nice mod thanx. can you help me out on what the tools i could use to edit these pak mods for my personal uses? or a tutorial would do, or a keyword to find a tutorial online would do...thanx.
Use FModel software, find the game folder and choose UE5.4 Get the mapping file from their discord server, and select it inside FModel settings. It will then ask to restart itself.
Select all paks (except mods if any) and click Load. In the second tab, you can browse all folders, you can then right click a folder and save models or textures, etc.
For model editing, you need the psk loader addon for Blender. To export, follow this inZOI guide, there are stuff about FBX settings to choose
For texture editing, I just set FModel to export as .TGA and edit them and resave as .png once finished.
To reimport stuff into the game, you need to install UE5.4, and make a new project and enable virtual texture in the project settings. Then you have to recreate the folder hierarchy like it is in FModel, and place the files accordingly, once imported.
And don't forget to also enable virtual texture on each texture file (double click on it for the settings) I also choose BC7 format there for diffuse textures so it looks good ingame.
For model editing, you'll have to move the skeleton that gets imported when you load the fbx into UE5, it's in a folder called mannequin, the file is UE5 something. Search with FModel (Packages -> Search)
Thanks for the pointers. I took a look at the files and man, it is so messy in there. I was hoping to look stuff and wanted to replace the face textures (tbh, wanted to replace Sciel with Catherine though I only found her head and some face textures, which I guess could work?
Can you elaborate more on the last step, e.g. importing the edited textures into Unreal and then how to export as a .pak etc? Or is there a tutorial available somewhere you can point me to? Thanks!
You need UE 5.4 (because the game is 5.4.4), you need to make a new project (Blank, Blueprint) named Sandfall. Edit > Project Settings > Packaging : Check Generate Chunks and IO Store ; and enable Virtual Textures
Then you need to make the arborescence of the files you modify the same as the game You import the fbx with the Skeleton, the Skeletal Mesh and the Physics Asset, and the materials you chose to replace, and you put the Skeleton in Characters/Mannequins/Meshes it needs to replace the original SK_UE5_Mannequin ;
the Skeletal Mesh needs to have the same name as used by the original character's skeltal Mesh (ie for Sciel for example is SK_Sciel_Placeholder I think) and you import the textures you want, you rename the textures associated with the material the same as for the originals (for example if you chose the material MI_Body_Sciel, the textures associated are Sciel_Body_BaseColor so you need to rename the texture you import with this, you do it also with the Normal
Once you imported the textures associated with the materials, and you have the whole thing in the right folders, then you can package, you need to choose a chunk id, and you will have the cooked and packaged .pak .utoc .ucas, you rename them with _p at the end and they are finally ready to be used in Paks folder of the game
48 comments
Get the mapping file from their discord server, and select it inside FModel settings. It will then ask to restart itself.
Select all paks (except mods if any) and click Load.
In the second tab, you can browse all folders, you can then right click a folder and save models or textures, etc.
For model editing, you need the psk loader addon for Blender.
To export, follow this inZOI guide, there are stuff about FBX settings to choose
For texture editing, I just set FModel to export as .TGA and edit them and resave as .png once finished.
To reimport stuff into the game, you need to install UE5.4, and make a new
project and enable virtual texture in the project settings.
Then you have to recreate the folder hierarchy like it is in FModel, and place the files accordingly, once imported.
And don't forget to also enable virtual texture on each texture file (double click on it for the settings)
I also choose BC7 format there for diffuse textures so it looks good ingame.
For model editing, you'll have to move the skeleton that gets imported when you load the fbx into UE5, it's in a folder called mannequin, the file is UE5 something. Search with FModel (Packages -> Search)
> Packaging : Check Generate Chunks and IO Store ; and enable Virtual Textures
Then you need to make the arborescence of the files you modify the same as the game
You import the fbx with the Skeleton, the Skeletal Mesh and the Physics
Asset, and the materials you chose to replace, and you put the Skeleton
in Characters/Mannequins/Meshes it needs to replace the original
SK_UE5_Mannequin ;
the Skeletal Mesh needs to have the same name as used
by the original character's skeltal Mesh (ie for Sciel for example is
SK_Sciel_Placeholder I think) and you import the textures you want, you
rename the textures associated with the material the same as for the
originals (for example if you chose the material MI_Body_Sciel, the
textures associated are Sciel_Body_BaseColor so you need to rename the
texture you import with this, you do it also with the Normal
Once you imported the textures associated with the materials, and you have the
whole thing in the right folders, then you can package, you need to
choose a chunk id, and you will have the cooked and packaged .pak .utoc
.ucas, you rename them with _p at the end and they are finally ready to be used
in Paks folder of the game
Her icon looks really different than her base model textures already..