STEAM GROUP
VT-mod alpha VTMOD
STEAM GROUP
VT-mod alpha VTMOD
120
IN-GAME
774
ONLINE
Founded
21 September, 2017
ุุุุ 24 Apr, 2018 @ 11:30am
EAC and Ninjaripper
You guys may have seen my thread on reddit (thanks Aussiemon for the heads up on this group!) where I was asking about temporarily disabling EAC to ninjarip some assets for SFMs and other uses.

Well I'm extremely worried that I'll get banned by EAC now because initially I renamed all EAC dlls and files/folders BUT I missed the launcher folder. So the game would run without EAC enabled, but the launcher would still have it enabled. I used ninjaaripper with the default injection method on the launcher (which crashed, so I tried 2 times or so) and am now worried EAC will ban my account for it. I disabled eac later on, using the proper method and renaming launcher dlls too just incase, but now am worried that my mistake will cost me dearly.

Can anyone shed some light on what I could expect to happen? Considering it was the launcher and not the game, and I wasn't actually using a cheat, would it be safe to assume it unlikely I'll get banned?
Last edited by ุุุุ; 24 Apr, 2018 @ 11:31am
< >
Showing 1-7 of 7 comments
Aussiemon 24 Apr, 2018 @ 12:15pm 
If you haven't already been accidentally banned, I think you're probably fine.

Using a program that upsets EAC would only place you in an untrusted state until it was corrected. The only ban I've heard of was for a person that specifically harmed Fatshark's backend server (to my knowledge). If people were autobanned for using an untrusted application, we'd be hearing reports every time there was a false positive on some application running in the background.

Fatshark is one of the coolest studios I've ever seen. They won't come down on you with fire and fury for essentially just being a modder :)

For the future, this quote is relevant to what you're trying to do:
Originally posted by Robin:
As long as you start the game without the launcher though you should be fine. For those of you that are brave, these is also the way of disabling running the anti cheat through changing the launcher settings. If you wipe your launcher.config in %appdata% and start the launcher again it should then have a setting called DisableAntiCheat = false, if you set this to true and reboot the launcher it should be running without anticheat. To verify this, the top left corner of the screen will say that you are untrusted because you're not running EAC while running the game.
SkacikPL 24 Apr, 2018 @ 12:57pm 
If you wish to inject anything then start the game without EAC.

With that said we should be seeing initial batch of VT2 mod tools tomorrow or soon-ish.
So official tools to unpack and convert the assets shouldn't be that far off.
Robin 24 Apr, 2018 @ 1:26pm 
I would very much advise against using any hack dlls in conjunction with EAC. You could very well get banned if you do so as EAC bans hackers without our direct involvement. Such a ban will also leave a permanent mark on your profile. I would in general advise against using any hack dlls what so ever since it shouldn't really be necessary and definitely won't be allowed on the workshop.

As for vermtide 2 modding there now (as of today) the following up and running:

The workshop is enabled for everybody who is a member of this group. You will be able to both upload, subscribe and distribute mods.

If you switch to the mod_alpha branch of the Vermintide 2 game you will be able to actually load subscribed mods by enabling it on the launcher.config in %appdata%/Fatshark/Vermintide 2. From the same config you can also disable the game booting with EAC (which is needed to run modded atm and not get a bunch of file violation errors).

This branch is still password protected with the pw "modalphatest" until I've gotten a new version of the launcher up where these config file shenannigans aren't required.

As well as this, the Mod SDK has been updated with a branch called vermintide2 that should be publicably downloadable for everybody with Mod SDK access. This will likely be a seperate SDK for Vermintide 2 when we release the modding, but atm this is able. This beta branch has the compiler for compiling Vermintide 2 mods and also the uploader for uploading to the workshop. The supplied pig bots mod can be compiled for vermintide 2 as a proof of concept for anybody want to look into how to do a basic mod with some simple resource usage.

Over the following couple of days I'll hopefully have the new launcher up and running so it's no longer necessary to edit config files and to not get a bunch of nasty error messages when completing levels etc.

I'm not sure if modding will be released by then, but by Content Update 1.1 it will at least be possible for those of you with beta access to the workshop to use the workshop with the base game and not have to resort to switching branches.
Robin 24 Apr, 2018 @ 1:31pm 
Oh and there's also a known issue that sometimes when you start the game with modding turned on you might experience a very long stall when booting the game. It seems random or related to file caches being warm, but I'm investigating it and hopefully will have it fixed over the next few days.

