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Banging my head against a wall trying packaging custom weapons for Oblivion Remastered ( .pak/.ucas/.utoc)


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Posted

Trying to add custom weapons into Oblivion Remastered.
Using Unreal Engine 5.2

I need to cook and package just my Static Meshes and Textures (no Engine content, no blueprints), and generate a working .pak, .ucas, and .utoc that:

  • Keep the correct folder structure under /Content/

  • Are readable by FModel

  • Actually load in-game without issues

Problems I'm hitting:

  • Engine content sometimes sneaks into the package even when I disable it. even when i start from an empty project.

  • FModel often can't read the output (empty tree or crashes)

  • Sometimes crash or weird behavior during cook/package

If anyone who has done this for Oblivion Remastered (or a similar mod) can share the correct workflow, .bat file, or settings I need, it would be a huge help.

Thanks a ton.

Posted

I'm struggling to understand UE5 modding too.

I've been trying to follow this guide: https://github.com/Dmgvol/UE_Modding

I've managed to extract the game's mappings using ue4ss, and load the game's .pak and .utoc into FModel.

Where I'm stuck is editing exported .uasset blueprints from within FModel -- this is where modding guides seem to conflict with each other. The guide mentioned above has a page on UAssetGUI, where it goes through editing .uasset files exported from FModel with UAssetGUI -- this other guide for the game Ready or Not (also using UE5.3) explains the same here. However, when I try to do it I get an error that explains:

Quote

Failed to open this file! Zen Loader assets cannot currently be loaded
directly into UAssetGUI. You can try extracting traditional cooked assets
from IOStore container files by using ZenTools by Archengius, or
otherwise try software like FModel or umodel to view the asset.

So I'm pretty stuck. I've exported the .uasset of the Blueprint I want to edit, but following these guides it doesn't work. 

Any suggestions?

Posted
15 hours ago, unseelium said:
  • Engine content sometimes sneaks into the package even when I disable it. even when i start from an empty project.

Did you assign chunks to the model in the Unreal Engine? If don't assign chunks everything is exported. I gave a texture for example the chunk ID 299. The packing process then packs the files with the chunk ID 0 and 299. So I only need to copy the package files with the chunk ID 299 to the ~mods folder. Then I remame them (like MyTexture_P.pak, MyTexture_P.utoc and MyTexture_P.ucas).

I only touched editing textures so far. But I've found a tutorial about editing meshes today which is part of the mod description of the Nordic Muscles mod. Maybe you find answers to some of your questions there.

  • Like 1
Posted

I'm currently banging my head against a wall in much the same way. I'm playing around trying to make my own UI mod after having never done any real mod-making before. I pretty much got FModel extracting and stuff down. I opened up another UI mod in FModel to look at the contents to get an idea of what I needed to do. It has the .pak file and the two other Unreal file types, but when I open them, it only has the basic file structure that leads to the replaced textures, like you'd assume.

However, when I made mine in Unreal (finally kinda figured out the chunks thing), and open the result in FModel, it has all the engine files and stuff which messes up the folder structure and adds a bunch of random files and folders. For example, the mod I used to kinda figure out what I was aiming for only has OblivionRemastered/Content/Art/UI/Common/Backgrounds and a handful of other similar folder paths. When I open mine in FModel, it starts with Engine even though that's nowhere in my folder structure in UE. 

My brain hurts. 

Posted
4 hours ago, Selene310187 said:

Did you assign chunks to the model in the Unreal Engine? If don't assign chunks everything is exported. I gave a texture for example the chunk ID 299. The packing process then packs the files with the chunk ID 0 and 299. So I only need to copy the package files with the chunk ID 299 to the ~mods folder. Then I remame them (like MyTexture_P.pak, MyTexture_P.utoc and MyTexture_P.ucas).

I only touched editing textures so far. But I've found a tutorial about editing meshes today which is part of the mod description of the Nordic Muscles mod. Maybe you find answers to some of your questions there.

Thank you this was the problem!!

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