Tutorial: Modifying a 3D Model's Texture; Step 6.
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”).
If you've followed the other tutorial to modify Miriam's nose geometry, make sure you aren't accidentally copying those cooked files over as well.
In this case, your “FinalPackaging” folder structure will look like this:
FinalPackaging BloodstainedRotN Content Core Character P0000 Texture Face T_Face01_Color.uasset T_Face01_Color.ubulk T_Face01_Color.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 see your texture changes.