From 2f3d2b8563750c1e408e7e10124bf0c279ab6380 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Sun, 5 May 2024 15:53:32 +0200 Subject: [PATCH 01/14] Update index.md --- docs/getting-started/unreal-editor/index.md | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/docs/getting-started/unreal-editor/index.md b/docs/getting-started/unreal-editor/index.md index 8ac6cd37..661f53d8 100644 --- a/docs/getting-started/unreal-editor/index.md +++ b/docs/getting-started/unreal-editor/index.md @@ -29,11 +29,11 @@ You can set this easily by putting the launch option in the steam launch options ![Steam Launch Options](assets/steam-launchoptions.png) ### 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. 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/PAYDAY3/Content`. ![UE4 Cook](assets/ue4-cookoption.png) @@ -45,7 +45,9 @@ In order to package your game files, you must make sure you have [cooked](#cooki 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`. +should be copied to `{MyNewMod_P}/PAYDAY3/Content/Maps/CoolMap/CoolMap.umap`. + +# Remember: The Mod structure needs to be identical to the Unreal Project structure 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) @@ -72,11 +74,11 @@ See the documentation on [Packaging](../packaging) for more info. ::: ## 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. ## 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 PAYDAY 3's PAK files using FModel, 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). From b79904d0d6c4ca6920c4619fcaa1f0398b048729 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Sun, 5 May 2024 15:54:58 +0200 Subject: [PATCH 02/14] Update index.md --- docs/custom-heists/getting-started/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/custom-heists/getting-started/index.md b/docs/custom-heists/getting-started/index.md index 8471a237..2b1b319e 100644 --- a/docs/custom-heists/getting-started/index.md +++ b/docs/custom-heists/getting-started/index.md @@ -8,7 +8,7 @@ In order to begin with mapping, you must first get accustomed to Unreal Engine's As of writing, the preferred place to store your map is in `Content/Maps/{ModName}`. :::tip -We recommend you join the ModWorkShop Discord server for questions +We recommend you join the Modworkshop Discord server for questions and to interact with experienced members of the modding community. ::: From bc4f8a8775c80fb095af125a4fb744bd884f4920 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Sun, 5 May 2024 15:56:38 +0200 Subject: [PATCH 03/14] Update index.md --- docs/index.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/index.md b/docs/index.md index b81cf2be..ecbe32d1 100644 --- a/docs/index.md +++ b/docs/index.md @@ -11,7 +11,7 @@ Welcome to the PAYDAY 3 Modding Documentation site! We are only at the beginning of the life cycle of this game, but it has already been proven that advanced modding is possible. :::tip -We recommend you join the [Moolah Modding](https://discord.gg/VTe6pVYjWR) and [ModWorkShop](https://discord.gg/Eear4JW) Discord servers +We recommend you join the [Moolah Modding](https://discord.gg/VTe6pVYjWR) and [Modworkshop](https://discord.gg/Eear4JW) Discord servers for questions and to interact with experienced members of the modding community. ::: @@ -30,4 +30,4 @@ Many things have changed since PAYDAY 2, to view some big changes that will affe view the [PAYDAY 2 to PAYDAY 3 Cheatsheet](/docs/additional-resources/payday2-payday3-cheatsheet) page. ## Contributing -Explain where people can go to contribute to the modding toolchain and documentation. \ No newline at end of file +Explain where people can go to contribute to the modding toolchain and documentation. From 09c08443ed25c8ff1fd014a9089b40a17114f890 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Sun, 5 May 2024 15:58:56 +0200 Subject: [PATCH 04/14] Update dependencies.md --- docs/getting-started/dependencies.md | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/docs/getting-started/dependencies.md b/docs/getting-started/dependencies.md index 551dc580..6d78b0d1 100644 --- a/docs/getting-started/dependencies.md +++ b/docs/getting-started/dependencies.md @@ -4,7 +4,7 @@ sidebar_position: 1 # Dependencies :::caution Work in progress -This page is incomplete. +This page is nearly complete. ::: ## Unreal Editor @@ -21,8 +21,7 @@ but you will still need most of the Visual Studio tools installed. Setup instructions are available at [Jetbrain's documentation](https://www.jetbrains.com/help/rider/Unreal_Engine__Before_You_Start.html) site. ### Getting the modkit -The modkit for the full game release is not yet available. -Check back later this week for a download link and instructions. +The [Modkit](https://github.com/MoolahModding/MoolahProject) is availible right now and updated for Update 6 ( 1.1.3 ) ## UE4SS You can optionally download UE4SS if you wish to create lua mods, From ca770c78293d3bc875433927a4f1d9b0a314040d Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Sat, 25 May 2024 10:48:12 +0200 Subject: [PATCH 05/14] Update index.md --- docs/getting-started/unreal-editor/index.