Ever wondered how you could use a vanilla asset or a mod while tweaking some of its stats?
That’s the purpose of the Bundle Override, that I will explain in this guide!
Basics of the Master Bundle Override
„Master Bundle Overriding“ is a method that allows one asset to use another asset’s unity prefabs.
Zum Beispiel, you can create a custom version of the Maplestrike with different statistics, without having to rebundle the whole thing in Unity. This also works with workshop mods.
It is also useful when optimizing masterbundles, when several assets use the same prefabs (this is often the case with quest objects).
- Masterbundle overrides will only work when directed towards a Masterbundle; the Unity3d files won’t work.
- While this method is good for servers who want to tweak the statistics of a mod, the base Masterbundle is still needed for this to work. So you would want to have both the original mod, and the mod containing your custom assets.
- Considering the point above, masterbundle overrides are the best ways of adapting mods to a server (since it does not involve reuploading the assets themselves).
Schritt #1 – Creating the custom asset
The easiest way to do so is by copying the dat files of the asset you want to „verwenden“, and paste it in your mod files.
If you do not have such files yet, you can create a folder named „Bundles“ in any of the maps folders (Unturned/Maps), except Tutorial for some reason…
Having a Bundles folder inside a Map allows for easy workshop uploads, no masterbundle conflicts, and not loosing your custom assets among the many vanilla assets.
In meinem Beispiel, I created a Bundles folder inside of Russia :
Paste the dat files inside a folder created within the Bundles folder created earlier (it does not have to be at the root of the Bundles, as long as it is part of that folder).
In meinem Beispiel, Die Ordner is located in Russia/Bundles/Items/Weapons/ :
Umbenennen both the main dat file und die folder containing it mit dem same custom name.
In meinem Beispiel, both the folder and file are named „BundleOverrideDemo“ :
Schritt #2 – Editing the files
This is the easiest as it is usually the name/description of the asset.
BundleOverrideDemo.dat in my example
In addition to the statistics you want to tweak, es gibt things you must change in order for your asset to work :
– Der ID has to be unique;
– Der GUID has to be unique (removing the whole GUID line will make the game generate a new one);
– Master Bundle override lines :
Es gibt 2 Linien :
Master_Bundle_Override -> Specifies which MasterBundle contains the asset’s prefabs you are using;
Bundle_Override_Path -> Files path from the MasterBundle.dat file to the asset folder
In meinem Beispiel, I would like to use the Swissgewehr prefabs, which are part of the core.masterbundle :
Master_Bundle_Override core.masterbundle
The path to the Swissgewehr files from the core.masterbundle file is : Items/Guns/Swissgewehr :
Bundle_Override_Path \Items\Guns\Swissgewehr
So here is the final result :
If your masterbundle override is located inside a mod that already uses a masterbundle, make sure you add the Exclude_From_Master_Bundle line as well.
Now your asset should work;
Das ist alles, was wir heute dafür teilen Ungedreht Führung. Dieser Leitfaden wurde ursprünglich erstellt und geschrieben von Tiway. Für den Fall, dass wir diesen Leitfaden nicht aktualisieren können, Sie können das neueste Update finden, indem Sie diesem folgen Verknüpfung.