<?xml version="1.0"?>
<rss version="2.0"><channel><title>Articles and Guides Latest Topics</title><link>https://forums.nexusmods.com/forum/200-articles-and-guides/</link><description>Articles and Guides Latest Topics</description><language>en</language><item><title>Looking for some help with the basics for modding Outerworlds.</title><link>https://forums.nexusmods.com/topic/13517499-looking-for-some-help-with-the-basics-for-modding-outerworlds/</link><description><![CDATA[<p>
	Looking to mod a couple of things, and just need a quick rundown of what tool to use to extract the game files, edit them and pack them into .pak <br />
	<br />
	any help would be appreciated <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f642.png" class="ipsEmoji" alt="🙂"><br />
	<br />
	Thank you
</p>
]]></description><guid isPermaLink="false">13517499</guid><pubDate>Sat, 14 Jun 2025 01:23:19 +0000</pubDate></item><item><title><![CDATA[[InZOI] Modding Guides & Resources]]></title><link>https://forums.nexusmods.com/topic/13512503-inzoi-modding-guides-resources/</link><description><![CDATA[<p style="text-align:center;">
	<img alt="Banner.png.83787b5cdd4b2bd43cfbd38706744e6f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44092" data-ratio="32.24" width="850" src="https://forums.nexusmods.com/uploads/monthly_2025_04/Banner.png.83787b5cdd4b2bd43cfbd38706744e6f.png" />
</p>

<p>
	This is something that I’ve been working on since August of 2024 when Character Studio released. Any information here or on the drive <strong>might change with time</strong> or the whole thing <strong>may no longer be maintained</strong> after modding tools are officially released in May. For the time being, I wanted to share everything I’ve learned since then with those who might be interested in it.
</p>

<p>
	This is a <strong>community effort</strong>—everything here has been gathered by both myself and others through lots of trial and error. Thank you to everyone who’s contributed to these guides and resources!
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44103" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.png.068cbf4f3cdb5e1669d3b11064bbfbf0.png" rel=""><img alt="boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44103" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" /></a>
</p>

<h3 style="text-align:center;">
	<span style="font-size:24px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4da.png" class="ipsEmoji" alt="📚">Basics<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4da.png" class="ipsEmoji" alt="📚"></span>
</h3>

<p>
	These guides assume you have some experience with <strong>Blender</strong> <span style="font-size:14px;">and </span><strong><span style="font-size:14px;">Un</span>real Engine 5.4+</strong>. I my guides don't cover super basic steps (like how to install software, addons, etc.), but I try to keep it as pain-free as possible. If you're just starting out, I recommend looking into official documentation and beginner-friendly tutorials with the links below first.
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	If you're brand new to Blender or Unreal, start here:
</p>

<ul>
	<li>
		<p>
			<strong><a href="https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-4-documentation?application_version=5.4" rel="external nofollow">Unreal Engine Documentation (v5.4)</a></strong>
		</p>
	</li>
	<li>
		<p>
			<strong><a href="https://docs.blender.org/manual/en/4.2/index.html" rel="external nofollow">Blender Manual (v4.2)</a></strong>
		</p>
	</li>
	<li>
		<p>
			<strong><a href="https://www.youtube.com/watch?v=gyPHCDPvkoI&amp;list=PLsGl9GczcgBtK0EKjiHyM_86DIFrHocF1" rel="external nofollow">Blender Beginner Tutorial Series (By Ryan King Art</a>)</strong>
		</p>
	</li>
	<li>
		<p>
			<strong><a href="https://www.youtube.com/watch?v=k-zMkzmduqI&amp;list=PLKPWwh_viQMGQkQfKKD5lF96efA3_RWt-" rel="external nofollow">Unreal Engine 5 Beginners Course (By Unreal Sensei</a>)</strong>
		</p>
	</li>
</ul>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44103" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.png.068cbf4f3cdb5e1669d3b11064bbfbf0.png" rel=""><img alt="boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44103" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" /></a>
</p>

<p style="text-align:center;">
	<span style="font-size:24px;"><strong><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4c1.png" class="ipsEmoji" alt="📁"><em>Making InZOI Moddable</em><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4c1.png" class="ipsEmoji" alt="📁"></strong></span>
</p>

<p style="text-align:center;">
	Below is a list of all of tutorials and their required resources to make InZOI capable of loading mods. 
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f513.png" class="ipsEmoji" alt="🔓"><em><span style="font-size:16px;"><strong>Signature Bypass</strong></span></em>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		<a href="https://store.steampowered.com/app/2456740/inZOI/" rel="external nofollow">InZOI</a>
	</li>
	<li>
		<span style="font-size:14px;"><a href="https://www.nexusmods.com/inzoi/mods/1?tab=files" rel="external">Bitfix .Sig Bypass</a><span>: </span>Needed to load custom .paks, .utocs, &amp; .ucas files into the game.</span>
	</li>
</ul>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><span style="font-size:16px;"><a href="https://docs.google.com/document/d/18FgoP3zXWS9r_zImmqZVSyE1VCoxOLo7eKodHdBdtCQ/edit?usp=sharing" rel="external nofollow">InZOI .Sig Bypass Guide</a></span>
</p>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4fa.png" class="ipsEmoji" alt="📺"><a href="https://www.youtube.com/watch?v=oAjYafWlyj4" rel="external nofollow">How To Enable Mods (By DJ KingSupreme)</a></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/2699.png" class="ipsEmoji" alt="⚙️"><em><span style="font-size:16px;"><strong>InZOI Vortex Extension (UE4SS)</strong></span></em>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		<a href="https://store.steampowered.com/app/2456740/inZOI/" rel="external nofollow">InZOI</a>
	</li>
	<li>
		<a href="https://www.nexusmods.com/about/vortex" rel="external">Vortex</a>: Nexus Mod Manager.
	</li>
	<li>
		<span style="font-size:14px;"><a href="https://www.nexusmods.com/site/mods/1241" rel="external">InZOI Vortex Extension (UE4SS)</a><span>: Used to mod Unreal Engine 4/5 games. </span>Needed to t</span>o load mods.
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><em>Install instructions on the nexus page above</em></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/2699.png" class="ipsEmoji" alt="⚙️"><em><span style="font-size:16px;"><strong>Mod Organizer 2: InZOI Support</strong></span></em>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		<a href="https://store.steampowered.com/app/2456740/inZOI/" rel="external nofollow">InZOI</a>
	</li>
	<li>
		<a href="https://github.com/Modorganizer2/modorganizer/releases" rel="external nofollow">Mod Organizer 2</a>: Used for managing mods.
	</li>
	<li>
		<a href="https://www.nexusmods.com/inzoi/mods/331" rel="external">Mod Organizer 2 InZOI Plugin</a><span style="font-size:14px;"><span>: Adds support for InZOI to MO2</span></span>
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><em>Install instructions on the nexus page above</em></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44103" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.png.068cbf4f3cdb5e1669d3b11064bbfbf0.png" rel=""><img alt="boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44103" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" /></a>
</p>

<p style="text-align:center;">
	<b><i></i></b><span style="font-size:20px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f6e0.png" class="ipsEmoji" alt="🛠️"><b><i>Modding Guides</i></b><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f6e0.png" class="ipsEmoji" alt="🛠️"><b><i></i></b></span>
</p>

<p style="text-align:center;">
	Below is a list of all of modding guides and their required resources. Listed In the order they should be followed.
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f50d.png" class="ipsEmoji" alt="🔍"><span style="font-size:16px;"><b>Using The InZoider Blender Add-On</b></span>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		<a href="https://github.com/Hancapo/Inzoider" rel="external nofollow">InZoider Add-on</a>: Thank you to Hancapo. Used to replace 3D Printed Items with meshes of your choice.
	</li>
	<li>
		<a href="https://download.blender.org/release/Blender4.2/" rel="external nofollow">Blender 4.2.2</a>: Used to edit meshes.
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4fa.png" class="ipsEmoji" alt="📺"><a href="https://www.youtube.com/watch?v=fDSe2-8PsdM" rel="external nofollow">InZoider Import Tutorial (By Reginleif - Asto)</a></span>
</p>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4fa.png" class="ipsEmoji" alt="📺"><a href="https://www.youtube.com/watch?v=96NSjPX4vg0" rel="external nofollow">InZoider Scaling Tutorial (By Reginleif - Asto)</a></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f50d.png" class="ipsEmoji" alt="🔍"><span style="font-size:16px;"><b>Browse &amp; Extract InZOI Game Assets</b></span>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		<a href="https://fmodel.app/" rel="external nofollow">FModel</a>: Used to browse &amp; extract Unreal Engine game assets.
	</li>
	<li>
		<a href="https://drive.google.com/file/d/1LBV9nBNXalY7PdKeZcq-KYxIckIKR6c-/view" rel="external nofollow">InZOI Mappings</a>: Needed to decrypt the .ucas &amp;.utoc files to make the assets viewable.
	</li>
	<li>
		<a href="https://drive.google.com/file/d/1iCf-8-ZNmPvriAn_xxnaaD2RUWIsUQE3/view?usp=drive_link" rel="external nofollow">Converted InZOI .pak files</a>: Converted by QuickBMS to be viewable in FModel.
	</li>
	<li>
		<a href="https://download.blender.org/release/Blender4.2/" rel="external nofollow">Blender 4.2.2</a>: Used to edit meshes.
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><a href="https://docs.google.com/document/d/1xlAJCRFvP3v8oo5eOnTEqjixjuf0oz8kRnAlJJtA_KI/edit?usp=drive_link" rel="external nofollow">InZOI Asset Browsing &amp; Extraction Guide</a></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f6e0.png" class="ipsEmoji" alt="🛠️"><span style="font-size:16px;"><b>Unreal Project Set Up Guide</b></span>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		<a href="https://github.com/FrancisLouiss/UnrealEngine/releases/tag/5.4.4-release" rel="external nofollow">UE 5.4.4 [InZOI]</a>: Thank you to FrancisLouiss. Used to package assets for InZOI. (<strong>UE is a <em>private</em> repo on GitHub. <a href="https://www.unrealengine.com/en-US/ue-on-github" rel="external nofollow">You need and Epic Games account linked to your Github account for access</a>. Otherwise, you will land on a 404 page.</strong>)
	</li>
	<li>
		<a href="https://drive.google.com/file/d/1xTrOYnxsTyxmHE5AXIJmALJ-oh_gVzas/view?usp=drive_link" rel="external nofollow">DefaultPakFileRules.ini</a>: Thank you to Slinky on Discord. Used to pack .json files into your .pak files.
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><a href="https://docs.google.com/document/d/1HaL4Y46k3ucRQqP4JQH0IissQaqKGfd0Fw-OgF2_isM/edit?usp=drive_link" rel="external nofollow">InZOI Unreal Project Set Up Guide</a></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f9ec.png" class="ipsEmoji" alt="🧬"><span style="font-size:16px;"><b>Asset Replacement Guide</b></span>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		<a href="https://download.blender.org/release/Blender4.2/" rel="external nofollow">Blender 4.2.2</a>: Used to edit meshes.
	</li>
	<li>
		<a href="https://extensions.blender.org/add-ons/io-scene-psk-psa/?utm_source=blender-4.3.0" rel="external nofollow">PSK &amp; PSA Blender Addon</a>: Used to import &amp; export the format that FModel gives you.
	</li>
	<li>
		<a href="https://github.com/FrancisLouiss/UnrealEngine/releases/tag/5.4.4-release" rel="external nofollow">UE 5.4.4 [InZOI]</a>: Thank you to FrancisLouiss. Used to package assets for InZOI. (<strong>UE is a <em>private</em> repo on GitHub. <a href="https://www.unrealengine.com/en-US/ue-on-github" rel="external nofollow">You need and Epic Games account linked to your Github account for access</a>. Otherwise, you will land on a 404 page.</strong>)
	</li>
	<li>
		InZOI Unreal Editor Project: <a href="https://docs.google.com/document/d/1HaL4Y46k3ucRQqP4JQH0IissQaqKGfd0Fw-OgF2_isM/edit?usp=sharing" rel="external nofollow">Creation Tutorial</a> Or <a href="https://www.nexusmods.com/inzoi/mods/365" rel="external">Premade Project</a>.
	</li>
	<li>
		A mesh you’ve already edited: This tutorial assumes you are ready to export a mesh from Blender to Unreal.
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><a href="https://docs.google.com/document/d/1Yy1pPpEDbBYSd8M2kDAmYT9DDARw7uF_2WNIJklPqoE/edit?usp=drive_link" rel="external nofollow">InZOI Asset Replacement Guide</a></span>
</p>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4fa.png" class="ipsEmoji" alt="📺"><a href="https://drive.google.com/file/d/1OmSRAFqNzcwNFKLXFtnVDHcvE4aLBkJr/view?usp=drive_link" rel="external nofollow">Packaging Video (by Aethel Hexem</a>)</span>
</p>

<p>
	<span style="font-size:14px;">Click Spoiler for preview of final product:</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p style="text-align:center;">
			<span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfzTXRZC9q3HhQnk1ErO1zp21-_E3gCaojROl--Jh47zVj2dijGoTJaHEVccO1m_2qhFP-1Mnl5BVVJ1wJi5fTQPE_eoMCoQWyGq58T6hz9cN8qkbn8N2Un5ddq_9j8tYNmJOL6mg?key=9ypSL9VNzc9PmGHr2IOrXeW-" data-ratio="75.08" height="591" width="994" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfzTXRZC9q3HhQnk1ErO1zp21-_E3gCaojROl--Jh47zVj2dijGoTJaHEVccO1m_2qhFP-1Mnl5BVVJ1wJi5fTQPE_eoMCoQWyGq58T6hz9cN8qkbn8N2Un5ddq_9j8tYNmJOL6mg?key=9ypSL9VNzc9PmGHr2IOrXeW-" /></span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f3a8.png" class="ipsEmoji" alt="🎨"><span style="font-size:16px;"><b>Texture Guide</b></span>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		Thank you to Huwie on discord for figuring this out.
	</li>
	<li>
		<a href="https://github.com/FrancisLouiss/UnrealEngine/releases/tag/5.4.4-release" rel="external nofollow">UE 5.4.4 [InZOI]</a>: Thank you to FrancisLouiss. Used to package assets for InZOI. (<strong>UE is a <em>private</em> repo on GitHub. <a href="https://www.unrealengine.com/en-US/ue-on-github" rel="external nofollow">You need and Epic Games account linked to your Github account for access</a>. Otherwise, you will land on a 404 page.</strong>)
	</li>
	<li>
		<a href="https://download.blender.org/release/Blender4.2/" rel="external nofollow">Blender 4.2.2</a>: Used to edit meshes &amp; see textures.
	</li>
	<li>
		InZOI Unreal Editor Project: <a href="https://docs.google.com/document/d/1HaL4Y46k3ucRQqP4JQH0IissQaqKGfd0Fw-OgF2_isM/edit?usp=sharing" rel="external nofollow">Creation Tutorial</a> Or <a href="https://www.nexusmods.com/inzoi/mods/365" rel="external">Premade Project</a>.
	</li>
	<li>
		A project you’ve already edited: This tutorial assumes you are ready to export a mesh and/or texture from Blender to Unreal.
	</li>
	<li>
		Thank you to Huwie on discord for figuring out new textures.
	</li>
	<li>
		Thank you to Slinky on discord for figuring out material node setup.
	</li>
	<li>
		Thank you to Aethel Hexem for assisting me with textures.
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><a href="https://docs.google.com/document/d/1yICroMzTKyvTcK8zPgtZwqDxa2Lkxp6jAaCAW9vhIno/edit?usp=drive_link" rel="external nofollow">InZOI Texture (New &amp; Replacements) Guide</a></span>
</p>

<p>
	<span style="font-size:14px;">Click Spoiler for preview of final product:</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p style="text-align:center;">
			<span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXd47cGf68_RWNp8-w2q1VC6Q93Zyuo5t2oqmczkRwe8UJly1ONS5JiqXErxuZI42AXZbZMtvH1yZbDu1X7daQS24nkj0W4Mj-sBIXXAEGg7TbIV87KLy-1WqbcJS2nqvK3jauFA_g?key=Hbuuv9ZcJBKRS6_uNVezwMoT" data-ratio="75.08" height="677" width="1138" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd47cGf68_RWNp8-w2q1VC6Q93Zyuo5t2oqmczkRwe8UJly1ONS5JiqXErxuZI42AXZbZMtvH1yZbDu1X7daQS24nkj0W4Mj-sBIXXAEGg7TbIV87KLy-1WqbcJS2nqvK3jauFA_g?key=Hbuuv9ZcJBKRS6_uNVezwMoT" /></span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f9fe.png" class="ipsEmoji" alt="🧾"><span style="font-size:16px;"><b>Json Guide</b></span>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		<a href="https://drive.google.com/file/d/1a2Ve82SwJrrzMRrsGXuMvZsEZ5GuVz9e/view?usp=drive_link" rel="external nofollow">InZOI JsonResult files.</a>
	</li>
	<li>
		<a href="https://notepad-plus-plus.org/" rel="external nofollow">Notepad++ (Or similar).</a>
	</li>
	<li>
		<a href="https://github.com/FrancisLouiss/UnrealEngine/releases/tag/5.4.4-release" rel="external nofollow">UE 5.4.4 [InZOI]</a>: Thank you to FrancisLouiss. Used to package assets for InZOI. (<strong>UE is a <em>private</em> repo on GitHub. <a href="https://www.unrealengine.com/en-US/ue-on-github" rel="external nofollow">You need and Epic Games account linked to your Github account for access</a>. Otherwise, you will land on a 404 page.</strong>)
	</li>
	<li>
		InZOI Unreal Editor Project: <a href="https://docs.google.com/document/d/1HaL4Y46k3ucRQqP4JQH0IissQaqKGfd0Fw-OgF2_isM/edit?usp=sharing" rel="external nofollow">Creation Tutorial</a> Or <a href="https://www.nexusmods.com/inzoi/mods/365" rel="external">Premade Project</a> you are already working on and have assets for.
	</li>
	<li>
		<a href="https://docs.google.com/document/d/1HaL4Y46k3ucRQqP4JQH0IissQaqKGfd0Fw-OgF2_isM/edit?tab=t.0" rel="external nofollow">Non-Asset Support in your Unreal Project.</a>
	</li>
	<li>
		<a href="https://www.youtube.com/watch?v=PoTah9YBG2Y" rel="external nofollow">Visible File Extensions.</a>
	</li>
	<li>
		Thank you to Slinky on discord for figuring this out.
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><a href="https://docs.google.com/document/d/1rTzQz-bgExwQQzj66B_1jDVccX5JOOUMvmPCiMm_J1E/edit?usp=drive_link" rel="external nofollow">InZOI JSON (Editing Existing &amp; Making New Assets) Guide</a></span>
</p>

<p>
	<span style="font-size:14px;">Click Spoiler for preview of final product:</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p style="text-align:center;">
			<span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfQCxiqSF6cqyMNRXCMTpjDF85DPVeen0JV7T7zy0bLdbVJLSeCAv8sTy93TuREqK_Cayu2DGpuuEKzB6qrxwo8vIMfETBcmMRlGRnwVXkbwWsHytwsmdGCwPZeP8KLkDuwkPSRGw?key=wv_UdG7wB13LaJL8lWkIe_9U" data-ratio="75.08" height="811" width="1169" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfQCxiqSF6cqyMNRXCMTpjDF85DPVeen0JV7T7zy0bLdbVJLSeCAv8sTy93TuREqK_Cayu2DGpuuEKzB6qrxwo8vIMfETBcmMRlGRnwVXkbwWsHytwsmdGCwPZeP8KLkDuwkPSRGw?key=wv_UdG7wB13LaJL8lWkIe_9U" /></span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p style="text-align:center;">
	<em>Work In progress...</em>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44103" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.png.068cbf4f3cdb5e1669d3b11064bbfbf0.png" rel=""><img alt="boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44103" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" /></a>
</p>

<p style="text-align:center;">
	<b><i></i></b><span style="font-size:20px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f9f0.png" class="ipsEmoji" alt="🧰"><b><i>Modding Resources</i></b><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f9f0.png" class="ipsEmoji" alt="🧰"></span><span style="font-size:20px;"><b><i></i></b></span>
</p>

<p style="text-align:center;">
	Below is a list of all of modding guides and their required resources. Listed In the order they should be followed.
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4c1.png" class="ipsEmoji" alt="📁"><span style="font-size:16px;"><b>InZOI Contest Assets</b></span>
</p>

<p>
	Contains body meshes for male &amp; female Zois.
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:
</p>

<ul>
	<li>
		<a href="https://marvelousdesigner.com/" rel="external nofollow">Marvelous Designer</a>: They were made for MD and cannot be exported to Blender or any other 3D Modeling program.
	</li>
</ul>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4c1.png" class="ipsEmoji" alt="📁"><span style="font-size:16px;"><a href="https://drive.google.com/drive/u/1/folders/15qE43bPYhx0sDHqVwqjuxkUzl5ldEyEY" rel="external nofollow">InZOI Contest Assets</a></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4c1.png" class="ipsEmoji" alt="📁"><span style="font-size:16px;"><b>UAssetGUI</b></span>
</p>

<p>
	<span>UAssetGui compiled with most recent <a href="https://github.com/atenfyr/UAssetGUI" rel="external nofollow">Github repo</a>. Is compatible with InZOI Mappings.</span>
</p>

<p>
	<span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:</span>
</p>

<ul>
	<li>
		Decompiled InZOI .pak, .utoc, &amp; .ucas files. They need to be unpacked with <a href="https://github.com/trumank/retoc" rel="external nofollow">Retoc</a> or Unrealpak (Comes w/ Unreal Editor) into .uasset files. The .uasset files from FModel are <em><strong>NOT</strong></em> compatible.
	</li>
	<li>
		<a href="https://drive.google.com/file/d/1LBV9nBNXalY7PdKeZcq-KYxIckIKR6c-/view" rel="external nofollow">InZOI Mappings</a>: Needed to decrypt the .ucas &amp;.utoc files to make the assets viewable.
	</li>
	<li>
		<a href="https://drive.google.com/file/d/1iCf-8-ZNmPvriAn_xxnaaD2RUWIsUQE3/view?usp=drive_link" rel="external nofollow">Converted InZOI .pak files</a>: Converted by QuickBMS to be viewable in FModel &amp; usable with Unrealpak or Retoc.
	</li>
</ul>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4c1.png" class="ipsEmoji" alt="📁"><span style="font-size:16px;"><a href="https://drive.google.com/file/d/1Wr_7PC0-BC9NsjL7aba0-2kNhqWlvC9t/view?usp=drive_link" rel="external nofollow">UAssetGUI</a></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4c1.png" class="ipsEmoji" alt="📁"><span style="font-size:16px;"><b>Information Resources Links</b></span>
</p>

<p>
	A Google document with all the resources I used.
</p>

<p>
	<span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:</span>
</p>

<ul>
	<li>
		None
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><a href="https://docs.google.com/document/d/1_QsDmyUP5z5H7W7j6cXD7TlWrgxu0uoGtVLqWkcwM2U/edit?usp=drive_link" rel="external nofollow">Information Resource Links</a></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p>
	<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4c1.png" class="ipsEmoji" alt="📁"><span style="font-size:16px;"><b>Scratch Notes</b></span>
</p>

<p>
	A Google document with all the notes I've taken while putting things together. Mostly me just crashing out.
</p>

<p>
	<span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4cc.png" class="ipsEmoji" alt="📌"> Prerequisites:</span>
</p>

<ul>
	<li>
		None
	</li>
</ul>

<p>
	<span style="font-size:16px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4d8.png" class="ipsEmoji" alt="📘"><a href="https://docs.google.com/document/d/1MH1B9EQehw5O_WtpHwFqltHI5ZC27DSCchHfoAHlqLA/edit?usp=drive_link" rel="external nofollow">Scratch Notes</a></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p style="text-align:center;">
	<em>Work In progress...</em>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44103" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.png.068cbf4f3cdb5e1669d3b11064bbfbf0.png" rel=""><img alt="boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44103" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" /></a>
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4ac.png" class="ipsEmoji" alt="💬"><strong>Discord Links</strong><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f4ac.png" class="ipsEmoji" alt="💬"></span>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<ul>
	<li>
		<span style="font-size:14px;"><a href="https://discord.com/invite/inzoi" rel="external nofollow">InZOI Official Discord Server</a>: The official discord server for InZOI. Has a modding category with people who are working together to mod the game.</span>
	</li>
	<li>
		<span style="font-size:14px;"><a href="https://discord.gg/FeC7NuQyc3" rel="external nofollow">InZOI Archive</a>: An archive of all the mods and tutorials created for InZOI.</span>
	</li>
</ul>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44117" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.png.57bf51cef7cb69390a86cfbbe2b16818.png" rel=""><img alt="boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44117" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boardeer2.thumb.png.038fe5c07c6ac5a3d780796dbecb4122.png" /></a>
</p>

<p style="text-align:center;">
	<em>Work In progress...</em>
</p>

<p style="text-align:center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="44103" href="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.png.068cbf4f3cdb5e1669d3b11064bbfbf0.png" rel=""><img alt="boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44103" data-ratio="3.30" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/boarder.thumb.png.56eb6d57a29c471ad19df4142984cfa6.png" /></a>
</p>
]]></description><guid isPermaLink="false">13512503</guid><pubDate>Tue, 08 Apr 2025 00:34:06 +0000</pubDate></item><item><title>How To Guide For Soundbank/Voicepack Modding [Pathfinder Wrath of the Righteous ]</title><link>https://forums.nexusmods.com/topic/13494751-how-to-guide-for-soundbankvoicepack-modding-pathfinder-wrath-of-the-righteous/</link><description><![CDATA[<p>
	Howdy all,
</p>

<p>
	I recently been posting soundbank updates for Pathfinder WOTR for personal mods I liked. Then I got a flood of people over time asking me either to update old mods they have in mind or how I figured out how to do this. So will so up front that I hadn't learn through any guide, I work in the tech sector/game a lot and have done a lot of "modding" myself for personal use. So a lot of this was more on intuition over everything else. <br />
	<br />
	It's hard to gauge people's comfortability around some more of the technical aspects, but I'd figure since I wrote all of this up for one person, I should probably share this.  First thing is that people need to be aware of, are how the soundbank files work in a general sense so let's start there.
</p>

<ol>
	<li>
		<u><strong>What are soundbanks?</strong></u>

		<ul>
			<li>
				      In video games, audio (<em>i.e... SFX/BGM's/Voices</em>) is typically treated as "event data" which triggers/cue's due to some assigned event (<em>character talking, gun shooting, car noises etc...</em>).  That data is collectively stored in a soundbank (<span style="color:rgb(155,89,182);">.BNK</span>) file. A soundbank is basically as the name implies (a bank, filled with sound files). In essence, the bank is sort of like container.  Kind of like how an .MP4 video or .MP3 audio works, where the actual audio (AAC encoded file) / video (.H264 encoded file) data are <em>contained </em>inside of the MP4/MP3. The container (<em>the MP4 and MP3</em><em> file</em>) only instructs video/music player apps/devices on how to interact with the encoded audio/video files contained <em>within </em>the MP4/MP3 files.  With soundbanks, these encoded files are "<span style="color:rgb(230,126,34);"><span>.WEM</span></span>" files, which are themselves containers used for compressing a OGG Vorbis (<span style="color:rgb(41,128,185);">.OGG</span>) audio file.

