Update: Before reading the post, it's highly recommended to update specific umodel build, as there was a fix for duplicated assets when a game is opened with mods applied (affects games with io store packages). Also support for VolumeTexture has been added, they can be previewed and exported now.
I was asked about some mods for the game and how they can be processed. While usually I'm not providing support for mods, as the engine can provide much more backward compatibility for modded assets than umodel can, the following info may be helpful for some people.
First, you need to understand loading order of assets. Umodel is using plain recursive scheme when assets/packages are loaded from folder1, then folder2, then pakchunk0 from root folder, then pakchunk0_P from root folder. As result, if an asset is registered from pakchunk0 and then found in pakchunk0_P, it's updated to be registered as most recent copy, and that's how actual patches works for most games even nowadays. In the same time, if an asset is registered from folder1 first (usually mods), then from pakchunk0, the original asset will be registered instead, unlike how the engine is using them.
Take
Eluvia face mod from NexusMods as example. The mod has been last updated in 2023, which means it's using older format (there is separate override in specific umodel build for older format). NexusMods are usually placed in /Content/Paks/~mods folder, which means due to loading order you'll see an original asset while trying to open the whole Paks folder. The mod only modifies uasset file, but original asset relies on bulk data for lods as well. Even though you can open ~mods folder directly, it's not recommended, as in some cases missing bulk data or missing reference from base game can lead to a crash. In this case you can load folder with the mod directly (now it can be any included subfolder, like "~mods/collection1/face_mods/mod1") because upon modding only one lod is present and it's inlined, so bulk data is not required at all. But normally you need to place a mod in Paks folder, ensure it will be the last there by name, then open the Paks folder. You can see comparison of original asset and the same asset with the mod placed in Paks folder on the attached screenshot.
If someone is interested in an option for explicitly changing loading order, let me know.