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Description

Prerequisites

These need to be installed in order to use the tools:

You can download Unreal Engine for free through the Epic Games Store app, just make sure to select version 4.22.x. Using a different version of UE4 will cause all sorts of strange issues.

 

Example Files

There are a few example files included with these tools that you may want to remove if you're making your own mod:

  • Dungeons/Content/data/resourcepacks/squidcoast/blocks.json
  • UE4Project/Content/Decor/Prefabs/Lever/T_Lever.png
  • UE4Project/Content/Decor/Prefabs/Lever/T_Lever.uasset

You can automatically remove these using the Tools/clean_up_mod_kit.bat tool.

Setup

Edit the text files in the Tools/user_settings folder to configure the tools:

 

File Description
editor_directory.txt This contains the path to the folder where the Unreal Editor executables are.
package_output.txt This contains the path to the .pak file that the package.bat tool creates.

 

Setting the package_output path to a file in your ~mods folder is recommended to make testing the mod easy.

By default, materials are configured to not be packaged. If you want to change that, or if you want to exclude other Unreal assets from being packaged, you can edit Tools/configs/copy_cooked_assets.rcj. To include materials, just remove M_*.u* and MI_*.u*. To exclude certain files, just add the file names at the bottom, each on their own line. If you remove all of the filters, you need to remove /XF as well.

 

How to use the tools

This guide assumes you're already familiar with the game files and how to extract them.

 

Unreal Assets

Any 3D model, sound file, texture that isn't a block texture, and a bunch of other things are Unreal assets. These files should be managed using the Unreal editor. You can open the project by opening the Dungeons.uproject file in the UE4Project folder using the editor.

Unreal assets need to be cooked before being packaged.

Cooking

Run the cook_assets.bat tool to cook the assets and automatically copy them to the Dungeons folder, ready to be packaged.

You can exclude certain files by editing Tools/configs/copy_cooked_assets.rcj, like mentioned in the Setup section above. By default, material files are excluded.

Precooked Files

For Unreal assets that are already cooked, for example modified blueprint .uasset files, you can put them in the Precooked folder and they will automatically be added when running the cook_assets.bat tool. If you don't have a Precooked folder, simply make one in the root folder of the mod kit, next to DungeonsUE4Projectpackage.bat, etc.

Note that any cooked assets you put directly in the Dungeons folder will be deleted when running the cook_assets.bat tool because it needs to clean up the old assets before copying the new ones into the folder.

 

Other Files

Anything that isn't an Unreal asset, like level .json files, should be added to the Dungeons folder. This folder is what will be turned into a .pak file.

 

Packaging

To test your mod, you can run the package.bat tool to create a .pak file. If the tool is configured to place the .pak file in your ~mods folder, you can start the game as soon as it finishes.

To package your mod for release, use the Tools/pack_compressed.bat tool instead. This tool will create a compressed_pack.pak file in your Tools folder. This .pak file usually takes slightly longer to create, but the file size should be much smaller. You can rename the .pak file to whatever you want.