1. Introduction
This guide explains modding for Endzone 2 using mod io[mod.io], which is used to distribute your mods to other players. A mod.io account is required to upload your mods and download them into the game via the mod browser.
1.1 Enable Mods
To play Endzone 2 with mods, the game executable must be started with the mod browser argument. There are already launch options that you can use. Check for the game's launch properties in GOG, navigate Additional executables and select Endzone 2 (Mod-Support).
1.2 Using the Mod Browser
The first thing you will see is the mod.io authentication selection. Here you can choose how you want to log in, you have the option to use GOG or an email if you already have an account. If you already have a mod.io account and it is linked to your GOG account, this popup will not appear, and the mod browser will open directly.
If you choose the GOG option, another window will open with the Terms of Service. Once you agree, a mod.io account will automatically be created and linked to your GOG account. The mod browser will open.
If you choose the email option, another window will open asking you to enter your mod.io account email. You will receive an authentication code via this email.
Once you have successfully logged in, the mod browser itself will appear. This lists all available mods.
You can select a mod; this will open a detailed view of the mod where you can see some more information and where you can subscribe/unsubscribe to the mod. The mod will automatically download and install.
You can also search for mods using the button in the top right hand corner or filter them using the button below.
When you are finished, click on the "Continue to Game" button in the bottom right-hand corner. The game will go through the startup process.
The next time you start the game with mods enabled, you will automatically be logged in as the account you last used.
2. Create Mods
To create a mod, you will need a mod io[mod.io] account. Once your account is logged in, you can navigate to the Endzone 2[mod.io] page on mod.io and start creating a mod by clicking the Add Mod[mod.io] button in the top right hand corner. Once you have set up a name, description and thumbnail, you will be able to upload your modded data as a zip archive. The zip archive should look something like this:
🗀 ExampleMod.zip
└🗀 Audio ⠀
└🗀 SFX
└🗀 Languages
└🗀 ...
Your mod can contain several types of mods.
In our game, the following can be modded:
-
Localization
-
Textures/Sprites
-
Audio
In the next three sections, you'll learn more about each of these cases.
2.1 Localisation Mods
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The game can easily be extended to include other languages by providing a special language file
-
The easiest way is to take a copy of the English localization file, translate the content, and name the file as per the requirements below
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The localization includes html tags like <sprite name=\"shift\"> and placeholders like {value} that should not be translated
Requirements:-
Format must be JSON
-
Name must match this pattern {NAME}_{LANGUAGE TAG}.json
-
Folder Structure:
-
Languages/{NAME}_{LANGUAGE TAG}.json
Breaking Savegames:
-
No
Example:
-
Languages/Mod_nl-NL.json adds a Dutch translation
-
Example Mod[mod.io]
2.2 Texture/Sprite Mods
Settlement Symbols
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Settlement Symbols are icons you can set to customize your settlements
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These can be replaced by creating an image with the same name as the one you want to replace
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or create a new one by creating an image with a custom name based on the following requirements
-
Requirements:
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Format must be PNG
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Name must match this pattern zoneicon_{NAME}.png
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Breaking Savegames:
-
Yes, if it is NOT replacing an existing one
Folder Structure:
-
Textures/ZoneIcons/zoneicon_{NAME}.png
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Textures/Sprites/{NAME}.png
Breaking Savegames:
-
No
Example:
-
Textures/UITextures/character_ella.png overrides the avatar for the character ella
-
Example Mod[mod.io]
2.3 Audio Mods
1. Voice Over
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Voiceovers are available for German and English
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English and German Voiceovers can be replaced by creating an audio file with the same name as the one you want to replace
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Voiceovers can also be created for other languages by keeping the names of the files the same, but changing the folder structure, as in the example below
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Requirements:
-
Format must be WAV
-
Name must match the name of an existing Voiceovers you want to replace or extend
-
Folder Structure:
-
Audio/VoiceOver/{LANGUAGE TAG}/{SPEAKER}/{NAME}.wav
Breaking Savegames:
-
No
Example:
-
Audio/VoiceOver/fr-FR/ella/ui_cinematic_intro01.wav adds french voiceover to the intro cinematic
-
Example Mod[mod.io]
2. Barks
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Barks are available for German and English
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These Barks can be replaced in the same way as Voiceovers
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Barks can also be extended with new languages, such as Voiceovers
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Barks also has the option of variants; these are indicated by the number at the end of the name
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It is also possible to add more variants for a language
-
Requirements:
-
Format must be WAV
-
Name must match the name of an existing Bark you want to replace or extend
-
Folder Structure:
-
Audio/Barks/{LANGUAGE TAG}/{SPEAKER}/{NAME}.wav
