i recently found these cool new mods and i downloaded them. they came in .rar format. now, how do i activate the mods to appear in the game?
New: streamWriter (Jun 28, 2024), Platform 29.5.3 (Jun 27, 2024)
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I messed around with them long enough to learn the basics.
But before I do, I will say that I'm not completely sure that when using a mod, it keeps the game portable (using them requires open a .bat file that I believe bypasses the PA Launcher).
Okay, now for the modding.
First off you must grab something like 7Zip or Peazip and extract the files into a folder of your choice (for an easier time, name it after what the mod is, i.e "Colt1911". You must make sure your new to be installed mod is in the appropriate folder arrangement to work. The original files are placed in the correct order for you to see under x:/Assaultcube/App/assaultcube/packages . For example, you are modding a gun, our Colt1911. The mod folder called "Colt1911" must also contain the following folders with the extracted files. Under the "Colt1911" folder there will be /packages/models/weapons/pistol
(In the pistol folder is where your files go)
Now here comes the fun.
After you have your folder, we'll call it "Colt1911". Move that folder to X:/AssaultCubePortable/App/assaultcube/mods (if "mods" folder doesn't exist you must create it first.
Once you have placed the "Colt1911" folder in your "mods" folder, go up a folder to "assaultcube". This is the tricky part, that took me a while to learn. Create a new notepad file and name it accordingly, in our case "Colt1911", BUT FIRST change the file extension to .bat. This allows it to run your mod. Now right click on your new .bat file and click edit.
In the notepad type the following:
Call assaultcube.bat "--mod=mods\Colt1911"
This is case sensitive and does include the quotations. You will replace Colt1911 with your folder name.
After typing, save and close notepad and run it! This should open the game if all was done correctly!
Hope this helps! Sorry if it's wordy
Some of the things PSkilton said are right but as the portable package already uses a bat file to launch Assault Cube, you have to add the --mod="mod/ModName" option there BEFORE the phrase %1 %2 %3 %4 %5 as we use the --home variable (as outlined here).
The you add a folder named "mod" into your /Data/settings folder and place your mod in a folder inside.
So much for the theory. I tried it with a pistol mod which didnt work. Ill have another go at it tomorrow. Which mod do you want to use?
"What about Love?" - "Overrated. Biochemically no different than eating large quantities of chocolate." - Al Pacino in The Devils Advocate
I'll try to follow those instructions, though I'm really not an expert on portable apps. I'm trying to install the XM8 light machine gun,PP-19 bizon, M200 intervention, and desert eagle.
ps: is there any way to disable the mods, like deleting the .bat file or something?
The way I described it is that you add the mod to the standard bat file so you can launch it from the platform.
What PSkilton described was creating a new bat so you can have several bat files with several mods and then run the one you want.
"What about Love?" - "Overrated. Biochemically no different than eating large quantities of chocolate." - Al Pacino in The Devils Advocate
Do the variables you talk about reroute the .bat to use the PA Launcher or something along those lines?
I didn't have to put the mod in the /Data/settings folder for it to work. I just ran the .bat file that I created for the mod (placed under the assaultcube folder) and it worked. I had always just gone into the folder where I placed the .bats to play the game with whichever mod I wanted at the time, rather than launching the game with the .exe or PA.c menu. Unless I missed a step in my instructions, I believe it should have worked. It is quite possible I have found a harder way to use the mods
As for disabling mods, you just run the original assaultcube.bat or the PA.c .exe. You shouldn't have to delete or mess with any of the original AC files in order to mod.
According to the information you posted, this method should work. i have a thought on how to fix it, see below:
In order to support this in a simple matter, we may need to adjust the launcher slightly to accommodate the addition of mods. I have something in mind, and will post a pastebin once I have a chance to write it down and test if it works. It essentially involves pulling all pertinent bits from the bat file into the launcher instead, and massaging the commandline in Custom.nsh, so as to support adding mods.
Back in the day I couldnt get AssaultCube to work by starting the app without the bat file. Now the launcher starts the bat file which does the rest. It would definitively be an improvement to have it all in the launcher. Do you have an idea where the enduser should then put the mod or other customisatons?
"What about Love?" - "Overrated. Biochemically no different than eating large quantities of chocolate." - Al Pacino in The Devils Advocate
If it works correctly, it'll be using AppNamePortable.ini, beside AppNamePortable.exe, similar to how disabling splashscreens on a single app works.