Marvel's Midnight Suns
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Rigie Chang

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CastorShell32

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14 comments

  1. Frivolimous
    Frivolimous
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    Thanks for the guide! I made a mod now!

    https://www.nexusmods.com/marvelsmidnightsuns/mods/271
  2. chudmeister
    chudmeister
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    Thx for the tutorial! Gonna give this a good read tmrw and get cracking at some mods I wanted to add.
  3. aariq
    aariq
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    • 5 kudos
    Thanks for the tutorial.
  4. Taerlach
    Taerlach
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    • 4 kudos
    Thanks for the tutorial. Took me awhile but I figured things out. 
  5. JoPo23x3
    JoPo23x3
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    First off, I really appreciate this tutorial.

    My question: Do you know why the extracted file path is different from the internal path?
    In your example the ability card "uasset" file is in a path that starts with a local directory then eventually almost matches the internal folder structure that is required by the lista, but it has a small deviation.

    For example:
    real folder path:

    "G:\Playtime\Mods\Midnight Suns\UnrealPak\UnrealPakTool\UE_Pack_4_26_2\Engine\Binaries\Win64\MidnightSuns\Content\Coda\Templates\blade\Abilities\Heroes\Blade\*.*"

    almost lines up with it's required mount point counterpart:

    "../../../CodaGame/Content/Coda/Templates/Abilities/Heroes/Blade/*.*"

    where "CodaGame" might lead up to the G:\Pl...\Win64\Midnightsuns" but then there is a folder called "blade" listed twice in the "G:\" file path but not in the internal pak location.

    I am asking because I am trying to write some bat files to simplify the repak process. (finding all the extracted files in one dir and creating a lista that would correctly place them based on the mount point of an existing pak file). What I currently have is working for a mod I made of an existing mod, but since you are creating your mod from the base game files I was wondering if there might be a step I am not accounting for, or a way that I can find out the desired mount point based on existing vanilla pak files?
    1. CastorShell32
      CastorShell32
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      Hello. From what I remember, the mount path is the one that matters more.
      The local path doesn't have to be the same as the mount path.
      I make it similar for ease of organization, but sometimes it may not be 100% match.
      The main important thing is that the files exist at that path.
      You can totally disregard the differences for your local path and make it near 100% match for your own if you want.
  6. astatine123
    astatine123
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    Hello, I am referring to your guide to modify the camera in cinematic videos or combat. Could you please provide additional instructions on obtaining the AES code? I tried using Steamless to get the code, but was unsuccessful. I would appreciate it if you could give me some advice.
  7. hornedskulldrake
    hornedskulldrake
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    USE THE 4.27 UnRealPAK, i waste tons of hours using 4.26 thinking it's the correct one (because this game use 4.26) but it keep crashing. Yet when i use 4.27 once it works flawlessly
  8. Shirangan
    Shirangan
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    Does this method works with most games. I’m looking to learn how to import models into Hogwarts legacy. 
  9. Teofalex
    Teofalex
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    • 8 kudos
    Is cosmetics more complex than modding cards?
    1. sw3d3r
      sw3d3r
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      • 2 kudos
      one is altering numbers on a text file and one is actually creating the design in a 3d modeling program so it depends on your skill level for whats easier but to answer your question,  yeah
    2. Teofalex
      Teofalex
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      • 8 kudos
      Thank you for your response.  I have zero experience but willing to sit on it and learn to mod. 
  10. Majeck
    Majeck
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    • 2 kudos
    I have not yet dug into these files, but I greatly appreciate this effort to teach others some modding skills. Thank you!