Mod Overview

Mods can entirely change a familiar game situation or play experience. Great mods can become a sensation, but even minor ones can enrich your gameplay experience. The mod function is a toolbox and what you do with it depends entirely on the creativity of the community, yourself included!



Mods supported by FINAL FANTASY XV WINDOWS EDITION include model mods, weapon mods, and costume mods. It is not difficult to create any of them, but depending on what goal you set for yourself, it may be quite challenging.



FINAL FANTASY XV WINDOWS EDITION MOD ORGANIZER converts assets you've created into mods and can upload them to the Steam Workshop. (The use of these functions are based on the premise that you have general knowledge about computer graphics and FBX model production skills.)



There is a world of possibilities opening up! Mod Types What you can do Main Data Required Model Mod Replace existing character model Model, texture Weapon Mod Add new weapon Model, texture Outfit Mod Add new costume Model, texture Model Mods Model Mods replace character model data with data you create.



A character model requires a set of digital data including coordinates and image data which is necessary to draw 3D computer graphics. A character's still model will be generated based on the data you provide, changing the appearance of the character in game. You are only limited by your creativity.



Model Mods do not change any other elements apart from appearance. They do not change the game functionality, rules or algorithms such as character movement (motion, animation) or combat. Switch a monolith model Let us assume that we have a simple cuboid model as follows. Cuboid Model This is a very simple polygon mesh with 6 surfaces, 12 triangles (polygons), but it is an example of a Model Mod that can be used to replace an original character model.



You cannot create a Model Mod using MOD ORGANIZER. A Model Mod can be created using third party DCC (Digital Content Creation) tool that can build 3D models.



The created model using a DCC tool can be exported as a Model Mod file using the MOD ORGANIZER which can then be read by and replaced within the game as shown below. Replacing with a Cuboid Model In this way, the appearance of the character in the game has been replaced by a monolith model.



We used a simple model here as an example, but you can add detailed settings. For example, to define the texture, you can specify the material for the polygon mesh, and for vertices there are provisions for normal vectors and texture coordinates (UV mapping).



In general, the material consists of parameters that define the optical properties of the model's surface, texture reference information, etc. The shader program draws using this information. Even a simple monolith as per like in the example may have a smooth texture or shadow depending on the material used. The creative work up to this point has been performed automatically by the DCC tool and depending on the environment, some actions may need to be done manually. Not all of the material’s parameters are defined within the FBX file format, but many are used to draw models in-game.



Note that a cuboid shape cannot be animated to move like a character, even if there is no issue with the type of material it is composed of. You will first need to add details such as limbs and a head.

Next, add joints and bones to bend and extend parts of the body, and create a skeleton required by the game program. In order to make the skeleton move, you need to specify which parts are the bones and how they are connected.

It is also necessary to add weights to the vertices of the polygon mesh. After all the above is completed, a skinned animation will be generated in-game where skin moves in accordance with skeletal movement (motion).



In addition for the game to work various animation data and animation start conditions are needed, but for starters, the original data provided within the game code can suffice.





The character model replacement process is illustrated below.

After creating a model with a DCC tool and outputting it as an FBX file, it will be converted as mod data by the MOD ORGANIZER and read by the game. Model Mod Data Flow In the previous section, we introduced the replacement process for a single character model, but of course it can be performed for more than one character.

If you expand the selection range of the target characters with MOD ORGANIZER, you can, for example, change all NPCs to Cactuars like in the official mod sample.



It is also, it is possible to swap some weapons as well as characters. In the official mod sample, we have converted all one-handed swords to Cactuar sticks. Cactuar Mod The game loads data from the model mod file at start-up, until you change it in the game's mod menu. You cannot return to the original model during a game event or dynamically change to another model. Weapon Mod You can add new weapons with Weapon Mods.

They allow you not only to replace existing in-game weapons, but add new ones as well. Besides altering appearance, you can also set parameters such as weapon power.



Weapon parameters are entered in the MOD ORGANIZER Properties window. Certain restrictions are placed on what parameters you can set in order to maintain in-game balance.



Basically, you have a total of 100 points to distribute to define a weapon's abilities/performance. This system ensures that they are balanced against other weapons.



