UPK Explorer
| Developers | |
|---|---|
| FCH823 | |
| Wastelander121 | |
| Release dates | |
| Windows | June 9, 2023[1] |
UPK Explorer is a universal Unreal Engine 3 Modding tool, with limited compatibility for some Unreal Engine 2 games. This tool is capable of editing many aspects of Unreal Engine 2/3 games including the modification of textures, object properties, meshes and materials.
Getting Started
Getting Started with UPK Explorer
- Step 1: Download UPK Explorer.
- Step 2: Extract UPK Explorer to a folder you will remember. We recommend C:\Modding Programs\Unreal\UPK Explorer.
- Step 3: Open UPK Explorer.exe
- Step 4: Set your working folder. We recommend C:\UPK Working. This is where your objects will be dumped and injected from.
Getting Started with TFC Installer
- Multiple texture packs/game patches can update the same package file. For instance, a mod that turns Robin's hair blond will not conflict with a mod that changes the colour of his suit.
- The texture pack/game patch installed last will take precedent if the same textures/object are edited in both packs.
- If you are using TFC Installer via Vortex, make sure to check for updates before installing any mods as new mods may require the latest TFC Installer in order to function correctly.
- Step 1: Download TFC Installer.
- Step 2: Extract TFC Installer to a folder you remember. We recommend C:\Modding Programs\Unreal\TFC Installer.
- Step 3: Open TFC Installer.exe
- Step 4: Select your game folder.
- Step 5: Select your mod folder.
- Step 6: Click Update [Game] or Update [DLC] or Update All.
Frequently asked questions
Q: What are game patches for?
A: Game patches are for creating stackable mods that modify existing game files. Replacing just the modified objects reduces download size and makes mod incompatibility much less likely. In addition to creating stackable replacement/additional objects, it also patches uncompressed_size, table of contents (TOC) files and removing SHA checks from the exe to prevent crashes when modifying certain packages.
Q: What is the intended use case for single package edits if game patches are the intended method of modifying games?
A: Single package mode is intended to turn existing game files into DLC packages, such as additional skins.
Q: Is it possible to do something similar for INI or localisation files to avoid replacing the entire file?
A: Yes, we have an IniPatch system that's designed to add, replace and remove individual lines from both INI files and localisation files, making them stackable while leaving users' existing key bindings and engine settings intact where possible.
- IniPatch may not be compatible with all games, such as titles that use Coalesced config files rather than loose INIs.
Basic features
| Feature | Additional Information |
|---|---|
| SHA Check Bypass | Bypasses SHA checks that some games use. The exe will be patched alongside the installation of a texture pack or game patch. |
| Texture Export | Exports textures in DDS format. |
| Texture Import | Imports textures from DDS format. |
| Texture Pack Creation | Creates texture packs that can be installed with TFC Installer. |
| TOC/Uncompressed_Size Patcher | Uncompressed_size and TOC files are automatically updated when a texture pack or game patch is installed as needed. |
Advanced features
- The following features require that UPK Explorer is in "Advanced Mode".
| Feature | Additional Information |
|---|---|
| Add/Remove Arrays (EXPERIMENTAL) | Allows the user to add or remove arrays from objects within a package file. |
| Add/Remove Properties (EXPERIMENTAL) | Allows the user to add or remove properties from objects within a package file. |
| FBX Model Export | Allows the user to export Static and Skeletal meshes to FBX format from the object editor. |
| FBX Model Import (EXPERIMENTAL) | Allows the user to import Static and Skeletal meshes to FBX format from the object editor. Please note that FBX import is not implemented for Unreal Engine 2 titles. |
| Game Patch Creation | Allows for modification of specific objects (mesh swaps, property edits etc) to be patched into package files without conflicting. Note: This is the intended method, mods that replace the package file entirely will still conflict. Can be installed alongside TexturePacks and INI Patches with TFC Installer. |
| INI Patch Creation | Allows for modifications of INI files on a per-line basis. INI Patches will add, remove and change specific lines in an INI so you can have multiple edits to the same file without conflicts. Can be installed alongside TexturePacks and Game Patches with TFC Installer. |
| Import Table Copy/Paste | Allows the user to copy multiple entries at once from one import table to another. |
| Import Table Editor | Allows the user to add new, remove and edit imports to the package file. |
| Loose file installation | Allows for modifications to have new loose files that will automatically be copied to the game or system folder as needed. Can be installed alongside INI Patches, TexturePacks and Game Patches with TFC Installer. |
| Material Editor | Allows the user to edit materials from within the package file. |
| Mesh Displacement | Allows the user to change the mesh origin point, allowing the mesh to move to another location relative to its original placement. |
| Mesh Preview | Allows the user to view all supported static/skeletal meshes in any given game, as well as display their package of origin. |
| Mesh Rotation | Allows the user to change the rotation of the mesh on the x,y,z axis. |
| Name Table Editor | Allows the user to rename any asset within the UPK, including longer or shorter strings. |
| Object Deletion | Allows the user to delete objects from a package file. |
| Object Import/Export | Allows the user to import and export objects to and from binary files. |
| Preserve/Import Properties | Allows the user to import, preserve or nullify specific properties from imported objects, allowing for the addition or removal of certain properties. |
| Properties Editor | Allows the user to edit the properties of classes within the UPK. |
| Sound Import | [Allows the import of audio into Sound\NodeWave\Ex] |
| Sound Export | [Allows the export of audio from Sound\NodeWave\Ex] |
Video Tutorials
- Video tutorials showcasing certain features. To request a video tutorial please ask for one either in the Youtube comments section or over on the UPK Explorer or TFC Installer Nexus pages.
| Tutorial | |
|---|---|
| Requirements and TexturePack install | |
| TexturePack and GamePatch creation | |
| FSB Audio generation and replacement |
General Tutorials
How to create a texture replacement mod (Texture Pack)
- Step 1: Within UPK Explorer, click "Open Game Folder" and select your game's install folder. For example, H:\SteamLibrary\steamapps\common\Dishonored. select the base game or DLC you wish to mod, then navigate to the "Extract Textures" tab and extract the textures you desire.
- Step 2: Navigate to your extracted textures. You will find them in UPK Working Folder. Ex; [UPK Working]\Dishonored\Exports\PF_DXT1.
- Step 3: Open the DDS files from the Exports\PF_DXT1 folder with your image editor of choice, edit them as desired, then move the textures from Exports\PF_DXT1 to Imports\PF_DXT1.
- Step 4: Within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.
- Step 5: With the texture pack created, open TFC Installer, input your game folder and mod folder and click "Update".
- Step 6: To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
How to create a texture replacement mod (Single Package)
!! Single package texture replacement will store the texture at full resolution. It is only recommended to use this method if you are creating DLC mods, such as additional skins!
- Step 1: Within UPK Explorer, click "Open Package File" and select your file. For example, H:\SteamLibrary\steamapps\common\Dishonored\DishonoredGame\CookedPCConsole\DishonoredGame.upk,then navigate to the "Extract Textures" tab and extract the textures you desire.
- Step 2: Navigate to your extracted textures. You will find them in UPK Working Folder. Ex; [UPK Working]\Dishonored\Exports\PF_DXT1.
- Step 3: Open the DDS files from the Exports\PF_DXT1 folder with your image editor of choice, edit them as desired, then move the textures from Exports\PF_DXT1 to Imports\PF_DXT1.
- Step 4: Within UPK Explorer, navigate to "Inject Textures" you should see your modified textures in the list. Click on "Inject Textures and Save Copy" at the bottom.
How to convert texture mods from Texmod to TFC Installer
- Step 1: Within UPK Explorer, open your game/DLC folder and extract the required textures for the mod, for example, the skin textures for your character.
- Step 2: Use TPFExtract.exe to extract Texmod's TPF file. If extracted correctly you should now see the textures in a workable format.
- Step 3: Navigate to the textures you have extracted from UPK Explorer. You will find them in UPK Working Folder. Ex; UPK Working\Batman Arkham City\Exports\PF_DXT1.
- Step 4: Open the textures you extracted from the TPF archive with the image editor of your choice and save them as DDS, overwriting the other DDS files in your Exports folder. It's important to keep the correct pixel format.
- Step 5: Move the DDS textures to the correct pixel format folder. Eg; UPK Working\Batman Arkham City\Imports\PF_DXT1 and then, within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.
