New to Mod Builder? Check out the Articles section for helpful guides on getting started and information on the different types of mods you can create for your game.
Thanks to anyone checking this out. I'm actively working on improvements and fixing any of the broken mods. The source code is available on GitHub: Mod Builder - Revived on GitHub
If you come across any broken mods or errors please open a bug report and include details about the mods you were building and the settings used. I can't possibly test every mod and combination of settings on my own so I appreciate your help when tracking down issues.
Known Issues in v2.2.8
Modify Water: Player movement speed is greatly increased in water. This can result in being launched into orbit when crossing bodies of water. Crouch or prone can be used underwater to control speed (somewhat). Recommended to use Modify Player Traits and increase Fall Damage Resistance to stay alive.
Increase Rare Furs: Client-side only (incompatible with multiplayer). Does not work with the Animal Population Scanner tool. I do not intend to attempt to fix this unless someone can provide a working example of how to do this a different way.
Regarding Malware Reports New builds may appear with the "❌Some suspicious files" label. If this appears, NexusMods staff will review the files and update with a "✅ Safe to use" or "☑️Some manually verified files" label once they verify the contents are not malicious.
This tool is packaged using pyinstaller, a popular application used to build/distribute code written in Python. Due to its nature, pyinstaller can be used to create malware written in Python and legitimate applications built with pyinstaller are often automatically flagged by many antivirus/malware scanners. NexusMods uses VirusTotal to scan all uploaded packages before posting them for download. I scan all builds with VirusTotal before uploading here and then send a copy of the files and a link to the source code on GitHub to any scanners showing false positives. Once they perform a review of the code and verify the files are not malicious (this can take several business days), they will update their scanner results.
You might have some luck in the rangefinder.gfx files, i was actually planning on looking at it but im taking a break for now.
What do you mean by magnifying the aiming and placing it on others ? If you want to magnify an scope you can use modbuilder and you will find all of the scopes that have magnification steps. Some scopes like red dots do not have those steps
I don't know enough about 3D modeling to help you with creating new scopes. I think you're asking if it's possible to add the Rangefinder bow sight's rangefinder ability to other scopes? If so, I also don't know enough to help you with that either.
I am referring to [Brightsight Rangefinder Bow Sight] it's rangerfinder feature, can I extract this feature separately and place it on other scopes that can change magnification and place it on non-bow weapons?
I dont know if this was addressed before or not.When creating an animal_population_file to include both diamonds and great ones I have to use the Animal Population Changer (APC) and its great !! BUT, it creates a "static" (non moving or changing ) animal population file with the exact amount and types of fur animals that I chose.
When using " increased diamond spawns" using the Mod Builder program it creates a " dynamic" animal population file" of ONLY diamonds, not Great Ones that this mod will create at random and not specific ( in other words you dont specify the animals you want,this program creates it at random) BUT like I said , you dont get no Great Ones.
So the question becomes:
Are you able to create a mod within Mod builder that would allow us to have both diamonds and Great Ones using this function??
in my test the great one spawn looks like is related to the proportion of the number of low-level animals in the total number I use the animal population changer change all of the Whitetail Deer become level 1 andI get a great one after I kill maybe 10 to 20 diamond Whitetail Deer
I haven't found any settings or values that directly control the Great One spawn rates/odds. If I ever find something that works I will 100% add an "Increase Great Ones" mod.
When I turn up the render distance to 750m, does it mean the animals become scarcer (more spreaded)? I am not sure whether I need to scale the reserve population so that the difficulty of finding a target is more or less consistent with the original gameplay. Thanks in advance.
No, the render distance is how far you can see an animal but also with increased render you are rendering more animals not less.
The render distance works like a circle so if you double the render from the default 375 to 750 then you are quadrupling the amount of animals you render. If you use increase reserve population with increased render then you are adding to it so 750m render and 2x population is 8x the default animals.
At some point its no longer about how good your pc is and the problem will become a game engine related and crash.
Render distance is the range from your character at which your game will load in animals. Increasing render distance doesn't change the density of animals in an area - all of the animals already exist on the map at their defined locations. All it does is allow your game to actually draw the animals on your screen at longer distances. In an un-modded game you will never find an animals further than ~375 meters away. Increasing the render distance means you can see and shoot animals at 400 meters or even further away.