				<ul>
					<li>
						      Soundbank (<span style="color:rgb(155,89,182);">.BNK</span>) -&gt; WEM (<span style="color:rgb(230,126,34);"><span>.WEM</span></span>) -&gt; OGG Vorbis (<span style="color:rgb(41,128,185);">.OGG</span>)

						<ul>
							<li>
								<em>Another final layer to this would be </em><span style="color:rgb(204,0,255);">.WAV</span><em> audio since it's widely compatible with everything, but you only need to go that 4th layer down if you have specific needs I list much further down.</em>
							</li>
						</ul>
					</li>
				</ul>
			</li>
			<li>
				      <u>First thing</u> - Note that there can be (<em>and often are</em>) multiple <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files inside of a single soundbank (<em>i.e... For WOTR, the "</em><strong><font style="background-color:rgb(68,68,68);color:rgb(255,255,0);font-size:14px;text-align:left;"> </font><span style="color:rgb(142,68,173);"><strong style="background-color:rgb(68,68,68);color:rgb(241,241,241);font-size:14px;text-align:left;">PC_Female_Pious_GVR_ENG.bnk</strong></span></strong><em>"  file which is the '<strong>Pious Female</strong>' voice ingame contains 134 </em><span style="color:rgb(230,126,34);"><span>.WEM </span></span><em>files</em>).
			</li>
			<li>
				      <u>Second thing</u> - Note that there are file naming standards/conventions (<em>decided by the game developer/Owlcat in this case, more on that later</em>), and they are important because they are tied to events/cues in game as mentioned above.
				<ul>
					<li>
						For example the <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files (<em>i.e... for Owlcat and WOTR</em>) a <span style="color:rgb(230,126,34);"><span>.WEM </span></span>file might be something like either of the two below...
						<ul>
							<li>
								"<span style="color:rgb(230,126,34);">66736369.wem</span>" which is <span style="color:rgb(204,0,153);">assigned </span>to the event "<span style="color:rgb(26,188,156);">CharCrit_09</span>", which is when a character using the "<strong>Pious Female</strong>" voice scores a critical hit, triggering the audio to play in-game.
							</li>
							<li>
								"<span style="color:rgb(230,126,34);">124508443.wem</span>" which is <span style="color:rgb(204,0,153);">assigned </span>to the event "<span style="color:rgb(26,188,156);">Fatigue_01</span>", which is when a character using the "<strong>Pious Female</strong>" voice reaches a fatigued state, triggering the audio to play in-game.
							</li>
						</ul>
					</li>
				</ul>
			</li>
			<li>
				      <u>Third thing</u> - Note the method of how games even track what <span style="color:rgb(204,0,153);">assigned </span><span style="color:rgb(230,126,34);"><span>.WEM </span></span>files to belong to which events. For Owlcat (<em>and most game devs</em>), this is done via an XML spreadsheet, which has several columns that maps out the above examples as exactly mentioned.
			</li>
			<li>
				      <u>Four thing</u> - Note that soundbanks have "Headers" much like a HTTP requests or API calls (<em>I know I may be speaking greek to most people right now</em>).  Essentially they have a section within the soundbank file itself that has unique information. Think of when using microsoft windows, you right-click on a file and their is a "Properties". For some music and video files there is additional info there you don't see anywhere else...kinda like that.  Difference is here, is that some of that information can be key to whether or not a soundbank works in-game because it's related to that "event data" mentioned earlier.
				<ul>
					<li>
						Specifically in WOTR, this field in the header is called "<strong>Use Feedback</strong>". Typically this has a set numerical value that's a single or double digit like "0", "5", "12", "16".
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		<u><strong>Where do they come from and why is this a pain in the *** to work with?</strong></u>
		<ul>
			<li>
				      Now the odd thing about .WEM and soundbanks in general is that it's a proprietary format of a single company called Audiokinetic, who have monopoly on the whole of sound design in the video game industry.  They own the software used to generate these files called <span style="color:rgb(46,204,113);"><strong>Wwise</strong></span>, which is used by most video game engines such as Unreal and Unity (<em>which is what Wrath uses</em>).  <span style="color:rgb(46,204,113);"><strong>Wwise </strong></span>is <span style="color:rgb(231,76,60);"><strong><u><em>NOT </em></u><em> </em></strong></span>user friendly by any means, and is very much a production level application intended for power users who work in the industry, or know quite a bit about audio engineering.  To add to the complexity, are unintentionally the game developers who define their own rules/structures however they want/need to for their games.  You can start see why it be hard for most people to make sense of this, let alone pick up modding to make their own audio for the game.  Which takes me to the next point.
			</li>
		</ul>
	</li>
	<li>
		<u><strong>Okay, so how hard is any of this to start modding or updating for Pathfinder WOTR?</strong></u>
		<ul>
			<li>
				      Well knowing the above helps, specifically the piece about the developers. Owlcat like most gaming companies use <span style="color:rgb(46,204,113);"><strong>Wwise </strong></span>to create multiple soundbanks to contain an array of sounds. As Pathfinder WOTR was patched/developed more over time, so too did their structure. For example if you go to any of my mod pages, you'll see that the number of <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files contained within the <span style="color:rgb(155,89,182);">.BNK </span>files have changed <em>or</em> the numbering/file naming convention of the <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files are different pre/post patch 2.2+ (<em>circa Dec 2023</em>).
				<ul>
					<li>
						<span style="color:rgb(241,196,15);"><i>Remember the "<strong>Use Feedback</strong>"  value I mentioned for the soundbank headers before? Well, Owlcat changed some (but not all) of those for voice soundbanks, a lot of people didn't even know this was a thing to begin with. And since they didn't know the about this, any new soundbanks created or old soundbanks they tried to update remain(ed) broken.</i></span>
					</li>
				</ul>
			</li>
			<li>
				      Once again as an example, voice soundbanks in particular can range in count from 110-160~ish <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files within the soundbank. So as you can then imagine, not knowing <em>what </em>changed, and only knowing that post patch <em>something </em>did  for characters using the modded soundbank that resulted in a mute character, wasn't exactly fun for a lot of modders to retroactively go back to re-learn, find and fix all those issues. Especially since Owlcat made sweeping changes like this <strong>multiple </strong>times since the release of the game.
			</li>
		</ul>
	</li>
	<li>
		<u><strong>Well shucks, all that said...where would I start then?</strong></u>
		<ol>
			<li>
				      <u>STEP #1</u> is to find out what the current structure/naming conventions are used. Here is a great reference JunktownMods put up on nexus for the current mappings - <a href="https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/558" rel="external">Player Voices Mapped - Modding Resource</a>. It has multiple spreadsheets per soundbank (<em>per voice type, i..e... female aggressive, female pious etc...</em>).
				<ul>
					<li>
						<em>i.e... An example below of the mappings for the "Pious Female" soundbank.</em>
					</li>
					<li>
						<em><img alt="MRIRRoe.png" data-ratio="77.88" height="750" width="606" src="https://i.imgur.com/MRIRRoe.png" /></em>
					</li>
				</ul>
			</li>
			<li>
				      <u>STEP #2</u> is your going to need to decide which soundbank to pick from to use. Since you will basically need to create your own <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files that match up to the number in the soundbank your swapping the audio for. So if you want your audio for Bela Dimitrescu to be used instead of say the "<strong>Madwoman Female</strong>" choice for voice, then you should be looking at that spreadsheet which has the mappings for the "<span style="color:rgb(142,68,173);">PC_Female_Madman_GVR_ENG.bnk</span>" soundbank.
				<ol>
					<li>
						You're also going to need a way to play audio from the soundbank, which can be done one or two ways.
						<ol>
							<li>
								To extract the <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files from their <span style="color:rgb(155,89,182);">.BNK </span>file container, since remember, the <span style="color:rgb(155,89,182);">.BNK </span>file is basically a zip file, then use a compatible audio player for <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files (<em>because remember </em><span style="color:rgb(230,126,34);"><span>.WEM</span></span><em> is a proprietary format, so playback is limited for most audio players</em>).
							</li>
							<li>
								[<span style="color:rgb(46,204,113);"><strong>Recommended</strong></span>] Use a tool that can natively open <span style="color:rgb(155,89,182);">.BNK </span>containers and play <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files.
								<ul>
									<li>
										For ease of use, I recommended a fellow foodies tools named Ravioli. Of which there are two that can make things easier for you, just click the highlighted names to download, <a href="https://www.scampers.org/steve/sms/other/RavioliGameTools_v2.10.zip" rel="external nofollow">Ravioli Explorer (RExplorer)</a> and <a href="https://www.scampers.org/steve/sms/other/RavioliGameTools_v2.10.zip" rel="external nofollow">Ravioli Extractor (RExtractor)</a>.
										<ul>
											<li>
												RExplorer - Allows you to open and play soundbank <span style="color:rgb(230,126,34);"><span>.WEM</span></span> files natively within the same window.  This is great because it allows you to also preview voices so you can go through and see what the mapped vanilla <span style="color:rgb(230,126,34);"><span>.WEM</span></span> files sound like for a soundbank, which can help give an idea of where you would want your custom audio <span style="color:rgb(204,0,153);">assigned</span>.
												<ul>
													<li>
														Fairly straightforward, once your running it, just click "<strong>Open File</strong>" and select the soundbank you wish to open. Once you do, you will see all the <span style="color:rgb(230,126,34);"><span>.WEM</span></span> files in the sound bank. Simply single left-click on them to have the audio play.
													</li>
												</ul>
											</li>
											<li>
												<img alt="dHKzDdr.png" data-ratio="75.08" height="750" width="911" src="https://i.imgur.com/dHKzDdr.png" />
											</li>
											<li>
												RExtractor - Allows you to extract all the <span style="color:rgb(230,126,34);"><span>.WEM</span></span> files from a soundbank. It even allows you to skip a few steps depending on the need (<em>sometimes I need </em><span style="color:rgb(204,0,255);">.WAV</span><em> to increase gain/normalize audio or something</em>) to convert all the <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files in a soundbank to <span style="color:rgb(204,0,255);">.WAV</span> format.
												<ul>
													<li>
														This is pretty straight forward to use just select the soundbank file you want to extract for "<strong>Input files</strong>" and the "<strong>Output directory</strong>" for the extracted <span style="color:rgb(230,126,34);"><span>.WEM</span></span> files. When you are ready to extract , just click "<strong>Start</strong>".
													</li>
													<li>
														If you want/need to convert to <span style="color:rgb(204,0,255);">.WAV </span>just click "<strong>Convert sounds to:</strong>" checkbox and from the dropdown select <span style="color:rgb(204,0,255);">.WAV</span>, followed by "<strong>Start</strong>".
													</li>
												</ul>
											</li>
											<li>
												<img alt="EPRR0YD.png" data-ratio="94.10" height="750" width="769" src="https://i.imgur.com/EPRR0YD.png" />
											</li>
										</ul>
									</li>
								</ul>
							</li>
						</ol>
					</li>
				</ol>
			</li>
			<li>
				      <u>STEP #3</u> is that you now have to take your time mapping out your assignments using the appropriate spreadsheet as mentioned before. Given that this is going to be your own custom thing, how long this will take is entirely subjective. Most I can do from a piece of organizational advice, is to recommend keeping things simple and using an excel spreadsheet. Heck even open another sheet on the excel doc you are using to check the XML mappings, so you don't have bounce around excel sheets in different windows.  Once you have all of your new custom bank mapped out via spreadsheet, now you should  rename all of those your audio files before doing any conversion into <span style="color:rgb(230,126,34);"><span>.WEM </span></span>so the numbers match.
				<ul>
					<li>
						So for example, below are the <span style="color:rgb(204,0,255);">.WAV</span> files from I extracted for the God-King Darius mod I updated.  The audio was way too loud in-game, so I needed to normalize it. Unfortunately as stated, <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files don't play in most audio players/editors so I needed them in <span style="color:rgb(204,0,255);">.WAV</span> format first, which I would later convert back to <span style="color:rgb(230,126,34);"><span>.WEM </span></span>after having normalized the audio, then finally, reinserting those convert <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files back into the soundbank.
					</li>
					<li>
						<img alt="wnGZEKL.png" data-ratio="75.08" height="750" width="466" src="https://i.imgur.com/wnGZEKL.png" />
					</li>
				</ul>
			</li>
			<li>
				      <u>STEP #4</u> is kind of a big one, and could be skipped depending on what you are doing from this point onwards. So if...
				<ol>
					<li>
						You are trying to simply update an existing sound bank (<i>what most of the mods I do are</i>)...
						<ul>
							<li>
								You can skip this step entirely.
								<ul>
									<li>
										<i>Though there may be a reason you need to do this, as I've said audio normalization etc..., but if not skip.</i>
									</li>
								</ul>
							</li>
						</ul>
					</li>
					<li>
						You are trying to create a custom soundbank with your own custom sounds...
						<ul>
							<li>
								You'll need to convert your audio from <span style="color:rgb(204,0,255);">.WAV</span> into <span style="color:rgb(230,126,34);"><span>.WEM </span></span>and that <u><strong>will</strong></u> require the installation and use of the <span style="color:rgb(46,204,113);"><strong>Wwise </strong></span>software. There are plenty of tools that will allow you to do the inverse, but to <em>encode</em> audio to <span style="color:rgb(230,126,34);"><span>.WEM</span></span> is proprietary, you must use <span style="color:rgb(46,204,113);"><strong>Wwise </strong></span>for this. 
							</li>
							<li>
								Installing it can be a little convoluted if you've never dealt with game/software developer related apps, as is most industry level production software.  So am going to paste a couple things here in pieces to get directly to what you need.
							</li>
							<li>
								First thing - Visit the official Audiokinetic page for installing Wwise, and follow steps by <a href="https://www.audiokinetic.com/en/courses/wwise101/?source=wwise101&amp;id=installing_wwise" rel="external nofollow">clicking here</a>.
								<ul>
									<li>
										<span style="color:rgb(241,196,15);"><i>Step 8 has you installing "Cube Demo" which is basically a demo game audio engineers to test stuff with, skip that by leaving it unchecked and just click the "<strong>Next</strong>" button.</i></span>
									</li>
									<li>
										<em><span style="color:rgb(241,196,15);">Step 11</span><span style="color:rgb(241,196,15);"> you can also skip for the same reason.</span></em>
									</li>
								</ul>
							</li>
							<li>
								Second thing - Watch this handy 2min Youtube video that can give you a direct demonstration on how to convert from <span style="color:rgb(204,0,255);">.WAV</span> into <span style="color:rgb(230,126,34);"><span>.WEM </span></span>format by <a href="https://www.youtube.com/watch?v=39Oeb4GvxEc" rel="external nofollow">clicking here</a>. Assuming you followed the Youtube video, you now have a bunch of <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files with an appended filename that annoyingly has an extra 9 characters, i.e..."<span style="color:rgb(241,196,15);">39209609.wem</span>" is now"<span style="color:rgb(241,196,15);">39209609</span><span style="color:rgb(231,76,60);"><span><strong>_8E324C96</strong></span></span><span style="color:rgb(241,196,15);">.wem</span>"
							</li>
							<li>
								<img alt="gijJ3v0.png" data-ratio="75.08" height="750" width="485" src="https://i.imgur.com/gijJ3v0.png" />
							</li>
						</ul>
					</li>
				</ol>
			</li>
			<li>
				    <u>STEP #5</u>   Of course you are now thinking to yourself, do I have to rename these all again? Answer is yes, the names <strong>must </strong>match the files you are replacing whichever vanilla soundbank you are planning to use.  Bright side is, there are numerous was for you to do this.  Feel free to use whichever tool/scripting method to rename...even the hard way, manually.  
				<ul>
					<li>
						[<span style="color:rgb(46,204,113);">Recommeneded</span>] A free tool I use for everything renaming on windows all the time is called <a href="https://www.bulkrenameutility.co.uk/" rel="external nofollow">Bulk Rename Utility</a>. 
						<ul>
							<li>
								<span style="color:rgb(241,196,15);"><em>There is a paid/commercial version as well, but unless you need the really advanced filtering for massive of amounts of data processing, you're good on the free version.</em></span>
							</li>
						</ul>

						<ol>
							<li>
								<em>      </em>If using Bulk Rename Utility, once you have it open, navigate to your cache folder of the project as shown in the youtube video. For me using a project I called "jinx", this was at the path <strong>C:\Users\Flan\Documents\WwiseProjects\jinx\.cache\Windows\SFX</strong>.
							</li>
							<li>
								      Once there  you should see all of your <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files listed. Click inside the window on one of the files and press <strong>CTRL+A</strong> on your keyboard to select all the <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files. at once. It will show you the current file names under "<strong>Name</strong>" and all the new filenames under "<strong>New Name</strong>" once you rename them.
							</li>
							<li>
								      Now in the "<b>Remove (5)</b>" box, update the "<strong>Last n</strong>" field to remove the last "<strong>9</strong>" characters (<em>this targets all those </em><span style="color:rgb(231,76,60);"><span><strong>_8E324C96 </strong></span></span><em>you see appended to the </em><span style="color:rgb(230,126,34);"><span>.WEM </span></span><em>files after the</em> <span style="color:rgb(46,204,113);"><strong>Wwise </strong></span><em>conversion</em>) from all your selected files. Just click the "<strong>0</strong>" and enter "<b>9</b>" or click the up arrow to increment up by 1 each time.
							</li>
							<li>
								      Lastly, click the "<strong>Rename</strong>" button on the bottom right corner of the screen. Once you do, you'll get a warning asking to confirm that you are about to change the file names. Don't worried if you missed a couple file when selecting or enter the wrong number or something. If you press <strong>CTRL+Z</strong> you can undo your changes to revert the names back. Or you can click "<strong>Actions</strong>" next to "<b>File</b>" at the top left of the app, and select "<strong>Undo Rename</strong>" from the dropdown menu to achieve the same effect.
							</li>
							<li>
								<img alt="N7RjxOD.png" data-ratio="75.08" height="750" width="930" src="https://i.imgur.com/N7RjxOD.png" />
							</li>
						</ol>
					</li>
				</ul>
			</li>
			<li>
				    <u>STEP #6</u> Okay, near the end. Now that you have your newly minted <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files, it's time to place them into the soundbank. For this final piece you can use any tool <u><strong>that can retain the headers of the vanilla soundbank</strong></u> you decided to use for swapping the <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files for.
				<ol>
					<li>
						[<span style="color:rgb(46,204,113);">Recommeneded</span>] For wider audiences, I'd recommended using two tools to make this work.
						<ul>
							<li>
								The first tool is intended to create a soundbank out of <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files placed into a folder called <a href="https://gamebanana.com/tools/8707" rel="external nofollow">KOF XV pck &amp; bnk file editor (RBXV)</a>.
								<ul>
									<li>
										This has several options available in it, but the most important one is the "Mass Replace" option it has. It keeps the headers intact, and does a like-to-like replacement for each <span style="color:rgb(230,126,34);"><span>.WEM </span></span>file from a target folder, while also creating a new <span style="color:rgb(155,89,182);">.BNK </span>file. Another side benefit is that it doesn't modify/remove source soundbank you are trying to swap, nor does it alter your <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files in any way. It just simply creates a new soundbank.
									</li>
									<li>
										When you first open the executable file, it will be a vertical window. There is one thing you want to change before doing anything else, and that is on the top left menu where it says "<strong>Mode: KOFXV</strong>", click "<strong>None</strong>". It's important to remember to do this, since I believe failing to do so will preload headers for that specific game (King of Fighters XV), which you obviously want to avoid.  Next, click "<strong>BNK Editor</strong>". In this new pop-up window, you'll see two empty boxes and above it, two options on the top menu. Select "<strong>Import BNK</strong>", then navigate to the vanilla soundbank you plan to swap the audio for and open it. 
									</li>
									<li>
										<img alt="u6omSdw.png" class="ipsImage" data-ratio="258.62" height="750" width="241" src="https://i.imgur.com/u6omSdw.png" />
									</li>
									<li>
										<img alt="egDSTiy.png" class="ipsImage" data-ratio="66.80" height="562" width="1000" src="https://i.imgur.com/egDSTiy.png" />
									</li>
									<li>
										You'll now see 3 listings in the left box, "<strong>Bank Header</strong>", "<strong>Data Index</strong>", "<strong>HIRC</strong>". The first two, are the only important ones here.
										<ul>
											<li>
												If you click "<strong>Bank Header</strong>", the right box will show the bank header info.
												<ul>
													<li>
														<em><span style="color:rgb(241,196,15);">Note that this will probably be somewhat cutoff depending on the resolution of your monitor, but that's okay.  The main callout here, is just to provide you with seeing that "Use Feedback" field/value I mentioned earlier. As stated before, that is going to differ per vanilla soundbank. The main thing is to ensure that the value you see here, is the same in the vanilla soundbank you just opened, <u><strong>and</strong></u> in the new sound bank you create once this is done. If for whatever reason they aren't, your soundbank won't work.</span></em>
													</li>
												</ul>
											</li>
											<li>
												<img alt="JfYx7ed.png" class="ipsImage" data-ratio="67.20" height="564" width="1000" src="https://i.imgur.com/JfYx7ed.png" />
											</li>
											<li>
												If you click "<strong>Data Index</strong>" (<em>it's a dropdown so click the small arrow, to the left of it's name</em>), you will see a drop down listing of all the <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files in the soundbank, listed by their corresponding index number (<em>i.e... "Wem 0", "Wem 1" etc...</em>). You can probably see why I said it's important to have your <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files named prior to this point. 
												<ul>
													<li>
														<img alt="fvkmiZK.png" class="ipsImage" data-ratio="67.50" height="570" width="1000" src="https://i.imgur.com/fvkmiZK.png" />
													</li>
													<li>
														Next you want to right-click on "<strong>Data Index</strong>", which brings up "<strong>Import Wems</strong>", "<strong>Export Wems</strong>", and "<strong>Mass Replace</strong>". Click "<strong>Mass Replace</strong>".
														<ul>
															<li>
																<em><span style="color:rgb(241,196,15);">Note this may take several seconds to a minute to load depending on the number and size of your</span> <span style="color:rgb(230,126,34);"><span>.WEM </span></span><span style="color:rgb(241,196,15);">files.</span></em>
															</li>
														</ul>
													</li>
													<li>
														<img alt="8MQKXU2.png" class="ipsImage" data-ratio="67.20" height="565" width="1000" src="https://i.imgur.com/8MQKXU2.png" />
													</li>
													<li>
														Another window will pop-up that has a "<strong>Add Wems</strong>" button. Select it, then navigate to your folder that has all of your properly named, custom <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files ready, and highlight all of the <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files. Which you can do by holding left-click on your mouse to select all of them in the folder, or by pressing CTRL+A on your keyboard.
													</li>
													<li>
														<img alt="CDcpuWy.png" class="ipsImage" data-ratio="74.40" height="542" width="1000" src="https://i.imgur.com/CDcpuWy.png" />
													</li>
													<li>
														At this point you should see this ne box fill with two columns, one of which is series of drop-downs on the right. The left-hand side is the list of al the <span style="color:rgb(230,126,34);"><span>.WEM </span></span>files already in the soundbank, on the right is what you selected from your folder. This should be obvious now but will reiterate, the names  on the left, and the ID on the right, should be the same numerical value (i.e. "Wem Name: <strong>5983878</strong>" on the left should be "Wem ID: <strong>5983878</strong>" on the right).  Once ready, click "<strong>Confirm</strong>"<strong>.</strong>
													</li>
													<li>
														<img alt="Lf4ClTE.png" class="ipsImage" data-ratio="75.08" height="679" width="1000" src="https://i.imgur.com/Lf4ClTE.png" />
													</li>
													<li>
														You should now be back at the "<strong>BNK Editor</strong>" window, which will refresh. Once again re-check the "Use Feedback" field to make sure the value is the same as before. Assuming it is, from the top menu click "<strong>Export BNK</strong>", which will open a window to save your new soundbank. Of course the filename should be the same as the vanilla soundbank you are intending to replace.
													</li>
													<li>
														<img alt="KcrQnOx.png" class="ipsImage" data-ratio="68.50" height="574" width="1000" src="https://i.imgur.com/KcrQnOx.png" />
													</li>
												</ul>
											</li>
										</ul>
									</li>
								</ul>
							</li>
						</ul>
					</li>
					<li>
						For more advanced users, I rather than the above, I would <strong>highly </strong>recommend the <a href="https://github.com/t1f7/soundbank-editor" rel="external nofollow">soundbank-editor</a> python script by t1f7 on github that can simply do all that was mentioned for the above tool with a couple CLI arguments. Reason why I'd say this is a much better pick is that it can massively simplify all the above as does exactly what it says in the README doc. "<strong>It can list, extract and replace wem sounds saving all other data (headers, events, etc)</strong>".
						<ul>
							<li>
								Note that to use this requires/assumes a couple things off the bat.
								<ul>
									<li>
										1) You know have python installed on your system.
									</li>
									<li>
										2) You know how to use python.
									</li>
									<li>
										Frankly I don't want to add even more confusion, but if anything about the last several sentences is confusing, stay away from this script and use the first method which is more user friendly.
									</li>
								</ul>
							</li>
						</ul>
					</li>
				</ol>
			</li>
			<li>
				    <u>STEP #7</u> This last step is the easiest, make a backup of the vanilla soundbank and replace it. <em>I personally just copy and paste the vanilla soundbank into the "GeneratedSoundBanks" folder just one folder level up, easy to remember.</em>
				<ul>
					<li>
						For steam this would be "<span style="color:rgb(241,196,15);">C:\Program Files (x86)\Steam\steamapps\common\Pathfinder Second Adventure\Wrath_Data\StreamingAssets\Audio\GeneratedSoundBanks\Windows</span>".
					</li>
					<li>
						For other platforms like GOG, just do a quick google search to find out where. I don't want to provide something that could/has changed and it's wrong in the future (<em>I don't use GOG</em>).
					</li>
				</ul>
			</li>
		</ol>
	</li>
	<li>
		<u><strong>How Do I Test This Is Working?</strong></u>
		<ul>
			<li>
				Simply startup the games and either use, or create a new character that was using the vanilla soundbank you have swapped for you're custom one. Bare in mind, that if you are creating a new character, the preview voices in the character creation screen will <em><strong>ALWAYS </strong></em>sound like the vanilla soundbank. Those audio files stored/loaded separately, once you are in-game, you will hear your new voicepack.
			</li>
		</ul>
	</li>
	<li>
		<em><u><strong>Placeholder in case I think of something else <span style="border:0px;padding:0px;vertical-align:baseline;">¯\_(ツ)_/¯</span></strong></u></em>
		<ul>
			<li>
				<span style="border:0px;padding:0px;vertical-align:baseline;">There are definitely things I've left out, but for the most part they will be <em>hyper </em>specific on things like volume normalization things more technical and on the audio engineering side which I rather not complicate here.</span>
			</li>
		</ul>
	</li>
</ol>

