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modding:start [2021/09/14 08:53] – Modding process summary 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 and textures | | [[modding:modelling:start|Modelling]] | Replace the game's 3D models and textures |
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 ==== Basic Concepts ==== ==== Basic Concepts ====
  
-**Bloodstained: Ritual of the Night** is a game built in Unreal Engine version 4.18.3. Unreal Engine provides a built-in way for developers to update their games after release, we utilize this to mod the game.+**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. **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.
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   - Unpack the **.pak** files containing the game's existing assets.   - 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.   - 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#modding_topics|categories above]] for tutorials based on what type of asset is being modified. +  - 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, bake the project to generate new **.uasset** files.+  - 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.   - 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.   - Copy your new **.pak** file into the game's //Paks// folder.
   - Run the game to test.   - Run the game to test.
  
-This is just a high-level overview. [[modding:start#modding_topics|Choose a category above]] for detailed tutorials on modding the game.+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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