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 11-30-2010, 07:22 AM #1 Rayman1103      Join Date: Apr 2010 Reputation: 1020 Posts: 3,494 Custom Mutations Tutorial Hello everyone. In this tutorial I’ll teach you how to create your own custom Mutations. Now lets get started! Getting Started Step 1: Download this ZIP folder containing the templates you'll need in order to create your very own Mutations. Step 2: Extract the Mutations folder to your desktop from within the Example Mutations ZIP file. Step 3: Open the Mutations folder and you'll see two folders, "modes" and "scripts" and one file, "addoninfo.txt". The modes folder contains the mode data for your Mutations, while the scripts folder will contain scripts to tweak settings for your Mutations that can't be done in the mode files. The addoninfo.txt file is used to set a name for your mod, enter the author name and add a description for your mod. Step 4: Now open the modes folder and you'll see two files, "testmutation1.txt" and "testmutation2.txt". These are here as examples, so you can easily use them as a template. Note: Each file can hold data for one mode only. Don't try to add multiple modes in the same file. Step 5: Open testmutation1.txt. You'll see the modename is declared above the brackets. It has the same name as the text file. Note: I would recommend changing the name of the file and the modename within the file to something different when you're ready to release your Mutation. The text file and modename can differ, but I recommend keeping them the exact same to prevent any issues. Step 6: Go back to the main directory of your Mutations folder, and open the scripts folder. You'll see another folder called "vscripts". This is where your VScripts would be placed to change additional settings in your Mutations. They're written in the Squirrel Scripting Language. Note: If you're unfamiliar with Squirrel, I recommend reading about it here. Step 7: Open the vscripts folder and you'll see two files, "testmutation1.nut" and "testmutation2.nut". Notice how the name of the nut file and modename are exactly the same? This is important to keep them the exact same, otherwise your VScript wont be read when the Mutation starts. Step 8: Download decompiled vscripts here. They’re there for reference, do not place them in your vscripts folder. Step 9: You can use a decompiled nut file. Copy/paste a nut file and place it in your vscripts folder. Now rename it to say, “testmutation1” (or whatever name your mode is). Now go inside the nut file and add the commands you want, or remove the commands you don‘t. Note: Make sure you keep the command, “ActiveChallenge = 1”, in the nuts. Step 10: Go here for a list of Cvars to be used in the mode files. Go here for a list of VScript commands for the nut files. Also go here for information regarding the Extended Mutation System (EMS). Note: Not all Cvars will work. You'll have to test them. Step 11: When you're done, or you want to test your Mutation. Download the Authoring Tools from Steam -> Libraries -> Tools -> Left 4 Dead 2 Authoring Tools. Then navigate to the bin folder and use the VPK creator. C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin. Move the Mutations folder into the VPK program, and it'll create the VPK. Then place it in your addons folder and play your Mutation. Here's a list of weapon commands for VScripts, to be used for the nut files. Code:  "weapon_pistol", "weapon_pistol_magnum", "weapon_smg", "weapon_smg_silenced", "weapon_pumpshotgun", "weapon_shotgun_chrome", "weapon_hunting_rifle", "weapon_sniper_military", "weapon_rifle", "weapon_rifle_desert", "weapon_rifle_ak47", "weapon_autoshotgun", "weapon_shotgun_spas", "weapon_first_aid_kit", "weapon_defibrillator", "weapon_pain_pills", "weapon_adrenaline", "weapon_molotov", "weapon_pipe_bomb", "weapon_vomitjar", "weapon_gascan", "weapon_propanetank", "weapon_oxygentank", "weapon_melee", "weapon_chainsaw", "weapon_grenade_launcher", "weapon_rifle_m60", "weapon_gnome", "weapon_cola_bottles", "weapon_fireworkcrate", "weapon_upgradepack_incendiary", "weapon_upgradepack_explosive", "weapon_ammo_pack", "weapon_smg_mp5", "weapon_rifle_sg552", "weapon_sniper_awp", "weapon_sniper_scout", "weapon_knife", "ammo", "upgrade_item", //Laser Sights can only be removed Here's a list of melee commands for VScripts, to be used for the nut files. Note: The only melee weapon that will appear in all maps is the baseball_bat. The rest will only appear if the mission file for the Campaign allows it to spawn. Code:  "fireaxe", "frying_pan", "machete", "crowbar", "cricket_bat", "tonfa", "katana", "electric_guitar", "knife", "golfclub", "baseball_bat", Testing Your MutationAfter you've created the .VPK file and placed it in your addons folder, launch L4D2. Once at the main-menu, open the developer console and type the following, "map mapname testmutation1". This will launch your Mutation, if it works correctly you should see the loading text say "Label" instead of "Joining a Campaign game." If you do not see the "Label" text, then there's either an error somewhere, or there's another mod that's conflicting with the mode file. You'll also find your Mutation available in Mutation -> Change Mutation. All you need to do is create a lobby and host a Local Server to play it. If you have any questions just ask, I'll be glad to assist you. If you'd like to check out my Mutation Mod go here. Now good luck making your Mutations! Last edited by Rayman1103: 07-09-2013 at 05:54 PM.
 12-01-2010, 07:30 AM #2 Rayman1103      Join Date: Apr 2010 Reputation: 1020 Posts: 3,494 I apoligize to everyone. I forgot to post the most important step. Step 12 is now Step 13, and the new Step 12 is what I forgot to add. Also updated to tell, that you have to remove any other Mutation VPK's you may have. Last edited by Rayman1103: 12-01-2010 at 09:55 AM.
 12-02-2010, 12:15 AM #3 SuperSumo      Join Date: Dec 2009 Reputation: 36 Posts: 990 good guide +rep
12-02-2010, 04:23 AM   #4
Krandel

