Find game content¶
Use the developer console in Phoenix Point with ContentTool enabled. Start with a broad list, then narrow it with a name filter. Copy the final asset names exactly.
Find a bundled asset¶
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Find a likely bundle:
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List assets in it. The type and name filters are optional:
Use
Texture2D,Mesh, orMaterialas the type filter when you know what you need. A filter with no matches reports zero matches; it does not choose a different asset. 3. For a material’s properties, a rigged mesh’s bones, or an animation clip’s fields, use:
You can also search live game definitions:
Find a video or sound¶
Videos are loose files. ct_list videos shows a clip’s name and its path relative to StreamableCopiedAssets; a video replacement can use that listed path as its asset value. See Replace a video.
For audio, filter by name, media ID, or bank. The console pane shows the first rows of a long list; the complete report is written to:
Use the media ID from the list to extract a loose sound. Media inside a soundbank can be listed but cannot be extracted by this command.
Extract an editable copy¶
ct_extract tex <bundleFile> <assetName>
ct_extract mesh <bundleFile> <assetName>
ct_extract video <name>
ct_extract audio <mediaId>
ct_extract audio --all [filter]
A texture is written as PNG, a mesh as GLB, and a video as a copied WEBM. Extracting one loose audio item writes its numeric WEM and a named WAV when decoding succeeds.
ct_extract audio --all [filter] decodes matching loose media in the background. It writes index.csv for all listed media, including entries inside soundbanks. Only one audio --all run can decode at a time; wait for its closing extracted <n> of <m> line before starting another.
The files go under <persistentDataPath>\ContentTool\Extracted\:
Extracted\
<bundle-stem>\ <- texture PNGs and mesh GLBs
videos\ <- copied WEBM files
audio\ <- WEM and WAV files; index.csv from --all
Extraction does not add files to a mod project. Copy the edited file into the source folder required by its route; see Project files.
If a name is refused¶
ct_list VOID - no bundle at <path>orct_extract VOID - no bundle at <path>means the bundle filename is wrong. Return toct_list bundles [nameFilter].- A misspelled or ambiguous texture, mesh, video, or audio name produces a
ct_extract REFUSED -line that points to the relevant listing command. List the names, then copy the exact one. ct_extract REFUSED - an 'audio --all' run is already decodingmeans the first batch is still running. Wait for its closing log line.
Next, build and test the project.