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Author Topic: [UE5] Neverness to Everness  (Read 6953 times)
spiritovod
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[UE5] Neverness to Everness
« on: July 02, 2025, 23:31 »

Game: Neverness to Everness (official site (en) / official site (ch))
UE5 version: 5.6 (current version) / 5.4-5.5 (previous versions)
AES key: in the same place as usual (link)

Mostly supported with specific build from this topic, you need to use game specific override. For general limitations and possible issues please read this topic.

If you want to extract non-native assets from the game, which are not supported by umodel, you can use respective quickbms script from specific scripts bundle, available in topic with keys. For more info read sticked topic and this post.

Update: Specific build is updated to support latest game versions. Now there are two override options, for previous and current game versions.


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« Last Edit: February 05, 2026, 04:33 by spiritovod » Logged
spiritovod
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Re: [UE5] Neverness to Everness
« Reply #1 on: February 05, 2026, 04:37 »

Specific build is updated to support latest game versions, along with quickbms script. Also in case you're updating from previous versions in the launcher via recovery option, make sure you don't have old patches in "Paks" folder (files with _0_P suffix), actual patches are stored in separate "PatchPaks" folder now. Old patches should be removed before using any tools with the updated game.

P.S. A small reminder - like explained in the sticked topic, all encryption and quickbms related issues (for UE4/5 games), as well as requests for new or updated keys, should be addressed to the topic with keys. Such posts will be removed from the forum in most cases.

Update: Backup for current beta version is now available at rin forum.
« Last Edit: April 25, 2026, 22:33 by spiritovod » Logged
NHWFF
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Re: [UE5] Neverness to Everness
« Reply #2 on: February 07, 2026, 07:22 »

I don't know why the viewer can't recognize the correct file


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spiritovod
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Re: [UE5] Neverness to Everness
« Reply #3 on: February 07, 2026, 16:25 »

@NHWFF: You need to use game specific override (with the game name) at startup screen. Also make sure you're using build fix212 or newer, otherwise that override option will not work with latest game version.

Update: Please return back when you'll understand what you're actually doing. Until then all your posts like that will be removed (in reference to removed post), since I'm not going to look into random user errors and they also can be confusing for other users here.
« Last Edit: February 08, 2026, 03:20 by spiritovod » Logged
Malik177
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Re: [UE5] Neverness to Everness
« Reply #4 on: April 30, 2026, 23:26 »

Every time I try viewing one of the models I keep running into an error saying SDL2.dll is missing, I downloaded the umodel_materials build from this post. https://www.gildor.org/smf/index.php/topic,7906.0.html
Where can I download this SDL2.dll to fix this?
Or is this the wrong umodel build?


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« Last Edit: April 30, 2026, 23:27 by Malik177 » Logged
spiritovod
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Re: [UE5] Neverness to Everness
« Reply #5 on: May 01, 2026, 05:35 »

@Malik177: It's mentioned right after the link with specific build:
If you're a newcomer, check this post before launching the build.
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mark2580
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Re: [UE5] Neverness to Everness
« Reply #6 on: May 06, 2026, 07:24 »

@spiritovod
Is there anything I can do with Umodel to make it scan resources a little faster with this game? The game isn't that big, but the scan takes forever. Maybe I could save some kind of dump file so I could just read the information from it next time. I'm just sitting there praying it doesn't crash and have to wait for the scan to complete again.
I only have NVMe SSDs with 6K+ speeds installed in my computer, so it definitely doesn't depend on the read speed.


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MARK2580
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Re: [UE5] Neverness to Everness
« Reply #7 on: May 06, 2026, 07:25 »

Where can I download this SDL2.dll to fix this?

You just need to download the regular original Umodel x64 and take SDL2.dll and SDL2_64.dll from there and put them next to umodel_materials_ue5.exe
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Re: [UE5] Neverness to Everness
« Reply #8 on: May 06, 2026, 14:05 »

@mark2580: I see no reason why full scan would be required upon every launch. It should be used only to find required assets once (since folder structure rarely changes between updates) and for exporting the whole game. This game has quite straightforward layout when animations are included in the character folder or in cutscenes folder. Animations in the character's folder can be appended directly, and for cutscenes animations you can switch to flat view and find compatible animations by the character name quite fast, because assets have sensible names most of the times, and append them instead of using animation search (which performs full scan indeed). In case if compatible animations are not applied upon appending them to the currently loaded mesh, use animations search and cancel it immediately, compatible anims from the loaded set will be re-applied. It's also possible to export animations directly from folder tree, like for UE4 games, but it can be confusing if retargeting is used for them. And it's not a workaround, but rather recommended way to work with umodel. For some games with large amount of assets and which uses retargeting, animation search may crash due to excessive amount of compatible animations - for example, in latest FF7 games loading all Cloud's animations would required more than 32GB memory.

In case of clearly missing dependencies, which doesn't affect this game, it's possible to limit scanning to the folder with dependent assets, then perform scan on the folder with target asset, since dependencies are resolved within already scanned assets (mostly required for games on 5.2 and below).
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mark2580
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Re: [UE5] Neverness to Everness
« Reply #9 on: May 10, 2026, 12:27 »

@spiritovod
Most often, my first priority is just identifying which resource is a model and which is a texture. I initially have no idea what I'm looking for. I open the full list mode, enter some data into the filter, and see what I get, then sort the columns by model or texture and view the content. Am I right in thinking I can speed up this scanning by, for example, disabling animation scanning?
The game simply has a huge number of resources, which can be various scripts, maps, blueprints, and sounds. Opening each file blindly takes a lot of time, but sorting by resource type speeds up the search significantly, something that's not possible in Fmodel, for example.
The amount of RAM is not a big problem for me. I've been using 64gb for this purpose for a long time, along with a 100gb swap file. This usually helps me to dig into games using third-party software.
« Last Edit: May 10, 2026, 12:29 by mark2580 » Logged

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Re: [UE5] Neverness to Everness
« Reply #10 on: May 10, 2026, 14:05 »

@mark2580: Like it was already said, you should perform full scan only once to understand where required assets are stored, then limit the scan to particular folder(s). And honestly, most games are using standard structure with textures, materials and animations stored in separate folders, with meshes being the largest asset in the root for a character/mob, with standard naming (SK_, SM_, MI_, T_), so further scans are not really required or can be limited to very particular subfolders. For example, you're working with playable characters, then scan only .../Characters/Player folder and work with results in flat view like usual, supported types will be shown for scanned assets. Moreover, on repeated scan of the same folder within the same session, in case if umodel has being closed and re-opened, and no other massive operations are performed in between launches, scan results are cached in memory/swap and loaded almost instantly (for example, less than 10sec for Player folder), which is rather Windows optimizations. Things related to animations are explained in my previous post.

P.S. I guess there are other possible usages of umodel, which would require full scan upon every usage, but I'm personally against them and prefer to not discuss them on the forum.
« Last Edit: May 10, 2026, 15:07 by spiritovod » Logged
mark2580
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Re: [UE5] Neverness to Everness
« Reply #11 on: May 17, 2026, 10:25 »

@spiritovod
Well, most often, yes, you can look at the file prefix, but not all developers are so "correct." I've often come across games that don't adhere to this. Thanks for the answer. Still, this list mode with columns is much more convenient than Fmodel, which doesn't have this at all. I'm very glad that Umodel now works well with UE5.
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