- Step 6: With the texture pack created, just use TFC Installer to apply the mod.
- Step 7: To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
- Only share converted mods that you yourself have made, unless you have permission from the original author to convert it on their behalf.
How to convert texture mods from Resorep/Special K to TFC Installer
- Step 1: Within UPK Explorer, open your game/DLC folder and extract the required textures for the mod, for example, the skin textures for your character.
- Step 2: Rename the numbered textures from the Resorep/Special K textures folder to the names of the ones extracted by UPK Explorer.
- Step 3: Some DDS files may need to be resaved to the correct pixel format with mipmaps generated.
- Step 4: Move the DDS textures to the correct pixel format folder. Eg; UPK Working\Batman Arkham City\Imports\PF_DXT1 and then, within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.
- Step 6: With the texture pack created, just use TFC Installer to apply the mod.
- Step 7: To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
- Only share converted mods that you yourself have made, unless you have permission from the original author to convert it on their behalf.
How to convert loose file mods to install with TFC Installer
- For the purposes of this tutorial we'll be converting the Mission Stats mod for Dishonored.
- Step 1: Open the game folder with UPK Explorer, then close it.
- Step 2: Place the dinput8.dll and NativeMods folder into the UPK Working\Dishonored\MyMod\Game\Binaries\Win32 folder.
- Step 3: To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
- Only share converted mods that you yourself have made, unless you have permission from the original author to convert it on their behalf.
Advanced Tutorials
- All "Advanced Tutorials" will require UPK Explorer to be set to Advanced Mode or Developer Mode.
How to create single package edits
- Single package editing is only intended to be used for creating DLC mods, such as new skin slots. Please use the game patch method for editing existing game files.
- Step 1: Within UPK Explorer, open your package file directly with the "Open Package File" option.
- Step 2: Make your desired changes to the package and click "Save Copy".
- Step 3: Rename the new _copy package as necessary.
How to create a Game Patch
- Do not create game patches on top of previously modified files as this may lead to issues.
- Step 1: Within UPK Explorer, open your game/DLC folder.
- Step 2: Within UPK Explorer, navigate to the package file(s) you wish to edit.
- Step 3: Make your desired changes to the UPK(s) and click "Create game patch" at the bottom of the list.
- Step 4: With the game patch created, just use TFC Installer to apply the mod.
- Step 5: To share your mod with others, all you have to do is zip up your MyMod folder. It is recommended to rename your MyMod folder to something unique beforehand so that it doesn't get overwritten by other mods.
- Game patches are the intended way to modify existing packages as they are designed to be stackable. Mods that replace existing UPK files are not recommended as they're generally not stackable and may lead to issues.
How to add multiple entries into an Import Table at once.
- Step 1: Within UPK Explorer, open the package file you wish to copy the imports from.
- Step 2: Go to the Object Imports tab, press Control+A to select all, right click and copy.
- Step 3: Within UPK Explorer, open the package file you wish to add the imports to.
- Step 4: Open the Object Imports tab and click the paste button.
- Step 5: You may get errors about unresolved packages. To fix this, you must go to the Objects tab and add the packages and hierarchy that the import expects. Then paste again.
How to replace a name
- It is recommended not to replace names with game patches. Instead, use the add new name method and assign your new name to the object.
- Step 1: Within UPK Explorer, open your package file either via the game folder or opening the package directly.
- Step 2: Navigate to the "Names" tab.
- Step 3: Find the name you wish to replace.
- Step 4: Click the name and replace as needed.
- Step 5: Save copy.
How to add a new name
- Step 1: Within UPK Explorer, open your package file either via the game folder or the package directly.
- Step 2: Within UPK Explorer, find the object with the current name from the "Objects" tab.
- Step 3: Click the name of the object and remove the old name.
- Step 4: Type in your new name and click "Create new name" when prompted.
- Step 5: Save copy/create game patch.
How to swap binary objects
- Step 1: Within UPK Explorer, open the package with the object you wish to export.
- Step 2: Navigate to Edit Package>Objects.
- Step 3: Search for the object you are looking for. It is also recommended that you enter the class name in the search bar, along with ticking 'Exact type match' for easier navigation.
- Step 4: Once you have found your desired object, click export and then save.
- Step 5: Open the target package. This is the UPK you wish to replace the object in.
- Step 6: Navigate to the Objects tab.
- Step 7: Search for the object you are looking for. It is also recommended that you enter the class name in the search bar, along with ticking 'Exact type match' for easier navigation.
- Step 8: With the target object selected, click "Import". You may now decide which properties to import (data from the new object) and preserve (data from the original object) or you can deselect both, which will remove the property.
- Depending on the object you are importing, certain properties may need to be imported/preserved. It is recommended to try different combinations if things don't appear as they should. If unsure, preserve all and ignore any new properties being added.
How to modify SWF/GFX movie files
- A great guide to modifying SWFMovie files was created by NeverAloneInTheAsylum
- Step 1: Within UPK Explorer, open the package file you wish to modify.
- Step 2: Go to the objects tab and search by type SWF or GFX.
- Step 3: Find your desired SWF/GFX and click Export SWF.
- Step 4: Edit the SWF/GFX file inside an editing tool, we recommend JPEXS Free Flash Decompiler.
- Step 5: Once edited, save the SWF from the editing tool and then from UPK Explorerclick Import SWF/GFX.
- Step 6: Now that you have imported your desired SWF/GFX, click "save copy" or "create game patch".
INI Modding
Different types of IniPatch
| File | Effect |
|---|---|
| FileName.ini.IniPatch | Updates FileName.ini, if it exists. |
| Filename.ini.IniPatchReadonly | Updates FileName.ini, if it exists, and applies a Read-Only attribute. |
| Filename.ini.IniPatchCreateOrUpdate | Updates FileName.ini, if it exists, and creates it if it does not exist. |
How to replace specific values in an INI or Localisation file via an INIPatch
- Step 1: Find your game's config folder and the ini file you wish to modify. In this example we will use X-Men Origins: Wolverine's WEngine.ini, which is located in "MyDocuments\Wolverine\WGame\Config".
- Step 2: Create a new text file with the modifcatiions you wish to make. In this example, we will change the MaxSmoothedFrameRate from 62 to 999, below are examples of the ini modification.
| [Engine.GameEngine] | Effect |
|---|---|
| MaxSmoothedFrameRate=999 | Will update the MaxSmoothedFrameRate value from it's original (62) to new value (999), or add the value if it does not exist. |
| -MaxSmoothedFrameRate=62 | Will remove original MaxSmoothedFrameRate value. |
| +MaxSmoothedFrameRate=999 | Will add new MaxSmoothedFrameRate=999 value, regardless of if one exists or not. |
| .MaxSmoothedFrameRate=999 | Will update the MaxSmoothedFrameRate value to 999, if the key is present in the ini. |
- Step 3: Save the txt file and change the name and to WEngine.ini.IniPatch
- IniPatch files are case sensitive. Make sure you type it out exactly.
- Step 4: Place the WEngine.ini.IniPatch file inside UPK Working\XMen Origins\MyMod\System\MyDocuments\Wolverine\WGame\Config.
- Step 5: Install the MyMod folder with TFC Installer.
How to replace a specific value in collections
- Collections are groups of keys that share the same name but have different values. These are not automatically picked up as individual items and must be declared separately. Not doing so will result in the whole collection being replaced by the values of the IniPatch.
- Step 1: Find your game's config folder and the ini file you wish to modify. In this example we will use X-Men Origins: Wolverine's WInput.ini, which is located in "MyDocuments\Wolverine\WGame\Config".
- Step 2: Create a new text file with the modifcatiions you wish to make. In this example, we will change the MoveForward speed from 1.0 to 4.0. In order to do this we must type out the name of the keybinding at the beginning of the line in asterisks so that it can be detected as a unique entry of the collection. Your txt file should look like this.
| [Engine.PlayerInput] | Effect |
|---|---|
| (*Name="MoveForward"*)Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=4.0") | Will update the key if it exists, or add it if it does not. |
| -(*Name="MoveForward"*)Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=1.0") | Will remove the original key from the ini. |
| +(*Name="MoveForward"*)Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=4.0") | Will add new key. |
| .(*Name="MoveForward"*)Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=4.0") | Will update the key only if the key is already present in the ini. |
- Step 3: Save the txt file and change the name and to WInput.ini.IniPatch
- IniPatch files are case sensitive. Make sure you type it out exactly.
