Unturned

Unturned

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How to Modify Any Unturned Items.
By Millefeuille
I made this guide to show everyone how to modify the weapons/backpacks/anything else found in the "Bundles" folder :3


Modification guides on specific items available on request.
   
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Modifying weapons Pt. 1. Basic Hitscan Weapons
Hey, i made a part two that corrects some things from this guide, and covers stuff that i left out,
you should check it HERE:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=973569581







1. Right-click Unturned in your steam library and find "Browse local files". Click that
2. Go to the directory named "Bundles"
3. Go to the "Items" Folder
4. Go to the "Guns" Folder
5. Select the weapon you want to modify, for example lets use the Grizzly. Open the folder and choose the .DAT file named after the weapon you are modifying. Open the .DAT file in notepad or notepad++. You should see a list of text. From here you only need to edit the text to modify the weapon

List of modifications possible on basic hitscan weapons aka. just weapons that fire normal bullets ex. Honeybadger, Colt, Ekho, Dragonfang etc.

**IMPORTANT** Firstly, the modified weapons only work in singleplayer, and possibly in vac insecure servers (untested)
Secondly, to reset every modification you've made go to the same tab where you find the "Browse Local Files" and select "Verify Integrity of Game Cache" and wait for about 2-3 minutes for it to re-download the modified files.


Here's the Grizzly.DAT file

Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 297

Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.8

Sight 299
Magazine 298

Hook_Sight
Hook_Tactical
Hook_Grip

Ammo_Min 1
Ammo_Max 5

Safety
Semi

Caliber 13

Range 300
Firerate 20
Action Trigger

Player_Damage 99
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 150
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 99
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 50
Structure_Damage 50
Vehicle_Damage 200
Resource_Damage 200
Object_Damage 150

Invulnerable

Durability 1
Wear 4

Spread_Aim 0.001
Spread_Hip 0.45

Ballistic_Steps 24
Ballistic_Travel 12.5

Recoil_Aim 0.05
Recoil_Min_X -20
Recoil_Min_Y 35
Recoil_Max_X 20
Recoil_Max_Y 40

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Muzzle 4

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 10
Blueprint_0_Tool 76
Blueprint_0_Level 2
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 297
Blueprint_1_Product 67
Blueprint_1_Products 7
Blueprint_1_Build 27

This is the .DAT file for the Grizzly. Here's a brief breakdown of the different lines of text.

Type Gun*
Rarity Legendary
Useable Gun*
Slot Primary
ID 297*

(Values you should not change are marked with a *)

"Rarity" Can be changed to Common, Uncommon, Rare, Epic and Legendary. Changing this to something else like Mythical or a unique one breaks the weapon

"Slot Primary" this can be changed to "Secondary", which ofcourse means it can be equipped in the weapon slot 2


Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.8

These only change the size of the weapon in your inventory, change them freely

Sight 299
Magazine 298

These change the attachments the weapons spawns with, you can also add "Grip [ID]", "Tactical [ID]" And "Barrel [ID]"

So for example if we want it to spawn with a nykorev box, vertical grip and a 8x zoom scope you'd change it to this

Sight 21
Magazine 127
Grip 8


Hook_Sight
Hook_Tactical
Hook_Grip

These indicate what kind of attachments the weapons accepts, you can also add Hook_Barrel. All attachments wont work on some weapons even if you change this (for example the tank cannon doesn't actually add the attachments on the weapon)


Ammo_Min 1
Ammo_Max 5

Minimum/Max ammo capacity the weapon can have in its clip when spawned.


Safety
Semi

Indicates the firemodes the weapon can use, you can also add "Bursts [Number]" or "Auto".


Caliber 13

No clue what does this do, you might not want to touch it.