<p>
	 
</p>

<p>
	Hope that helps out a bit for folks asking about this subject since there seems to be a void about all of this atm.
</p>
]]></description><guid isPermaLink="false">13494751</guid><pubDate>Fri, 19 Jul 2024 23:36:26 +0000</pubDate></item><item><title>Learning resources to make mods for steller balde.</title><link>https://forums.nexusmods.com/topic/13517380-learning-resources-to-make-mods-for-steller-balde/</link><description><![CDATA[<p>
	I want to learn how to mod unreal engine game, especially stellar blade. like changing the model of a weapon or person. what would be the best resource to learn that information. I watched Your First Hour in Unreal Engine 5.0 and have some experience in blender. 
</p>
]]></description><guid isPermaLink="false">13517380</guid><pubDate>Thu, 12 Jun 2025 05:03:07 +0000</pubDate></item><item><title>Looking for help with modding Motor Town: Behind The Wheel</title><link>https://forums.nexusmods.com/topic/13508079-looking-for-help-with-modding-motor-town-behind-the-wheel/</link><description><![CDATA[<p>
	Hi everyone,
</p>

<p>
	I'm trying to modify the fine amount when the police catch a suspect in <em>Motor Town: Behind The Wheel</em>, but I'm having trouble finding the right file to edit.
</p>

<p>
	Has anyone successfully edited this part of the game before? Any tips on finding and modifying the fine amount? Any help or resources would be greatly appreciated!
</p>

<p>
	Thanks in advance!
</p>

<p><a href="https://forums.nexusmods.com/uploads/monthly_2025_02/Capture.JPG.7ce9e79e1b951a13d0fcca5b5974220f.JPG" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="36925" src="https://forums.nexusmods.com/uploads/monthly_2025_02/Capture.thumb.JPG.1d869be125272f5f2bf25f532068eb66.JPG" data-ratio="62" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Capture.JPG"></a></p>]]></description><guid isPermaLink="false">13508079</guid><pubDate>Wed, 05 Feb 2025 19:04:29 +0000</pubDate></item><item><title>edit and repack UE5 uasset file into a mod</title><link>https://forums.nexusmods.com/topic/13516314-edit-and-repack-ue5-uasset-file-into-a-mod/</link><description><![CDATA[<p>
	Hello everyone,
</p>

<p>
	I am trying to do a mod (first time ever) for Clair Obscure which uses UE5. The file is an .uasset with a bunch of text code inside, i have exported it to .json file and edited the values that i wanted.
</p>

<p>
	How do i repack it into a mod now?
</p>

<p>
	 
</p>

<p>
	Thanks for your help.
</p>
]]></description><guid isPermaLink="false">13516314</guid><pubDate>Sat, 24 May 2025 20:52:04 +0000</pubDate></item><item><title>How to make a mod for AFE</title><link>https://forums.nexusmods.com/topic/11640433-how-to-make-a-mod-for-afe/</link><description><![CDATA[<p>EDIT: I'M f*#@ING RETARDED<br />Bruh I spent 3 days figuring this s#*! out and later on come to find fmodel f*#@ign exists.</p><p>Fmodel: <a href="https://fmodel.app/" rel="external nofollow">FModel</a></p><p>You'll need the AES Key though which is  0x091404DAA65060786C5A9B5D59443185F2D2C47724E6F1648C0BBBF850AD96C1 or you can get it and other game's keys at <a href="https://cs.rin.ru/forum/viewtopic.php?f=10&amp;t=100672" rel="external nofollow">CS.RIN.RU - Steam Underground Community • View topic - Collection of AES encryption keys for UE4/5 games </a></p><p>Not only is there an easier way to extract the files but editing and packing is easier too<br />Editor: <a href="https://github.com/atenfyr/UAssetGUI/releases" rel="external nofollow">Releases · atenfyr/UAssetGUI (github.com)</a></p><p>Packer: <a href="http://fluffyquack.com/tools/unrealpak.rar" rel="external nofollow">http://fluffyquack.com/tools/unrealpak.rar</a></p><p>To unpack the game open Fmodel and select the directory ...\Aliens Fireteam Elite\Endeavor\Content\Paks and engine version 4.25. in the top left of the program select Directory&gt;AES and paste the full AES key. Most game data is stored in pakchunk0 while I believe pakchunk1 is pathogen content. Open whichever pak(s) you want and then you can browse all the files. You can export everything or just a specific folder/file. Just right click and select "Export Package's Raw Data". There are also options to extract other types of assets like textures and models/animations.</p><div>We can edit some values in Endeavor\Content\Design\ClassDefs here we can choose something like Player_Demolisher.csv and edit with notepad. Copy the file into UnrealPak and create a folder named soemthing like Mod_P. copy the file path by recreating the same name folders inside Mod_P. So if you found it in Endeavor\Content\Design\ClassDefs, it needs to go back in Endeavor\Content\Design\ClassDefs but in the new mod folder.</div><div>You will see a lot of repeating values in the class csv and that's because they are the stats for each level 1-20, so to fully change something here you will need to change it for every level.</div><div>When you're done editing it's time to pack it. Drag Mod_P to UnrealPak-With-Compression.bat</div><div>Put that sucker in the ~mods folder of AFE and you're good to go. Congrats you made a mod!</div>]]></description><guid isPermaLink="false">11640433</guid><pubDate>Fri, 01 Jul 2022 00:22:00 +0000</pubDate></item><item><title>Skyrim Special Edition - Mac M-Series Guide</title><link>https://forums.nexusmods.com/topic/13512162-skyrim-special-edition-mac-m-series-guide/</link><description><![CDATA[<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">As requested a quick guide for installing Skyrim on M1/x !</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">For best experience, use Crossover (DXVK + mSync)</span>
</p>

<p>
	 
</p>

<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Always read the requirements!</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">A simple guide packed inside a pdf to help Mac M-Series users run Skyrim Special Edition on their Mac with the ability to mod the game at it extent using the best performance possible.</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	 
</p>

<ul style="background-color:#29292e;color:#f1f1f1;font-size:14px;padding:0px 0px 0px 15px;">
	<li>
		150Gb Required
	</li>
	<li>
		Using dependencies 
	</li>
	<li>
		Tweaks 
	</li>
	<li>
		Modding tools 
	</li>
	<li>
		Everything through Crossover as much as possible
	</li>
	<li>
		ENB Series NEEDED (Mod)
	</li>
	<li>
		SKSE NEEDED (Mod)
	</li>
	<li>
		Address Library NEEDED (Mod)
	</li>
	<li>
		And of course My Load Order NEEDED
	</li>
</ul>

<p>
	<a href="https://loadorderlibrary.com/lists/immersive-skyrim-se-ae-modlist-for-mac-m-series-by-pretty-tale-1904" rel="external nofollow">Load Order</a>
</p>

<p>
	<br />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">1. You NEED the Anniversary upgrade.</span>
</p>

<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">2. You have to start the game at least ONCE before starting to do this.</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">3. SKSE and Address Library is mandatory and NEED to be installed before starting to download any other mods.</span>
</p>

<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">4. You might need CAO (Cathedral Assets Optimizer) mod to downscale your textures to 768x768 for my grass to 1024x1024 for better performances.</span>
</p>

<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">5. Translating Skyrim binaries to DXVK/Vulkan instead of DirectX (<a href="https://www.nexusmods.com/fallout4/mods/48053" rel="external">https://www.nexusmods.com/fallout4/mods/48053</a>).</span>
</p>

<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">6. FPS Limiter DLL (<a href="https://niftucal.blogspot.com/2018/09/fpslimiter.html?m=1" rel="external nofollow">https://niftucal.blogspot.com/2018/09/fpslimiter.html?m=1</a>) if you want even better performances.</span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">FAQ:</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Q: Why do I have holes in my roads???</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">A: Northern Roads and all the patches need to be the lowest in your Load order at the bottom.</span>
</p>

<p>
	 
</p>

<p>
	<span style="background-color:#444444;color:#ffffff;font-size:14px;">Q: My Skyrim is slow, why?</span><br style="background-color:#444444;color:#ffffff;font-size:14px;" />
	<span style="background-color:#444444;color:#ffffff;font-size:14px;">A: Depending on the Mac you are using, performance might be different. You need to use SSE Display Tweaks to reduce those stutters. If using an ENB, put to true "enblite" in the enblocal</span><span style="background-color:#444444;color:#ffffff;font-size:14px;">.ini.</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Q: My game crash after 10 minutes.</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">A: Engine Fixes, SSE Display Tweaks and Power Of Three Settings.</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;"> (Engine Fixes: Go into the .ini file and disable everything except ‘’MaxStdio’’, ‘’SaveAddedSoundCategories’’, SaveGameMaxSize’’.)</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">(SSE Display Tweaks: Use vSync, Fullscreen and add your resolution like 1600x1900.)</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">(Powerofthree tweaks: Disable ‘’LoadEditorIDs’’ and ‘’Journaling’’.)</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Q: My clothes doesn’t fit or my character is transparent..</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">A: Run your Bodyslide preset. You have to select your body type and batch build morphs those at the bottom left button, select all and in the next screen chose each new outfit mods you added (with physics if you want to have those) click Ok and it will start processing.</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Q: Where are my SAVES !?</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">A: Crossover saves the files into iCloud Drive or in Documents\Skyrim Special Edition. You should be asked the first time by the OS to access your Document Folder, Select Yes.</span>
</p>

<p>
	 
</p>

<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Q: My ENB gui doesn’t open with return key!</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">A: While starting the game (if using enb) an ini file will be created called "enblocal.ini". This is where all your settings will be set. <br />
	To use the END key on Mac it’s "fn+Right Arrow". </span>
</p>

<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">*As a workaround if it doesn’t work; add "KiLoader" to your load order (an SKSE .dll plugin mod) that allows multi-load of plugins and allow them to communicate together at the startup of the game, this should fix the "issue".*</span>
</p>

<p>
	<br />
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Credits:</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Bethesda</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Apple</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">CodeWeavers</span><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<span style="background-color:#29292e;color:#f1f1f1;font-size:14px;">Pretty-Tale-1904</span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="background-color:#1f1f1f;color:#eef0ff;font-size:16px;">©</span>2025 PrettyTale1904
</p>

<p>
	*Allowed to share, not to be modified without asking permission first.*
</p>

<p>
	 
</p>

<p style="color:#000000;font-size:17px;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpeg" data-fileid="43763" href="https://forums.nexusmods.com/uploads/monthly_2025_04/beb6u2qpmeqe1.jpeg.6250f863c5e5e378cf00e2fa13e07ecc.jpeg" rel="" style="font-size:16px;"><img alt="Tundra Homestead" class="ipsImage ipsImage_thumbnailed" data-fileid="43763" data-ratio="56.3" style="width:293px;height:auto;" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/beb6u2qpmeqe1.thumb.jpeg.b3d2381a67a74892a65f52f4da7ebf38.jpeg" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpeg" data-fileid="43765" href="https://forums.nexusmods.com/uploads/monthly_2025_04/x2bstegsjyre1.jpeg.06aaa0371f7d869b25ce274c1bf3593b.jpeg" rel=""><img alt="Welcome Home" class="ipsImage ipsImage_thumbnailed" data-fileid="43765" data-ratio="58.7" style="width:293px;height:auto;" width="1000" src="https://forums.nexusmods.com/uploads/monthly_2025_04/x2bstegsjyre1.thumb.jpeg.89acd7129868da944c87a9190a94cc9e.jpeg" /></a><img alt="Illinalta Lake" class="ipsImage ipsImage_thumbnailed" data-fileid="49595" data-ratio="56.31" style="width:293px;height:auto;" width="320" src="https://forums.nexusmods.com/uploads/monthly_2025_05/IMG_0865.png.1e0b449b34db3c84c5cda3bb449dbc5c.png" /><br />
	<img alt="Burning hot" class="ipsImage ipsImage_thumbnailed" data-fileid="49594" data-ratio="56.31" style="width:293px;height:auto;" width="320" src="https://forums.nexusmods.com/uploads/monthly_2025_05/Screenshot2025-05-22at9_26_41PM.png.4032a0ca41215f6c1ccddeb4c057b1db.png" />
</p>

<p>
	<a class="ipsAttachLink" data-fileext="rar" data-fileid="43761" href="https://forums.nexusmods.com/applications/core/interface/file/attachment.php?id=43761&amp;key=5409561902e3911fbbb65479487e9588" rel="">Getting Started.rar</a> <a class="ipsAttachLink" data-fileext="rar" data-fileid="43762" href="https://forums.nexusmods.com/applications/core/interface/file/attachment.php?id=43762&amp;key=64f0ef6861418b1f7141c472667d6d09" rel="">Steps 1-7.rar</a>
</p>
]]></description><guid isPermaLink="false">13512162</guid><pubDate>Thu, 03 Apr 2025 15:49:32 +0000</pubDate></item><item><title>GTA V Modding Guides</title><link>https://forums.nexusmods.com/topic/13516297-gta-v-modding-guides/</link><description><![CDATA[<p>
	For those interested, I've written GTA V Modding Guides that cover everything from Installation, Troubleshooting (Fixing crashes), Ped Editing, and Scripting.<br />
	The guides are free and safe. One is in pdf and the other one creates a local web site.<br />
	<br />
	The links are below. My blog is non-monetized and should be (hopefully) ad free.
</p>

<p>
	1. Local Site:  <a href="https://modsbyjohn.blogspot.com/2025/05/gta-v-mod-toolkit-and-tutor-web.html" rel="external nofollow">https://modsbyjohn.blogspot.com/2025/05/gta-v-mod-toolkit-and-tutor-web.html</a><br />
	2. Pdf Guides (bundle):  <a href="https://modsbyjohn.blogspot.com/2025/05/mod-toolkit-v-html.html" rel="external nofollow">https://modsbyjohn.blogspot.com/2025/05/mod-toolkit-v-html.html</a><br />
	 
</p>
]]></description><guid isPermaLink="false">13516297</guid><pubDate>Sat, 24 May 2025 17:57:15 +0000</pubDate></item><item><title>Fallout 3 Console Commands "For Dummies"?</title><link>https://forums.nexusmods.com/topic/13511867-fallout-3-console-commands-for-dummies/</link><description><![CDATA[<p>
	I'm a very novice user of console commands, and I can't seem to figure them out on more than the most basic level.  Is there a straighforward, no-jargon, no-fancy-programming-logic walkthrough of how to get the various console commands listed on the wiki to actually work in each specific situation?<br />
	<br />
	(My immediate problem is with fixing the bug in Head of State where you kill Leroy Walker and then the game thinks the slavers are still alive forever; I put in "setstage 123 80" (where 123 was the ID for HoS) and "CompleteAllObjectives 123" and neither one worked.)
</p>
]]></description><guid isPermaLink="false">13511867</guid><pubDate>Sun, 30 Mar 2025 00:23:41 +0000</pubDate></item><item><title>Helldivers 2 modding guide?</title><link>https://forums.nexusmods.com/topic/13494110-helldivers-2-modding-guide/</link><description><![CDATA[<p>
	Anyone have a guide or some tips on beginning modding for helldivers 2? just looking for armor reskins, nothing too fancy... unless that's fancy. seeing more and more armor sets on nexus and it gives me a lot of ideas for reskins
</p>
]]></description><guid isPermaLink="false">13494110</guid><pubDate>Wed, 10 Jul 2024 07:25:31 +0000</pubDate></item><item><title>Whatever happened to Elias</title><link>https://forums.nexusmods.com/topic/13515379-whatever-happened-to-elias/</link><description><![CDATA[<p>
	Hi there. So I am new to Nexus forums, but not all that new to modding. I followed Elias's skyrim LE modding <a href="https://www.youtube.com/watch?v=7EKcS7qmtLo&amp;list=PLve8WNIocgBqwG6-BuuIB80m8f29NUGgC&amp;index=1&amp;t=8s" rel="external nofollow">guide</a> in 2020 to mod my skyrim to great success. Now a few years later I have the itch to play the game again and I want to mod it again. 
</p>

<p>
	 
</p>

<p>
	So I figured I would watch the same guy who's guide I followed in 2020. But I see he hasn't updated the 2019 guide on Ai Cave and his own personal <a href="https://www.youtube.com/@aielias89" rel="external nofollow">channel</a> hasn't uploaded anything since around 2022-2023. 
</p>

<p>
	 
</p>

<p>
	Does anyone know what happened to him? I would love to see him make an up to date guide to modding skyrim. 
</p>
]]></description><guid isPermaLink="false">13515379</guid><pubDate>Sun, 11 May 2025 12:46:09 +0000</pubDate></item><item><title>Why is Ghost of Tsushima such a pain in the ass to mod?</title><link>https://forums.nexusmods.com/topic/13515165-why-is-ghost-of-tsushima-such-a-pain-in-the-ass-to-mod/</link><description><![CDATA[<p>
	The only thing I can find is a guy on youtube with a hard to understand accent rushing through his video.
</p>

<p>
	Or people telling me "It's pretty straightforward", so where the hell is it straightforward?
</p>
]]></description><guid isPermaLink="false">13515165</guid><pubDate>Thu, 08 May 2025 18:25:07 +0000</pubDate></item><item><title>How to mod Stardew Valley on Android mobile devices</title><link>https://forums.nexusmods.com/topic/13506427-how-to-mod-stardew-valley-on-android-mobile-devices/</link><description><![CDATA[<p style="text-align:center;">
	<strong>How to Mod Stardew Valley on Mobile Devices</strong>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	Hello! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f44b.png" class="ipsEmoji" alt="👋"><br />
	<br />
	This is a quick guide on how to use mods on the mobile port of Stardew Valley. <br />
	At the moment, mods only work on Android devices (sorry iOS users!), so keep that in mind as we work through each step. <br />
	<br />
	<u>Pre-requisites</u>
</p>

<ul>
	<li>
		In order to install mods, you'll need to have downloaded Stardew Valley from the Play Store and ensured that it's up to date. 
	</li>
</ul>

<p>
	<u>Installing the mod launcher</u>
</p>

<p>
	In order to use mods on mobile for Stardew Valley, you'll need to install a mobile version of SMAPI, the mod launcher for Stardew Valley. Once SMAPI is installed, you'll launch Stardew Valley using this new app each time you want to play, so make sure you keep it installed. 
</p>

<ol>
	<li>
		<a href="https://github.com/NRTnarathip/SMAPILoader/releases" rel="external nofollow">Download the SMAPI Launcher APK</a> from Github
	</li>
	<li>
		<span>Install the APK on your phone</span>. You may need to enable installing from unknown sources in order to do this. 
	</li>
	<li>
		<a href="https://github.com/NRTnarathip/SMAPI-Android-1.6/releases" rel="external nofollow">Download SMAPI</a> from Github. It's a different version of SMAPI than the one from the Nexus Mods site, so make sure you're always using this one for Android modding. 
	</li>
	<li>
		Open the SMAPI Launcher app.
	</li>
	<li>
		Tap the "Install SMAPI From Zip" button.
	</li>
	<li>
		Choose the downloaded SMAPI ZIP file.
	</li>
	<li>
		Once the launcher says it successfully installed SMAPI, you're good to get going.
	</li>
</ol>

<p>
	<u>Downloading mods</u>
</p>

<p>
	Not all Stardew Valley mods are compatible with mobile. In some cases, this can be because the files are too large or complex to work on mobile devices. 
</p>

<p>
	In order to check which mods work best on mobile, I recommend you check the <a href="https://android.stardew.rocks/" rel="external nofollow">Android Compatible Mod List</a> first. 
</p>

<ol>
	<li>
		Once you've chosen a mod you'd like to download, head to the mod page. 
	</li>
	<li>
		On Nexus Mods, navigate to the Files tab and tap the "Manual download" button. 
	</li>
	<li>
		Open the SMAPI Launcher app. 
	</li>
	<li>
		Tap the "Mod Manager" button. 
	</li>
	<li>
		You'll be given a list of all Found Mods. Choose the one(s) you'd like to install and tap "Install Mods".
	</li>
	<li>
		Return to the home screen of the SMAPI Launcher app and tap "Start Game" to begin playing with mods. 
	</li>
</ol>

<p>
	<u>Uninstall</u>
</p>

<ol>
	<li>
		Uninstall the SMAPI Stardew Valley app.
	</li>
	<li>
		Uninstall the SMAPI installer.
	</li>
</ol>
]]></description><guid isPermaLink="false">13506427</guid><pubDate>Thu, 16 Jan 2025 10:16:41 +0000</pubDate></item><item><title>Unable to change path in Managed Games</title><link>https://forums.nexusmods.com/topic/13514758-unable-to-change-path-in-managed-games/</link><description><![CDATA[<p>
	Im managing Oblivion Remastered and want to change the game path from \steamLibrary\steamapps\common\Oblivion Remastered to the obse64_loader. in steamLibrary\steamapps\common\Oblivion Remastered\binaries\win64. I tried selecting the game three dots and manually set location. It never changes. All the chat topics are for older versions of Vortex. Can anyone point me in the right direction?
</p>
]]></description><guid isPermaLink="false">13514758</guid><pubDate>Sat, 03 May 2025 19:35:49 +0000</pubDate></item><item><title>How to Actually Mod Aliens: Dark Descent</title><link>https://forums.nexusmods.com/topic/13496923-how-to-actually-mod-aliens-dark-descent/</link><description><![CDATA[<p>
	<strong>Step 1:</strong>
</p>

<p>
	Get the project files here: <a href="https://github.com/korgano/Dark-Descent-Reference-Project/releases/tag/v1.0" rel="external nofollow">https://github.com/korgano/Dark-Descent-Reference-Project/releases/tag/v1.0</a>
</p>

<p>
	This is an updated uProject based on the latest version of Aliens: Dark Descent, plus the following:
</p>

<ul>
	<li>
		r457 mod loader and mod source code (already publicly shared, mod makers incommunicado)
	</li>
	<li>
		Rummys Aliens sound assets (https://www.nexusmods.com/aliensdarkdescent/mods/29 - tried to use them, brain exploded)
	</li>
	<li>
		Dummy and/or modded files I created (to give you a starting point)
	</li>
</ul>

