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[Bug] Mods made with to-zen on 4.26 don't work

Open Mythical-Github opened this issue 6 months ago • 6 comments

After testing a simple mod to set some game mesh materials. I packaged them using

retoc to-zen "Z:\GitHub\tempo-cli.venv\Lib\site-packages\tempo_core\working_dir\MaterialTest" "C:\Program Files (x86)\Steam\steamapps\common\RoboQuest\RoboQuest\Content\Paks\LogicMods\MaterialTest.utoc" --version UE4_26

while having retoc installed to the path

It generates all the files fine, but they no longer are valid. For example ue4ss can no longer spawn the mod actor, when it could when the files were made by the engine The MaterialTest Contains "Z:\GitHub\tempo-cli.venv\Lib\site-packages\tempo_core\working_dir\MaterialTest\RoboQuest\Content\Mods\MaterialTest\ModActor.uexp" and several other files for reference

Mythical-Github avatar Jul 12 '25 05:07 Mythical-Github

For UE4, retoc can't directly to-zen assets produced with the editor according to this comment from truman on the UE modding discord:

[...] FolderName is always None so retoc treats it as PackageName anyway so it has enough information to round trip assets to iostore. This is also why retoc isn't currently able to convert assets from other sources such as zentools or editor to zen (FolderName is None)

As I understand it: UE5 assets have their PackageName cooked into them by the editor, but UE4 assets don't. To enable a to-legacy → edit → to-zen roundtrip for UE4 assets, retoc stores the asset's PackageName in the FolderName field; but the editor doesn't do this and so retoc can't convert UE4 editor assets to zen. You could try editing the PackageName into the FolderName field with UAssetGUI, maybe that's enough to make retoc work for this case.

hypermodule avatar Jul 12 '25 16:07 hypermodule

Sounds good, right now I am poking around using uassetapi to deal with the problem

Mythical-Github avatar Jul 12 '25 19:07 Mythical-Github

I confirmed, it is indeed this. Same setup for an ue 5.1 game, MythForce works just fine

Mythical-Github avatar Jul 12 '25 22:07 Mythical-Github

For UE4, retoc can't directly to-zen assets produced with the editor according to this comment from truman on the UE modding discord:

[...] FolderName is always None so retoc treats it as PackageName anyway so it has enough information to round trip assets to iostore. This is also why retoc isn't currently able to convert assets from other sources such as zentools or editor to zen (FolderName is None)

As I understand it: UE5 assets have their PackageName cooked into them by the editor, but UE4 assets don't. To enable a to-legacy → edit → to-zen roundtrip for UE4 assets, retoc stores the asset's PackageName in the FolderName field; but the editor doesn't do this and so retoc can't convert UE4 editor assets to zen. You could try editing the PackageName into the FolderName field with UAssetGUI, maybe that's enough to make retoc work for this case.

I use Zentools to extract files and modify them with Uaseetgui. I couldn’t find the foldername. Could you please tell me where I can find it or if I need to add it manually? My English is not good; I apologize as this is translated using translation software.

iloveluo2018 avatar Sep 03 '25 11:09 iloveluo2018

I use Zentools to extract files and modify them with Uaseetgui. I couldn’t find the foldername. Could you please tell me where I can find it or if I need to add it manually? My English is not good; I apologize as this is translated using translation software.

It's under "general information" in UAssetGUI. It's the game's path to the asset, as shown in the image below (for UE5 games it's called PackageName):

Image

hypermodule avatar Sep 03 '25 15:09 hypermodule

我使用 Zentools 提取文件并使用 Uaseetgui 修改它们。我找不到文件夹名称。您能告诉我在哪里可以找到它,或者我是否需要手动添加它吗?我的英语不好;我很抱歉,因为这是使用翻译软件翻译的。

它位于 UAssetGUI 的“一般信息”下。这是游戏到资产的路径,如下图所示(对于UE5游戏,它被称为PackageName):

图像

Thank you for your reply, wish you a happy life.

iloveluo2018 avatar Sep 03 '25 23:09 iloveluo2018