The creation of this mod was made possible by following a detailed guide on modding Unreal Engine 4 projects https://www.youtube.com/playlist?list=PLQyrynUmnHDsB8CHILpZ_9AYXODkaNBQE. For those interested in the technicalities or looking to embark on a similar modding journey, I recommend the YouTube playlist: UE4 Modding Guide. This resource was invaluable in helping me replace the original overlay with an empty one, allowing us dwarves to experience this new adventure from an exploration perspective.
Modding
Asset Creation
- Software: I use the Unreal Engine 4.27, which is the same version as RtM.
- Installation Tutorial: https://youtu.be/2cLteuAQeNA?t=437.
- I'm still exploring ways to make the Unreal engine detect existing assets from the game. For instance, we could create an immersive HUD that displays health/stamina bars only when they're not full.
Extracting Assets
- Tool: To extract assets from RtM's PACK, I've been using a program called UModel. More information about UModel can be found on Gildor's website at: https://www.gildor.org/en/projects/umodel. Drag and drop the pak file into the exe.
Asset Analysis
- Tool (Optional): To determine which other assets are associated with a particular asset, a Hex viewer is indispensable. I prefer the one available on GitHub, titled "ImHex", which can be found at: https://github.com/WerWolv/ImHex. This is part of the investigation on trying to make Unreal Engine to detect the imported assets; so not really required as of yet.
Mod Publishing
- Tool: To compress the modified or new assets back into a PAK format, I use a tool from FluffyQuack unrealpak.rar. Detailed information about this tool is available at: https://www.fluffyquack.com/tools/.
Learning Resources
- Playlist: Most of the tools I've mentioned were introduced to me by a YouTube playlist titled "Unreal Engine Modding Tutorials". The direct link to this playlist is: https://www.youtube.com/playlist?list=PLQyrynUmnHDsB8CHILpZ_9AYXODkaNBQE.
My Modding Process
I start with UModel to list all assets and then save the asset I wish to modify. With some logical deduction, I identified the minimap HUD asset. Knowing the asset name (UI_WBP_Minimap_Overlay) and its full path, I deduced it was a Widget Blueprint (WBP) interface. I then created the corresponding object in the Unreal Engine, following the same directory structure. The final step involves using the unrealpack tool to compress it into a PAK file, which I subsequently zip for publishing.
Bonus
- You can adjust the Field of View using a tool titled "Universal UE4 Console Unlocker" found at: https://framedsc.com/GeneralGuides/universal_ue4_consoleunlocker.htm. Although I haven't used it for modding, I did explore it for adjusting the fov.
Resources
Consider joining the RtM discord community. The direct link to the community is: https://www.returntomoria.com/community. In which, we've created a thread specifically for modding https://discord.com/channels/967763242514522212/1167189907928793108 Finally, another useful resource Discord Unreal Engine Modding community at https://discord.gg/rJMhuQ5R
I don't have a project to share yet as I'm still on the initial steps; now that I've confirmed the Hide Minimap Overlay works for other people; I'll start automating the installations of most of the mentioned tools so I can quick start any new mods.
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