<p>
	<strong>Step 2:</strong>
</p>

<p>
	Install Epic Game Store and Unreal Engine 4.27.2.
</p>

<p>
	Yes, it sucks, but that's what you gotta do.
</p>

<p>
	You <strong>might </strong>be able to avoid installing EGS on Linux, but I'm not familiar with that alternative Unreal Engine install method.
</p>

<p>
	<strong>Step 3:</strong>
</p>

<p>
	Install Visual Studio 2022.
</p>

<p>
	Download the attached .vsconfig file and open it in Visual Studio Installer. This should hopefully trigger downloads of all components required to run UE4 related projects.
</p>

<p>
	<strong>Step 5:</strong>
</p>

<p>
	Open the ASF.uproject file in Unreal Engine 4.27.2, and let it run through rebuilding the project.
</p>

<p>
	<strong>Step 6:</strong>
</p>

<p>
	Watch the video at the provided time code (12:14 - 13:05) to setup Unreal Engine to <span>generate pak chunks:</span>
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/fB3yT85XhVA?start=734&amp;feature=oembed" title="Unreal Mod Loader Tutorials: Creating A Blueprint Mod" width="200"></iframe>
	</div>
</div>

<p>
	While in the Project settings, make sure to enable Zen IO store, because Aliens: Dark Descent uses it.
</p>

<p>
	(For folks who don't like video, <a href="https://github.com/Dmgvol/UE_Modding/blob/main/IntermediateModding/CreatingProject.md" rel="external nofollow">the last section of this guide</a> shows off the instructions.)
</p>

<p>
	 
</p>

<p>
	Next post is rules for naming patch mods.
</p>

<p>
	In the meantime, check out these Unreal Modding tutorials:
</p>

<p>
	<a href="https://github.com/Dmgvol/UE_Modding" rel="external nofollow">https://github.com/Dmgvol/UE_Modding</a>
</p>
<p>
<a class="ipsAttachLink" href="https://forums.nexusmods.com/applications/core/interface/file/attachment.php?id=21324&amp;key=d0438283a7ca506600c13b159bbae410" data-fileExt='vsconfig' data-fileid='21324' data-filekey='d0438283a7ca506600c13b159bbae410'>.vsconfig</a></p>]]></description><guid isPermaLink="false">13496923</guid><pubDate>Mon, 19 Aug 2024 17:33:23 +0000</pubDate></item><item><title>Simple guide to increase/mix summons in Elden Ring</title><link>https://forums.nexusmods.com/topic/13495284-simple-guide-to-increasemix-summons-in-elden-ring/</link><description><![CDATA[<p>
	<span style="font-size:20px;">Have you ever wanted to summon three mimic tears? How about seven? Like the Redmane/Leyndell/Mausoleum knights but disappointed that they don't come with respective soldiers? Thanks to modding tools you can easily fix this by: </span>
</p>

<ul>
	<li>
		<span style="font-size:18px;">Finding your regulation (I recommend using <a href="https://github.com/soulsmods/ModEngine2/releases" rel="external nofollow">Mod Engine 2</a> and copying your game's regulation into the 'mod' folder if you don't have one already)</span>
	</li>
	<li>
		<span style="font-size:18px;">Open your regulation.bin with <a href="https://www.nexusmods.com/eldenring/mods/4928" rel="external">Smithbox</a> (Make a name for the project, select the folder the regulation.bin is located [if you are using Mod Engine 2 - %/Mod Engine 2/mod] and select the game's .exe [steam/steamapps/common/ELDEN RING/Game])﻿ </span>
	</li>
	<li>
		<span style="font-size:18px;">Under Param Editor, go to BuddyParam and find the name of whichever summon you want to increase the spawn of</span>
	</li>
	<li>
		<span style="font-size:18px;">Copy and paste the row until you have the desired amount (anything higher than 10 will probably cause issues)</span>
	</li>
</ul>

<p>
	<img alt="dI9ZbRt.png" data-ratio="75.08" src="https://i.imgur.com/dI9ZbRt.png" />
</p>

<p>
	<span style="font-size:18px;">When you are finished, File&gt;Save All Modified Params</span><br />
	<br />
	<span style="font-size:20px;">If you want to mix and use multiple summons (ex. Rotten Stray + Pest + Rat):</span>
</p>

<ul>
	<li>
		<span style="font-size:18px;">Choose the summon that will be equipped to spawn all entities and copy its Trigger SpEffect ID (triggerSpEffectId). [Rotten Stray is 235000]</span>
	</li>
	<li>
		<span style="font-size:18px;">Find the other summons you would like to use and paste this id into <u>copies</u> of your preferred summon (make a copy of Pest/Rat and paste 235000 into triggerSpEffectId. When you spawn a rotten stray, a pest and a rat will now spawn with it. <span style="color:#e74c3c;"><strong>If you copy the id into the original params instead of using a copy, you will break the other summons and they will no longer spawn with their own ashes</strong></span>.</span>
	</li>
	<li>
		<span style="font-size:18px;">Note: for Mimic Tears there are two params, one will not properly spawn when used, you'll need to identify the correct one (it will have empty fields opposed to other summons).</span>
	</li>
</ul>

<p>
	<span style="font-size:18px;">Again, when you are finished, File&gt;Save All Modified Params</span>
</p>

<p>
	Image of me summoning a rotten stray, pest, rat, winged misbegotten, and putird corpse using the rotten stray ashes:<img alt="im2I4RB.jpeg" data-ratio="75.08" src="https://i.imgur.com/im2I4RB.jpeg" />
</p>
]]></description><guid isPermaLink="false">13495284</guid><pubDate>Sat, 27 Jul 2024 09:05:15 +0000</pubDate></item><item><title>Adding subjects to the chemistry lab.</title><link>https://forums.nexusmods.com/topic/13514494-adding-subjects-to-the-chemistry-lab/</link><description><![CDATA[<p>
	 
</p>

<p>
	<span style="background-color:#303134;color:#e8eaed;font-size:28px;text-align:left;">Hi everyone, does anyone know how to add Armor, weapons, etc. from mods to the chemistry lab? Thanks in advance.</span>
</p>
]]></description><guid isPermaLink="false">13514494</guid><pubDate>Thu, 01 May 2025 11:20:13 +0000</pubDate></item><item><title>How do I use UnrealPak.EXE</title><link>https://forums.nexusmods.com/topic/13514341-how-do-i-use-unrealpakexe/</link><description><![CDATA[<p>
	I'm trying to unpack a .pak for a game, so I can mod the weapons and armor, because the devs didn't test their game, or they did but didn't care enough to fix the balancing of some things.
</p>

<p>
	when I try to use unrealPak it returns:  Error: Incorrect arguments. Expected: -Extract &lt;PakFile&gt; &lt;OutputPath&gt; [-responsefile=&lt;outputresponsefilename&gt; -order=&lt;outputordermap&gt;]
</p>

<p>
	I input the format I saw on google, and the format I saw on UnrealPak but nothing works just returns the same error.
</p>

<p>
	The commands I tried were: UnrealPak.exe -Extract "C:/path/insert.pak" "C:/path to extract .pak -Key "insert key" {Format from google}
</p>

<p>
	and  UnrealPak.exe "C:/path/insert.pak" -Extract "C:/path to extract .pak -Key "insert key" {Format from UnrealPak.exe list}
</p>
]]></description><guid isPermaLink="false">13514341</guid><pubDate>Wed, 30 Apr 2025 02:14:34 +0000</pubDate></item><item><title>AES Keys Guide</title><link>https://forums.nexusmods.com/topic/13497429-aes-keys-guide/</link><description><![CDATA[<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">What you’ll need before you get started:</span></b>
</p>

<ul>
	<li dir="ltr" style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<b><a href="https://github.com/GHFear/AESDumpster" rel="external nofollow"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">AESDumpster</span></a><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">  </span></b>
		</p>
	</li>
</ul>

<p>
	<br />
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Click on the link above and download the AESDumpster file for your operating system, in this case, I use Windows so that’s the one I’ll download.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcYxvKRF4S9HMcQO4KSAQEFQQN8N947RBABfz5GvSJ2qiJ3UGVBKnk4XoEhoXrfwP8XgSR8cBgUvhG3Yn96ZJXwbIPoM0ca8s_SZYu84Z_CefnpyvHzmgEGgg0sstVh3QjwN30e9x83PQmFLQVIrovzS3n3?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="54.90" height="207" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcYxvKRF4S9HMcQO4KSAQEFQQN8N947RBABfz5GvSJ2qiJ3UGVBKnk4XoEhoXrfwP8XgSR8cBgUvhG3Yn96ZJXwbIPoM0ca8s_SZYu84Z_CefnpyvHzmgEGgg0sstVh3QjwN30e9x83PQmFLQVIrovzS3n3?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Once downloaded, create a folder somewhere you’ll remember and name it something like ‘AESDumpster’, inside that folder drop the ‘AESDumpster-Win64’ file you just downloaded.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXdmwC8-qdQi4F5D1x9ySkbqJ8OAr7xf_V3P8jRaoFV9T1Mg-lV-dQoMjx4RgHy26KWPKeELz4yJddPqVeJ6RjgQMmcMeBfjXUFFQz8UaSuZWvJKJQyfRn6J6SSXDbujfirO-OiwOSNEag8-zSISvQgVWHDX?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="35.57" height="215" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdmwC8-qdQi4F5D1x9ySkbqJ8OAr7xf_V3P8jRaoFV9T1Mg-lV-dQoMjx4RgHy26KWPKeELz4yJddPqVeJ6RjgQMmcMeBfjXUFFQz8UaSuZWvJKJQyfRn6J6SSXDbujfirO-OiwOSNEag8-zSISvQgVWHDX?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfu-2fHdGbHC-FvHy1Kx2puKX18rFvPh9dml4iI038kE4XpcUiQgzpHtla4gX_ZhU7ogxVL9JOREY4dYrnIuiXYJ5Drgi07eB9zNGJ2px4q8n6zunfRvzVBraPrSjHywuUMpWX7zLWCRG7HZfkEn-rlXece?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="35.61" height="215" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfu-2fHdGbHC-FvHy1Kx2puKX18rFvPh9dml4iI038kE4XpcUiQgzpHtla4gX_ZhU7ogxVL9JOREY4dYrnIuiXYJ5Drgi07eB9zNGJ2px4q8n6zunfRvzVBraPrSjHywuUMpWX7zLWCRG7HZfkEn-rlXece?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now open up Steam, and in your Library locate your game, for this, we’ll be using Coral Island as the example. Right-click and select ‘Properties’ &gt; ‘Installed Files’. Once the folder opens you’ll need to find the correct .exe within the game folders.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfCoe8dMJxQbZEpl52A_8-8vU4Q_t3BWPA4ctpBGs9XMZwRQlId_o9PMuNMxhV8JSOVGcVWcXr8KfdVlV-yQYYRVysY7pfHSVIgPl2K_2S9vDoaxGX7ghZ0x4EQr2ZLla9QVeqR_iEFACozYz_RwqVezU0y?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="170.87" height="610" width="357" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfCoe8dMJxQbZEpl52A_8-8vU4Q_t3BWPA4ctpBGs9XMZwRQlId_o9PMuNMxhV8JSOVGcVWcXr8KfdVlV-yQYYRVysY7pfHSVIgPl2K_2S9vDoaxGX7ghZ0x4EQr2ZLla9QVeqR_iEFACozYz_RwqVezU0y?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXdVe_azwZl4TmY8rfG4Y8Gad5UiBp2SJuI4JihDdM_QViV2sYhBlTXCDyT14ETRb8cohvdMWGeSnd-mxepbobkfBVcLQp0zkb93AAXwmjIKPkeXnn0e8HzCDuiAqbRCQGZ828Xey7KDk2fSmynfrbEVNHE?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="43.10" height="173" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdVe_azwZl4TmY8rfG4Y8Gad5UiBp2SJuI4JihDdM_QViV2sYhBlTXCDyT14ETRb8cohvdMWGeSnd-mxepbobkfBVcLQp0zkb93AAXwmjIKPkeXnn0e8HzCDuiAqbRCQGZ828Xey7KDk2fSmynfrbEVNHE?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">For Coral Island the correct one is housed within ‘ProjectCoral’ &gt; ‘Binaries’ &gt; ‘Win64’ &gt; ‘ProjectCoral-Win64-Shipping.exe’.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfO9NXIWBPIqsM-hpbdhU9I4b23YNC0FcD7m8rMB5ygu-1xfj8O4uX3M8qA-t5nZRXBkIgMy2rKxYnyNhIYkUlpfn3uBp3gQNRFp7zXyY0hP9RV5IYaocgw_8O_dR8khpI34TEtLPKSqs7WQYgCa_iSACpD?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="40.80" height="229" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfO9NXIWBPIqsM-hpbdhU9I4b23YNC0FcD7m8rMB5ygu-1xfj8O4uX3M8qA-t5nZRXBkIgMy2rKxYnyNhIYkUlpfn3uBp3gQNRFp7zXyY0hP9RV5IYaocgw_8O_dR8khpI34TEtLPKSqs7WQYgCa_iSACpD?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXeXyoHK3LKEi0WtbzCWH-0KiDh51TprmOaUci8FXp9PbWXm6q9Skh9ZURfF-btmu2X3LDY5Kl_ik_BcNR2VYA-FHPaiD-AidVj7YIqOHGinmL61L_1XmEIaZAJw6ZG2zjmGukwYtDvJ-4sOfOEo3uli_Ao?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="37.20" height="211" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeXyoHK3LKEi0WtbzCWH-0KiDh51TprmOaUci8FXp9PbWXm6q9Skh9ZURfF-btmu2X3LDY5Kl_ik_BcNR2VYA-FHPaiD-AidVj7YIqOHGinmL61L_1XmEIaZAJw6ZG2zjmGukwYtDvJ-4sOfOEo3uli_Ao?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcE6v5w7wKQilZ2YkeB5wf64IR8NjasmJi2eXhLaBh-YO5pLUBu2q27capJhFt7ewNT_k1KPcaJKV0aKSW48F2aiMgVHKi4QRg6r-Tj3SccQx4GBh-BdpaqRJIk59SxMls_EEiQytJyhyPGRIRkx_AE_uE?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="29.00" height="164" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcE6v5w7wKQilZ2YkeB5wf64IR8NjasmJi2eXhLaBh-YO5pLUBu2q27capJhFt7ewNT_k1KPcaJKV0aKSW48F2aiMgVHKi4QRg6r-Tj3SccQx4GBh-BdpaqRJIk59SxMls_EEiQytJyhyPGRIRkx_AE_uE?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXdUs867LcK0K2WC5Zxo37itH9-dBrIq_T_mdh_eiFH9eXYBvYA2uGg0tsdigT-zRkamY-eAUGahUSWkhYiaMkuGgLBrp65BeQU0s4VUf2qn9XAn_TxUlyeoCxdJtOZd7UEg7KVPS05E3pwqSbD7Nrf4c3s?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="41.20" height="233" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdUs867LcK0K2WC5Zxo37itH9-dBrIq_T_mdh_eiFH9eXYBvYA2uGg0tsdigT-zRkamY-eAUGahUSWkhYiaMkuGgLBrp65BeQU0s4VUf2qn9XAn_TxUlyeoCxdJtOZd7UEg7KVPS05E3pwqSbD7Nrf4c3s?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now you’ve found the correct .exe, copy it into your ‘AESDumpster’ folder so it sits with your ‘AESDumpster-Win64’ file.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcUyrt1hLG-gKlJXawGHJVj9ywvqS-ziv1rWqs8e9YlRWilcpLUAEGdrFEm3YSZrHutAAysHV9HZQcO7d_DmE8d5wvyHI-Najgr9qEIpsVWUolbPVKgn9KbEiA1sYdpXssQtCwPyIg4JkduQPnGQX71mg?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="31.54" height="189" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcUyrt1hLG-gKlJXawGHJVj9ywvqS-ziv1rWqs8e9YlRWilcpLUAEGdrFEm3YSZrHutAAysHV9HZQcO7d_DmE8d5wvyHI-Najgr9qEIpsVWUolbPVKgn9KbEiA1sYdpXssQtCwPyIg4JkduQPnGQX71mg?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Drag the ‘ProjectCoral-Win64-Shipping.exe’ onto the ‘AESDumpster-Win64’ file and a window will open with the AES Keys.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXf6jnCRSOqkFbe5kaw74R0wRwp7Z8hgVoPWvI7vQGGCGaPzzNI-w2orQPIqKtTq-If0Yn6r4WlSOLqrxTzKl4p6Ts7Dr3ZH03tCt2tH6YCE5OuehI7d9tFBfcc8KGUDcwnBqJcSCBibvHZiNqj_UVtdjcOH?key=NrMNPLDtHsSFQJfyTev8OA" data-ratio="75.08" height="307" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf6jnCRSOqkFbe5kaw74R0wRwp7Z8hgVoPWvI7vQGGCGaPzzNI-w2orQPIqKtTq-If0Yn6r4WlSOLqrxTzKl4p6Ts7Dr3ZH03tCt2tH6YCE5OuehI7d9tFBfcc8KGUDcwnBqJcSCBibvHZiNqj_UVtdjcOH?key=NrMNPLDtHsSFQJfyTev8OA" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Copy and paste the AES Keys into a Word doc to save for later.</span></b>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Huge thanks to <a href="https://next.nexusmods.com/profile/Sirgalahad172/about-me?gameId=5898" rel="external">Sirgalahad172</a> who showed me how to do this so we could create this resource ♡</span></b>
</p>
]]></description><guid isPermaLink="false">13497429</guid><pubDate>Tue, 27 Aug 2024 08:10:18 +0000</pubDate></item><item><title>Como traduzir mods do Baldur's Gate 3</title><link>https://forums.nexusmods.com/topic/13459267-como-traduzir-mods-do-baldurs-gate-3/</link><description><![CDATA[<p>
	<span style="font-size:18px;">Olá! Este é um guia de como traduzir mods para o Baldur's Gate 3!</span><br />
	<br />
	Neste tópico vou explicar o passo a passo de como criar sua tradução para o Baldur's Gate 3 e ter aquele seu mod favorito em português para uma imersão maior no jogo!<br />
	<br />
	<span style="font-size:16px;">Aqui estão alguns programas que você precisará:</span>
</p>

<ul>
	<li>
		<strong><a href="https://github.com/ShinyHobo/BG3-Modders-Multitool/releases" rel="external nofollow">Baldur's Gate 3 Modder's Multitool</a></strong>﻿<font color="#f4f4f4"> - Esse programa permite ao usuário a desempacotar e empacotar mods e arquivos do jogo, gerar UUID's e outros recursos para usuários avançados. O nosso foco é somente desempacotar e empacotar mods.</font>
	</li>
	<li>
		<strong><a href="https://github.com/Norbyte/lslib/releases" rel="external nofollow">Norbyte's LSLib Export Tool</a></strong>﻿ <font color="#f4f4f4">- Esse é um programa de conversão de arquivos, quando aberto ele é cheio de abas com diversas opções de conversão, porém nós só vamos utilizar a aba</font> <b><font color="#00ffff">Localization</font><font color="#ffd966"><font color="#f4f4f4">.</font></font></b>
	</li>
</ul>

<ul>
	<li>
		<strong><a href="https://notepad-plus-plus.org/downloads/" rel="external nofollow">Notepad++</a></strong> <font color="#f4f4f4">- Você precisará de um programa para abrir o arquivo de tradução que está no formato .xml, você pode até utilizar o bloco de notas, mas recomendo utilizar o</font> <font color="#ffff00"><b>Notepad++</b></font><font color="#f4f4f4">, pois ele tem muitas vantagens em editar arquivos com muitas linhas e tags (basicamente um editor de texto para programadores).</font>
	</li>
</ul>

<ul>
	<li>
		<strong><a href="https://github.com/LaughingLeader/BG3ModManager/releases" rel="external nofollow">LaughingLeader's Baldur's Gate 3 Mod Manager</a>﻿</strong><font color="#f4f4f4"> - Este é um gerenciador de mods do Baldur's Gate 3. Ao adicionar mods, eles ficarão em uma lista de prioridades, se o autor do mod diz que o mod precisa estar em alta ou baixa prioridade, siga o recomendado, caso não coloque na ordem que desejar. Sempre coloque traduções abaixo dos mods principais.</font>
	</li>
</ul>

<ul>
	<li>
		<strong><a href="https://www.deepl.com/pt-BR/translator" rel="external nofollow">DeepL Translate</a></strong><font color="#f4f4f4"> - Você poderá usar sites ou até mesmo dicionários para traduzir o arquivo, um site que recomendo é o </font><font color="#ffff00"><b>DeepL Translate</b></font><font color="#f4f4f4"> ele sugere termos similares no próprio texto traduzido e modifica da forma que você desejar. E ele até tem um programa próprio se quiser baixá-lo.</font>
	</li>
	<li>
		<font color="#f4f4f4"><strong><a href="https://www.7-zip.org/" rel="external nofollow">7Zip</a></strong> - Como o WinRAR, o </font><font color="#ffff00"><b>7Zip</b></font><font color="#f4f4f4"> compacta e descompacta arquivos, a diferença é que ele abrange mais formatos e é Open Source, ou seja, gratuito.</font><br />
		<br />
		 
	</li>
</ul>

<p>
	<span><span><span><span><span><font size="3"><font color="#f4f4f4"><b>Passo a passo de como traduzir mods:</b></font></font></span></span></span></span></span><br />
	 