Bullet drop can get pretty brutal beyond ~350m for most rifles. You'll finally have a reason to practice on the 400/450/500m targets at the shooting range in Hirschfelden! I suggest taking the Argus scope and using the Clean Scope Lenses mod since that stock lens is pretty dark.
Increasing the render distance can make it easier to find animals in two ways. The first is obviously that you can spot animals further away in open areas which is especially useful for large open maps. The second is that you will also hear audio clues from animals at longer distances. It's not uncommon to hear audio clues from Lions, Wolves, and other predator animals chasing prey around from 500+ meters with increased render distance enabled.
By the way, a question, how can a player immediately unlock all the NEED ZONES on the map?(I mean living zones, drinking zones and sleeping zones, as well as other zones (if there are others)) Or is need zone randomly generated in any case? Not only keen eyes skill so?
Need zones are found naturally by spotting animals in those zones or by scanning tracks. The keen eye perk allows you to skip the walking and spotting and tracking part and put the zones on your map.
If you want to find all need zones i suppose you can set the range to max and have a silly number in the 1000s set for min and max zones discovered using the keen eye.
Doing so is an awful idea and you should stay away from mods or files that have a very large amount of them since all needzones are stored in one single file in your documents. After a certain number your mini map and walking around will cause some issues due to all of the icons and of you decide to get rid of need zones only on 1 map, you can since they are all bunched up together.
All animals have a set needzones meaning at if you found an animal drinking drom 8 to 12 then it means you already know where to find them, you go to that lake and you will see a bunch of them and also animals can move from 1 zone to another.
If you are looking for one specific animal then drop your population file to the site that was given to you by WithoutWeakness but in general 1.25km, 25 animals is usually the sweet spot i run my keeneye
Would anyone know how to make it so that I have zero wobble WHEN MOVING and no recoil? I swear I had it before but then I started a new game and it was gone and now I can't figure out how to bring it back.
Yes the wobble was a perk and the recoil can be done both by modify weapons tab and also modify skills tab. Modify skills is a general recoil option and reduces recoil in all weapkns but modify weapons can allow you to set each weapon
Reminder: keen eye skill is not as it describes the general [reveals need zones], its actual effect is [create new need zones], do not arbitrarily modify the keen eye skill in the [number of zones] this parameter! I just accidentally created thousands of need zones and caused the map to immediately crash every time I opened it and had to use restore saves to save my saves!
Keen Eye finds Need Zones that you have not added to the map and adds the icons to the map. This ALSO means the game will render the floating icons as you're walking around and get close to those zones. If you reveal hundreds or thousands of icons in a small area then this can overwhelm the game engine and cause extreme slowdowns or even outright crashes.
If you want to quickly see all of the animal need zone locations for your reserves, I suggest exploring your population files with this site. It was developed by the awesome person whose DECA scripts make Mod Builder possible: https://mathartbang.com/deca/hp/
Being a " keen eye expert"..lol, I have about 5,000kb of zones on each map and what it does it creates a 2 seconds, 3 seconds maximum lag-delay when switching from a screen to another screen. It has never crashed my game/computer. On the other hand, when I host multiplayer games, on some of the other players, it does and it does crash their game when they are trying to get on the MP. Not all of them. At the end of the day it comes out to how good of a computer you have and its connection also.
NOTE: When creating zones you dont need to take it all the way to 5,000kb, you can create any amount you like..A range of 700kb to 1,000kb will be perfect and it wont bog down your computer. Also you have the option to create different "kilobytes" amount of zones per map. You can also remove/delete the "found_need_zones_adf " file out of the Avalanche Studios folder if you notice its "crashing" your computer and then begin again setting whateve amount of zones you want per park.
I don't have any special insight into to how it works in the game code. I assume it checks Need Zones in a radius of X meters around the player, finds ones that are not revealed on the map yet, picks a few at random, and adds the icons to your map. If you're wondering about anything more specific unfortunately I don't have a good answer for you.
