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SnowMare 25 Aug, 2022 @ 5:25am
Very simple mod making help request.
I'm trying to make a mod, that only contains a single weapon. I don't want to make any fancy models for it, just use one of the already existing ones in game. I only want to edit a few things so that it works how I want it. I have no idea how I can do any of this, thus I'm asking for help.
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Showing 1-7 of 7 comments
Ongjming 24 26 Aug, 2022 @ 12:36pm 
In that case you are looking at adding a "Master_Bundle_Override" line and "Bundle_Override_Path" line into the .dat file of the new item that you are creating.

Every item needs to have a folder and within it the two .dat files.
The name folder itself and one of the .dat file can be anything you like but they must be the same.
The other is the localization .dat file which is usually English.dat. This one contains descriptions and name of the item when viewed in game.

The named .dat file contains the information the game reads off of.

Example:
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 363

Size_X 4
Size_Y 2
Size_Z 0.4
Size2_Z 0.6

Sight 364
Magazine 6

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 10
Ammo_Max 30

Safety
Semi
Auto

Caliber 1

Range 200
Firerate 5
Action Trigger

Player_Damage 40
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 20
Structure_Damage 15
Vehicle_Damage 35
Resource_Damage 15
Object_Damage 25

Durability 0.2

Spread_Aim 0.05
Spread_Hip 0.1

Recoil_Min_X -0.5
Recoil_Min_Y 3
Recoil_Max_X 0.5
Recoil_Max_Y 4

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02

Muzzle 3

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Level 2
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 363
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27

This one is of maplestrike.
You might want to copy this file then paste it over at your mod's folder then rename it to whatever you like so long it has same name as the folder's.

I am assuming you know what to edit so just a few key points:
1. Change the ID and GUID.
2. Add in Master_Bundle_Override core.masterbundle
3. Add in Bundle_Override_Path /Items/Guns/Maplestrike (For this example)

The new item, when you upload it as a mod, would look exactly like the Maplestrike but with whatever name you gave it in the English.dat and whatever stats you edited in its .dat file.
SnowMare 27 Aug, 2022 @ 11:42pm 
Originally posted by Ongjming:
In that case you are looking at adding a "Master_Bundle_Override" line and "Bundle_Override_Path" line into the .dat file of the new item that you are creating.

Every item needs to have a folder and within it the two .dat files.
The name folder itself and one of the .dat file can be anything you like but they must be the same.
The other is the localization .dat file which is usually English.dat. This one contains descriptions and name of the item when viewed in game.

The named .dat file contains the information the game reads off of.

Example:
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 363

Size_X 4
Size_Y 2
Size_Z 0.4
Size2_Z 0.6

Sight 364
Magazine 6

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 10
Ammo_Max 30

Safety
Semi
Auto

Caliber 1

Range 200
Firerate 5
Action Trigger

Player_Damage 40
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 20
Structure_Damage 15
Vehicle_Damage 35
Resource_Damage 15
Object_Damage 25

Durability 0.2

Spread_Aim 0.05
Spread_Hip 0.1

Recoil_Min_X -0.5
Recoil_Min_Y 3
Recoil_Max_X 0.5
Recoil_Max_Y 4

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02

Muzzle 3

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Level 2
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 363
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27

This one is of maplestrike.
You might want to copy this file then paste it over at your mod's folder then rename it to whatever you like so long it has same name as the folder's.

I am assuming you know what to edit so just a few key points:
1. Change the ID and GUID.
2. Add in Master_Bundle_Override core.masterbundle
3. Add in Bundle_Override_Path /Items/Guns/Maplestrike (For this example)

The new item, when you upload it as a mod, would look exactly like the Maplestrike but with whatever name you gave it in the English.dat and whatever stats you edited in its .dat file.

I am completely new to modding the game so no, I have no idea what to do even with this information, though thank you for helping.
Ongjming 24 29 Aug, 2022 @ 12:35pm 
Ah in that case you would want to have Notepad++. It is a free program that lets you have a better view of certain files like the .dat files in unturned.
https://notepad-plus-plus.org/downloads/

For modding, you would need to have a separate folder in your PC somewhere but not in unturned folders themselves.

Within that folder you would need to have another folder containing the item's .dat and English.dat.
The name of this folder would need to be the same as the name of the item's .dat file.

e.g. maplev2 then within it is maplev2.dat and English.dat.

You can have a look within unturned's files to start off seeing how the various types of items have various different lines within their item's .dat file.
https://github.com/SmartlyDressedGames/U3-Docs Take a read through this as well, together with reading through the .dat files. It would hopefully make more sense.
If not, can give a good feedback so others can learn more easily too.


Assuming you done all the above and now have a folder somewhere on your PC with another folder within it and within that folder you have that 2 .dat files,

Then you would refer to the portion above, and do the following to that copy of Maplestrike's .dat file:

1. Rename the file to whatever you named your folder.
2. Open it with Notepad++
3. Change/remove its existing GUID.
4. Change its ID. It is uint16 so range is from 0 to 65535, but anywhere above 10000 to 60000 is good. Lower values are usually used by base game's items.
5. Add the two lines I mentioned above into the .dat file-
2. Add in Master_Bundle_Override core.masterbundle
3. Add in Bundle_Override_Path /Items/Guns/Maplestrike (For this example)

To see if it works: Copy paste that folder somewhere on your PC into the Unturned's sandbox folder (YOUR DRIVE LETTER:\Steam\steamapps\common\Unturned\Sandbox)

Go into any singleplayer world. Spawn the item in using /give IDnumberhere.

