Step 1: Create the Mod
Begin by launching the modding tool, giving your mod a name, and clicking Create.
Step 2: Set Up an Asset Folder
To organize your assets, either manually create a folder inside your mod directory or copy an existing asset folder structure from the game's weapon assets.
- Navigate to the directory containing existing weapon assets.
- Copy a sample weapon folder into your mod directory.
- Locate this folder using the Content Browser. Right-click any asset and choose Show in Explorer to quickly access the folder.
- In Explorer, delete the copied assets — the goal is only to replicate the folder structure.
- Now copy your prepared assets into this folder.
Step 3: Prepare Prototype Files
To create a new weapon, you'll need to set up and configure prototype files.
- Copy only the relevant prototypes from the editor into your mod.
- Recreate the following folder structure inside your mod:
- GameLite
- GameData
- Copy ItemGeneratorPrototypes.cfg here.
- GameData
- GameLite
- ItemPrototypes
- Copy WeaponPrototypes.cfg here.
- WeaponData
- Copy WeaponGeneralSetupPrototypes.cfg here.
Tip: It's faster to copy the entire folders first and delete any unnecessary NPC-related files afterward.
Step 4: Begin Editing Prototypes
WeaponPrototypes.cfg
- Open this file in your text editor.
- Copy the GunUDP_HG prototype block and paste it at the end.
- Rename the Name and SID fields to unique identifiers.
- Update the GeneralWeaponSetup and PlayerWeaponAttributes fields with new values that will be defined in the following steps.
- Save the file.
WeaponGeneralSetupPrototypes.cfg
- Open the file and copy the UDP weapon structure.
- Paste it at the end and rename the Name and SID.
- Update the WeaponsStaticMeshParts field to point to your imported assets.
- In the editor, right-click each relevant asset and select Copy Reference.
- Paste these references into the appropriate fields.
PlayerWeaponSettingsPrototypes.cfg
- Copy an existing structure and paste it at the end.
- Rename the Name and SID.
- Set BaseDamage and ArmorPiercing to your weapon’s desired values.
PlayerWeaponAttributesPrototypes.cfg
- Copy and paste an existing structure.
- Rename the Name and SID.
- Update the DefaultWeaponSettingsSID to reference your custom settings.
ItemGeneratorPrototypes.cfg
- Replace the pistol magazine meshes.
- Locate E01_MQ01_PlayerItemGenerator.
- Replace references to Gun_SkifGun_HG with GunNewWeapon_HG or your chosen identifier.
Step 5: Adjust Recoil (Optional)
- In the Content Browser, select the Content folder and search for CameraPatternBlendCurve_Pistols.
- Right-click and choose Check-out.
- Locate the checked-out file in your mod folder and apply your desired recoil tweaks.
Final Step: Package Your Mod
Once all changes are complete, package your mod and upload it to your chosen repository.
Cook and Upload the Mod
- Open the editor and cook your mod.
- Once ready, begin the upload process to the mod repository.
Upload to Mod.IO
- Ensure your active mod project is selected.
- Click Mod.IO Upload → Create Mod.
- Fill in all required fields and attach a logo.
- Click Submit.
- Press Create Mod for PC.
- Specify the path: SavedMods > Staged > [Your Mod Name].
- Optional: If you want the mod to go live immediately, check Set as active release.
- Hit Submit to complete the process.
You can later update the title, description, and upload screenshots directly on Mod.IO or Steam Workshop.
Step 6: Upload to Steam Workshop
- Select your mod and click Steam Workshop Upload → New Mod.
- Enter the mod’s title and description.
- Set visibility to Public.
- If the mod is already packaged, uncheck Package mod before upload.
- Attach a preview image and proceed with the upload.
Step 7: Test Your Mod In-Game
- Launch the game and open the in-game Mod Browser.
- Find your mod and click Subscribe.
For Steam Users:
- Use Shift + TAB to open the Steam Overlay.
- Navigate to Steam Workshop.
- Locate your mod and subscribe to enable it.
Your weapon mod is now ready to use. Happy modding with Zone Kit, stalker!