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https://www.nexusmods.com/games/psychonauts2
and yes, i know is about unreal modding. my question is about specific examples, something like personal recommendations (tutorial you have followed, or know from experience they have "good and accurate" information).
i can obv find many related topics in youtube or other forums, but again, when someone asks something like what i did, means something specific. something that may be not only useful to me, but other readers that stumble with the thread searching for something related.
is obv the game is moddable, because it has already been done. but it seems the game failed to delivered what most people expected from it, so it was never popular enough to attract many modders.
also, heres an example of model replacement, using crash bandicoot to replace raz.
https://gamebanana.com/mods/337702
so, as i commented before, what im asking is about how and where to start learning how that can be done. is not about if its or not possible (because its obv possible, since there are few mods that prove it).
so, for anyone else commenting:
please only share the actual answer to the question if you have a good one, or better skip the thread. i dont whats the point of trying to change the topic, or suggest something unrelated. that isnt useful for anyone.
the closest you can get as people have previously stated you need to have understanding of certain tools. Google literally leads to here... all information is applicable and helpful as there clearly no outright answer or "tutorial" nor is adding on to the thing you are asking "changing the subject" learn to be less ignorant in every meaning of the word.
thanks, thats something. im asking, because i think concrete answers could be far more helpful not only for me, but for anyone else reading this later.
ie? examples, names? thats what i mean.
imo, it shouldnt be hard if for anyone that actually knows or has experience with any of them, to then list them and offer a starting point. i dont get why is so hard to answer directly... the amount of options, for modding specific games, is usually small, and also the "starting points to learn".
let me make it more simple, so you (and others) may offer more useful comments when you want to be helpful, or help pointing the way to the right direction:
if i (or you, or anyone), wanted to learn about video editing (which is something i know a bit about), which would be the most basic starting points, objectively? for any art form, and for learning any new skill, the best approach is practice and making mistakes directly, and then have "good guidelines" or references to confirm you are not "learning the wrong way" or adopting "counterproductive misconceptions (or methods)". that means, that not only you need to figure out which are the most adequate tools for your budget, but also having a concrete idea or pathway, or tutorial, to practice specific basic techniques. if you already have a pc or laptop, and a simple camera (a phone can be enough), you can easily start practicing how to make basic cuts, and improve rhythm and how to make events coincide with sound effects, and so on.
in music, you need an instrument, and then a method. choosing the right instrument, relative to what you want to archive first, is the most important thing, which is why the most popular are guitars and keyboards, even when many public schools usually force or push flutes (that may sound awful, but are convenient for them because they are cheap).
all is reduced to tools, and methods. some tools allow more possibilities than others, some are only good for one specific thing.
afaik, "modding skills" are pretty much the basic ones for game development: swapping 3d assets, 2d assets (textures), changing or adding animation patterns, level editing, replacing scripts, and so on.
how that can be done with specific games, depends on the engine it uses, but then also with external tools that can be used to work with the files you want to extract, manipulate and or add. and while i know blender is often used to work with models, i ignore the process from extracting to formats, how to interpret code, and so on.
sure, and i can also search and find a large menu of options.
when i, or anyone confused or ignorant about something they barely understands or knows, asks for suggestions to those that actually have practice or "figured out" their own path, the purpose is to get specific, personal recommendations: things that those with more experience can confirm worked for them. obv, here the question is open because im not targeting a specific "expert".
someone that knows, for example sculpting and modelling, can tell you the common mistakes people do when they start learning without guidance or a good reference. they can also point you to usefuil tutorials and literature to help you learn the right way, so you can improve and be able to become good by practising properly. same for martial art, drawing, any skill.
so thats the kind of "know how" someone that actually does that can share, and why it matters to try to find personal suggestions, to then compare and figure out what is actually useful and what isnt.
not addressing a specific topic, with something objective or concrete (like your link to a video that actually relates to the topic), and then making a comment about a parallel or what could be partially related original idea or topic, literally is "changing the subject".
so, what i asking is reasonable. i dont get why getting mad, or adopt that condescending tone.
what im asking here is in case anyone that actually knows, and has the time to make a few suggestions, or even just one, can do that, so anyone else that has curiosity about this can also find this information more easily. i think this is a good thing.
if no one with those skills never sees this thread, and no one ever comments something that is objective and useful, relative to the topic, thats fine too. writing in forums is like sending messages in bottles: luck is also involved.
anyway, thanks for suggesting the video, and hope you could take something useful from this "mini rant", lol.