This is a quick guide on how to mod the economy in Motor Town, to update the existing economy mods or create your own.
It might also serve as a general guide to modding Unreal Engine 5 game values for beginners.
You need a windows computer, with the game installed. Knowledge of basic command line use is helpful. The windows Terminal app is recommended. If you're new to those, google is your friend.
You will need the following tools, some are installed, some are portable exes, some are on the web. Go grab them now, or I'll reference them later on.
- AES Dumpster
- repak
- UnrealPak by FluffyQuack
- UAssetGUI
- UE4SS
- You need the zdev version of the experimental build.
- The Game directory is typically at
C:\Program Files (x86)\Steam\steamapps\common\Motor Town - The Pak directory is at
C:\Program Files (x86)\Steam\steamapps\common\Motor Town\MotorTown\Content\Paks - The main game pak file is
MotorTown-Windows.pak - I used the mod iDontHaveTheTime as a reference to find out what the original mod author changed to modify the economy.
In explorer, open the [Game Directory]/MotorTown\Binaries\Win64 folder, find MotorTown-Win64-Shipping.exe.
Go to AES Dumpster
Drag and drop the exe onto AES Dumpster, it will scan the binary for AES keys.
The output will look something like this:

Copy the key it finds, It's the 0x... string.
Store it in a notepad/text document somewhere, you will need it to unpack the game's pak file.
Find the game's exe file in [Game Directory]/MotorTown\Binaries\Win64
Right click on MotorTown-Win64-Shipping.exe, select properties.
Go to the Details tab, look for "Product version".
In my case it was 5.5.4.0, the Major version is 5, the minor version is 5. Make a note of these numbers.
I wanted to see what the original mod changed, so I downloaded the mod pak file from Nexus Mods. Then I used repak to check what files were changed in it.
- Install the latest version of repak using the msi from the releases page.
- https://github.com/trumank/repak/tags
- Make sure you check the add to path option.
- Open a terminal window (Windows Terminal or cmd.exe)
- Change directory to where you downloaded the mod pak file.
cd C:\path\to\downloaded\mod
- Run the following command to check that the mod is not encrypted.
repak info ./iDontHaveTheTime-10x-714_P.pak
-
If it says "encryption is enabled", you need to add the AES key to the following commands using the
--aes-keyoption. Otherwise, leave it off -
Next, run the following command to list the contents of the pak file.
repak [--aes-key 0x...] list ./iDontHaveTheTime-10x-714_P.pak
The output will be something like this:

This tells us the original mod author modified the two asset files:
- MotorTown/Content/DataAsset/Cargos.uasset
- MotorTown/Content/DataAsset/GameResource.uasset
That's likely the files we'll need to modify to change the economy.
We need the usmap file to be able to open and modify the uasset files in UAssetGUI.
- Download and extract UE4SS from https://github.com/UE4SS-RE/RE-UE4SS/tags
- Download the latest Experimental build
- Download the
zdevversion
- Copy the files from the zip into the Game's EXE Folder.
[Game Directory]\MotorTown\Binaries\Win64- This is the same folder where
MotorTown-Win64-Shipping.exeis located.
- Open the config file in notepad or a text editor
- Set the EngineMajorVersion and EngineMinorVersion to the values you found earlier.
-
Run the game in the usual way, for me that was clicking Play in Steam.
-
The UE4SS GUI console should pop up.
-
Click the "Dumpers" menu button.
-
Wait for it to finish
- You will see that is has output a file in the console log.
- The file is in the ue4ss folder.
- Close the game and the UE4SS GUI console.
- Copy the dumped usmap file to a safe location. You will need it later.
- It's the one that has a
.usmapextension.
- It's the one that has a
Then, back in the games EXE folder, delete the UE4SS files. That's dwmapi.dll and the ue4ss folder.
If you are using UE4SS for other mods in the game, go and reinstall the ue4ss files again (not the zdev version).
We now have all the information we need to gather the files for our mod.
- Create a new folder somewhere to build your mod in, give it a name that ends
_P, for examplemy_economy_mod_P. - Inside that folder, we need to use the same folder structure as in the game's pak file.
- We know that the files we are changing are in the folder
MotorTown/Content/DataAsset/ - So create that folder structure inside your mod folder.
- We know that the files we are changing are in the folder
- Open a terminal window (cmd.exe or Windows Terminal)
- Change directory to the game's pak folder.
- You can also right click in explorer and "open terminal here"
- typically
cd [Game Directory]/MotorTown/Content/Paks
- Run the following command to unpack the pak file to the
./unpackedfolder.- replacing the AES key with the one you found earlier.
repak --aes-key 0x000 unpack -o unpacked ./MotorTown-Windows.pak
- Wait for it to finish.
- Inside the
unpackedfolder, navigate toMotorTown/Content/DataAsset/ - You should see the two asset files we need to modify, and the corresponding uexp files.

- Copy those four files to your mod folder, into the same folder structure.

Once you have the files copied to your mod folder, you can delete the unpacked folder. It's big and unnecessary, we only needed the asset and uexp files from the game version you are trying to mod.
We now have the files we need to modify in our mod folder. Next we need to open them up in UAssetGUI, modify the values, and save them back out.
- Download the latest version of UAssetGUI from atenfyr/UAssetGUI/releases.
- Extract the zip to a folder somewhere.
- Run UAssetGUI.exe
- In UAssetGUI, go to Utils -> Import mappings...
- Browse to the usmap file you dumped earlier with UE4SS, select it and click Open.
In UAssetGUI, in the top right corner, select the usmap file you imported earlier. and set the Engine Version to the major and minor version you found earlier.
- Drag the
GameResource.uassetfile from your mod folder into UAssetGUI.- Or locate it in the file-> open menu.
- In the left pane, expand the Exported Data until you find
BalanceTable.
- Update the values as desired.
- For example, I'm doing 20x on the earnings for all jobs, so that's Taxi, Bus, Ambulance, and rescue/recovery in here.
- Once done, Save the file (File -> Save).
This one is very similar, but we're modifying the reward for transporting cargo.
- Drag the
Cargos.uassetfile from your mod folder into UAssetGUI.- Or locate it in the file-> open menu.
- In the left pane, expand the Exported Data until you find
Table Info. - Go through each cargo type from top to bottom in the left hand pane, and modify the payment values as desired.
- The fields are:
PaymentPer1Km- Payment per kilometerBasePayment- Flat rate for the cargoManualLoadingPayment- Extra payment for manual loading/unloading, I think this only affects steel coils.
- The fields are:
- Once done, Save the file (File -> Save).
Example After (20x on Grocery Bag):

This is tedious, there's 80-odd entries, but it's straightforward, and you're almost done.
Now you have a mod folder, with the modded asset files, and likely some .bak files.
- Delete any
.bakfiles in your mod folder.
- Go get UnrealPak by FluffyQuack from here
- Extract the UnrealPak zip to a folder somewhere.
- In explorer, drag your mod folder
my_economy_mod_PontoUnrealPak-With-Compression.bat - A terminal window will open and run the packaging process.

- When it finishes, you will find a pak file in the same folder as your mod folder.

note: you can use repak for packaging too but I found UnrealPak easier.
- Copy the mod pak file to the game's pak folder.
- Launch the game
- Go drive to a warehouse
- Check the payment for a cargo job is expected to be 20x the normal amount.
- There's a warehouse over the road from the starter home
I learned this rapidly from this list of guides https://github.com/Dmgvol/UE_Modding.
If you want to delve deeper into Unreal Engine modding, check it out!
I found the following additional resources useful:
To the original mod author for iDontHaveTheTime, and the authors of the tools I used.



















