About this mod
Here's a quick guide on how to make mods for Dragon Ball Z Kakarot. Includes example mod, an aura resource pack, an unfinished encyclopedia, and a transformation guides!
- Permissions and credits
ALWAYS BACKUP
The first thing you'll need is an application called Asset Editor by kaiheilos on Github. Though now I recommend using UAssetGUI by atenfyr on Github for editing as it allows for more things to be edited and is required for some assets such as transformations. I don't suggest using alpha.8 because that has issues opening json files.
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Important Note for Both:
A uasset and uexp must be together and is not interchangeable. Meaning you can't (or shouldn't) use DT_SkillTree.uexp for DT_Skill.uasset, you must use DT_SkillTree.uasset for that case. This goes for renaming as well.
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kaihelios Asset Editor Tutorial:
Open the application, go to functions, and hit extract Pak file. Choose what Pak you want to extract it can be both pakchunks or a mod whatever you want. Once extracted select open and try looking at the uassets and getting an understanding of them. Some good starters are AT/Content/Parameter/DT_SkillTree (The skill tree for characters) and Content\Parameter\Item\ItemTableHeal (health items). Next paragraph shows how to save without messing with the base game files and how to make a pak file.
So before you edit an asset it is recommended that you copy and paste the uasset and uexp into a separate folder (let's call it MyMod), rather than in the pakchunk, also the MyMod folder should match the path of the game file directory (Ex: MyMod/AT/Content/Parameter/DT_SkillTree.uasset (and .uexp)). Once you're done editing and ready to make it a pak file select Functions and hit Package Folder, hit "Select Folder" (located at the bottom right of the opened window) when inside the 'AT' folder. The pak should be outside the 'AT' folder you can rename the pak if you want (Important: Leave the _P at the end of the mod, sometimes it won't work without it) and drag it into the ~mods folder. When you open the game and test it should work. If you want to make any further edits then you repeat the same process of editing the asset, then packaging it again, and finally adding it to the ~mods folder.
If you want to add a new item to a DataTable select an item inside the DataTable, go to edit, and select export sub. Once done open the sub using a text document and change the name entry to whatever you like and save it. To add it on the DataTable select the table, go to edit, hit import sub, and select the edited SubExport.
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Converting a uasset (and uexp) Into a json Using UAssetGUI:
json editing might be needed to edit a few files here's a brief explanation on what it is and how to. json basically makes the uasset into a document that can be edited in a Notepad (or Notepad ++ which is my preference) to make it go to File -> Save As and at the bottom where it shows file types change it to a json instead of a uasset. You can now edit the uasset/json using a text document editor. When done with your changes open the json in UAssetGUI and save it (it'll save as a uasset).
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Renaming an Asset:
Once you get the asset you want and put it in your desired directory, you need to rename both the uasset and uexp. You also need to open the uasset and change the Export Information/Code Blocks (UAssetGUI/Asset Editor) and rename it inside there. Do not remove the _C or Default_ if they are there. You can also go to Name Map/Header List (UAssetGUI/Asset Editor) to change them there.
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This is most of what I can think of that should be a major help in kickstarting your modding career! Experiment, create, refine, and have fun!
Here's a guide I was working on (Covers what almost every uasset does): https://docs.google.com/document/d/1iPqAc2iCRCqnzOAa4unBcMBYmSpXtAMurDAI9_4E8kA/edit?usp=sharing
Here's a guide and reference sheets by ssjatys:
https://drive.google.com/drive/folders/1udqQKevJ5MD1Y4OcuEcZHDJ5j-SzxV7A
Below are notes I took when modding:
Spoiler: Show
Character BP NEEDS UAssetGUI
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v
Need to make 3 new link classes look at ssjatys mods for reference
ActionTable needs UAssetGUI just for changing the CodeBlock to DefaultCharacterTable
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v
Only Change ActionTable not Action
VariationData seems to be head model and FormData is body model
Add VariationData to Unique
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v
Change Headers to contain new value
Add VariationMesh into DataAssets
Remove 3 change 0 in SkillTree Value 2
Unique Ids (Form and Variation) seem to need to be a number after the previous one you can't make it whatever number
Infinite animation is cause by incorrect Unique number
Use BP_ShortRangeAttack to edit all the combos even surge combos (note adding level 4 requires additions in Block 2: None
Need to save BuffTable every update in Kai AssetEditor or else it'll crash on equip
Need to use AssetGUI JSON for SkillSparking Variation IDs
Endgame Forms (for SkillSparking) are Goku 10, Trunks 1, Piccolo 5
In 'Charge' you need to have the None HeatCut LAST always
Must remove Status table from BuffTable for Auto-Forms
DataAssets DA_Global for Auras
PoseSnapShot colors:
M_DLC_cmn_SnapShot_04 -- Blue
/Game/DLC/05/Art/EFF/e/cmn/Materiales/M_DLC_cmn_SnapShot_04
M_DLC_cmn_SnapShot_00 -- White
/Game/DLC/05/Art/EFF/e/cmn/Materiales/M_DLC_cmn_SnapShot_00
M_DLC_cmn_SnapShot_01 -- Bright Blue
/Game/DLC/05/Art/EFF/e/cmn/Materiales/M_DLC_cmn_SnapShot_01
M_DLC_cmn_SnapShot_02 -- Red
/Game/DLC/05/Art/EFF/e/cmn/Materiales/M_DLC_cmn_SnapShot_02
M_cmb_cpl028D_SnapShot_01 -- Yellow
/Game/DLC/08/Art/EFF/e/skill/a/Cpl028D/Materials/M_cmb_cpl028D_SnapShot_01
M_cmb_cpl034F_SnapShot_00_00 -- Also Yellow
M_cmb_cpl038b_SnapShot_00_00 -- Pink/Purple
/Game/DLC/08/Art/EFF/e/skill/a/Cpl038B/Materials/M_cmb_cpl038b_SnapShot_00_00