How can I modify the dog's behavior and parameters? Players who use faster movement mods will always find that their dogs have trouble keeping up with them
I haven't found the correct settings to modify the dog's speed. There are a few files I've looked at for dog talents and focus/bond settings but making a useful mod for the dog has been tricky. If I figure anything out I will absolutely add it to Mod Builder so others can use it.
Would it be possible to add a feature in the mod builder that lets us buy at least 100 rounds at a time? Buying in bulk would be a huge time-saver.
I modified the King 470 to hold 10 rounds. It starts with 10 as expected when you first equip it, but after that, it only reloads 2 rounds at a time. Could you take a look and adjust it so it reloads all 10?
1. It already exists , go to store and ammo then change the quantity bulk to 100
2. Idk about king but with some single shot guns you can change the number but they load their original number like .338 rangemaster . This might be the same issue
923 comments
Thanks to anyone checking this out. I'm actively working on improvements and fixing any of the broken mods. The source code is available on GitHub: Mod Builder - Revived on GitHub
If you come across any broken mods or errors please open a bug report and include details about the mods you were building and the settings used. I can't possibly test every mod and combination of settings on my own so I appreciate your help when tracking down issues.
Known Issues in v2.2.8
Regarding Malware Reports
New builds may appear with the "❌Some suspicious files" label. If this appears, NexusMods staff will review the files and update with a "✅ Safe to use" or "☑️Some manually verified files" label once they verify the contents are not malicious.
This tool is packaged using pyinstaller, a popular application used to build/distribute code written in Python. Due to its nature, pyinstaller can be used to create malware written in Python and legitimate applications built with pyinstaller are often automatically flagged by many antivirus/malware scanners. NexusMods uses VirusTotal to scan all uploaded packages before posting them for download. I scan all builds with VirusTotal before uploading here and then send a copy of the files and a link to the source code on GitHub to any scanners showing false positives. Once they perform a review of the code and verify the files are not malicious (this can take several business days), they will update their scanner results.
v2.2.8
v2.2.7
v2.2.6
v2.2.5
v2.2.4
- Updated for the Rapid Hunt Rifle Pack DLC: (game version 2957118)
- NEW - Modify Backpacks
- UPDATE - Modify Weapon: Added "Disable Bullet Drop" and wobble reduction, merged "increase Weapon Magazine". Changes to recoil update the in-game UI. "Add Category Mod" button for bulk changes
- UPDATE - Modify Ammo: Changes to penetration, expansion, and harvest classes update the in-game UI
- UPDATE - Modify Player Traits: Increasing base traits now works with related Skills and Perks
- UPDATE - Modify Skills: Added "Reduce Skill Tier Cost" option to make it easier to purchase higher-tier Skills
- UPDATE - Modify Binocular Overlay: Added preview images
v2.2.3
- UPDATE - Increase Deployables: Now supports decoys
- UPDATE - Modify Skills: Keen Eye max range increased to 10km
- UPDATE - Modify Ammo: Class changes are optional when applying a category mod
v2.2.2
- Massive performance improvements. Large mods lists no longer cause freezes/hangs
- NEW - Modify Player Traits: Base health, carry weight, recoil reduction, and more
- UPDATE - Modify Store: Overhaul with proper item names. "Add Category Mod" button for bulk changes
- UPDATE - Modify Animal Senses: Add Tent Spook Distance and Weapon Fire Detection Distance
- UPDATE - Clean Scope Lenses: Remove green tint from the GenZero Night Vision scope
- UPDATE - Modify Ammo: "Add Category Mod" button for bulk changes
v2.2.0
- Updated game files for the 2024 Winter Hotfix (game version 2903389)
- Added an auto-updater when loading a saved mods list.
- Mods can be reordered on the Build Modifications tab
- NEW - Modify Reticle Cost
- NEW - Modify Multi Trophy Mount: Reduce the cost of Matmat's Multi Trophy Mounts
v2.1.9
- Updated game files for the 2024 Winter Update (game version 2891297)
- Supports the Salzwiesen Park reserve and Bolt Action Rifles Pack DLC
v2.1.8
- NEW - Clean Scope Lenses
- UPDATE - Modify Scope Zoom: Max zoom increased to 50x
v2.1.6
- Updated for the Scopes and Crosshairs pack (game version 2846103)
- NEW - Increase Weapon FOV
v2.1.5What do you mean by magnifying the aiming and placing it on others ? If you want to magnify an scope you can use modbuilder and you will find all of the scopes that have magnification steps. Some scopes like red dots do not have those steps
When using " increased diamond spawns" using the Mod Builder program it creates a " dynamic" animal population file" of ONLY diamonds, not Great Ones that this mod will create at random and not specific ( in other words you dont specify the animals you want,this program creates it at random) BUT like I said , you dont get no Great Ones.
