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转自n网:https://www.nexusmods.com/wuchangfallenfeathers/mods/381
Wuchang Costume Loader (TESTED ON STEAM)
武昌服装装载机(STEAM 测试)
Notice: 通知:
This is an experimental tool!
这是一个实验性工具!
Wuchang Fallen Feathers is somewhat unstable with both the 2024 version of UE4SS as well as the latest experimental version of UE4SS (both user and dev branches). I do not know what causes such instability, whether its some virtual function that has to be edited in a VTableLayout.ini or something else. And I also do not have the knowledge or abilities to reverse engineer Unreal Engine games, so I will be releasing this mod as is.
武昌堕落羽毛在 2024 版 UE4SS 和最新的实验版 UE4SS(用户和开发分支)中都有些不稳定。我不知道是什么导致了这种不稳定,是某个虚拟函数需要在 VTableLayout.ini 中编辑,还是其他原因。而且我也没有逆向工程虚幻引擎游戏的知识和能力,所以我会按原样发布这个模组。
Basically, Wuchang needs a custom UE4SS config or else it is very unstable, and I don't know how to make one for it, maybe someone else can jump into developing a custom Wuchang config.
基本上,武昌需要自定义的 UE4SS 配置,否则非常不稳定,我不知道怎么做,也许别人可以帮忙开发自定义的武昌配置。
Edited: Now UE4SS is fully stable, thanks to Noxmean's custom Wuchang config (you still need to download UE4SS from github) - https://www.nexusmods.com/wuchangfallenfeathers/mods/384
编辑:现在 UE4SS 完全稳定了,多亏了 Noxmean 定制的 Wuchang 配置(你仍然需要从 github 下载 UE4SS)——[url]https://www.nexusmods.com/wuchangfallenfeathers/mods/384[/url]Not tested on gamepass version, but it should work if you install it into the correct folder.
虽然没在 Gamepass 版本测试过,但如果你把它安装到正确的文件夹里,应该能用。
About: 关于:
This mod was inspired by Monster Hunter Wilds FBS ELA mod and Stellar Blade CNS mod.
这个模组的灵感来自 《怪物猎人荒野》FBS 的 ELA 模组和 星刃的 CNS 模组。
The basic principle is to 'add' costumes to the game without replacing vanilla costume assets. It's for both modders and users.
基本原则是“添加”服装到游戏中,但不替换原版服装资源。它面向模组制作者和用户。
Wuchang Costume Loader is a simple visual costume loader system/tool, which allows other modders to make 'additional costume' mods that do not replace any vanilla visual assets. The purpose of this is to give modders/users infinite number of transmogrifiable costume sets, and none of them replace any costume assets. Since this is purely visual, armour stats are not effected.
武昌服装加载器是一个简单的视觉服装加载系统/工具,允许其他模组制作“额外服装”模组,但这些模组不会替换任何原版视觉素材。这样做的目的是为模组制作者/用户提供无限数量的可变形服装套装,且没有一套能替代任何服装资产。由于这纯粹是视觉效果,护甲属性不受影响。
Upon launching the game, WCL will read and process all JSON files inside this directory:
启动游戏时,WCL 会读取并处理该目录中的所有 JSON 文件:
~mods\WCL_Costumes
Once you are loaded into the game (not the main menu), either equip or transmog to the Embroided set you get at the beginning of the game, then you can open up the costume loader menu, and transmog to the custom costumes referenced inside the JSON files.
一旦你加载进游戏(不是主菜单),可以装备或幻化到游戏开始时获得的刺绣套装,然后打开服装加载菜单,幻化成 JSON 文件中提到的自定义服装。
Enabling costume autoload will remember the last equipped costume, and automatically load it whenever you pray at a shrine, die or reload/restart the game. Disabling it will cause the equipped costume to be unloaded upon praying, death or game restart.
启用服装自动加载后,会记住你最后装备的服装,并在你在神殿祈祷、死亡或重载/重启游戏时自动加载。禁用该技能时,祈祷、死亡或重启游戏时装备的服装会被卸载。
Limitations: 限制:
There are some big limitations with this mod, I've tried my best to understand why some of them exist but cannot really figure out a real proper solution for them:
这个模组有一些很大的限制,我尽力理解为什么会有这些限制,但还是没能找到真正合适的解决方案:
- WCL can only be loaded when you either have Embroided set equipped or transmogged! Attempting to equip any WCL costume while using anything else will cause Wuchang to T-Pose! Due to this, costume autoload feature also only works when you have Embroided armour pieces equipped.
