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Posted

So what's the process for modding rivals these days? 
Do normal unreal Paks work again, or is there a patcher things have to be put through, or a mod manager or smth?
Been thinking of getting back into it

Posted
17 minutes ago, HongChina said:

So what's the process for modding rivals these days? 
Do normal unreal Paks work again, or is there a patcher things have to be put through, or a mod manager or smth?
Been thinking of getting back into it

Just a couple of things changed.

Paks must be repacked with a tool. You can find it on google by searching repak-gui-x86_64-pc-windows-msvc.

This tool provides also the function to fix the meshes after cooking.

Textures must be cooked without mipmap.

 

 

Posted

So basically just cook everything as normal, no mipmaps on the textures, and then run the pak through the tool and it should be good

How are jiggles now? Last I heard there was something with socket bones causing crashes and it was needed to not export the mesh with them to avoid 99% of the crashes
Are in-game jiggles possible now without crashes?

Posted (edited)
43 minutes ago, HongChina said:

So basically just cook everything as normal, no mipmaps on the textures, and then run the pak through the tool and it should be good

How are jiggles now? Last I heard there was something with socket bones causing crashes and it was needed to not export the mesh with them to avoid 99% of the crashes
Are in-game jiggles possible now without crashes?

The jiggle works normally. The packer tool, while fixing the meshes, fixes the socket bones by itself.

Sometimes, if the jiggle is too much, it can crash. But if you stay in low values like spring stiffness 400/damping 10/max displacement 3, it's good. You can increase them but if you increase the values, you increase also the possibility to crash while using portals or in MVP screen.

Edited by Napalex
Posted (edited)
3 hours ago, Napalex said:

The jiggle works normally. The packer tool, while fixing the meshes, fixes the socket bones by itself.

Sometimes, if the jiggle is too much, it can crash. But if you stay in low values like spring stiffness 400/damping 10/max displacement 3, it's good. You can increase them but if you increase the values, you increase also the possibility to crash while using portals or in MVP screen.

This is actually key info.  Nice post. 

I still cant use the Jane Doe skin because it crashes portals.  I've added here in case you can fix that somehow.  If not, oh well, don't use in Doom Match!  XD

Jane Doe.rar

Edited by FercPolo
Posted
43 minutes ago, FercPolo said:

This is actually key info.  Nice post. 

I still cant use the Jane Doe skin because it crashes portals.  I've added here in case you can fix that somehow.  If not, oh well, don't use in Doom Match!  XD

Jane Doe.rar 42.98 MB · 0 downloads

The values I wrote are for tits and ass jiggle.

I started checking this mod and the problem is totally the physics. Just with pressing space, the ass bounces at least 15 times in less than a second and the tail spins like a crazy.

I see it uses the kawaii physics and I have no experience with it, but I know that it's a great source of bugs. I cannot help you in few days as this requires to rebuild all the animblueprint elements manually one by one without kawaii physics. Maybe I will try to fix it when I come back from vacation.

 

 

 

Posted
1 hour ago, Napalex said:

The values I wrote are for tits and ass jiggle.

I started checking this mod and the problem is totally the physics. Just with pressing space, the ass bounces at least 15 times in less than a second and the tail spins like a crazy.

I see it uses the kawaii physics and I have no experience with it, but I know that it's a great source of bugs. I cannot help you in few days as this requires to rebuild all the animblueprint elements manually one by one without kawaii physics. Maybe I will try to fix it when I come back from vacation.

 

 

 

Hey G!   Enjoy your vacation!  Well earned!

No stress, you don't have to fix it.  Just knowing is nice.

Posted (edited)

Seems like I'll need to actually redo some of the mods, just running them through the repacker doesn't seem to be doing the trick

Edit: Oh, yeah. I probably need to rebake textures without mipmaps, unless the repacker fixes that as well

edit2:
hmm nope, am i missing a step somewhere?

 

 

I haven't done anything since like, Season 0, so its possible that I've needed to go through multiple stages of updating the mods

Edited by HongChina
Posted
1 hour ago, fiddlestyx said:

were there any peni mods made last season that I missed or has she been neglected?

All the updated Peni mods are from page 126 to 134

 

Posted (edited)

Wait wait wait
They changed to iostore packing didnt they?

So I'm going to have to package the project using chunks to separate out the girls now
And then run it through the repacker?

 

edit: and of course unreal is being a bitch and not working, can't assign things to chunks. 

is there a way to pak for iostore using a packer?

