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Dolton

Uploaded by

Dolton20

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About this mod

This mod adds a way for modders to make their own skins. I uploaded a skin pack I made for people to try out, you can find the demo under Optional Files in the files tab.
After installing the mod, all custom skins will appear at the cosmetics totem.

Requirements
Permissions and credits
Dependencies
  • BPLoader
  • A skin pack (There's a skin pack demo that I made in the files tab.)


Installation
  • Download the main file and the demo file, and follow the instructions for both zips
  • Go into the files which can be found by right clicking the game, Manage > Browse local files, then to CrabChampions/Content/Paks.
  • Make a folder named ~mods. If the folder isn't named properly it may cause issues.
  • Place the .pak file into the ~mods folder.
    Do not remove _P from the end of the filename, if you do the mod will not load.
    If you do not see a .pak file you most likely have show file extensions off. How to turn it on.

Optional

I recommend backing up your save folder which is located at
C:/Users/<Your User Name>/AppData/Local/CrabChampions/Saved/SaveGames.

Uninstalling
  • Go to the ~mods folder you created.
  • Remove the .pak file you added.



Modder's Guide (Comment anything that needs clarifying)

Installing the Dependencies
  1. Open "CustomSkins_UE4_Files.zip" and copy the Content folder to your UE4 project folder.
  2. Open UE4 and navigate to the Content folder.
  3. Right click the Mods folder and select "Fix Up Redirecters in Folder".
  4. If you can, try not to package the "CustomSkin_Versions" folder, although it should be fine to package the folder if you can't figure out how. If you do package them, make sure not to touch the files inside because doing so may break them.
  5. If you haven't already open your project's settings and disable "Share Material Shader Code".

The Methods of Making Cosmetics
  Method One (Making a Cosmetic DataAsset)
    When you make a Cosmetic DataAsset you can customize more about your cosmetic than if you made a simple skin.
    This is also the best way to make cosmetics using materials that already exist in the game.
  Method Two (Making a Simple Skin)
    This method only allows you to customize the material and thumbnail of the skin.
    This method CAN NOT be used to add skins with a material that already exists in the game.


Method One: Making a Cosmetic DataAsset
  1. Navigate to "Content/Mods/CustomSkins/DataAsset_Skins".
  2. (Optional) Create and open a sub-folder with your username. This can be done to increase compatibility with other custom skin mods, since there's less of a chance the DataAsset's share the same path and overwrite each other.
  3. Create a new DataAsset and select PDA_CustomCosmetic_V1 for the class.
  4. This can be named whatever you like but, keep in mind that if two DataAssets have the same path only one will be loaded.
  5. Edit the DataAsset you made.

Method Two: Making a Simple Skin
  1. If you do not plan using the DataAsset Method, you can delete the folders "Content/Mods/CustomSkins/CustomSkin_Versions" and "Content/Mods/CustomSkins/DataAsset_Skins". If you change your mind and want to use the DataAsset method you can copy the folders from "CustomSkins_UE4_Files.zip".
  2. Navigate to "Content/Mods/CustomSkins/Simple_Skins".
  3. (Optional) Create and open a sub-folder with your username. This can be done to increase compatibility with other custom skin mods, since there's less of a chance the skin's share the same path and overwrite each other.
  4. Create your material. The name of the material is what will be displayed so don't add the prefixes "M_" or "MI_".
  5. (Optional) Import a image for the skin's thumbnail and give it the same name as the material but, with the prefix "T_". The prefix and the name are both case sensitive.