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/getting-started/unreal-editor/index.md b/docs/getting-started/unreal-editor/index.md index 661f53d8..4e3ecd2a 100644 --- a/docs/getting-started/unreal-editor/index.md +++ b/docs/getting-started/unreal-editor/index.md @@ -47,7 +47,9 @@ 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/Content/Maps/CoolMap/CoolMap.umap`. -# Remember: The Mod structure needs to be identical to the Unreal Project structure +:::info Reminder +The mod structure needs to be identical to the Unreal Project structure, as the Mod wont work otherwise. +::: 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) From c4312fbb3bff19143a9d30da006a53fc357eb089 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Sat, 25 May 2024 10:50:33 +0200 Subject: [PATCH 06/14] Update index.md --- docs/custom-heists/getting-started/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/custom-heists/getting-started/index.md b/docs/custom-heists/getting-started/index.md index 2b1b319e..e2d8e442 100644 --- a/docs/custom-heists/getting-started/index.md +++ b/docs/custom-heists/getting-started/index.md @@ -8,7 +8,7 @@ In order to begin with mapping, you must first get accustomed to Unreal Engine's As of writing, the preferred place to store your map is in `Content/Maps/{ModName}`. :::tip -We recommend you join the Modworkshop Discord server for questions +We recommend you join the ModWorkshop Discord server for questions and to interact with experienced members of the modding community. ::: From fc6ba1c8a4328e5c1f1965559585c188dd3afb71 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Sat, 25 May 2024 10:59:56 +0200 Subject: [PATCH 07/14] Update index.md --- docs/getting-started/unreal-editor/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/getting-started/unreal-editor/index.md b/docs/getting-started/unreal-editor/index.md index 4e3ecd2a..13ee81b3 100644 --- a/docs/getting-started/unreal-editor/index.md +++ b/docs/getting-started/unreal-editor/index.md @@ -33,7 +33,7 @@ PAYDAY 3 requires all of its files to be cooked before they can be packaged into so you must cook your game files everytime you want to package and test your mod. 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/PAYDAY3/Content`. +once cooked, your files will be located at `{UE4ProjectDir}/Saved/Cooked/WindowsNoEditor/`. ![UE4 Cook](assets/ue4-cookoption.png) From c7d0ea130886926c7211f8823ebe220128633d65 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Thu, 30 May 2024 19:06:16 +0200 Subject: [PATCH 08/14] Update index.md --- docs/getting-started/unreal-editor/index.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/docs/getting-started/unreal-editor/index.md b/docs/getting-started/unreal-editor/index.md index 13ee81b3..dfa7601f 100644 --- a/docs/getting-started/unreal-editor/index.md +++ b/docs/getting-started/unreal-editor/index.md @@ -10,7 +10,7 @@ If PAYDAY 3 upgrades to Unreal Engine 5, this documentation will become obsolete ::: ## 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. :::note @@ -44,7 +44,7 @@ In order to package your game files, you must make sure you have [cooked](#cooki 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` +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`. :::info Reminder @@ -64,8 +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 ``` 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. From 4c442faec7dc524020bc367e1ad078495aa85b32 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Thu, 30 May 2024 19:11:41 +0200 Subject: [PATCH 09/14] Update customheists Added Edits that Nadz suggested --- docs/custom-heists/getting-started/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/custom-heists/getting-started/index.md b/docs/custom-heists/getting-started/index.md index e2d8e442..a2fa0e4d 100644 --- a/docs/custom-heists/getting-started/index.md +++ b/docs/custom-heists/getting-started/index.md @@ -5,7 +5,7 @@ sidebar_position: 1 # Getting Started with Mapping In order to begin with mapping, you must first get accustomed to Unreal Engine's editor and create a map. -As of writing, the preferred place to store your map is in `Content/Maps/{ModName}`. +As of writing, the preferred place to store your map is in `PAYDAY3/Content/Mods/.../Maps/{ModName}`. :::tip We recommend you join the ModWorkshop Discord server for questions From fe81a2de9d46e400c07f331799c789f1007c5589 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Thu, 30 May 2024 19:13:01 +0200 Subject: [PATCH 10/14] Update index.md --- docs/custom-heists/getting-started/index.md | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/docs/custom-heists/getting-started/index.md b/docs/custom-heists/getting-started/index.md index a2fa0e4d..54cd9499 100644 --- a/docs/custom-heists/getting-started/index.md +++ b/docs/custom-heists/getting-started/index.md @@ -7,6 +7,11 @@ sidebar_position: 1 In order to begin with mapping, you must first get accustomed to Unreal Engine's editor and create a map. As of writing, the preferred place to store your map is in `PAYDAY3/Content/Mods/.../Maps/{ModName}`. +:::info +As always, the Mod structure needs to be the same as the Unreal Engine structure as to not cause any Problems, if you dont +follow this rule, problems may arise. +::: + :::tip We recommend you join the ModWorkshop Discord server for questions and to interact with experienced members of the modding community. From 31c3bbac9ffb31b6a3073b62c523b5e75601847c Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Thu, 30 May 2024 19:17:47 +0200 Subject: [PATCH 11/14] Update ue4ss.md --- docs/getting-started/ue4ss.md | 17 ++++++++++------- 1 file changed, 10 insertions(+), 7 deletions(-) diff --git a/docs/getting-started/ue4ss.md b/docs/getting-started/ue4ss.md index e03d6162..26abaf51 100644 --- a/docs/getting-started/ue4ss.md +++ b/docs/getting-started/ue4ss.md @@ -7,17 +7,20 @@ sidebar_position: 2 UE4SS is a tool for modding with Lua, C++ and loading blueprint mods. ## Download -You can download UE4SS from [the releases page of it's github](https://github.com/UE4SS-RE/RE-UE4SS/releases/latest) +You can download UE4SS from [the releases page of the ModWorkshop page for UE4SS](https://modworkshop.net/mod/47771) +) ## Installation -:::caution -This guide is incomplete, PAYDAY 3 requires a specialized build of UE4SS (case preserving) and some game-specific configs. -::: +Steam/Epic Install +To install, extract the contents of the zip file into {GamePath}\PAYDAY3\PAYDAY3\Binaries\Win64 -1. Download the `UE4SS_Xinput` archive from the releases page -2. Extract the `Mods` directory, `UE4SS-settings.ini` and `xinput1_3.dll` to `{InstallFolder}/PAYDAY3/Binaries/Win64/` +Gamepass Install +To install, extract the contents of the zip file into {GamePath}\PAYDAY3\PAYDAY3\Binaries\WinGDK -Additional documentation for installing UE4SS can be found [here](https://docs.ue4ss.com/installation-guide.html) +Note: +If you had a previous version of UE4SS installed, make sure to overwrite UE4SS.dll. +Any mods built for the old version of UE4SS will not work with this one. If you experience crashes on load, it is most likely caused by an outdated mod. +In the case that you find an outdated mod, contact the mod author to let them know to update the mod to rebuild the mod with this version of RE-UE4SS ## Creating Lua Mods Documentation for UE4SS' Lua API can be found [here](https://docs.ue4ss.com/lua-api.html) From 3daa1dce736c4a2c832db6fd59e9d8f7619fb68f Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Thu, 30 May 2024 19:18:22 +0200 Subject: [PATCH 12/14] Update ue4ss.md --- docs/getting-started/ue4ss.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/getting-started/ue4ss.md b/docs/getting-started/ue4ss.md index 26abaf51..f55892f2 100644 --- a/docs/getting-started/ue4ss.md +++ b/docs/getting-started/ue4ss.md @@ -7,7 +7,7 @@ sidebar_position: 2 UE4SS is a tool for modding with Lua, C++ and loading blueprint mods. ## Download -You can download UE4SS from [the releases page of the ModWorkshop page for UE4SS](https://modworkshop.net/mod/47771) +You can download UE4SS from [the Releases page of the ModWorkshop for UE4SS](https://modworkshop.net/mod/47771) ) ## Installation From 248215b54c43c2a8d7968e22ed01f48e3c87a4a4 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Thu, 30 May 2024 19:18:33 +0200 Subject: [PATCH 13/14] Update ue4ss.md --- docs/getting-started/ue4ss.md | 1 - 1 file changed, 1 deletion(-) diff --git a/docs/getting-started/ue4ss.md b/docs/getting-started/ue4ss.md index f55892f2..a7567d69 100644 --- a/docs/getting-started/ue4ss.md +++ b/docs/getting-started/ue4ss.md @@ -8,7 +8,6 @@ UE4SS is a tool for modding with Lua, C++ and loading blueprint mods. ## Download You can download UE4SS from [the Releases page of the ModWorkshop for UE4SS](https://modworkshop.net/mod/47771) -) ## Installation Steam/Epic Install From 170035668ebdc0cc9e84e533bfe3d46d910c7099 Mon Sep 17 00:00:00 2001 From: TarekInnit <76664991+TarekLP@users.noreply.github.com> Date: Thu, 30 May 2024 19:19:16 +0200 Subject: [PATCH 14/14] Update ue4ss.md --- docs/getting-started/ue4ss.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/getting-started/ue4ss.md b/docs/getting-started/ue4ss.md index a7567d69..b6d746fd 100644 --- a/docs/getting-started/ue4ss.md +++ b/docs/getting-started/ue4ss.md @@ -7,7 +7,7 @@ sidebar_position: 2 UE4SS is a tool for modding with Lua, C++ and loading blueprint mods. ## Download -You can download UE4SS from [the Releases page of the ModWorkshop for UE4SS](https://modworkshop.net/mod/47771) +You can download UE4SS from [the Downloads page of the ModWorkshop for UE4SS](https://modworkshop.net/mod/47771) ## Installation Steam/Epic Install