MGP24 MotoGP 24 Modding Tutorial

Mods for MotoGP 24 | Milestone
This tutorial will teach you how to both install and create mods for MotoGP 24. It is exactly the same process as MotoGP 23 so if you modded that game you should be fine to skip this.

Different tutorials will be split up over different messages on the thread due to the limitations on how many images can be on one post.

This first one will focus on enabling mods to work and actually installing them.

Make Sure You Check Out The "Enable Mods" Section Before Creating Any Mods!!

Video Tutorial (I will upload a MotoGP 24 version soon):
If you have followed the installing mods tutorial from earlier in the thread, you have already done this so you can skip this section.

Text Tutorial:

This is a new addition to the tutorials for this year, the game has some check that doesn't allow our mods to load without doing this.

- Go to your steam library.
- Right click MotoGP 24.
- Click "Properties".
- You'll now be presented with a window that looks like this:
1718834494566.png


- At the bottom, where it says "Launch Options" type "-fileopenlog"
- It should now look like this:
1718834541801.png


Now you can close this window and mods should work in your game.
 
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This post focusses on how to create bike skins. I know some of you will want to do more but it's a good way to get used to the tools and the processes.

Again, Make Sure You Check Out The "Enable Mods" Section From The Previous Post Before Creating Any Mods. Otherwise They Won't Work In Game!!!

Before you do anything, you'll first need to get the tools that you'll be using throughout the tutorial.

Text Tutorial:
You'll need to download 3 things:
These can be downloaded here: https://www.overtake.gg/downloads/motogp-24-mod-repacking-tools.70132/

Once you have that file downloaded, extract it somewhere that you can easily find as you'll need it later.
Next you'll need a program called UE Viewer (formerly known as Umodel): https://www.gildor.org/en/projects/umodel

Similarly to the repacking tools, extract this file to an easy to find place as you'll need to run the program shortly.
Next you'll need to install Unreal Engine Editor Version 4.27:

That page has a video showing you how to install Unreal Engine, you will want to select version 4.27 from the drop down.
Now that you've got the tools you'll need from the first part we can get into the modding!!

Text Tutorial:
First of all I'll start by showing you how to edit a bike skin as it's fairly simple, but the process is the same for pretty much any texture in the game so afterwards you can try with something else.

Section 1: Export
- Open Umodel (This will be located where you extracted it earlier).
- Copy and paste the path to MotoGP 24 game directory into the text box (Normally it is: "C:\Program Files (x86)\Steam\steamapps\common\MotoGP™24" ).
- Don't try to navigate to it as it will remove everything after the "™" and you wont see any files, just copy the path directly into the text box.
- Select "Override Game Detection".
- Select "Unreal Engine 4" And "Unreal Engine 4.27".
1718835110078.png


- Then hit "OK".

As with MotoGP 23, the game files are encrypted so a decryption key must be entered.

- You'll be presented with a window asking for an AES key, that looks like this:
1718835242021.png


- Enter this key: 0xDAA05A8D0A1E1948431E91FDB2004A775B209CEDF7FEF3C9B1E1EB4579099839
- Now click "Ok".

- You'll now have a window with all the directories of the game.
- Navigate to: "Game\assets\graphics\vehicles\bikes\cat001\chassis\chassis101".
1718835353304.png


If you're unsure of the ID of the bike you want to edit click on textures and then on "livery001_d.uasset".
This will load the first texture of the bike so you can see if this is the bike you want to edit.
In this case we are using "chassis101", which is the Ducati GP23. (Strangely though, in this game livery001 in chassis101 seems to be a Bastianini texture from an old patch.)

Opening the texture will display something like this:
1718835575916.png


If you want to return to the previous screen press "O" and it will exit the preview.

- Once you have found the texture you want to edit, click on "Tools->Export current object" and Umodel will export the texture currently being viewed.
-Umodel will automatically create a folder called "UmodelExport" located where Umodel.exe is. (Again this is where you extracted it to earlier).
You can now find the texture (.tga format) and edit it!

Section 2: Import back in game
Part 1: Prepare your modded textures.
Basically we are now going to convert the modded .tga texture to a .uasset (The file format used in Unreal Engine games).
- Launch the Unreal Engine editor.
- Select Games.
View attachment 741818

- Select Blank Project.
View attachment 741819

- Select no starter content, choose a path to save the project to and then you can name it whatever you want. I'm going to call mine "Tutorial".
- Click on Create Project. (Again, create this somewhere you can find later)
1718836048429.png


- Now that the project is created, you need to create the same directory structure as the texture you extracted through Umodel.

