fatihG
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Post by fatihG on Jun 24, 2016 23:51:56 GMT -6
We have a discord set up now for modding \o/, come hang out, learn how to mod or just download some mods when they get released! Ill be adding info to this post slowly as we make progress with modding the released game, please stay tuned for that. Legacy modding stuff Regarding modding the demo, please read.Anyone that's is interested in modding the demo, please keep the developers wishes in mind regarding releasing assets that have not been made public yet. From what I understood they do not mind us modding the assets of demo that are already public. (Basically anything you can see in the demo so far.) Anything that has not been publicly released yet, please refrain from posting those assets. Basically avoid 'leaking' assets as much as possible. Also a quick thank you to the developers, without them there wouldn't be anything to mod! Official statement: As long as the art assets are released publicly (viewable in-game) then modding is acceptable. I had to take out the weapons that were unreleased yet since they don't appear anywhere in-game. All mods should apply with the forum rules - It shouldn't be modded in a way that may offend another person (race, religion, gender, etc). That also includes making mods that are pornographic or nude. Otherwise, feel free to make some creative mods that other players can enjoy! Changing graphics settings:
Resolution TO RUN THE GAME AT ANY ARBITRARY RESOLUTION:After launching the game once, open explorer and enter the path "%LOCALAPPDATA%\RON\Saved\Config\WindowsNoEditor". Open the file "GameUserSettings.ini" with a text editor, and add this to the end of it: Code: [/Script/Engine.GameUserSettings] ResolutionSizeX=2560 ResolutionSizeY=1440 LastUserConfirmedResolutionSizeX=2560 LastUserConfirmedResolutionSizeY=1440 FullscreenMode=2 LastConfirmedFullscreenMode=2 (Obviously, replace 2560x1440 with your target resolution) Then, start the game, and once in-game alt-tab out of the game and back in again. Afterwards, you might have to move before anything is rendered, but then it should render at whatever resolution you selected. My attempt to explain this is that at startup, the game tries to do its own resolution handling rather than use the UE4 machinery (why?), but on restore from alt-tab they forgot to do that and so UE4 does what the user settings file tells it to do. And of course, everything works just fine, because there's really no reason for it not to. Changing Screen Percentage (similar to resolution)Changing screen percentage works a bit different from changing resolutions. The game still plays in the native resolution, however the game world gets rendered at a different resolution and scaled up or down. If you have trouble with performance:Quick thing to note is that if you change the value to less than 100% it game will appear lower res, gaining you some FPS. Again the game still 'renders' at the native resolution. UI elements will be rendered at 1920x1080 while then game might render at 854x480 for example. Example (notice how both screenshots are 1920*1080 and the UI is at native res): 25% 140% VISUAL CLARITY ( you can put the number below 100 to help it run better on your comp too) After launching the game once, open explorer and enter the path "%LOCALAPPDATA%\RON\Saved\Config\WindowsNoEditor". Open the file "Engine.ini" with a text editor, and add this to the end of it: Code:[SystemSettings] r.ScreenPercentage=200
If your system can't handle 200 at 60 FPS, you can of course drop it down lower. 100 is the default value. (Note that 200 is actually 4 times as many pixels) Motion Blur (and other basic post process settings)FOR MOTION BLUR AND OTHER VISUAL DEALIOS LOOK BELOWSame folder, different file. You want to open Engine.ini and add the following: [/Script/Engine.RendererSettings] r.DefaultFeature.AmbientOcclusion=True r.DefaultFeature.AmbientOcclusionStaticFraction=True r.DefaultFeature.MotionBlur=True r.SSSSS=1 r.PostProcessAAQuality=3 r.SkeletalMeshLODBias=0 r.ShadowQuality=3 r.Shadow.MaxResolution=4096 r.MaxAnisotropy=16 r.RefractionQuality=2 r.SSR.Quality=2 r.DefaultFeature.LensFlare=True r.TonemapperQuality=3 r.LightShaftQuality=3 [/Script/Engine.Engine] bSmoothFrameRate=True FixedFrameRate=75.000000 [SystemSettings] bUseVSync=False source: www.neogaf.com/forum/showthread.php?t=1044304&page=271 How to mod your game.- Download fluffyquack 's ModManager for Bloodstained: www.fluffyquack.com/temp/modman-bloodstained.rar
- Extract the Archive anywhere on your computer.
- Run modmanager.exe (make sure you have admin rights)
- In the main menu make sure you have Bloodstained selected. It should say Game: Bloodstained in the top button.
