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modding:start [2021/09/14 00:19] – giwayumemodding:start [2025/09/01 01:33] (current) – [Topics] joneirik
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-==== Modding Topics ====+===== Modding ===== 
 +[[..:start|<Back>]] 
 + 
 +> WIP: Guides for creating mods for the game  
 + 
 +---- 
 + 
 +==== Topics ====
  
 Pick a category for what type of modding you want to do to the game: Pick a category for what type of modding you want to do to the game:
  
 +| [[modding:installmodguide|Install Mods Guide]] | Guide to install mods, and identify problems |
 | [[modding:animation:start|Animation]] | Replace animations attached to 3D models | | [[modding:animation:start|Animation]] | Replace animations attached to 3D models |
-| [[modding:datatable:start|Data Table Editing]] | Modify various game rules and item/equipment properties |+| [[modding:datatableguide|Data Table Guide]] | Modify various game rules and item/equipment properties |
 | [[modding:level:start|Level Editing]] | Edit the game's rooms; object and enemy placement | | [[modding:level:start|Level Editing]] | Edit the game's rooms; object and enemy placement |
-| [[modding:modelling:start|Modelling]] | Replace the game's 3D models |+| [[modding:modelling:start|Modelling]] | Replace the game's 3D models and textures |
 | [[modding:sound_music:start|Sound & Music]] | Replace the game's sounds & music | | [[modding:sound_music:start|Sound & Music]] | Replace the game's sounds & music |
  
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   * [[modding:tools|Modding Tools]]   * [[modding:tools|Modding Tools]]
  
 +----
 +==== Basic Concepts ====
 +
 +**Bloodstained: Ritual of the Night** is a game built in Unreal Engine version 4.22.3. Unreal Engine provides a built-in way for developers to update their games after release, we utilize this to mod the game.
 +
 +**Game Assets** - When I use the word **asset** from this point forward, it means anything the game uses to work - 3D models, animations,  sounds, blueprint scripts, etc. We want to replace these assets during modding.
 +
 +**.pak files** - Unreal Engine stores all of the game's assets in large files with the **.pak** extension. Bloodstained automatically loads all **.pak** files that are placed inside the //BloodstainedRotN/Content/Paks// folder, in alphabetical order according to the file and folder name. During modding, your ultimate goal will be to create a new **.pak** file which can be placed in this folder in order to override the assets in the game's other pre-existing **.pak** files.
 +
 +**.uasset files** - A **.pak** file holds multiple **.uasset** files. Each of the game's assets are stored in individual files with the **.uasset** extension. It is possible to store more than one asset in a single **.uasset** file, however it is usually 1 asset = 1 uasset file. A **.uasset** file could hold anything, such as a 3D model or a DataTable that defines weapon stats. Depending on what type of asset you're modifying you will use different tools to extract that asset from the **.uasset** file, modify it, then rebuild the **.uasset** file with the modified asset.
 +
 +**The basic process for creating any mod is as follows:**
 +  - Unpack the **.pak** files containing the game's existing assets.
 +  - In the unpacked directory, locate the **.uasset** file containing the game asset you want to modify.
 +  - Modify the **.uasset** file depending on what type of asset it is. Pick one of the [[modding:start#topics|categories above]] for tutorials based on what type of asset is being modified.
 +  - Set up a blank project in Unreal Engine and import the modified asset, package (cook) the project to generate new **.uasset** files.
 +  - Use one of the modding tools such as [[modding:tools#unrealpak|UnrealPak]] to generate a new **.pak** file that contains your modified **.uasset** files.
 +  - Copy your new **.pak** file into the game's //Paks// folder.
 +  - Run the game to test.
  
 +This is just a high-level overview. [[modding:start#topics|Choose a category above]] for detailed tutorials on modding the game.

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