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Unreal Project

This is a bit of an advanced topic, so unfortunately we won’t go too deep into this here. However, here are some hints if you are familiar with Unreal Engine already:

Overriding base game content via Package Chunking

Section titled “Overriding base game content via Package Chunking”

You can have Gothic 1 Remake load a self-made .pak file containing your asset at the same path as the asset you want to override:

  1. Create a new empty Unreal project.
  2. Import the piece of content that you would like to override and put it at exactly the same path as the asset you would like to override is in the base game package.
  3. Create a PrimaryAssetLabel Data-Asset in the folder that contains your piece of content (Right-click -> Miscellaneous -> Data Asset, then select PrimaryAssetLabel).
  4. Open this PrimaryAssetLabel:
    • Set a Chunk ID other than 0 or 1
    • Enable Label Assets In My Directory
  5. Cook your project for Windows

After cooking, you should have multiple .pak (and .ucas/.utoc) files in Saved/StagedBuilds/[PlatformName]/[ProjectName]/Content/Paks.

Copy and rename the files that have your Chunk ID to your mods Content folder they are under this path:

Mods/MyMod/Content/Paks/Windows/G1R-Windows_p.pak
Mods/MyMod/Content/Paks/Windows/G1R-Windows_p.ucas
Mods/MyMod/Content/Paks/Windows/G1R-Windows_p.utoc

This will make Gothic 1 Remake load your packages ontop of the basegame. Your assets will be under the /Game/ virtual path.

See Cooking and Chunking for more information.

If you don’t intend to override base game content, you can also cook your mod as a DLC, which have their own package and own virtual path.

To do this,

  1. Create a new empty Unreal project.
  2. Create a new Plugin, give it the same name as your Mod
  3. In your mods content folder, import your assets

To cook this, you can invoke RunUAT like so:

Terminal window
# Replace 'path/to/your.uproject' with the path to your own .uproject file
# Replace YOUR-MODNAME with the name of your plugin
RunUAT BuildCookRun -project="path/to/your.uproject" -noP4 -platform=Win64 -configuration=Development -stage -build -compress -pak -manifests -stdout -dlcname=YOUR-MODNAME -cook -unversionedcookedcontent -BasedOnReleaseVersion=1.0 -AdditionalCookerOptions="-AllowUncookedAssetReferences"

You can copy the generated .pak/.ucas/.utoc to your mods content folder then. Gothic 1 Remake will load them automatically:

Mods/MyMod/Content/Paks/Windows/YourPackage-Windows.pak
Mods/MyMod/Content/Paks/Windows/YourPackage-Windows.ucas
Mods/MyMod/Content/Paks/Windows/YourPackage-Windows.utoc

Instead of /Game/ your asset virtual paths will be mounted to /Your-Modname/.