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Author Topic: [UE4] eFootball PES Mobile  (Read 2315 times)
spiritovod
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[UE4] eFootball PES Mobile
« on: July 12, 2023, 05:22 »

Game: eFootball PES Mobile / 实况足球 (official site)
UE4 version: 4.26
AES key: in the same place as usual (link)

This is alternative official chinese version of mobile PES. The main issue is with game packages - pc0000 is actually zip file and should be extracted first, pc* paks are using key for global/pc version while nt* paks are using separate key. Due to umodel and packages specifics you can't load all of them at once, only those of the same type - or you can extract them and then open the whole extracted folder.


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McMan
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Re: [UE4] eFootball PES Mobile
« Reply #1 on: June 22, 2025, 22:08 »

Hi, I’m trying to create a patch for the Chinese version of eFootball, but I’ve run into some difficulties.
My current approach is to place the new image in the exact same path as the original image, cook it using the same version of Unreal Engine,and then package the resulting .uasset and .uexp files into a .pak to replace the original files.
I’m not sure if this method is entirely correct — do I need to adjust any other parameters or settings?
Thanks
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spiritovod
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Re: [UE4] eFootball PES Mobile
« Reply #2 on: June 22, 2025, 22:22 »

@McMan: Modding is out of scope of this forum, please address such questions to some modding communities. But basically a game may use customized engine, and without additional properties for an object (for example texture) added to the engine the game may refuse to load it. Also a game may use integrity checks for its resources, which should be bypassed to allow sideloading modified assets. And so on, there actually may be various issues even with almost stock engines regarding proper modding.
« Last Edit: June 22, 2025, 22:28 by spiritovod » Logged
McMan
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Re: [UE4] eFootball PES Mobile
« Reply #3 on: June 22, 2025, 22:25 »

ok,thank you
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