Left 4 Dead 2

Left 4 Dead 2

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Campaign Specific Mods
By мяFunreal
Do you want your campaign to have a special tank or any replacement, which will only work in your campaign?
   
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Foreword.
You have probably played "Bloody moors" which had a Werewolf as a tank. Or some other campaign that has a replacement for a survivor, and wondered how they did it.

If you just pack your content into the same VPK file then you end up with an addon that has a map, but the tank replacement will work like any regular addon and it replaces all tanks for every campaign.

If you follow the stupidly simple steps, your Tank, Nick, Weapon, Sound or whatever replacement will only work on your campaign.
Addoninfo.txt
The Magic lies within the addoninfo.txt. A Textfile that is saved in the vpk of your campaign.

Open the addoninfo and paste these lines:
"addonContent_Campaign" "0" //Has maps connected with a finale "addonContent_Survival" "0" //Has Survival Gamemode "addonContent_Scavenge" "0" //Has Scavenge Gamemode "addonContent_Versus" "0" //Has Versus Gamemode "addonContent_Map" "0" //Has standalone map. Example: Only one survival map "addonContent_Survivor" "0" //Has survivor model replacement. Can use name to specify. Example: "nick, rochelle" "addonContent_Skin" "0" //Has different textures for something. "addonContent_BossInfected" "0" //Has Tank or Witch replacement "addonContent_CommonInfected" "0" //Has CI Replacement "addonContent_Music" "0" //Has music replacement "addonContent_Sound" "0" //Has sound replacement "addonContent_Prop" "0" //Has prop replacement "addonContent_Prefab" "0" //Has Prefab (Probably hammer. Not documented) "addonContent_Spray" "0" //Has Sprays (Not documented) "addonContent_Script" "0" //Has Custom Scripts (not documented if vscript or other script) "addonContent_BackgroundMovie" "0" //Not Documented, probably main menu background "Content_Weapon" "0" //Has new weapon "Content_WeaponModel" "0" //Has weapon replacement

For every item that you have replaced, swap the 0 to a 1.
The ones you have not changed can be removed to safe space.

All you have to do now is add a replacement, for example a normal tank or nick mod to the same vpk file as your campaign and enable them in the addoninfo.

Once you are done your addoninfo.txt will look something like this:
Which is a simple map that replaces nick every time you load it.
"AddonInfo" { addonSteamAppID "550" addontitle "test map" addonversion "1" addonauthor "Funreal" addonauthorSteamID "MrFunreal" addonDescription "this is a test addon" "addonContent_Campaign" "1" "addonContent_Map" "1" addonContent_Survivor nick }
20 Comments
Jonatan 29 Apr, 2023 @ 5:29pm 
Quize agregar el mod de tank hombre lobo a un mapa de tank challengue, saque los modelos de the blood moors (b_weretank.dx90, MDL, PHY y vvd) los puse en una carpeta moderls/infected, en el archivo missions agregue -TankVariant" "models/infected/b_weretank.mdl"-
ademas de que en gamesinfo puse ddonContent_BossInfected to 1...pero en el mapa me sigue saliendo sin el mod...¿alguna idea de que hice mal?
Roiditron77 7 Apr, 2023 @ 5:53am 
thanks :)
мяFunreal  [author] 7 Apr, 2023 @ 5:02am 
Yep.
To do that, edit the addoninfo.txt as described above, but then also pack the correct missionfile into the charger mod. The game will then lock that charger mod to only the campaign(s) whos missionfile is also packed into the addon
Roiditron77 6 Apr, 2023 @ 5:27pm 
can this be used for the default campaigns? ex: adding the roadcrew charger to hard rain
мяFunreal  [author] 30 Oct, 2022 @ 7:53pm 
You can make a map or campaign use literally anything as a custom mod that only affects that campaign.

Which will be used may depend on the addon load order aswell.
Interneted 30 Oct, 2022 @ 2:50pm 
I'll try to reframe my question in a different way. Basically what I am try to say is, just like what you said about bloody moors when you can change the tank model into the werewolf, I've seen other maps changing weapon skins, saferoom theme and others. And if i were to use a tank model addon with a map that changes it as well, it can either use the model depending in which you enabled first or break the map (based on my experience on most maps), and I am pretty sure (uncertain, that's what I am trying to ask) a map limits the type of addon it can put, for example like hud addons, I doubt that it would work in custom campaign, so I would like to know the full list type of addons that would work in custom campaigns if you dont mind? Let me know if this is still confusing.
мяFunreal  [author] 30 Oct, 2022 @ 6:53am 
I have no idea what you were trying to say.
All this does it allow you to install a mod of a thing that only works on that one campaign it's packed with. that is all.
Interneted 30 Oct, 2022 @ 5:31am 
I am not a mapper and I am so late to this post. but I am just wondering if is this every single campaign specific mods that can be in a custom campaign? because I want to enjoy the every content of any custom campaign with minimal addons installed.
мяFunreal  [author] 24 Nov, 2020 @ 3:12pm 
i am not entirely sure.
i'd assume it should, as there's an option for scripts. but i'm not sure if it only counts vscripts or weapon scripts aswell. i suppose you'd have to test it
eddywhite89 24 Nov, 2020 @ 2:19pm 
Could this also work with scripts that change how a weapon behaves in that campaign only?

For example, the weapon has a different magazine size/fire rate/reload time to reflect the new model?