只有当你已经装备了刺绣套装或已经变形时,WCL 才能加载!尝试在使用其他装备的同时装备任何 WCL 服装,都会让武昌摆 T 字姿势!因此,服装自动加载功能也只有在你装备了刺绣盔甲时才有效。 - WCL loaded costumes do not work in cutscenes and main menu.
加载 WCL 的服装在过场动画和主菜单中无法使用。 - Modders must reference the vanilla Embroided armour skeleton on their skeletal mesh asset, which is 'Content/Assets/Character/player/player_wuchang_rebined/cloth/cloth_02/XiuPao_Hat_Skeleton'.
模组制作者必须在骨骼网格资产中引用原版刺绣盔甲骨架,即“内容/资产/角色/玩家/player_wuchang_rebined/布料/cloth_02/XiuPao_Hat_Skeleton”。 - Modders can ONLY add extra bones on their skeletal mesh NOT skeleton itself, meaning you should not be repackaging 'XiuPao_Hat_Skeleton' in your mods, but you can indeed add extra physics bones onto your skeletal mesh should you wish to.
模组制作者只能在骨骼网格上添加额外骨骼,不能直接在骨骼上添加,这意味着你不应该在模组中重新打包“XiuPao_Hat_Skeleton”,但如果你愿意,确实可以给骨骼网格添加额外的物理骨骼。
Controls (in-game): 游戏内作:
- O: Open/close WCL O:开/闭 WCL
- I & P: Switch between chest, arm, leg and helmet tab
内心与身体:在胸部、手臂、腿部和头盔标签之间切换 - L: Enable costume autoload
L:启用服装自动加载 - Arrow Up & Down: Select costume in current tab
箭头上下:在当前标签页选择服装 - Enter: Transmog/Equip selected costume
登场:幻化/装备精选服装
UE Editor Asset Naming Conventions (for modders):
UE 编辑器资产命名规范(适用于模组制作者):
Each costume piece in UE editor respective to its body slot, MUST have a specified prefix/suffix
UE 编辑器中每个服装部件,对应其身体槽,必须有指定的前缀/后缀
- All chest slot assets must have the prefix/suffix 'Jacket'
所有胸槽资产必须带有前缀/后缀“夹克” - All arm slot assets must have the prefix/suffix 'Hands'
所有臂槽资产必须带有前缀/后缀“Hands” - All leg slot assets must have the prefix/suffix 'Pants'
所有腿槽资产必须带有前缀/后缀“裤子” - All head slot assets must have the prefix/suffix 'Hat'
所有头槽资产必须带有前缀/后缀“Hat”
Some example asset paths 一些资产路径示例
- Content/Mods/WCL_Costumes/Chest/MyCostume_Jacket.MyCostume_Jacket - valid, has the 'Jacket' suffix
内容/模组/WCL_Costumes/宝箱/MyCostume_Jacket.MyCostume_Jacket—— 有效,带有“夹克”后缀 - Content/Mods/WCL_Costumes/Arms/Hands_ThisIsATestArmPiece.Hands_ThisIsATestArmPiece - valid, has the 'Hands' prefix
Content/Mods/WCL_Costumes/Arms/Hands_ThisIsATestArmPiece.Hands_ThisIsATestArmPiece - 有效,带有“Hands”前缀 - Content/Mods/WCL_Costumes/Legs/TestLegPiece.TestLegPiece - invalid, does not contain 'Pants' prefix/suffix
Content/Mods/WCL_Costumes/Legs/TestLegPiece.TestLegPiece - 无效,不包含“Pants”前缀/后缀
JSON Structure (for modders):
JSON 结构(供模组制作者参考):
Your JSON structure should be like the following
你的 JSON 结构应该是这样
[
{
"RowName": "Default Chest",
"CostumeObject": "/Game/Assets/Character/player/player_wuchang_rebined/cloth/cloth_02/XiuPao_Jacket.XiuPao_Jacket",
"CostumeType": "Chest",
"CostumeName": "Embroided Chest",
"CostumeIcon": "/Game/Assets/UIAssets/Icon/Outfit/WuC_Base02/WuC_Base02_Jacket_S.WuC_Base02_Jacket_S"
},
{
"RowName": "Default Arms",
"CostumeObject": "/Game/Assets/Character/player/player_wuchang_rebined/cloth/cloth_02/XiuPao_Hands.XiuPao_Hands",
"CostumeType": "Arms",
"CostumeName": "Embroided Arms",
