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How to Actually Mod Aliens: Dark Descent


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Step 1:

Get the project files here: https://github.com/korgano/Dark-Descent-Reference-Project/releases/tag/v1.0

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

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

Step 2:

Install Epic Game Store and Unreal Engine 4.27.2.

Yes, it sucks, but that's what you gotta do.

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

Step 3:

Install Visual Studio 2022.

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.

Step 5:

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

Step 6:

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

 

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

(For folks who don't like video, the last section of this guide shows off the instructions.)

 

Next post is rules for naming patch mods.

In the meantime, check out these Unreal Modding tutorials:

https://github.com/Dmgvol/UE_Modding

.vsconfig

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How to name mods

Naming is very important for Dark Descent mods, at least ones that don't utilize the r457 Mod Loader.

These mods are literally patching the game and are referred to as patch mods from here on out.

 

Essentials:

The file name of every .pak/.ucas/.utoc file for your mod MUST end in "_P".

This tells the game's Unreal Engine that the files are a patch, which then triggers updating in-game content.

 

Things to Consider:

  • If you're using the r457 Mod Loader to initialize your mod*, naming is less of a concern, because the loader should take care of load order issues.
  • Patch mods load based on the alphabetical order of the filenames.
  • To minimize load order issues, use the prefix zMod when naming your mods.
  • If you're really worried about files being overwritten by multiple patch mods, use prefix zzMod when naming your mod.

 

*If you do manage to get that to work, please write a tutorial on how to do it!

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How to Data Mine Aliens: Dark Descent

Step 1:

Follow the Creating Game Preset instructions here: https://github.com/Dmgvol/UE_Modding/blob/main/TheBasics/ExportingFModel.md

Step 2:

Once game loads into Fmodel, the hard part is going to be going through the various .UCAS files to find what you specifically want.

The vast majority of things are going to be in pakchunk0, which is 5+ GB.

 

Places to check for data:

UI Text: Content/StringTable

Rooms (Armory, etc...): Content/Blueprint/BaseManagement

Damage: Content/Blueprint/Data/Damage

Subfolders: Skill, Weapon

Effects (stat changes, etc...): Content/Blueprint/Effect

Subfolders: Attack, Perks, Traits, Upgrades

UI Icons: Content/Texture/UI/Icons

Subfolders: Attributes, Capacities, Inventory, Upgrades

Marine Perks: Content/Blueprint/MarineAttributes

Subfolders: Common, Weapons

Marine Leveling table: Content/Blueprint/MarineLeveling

(Negative) Traits:  Content/Blueprint/Traits

Subfolder: PDAs

Upgrades: Content/Blueprint/Upgrades

Skills: Content/Blueprint/Skills

Subfolders: Decoy, TacticalDrone

Xenomorphs: Content/Blueprint/AlienClasses

Subfolders: Egg, InvestigationCurves, Queen

Humanoid character classes + Tactical Drone: Content/Blueprint/MarineClasses

 

Step 3:

Extract data or assets. JSON is the format for data, PNG for textures, and audio is WAV.

All data goes to Fmodel's export folder, which will contain ASF (the game's project name), then a Content folder containing various folders.

NOTE: This combines folders of the same name from different chunks, which may cause issues when you generate mod files.

Step 4:

Use Agent Ransack or any other search tool that allows you to search the contents of files in a directory. Some keywords to search for:

  • Stat.
  • Resource.
  • Multiplier
  • OnKill

Step 5 (Optional):

Use your search tool to search the source code content in the ASF_Updated Source folder.

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  • 3 weeks later...

Booleans in DataAssets that are Invisible when set to TRUE

For some reason, the way the game is set up, various booleans (options with True/False settings) do NOT appear in Fmodel JSON dumps if set to TRUE. This means modders can create bugs by accident, due to not knowing that they should even assign a value to that boolean. Known examples include:

DamagePrimaryDataAsset
CanStopAction
 
Skill DataAssets
CanBeLaunchedIndoor
CanBeUsedInIndoorSublevel
 
This list will be updated as further examples are discovered.
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