It should now look exactly the same as Maplestrike but with whatever you named it in the English.dat + whatever stats you gave it in its own .dat.


Some values of interest within the .dat you like to tweak:

The Damage values are all straight flat damage that the weapon does when it hits a target at 1 armour multiplier.

Leg/Arm/Spine/Skull_Multipliers is like a damage bonus or penalty when hitting the various parts of the enemy.

Muzzle 3 - The value of 3 is the effect ID for the muzzle effect when gun fires/shoots.
You can see the list of effects via here: https://unturned.gameinfo.io/effects/set/effect

Recoil/Shake - Values that throws you off as you fire your shot, forgot which is for the gun arm and which is for your vision screen.

Recover - this is value of how fast your screen went back to the "center" after being affected by the firing.

Spread_aim/hip - The multiplier of how the bullet will spread across an area around your aim center. So the smaller the more accurate. You can see the full details in the U3docs.

Caliber- what magazine and attachments the gun will take.
It can be separated out into
Attachment_Calibers X
Attachment_Caliber_0 X

Magazine_Calibers X
Magazine_Caliber_0 X

so you can have it take a type of mag but have different type of attachments etc.

Range is how far bullet can go before it fizzes into nothing.

Hopefully this makes some sense as you read through the U3docs and the game's .dat files' contents more. If not feel free to ask more :)
SnowMare 2 Sep, 2022 @ 5:03am 
Originally posted by Ongjming:
Ah in that case you would want to have Notepad++. It is a free program that lets you have a better view of certain files like the .dat files in unturned.
https://notepad-plus-plus.org/downloads/

For modding, you would need to have a separate folder in your PC somewhere but not in unturned folders themselves.

Within that folder you would need to have another folder containing the item's .dat and English.dat.
The name of this folder would need to be the same as the name of the item's .dat file.

e.g. maplev2 then within it is maplev2.dat and English.dat.

You can have a look within unturned's files to start off seeing how the various types of items have various different lines within their item's .dat file.
https://github.com/SmartlyDressedGames/U3-Docs Take a read through this as well, together with reading through the .dat files. It would hopefully make more sense.
If not, can give a good feedback so others can learn more easily too.


Assuming you done all the above and now have a folder somewhere on your PC with another folder within it and within that folder you have that 2 .dat files,

Then you would refer to the portion above, and do the following to that copy of Maplestrike's .dat file:

1. Rename the file to whatever you named your folder.
2. Open it with Notepad++
3. Change/remove its existing GUID.
4. Change its ID. It is uint16 so range is from 0 to 65535, but anywhere above 10000 to 60000 is good. Lower values are usually used by base game's items.
5. Add the two lines I mentioned above into the .dat file-
2. Add in Master_Bundle_Override core.masterbundle
3. Add in Bundle_Override_Path /Items/Guns/Maplestrike (For this example)

To see if it works: Copy paste that folder somewhere on your PC into the Unturned's sandbox folder (YOUR DRIVE LETTER:\Steam\steamapps\common\Unturned\Sandbox)

Go into any singleplayer world. Spawn the item in using /give IDnumberhere.

It should now look exactly the same as Maplestrike but with whatever you named it in the English.dat + whatever stats you gave it in its own .dat.


Some values of interest within the .dat you like to tweak:

The Damage values are all straight flat damage that the weapon does when it hits a target at 1 armour multiplier.

Leg/Arm/Spine/Skull_Multipliers is like a damage bonus or penalty when hitting the various parts of the enemy.

Muzzle 3 - The value of 3 is the effect ID for the muzzle effect when gun fires/shoots.
You can see the list of effects via here: https://unturned.gameinfo.io/effects/set/effect

Recoil/Shake - Values that throws you off as you fire your shot, forgot which is for the gun arm and which is for your vision screen.

Recover - this is value of how fast your screen went back to the "center" after being affected by the firing.

Spread_aim/hip - The multiplier of how the bullet will spread across an area around your aim center. So the smaller the more accurate. You can see the full details in the U3docs.

Caliber- what magazine and attachments the gun will take.
It can be separated out into
Attachment_Calibers X
Attachment_Caliber_0 X

Magazine_Calibers X
Magazine_Caliber_0 X

so you can have it take a type of mag but have different type of attachments etc.

Range is how far bullet can go before it fizzes into nothing.

Hopefully this makes some sense as you read through the U3docs and the game's .dat files' contents more. If not feel free to ask more :)
I believe that I have done everything so that you've said, yet I seem to be unable to get the item in game... Can I ask you to give me further instructions on how to fix my issue?
SnowMare 2 Sep, 2022 @ 6:42am 
I did what I could and understood. I don't understand what the GUID is, and that might be why I cant get it to work...
Ongjming 24 10 Sep, 2022 @ 2:41am 
Oh for the GUID line, you can just delete the whole line. The game would generate one for you when you upload it as a mod/when it loads while in sandbox folder.

You need to make sure the ID (Not GUID) has a unique number not clashing with vanilla items + whatever mods you wanted to play together with this modded item of yours.
SnowMare 13 Sep, 2022 @ 10:27am 
Originally posted by Ongjming:
Oh for the GUID line, you can just delete the whole line. The game would generate one for you when you upload it as a mod/when it loads while in sandbox folder.

You need to make sure the ID (Not GUID) has a unique number not clashing with vanilla items + whatever mods you wanted to play together with this modded item of yours.
Alright, thanks. I do believe I did everything right but I will try again.
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