Skip to content

Tekken 7 Stage Swap (Simple)

CDDTreborn edited this page Jan 3, 2024 · 8 revisions

Objective:

  • Swap any stage (in-game/mod) to Warm-up, Customization 1 and 2.

Pre-requisites:

  • Access to game and game files on PC
  • Access to umodel or fmodel (both easiy found on google)
  • u4pak or other packing and unpaking tools
  • Tekken 7 Ninja Tool (Optional)

Note: All game files are typically called assets and ue calls them uassets. Many different file types are contained within uassets however a few game files have unique extensions like .wem, .bnk, and .umap. In the case of stages the levels are called .umap.

Example:

A: Howard Estate Stage to replace B: Warm-up Stage

Step 1:

Identify the stage number you want the new stage to replace and if an in-game stage the number for that stage. A list of the stage numbers can be found here

In this example Howard Estate is stg23 and Warm-Up Stage is stg22.

Step 2A: (if using a modded stage skip to Step 2B)

With umodel or fmodel extract the umaps you want to use for your desired stage. Umaps are found here: Game/Content/Maps/.

Grab all of the umaps that exist for the stage: debug, demo, effect, edit, geom, light, lightstatic, mob, reload, and sound. Typically debug, demo, and edit don't have much valuable info; however, it doesn't hurt, and modded stages may use custom maps with those names.

Umodel:

Navigate to the Maps folder and select the appropriate umaps.

Go to "Tools" at the bottom then select "Save Selected package".

Identify the destination folder and hit "OK".

image

Fmodel:

(Image)

Navigate to the Maps folder and select the appropriate umaps.

Right-click and select extract 'asdlfajsfjasf

Step 2B: (if swapping a modded stage)

Use an unpak tool to unpak the mod

Open the unpak'd folder and navigate to the Maps folder.

Step 3: Setup the mod folder

Now with all the appropriate umaps it's time to build a very simple mod folder.

Replace_with_name_of_your_mod_P / TekkenGame / Content / Maps

If you deviate from this structure then your mod won't load because the game won't be able to find it.

Take the umaps for the stage that you want to replace and put them in the Maps folder. In this example, I'll put all of the stg23 umaps in the folder.

Step 4: Rename the maps

In most cases in modding you cannot simply rename a file and things work but for this mod that is all that needs to be done. Change the stg number of the maps in this folder to match the stg number of the maps you want to replace.

In this example, I'll change stg23_geom.umap to stg22_geom.umap. Rinse and repeat for all of the other maps. If the stage being replaced does not have a particular map you can still rename it and put it in the mod...if the game doesn't need it then it won't load it.

If the mod isn't using all of the maps then it is most likely leaving those maps unchanged...if that is the case then it's a good idea to grab the maps not included in the mod from in-game and bring them over and rename them. For example, a modder might have edited the geom and reload but wanted to keep the lighting, effects, and sound. They don't need those in the mod because they are already in the game but since you are replacing a stage you will want the in-game lighting, effect, and sound to be loaded on the new stage.

Step 5: Pack and Play

Once the mods are all renamed then use u4pak or other paking tools to pak up the mod, throw it in your ~mods folder, and enjoy. If you run into issues, stop by the ModdingZaibatsu discord for some assistance.