- Press the 'options' button. Next hit the 'Define game info' button.
- Change 'Current Game' to Bloodstained. Next change the install path to where you have Bloodstained installed (default location: C:\Program Files (x86)\Steam\steamapps\common\Bloodstained Ritual of the Night )
- Go back to the main menu. Hit 'Manage Mods', followed by 'Full mod list' and finally hit the 'Read game archives' button.
- Next you need to get some mods, create or download them.
- Navigate to where you extracted the ModManager and go to the following path: 'ModManager'\ Games\Bloodstained\Mods. Place your mods in this folder.
- Go back to the ModManager program, if you are still in the menu where you 'Read game archives', simply hit 'Refresh list' and all the mods should appear.
- Enable some mods and play the game!
How to create your own modsList of mods Pure Miriam ScreenshotYoutube VideoVideo currently uploading, should be done in 2 hours. Vampiric MiriamScreenshotVideo Lolita MiriamScreenshotVideo Dark VeparScreenshotVideo Alucard SwordScreenshotVideo Smooth ScarfVideo Datamined info:Hey guys! Messed around with the game files some, figured I'd do some 'quick' modding as well. I wanted a fairly simple mod so I did a texture swap on Miriam. Tried to emulate the 'Pure Miriam' concept. I swapped one of the weapons that was in the demo build as well, to replace the sword you get in the demo. It was an interesting process and gave me some insight on what we can expect in the future. So a quick list of things I found in the game files. Visual Equipment:- Eyes (glasses, masks?)
- Ears (Earrings, headphones?)
- Hair (Different hair styles? Simply hiding the hair when a helmet is equipped?)
- Head (Hairband, helmets?)
- Muff (Scarf, capes?)
Body:
The body and the head seem to be separate meshes. This might just be done so that the head can always stay the same, while the body would change for different costumes. The body model has the clothes model in it as well. So it is not like a nude base model which you would than add clothes or costumes to. The Body model also is missing lower legs and feet, this makes me think that we wouldn't necessarily get thigh high boots like in the Pure Miriam concept.
Weapons: If the Demo would be an accurate depiction of weapons in the game, you can expect 10 different version of each category. (based on folder structures) Something that I noticed as well the 'foot' weapon is to only one that doubles as a visual change as well.
Anyway the weapons so far: - Club (7 in the demo build)
- Foot (2 in the demo build)
- Gun (2 in the demo so far, only 1 is textured)
- JSword (Katana most likely, only 1 in the demo build)
- Knife (8 in the demo build)
- LSword (LongSword?, only 1 in the demo build)
- NSword (Used in the demo, Only 1 in the demo build)
- Rapier (1 in the demo build)
- Spear (1 in the demo build)
- TSword (special weapons? The untextured model looks like one of the sword concepts)
- Whips (1 in the demo build)
- List item 11
Pickups: Didnt spend too much time on these, but did see some HP up and MP up models. There are also multiple coins and coin bag assets.
Map Item: These seemed to be really low poly versions of the regular pickups, I assume these are 3d model icons to indicate things on the map.
Misc: Apart from that I couldn't find anything else that was interesting. No extra enemy models, no extra bosses. Did find some level data, no interesting models.
Did find a list of 'Common Rooms' though.
- 'Backer' (I assume these are for backer rewards, 3 so far)
- Save rooms (30 ish)
- Warp rooms (20 ish)
- 'Connect' Rooms (30 ish)
Also found a UI element called 'bullets' depicting a gun icon. Might this mean we'd actually need ammunition?
Small fun bit: There is a folder called SandBox which contain, I assume, test levels/maps/asset from the developers. The Devs are Hashimoto, hayashi, Ishigaki, nomura, Sema
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Post by CastleDan on Jun 25, 2016 0:06:57 GMT -6
I feel wrong looking at all this but man this seems to be a large game.
Did SOTN have anything close to 20 warp rooms? Jesus.
Also the weapon types and visual change information is exciting. So can you gather if there will most likely be other costumes within the game like the pure one? Or will the other visual changes come from individual items like head pieces?
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fatihG
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Post by fatihG on Jun 25, 2016 0:18:11 GMT -6
Yeah pretty much, just because there are that amount of files called a save room, does not mean there will necessarily be that amount of save rooms in the final game.
As for the costumes, I really do not know. Only found a single ' body' model and the 'Pure Miriam' mod.. is just that a mod, it isn't official. I doubt the the individual assets would be sufficient to create a complete outfit as they seem to be concentrated on shoulders and above.