Range 300
Firerate 20
Action Trigger

These are some of the most important values and here is what they do:
Range is obviously the range (In meters in this case, no clue what happens if you use imperial)
Different weapons types have max ranges they can use, shotguns for example can only use a range of 20m while sniper can use a 300m max range (ofcourse this can be lower)

Firerate 20 affets your weapon firerate in all firemodes, most notably though in Auto. For comparison the Grizzly has a firerate of 20 while the maplestrike has a firerate of 5 (firerate does affect how fast you can spam the weapon on semi aswell). The lower the number the faster it fires, with the exeption of setting the firerate to 400 which causes the fastest possible firerate (that breaks the gamesound, lol)

Action Trigger.
Few different thing could be written here inplace of the Trigger, here is a list
Action Pump
Action Rocket
Action Minigun
Action Break
Action String

These cause diffrent kind of firemodes, as a general guideline trigger is just basically when you press your mouse the weapon fires. If you replace the Action Minigun with Action Trigger in the Hell's Fury you can fire the weapon without spinning the barrel.


Player_Damage 99
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 150
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 99
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 50
Structure_Damage 50
Vehicle_Damage 200
Resource_Damage 200
Object_Damage 150

These all affect the damage dealt against players, zombies, animals and many more. Change them as much as you want

Invulnerable

If this is included in a weapon file it can damage armored vehicles and structures.


Durability 1
Wear 4

Affects how fast and how often the weapons loses durability



Spread_Aim 0.001
Spread_Hip 0.45

Affects the weapon's bullet spread


Ballistic_Steps 24
Ballistic_Travel 12.5

Affects the bullet travel speed. I'm not sure what does Ballistic_Steps affect, but you can try it out for yourself (Also i could only find these 2 lines of text in the files for the snipers and bows, most likely because they have diffrent travelspeed and drop compared to other weapons)


Recoil_Aim 0.05
Recoil_Min_X -20
Recoil_Min_Y 35
Recoil_Max_X 20
Recoil_Max_Y 40

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Affects recoil and the amount the weapon sights shake every time you fire (Set everything to 0 to achieve 0 recoil and kick)


Muzzle 4

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 10
Blueprint_0_Tool 76
Blueprint_0_Level 2
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 297
Blueprint_1_Product 67
Blueprint_1_Products 7
Blueprint_1_Build 27

Not sure what the rest of these do, blueprints might be related to crafing with the item
Modifying weapons Pt 2. Projectile Weapons
This part applies to the following weapons: Rocket Launcher, Tank Cannon and all bows when playing Normal/Hard



1. Rocket Launcher/Tank Cannon

Here's the Tank_Cannon.DAT file:

Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 1300

Sight 1301
Magazine 1302

Ammo_Min 1
Ammo_Max 1

Semi

Caliber 29

Firerate 50
Action Rocket

Player_Damage 200
Zombie_Damage 200
Animal_Damage 200
Barricade_Damage 1000
Structure_Damage 1000
Vehicle_Damage 1000
Resource_Damage 2000
Object_Damage 1000

Range 14
Explosion 45

Spread_Aim 0.2
Spread_Hip 0.05

Ballistic_Force 3000

Recoil_Min_X -3
Recoil_Min_Y 3
Recoil_Max_X 3
Recoil_Max_Y 5

Recover_X 0.7
Recover_Y 0.7

Muzzle 42

Reload_Time 2
Turret


I'll only cover thing that differ from regular hitscan weapons.

Action Rocket


Changing this to something else might break the weapon, maybe dont do it


Range 14
Explosion 45

Changes the explosion range, if this is too large the explosion will be invisible

Reload_Time 2

If you want to have a tank cannon with a clip size of 100 for example delete this line of text. This causes the tank to not have to reload between shots



Turret

Removing this line gives you the ability to spawn in and use the tank cannon as an equipable weapon (Applies to the newly added HMG aswell)

The Rocket Launcher can be modified similiarly, so i wont cover it here.

2. Bows


Here's the Bow_Compound.DAT file

Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 357

Size_X 4
Size_Y 2
Size_Z 0.4
Size2_Z 0.65

Barrel 354
Magazine 347
Sight 358

Hook_Sight
Hook_Tactical

Ammo_Min 1
Ammo_Max 1

Semi

Caliber 15

Range 200
Firerate 50
Replace 0.6
Action String

Player_Damage 80
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 99
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Durability 1
Wear 3

