Thanks for making this! A simple change, but a great one. Well done! I was wondering though, how did you manage to mod the game? I tried a little while ago using Fluffy Manager 5000, but the mod creator said that newer Unreal Engine games like Darksiders III weren't supported.
Fluffy Manager 5000 wasn't used, so what it does, or does not support is irrelevant.
Simple and awesome, good job dude. You should post a guide on how you did it, get more people into modding this game.
Mod Author's not responded to these questions, so I'll step in.
If you've been following recent UE4 games, the answer is pretty obvious. It uses the exact same structure <Path To Game>\Darksiders3\Content\Paks\~Mods\<Mod Name>.pak as does Code Vein <Path To Game>\CodeVein\Content\Paks\~Mods\<Mod Name>.pak
Code Vein uses UE v4.18.3, and Darksiders III uses UE v4.19.2. Note: The exact UE4 version used by any game, can most reliably be found by checking the version of the UE Crash Report Client, though often the Shipping Binary (<Game or Project Name>-Win64-Shipping.exe), also has the same version as the UE Engine that made it. <Path To Game>\Engine\Binaries\Win64\CrashReportClient.exe
So though they are very close, It is best practice, and highly recommended that you use the correct UE version, for Darksiders III. Specifically the UnrealPak.exe provided in unrealpak-bundle.zip, is from UE v4.18.3, and is different to the one in UE v19.2, so you may need to replace it with that file, which can be found here. The batch files can be used as it's the same file name. <Path To Engine>\UE_4.19\Engine\Binaries\Win64\UnrealPak.exe
With that caveat, this GitHub Wiki gives the basic processes for extracting the games pak files, and I can confirm that the Extract-Pak.bat Batch file works just fine using the UnrealPak.exe from UE v19.2, so no reason to use the older file, and introduce potential errors. Getting Started · KarbonAKitt/CVWiki Wiki
The simple fact, the Mod author has created a pak mod using the same methods, as have been recently developed for Code Vein, makes me pretty confidant that the process is essentially the same. Updating to UE v4.19.2, may not be absolutely required, but it's still best to create mods with the same version of UE that the game uses..
awesome, i am really hoping for a whole lot mods to come, especially a nude one if possible, but also others. Code Vein is getting a lot of mods, i hope this game will as well. This game is quite underrated, even i hated it at first, but after finishing it twice i've grown to love it, and it makes me happy that there are mods for this game. Keep up the good work man.
25 comments
Fluffy Manager 5000 wasn't used, so what it does, or does not support is irrelevant.
Mod Author's not responded to these questions, so I'll step in.
If you've been following recent UE4 games, the answer is pretty obvious.
It uses the exact same structure
<Path To Game>\Darksiders3\Content\Paks\~Mods\<Mod Name>.pak
as does Code Vein
<Path To Game>\CodeVein\Content\Paks\~Mods\<Mod Name>.pak
Code Vein uses UE v4.18.3, and Darksiders III uses UE v4.19.2.
Note: The exact UE4 version used by any game, can most reliably be found by checking the version of the UE Crash Report Client, though often the Shipping Binary (<Game or Project Name>-Win64-Shipping.exe), also has the same version as the UE Engine that made it.
<Path To Game>\Engine\Binaries\Win64\CrashReportClient.exe
So though they are very close, It is best practice, and highly recommended that you use the correct UE version, for Darksiders III.
Specifically the UnrealPak.exe provided in unrealpak-bundle.zip, is from UE v4.18.3, and is different to the one in UE v19.2, so you may need to replace it with that file, which can be found here. The batch files can be used as it's the same file name.
<Path To Engine>\UE_4.19\Engine\Binaries\Win64\UnrealPak.exe
With that caveat, this GitHub Wiki gives the basic processes for extracting the games pak files, and I can confirm that the Extract-Pak.bat Batch file works just fine using the UnrealPak.exe from UE v19.2, so no reason to use the older file, and introduce potential errors.
Getting Started · KarbonAKitt/CVWiki Wiki
The simple fact, the Mod author has created a pak mod using the same methods, as have been recently developed for Code Vein, makes me pretty confidant that the process is essentially the same.
Updating to UE v4.19.2, may not be absolutely required, but it's still best to create mods with the same version of UE that the game uses..