Only do it for sub_*** paks, because the texture files can only in .sub paks in MHWilds.
You should rename it like "re_chunk_000.pak.sub_000.pak.patch_002.pak". The trailing number (patch_***) should be continuous. If you accidentally use it as a non-sub pak patch, the game will not be launched.
DLC paks are untested, because it's obviously not worth wasting too much storage. If you insist, please give me more feedbacks!
I can't test DLC paks, but my friend did so much tests for this, thanks Amekaji航 and other posters!
DLC pak decompress guide:
1. You need to create a complete uncompressed copy of the DLC Pak [re_dlc_stm_3308900.pak.sub_000.pak]. In the tool v0.1.2, you need to set both options to True. 2. Replace the original file [re_dlc_stm_3308900.pak.sub_000.pak] by the generated one. If you have enough disk space, you can back it up in advance. 3. It is said that even with DLC, creating an uncompressed version of the game's standard texture pak can still improve performance. So here it is, you can incidentally create an uncompressed version for [re_chunk_000.pak.sub_000.pak]. For tool v0.1.2, select [Full Package: False] + [Feature Clone: True] to create a patch pak. Then rename your generated pak from the above, [re_chunk_000.pak.sub_000.pak.patch_***.pak] (don't delete the original one if you are using patch mode!) 4. If you find that some textures are missing the highest quality after doing this, try other ways of creating hard links in post.
1. Full packaging mode (for those who want to replace the original pak). If disable, the tool only process all .tex files.
2. Clone feature flags from the original pak. The original pak contains a large number of flags of unknown action, cloning them into the same file in the new pak may help fix some issues. However, it is not clear whether these flags will be applicable with changed files, so this will be an experimental feature for the time being and hopefully more people will test it.
After a little feedback, this feature at least does not cause new problems and is recommended for use right now.
I tried to unzip all the texture files and replace the original files to enter the game normally, but the problem was that after I uninstalled the Fluffy Mod Manager mod, the sub pak file was damaged, and I had to replace the original file back. It seems that this conflicts with some mods.
I tried to decompressed the previous files + sub pak patch 004. Pretty much no go as you just immediately crash on boot. Not sure what VRAM optimizations capcom did but you still end up worse in the frame pacing department instead of just using this method before TU 1.5.
Let me know if anyone gets this working though as i tried what i could. I think the tool is will need updating after our modder friends figure things out if ever.
Update: Managed to get it working. I had to do the full replacement method (true, true) for the following filesre_chunk_000.pak.sub_000.pak re_chunk_000.pak.sub_000.pak.patch_002.pak re_chunk_000.pak.sub_000.pak.patch_004.pak
I had to full replace (true, true) the Hi-res texture pak file in the dlc folder and then patch in the texture files as a duplicate pak.patch file (false, true) as re_chunk_000.pak.sub_000.pak.patch_006.pak I did this secondary step as some hi-res textures don't load correctly unless you do this.
--- and then patch in the texture files as a duplicate pak.patch file (false, true) as re_chunk_000.pak.sub_000.pak.patch_006.pak I did this secondary step as some hi-res textures don't load correctly unless you do this. --- The xxxxx_006.pak is a (false, true) decompressed of which file?
the original re_chunk_000.pak.sub_000.pak,
the (true, true) decompressed of the re_chunk_000.pak.sub_000.pak,
the original DLC pak file, or
the (true,true) decompressed version of the the DLC pak file?
the xxx_006.pak is the hi-res pak file. to clarify you are making another duplicate of the re_dlc_stm_3308900.pak.sub_000.pak file found in the dlc folder.
Some people had success with a hard symlink method to save on storage space, but this method did not work for me. I had to make a duplicate.
Im currently using the hardlink method. I decompressed the high res pack then made a hardlink from the uncompressed file in the DLC folder to the parent folder containing all the other patch files.
Example: Open CMD as Admin, type:
cd YOUR MH DIRECTORY CONTAINING THE 00X PATCH FILES
Then paste:
mklink /h "re_chunk_000.pak.sub_000.pak.patch_00x.pak" YOUR re_dlc_stm_3308900.pak.sub_000.pak FULL PATH here
Right click on the MH high res decompressed file and click copy as path, paste that in the YOUR FULL PATH HERE area. Change the 00x.pak to whatever is the next in the "patch" chain in your folder. for me it was 006. This saved me 100 gigs of space.
Thanks a lot! Tried a few things and this fixed my problems! Instantly crashed after loading into my save. I'm not using hi-res so I skipped this step tho.
Hello, I'm having issues getting this to work on one of my computers. On my new computer it immediately triggers the crash report when trying to boot up the game (it mentions the new pak file is corrupted). I've renamed the decompressed files accordingly and even completely replaced the original pak files and it still triggers the crash. I have this working on a older computer so I have no idea what is happening here. Windows 11 vs 10 on my old computer if that's relevant.
"Error occurred when processing tex: GDeFlate error: Decompression error: Insufficient space. The process terminated early, we'll save the current processed tex files to pak file. Bytes written: 40.65 GiB"
getting this error while trying to decompress the dlc files after the new update
This right here. Anyone know? Alot of mods created issues in TU1. The answer shouldn't be well wait for author to update. There's hundreds of authors now on this game
yes you do need to decompress again. i deleted the old ones and decompressed again. streetfighter update made the game so laggy. it was much better after i decompressed again
you'll need to be running the game on a pretty solid drive, otherwise you're moving from a direct storage live texture decompression bottleneck to a conventional storage bottleneck.
