Kregano Posted August 19 Share Posted August 19 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 Link to comment Share on other sites More sharing options...
Kregano Posted August 19 Author Share Posted August 19 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! Link to comment Share on other sites More sharing options...
Kregano Posted August 20 Author Share Posted August 20 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. Link to comment Share on other sites More sharing options...
Kregano Posted 13 hours ago Author Share Posted 13 hours ago 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. Link to comment Share on other sites More sharing options...
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