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PS4 CFW and Hacks       Thread starter PSXHAX       Start date Apr 24, 2021 at 4:35 PM       9,613       51      
Following The Witcher 3 (TW3) PS4 Texture Patcher Tool, recently PlayStation 4 Scene developer @Backporter shared the latest addition on his Github repository via Twitter dubbed RE-PAK which is a tool to preview meshes / textures, create / extract PAKs and more for PS4 game mods and modders alike! šŸ¤©

Download: RE_PAK.exe (Latest Version) / GIT

Those interested can drop by the Official PS4 Game Modding Server Discord channel for support, and from the README.md comes further details below: RE-PAK

UI Based Tool that allows for Previewing (PC) Textures on the fly, Extracting PAKs, and Creating PAKs AND modding other platforms (PS4).

Notes Before You Get Started:
  • For PAK Creation you do need the original PAKs extracted from the platform you intend to create them for(PC => PC, PS4 => PS4) They Are Not Substitutable With Different Platform PAKS SO DO NOT TRY AND MIX THEM
  • Mods that replace DLC Outfits will not work on the PS4 from my testing, so make sure you read the mod page.
  • Example PAKs can be found in this repo, their credits will be inside the zip in a text document or posted below.
Requirements:
  • Extracted Game PC / PS4
  • PS4-RE-TEX - For PS4 Textures.
Using PAK Creator:

Open the PAK Creator select open/save, pick the original PAKs from the game, click Create and it will create it, place the two generated PAKs in the game with the correct name, and it should load as shown below.

Proof Of It Working:

Textures:


Mod: Blue Gun - personal mod (PC / PS4)
Meshes:

Mod: Krypton Nanotech Suit created by Wiwilz on NexusMods.com
Mod: Leon RE4 Hair created by Stevebg23 and their friends JP and ManGaKa on NexusMods.com
Other Stuff:

RE3 Mods Running on the PS4:

Mod: Reika created by ES47_also_known_as_Dedraz on NexusMods.com
Change Log:
  • 1.0 Base.
  • 2.0 Added PAK Creation and other options.
  • 3.0 Fixed a few bugs
  • 4.0 Small un-notable changes
  • 5.0 Changed the way the PAKs are created, Optimized data storing of PAK info this will speed PAK creating up a bit.
  • 5.1 Removed the need for a database, the program will automatically generate it and use it, fixed a bug that would cause an exception if the user didn't provide a proper path for the hash list.
  • 5.2 Changed the Previewer to support all Tex's
Screenshots of the App:
Using RE-PAK And PS4-RE-TEX to mod RE-Engine Games On The PS4

Finally, below are some RE3 PC Mods for PS4 -USA Version- CUSA14168 via Garrus Vakarian on Twitter. Load DLC with Jdownloader:

Download: RE3+(USA).dlc (8.21 KB)
RE-PAK Tool to Preview Textures, Create  Extract PAKs for PS4 Game Mods.jpg
 

Comments

Rizuki

Senior Member
Contributor
Verified
can we replace leon to ada wong in resident evil 2 with this tool?

@xenaxxx are you have nude ada wong on resident evil 2? my pc are so potato in here šŸ˜­

so many thanks before
 

Backporter

Developer
Senior Member
Contributor
Verified
this tool is used for mod converting and installing PC mods on the PS4, if its a mod yes, if not, this tool will not help with that.
 

Waynogeoff

Member
Contributor
Verified
Anybody else get error straight away when running Re-PAK on RE 2 mods. RE 3 mods work a treat, just cant seem to get RE 2 to work.

As soon as I click create after loading the Pak files i get an error message and the option to continue (which just seems to hang) or quit. When I quit the file re_chunk.000_patch_001 is created only small size 1.5Mb ish.
 

Whitehawkx

Staff Member
Moderator
Verified
@Waynogeoff Make sure you're using the RE2 pak list and not RE3. That might be the issue. I've used RE2, RE3, and DMC5 without issue. Just gotta make sure you select the appropriate pak list depending on game.
 

Waynogeoff

Member
Contributor
Verified
@Whitehawkx yeah defo using the correct Pak list (yes for RE 2, No for Re 3 etc) maybe its the source? I was using your RE 3 mods and re paking them with nexus mods of my choice and they worked fine. But the RE 2 mods i'm trying to repack have muliple chunk files where as the RE 3 mods from you only had the two?
 

Waynogeoff

Member
Contributor
Verified
Typical, tried again this evening and now i'm not getting the error. Used a different mod pkg to extract the chunk files from so maybe thats it? I'll try again to re-create the error so i can provide the log. Mod did not work when launching the game though, game hangs before CAPCOM splash screen.

Still not getting the error on create Pak anymore, strange. Game is booting now as well, yet mods not showing up in game. Strange indeed, anyone got a working RE 2 claire only mod as all the mods i have that work are multiple character changes with multiple chunk files when extracted and i only want to experiment with claire until i get it working?

@Backporter got the error message again, here's the log.
Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Argument bytes (System.Byte) is empty. 
Parameter name: bytes
   at EasyCompressor.Internal.Check.NotNullOrEmpty[T](T[] obj, String name, String message) in D:\a\EasyCompressor\EasyCompressor\src\EasyCompressor\Extensions\Check.cs:line 98
   at EasyCompressor.BaseCompressor.Compress(Byte[] bytes) in D:\a\EasyCompressor\EasyCompressor\src\EasyCompressor\Compressor\BaseCompressor.cs:line 70
   at RE2_PAK_UI.PAK_Creator.Create_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4360.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
RE_PAK
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///G:/Resident%20Evil/RE%20Update%20Creator/RE_PAK.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4341.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4360.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4360.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
EasyCompressor
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///G:/Resident%20Evil/RE%20Update%20Creator/EasyCompressor.DLL
----------------------------------------
EasyCompressor.Zstd
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///G:/Resident%20Evil/RE%20Update%20Creator/EasyCompressor.Zstd.DLL
----------------------------------------
System.Runtime.InteropServices.RuntimeInformation
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.InteropServices.RuntimeInformation/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Runtime.InteropServices.RuntimeInformation.dll
----------------------------------------
ZstdNet
    Assembly Version: 1.4.5.0
    Win32 Version: 1.4.5.0
    CodeBase: file:///G:/Resident%20Evil/RE%20Update%20Creator/ZstdNet.DLL
----------------------------------------
System.Memory
    Assembly Version: 4.0.1.1
    Win32 Version: 4.6.28619.01
    CodeBase: file:///G:/Resident%20Evil/RE%20Update%20Creator/System.Memory.DLL
----------------------------------------
System.Runtime.CompilerServices.Unsafe
    Assembly Version: 4.0.4.1
    Win32 Version: 4.6.28619.01
    CodeBase: file:///G:/Resident%20Evil/RE%20Update%20Creator/System.Runtime.CompilerServices.Unsafe.DLL
----------------------------------------
System.Buffers
    Assembly Version: 4.0.3.0
    Win32 Version: 4.6.28619.01
    CodeBase: file:///G:/Resident%20Evil/RE%20Update%20Creator/System.Buffers.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 

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