 

edit: alright its trying to load it now but now its crashing the game, mirae2099 luna snow mod works though so its something with my files

edit: tried to do it by packing the loose cooked files through the repackgui folder packer, still crashes. i guess i might actually need to go through and redo the mod entirely or something

 

I don't know how easy it is to troubleshoot issues but here if anyone wants to give figuring out what's wrong a shot:
I included the loose files as well

zMantisMod_9999999_P.zip

Edited by HongChina
Posted
13 hours ago, HongChina said:

Wait wait wait
They changed to iostore packing didnt they?

So I'm going to have to package the project using chunks to separate out the girls now
And then run it through the repacker?

 

edit: and of course unreal is being a bitch and not working, can't assign things to chunks. 

is there a way to pak for iostore using a packer?

 

edit: alright its trying to load it now but now its crashing the game, mirae2099 luna snow mod works though so its something with my files

edit: tried to do it by packing the loose cooked files through the repackgui folder packer, still crashes. i guess i might actually need to go through and redo the mod entirely or something

 

I don't know how easy it is to troubleshoot issues but here if anyone wants to give figuring out what's wrong a shot:
I included the loose files as well

zMantisMod_9999999_P.zip 21.2 MB · 1 download

 

Welcome back, HongChina!

 

Yeah, your mods are still popular from season 0, and the community has done wonders keeping your mods alive.

 

I know that Mantis one still works; I use it and have the three files right here.

 

But yeah, a lot has changed since season 0: sig bypass, IOStore Repak, removing minimaps, etc. I am by no means a modder in any capacity, but I've been following along with the changes since season 1.

 

Anyways, here's the Mantis mod in working form.

zMantisMod_9999999_P.zip

Posted
4 hours ago, Scremajigger said:

image.png.7672f98cce36ff5cf15336c8745c398a.png

 

Seems like it's working fine.

I mean in game, while in a match or in the training area. Not in the lobby or in the character selection.

Posted (edited)
2 hours ago, RadicalDreamer52 said:

 

Welcome back, HongChina!

 

Yeah, your mods are still popular from season 0, and the community has done wonders keeping your mods alive.

 

I know that Mantis one still works; I use it and have the three files right here.

 

But yeah, a lot has changed since season 0: sig bypass, IOStore Repak, removing minimaps, etc. I am by no means a modder in any capacity, but I've been following along with the changes since season 1.

 

Anyways, here's the Mantis mod in working form.

zMantisMod_9999999_P.zip 8.42 MB · 1 download

Appreciate it, I'm just trying to figure out what it is I've got wrong so I can get a mods that work, so I can, well, maybe make more?


Packing loose files via RepakGUI causes a crash regardless of any file I put in there

The BAT only seems to affect the PAK file which... doesn't seem to do much for iostore, it doesn't seem to accept the ucas/utoc (i dont know how it "fixes" the model when the models not even in the PAK)

So I'm kind of stumped right now. I'll try looking around more later for maybe a guide on how to do this, but I really don't have the spare time to spend beating my head against walls like this

Edited by HongChina
Posted (edited)
7 hours ago, HongChina said:

Appreciate it, I'm just trying to figure out what it is I've got wrong so I can get a mods that work, so I can, well, maybe make more?


Packing loose files via RepakGUI causes a crash regardless of any file I put in there

The BAT only seems to affect the PAK file which... doesn't seem to do much for iostore, it doesn't seem to accept the ucas/utoc (i dont know how it "fixes" the model when the models not even in the PAK)

So I'm kind of stumped right now. I'll try looking around more later for maybe a guide on how to do this, but I really don't have the spare time to spend beating my head against walls like this

It's much more simple actually.

Don't create the pak file with Unreal Engine, you don't need it, and you don't need chunks nor iostore. Just cook the content. Then create a new directory for the mod, give it a name like namemod_9999999_P and put there all the cooked assets. You will find all of them inside the project directory\Saved\Cooked\Windows (if you are using Windows).

Then drag and drop the directory of in the RepakGUI. Enable the option "fix mesh" and everything is done. You will have the 3 files for the mod: the pak, the ucas and the utoc. Done

 

How to avoid crashes with Repak:

Only fresh cooked meshes must be fixed, and only the first time. If you just edit something else like materials, textures or animblueprints, you don't need to refix, just repak it normally.

After you fix a mesh the first time with the Repak, in the root directory of the mod you will find a file called "patched_files". It saves all the meshes files fixed so they won't be fixed again.

If you update the mesh with a new one, just remove the file name from the list inside the file "patched_files" and recheck the flag "fix mesh" inside the repakGUI.

Only fresh cooked meshes must be fixed.

I hope my explanation is enough clear. If not, ask freely

 

 

Edited by Napalex

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