- Step 4: Place the WInput.ini.IniPatch file inside UPK Working\XMen Origins\MyMod\System\MyDocuments\Wolverine\WGame\Config.
- Step 5: Install the MyMod folder with TFC Installer.
Material Editing
How to replace textures used in your Material
Step 1: Navigate to your Material or Material Instance Constant from the object editor.
Step 2: Replace the texture references from the Textures tab.
- Some materials will be incompatible with some Pixel Formats. For example, if a material is expecting a V8U8 texture and you use a DXT1 to replace it, you may run into problems ingame.
Step 3: Save copy if editing a singular package or create game patch to save your newly edited material.
How to replace/edit properties used in your Material
Step 1: Navigate to your Material or Material Instance Constant from the object editor.
Step 2: Find the property you wish to edit, usually this will be in an array of either ScalarParameterValues or VectorParameterValues.
Step 3: Find the parameter name of the property you wish to edit; example: Cloth_Modulation_Color and change the parameter value as needed.
- Do not use TextureParameterValues for editing texture references. Doing so will not update every reference of the texture. It is recommended to do so only in the Textures tab.
FBX Modding
FBX Modding Tutorials
- Please note that currently imported FBX files must share the same skeleton as the mesh it's replacing.
How to Export FBX models from UPK Explorer
Open the UPK and go to the objects tab. Search for your mesh and if supported within UPK Explorer, you can and export it by clicking the "Export FBX" button.
- Make sure to click "Export FBX" and not "Export" - "Export" will export a .staticmesh or .skeletalmesh binary file which will be incompatible with mesh editors.
How to prepare your FBX for UPK Explorer import
1: You must have proper bone weights assigned where necessary (not needed for static meshes).
2: You must have the same skeleton/bones as the mesh you're replacing.
3: You must have a vertex count of less than 65535 (some games will allow you to have more but for most games 65535 will be the limit per mesh.)
4: You must export with the recommended settings for each program.
How to import an FBX file
- Step 1: Within UPK Explorer, open the package file you wish to modify.
- Step 2: Go to the Objects tab, search by type StaticMesh or SkeletalMesh, depending on the mesh you wish to export.
- Step 3: Find your desired mesh and click Export FBX.
- Step 4: Edit the FBX with an editor such as Maya or Blender.
- Step 5: Save the mesh with the following settings.
- Step 6: Within UPKExplorer, import the FBX you have now created by clicking "Import FBX."
- Step 7: Import the FBX file and click save copy or create game patch.
Correct FBX Export Settings
Correct FBX Export settings for Blender
| Setting | Value |
|---|---|
| Forward | -Y Forward |
| Up | Z up |
| Apply Space Transform | False |
| Triangulate Faces | True |
| Tangent Spaces | True |
| Armature FBX | Root |
| Add Leaf Bones | False |
Correct FBX Export settings for Blender (BetterFBX)
| Setting | Value |
|---|---|
| FBX Version | FBX_2014_00 |
| Reset Mesh Rotation | False |
| Tangents | True |
| Triangulate | True |
Correct FBX Export settings for Maya
- It is recommended to apply smoothing and triangulation before export rather than selecting triangulation and smoothing during export.
| Setting | Value |
|---|---|
| Smoothing Groups | True |
| Tangents and Binormals | True |
| Up Axis | Z |
| FBX File Format | Binary, Version 2014/2015 |
Correct FBX Export settings for 3DS Max
- It is recommended to apply smoothing and triangulation before export rather than selecting triangulation and smoothing during export.
| Setting | Value |
|---|---|
| Smoothing Groups | True |
| Tangents and Binormals | True |
| Triangulation | True |
| Up Axis | Z |
| FBX File Format | Binary, Version 2014/2015 |
Audio Modding
Known Audio Formats
| Format | Status |
|---|---|
| FMOD | Currently not supported. |
| RiotSound | Currently not supported. |
| Sound (UE2) | Export and import is supported. May require external tools to convert to and from. |
| SoundNodeWave | Export and import is supported. May require external tools to convert to and from. |
| SoundNodeWaveEx | Export and import is supported. May require external tools to convert to and from. |
| WWise | Currently not supported. |
How to find the correct format for your audio file
The audio file format will be shown in the Sound/NodeWave/Ex object. Usually something like Ogg Vorbis 22050Hz Mono. To find the correct bit rate, simply export the ogg file then right click, go to properties, then details and it should give you the bitrate. For example, 352kbps.
This means your imported sound must be a .ogg, with the bite rate of 352kbps, with the sample rate of 22050Hz and in mono.
How to export and import Audio files
Step 1: Open your games folder in UPK Explorer and go to the Sounds tab.
Step 2: Locate your desired audio file from the list. You will see the package it is contained in, as well as the audio format.
Step 3: Go to the create game patch tab and open the package file your audio is contained in. ex; Sounds\ObjectSnd.uax
Step 4: Click on your audio object. From here you can export the audio data. The file format will automatically be detected for you.
Step 5: Edit your audio file as desired or import a new audio file.
- Some games will be very strict when it comes to audio import. Make sure you keep the bitrate and number of channels the same as the game. For example, some games will require you to downmix to mono first or the audio file will refuse to play ingame.
How to edit BIK Audio files
- As BIK does not have a preview, it may take some trial and error to get the sound you wish to edit.
Step 1: Export your BIK sound.
Step 2: Use RAD Video Tools to convert to your desired audio format.
Step 3: Import your new audio file into Audacity.
Step 4: Edit as needed. And export to your desired format .
Step 5: Use RAD Video Tools to convert your new audio file to BIK by selecting your audio file and clicking "Bink it!" then "Bink."
Step 5: Import the new BIK file into UPK Explorer and save copy/create game patch.
How to edit FSB Audio files
Step 1: Export your FSB sound.
Step 2: Use an FSB extractor to extract the FSB container and get to the audio file. We recommend fsbext.
Step 3: Import your new MP3 into Audacity.
Step 4: Edit as needed. And export to the desired file format.
Step 5: fsbext to convert your new audio file to FSB by replacing your audio file with your new one in the extracted directory. Eg; FIRE_BURST_01. After you have ran the bat, you can find your new FSB in the "new" folder.
Step 5: Import the new FSB file into UPK Explorer and save copy/create game patch.
Game-Specific tutorials
Batman: Arkham Tutorials
How to create a new suit slot (DLC) mod for Batman: Arkham Knight
- The following steps require that UPK Explorer is in "Advanced Mode".
- The following steps may not apply to all games. For this example we will be using Batman Arkham Knight and creating a new slot for the Dark Magic Harley Quinn skin.
- Step 1 - Locating the files
- Step 2 - Extracting textures
- Step 3 - Editing textures:
- Step 4 - Injecting textures/Modifying the UPK
- Step 5 - Renaming strings:
- Step 6 - Showcase_UI
- Step 7 - Naming the TFC File
- Step 7 - Installing the TFC File
- Step 8 - Renaming the UPKs
- Step 9 - DLC Subfolders
- Step 10 - The BmGame.ini file
| [Bmgame.RGameInfo]
+DLCBundlesInstalled="DarkMagicHarley"
.ShowcaseItems=( Page="Players", Item="BatmanMk2", Skin="Playable_Batman_Std", Levels="Showcase_Ambient_Background|Showcase_Players_Batmanmk2", Camera="HumanL", SortIndex=100, Unlocked=TRUE ) .ShowcaseItems=( Page="Players", Item="GothicQuinn", Skin="Playable_DLCHarleyQuinn_DMG", Levels="Showcase_Ambient_Background|Showcase_Characters_GothicHarl", Camera="HumanM", SortIndex=500, DLC=TRUE, Unlocked=TRUE ) |
- Step 11 - The GFxUI.int file
The GFxUI.int file will go inside DARKMAGICHARLEY\Localization. It should look something like this:
| [Showcase]
GothicQuinn=DARK MAGIC HARLEY QUINN SKIN GothicQuinn_Desc=The darkness within. |
- Step 12 - Showcase Icon Replacement
Now that you have your new suit slot ingame you will notice a duplicate Harley Quinn icon. To create a new one it is best to zoom in on Harley and take a screenshot. You will then want to open up the showcase_ui texture in UPK - Working\Batman Arkham Knight\Exports\PF_DXT1 and paste your screenshot over it, lining it up with the original as close as possible and save the texture with DXT1 compression, then inject as before.