"CostumeIcon": "/Game/Assets/UIAssets/Icon/Outfit/WuC_Base02/WuC_Base02_Hand_S.WuC_Base02_Hand_S"
},
{
"RowName": "Default Legs",
"CostumeObject": "/Game/Assets/Character/player/player_wuchang_rebined/cloth/cloth_02/XiuPao_Pants_New.XiuPao_Pants_New",
"CostumeType": "Legs",
"CostumeName": "Embroided Legs",
"CostumeIcon": "/Game/Assets/UIAssets/Icon/Outfit/WuC_Base02/WuC_Base02_Pants_S.WuC_Base02_Pants_S"
},
{
"RowName": "Default Helm",
"CostumeObject": "/Game/Assets/Character/player/player_wuchang_rebined/cloth/cloth_02/XiuPao_Hat.XiuPao_Hat",
"CostumeType": "Helm",
"CostumeName": "Embroided Helmet",
"CostumeIcon": "/Game/Assets/UIAssets/Icon/Outfit/WuC_Base02/WuC_Base02_Hat_S.WuC_Base02_Hat_S"
}
]
RowName: this can be named anything, so long as it is something unique
RowName:这个名字可以是唯一的名字,只要是唯一的
CostumeObject: this is your costume asset reference, it must be a soft object reference, meaning it is repeated with a period, for example, if your costume is 'MyCostume' you need to write 'MyCostume.MyCostume'
CostumeObject: 这是你的服装资产引用,必须是软对象引用,意味着它会重复使用句号,例如,如果你的服装是“MyCostume”,你需要写成“MyCostume.MyCostume”
CostumeType: this is an enumerator, and there are only 4 valid string values for this field corresponding to the respective body slot
CostumeType: 这是一个枚举器,该字段只有 4 个有效字符串值对应对应的身体槽
- Chest (chest slot) 胸甲(胸槽)
- Arms (arm slot) 臂(臂槽)
- Legs (leg slot) 腿部(腿槽)
- Helm (head slot) 头盔(头槽)
CostumeName: this is the display name of your costume, shown inside the in-game WCL menu
服装名称: 这是你服装的显示名称,显示在游戏内的 WCL 菜单中
CostumeIcon: this is your custom icon reference, this is another soft object reference requiring the name of your asset to be repeated with a period
CostumeIcon: 这是你的自定义图标引用,另一个软物体引用,需要你资产名称带句号重复出现
External Folder Structure (for modders/users):
外部文件夹结构(供模组制作者/用户使用):
Ideally your folder structure should look like this inside '~mods/WCL_Costumes', where each costume is organised into its own subfolder:
理想情况下,你的文件夹结构应该是这样,在“~mods/WCL_Costumes”里,每个服装都被组织到自己的子文件夹里:
Then inside the subfolder costume folder, is where you should be placing your costume paks as well as your JSON configuration:
然后在子文件夹的 costume 文件夹里,你应该放置服装包和 JSON 配置:
Requirements: 要求:
UE4SS (use latest experimental version)
UE4SS(使用最新的实验版本)Universal Signature Bypass
通用签名旁路
Installation: 安装:
Extract the folder directly into the root of your game.
把文件夹直接解压到游戏根目录里。
Credits: 制作人员:
Thanks to 感谢
Lenzee, 505 games for Wuchang Fallen Feathers
伦齐,为武昌落羽队出战505场
FModel team for Fmodel Fmodel 的 FModel 团队
UE4SS team for UE4SS UE4SS 团队,为 UE4SS 设计
NoobInCoding for Universal Signature Bypass
通用签名绕过的 NoobInCoding
Epic Games for Unreal Engine
Epic Games 为虚幻引擎制作
All my socials: https://xtgmods.carrd.co/
我所有的社交账号: https://xtgmods.carrd.co/
Steam: Extract 'Project_Plague' folder to game root folder where the matching 'Project_Plague' folder is located
Steam:将“Project_Plague”文件夹解压到游戏根目录,匹配的“Project_Plague”文件夹所在
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