About this mod
A Unreal Project to help with creating mods for Ninja Gaiden 2 Black.
- Permissions and credits
- Changelogs
- Donations
If you're not creating mod content this will not be much use to you, but if you're interested in learning you can go here.
If you've already installed the correct version of Unreal Engine 5.4, then you can skip the Prerequisites, Installation and read the Project Features, if not, please read the Prerequisites, if you don't read them correctly and start asking questions that have already been answered there, I'm going to be annoyed.
This Project does not include any Models, Textures or Code created by Koei Tecmo.
Prerequisites
There are a couple of things you'd need to install beforehand.
But before we start installing things, it's worth checking that your computer can properly handle the Editor, Epic Games has documented the Minimum Requirements that you'd need to use Unreal Engine 5.4, you can view that information here.
You'll need the Epic Games Launcher and Visual Studio 2022.
Visual Studio 2022 will be needed to compile the Source Files that are used in the project (there are a few of them) and may be required to troubleshoot any additional issues, that being said you don't need to exactly use Visual Studio 2022, if you have Rider or VSCode, you can also use them.
Installation
With the Epic Games Launcher, you'll need to head over to your Engine Versions selection in the Unreal Engine tab and download Unreal Engine 5.4
DO NOT DOWNLOAD ANYTHING HIGHER OR LOWER. the things you cook and create will not work.
Configure your Unreal Engine 5.4 installation and install it on your computer.
After you've installed the engine, you can now download the NG2B Unreal Mod Project in located in the download section of this mod page.
Download that, extract it anywhere and open the uproject file.
If it asks for you to compile any additional modules, press yes.
After you've opened up the Uproject once, you should be able to launch it in future directly from the Epic Games Launcher.
In general, here are the ways you can open up the project. The project either:
- Directly through the Epic Games Launcher (Recommended)
- From the UProject file
- From the Solution file with either Visual Studio or Rider
Project Features
Emulated Header Files
The project includes some emulated Header files, that will show up in the editor.
This project currently does not include all of them, but this includes currently the most useful ones that you'd might want to interactive with.
These Header Files are dumped using UE4SS and do not include any code written by Koei Tecmo.
Material Emulation
Emulating materials correctly is very important, a lot of people when they're modding Unreal Engine games do not set their materials up properly because they're not comfortable with using the engine's material editor. This can create problems with how specific in-game parameters are perceived, but it can also create unnecessary major differences between the content you are creating and what you see in-game.
Emulating the materials properly with a level of accuracy This project eliminates this by emulating the key base materials that the game uses as accurately to abilities and what we know, this includes being able to visually see things like additional pattern details and blood.
It's worth mentioning that these emulated materials do not include paid marketplace assets. The game makes use of Ultra Dynamic Sky for example within its material pipeline, but this has been removed.
Example Assets
This project contains example assets for the following things:
A Character Mod Example - This shows a replacement mod for RYU made out of spheres. This shows you how to create your own custom Material Instances, assign them to your model, assign the correct physics asset, properly assign the Post Process Anim Blueprint and one way of connecting them to your asset chunk.
UE4SS Mod Example - This is my Hide Sub Weapons Mod I created a while back, redesigned as a learning example for people to use to learn how to create code mods, this also shows as well how you should be packaging your content.
For these example content, there will not be any Models or Textures created by Koei Tecmo Included.
Dumping Textures and Models for the Project
As previously mentioned, the project doesn't provide any Models and Textures created by Tecmo Koei for legal reasons.
You'll need to grab the Models and Textures yourself, and replace the placeholder textures with your own.
To do this you can use FModel.
In general, if you're modding the game you should also have FModel installed to look at how the game sets up pre-existing materials.
Here are some recommended folder paths to extract from and add to the project:
NINJAGAIDEN2BLACK/Content/Character/01_Tools/00_DetailMap - This will provide the in-game tiling Normal Map textures to use for weapons and costumes.
NINJAGAIDEN2BLACK/Content/Character/02_Models/00_BaseModel - Base Character Models that are used to make outfits.
NINJAGAIDEN2BLACK/Content/Character/02_Models/01_PC - This includes all the Playable Character game models and Textures, extract the textures here and drop them into the project in the correct folder paths to get the textures. Additionally you need to the skeletons from these models to rig and make new outfits.
Additional Credits
This project had additional help from some member of the mod of the mod community.
Ponton - Provided a re-creation of the Eye Materials.
UMIN - Supporting help on the current emulated Hair Material.