Gildor's Forums

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 81 
 on: July 12, 2026, 01:36 
Started by spiritovod - Last post by spiritovod
Game: Astro Arena: 3vs3 Battle PvP (playmarket)
UE4 version: 4.26
AES key: in the same place as usual (link)

To avoid issues use specific build from this topic - no special override is required, simply choose proper engine version.

 82 
 on: July 11, 2026, 18:49 
Started by zardalu - Last post by spiritovod
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.

 83 
 on: July 10, 2026, 22:58 
Started by spiritovod - Last post by spiritovod
@Ruozhuo: It should be fixed now in the updated build. For reference, it was a rare case of the same issue reported by vIvy above.

 84 
 on: July 10, 2026, 12:57 
Started by spiritovod - Last post by Ruozhuo
Such a prompt appeared in the new version

 85 
 on: July 09, 2026, 17:31 
Started by Lyws - Last post by NoyiriaLumi
@NoyiriaLumi: Those issues are related to incorrect extraction rather than umodel itself. Could you tell which package those samples are from (1xxx), I'll update to current game version and take a look.
They're from 1005.db azn

 86 
 on: July 09, 2026, 17:27 
Started by Lyws - Last post by spiritovod
@NoyiriaLumi: Those issues are related to incorrect extraction rather than umodel itself. Could you tell which package those samples are from (1xxx), I'll update to current game version and take a look.

 87 
 on: July 09, 2026, 13:58 
Started by Lyws - Last post by NoyiriaLumi
Hi, I noticed that after the update, some skeletal meshes that cause Umodel to report errors when opening them. Could you please take a look? I can provide a screenshot of the Umodel error if that would help.   https://www.mediafire.com/file/2ef67994n1d5gq6/HOKW.7z/file

 88 
 on: July 08, 2026, 17:11 
Started by yuehen - Last post by Drastik
I hate to be another person asking for the PAK's, but if someone would be kind enough to share the PAK's that would be greatly appreciated. Downloads speeds aren't the greatest where I'm from and having to change my region to attempt downloading the game via Purple only makes it worse.

 89 
 on: July 06, 2026, 15:54 
Started by spiritovod - Last post by spiritovod
Just a reminder from the sticked topic at the top of this forum section:
...The most important part is this: "All issues related to encryption, quickbms scripts or keys should be addressed to the topic with keys, such posts will be removed from this forum in most cases." This part is applied only to UE4/5 games...

Note that both referenced in the first post umodel builds have game specific override option, because old game versions on UE4 used customized encryption. Before reporting possible issues make sure you're using correct build, since the game is using UE5 for a long time, and that you've read the rest of the topic.

 90 
 on: July 03, 2026, 21:54 
Started by spiritovod - Last post by spiritovod
@kofing1: Thank you, it should be fixed in the updated build. Normally it would not happen at all, but it's worth to add ability to skip such issues without crashes.

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