I do not know the answer to your question, but if no one answers you for a long time - look at the whole thread, such questions have already been, perhaps you will find the answer.Hallo, is there any way to make a mod that modifies multiple bundles at once? Or failing that, at least a way to run the .exe mods without clicking through the UI? I have a mod that affects 23 unity3d files, so I ended up with 23 different mod files, and I get kind of tired re-applying them all each time the game is patched.![]()
Thanks friends. ^_^
You can create mod installer packages for the different bundles and finally create a standalone installer for all bundles using Import Package.Hallo, is there any way to make a mod that modifies multiple bundles at once? Or failing that, at least a way to run the .exe mods without clicking through the UI? I have a mod that affects 23 unity3d files, so I ended up with 23 different mod files, and I get kind of tired re-applying them all each time the game is patched.![]()
Thanks friends. ^_^
I plan to add some kind of object tree export/import in the future. For now, you'll have to select the assets (GameObject/Component/...) manually and use raw export/import.Hi DerPopo!
Thanks for your work on UABE. I've found it very useful.
Is is possible to keep GameObjects intact instead of exporting just the files it contains?
Maybe like exporting them to a .unity3d package instead of raw files.
Or is the only option to piece the files back together in unity?
Thanks!
UAE is outdated (only supports up to Unity 5 beta iirc), but here's the link in case you want it.Thanks for this DerPopo, it's an awesomly useful tool.
A couple of questions:
Can someone post a link to Grim's UAE, please? I've tried searching the forum but the search gets rejected because 'UAE' is too common a term.
Apologies in advance if I simply have not been sufficiently dilligent in my reading, but is it possible to extract an asset with UBAE, modify it and reinsert back in the original asset file, or will that not work?
Well...question a wide. I'd say so, perhaps in most practical cases - Yes this needs.That's a shame. I'm wanting to extend a game that the developer seems to have abandoned. It, however was built with more recent versions of Unity.Am I right in thinking that, if I modified a building mesh I'd also have to modify any associated mesh renderer and collider, and if there was an associated texture, I'd have to modifiy that too?