Wreckfest

Wreckfest

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Creating custom AI sets + car files references
By Lotaan
Creating custom AI sets for Wreckfest is fairly easy, but the modding tool included with the game can be a bit intimidating. I haven't found a written tutorial for it so I decided to make this quick guide on how to create your own AI sets with BagEdit, step by step and with pictures.
It also includes a list of the filenames for each car in the base game.
   
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Why?
There are already a few places where you can find instructions on how to create new AI sets, but a most of the ones I found where vague or lacked illustrations. You could also go explore the game files by yourself, or download a mod and try to see how it works, but the BagEdit tool can be a bit intimidating if, like me, you're not especially tech-savvy.

The goal of this guide is to show everyone how easy it is to create an AI set.

I want to adress special thanks to youtuber Video Game Perspectives because his video "My First Wreckfest AI Set - A Tutorial" is how I learnt how to do it. However I prefer written tutorials over video tutorials, and as I think I'm not the only one I decided to make this one.

I also want to apologise in advance for any weird syntax or choice of words, as english isn't my first language.
Step 1: Creating the new mod file.
First, navigate to the BagEdit file. The path to it should normally be Steam/steamapps/common/Wreckfest/BagEdit.
Open BagEditCommunity.exe


Upon opening BagEditCommunity.exe, it should look something like this except maybe with each space completely empty.

If it is empty, navigate to "Open" in the "File" tab.


And open any file from Wreckfest. Since we want to create a new AI set, I'm going to navigate to Wreckfest/data/property/career/ai_sets and open one of the base AI sets.


If you selected ai_set_random.aist like me, BagEdit should now look like this:

If you opened something else than an AI set, you can always navigate to the file containing AI sets by following the same path in the left column and unfolding data>property>career>ai_sets

Right click on any of the AI sets and select "File Duplicate...". I usually choose the "random" AI set but it really doesn't matter.


BagEdit will then open a new window and ask you to name your mod. For this example I'm going to create an AI set with only Kilerbees and Warwagons so I chose to name it "Bees and Bears". This is the name that will appear in the in-game mod manager.
Once you've given a name to your mod, click the "OK" button.


You can then change the filename for your AI set to differentiate it from others in the same mod.
You have to keep the same naming scheme of ai_set_[NAME].
Once you've given your new file the desired name, click "OK".


BagEdit should now look like this:


You can change the AI set name (here in the red box). This is the name that will be shown in game, so don't forget it!
The "Display Order" line is also important, as it will determine in what order the AI sets appear in game. If this is your first custom AI set, you can change it to 11. so that it will appear after all other sets except the special vehicles sets, which are all set to 1000. As I already have a bunch of custom sets, I'll set it to 19. If two "Display Order" overlap, the game will sort each overlapping set by alphabetical order.
Once you've given your set a new name, click "Update Reference List" (here in the green box). This will open a menu where we'll be able to choose which cars we want to include in our modded AI set.
Step 2: Selecting AI cars.
Clicking "Update Reference List" will open this window. The first thing to do is to click "Select None" in the bottom right of the window to untick everything.


Once this is done, we'll have to find each car's folder and tick what AI we want exactly. For my mod I want only B class cars (this is completely arbitrary for the sake of this example). Killerbees will have Folkrace and Banger AIs, while Warwagons will have only Derby AIs. This way we should have more Killerbees than Warwagons on the track, and the Warwagons will be heavily armored and more aggressive.
The filename for standard KillerBees is 02_european_01 (02_european being the racing variant), so I'm gonna find that file and tick banger_b and folkrace_b.
If I wanted all possible AIs for the Killerbee I could have simply ticked the 02_european_01 box and it would have automatically ticked all Killerbee AIs.
The process is almost identical for Warwagons. I have to find the 24_american folde and tick the right box. One slight difference, though: the Warwagon base class when you buy it in-game is B, so there's no "derby_b" AI. It's simply named "derby".
Once you've selected all cars you want your AI set to use, all you have to do is click "OK".


