Wild Life Mod Manager (WLMM) has AutoMod built in and is a much easier tool to use.
2024.12.13 Update
Extract inside Windows\AutoMod
2025.02.20 Update
Extract inside Windows\AutoMod
2025.04.11 Update
Extract inside Windows\AutoMod
Added support for 2024.10.17_Shipping_Full_Build_1.
Updated UAssetAPI to master(0a45eeb).
Added support for 2024.08.22_Shipping_Full_Build_1.
Updated UAssetAPI to master(46c4fbf8).
Upgraded project to .NET 8.0.
Fixed skin mods not adding entry to datatable.
Implemented fix to support UE 5.4 datatable serialization. (Credits to hypermodule)
https://dotnet.microsoft.com/en-us/download/dotnet/8.0
Place all files/folders from this zip in Wild Life root directory(Wild Life\VERSION_Shipping_Full_Build_1\Windows).
Place all files/folders from this zip in Wild Life root directory(Wild Life\VERSION_Shipping_Full_Build_1\Windows).
Replace all the files it asks for.
Remove the files and folders you added from the zip.
Remove "AutoMod_P.pak" from WildLifeC\Content\Paks.
Remove folder AppData\Local\UAssetGUI
Remove "AutoMod_P.pak" from WildLifeC\Content\Paks.
1. Place relevant .pak files in WildLifeC\Content\Paks.
2. Place .txt files or .collection file in AutoMod Load.
3. Run AutoMod.
4. Generate .json.
5. Create .uasset.
6. Create .pak.
Done!
Steps 3 - 6 needs to be redone everytime a mod is modified.
Any mods that modify "DT_ClothesOutfit" and "DT_GameCharacterOutfits" will either break or break AutoMod depending on load order.
Same with "DT_GameCharacterCustomization" if mods of that type are used.
Create your .pak file like usual but don't include "DT_ClothesOutfit" and "DT_GameCharacterOutfits".
Don't know how to create a .pak file? Tutorials here: https://wlx.neocities.org/
Run AutoMod and open the Mod File Generator.
Fill out the paths and the other values.
If you don't know what to put for ex. Physics Areas. Find a similar outfit in "DT_ClothesOutfit_Default.json"
and copy those values. If that doesn't look right, just experiment with other values until it does.
Write mod.
When generating mod files, change Variant to "Character Customization".
Add as many entries as you need and select Targets. Fill out the Path and Name.
Write mod.
Can be manually done by modifying the DT_ClothesOutfit_Default.json.
Copy DT_ClothesOutfit_Default.json and rename it to ex."DT_ClothesOutfit_Custom.json".
Make the modifications you want and select the custom file as base when generating a new .json.
Update the Character.txt with the missing character.
Edit the DT_GameCharacterOutfits_Default.json and add ",[CHARACTERNAME_OUTFITADD]" after the last entry for that character.
Everything in square brackets must be uppercase.
Done!
Update the CustomizerCharacters.txt with the missing character.
Edit the DT_GameCharacterCustomization_Default.json and add ",[CHARACTERNAME_HAIR]" after the last entry of that type for that character.
Everything in square brackets must be uppercase. You can use: HAIR, SKIN, EYES, PUBICHAIR, EYELINER, EYESHADOW, LIPSTICK and TANLINES.
Done!
Open the Mod File Generator.
Change Variant to "Port".
Outfit ID is the outfit you want to port.
Character is the target character.
Write mod.
Easy way to find the Outfit ID is by opening "AutoMod\DT_GameCharacterOutfits_Default.json" with a text editor
and searching for "Outfits_Jenny" and it will bring you to all Outfit ID's Jenny loads.
AutoMod is written in a way that would let anyone update the default datatables when a new version is released.
Extract DT_ClothesOutfit, DT_GameCharacterOutfits and DT_GameCharacterCustomization with FModel.
Open with UAssetGUI and save them as JSON.
Modify the JSON files like this:
DT_ClothesOutfit:
Add "[NAMEMAPSTART]" at the end of the namemap. (See old default for exact position)
Add "[ENTRYSTART]" at the end of the outfit entries. (See old default for exact position)
DT_GameCharacterOutfits:
Add "[NAMEMAPSTART]" at the end of the namemap. (See old default for exact position)
Add "[MAYA_OUTFITADD]" at the end of every characters outfit entries. (See old default for exact position)
The character names can be found in AutoMod\Characters.txt and need to be uppercase.
If a character is missing you can add it to the Characters.txt.
DT_GameCharacterOutfits:
Add "[NAMEMAPSTART]" at the end of the namemap. (See old default for exact position)
Add "[HUMANFEMALESTANDARD_HAIR]" at the end of every characters hair entries. (See old default for exact position)
Add "[HUMANFEMALESTANDARD_SKIN]" at the end of every characters skin entries. (See old default for exact position)
Add "[HUMANFEMALESTANDARD_PUBICHAIR]" at the end of every characters pubichair entries. (See old default for exact position)
Add "[HUMANFEMALESTANDARD_EYES]" at the end of every characters eyes entries. (See old default for exact position)
Add "[HUMANFEMALESTANDARD_EYELINER]" at the end of every characters eyeliner entries. (See old default for exact position)
Add "[HUMANFEMALESTANDARD_EYESHADOW]" at the end of every characters eyeshadow entries. (See old default for exact position)
Add "[HUMANFEMALESTANDARD_LIPSTICK]" at the end of every characters lipstick entries. (See old default for exact position)
Add "[HUMANFEMALESTANDARD_TANLINES]" at the end of every characters tanline entries. (See old default for exact position)
The character names can be found in AutoMod\CustomizerCharacters.txt.txt and need to be uppercase.
If a character is missing you can add it to the CustomizerCharacters.txt.
Copy the namemap from each file into their respective NameMap_Default.txt.
Generate your own Mappings with https://github.com/UE4SS-RE/RE-UE4SS or download from https://github.com/WL-Mechanics/mappings.
Place mappings in AutoMod\ and modify ActiveMappings.txt to the new mappings name.
Update VersionValidation.txt to the filesize of WildLifeC-Windows.pak (Truncated to MB) (24.736.398.240 bytes = 24736 MB)
Or set to "0" to skip version validation.
Create all your mod .txt's.
Open the "AutoMod Load" folder.
Select all your .txt's and zip them up.
Rename the .zip to something like "MyModCollection.collection".
Make sure that the new extension is ".collection" and not ".zip".
The .collection can now be loaded in the same way as a .txt in the "AutoMod Load" folder.
Open the Mod File Generator.
Change Variant to "Fur Customization".
Select a character.
Click Load Default Values.
Change they values however you want.
Write Mod File.