devel
SMSatisfactory Modding
•Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
ok, rollback to 3.9.0
or try applying the patches that started to appear immediately after 3.9.0
powershell and *.exe for that part are just repulsive
288 replies
SMSatisfactory Modding
•Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
as far as I remember, I didn't have to touch any powershell. Only extracted some wwise plugins at the right place and that's it.
288 replies
SMSatisfactory Modding
•Created by devel on 2/9/2025 in #help-developing-mods
How to apply the primary/secondary colors to the meshes?
I'm setting the "M Conveyor Mesh" in the item descriptor. I think that the mesh of a dropped item should get the default colors.
17 replies
SMSatisfactory Modding
•Created by devel on 2/9/2025 in #help-developing-mods
How to apply the primary/secondary colors to the meshes?
I've mentioned an option: hooking it to the buildgun.
But I don't have a problem with that part. Now the static meshes don't get color for some reason.
17 replies
SMSatisfactory Modding
•Created by devel on 2/9/2025 in #help-developing-mods
How to apply the primary/secondary colors to the meshes?
When it's hardcoded in two places, it breaks when a change happens in one.
Anyways, I now somehow have problems with a more basic thing: the static item mesh doesn't get the colors. I'm using the same materials and textures, the model is set up the same way as the xenozapper...
17 replies
SMSatisfactory Modding
•Created by devel on 2/9/2025 in #help-developing-mods
How to apply the primary/secondary colors to the meshes?
Hooking all the
UPrimitiveComponent::SetCustomPrimitiveData*
for the player model. Equipment may be hooked to the BuildGun, but using the PlayerCustomizationDataChanged event it easier (although the mappings have to be hardcoded).17 replies
SMSatisfactory Modding
•Created by Draco on 2/2/2025 in #help-developing-mods
Weaponry Mod
Crossbow is easier. Bow would need to have a charge mechanic. (like the one from the nobelisk)
14 replies
SMSatisfactory Modding
•Created by Draco on 2/2/2025 in #help-developing-mods
Weaponry Mod
I was thinking about a compound bow as alternative to the rebar gun.
But mostly as an exercise for me in general 3d modeling and Satisfactory equipment system.
Btw, I think that some of the equipment animation is hardcoded in such a way that you've got to override a substantial part of it in the mod.
As for the equipment I need, it's a remote-control gamepad thing and googles.
14 replies
SMSatisfactory Modding
•Created by devel on 1/16/2025 in #help-developing-mods
Gamepad Analog Inputs
Well, I've ran out of the programming things to do, so I gave it another shot by starting from the lowest level side and while actually believing. And it has turned out to be trivial:
Have to bridge it back to the Enhanced Input directly, or maybe walk up the chain with the hooks to see how to unclog the main path.
I feel like if I start using it, they'll instantly release the gamepad support.
8 replies
SMSatisfactory Modding
•Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
Has anyone translated the multiplayer launch scripts to use them on Linux?
288 replies
SMSatisfactory Modding
•Created by devel on 1/16/2025 in #help-developing-mods
Gamepad Analog Inputs
They've somehow managed to break the Enhanced Input itself on purpose. Normally, even if it's not used in the game, you should still get the input in the engine if you bind the events properly.
Anyway, if someone can deduce the call stack for the input, it would be useful. I don't see it clearly by just looking at the engine sources.
8 replies
SMSatisfactory Modding
•Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
UnrealEditor that's built from source doesn't add a skeleton to the list of available skeletons if the skeleton asset is in the mod content directories (same with input actions).
Is there a source code that corresponds to the prebuilt engine? Why are they different?
288 replies
SMSatisfactory Modding
•Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
Build a native Unreal-CSS to use for mod editing. Use the prebuilt Unreal-CSS in Wine to build mods. There are some notes in the zip about installing MSVC and Wwise plugin.
288 replies
SMSatisfactory Modding
•Created by davidon.top on 10/16/2024 in #help-developing-mods
Linux mod development?
Yes. I can't build things that depend too much on Wwise, but the dev env is usable enough.
288 replies
SMSatisfactory Modding
•Created by AndreAquila on 11/14/2024 in #help-developing-mods
Anybody has UE5 or UE4 Pioneer sk mesh to make animated buildables
So the solution is to import with and without auto bone orientation and then retarget with Mwni/blender-animation-retargeting
34 replies