- Step 13 - Sharing your mod:
To share your newly created DLC mod, simply zip the equivilent of your DARKMAGICHARLEY folder. You may also wish to create a dummy folder of the numbers, in case your mod uses assets from a particular DLC.
- It is recommended NOT to use the DLC method to replace skins as this will cause conflicts with skins that use TFC Installer. Only use TFC Installer for replacing skins.
How to create a new Batmobile slot (DLC) mod for Batman: Arkham Knight
- Step 1: Follow the same steps as for the New Suit Slot guide. This time using Playable_BatmobileName_SF.
- Step 2: Open the UPK and navigate to the object editor.
- Step 3: Find the Batmobile_BatmobileName_Archetype package and rename it to Batmobile_Rocksteady_Archetype
- Step 4: Find the BatmobileName RVehicleBatmobile object and rename it to Batmobile_Rocksteady
- Step 5: Save copy, delete original and remove _copy suffix.
Credits for this guide go to kbachani
How to create make glowing eyes for Batman: Arkham Knight
- The following steps require that UPK Explorer is in "Advanced Mode".
- Step 1: Open your Arkham Knight skin's UPK.
- Step 2: Find "Batman_BM3_V2_Eye_High_D2" and "Batman_BM3_V2_Eye_High_DS_7_D2", go to the "properties" tab of both and set LODGroup to "None".
- Step 3: "Find Batman_BM3_V2_eyeball_MAT_INST", go to the properties tab and select "ScalarParameterValues".
- Step 4: Scroll down the "ScalarParameterValues" list until you find "Glowing Eyes On Off", set this to 1.
- Step 5: Back out and click on "VectorParameterValues".
- Step 6: In the "VectorParameterValues" list, you will find "Glow Colour", "Iris_ColourInner" and "Iris_ColourOuter". Set these to your desired colour.
- A value of 1 is recommended for a comic book style of glowing eyes, values higher than 1 will over expose the bloom and may give an undesired effect.
- Step 7: Rename all modified files so that the game will read them as unique objects. Make sure the new names are unique to the skin.
- It is recommended to rename from the objects tab so that your renamed objects won't interfere with the import table, as this can cause problems.
How to convert any UPK into a playable skin
- This guide is applicable to Arkham City, Origins and Knight.
- It is recommended to export the RAddContentPlayerCharacterMesh object from a character that has ExtraMeshes, such as Azrael.
- Step 1: Open your a character's UPK. Ex; Playable_Azrael_Std and export the RAddContentPlayerCharacterMesh object.
- Step 2: Open the upk you wish to turn into a playable skin, eg; Death_TwoFace:.
- Step 3: Navigate to the "Object Imports" tab and add new import with the following:.
| Name=RAddContentPlayerCharacterMesh | Classname=Class | Class Package=Core | Parent=BmGame |
- Step 3: Import RAddContentPlayerCharacterMesh file at the root, and name as required.
- Step 4: Choose your MainMesh, BodyMesh and PhysicsAsset as desired.
- Step 5: Rename the file name string (eg "Death_TwoFace" to "Playable_Batman_TwoFace_SF".
- Step 6: Save copy and rename your copied file from "Death_TwoFace" to "Playable_Batman_TwoFace_SF"
- Step 7: Follow the new suit slot guide to turn it into a unique skin.
How to make materials invisible Batman: Arkham Knight
- Step 1: Open Arkham Knight's Startup.upk.
- Step 2: Export Character_Shared_BM3\Materials\Invisible.
- Step 3: Open your skin's .UPK.
- Step 4: Click "Import package at root" at the top left of the the Objects tab and select your exported Character_Shared_BM3.Materials.Invisible.Material."
- Step 5: Click "Import as new object, then click ok.
- Step 6: Go to your skeletalmesh files and set the desired sections to "Invisible"
How to make eyelashes invisible in Batman: Arkham Knight
- Step 1: Open the "Playable_Batman_Std_SF" UPK on Batman Arkham Knight\BmGame\CookedPCConsole.
- Step 2: Go to Edit Package>Extract Textures
- Step 3: Find "Batman_BM3_V2_Ben\Maps\Batman_BM3_V2_Wetline_R" and extract it.
- Step 4: Go to your UPK Explorer working folder, eg. "UPK Working\Batman Arkham Knight\Exports\PF_DXT1"
- Step 5: Open "Batman_BM3_V2_Ben.Maps.Batman_BM3_V2_Wetline_R.dds" on a editing program and make everything black, then save as DDS as the pixel format: DXT_1.
- Step 6: Move the modified "Batman_BM3_V2_Ben.Maps.Batman_BM3_V2_Wetline_R" to your Imports folder, eg. "UPK Working\Batman Arkham Knight\Imports\PF_DXT1"
- Step 7: Open your Arkham Knight skin's UPK.
- Step 8: Go to "Inject textures" and Inject all textures if you only have the modified "Batman_BM3_V2_Ben.Maps.Batman_BM3_V2_Wetline_R" texture.
- Step 9: Go to the Showcase UPK file of your mod and rename "Batman_BM3_V2_Wetline_Mat_INST" as it is preloaded in the Showcase and therefore it will only work in-game.
- Step 10: Save UPK, delete original and remove the _copy suffix.
How to swap skins between characters as New Suit Slots
- The following steps require that UPK Explorer is in "Advanced Mode".
- Step 1: Open the UPK you want to convert to another character, for example, for this tutorial we will choose the Flashpoint Batman skin in Arkham Knight, we choose the UPKS with "FlashParadox" on it, "Playable_Batman_FlashParadox" Showcase_Players_BatmanFlashParadox", and the "Showcase_UI_BatmanFlashParadox"
- Step 2: Go to the Playable UPK, search "Playable_Batman_FlashParadox" and then replace with "Playable_DLCRedHood_FlashParadox", replace all then Save copy.
- Step 3: For the Showcase UI UPK, search for "Batman" then replace with "DLCRedHood", replace all and then save copy.
- Step 4: Delete the Original UPKs and remove the _copy suffix.
- Step 5: Follow the New Suit Slot guide to make it a New Suit Slot.
How to properly change the color of cape for Batman:Arkham Asylum
- Step 1: Within UPK Explorer, open your game folder and extract the textures for cape.After that edit the diffuse,normal and opacity texture in your image editor,if you are using custom model for the cape,replace the textures with your custom textures.
- Step 2: Default cape material instance is forcing diffuse texture to blend with dark blue color and extra normal maps,to prevent this happening you must assign a new material for the cape to do that follow the step 3.
- Step 3: Find a random character material that is used for hair,for example "Joker_Hair_MAT" export this material as binary and reimport it back into same path as a copy and rename it,give it a custom name such as "batman_cape_new_mat".
- Step 4: Open the material properties of the new custom material and change the "ReferencedTextures" and set the custom cape textures that you have created earlier,you can set "null" for the textures you dont need such as "Joker_Hair_Gradients".
- Step 5: Open the cape model and link the custom material to it and save it.This method is only recommended for custom models as it potentially disables the model's extra battle diffuse,opacity and detail normal texture features.
Shadows of the Damned Hella-Remastered Tutorials
Special thanks to FrancisLouis, LinkOFF7, Lyall and Weez for figuring out how to access Shadows of the Damned: Hella Remastered package files and what compression method they used.
How to unpack the game and make/install mods
- Shadows of the Damned Hella-Remastered stores its files in a VFS file. We'll need to unpack that before doing anything.
- Step 1: Download sotd_hella_remastered_vfs3_extract.py from https://github.com/LinkOFF7/GameReverseScripts/blob/main/sotd_hella_remastered_vfs3_extract.py
- Step 2: Drag the data.vfs file onto sotd_hella_remastered_vfs3_extract.py and allow it to unpack.
- Step 3: Delete the data.vfs file. If it is not deleted, your mods will not load.
- Step 4: You may now create and install mods as with any other supported game.
