MODS ARE GONNA BE PATCHED ON SEPT 8 2026
BYE BYE!
Tools that you must have:
- Paking
Outlast Trials uses a specific version for paking "V11", and that using Unrealpak or regular Repak doesn't work and will not appear in-game when you use these tools to package your mod.
2. Fmodel
Once downloaded, you have to set your settings, your game path, like this, when you open up Fmodel.
AES KEY : 0x613E92E0F3CE880FC652EC86254E2581126AE86D63BA46550FB2CE0EC2EDA439
Here you get to access the files.
Simple Retexture
How texture maps are set up:
The program to use is Photoshop (Paid)
Photopea is what I use, and it's free online!
And Gimp.
Albedo (Base Color):
For Skin
- Skin textures use some sort of dark dark grey texture in their alpha channel, and that is the reason why the skin textures look dark if you put them in Blender. I assume it has something to do with skin tone tinting in its materials.
For Clothing
You can simply have a base texture. IF you want and have an ALPHA texture (For transparency)
You input your alpha texture in the alpha channel:
Base color
Alpha texture in the alpha channel
White means opaque and black means transparent
BUT! The material you're replacing its textures with must be blend type: Masked
Otherwise, alpha textures will not work.
C Map (Ambient Occlusion)
This is how the game does Ambient Occlusion, which is baked shadows.
It's not necessary but gives more detail, and if you have an AO map available.
It's set up as
R G B
AO, ?, ?
Example
Normal Map
Normal map gives great detail to your meshes, and most 3D meshes have them.
The game puts its roughness map (Shine) in the alpha channel of its normal map!
When exporting your meshes, make sure you export as TGA so it saves your alpha channels.
Otherwise you'll lose your extra map
In this, I'll be doing a retexture over the player's face with an edited (custom) diffuse texture and normal map texture as well.
In this image, I replaced "P_F_Cau_Head_01_A" which is the first Caucasian Female Head. You can find the heads in
OPP > Content > Characters > Player > Female > Head
❗Note: This folder also contains the physics asset, materials, and face poses, which will be something you have the pin point later on.
What you want to do is open up the heads you want to edit, which are usually named "P_F_Bl_Head_08, P_F_Cau_Head_01, P_F_As_Head_01 " -- Bl is the African American face types, Cau is the caucasian face types, and As is the Asian face types. Remember to know the race and number of the head YOU pick.
I picked "P_F_Cau_Head_01_A" SO -- the textures I'd like to edit and replace are in the Head > Textures folder.
P_F_Cau_Head_01_A - Base Color
P_F_Cau_Head_01_C - ORM (Controls the shininess, ambient occulsion) - SPECULAR is the shininess. Not Roughness
P_F_Cau_Head_01_N - Normal Map
I intend to change and edit the Base color map and Normal Map. It's not really important to change the normal map; it's up to you, but I want the face texture to be smoother and not ugly and old-looking. 😣
SO - in the texture folder, you will export the textures you want to edit.
Right click > Save Texture
Now, this is the fun part. You, as the artist, get to edit the face textures however you want, whether it's to be more wrinkly, smoother, darker, tattoos, freckles, darker lips, dark eyebrows, WHATEVER. I don't know. But keep in mind, I don't know if changing the skin color will do anything messy, that is why you have to pick your race according to the face types earlier. -- Just make something different over the textures.
This is what my edited skin textures look like (Base Color and Normal Map). Honestly, it did turn out differently in-game than in Blender... But I don't really care because it made the player prettier and not wrinkly.
3. UNREAL ENGINE
Once you're done editing your textures. You must load up the Unreal Engine Editor.
NOW - I don't really know if using Epic Games' regular UE editor affects the output of your mod, but I advise you to download the specific UE Build created by:kboykboy
❗LOOK.Iff the page says it's missing or unavailable, it's because you need to link your Epic Games account with your GitHub account. There shouldn't be any other issue besides that.❗
❗You are going to need Visual Studio 2022, and its required workspaces; otherwise, you'll have an issue cooking your mod in UE. ❗
NOW -
Download these two files, which are a zip file cut in half, basically. It needs both in order to unzip properly.
Now that you downloaded them and unzipped them somewhere GOOD, and it isn't part of your OneDrive, BECAUSE it can cause errors when you pack your mods out of UE.
