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Making your game moddable.

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  • replied
    I have been finishing up a way to make a game easily moddable, without requiring users to download a modified engine version to do so. I found this method last year:
    https://github.com/nakata0705/ModSkeleton

    It requires the original base project to be structured a specific way, but only requires users to download the regular Launcher engine or through github. If anyone is going this route let me know. Using ModSkeleton, the base skeleton project is also created, to be redistributable to modders. Then the original/unmoddable portions of the game are built seperately, similar to how DLC is pakked. The modders use the "Modding uproject", but as an independent module, not requiring the entire original base uproject.

    So the game would be released with a base skeleton uproject users could open, create mods, then pak them as new DLC. The original base game would not be accessible, as it would already be in seperate cooked paks. It would have to be structured specifically, but can still be hooked in to post-mortem through the original uproject and new content injected through seperate, smaller mod paks.
    Last edited by Cytokinetik; 03-31-2020, 06:22 PM.

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  • replied
    Originally posted by Ivey View Post

    You shouldn't have to modify the engine really at all. We are working on a quick start and best practices guide and should have more info on that soon.
    where can we find this information. it seems to not exist and its already 2020.

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  • replied
    Originally posted by VictorLerp View Post
    I came across this thread and wanted to drop a line about mod.io. It's a company that aims to make modding simple with their platform agnostic tools. I did a livestream with them earlier this year if you're curious about it:
    That's very interesting, thank you for the info! I'll watch the video soon and consider the mod.io for my next project.

    I'm new to the modding stuff, so as an example, let's say we have a simple brick building system in our game. We want to allow users/players to create their own creations with these default bricks and share them with others, so others can easily load them into their games. Will something like that be possible with mod.io? Or is there a better method for that?
    ... I know that I should ask the mod.io guys and I'll do it soon, but maybe someone here already uses this platform?...

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  • replied
    I'm guessing modding support was abandoned? wish there was a proper guide to doing it. also MOD.io is not user friendly and their documentation made my head hurt.

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  • commented on 's reply
    Hey Poly, take a look at mod.io and the livestream I linked above.

  • replied
    I know this will sound Unreal but is there a better forum to ask question about modding since no one answer my previous post for more than a week?

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  • replied
    I came across this thread and wanted to drop a line about mod.io. It's a company that aims to make modding simple with their platform agnostic tools. I did a livestream with them earlier this year if you're curious about it:

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  • replied
    I am currently finishing a game and i was looking at making my game easy to mod so can someone be kind enough to summarize if this is possible without requiring a IQ of 300 + from modders?

    If modders have experience with UE4 then is this enough for them to make content for my game or does it require a lot of work on my side to facilitate the task for them?
    Last edited by Polynut; 12-03-2019, 06:13 PM.

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  • replied
    StrangerGwenn I read your comments, if things are like that I think I'm going to forget about anything modding with UE4, I was already going to open source my game anyway so it doesn't make sense to spend time on this feature.

    And if for example I made a plugin to transform the editor into a modding tool I'd have to give support to that and I don't think it's worthy.

    Too bad, I've been waiting years for news on this and I was temporarily excited when I saw the launch of mod.io but then coming here and seeing the situation is disappointing to say the least.

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  • replied
    You are disallowed from sharing store assets in a mod kit. The marketplace EULA tells you as much. So you only can make them usable in a mod kit after making sure they were stripped from editor content and unusable in new projects, which I don't know personally how to do, and feels like much more work than anything I'm willing to do on a mod kit.

    Overall it's just too painful.

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  • replied
    Am i correct in that, you cannot transfer any .uasset packages, because they won't open?

    I am still getting used to the file directories and format structures... but i heard that once a .uasset is saved, it can only be opened as an asset in the 'Project's' Content browser.

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  • replied
    Releasing marketplace assets with your mod kit is actually completely forbidden, so if you were using anything you didn't do, you're out of luck.

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  • replied
    Originally posted by StrangerGwenn View Post
    Modding support in UE4 is very constrained, limited, hard to set up, hard to use.

    First, you will need to release a significant part of your project. Here's why.

    - You will need to distribute at least the release information for the latest version, basically the cook manifest, so that people can cook against it, hard requirement here.
    - Any Blueprint that you want people to be able to use (game mode, custom player start, any kind of Blueprint used in levels) will need to be distributed as well
    - Since people will need to test the level, they need to play it, so your mod kit needs playable code & content

    Our mod kit for Helium Rain is the full game project minus most of the playable "characters" and most of the levels.

    Some additional constraints follow.

    - No redistributing Marketplace assets, hope none of that is used for gameplay, can't distribute it, unless you're a packaging wizard and understand how to cook editor assets
    - No redistributing any editor outside Epic store, so no "mod editor" launch option on Steam
    - If you use Steam modding, you will at least need some kind of C++ code to copy mods from the Steam workshop directory on your PC to the game install dir

    "Don't do it" is how I'd put it at that point. UE4 is not meant for modding.
    You can have the materials and code notarized and legally signed with copyright... I know it can seem damning to release source-code for anything but having a notarized and copyrighted source-code is the way to go.

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  • replied
    UE4 games made by Bamco (Bandai Namco ICYMI) doesn't have the modkit provided by the devs yet it manages to have mod applied all over the place, at least cosmetic mods. Especially Soulcalibur 6.
    Without the official toolkit/dumbed down UE4 SDK, active modders (those who create mods for your game) will inevitably have to get their hands to UE4 SDK and U4Pak to make/replace custom content especially custom meshes. Passive modders (those who just apply mods to their installation of your game) just have to deal with U4Pak.

    If you just want to allow mesh mods or audio mods, or any cosmetic mods, really, you can leave it that way and let the modders do their job with U4Pak and making the cosmetic mod in a fresh UE4 SDK, and you can leave your game in Shipping build then call it a day.
    This results you unable to integrate your game with Steam Workshop, but then Grand Theft Auto V is still moddable without Steam Workshop and the mods are collected independently.

    On the other hand, if you want to allow custom script to be added to your game, that is where things can get confusing real quick and I'm sure we're scratching our head around it. The wiki provided by Tom Looman seems to get around this case, but I still don't know how to obtain the profile in a shipped game or providing the profile in the game files.

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  • replied
    A localization mod is exactly what the UE4 modding support should be stellar at. Provided, of course, that your modding kit includes the po files and your modder understand UE4 well enough to import the translated version, set up a new language and cook it as a mod.

    The basic problem with UE4 modding is just that - the cooking and patching infrastructure is quite powerful, but you need to understand every bit of it to truly offer mod support and spend weeks or months on it.

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