We've detected that you're running Internet Explorer, our site does not support IE at all and you will run into problems. It is highly recommended to upgrade to a modern browser! Download and install the Microsoft Visual C 2017 Redistributable package (x86) (you will only need to do this once, even if you later reinstall SuperBLT) Download the Latest Release DLL, and place it in your PAYDAY 2 folder (alongside payday2win32release.exe). Start the game, and SuperBLT will prompt you to download the basemod.
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Alright, so first things first, let's get some important things out of the way.
SuperBLT is the successor of now-defunct BLT/BLT2. SuperBLT does a lot of things, such as allowing you to manage auto-updates for mods that need to be downloaded off GitHub, making XML work stronger and more concise, and so on, but the most important thing it does is allow you to use custom audio files instead of reusing or replacing audio files from the base game. In short, SuperBLT is what you absolutely need if you want to have weapons/heists with custom sound effects and/or if you want to be able to listen to entirely new heist songs.
Installation of SuperBLT, if you don't already have BLT, is pretty simple:
- Go here, download the Latest Release DLL.
- Extract the the contents of the archive into your PAYDAY 2 install folder.
- Run PAYDAY 2.
- Download the base mod files when SuperBLT prompts you to.
- Once that's done restart the game and and SuperBLT is now operational. Hooray!
In contrast, if you already have previous version of BLT, its highly recommended to upgrade to SuperBLT:
- First, you have to go into your mods folder and delete the base subfolder (SuperBLT has its own version that it'll download automagically on the next steps).
- After that, go back into the main directory and delete IPHLPAPI.dll (SuperBLT uses its own version).
- Once you've done that stuff, follow instructions set above this and you should be good!.
SuperBLT is just the next evolution of BLT/BLT2, so all your old mod would work just fine in SuperBLT.
This is a typical point of confusion for people new or inexperienced with using mods for PAYDAY 2, so allow me to provide a simple breakdown.
The mod_overrides folder is supported by PAYDAY 2 by default, and will either come with your PAYDAY 2 install by default (located within the 'assets' folder), or require manual creation (read: make a folder in 'assets' named 'mod_overrides' yourself) but still work anyway. Without BLT installed, all the mod_overrides folder does is tell the game what models/textures/sounds it should be loading as a replacement for which base game models/textures/sounds - for example, if you have the Doom Ithaca mod in your mod_overrides folder, PAYDAY 2 will look inside the Doom Ithaca directory, see that said directory has its own file at /soundbanks/wpn_m37.bnk, and then play sounds from that soundbank instead of the base game /soundbanks/wpn_m37.bnk.
If you want to read more on how to install stuff into mod_overrides, go here.
In contrast, the mods folder requires BLT, and as such does far more than merely replacing sounds and images. Things that go in the mods folder are more advanced, ranging from mods that change the core gameplay of PAYDAY 2 to slick interactive HUDs to things as simple as extra perk decks and throwables.
Note that if you have BLT and BeardLib the line between these two folders starts to blur a little. As a general rule of thumb however, mods that require BeardLib that aren't gameplay-changing mods go in mod_overrides, and the rest goes in mods unless explicitly stated.
The third folder, however, is pretty distinctive. The Maps folder (yes, that 'm' is supposed to be capitalized) is something that only exists if you have BeardLib installed, and contains, well, maps. All custom heists you download must go in this folder, and this folder only. Custom heists installed outside this folder will not be loaded by BeardLib and added to the game, and mods that are not custom heists probably won't work if you plonk them here. Note that while the mod_overrides folder is inside the 'assets' folder within the game install directory, the Maps folder is actually in the game install directory proper like the mods folder is.
tl;dr Read the tags and/or description of a mod if you're not sure where to put it. Nine times out of ten that solves the issue.
Alternatively, there's the Tsuna Method (for lack of a better word):
- Check the mod files for a 'main.xml' and a 'mod.txt.'
- Presence of a mod.txt indicates that the mod you just downloaded is supposed to go in mods.
- Presence of a main.xml but no mod.txt indicates that the mod you just downloaded is supposed to go in mod_overrides.
- Presence of both indicates that the mod you just downloaded is supposed to go in mods.
There's one last thing when it comes to mod installation however: .pdmod files.
These things are relics from an older time, before BLT, before the override folder, before BeardLib and all of that good stuff. These are largely irrelevant now, except for one key function - .pdmod files can modify shaders and other advanced things.