Spread_Aim 0.01
Spread_Hip 0.2

Ballistic_Steps 40
Ballistic_Travel 5
Ballistic_Drop 0.001

Recoil_Aim 0.25
Recoil_Min_X -5
Recoil_Min_Y 5
Recoil_Max_X 5
Recoil_Max_Y 10

Recover_X 0.5
Recover_Y 0.5

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Backward

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 357
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27

Again, ill cover the changes that are unique to bows only


Replace 0.6
Action String

Replace 0.6 is the arrow replace time, Action String means you'll have to aim down sights with the bow, replacing this with Action Triggers gives you the ability fire without ADSing



Ballistic_Steps 40
Ballistic_Travel 5
Ballistic_Drop 0.001


Same as with the snipers, change these to modify Travel time/Drop

Backward

I actually dont know what does this do, you can try to change it if you want to
Modifying Misc. Stuff
Here i'll talk about modifying backpacks/clothes/magazines. Basically very short and simple things to do, most of the time pretty useless in all honesty



1. Backpacks and Clothing items.

For backpacks go to "Items" and open "Backpacks", then choose the pack of your choice

Here's the Alicepack.DAT file

Type Backpack
Rarity Epic
Useable Clothing
ID 253

Size_X 2
Size_Y 2
Size_Z 0.6

Width 8
Height 7

Blueprints 2
Blueprint_0_Type Apparel
Blueprint_0_Supply_0_ID 253
Blueprint_0_Product 66
Blueprint_0_Products 5
Blueprint_0_Build 32
Blueprint_1_Type Repair
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 66
Blueprint_1_Supply_0_Amount 5
Blueprint_1_Build 32


Only things you'll want to modify are "Width" and "Height". For example if we want the pack to hold 100 slots you'd type

Width 10
Height 10

Basically Width x Height = number of slots. The process is the same for clothes


2. Modifying Magazines

Navigate to the "Items" folder and find "Magazines". From here choose the magazine to edit

Here's the Grizzly_5.DAT file

Type Magazine
Rarity Legendary
ID 298

Size_X 1
Size_Y 1
Size_Z 0.2

Amount 5
Count_Min 2
Count_Max 4

Calibers 1
Caliber_0 13

Tracer 51

Blueprints 2
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 1192
Blueprint_0_Build 30
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 298
Blueprint_1_Build 30

Paintable

Changing the "Amount" value will obviosly make the clip larger or smaller. The value should be between 1 and 250 or the magazine will glitch and break.

Not sure what does "Tracer [number]" do, possibly the larger the number more tracers the weapon fires.



Thanks for reading :D


Donate to me so i can feed my cocaine addiction https://steamcommunity.com/tradeoffer/new/?partner=138957901&token=-5WxEiUQ
32 Comments
yes 10 Dec, 2023 @ 2:05am 
What about curated maps files? (In my way, Easter Island Harpoon Gun) How to use them?
DkingofStuff (Hydro Enjoyer) 8 Mar, 2021 @ 12:53pm 
how would one add extra bullets per shot?
furius peruano 22 Jan, 2020 @ 8:22pm 
I have a question how can i modify the explosion effect from Grenades i really hate the unturned vanilla explosion so i was testing some grenades mod with a good explosion effect can someone help me? ty
Millefeuille  [author] 10 Mar, 2018 @ 2:01am 
@Tsunami11 I really don't know, as i have zero experience on hosting servers.

I guess it'd technically be possible? You'd have to ask someone else this however, i really can't say.
Tsunami11 9 Mar, 2018 @ 9:48pm 
Do you know if there is a way (as the host) to use modified weapons/items?
I know that if its a hamachi server, and you send the modded files to the players and they replace the files it works, but is there a way to force your (the host's) items?
Millefeuille  [author] 28 Dec, 2017 @ 5:16am 
no u
Messerschmitt Bf 109 27 Dec, 2017 @ 7:28pm 
your mom gay
Millefeuille  [author] 30 Aug, 2017 @ 9:23pm 
@Skinny P

you just modded your weapons in the wrong neighborhood my dude.
Gunter 30 Aug, 2017 @ 5:53pm 
instructions unclear dick stuck in toaster
Millefeuille  [author] 26 Aug, 2017 @ 3:29am 
It is most likely due to something else. I've never had any problems with edited files.