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Spent some time digging into the Chivalry 2 file structure. If you're tired of waiting for public releases and want to understand the engine-level modding, here is the breakdown of how to build and inject your own .PAK files using the standard UE 4.25 SDK.
Prerequisites
Initial Setup
To get the game to accept your modules, you need to match the signature of the loader to your platform. Rename your mod loader and its corresponding .sig file to pakchunk0-WindowsNoEditor_P.pak and pakchunk0-WindowsNoEditor_P.sig (Steam/Epic) or pakchunk0-WinGDK_P.pak / pakchunk0-WinGDK_P.sig (Xbox/WinGDK).
Building Your Mod
Inside your SDK project, navigate to Content/Mods/AGMods. This is your workspace.
Logic & Compilation
Configure your mod settings via Class Defaults. For basic logic like fly, noclip, or speed, it is a matter of linking nodes in the Blueprint event graph. Keep in mind: modifying client-side logic is the easy part; tricking server-side validation is where the real work happens.
Once finished, compile, use UnrealPak.exe to package, and drop the result into the game's Paks folder.
Standard trial and error applies here. Start with basic toggles before trying anything that interacts with server-side item spawns.
Has anyone managed to bypass the more aggressive anti-cheat checks on newer builds using this method?
Prerequisites
- Chivalry 2 SDK (UE 4.25 based).
- A working Mod Loader compatible with your version.
- Access to game .sig files to bypass initial validation.
Initial Setup
To get the game to accept your modules, you need to match the signature of the loader to your platform. Rename your mod loader and its corresponding .sig file to pakchunk0-WindowsNoEditor_P.pak and pakchunk0-WindowsNoEditor_P.sig (Steam/Epic) or pakchunk0-WinGDK_P.pak / pakchunk0-WinGDK_P.sig (Xbox/WinGDK).
Building Your Mod
Inside your SDK project, navigate to Content/Mods/AGMods. This is your workspace.
- Create a new folder for your mod (keep it clean, no spaces).
- Right-click > Blueprint Class > Parent class: ArgonSDKModBase.
- Create a Mod Marker: Miscellaneous > Data Asset > DA_ModMarker. Register your Blueprint inside this Data Asset under Mod Actors.
Logic & Compilation
Configure your mod settings via Class Defaults. For basic logic like fly, noclip, or speed, it is a matter of linking nodes in the Blueprint event graph. Keep in mind: modifying client-side logic is the easy part; tricking server-side validation is where the real work happens.
Once finished, compile, use UnrealPak.exe to package, and drop the result into the game's Paks folder.
Standard trial and error applies here. Start with basic toggles before trying anything that interacts with server-side item spawns.
Has anyone managed to bypass the more aggressive anti-cheat checks on newer builds using this method?