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.
Texture Decompression Guide for v0.1.3 and MH Wilds TU1 update
1. Download mod. 2. Open and extract the decompression tool exe to Desktop or Documents (or somewhere you can find). 3. Open and run the exe 4. Open a new Windows Explorer window and navigate to your MH Wilds folder (C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds) 5. Hold shift and right click the ```re_chunk_000.pak.sub_000.pak``` file in the MHwilds directory and click "Copy as Path" 6. Right click and paste into the texture decompression tool, hit enter and choose True for both options. Let the tool finish and exit the tool. 7. Re-open the tool and repeat steps 5 and 6 for the file ```re_chunk_000.pak.sub_000.pak.patch_002.pak``` , run also with True/True. Exit the tool. 8. Rename the new file called ```re_chunk_000.pak.sub_000.uncompressed.pak``` to ```re_chunk_000.pak.sub_000.pak.patch_003.pak``` 9. Rename the new file called ```re_chunk_000.pak.sub_000.patch_002.uncompressed.pak``` to ```re_chunk_000.pak.sub_000.pak.patch_004.pak```
If you don't have 16GB of VRAM you can stop here, but if you want high rez textures continue:
10. open the 'dlc' folder in your MH Wilds folder after downloading the High Res Texture pack dlc from steam 11. Shift + right click the ```re_dlc_stm_3308900.pak.sub_000.pak``` file and Copy as Path, paste into a new instance of the texture decompression tool, run with True/True 12. delete the original file ```re_dlc_stm_3308900.pak.sub_000.pak``` and rename the new file to the same ```re_dlc_stm_3308900.pak.sub_000.pak``` 13. Open a new Command Line window (cmd) with administrator priviledges (you can search cmd in windows search and right click > open as administrator) 14. Paste the following two commands one after the other to make a hardlink. This will make the file appear as if it's in two places at once but it really only takes up a single amount of space on your drive
First command: cd C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds
Second command: mklink /h re_chunk_000.pak.sub_000.pak.patch_005.pak dlc\re_dlc_stm_3308900.pak.sub_000.pak
however i also experimented with replacing the original files in steps 5-9 (in order to save disk space) - so not renaming them but deleting the original files and renaming the patched files as the originals (basically the same principle as with the DLC) and it also seems to work, but maybe its a bit less smooth, not sure tho.
I followed step 1-9 and the game still need to reload textures every time my camera is not there (e.g. move my camera 360 degree and the texture needs to reload again) which is the same issue that comes from update TU1. I think this mod suppose to fix this problem, no? Is it normal ?
The mod doesn't completely fix texture streaming, that's just how the game is built. What the mod does do is remove the need to decompress the textures when they're loaded in. To simplify it, the process went from:
Find texture > Decompress > Load it in to Find texture > Load it in
It helps with stutters but if you were already struggling, there's only so much it can do.
I'm guessing since the new update added a new pak file "re_chunk_000.pak.sub_000.pak.patch_003.pak", the two uncompressed files will follow as ..._004.pak and ..._005.pak?
Ok, so I'm seeing people following instructions from other comments and saying the mod doesn't work and I can tell you if you followed those instructions it is indeed NOT WORKING.
I used to run the mod in working order until yesterday when I had to reinstall the game, at which point I had to decompress again and decided to follow the instructions in mox9291's comment thinking they were the most up to date, although the whole process seemed very different from what I did the first time. For additional context, I was using the mod to run the high res texture pack as I would get stutters if I tried to use it compressed.
The result ? Textures loading very slowly and horrendous performance, somehow even worse than the vanilla game.
So I restarted the whole process and instead did it as I did the first time as it's outlined in the mod author's posts. ALL YOU NEED TO DO IS THIS :
Run the tool.
Copy "re_chunk_000.pak.sub_000.pak" as path. Paste into the tool. SELECT FALSE ON THE FIRST OPTION. SELECT TRUE ON THE SECOND. Let the tool decompress, once it's done, exit. Rename the uncompressed file as "re_chunk_000.pak.sub_000.pak.patch_003.pak".