So the question becomes:
Are you able to create a mod within Mod builder that would allow us to have both diamonds and Great Ones using this function??
I use the animal population changer change all of the Whitetail Deer become level 1 andI get a great one after I kill maybe 10 to 20 diamond Whitetail Deer
The render distance works like a circle so if you double the render from the default 375 to 750 then you are quadrupling the amount of animals you render. If you use increase reserve population with increased render then you are adding to it so 750m render and 2x population is 8x the default animals.
At some point its no longer about how good your pc is and the problem will become a game engine related and crash.
Bullet drop can get pretty brutal beyond ~350m for most rifles. You'll finally have a reason to practice on the 400/450/500m targets at the shooting range in Hirschfelden! I suggest taking the Argus scope and using the Clean Scope Lenses mod since that stock lens is pretty dark.
Increasing the render distance can make it easier to find animals in two ways. The first is obviously that you can spot animals further away in open areas which is especially useful for large open maps. The second is that you will also hear audio clues from animals at longer distances. It's not uncommon to hear audio clues from Lions, Wolves, and other predator animals chasing prey around from 500+ meters with increased render distance enabled.
Or is need zone randomly generated in any case? Not only keen eyes skill so?
The keen eye perk allows you to skip the walking and spotting and tracking part and put the zones on your map.
If you want to find all need zones i suppose you can set the range to max and have a silly number in the 1000s set for min and max zones discovered using the keen eye.
Doing so is an awful idea and you should stay away from mods or files that have a very large amount of them since all needzones are stored in one single file in your documents.
After a certain number your mini map and walking around will cause some issues due to all of the icons and of you decide to get rid of need zones only on 1 map, you can since they are all bunched up together.
All animals have a set needzones meaning at if you found an animal drinking drom 8 to 12 then it means you already know where to find them, you go to that lake and you will see a bunch of them and also animals can move from 1 zone to another.
If you are looking for one specific animal then drop your population file to the site that was given to you by WithoutWeakness but in general 1.25km, 25 animals is usually the sweet spot i run my keeneye
Edit: Nevermind! It was an archery perk I had.
Modify skills is a general recoil option and reduces recoil in all weapkns but modify weapons can allow you to set each weapon
I just accidentally created thousands of need zones and caused the map to immediately crash every time I opened it and had to use restore saves to save my saves!
If you want to quickly see all of the animal need zone locations for your reserves, I suggest exploring your population files with this site. It was developed by the awesome person whose DECA scripts make Mod Builder possible: https://mathartbang.com/deca/hp/
On the other hand, when I host multiplayer games, on some of the other players, it does and it does crash their game when they are trying to get on the MP. Not all of them.
At the end of the day it comes out to how good of a computer you have and its connection also.
NOTE: When creating zones you dont need to take it all the way to 5,000kb, you can create any amount you like..A range of 700kb to 1,000kb will be perfect and it wont bog down your computer. Also you have the option to create different "kilobytes" amount of zones per map.
You can also remove/delete the "found_need_zones_adf " file out of the Avalanche Studios folder if you notice its "crashing" your computer and then begin again setting whateve amount of zones you want per park.
I think it can help us avoid to find some zones that we don't need
- Would it be possible to add a feature in the mod builder that lets us buy at least 100 rounds at a time? Buying in bulk would be a huge time-saver.
- I modified the King 470 to hold 10 rounds. It starts with 10 as expected when you first equip it, but after that, it only reloads 2 rounds at a time. Could you take a look and adjust it so it reloads all 10?
Thanks!2. Idk about king but with some single shot guns you can change the number but they load their original number like .338 rangemaster . This might be the same issue