Another side note...
The modding format will change between now and modding release most likely, but if it it does it will likely just require recompiling the mod and reuploading it as we'll be changing some of the file formats, but more about later...
SkacikPL 24 Apr, 2018 @ 2:08pm 
Couple things i noticed is that
mod_settings = {
developer_mode = false, //turning on developer mode will make the game always scan for mods even if the launcher hsan't indicated any are installed. It will also enable reloading lua code while the game is running by pressing ctrl+shift+R
log_level = 1, //log level decides how much should be logged to the logs and to the chat regarding your mods.
}
Seems to have no effect in VT2 and
Move the entire mods directory to /bundle directory in Vermintide Steam folder, to make the mod be loaded on startup.
Also doesn't seem to function.

Only way i managed to load a mod was to subscribe it via workshop which makes local testing quite unhandy as i would have to upload it to workshop, test it, edit it, upload it again to test it.

Unless i'm missing something.
ุุุุ 24 Apr, 2018 @ 2:19pm 
Originally posted by Aussiemon:
If you haven't already been accidentally banned, I think you're probably fine.

Using a program that upsets EAC would only place you in an untrusted state until it was corrected. The only ban I've heard of was for a person that specifically harmed Fatshark's backend server (to my knowledge). If people were autobanned for using an untrusted application, we'd be hearing reports every time there was a false positive on some application running in the background.

Fatshark is one of the coolest studios I've ever seen. They won't come down on you with fire and fury for essentially just being a modder :)

For the future, this quote is relevant to what you're trying to do:
Originally posted by Robin:
As long as you start the game without the launcher though you should be fine. For those of you that are brave, these is also the way of disabling running the anti cheat through changing the launcher settings. If you wipe your launcher.config in %appdata% and start the launcher again it should then have a setting called DisableAntiCheat = false, if you set this to true and reboot the launcher it should be running without anticheat. To verify this, the top left corner of the screen will say that you are untrusted because you're not running EAC while running the game.

Thankfully I haven't yet seen any threads online related solely to ninjaripper eac bans, and I'm not banned yet so I guess I'm ok.





Originally posted by Robin:
I would very much advise against using any hack dlls in conjunction with EAC. You could very well get banned if you do so as EAC bans hackers without our direct involvement. Such a ban will also leave a permanent mark on your profile. I would in general advise against using any hack dlls what so ever since it shouldn't really be necessary and definitely won't be allowed on the workshop.

As for vermtide 2 modding there now (as of today) the following up and running:

The workshop is enabled for everybody who is a member of this group. You will be able to both upload, subscribe and distribute mods.

If you switch to the mod_alpha branch of the Vermintide 2 game you will be able to actually load subscribed mods by enabling it on the launcher.config in %appdata%/Fatshark/Vermintide 2. From the same config you can also disable the game booting with EAC (which is needed to run modded atm and not get a bunch of file violation errors).

This branch is still password protected with the pw "modalphatest" until I've gotten a new version of the launcher up where these config file shenannigans aren't required.

As well as this, the Mod SDK has been updated with a branch called vermintide2 that should be publicably downloadable for everybody with Mod SDK access. This will likely be a seperate SDK for Vermintide 2 when we release the modding, but atm this is able. This beta branch has the compiler for compiling Vermintide 2 mods and also the uploader for uploading to the workshop. The supplied pig bots mod can be compiled for vermintide 2 as a proof of concept for anybody want to look into how to do a basic mod with some simple resource usage.

Over the following couple of days I'll hopefully have the new launcher up and running so it's no longer necessary to edit config files and to not get a bunch of nasty error messages when completing levels etc.

I'm not sure if modding will be released by then, but by Content Update 1.1 it will at least be possible for those of you with beta access to the workshop to use the workshop with the base game and not have to resort to switching branches.

Fantastic news! As for 'hack' dlls, yeah I figured as much since EAC is seperate from you guys and may just not give a damn. Granted ninjaripper isn't a hack, it still injects into the launcher or something of the sort as it needs to pull the dumps from memory.

Either way, haven't tried it again since it's too gimmicky and a headache to deal with export wise. I'll have a look at the new stuff, thanks! ^^
Last edited by ุุุุ; 24 Apr, 2018 @ 2:20pm
SkacikPL 24 Apr, 2018 @ 2:42pm 
In the meantime i've devised a quick test method for mods.

Subscribe to Robin's pig bots mod, then compile your own mod and replace 588f05e68d47bf52 workshop file with your own.
< >
Showing 1-7 of 7 comments
Per page: 1530 50