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๐Ÿงต Video games that are easy to mod

Anonymous No. 880630

Guys, I need a game that is easy to export characters to (process is well documented and doesn't need obscure tools) and has technically modern graphics (uses most of subsurface painter PBR pipeline, so GTA 5 won't do).

Basically I figured out that my attempts to make characters are set back by the fact I have no use for these characters so far. If I could make a robot, export it to a game, pew pew the robot, it would complete a reward loop for me. Quality of the game is not really important, I just don't want to take 6 months detour from 3d to do me a shooting gallery in UE. Only game that fits my criteria so far is resident evil remake, anything else?

Sorry a chris thread died for this

Anonymous No. 880639

>>880630
not PBR but source engine games are very moddable
fallout / bethesda also

resident evil is a good idea but you're limited to characters

Anonymous No. 880652

>>880639
Thanks, but it must be PBR. I did some research and it seems like RE is the only one. Weird that a japanese game is one of the most mod-friendly at the moment.

Anonymous No. 880656

I tried in every way to understand the mod guide for Vampire The Masquerade

Anonymous No. 880672

>>880630
Most UE4 games are very easy to mod without any complicated tools. Only need to know the AES key (can usually be found at cs.rin.ru) and the UE4 version it runs on. I don't even really know how to do anything in UE4 but I can import models and textures, make material instances, and just cook those assets to pack in a mod.
Programs I use are umodel, unrealpak, kaiheilos asseteditor, blender, and UE4.
I loosely followed this guide for Ghostrunner to make a day one mod for Tales of Arise: https://github.com/Dmgvol/GR_Guides/
Video guide for that one: https://www.youtube.com/watch?v=0OhniH3Z-As (most of this video is model editing in Maya that can be skipped). He also has one for a ToA character using blender with the same process https://www.youtube.com/watch?v=vb--0jjXy2M

It's basically export model with umodel, edit in blender/3dsmax/maya, get the version of UE4 the game runs on from Epic Launcher, recreate the folder structure for the model in the Content Browser, import fbx there, rename mesh and skeleton to correct names of original assets, put materials and textures in correct folders, cook project, pack those assets into a correct folder structure using unrealpak. Leave out unedited files from mod pak, i.e. don't pack skeleton if you didn't mod bones (which often doesn't work because of animations, easier to just rig your model to a skeleton from the game). Then just place your mod pak into a "~mods" folder where the other paks are located.
Asseteditor can be used to figure out folder paths if you open the models uasset in it.

Custom materials depend on the game. The original materials can't be exported, so you either need to make a material instance of an existing material in the game to change its parameters, or try to recreate the material (though that can crash some games if missing parameters). With instances its fairly easy to take materials from any other model and replace the textures in it to get the look you want.

Anonymous No. 880751

>>880672
Thanks anon, that's extremely interesting information. Guess I'll give Tekken a try.

Anonymous No. 880846

>>880630
I know your pain and I found the perfect answer for this. Get into Unreal, learn a bit of blueprints and do your own shit. Modding is dead and no company will recognise you, so why waste your talents on them? Add me on Discord if you want to talk Zeriel#3844

Anonymous No. 882199

>>880630
Bethesda