Join Date: Aug 2010
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Posts: 822
Quote:
 Originally Posted by SuperSumo good guide +rep
I should get reps too, I gave him the idea.

12-02-2010, 01:22 PM   #5
Rayman1103

Join Date: Apr 2010
Reputation: 1020
Posts: 3,494
Quote:
 Originally Posted by SuperSumo good guide +rep
Thanks. If you have any questions please ask.

Quote:
 Originally Posted by Krandel I should get reps too, I gave him the idea.
I was thinking about making it before we had our talk, but I'll give you some rep

 12-03-2010, 12:55 PM #6 ThaiGrocer   Join Date: Jul 2009 Reputation: 92 Posts: 877 Many thanks for this tutorial. Will go through the steps and tell you how it turns out! I also hope this gets stickied for the long term since Valve brought this up on their blog. Very happy to see Valve encouraging some community fun!
 12-03-2010, 02:07 PM #7 SirPorkchop      Join Date: Feb 2009 Reputation: 233 Posts: 892 Err, unfortunately there doesn't seem to be a gamemodes.txt file. Even searching the entire VPK with the search feature, nothing turns up. Edit: Nevermind! Silly me, I opened the wrong folder. :P
 12-03-2010, 04:12 PM #8 ejabno   Banned Join Date: Oct 2010 Reputation: 60 Posts: 1,109 will i be able to make my own mutations if i dont own the game in pc, just in the 360?
12-03-2010, 04:16 PM   #9
SuperNerd000

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Quote:
 Originally Posted by ejabno will i be able to make my own mutations if i dont own the game in pc, just in the 360?
yes but it's a lot harder, a lot riskier, a lot more time consuming, a lot more high maintenence, and costs more

but yes, its possible

12-03-2010, 04:20 PM   #10
ejabno

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Quote:
 Originally Posted by SuperNerd000 yes but it's a lot harder, a lot riskier, a lot more time consuming, a lot more high maintenence, and costs more but yes, its possible
mind telling me how?

12-03-2010, 04:20 PM   #11
SuperNerd000

Join Date: Apr 2010
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Quote:
 Originally Posted by ejabno mind telling me how?
yes, because it's VEEEEEEERY complicated, it would be easier (and cheaper) to just buy L4D2 for comp

12-03-2010, 04:27 PM   #12
ejabno

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Quote:
 Originally Posted by SuperNerd000 yes, because it's VEEEEEEERY complicated, it would be easier (and cheaper) to just buy L4D2 for comp
yeah, too bad i own a crap pc, which i dont really have enough money to buy.

inb4 get a job, which im trying to do

12-03-2010, 04:28 PM   #13
SuperNerd000

Join Date: Apr 2010
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Quote:
 Originally Posted by ejabno yeah, too bad i own a crap pc, which i dont really have enough money to buy. inb4 get a job, which im trying to do
still, modding the mutation for the 360 version is overall inferior to PC, including cost, once you have the money for a better comp and L4D2, I'd simply suggest that

 12-03-2010, 06:14 PM #14 Ulysses S Grant      Join Date: May 2010 Reputation: 2566 Posts: 3,303 Nice, but Step 13 is really confusing. I went into the bin folder and couldn't find a vpk creator.
12-03-2010, 06:15 PM   #15
SuperNerd000

Join Date: Apr 2010
Reputation: 87
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Quote:
 Originally Posted by Ulysses S Grant Nice, but Step 13 is really confusing. I went into the bin folder and couldn't find a vpk creator.
you have to have installed the L4D2 authoring tools

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