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'''Use at your own risk.'''
 
'''Use at your own risk.'''
   
 
<br />
  +
  +
== Modding Tools ==
  +
 
=== Steam ===
  +
You can find the Riftbreaker tools in the Tools section of your steam library:
  +
  +
[[File:Modding tools.png|frameless|377x377px]]
  +
  +
=== Non-Steam ===
  +
Download the tools from the exorstudios github:
  +
  +
https://github.com/exorstudios/riftbreaker-tools
 
<br />
 
== How to add mods to your game ==
 
== How to add mods to your game ==
   
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# Click "'''Local files'''" on the left-hand side
 
# Click "'''Local files'''" on the left-hand side
 
# Click "'''Browse'''" on the upper-right
 
# Click "'''Browse'''" on the upper-right
# Open the "'''packs'''" folder
+
# Open the "'''mods'''" folder
# Copy/paste mod zip archives directly into the packs folder - <u>DO NOT UNZIP THEM!</u>
+
# Copy/paste mod zip archives directly into the mods folder - <u>DO NOT UNZIP THEM!</u>
 
# Play your modified game!
 
# Play your modified game!
   
 
=== Adding mods on GamePass (PC) ===
 
=== Adding mods on GamePass (PC) ===
   
# Navigate to '''[Drive_game_is_intalled_on]\Program Files\ModifiableWindowsApps\TheRiftbreaker\packs'''
+
# Navigate to '''[Drive_game_is_intalled_on]\Program Files\ModifiableWindowsApps\TheRiftbreaker\mods'''
# Copy/paste mod zip archives directly into the packs folder - <u>DO NOT UNZIP THEM!</u>
+
# Copy/paste mod zip archives directly into the mods folder - <u>DO NOT UNZIP THEM!</u>
 
# Play your modified game!
 
# Play your modified game!
   
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==== Modding structure ====
 
==== Modding structure ====
   
The core data files are located in the "Packs" folder. ".zip" files placed in the "packs" folder are loaded sequentially and overwrite the original packdata
+
The core data files are located in the "Packs" folder. ".zip" files placed in the "mods" folder are loaded sequentially and overwrite the original packdata
   
Instead of putting all modded files into the original game zip it's recommended to use the mod structure.
+
Instead of putting all modded files into the original game zip, it's recommended to use the mod structure.
   
 
=== How it works ===
 
=== How it works ===
Every ZIP that gets added to the folder ''"steamapps\common\The Riftbreaker Prologue\packs"'' overwrites the inside of the original game ZIP-File of "00_win_data".
+
Every ZIP that gets added to the folder ''"steamapps\common\The Riftbreaker Prologue\mods"'' overwrites the inside of the original game ZIP-File of "00_win_data".
   
 
If you have mutiple ZIPs (or mods) the game merges them all together, a-z priority. So be aware if some mods change the same content.
 
If you have mutiple ZIPs (or mods) the game merges them all together, a-z priority. So be aware if some mods change the same content.
   
As the game simply overwrites the original files, we can create a new ZIP-file and recreate the folder structure inside the original "00_win_data" to overwrite the original content.
+
As the game simply overwrites the original files, we can create a new ZIP-file and recreate the folder structure inside the original "99_win_data" to overwrite the original content.
   
To unzip the original ZIP and look around or create your own ZIP it is necessary to use 7zip as something like Winrar does not work.
+
To unzip the original ZIP and look around or create your own ZIP it is necessary to use 7zip as something like WinRAR does not work.
   
  +
'''Note''': The game now supports uncompressed directories in mods folder as a development workspace.<syntaxhighlight>
Note: The game can now also use modded files directly without zipping them. You need to create a folder called "data" in your "Riftbreaker" folder and put your changed files in there with the same folder structure as inside a zipped mod. (example: Riftbreaker/data/entities/player/character.ent)
 
  +
mods/
  +
mod_test.zip
  +
mod_test/
  +
entitites/
  +
</syntaxhighlight>In the above example, when loading files the game mounts "mod_test.zip" first then overlays it with "mod_test" directory content.
   
  +
* "mod_test" directory here is treated as development workspace which can be edited by EXOR tools.
=== Example ===
 
  +
* "mod_test.zip" is the redistributable version of such a mod.<br />
If you create <code>01_win_data.zip</code> and put your files here with the same folder structure as in the original zip, the game will overwrite the original files and your version will be used.
 
