- Get FModel
- Dump assets
- Create folder structure
- Download DRG modding toolkit
- Use DRGPacker to pack up files
- Inject assets with
_P.pakmethod - Enjoy
First, get FModel from their repository.
Then, open up the folder where PAK file resides inside the game folder, Ragnarock\Ragnarock\Content\Paks, using FModel.
You will need an AES key for this. Use this (Up to at least November 20, 2025): 0x59E2FFDCFECD8173D63E05B1B5018CEAFCFD068A7E273550EC683972D897B8B7
You can enter this to Directory - AES menu.
Double click the PAK file now with green dot on it (if it has red dot, you did something wrong)
Select Ragnarock folder under Engine (actually select this, otherwise you will not export anything)
Export everything by clicking the right mouse button on it, and export all the assets, as .uasset and other formats you want...
If you know what to export and where in the folder structure they belong to, then you can pick and choose what to export
Make a copy of this folder that the program creates and work on that.
Then go do the edits (for texture and model modding, look for Palworld and DRG modding guides for that, and for hex modding (i.e. changing text and values) use UAssetGUI.)
For Blueprint modding, C++ modding, you'll need to use something different. Since I can't get this thing to compile because of missing proprietary plugins, you're on your own.
For Lua modding, use UE4SS. (Work in progress)
Now download DRG modding kit (which we will use to repack our mod)
Delete all other files you don't need (empty directories can be left alone), otherwise bad things can happen.
Drag and drop the folder into the _Repack.bat file inside the DRG modding toolkit. You will get a PAK file.
Add _P at the end, so MyAwesomeMod.pak becomes MyAwesomeMod_P.pak. Otherwise it will not work.
Add this file to the Paks directory and start up the game.
If you didn't see the game go kaboom, congratulations. Go test the function/model/texture that you edited.