Gildor's Forums

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 91 
 on: July 03, 2026, 16:54 
Started by spiritovod - Last post by kofing1
FStaticLODModel4::SerializeRenderItem <- TArray::Serialize: 0/3 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'SK_Cat_Standard_NeckAcc_002.SK_Cat_Standard_NeckAcc_002', pos=1E57, ver=532/0, game=lom <- UObject::EndLoad <- LoadWholePackage: /Game/Arts/Character/Model/Animal/Cat/Cat_NeckAcc/NeckAcc_002/SK_Cat_Standard_NeckAcc_002.uasset <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1579 based fix259

 92 
 on: July 03, 2026, 04:27 
Started by spiritovod - Last post by spiritovod
Please address questions related to the usage of the tool mentioned in the first post either to rin forum or via PM.

 93 
 on: July 03, 2026, 04:22 
Started by spiritovod - Last post by spiritovod
Game: Lord of Mysteries (official site (ch) / official site (en))
UE5 version: 5.7
AES key: in the same place as usual (link)

Partially supported with specific build from this topic with game specific override. For general limitations and possible issues please read this topic.

If you need to extract non-native assets, which are not supported by umodel, use respective quickbms script from specific scripts bundle, available in topic with keys. There is also a tool for producing partially fixed utoc files, included with the script. For more info read sticked topic and this post.

Update: The tool is updated to produce more proper output. You need to remove all previosly generated with it files before copying new ones to the game. In case of issues try to restore original files of the game via the launcher.
Update 2: Specific build and the tool are updated to support latest game version. They should be backward compatible with previous version as well.
Update 3: Specific build and the tool are updated with the fix for packages with bulk data, now it should be loaded correctly when possible.

 94 
 on: June 30, 2026, 15:44 
Started by spiritovod - Last post by spiritovod
@raldenmei: Such things are out of scope of the forum, I can only elaborate on assets supported in umodel, if possible. Considering that the game is encrypting localization (afaik), most likely some other data types are encrypted as well. It would be better to address such requests to the game related or general reversing communities, where people are dedicated to reversing particular games resources.

 95 
 on: June 30, 2026, 05:21 
Started by spiritovod - Last post by raldenmei
Dear Sir,
I used FModel to unpack game assets from .pak/.utoc archives, but all the extracted .dat files show as garbled, unreadable binary data. I cannot tell whether they are encrypted, compressed with a proprietary algorithm, or just a custom format that FModel does not natively support.
I would really appreciate it if you could give me a brief hint on how to approach this issue, or recommend any tools for further analysis of these .dat files.


 96 
 on: June 29, 2026, 03:06 
Started by spiritovod - Last post by spiritovod
@zxhxy: It will not work in case when reference pose of the mesh is different than reference pose of the skeleton used by the animation (usually in such cases it's linked explicitly via properties), or in case when root bone is actually transformed by the animation. Also umodel is using different coordinates system for preview and export, which I'm definitely not going to touch.

Anyway, added "Adjust anims" option to startup screen (also available via cli) for binding reference pose from the mesh if the animation is appended to it. It may not work properly for batch export though, as different skeleton can be selected in the process, but it may be helpful for some problem cases. I would be grateful for any feedback about using it.

 97 
 on: June 27, 2026, 19:45 
Started by spiritovod - Last post by zxhxy
@zxhxy: There are at least two other games with such problem, Architect and Eriksholm (though Architect is somehow fixed in current build). Unfortunately it's only part of the issue and you're fixing the result, not the cause. From my understanding, the core of this problem is that retargeted animation may have linked reference pose, which is different from used in the referenced skeleton. It's not currently being parsed, as UE5 build is omitting most properties. And upon restoring stripped reference pose (bind pose) for an animation from referenced skeleton instead of the linked one, result may be all over the place. I'm just trying to mitigate the issue on post-processing phase instead of modifying output, which may bring other possible issues in the future.
This is indeed a rather complex problem. I'm thinking, since we can't resolve the reference pose that references the bones, could we establish a detection mechanism to handle problematic animations? Using the root node of the reference pose as the standard value, if the attached animation causes the value of the root node to change, then correct that value to the standard value of the reference pose (only the root node needs to be modified).

 98 
 on: June 27, 2026, 14:42 
Started by spiritovod - Last post by spiritovod
@yretenai: Thank you for the heads-up, updated the first post. It's always recommended to check actual engine version in exe properties (if possible), especially for games with frequent updates.

Update: I'm not quite sure about current approach, but apparently there are two game version shipped simultaneously (maybe client and server). I've updated specific build to support older version (latest one works out of the box) and added respective info to the first post.

 99 
 on: June 27, 2026, 14:37 
Started by spiritovod - Last post by spiritovod
@zxhxy: There are at least two other games with such problem, Architect and Eriksholm (though Architect is somehow fixed in current build). Unfortunately it's only part of the issue and you're fixing the result, not the cause. From my understanding, the core of this problem is that retargeted animation may have linked reference pose, which is different from used in the referenced skeleton. It's not currently being parsed, as UE5 build is omitting most properties. And upon restoring stripped reference pose (bind pose) for an animation from referenced skeleton instead of the linked one, result may be all over the place. I'm just trying to mitigate the issue on post-processing phase instead of modifying output, which may bring other possible issues in the future.

 100 
 on: June 27, 2026, 10:48 
Started by spiritovod - Last post by yretenai
Game updated to Unreal 5.7 sometime in the last few months, umodel still works. Just a heads up to anyone manually specifying the override to 5.5.

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