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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:
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.
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.
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...
Seems to have no effect in VT2 and
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.
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.
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! ^^
Subscribe to Robin's pig bots mod, then compile your own mod and replace 588f05e68d47bf52 workshop file with your own.