Them and Us Tutorials
How to create new skins
- Step 1: Copy one of the CommunityCostume sample upks to: MyMod\Game\UDKGame\CookedPC\TU\CommunityCostume[YourName]_[YourCostume].upk
- Step 2: Create the following file:
MyMod\Game\UDKGame\ConfigUDKCommunityCostumeSettings.ini.IniPatch, open it with notepad and type the following:
| [TUWorkShopCC.TU_CommunityCostumeConfig] |
| +CommunityCostumeInfo=(PackageName="[YourName]_[YourCostume]",CharacterName="[DisplayName]") |
- Replace YourName with your username, this reduces risk of mods being incompatible with one another. The YourCostume should be the name of the costume's upk file and DisplayName is the name you want it to show as in the ingame wardrobe.
- Names have to be unique for each mod.
- Step 3: Open an AliciaCostume file from the base game, go to the import table, press Control+A to select all, right click, then copy, and paste it into a notepad tab. We will also need to extract the textures, materials and skeletalmesh file from this package.
- Step 3: Open our new CommunityCostume[YourName]_[YourCostume].upk, start by importing the textures first, then the materials.
- It is best to import the files at root so they have the same object path as the original skin.
- Step 4: Paste the import table we saved earlier into the import table of our new CommunityCostume[YourName]_[YourCostume].upk, repeat import if necessary until no errors appear.
- Step 5: Import the skeletalmesh file over CommunityCostume, if it complains of a missing apex file, set it to null.
- Step 6: Use FBX import to import your custom mesh over CommunityCostume, import your custom textures and modify the MICs as needed.
- Step 7: Save copy, delete original, remove _copy from the new file.
- Step 8: Install game patch and see if your new mod works ingame.
Transformers Tutorials
How to create a replacement mesh mod for Transformers: Fall of Cybertron and Rise of the Dark Spark
- The following steps require that UPK Explorer is in "Advanced Mode".
- Step 1: Within UPK Explorer, open your game folder and extract the required textures. You will also need to extract the \1 texture, if applicable.
- Step 2: Navigate to your extracted textures. You will find them in UPK Working Folder. Ex; UPK Working\Transformers Fall of Cybertron\Exports\PF_DXT5.
- Step 3: Edit them with your image editor of choice and then move the textures from Exports\PF_DXT5 to Imports\PF_DXT5.
- Step 4: Rename your texture files to match those of the ones you're replacing. Eg; TextureSets.RB_Bumblebee_Chest_TEXSET.RB_Bumblebee_Chest_TEXSET_Color_NormX and TextureSets.RB_Bumblebee_Chest_TEXSET.RB_Bumblebee_Chest_TEXSET_Masks_NormY, as well as the *..1 variants.
- Make sure that you open the textures and generate mipmaps. Exported textures only have the largest mip and won't work if just moved from Exports to Imports.
- Step 5: Within UPK Explorer, navigate to "Create Texture Pack" you should see your modified textures in the list. Click on "Create Texture Pack" at the bottom.
- Step 6: With the texture pack created, just use TFC Installer to apply the mod.
- Step 7: With the texture pack now applied, find your mesh that you want to use. In this case we're using the RB_MegatronWFC2_CHARSKEL_Chest from UI_Lobby_M.XXX.
- Step 8: Once you've found your desired mesh(es), export them.
- Step 9: Find the mesh that you are replacing. In this case we're replacing RB_Bumblebee_CHARSKEL_Chest from L01_TheExodus_BASE_m.xxx.
- Step 10: Once you've found the mesh, click import and fill in the references in red using equivalent materials from the object that you are replacing.
For example, if the reference is Exports: RB_MegatronWFC2_Chest_INST (MaterialInstanceConstant) you want to replace it with Exports[2867]: TR_BumbleBee_ROBO_p\TextureSets\RB_BumbleBee_Chest_Cust_MatINST (MaterialInstanceConstant). - Step 11: Now that your mesh is imported, click save copy at the top right. With your new file, delete the original and remove the _copy suffix from the new one.
Troubleshooting
| Problem | Solution |
|---|---|
| FBX Import: [version number] 64-bits is unsupported | Only 32 bit FBX files can be imported correctly. Please make sure that you use FBX 2014/2015 for the best results. |
| FBX Import: Mesh has no tangents | Make sure to select "Tangent Spaces" when exporting your FBX file. |
| Audio Import: Imported audio is not playing ingame. | Most games are strict on which audio files can be read. Make sure you have the same number of channels, as well as the same sample rate and bit rate as the original file if you are running into problems. |
| Audio Import: Imported audio does not play correctly. | Some games use properties to override how the audio is read. You can correct this manually by going to the "properties" tab. For Unreal 2 games, the properties tab may point to another package file. For example, Star Wars Republic Commando stores them in params_xxx files which contain AudioParam objects. |
| Mods not appearing ingame | Usually, this is due to the object being preloaded by another UPK. This will likely be a parent map or startup file. You can resolve this by adding new names and assigning them to your modified objects. If you are on a console, try removing installed game data (PS3) or clearing the caches and try to install your mod again. |
| Mesh has separated triangles while moving ingame but looks fine in 3D modelling application | Usually, this is due to the game using Morph Targets. Due to the way FBX import works, morph targets are not compatible and must be disabled. Usually, you can open the game's main package file (Eg; ExampleGame.upk), and find "Default__MorphTargetSet". Export and reimport this object, deselected preserve/import for all properties then create game patch or save package file. |
| TFC Installer will not open | Usually caused by either .net not being installed, or, in very rare cases, the config file can be corrupted. In the event that the config file is corrupted, it is recommended to go to the AppData\Local\Application folder and delete all folders within. Once deleted, reopen TFC Installer. |
| UPK Explorer will not open | Usually caused by either .net not being installed, or, in very rare cases, the config file can be corrupted. In the event that the config file is corrupted, it is recommended to go to the AppData\Local\UPK folder and delete all folders within. Once deleted, reopen UPK Explorer. |
Game Compatibility
Compatibility categories
| Status | Additional Information |
|---|---|
| Not supported | Games not currently supported by UPK Explorer. |
| Bad | Major issues. |
| Good | Minor issues or features not working. |
| Perfect | Everything works as expected. |
Game compatibility (PC)
- Online games are not supported by UPK Explorer/TFC Installer and may carry a risk of ban.