-
Audio/Barks/{LANGUAGE TAG}/{SPEAKER}/{NAME}_{VARIANT}.wav
Breaking Savegames:
-
No
Example:
-
Audio/Barks/en-US/explorer01/content_expeditionBarks_selectSingle_04.wav adds a fourth variant for selecting an explorer in English
3. SFX
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Soundeffects (sfx) can be replaced in the same way as for Barks or VoiceOvers
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some Soundeffects have variants, for example env_ and ui_ files
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These Soundeffects can be extended in the same way as with Barks
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Requirements:
-
Format must be WAV
-
Name must match the name of an existing Soundeffect you want to replace or extend
-
Folder Structure:
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Audio/SFX/{NAME}.wav
-
Audio/SFX/{NAME}_{VARIANT}_dry.wav
Breaking Savegames:
-
No
Example:
-
Audio/SFX/ui_menu_fx_o_notificationNeutral_001_dry.wav adds a variant of the neutral notification sound
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Example Mod[mod.io]
4. Menu Music
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Menu music can be replaced by creating an audio file with the same name as the one you want to replace
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Menu music consists of an intro part (mainTheme_o) and a looped part (mainTheme_l), both of which need to be replaced
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The music is composed in such a way that the files can be seamlessly blended together
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Requirements:
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Format must be OGG
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Name must match the name of an existing Music you want to replace or extend
-
Folder Structure:
-
Audio/Music/Menu/{NAME}.wav
Breaking Savegames:
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No
Example:
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Audio/Music/Menu/mainTheme_o.ogg replace the intro menu music
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Audio/Music/Menu/mainTheme_l.ogg replace the looped menu music
5. Ingame Music
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Ingame music can be extended
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The music is composed in such a way that the files can be seamlessly blended together
Requirements:-
Format must be OGG
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Music in the Badlands (_interzone) must have a default counterpart, as in the example below, otherwise it will not be played
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Folder Structure:
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Audio/Music/{TYPE}/{NAME}.wav
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Audio/Music/Ingame/{NAME}_interzone.wav
Breaking Savegames:
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No
Example:
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Audio/Music/Ingame/music_ingame_09.ogg adds a new soundtrack played on zones
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Audio/Music/Ingame/music_ingame_09_interzone.ogg adds a new soundtrack played in the badlands
3. FAQ
Q: Why does the Mod Browser not show up?
A: Did you start the game with the mod support option enabled? If this is the case, you can select the "Show mod.io authentication again" option in the menu to force the login window to appear the next time you start the game.
Q: Where are the current game files located?
A: This depends on your GOG Library setup.
-
{GOG LIBRARY}\Endzone2\Endzone2_Data\StreamingAssets\Mods\Endzone2
Q: What does Breaking Savegames mean?
A: Breaking Savegames means that your savegames are dependent on a specific mod. So if you save a game with Mod XY installed and the mod is set up to break savegames, you will not be able to load that savegame unless you have Mod XY installed. The Breaking Savegame option can be set in the mod creation setup.
Q: What are Language Tags?
A: The Language Tag is a code to identify a language. See this list for examples:
Language Tag |
Description |
ar-SA |
Arabic (Saudi Arabia) |
bn-BD |
Bangla (Bangladesh) |
bn-IN |
Bangla (India) |
cs-CZ |
Czech (Czech Republic) |
da-DK |
Danish (Denmark) |
de-AT |
Austrian German |
de-CH |
"Swiss" German |
de-DE |
Standard German (as spoken in Germany) |
el-GR |
Modern Greek |
en-AU |
Australian English |
en-CA |
Canadian English |
en-GB |
British English |
en-IE |
Irish English |
en-IN |
Indian English |
en-NZ |
New Zealand English |
en-US |
US English |
en-ZA |
English (South Africa) |
es-AR |
Argentine Spanish |
es-CL |
Chilean Spanish |
es-CO |
Colombian Spanish |
es-ES |
Castilian Spanish (as spoken in Central-Northern Spain) |
es-MX |
Mexican Spanish |
es-US |
American Spanish |
fi-FI |
Finnish (Finland) |
fr-BE |
Belgian French |
fr-CA |
Canadian French |
fr-CH |
"Swiss" French |
fr-FR |
|
he-IL |
Hebrew (Israel) |
hi-IN |
Hindi (India) |
hu-HU |
Hungarian (Hungary) |
id-ID |
Indonesian (Indonesia) |
it-CH |
"Swiss" Italian |
it-IT |
Standard Italian (as spoken in Italy) |
ja-JP |
Japanese (Japan) |
ko-KR |
Korean (Republic of Korea) |
nl-BE |
Belgian Dutch |
nl-NL |
Standard Dutch (as spoken in The Netherlands) |
no-NO |
Norwegian (Norway) |
pl-PL |
Polish (Poland) |
pt-BR |
Brazilian Portuguese |
pt-PT |
European Portuguese (as written and spoken in Portugal) |
ro-RO |
Romanian (Romania) |
ru-RU |
Russian (Russian Federation) |
sk-SK |
Slovak (Slovakia) |
sv-SE |
Swedish (Sweden) |
ta-IN |
Indian Tamil |
ta-LK |
Sri Lankan Tamil |
th-TH |
Thai (Thailand) |
th-TH |
Thai (Thailand) |
tr-TR |
Turkish (Turkey) |
zh-CN |
Mainland China, simplified characters |
zh-HK |
Hong Kong, traditional characters |
zh-TW |
Taiwan, traditional characters |
4. Need help?
As Discord[discord.com] is our main platform for feedback and discussion within the community, we highly recommend joining us and sharing your feedback there, or reaching out whenever you need help.