As such, you should probably avoid .pdmod stuff if you're just starting out. Snap on eejp500 user manual. Once you feel advanced enough to have a crack at them, though, you can use the PAYDAY 2 mod tool, yes the really old one, to take these .pdmod files and tell the mod tool that before the game runs it has to tack all the stuff in the .pdmod archives onto the game's code to install said .pdmod files.
The other giant quality-of-life matter for developers and mod users alike is BeardLib, and what makes BeardLib so great is that it's this giant library of good stuff that lets you add things to the game instead of replacing them without having to worry about crashing other players, simplify all sorts of different mod things down to basic XML work, make use of the override folder to keep the mod folder neat, and also click on a slider to set an exact value instead of just fumbling around like a moron for ten whole minutes.
The most notable things BeardLib allows for include, but are not limited to, entirely new weapons, entirely new heists, and entirely new masks/materials/patterns.
Installation of BeardLib works like installation of any other normal mod:
- Go here, hit the download button.
- Extract the contents of the archive into your mods folder.
- And you're done!
Keep in mind, BeardLib works by using BLT, so you got to have BLT running proper on your game first, before BeardLib can take effect.
That's all I have for now. More things will be added as time goes on. Thanks for your time, and here's hoping you enjoy the 'wonderful' world of PAYDAY 2 modding as much as all of us here at ModWorkshop! Convert swf to flex fla and html5.
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Introduction
Hello! Ever wanted to make a custom contractor for your custom heist? Well, here's an easy-to-follow guide on how to make a (possibly good) custom contractor Mcafee removal tool for mac.
Disclaimers This is all mostly unavailable using the visual project editor. This also mainly applies to Windows, since I haven't used any other operating systems.
First of all, open your Steam folder!
Mac - ~/Library/Application Support/Steam/steamapps/common/PAYDAY 2
Beardlib Payday 2
Linux - ~/.local/share/Steam/steamapps/common/PAYDAY 2
Windows 64bit - C:Program Files (x86)SteamsteamappscommonPAYDAY 2
Windows 32bit - C:Program Files)SteamsteamappscommonPAYDAY 2
This might be different depending on where you installed PAYDAY 2. Make sure you actually have BeardLib & BeardLib Editor
Making The Contractor Exist
Go into the 'Maps' folder, and into the heist you created previously. If you didn't create a heist, follow this tutorial. Part 1 of map editing: Creating your first heist
Then with a text editor such as 'Notepad++', 'Atom', or 'Sublime Text', right click the file labeled 'main.xml'. Add a string underneath the 'Localization' tag.
The string is this:
I'll explain what each of these parameters mean.
assets_gui
- I'm heavily certain this is the video used when displaying heists made by the contact, just use the one by Bain.desc_id
- This is the ID for the string in localization for the description of your contractor located in the Crime.net Codex.id
- This is the ID that your contractor uses, self-explanatory, make sure it's not equal to another contractor or you might mess stuff up.name_id
- This is the ID for the string in localization for your contractor's name, highly important if you don't want error text!package
- I honestly don't know what this is, it's probably important for 'assets_gui'.Customize these properly, don't just leave them all as placeholder. With the exception of
assets_gui
and package
.Localizing Your Strings
How To Install Beardlib Payday2
After you're done making your contractor in 'main.xml' go to the 'loc' folder in your heist folder, and then open 'english.txt'. This can be opened with ANY editor, including Windows Notepad.
This is where information like your contractor name & description, heist name and briefing, and map name and briefing goes. Copy the following stuff into the file. Make sure you only have one set of the curly brackets.
You should absolutely edit all the information in here, if you set a different ID than
contact_placeholder
than change it to what you used in 'main.xml'. The right side text is what the text will look like in-game.The Extra Polish
Without using hooks, you won't actually see the description of your contractor pop up. Using a specific hook you can make it appear in the Codex. This isn't necessary but it is a very nice touch.
- Copy this into a text editor, and save it as
guitweakdata.lua
. - Change all the parameters to the information you put in your contractor.
- Create a new folder in your heist folder named 'Hooks'.
- Go back to 'main.xml'.
- Make a new tag at the top of 'main.xml'
Make sure to test that everything works, if something goes wrong, check again, or send a message at the #help channel of the official ModWorkshop discord server. Link to modworkshop.net Discord Server - #help