Mod Customization Tools -- Directions for Use: ----------------------------------------------- Unpacking ------------- 1. Place the .pak file of the mod you want to customize here 2. Run "quickbms_4gb_files.exe" 3. It will bring up a window asking you to select a .bms script, select "unreal_tournament_4_0.4.20a_dq11_v4.bms" inside this folder and click "Okay" 4. It will bring up another window asking you to select a .pak file, select it and click "Okay" 5. Create a new folder and name it after the mod, enter that folder and click "Okay" in the next window 6. It should now extract all the files from the .pak with the correct directory structure in place to boot, but we still have to fix the truncated filenames 7. Double-click and run "fixnames-recursive.bat" -- this will fix the truncated filenames output from the last step 8. Edit/add/remove/replace whatever files you so choose Repacking ------------ 9. In order to apply your new changes in game you have 2 options: a. Use DQXI-SDK -- https://github.com/emoose/DQXIS-SDK Using this you can run the files loosely, instead of [Mod Name]\JackGame\Content\..., you will place your files into your game's installation directory at "DRAGON QUEST XI S\Game\Content\..." b. Repack the file and place it into your installation directory's "Paks" folder i. Use 7zip to unzip "u4pak_dq11_v2_packer.exe", and place this .exe by the mod's "JackGame" folder. ii. Double-click the .exe and it will create a new .pak file. iii. Rename it appropriately and place it into "Paks" ---------------------------- Other useful tools ---------------------------- DQXIAsset - Useful for DataTable mods (DT_* files). Converts a DataTable into an easily readable and editable csv and back. --> https://github.com/emoose/DQXIAsset UModel - Instrumental for texture/model mods (T_* or SM_* files). Allows you to view and rip assets from cooked .uasset/.uexp file pairs. For this, you will need a special build for DQXI-S, see the directions on the DQXI Modding Tutorial --> https://sites.google.com/view/dqxi-commands/modding/creating-mods UAsset Editor - Allows you to edit headers of any .uasset/.uexp pair. Important for even simple tasks such as renaming files! (Headers self-reference the filename of the .uasset) --> https://github.com/kaiheilos/Utilities