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Update index.md
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| Original file line number | Diff line number | Diff line change |
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@@ -10,7 +10,7 @@ If PAYDAY 3 upgrades to Unreal Engine 5, this documentation will become obsolete | |
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| ## Intro | ||
| To begin using the Unreal Editor, you must ensure you have version 4.27 installed. | ||
| To begin using the Unreal Editor, you must ensure you have version 4.27.2 installed. | ||
| You can either compile it yourself from source or you can install it through the Epic Games Launcher. | ||
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| :::note | ||
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@@ -29,11 +29,11 @@ You can set this easily by putting the launch option in the steam launch options | |
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| ### Cooking | ||
| PAYDAY 3 requires all of its files to be cooked, | ||
| PAYDAY 3 requires all of its files to be cooked before they can be packaged into a mod, | ||
| so you must cook your game files everytime you want to package and test your mod. | ||
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| You can cook your game files by opening the `File` menu and clicking `Cook Content for Windows`. | ||
| Once cooked, your files will be located at `{UE4ProjectDir}/Saved/Cooked/WindowsNoEditor/`. | ||
| once cooked, your files will be located at `{UE4ProjectDir}/Saved/Cooked/WindowsNoEditor/`. | ||
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Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Why this change?
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That mightve been on accident, I don't remember changing that. |
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@@ -44,8 +44,12 @@ In order to package your game files, you must make sure you have [cooked](#cooki | |
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| Once cooked, you must copy out all the files your mod replaces or adds, like maps, models, textures, etc. | ||
| When copying you must make sure the folder structure stays the same. | ||
| For example, a custom map at `{UE4ProjectDir}/Saved/Cooked/WindowsNoEditor/PAYDAY3/Maps/CoolMap/CoolMap.umap` | ||
| should be copied to `{MyNewMod_P}/PAYDAY3/Maps/CoolMap/CoolMap.umap`. | ||
| For example, a custom map at `{UE4ProjectDir}/Saved/Cooked/WindowsNoEditor/PAYDAY3/Content/Maps/CoolMap/CoolMap.umap` | ||
| should be copied to `{MyNewMod_P}/PAYDAY3/Content/Maps/CoolMap/CoolMap.umap`. | ||
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| :::info Reminder | ||
| The mod structure needs to be identical to the Unreal Project structure, as the Mod wont work otherwise. | ||
| ::: | ||
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| Once all your files are copied, you must now package the `MyNewMod_P` with the tool of your choice. | ||
| The tool you use is up to personal preference, but the recommended tool is [repak by trumank](https://github.com/trumank/repak) | ||
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@@ -60,8 +64,8 @@ Packed 2 files to PackagingStagingFolder.pak | |
| 4. To verify proper packaging, you can run `repak.exe list MyNewMod_P.pak` and it will list all the paths e.g.: | ||
| ``` | ||
| C:\PD3_Modding> repak.exe list MyNewMod_P.pak | ||
| PAYDAY3/Maps/CoolMap/CoolMap.umap | ||
| PAYDAY3/Maps/CoolMap/CoolMap.uexp | ||
| PAYDAY3/Content/Maps/CoolMap/CoolMap.umap | ||
| PAYDAY3/Content/Maps/CoolMap/CoolMap.uexp | ||
| ``` | ||
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| Once packaged, place your pak files in `{InstallFolder}/PAYDAY3/Content/Paks/~mods/` (create ~mods if it does not exist) and your mod should be loaded by PAYDAY 3. | ||
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@@ -72,11 +76,11 @@ See the documentation on [Packaging](../packaging) for more info. | |
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| ## Load Order | ||
| Unreal Engine loads files in PAKs in alphabetical order, so if you want your mod to load after another mod, | ||
| Unreal Engine loads PAK-Files in alphabetical order, so if you want your mod to load after another mod, | ||
| you must make sure your mod's name comes after the other mod's name alphabetically. | ||
| It is best to prefix your mod's name with the letter `z`, ensuring it will load last and overwrite any file you need it to. | ||
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| ## Viewing PAYDAY 3's PAK files | ||
| In order to view PAYDAY 3's PAK files, you must first obtain the AES key. | ||
| While we cannot distribute the AES key ourselves, you can dump it very easily. | ||
| In order to view the contents of PAYDAY 3's PAK files, you must first obtain the AES key. | ||
| While we cannot distribute the AES key, you can dump it very easily. | ||
| Once the AES key is obtained, you can open PAYDAY 3's files in the program of your choice such as [FModel](https://github.com/4sval/FModel/releases). | ||
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Can you make this (and gamepass below) a subheader?