Battlefield™ 1

Battlefield™ 1

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Battlefield 1 Modding: Factions/Classes
By [SRB] Marlo
In this guide i will go over Battlefield 1 Factions/Classes in game files and how can you start modifying them.
   
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Structure And VectorParameters
Judging by how Battlefield 1 in game files are structured it leads me to believe that some kind of soldier customization was considered during development, but it never came to be.

Lets begin!

Under Characters>MP you will find all the base game Factions/Classes, those being Austro-Hungarian Empire, German Empire, Kingdom Of Italy, Ottoman Empire, United Kingdom and United States Of America.
Under Characters>Fieldkits There are also Tanker, Pilot, Cavarly and Elite Classes of Flamethrower, Tank-Hunter and Sentry.
Under Xpack1>Characters>MP French Republic can be found. In Xpack1>Characters>MP>Fieldkits is Trench Raider Elite Class, both German and French.
Under Xpack2>Characters>MP Russian Empire and Bolsheviks can be found.
And finally under Xpack3>Characters>MP are the Turning Tides Factions/Classes those being Anzacs, Gallipoli Ottomans and Royal Marines and the Infiltrator Elite Class.
Xpack4 is the Apocalypse Expansion, but it doesnt have any factions since non were introduced in it.

SOLDIER APPEARANCE

SoldierAppearance can be found under each Characters folder in game files. SoldierAppearance is a collection of VisualUnlockAssets that display appearance of soldier in game.
Each VisualUnlockAsset is connected to the SkinnedMeshAsset (mesh) via ObjectBlueprint.

In the following screenshots you can see how everything is connected (marked with red rectangles)
Everything is divided in Bundles for each map where it can be loaded, more on that other time.

VECTOR PARAMETERS

In the last screenshot where the SkinnedMeshAsset (mesh) is opened you can see on the right column Materials. It contains textures that are part of the SkinnedMeshAsset, first material listed as [0] is for the first three LODs and [1] is for the last two.
Materials listed at [0] have VectorParameters which are set of parameters that pull information from MatR textures which consist of RGB (Red, Green, Blue) colors each corresponding to one type of material (Red for leather, Blue for wool, Green for cloth or some other type of fabric). Down below is an example of that on the mesh of German Support`s Classgear.
AntEnumerations Value
AntEnumerations Values are found under AntEnumerations of every SoldierAppearances. They go in order, as in files the first one is `AHU_Antitank_Appearance` (Austro-Hungarian Tank Hunter).
AntEnumerations Value determines entire physics behaviour on the character in game (classgear, extras, uniform behaviour, everything except face i think)
Changing GER_Assault`s AntEnumerations Value to that of AHU_Assault`s fixes the wierd neck stretch that GER_Assault has since the Closed Alpha build.
US_Support and GER_Support also have some wierd clippings on tunic and service dress they wear, but thats quite minor, not even the GER_Assault neck stretch is that noticable. With these values you can interchange entire SoldierAppearance between classes in a faction while keeping core physics values, for example, GER_Medic can be GER_Assault and vice versa.
Faceposers
Faceposers simply give correct animation data to face models, without them face models look rigid like in Frosty Editor viewer and when in game they will pull the Faceposer from the closest face model that has one and since its incorrect one, it will further distort the face.
Russian Empire Cavarly has this problem in game because DICE forgot to put a Faceposer for VisualUnlockAsset of MP_Faces_Hussar. It is fixed by giving it the Faceposer of character David that appears as US_Assault, UK_Support, UK_Cavarly, RUS_Medic etc.
Hussar is face model of David, but without Faceposer.
Hussar as Russian Support in my mod, but i gave him different face model that of Anzac Medic. Without further a do, here is the list of all Faceposers so you dont have to look for them:

Akor: cd8e422a-a4b9-7486-0000-000000000000

Darek: 02b072f6-5b09-5597-0000-000000000000

David: 559a9501-a1fb-d782-0000-000000000000

Ibrahim: a2ce7ce2-fa01-0f25-0000-000000000000

JensK: ca5317b0-4f85-5247-0000-000000000000

KarlT: d3262898-4b16-b7bd-0000-000000000000

Lamin: f969d571-f5d4-91e9-0000-000000000000

Pa: 29bfbb96-5fb5-738c-0000-000000000000

Prav: 2a0792be-a224-ca22-0000-000000000000

Thomas: f8482d59-5a1f-0fcb-0000-000000000000

Viktor: d3262898-4b16-b7bd-0000-000000000000
Bundles
I want to finish this guide of with Bundles, something you should be aware of when you stumble upon error and crash when editing soldiers.

All of the levels and things that appear in them including soldiers are packed up in Bundles. I am specifically reffering to SubLevel Bundles.
So if you ever try to for example to give Germans bare hands instead of leather gloves or try to add French faction to other maps, Frosty Editor and the game will crash upon launch because bare hands dont appear on Russian maps and French assets arent available outside French maps.
You can Bundle edit, but that is still in its infancy, i will be touching upon it in another guide about Duplication. You are however free to experiment yourself with Battlefield 1 in Frosty Editor the way you want to.
What Else?
Honestly once again i dont want to overwhelm, but it seems i might have in this one, i guess there was no other way. There are just a lots of things, but the best way is to explore and experiment yourself and figure out stuff with trial and error. I am not done however with this, i want to go over Duplication in another guide. Until then, be sure to read my previous guide on Battlefield 1 Modding:
https://steamproxy.com/sharedfiles/filedetails/?id=3262140010


Cheers!