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

  • Locate your Paks folder by navigating to <steamapps>\common\DRAGON QUEST XI S\ Game\Content\Paks

  • Copy pakchunk0-WindowsNoEditor.pak and pakchunk1-WindowsNoEditor.pak to a working directory

  • Copy QuickBMS (#2) and the DQXI QuickBMS Script (#1) into the same directory, extract the files by double-clicking quickbms_4gb_files.exe

  • A window will pop up where you will select the script "unreal_tournament_4.0.4.20a_dq11_v4.bms". Another window will pop up where you will select "pakchunk0-WindowsNoEditor.pak". Finally it will ask you where you want the files extracted- Create a new folder, enter it and click "ok".

  • (The same can also be done by using this command:)

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

  • Let it unpack (this will take awhile, but you will have all the files). Do the same for pakchunk1

Ripping the Source Files

  1. Run UModel from the tools pack (#1)

  2. Navigate to the files you'd like to export and copy the directory path into UModel [image 1]

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

  1. Launch Unreal Editor 4.18. Create a new blank project with no starter content. Note where your project will be saved, and name your project at the bottom. [image 1]

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)

  1. Find the cooked assets output from Unreal Editor under <YourProjectName>\Saved\Cooked\WindowsNoEditor\<YourProjectName>\Content\... [image 1]

  2. Copy the "cook fixer" (#5, either exe or script) into the same directory [image 2]

  3. Double click the exe or Right-click -> "Run with PowerShell" [image 3], enter "Y" (if necessary) to allow it to run

Packing the files for installation/distribution

  1. Open a clean directory and make a "JackGame" folder. Copy u4pak_dq11_v2_packer.exe (#4) into the directory [image 1]


(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!