Hello, Cache Ripping is so simple, you'll wonder why you didn't know it in the first place. Every time you enter unreal an unreal server a log of server mods are kept and other files such as textures, sounds, music. Everytime you refresh unreal this log will restart. I will be showing pictures of this log in a moment. But first I want you to open your unreal directory (where you installed the game on your harddrive).
You should see a picture like this....

Now open up the cache folder...

What a cache is...it's simply every file you ever downloaded (dled) from joining servers. You've had the files all along, you just now need to find out which ones which. There's a special file for that; but remember how I said that file will refresh itself every time you open unreal. Say you want something from a specific players server. You go in, download their essentials needed to run the current map, including all their server packages. Then you exit unreal and open unreal.log and find the cache code for the files and place the mods in their correct folders before exitting unreal.log. You forgot to get someone of the texture packages and you go into unreal to run the new mod. You find it is missing files and you want to exit unreal and find the codes for those files. Since you didn't keep unreal.log running you'll find it did a complete refresh, you'll need to enter that server again, if it is up!
Now this next step is just entering any server that has a mod, skin, texture, or any general package you want. Exit unreal, go into your System folder and open up Unreal.log...

Go ahead open it, keep in mind you must finish downloading files before you can get them to work. Scroll down till you see a section like this...

The list can be endless, servers will have their own sections, just choose a mod....any mod, some of these mods shown you have by default, like GenEarth, thats a texture package from the pure unreal version. Lets say you picked Living 2, a good mod by Ageukkeli, you don't need to cache rip it for real since its at http://www.freewebs.com/bio-hazard12, but this is just an example.
Now look at my code....

Keep the log open and manually search for that code in your cache folder, or you might be able to copy and paste it like this into the address bar, don't forget the .uxx at the end! After typing this press enter...follow these next steps from these pictures.

"Select program from a list."

Make sure you select notepad and uncheck "always use the selected program to open this kind of file" or you can leave it checked, its your choice.

Select save as...

Change the file name to Living2.u since it is a .u file, Unreal.log does not tell you whether a file is a .utx, .uax, etc. So make sure you know what it is, or you can play the guessing game, and keep testing it in unreal until it stops getting rejected, the funny thing I found out is that if you name a .umx file .u it will still run. Make sure you change the save as type to all files. There are different ways to save cache files, this one is the second easiest.

Look what I now have in my system folder, if I want to run it on my server I just go into unreal.ini and add under the serverpackages list located near the top....ServerPackages=Living2. If I want to find out summons for this mod, I have to open UnrealEditor and load the file under classes to find out what the summons are for this mod.

The only things safe from cache ripping are serverside mutators, network client mods (such as Nephthys) and custom game types such as coop or capture the flag since they tend to run with .ini files, etc.
I am done cache ripping this item now, wasn't that so easy? I really typed more than I did explain, but I wanted to include as much as I could about cache ripping. There are no special programs needed to make this work...just your brain
!