WARNING!

Use a new save before modding files. You can duplicate existing save slots by copying their file (eg. 0.xml) and renaming it to another save slot (eg. 1.xml, 2.xml, or 3.xml). You might need to disable Steam Cloud Saves before this works. 

Save file locations are listed on PC Gaming Wiki.

You CAN BRICK YOUR SAVE file if you add a new enhancement or weapon, apply it to your profile's character, then remove it from your modded game files. Be careful!



Important Files

There are loads of files in JYDGE's data.pak, and a lot of stuff from Neon Chrome that's not used in JYDGE. So there'll be a bit of trial and error to find the stuff you're looking for.

Here are some of the most important & and easily changed files:

Perks

enhancements\enhancements.xml

All the perks, including Cyberware and Gavel Mods. Some are unused, a few are only used to buff certain enemies.

jydge\enhancement-groups.xml

Sets which of the groups used in enhancements.xml are available as either Cyberware of Gavel Mods.

To make a new group:

  • Open enhancements.xml and find the section that starts with <array id="CATEGORIES">.
  • Add your new category here, and its colour.
  • Colour values are RGB and use 0-1 instead of 0-255. 
  • Then add your new group ID to this enhancement-groups.xml file.

This colour picker can help you make colours (an RGB value of 255 = 1, a value of roughly 125 = 0.5, etc).

jydge\collectibles.xml 

Collectible names. Their effects are in enhancements.xml

enhancements\icons\*.png 

Icons for Cyberware + Gavel Mods. They correspond to the ID used in enhancements.xml.

If you add a new perk, add a PNG with the same ID to add its icon. Icons should be 120px by 120px. I haven't figured out how to make them scale correctly yet, like vanilla's icon do (they are all 202x202). Here's a placeholder icon you can use.

Weapons

jydge\weapons.xml
 

Firemodes, secondary weapons, their unlock requirements, and their costs.

You can add the unused Laser Shotgun weapon with firemode-laser-shotgun.xml. Note the weapon limit limitation and required workarounds below.

weapons\firemode-*.xml

Firemodes (Heavy Lasyr, Snyper, etc.). All firemodes follow the naming convention firemode-*, eg. firemode-minigun.xml.

abilities\abilities.xml
 

Secondary weapons data. Used by weapons.xml. You can change some data, but secondary weapon IDs are hardcoded, so it's limited.

Available unused secondary weapons are:

  • ANTIOCH_GRENADES - Very cool. Huge area of effect, high damage. (description translates to: "Merciful Jesus, grant them rest")
  • CLUSTER_GRENADES - A mix of fire & regular grenades. Pretty good.
  • DEFENSIVE_GRENADES - Identical to shrapnel grenades
  • DASH - Fun, but very hard to use as you dash forward way too quickly.
  • LASER_PULSE - Fires lots of lasers outward, which bounce off walls. Low damage but has potential if buffed, or unlocked early
  • RAIL_PULSE - "Piercing Pulse". Fires piercing lead shots outward, like LASER_PULSE. Looks cool but needs a big damage buff.

Level Editor

ui\fw\main-menu.lua

Lets you enable the Level Editor. To do this, find the lines that include the text "STAGE_EDITOR" and put two dashes (--) before them. The first instance shows the Level Editor button from the main menu, the second shows a button to quickly test a stage (the stage doesn't exist by default, you'll need to make one).

This mod has a screenshot showing the change that's needed.

Note that there's a small bug in the editor when you try to load a stage. The filter defaults to "null". To fix it, type the text xml anywhere, copy it, and paste it into the filter box. The same approach applies to the model viewer (paste: modeljpgpnganim)

Misc

actors\*.xml

Loads of cool stuff here. An "actor" is basically anything that moves and has a behaviour, from enemies to bullets.

Abilities like the C4 can be customised here (eg. C4 is "ability-c4.xml").

Explosives usually have a file assigned to their "effect_on_death" property, which sets up their explosion effect.

models\textures\*.jpg
 

All the model textures in the game.

Player 1's textures are in jydge_diffuse.jpg, player 2's are in jydge_red_diffuse.jpg. Swap those files around to make player 1 red, and player 2 blue.

If you enable the Level Editor, it's got a model viewer built into it that lets you view model textures close up.

Other textures are in other folders: floor tiles are in ground-tiles; decals are in ground-decals; blood splatters are in blood; etc.



Limitations

There's a hardcoded limit on the number of weapons, and that limit has already been reached. If you want to add a new weapon, you'll need to remove an old one (see next section to do this safely). 

There's a limit on secondary weapons too. Up to 3 new ones can be added. Also, secondary weapon IDs are all hardcoded, so there are only a few you could add. DASH is pretty fun.

Enhancements (Cyberware + Gavel Mods) don't have a limit as far as I've seen, but if you add enough of them you'll probably reach it.


Safely Removing Weapons + Enhancements

Removing weapons and enhancements will brick any saves that use them. Some items can be safely removed from the main UI, but will cause a crash when you open the loadout switcher. (spacebar on PC, and I think Y on controller?).

The workarounds for removing things are different depending on what you remove.

For weapons: Move the weapon you don't want to the bottom of the list in jydge\weapons.xml. It won't be displayed, because the game only displays a fixed number of weapons, but the removed weapon will still be usable by other save files. If that weapon's medal unlock requirement is met the player will see an unlock notification, so to stop the notification from showing, give it a very high medal unlock requirement like 9999.

For enhancements, just assign it to a category that's not used by either CYBERWARE or WEAPON_MODS in jydge\enhancement-groups.xml. As long as the enhancement is still listed in enhancements\enhancements.xml, it won't brick anything.


Miscellaneous

I recommend using VS Code as your file editor, but you can make changes with a simple editor like Notepad++ too.

I made a spreadsheet that shows all the available enhancements in JYDGE. Some which were available in Neon Chrome are available in JYDGE too.

View Spreadsheet

Some data in the spreadsheet doesn't match up with vanilla (eg. medal requirements, and it has stuff that's not in vanilla), because I'm using it for an upcoming mod. If anyone's interested I can make a proper spreadsheet that just shows all the effects available, just let me know.

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ithinkandicode

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