 
So if you change values of the blaster entity in the path "''...\00_win_data_\entities\items\weapons\blaster.ent''" you have to create the same folder structure (''entities\items\weapons\)'' inside your 01_win_data.zip and place your modified file in there.
 
 
As a result you have a tiny ZIP-File with nothing but 1 folder path leading to your blaster file.
 
 
That modded ZIP is now placed next to the original game ZIPs and should look like this:
 
 
[[File:Modding Structure 2.png|frameless|622x622px]]<br /><br />'''Note''': The ZIP name can be anything you like.
 
<br />
 
<br />
 
 
== Lua API Service overview ==
 
== Lua API Service overview ==
 
Exor uses services in the game code, a command overview:
 
Exor uses services in the game code, a command overview:
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*[[Mod service: PlayerService|PlayerService]]
 
*[[Mod service: PlayerService|PlayerService]]
 
*[[Mod service: ResourceService|ResourceService]]
 
*[[Mod service: ResourceService|ResourceService]]
  +
*[[RiftbreakerGameStreamingService]]
*[[Mod service: RiftbreakerEntityService|RiftbreakerEntityService]]
 
 
*[[Mod service: SoundService|SoundService]]
 
*[[Mod service: SoundService|SoundService]]
 
*[[Mod service: TornadoService|TornadoService]]
 
*[[Mod service: TornadoService|TornadoService]]

Revision as of 13:18, 24 January 2022

Disclaimer

A modded game can adversely influence your game experience and is not officially supported, but if you have problems with any modifications you can check the modding channel on EXOR Studios Discord server for help from the community.

Exor Studios does not control nor monitor files available for download - everyone should check the downloaded content themselves. Mods should normally only consist of a zip archive, containing one or more folders and text files.

Use at your own risk.


Modding Tools

Steam

You can find the Riftbreaker tools in the Tools section of your steam library:

Modding tools

Non-Steam

Download the tools from the exorstudios github:

https://github.com/exorstudios/riftbreaker-tools

How to add mods to your game

Intro

The Riftbreaker has been built from the ground-up for community mod support. Currently Steam and GamePass PC versions can be modded.

Available mods

Community mods are currently being hosted at: https://www.nexusmods.com/theriftbreaker/

Adding mods on Steam (PC)

  1. Open your Steam Library page
  2. Right-click on The Riftbreaker and open "Properties"
  3. Click "Local files" on the left-hand side
  4. Click "Browse" on the upper-right
  5. Open the "mods" folder
  6. Copy/paste mod zip archives directly into the mods folder - DO NOT UNZIP THEM!
  7. Play your modified game!

Adding mods on GamePass (PC)

  1. Navigate to [Drive_game_is_intalled_on]\Program Files\ModifiableWindowsApps\TheRiftbreaker\mods
  2. Copy/paste mod zip archives directly into the mods folder - DO NOT UNZIP THEM!
  3. Play your modified game!

How to create mods

Tools

- 7zip (Winrar does not work)

- Notepad ++

Modding structure

The core data files are located in the "Packs" folder. ".zip" files placed in the "mods" folder are loaded sequentially and overwrite the original packdata

Instead of putting all modded files into the original game zip, it's recommended to use the mod structure.

How it works

Every ZIP that gets added to the folder "steamapps\common\The Riftbreaker Prologue\mods" overwrites the inside of the original game ZIP-File of "00_win_data".

If you have mutiple ZIPs (or mods) the game merges them all together, a-z priority. So be aware if some mods change the same content.

As the game simply overwrites the original files, we can create a new ZIP-file and recreate the folder structure inside the original "99_win_data" to overwrite the original content.

To unzip the original ZIP and look around or create your own ZIP it is necessary to use 7zip as something like WinRAR does not work.

Note: The game now supports uncompressed directories in mods folder as a development workspace.

mods/
    mod_test.zip
    mod_test/
            entitites/

In the above example, when loading files the game mounts "mod_test.zip" first then overlays it with "mod_test" directory content.

  • "mod_test" directory here is treated as development workspace which can be edited by EXOR tools.
  • "mod_test.zip" is the redistributable version of such a mod.

Lua API Service overview

Exor uses services in the game code, a command overview:


To call such a service it would look like this as an example (Using the ItemService):

ItemService:SetActivationStatus(Exor::Entity ent, bool value)


Mod examples

Listed here are some examples of what could be done with modding

Easy


Mod manager

The Riftbreaker will most probably get an official mod manager.

No further information is currently known.

Support

Need help or inspiration creating mods?

The official discord has a modding channel just for this topic: #rb-modding .