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modding:modelling:tutorial_mesh:step6 [2021/09/15 00:14] – created giwayumemodding:modelling:tutorial_mesh:step6 [2022/06/13 07:50] (current) – [Create a New .pak File From the Newly Packaged .uasset Files] giwayume
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 {{ :modding:modelling:tutorial_create_pak_copy_content_folder_over.png?nolink&800 |}} {{ :modding:modelling:tutorial_create_pak_copy_content_folder_over.png?nolink&800 |}}
  
-Now, inside the copy of the content folder, delete all **.uasset** files //except// for the **.uasset** file that contains our modified 3D model. We only needed to set up the skeleton, physics, and materials so the engine can reference them; those **.uasset** files should not go into the final package as they are not set up properly to override the originals.+Now, inside the copy of the content folder, delete all **.uasset** and **.uexp** files //except// for the **.uasset** and **.uexp** files that contain our modified 3D model. We only needed to set up the skeleton, physics, and materials so the engine can reference them; those files should **not** go into the final package as they are not set up properly to override the originals.
  
-I'll repeat: **delete all .uasset files containing materials, skeleton, or physics asset**.+I'll repeat: **delete all .uasset and .uexp files containing materials, skeleton, or physics asset**.
  
-In this case, you'll only be left with the **SK_PI01_MiriamHead.uasset** file which is inside of the "FinalPackaging\BloodstainedRotN\Content\Core\Character\P0000\Mesh" directory.+In this case, your "FinalPackaging" folder structure will look like this:
  
 +<code>
 +FinalPackaging
 +  BloodstainedRotN
 +    Content
 +      Core
 +        Character
 +          P0000
 +            Mesh
 +              SK_PI01_MiriamHead.uasset
 +              SK_PI01_MiriamHead.uexp
 +</code>
  
 +Now download {{ :modding:tool_unrealpak.zip |UnrealPak}} if you haven't already, and extract it in the folder above the "FinalPackaging" folder.
 +
 +{{ :modding:modelling:tutorial_mesh:tutorial_create_pak_extract_unrealpak.png?nolink&400 |}}
 +
 +Click and hold the left mouse button down on top of the "Final Packaging" folder, and drag it on top of "UnrealPak-Without-Compression.bat". Release the left mouse button.
 +
 +{{ :modding:modelling:tutorial_mesh:tutorial_create_pak_unrealpak_drop_folder.png?nolink&600 |}}
 +
 +UnrealPak will output something like the following and generate a new file called "FinalPacking.pak" in the same folder.
 +
 +{{ :modding:modelling:tutorial_mesh:tutorial_create_pak_unrealpak_output.png?nolink&600 |}}
 +
 +{{ :modding:modelling:tutorial_mesh:tutorial_create_pak_unrealpak_generated_file.png?nolink&400 |}}
 +
 +**Congratulations!** FinalPacking.pak is your mod.
 +
 +Before you add your mod to Bloodstained's Pak folder, you should give it a filename that assures it will load **after** the main game files load. Bloodstained will load all **.pak** files in alphabetical order, so it would be best if you name it something that comes after "pakchunk" in the alphabet.
 +
 +Another way to get around this is to create a folder called "~mods" inside of the "Paks" folder, then place your *.pak file inside of that. The tilde ~ character is loaded alphabetically after all other letters by Unreal Engine.
 +
 +In my case, I'll rename "FinalPacking.pak" to "~MiriamHeadMod.pak", and then copy "~MiriamHeadMod.pak" into Bloodstained's //BloodstainedRotN\Content\Paks// folder.
 +
 +{{ :modding:modelling:tutorial_mesh:tutorial_create_pak_final_pak_in_paks_folder.png?nolink&600 |}}
 +
 +Now start the game and enjoy your long nose.
 +
 +{{ :modding:modelling:tutorial_mesh:tutorial_complete_miriam_head.png?nolink |}}
  
 ---- ----
  
 [[.:step5|<- Previous Step]] | [[.:|Tutorial Summary]] [[.:step5|<- Previous Step]] | [[.:|Tutorial Summary]]

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