Level Editing

Various tools can be used to modify Bloodstained's rooms and map. This article contains a summary of this process.

Standalone Level Editing Tools

Bloodstained Level Editor Currently can add/edit/remove enemies, and edit/remove 3d models, lights, collision boxes. In development.
True Randomization Mod Comes with a map editor. You can rearrange rooms, change music.
UAssetGUI Can be used to edit .umap files directly. Good for figuring out the details of what's going on in the room, not good if you need to make sweeping changes or remove things from the room.

Basic Concepts

All levels/rooms in the main game are stored under BloodstainedRotN/Content/Core/Environment (this is the extracted folder from the game's .pak files).

Each “ACTXX_XXX” folder is an area of the game. E.g. “ACT01_SIP” is the Galleon Minerva level at the start of the game. Underneath the “ACTXX_XXX” folders is a similar setup for each level:

Blueprint Scripts or groups of commonly used model sets across multiple rooms.
Dialogue Triggers for any NPC conversations in the area.
Level Defines the placement of everything in each room, 3D models, enemies, etc.
Mesh 3D models that only appear in a particular area are stored here.
MI Materials associated to the 3D models.
Sequence Cutscenes.
Textures Textures associated to the 3D models.

If you want to modify the 3D models/textures, visit the modelling section. This page is for everything else.

Room ID Map

This is map helps you find the room IDs so you don't have to guess which files to edit. The text is very small so zoom in.