Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update the Documentation #17

Open
wants to merge 14 commits into
base: main
Choose a base branch
from
9 changes: 7 additions & 2 deletions docs/custom-heists/getting-started/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,10 +5,15 @@ 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}`.

:::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
We recommend you join the ModWorkshop Discord server for questions
and to interact with experienced members of the modding community.
:::

Expand Down
5 changes: 2 additions & 3 deletions docs/getting-started/dependencies.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ sidebar_position: 1

# Dependencies
:::caution Work in progress
This page is incomplete.
This page is nearly complete.
:::

## Unreal Editor
Expand All @@ -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,
Expand Down
16 changes: 9 additions & 7 deletions docs/getting-started/ue4ss.md
Original file line number Diff line number Diff line change
Expand Up @@ -7,17 +7,19 @@ 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 Downloads page of the ModWorkshop 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)
24 changes: 14 additions & 10 deletions docs/getting-started/unreal-editor/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand All @@ -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/`.

![UE4 Cook](assets/ue4-cookoption.png)

Expand All @@ -44,8 +44,12 @@ 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`.
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
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)
Expand All @@ -60,8 +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.
Expand All @@ -72,11 +76,11 @@ 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).
4 changes: 2 additions & 2 deletions docs/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.
:::

Expand All @@ -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.
Explain where people can go to contribute to the modding toolchain and documentation.