#FAQ + GUIDES + TOOLS

20 messages Β· Page 1 of 1 (latest)

lucid pollen
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FAQ
πŸ”ΉIs there official mod support?
Not yet. However, modding can still be done to some extent.

πŸ”Ή Where do I find mods?
Nearly all the mods are currently hosted on https://www.nexusmods.com/intotheradiusvr Just open #modding_catalogue where you can browse through them.

πŸ”Ή How do I install mods?
You can use Vortex with the ITR extension. You can install them manually by dropping the mod's .pak file in "steamapps\common\IntoTheRadius\IntoTheRadius\Content\Paks"

πŸ”Ή Is modding possible on MQ2?
No, currently it is only possible on the PCVR version of the game.

πŸ”Ή Are mods safe to install / remove mid-playthrough?
Most of them are, especially the cosmetic ones, but when in doubt you should ask.

πŸ”ΉWhy are mods so limited?
With the lack of official support, only mods that replace specific assets or tweak parameters can be done. While some mods make creative use of those limited possibilities, we cannot add brand new element to the game, such as new weapons, new maps, etc.

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GUIDES
πŸ”Έ https://docs.google.com/document/d/1BhtrHDz7WJLShXgJfkD4HLyuYApn3gcejO8MyWW72Sg/edit - Author @bronze zephyr
πŸ”Έ https://drive.google.com/file/d/132O8upmEbaJb9gbecMSCrmy78czEZw3U/view?usp=sharing - Author @zinc birch
πŸ”Έ https://docs.google.com/document/d/1NO_qhd00I7ENw4VBaZBCnSHCzznaaOcuvrIn1zZrJGs/edit - Author @obtuse grove

TOOLS
Asset extraction
πŸ”Έ https://github.com/4sval/FModel - Fmodel. Explore and extract .pak content
πŸ”Έ https://github.com/gildor2/UEViewer - UEViewer. Explore and extract .pak content. More focused on texture and models than Fmodel.

Asset edition
πŸ”Έ https://github.com/kaiheilos/Utilities - AssetEditor. Edit assets after having extracted them.
πŸ”Έ https://github.com/atenfyr/UAssetGUI - UassetGui. Edit assets after having extracted them. A bit more reliable than AssetEditor

Pak file creation
πŸ”Έ https://github.com/tshao4/UnrealPakGUI - UnrealPackGUI. Repack the edited asset into .pak files the game can use.

PLUGINS / EXTERNAL RESOURCES
πŸ”Έ https://github.com/Befzz/blender3d_import_psk_psa - Blender importer for .psk files
πŸ”Έ https://drive.google.com/drive/u/0/folders/1f92kdjS5Q7gxS9kyefpqThpn8d3oT6g_ - Resources to import into UE4 by @zinc birch and @stray ore

lucid pollen
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FAQ + GUIDES + TOOLS

obtuse grove
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If you have any questions regarding my modding guide feel free to ask me directly as I hope to make the guide clearer and more concise for people to read.

brisk steppe
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hello @obtuse grove, can i use visual studio code to open pak files

obtuse grove
brisk steppe
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Thank you!

tranquil granite
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@obtuse grove
Is there a way to mod on the Quest? U prolly get this a lot, so feel free to link me to a diffrent thread or something

obtuse grove
radiant topaz
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will this be updated with the SDK that bloo linked?

radiant topaz
slender sparrow
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I'm having trouble creating a pak file with unrealpakgui. I edited a usasset file with asset editor, set the version to 4.25, then recreated the file structure in my mod folder. I dragged the folder to unrealpakgui and hit create pak. A log appears describing the process and saying that its done, but no pak file is created.

slender sparrow
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Yeah, the encryption box is unchecked. I did put a json file in the crypto box because i was confused. I tried removing it, but it won't let me.

slender sparrow
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Is there another program to create paks?

rotund kraken
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@obtuse grove how would I go about replacing sliders with another enemy?

rotund kraken
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thanks!

rotund kraken
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please forgive my ignorance (first time), but how do you use UAssetGUI and where is DT_NPCinfos ?

slender sparrow
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I still can't figure out what I'm doing wrong with UnrealPackGUI. It's just producing a blank file called "UE" with no file extension.

slender sparrow
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Good news! I figured out wht was going wrong.

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it was literally because i had a space in one of the folder names.