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">1. Primeiramente instale seus programas em um lugar da qual ficará fácil para acessar </font></font><font color="#f4f4f4"><font size="3">seus mods que quiser traduzir, que estão em andamento, ou já traduzidos. </font></font><font color="#f4f4f4"><font size="3">Após a instalação de todos os programas faça uma cópia do mod, que está em formato <b>.zip</b>, que você quer traduzir e coloque em uma pasta separada, como por exemplo: <b>"Mods para traduzir"</b>.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">﻿﻿﻿﻿﻿﻿﻿﻿﻿<img alt="IgGIkYK.png" data-ratio="19.69" width="127" src="https://i.imgur.com/IgGIkYK.png" />﻿</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">2. Você precisará extrair o mod para a pasta que você acabou de criar, o arquivo que será extraído está em formato <b>.pak</b>, para extrair utilize programas como o</font></font><font size="3"> <strong><a href="https://www.7-zip.org/" rel="external nofollow">7Zip</a>﻿ </strong><font color="#f4f4f4">que é gratuito e é compatível com diversos formatos de compactação.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font size="3"><font color="#f4f4f4">﻿﻿﻿﻿﻿﻿﻿﻿<img alt="iEynyaR.png" data-ratio="36.51" width="126" src="https://i.imgur.com/iEynyaR.png" />﻿</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">3. Depois do arquivo <b>.pak</b> extraído, você precisará desempacotá-lo para ter acesso aos arquivos do mod, para fazer isso abra o programa</font></font><font size="3"> <b><font color="#ffff00">Baldur's Gate 3 Modder's Multitool</font><font color="#f4f4f4"> (bg3-modders-multitool)</font></b><font color="#f4f4f4">, vá na pasta onde você deixou o arquivo <b>.pak</b> e arraste até a caixa de texto onde está escrito <b>"Drop mod workspace folder or a mod .pak here"</b>, isso fará com que o arquivo <b>.pak</b> seja desempacotado.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font size="3"><font color="#f4f4f4"><img alt="80COHhs.png" data-ratio="100.00" width="255" src="https://i.imgur.com/80COHhs.png" />﻿</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">4. Após o arquivo <b>.pak</b> ser desempacotado você precisará acessar o local onde ele está, no próprio programa</font></font><font size="3"> <b><font color="#ffff00">Baldur's Gate 3 Modder's Multitool</font></b> <font color="#f4f4f4">vá na aba</font> <font color="#00ffff"><b>Shortcuts</b></font><font color="#f4f4f4"> e clique em </font><font color="#00ffff"><b>Unpacked mods</b></font><font color="#f4f4f4">, o programa irá abrir a pasta onde os mods desempacotados estão e você terá acesso aos arquivos do mod.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font size="3"><font color="#f4f4f4">﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿<img alt="3noyXU6.jpg" data-ratio="93.64" width="173" src="https://i.imgur.com/3noyXU6.jpg" />﻿</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3"><font color="#f4f4f4">5. Com acesso aos arquivos do mod sugiro copiar a pasta do mod desempacotado, colar na pasta <b>"Mods para traduzir"</b> e somente deixar as seguintes pastas do mod: </font></font></font><font color="#00ffff"><font size="3"><b>Localization</b></font></font><font color="#f4f4f4"><font size="3"><font color="#f4f4f4"> e </font></font></font><font color="#00ffff"><font size="3"><b>Mods</b></font></font><font color="#f4f4f4"><font size="3">. Você somente precisará do arquivo de localização que está em <b>"...\bg3-modders-multitool\UnpackedMods</b><b>\NomeDoMod\Localization\English"</b>.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">6. Após a cópia da pasta do mod, e exclusão de outras pastas que não iremos utilizar, vá na pasta <b>Localization</b> e renomeie a pasta </font></font><font color="#00ffff"><font size="3"><b>English</b></font></font><font color="#f4f4f4"><font size="3"> para </font></font><font color="#00ffff"><font size="3"><b>BrazilianPortuguese</b></font></font><font color="#f4f4f4"><font size="3">, assim não teremos problemas quando abrirmos o jogo e nada estiver traduzido, e dentro da pasta </font></font><font color="#00ffff"><font size="3"><b>Mods</b></font></font><font color="#f4f4f4"><font size="3"> renomeie a pasta para o nome do seu mod.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿<img alt="ExHbUy7.png" data-ratio="8.84" width="498" src="https://i.imgur.com/ExHbUy7.png" />﻿</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">7. Sugiro excluir o arquivo </font></font></span></span></span></span></span><font color="#f4f4f4"><font size="3">de metadados <b>"meta"</b> que está em formato</font></font><span><span><span><span><span><font color="#f4f4f4"><font size="3"> <strong>.xml</strong> </font></font></span></span></span></span></span><font color="#f4f4f4"><font size="3">que está em</font></font><font size="3"> <b>"...\NomeDoMod\Mods\NomeDoMod"</b></font><span><span><span><span><span><font size="3"><font color="#f4f4f4">, pois iremos adicionar um arquivo novo automaticamente utilizando o</font> <b><font color="#ffff00">Baldur's Gate 3 Modder's Multitool</font></b><font color="#f4f4f4">, vou explicar mais nos passos finais.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<font size="3"><font style="color:#f4f4f4;"><img alt="g4BQWtt.png" data-ratio="48.15" width="54" src="https://i.imgur.com/g4BQWtt.png" /> </font></font>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">8. </font></font></span></span></span></span></span><font color="#f4f4f4"><font size="3">Abra o arquivo de localização <b>.xml</b> na pasta do mod original localizado em <b>"...\NomeDoMod\Localization\English"</b> e o a<font color="#f4f4f4"><font size="3">rquivo que você irá traduzir localizado em <b>"...\NomeDoSeuMod\Localization\BrazilianPortuguese"</b> com o</font></font> </font></font><font color="#ffff00"><font size="3"><b>Notepad++</b></font></font><font color="#f4f4f4"><font size="3">. Clique com o botão direito do mouse no arquivo, clique em <span><font color="#f4f4f4"><font size="3"><b>Abrir com</b></font></font></span> e selecione o <span><font color="#ffff00"><font size="3"><b>Notepad++</b></font></font></span>, caso não apareça na lista de programas, vá em <b>Abrir com -&gt; Escolher outro aplicativo</b> e selecione </font></font><font color="#ffff00"><font size="3"><b>Notepad++</b></font></font><font color="#f4f4f4"><font size="3">, e se ainda não estiver aparecendo o programa, desça a lista e clique em <b>Mais aplicativos -&gt; Procurar outro aplicativo neste PC</b> e selecione o arquivo <b>.exe</b> do </font></font><font color="#ffff00"><font size="3"><b>Notepad++</b></font></font><font color="#f4f4f4"><font size="3"> no lugar onde você o instalou, você pode deixar para sempre abrir arquivos <b>.xml</b> com o ﻿</font></font><font color="#ffff00"><font size="3"><b>Notepad++</b></font></font><font color="#f4f4f4"><font size="3"> se quiser</font></font><span><span><span><span><span><font color="#f4f4f4"><font size="3">.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">9. Após abrir o arquivo de localização original, sugiro deixar como <b>Somente leitura</b> para não ter problemas no caso de colar ou excluir no lugar errado. </font></font><font color="#f4f4f4"><font size="3">Abra o arquivo que você irá traduzir e se você tiver um monitor grande </font></font><font color="#f4f4f4"><font size="3">ou até mais de um monitor sugiro deixar um arquivo ao lado do outro para </font></font><font color="#f4f4f4"><font size="3">ter como referência e facilitar caso já tenha avançado muito na </font></font><font color="#f4f4f4"><font size="3">tradução e quer mudar algo específico. Você pode usar um recurso do </font></font><font color="#f4f4f4"><font size="3">próprio programa: Clique com o botão direito na aba do arquivo no</font></font><font size="3"> <font color="#ffff00"><b>Notepad++</b></font><font color="#f4f4f4"> e clique em <b>Mover Documento -&gt; Mover para outra tela</b>, ou nas abas superiores do programa clique em <b>Visualizar -&gt; Mover/Clonar documento atual -&gt; Mover para outra tela</b>.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">10. Quando estiver traduzindo note que há tags nas linhas, a parte que você irá </font></font><font color="#f4f4f4"><font size="3">traduzir é a que está mais para o fim da tag. E após a tradução você </font></font><font color="#f4f4f4"><font size="3">salvará e renomeará o arquivo traduzido para</font></font><font size="3"> <b><font color="#00ffff">BrazilianPortuguese</font></b></font></span></span></span></span></span><font size="3"><font color="#f4f4f4"> ou o nome que desejar. Exemplo de linha:</font></font>
</p>

<p style="margin-left:40px;">
	<font size="3"><font style="color:#f4f4f4;"><img alt="BB0w5yj.png" data-ratio="2.30" width="1000" src="https://i.imgur.com/BB0w5yj.png" /> </font></font>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">11. Estamos chegando nas partes finais, você terá que abrir o programa</font></font><font size="3"> <b><font color="#ffff00">Norbyte's LSLib Export Tool</font></b><font color="#f4f4f4"> <b>(ConverterApp)</b>,<font size="3"><font color="#f4f4f4"> na parte superior esquerda do programa </font></font>selecione o jogo na caixa de seleção e depois vá na aba </font><font color="#00ffff"><b>Localization</b></font><font color="#f4f4f4">, em <b>Input file path</b> clique em <b>"..."</b> e selecione onde o arquivo está localizado, e em <b>Output file path</b> repita o mesmo processo e copie o nome do seu arquivo traduzido, cole na caixa de texto e clique em <b>Salvar</b>. Clique em <b>Convert</b> e pronto! O arquivo que foi convertido estará no formato <b>.loca</b>.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font size="3"><font color="#f4f4f4"><img alt="irOxLW6.png" data-ratio="23.40" width="906" src="https://i.imgur.com/irOxLW6.png" />﻿</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">12. Se houver outros arquivos na pasta </font></font><font color="#00ffff"><font size="3"><b>Localization<font color="#f4f4f4"> </font></b></font></font><font color="#f4f4f4"><font size="3">que não sejam o arquivo que você traduziu em formato <b>.xml</b> ou o arquivo recém-convertido em formato <b>.loca</b>, exclua eles.</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">13. Agora só falta determinar os metadados da sua tradução, para isso abra o</font></font><font size="3"> <b><font color="#ffff00">Baldur's Gate 3 Modder's Multitool</font></b> <font color="#f4f4f4">e vá no local onde está a pasta da sua tradução que você fez, <b>NomeDoSeuMod</b>, por exemplo, e a selecione, arraste até <b>"Drop mod workspace folder or a mod .pak here"</b>, uma janela irá abrir com as informações que iremos colocar. ﻿Na janela que foi aberta coloque as informações do seu mod</font><font color="#f4f4f4">:</font></font></span></span></span></span></span>
</p>

<p style="margin-left:40px;">
	<span><span><span><span><span><font size="3"><font color="#f4f4f4">﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿</font></font><font color="#f4f4f4"><font size="3"> <img alt="NFCAhVz.png" data-ratio="63.14" width="350" src="https://i.imgur.com/NFCAhVz.png" /></font></font></span></span></span></span></span>
</p>

<p style="text-align:left;margin-left:40px;">
	<span><span><span><span><span><font color="#f4f4f4"><font size="3"><span><span><span><span><span><span>Em <b>Author</b>, coloque seu nome/nickname; em <b>Description</b>, descreva o seu mod, pode ser na língua que quiser; e em <b>Version</b>, selecione a versão do seu mod, por exemplo: <b>Major: 1, Minor: 0, Revision: 0 e Build: 0</b>, da qual ficará: <b>1.0.0.0</b>.</span></span></span></span></span></span></font></font></span></span></span></span></span>
</p>

<p>
	<span><span><span><span><span><font color="#f4f4f4"><font size="3">E Pronto! Seu mod foi traduzido! Agora você precisará testar para conferir se tudo está certo, e caso queira mudar os metadados do seu mod vá em <b>"...\NomeDoMod\Mods" </b>e abra o arquivo </font></font><font color="#00ffff"><font size="3"><b>meta</b></font></font><font color="#f4f4f4"><font size="3"><font color="#f4f4f4">, se quiser mudar o nome do seu mod vá na <b>linha 18</b> onde está escrito <b>&lt;attribute id="Name" type="FixedString" value="Nome do seu Mod" /&gt;</b> e mude o último valor para o nome que quiser. Volte para o <b><font color="#ffff00">Baldur's Gate 3 Modder's Multitool</font></b> e repita o processo para empacotar novamente, porém você não precisará colocar os metadados novamente já que já estão no arquivo </font></font></font><font color="#00ffff"><font size="3"><b>meta</b></font></font><font color="#f4f4f4"><font size="3"><font color="#f4f4f4">.</font></font></font><br />
	<font size="3"><font color="#f4f4f4">O seu mod ficará em formado <b>.zip</b> e você só precisará colocá-lo no</font> <b><font color="#ffff00">Baldur's Gate 3 Mod Manager</font></b><font color="#f4f4f4">, deixe-o abaixo do mod original.</font><br />
	<br />
	<font color="#f4f4f4">Bom, espero que tudo esteja claro, se tiverem dúvidas não deixem de perguntar!</font></font></span></span></span></span></span>
</p>
]]></description><guid isPermaLink="false">13459267</guid><pubDate>Fri, 15 Dec 2023 12:29:49 +0000</pubDate></item><item><title>inzoi</title><link>https://forums.nexusmods.com/topic/13513360-inzoi/</link><description><![CDATA[<p>
	could some please help me with putting clothes and shoes and hair into my game I can't figure it out 
</p>
]]></description><guid isPermaLink="false">13513360</guid><pubDate>Tue, 22 Apr 2025 00:47:42 +0000</pubDate></item><item><title>I create my own game IWA Retro Adventure!</title><link>https://forums.nexusmods.com/topic/13477838-i-create-my-own-game-iwa-retro-adventure/</link><description><![CDATA[<p>
	<strong>A warm welcome to all!<br />
	I have been a member of this great community since 2012, and with this nickname (A100N) since 2015!<br />
	Therefore, after starting work on my platform game, I found that I have to write to you about it! </strong>
</p>

<p>
	<strong>Visually, the game is meant to be a mix of contemporary and retro 1980s style. My inspirations were such legends as "Giana sister's" and "Montezyma's revege".</strong>
</p>

<p>
	<strong>On my DISCORD - <a href="https://discord.gg/5bznhntpdR" rel="external nofollow">https://discord.gg/5bznhntpdR</a> You will be able to follow the progress on a dedicated channel!</strong>
</p>

<p>
	<strong>From time to time I will attach there screenshots,from the game and descriptions of what I am currently working on. I would very much like my work in time to be released on the STEAM platform and available to everyone. But it is still a long way off!</strong>
</p>

<p>
	 
</p>

<p>
	<strong>Will it be characterized by the game?</strong>
</p>

<p>
	<strong>0. "IWA Retro Adventure" (platform game).<br />
	1. It will force you to think about paving your way to the next board.<br />
	2. Simple locking mechanisms, doors, traps.<br />
	3. collecting "crystals" to accumulate points.<br />
	4. gathering experience, which will pay off with various bonuses.<br />
	5. a variety of monsters on the boards, some of which will have special properties. E.g. one of them will move faster and faster when our heroine collects blue crystals.<br />
	6. and much more!</strong>
</p>

<p>
	<strong>Your support or comments will definitely motivate me further to work! However, please remember that I am working on the game on my own so during this work a lot is also new to me. This means that the work is moving forward at a steady pace, which is not very fast. This also has its advantages. Since we are doing something ourselves from a to z, we also have full control over it...I cordially invite you to watch the development of my game, and keep your fingers crossed!</strong>
</p>

<p>
	<strong>Some screenshots!</strong>
</p>

<p>
	<img alt="Zrzut-ekranu-2024-04-02-123002.png" class="ipsImage" data-ratio="72.00" height="562" width="1000" src="https://i.postimg.cc/7Psy48Sz/Zrzut-ekranu-2024-04-02-123002.png" />
</p>

<p>
	<img alt="Zrzut-ekranu-2024-04-02-123058.png" class="ipsImage" data-ratio="72.00" height="562" width="1000" src="https://i.postimg.cc/Pqkgytng/Zrzut-ekranu-2024-04-02-123058.png" />
</p>

<p>
	<img alt="Zrzut-ekranu-2024-04-02-123134.png" class="ipsImage" data-ratio="72.00" height="562" width="1000" src="https://i.postimg.cc/cLYqfv27/Zrzut-ekranu-2024-04-02-123134.png" />
</p>

<p>
	<img alt="Zrzut-ekranu-2024-04-02-123204.png" class="ipsImage" data-ratio="72.10" height="563" width="1000" src="https://i.postimg.cc/kXL3VQ1X/Zrzut-ekranu-2024-04-02-123204.png" />
</p>

<p>
	Below is my first humble video showing a very early stage of the game's production! While walking through one of the boards!
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/XOL8AAzqwlo?feature=oembed" title="IWA Retro Adventure - My Game!" width="200"></iframe>
	</div>
</div>

<p>
	A modest gift for those interested. 4 monsters appearing in the game! In PNG format. They can be used as, for example, Icons!
</p>

<p>
	P.S.<br />
	Keep in mind that this is an early stage of production, but it fills me with positive emotions, especially after the first closed tests on a dozen boards. However, many aspects of the game may change over time.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink" data-fileext="rar" data-fileid="9227" href="https://forums.nexusmods.com/applications/core/interface/file/attachment.php?id=9227&amp;key=1566eb3440b78e9f0e995c5f6eb80300" rel="">IWA Retro Adventure_Small_Gift.rar</a>
</p>
]]></description><guid isPermaLink="false">13477838</guid><pubDate>Tue, 02 Apr 2024 10:44:47 +0000</pubDate></item><item><title>How to mod 3D models of Soul Reaver I-II Remastered</title><link>https://forums.nexusmods.com/topic/13513246-how-to-mod-3d-models-of-soul-reaver-i-ii-remastered/</link><description><![CDATA[<p>
	Murucoder release his Blender addon to import\export models from this game, so now you can edit or replace any models <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f642.png" class="ipsEmoji" alt="🙂"> </span><br />
	<br />
	<strong style="background-color:#29292e;color:#f1f1f1;font-size:14px;"> Link to the Blender addon and tutorials to know everything necessary to edit models of Soul Reaver I-II Remastered:  </strong><br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<br style="background-color:#29292e;color:#f1f1f1;font-size:14px;" />
	<a href="https://www.tombraiderforums.com/showthread.php?t=230457" rel="external nofollow">SRM Files Modding (Soul Reaver 1&amp;2 Remastered) - Tomb Raider Forums</a><br />
	<br />
	 
</p>
]]></description><guid isPermaLink="false">13513246</guid><pubDate>Sun, 20 Apr 2025 08:52:34 +0000</pubDate></item><item><title>Help with translating the game</title><link>https://forums.nexusmods.com/topic/13511317-help-with-translating-the-game/</link><description><![CDATA[<p>
	I hope at least someone with experience will come here by chance. Not long ago I discovered the game New World, and I came across the fact that it has too few languages, the closest to me of course was English, but I do not know it perfectly, because of which at times some mechanics were not entirely clear. Well, now I have set myself the idea of translating the game into my native language, in a couple of hours I managed to decipher the game data through pak-extracter, well and then edit the text file. And now the moment has come when you need to check whether it works in the game at all or not, but after 2 hours of searching and watching videos I am writing here in the hope that at least someone will tell me how to load files into the game
</p>
]]></description><guid isPermaLink="false">13511317</guid><pubDate>Sat, 22 Mar 2025 10:14:24 +0000</pubDate></item><item><title>How to Keep Your Skyrim Alive: A Manual of Step by Step Procedures for the Compleat Idiot</title><link>https://forums.nexusmods.com/topic/13508397-how-to-keep-your-skyrim-alive-a-manual-of-step-by-step-procedures-for-the-compleat-idiot/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-size:36px;"><strong>A modding guide in PDF form focused on bug fixes and quality of life improvements.</strong></span>
</p>

<p>
	<span style="font-size:18px;">Organized into chapters with links and step by step instructions.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">Updated for Skyrim AE 1.6.1170.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">In this context, NSFW means characters are naked under their clothes in the most basic way, with reasonable proportions.  No sex mods.</span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:18px;">Enjoy!</span></strong>
</p>
<p>
<a class="ipsAttachLink" href="https://forums.nexusmods.com/applications/core/interface/file/attachment.php?id=37547&amp;key=c289f9d779ab549e149499caf0685539" data-fileExt='pdf' data-fileid='37547' data-filekey='c289f9d779ab549e149499caf0685539'>New NSFW Modding Guide.pdf</a></p>]]></description><guid isPermaLink="false">13508397</guid><pubDate>Sun, 09 Feb 2025 21:20:34 +0000</pubDate></item><item><title>Supermarket Simulator Mods and Vortex: A Mod-User Experience</title><link>https://forums.nexusmods.com/topic/13497811-supermarket-simulator-mods-and-vortex-a-mod-user-experience/</link><description><![CDATA[<p>
	<strong>Update 9/21/24: </strong>Senjay, the coder behind the Supermarket Simulator extension for Vortex, saw this guide and did some MAJOR updates to the extension for Vortex. Vortex now does an INCREDIBLE job installing mods from Nexus mods, to the point where all the steps I've written below are <em>no longer necessary</em>.
</p>

<p>
	Check out the attached image of Vortex with beautifully-installed mods!
</p>

<p>
	Now your steps are MUCH easier:
</p>

<p>
	<strong>1. Go to the Nexus Mod page for the mod of interest.</strong>
</p>

<p>
	<strong>2. In the top right of your Nexus Mod page, you'll see either 2 buttons (Vortex and Manual) or just one button (Manual) next to "Download:".</strong>
</p>

<ul>
	<li>
		<strong>For those that have the "Vortex" button:</strong>

		<ul>
			<li>
				First install Vortex on your computer
			</li>
			<li>
				Ensure you have Supermarket Simulator added as a managed game
			</li>
			<li>
				Ensure you have the Supermarket Simulator extension installed on Vortex
			</li>
			<li>
				Click the "Vortex" button next to the "Download:" option in the top right of the Mod page
			</li>
			<li>
				This will allow Vortex to both download and install the mod.
				<ul>
					<li>
						You can see the download progress in "Downloads" on Vortex
					</li>
					<li>
						Once done, the Mod will show up in "Mods" on Vortex
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		<strong>For the mods that just have "Download":</strong>
		<ul>
			<li>
				You can still use Vortex - install it!
			</li>
			<li>
				The following steps are the same as above:
				<ul>
					<li>
						Ensure you have Supermarket Simulator added as a managed game
					</li>
					<li>
						Ensure you have the Supermarket Simulator extension installed on Vortex
					</li>
				</ul>
			</li>
			<li>
				Use the "Manual" button next to "Download:" to download the mod
			</li>
			<li>
				Go to "Mods" on Vortex, and ensure the "Drop File(s)" section is visible on the bottom. If it isn't, click the expand up-arrow in the bottom right (looks like ^).
			</li>
			<li>
				Drag the downloaded zip file to the "Drop File(s)" section - this will install the mod.
			</li>
			<li>
				Once done, the Mod will show up in "Mods" on Vortex
			</li>
		</ul>
	</li>
</ul>

<p>
	<strong>3. You can now use Vortex as it was meant to be used!</strong>
</p>

<ul>
	<li>
		Managing your mod list
		<ul>
			<li>
				Mod titles
			</li>
			<li>
				Authors
			</li>
			<li>
				When you installed them or enabled them
			</li>
			<li>
				What version they are
			</li>
			<li>
				Disable/enable them
			</li>
			<li>
				Remove them entirely
			</li>
		</ul>
	</li>
	<li>
		Checking for updates
	</li>
	<li>
		Endorsing mods
	</li>
	<li>
		Tracking mods
	</li>
	<li>
		And more!
	</li>
</ul>

<p>
	Great job, Senjay!
</p>

<p>
	 
</p>

<p>
	<em>As of writing this article, 17 of 18 mods installed successfully on first go. Sweet!! Senjay's revisiting how the 18th mod didn't install correctly (Night Glow) and will be patching that particular issue at some point. Otherwise, all other mods installed successfully!</em>
</p>

<p>
	 
</p>

<p>
	<em>--------------------------------------------------- Old article below for reference ------------------------------------------------------------</em>
</p>

<p>
	 
</p>

<p>
	<em>Disclaimer: This was written on 9/1/24. The mod list and versions this was written for are included in this article. I am not affiliated with these mods, Nexus, or have any endorsements by these mods or Nexus. Just sharing what I've learned because I found this information hard to find and thought I'd share for those who are less skilled and want to know the same information I rounded up!</em>
</p>

<p>
	 
</p>

<p>
	I have been absolutely loving Supermarket Simulator for a bit - my boyfriend, a streamer, found it first and after watching him play it a bit I thought I'd give it a go!
</p>

<p>
	Most of my "real world" time is spent in tech support for a software company. When I sign out after 8-10 hours of the day on a computer, I want to have an easy game where I can poke around, have the game my way, and then sit back and watch things happen. I'm an extremely casual videogame player and have no problem with using mods to speed up my gameplay, especially since I've spent so much time on the computer for work and I only have a few hours of patience or tolerance before migraines kick in and I have to close up the computer for the day. The game <em>has </em>to be easy for me to be able to play it and for it to be enjoyable. But I do love the fun of upgrade and design-type games, so that's the appeal here, for me!
</p>

<p>
	 
</p>

<p>
	The following mods are the mods I've dug into, for varying reasons, and the versions below are the versions I've got going that seem compatible:
</p>

<ul>
	<li>
		<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Required to let other mods run:</span>

		<ul>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Tobey's Bepinex Melon Loader 5.4.23 Payload 0.3.2</span>
			</li>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Texture Replacer 1.1.9</span>
			</li>
		</ul>
	</li>
	<li>
		<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Real USA Products Take 2 v. 2.2.0 - For the look of the products. It helps me remember product names when running around the store if I recognize them from my own daily life!</span>
	</li>
	<li>
		<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Mods that help manage the stockroom. I kept getting migraines and dizzy (yes, dizzy off computer) trying to spin around in-game helping the restockers. These helped understand the stock and manage stock better.</span>
		<ul>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">FNK Rack Consolidator 1.1.3 - Drives me nuts when I can't combine boxes, so this does it for me on the shelves in storage.</span>
			</li>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Store Delivery 1.1.1 - If I want to pay a pretty price to have the delivery guys deliver direct to the storeroom, I pay it. There's times I don't want to pay the price and I dump them out to the street.</span>
			</li>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">RDC Stock Manager 1.6.5 - This helped me understand what stock was where without having to run around and look at everything.</span>
			</li>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Rack Refill 1.0.0 - A lovely mod that you can click to just fill your cart. Sadly half the time I can't afford the full cart, but I start with it over-full and take away what I don't want to fill for the day.</span>
			</li>
		</ul>
	</li>
	<li>
		<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Mods that help me manage prices.</span>
		<ul>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Tdo Statistics 1.0.8 - I can't remember who said what about a product, so it's easier if the computer remembers it for me!</span>
			</li>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Automatic Price Updater 0.1.2 - For a while I was running around the store with a calculator on my phone trying to update all the prices. Then I found this mod can just do that for me. Huzzah!</span>
			</li>
		</ul>
	</li>
	<li>
		Mods that help me manage customers.
		<ul>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Bonus Customers 1.0.0 - More customers! Makes the game go faster and makes me feel not as lonely in the store, haha.</span>
			</li>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Better Checkout Choice 1.1.2 - The customers don't go to the closest checkout. Instead, they go to the checkout that has the shortest line... I mean, this is what I do in a store.</span>
			</li>
		</ul>
	</li>
	<li>
		<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Mods that help manage the store front.</span>
		<ul>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Smart Pocket Boxes 1.4.2 - When I need to re-arrange the store (I do this A. LOT.), I don't have the right boxes... I used to try and store them on the shelves, but RDC Stock Manager doesn't let me do that anymore... Then I stored them on the floor, but my restockers throw those away. So this lets me whip out a box when I need one. Still need to turn off the restockers when I re-arrange, but that's fine!</span>
			</li>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Night Glow 0.0.8 - Lights on at 6 PM in-game. Another huzzah!</span>
			</li>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">Run In Background Mod 1.0.0 - If I need to go double-check something about a mod or feel like I want to go post a question on the Nexus mod page or endorse a mod or report a bug while playing, I can do that without the game having to pause.</span>
			</li>
			<li>
				<span style="background-color:#232323;color:#c4c4c4;font-size:14px;text-align:left;">The Night Shift 1.0.2 - Just used this once so far, but it was wonderful to know I didn't have to just leave the game running to let the restockers finish their job. My computer's hardware health thanks me for it, I'm sure.</span>
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	<font color="#c4c4c4"><span style="background-color:rgb(35,35,35);">Things I learned while using these mods:</span></font>
</p>

<ul>
	<li>
		<font color="#c4c4c4"><span style="background-color:rgb(35,35,35);">Nexus' Vortex Mod Manager relies on folder structure.</span></font>

