Modding Tutorial

Note: Click on any image in this tutorial to see the full size version

This tutorial is also available under #de-tutorials

Downloading the Required Tools

Grabbing the Source Files

Note: If you grabbed the Character Textures Pack (under #3a or #3b above), you can probably skip this step

quickbms_4gb_files.exe unreal_tournament_4.0.4.20a_dq11_v4.bms pakchunk0-WindowsNoEditor.pak pakchunk0\

Ripping the Source Files

4. When you try to open/export a texture, UModel will ask what version, select 4.18 [image 3]

 6. Press "O" to Open the navigation pane again, select export [image 5]

 7. Select where you want to save the file and what format you'd like [image 6]

 3. In UModel, navigate to the textures you're looking for, using the ID lists as a guide [image 2]

 5. Note the attributes in the top left [image 4]

Cooking Edited Files in Unreal Editor

 3. Recreate the path that you found your texture (e.g. Content\Characters\Human\P00X\Wear\Texture\) [image 3]

 4. Copy your edited file into the ("Textures") path. 

Right click -> "Edit..." [image 4]

 6. Now go to Edit -> Project Settings -> Platform -> Windows -> untick DirectX10 (leave DirectX 11 as the only one checked) [image 6] [image 7]

 2. Right click in the asset viewer pane at the bottom, select "New Folder" [image 2]

 5. Set the correct parameters. A general set of parameters is pictured -- use the attributes found in UModel (step #5 above) as a guide [image 5]

(note: if using the custom Unreal Editor build linked above, "never stream" is not required)

 7. Go to File -> Cook content for Windows... [image 8]

Fixing the Offsets (OUTDATED)

(NOTE: Only follow this section if you are not using the custom build of Unreal Editor linked above, and are instead using the optional vanilla 4.18 build installed via Epic Games Store)

Packing the files for installation/distribution


(Note that the images below are slightly older- we've since combined these tools into a single exe that no longer requires Python)

 3. Double click u4pak_dq11_v2_packer.exe [image 3]

 2. Recreate the same directory structure as before under "JackGame" and copy your uasset/uexp files into there. [image 2]

 4. Your new pak will appear shortly, rename it to suit your mod [image 4]

 5. Copy the pak file into <steamapps>\common\DRAGON QUEST XI S\Game\Content\Paks [image 5]

NOTE: If you are making a Project Rebuild mod, name your .pak according to this format-
"Project_Rebuild_ZZ_My_Mod_Name_v0.0.1.pak"

This will ensure the correct load order and that your mod loads properly on top of Project Rebuild.

That's it -- you've made a real, native texture mod!