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What is the official stance on core modding?


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Importing new hulls is probably possible, just a *lot* harder than rebalance mods. The rebalance mods mostly only require editing a csv file containing all the stats. Importing new models would require creating/obtaining/extracting models, textures, etc., converting them to a format compatible with the game, adding them to the asset files, and creating new entries in the csv files for them.

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  • 5 weeks later...
On 5/11/2023 at 5:31 PM, anonusername said:

Importing new hulls is probably possible, just a *lot* harder than rebalance mods. The rebalance mods mostly only require editing a csv file containing all the stats. Importing new models would require creating/obtaining/extracting models, textures, etc., converting them to a format compatible with the game, adding them to the asset files, and creating new entries in the csv files for them.

 

On 5/11/2023 at 2:07 PM, AdmiralObvious said:

Users have already figured out how to mod things like accuracy modifiers and tech unlocks, but currently it seems that we aren't allowed to mess with, for example importing new hulls or gun models.

Is this planned to change in the future at any point?

Adding new hulls is practically impossible, you can't add new assets to a .asset file. I've managed to export models and edit them the issue is importing the models adding scripts etc. One way would be to just extract everything and create a whole new asset file (btw tried that we don't know the method the devs used) another option would be to use Melon loader. 

More or less it's going to stay impossible unless the devs add an official method or the modding community grows enough that we get an experienced modder with unity and melon loader (UAD's community is extremely small so it's quite unlikely)

Edited by Sapphire
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On 6/11/2023 at 12:15 AM, Sapphire said:

 

Adding new hulls is practically impossible, you can't add new assets to a .asset file. I've managed to export models and edit them the issue is importing the models adding scripts etc. One way would be to just extract everything and create a whole new asset file (btw tried that we don't know the method the devs used) another option would be to use Melon loader. 

More or less it's going to stay impossible unless the devs add an official method or the modding community grows enough that we get an experienced modder with unity and melon loader (UAD's community is extremely small so it's quite unlikely)

It's almost certainly possible to reverse engineer the asset loading system enough to inject new models. Whether it is possible to do so without being an experienced reverse engineer or unity developer is another matter. (Also, even if it is possible, it is likely to be a lot of work just to get to a point where you can add new assets at all.)

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On 5/12/2023 at 12:37 AM, AdmiralObvious said:

Users have already figured out how to mod things like accuracy modifiers and tech unlocks, but currently it seems that we aren't allowed to mess with, for example importing new hulls or gun models.

Is this planned to change in the future at any point?

How do we mod accuracy and what files/programs do we need to mod this game ?

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