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Rixuel
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Post by Rixuel on Jun 25, 2016 0:22:02 GMT -6
omg already a mod xD and you just turn Miriam into a super saiyan nice finding xD We can guess it's gonna be very big. 2 or 3 time bigger than SotN o.o
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Astaroth
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Post by Astaroth on Jun 25, 2016 0:51:00 GMT -6
well the head, body, and legs being different meshes makes sense, the foot weapon category changes miriams legs out with the mesh built for the weapon, if you look really closely at miriams feet during the kung fu boot kick stance, you can see the mesh of her foot jiggling, but it doesnt do that if you kick using the 'unarmed' mesh, the head is likely for the headgear changes (to reduce hair clippage id bet), and the body is for the body (this may go 2 ways, either the dress doesnt change but they have something planned to change the colors based on the character customisation concept art, or they are planning to have meshes for armor types but havent gotten far enough in development to warrant putting them in yet)
id side with option 1 at this point, we already have headgear and weapon/shoe swapping and given the arsenal igas games tend to have the team already has their work cut out modeling those, the dress swapping i can only see being included on a limited basis and only if development goes so impossibly well that they find they have the time to implement it (or one of them makes it a personal quest to see this cool idea work and spends many sleepless nights furiously modelling away, not unheard of, but id prefer the bloodstained team not burn themselves out and finish the game with their health and in/sanity intact >3>)
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Post by Elfina Ashfield on Jun 25, 2016 1:22:54 GMT -6
Good find fatihg! Yeah after collecting all shards from the demo... it's time to roll up the sleeves and dive into the game data file lol, I don't know whether it's legit or not though
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Pure Miriam
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Post by Pure Miriam on Jun 25, 2016 1:50:01 GMT -6
Oh, look, it is me Also, great mod, and great findings. Man, this will be a HUGE game, if those numbers tell anything! Great work!
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Post by Ghostpepper on Jun 25, 2016 1:55:50 GMT -6
Amazing find, really. I was hoping someone would do data mining on the demo, do we know what's up in the second room that has a hammock just out of reach.
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gunlord500
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Post by gunlord500 on Jun 25, 2016 3:55:08 GMT -6
Man, we have mods already! Bloodstained fans sure are fast 8)
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Post by XombieMike on Jun 25, 2016 6:57:44 GMT -6
I also have the files extracted. I'm trying to assemble the menu files into a new forum theme, but the way they are used in the game looks very different from how their individual image files look all separated from each other.
Oh, and that pure Miriam looks great! Very fine job. Maybe you should repack and share your pak file. I'm sure some other people want to see the colors of the boss changed as well (although I think they are just fine the way they are).
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gunlord500
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Post by gunlord500 on Jun 25, 2016 7:16:49 GMT -6
Hmm...Hey XombieMike and Mana, do you think this might be a good thing to show off on the next Bloodstained community update? I'm not sure what the official stance on modding is, but a lot of folks find mods to be an enjoyable and appealing part of games, it may drum up enthusiasm for IGA's work. Is it something that might be suited for the Fan stuff section of the updates?
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Post by Yän on Jun 25, 2016 7:18:09 GMT -6
Did find a list of 'Common Rooms' though.
- 'Backer' (I assume these are for backer rewards, 3 so far)
- Save rooms (30 ish)
- Warp rooms (20 ish)
- 'Connect' Rooms (30 ish)
So I decided to count save and warp rooms just to get a sense of the scale of Bloodstained. The save/warp ratio does tell us something about how quick we are going to be able to traverse the castle. | SAVE | WARP | SotN | 44/2 | 10/2 | CotM | 20 | 5 | HoD | 28/2 | 18/2+2 | AoS | 17 | 8 | DoS | 24 | 12 | PoR* | 12 | 12 | OoE* | 9 | 8 | RotN | ~ 30
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*For PoR and OoE I just counted those in their respective castles which are not the focus of the games and thus numbers are not representative of these games' sizes. Bloodstained is looking to be pretty big - if these Numbers are representative of the final castle. However, if these save and warp room counts are distributed across something like a reverse or b-castle like in SotN and HoD and the numbers are final, we might end up with a smaller area of unique places than in SotN.
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Post by XombieMike on Jun 25, 2016 7:23:43 GMT -6
Hmm...Hey XombieMike and Mana, do you think this might be a good thing to show off on the next Bloodstained community update? I'm not sure what the official stance on modding is, but a lot of folks find mods to be an enjoyable and appealing part of games, it may drum up enthusiasm for IGA's work. Is it something that might be suited for the Fan stuff section of the updates? I don't remember reading a EULA about not opening the source files and modding the content. I feel that modding has been an interest even since the KS, and that it should be encouraged as much as possible, so I agree with Gunlord. The pure Miriam mod would be great to show off in an update. If fan art is in the spotlight, how is this not art?
