Serialization Error when applying Instance Edits

You'll never know when this error will show up when you mod skins in Ace Combat 7 in regards to this handy tutorial by superostrich.

A Normal/MREC splitting guide by Dantofu there was used since I pulled out several skins from slots other than Osea skin (which could be Erusea, Special, or one I made on my own with custom MREC set). However, this caught me off guard that it can cause Serialization Error (with message saying corrupt game data, please blah blah blah) even though if you follow the guide thoroughly. Why?

Content of f16c_01_MREC.uasset before it was renamed f16c_x0_MREC.uasset
I grabbed the MREC's UASSET, UBULK, and UEXP files from Erusea skin and then renamed them as f16c_01_MREC, and Serialization Error popped up out of nowhere when selecting skin (5 and 6) after packing and testing. The UASSET is encrypted, but UBULK and UEXP are not. Pulling out from the original asset and rename them as other like previously said will invite this error.

So, the only solution is to craft a new asset file, thus creating new UBULK and UEXP files altogether. This is where a tutorial "Texture Replacement Guide using UE4 Editor" by Dantofu comes in, and it's quite handy, although there are some drawbacks.

Why am I saying this? You might question yourself about this mod and this mod; you'll notice a difference between Osea skin's MREC and Mage/Spare/Strider skin's MREC if you have installed one of them (if you are sharp-eyed). How does it work without causing Serialization Error in Ace Combat 7?

Turns out, the answer is this:
Content of x02s_x5_MREC.uasset extracted from a mod

Because most UASSET files are encrypted with the base game's encryption (which is Ace Combat 7's), crafting new asset is the only method to avoid this error. This is why you can't use files that came from the game itself, unless you are using the most basic method of texture replacement by superostrich.

Since I want to apply MREC on skins I mod, turns out, this error is what I get; so I extracted the content of packed file that came from the guide and apply it (but swapping modded MREC contained with Erusea skin's MREC, which means the UBULK is swapped). End result is the game runs fine with no annoying errors.



Weirdly, though, I tried mapping the MREC with x4 (f16c_x4_MREC - Spare skin) yesterday and the game still ran fine with new MREC set. I have no idea whatsoever; because UASSET files are encrypted, it's trial and error. You might get lucky if you edited the instance file as the guide mentioned, reused the MREC that came from the game (and not other mod), and the game runs fine with its new MREC and/or Normal/Bump Map set.

There could be many possibilities on how this skinning (skin modding) go down, ranging from simple texture swap to crafting a new file set. And since I used skins offered from the base game, I decided to make the MREC adjusted similar to source skin I used. The guide tells you everything you need, though, so you don't have to worry about lacking of tools and such.

Let me know of your thoughts about this. I'm really curious if anyone had this error while doing the most basic skinning, but the asset file content is not meant for the instance asset file (let's say, x asset is renamed to y asset, and z instance asset is loading the y asset - Serialization Error popped up when loading the said asset, because it was originally named as x asset).

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