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joneirik:bs:modguide2 [2022/05/04 13:41] – created joneirikjoneirik:bs:modguide2 [2022/05/07 07:34] (current) – [Versions] joneirik
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   * Bloodstained v1.21 UE4 engine version: 4.18   * Bloodstained v1.21 UE4 engine version: 4.18
   * Bloodstained v1.30 UE4 engine version: 4.27   * Bloodstained v1.30 UE4 engine version: 4.27
 +    * Different things seems to use a mix of 4.18, 4.22, 4.27. DataTables seems to work fine setting tools to 4.27 so I'll use that for this guide.
  
 ==== Basics ==== ==== Basics ====
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   - Repack the entire folder/subfolder with the uasset (UnrealPak)   - Repack the entire folder/subfolder with the uasset (UnrealPak)
  
-If you want to do larger edits on a file, or multie files, you can export/convert to JSON using UAssetGUI, and convert them back again using the same.+If you want to do larger edits on a file, or multiple files, you can export/convert to JSON using UAssetGUI, and convert them back again using the same.
  
   * Recommended to make batch-files for converting to and from JSON/Uasset.   * Recommended to make batch-files for converting to and from JSON/Uasset.
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 +----
 +==== Folder-Structure ====
 +
 +This is one of the most important bits that a lot of people get wrong. The game looks for UAsset files in specific folders, if it can't find your modded file in that location, it can't load it and instead runs the default.
 +
 +You can find the Folder-structure several ways, from unpacking the pakchunk and just looking at the folders you have to navigate to find the DataTables, or use either FModel or UAssetGUI to find where they are located.
 +
 +The basic path is as follows:
 +
 +> BloodstainedRotN\Content\Core\DataTable
 +
 +This is the folder where the majority of DataTable files are located. Some will be in sub-folders, then you'll need to include those as well.
 +
 +When making a mod and then packing it with UnrealPak, you should place this inside a folder with the name of your mod, and then drag that entire folder onto UnrealPak's batch-file. Example:
 +
 +> PakContents\BloodstainedRotN\Content\Core\DataTable
 +
 +Dragging the "Pakcontents" folder ontop of UnrealPak's Batch-file will create a PAK file named "PakContents.pak" in the same location that folder is located.
  
 ---- ----
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   * Counter intuitive GUI: basically click all the bottom + signs to find the actual data.   * Counter intuitive GUI: basically click all the bottom + signs to find the actual data.
   * Set to UE4 version 4.27 in upper right corner.   * Set to UE4 version 4.27 in upper right corner.
 +
 +Lakifume have made a own modified version of this tool, that comes with the "Total Randomization" mod, I recommend downloading that mod and using that version.
  
 ---- ----
 ==== UnrealPak ==== ==== UnrealPak ====
  
-Is the only unchanged tool from last version of the game. It's only used for packing the files back into a PAF-file again.+Is the only unchanged tool from last version of the game. It's only used for packing the files back into a PAK-file again.
  
   * THE MOST IMPORTANT: The game expects to find uasset files in specific sub-folders. So you have to store them in proper sub-folders before pak-ing them up, or the game just doesn't find them!!! (Just check which subfolder they where in originally with FModel/UAssetGui, and replicate it).   * THE MOST IMPORTANT: The game expects to find uasset files in specific sub-folders. So you have to store them in proper sub-folders before pak-ing them up, or the game just doesn't find them!!! (Just check which subfolder they where in originally with FModel/UAssetGui, and replicate it).
joneirik/bs/modguide2.1651693292.txt.gz · Last modified: 2022/05/04 13:41 by joneirik