ROM Hack Dragon Ball Fighter Z custom music mods? it is possible right now?

TheBloodstomper

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The thing is that we also have a "~mods" folder on the game, just like the mod used for pc.

But I can't see a way to make it work on the switch, I always get an error message running the game.
 

masagrator

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Maybe it's possible, but only with packing to another *.pak file or by editing exefs.

Send me audio files ready to read by game and I will check.
 
Last edited by masagrator,

TheBloodstomper

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Maybe it's possible, but only with packing to another *.pak file or by editing exefs.

Send me audio files ready to read by game and I will check.

So what are you looking for ? A .pak file with all the musics like on pc or an mp3 pack with all the musics?
MP3 : https://mega.nz/#!LIFSwCLY!v-23eKhCAONXjoty_8AitMefS54iVlLBc9-5gLdeVlU

Or if you could be able to "extract" the .pak file and to pack-it once again to work on switch this mod works very well and has the perfect musics (like at the begining of a battle, the end,...)
https://fighterzmods.com/mods/ost-anime-pack-by-darkcaptain/ (credits to DarkCaptain)
 

masagrator

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TheBloodstomper said:
The thing is that we also have a "~mods" folder on the game
I don't know where you saw this folder, there is no folder named like this. UE4 games are searching for *.pak inside subdirectories too, so if you thinked that if you put to ~mods *.pak file and it will react to it, then it's a sign that mods are working, you are wrong - it will crash at any folder name. ~mods probably was not implemented by authors, is just a name to separate paks between original and fanmade.

Mods are possible, but making them needs different approach than PC mods. If PC uexp files are compatible with Switch uexp files, then just make PC files the same size as Switch files - and Switch files are bigger, so this shouldn't be a problem (just add enough nulls at the end of file)
..or change sizes of uexp files inside uasset files.
 
Last edited by masagrator,

TheBloodstomper

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I don't know where you saw this folder, there is no folder named like this. UE4 games are searching for *.pak inside subdirectories too, so if you thinked that if you put to ~mods *.pak file and it will react to it, then it's a sign that mods are working, you are wrong - it will crash at any folder name. ~mods probably was not implemented by authors, is just a name to separate paks between original and fanmade.

I don't know if I have well understood what you said. But if you wanted to say that Dragon Ball Fighter Z can't run mods it isn't true.
There are mods like this one which adds a new intro and cell shading... why couldn't it add/replace musics in the game? http://www.mediafire.com/file/2y6cbk6m8tsr3qe/0100A250097F0000.rar/file
It's a true question. If you know why, tell me ^^
 

masagrator

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But if you wanted to say that Dragon Ball Fighter Z can't run mods it isn't true.

masagrator said:
Mods are possible

it just depends on mod. If mod contains only *.uexp files, then they need to be exactly the same size as Switch version (I mean in *.pak file, movies are exceptions), then it will work. Music files in Switch game have different sizes than PC version, so it won't work out of the box.

You need to edit *.uasset and change sizes of music files or make *.uexp files exactly the same size.
Your mod contains both *.uexp and *.uasset files, so it will work if Engine supports this modifications.

And I see your mod has lower version of unrealpak. I was thinking that Switch doesn't support lower versions, but I must be mistaken.
 
Last edited by masagrator,

Zuclaspt

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When i'm extracting nca of Dragon Ball FighterZ :


No Titlekey found! Enter Titlekey manually!

: : Paste Tiltekey here (Hex digits with spaces are OK):

Where I can find the title key ?
 

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