I'm trying to overwrite some config entries in the game Ready or Not (Unreal 4.27.1.0).
The game contains two PAKs (pakchunk0-WindowsNoEditor.pak & pakchunk0-WindowsNoEditor_0_P.pak), both of which contain the file I'm modifying.
Right now I'm using QuickBMS to unpack pakchunk0-WindowsNoEditor_0_P.pak, edit the respective file, and then repack it (with QuickBMS). Everything works just fine; the problem is, this is a pain to distribute.
When I'm trying to pack the file/folders with UnrealPak.exe the resulting structure seems to be fine (I unpacked it again, to check), but the changes are never applied in-game. If I put some modded textures into the same PAK, then they are applied, but my config changes are ignored.
(My mod PAK is named pakchunk99-Mods_AI.pak, so it should load after the default ones.)
Is there something special about modding config files? Can they not be overwritten, or what am I missing here?
The game contains two PAKs (pakchunk0-WindowsNoEditor.pak & pakchunk0-WindowsNoEditor_0_P.pak), both of which contain the file I'm modifying.
Right now I'm using QuickBMS to unpack pakchunk0-WindowsNoEditor_0_P.pak, edit the respective file, and then repack it (with QuickBMS). Everything works just fine; the problem is, this is a pain to distribute.
When I'm trying to pack the file/folders with UnrealPak.exe the resulting structure seems to be fine (I unpacked it again, to check), but the changes are never applied in-game. If I put some modded textures into the same PAK, then they are applied, but my config changes are ignored.
(My mod PAK is named pakchunk99-Mods_AI.pak, so it should load after the default ones.)
Is there something special about modding config files? Can they not be overwritten, or what am I missing here?