		<ul>
			<li>
				<font color="#c4c4c4"><span style="background-color:rgb(35,35,35);">I'll say it again: Folder structure is *CRITICAL*.*</span></font>
			</li>
			<li>
				<font color="#c4c4c4"><span style="background-color:rgb(35,35,35);">When you ask Vortex to manage your mods, the mods have to be released and packaged by the Mod owner in the right structure or Vortex won't be able to install it.</span></font>
			</li>
			<li>
				Some of them are good at packaging their mods in the right folder structure that Vortex can manage... some of them aren't.
			</li>
			<li>
				<font color="#c4c4c4"><span style="background-color:rgb(35,35,35);">All of the mod owners are GREAT at providing instructions on </span></font>how to use their mods regardless (ex. "unpack this file/component and put it HERE in your game's folder structure")
			</li>
			<li>
				So what I did was download all the above mods and re-package them myself and deploy them through Vortex... What this means is:
				<ul>
					<li>
						I can enable/disable them myself through Vortex
					</li>
					<li>
						I can uninstall them through Vortex
					</li>
					<li>
						I have a list of the mods I use
					</li>
					<li>
						But Vortex doesn't actually:
						<ul>
							<li>
								Recognize them as part of the Nexus Mods community files
							</li>
							<li>
								Tell me when there's an update
							</li>
							<li>
								Update them for me
							</li>
						</ul>
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>

<p>
	<em>*Weirdly, I picked this concept up the most watching a <a href="https://www.youtube.com/watch?v=nL5A-thTu-U&amp;t=696s" rel="external nofollow">video about modding Skyrim using Vortex</a>, and I have no interest right now in returning to Skyrim with mods at the moment - was just trying to figure out how to make the Supermarket Mods work easier...</em>
</p>

<p>
	 
</p>

<p>
	I'm okay with that. The mod authors do HARD work. They take time out of their own jobs and their own day to make content for us to enjoy. Just doing this service for us as volunteer work is kind, and they often get trashed for it by spammers and dissatisfied users who run into a bug and complain without providing enough information to resolve the problem. Not to mention the communities who expect that once the mod is made, they're required to keep the mod updated for the rest of their lives. Thank your mod creators, friends!
</p>

<p>
	 
</p>

<p>
	Here's an example of how I downloaded, re-structured, and then used Vortex to deploy one of the mods above, <a href="https://www.nexusmods.com/supermarketsimulator/mods/70?tab=description" rel="external">Texture Replacer</a> (v. 1.1.9). <strong>I am by no means an expert - this is just how it worked for me!</strong>
</p>

<p>
	1. Install Vortex and be sure it points to your Supermarket Simulator folder.
</p>

<ul>
	<li>
		In Vortex, on Profiles on the left, click on your Supermarket Simulator profile to check where Vortex is pointing to for your Supermarket Simulator profile
		<ul>
			<li>
				For me, this is C:\Program Files (x86)\Steam\steamapps\common\Supermarket Simulator
			</li>
			<li>
				This is basically intended to be where your Supermarket Simulator.exe application is, but you won't see it when you open this folder within Vortex. If you open the same path in File Explorer, you should see it.
			</li>
		</ul>
	</li>
</ul>

<p>
	2. Get instructions on where the mod needs to be installed.
</p>

<ul>
	<li>
		Go to the Mod's description page (<a href="https://www.nexusmods.com/supermarketsimulator/mods/70?tab=description" rel="external">https://www.nexusmods.com/supermarketsimulator/mods/70?tab=description</a>)
	</li>
	<li>
		Look for instructions like "place this downloaded thing at this folder location". Usually you'll see the words BepinEx or MLLoader or MelonLoader somewhere in there.
	</li>
	<li>
		For Texture Replacer at the time of writing this:<br />
		<br />
		Install:<br />
		Download MelonLoader﻿ and <strong>put the mod into</strong>:<br />
		X:\Steam\steamapps\common\<strong>Supermarket Simulator\BepInEx\plugins\</strong>
	</li>
</ul>

<p>
	3. Download the mod
</p>

<ul>
	<li>
		At the top right I chose "Manual" download.
	</li>
	<li>
		I would only use "Vortex" if I knew the file structure was correct for Vortex to be able to instantly deploy.
	</li>
</ul>

<p>
	4. Review the downloaded mod structure
</p>

<ul>
	<li>
		In downloading this mod, I receive a zip file named "TextureReplacer 1.1.9-70-1-1-9-1724293235.zip"
		<ul>
			<li>
				Inside this is a folder named "TextureReplacer". Inside this folder are 4 folders and a .dll file:
				<ul>
					<li>
						objects_meshes
					</li>
					<li>
						objects_textures
					</li>
					<li>
						products_icons
					</li>
					<li>
						products_names
					</li>
					<li>
						TextureReplacer.dll
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>

<p>
	5. Make a folder that matches the folder structure as explained in the instructions in step #2
</p>

<ul>
	<li>
		With Vortex, the .zip file we give it has to be the same structure it dumps into the Supermarket Simulator folder.
	</li>
	<li>
		The mod put on their page that to work, the structure must be:
		<ul>
			<li>
				<strong>... Supermarket Simulator</strong>
				<ul>
					<li>
						<strong>BepinEx</strong>
						<ul>
							<li>
								<strong>plugins</strong>
								<ul>
									<li>
										<strong>TextureReplacer</strong>
										<ul>
											<li>
												objects_meshes
											</li>
											<li>
												objects_textures
											</li>
											<li>
												products_icons
											</li>
											<li>
												products_names
											</li>
											<li>
												TextureReplacer.dll
											</li>
										</ul>
									</li>
								</ul>
							</li>
						</ul>
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		But if we put it in as it is zipped right now, it would become:
		<ul>
			<li>
				<strong>... Supermarket Simulator</strong>
				<ul>
					<li>
						<strong>TextureReplacer</strong>
						<ul>
							<li>
								objects_meshes
							</li>
							<li>
								objects_textures
							</li>
							<li>
								products_icons
							</li>
							<li>
								products_names
							</li>
							<li>
								TextureReplacer.dll
							</li>
						</ul>
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		Vortex may be smart enough in the mod installer to help you if you choose "BepInEx" or "MelonLoader" but I've found iffy results, so I re-structure before loading it in. I make a folder structure myself that contains <em>just </em>the following items from the download:
		<ul>
			<li>
				BepinEx (made this myself)
				<ul>
					<li>
						plugins (made this myself)
						<ul>
							<li>
								TextureReplacer (from the download)
								<ul>
									<li>
										objects_meshes (from the download)
									</li>
									<li>
										objects_textures (from the download)
									</li>
									<li>
										products_icons (from the download)
									</li>
									<li>
										products_names (from the download)
									</li>
									<li>
										TextureReplacer.dll (from the download)
									</li>
								</ul>
							</li>
						</ul>
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>

<p>
	6. Zip up the folder and make sure the proper structure is inside the zip
</p>

<ul>
	<li>
		When I zip up the contents above, I make sure that inside the new zip file, the top folder is "BepinEx", <em>not the zip file name".</em>
	</li>
	<li>
		GOOD:
		<ul>
			<li>
				TextureReplacer_1.1.9.zip
				<ul>
					<li>
						<strong>BepinEx</strong>
						<ul>
							<li>
								etc...
							</li>
						</ul>
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		BAD:
		<ul>
			<li>
				TextureReplacer_1.1.9.zip
				<ul>
					<li>
						<strong>TextureReplacer_1.1.9</strong>
						<ul>
							<li>
								BepinEx
								<ul>
									<li>
										etc...
									</li>
								</ul>
							</li>
						</ul>
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>

<p>
	7. Deploy through Vortex
</p>

<ul>
	<li>
		In Vortex &gt; Mods, toss the zip into the "Drop Files" section.
	</li>
	<li>
		When you get the pop-up asking "BepInEx" or "MelonLoader"? I just hit the "install" button.
	</li>
	<li>
		It'll show a "failed to install" error in the top right, but it will be added to the list of mods.
	</li>
	<li>
		On the "remove" button on the right, hit the drop down and choose "Unpack As-Is" Voila!
	</li>
</ul>

<p>
	8. Optional?: Add metadata in Vortex
</p>

<ul>
	<li>
		The version and category don't appear in Vortex. If you double-click on the Mod Name, you can add metadata to the mod panel on the right that appears.
	</li>
	<li>
		I like to add:
		<ul>
			<li>
				The author info
			</li>
			<li>
				The version info
			</li>
			<li>
				The source (Nexus Mods)
			</li>
			<li>
				The category from the Nexus Mods page
			</li>
			<li>
				Then to the right of Mod ID, I click "Query Server" to get the errors to go away.
			</li>
		</ul>
	</li>
	<li>
		Feels good to me to have warning symbols disappear. And to have a list of the mods I have at my disposal.
	</li>
</ul>

<p>
	9. Track the mod
</p>

<ul>
	<li>
		On the mod page, track the mod so you get a notification if it gets updated.
	</li>
</ul>

<p>
	10. Highly recommended: Tell the mod maker how awesome their mod is.
</p>

<ul>
	<li>
		Most importantly, thank your mod maker! They work so hard for us!
	</li>
</ul>

<p>
	 
</p>

<p>
	Anyway... This isn't perfect. There may be (and are PROBABLY!!!) easier ways to do this... I'm new here. I'm fussing around with things. Documentation is a bit hard to find for me at the moment. This is just a way I found that works that I wanted to share! Please share easier ways that YOU know how to do it.
</p>

<p>
	 
</p>

<p>
	Most importantly, have fun!
</p>

<p>
	CutieMapNerd, signing off!
</p>

<p><a href="https://forums.nexusmods.com/uploads/monthly_2024_09/VortexWithModsInstalled.png.bdcf480564f5495f23e5e210e6339a47.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="24231" src="https://forums.nexusmods.com/uploads/monthly_2024_09/VortexWithModsInstalled.thumb.png.bc9f44a76a0d6ee04a0cc635b0e96b57.png" data-ratio="53.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="VortexWithModsInstalled.png"></a></p>]]></description><guid isPermaLink="false">13497811</guid><pubDate>Sun, 01 Sep 2024 20:26:30 +0000</pubDate></item><item><title>Coral Island Retexture Guide</title><link>https://forums.nexusmods.com/topic/13501441-coral-island-retexture-guide/</link><description><![CDATA[<h1 dir="ltr">
	<b><span style="background-color:transparent;font-size:20pt;vertical-align:baseline;">Coral Island Retexture Guide</span></b>
</h1>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Programs you’ll need before you start:</span></b>
</p>

<p dir="ltr">
	<b><a href="https://www.gildor.org/en/projects/umodel" rel="external nofollow"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">UE Viewer</span></a></b>
</p>

