SecretFinder Posted November 24, 2024 Share Posted November 24, 2024 Warning: Mods aren't officially supported yet. Please make a backup of your saves and be careful. Hi everyone! For anybody who wants to mod in a new weapon here's how: Step 1: Go to data_scripts.zip/scripts/defs/equipment/weapon and choose the weapon type for the weapon you want to implement. For example if you want to make a bow, open bows.lua Step 2: Paste this into the .lua file and replace everything in it that needs to be replaced. Construct("yourweaponname", "yourweaponname", ITEM_RARITY.s.COMMON, { tags = { }, crafting_data = { craftable_location = "treemon_forest", -- this one changes the item selling location }, usage_data = { skill_on_equip = "some skill power" }, -- replace this with any other skill-on-equip power e.g. bow_melee or cannon_butt, note that most skills only work with their specific weapon types gem_slots = EquipmentGem.GemSlotConfigs.BALANCED, weight = Weight.EquipmentWeight.s.Light, -- you can change it to Medium or Heavy }), You can also add a power-on-equip power (e.g. Groak weapons increasing the time it takes for hitstreaks to end) like this: usage_data = { skill_on_equip = "some skill power", power_on_equip = "some equipment power" }, Step 3: Go to data_scripts.zip/scripts/strings/string_items.lua And paste this: weapontype_name = { name = "name goes here", desc = "", }, Replace "weapontype" with the weapon type and "name" with the name you gave it so it looks like this: bow_coool = { name = "Rickety Bow", desc = "", }, Step 4: Go to data.zip/anim and create a folder with the following name: weapon_back_(replace this with the weapon type)_(replace this with the name of your weapon).zip Like this: weapon_back_bow_embison.zip NOTE: Despite this having .zip in it, it should be a folder. (I think) Step 5: Find a weapon_back folder for the weapon type you're adding. e.g. if you're making a new striker you can use any weapon_back_shotput_(name).zip folders. For example: weapon_back_shotput_embison.zip Then copy the .tex and .bin files to a separate location (wherever you want). Step 6: Open .bin file in any Hex Editor (I used "hexed it") and find something like this: weapon_back_(weapontype)_(name) Replace the name with whatever you named your weapon, make sure it matches the folder name and the name in the scripts. Save the edited .bin file. Then paste it into your weapon folder along with the .tex file. Step 7: Go to data_scripts.zip/scripts/gen/atlas/item_images.lua Here you have to paste this: ['itemimage_weapon_back_(weapontype)_(name)'] = 'images/item_images2/itemimage_weapon_back_shotput_zuccowindmon.tex', This adds an item image for the weapon. You can also make your own .tex file for it and refer to it instead of itemimage_weapon_back_shotput_zuccowindmon.tex like in the example. Step 8: Go to data_scripts.zip/scripts/gen/atlas/icons_inventory.lua And like in the prevous one, paste this: ['icon_weapon_back_(weapontype)_(name)'] = 'images/icons_inventory10/icon_weapon_back_shotput_zuccowindmon.tex', Or, as in step 7, you can make your own .tex and refer to it. And just like that, your weapon should be fully functional (except I don't think you can buy it). Special thanks to Gibberish for making this post, you can read how to work with .tex files there. P.S. Here's a video tutorial: Link to comment https://forums.kleientertainment.com/forums/topic/161099-how-to-mod-in-a-custom-weapon/ Share on other sites More sharing options...
jiggilowjow Posted January 6, 2025 Share Posted January 6, 2025 any way you can do this video with verbal instructions too please... because id really love to make the striker jackalope have a simple power of 50% critical chance.... in fact id be willing to pay someone to make me a script or what ever it takes to make the jackalope do critz on the regular.... i wish i knew how to do stuff and junk... ive been trying but.... im not savy Link to comment https://forums.kleientertainment.com/forums/topic/161099-how-to-mod-in-a-custom-weapon/#findComment-1784116 Share on other sites More sharing options...
SecretFinder Posted January 8, 2025 Author Share Posted January 8, 2025 On 1/6/2025 at 5:39 PM, jiggilowjow said: any way you can do this video with verbal instructions too please... because id really love to make the striker jackalope have a simple power of 50% critical chance.... in fact id be willing to pay someone to make me a script or what ever it takes to make the jackalope do critz on the regular.... i wish i knew how to do stuff and junk... ive been trying but.... im not savy I made this for you. Just open the data_scripts.zip archive, go to defs - powers and replace that equipmentpowers.lua with this one. Note that you won't be able to play multiplayer with this. equipmentpowers.lua Link to comment https://forums.kleientertainment.com/forums/topic/161099-how-to-mod-in-a-custom-weapon/#findComment-1784613 Share on other sites More sharing options...
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