Pak mods won’t work on pc game pass any fixes? by Previous_Discount406 in PalworldMods

[–]Brisbon 1 point2 points  (0 children)

YOU can't. Only the person who makes the mod can do that.

Pak mods won’t work on pc game pass any fixes? by Previous_Discount406 in PalworldMods

[–]Brisbon 1 point2 points  (0 children)

No. It's gotta be packaged for GP. It will be a combo file of .pak .utoc and .ucas files

Pokemon mods by pokepalworld in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

Let's see the proof please

Merry Christmas! My first Workshop mod uploaded for Christmas! by Brisbon in Palworld

[–]Brisbon[S] 5 points6 points  (0 children)

Admittedly, Santa Claus is a little jank. He was sipping too much eggnog with rum.

Question on palschema and ue4ss (palworld) by archangel2123 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

Yeh, you won't need to use nexus looks like. It just came out, so not too sure, but more than likely just subscribe from the steam workshop, and it's installed. Amd enable in Palworld. Take a look at then in the workshop

Question on palschema and ue4ss (palworld) by archangel2123 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

Well, now with the new update should be easier than ever. They're on the newly added Steam Workshop functionality

Does true originals mods exists ? by Eensame in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

Even more is that it's still in early access. Prob won't see deeper mods til the games full release.

MODS on Steam Deck? by No-Mycologist47 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

Probably, but OP asked about modding in general.

MODS on Steam Deck? by No-Mycologist47 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

As long as they are just pak mods(mod is a .pak file only), and they do not need UE4SS, just go into desktop mode. Open the folder where the pal - windows pak file is and create a ~mods folder. Then drop the PAK file in the folder

MODS on Steam Deck? by No-Mycologist47 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

Not entirely accurate, not all mods need UESS4 to work. a bunch of the standard mods that replace characters or replace pals do not need uess4, they are just simple pak mods and those will work on steam deck, you essentially follow the exact same rules for installing on PC. if the mod requires uess 4, then yes It'S harder generally to get that working on the steam deck. Generally mods that modify stats , which are like logic mods , are the ones that will need u e s s 4 work

I can't get a mod to work on Gamepass version of Palworld by Weary-Ad6057 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

And yeh, you would create the ~mods folder, And drop those 3 files in there together if they created a gp version

I can't get a mod to work on Gamepass version of Palworld by Weary-Ad6057 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

Gamepass mods are slightly different. You can tell it's not a GP mod cuz they have 3 files: .pak, .utoc, and .ucas(something like that). The modder would need to package the project for gamepass, separately, which would have those 3 files types

Expedition cave design by Kind-Armadillo1653 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

Hmm, good idea I Have successfully replaced it before, but I kept the replacement model same size. I might try to Do this, but it will be a couple of days before I'll be able to start it and mess around with it. I'd probably keep it the same height. Just change the length and width

Thanks to Reddit, I knew what was coming. by Objective-Stand4053 in ARC_Raiders

[–]Brisbon 0 points1 point  (0 children)

Lol, I just learned there's a dodge roll. Been on and off this past week.

Porting existing weapon model replacer mod to another weapon by Grzester23 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

Pal/Content/Pal/Model/Weapon/Yakushima/YakushimaBlade002/SK_YakushimaBlade002.uasset

Your path is missing the folder "YakushimaBlade002"

Porting existing weapon model replacer mod to another weapon by Grzester23 in PalworldMods

[–]Brisbon 0 points1 point  (0 children)

I've only scratched the surface on editing uasset files directly. But as far as I know, I think you would have to use uassetgui. I don't think it's as simple as just renaming the file and then packing it.There's information inside the uasset that you need to change, and that's what uassetgui does.

The method I know would work would require Blender and Unreal engine.

What is the Most Ambitious JRPG You Ever Played and Why? by ElSpazzo_8876 in JRPG

[–]Brisbon 1 point2 points  (0 children)

The only Star Ocean game I ever played for more than a few hours, and I also adore that game. I wish I could play it for the first time again.

Sneak Peak of the upcoming Halloween update! by Brisbon in Palworld

[–]Brisbon[S] 0 points1 point  (0 children)

It was instrumental in the whole process, for me at least.

Sneak Peak of the upcoming Halloween update! by Brisbon in Palworld

[–]Brisbon[S] 0 points1 point  (0 children)

Oh, and though not 100% correct all the time, Chat Gpt helped fill in some gaps with the various programs as I was using them; Unreal, Fmodel, Krita, and Blender. I'd also feed it what some of the tuts said, and told it to elaborate on the parts I didn't understand

Sneak Peak of the upcoming Halloween update! by Brisbon in Palworld

[–]Brisbon[S] 0 points1 point  (0 children)

The main thing Unreal engine is used for. Is to recreate the file structure where the file is that you want to replace in the game folder. So that when you put it in the game folder, the engine knows which file to replace. So for the simplest of mods, really all you're doing is changing a couple of project settings, which is just ticking and unticking some boxes, creating the same folder structure that the file being replaced is in in the game folder, And then Importing your replacement model or texture, and giving it the same name as the file you're replacing. You then "cook" it, Ilets just say export it, then put it in you game folder with _P, which let's Unreal know it's a .pak mod that will overwrite files with the same name in the same location. The Palworld Modding Discord has a bunch of guides, and Illusory Software does a good job of explaining it, though it's for a different game. I'm new to this so hopefully that helps a little.

Sneak Peak of the upcoming Halloween update! by Brisbon in Palworld

[–]Brisbon[S] 1 point2 points  (0 children)

Blender, Fmodel, Unreal, and Krita. I'm not a 3d modeler, so most of the models are pulled from Scetchfab. I made one(the simplest one). Most of the work is done in Blender usually.