MGP24 MotoGP 24 Modding Tutorial

Mods for MotoGP 24 | Milestone
Do you create the mods for MGP24 yourself? I'd like to join someone who also creates modifications for games. I recently took a course on Unreal Engine modding tools - GuidedHacking, so I want to work on a few projects to add to my portfolio. Maybe you or someone on this forum is interested in working on game mods with a beginner? Thanks in advance for your answers.
I do indeed, not released anything for this year yet but I usually do a few mod packs from year to year, best place to reach me for help is probably discord
 
Does it depend on which pakchunk the file is originally located in? How do I see which pakchunk contains localization?

I have to extract with FModel because the UEViewer doesn't show files for localization. just like the DB. did you also extract with FModel?
Use quickbms to extract these files types of file, not sure if Fmodel works with it or not
 
Looks like you're trying to cook an asset that is already cooked, you can't put cooked files in unreal engine it must be the source model file (e.g. an fbx file)
And if I do it with the UAsset GUI program, would it be easier? I don't know how to get the original files, I can only save the package and it won't convert the uassest to an fbx or another type of file, from what I understand with the UAsset GUI program I can modify the uasset files, if you know the how the program works, could you give me a small guide on how to do it, thank you biker for your attention, greetings
 
Hi everyone I'm completely new to this modding stuff! I have been able to add packs to my games which has been great! its great to see such a lively and creative community around the motorcycle racing games! I have a probably really simple task but as I'm new to the whole modding aspect of these games its not that obvious to me! I would like to add a customized rider number, logo (sticker), and butt patch. How would i go about designing these in separate apps or programs and then add that into games like GP and SBK. Sorry for the basic question but it would help me out a tone and help to get me more involved in the modding community!

Thanks !
 
Anyone knows how to edit IA Skills?
Uasset editor shows skills in motogp.uexp and (!!!) table db.sqlite3 database. this year skills do not belong to a particular rider, but rather db contains that F.Bagnaia has "Champion" skill, but J.Zarco "NotCompetitive" skill, and with Uasset editor it is possible to see those "Champion", "Contender" atc. skill types and edit accordingly.
 
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Uasset editor shows skills in motogp.uexp and (!!!) table db.sqlite3 database. this year skills do not belong to a particular rider, but rather db contains that F.Bagnaia has "Champion" skill, but J.Zarco "NotCompetitive" skill, and with Uasset editor it is possible to see those "Champion", "Contender" atc. skill types and edit accordingly.
Ok so it’s not gonna be a for example 1 fastest 0.8 fast 0.6 slow type of situation, you have these attributes basically where you can tweak a little bit the speed of the riders. Thank you!
 
Is there a way to set carreer weather to only sun?
I saw some files in datatables folder, but couldn't open them to edit.
Thanks
 
And if I do it with the UAsset GUI program, would it be easier? I don't know how to get the original files, I can only save the package and it won't convert the uassest to an fbx or another type of file, from what I understand with the UAsset GUI program I can modify the uasset files, if you know the how the program works, could you give me a small guide on how to do it, thank you biker for your attention, greetings
Only if the asset is from the same version of unreal engine, otherwise it will need recooking
 
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".
View attachment 763191

- 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:
View attachment 763192

- 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".
View attachment 763193

如果您不确定要编辑的自行车的 ID,请单击纹理,然后单击“livery001_d.uasset”。
这将加载自行车的第一个纹理,以便您查看这是否是您要编辑的自行车。
在本例中,我们使用的是“chassis101”,即 Ducati GP23。(但奇怪的是,在这个游戏中,chassis101 中的 livery001 似乎是来自旧补丁的 Bastianini 纹理。

打开纹理将显示如下内容:
View attachment 763194

如果您想返回上一个屏幕,请按 “O” ,它将退出预览。

- 找到要编辑的纹理后,点击 “Tools->Export current object” ,Umodel 将导出当前正在查看的纹理。
-Umodel 将自动创建一个名为 “UmodelExport” 的文件夹,位于 Umodel.exe 所在的位置。(同样,这是您之前提取到的位置)。
您现在可以找到纹理 (.tga 格式) 并对其进行编辑!
[/剧透]

第 2 部分:导入回游戏
[剧透=“准备”]
第 1 部分:准备修改后的纹理。
基本上,我们现在将修改后的 .tga 纹理转换为 .uasset(Unreal Engine 游戏中使用的文件格式)。
- 启动 Unreal Engine 编辑器。
- 选择 Games(游戏)。
View attachment 741818

- 不选择任何初学者内容,选择要将项目保存到的路径,然后您可以根据需要为其命名。我将我的命名为 “Tutorial”。
- 单击 Create Project(创建项目)。(同样,在稍后可以找到的地方创建此内容)
View attachment 763197

- 现在项目已创建,您需要创建与通过 Umodel 提取的纹理相同的目录结构。

在我们的例子中,这是:
“内容\资产\图形\车辆\自行车\cat001\chassis\chassis101\textures”。

要创建文件夹,请右键单击并选择“新建文件夹”。

完成后,它将如下所示:
View attachment 741820

- 双击纹理并将 Texture Group(纹理组)设置更改为“Project Group 01”(项目组 01),这样纹理在完全加载之前就不会在游戏中显得模糊。
View attachment 763196

- 现在,您可以关闭纹理窗口以返回到上一个屏幕。
- 单击 File->Save all
- 单击 File->Cook content for windows(适用于 Windows) 的 File-Cook 内容。
完成此操作后,你现在可以关闭 Unreal Engine。
[/剧透]
[剧透=“重新包装”]
第 2 部分:重新包装。
在此过程的这一部分,我们将获取您刚刚烘焙的文件,并将其重新打包以用于游戏。

- 现在转到您之前保存 Unreal Project 的位置。
- 从那里转到“Saved\Cooked\WindowsNoEditor\ProjectName\Content”。

您将看到一个名为 “assets” 的文件夹。
- 复制此 “assets” 文件夹。

- 接下来,您需要转到“MotoGP 24 Mod Repacking Tools”文件夹(这将是您之前放置的位置)。
- 从这里转到 “motogp24\Content”。
- 粘贴上一步中的“assets”文件夹。
- 现在返回“MotoGP 24 Mod Repacking Tools”文件夹并双击“repack command.bat”。

完成后(速度很快),您将拥有一个名为“pakchunk1-WindowsNoEditor_X_P.pak”的文件。将 X 替换为其他内容,例如 “pakchunk1-WindowsNoEditor_MyMod_P.pak”。

- 最后,复制您创建的 pak 文件并粘贴到其中:
“C:\Program Files (x86)\Steam\steamapps\common\MotoGP™24\motogp24\Content\Paks”
(或您安装游戏的任何位置)。

确保将其复制到所有其他 pak 文件所在的位置!!
[/剧透]
大功告成!在游戏中检查你的 Mod。[/剧透]
 

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