Skip to content

Tempest Studio ​

Tempest Studio is a desktop editor for the game's files. It opens the UPK packages of a Paladins install, previews and replaces their assets, edits the content database (assembly.dat) and the language files, and exports the result as a launcher mod. It runs on Windows, macOS and Linux.

Download it from the Tempest releases (look for Tempest Studio).

Getting started ​

Open a game folder (the CookedPCConsole folder of an instance) from the welcome screen. The left pane lists its packages; pick one to see its exports as a tree and select an export to inspect it. You can also open a single .upk from anywhere with Open file or by opening it from your file manager.

Changes stay in memory until you Save (in place, compressed like the original) or Save as. Undo (Ctrl+Z) keeps the last 50 changes per package, even after saving. Discard reloads the package from disk. New window (Ctrl+Shift+N) opens another game folder side by side.

Packages ​

  • Properties: every property of an export, editable, with references as links. Back and Forward (Alt+←/→ or the mouse side buttons) retrace the links you followed.
  • Textures: preview any mip, export to PNG or DDS, replace from PNG or DDS.
  • Materials: a lit preview with the resolved textures, the parent chain and the parameters. Scalar and vector parameters are editable.
  • Meshes: a 3D viewer (LOD, textures, wireframe, skeleton). Export to glTF, FBX or OBJ, and replace from the same formats, static and skeletal.
  • Sounds: play, export, replace (Ogg, WAV, wem) and edit: trim, fade, gain, normalise.
  • Wwise audio: events and banks show what they play; media can be played, exported, replaced and edited the same way.
  • Particles: a live preview of a particle system and a curve editor for its modules.
  • Movies (Scaleform UI): edit text fields and ActionScript strings, rename image references.
  • Scripts: a Source tab on classes and functions shows the decompiled UnrealScript. Edit it and Compile to rebuild the package.
  • Search across every package of the folder, Replace (Ctrl+H) text and references across a package, and Batch import a folder of <package>.<object>.<ext> files in one go.
  • Replace… on any export also accepts its raw serialized data, the inverse of Extract raw.

Assembly ​

The Assembly mode edits assembly.dat and the Lang_*.dat files: champions, devices, items, cards, skins and their texts in every language. The grid filters and sorts, id columns link to the rows they reference, and the row pane edits every field and its messages.

  • New content… clones a champion, device, card, item or skin with fresh ids and new name and description messages. Set an id range in the dialog so mods made by different people never use the same ids.
  • Champion Vendor… lists champions missing from the vendor table (a champion without an entry never shows in the lobby) and adds them.

Exporting a mod ​

Export mod… (Assembly) and Mod folder (Packages) write a launcher mod folder with a manifest.toml and your changes. Wherever the Studio recorded the original file, changes are written as deltas, so your mod only carries what you changed and can be installed next to other mods editing the same files. For new champions and devices the export also writes script stubs, a scripts/main.lua and the rows a private server needs.

Pack and publish the folder as described in Publishing mods.

Automation ​

The plug icon in the toolbar starts an MCP server on 127.0.0.1, so an AI assistant such as Claude Code can drive the Studio: open packages, call any backend method, take screenshots. The dialog shows the command to register it.