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Unturned - Masterbundle Override Guide
By Tiway
Ever wondered how you could use a vanilla asset or a mod while tweaking some of its stats?
That's the purpose of the Bundle Override, that I will explain in this guide!
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Basics of the Master Bundle Override
First things first, what is a Master Bundle Override?

There is currently an issue with the game's loading order which prevents some masterbundle overrides, hopefully this will be fixed (thanks to WWTC for finding it)

"Master Bundle Overriding" is a method that allows one asset to use another asset's unity prefabs.

For example, you can create a custom version of the Maplestrike with different statistics, without having to rebundle the whole thing in Unity. This also works with workshop mods.
It is also useful when optimizing masterbundles, when several assets use the same prefabs (this is often the case with quest objects).

A few things to keep in mind :
  • Masterbundle overrides will only work when directed towards a Masterbundle; the Unity3d files won't work.
  • While this method is good for servers who want to tweak the statistics of a mod, the base Masterbundle is still needed for this to work. So you would want to have both the original mod, and the mod containing your custom assets.
  • Considering the point above, masterbundle overrides are the best ways of adapting mods to a server (since it does not involve reuploading the assets themselves).
Step #1 - Creating the custom asset
The first thing you will have to do is create a custom asset :

The easiest way to do so is by copying the dat files of the asset you want to "use", and paste it in your mod files.

If you do not have such files yet, you can create a folder named "Bundles" in any of the maps folders (Unturned/Maps), except Tutorial for some reason...
Having a Bundles folder inside a Map allows for easy workshop uploads, no masterbundle conflicts, and not loosing your custom assets among the many vanilla assets.
In my example, I created a Bundles folder inside of Russia :


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Paste the dat files inside a folder created within the Bundles folder created earlier (it does not have to be at the root of the Bundles, as long as it is part of that folder).
In my example, the folder is located in Russia/Bundles/Items/Weapons/ :


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Rename both the main dat file and the folder containing it with the same custom name.
In my example, both the folder and file are named "BundleOverrideDemo" :

Step #2 - Editing the files
English.dat

This is the easiest as it is usually the name/description of the asset.

Asset.dat
BundleOverrideDemo.dat in my example

In addition to the statistics you want to tweak, there are things you must change in order for your asset to work :

- The ID has to be unique;

- The GUID has to be unique (removing the whole GUID line will make the game generate a new one);

- Master Bundle override lines :
There are 2 lines :

Master_Bundle_Override -> Specifies which MasterBundle contains the asset's prefabs you are using;

Bundle_Override_Path -> Files path from the MasterBundle.dat file to the asset folder

In my example, I would like to use the Swissgewehr prefabs, which are part of the core.masterbundle :

Master_Bundle_Override core.masterbundle

The path to the Swissgewehr files from the core.masterbundle file is : Items/Guns/Swissgewehr :

Bundle_Override_Path Items\Guns\Swissgewehr

So here is the final result :


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If your masterbundle override is located inside a mod that already uses a masterbundle, make sure you add the Exclude_From_Master_Bundle line as well.

Now your asset should work;
14 Comments
DYEMONDA 6 Apr @ 2:47pm 
how 2 used adnin tool mod on server wit a mount of players
ServTechnic 11 Jun, 2024 @ 2:12pm 
The description of your manual misled me.
Tiway  [author] 11 Jun, 2024 @ 1:48pm 
Your guide aims to override vanilla assets completely, mine is just to use an assets prefabs to create a new asset
ServTechnic 30 May, 2024 @ 10:57am 
The method described in this guide does not work, the one who wrote it deletes the GUID and ID, this is not necessary.
Thanks to the Baby Billy Gaming mods, I understood how this function works.
I wrote a working step-by-step guide in pictures about master bundle override, but it is in a different language.
Curlyfries 8 Jan, 2024 @ 2:49am 
@Tiway thanks for the help anyways I appreciate ya
Curlyfries 8 Jan, 2024 @ 2:48am 
@tiway Nelson said the same thing, but it doesn't seem to change anything either. with the increasing usage of .asset files it would be nice to have some more documentation like there is for .dats.
Tiway  [author] 7 Jan, 2024 @ 7:43am 
you can try adding core.masterbundle: in front of the path, but it's not guaranteed to work
would look like "core.masterbundle:Effects/Weather/DefaultRainParticles.prefab"
Curlyfries 7 Jan, 2024 @ 3:31am 
@Tiway I need to reference the vanilla rain particle prefab from core.masterbundle in a WeatherAsset file, as currently it is attempting to find the prefab in my maps own masterbundle.
So im asking because the syntax in this guide is for .dat files and wouldn't work in a .asset file.
Tiway  [author] 6 Jan, 2024 @ 3:34pm 
What do you have in mind?
Curlyfries 6 Jan, 2024 @ 1:26pm 
@TIway Is this compatible with .asset files?