handbuch:subwaysim:getting_started:modding_framework_explained
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| - | ====== Modding Framework Explained ====== | ||
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| - | To understand how modding for SubwaySim 2 works, we first need to take a closer look at how the system itself is structured. | ||
| - | This section explains the folder layout of the Modding SDK, which parts are relevant for mod creators, and which elements should **never** be modified. | ||
| - | Step by step, we will navigate deeper into the framework and uncover how everything fits together. | ||
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| - | ---- | ||
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| - | ===== The Modding SDK Folder Structure ===== | ||
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| - | After downloading and extracting the Modding SDK into a directory of your choice, you will notice a large number of folders and several important files. | ||
| - | For modding, the most important elements are: | ||
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| - | * The **Plugins** folder | ||
| - | * The files **BuildMod.bat** and **SubwaySim2.uproject** | ||
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| - | These components form the foundation of every modding workflow. | ||
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| - | ---- | ||
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| - | ===== SubwaySim2.uproject ===== | ||
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| - | The file **SubwaySim2.uproject** is the main Unreal Engine project file. | ||
| - | Launching this file will open the editor directly into the SubwaySim 2 SDK project without the need to navigate through menus. | ||
| - | |||
| - | We strongly recommend always starting the editor via this file to avoid loading issues or missing configurations. | ||
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| - | ---- | ||
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| - | ===== BuildMod.bat ===== | ||
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| - | The **BuildMod.bat** file is one of the core components of the SDK. | ||
| - | This batch script is responsible for building your mod and packaging it into a final **.pak** file. | ||
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| - | Whenever you reach the stage where your mod is ready for packaging, this file will become essential. | ||
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| - | More information can be found here: | ||
| - | [[handbuch: | ||
| - | |||
| - | ---- | ||
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| - | ===== The Plugins Folder ===== | ||
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| - | The **Plugins** directory is another crucial part of the SDK. | ||
| - | This is where all assets required for modding are stored — and later, it will contain your own mod as well. | ||
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| - | Navigate to: **Plugins\SubwaySim_Extern** | ||
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| - | Inside this directory, the only folder relevant to mod creators is: **SubwaySim_Extern** | ||
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| - | All other plugin subfolders must **not** be modified, as doing so may result in issues or broken mods inside the game. | ||
| - | |||
| - | ---- | ||
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| - | ===== Understanding the Plugin System ===== | ||
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| - | Inside **SubwaySim_Extern**, | ||
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| - | A very important rule for working with the plugin system: | ||
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| - | **When building a mod using BuildMod.bat, | ||
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| - | This means: | ||
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| - | * Any new assets you create must be placed **inside the plugin folder of your mod**. | ||
| - | * If you store textures, meshes, blueprints, or other assets outside of your mod’s plugin folder, they will **not** be included in the final mod and will therefore be missing or cause errors in the game. | ||
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| - | The only plugin you may freely reference while creating your mod is: **SubwaySim2_Modding** | ||
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| - | This plugin is a core part of the SubwaySim 2 framework and provides all necessary tools, functions, and helper assets needed for modding. | ||
| - | |||
| - | ---- | ||
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| - | ===== Creating Your Own Plugin ===== | ||
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| - | To continue with the modding workflow, you will need to create your own plugin where all your assets and logic will be stored. | ||
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| - | Instructions on how to create a new plugin can be found here: [[handbuch: | ||
| - | |||
| - | ---- | ||
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| - | With this understanding of the Modding Framework, you are now ready to dive deeper into the modding tools and begin building your own content for SubwaySim 2. | ||
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handbuch/subwaysim/getting_started/modding_framework_explained.1765439454.txt.gz · Last modified: by dcs
