Gildor's Forums

Author Topic: [UE5] Lord of Mysteries  (Read 3681 times)
spiritovod
Global Moderator
Hero Member
*****
Posts: 3003


View Profile
[UE5] Lord of Mysteries
« on: July 03, 2026, 04:22 »

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, without them most game resources will not be available in the viewer. 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.


* Clipboard01.jpg (162.51 KB, 2547x1239 - viewed 860 times.)

* Clipboard02.jpg (157.6 KB, 2549x1246 - viewed 533 times.)
« Last Edit: August 26, 2026, 17:27 by spiritovod » Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 3003


View Profile
Re: [UE5] Lord of Mysteries
« Reply #1 on: July 03, 2026, 04:27 »

Please address questions related to the usage of the tool mentioned in the first post either to rin forum or via PM.
« Last Edit: August 20, 2026, 23:50 by spiritovod » Logged
kofing1
Newbie
*
Posts: 7


View Profile
Re: [UE5] Lord of Mysteries
« Reply #2 on: July 03, 2026, 16:54 »

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
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 3003


View Profile
Re: [UE5] Lord of Mysteries
« Reply #3 on: July 03, 2026, 21:54 »

@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.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 3003


View Profile
Re: [UE5] Lord of Mysteries
« Reply #4 on: August 20, 2026, 23:49 »

The tool is updated to produce more proper output. You need to remove all preciously 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, because you can accidentally remove some of original game files or overwrite them (overwriting shouldn't happen if you've applying generated files over newly installed game).

You can now report all umodel related issues, including warnings about missing files from logs.

Update: Specific build and the tool are updated to support latest game version.
Update 2: Specific build and the tool are updated with the fix for packages with bulk data, now it should be loaded correctly when possible. It mostly affects textures, which were loaded with lower resolution than actually available in resources.
« Last Edit: August 21, 2026, 19:35 by spiritovod » Logged
Aerlene
Newbie
*
Posts: 14


View Profile
Re: [UE5] Lord of Mysteries
« Reply #5 on: August 23, 2026, 19:25 »

I'm getting this error: Unable to read 1 bytes at pos=0x5FD8D
FFileReader::Serialize: File=af.pak <- FPakVFS::ReadDirectory: PakVer=0.0 <- RegisterGameFile: D:\Game/C7/Binaries/Win64/SnapversePCGameSDK/cef_resources/locales/af.pak <- ScanGameDirectory <- ReadDir <- ScanGameDirectory <- ReadDir <- ScanGameDirectory <- ReadDir <- ScanGameDirectory <- ReadDir <- ScanGameDirectory <- ReadDir <- ScanGameDirectory <- ReadDir <- ScanGameDirectory <- appSetRootDirectory: dir=D:\Game <- Main: umodel_build=1579 based fix276

I'm using the latest updated build with the custom version. I didn't change anything in the game files.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 3003


View Profile
Re: [UE5] Lord of Mysteries
« Reply #6 on: August 23, 2026, 20:07 »

@Aerlene: Thanks, it should be fixed in the updated build. I only tested Paks folder directly and forgot that there are also CEF packages in the game directory as well. Also note that you need to use the tool, mentioned in the first post, to generate utoc files, otherwise most game resources will not be available in the viewer.
« Last Edit: August 23, 2026, 20:21 by spiritovod » Logged
Aerlene
Newbie
*
Posts: 14


View Profile
Re: [UE5] Lord of Mysteries
« Reply #7 on: August 23, 2026, 23:36 »

@Aerlene: Thanks, it should be fixed in the updated build. I only tested Paks folder directly and forgot that there are also CEF packages in the game directory as well. Also note that you need to use the tool, mentioned in the first post, to generate utoc files, otherwise most game resources will not be available in the viewer.
@spiritovod which tool are you referring to? I only see the bms tool mentioned but just for the non native assets
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 3003


View Profile
Re: [UE5] Lord of Mysteries
« Reply #8 on: August 24, 2026, 00:12 »

@Aerlene: I've removed duplicate script from the specific scripts bundle to avoid possible confusion. Scripts with additional files or tools are packed into separate zip archives with the script name into the bundle.
Logged
bbddbbdd
Newbie
*
Posts: 1


View Profile
Re: [UE5] Lord of Mysteries
« Reply #9 on: August 26, 2026, 17:04 »

Is the KEY incorrect? This is the public‑beta build. When I open it, there are barely any resources inside, yet no errors are thrown.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 3003


View Profile
Re: [UE5] Lord of Mysteries
« Reply #10 on: August 26, 2026, 19:16 »

@bbddbbdd: Like explained in the first post and some posts above, you need to generate additional utoc files, without them most game resources will not be recognized by umodel. If you have questions related to the tool usage or quickbms script usage, they should be addressed to the topic with keys.
Logged
Huwei
Newbie
*
Posts: 1


View Profile
Re: [UE5] Lord of Mysteries
« Reply #11 on: August 28, 2026, 07:21 »

I used a tool to generate a UTOC file, moved it to the Paks folder, but still couldn't open it using UModel. Is my operation incorrect?
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 3003


View Profile
Re: [UE5] Lord of Mysteries
« Reply #12 on: August 28, 2026, 15:57 »

@Huwei: If you've copied all generated output to "Paks" folder (both pak and utoc files) and then selected game specific override in umodel (with the game name), then take a look at umodel logs while opening the game - there maybe warnings about incorrect key, which means you're using wrong key. Issues with keys and requests for their update should be addressed to the topic with keys as well.
Logged
wans
Newbie
*
Posts: 1


View Profile
Re: [UE5] Lord of Mysteries
« Reply #13 on: October 08, 2026, 03:40 »

Following up from CS.RIN (spiritovod asked to continue umodel-related discussion here).

