This is not a mod. It is a tool meant to help experienced modders make their own mods for Rebirth. It is meant to be used by modders who want a quick way to get mods which they packaged in Unreal Engine to work in FF7 Rebirth. If you are not familiar with running Python scripts or packaging mods in Unreal Engine, please don't try to use this tool. I am not responsible for any files you accidentally delete.
Unzip the archive into the same level as the "Engine" directory of your UE 4.26 installation. The archive includes the script, the uecastoc application and DLL, the Oogle DLL, and the Unrezen application. Your directory should look something like the image below.
Script Usage: - Point game_install_dir to your game installation pak directory (e.g., where Steam put the original game's paks) - Point ue_pak_output_dir to the directory where you told UE 4.26 to put its packaged files - Point chunk_id to the chunk ID you used for your mod in UE - Set desired_mod_name to any name you want for your mod - Run this script: python ff7rebirth_package.py
Your modded utoc/ucas/pak, with the ucas header already hacked for ff7 rebirth, will be put in the game_install_dir you specified
I recommend joining https://discord.gg/nAwYYBgT . That discord server has links to resources and tutorials for extracting and modding FF7 Remake and Rebirth. For mesh extraction you want to look in the remake-resources channel for a tool called "umodel".
o7 i would like to ask, if there is any public tutorial on MI Editing for FF VII Rebirth? all i did was some simple recolors, i also tried to make stuff invisible but idk how . .i tried to read as much about i found, but this is complete newland for me.
Not yet, since this is new for all of us. If the MI already has an _A texture, you just make black the part of the _A texture corresponding to the part of the mesh you want to be invisible. Aerith's skirt MI for example already had an _A texture.
It's more complicated if your MI doesn't have an _A texture. Then you need to re-create the MI in UE, parent it to a dummy version of /Game/Renderer/MaterialInstance/Surface/RMI_Surface_Standard_Coverage_Wide and point the coverage texture to a custom _A texture that you make. That's what I did for the buttons on her skirt, and it largely worked, but they're still showing up in cutscenes. As we learn more about how rebirth handles MIs, we'll hopefully streamline this process and make it work more consistently.
Only textures and material instances for now. Trying to re-inject meshes is causing the game to crash so will need some more investigation to enable mesh modding.
11 comments
Unzip the archive into the same level as the "Engine" directory of your UE 4.26 installation. The archive includes the script, the uecastoc application and DLL, the Oogle DLL, and the Unrezen application. Your directory should look something like the image below.
Script Usage:
- Point game_install_dir to your game installation pak directory (e.g., where Steam put the original game's paks)
- Point ue_pak_output_dir to the directory where you told UE 4.26 to put its packaged files
- Point chunk_id to the chunk ID you used for your mod in UE
- Set desired_mod_name to any name you want for your mod
- Run this script:
python ff7rebirth_package.py
Your modded utoc/ucas/pak, with the ucas header already hacked for ff7 rebirth, will be put in the game_install_dir you specified
I want to extract the model for rebirth.
It's more complicated if your MI doesn't have an _A texture. Then you need to re-create the MI in UE, parent it to a dummy version of /Game/Renderer/MaterialInstance/Surface/RMI_Surface_Standard_Coverage_Wide and point the coverage texture to a custom _A texture that you make. That's what I did for the buttons on her skirt, and it largely worked, but they're still showing up in cutscenes. As we learn more about how rebirth handles MIs, we'll hopefully streamline this process and make it work more consistently.