manual:subwaysim:getting_started:prerequisites
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| + | ====== Prerequisites ====== | ||
| + | |||
| + | Before we can begin with modding, there are a few important steps to prepare your environment. | ||
| + | Please follow the instructions below to ensure everything is correctly set up. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== 1. Install Unreal Engine 5.4.4 ===== | ||
| + | |||
| + | To get started, download and install **Unreal Engine 5.4.4** using the Epic Games Launcher. | ||
| + | It is very important to use **exactly this version**, as SubwaySim 2 modding tools are only compatible with 5.4.4. | ||
| + | |||
| + | * Install [[https:// | ||
| + | {{pasted: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== 2. Install the .NET 8.0 Runtime ===== | ||
| + | |||
| + | After installing Unreal Engine, you will also need the **.NET 8.0 Runtime**. | ||
| + | This component is required for several tools and scripts used throughout the modding workflow. | ||
| + | |||
| + | The link below should start the download automatically. | ||
| + | Simply run the installer once the download finishes. | ||
| + | |||
| + | * Install [[https:// | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== 3. Install Visual Studio Code (for Lua Script Editing) ===== | ||
| + | |||
| + | To comfortably edit Lua scripts later on, we recommend installing **Visual Studio Code**. | ||
| + | It is completely free and supports Lua through community extensions. | ||
| + | |||
| + | * Download Visual Studio Code here: [[https:// | ||
| + | |||
| + | Once installed, open VS Code and navigate to the **Extensions** section. | ||
| + | Search for **" | ||
| + | This extension provides syntax highlighting, | ||
| + | |||
| + | * Open VS Code → Extensions | ||
| + | * Search for: **Lua** | ||
| + | * Install the extension by **sumneko** | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== 4. Download the Modding SDK ===== | ||
| + | |||
| + | To create your own mods for SubwaySim 2, you will need the official **Modding SDK**. | ||
| + | It contains all required tools, scripts, and editor configurations used throughout the modding workflow. | ||
| + | |||
| + | * You can find the latest and older Modding SDK versions on [[https:// | ||
| + | |||
| + | After downloading the SDK, extract the ZIP file to a **short and simple folder path**, ideally something like: | ||
| + | |||
| + | ``C: | ||
| + | |||
| + | This is highly recommended because Unreal Engine can produce errors if file paths become too long during the mod packaging process (e.g., when creating the final `.pak` file). | ||
| + | Keeping the SDK path short ensures that all internal directories remain within Windows’ path length limits and prevents build issues later on. | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== You are ready to start modding! ===== | ||
| + | |||
| + | Once these steps are completed, your system is fully prepared and you are ready to begin creating mods for SubwaySim 2. | ||
| + | |||
| + | Before you jump into building your first mod, we recommend taking a moment to explore how the Modding SDK is structured. | ||
| + | Understanding the plugin system and folder layout will help you avoid common issues and give you a solid foundation for everything that follows. | ||
| + | |||
| + | Continue with the next chapter here: | ||
| + | → [[manual: | ||
| + | |||
| + | We wish you a lot of fun exploring the SubwaySim Wiki and discovering the world of modding for our game. | ||
| + | Enjoy creating, experimenting, | ||
| + | |||
| + | {{page> | ||
manual/subwaysim/getting_started/prerequisites.1765457546.txt.gz · Last modified: by dcs
