Fusion
Fusion is an automated tool made to augment base game's DataTables with modded entries
By NynrahGhost
Last updated | 2 weeks ago |
Total downloads | 27944 |
Total rating | 8 |
Categories | Mods Tools |
Dependency string | NynrahGhost-Fusion-0.8108.2 |
Dependants | 24 other packages depend on this package |
This mod requires the following mods to function
Thunderstore-unreal_shimloader
EXPERIMENTAL Thunderstore Mod Manager and r2modmanPlus support for RE-UE4SS and UE games.
Preferred version: 1.0.6README
What is Fusion?
Fusion is mainly used to merge datatables from mods with the base game's ones.
This allows modders to make custom signals, props, achievements, foods etc.
Installation (For users)
Install it using R2Modman, or any mod that requires its dependancy.
Designed for pa081_0008
Usage (For modders)
Video tutorial
Datatable merging
In your ue4 project, at your mod folder, create a specific folder path and a new DataTable in it, which is named as the one you want to augment (predated with underscore) and it needs to use the same struct.
[YOUR MOD NAME]/_Content/main/datatables/_[datatableName]
Notice that the name must be predated with underscore! It's made, so if you need to reference original game's datatable you wouldn't be confused which to choose!
Adding Input events
Add new input in your project settings, then navigate to the root folder of your project and find Config
folder. There is DefaultInput.ini
file, which stores all descriptions for your inputs. Copy added input line and create new config, that must be named ending in DefaultInput.ini (Created config can be put directly in [profile]/shimloader/cfg/
for testing. Package it within your mod according to the Thunderstore packaging convention.
[EXPERIMENTAL] Asset replacement mods (ATM sounds only)
Fusion.exe
file has functionality to create patch mods (asset replacements). For now, only for sounds.
To do that:
- Create a folder with the name of your mod in NynrahGhost-Fusion folder inside your mod profile*
- Using asset viewer, like FModel or UModel, find the asset you want to replace, then replicate the folder path to it inside your mod folder. (Would look somewhat like
<your_mod>/VotV/Content/...
- Convert your sound file to
.ogg
format and put it inside the folder, and name it exactly as the sound file you want your mod to replace - Drag your mod folder and drop it into
Fusion.exe
. Works only if your mod's folder in the same folder as theFusion.exe
*. It will create/Baked/..
folder, with sounds converted to uassets and your mod's.pak
file. Please deleteBaked
folder after moving the prepared.pak
file.
*You can use CLI, just pass the path to your mod as first argument. In that case, your mod folder can be anywhere.
Credits
Special thanks to deezhizyu for bug fixes, logging and refactoring the project!
Feedback (For everyone)
If you have any problems running or working with this tool, or have any suggestions, contact me at discord (ghost_of_nynrah
) or write at
e-votv-modding channel of EternityDev Games discord.