Environment: umodel build 1579 (based fix288, Sep 30) with the lom override; LordMyst_convert v1.3 output (5 utoc + 5 pak) placed together with the original containers, nothing overwritten; AES key passed via -aes=. The setup itself seems fine: the scan reports "Found 442557 game files (57 skipped) in 19676 folders" and almost all packages list and export correctly.

Problem: nearly all character animations fail with "missing Skeleton". Examples:

  /Game/Arts/Character/Animation/AIExportAnimation/A_F_AI_Dance
    -> WARNING: unable to load animation A_F_AI_Dance, missing Skeleton
  /Game/Arts/Character/Animation/LipSync/Main/Vo_*  (several thousand)
  /Game/Arts/Character/Animation/Common/Male/* and Common/Female/*

while other animations export fine, e.g. /Game/Arts/Character/Animation/Animal/Bird/A_Bird_Die.

From the saved packages, the failing animations reference the skeleton object path

  /Game/Arts/Character/Model/Player/Avatar/M_Avatar/SKEL_3C

which does not appear anywhere in the package listing (~355k packages), while the working bird animation references /Game/Arts/Character/Model/Animal/Bird/Bird04/SK_Bird_Skeleton, which is present. This is a live-service build with runtime resource streaming (there is an ~11 GB on-demand resource cache besides the installed containers, and the launcher reports the full game as ~90 GB vs ~74 GB installed), so this skeleton may not exist in the local container set at all.

What we tried:
- Placing a dummy file at .../Paks/C7/Content/Arts/Character/Model/Player/Avatar/M_Avatar/SKEL_3C.uasset: the scan picks it up (442557->442558 files) and the animation loader really tries to load that file (fails with "Wrong package tag" because our dummy is not a real package). So path-based resolution works, we just don't have a valid package to put there.
- CLI -pkg= / -anim= do not attach an external skeleton; the animation resolves by its own import path.

Questions:
1. What is the supported workflow for animations whose referenced USkeleton is absent from the local containers? For games with "dummy bone mesh" skeletons the notes suggest opening the mesh and appending animations - here /Game/Arts/Character/Animation/Player/SK_Base_F is the 370-bone "bone" mesh (its Skeleton property loads as None). Can the GUI "FindAnimations" bind and export these animations via the mesh skeleton without the original USkeleton asset?
2. Is UmodelSaved consulted for import resolution at all? i.e. could a hand-made saved Skeleton package at UmodelSaved/Game/Arts/Character/Model/Player/Avatar/M_Avatar/SKEL_3C.uasset satisfy that import? Our quick test says no (still "missing Skeleton"), but maybe we did it wrong.

Full logs or a saved sample package (A_F_AI_Dance) can be provided if useful. Thanks!
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 3003


View Profile
Re: [UE5] Lord of Mysteries
« Reply #14 on: October 09, 2026, 18:21 »

@wans: I'd suggest to work with the game in GUI mode instead of CLI one, since without experience with CLI commands and understanding umodel's workflow (also considering context of the workaround, used for this game) it can be confusing. Many CLI commands are aimed for, and have descriptions for, earlier UE2/3 engines, where terms like package or animset means different things than for UE4/5 engines. Probably the main difference is that for games using io store packages (utoc/ucas) it's not possible to open separate assets extracted from packages, they can be processed only from within packages.

Regarding warnings about missing skeleton, I tested latest game version (only base download) and it works the same way as before, which means things shown on the screenshots from the first post are reproducible by simply opening/tagging respective meshes. I'd also suggest to view recommended tutorial from tutorials section.

Some example commands for CLI, though for this game in particular it may not work like expected:
-path="path to packages": should be used to point to the folder with packages, in most cases it should work from root game folder, but in some cases it's better to point to "Paks" folder directly.
-list: not really useful for games with io store packages and UE5 games in general, still it's possible to use "-list *" to list all assets included in the packages provided via "path" command, and also all included in the assets objects (basically export table). It's really recommended to write output to a file instead of console (>).
-anim="animset": for UE4/5 games animset=skeleton, but it may not work in some cases, for example if exporting animation is loaded before skeleton (shouldn't happen in GUI, where you can also reload it manually). Also it will not work if gltf is used as export format, since it explicitly requires for a mesh with compatible skeleton being loaded before exporting an animation. It's less confusing in GUI, where it's also possible to change skeletons for retargeting purposes (like explained in this topic).
« Last Edit: October 09, 2026, 18:24 by spiritovod » Logged
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS