This project is intended to demonstrate making mods for Superium.
Bad news: It requires you to at least know the basics of the Unreal Engine 4 editor. You don't need to dive into code or anything (unless you want to!), but the problem with Unreal Engine 4 is that there's no "simple" way to add mods.
So, here's how the game is laid out:
GAME FOLDER
-- Engine
---- Stuff we don't care about
-- Superium
---- Content
------ Paks
-------- A bunch of .pak files
-------- A couple <FILENAME>-AssetRegistry.bin files
-- Superium.exe
Inside that Paks
folder are a few .pak files. Each one of these represents a bunch of "cooked" content. These are models, blueprints, code, etc. that are included inside the game. Any DLC is also another .pak file, and any mods are more .pak files! To make a mod, all you have to do is create one of these .pak files, add it to this folder, and the game will automatically find it during startup.
This project contains a couple "example" mods, so you can get a feel for how things work.
-
Clone this repository. It's already set up for your mod, including links to the Superpower code in the Plugins folder. If you want to make a project from scratch, ensure that you call your project "Superium" -- using any other name will cause the game to not "know" about your mod! If making a project from scratch, also ensure that your .uproject name is
superium.uproject
. -
Create a new Unreal Engine 4 plugin using Edit -> Plugins. This will contain everything inside your mod. If you don't want to add any C++ code, just create a "Content Only" plugin. If you need code, then use a Blank Plugin or whatever you want to do. Name the plugin whatever you want your mod to be called.
-
Place everything you need inside the
Content
folder in your plugin. -
Follow the instructions here, under "MyFirstMod Profile." Feel free to skim the rest if you're confused as to what's going on, but all you need to do is to follow the directions under "MyFirstMod Profile." NOTE: There's a mistake in the tutorial! Make sure
Include Engine Content
is CHECKED when making your profile! Otherwise it'll fail. -
Once your mod is ready, use the Project Launcher to launch the profile you created for your mod. It'll create a .pak file for you (check the log it outputs to see where -- usually it's under
Plugins/<MOD NAME>/Saved/StagedBuilds/WindowsNoEditor/Superium/Plugins/<MOD NAME>/Content/Paks/WindowsNoEditor/<MOD NAME>Superium-WindowsNoEditor.pak
. -
Copy that .pak file into the game's
Superium/Content/Paks
folder. -
Rename the .pak file to
<MOD NAME>.pak
. For example, a mod named ExampleMod would be calledExampleMod.pak
. -
Almost there! Now we need to grab the AssetRegistry for your mod, located in
Plugins/<MOD NAME>/Saved/Cooked/WindowsNoEditor/Superium/Plugins/<MOD NAME>/AssetRegistry.bin
. -
Copy
AssetRegistry.bin
into that sameSuperium/Content/Paks
folder. -
Rename the
AssetRegistry.bin
file you just copied to<MOD NAME>-AssetRegistry.bin
. Using the ExampleMod name above would createExampleMod-AssetRegistry.bin
. -
All done! Boot up the game and see if your mod works!