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learn how to mod

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hi, i m trying to make my own mod and i need someone to tell me how i can make a custom mission and use different characters etc...
all i know is how to make custom skins and change the spawn locations
[deleted user]
7 yrs ago (Statistics)
The best way to learn how to mod this game, in my opinion, is by looking at the original game scripts and P3D files to see what components are used where and how different objective types are structured. It's very difficult to 'teach' someone how to mod this game since you don't really know where to start, as everyone wants to do something different with their mods. However, when following Radical's scripts, you can post about specific errors or challenges you are having either here or on our Discord. It's much easier for users to help you with specific problems than it is for them to teach you how to mod step by step.
okay for example if i want to edit the script in the game, how can i do that ?
i mean, if i m editing an mfk file, okay i open it in notepad and i edit but how can i save it so the type of the file stays the same?
maybe i m saying something wrong but i m trying my best to learn
thank you :)
[deleted user]
7 yrs ago (Statistics)
Are you modifying your game files directly or creating a mod? You should never modify your game files. If you need help with creating a mod, there are tutorials that will help you here, or you could ask.

If the file isn't saving as an MFK file (which it should be), try saving it as type 'All Files' and putting the .mfk extension on the file name while saving.
i m creating a mod

i finally managed to save the file correctly but i m adding some objects to collect in the level 1 m 0 and the game is crashing so i m sure i m doing something wrong

so yes i need help for sure! where can i find these tutorials ?

thank you so much !
[deleted user]
7 yrs ago (Statistics)
If you post your mission scripts and P3D files here I can take a look at them.
SelectMission("m0");

SetMissionResetPlayerInCar("level1_carstart");
SetDynaLoadData("l1z1.p3d;l1r1.p3d;l1r7.p3d;");

UsePedGroup( 0 );

AddStage(0);
SetStageMessageIndex(12);
AddObjective("getin", "neither");
SetObjTargetVehicle("current");
CloseObjective();
CloseStage();

AddStage(1);
RESET_TO_HERE();
SetStageMessageIndex(145);
SetHUDIcon( "cardboar" );
AddObjective("delivery");
AddCollectible("m0_cardboard","poster_t");
AddCollectible("m0_cardboard4","poster_t");
AddCollectible("m0_cardboard1","poster_t");
AddCollectible("m0_cardboard2","poster_t");
AddCollectible("m0_cardboard3","poster_t");
//SetCollectibleEffect("bonestorm_explosion");
CloseObjective();
SetStageTime(150);
AddCondition("timeout");
CloseCondition();
ShowStageComplete();
CloseStage();

AddStage(2);
SetStageMessageIndex(253);
SetHUDIcon("kburger");
AddObjective("goto");
TurnGotoDialogOff();
AddObjective("goto");
SetDestination("m0_kwickemart","carsphere");
SetCollectibleEffect("wrench_collect");
CloseObjective();
CloseStage();

AddStage(3);
SetHUDIcon( "apu" );
SetStageMessageIndex(157);
AddObjective("talkto","nearest road");
SetTalkToTarget("apu", 0, -0.3, "3.0"); // 2 - door icon, "3.0" is the size of the NPC trigger area
CloseObjective();
CloseStage();

AddStage(4);
AddObjective("dialogue");
SetStageMessageIndex(15,"end");
AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1)
AmbientAnimationRandomize( 0, 0 );
AddAmbientNpcAnimation( "none" );
AddAmbientNpcAnimation( "dialogue_hands_on_hips" );
AddAmbientNpcAnimation( "none" );
AddAmbientNpcAnimation( "none" );
AddAmbientPcAnimation( "dialogue_shake_hand_in_air" );
AddAmbientPcAnimation( "none" );
AddAmbientPcAnimation( "dialogue_scratch_head" );
AddAmbientPcAnimation( "none" );
//SetConversationCamNpcName("npc_far");
//SetConversationCamPcName("pc_near");
SetDialogueInfo("homer","apu","congrats",0);
CloseObjective();
CloseStage();

AddStage("final");
SetHUDIcon( "icecream" );
SetStageMessageIndex(152);
AddObjective("goto");
TurnGotoDialogOff();
SetDestination("m0_cola","icebuck");
CloseObjective();
SetCompletionDialog("congrats2","bart");
CloseStage();

CloseMission();

//dialogue_hands_in_air
//dialogue_hands_on_hips
//dialogue_scratch_head
//dialogue_shaking_fist
//dialogue_thinking
//dialogue_yes
//dialogue_no
//dialogue_cross_arms
//dialogue_open_arm_hand_gesture
//dialogue_shake_hand_in_air



[deleted user]
7 yrs ago (Statistics)
That all seems to be in order, but are you loading 'poster_t.p3d' and 'bonestorm_explosion.p3d' in m0l.mfk? This is required to make the items usable in the mission.
IT FINALLYYY WOOORKEEDDD !!!!
THANK YOU SO MUCH FOR YOUR HELP :) :) :)
but i m sure i have a lot of more questions to ask hahaha