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.
例えば, 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).
ステップ #1 – Creating the custom asset
The easiest way to do so is by copying the dat files of the asset you want to “使用”, 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…
持っている Bundles folder inside a Map allows for easy workshop uploads, no masterbundle conflicts, and not loosing your custom assets among the many vanilla assets.
私の例では, 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).
私の例では, の フォルダ is located in Russia/Bundles/Items/Weapons/ :
名前の変更 both the main dat file そして folder containing it と same custom name.
私の例では, both the folder and file are named “BundleOverrideDemo” :
ステップ #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, がある things you must change in order for your asset to work :
– の ID has to be unique;
– の GUID has to be unique (removing the whole GUID line will make the game generate a new one);
– Master Bundle override lines :
がある 2 行 :
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
私の例では, 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;