If you'll get an overlay like presentmon and look what happens with vram when game stutters because of texture pack, you'll find out that it's exactly the case, 16GB vram is getting overfilled by texture pack if you don't give game some time to drop caches, if you'll be a little bit more persuasive(like running around first camp and rapidly rotate camera at the same time) you might even force game into unrecoverable hang.
with hq textures vram usage goes bananas i have a 5090 and presentmon show up to 26 gb of vram usage its not on your gpu game is just badly optimized re engine is not for open world i am guessing there is lots of textures that are not needed loaded in your vram all the time
352 comments
You should rename it like "re_chunk_000.pak.sub_000.pak.patch_002.pak". The trailing number (patch_***) should be continuous. If you accidentally use it as a non-sub pak patch, the game will not be launched.
DLC paks are untested, because it's obviously not worth wasting too much storage. If you insist, please give me more feedbacks!
MonsterHunterWilds
│ MonsterHunterWilds.exe
│ re_chunk_000.pak
│ re_chunk_000.pak.patch_001.pak
│ re_chunk_000.pak.sub_000.pak <- The input source file
│ re_chunk_000.pak.sub_000.pak.patch_001.pak
│ re_chunk_000.pak.sub_000.pak.patch_002.pak <- Your generated patch
I can't test DLC paks, but my friend did so much tests for this, thanks Amekaji航 and other posters!
DLC pak decompress guide:
1. You need to create a complete uncompressed copy of the DLC Pak [re_dlc_stm_3308900.pak.sub_000.pak]. In the tool v0.1.2, you need to set both options to True.
2. Replace the original file [re_dlc_stm_3308900.pak.sub_000.pak] by the generated one. If you have enough disk space, you can back it up in advance.
3. It is said that even with DLC, creating an uncompressed version of the game's standard texture pak can still improve performance. So here it is, you can incidentally create an uncompressed version for [re_chunk_000.pak.sub_000.pak]. For tool v0.1.2, select [Full Package: False] + [Feature Clone: True] to create a patch pak. Then rename your generated pak from the above, [re_chunk_000.pak.sub_000.pak.patch_***.pak] (don't delete the original one if you are using patch mode!)
4. If you find that some textures are missing the highest quality after doing this, try other ways of creating hard links in post.
1. Full packaging mode (for those who want to replace the original pak). If disable, the tool only process all .tex files.
2. Clone feature flags from the original pak. The original pak contains a large number of flags of unknown action, cloning them into the same file in the new pak may help fix some issues. However, it is not clear whether these flags will be applicable with changed files, so this will be an experimental feature for the time being and hopefully more people will test it.
After a little feedback, this feature at least does not cause new problems and is recommended for use right now.
Let me know if anyone gets this working though as i tried what i could. I think the tool is will need updating after our modder friends figure things out if ever.
Update: Managed to get it working. I had to do the full replacement method (true, true) for the following files
re_chunk_000.pak.sub_000.pak
re_chunk_000.pak.sub_000.pak.patch_002.pak
re_chunk_000.pak.sub_000.pak.patch_004.pak
I had to full replace (true, true) the Hi-res texture pak file in the dlc
folder and then patch in the texture files as a duplicate pak.patch
file (false, true) as
re_chunk_000.pak.sub_000.pak.patch_006.pak
I did this secondary step as some hi-res textures don't load correctly unless you do this.and then patch in the texture files as a duplicate pak.patch
file (false, true) as
re_chunk_000.pak.sub_000.pak.patch_006.pak
I did this secondary step as some hi-res textures don't load correctly unless you do this.
---
The xxxxx_006.pak is a (false, true) decompressed of which file?
Some people had success with a hard symlink method to save on storage space, but this method did not work for me. I had to make a duplicate.
Example: Open CMD as Admin, type:
cd YOUR MH DIRECTORY CONTAINING THE 00X PATCH FILES
Then paste:
mklink /h "re_chunk_000.pak.sub_000.pak.patch_00x.pak" YOUR re_dlc_stm_3308900.pak.sub_000.pak FULL PATH here
Right click on the MH high res decompressed file and click copy as path, paste that in the YOUR FULL PATH HERE area. Change the 00x.pak to whatever is the next in the "patch" chain in your folder. for me it was 006. This saved me 100 gigs of space.
Instantly crashed after loading into my save. I'm not using hi-res so I skipped this step tho.
"Error occurred when processing tex: GDeFlate error: Decompression error: Insufficient space.
The process terminated early, we'll save the current processed tex files to pak file.
Bytes written: 40.65 GiB"
getting this error while trying to decompress the dlc files after the new update
seems I fixed it by revalidating files
I tried the full method on both and the game wouldn't start.
the high-res texture pack still doesn't run well for me, it still stutters a lot when I put them on(I have a 5080 so VRAM should not be an issue)
If you'll get an overlay like presentmon and look what happens with vram when game stutters because of texture pack, you'll find out that it's exactly the case, 16GB vram is getting overfilled by texture pack if you don't give game some time to drop caches, if you'll be a little bit more persuasive(like running around first camp and rapidly rotate camera at the same time) you might even force game into unrecoverable hang.
"file looks corrupted: re_chunk_000.pak.sub_000.pak.patch_004.pak"
It doesn't matter which one of the decompressed pak files I put there they end up always being corrupted. The game crashes when launching.
Anyone have any tips?