Venrez Jun 22, 2014 @ 6:40am
.VPK Creator Missing - Assistance
Hi folks
I've lately spent some time creating my own mod for L4D2. I know all about how the folder structure must be maintained, how files must be labelled and where it must be placed, all of that. However,

I cannot find the vpk.exe application that is required to turn your folder into a .vpk file.

I have re-validated L4D2. I have checked every single folder. I've run searches. It simply does not exist anywhere and I am at a loss. Team Fortress 2, Contagion and Source Film Maker also have vpk.exe programs, but they do not seem to work with files for L4D2.

Case in example, I tried running the SFM vpk.exe program on my L4D2 folder. It put out a .vpk file as it should.

However, when placing the newly created MyMod.vpk file inside L4D2's addons where it should be - I then run the game and it simply isnt in the Add-ons list.

When I check its location outside of game, in the Addons folder, the newly created MyMod.vpk file has been deleted all by itself.

Any advice is appreciated.
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Rectus Jun 22, 2014 @ 7:45am 
It should be in \left 4 dead 2\bin\. You probably need to have the Authoring Tools installed as well.

The vpk.exe in SFM likely uses a newer verion of the vpk format.
Venrez Jun 22, 2014 @ 7:46am 
Originally posted by Rectus:
It should be in \left 4 dead 2\bin\. You probably need to have the Authoring Tools installed as well.

The vpk.exe in SFM likely uses a newer verion of the vpk format.

As I said, it simply isnt there.

What do I do about installing the Authoring Tools?
Rectus Jun 22, 2014 @ 7:47am 
Install it from the Tools menu in the Steam library.
Venrez Jun 22, 2014 @ 12:50pm 
Thanks. Forgot the tools tab of the Library even existed.

Issue resolved.
Richard Jun 22, 2014 @ 6:19pm 
You need to install the Left 4 Dead 2 Authoring Tools and then you can find the VPK.exe in X:\Left 4 Dead 2\bin this folder, make shortcut on your desktop, drag and drop your project folder onto VPK.exe(shortcut) then create mod vpk file.
Venrez Jun 23, 2014 @ 3:58am 
Originally posted by Richard:
You need to install the Left 4 Dead 2 Authoring Tools and then you can find the VPK.exe in X:\Left 4 Dead 2\bin this folder, make shortcut on your desktop, drag and drop your project folder onto VPK.exe(shortcut) then create mod vpk file.

I know all that, thanks.

However, with the .vpk file it creates, does that go into the 'Workshop' folder inside C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\addons\workshop?

Or one prior, just in the addons folder?

I've tried both and the .vpk mod does not appear in-game in the Add-ons list.
Does it have to be published to the Workshop first? Somehow I doubt it.

The folder structure of my Mod is correct. It just replaces some audio. The issue is that it doesnt seem to be loading the created .vpk regardless of where I put it.
Rectus Jun 23, 2014 @ 4:32am 
It goes into the addons folder, the workshop folder only checks for content you've subscribed to.

Make sure you've set up addoninfo.txt correctly in your addon, otherwise it might not show up right. Also make sure you've built an audio cache for the addon.
Venrez Jun 23, 2014 @ 4:34am 
Originally posted by Rectus:
It goes into the addons folder, the workshop folder only checks for content you've subscribed to.

Make sure you've set up addoninfo.txt correctly in your addon, otherwise it might not show up right. Also make sure you've built an audio cache for the addon.

Both of which I am unsure about.

I copied the addoninfo.txt from another mod just for the sake of trying to get my Mod to appear in the Add-ons list, but it still hasnt worked. It just goes inside the folder of your Mod, before it is turned into a .vpk, yes?

No idea about the audio cache.
Rectus Jun 23, 2014 @ 4:41am 
Yeah, that's how it is supposed to work. You should check with GCFScape[nemesis.thewavelength.net] whether all the files and folders end up right in the .vpk.

The sound cache is built before you pack the addon, with the console command snd_buildsoundcachefordirectory ../left4dead2/addons/<name of addon>
Venrez Jun 23, 2014 @ 4:58am 
Originally posted by Rectus:
Yeah, that's how it is supposed to work. You should check with GCFScape[nemesis.thewavelength.net] whether all the files and folders end up right in the .vpk.

The sound cache is built before you pack the addon, with the console command snd_buildsoundcachefordirectory ../left4dead2/addons/<name of addon>

I have GCFScape. Its how I got the addoninfo.txt from another mod.

But what do I actually write in it?

So I need to launch L4D2 and run that command, then leave game, or what?

You keep leaving out key information.
Rectus Jun 23, 2014 @ 5:22am 
The addoninfo.txt file determines what info is shown in the Add-ons menu. You can pretty much fill it in however you want, just make sure to keep the app ID at 550 for L4D2. Here is documentation on what the different settings do.

The commmand creates a sound.cache file in the sounds folder of your addon Make sure you've put the you addon folder in /left4dead2/addons/ and run it from in-game, if it doesn't work you might need to have a map loaded, I can't remember.

Here is a tutorial on packing the addon:
https://developer.valvesoftware.com/wiki/L4D2_Campaign_Add-on_Tutorial
AlwaysToast Jun 23, 2014 @ 7:15am 
In addition to the link Rectus posted:

Open the Deadline2 addoninfo.txt
It’s in: Steam/SteamApps/common/left 4 dead 2/sdk_content/DeadLine2

It has line by line instructions for what each line is and what needs to be included in an addon folder.

There are a lot of potential reasons an addon won’t show up, but it's usually in how it is coded. Make sure to check all your brackets so they are in sets. Make sure the name of your file (which you turn into your .vpk) has no spaces.
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Date Posted: Jun 22, 2014 @ 6:40am
Posts: 12