Further, this mod type is different for the main story mode and other play modes (online play etc.). The Cactuar stick as a weapon comprises the weapon's FBX model and weapon parameters. Furthermore, even although it is a weapon, it still uses model data, so Model Mod Cactuar Stick can also be present as a public resource. This is a mod that makes a one-handed sword look like a Cactuar. It is very similar to a weapon mod, but there are some differences, explained below. Add as a new weapon? Simple model replacement? How does a player use subscribed mod? Weapon Mod YES NO Equip a weapon Model mod for a weapon NO YES No need to do anything Outfit Mod Costume mods can be used to add original costumes as new items as in the same way as weapons mods. The workflow is similar to a weapon mod. Costumes will be available in the item screens and equipment screens in the game.

Further, this mod type is different for the main story mode and other play modes.

Preparing mod resources

To create mods, it is necessary to prepare 3D model data.



MOD ORGANIZER does not have the functionality to create DCC tool models. MOD ORGANIZER is not an all-in-one integrated environment type, but provides functions such as converting mod data and uploading to the Steam Workshop of FINAL FANTASY XV WINDOWS EDITION.



If you prepare 3D model data using your existing DCC tool, you can export it as an FBX file and import using the MOD ORGANIZER. Model Creation Guidelines ・ Models are created as FBX files. An FBX file is a 3D data format, and it is possible to replace various information such as model, bone, material, light, camera, etc. However, the MOD ORGANIZER handles models, bones, and materials.

・ Model scaling is 1 unit = 1 cm.

・ Models use a right-handed coordinate system with the positive direction of the Y-axis being up and the positive direction of the Z-axis being forward.

・ The origin of the axis is the middle point between the left and right soles of a regular character model.

・ It is not necessary divide all model polygons into triangles. Coordinates Character Skeleton Model To animate a character model, you need to place joints and define bones.



Joints and bones are hierarchically structured and are called skeletons or bone structures. The animation program will animate a character based on the specified skeleton joint nodes.



Weight data for each bone lists vertices on the polygon mesh to which weights are applied. It is possible to display a model without adding bones. Character Skeleton Model (Upper Torso) The node names and connection order for joints that comprise a skeleton from waist to head in a character are shown in the table below. Waist - Head Joint Node Names (connection order from waist) Position Node Name Wrist C_Hip Spine C_Spine1

C_Spine2

C_Spine3 Neck C_Neck1 Head C_Head Top of Head C_HeadEnd The node names and connection order from shoulders to hands that comprise a skeleton in a character are shown in the table below. Shoulders - Hands Joint Node Names (connection order from waist) Position Node Name (Left) Node Name (Right) Wrist C_Hip Spine C_Spine1

C_Spine2

C_Spine3 Shoulder L_Shoulder R_Shoulder Upper Arm L_UpperArm R_UpperArm Forearm L_Forearm R_Forearm Wrist L_Hand R_Hand Hand Socket (holding something) L_Socket R_Socket Character Skeleton Model (Hand) The node names and connection order for joints that comprise a hand bone structure in a character are shown in the table below. Thumb Position Node Name (Left) Node Name (Right) Wrist L_Hand R_Hand Thumb L_Thumb1

L_Thumb2

L_Thumb3 R_Thumb1

R_Thumb2

R_Thumb3 Thumb Tip L_ThumbEnd R_ThumbEnd Index Finger Position Node Name (Left) Node Name (Right) Wrist L_Hand R_Hand Index Finger L_Index1

L_Index2

L_Index3 R_Index1

R_Index2

R_Index3 Index Finger Tip L_IndexEnd R_IndexEnd Middle Finger Position Node Name (Left) Node Name (Right) Wrist L_Hand R_Hand Middle Finger L_Middle1

L_Middle2

L_Middle3 R_Middle1

R_Middle2

R_Middle3 Middle Finger Tip L_MiddleEnd R_MiddleEnd Ring Finger Position Node Name (Left) Node Name (Right) Wrist L_Hand R_Hand Ring Finger Metacarpal L_RingMeta R_RingMeta Ring Finger L_Ring1

L_Ring2

L_Ring3 R_Ring1

R_Ring2

R_Ring3 Ring Finger Tip L_RingEnd R_RingEnd Little Finger Position Node Name (Left) Node Name (Right) Wrist L_Hand R_Hand Little Finger Metacarpal L_PinkyMeta R_PinkyMeta Little Finger L_Pinky1