Now repeat the steps for "re_chunk_000.pak.sub_000.pak.patch_002.pak". (This contains TU1 stuff and you'll be missing some icons if you don't) Rename the uncompressed file as "re_chunk_000.pak.sub_000.pak.patch_004.pak".
FOR THE HIGH-RES TEXTURE PACK (Do not bother using it if you do not have 16GB of VRAM) : Go into your game folder where the base game pak files are found, then your dlc folder. Run the tool. Copy "re_dlc_stm_3308900.pak.sub_000.pak" as path. Paste into the tool. SELECT TRUE ON BOTH OPTIONS. Let the tool decompress, once it's done, exit. Remove the original compressed file and place it in a backup folder somewhere on your desktop or wherever you would usually put your backups, just in case (So that you don't have to verify your game files through steam to redownload it in case you need to.) as we need to completely replace the file. Rename the uncompressed file as "re_dlc_stm_3308900.pak.sub_000.pak".
THAT IS ALL YOU NEED TO DO, NO NEED TO GO INTO COMMAND PROMPT, NO NEED TO ENABLE LOOSE FILES IN REFRAMEFORK.
This worked for me, I can now once again enjoy a smooth game with high-res textures, no stutter and no muddy unloaded textures everytime I look behind me.
The reason why there's a command line fix with hardlink dlc is because there was a documented issue with dlc textures not applying to normal high texture models.
You can check deeper in the thread for the item box model comparison. If you do not use the hardlink fix, then you will load the high texture box instead of the highest resolution box. There are pros and cons to this, obviously making everything highest texture is going to make your machine chug harder.
Oh yea, fair, I hadn't noticed the item box, everything else like the clothes on tents, ground textures, wooden poles etc is obviously working so I just assumed there was no issue. I'll take some of the least noticeable textures being just "high" if it means it runs well tbh. I've gotten way too used to 4k gaming and I'd def have to lower resolution to get back similar performance.
i wish Capcom could see this since you provided an actual fix to the texture load problem! Unfortunately, most pc gamers aren't power users and will just deal with the horrible stutter and texture load. Really hope this doesn't get buried
EDIT: just tried high resolution and 16 vram still isn't enough (for me)
I have a 12gb 3080ti and I can run the high res DLC decompressed without issue with the exception of the Mizusune fight. That specific fight still bogs my FPS but not nearly as bad as it did before I followed this guide.
I'm also playing with a 12GB VRAM card (4070ti) at 4k Balanced. Games looks awesome and the stutters are mostly gone. It feels smooth with the High Texture Pack now.
"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
Why do we leave the original compressed files in the directory after making uncompressed files for the game to read? Wouldn't MH Wilds still try to read it's original compressed files, which are earlier in the .pak number order?
Since it's a patch PAK, I imagine it's overlayed on top of the compressed textures PAK. Logic would denote that data within patch PAKs takes precedence.
I deleted the original files and let in the folder only the decompressed ones. Game works fine. Where does it say that you need to keep the original files? Isn't that only as backup?
So i am not 100% sure it is because of this, but since I have used this I now get random crashes. The dirst one was after 2 hours the 2nd was after about 30 minutes of having it turned back on after it crashed the first time. This is the only thing I changed so it leads me to believe this is why. Also my average fps actually dropped by about 20 to 30. I usually get about 120 to 130 average after a few hours of according to afterburner. Now I average 90 to 95. I'm running a 5070ti, a 9800x3d, and 32 GB of ram on win 11 (puke... Lol). I haven't tried removing the paks yet because I just turned my gsme off the 2nd time it happened and went to bed at 1 am.. Lol.
SO apparently this was an issue with the 50 series cards and nvidia's new driver. Reverting to the old drivers fixed the problem.
After using this, my ground textures went groundy to shiny un loaded platform , it has so much sunrays that it kinda obscures my vision , clouds( sky) has those lines. Any fix?
