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How to setup mod for use with TKDataPatcher

CDDTreborn edited this page Jul 18, 2023 · 1 revision

How to use the TKDataPatcher for Modders

Pre-Requisites:

  • Know how to create a mod with the custom ue4 engine
  • Installed and setup the TKDataPatcher (TKPD)
  • Patience

How it works (Non Technical):

The TKDP allows the game to add new/unique slots for customization items. You can create a .csv file that tells the game to add a new slot and assign its features. This guide will be focused on how to implement this new capability for your mods.

UE4 Setup

  1. When creating your mod for use with the TKDP you will need to ensure that you have a file folder structure that matches the games.  
  • For example: You have created a full body item for Lili with a custom cci. You will need to have the following folder structure:

Content / Character / Items / Customize / LIL / FULL_BODY

 Check the Folder Structures section for a list of all of them.

  1. Once you have the folder structure created you will need to place your cci into that folder.

Make sure your cci has a prefix of "CCI_" (e.g. CCI_FatBooty_Lili)

Use of in-game folder structure is only necessary for the slot assets.

  • CCI for most items
  • CI for makeup
  • ACI for aura items
  • ECI for effect items

All of your other assets can be in thier own unique folder. The reason; once this is done you will be telling the game to create a slot and load the cci into the slot. The game will then load items from wherever you told the cci to go and get them.

CSV Setup

When initially setting up the TKDP a folder is created which contains items.csv which is list a list of all the current customization item slots for every category. Do not edit this file.

You can however use this as a reference for setting up your own .csv

In your personal csv folder that you created when setting up TKDP you will create your own csv.

Easiest way i know is open notepad, and save as (file_name).csv and make sure it's not saved as a .txt.

TIP: For me, .csv was associated with excel so I chose to use "Open With" and picked notepad as the primary program to read csv files.

The creators have provided links to lists of info you may need on the download and documentation page for the TKDataPatcher (e.g. char abbreviations and all a breakdown of the whole .csv code for your reference.

Creating a custom .csv for your mod (EZ-mode)

  1. The easiest way that I have found is to think of the item that already exists that best matches your mod. In this example I'll use my FatBooty Lili idea. The custom mesh is a full body with no head becasue it will use the in game head. So i will need a csv that refers to a full body. This mod will also be for lili so i need to know what her character abbreviation is.

  2. Open up the items.csv or a copy of it (to ensure you don't mess with real one)

  3. Ctl-F to open a find and search for "lil_bdf"

  4. Scroll thru to find the one you want to use and make a copy of it.

Ex. 56101,-1,lil_bdf_swim_se,0,15,10,-1,0,LIL_CUS_004,0,-249,0,1,5,0,1,-255,0,-1,\x00

(Do not use this one...it's made up)

  1. Copy and paste this into the first line of your custom .csv

  2. The two key sections to change will be from slot A (56101) and slot C (lil_bdf_swim_se).

Change slot A to be a unique number (Stoner has begun setting up a repository for modders to use to try and keep our unique numbers from clashing.) and slot C to be the name of your custom cci.

When adding the name of the cci you will need to remove the prefix "CCI_" (e.g. CCI_FatBooty_Lili should just be FatBooty_Lili). This applies to all the other assets as well like CI_ and ECI_.

  1. Just save the .csv and run TKDataPatcher.exe and you are good to go. Be sure to have your mod loaded as well.

NOTE: Once you have a csv line that works for you for a particular category, you can re-use it as much as you like and simply give copies of it thier own unique number in slot A and unique name in slot C.