| Game | Status | Textures | Static Mesh | Skeletal Mesh | Material | MIC | Sound | Notes | |
|---|---|---|---|---|---|---|---|---|---|
| 9.01m | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Abyss Odyssey | Good | Yes | Yes | Yes | Yes | Not Supported | Yes | ||
| Adam's Venture Chronicles | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Afterfall: InSanity | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| A Hat in Time | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Alice: Madness Returns | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Alien Breed: Impact | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Alien Breed 2: Assault | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Alien Breed 3: Descent | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Alien Rage | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| Aliens: Colonial Marines | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Alpha Protocol | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| American McGee's Grimm | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Antichamber | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Assassin's Creed Chronicles: China | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Assassin's Creed Chronicles: India | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Assassin's Creed Chronicles: Russia | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| A Story about My Uncle | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| The Ball | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Batman: Arkham Asylum | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Batman: Arkham City | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Batman: Arkham Knight | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Batman: Arkham Origins | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| The Battle of Sol | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Betrayer | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| BioShock | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| BioShock Remastered | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| BioShock 2 | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | External | ||
| BioShock 2 Remastered | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | External | ||
| BioShock Infinite | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| BlackSite: Area 51 | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| Blue Estate The Game | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| BloodLust Shadowhunter | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Bombshell | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Borderlands | Good* | Yes | Yes | Yes | Yes | Yes | Yes | Some packages cannot be modified due to game integrity checks. | |
| Borderlands: Game of the Year Enhanced | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Borderlands 2 | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | UHD Texture Pack DLC is currently incompatible. | |
| Borderlands 2 VR | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Borderlands: The Pre-Sequel | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | UHD Texture Pack DLC is currently incompatible. | |
| Brothers: A Tale of Two Sons | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Brothers in Arms: Earned in Blood | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| Brothers in Arms: Hell's Highway | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Brothers in Arms: Road to Hill 30 | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| Bulletstorm | Good | Yes | Not Supported | Yes | Yes | Yes | Yes | ||
| Bulletstorm: Full Clip Edition | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| The Bureau: XCOM Declassified | Perfect | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| CDF Ghostship | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Chivalry: Medieval Warfare | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Choplifter HD | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Coma Mortuary | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Contrast | Good | Yes | Not Supported | Yes | Yes | Yes | Yes | ||
| Crookz - The Big Heist | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| D4: Dark Dreams Don't Die | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Damnation | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Dark Void | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| Deadfall Adventures | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Deadlight | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Deadlight: Directors Cut | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| The Deadly Tower of Monsters | Good | Yes | Yes | Yes | Not Supported | Not Supported | Yes | ||
| Deadpool | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Dead Man's Hand | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Yes | ||
| Duty Calls: The Calm Before the Storm | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Devastation | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Yes | ||
| Doctor Who: The Eternity Clock | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Dishonored | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| DmC: Devil May Cry | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Dream | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Dungeon Defenders | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Dungeons & Dragons: Daggerdale | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Eidolon | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Tom Clancy's EndWar | Good | Yes | No | No | Yes | Yes | No | ||
| Enslaved: Odyssey to the West | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Eleusis | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Epigenesis | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| EPOCH | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| E.T. Armies | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Fable Anniversary | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Final Rush | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Fireburst | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Flashback (2013) | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Frontlines: Fuel of War | Good | Yes | Not Supported | Not Supported | Yes | Yes | Yes | ||
| Fury of the Gods | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Gal*Gun: Double Peace | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Game of Thrones | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Gears of War | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Gears of War: Reloaded | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Get Even | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Ghostship: Aftermath | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Gigantic: Rampage Edition | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Global Ops Commando Libya | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Goat Simulator | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| GRAV | Good | Yes | Not Supported | Yes | Yes | Yes | Yes | ||
| Guilty Gear Xrd -SIGN- | Not Supported | Cannot be modded due to encrypted files. | |||||||
| Harry Potter and the Prisoner of Azkaban | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| The Haunted: Hell's Reach | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Himeko Sutori | Good | Yes | Not Supported | Yes | Yes | Yes | Yes | ||
| Homefront | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| Hunted: The Demon's Forge | Good | Yes | Yes | Yes | Yes | Not Supported | Yes | ||
| Hour of Victory | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| InFlux | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Injustice: Gods Among Us | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Injustice 2 | Good | Yes | Not Supported | Not Supported | Not Supported | Yes | Not Supported | Requires IJ2Hook + Integrity patcher | |
| InMomentum | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| In Verbis Virtus | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Jacob Jones and the Bigfoot Mystery: Episode 1 | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Jacob Jones and the Bigfoot Mystery: Episode 2 | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Juju | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Karateka (2012) | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Karmaflow: The Rock Opera Videogame - Act I & Act II | Good | Yes | Yes | Yes | Yes | Yes | Yes* | Some audio files are stored in loose wem files. | |
| Killer Is Dead | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Killing Floor | Good | Yes | Not Supported | Not Supported | Yes | Not Applicable | Yes | ||
| Killing Floor 2 | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| King's Quest | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Kraven Manor | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Land of the Dead: Road to Fiddler's Green | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Yes | ||
| The Last Remnant | Good | Yes | Not Supported | Yes | Yes | Yes | Yes | ||
| Last Knight | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Leisure Suit Larry: Box Office Bust | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Lemony Snicket's A Series of Unfortunate Events | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Yes | ||
| Legendary | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Let it Die | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Lethe | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Life Is Strange | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Lili: Child of Geos | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Lost Planet 3 | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Magic: The Gathering - Battlegrounds | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Yes | ||
| Magrunner: Dark Pulse | Good | Yes | Yes | Yes | Not Supported | Yes | Yes | ||
| Marvel Heroes Omega | Good | Yes | Yes | Yes | Yes | Yes | Yes | Partial support due to lowercase properties. | |
| Mass Effect | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| Mass Effect 2 | Good | Yes | Yes | Yes | Yes | Not Supported | Not Supported | ||
| Mass Effect 3 | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Mass Effect Legendary Edition | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| Master Reboot | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Medal of Honor (2010) | Good | Yes | Not Supported | Not Supported | Yes | Yes | Not Supported | ||
| Medal of Honor: Airborne | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Men of Valor | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| Might & Magic Heroes VII | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Mighty No. 9 | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| MIND: Path to Thalamus | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Mirror's Edge | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Monday Night Combat | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Monster Madness: Battle for Suburbia | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Moonbase Alpha | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Mortal Kombat Arcade Kollection | Perfect | Yes | Yes | Not Applicable | Yes | Yes | Yes | ||
| Mortal Kombat Komplete Edition | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Mortal Kombat X | Good | Yes | Yes | Not Supported | Not Supported | Yes | Not Supported | Requires MKXHook + "bDisableAssetHashChecking = true" | |
| Mortal Kombat 11 | Good | Yes | Not Supported | Not Supported | Not Supported | Yes | Not Supported | Modified textures must be the exact same resolution as umodified ones. Requires MK11Hook. | |
| Murdered: Soul Suspect | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| NaissanceE | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Ocean City Racing | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Orion: Prelude | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Outlast | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Outlast 2 | Good | Yes | Not Supported | Yes | Not Supported | Yes | Not Supported | ||
| Quantum Conundrum | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| QUBE | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Q.U.B.E.: Director's Cut | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Painkiller: Hell & Damnation | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Paladins | Good | Yes | Yes | Yes | Yes | Yes | Yes | Partial support due to lowercase properties | |
| Paranormal | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Papo & Yo | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Postal 2 | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Yes | ||
| Tom Clancy's Rainbow Six 3: Raven Shield | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Not Supported | ||
| Tom Clancy's Rainbow Six: Vegas | Good | Yes* | Not Supported | Yes | Yes | Yes | Not Supported | Bulk storage (USDX) cannot be read from currently. | |
| Tom Clancy's Rainbow Six: Vegas 2 | Good | Yes* | Not Supported | Yes | Yes | Yes | Not Supported | Bulk storage (USDX) cannot be read from currently. | |
| Real Boxing | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Recruits | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Red Orchestra: Ostfront 41-45 | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Yes | ||
| The Regiment | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| Remember Me | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Revolution 60 | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Ride to Hell: Retribution | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Rise of the Argonauts | Not Supported | Yes* | Yes | Yes | Yes | Yes | Not Supported | Game is unmoddable due Steam's integrity check. | |
| Rise of the Triad | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Rising Storm: Vietnam | Perfect | Yes | Yes | Yes | Yes | Not Supported | Yes | ||
| RoboBlitz | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Rock of Ages | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Rooks Keep | Good | Yes | Not Supported | Yes | Yes | Yes | Yes | ||
| Sanctum | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Sanctum 2 | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Saw | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Scourge: Outbreak | Good | Yes | Not Supported | Yes | Yes | Yes | Yes | ||
| The Scourge Project | Good | Yes | Yes | Yes | Yes | Not Supported | Yes | ||
| Section 8 | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Section 8: Prejudice | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Shadow Complex Remastered | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Shadows of the Damned: Hella Remastered | Good | Yes | Not Supported | Yes | Yes | Yes | Yes | Requires unpacked VFS file. | |
| Shadow Ops: Red Mercury | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| Sherlock Holmes: Crimes and Punishments | Good | Yes | Yes | Yes | Yes | Not Supported | Yes | ||
| Sherlock Holmes: The Devil's Daughter | Good | Yes | Yes | Yes | Yes | Not Supported | Yes | ||
| Shiness | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Shrek 2: The Game | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Yes | ||
| Singularity | Good | Yes | Not Supported | Yes | Yes | Yes | Yes | Only the GOG version is supported | |
| Slip | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Smite | Good | Yes | Yes | Yes | Yes | Yes | Yes | Partial support due to lowercase properties. | |
| Spec Ops: The Line | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Spider-Man 2: The Game | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Yes | ||
| Subsistence | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Sudden Attack 2 | Good | Yes | Yes | Yes | Not Supported | Not Supported | Yes | ||
| SWAT 4 | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| Tom Clancy's Splinter Cell | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Not Supported | ||
| Tom Clancy's Splinter Cell: Pandora Tomorrow | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Not Supported | ||
| Star Wars: Republic Commando | Good | Yes | Not Supported | Not Supported | Not Applicable | Not Applicable | Yes | ||
| Stranglehold | Good | Yes | Not Supported | Not Supported | Yes | Yes | Not Supported | ||
| Strike Vector | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Supraball | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Styx: Master of Shadows | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Takedown: Red Sabre | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Teenage Mutant Ninja Turtles: Out of the Shadows | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Them and Us | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Thief 2014 | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| Tiny Brains | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Tiny Tina's Assault on Dragon Keep: A Wonderlands One-Shot Adventure | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Tony Hawk's Pro Skater HD | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Tower of Guns | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Toxikk | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Transformers: Fall of Cybertron | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Transformers: Rise of the Dark Spark | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Transformers: War for Cybertron | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Tron: Evolution | Perfect | Yes | Yes | Yes | Yes | Yes | External | ||
| Turning Point: Fall of Liberty | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Turok | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| Unreal Tournament 3 | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| The Vanishing of Ethan Carter | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Viscera Cleanup Detail | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Warp | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Waves | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Wheelman | Not Supported | Requires a custom parser. | |||||||
| Wickland | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Woolfe: The Red Hood Diaries | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| XCOM: Enemy Unknown | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| XCOM 2 | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| XCOM 2: War of the Chosen | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| XCOM: Chimera Squad | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| XIII | Good | Yes | Not Supported | Yes | Not Applicable | Not Applicable | Not Supported | ||
| X-Men Origins: Wolverine - Uncaged Edition | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | Local texture injection only. | |
| Yaiba: Ninja Gaiden Z | Perfect | Yes | Yes | Yes | Yes | Yes | Yes | ||
| Zeno Clash 2 | Perfect | Yes | Yes | Yes | Yes | Yes | Yes |
Game compatibility (PS3)
- Online games are not supported by UPK Explorer/TFC Installer and may carry a risk of ban.