When unzipped, go to this path file to open up UE4Editor, which is the main Editor; you should totally make a shortcut so you can open it quickly whenever.
❗If it doesn't open at all. You need to have 4.2.7 UE from Epic Games installed first and then redownload the 4.2.7-OutlastTrials zips AGAIN.❗
❗ Clicking Type IN your folder is so easy to find UE4Editor.exe because there's a crap ton of files in that folder. ❗
When you open up the UE4Editor, you will encounter lots of compiling shaders, which isn't too much, let it load and compile everything first!!!
At this point, you are going to have to recreate the path files just like in the game's file path. (Fmodel) in Unreal Engine. All those folders you gotta recreate exactly like in the game. (Unless you downloaded the template.)
❗ In Unreal Engine, you already have that
CONTENT folder, so you begin creating the folders that contain the mods and files you WANT. In this case, it's characters - so you'd make the characters folder in
Content
When you are done copying the folders, you can now IMPORT your custom textures!! (Into Textures folde,r just like in fmodel.)
Your textures may be named something differently - if so, please, please, please make sure you copy the exact name as the ones you are replacing.
(If you don't give a crap about Normal Maps or have none to replace ignore this.)
❗ If you are replacing Normal Maps you gotta make sure you set these options correctly. ❗
Double click your Normal Map texture, and on your right, set the Compression Settings to "BC7 (DX11, optional A)"
❗ Not doing this will make your player's face like this :
And also scroll down and make sure Texture Group is set to "CharacterNormalM.ap"
This is referenced by one of the Normal Maps in-game. You can see it uses "Texture Group_CharacterNormalMap" and the compression settings are the PixelFormat "PF_BC7."
Now, you're good to go. The base color texture doesn't really need any settings done.
❗ Time to export your files out of Unreal Editor.
Go to File and press "Cook Content for Windows"
It'll show a "Cooking Contents" on the bottom right. Wait for a short bit, and you're done once you hear a sound effect.
When you're done cooking, you must locate your Unreal Engine folder, which contains your project file. Go to this file path and copy the UAsset files you modded.
These are the edited textures that were cooked and are the ones I gotta copy and paste
ONCE YOU HAVE PUT IN your edited files/custom files into your own folder that follows the exact file path like the game. You can Pak it now with the repak
Open up your command promp.t
Drag your "repak.exe" file into the command prompt first, then press the spacebar. Copy and paste this line:
" pack --version V11 --compression Zlib "
Andnd then drag in your mod folder with all your edited files right after. Hit Enter, and it should now have compressed and packed your mod file into a pak file that is ready to be used!!
If you do end up leaving in or leaving out a crucial file that you didn't pak in, your game might crash your entire computer. no joke
UPDATE: 10-19-2025
I managed to get CUSTOM materials working!!!
Franco's ugly face: I decided to add a custom hat and tie on his model, which means I'll have to implement my own material by not replacing an existing material in the game files.
Master Material of the cloth they use in the game.Not really 100% accurate like in the game, not all nodes are here because i dont know anything about nodes in UE
If you are using the custom material of Char_ClothDamage. I realize that the shininess is the specular, not roughness
Any other issue, I'll try to answer but otherwise I HAVE NO IDEA. I am not a pro at Unreal Engine and i only know what I've gathered from modding in other UE games. I technically only know 30% of Unreal Engine
this might be a lot to ask, but can you make a tutorial video on the modding and repaking?
ReplyDeletei'll think about it
DeleteWere there any project settings in UE that you changed? Because when I cook contents with Windows, all I end up with is two .ushader files under WindowsNoEditor/OPP/Content.
ReplyDeleteunder project settings - packaging. make sure "Use Pak File" is enabled, including share material shader code.
Deletehttps://github.com/kboykboy2/UnrealEngine/releases/tag/4.27-TheOutlastTrials_V2
ReplyDeleteLink doesn't work is there another?
so mainly, if it shows it's not found is because you must link your account with Epic Games first.
DeleteWhen i tried cooking the content for windows it said that it failed to load " 'AllDesktop.Automation' or one of its dependencies. Operation is not supported"
ReplyDeleteThis comment has been removed by the author.
Deleteokay i think it may be because you don't have visual studio and its required workspaces. Specifically visual studio 2022 or 2019. 2022 is the one i have.
Deletefmodel doesnt show any assets or models
Deleteyou need to set the AES Key and set the version and game path files correctly.
Delete