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modding:start [2021/09/15 17:14] giwayumemodding:start [2024/06/26 14:50] (current) – [Modding] joneirik
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-[[../start|<Back>]] 
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 ===== Modding ===== ===== Modding =====
 +[[..:start|<Back>]]
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 +> WIP: Guides for creating mods for the game 
  
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 | [[modding:animation:start|Animation]] | Replace animations attached to 3D models | | [[modding:animation:start|Animation]] | Replace animations attached to 3D models |
-| [[modding:datatable:start|Data Table Editing]] | Modify various game rules and item/equipment properties |+| [[modding:datatableguide|Data Table Guide]] | Modify various game rules and item/equipment properties |
 | [[modding:level:start|Level Editing]] | Edit the game's rooms; object and enemy placement | | [[modding:level:start|Level Editing]] | Edit the game's rooms; object and enemy placement |
 | [[modding:modelling:start|Modelling]] | Replace the game's 3D models and textures | | [[modding:modelling:start|Modelling]] | Replace the game's 3D models and textures |
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 ==== Basic Concepts ==== ==== Basic Concepts ====
  
-**Bloodstained: Ritual of the Night** is a game built in Unreal Engine version 4.18.3. Unreal Engine provides a built-in way for developers to update their games after release, we utilize this to mod the game.+**Bloodstained: Ritual of the Night** is a game built in Unreal Engine version 4.22.3. Unreal Engine provides a built-in way for developers to update their games after release, we utilize this to mod the game.
  
 **Game Assets** - When I use the word **asset** from this point forward, it means anything the game uses to work - 3D models, animations,  sounds, blueprint scripts, etc. We want to replace these assets during modding. **Game Assets** - When I use the word **asset** from this point forward, it means anything the game uses to work - 3D models, animations,  sounds, blueprint scripts, etc. We want to replace these assets during modding.