#Human's Logic modding Template

9 messages · Page 1 of 1 (latest)

crystal oar
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Pak Replacements can get boring if you wish to dream bigger. If you want to do more with your modding, consider Logic Mods.

Why logic modding?

While logic modding does have it’s limits, Logic mods far exceed what was possible before. Firstly, Blueprints offer a visual scripting language that simplifies complex coding tasks, making it easier for modders to implement game logic without extensive programming knowledge. This is essential for the growth of the modding community as it makes code mods much more accessible. Secondly, being able to import assets, and manage/test your mod in a game engine rather than having to package and deploy it before every test is huge in terms of ease of use.

Limitations?

Relies of UE4SS which sometimes doesn't play so nicely when launching the game(ITR1) and transitioning levels (ITR2)
Lack of custom levels
Lack of custom materials
Lack of animation blueprints (animation sequences still work)
probably more undiscovered limitations since we as a community are still figuring this out.

What's the difference between Logic modding and Lua modding?

Logic modding uses a blueprint asset that you can inject** into the game** to add whatever blueprint asset you want to the scene.
Lua modding uses a main.lua file to run code alongside the game
Lua mods allow you to "Hook" into existing assets and run basic code off of those assets on a global level while Logic modding can only run code for any new assets spawned into the scene by the mod itself on a local level.

Main documentation for ITR

The Human's ITR logicmodding documentation
https://docs.google.com/document/d/1uFWZO_oaKvk39egPau6jq49VWEsY-hYqlZh1ic7U1YM/edit?tab=t.0

Other documentation to help you get started logic modding

. Dmgvol,s UE_Modding https://github.com/Dmgvol/UE_Modding/tree/main/AdvancedModding

. UE4SS documentation https://docs.ue4ss.com/index.html

. Russell.J's unreal mod loader tutorial https://www.youtube.com/watch?v=fB3yT85XhVA

GitHub

Collection of UE4/5 Modding Guides. Contribute to Dmgvol/UE_Modding development by creating an account on GitHub.

In this part, we talk about creating a blueprint mod with UML, along with several tips that will help you along the way!

Link To UML: https://github.com/RussellJerome/UnrealModLoader
Discord: Russell.J#7723
Twitter: https://twitter.com/KGRussellJ
Discord Server: https://discord.gg/xmXUSNvypY
Patreon: https://www.patreon.com/RussellJ

Another me...

▶ Play video
crystal oar
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Itr1 Logic mod template changelog:
Roughly ported the itr2 logic modding template for itr1
Fixed a bug where the measurement tool would go the wrong way.
Known bugs:
The Itr1 measurement tool is labeled backwards on the x axis.
https://www.nexusmods.com/intotheradiusvr/mods/366

Nexus Mods :: Into the Radius VR

This is a logic mods template for those who wish to make logic mods for ITR1

crystal oar
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The logic modding documentation has been updated to include instructions for the logic modding template's included tools and base project testing.

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This means documentation is now officially ready!

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It will still receive updates to make things more clear, fix errors, ect.

crystal oar
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I just realized that the logic modding template has the measurement tool in the main Mod Actor blueprint for no reason.

Next update, I'm just gonna make it a separate blueprint that you can just spawn in so its easier to delete from your project once finished with it.

crystal oar
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ITR2 Logic mod template changelog:
Fixed the orientation of the axis labels on the measurement tool.

made the measurement tool It's own Blueprint for easier deletion.

Fixed a bug caused by 0.12.3 where the Q key was no longer summoning the measurement tool.

Set the Blueprint testing map to automatically load up when opening the project.

Changed warp and spawn locations to the actor instead of the components.

https://www.nexusmods.com/intotheradius2/mods/36?tab=description

Nexus Mods :: Into The Radius 2

This is a logic mods template for those who wish to make logic mods for ITR2

crystal oar
#

ITR1 Logic mod template changelog:
Fixed the orientation of the axis labels on the measurement tool.

made the measurement tool It's own Blueprint for easier deletion.

Set the Blueprint testing map to automatically load up when opening the project.

Changed the move amount variables to standardize a single move amount between positive and negative movements.

Made some slight simplifications to how Q summons the measurement tool.

Changed warp and spawn locations to the actor instead of the components

https://www.nexusmods.com/intotheradiusvr/mods/366?tab=files

Nexus Mods :: Into the Radius VR

This is a logic mods template for those who wish to make logic mods for ITR1