<p dir="ltr">
	<b><a href="https://www.unrealengine.com/en-US/download" rel="external nofollow"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Unreal Engine</span></a></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Unrealpakbat - file attached to this guide</span></b>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcNbWODgT_ESIxnYDDb9ozsWr1OjL-895kZ0Itl6Ylkn0OLISWWW43L-PSXad4dYU_IR_dDFP3Kwxlb8_siqDvAJorg7nwahOG76ajMEnWmAWVLlM2r-F7N99BlOudNIZFaecpYnaOgm2YErEMZR-SvbOYv?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="471" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcNbWODgT_ESIxnYDDb9ozsWr1OjL-895kZ0Itl6Ylkn0OLISWWW43L-PSXad4dYU_IR_dDFP3Kwxlb8_siqDvAJorg7nwahOG76ajMEnWmAWVLlM2r-F7N99BlOudNIZFaecpYnaOgm2YErEMZR-SvbOYv?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Original farmer's outfit and the new retextured outfit from this guide.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Before we start, you’ll need to follow this </span><a href="https://forums.nexusmods.com/topic/13497429-aes-keys-guide/#comment-130463592" rel=""><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">guide</span></a><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"> to get your AES Keys to be able to view the game files.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now, download Unreal Engine. To do this you’ll need to download the Epic Games Launcher, once you’ve done this and logged in or created a new account, navigate to the ‘Unreal Engine’ tab and click the ‘Install’ button to download the version of Unreal Engine you need.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">For Coral Island, it was created using Unreal Engine 4.27 so that’s the version I’ll download and install. Once it’s ready it’ll now be in your ‘Library’. Now that’s done, leave this open as we’ll come back to it later, but we’ll move on to the next steps.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXdpQ-5g2lDxxJXozXVhF9zINBfqzS-d0_ZnftLGRP3gzJ-btGb_EGIlhVn-y3_Bc3QftcSY1Fkb1yStthsWrqHvMFIY9pvV_iz3hyEtICE02iljR301kd05K__9Pu3eDXgXGZyf9rw8QcGkTEXLAju0Fcg?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="327" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdpQ-5g2lDxxJXozXVhF9zINBfqzS-d0_ZnftLGRP3gzJ-btGb_EGIlhVn-y3_Bc3QftcSY1Fkb1yStthsWrqHvMFIY9pvV_iz3hyEtICE02iljR301kd05K__9Pu3eDXgXGZyf9rw8QcGkTEXLAju0Fcg?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"> </span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now download the correct version of UE Viewer for your machine, I use Windows so I’ll download that version.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfaC1Q_jS7mnXWbuWj8AIz-K5LvS7cN9VO6MAgHW9AyJBiMm3oj0d16p5Yuj1kssOCQjL-MdfhHkF22jJ3IaxxEeUzGdiasxupTuwPBlreaZ3qffM7o_tZQhdWKtvK1-mGBVmm0b6-0Fnxd6ZBmZ_Y7lvHH?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="17.40" height="81" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfaC1Q_jS7mnXWbuWj8AIz-K5LvS7cN9VO6MAgHW9AyJBiMm3oj0d16p5Yuj1kssOCQjL-MdfhHkF22jJ3IaxxEeUzGdiasxupTuwPBlreaZ3qffM7o_tZQhdWKtvK1-mGBVmm0b6-0Fnxd6ZBmZ_Y7lvHH?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">O</span><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">nce you’ve downloaded it, open it up and under ‘Path to game files:’ navigate to where you have the game on your machine, so you can set up the file path for UModel. You need to set it up so it goes to your ‘Paks’ folder within the game files. For me, it’s: C:\Program Files (x86)\Steam\steamapps\common\Coral Island\ProjectCoral\Content\Paks</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Once you’ve set up your file path to the ‘Paks’ folder, you’ll see a check box underneath the file path section. Tick ‘Override game detection’ and then from the dropdown underneath, you’ll need to select ‘Unreal engine 4’ and in the dropdown to the side of that, you’ll need to select the correct version of Unreal that the game was created with. For Coral Island, this will be ‘Unreal engine 4.27’.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXec1X0u8u6xmZTC2AcN7N4YbHMnG5CsoSoWzB8_TqszykrYm4KQe7f_3M1x0apXDkGNJ3kEngVm4nPjDgmx7LfFjWSDRkRATAd35lvua4zaL817MpaJKGeaDeMxIbQR0pj228EOz6Ikz4K4fq47eb_tvC4?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="315" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXec1X0u8u6xmZTC2AcN7N4YbHMnG5CsoSoWzB8_TqszykrYm4KQe7f_3M1x0apXDkGNJ3kEngVm4nPjDgmx7LfFjWSDRkRATAd35lvua4zaL817MpaJKGeaDeMxIbQR0pj228EOz6Ikz4K4fq47eb_tvC4?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Once you have set those up you can click ‘OK’. This will open a new window where you’ll have to enter your AES Keys (you can learn how to get AES Keys in this guide </span><a href="https://forums.nexusmods.com/topic/13497429-aes-keys-guide/" rel=""><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">here</span></a><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">). Copy and paste them into the box and then click ‘OK’ again. </span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXekT7mcxPfMjB9Yxmhrn0gWdGBvTtnYjEteLGTao5C2JhVagYsZFouGnjZ5Lu8XzSbhoW4CQBxc5MtjKL7p4USPjpfKmwDtQ0pcASwXxu_DPvlv3KO6MBTt0Ht2v1UuhSrMfFUGJYkUWCeLNv6XZKs9j41m?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="319" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXekT7mcxPfMjB9Yxmhrn0gWdGBvTtnYjEteLGTao5C2JhVagYsZFouGnjZ5Lu8XzSbhoW4CQBxc5MtjKL7p4USPjpfKmwDtQ0pcASwXxu_DPvlv3KO6MBTt0Ht2v1UuhSrMfFUGJYkUWCeLNv6XZKs9j41m?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Once you’ve done that, UModel will open a new window that gives you access to all the game files.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXd2fQYC316PAfC_5Bg27yuKjhuRnnows-lxcZKAyPJfLxpq66NL4kyDYCLUWt6pwIAtSYz4jEoG602HjItTEq3Vea0DDWS40SbkZV1JjFloQJ-Havd3mNX4UwrcSRE8F7K0WzkCFgcX6MPZi8y7_pC5KpL8?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="337" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd2fQYC316PAfC_5Bg27yuKjhuRnnows-lxcZKAyPJfLxpq66NL4kyDYCLUWt6pwIAtSYz4jEoG602HjItTEq3Vea0DDWS40SbkZV1JjFloQJ-Havd3mNX4UwrcSRE8F7K0WzkCFgcX6MPZi8y7_pC5KpL8?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">For retextures, we’ll need to navigate to ‘ProjectCoral’</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXeqjW5jseGxfQ5aLnjpiebkgTmsF9xR8URyMrTnH1nPXc6KLfy4r6K28Tyvnxend8-Etr4qzNVQRclEdtoo7aYEkiU3mxPSQoracFl7xVakAbMh13tqCt9szil102PUoBicFFidsB88I_CSD5OgD0ljnlH2?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="76.55" height="460" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeqjW5jseGxfQ5aLnjpiebkgTmsF9xR8URyMrTnH1nPXc6KLfy4r6K28Tyvnxend8-Etr4qzNVQRclEdtoo7aYEkiU3mxPSQoracFl7xVakAbMh13tqCt9szil102PUoBicFFidsB88I_CSD5OgD0ljnlH2?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">When you click the arrow next to it, it’ll open up and you’ll see a lot of folders within that main ‘ProjectCoral’ one.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcn2VR-GkY4JI4i-AD4iQ7Ty0LBd49zC4xw8PcT4o7C161kJFQ6TOf0IJNMC5SfdRfpkAdsGUHoS_QcAPENrcFhQ3hwS08ZgvZMx_obXaeP0fgZLMYeZJFQQdVTsO1iFSpJwfTQbpOuPS8UCqxAOe7jexPD?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="77.82" height="468" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcn2VR-GkY4JI4i-AD4iQ7Ty0LBd49zC4xw8PcT4o7C161kJFQ6TOf0IJNMC5SfdRfpkAdsGUHoS_QcAPENrcFhQ3hwS08ZgvZMx_obXaeP0fgZLMYeZJFQQdVTsO1iFSpJwfTQbpOuPS8UCqxAOe7jexPD?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">For this example, let’s navigate to ‘Characters’&gt;’Human’&gt;’Player’&gt;’CharacterCustomizerV2’&gt;’Clothes’&gt;’FarmersOutfit’</span></b>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">If you click on ‘FarmersOutfit’ you’ll see three SK_ files, these are the models for the outfit. For example, if you click the first one ‘SK_FarmersOutfit_Female.uasset’, it’ll load up the model for you to see.  (Also see gif 9 attached)</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXenQGzNEhwAfzPVnObBEZojuJ3V0uCxuil6Rj0nbt22JeSx4UQVdOgXOTazOr9lrl0KbqSwVJmFxc5GXG_tTjDDn3TFgOnoEU8to8n6wL4auueIPrykLT3pkD7Wd7PqVXqRLYL8Mfhgfx8MO0xdS-IJ9BI?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="485" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXenQGzNEhwAfzPVnObBEZojuJ3V0uCxuil6Rj0nbt22JeSx4UQVdOgXOTazOr9lrl0KbqSwVJmFxc5GXG_tTjDDn3TFgOnoEU8to8n6wL4auueIPrykLT3pkD7Wd7PqVXqRLYL8Mfhgfx8MO0xdS-IJ9BI?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">As I mentioned though, for this tutorial we’ll be keeping it simple and focusing on retextures for now. So from ‘FarmersOutfit’ we’ll click the arrow and navigate to ‘Texture’</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcDECoiOblbDVbZiHa6Cga7f4dM1wU4sQ_Uy8CpcOQuSQrUGIep4d6dpUkYzJOuV6ovEIbxqgiiUXMC9b8p1HgMdLO6Ni08SjKsTMQ2FgZ7die3qY0v5tJP6ft2TYMhUsjtK-Hl6aRWIgiREi1cS58Yxak?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="373" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcDECoiOblbDVbZiHa6Cga7f4dM1wU4sQ_Uy8CpcOQuSQrUGIep4d6dpUkYzJOuV6ovEIbxqgiiUXMC9b8p1HgMdLO6Ni08SjKsTMQ2FgZ7die3qY0v5tJP6ft2TYMhUsjtK-Hl6aRWIgiREi1cS58Yxak?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">When you click on ‘Textures’ you’ll see a bunch of T_ files, these are all the different texture files for this outfit. The _D at the end of the file name means Diffuse, which is the colour map.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">If you click on one, for example, I’ve clicked ‘T_FarmersOutfit_01_D.uasset’, it will load up the texture file for you to see. For some reason it loads it as a cube, I’ll be honest I’m not sure why it does that. But when you export it’ll export as a normal TGA file. (Also see gif 10 &amp; 11 attached)</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXeOOyai15T-T4JZJmyt6eCf04ZfIYM-zF2XWyX2z6EEkOs1ibWF9hDhAAdsjrgmaUEiT_WdNPzgznyeWI5cj-BlvcBX1hp4Bn0W2-pA7K8nMGAdsEo_ZWTF6npvlZCacSMq6JqQumOCDV7Wv4EXk6Rxh3fk?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="489" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeOOyai15T-T4JZJmyt6eCf04ZfIYM-zF2XWyX2z6EEkOs1ibWF9hDhAAdsjrgmaUEiT_WdNPzgznyeWI5cj-BlvcBX1hp4Bn0W2-pA7K8nMGAdsEo_ZWTF6npvlZCacSMq6JqQumOCDV7Wv4EXk6Rxh3fk?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b><br />
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">From this window we click ‘Tools’&gt;’Export current object’. A new window will open, in this window you’ll need to select your file path for where you want to save your exported texture file. For ease, let’s export it to our Desktop and then from there I’ll add ‘\FarmersOutfit’ so it’ll create a new folder on my Desktop for this.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">You’ll see your new folder on your Desktop. Open this main folder and then inside it, click through all the containing folders until you eventually get to the diffuse texture file you exported. (See gif 12 attached)</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Open your diffuse texture file in whatever program you prefer, I’ll use Paint.net for this as it’s free to use. </span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXdV6p9erXKehBOJKWFA_5OqvcLcZa2m-rO8p--S6LvG_ngzDP7a1Vu7-DED6mpjZ6y5N4g0OpKYjA7ONon9NEeSDFPtLh4kOB2v9IN5E_X68GRzzZuZp8hKcsTWU3N6av8ozTPe7poF5bHblgpVoBR0uecC?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="325" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdV6p9erXKehBOJKWFA_5OqvcLcZa2m-rO8p--S6LvG_ngzDP7a1Vu7-DED6mpjZ6y5N4g0OpKYjA7ONon9NEeSDFPtLh4kOB2v9IN5E_X68GRzzZuZp8hKcsTWU3N6av8ozTPe7poF5bHblgpVoBR0uecC?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Once it loads up, you can edit however you’d like, change the colours, add a pattern, etc.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Here I’ll just quickly change the colour so we can see the change easily in the game. Using the ‘Magic Wand’ tool, I’ll select the parts I want to change the colour of. Then I’ll navigate to ‘Adjustments’&gt;’Hue / Saturation’.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXdf-WYHFIAnqeNmAYCRBlp-sWel_57cE3bPwvpsIk6vyt1Dca21xGRuGKDynNS2vmO_VL2EOcT7-V7bEkSy2M6FjSG5zjq9f3_iHyeFPt90uJW6JzT6y-gVCDi3tPsvLAbYxCOOyR-aivb9STj8LlgPLe0K?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="325" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdf-WYHFIAnqeNmAYCRBlp-sWel_57cE3bPwvpsIk6vyt1Dca21xGRuGKDynNS2vmO_VL2EOcT7-V7bEkSy2M6FjSG5zjq9f3_iHyeFPt90uJW6JzT6y-gVCDi3tPsvLAbYxCOOyR-aivb9STj8LlgPLe0K?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Once you’re happy with your edits, go to ‘File’&gt;’Save As’ and overwrite the existing TGA file.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXd1lMFxsHE2KbvhpNYxkL_r4ot3RKkd5ukPi19lSVGY_3BfFR4PtwJ_4UT3-xZ1Uq3YW2FevT_kyjdVmNYPdCjBsGmbaDhdip4MdxfVLL_XOmro010KtLHcCgiUY3-7bS5tA0-kEHtE9GqHAbY-gKRYcu_r?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="324" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd1lMFxsHE2KbvhpNYxkL_r4ot3RKkd5ukPi19lSVGY_3BfFR4PtwJ_4UT3-xZ1Uq3YW2FevT_kyjdVmNYPdCjBsGmbaDhdip4MdxfVLL_XOmro010KtLHcCgiUY3-7bS5tA0-kEHtE9GqHAbY-gKRYcu_r?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">You’ll see that your edit has overwritten the original file in your ‘FarmersOutfit’ file on your Desktop.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXc7d6UJFBv2q0GqiZkHJOw5Ou7HE4wn1niPjOA170o6BWCR2nGIpemyQ9IlFCoaWsmGUMCNCLXrkkAwd_uFQ9zLe_JYRJoNrCh7MWG-W3x5qPmrzR-v5AfiNVqXpdtPfrrU56ne7QC8VlVt-1_-uKs7EgR4?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="328" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc7d6UJFBv2q0GqiZkHJOw5Ou7HE4wn1niPjOA170o6BWCR2nGIpemyQ9IlFCoaWsmGUMCNCLXrkkAwd_uFQ9zLe_JYRJoNrCh7MWG-W3x5qPmrzR-v5AfiNVqXpdtPfrrU56ne7QC8VlVt-1_-uKs7EgR4?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now remember the Epic Games Launcher you left open from the start of this tutorial? We’re finally going back to it, so open it up and click ‘Launch’ on ‘Unreal Engine 4.27’.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcWkNQ_2iccr0OQHUCh_ySVBcHWlMPdvJkq4m4SJxtfY0OzOXBQ4b_sT3G4hKQUcyFcx40hCAmwkUrCZWifhglzm5R5_Ptz_6fYqF7t7WNosQeYFaRFTito7otr7ASmRuiPifBdmKDG2iYsUeabEiAKOzZZ?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="324" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcWkNQ_2iccr0OQHUCh_ySVBcHWlMPdvJkq4m4SJxtfY0OzOXBQ4b_sT3G4hKQUcyFcx40hCAmwkUrCZWifhglzm5R5_Ptz_6fYqF7t7WNosQeYFaRFTito7otr7ASmRuiPifBdmKDG2iYsUeabEiAKOzZZ?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">(It might take a short while, so sit tight).</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">When it finally loads on your ‘Projects’ screen you’re going to want to select ‘Games’ and then click ‘Next &gt;’</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXe5C2b78qc13DvQjTBDIlgKLQLfTLvb467zLaaHPBef52xlpdzoZDmUEWw5mgRheLfvFOWBep5xACVCAv3d7ZEHsKdd4C7-xITpOEnr2fWCLm9MZmWhqWkKQ8xRgLpHL4Yd0xpJV0izKPX16T2dt72420I9?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="423" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe5C2b78qc13DvQjTBDIlgKLQLfTLvb467zLaaHPBef52xlpdzoZDmUEWw5mgRheLfvFOWBep5xACVCAv3d7ZEHsKdd4C7-xITpOEnr2fWCLm9MZmWhqWkKQ8xRgLpHL4Yd0xpJV0izKPX16T2dt72420I9?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">On the next screen pick ‘Blank’ and then ‘Next &gt;’ again.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcJ62BMPapnri1xNnEQ7lIQg6-yWTde4aTyLtQ231PtzbfCpwJs_oRD6yZVRYoE9kHlaoQDaQtG0KaHahD_3ojtQiMFGdfXqDNCczwNs-Sp_43g5IcFDq055q4zIhmqAY0J42CbJ8cTKooQVlFuNnRpDoY?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="425" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcJ62BMPapnri1xNnEQ7lIQg6-yWTde4aTyLtQ231PtzbfCpwJs_oRD6yZVRYoE9kHlaoQDaQtG0KaHahD_3ojtQiMFGdfXqDNCczwNs-Sp_43g5IcFDq055q4zIhmqAY0J42CbJ8cTKooQVlFuNnRpDoY?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">On the ‘Project Settings’ screen, name your project whatever you want.  It’ll by default be called ‘MyProject’, but I’d recommend giving it the name you called your export folder, so you can easily keep track of it all. So I’ll rename mine to ‘FarmersOutfit’ and then I’ll click ‘Create Project’.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfl8YFDEhv1o_hFA-VvtAVLKXlF59TmixxJuZ7xcef6SUcucv6jNlLj1XhQgYTl_7QM8CZcUSf3E-O45pLHzLzD5VNfvGxzP-trPNzrXrM9DCKkyDpimgTtEtvdddIcSwFjVn6bwB0cdrJMeSE28F_M-ucr?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="424" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfl8YFDEhv1o_hFA-VvtAVLKXlF59TmixxJuZ7xcef6SUcucv6jNlLj1XhQgYTl_7QM8CZcUSf3E-O45pLHzLzD5VNfvGxzP-trPNzrXrM9DCKkyDpimgTtEtvdddIcSwFjVn6bwB0cdrJMeSE28F_M-ucr?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Again sit tight as this might take a short while to load again. Once it has loaded, we’ll need to set up our file paths exactly as it is set up in our ‘FarmersOutfit’ export folder on our Desktop. It’s really important we set them up exactly the same way, otherwise our mod won’t work.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">We’ll create the file path folders in the ‘Content Browser’ tab of Unreal Engine.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXeCFBPxPPTdTwlxxPP5cpmNrd5h_ACPARYGQa8f6wwIluPOZiElyQbFoI5vSsOIH-fwKR-NWffqfZAmiyReWcK8tp_Xh9L1Duq-EGWPmbF9d2i02M_5u4MH8DADppuEsVhVg3FWZzA-YbeWfTrIoYUlBEGo?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="323" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeCFBPxPPTdTwlxxPP5cpmNrd5h_ACPARYGQa8f6wwIluPOZiElyQbFoI5vSsOIH-fwKR-NWffqfZAmiyReWcK8tp_Xh9L1Duq-EGWPmbF9d2i02M_5u4MH8DADppuEsVhVg3FWZzA-YbeWfTrIoYUlBEGo?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">To do this you can do it one of two ways, you can either right-click in the ‘Content Browser’ tab and from the options we’ll select ‘New Folder’. Or you can click on the green ‘Add/Import’ button and again from the options, select ‘New Folder’.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfIqHSdhq9OfHjpzVT7nEEpZetbFF-BHz-e9J4oaJZZu-8YZsaXB7q8eOTF_-fyasVyRmzREpDgdN9DA03Dc-ixAryR0KPFZzRQJwwXPkzsnTLIqvq65Y6mNpDP_RhoZ9jF_YjeSbxmDc8hSLpf9xN6G0aq?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="324" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfIqHSdhq9OfHjpzVT7nEEpZetbFF-BHz-e9J4oaJZZu-8YZsaXB7q8eOTF_-fyasVyRmzREpDgdN9DA03Dc-ixAryR0KPFZzRQJwwXPkzsnTLIqvq65Y6mNpDP_RhoZ9jF_YjeSbxmDc8hSLpf9xN6G0aq?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">We need to name this folder ‘ProjectCoral’ so it matches our original file path. Which is: ProjectCoral\Characters\Human\PLAYER\CharacterCustomizerV2\Clothes\FarmersOutfit\Texture</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Click into your new ‘ProjectCoral’ file and repeat the process by adding your new folder and naming it the next section of your file path. Click in that folder and repeat until you’ve added all your files. (It is tedious I know).</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Once that is done your file setup in Unreal is going to look like this:</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXce8ayL_PyEfTZy8MabcCkGjUfm2SZV1XXZsWqMQvp_ZUJwK6ysNTRcBW06baz5rDiKIDfhzliddK1utEP9SbXs7f6l8w1HkzAbGFGazo_mxkhAale0ogWMPmwp3S9SIaqsjpqeZZzLQPWNboBrslXMdY1P?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="324" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXce8ayL_PyEfTZy8MabcCkGjUfm2SZV1XXZsWqMQvp_ZUJwK6ysNTRcBW06baz5rDiKIDfhzliddK1utEP9SbXs7f6l8w1HkzAbGFGazo_mxkhAale0ogWMPmwp3S9SIaqsjpqeZZzLQPWNboBrslXMdY1P?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Inside the ‘Texture’ folder we can now drag and drop our recoloured Farmers Outfit TGA file.</span></b> <strong>(See gif 26 attached)</strong>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now it’s just a good habit to ‘Save All’ under the ‘File’ so that we know it’s definitely there and loaded in. </span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXd1PNpv6k3QOMkxtoLhrgEeQ1PoDYySzfYBre2K0DyplKa6IRbOrHC4xilN-UgiUKN8akcmBwGxOQNUe4znUrmo698blqIdUZrcu7fQibM5G4crVUw60OfaSioCePbloIQAyb77a_4nFcUn67OjiZWewR2s?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="323" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd1PNpv6k3QOMkxtoLhrgEeQ1PoDYySzfYBre2K0DyplKa6IRbOrHC4xilN-UgiUKN8akcmBwGxOQNUe4znUrmo698blqIdUZrcu7fQibM5G4crVUw60OfaSioCePbloIQAyb77a_4nFcUn67OjiZWewR2s?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">You’ll know if it has been saved because the small silver star on your TGA file will disappear.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now that’s done, we can navigate back to the ‘File’ and then ‘Package Project’ and then in the list that appears we select ‘Supported Platforms…’</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXepNzpjv7b1e0tPRbINSAakrdDuKUPg7-igZ-3VFpQhAqJycoZ-MTGMHVqLdD56xm7JmHwoIDb0UlZSPO1YGNv6f9HFRpTBTznyphFKbqZI8Pzs86gPAeIjJx6MkO674zVywQwbxhkL4rR7S_7tKvI0WxMD?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="324" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXepNzpjv7b1e0tPRbINSAakrdDuKUPg7-igZ-3VFpQhAqJycoZ-MTGMHVqLdD56xm7JmHwoIDb0UlZSPO1YGNv6f9HFRpTBTznyphFKbqZI8Pzs86gPAeIjJx6MkO674zVywQwbxhkL4rR7S_7tKvI0WxMD?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">A new window will open and you need to make sure you have ‘Windows (64-bit)’ ticked. Once it is you can close that window and you won’t need to do this step again in future.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfzCZsOU4vXzWr4IYyrg9ARifehA0C5MCpIeoR_o61XPdlI_a1_mSQzJCsMBv4apQFyfjz-zAD-ZB0ZHA2gYMctZJTQgyGge7US0Vd428nE-_OnWDCuHwjY4vmOiFAaggZ1VtT74N2AXWsieLR12z-op1Eb?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="323" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfzCZsOU4vXzWr4IYyrg9ARifehA0C5MCpIeoR_o61XPdlI_a1_mSQzJCsMBv4apQFyfjz-zAD-ZB0ZHA2gYMctZJTQgyGge7US0Vd428nE-_OnWDCuHwjY4vmOiFAaggZ1VtT74N2AXWsieLR12z-op1Eb?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now we navigate back to ‘File’ and from there select ‘Cook Content for Windows’.</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXdTdx8qWqyh122FOv3XlamjfCWDwMgBIklhOgX29ZA4IdxcvomllOi-RkqonAnuUJ6LUbjfbOX2ENIsk4dirVB84rrI8qina-pHFaZImZSvgTZZ3yKgw0nhz-0Y3zj9SjEWc8yo-mgTVposH28TMf4qyB7M?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="324" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdTdx8qWqyh122FOv3XlamjfCWDwMgBIklhOgX29ZA4IdxcvomllOi-RkqonAnuUJ6LUbjfbOX2ENIsk4dirVB84rrI8qina-pHFaZImZSvgTZZ3yKgw0nhz-0Y3zj9SjEWc8yo-mgTVposH28TMf4qyB7M?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Whilst that’s cooking in the background, we need to complete some other steps, so that we can manually cook this too. There’s a lot of similarities when it comes to Unreal modding, but every now and again an Unreal game will need a couple of extra steps. Coral Island for example needs to be manually cooked as well.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">We’re going to create a new folder and name it ‘zFarmersOutfit_P’. We add the ‘z’ so it puts the pak we’re creating at the bottom of the load order for the game. The ‘_P’ makes the game think it’s a patch.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Inside this new folder we want to recreate the file path from the game files. So our first new folder will be ‘ProjectCoral’ again, then ‘Content’. However, inside the ‘Content’ we’re going to need to set this up differently, yes confusing, I know.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Remember when you originally set up your project for Unreal? Navigate to where that is saved, I left it as the default so for me it’ll be: C:\Users\Sarah\Documents\Unreal Projects\FarmersOutfit</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Inside that folder we’re going to navigate to ‘Saved’&gt;’Cooked’&gt;’WindowsNoEditor’&gt;’FarmersOutfit’&gt;’Content’</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Inside the ‘Content’ folder you’ll see several files, the only one we want and need is the ‘ProjectCoral’ folder. </span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXd2vLj9QERWSlVIJbKKvGn8LJ1VhAt0cqm7T7HOii3rb1Af_UtxDQAEDRQX2ZKZTg8ZCYa17DKPbBKicg_LmWHraUFsUOBbt1MToVuT5VvNJ-wC2GACZeY5TGBWF1B13_TqoWNxDilcwqRb5jdXEmS0WY2t?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="336" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd2vLj9QERWSlVIJbKKvGn8LJ1VhAt0cqm7T7HOii3rb1Af_UtxDQAEDRQX2ZKZTg8ZCYa17DKPbBKicg_LmWHraUFsUOBbt1MToVuT5VvNJ-wC2GACZeY5TGBWF1B13_TqoWNxDilcwqRb5jdXEmS0WY2t?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Right-click and copy this folder and navigate back to your ‘Content’ folder in your ‘zFarmersOutfit_P’ file, and paste that ‘ProjectCoral’ folder you copied into it. Your new file path should look something like this: C:\Users\Sarah\Desktop\zFarmersOutfit_P\ProjectCoral\Content\ProjectCoral\Characters\Human\PLAYER\CharacterCustomizerV2\Clothes\FarmersOutfit\Texture and inside the ‘Texture’ file, you’ll see the following files:</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfOn_qzIu_uqu54GhkQCoEIZffqXGD1UoDoGf9kYwn0skVWjEkapOa_pkfnKCIt6dUYZiSbCWhvzbJ8pEsmpVBkVWFA1x1cskdKvkniuHthQf_AZUuHkvjBIidTj6AKvHf782hOB1rFpzAr-OFzmfVUL2Q?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="341" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfOn_qzIu_uqu54GhkQCoEIZffqXGD1UoDoGf9kYwn0skVWjEkapOa_pkfnKCIt6dUYZiSbCWhvzbJ8pEsmpVBkVWFA1x1cskdKvkniuHthQf_AZUuHkvjBIidTj6AKvHf782hOB1rFpzAr-OFzmfVUL2Q?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now we just need to manually cook the mod. To do that download the ‘unrealpakbat’ file we have attached to this guide, and I’d recommend saving it within your ‘Win64’ folder of your ‘UE_4.27’ folder. The file path will look like this: C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">For ease of access, I’d recommend right-clicking the ‘unrealpakbat’ file and selecting ‘Create shortcut’. Then drag that shortcut onto your Desktop so that it’ll create a shortcut for you. It just saves you from having to dig through a bunch of files each time you create and cook a new mod.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now you have that setup, drag and drop your ‘zFarmersOutfit_P’ file onto your  ‘unrealpakbat’ shortcut. A new window will open and once it’s done it will say ‘Press any key to continue…’, press any key and you’ll see your new ‘zFarmersOutfit_P.pak’ file. (See gif 33 attached)</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">I know what you’re thinking “Wow, we’re finally done!”, and I would love to say yes, I really would. But no, we’re not quite done yet. As Coral Island has an AES key, it means the game has a .sig file, a .sig file is a coded file that puts the AES key on the .pak file. So in order to have our mod work, we’ll need to create a .sig file for our new ‘zFarmersOutfit_P.pak’ file. </span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">So lets navigate to: C:\Program Files (x86)\Steam\steamapps\common\Coral Island\ProjectCoral\Content\Paks inside your ‘Paks’ folder you’ll see the following .pak and .sig files</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXcbdgkvQ4y0Ki_7MLFeLIFC-LOAJjltjDe3yg-2FGcaNfqOwR63NuOugPipU0RToeuuDlDbU7LZlO66fWBazHnBXZcq3rPDMRxaVaMtt8zJKE5Gb5PCmk3n0-kR9TZ-6j7QCZ8-p6cSwNLHF42VS93F_94I?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="344" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcbdgkvQ4y0Ki_7MLFeLIFC-LOAJjltjDe3yg-2FGcaNfqOwR63NuOugPipU0RToeuuDlDbU7LZlO66fWBazHnBXZcq3rPDMRxaVaMtt8zJKE5Gb5PCmk3n0-kR9TZ-6j7QCZ8-p6cSwNLHF42VS93F_94I?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">What we need to do is move our ‘zFarmersOutfit_P.pak’ file here, copy the ‘ProjectCoral-WindowsNoEditor.sig’ file and rename it ‘zFarmersOutfit_P.sig’</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfXJuxjB1Al_VBcgnBDgapB1IBZpq3WVsyyNMcGpiC5uLABtcg7t8V81ShwGqVsVBLfFPQ9JMhaLk3Qp1BvI9tVilFEFfMw_KWFjYRW29Da1OhgZ_PqMNFOcUwEUSnWP3vJQkt9sBcnH5UXnhZukkB9WD4X?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="344" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfXJuxjB1Al_VBcgnBDgapB1IBZpq3WVsyyNMcGpiC5uLABtcg7t8V81ShwGqVsVBLfFPQ9JMhaLk3Qp1BvI9tVilFEFfMw_KWFjYRW29Da1OhgZ_PqMNFOcUwEUSnWP3vJQkt9sBcnH5UXnhZukkB9WD4X?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Now there’s one final step left before we can check the mod is working in the game. Open Steam, navigate to your ‘Library’, then to ‘Coral Island’. Right-click on ‘Coral Island’ and select ‘Properties’</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXeJMsmaNvEUKi67MtbOOe_2-ofH0m_YFauqIKRjrUCiEB4tvyM_VISao6AanVZqtl5YHLWALZkDwqVok4chL4BPxTVbgz1ZgGaHsJWE6RgKbSN_r29md8SBZ5Z2dSGTr6K878eMDuaqJZiig4LnqNJxe0sC?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="321" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeJMsmaNvEUKi67MtbOOe_2-ofH0m_YFauqIKRjrUCiEB4tvyM_VISao6AanVZqtl5YHLWALZkDwqVok4chL4BPxTVbgz1ZgGaHsJWE6RgKbSN_r29md8SBZ5Z2dSGTr6K878eMDuaqJZiig4LnqNJxe0sC?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">In ‘General’ when the new window opens you’ll need to add the following in the ‘Launch options’ bar ‘-fileopenlog’</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfoB4xPUd_otYpHw6mgp8jpVDSdvSX_G1PNuMsYcpjGf3PgmhoGo2-FbEgr04vyGaYyh1Fd3EiKP8eAwuV7qg0AeZL2vzzIk7W1UTtPbYPy25X-OOSVWwkIjs9iYwpWJ7qHEoMGr-Xi5Z548ODNWCuM9XJ9?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="435" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfoB4xPUd_otYpHw6mgp8jpVDSdvSX_G1PNuMsYcpjGf3PgmhoGo2-FbEgr04vyGaYyh1Fd3EiKP8eAwuV7qg0AeZL2vzzIk7W1UTtPbYPy25X-OOSVWwkIjs9iYwpWJ7qHEoMGr-Xi5Z548ODNWCuM9XJ9?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Once you’ve done that you can close that window and load up the game, and you’ll be able to see your new mod!</span></b>
</p>

<p dir="ltr">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfSOmhKVFuKDMaFlSNf18EmwD3UJZjNbjJE_9WlrsegZxFcS9Ys7VW-x3TUNvJ0v2_9BDLMXN5GalMPkk7N5kqIaOeFsvS5F7YQhhNIIBa2OasOg3j23KoEEE3uLUsHOtuoAMNm0w-mdtNPXnJgnKfmDFiC?key=vjmHlz0-Hmss1IJIPSm0fQ" data-ratio="75.08" height="339" width="602" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfSOmhKVFuKDMaFlSNf18EmwD3UJZjNbjJE_9WlrsegZxFcS9Ys7VW-x3TUNvJ0v2_9BDLMXN5GalMPkk7N5kqIaOeFsvS5F7YQhhNIIBa2OasOg3j23KoEEE3uLUsHOtuoAMNm0w-mdtNPXnJgnKfmDFiC?key=vjmHlz0-Hmss1IJIPSm0fQ" /></span></span></b>
</p>

<p>
	 
</p>

<p>
	<strong>Please feel free to leave feedback, ask questions, etc. You can also download this pink outfit </strong><span style="margin:0px;padding:0px;"><a href="https://www.nexusmods.com/coralisland/mods/76" rel="external"><strong>here </strong></a><strong>if</strong></span><strong> you'd like it ʕ•ᴥ•ʔ ♡</strong>
</p>

<p>
	 
</p>

<p>
	<b style="background-color:#18181b;color:#b4b4bb;font-size:14px;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Huge thanks to <a href="https://next.nexusmods.com/profile/Sirgalahad172/about-me?gameId=5898" rel="external" style="background-color:transparent;">Sirgalahad172</a> </span></b><strong>once more for his help with this.</strong>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="bat" data-fileid="27472" href="https://forums.nexusmods.com/applications/core/interface/file/attachment.php?id=27472&amp;key=a3dc6fb9f06f923a6841f1d5c016c726" rel="">unrealpakbat.bat</a>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="27488" href="https://forums.nexusmods.com/applications/core/interface/file/attachment.php?id=27488&amp;key=53ff0abcaeea9d7d8bd76cf86b4a2830" rel="">Coral Island Guide Gifs.zip</a>
</p>
]]></description><guid isPermaLink="false">13501441</guid><pubDate>Mon, 28 Oct 2024 18:53:32 +0000</pubDate></item><item><title>Helldivers 2 Mods for Streaming?</title><link>https://forums.nexusmods.com/topic/13509189-helldivers-2-mods-for-streaming/</link><description><![CDATA[<p>
	Hey so I’m a bit new to mods and I’m having an issue finding exactly what I’m looking for. So I use OBS Studios to stream Helldivers 2 to youtube. I might not have the best computer but it can hold up pretty well with the game and OBS recording it. But I do have a few issues like a slight lag on the ship. I don’t want to turn the quality down to a potato stream just so it doesn’t have that very small lag. Does anyone have any tips for what mods to do to make it a bit better for streaming? 
</p>
]]></description><guid isPermaLink="false">13509189</guid><pubDate>Wed, 19 Feb 2025 21:31:31 +0000</pubDate></item><item><title>Looking for resources to learn modding: Coral Island</title><link>https://forums.nexusmods.com/topic/13499578-looking-for-resources-to-learn-modding-coral-island/</link><description><![CDATA[<p>
	Long story short, I would like to create some aesthetic mods for Coral Island and have no idea where to start. If anyone has a good Youtube video or site that explains how to get started I would appreciate it. 
</p>

<p>
	My modding knowledge is pretty beginner so please talk to me like I'm a grade schooler <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f602.png" class="ipsEmoji" alt="😂"><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f602.png" class="ipsEmoji" alt="😂">
</p>

<p>
	Thank you for any help &lt;3
</p>
]]></description><guid isPermaLink="false">13499578</guid><pubDate>Sat, 28 Sep 2024 15:40:56 +0000</pubDate></item><item><title>Help!! with modding?</title><link>https://forums.nexusmods.com/topic/13507484-help-with-modding/</link><description><![CDATA[<p>
	Hello everyone! I'm a complete newbie when it comes to modding, but i want to know if is there any tutorial on how to change, like the textures on <strong></strong><span><a href="https://store.steampowered.com/app/625960/Stoneshard/" rel="external nofollow">StoneShard</a></span><strong></strong>, nothing too complicated.
</p>

<p>
	Aside from that, I would also like to know how to change the textures in other indie games, is there any program to enter to the resources or something similar? I guess it's different in every game, but if anyone has time to help me or there's some kind of tutorial I'd really appreciate it!
</p>

<p>
	Thank you.
</p>
]]></description><guid isPermaLink="false">13507484</guid><pubDate>Wed, 29 Jan 2025 08:04:48 +0000</pubDate></item><item><title>What would the Item codes be for the New Calibers mod by browncoatgarrus</title><link>https://forums.nexusmods.com/topic/13506299-what-would-the-item-codes-be-for-the-new-calibers-mod-by-browncoatgarrus/</link><description><![CDATA[<p>
	Hypothetically, if someone were to want alot of 8mm mauser or 7.92 mauser and cant craft it. what would the Item codes be for the <strong>Player.additem</strong> Console command?
</p>
]]></description><guid isPermaLink="false">13506299</guid><pubDate>Wed, 15 Jan 2025 01:54:15 +0000</pubDate></item><item><title>Modding with Uassetgui and wanting to replace preset text with a text-entry UI. Possible?</title><link>https://forums.nexusmods.com/topic/13472148-modding-with-uassetgui-and-wanting-to-replace-preset-text-with-a-text-entry-ui-possible/</link><description><![CDATA[<p>
	I'm wanting to mod the Photo Mode/Comic Cover creator in Marvel's Midnight Suns. It's already a pretty fun mode to play around with but with very restrictive text options. The game is using Unreal 4.26. engine and I've already created an unrelated mod for it using Uassetgui.
</p>

<p>
	I have located the uasset that sources all of the preset text for this mode. One of those lists is a bunch of preset phrases that you can cycle through to place in word bubbles. The list of preset text is pretty limited and I would love to find a way to replace the list altogether with a text-entry field so users could put whatever they want in the word bubbles. I'm wondering if anyone has done things like this before with UassetGui and if it is even possible.
</p>
]]></description><guid isPermaLink="false">13472148</guid><pubDate>Tue, 27 Feb 2024 18:36:11 +0000</pubDate></item><item><title>Make tutorial for dev  DB Sparking 0 Mod</title><link>https://forums.nexusmods.com/topic/13503692-make-tutorial-for-dev-db-sparking-0-mod/</link><description><![CDATA[<p>
	"Hi, I’m looking for information on how to develop mods for Sparking 0 using Vortex.
</p>

<p>
	I’ve found information on how to use other mod managers, but I prefer Vortex.
</p>