For those of you on Linux, you can compile a native binary if you have the Rust toolchain installed. This doesn't seem to play well with wine under a Wayland session, so I had to do this for myself regardless. I also suggest getting the nightly version of Rust using rustup, but if you'd prefer to use your distro's version, that should be fine.
To start, clone the Git repo. git clone https://github.com/eigeen/mhws-tex-decompressor.git Once done, change into the cloned repo, and open "Cargo.toml" with a text editor. You're going to uncomment the re-tex and ree-pak-core Git URLs, and add comments next to the lines denoting that they're available locally. cd mhws-tex-decompressor vim Cargo.toml
[dependencies] # local development #re-tex = { path = "../re-tex" } #ree-pak-core = { path = "../../ree-pak-rs/ree-pak-core" }
After you save that file, you should be good to build the project. The compiled binary will be under "target/release". cargo b -r chmod +x ./target/release/mhws-tex-decompressor ./target/release/mhws-tex-decompressor I've used this myself following ElybarCruhl's instructions below, and it worked perfectly.
Holy, this solved completely the issue i had with the high text pack eating a hella of a chunk from my cpu... Thanks! Also, is it worth it to do the process do the DLCs, or the impact o em is so minimal that it aint worth it?
319 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.
1. Download mod.
2. Open and extract the decompression tool exe to Desktop or Documents (or somewhere you can find).
3. Open and run the exe
4. Open a new Windows Explorer window and navigate to your MH Wilds folder (C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds)
5. Hold shift and right click the ```re_chunk_000.pak.sub_000.pak``` file in the MHwilds directory and click "Copy as Path"
6. Right click and paste into the texture decompression tool, hit enter and choose True for both options. Let the tool finish and exit the tool.
7. Re-open the tool and repeat steps 5 and 6 for the file ```re_chunk_000.pak.sub_000.pak.patch_002.pak``` , run also with True/True. Exit the tool.
8. Rename the new file called ```re_chunk_000.pak.sub_000.uncompressed.pak``` to ```re_chunk_000.pak.sub_000.pak.patch_003.pak```
9. Rename the new file called ```re_chunk_000.pak.sub_000.patch_002.uncompressed.pak``` to ```re_chunk_000.pak.sub_000.pak.patch_004.pak```
If you don't have 16GB of VRAM you can stop here, but if you want high rez textures continue:
10. open the 'dlc' folder in your MH Wilds folder after downloading the High Res Texture pack dlc from steam
11. Shift + right click the ```re_dlc_stm_3308900.pak.sub_000.pak``` file and Copy as Path, paste into a new instance of the texture decompression tool, run with True/True
12. delete the original file ```re_dlc_stm_3308900.pak.sub_000.pak``` and rename the new file to the same ```re_dlc_stm_3308900.pak.sub_000.pak```
13. Open a new Command Line window (cmd) with administrator priviledges (you can search cmd in windows search and right click > open as administrator)
14. Paste the following two commands one after the other to make a hardlink. This will make the file appear as if it's in two places at once but it really only takes up a single amount of space on your drive
First command:
cd C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds
Second command:
mklink /h re_chunk_000.pak.sub_000.pak.patch_005.pak dlc\re_dlc_stm_3308900.pak.sub_000.pak
however i also experimented with replacing the original files in steps 5-9 (in order to save disk space) - so not renaming them but deleting the original files and renaming the patched files as the originals (basically the same principle as with the DLC) and it also seems to work, but maybe its a bit less smooth, not sure tho.
Find texture > Decompress > Load it in
to
Find texture > Load it in
It helps with stutters but if you were already struggling, there's only so much it can do.
I used to run the mod in working order until yesterday when I had to reinstall the game, at which point I had to decompress again and decided to follow the instructions in mox9291's comment thinking they were the most up to date, although the whole process seemed very different from what I did the first time. For additional context, I was using the mod to run the high res texture pack as I would get stutters if I tried to use it compressed.
