The purpose of this tool is to allow cooked assets to be packaged in the I/O Store format. This means you can extract assets from a game, edit them in your preferred asset editor, and then package them for release without needing to worry about reverse engineering anything.
The Nexus Mods page for this tool is here.
The old/previous archived repo for this tool is here.
The tool is an executable file called IOStorePak.exe
.
A configuration file called config.json
is used by the tool to store user settings, such as the paths to your Unreal Engine build and .uproject
file, as well as your personalization choices.
The tool will automatically save your choices in the config.json
after you adjust them through the GUI (upon closing the tool).
You can select either specific individual assets or an entire folder of assets.
The path to the root of your Unreal Engine build, e.g., T:\Tools\UnrealEngine\UnrealEngine-4.25-plus
.
The path to your .uproject
file, e.g., T:\Modding\Gotham Knights\Kitchen\Mercury\Mercury.uproject
.
Note: Project name doesn't matter, and neither do the contents of your project.
Select which assets should be packaged. Sub-options available:
.uasset
and .uexp
).Note: The location of your assets does not matter, but the directory structure must match the game, e.g.,
....\Content\Character\Recipes\Player\Robin\Casual
.
Specify the chunk ID/number your packaged files will use.
Will clean out the Saved\Cooked
folder in your project, ensuring only the assets you select will be packaged.
Will open the folder containing your packaged files after packaging completes.
Toggles Dark Mode (lol).
Starts packaging the assets. The Unreal Automation tool is used for this, meaning a window for the automation tool will open and proceed with the packaging.
Note: The automation tool window will automatically close once done. The IOStorePak tool will inform you with a pop-up.
Creates a logfile called IOStorePak.log
in the root of the application. The log includes entries for each action performed by the tool. Also sets the UAT shell window to stay open, allowing the user to inspect the UAT process.
Compresses the packaged files, resulting in a smaller file size.
Will clean out the Saved\StagedBuild
folder in your project, deleting previous packages.
Note: If you use this option, make sure nothing important (i.e. your pak files) is in the StagedBuild folder.
Big credit to @Phnx for figuring out the automation tool could skip the cooking process for I/O store packaging. That's the whole reason I decided to create this tool.
My Patreon is here.