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Unturned Masterbundle Override Guide

Posted on 09/08/2022 By Tiway No Comments on Unturned Masterbundle Override Guide
  • Title: Unturned
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Information about Unturned is still incomplete. Please help us fill the details of the game using this contact form.

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

First things first, what is a Master Bundle Override?

“Master Bundle Overriding” is a method that allows one asset to use another asset’s unity prefabs.

For example, 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).

A few things to keep in mind :
  • 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).

Step #1 – Creating the custom asset

The first thing you will have to do is create a custom asset :

The easiest way to do so is by copying the dat files of the asset you want to “use”, 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 my example, 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 my example, the folder is located in Russia/Bundles/Items/Weapons/ :

Rename both the main dat file and the folder containing it with the same custom name.
In my example, both the folder and file are named “BundleOverrideDemo” :

Step #2 – Editing the files

English.dat

This is the easiest as it is usually the name/description of the asset.

Asset.dat

BundleOverrideDemo.dat in my example

In addition to the statistics you want to tweak, there are things you must change in order for your asset to work :

– The ID has to be unique;

– The GUID has to be unique (removing the whole GUID line will make the game generate a new one);

– Master Bundle override lines :
There are 2 lines :

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 my example, 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;

That's everything we are sharing today for this Unturned guide. This guide was originally created and written by Tiway. In case we fail to update this guide, you can find the latest update by following this link.

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  • Title: Unturned
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