<p>
	I don’t understand how it works.
</p>

<p>
	Can you help me, please?"
</p>
]]></description><guid isPermaLink="false">13503692</guid><pubDate>Wed, 04 Dec 2024 10:47:21 +0000</pubDate></item><item><title>Fallout 4 London Configuration with Update from v1.01 to v1.02 - Blog Post</title><link>https://forums.nexusmods.com/topic/13501643-fallout-4-london-configuration-with-update-from-v101-to-v102-blog-post/</link><description><![CDATA[<p>
	I went to update Fallout London from v1.01 to v1.02 and noticed there was nothing readily available about how to do it specifically for my configuration, so I wrote a blog entry about it.<br />
	<br />
	<a href="https://ebaleytherogue.wordpress.com/2024/11/01/fallout-4-london-configuration-with-update-from-v1-01-to-v1-02/" rel="external nofollow">Fallout 4 London Configuration with Update from v1.01 to v1.02</a><br />
	<br />
	My configuration:<br />
	<br />
	Base Game: Fallout 4 "Upgraded" originally installed from Steam, then downgraded from Steam upon London's initial release<br />
	Mod Manager: Vortex<br />
	<br />
	Enjoy!
</p>
]]></description><guid isPermaLink="false">13501643</guid><pubDate>Fri, 01 Nov 2024 13:36:48 +0000</pubDate></item><item><title>How Can I Modify Translations in DAI to Prepare for DATV?</title><link>https://forums.nexusmods.com/topic/13499147-how-can-i-modify-translations-in-dai-to-prepare-for-datv/</link><description><![CDATA[<p>
	I’m really excited about the release of DATV,  but one thing that's been bothering me is some of the translations in the Portuguese version. The new translation team didn’t stick to the official translations from DAI, and I’m already thinking about changing a few words as soon as DATV is out.
</p>

<p>
	Since DATV uses the same engine as DAI, I’m guessing it shouldn’t be too hard to make some word replacements. The problem is, I don’t really know how to make those changes in DAI either. So, I’m looking for help on how to tweak the translations in DAI, so I can be ready to do the same in DATV.
</p>

<p>
	If anyone can explain how to do it and what tools or programs I should use to make the process easier, I’d really appreciate it.
</p>
]]></description><guid isPermaLink="false">13499147</guid><pubDate>Sun, 22 Sep 2024 16:47:42 +0000</pubDate></item><item><title>Max Payne 3 Playerped.rpf information and tutorial</title><link>https://forums.nexusmods.com/topic/12600726-max-payne-3-playerpedrpf-information-and-tutorial/</link><description><![CDATA[<div><br />
<div>These are the list of assets from Max payne 3/pc/models/cdimages/playerped.rpf and Max payne 3/pc/models/cdimages/speds.rpf file that is responsible for the player's look in the single player mode.</div><br />
</div><br />
<div> </div><br />
<div>while using the payne trainer 1.1 mod navigate to player option change appearance                              prop index and prob drawable are not included in playerped.rpf file but rather in player pedprop.rpf-maxpayne_p.wdd file</div><br />
<div> </div><br />
<div> </div><br />
<div>Component index   <span> </span>Component drawable           <span> </span>Component texture</div><br />
<div>                                  drawable objects(wdr files)    Texture dictionary(wtd files)<span> </span>//asset in the playerped.rpf file</div><br />
<div> </div><br />
<div> </div><br />
<div></div><br />
<div><br />
<div>Component index</div><br />
<div>0 is for head  (head_00.wdr file)</div><br />
<div>1 is for hairs   (hair_00.wdr files)</div><br />
<div>2 is for top body  (uppr_00.wdr filrs)</div><br />
<div>3 is for pants (Lowr_00.wdr files)    </div><br />
<div>4 is for accessories like gun holster,inner shirts,ties  - (Suse000u.wdr files) </div><br />
<div>5 is for hands (Hand00.wdr files)   </div><br />
<div>6 is for shoes (Feet000.wdr files)</div><br />
<div>7 is not used</div><br />
<div>8 is for more accessories beard, watches  (sus2_000.wdr files) </div><br />
<div>9 is for teeths (teef000.wdr files)</div><br />
<div>10 is not used</div><br />
<div>11 is for more accessories  (task000.wdr files) </div><br />
<div>12 is for props  (decl_001.wdr files)</div><br />
<div> </div><br />
<div> </div><br />
<div> </div><br />
<div><br />
<div>For every chapter and every scene where max face or clothes have changes the files change accordingly, here is a list of reference where and what changes in each chapter and scenes.</div><br />
<div> </div><br />
<div> </div><br />
<div>Format</div><br />
<div>Component index   <span> </span>Component drawable/Component texture -(some of them have only 1 texture attached to them, so if you don't see texture written below it means the drawable uses the default one for that file)</div><br />
<div> </div><br />
<div> </div><br />
<div>Chapter 1</div><br />
<div>Rooftop before falling into the pool</div><br />
<div>0 head texture-1 = head diff b</div><br />
<div>1-Hair-3 - Hair003</div><br />
<div>2-Upper-1 - upper001</div><br />
<div>3-Lower-1 - Lower001    </div><br />
<div>4-Suse-0  - Suse000u </div><br />
<div>5-Hand-1 - Hand001   </div><br />
<div>6-Feet-8 - Feet008</div><br />
<div>7 -0</div><br />
<div>8-sus2-0 sus2_000 </div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001</div><br />
<div> </div><br />
<div> </div><br />
<div>Rooftop after falling into the pool</div><br />
<div>0 head texture-17 = head diff r             </div><br />
<div>1-Hair-11 - Hair011</div><br />
<div>2-Upper-27 - upper027</div><br />
<div>3-Lower-16 - Lower016</div><br />
<div>4-Suse-0  - Suse000u  </div><br />
<div>5-Hand-13 - Hand013  hands </div><br />
<div>6-Feet-8 - Feet008 texture 1</div><br />
<div>7 -0</div><br />
<div>8-sus2-5  = sus2_005 </div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001 </div><br />
<div> </div><br />
<div>Chapter 2 </div><br />
<div>Club</div><br />
<div>0 head texture-1 = head diff b</div><br />
<div>1-Hair-4 - Hair004</div><br />
<div>2-Upper-12 - upper012</div><br />
<div>3-Lower-9 - Lower009</div><br />
<div>4-Suse-0  - Suse000u </div><br />
<div>5-Hand-1 - Hand001</div><br />
<div>6-Feet-1 - Feet001</div><br />
<div>7 -0</div><br />
<div>8-sus2-1  - sus2_001  beard</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000</div><br />
<div>12decl-1 decl_001</div><br />
<div> </div><br />
<div>Club on helicoptor</div><br />
<div>0 head texture-1 = head diff b</div><br />
<div>1-Hair-4 - Hair004</div><br />
<div>2-Upper-24 - upper024</div><br />
<div>3-Lower-9 - Lower009</div><br />
<div>4-Suse-0  - Suse000u </div><br />
<div>5-Hand-1 - Hand001  </div><br />
<div>6-Feet-1 - Feet001</div><br />
<div>7 -0</div><br />
<div>8-sus2-1  - sus2_001 beard</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001 </div><br />
<div> </div><br />
<div> </div><br />
<div>Chapter 3 (if you play from the beginning hair003 will be used throughout, however if you start from a different checkpoint the hair used would be hair004, not sure why this changes)</div><br />
<div>Stadium</div><br />
<div>0 head texture-2 = head diff c</div><br />
<div>1-Hair-3 - Hair003</div><br />
<div>2-Upper-4 - upper004 </div><br />
<div>3-Lower-3 - Lower003 texture 1</div><br />
<div>4-Suse-4  - Suse004u </div><br />
<div>5-Hand-5 - Hand005 </div><br />
<div>6-Feet-1 - Feet001 </div><br />
<div>7 -0</div><br />
<div>8-sus2-1  - sus2_001 texture 1 beard</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001 </div><br />
<div> </div><br />
<div>Stadium after shot and blood on sleeves</div><br />
<div>2-Upper-5 - upper005 with gunpocket</div><br />
<div>5-hand-06- hand006</div><br />
<div> </div><br />
<div>Stadium after bandage</div><br />
<div>0 head texture-2 = head diff c</div><br />
<div>1-Hair-3 - Hair003</div><br />
<div>2-Upper-9 - upper009 </div><br />
<div>3-Lower-3 - Lower003 texture 1</div><br />
<div>4-Suse-4  - Suse004u </div><br />
<div>5-Hand-10 - Hand010 </div><br />
<div>6-Feet-1 - Feet001 </div><br />
<div>7 -0</div><br />
<div>8-sus2-1  - sus2_001 texture 1 beard</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001 </div><br />
<div> </div><br />
<div> </div><br />
<div>New york, Max apartment and Cenemtry chapters</div><br />
<div>0 head texture-0 = head diff a</div><br />
<div>1-Hair-3 - Hair003</div><br />
<div>2-Upper-3 - upper003 </div><br />
<div>3-Lower-3 - Lower003 </div><br />
<div>4-Suse-7  - Suse007u </div><br />
<div>5-Hand-1 - Hand001</div><br />
<div>6-Feet-1 - Feet001 </div><br />
<div>7 -0</div><br />
<div>8-sus2-4  - sus2_004  </div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001 </div><br />
<div> </div><br />
<div> </div><br />
<div>Chapter 5</div><br />
<div>Docks</div><br />
<div>0 head texture-17 = head diff q</div><br />
<div>1-Hair-9 - Hair009</div><br />
<div>2-Upper-2 - upper002 </div><br />
<div>3-Lower-11 - Lower011 </div><br />
<div>4-Suse-4  - Suse004u  </div><br />
<div>5-Hand-4 - Hand004</div><br />
<div>6-Feet-6 - Feet006</div><br />
<div>7 -0</div><br />
<div>8-sus2-1  - sus2_001 texture 1 beard </div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001 </div><br />
<div> </div><br />
<div> </div><br />
<div>Docks boat chase</div><br />
<div>0 head texture-16 = head diff p</div><br />
<div>1-Hair-10 - Hair010</div><br />
<div>2-Upper-23 - upper023 </div><br />
<div>3-Lower-14 - Lower014 </div><br />
<div>4-Suse-4  - Suse004u  </div><br />
<div>5-Hand-11 - Hand0011   </div><br />
<div>6-Feet-6 - Feet006 texture 1</div><br />
<div>7 -0</div><br />
<div>8-sus2-1  - sus2_001 texture 1 beard </div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001 </div><br />
<div> </div><br />
<div>Chapter 6</div><br />
<div>Office before blast</div><br />
<div>0 head texture-3 = head diff c</div><br />
<div>1-Hair-4 - Hair004</div><br />
<div>2-Upper-13 - upper013</div><br />
<div>3-Lower-6 - Lower006</div><br />
<div>4-Suse-9  - Suse009u</div><br />
<div>5-Hand-1 - Hand001</div><br />
<div>6-Feet-1 - Feet001 </div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 Beard texture 1</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001 </div><br />
<div> </div><br />
<div> </div><br />
<div>Office after blast</div><br />
<div>0 head texture-6 = head diff g</div><br />
<div>1-Hair-6 - Hair006</div><br />
<div>2-Upper-14 - upper014</div><br />
<div>3-Lower-5 - Lower005</div><br />
<div>4-Suse-5  - Suse005u </div><br />
<div>5-Hand-1 - Hand001 texture 1</div><br />
<div>6-Feet-1 - Feet001 </div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 Beard texture 1</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-2 - task002 </div><br />
<div>12decl-1 decl_001 </div><br />
<div> </div><br />
<div>//These assets are located in maxpayne_mirrored.wsd under speds.1.rpf </div><br />
<div>Hair shaving cutscene</div><br />
<div>0 head texture-8 = head diff i</div><br />
<div>1-Hair-8 - Hair008 and has another hair on his head(location not known)</div><br />
<div>2-Upper-10 - upper010 texture 2</div><br />
<div>3-Lower-7 - Lower007</div><br />
<div>4-Suse-4  - Suse004u</div><br />
<div>5-Hand-7 - Hand007 </div><br />
<div>6-Feet-3 - Feet003</div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 Beard texture 2</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 nothing</div><br />
<div>12decl-0 decl_000 blood stain on beard</div><br />
<div> </div><br />
<div>after shaving head cutscene</div><br />
<div>hair008 texture b</div><br />
<div> </div><br />
<div> </div><br />
<div>Favela chapters</div><br />
<div>0 head texture-9 = head diff j</div><br />
<div>1-Hair-1 - Hair001</div><br />
<div>2-Upper-7 - upper007</div><br />
<div>3-Lower-0 - Lower000 </div><br />
<div>4-Suse-0  - Suse000u </div><br />
<div>5-Hand-5 - Hand005 texture 1 </div><br />
<div>6-Feet-0 - Feet000 </div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 Beard texture 2</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-1 - task001 </div><br />
<div>12decl-3 decl_003</div><br />
<div> </div><br />
<div>favela thrown to sewage</div><br />
<div>0 head texture 13 = head diff n</div><br />
<div>2-Upper-7 - upper007 texture 1</div><br />
<div> </div><br />
<div>Upper 7,8,30 favela shirt</div><br />
<div> </div><br />
<div> </div><br />
<div>Bus depot</div><br />
<div>0 head texture-14 = head diff o</div><br />
<div>1-Hair-1 - Hair001</div><br />
<div>2-Upper-0 - upper000</div><br />
<div>3-Lower-0 - Lower000 </div><br />
<div>4-Suse-1  - Suse001u</div><br />
<div>5-Hand-0 - Hand000 </div><br />
<div>6-Feet-0 - Feet000 texture 3</div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 Beard texture 2</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001</div><br />
<div> </div><br />
<div> </div><br />
<div>Hotel</div><br />
<div>0 head texture-15 = head diff p</div><br />
<div>1-Hair-8 - Hair008 texture 2 hair diff b</div><br />
<div>2-Upper-0 - upper000 texture 1</div><br />
<div>3-Lower-0 - Lower000  texture 5</div><br />
<div>4-Suse-1  - Suse001u</div><br />
<div>5-Hand-0 - Hand000 texture 1</div><br />
<div>6-Feet-0 - Feet000  texture 3</div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 Beard texture 2</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001</div><br />
<div> </div><br />
<div> </div><br />
<div> </div><br />
<div>Panama</div><br />
<div>0 head texture-5 = head diff f</div><br />
<div>1-Hair-3 - Hair003</div><br />
<div>2-Upper-18 - upper018</div><br />
<div>3-Lower-10 - Lower010</div><br />
<div>4-Suse-1  - Suse001u </div><br />
<div>5-Hand-9 - Hand009 </div><br />
<div>6-Feet-9 - Feet009</div><br />
<div>7 -0</div><br />
<div>8-sus2-0 sus2_000</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001</div><br />
<div> </div><br />
<div> </div><br />
<div> </div><br />
<div>Police station car scene</div><br />
<div>0 head texture-15 = head diff p</div><br />
<div>1-Hair-8 - Hair008 texture 3 - diff c</div><br />
<div>2-Upper-0 - upper016</div><br />
<div>3-Lower-3 - Lower003  texture 3 </div><br />
<div>4-Suse-8  - Suse008u</div><br />
<div>5-Hand-1 - Hand001 texture 0</div><br />
<div>6-Feet-1 - Feet001  texture 1</div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 Beard texture 2 diff b</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001</div><br />
<div> </div><br />
<div> </div><br />
<div>Police station after room</div><br />
<div>0 head texture-10 = head diff k</div><br />
<div>1-Hair-8 - Hair008 texture 3 - diff c</div><br />
<div>2-Upper-0 - upper021</div><br />
<div>3-Lower-3 - Lower003  texture 2 </div><br />
<div>4-Suse-8  - Suse008u</div><br />
<div>5-Hand-1 - Hand001 texture 0</div><br />
<div>6-Feet-1 - Feet001  texture 1</div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 Beard texture 2 diff b</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-0 decl_000</div><br />
<div> </div><br />
<div> </div><br />
<div>Police station 2nd part</div><br />
<div>0 head texture-11 = head diff l</div><br />
<div>1-Hair-8 - Hair008 texture 3 - diff c</div><br />
<div>2-Upper-0 - upper020</div><br />
<div>3-Lower-3 - Lower003  texture 2 </div><br />
<div>4-Suse-0  - Suse000u</div><br />
<div>5-Hand-1 - Hand001 texture 0</div><br />
<div>6-Feet-1 - Feet001  texture 1</div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 Beard texture 2 diff b</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-0 decl_000 texture 1</div><br />
<div> </div><br />
<div> </div><br />
<div> </div><br />
<div>Airport begin movie</div><br />
<div>2-Upper-15 - upper031</div><br />
<div> </div><br />
<div>on belt after cutscene</div><br />
<div>0 head texture-12 = head diff m </div><br />
<div>1-Hair-8 - Hair008 texture 3</div><br />
<div>2-Upper-15 - upper015  rolled up sleeves</div><br />
<div>3-Lower-3 - Lower03 texture 2</div><br />
<div>4-Suse-2  - Suse002u  Gun holster</div><br />
<div>5-Hand-3 - Hand003</div><br />
<div>6-Feet-1 - Feet001 texture 1 tie</div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 texture 2 beard</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-1 decl_001 added hands for all</div><br />
<div> </div><br />
<div> </div><br />
<div>in train</div><br />
<div>0 head texture-19 = head diff t </div><br />
<div>2-Upper-15 - upper022 rolled up damaged shirt</div><br />
<div>3-Lower-17 - lowr017 ripped pants only</div><br />
<div>4-Suse-2  Suse002 Holster</div><br />
<div>5-Hand-8 - Hand008</div><br />
<div>6-Feet-1 - Feet001 texture 2 tie</div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 texture 2 beard</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-0 - task000 </div><br />
<div>12decl-0 decl_000 texture 1 blood on face</div><br />
<div> </div><br />
<div> </div><br />
<div>after blast becker scene</div><br />
<div>0 head texture-7 = head diff h</div><br />
<div>1-Hair-8 - Hair008 texture 3</div><br />
<div>2-Upper-17 - upper017 rolled up completely damaged shirt</div><br />
<div>3-Lower-13 - lowr013</div><br />
<div>4-Suse-2  Suse002 holster</div><br />
<div>5-Hand-8 - Hand008</div><br />
<div>6-Feet-5 - Feet005</div><br />
<div>7 -0</div><br />
<div>8-sus2-1 sus2_001 texture 2 beard</div><br />
<div>9teef-0 teef000</div><br />
<div>10-0</div><br />
<div>11task-4 - task004. injured leg</div><br />
<div>12decl-2 decl_002 torn shoulders</div><br />
</div><br />
</div>]]></description><guid isPermaLink="false">12600726</guid><pubDate>Fri, 03 Feb 2023 23:41:09 +0000</pubDate></item><item><title><![CDATA[Fear & hunger  mod french translation]]></title><link>https://forums.nexusmods.com/topic/13480361-fear-hunger-mod-french-translation/</link><description><![CDATA[<p>
	bonjour j'ai découvert fear &amp; hunger et ce jeu me fascine malheureusement mon niveau d'anglais est proche de 0 .
</p>

<p>
	j'ai télécharger un mod french sur ce site mais je ne comprend pas comment l'installer c'est mon tout premier jeu steam .
</p>

<p>
	si quelqu'un pouvais m'expliquer les étape a suivre pour l'installer .
</p>

<p>
	merci d'avance ^^
</p>
]]></description><guid isPermaLink="false">13480361</guid><pubDate>Wed, 17 Apr 2024 08:51:37 +0000</pubDate></item><item><title>DMC5 - Models, Materials, Animations and blender, +The like</title><link>https://forums.nexusmods.com/topic/13497893-dmc5-models-materials-animations-and-blender-the-like/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-size:28px;">This is your one stop shop for all<em>(?)</em> things <u><span style="color:#3498db;">DMC</span><span style="color:#e74c3c;">5</span></u> (<span style="color:#3498db;">Devil May Cry</span> <span style="color:#e74c3c;">5</span>) and <u><span style="color:#f39c12;">Blender</span></u></span>
</p>

<p>
	<span style="font-size:22px;">So as it stand's i have only test this for myself, so please <strong>DO </strong>post your issues and technicalities and the like</span>
</p>

<p>
	<span style="font-size:22px;">Link's to all the plugins i use in <span style="color:#f39c12;">Blender 3.4</span></span>
</p>

<p>
	<span style="font-size:18px;"><a href="https://github.com/amir-120/Blender-RE-Engine-Model" rel="external nofollow">Blender-RE-Engine-Model</a> ("REI" for convince)</span>
</p>

<p>
	<span style="font-size:18px;"><a href="https://github.com/dtzxporter/io_model_semodel" rel="external nofollow">SEModel (io_model_semodel)</a></span>
</p>

<p>
	<span style="font-size:18px;"><a href="https://github.com/SE2Dev/io_anim_seanim" rel="external nofollow">SEAnim (io_anim_seanim)</a></span>
</p>

<p>
	<span style="font-size:22px;">And incase you experience some errors, also try my copy of the above plugin's</span>
</p>

<p>
	<span style="font-size:18px;"><a href="https://github.com/Ma110w/Addons-zip-host/blob/main/addons.zip" rel="external nofollow">My Copy</a></span>
</p>

<p style="text-align:center;">
	<span style="color:#d35400;"><span style="font-size:28px;">Onto All of the goods and bad's have found out about this combo of plugins</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:28px;">--REI--</span>
</p>

<ul>
	<li>
		<span style="font-size:24px;">REI imports models flawlessly</span>
	</li>
	<li>
		<span style="font-size:24px;">sets up materials perfectly</span>
	</li>
	<li>
		<span style="font-size:24px;">imports textures automatically</span>
	</li>
	<li>
		<span style="font-size:24px;">sucks at skeletons</span>
	</li>
</ul>

<p>
	<span style="font-size:22px;">       </span><u><span style="font-size:18px;">Verdict: overall its the best for just moving meshes with their materials from point a to b, or for importing</span></u>
</p>

<p>
	<span style="font-size:22px;">       How to REI: REI uses .mesh and .mdf, while selecting your file for import select both a mesh and mdf(basically the materials for the model)</span>
</p>

<p style="text-align:center;">
	<span style="font-size:28px;">--SEModel--</span>
</p>

<ul>
	<li>
		<span style="font-size:24px;">Import's model's okay-ish</span>
	</li>
	<li>
		<span style="font-size:24px;">sucks at materials</span>
	</li>
	<li>
		<span style="font-size:24px;">cant really do textures</span>
	</li>
	<li>
		<span style="font-size:24px;">Working and good skeletons</span>
	</li>
</ul>

<p>
	<span style="font-size:22px;">       </span>Verdict: Just use the skeletons off of SEmodel, it will work a whole lot better
</p>

<p>
	<span style="font-size:22px;">       How to SEM: It's one file, i get why you are reading this though.</span>
</p>

<p style="text-align:center;">
	<span style="font-size:28px;">--SEAnim--</span>
</p>

<ul>
	<li>
		<span style="font-size:24px;">Animations.</span>
	</li>
</ul>

<p>
	<span style="font-size:22px;">       </span>Verdict: DISAPEAR INTO THE NIGHT
</p>

<p>
	<span style="font-size:22px;">       How to SEA: Before opening the import prompt, select a skeleton </span><u><span style="font-size:16px;">(Yes the one from SEmodel)</span></u><span style="font-size:16px;"> </span><span style="font-size:22px;">THEN import your SE anim</span>
</p>

<p style="text-align:center;">
	<span style="font-size:28px;">--Other Stuff--</span>
</p>

<p style="text-align:center;">
	<span style="font-size:20px;">--Faq Basically--</span>
</p>

<p>
	<span style="font-size:22px;">Q:"How do i get mesh and mdf files"<br />
	    A:"use <a href="https://infernalwarks.boards.net/thread/112/tutorial-extract-pak-files" rel="external nofollow">RETool</a> Or <a href="https://www.patreon.com/posts/retool-modding-36746173" rel="external nofollow">RETool</a>" (same program just different links)</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:22px;">Q:"How do i get SEModel(.semodel) files"<br />
	    A:"Use <a href="https://github.com/Scobalula/Tyrant" rel="external nofollow">Tyrant</a> and in settings(bottom left of app, click big gear icon) make sure its set under Models, also make sure to enable Export As SEAnim" <a href="https://github.com/Ma110w/Addons-zip-host/blob/main/image_2024-09-03_041026865.png?raw=true" rel="external nofollow">Image</a></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:22px;">Q:"Will there be a video guide to skeleton swapping(replacing .mesh skeletons because they suck"<br />
	    A:"If i can get like, one comment on this, i will make one this week."</span>
</p>
]]></description><guid isPermaLink="false">13497893</guid><pubDate>Tue, 03 Sep 2024 08:19:12 +0000</pubDate></item><item><title>Creating mods for old games</title><link>https://forums.nexusmods.com/topic/13497732-creating-mods-for-old-games/</link><description><![CDATA[<p>
	I would like to know what career or course I have to study to be able to understand the files of the games to be able to edit them.
</p>

<p>
	I want to edit ps3, ps2 and pc games. These games are old. Before the mod community was not like it is now. There are games that I want to edit that have no program to edit them.
</p>

<p>
	If someone answers me I would appreciate it very much for the answer and for your time.
</p>
]]></description><guid isPermaLink="false">13497732</guid><pubDate>Sat, 31 Aug 2024 16:15:39 +0000</pubDate></item></channel></rss>