T8 Swap Modding: Msl Prp - CDDTreborn/Tekken-8-Resources GitHub Wiki

IP Swap process if the desired model is using a MSL+PRP setup.

  1. Check if it is using a MSL or PRP setup by opening Fmodel (Setup Guide) and navigating to the meshes. Most meshes are in Content/Character/Item/Model/Unique/xxx/zzz/(outfit name)/meshes. Replace "zzz" with the category name (e.g. full_body, upper, etc). Replace "xxx" with your character's abbreviation. If you see two files with one ending in _msl and one ending _prp then you are in luck.

  2. Now you need to grab some info.

  • Destination IP: Whatever item you want to replace will have its own Item Prefab asset found in Content/Character/Item/Item_Prefab/xxx/yyy folder. Replace "yyy" with the category abbreviation (e.g. bdf=Full_body and bdu=upper).

  • Source BI/BCI/CI: Now you will do essentially the same thing but look for the source item's BI (Base Item), BCI (Base Character Item), and CI (Customize Item). The folders are in the same place as the Item Prefab folder you found earlier with a similar folder structure.

  1. In UE5 you will need to recreate the folder structure that leads to the items you identified above if they aren't already there. Reference back to Fmodel if you forget. Once your folders are built go to the appropriate folder and create the asset. U have to use Koenji's or Peeks project to get access to these assets. Right-Click on an empty space in the folder and select the Polaris_Item_Prefab. Then do the same for Polaris_Base_Item, Polaris_Base_Character_Item, and Polaris_Customize Item. Make sure these all match their original names and put them in their respective folders you just created.

  2. All of these assets except for the IP will be used as a reference so we don't need to actually fill them in with anything. The IP is really easy to complete. It has a slot for the BI, BCI, and CI. With the IP asset open, drag and drop the BI, BCI, and CI to their respective places. Each spot only recognizes a specific asset type so this is impossible to mess up.

  3. Now double check your work. You should have the following:

  • The BI, BCI, and CI with their in-game names in their in-game locations.
  • An IP for the destination outfit with it's in-game name and in its in-game location. Inside the IP there will be references to the BI, BCI, and CI. When you hover over them their file path shows up and you can verify its correct.
  1. Now create a Data Asset. Right-click on an empty space and navigate to Miscellaneous and find the Data Asset (it's red). Now search for PrimaryAssetLabel. In the PrimaryAssetLabel you will need to set the following info:
  • Priority: 1
  • Chunk ID: Any number you want. ProTip: Keep it above 500.
  • Cooking Method: Change from "Unknown" to "Always Cook"
  • Click the "+" next to Explicit Data Asset and navigate to your IP or find it in the Content Browser then drag and drop it in. When you hover over it, you can verify it's in the right place.
  1. Go up to .... and hit Package. If you set things up per my starter guide it should be set to Shipping. If not there should be an option to package as Shipping.

  2. Once it's done it will be in the paks folder for the engine (location). Grab all 3 files and put them in your Mods folder. ProTip: Make a folder just for that mod and put all 3 files in that. Once it's there, add "_P" to the end of it. Now test in game.

Common Problems: The game will always follow the devs path to find info and load it. Modders jump into that path and redirect it. If you get a file path wrong or a name wrong then the game won't see it and ignore it or will try to load something that doesn't really exist. The biggest sign is that nothing looks to have changed.

Another issues is the Fatal Error. This typically happens when an asset is supposed to be somewhere and it's not. Very common mistake when using materials and also if the BI, BCI, and CI are misnamed or in the wrong place.