Creating more AI sets in the same mod and trying your mod!
If you want to create another set in the same mod, all you have to do is right click your newly created set and duplicate it, then repeat the steps from there: change its name and display order, select cars...

Your custom AI set should be ready to use!
All you have left to do is to activate it with the in-game mod manager and launch it for a test run.
Car files references.
It annoyed me a bit when I realized I'd have to go through each vehicle file to see which was which, so I did a list of all of them and decided to share it so future modders wouldn't have to do it themselves. Here it is:

01_american
Speedbird
02_european
Killerbee S
02_european_01
Killerbee
03_american
Rammer RS
03_american_01
Rammer
04_european
Gremlin
05_american
Starbeast
06_american
Roadslayer GT
06_american_01
Roadslayer
07_european
Boomer RS
07_european_01
Boomer
08_asian
Tristar
09_american
Roadcutter
10_american
El Matador
11_european
Bulldog
13_asian
Sunrise Super
14_american
Gatecrasher
15_european
Panther RS
16_european
Hammerhead
17_asian
Nexus RX
18_american
Rocket
19_american
Hotshot
20_european
Firefly
21_european
Dominator
22_asian
Speedemon
24_american
Warwagon
25_american
Muddigger
26_american
Venom*
27_american
Limo
Except for the Limo, special vehicles have more straightforward names and are easy to recognise.

*I included the Venom in the list for completion's sake, but it isn't accessible from the "Update Reference List" menu to be added to custom AI sets.
You may also have noticed the 12th and 23rd cars are missing. These emplacements are used for DLC cars (I know 23 is the Bandit, I don't know what's 12 or if it's already used).
DLC cars are hidden by finnish voodoo and I have no idea how to access them, though others have found ways.
7 Comments
Palkia88 25 Apr, 2023 @ 1:55pm 
Hi, I have a question. How do I make my own cars for the set I want to create?
What I mean is, is it possible to use your player cars for the AI sets? I have an idea of creating a Motorstorm themed AI set and I wanna make custom vehicle setups for it but idk if the player cars are available options.
jahpeg 19 Apr, 2022 @ 2:13pm 
AICRs for DLC/tournament cars are accessible by extracing their PCKD files from the community_preencrypt branch of the game. as for the newer cars you can find the AICRs through brute force by opening their PCKDs in notepad and search for "aicr"
Globalhacker 14 Dec, 2020 @ 2:37am 
Кто знает подскажите пожалуйста.
я не совсем разобрался по гайду по созданию Ai
Как выбрать классы и что бы Ai использовал разные обвесы.
при выборе плейлиста почему то не доступен список машин, как указано в руководства, пришлось машины вводить вручную.
Да и ещё вопрос? Как сделать так что бы Ai использовал разные скины? а то у killbee S все одного цвета а просто killlbee ai использует разные скины
Siresly 20 Jul, 2020 @ 10:11am 
BagEdit shows the path for references as invalid. ai/player/default.aicr is shown in red.
The ai folders are also not visible in file explorer.

It appears at some point Bugbear made these folders inaccessible.
Unless there's something I'm missing, you can no longer create custom AI sets.
Ranger Jim 2 Jul, 2020 @ 8:10am 
Same issue here.
Apex 9 Jun, 2020 @ 3:22pm 
Also, would it be possible to expand this tutorial to include creating new AI sets instead of just mixing together those already in the game? Cheers!
Apex 9 Jun, 2020 @ 3:14pm 
Hi! Thanks for the guide! Unfortunately, I am unable to follow your instructions. At step 2, when you click "Update Reference List", your window shows a whole list of ai sets from the game's data folder. When I click it, I can only see data that is in the mod I'm currently making (only this file created by this tutorial) and I can't select any other cars. I can not navigate back beyond the mods folder so I can not select any car ai sets. Please help. Thanks!