Tutorial: Modifying a 3D Model's Geometry; Step 6.

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Create a New .pak File From the Newly Packaged .uasset Files

I'm going to create a new folder next to my MiriamHeadUnreal (Unreal Engine Project) folder, and my ModelEdits (UE Viewer export) folder called “FinalPackaging”. This is where I'll set up the file structure to generate the new .pak file that will serve as the final file that is distributed to everyone as the mod.

Inside of this “FinalPackaging” folder, create a folder called “BloodstainedRotN”. Then open it.

Now in a separate Windows Explorer window, locate the “Cooked” folder you created in the previous step. Navigate to:
“Cooked → WindowsNoEditor → NAME OF UNREAL ENGINE PROJECT FOLDER”.

In my case, I named the Unreal Engine project folder “MiriamHeadUnreal”, so my path is:
“Cooked → WindowsNoEditor → MiriamHeadUnreal”

Copy the “Content” folder into the “BloodstainedRotN” folder (inside “FinalPackaging”).

Now, inside the copy of the content folder, delete all .uasset and .uexp files except for the .uasset and .uexp files that contain our modified 3D model. We only needed to set up the skeleton, physics, and materials so the engine can reference them; those files should not go into the final package as they are not set up properly to override the originals.

I'll repeat: delete all .uasset and .uexp files containing materials, skeleton, or physics asset.

In this case, your “FinalPackaging” folder structure will look like this:

FinalPackaging
  BloodstainedRotN
    Content
      Core
        Character
          P0000
            Mesh
              SK_PI01_MiriamHead.uasset
              SK_PI01_MiriamHead.uexp

Now download UnrealPak if you haven't already, and extract it in the folder above the “FinalPackaging” folder.

Click and hold the left mouse button down on top of the “Final Packaging” folder, and drag it on top of “UnrealPak-Without-Compression.bat”. Release the left mouse button.

UnrealPak will output something like the following and generate a new file called “FinalPacking.pak” in the same folder.

Congratulations! FinalPacking.pak is your mod.

Before you add your mod to Bloodstained's Pak folder, you should give it a filename that assures it will load after the main game files load. Bloodstained will load all .pak files in alphabetical order, so it would be best if you name it something that comes after “pakchunk” in the alphabet.

Another way to get around this is to create a folder called “~mods” inside of the “Paks” folder, then place your *.pak file inside of that. The tilde ~ character is loaded alphabetically after all other letters by Unreal Engine.

In my case, I'll rename “FinalPacking.pak” to “~MiriamHeadMod.pak”, and then copy “~MiriamHeadMod.pak” into Bloodstained's BloodstainedRotN\Content\Paks folder.

Now start the game and enjoy your long nose.


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