| Game | Status | Textures | Static Mesh | Skeletal Mesh | Material | MIC | Sound | Notes | |
|---|---|---|---|---|---|---|---|---|---|
| 50 Cent: Blood on the Sand | Good | Yes | Not Supported | Not Supported | Yes | Yes | Not Supported | ||
| Army of Two | Good | Yes | Not Supported | Not Supported | Not Supported | Yes | Not Supported | ||
| Asura's Wrath | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Destroy All Humans: Path of the Furon | Good | Yes | Not Supported | Not Supported | Yes | Yes | Not Supported | ||
| Drakengard 3 | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Fatal Inertia EX | Good | Yes | Yes | Not Supported | Yes | Yes | Not Supported | ||
| Hail to the Chimp | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| Lollipop Chainsaw | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| Lucha Libre AAA: Héroes del Ring | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Mortal Kombat vs DC Universe | Good | Yes | Not Supported | Not Supported | Yes | Yes | Not Supported | ||
| Planet 51 | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| Rush'N Attack Ex-Patriot | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Saw II: Flesh and Blood | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Silent Hill: Downpour | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Supersonic Acrobatic Rocket-Powered Battle-Cars | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| The Bourne Conspiracy | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| The Punisher: No Mercy | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Thor: God of Thunder | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| TNA: Impact | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| Transformers: Dark of the Moon | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| WWE All-Stars | Good | Yes | Yes | Not Supported | Not Supported | Yes | Not Supported |
Game compatibility (Xbox 360)
- Online games are not supported by UPK Explorer/TFC Installer and may carry a risk of ban.
| Game | Status | Textures | Static Mesh | Skeletal Mesh | Material | MIC | Sound | Notes | |
|---|---|---|---|---|---|---|---|---|---|
| 50 Cent: Blood on the Sand | Good | Yes | Not Supported | Not Supported | Yes | Yes | Not Supported | ||
| Army of Two | Good | Yes | Not Supported | Not Supported | Not Supported | Not Supported | Not Supported | ||
| Army of Two: The 40th Day | Good | Yes* | Not Supported | Not Supported | Not Supported | Not Supported | Not Supported | ||
| Azura's Wrath | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Black College Football | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Bloodforge | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Destroy All Humans: Path of the Furon | Good | Yes | Not Supported | Yes | Yes | Yes | Not Supported | ||
| Gears of War 2 | Good* | Yes | Yes | Yes | Yes | Not Supported | Not Supported | ||
| Gears of War 3 | Good | Yes | Yes | Yes | Yes | Not Supported | Not Supported | ||
| Gears of War Judgement | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Hail to the Chimp | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| Lollipop Chainsaw | Good | Yes | Not Supported | Yes | Yes | Not Supported | Not Supported | ||
| Lucha Libre AAA Heroes of the Ring | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Mortal Kombat vs DC Universe | Good | Yes | Not Supported | Yes | Yes | Not Supported | Not Supported | ||
| Planet 51 | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| Rush'N Attack Ex-Patriot | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Saw II: Flesh and Blood | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| Silent Hill: Downpour | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| The Bourne Conspiracy | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| Thor: God of Thunder | Good | Yes* | Yes | Yes | Yes | Not Supported | Not Supported | Cannot read from TFC files. | |
| TNA Impact | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported | ||
| Transformers: Dark of the Moon | Good | Yes | Yes | Yes | Yes | Yes | Not Supported | ||
| WWE All-Stars | Good | Yes | Yes | Yes | Not Supported | Yes | Not Supported |
Documentation - Basic
Texture Packs
A texture pack is a package that the users of your mod will download and install with TFC Installer. It is possible for the users to install several texture packs. if more than one texture pack replace the same texture, the last one to be installed will be the one replacing the texture. TFC installer can be used to uninstall all texture packs. If your modified texture was stored in a TFC instead of a package, your texture pack will have a custom TFC that will be installed in the game directory.
If your game has official DLCs, these are also supported and it is possible to create a texture pack for a specific DLC.
Texture packs are useful if you want to replace the game's original textures with your own (ex: a HD texture pack, a base game skin replacement, that sort of thing). Texture packs are not meant to be used to create new DLCs (ex: new skins), nor to install the texture pack and upload modified packages for the end users to override their game files.
- It is recommended to not have any mods installed if you want to create a texture pack as some modding tools create packages that UPK Explorer may not be able to read properly
Texture Upscaling
If your game supports it, it is possible to upscale textures either for a texture pack or injecting textures directly into a new package. You should keep your uspcaled textures the same aspect/ratio as the original tetures and make the upscale multiples of 2x, 4x, 8x etc...
The max resolution used for textures in Unreal Engine 3 should support up to 4096.
The problem is some textures will not show up at the full 4096 pixel resolution if you do not modify your game's Engine.ini accordingly.
For example, in Dishonored, the file is located in My Documents\My Games\Dishonored\DishonoredGame\Config\DishonoredEngine.ini
You want to look for these entries (there are several): TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0) and change them to: TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
Do not do this for all entries as this seems to mess up the rendering of skies, shadows and so on. In the example above, the "World" texture groups consisted in the following entries: TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0) TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0) TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0) Once you are done you probably want to set the file to read-only so the game does not restore the original values
Documentation - Advanced
Game Profiles
- If you create a new Game Profile for a game not on the compatibility list, please send the profile and idremapping file to us so we can ensure other modders will be able to modify the game.
What are they and what is their purpose?
Game profiles are .xml files that can be found in the GameProfiles\ directory. They are used by both UPK Explorer and TFC installer to: - detect the game from the package version/licensee version found in the profile - map out the package folders - determine where the game's TFCs are located - determine what suffix the TFC files (Texture2D_xxx.tfc) will use. Warning: You should not modify this for the original game directories. - determine if the game exe needs to be patched for hash check (some game exe contain package names to validate with a checksum, the patcher removes these names so the packages can be modded) - enable or disable the use of TFC when generating a texture pack (so the texture pack will be generated with textures that have local only mipmaps)
Game profiles can also be used to exclude some packages or even directories. This is useful if you have modded files in your game installation that you do not want to be opened by UPK Explorer or modified by TFC installer.
- When a texture pack is created, the game profiles is exported with it, and TFC installer will load that profile when the texture pack is opened.
Creating your own Game Profile
- It is recommended to first look at the SampleProfile.xml in the GameProfiles\ folder.
Your game profile will need to specify the packageFileVersion and packageLicenseeVersion, your game name, as well as any parameters the game may require.
- Your game may use multiple package versions. Each of these must be declared for the game profile to work correctly. You can get a list of all package versions by going into Development mode and running a scan of the headers.