In our case this is:
"Content\assets\graphics\vehicles\bikes\cat001\chassis\chassis101\textures".

To create a folder, Right Click and select "New Folder".

Once it is done, it will look like this:
View attachment 741820

- Now drag your modded texture here:
1718835716506.png


- Double Click the texture and change the Texture Group setting to "Project Group 01", this is so the texture doesn't appear blurry in game before loading fully.
1718835833544.png


- Now you can close the texture window to return to the previous screen.
- Click on File->Save all.
- Click on File->Cook content for windows.
Once this has finished, you can now close Unreal Engine.
Part 2: Repack.
In this part of the process, we are taking the files you just cooked and repacking them for the game.

- Now go to the location you saved the Unreal Project earlier.
- From there go to "Saved\Cooked\WindowsNoEditor\ProjectName\Content".

You will see there is a folder called "assets".
- Copy this "assets" folder.

- Next you need to go to the "MotoGP 24 Mod Repacking Tools" folder (This will be wherever you put it earlier).
- From here go to "motogp24\Content".
- Paste the "assets" folder from the previous step.
- Now go back to the “MotoGP 24 Mod Repacking Tools” folder and double click "repack command.bat".

Once it's done (it's quick), you will have a file called "pakchunk1-WindowsNoEditor_X_P.pak". Replace the X with something else, like "pakchunk1-WindowsNoEditor_MyMod_P.pak".

- Finally copy the pak file you created and paste into:
"C:\Program Files (x86)\Steam\steamapps\common\MotoGP™24\motogp24\Content\Paks"
(or wherever you have installed the game).

Make sure you copy it to where all the other pak files are!!
You're done! Check your mod in game.
 
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Interesting that Catalunya has very big difference in sun's position comparing MotoGP race and Moto3 race. In MotoGP it's more realistic (a bit too early though - like at 11:00 am). But during Moto 3 sun is in the opposite side of the sky, quite wrong. I tried to look in files (maps folder), but couldn't find a way (if there is one) how to apply different sun's position.
 
Interesting that Catalunya has very big difference in sun's position comparing MotoGP race and Moto3 race. In MotoGP it's more realistic (a bit too early though - like at 11:00 am). But during Moto 3 sun is in the opposite side of the sky, quite wrong. I tried to look in files (maps folder), but couldn't find a way (if there is one) how to apply different sun's position.
The times are actually set in the DB
 
The times are actually set in the DB
Success!!!!! Biker is right. Although I detected only LosaiI entries in StartTrackTimes table, I replaced some of them with other track names like "lemans... MOTO3 .... RACE .... 15:00". And the sun's position is almost correct! I even put, experimenting, in catalunya "19:00" - and race was evening twilight race!!! But sun's overall sunrise and sunset points are often quite incorrrect, but there is a room to manouevre, for example mugello's morning sun is actually afternoon sun in real life (I put start time at 9:00, but in reality sun is there at 17:00), but it's still better than default.
Hm, is it possible to add rows to that table? Haven't tried yet.
 
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Success!!!!! Biker is right. Although I detected only LosaiI entries in StartTrackTimes table, I replaced some of them with other track names like "lemans... MOTO3 .... RACE .... 15:00". And the sun's position is almost correct! I even put, experimenting, in catalunya "19:00" - and race was evening twilight race!!! But sun's overall sunrise and sunset points are often quite incorrrect, but there is a room to manouevre, for example mugello's morning sun is actually afternoon sun in real life (I put start time at 9:00, but in reality sun is there at 17:00), but it's still better than default.
Hm, is it possible to add rows to that table? Haven't tried yet.
Yes, if it detects by changing it to a different track then yes it'll work adding them. There is an add button in the DB browser so you can add to any table. You can even run pure SQL queries on it if you know what you're doing with that
 
Yes, if it detects by changing it to a different track then yes it'll work adding them. There is an add button in the DB browser so you can add to any table. You can even run pure SQL queries on it if you know what you're doing with that
I noticed adding new rows "Foreign Key restraint" mark must be unchecked (in phragma tab)...
 

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