The result ? Textures loading very slowly and horrendous performance, somehow even worse than the vanilla game.
So I restarted the whole process and instead did it as I did the first time as it's outlined in the mod author's posts.
ALL YOU NEED TO DO IS THIS :
Run the tool.
Copy "re_chunk_000.pak.sub_000.pak" as path.
Paste into the tool.
SELECT FALSE ON THE FIRST OPTION.
SELECT TRUE ON THE SECOND.
Let the tool decompress, once it's done, exit.
Rename the uncompressed file as "re_chunk_000.pak.sub_000.pak.patch_003.pak".
Now repeat the steps for "re_chunk_000.pak.sub_000.pak.patch_002.pak". (This contains TU1 stuff and you'll be missing some icons if you don't)
Rename the uncompressed file as "re_chunk_000.pak.sub_000.pak.patch_004.pak".
FOR THE HIGH-RES TEXTURE PACK (Do not bother using it if you do not have 16GB of VRAM) :
Go into your game folder where the base game pak files are found, then your dlc folder.
Run the tool.
Copy "re_dlc_stm_3308900.pak.sub_000.pak" as path.
Paste into the tool.
SELECT TRUE ON BOTH OPTIONS.
Let the tool decompress, once it's done, exit.
Remove the original compressed file and place it in a backup folder somewhere on your desktop or wherever you would usually put your backups, just in case (So that you don't have to verify your game files through steam to redownload it in case you need to.) as we need to completely replace the file.
Rename the uncompressed file as "re_dlc_stm_3308900.pak.sub_000.pak".
THAT IS ALL YOU NEED TO DO, NO NEED TO GO INTO COMMAND PROMPT, NO NEED TO ENABLE LOOSE FILES IN REFRAMEFORK.
This worked for me, I can now once again enjoy a smooth game with high-res textures, no stutter and no muddy unloaded textures everytime I look behind me.
You can check deeper in the thread for the item box model comparison. If you do not use the hardlink fix, then you will load the high texture box instead of the highest resolution box. There are pros and cons to this, obviously making everything highest texture is going to make your machine chug harder.
I'll take some of the least noticeable textures being just "high" if it means it runs well tbh. I've gotten way too used to 4k gaming and I'd def have to lower resolution to get back similar performance.
EDIT: just tried high resolution and 16 vram still isn't enough (for me)
"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
Why do we leave the original compressed files in the directory after making uncompressed files for the game to read?
Wouldn't MH Wilds still try to read it's original compressed files, which are earlier in the .pak number order?
Would it not be better to delete the original compressed files after renaming the uncompressed file?
Has anyone tried this?
SO apparently this was an issue with the 50 series cards and nvidia's new driver. Reverting to the old drivers fixed the problem.
I'm now able to play with High Res Texture Pack even on a 12Gb 4070 without stutter now.
(Although there's a slight second for some very few textures that pop in but its not distracting)
To start, clone the Git repo.
git clone https://github.com/eigeen/mhws-tex-decompressor.git
Once done, change into the cloned repo, and open "Cargo.toml" with a text editor. You're going to uncomment the re-tex and ree-pak-core Git URLs, and add comments next to the lines denoting that they're available locally.
cd mhws-tex-decompressor
vim Cargo.toml
[dependencies]
# local development
#re-tex = { path = "../re-tex" }
#ree-pak-core = { path = "../../ree-pak-rs/ree-pak-core" }
re-tex = { git = "https://github.com/eigeen/re-tex.git", branch = "main" }
ree-pak-core = { git = "https://github.com/eigeen/ree-pak-rs.git", branch = "main" }
After you save that file, you should be good to build the project. The compiled binary will be under "target/release".
cargo b -r
chmod +x ./target/release/mhws-tex-decompressor
./target/release/mhws-tex-decompressor
I've used this myself following ElybarCruhl's instructions below, and it worked perfectly.