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:
- Create a new empty Unreal project.
- 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.
- Create a
PrimaryAssetLabelData-Asset in the folder that contains your piece of content (Right-click -> Miscellaneous -> Data Asset, then selectPrimaryAssetLabel). - Open this
PrimaryAssetLabel:- Set a
Chunk IDother than 0 or 1 - Enable
Label Assets In My Directory
- Set a
- 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.pakMods/MyMod/Content/Paks/Windows/G1R-Windows_p.ucasMods/MyMod/Content/Paks/Windows/G1R-Windows_p.utocThis 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.
Cooking your mods own content as DLC
Section titled “Cooking your mods own content as DLC”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,
- Create a new empty Unreal project.
- Create a new Plugin, give it the same name as your Mod
- In your mods content folder, import your assets
To cook this, you can invoke RunUAT like so:
# 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.pakMods/MyMod/Content/Paks/Windows/YourPackage-Windows.ucasMods/MyMod/Content/Paks/Windows/YourPackage-Windows.utocInstead of /Game/ your asset virtual paths will be mounted to /Your-Modname/.
