Modkit to make modding Crab Champions easier
These need to be installed in order to use the tools:
- Python 3.8+
- Unreal Engine 4.27
You can download Unreal Engine for free through the Epic Games Store app, Make sure to install the correct version.
Configure these files before running the modkit.
File | Description |
---|---|
editor_directory.txt | This contains the path to the folder where the Unreal Editor executables are. |
package_output.txt | This contains the path to the .pak file that the package.bat tool creates. |
Setting the package_output path to a file in your ~mods
folder is recommended to make testing the mod easy.
Keep the _P at the end of the .pak file's name, this is required for the game to load the file.
Any 3D model, sound file, texture, and a bunch of other things are Unreal assets. These files should be managed using the Unreal editor. You can open the project by opening the .uproject
file in the UE4Project
folder using the editor.
Unreal assets need to be cooked before being packaged.
Run the cook_assets.bat
tool to cook the assets and get them ready for packaging.
You can exclude certain files by editing Tools/configs/copy_cooked_assets.rcj
.
For Unreal assets that are already cooked, for example modified blueprint .uasset files, you can put them in the Precooked
folder and they will automatically be added when running the cook_assets.bat
tool. If you don't have a Precooked
folder, simply make one in the root folder of the mod kit, next to UE4Project
, cook_assets.bat
, package.bat
, etc.
Note that any cooked assets you put directly in the CrabChampions
folder will be deleted when running the cook_assets.bat
tool because it needs to clean up the old assets before copying the new ones into the folder.
Anything that isn't an Unreal asset should be added to the CrabChampions
folder. This folder is what will be turned into a .pak file.
To test your mod, you can run the package.bat
tool to create a .pak file. If the tool is configured to place the .pak file in your ~mods
folder, you can start the game as soon as it finishes. If you are using Unreal Assets you have to run cook_assets.bat before package.bat
.
To package your mod for release, use the Tools/pack_compressed.bat
tool instead. This tool will create a compressed_pack.pak
file in your Tools
folder. This .pak file usually takes slightly longer to create, but the file size should be much smaller. You can rename the .pak file to whatever you want.