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Mod Support is one of their original kickstarter goals though so I'm hoping for a big modding community after full release :D
If people found a way to edit this file, it may give an error about "corrupted PAK". To edit UE games you need the Unreal Editor or rather, a SDK containing the unpacked source files.
You can control a few things in UnrealEngine games using the .INI files, but since they are also packed and encrypted in this 24 GB file, you can't even take a look at the INI files and whats all in them.
So every little bit of modding hope is gone unless someone somehow finds a way to make a modloader and or unpacks the PAK files somehow.
For Conan Exiles, also a UE game, you need to download a 210 GB Developers Kit to be able to do anything regarding modding.
I suppose they will release a SDK for this game as well, and it will also be a multiple of the game installation size, probably a 120 GB kit or something. At least that won't take 15 minutes to start each time.
I am an early kickstarter and completely forgot about this game for a while, just seen the 1.0 release, congrats, will reinstall and check it out now.
SDV point blank refused Steamworks support because of it's drawbacks. Tend to agree, tbh, but there's reasons why a game might not want to implement Steamworks. (One of them is the lack of version control, amusingly enough.)
https://www.nexusmods.com/coralisland
That's not a mod. Everyone can disable the intro videos, either by renaming them, or using a *.ini fix.
To the OP:
The game is based on Unreal Engine, as is evident by a bunch of PAK files, including "-WindowsNoEditor.pak", this is where all the configuration files are stored.
As the game is entirely encrypted, no modding is possible as of now, as editing UnrealEngine PAK files with Hexedit is a stab in the dark and produces "invalid PAK file" errors, even if someone changes something so it works, like more damage. UE checks aggressively for mismatches between pak files and their signatures.
This also will make it impossible for "something like Stardew Valleys SMAPI", this is impossible.
SMAPI uses Assembly/C# for coding mods, whereas UE uses modules inside the UEdit, two entirely different things. Someone with no experience in actual coding and programming languages can make a UE mod, since its just dragging modules across, connecting them properly and choosing the proper ways to load on start, eachframe/tick, savegame load, and so on. Stardew Valley is very much alike classical JAVA Minecraft, a childishly easy to understand and modify code. Unreal Engine is infinitely easier, but the ACCESS is what is the issue.
Unless the Devs make a Modkit, you can't mod the game other than someone else compiles a full Unreal Editor Devkit - which will bring with it legal issues because you are enabling people to modify the game without Developer permission.
Unless the Devs release a DevKit, modding the game is impossible as we do not have any core files and any unpacked PAK files.
Furthermore due to the nature of Unreal Engine, you will have to download a FULL mod kit, that means where the game is 9GB, the modkit will be significantly larger. It is like that for Conan exiles, the base game is 96GB, and the modkit is 220GB.