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Post by giwagiwa on Jun 25, 2016 10:32:58 GMT -6
Hmm...Hey XombieMike and Mana , do you think this might be a good thing to show off on the next Bloodstained community update? I'm not sure what the official stance on modding is, but a lot of folks find mods to be an enjoyable and appealing part of games, it may drum up enthusiasm for IGA's work. Is it something that might be suited for the Fan stuff section of the updates? I don't remember reading a EULA about not opening the source files and modding the content. I feel that modding has been an interest even since the KS, and that it should be encouraged as much as possible, so I agree with Gunlord. The pure Miriam mod would be great to show off in an update. If fan art is in the spotlight, how is this not art? Even if the creators were against modding there's not really much that can be done to stop it anyways... short of adding in DRM, which won't happen because it's going to be on gog.com. Modders gonna mod.
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Post by XombieMike on Jun 25, 2016 10:46:08 GMT -6
True, but as far as this forum goes, I can see how someone would want to mod in the shadows instead of being open with it here. Gratefully, I don't think IGA or Mana would do anything to discourage modding. I know I certainly wont. If it becomes exceedingly popular and needs more organization, I might even make a sub-board for it.
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fatihG
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Post by fatihG on Jun 25, 2016 11:19:15 GMT -6
I also have the files extracted. I'm trying to assemble the menu files into a new forum theme, but the way they are used in the game looks very different from how their individual image files look all separated from each other. Oh, and that pure Miriam looks great! Very fine job. Maybe you should repack and share your pak file. I'm sure some other people want to see the colors of the boss changed as well (although I think they are just fine the way they are). If you need help with the menu files let me know. I assume what you are after is getting the transparencies to work properly right? Oh also, I was trying to get a mod manager to work with this game, but whatever I tried I could not get it to work. I will contact the auther of the mod manager and ask for help on this topic. I havent actually created a pak. I just extracted all game files, put them into the main game folder, and deleted (moved) the .pak in the content folder. So the mod is working by simply editing induvidual files.
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Post by Rixuel on Jun 25, 2016 11:22:13 GMT -6
I also have the files extracted. I'm trying to assemble the menu files into a new forum theme, but the way they are used in the game looks very different from how their individual image files look all separated from each other. Oh, and that pure Miriam looks great! Very fine job. Maybe you should repack and share your pak file. I'm sure some other people want to see the colors of the boss changed as well (although I think they are just fine the way they are). If you need help with the menu files let me know. I assume what you are after is getting the transparencies to work properly right? Do you really need to install Unreal Engine 4 to be able to modify? Sorry for the stupid question :/ I have the Epic Games Launcher, but I didn't install UE4 yet lol
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fatihG
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Post by fatihG on Jun 25, 2016 11:24:01 GMT -6
If you need help with the menu files let me know. I assume what you are after is getting the transparencies to work properly right? Do you really need to install Unreal Engine 4 to be able to modify? Sorry for the stupid question :/ I have the Epic Games Launcher, but I didn't install UE4 yet lol You don't need to persay. But it makes things a whole lot easier. Especially if you want to do create any model swap mods. If you are planning on making mods with the UE4 engine as well, be sure to get the 4.11 version, as the game is being made with 4.11.
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Post by Elfina Ashfield on Jun 25, 2016 11:28:14 GMT -6
True, but as far as this forum goes, I can see how someone would want to mod in the shadows instead of being open with it here. Gratefully, I don't think IGA or Mana would do anything to discourage modding. I know I certainly wont. If it becomes exceedingly popular and needs more organization, I might even make a sub-board for it. Since BS is a game based on 3D models not 2D pixel sprites, which makes modding much easier, it's more likely to see modding would become a thing (under the dev team's permission of course). Customized costumes are always awesome
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Rixuel
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Post by Rixuel on Jun 25, 2016 11:32:27 GMT -6
Do you really need to install Unreal Engine 4 to be able to modify? Sorry for the stupid question :/ I have the Epic Games Launcher, but I didn't install UE4 yet lol You don't need to persay. But it makes things a whole lot easier. Especially if you want to do create any model swap mods. If you are planning on making mods with the UE4 engine as well, be sure to get the 4.11 version, as the game is being made with 4.11. so how do you modify stuff without UE4? lol
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