Please note that some games may have subfolders with package files contained within. For situations like this we recommend using an asterisk at the end of the PackageFolder parameter. For example; path="WillowGame\CookedPC\*".
DLCs: You may wish to declare any DLCs. For examples on how to do this, it is best to look at a game profile that uses DLCs, for example, Dishonored or Borderlands 2.
If you decide to use the asterisk at the end of the PackageFolder parameter, please make sure to also add the TFCpath parameter and point it to the directory with the TFC located inside.
If your game has TFC files within multiple locations, such as with Tron Evolution, you can use the TFCpath2 parameter to declare that as well. For example, TFCpath="GridGame\CookedPC" TFCpath2="GridGame\CookedPC\Maps"
The customTFCStartIndex parameter needs to increase with each declared package location. We recommend intervals of 1000 to be safe.
Game Profile parameters
- This is a list of parameters you can add to your game profile to make mods behave a certain way.
- If a game has multiple different package/license versions you can add them to the game profile by using the "PackageVersions" parameter. An example of how to use it is in SampleProfile.xml.
| Parameter | Additional Information |
|---|---|
| packageFileVersion | Used to identify the game from reading the package file header. |
| packageLicenseeVersion | Used to identify the game from reading the package file header. |
| platform | (PC if undefined). Supported values are PC, PS3, PS4, XBox360, Switch, WiiU. |
| gameId | (null if undefined). Used to differentiate games with conflicting package version that require different parsers. |
| displayName | Used for display only. If not defined, TFCMappingFileName is used instead. |
| TFCMappingFileName | Name used for export/import folders and the texture package .TFCMapping files. Do not use special characters! |
| defaultTFC | Some games (such as X-Men Origins: Wolverine) store an inexistant TFC name in their texture, and use a single TFC instead. |
| enableCustomTFCs | True or False (True if undefined). Enables or disables generation of custom tfcs during texture pack creation. |
| enableTFCNamePropertyCleanup | True or False (True if undefined). If true, Texture2D's TextureCacheFileName property will be removed if unused. Some games need this set to false so they don't crash. |
| enableUpdateStats | True or False (True if undefined). If enabled, package update statistics are encoded in modified packages. |
| removeLODBias | True or False (False if undefined). If true, Texture2D's LODBias property will be removed when the texture is injected. |
| removeLODGroup | True or False (False if undefined). If true, Texture2D's LODGroup property will be removed when the texture is injected. |
| hasHashCheck | True or False (False if undefined). Enables or disables patching of the game.exe during texture pack installation, for games that perform a hash check on the package files. |
| gameExeFilePath | Defines the file path to the exe file, required if hasHashCheck="True" |
| TOCFilePath | Defines the file path to the main TOC file. If set, TFC Installer will update it. |
| enableObjectDataShift | True or False (False if undefined). If enabled, objects that become larger due to import or property edits will shift objects after them instead of being written at the end of the file. |
| enableExpandTables | True or False (True if undefined). If disabled, tables (names/imports/exports) that become larger will be moved to the end of the package instead of expanded in the package header. |
| LZXrecompression | Specifies the compression method to recompress LZX packages. Supported values: LZX, LZO, ZLib. |
| updateUITextureSizeProperties | Defines the file path to the exe file, required if hasHashCheck="True". |
| gameExeFilePath | True or False (False if undefined). If enabled, SizeX and SizeY properties will be updated for upscaled UI textures. |
| deleteUCSFiles | True or False (False if undefined). If enabled, .ucs files associated to modified packages will be deleted (Bioshock Infinite). |
| packageRecompression | (Full if undefined). Supported values are Full, Partial and None. |
ID Remappings
- If you create a new Game Profile for a game not on the compatibility list, please send the profile and idremapping file to us so we can ensure other modders will be able to modify the game.
What are they and what is their purpose?
Most games store the same textures as duplicate objects in several packages, for performance reasons. UPK Explorer attempts to group these identical textures together by identifying the textures using a generated name (which is group path\object name). However there are cases where the generated Id would actually group together textures that are not duplicates. This is where the IdRemappings.xml comes in. If no IdRemappings.xml can be found for your game under GameProfiles\IdRemappings, a new one will be generated when opening the game. It will log all package names as well as texture names that should not be grouped together.
When generating a texture pack, the IdRemappings is copied to the texture pack folder, and TFC installer will use it to inject the correct textures.
Generating your own IdRemapping file
With your Game Profile generated, creating your IdRemapping file is as easy and opening your game folder, selecting the profile and clicking ok when prompted to generate the missing IdRemapping file.
When I open my game folder I get errors about packages that are not found in the idremapping
There are two possibilities here: - if this is a modded package (like a new skin you downloaded), it is recommended for you to exclude that file from your game profile (See Game profiles instructions) - if this is an official package (following a game update...), you should delete your IdRemappings file, and the next time you will open the game, a new one will be generated for you.
Descriptors
- If you create a new Game Profile for a game not on the compatibility list, please send the profile and idremapping file to us so we can ensure other modders will be able to modify the game.
What are they and what is their purpose?
Descriptors contain data for all classes within a given game, what properties those classes have and what properties can be accepted by a given object. These can be generated to map all game objects and prime them for editing/mod creation.
How to generate a descriptor
In the event that you need to create your own descriptor, simply put UPK Explorer into "Development Mode" and click "Generate descriptor". You will be asked to select a game folder and then name your descriptor. Your descriptor must have the same name as the game profile in order to function correctly. Once your descriptor has been generated, place it in the \Descriptors folder. If it is a console game, it should go in the console subfolder. For example \Descriptors\PS3.
Note: Not all games support descriptors.
Creating New Package Files
How they work
In the event that a game can read custom DLCs (new skins etc...), then you'll probably want to make a new package instead of a game patch. The users of your mod will then copy this package into the appropriate folder and follow your instructions to enable the new DLC.
How to create a new package file
Set UPK Explorer to Advanced Mode, then click "Open Package File". Make your edits as needed and click the save icon. Then a copy of the original file will be saved. Simply rename this as needed. Some games may also require you to make an ini file for the new package to be detected by the game.
You can then upload this new package, and the users of your mod will not need TFC installer as your package already contains all the modified textures and properties.
Please note that it is not recommended to use this functionality to override the game's "official" packages as it will conflict with other mods.
Package Patches
What are they and how do they work?
Package patches work just like texture packs and will require TFC installer for installation. They are created by opening the game folder in Advanced mode and then making edits to the game's objects, then simply clicking "Create Game Patch"
What makes them recommended over replacing the UPKs entirely
They are highly recommended for modifying the game's original packages because TFC installer can apply several patches to the same package, making your mod compatible with other mods that also use package patches to modify the same packages as long as the edits do not conflict with each other.
How to create a game patch
It is highly recommended to create patches from a game installation that has no game patches installed, If you do not, the users of your mod will need to install the same package patches as you have, and in the same order.
To "Create a game patch", open the game folder in advanced mode. Go to the create game patch tab and select make edits to the packages you want to modify. Each time you click the "Create a game patch" button, a .PackagePatch file will be created for each of your modified packages. You can do that every time you are done editing a package, as each .PackagePatch file is a self-contained patch for the corresponding package. That means you can also delete one of the .PackagePatch file from your game patch if you changed your mind about this package being modified.
Just like a texture pack, a game patch can also contains package patches for DLCs, or even combined main game + DLC. To do so, simply move your .PackagePatch from the main games and DLCs in the same folder to make them into a single game patch.
Package patches can also include texture packs. To do so, either move the files from your texture pack into the same folder as the game patch (xml files can be overwritten) Or use the "Create texture pack" tab, which will export the texture pack into the same directory as your game patch. When using TFC installer, the packages will be patched first, and then the textures from the texture pack will be injected into it. The reason for this is to allow you to add new texture objects to the package, and then use the texture pack part of the patch to inject textures with custom TFCs into it. To enable this feature you should create your texture pack from an already patched game so your new textures are available for the texture pack creation.
Known Issues
| Issue | Status |
|---|---|
| FBX Import: Meshes for some games require the same number of material sections or they crash | Being looked into |
| Sounds: Some sounds don't support audio preview, these sounds must be exported and previewed externally | Being looked into |
- ↑ UPK Explorer - last accessed on 2023-09-6