L_Pinky2

L_Pinky3 R_Pinky1

R_Pinky2

R_Pinky3 Little Finger Tip L_PinkyEnd R_PinkyEnd Character Skeleton Model (Legs) The node names and connection order for joints that comprise a skeleton from the lower torso, hips-legs to toes in a character are shown in the table below. Hips-Legs-Feet Node Names Position Node Name (Left) Node Name (Right) Wrist C_Hip Thigh L_UpperLeg R_UpperLeg Shin L_Foreleg R_Foreleg Ankle L_Foot R_Foot Toe L_Toe R_Toe Toe Tip L_ToeEnd R_ToeEnd In the case of animals, toe skeleton may be unnecessary (it is not included in Cactuars).



The node names of the toe joints are as below. Position Node Name (Left) Node Name (Right) Big Toe Metatarsal L_ToeThumbMeta R_ToeThumbMeta Big Toe L_ToeThumb1

L_ToeThumb2

L_ToeThumb3 R_ToeThumb1

R_ToeThumb2

R_ToeThumb3 Big Toe Tip L_ToeThumbEnd R_ToeThumbEnd Position Node Name (Left) Node Name (Right) Second Toe Metatarsal L_ToeIndexMeta R_ToeIndexMeta Second Toe L_ToeIndex1

L_ToeIndex2

L_ToeIndex3 R_ToeIndex1

R_ToeIndex2

R_ToeIndex3 Second Toe Tip L_ToeIndexEnd R_ToeIndexEnd Position Node Name (Left) Node Name (Right) Middle Toe Metatarsal L_ToeMiddleMeta R_ToeMiddleMeta Middle Toe L_ToeMiddle1

L_ToeMiddle2

L_ToeMiddle3 R_ToeMiddle1

R_ToeMiddle2

R_ToeMiddle3 Middle Toe Tip L_ToeMiddleEnd R_ToeMiddleEnd Position Node Name (Left) Node Name (Right) Fourth Toe Metatarsal L_ToeRingMeta R_ToeRingMeta Fourth Toe L_ToeRing1

L_ToeRing2

L_ToeRing3 R_ToeRing1

R_ToeRing2

R_ToeRing3 Fourth Toe Tip L_ToeRingEnd R_ToeRingEnd Position Node Name (Left) Node Name (Right) Little Toe Metatarsal L_ToePinkyMeta R_ToePinkyMeta Little Toe L_ToePinky1

L_ToePinky2

L_ToePinky3 R_ToePinky1

R_ToePinky2

R_ToePinky3 Little Toe Tip L_ToePinkyEnd R_ToePinkyEnd The directions of the bones are as follows. ・ Sets the X axis on the main axis of the bone

・ Sets the Y axis to face the outside of the body After placing a bone, you will need to adjust the skinning weight, set the joint positioning, and continue general adjustment of the 3D computer graphics. The work is done in the DCC tool. Weapon Model Skeleton In order for a character to hold a weapon model properly in its hands, you will need to include bones. ・ Add a bone in the gripping position under C_Body

・ Sets the X axis on the main axis of the bone

・ Sets the Y axis to face the -Z direction

・ The weapon model direction will have +Z as the front and -Z as the back Other Asset Elements Element Remarks Model Supports FBX ASCII/binary format. Material Conforms to material specifications for FBX. However, not all material parameters are reflected in the drawing.

The specified material parameters are interpreted and rendered as appropriate by the in-game mod shader. The mod shader supports a wide range of materials and draws according to a standard lighting model.

It does not support special expressions. Also, some specified material parameters may not be reflected. Shader In-game mod shader will be used. Texture Common texture formats such as 24 bit TIFF LZW compression, 24 bit PNG, etc. are supported, but some file formats and color configurations may be incompatible.

Color maps, specular maps, normal maps etc. are supported as per FBX specifications.

An error will occur when converting from unsupported formats. ・ Uppercase and lowercase letters, underscores, and numbers can be used in file names.

・ The FBX converter part of MOD ORGANIZER supports FBX LOD Group. LOD (Level of Detail) improves the rendering performance by switching the detail level of the model according to the distance between the model and the camera in a scene.

・ The back of a polygon is necessary in a scene where the reverse is visible.

Converting in MOD ORGANIZER