Battlefleet Gothic: Armada 2

Battlefleet Gothic: Armada 2

89 ratings
BFG2: Modding and Mod Guide
By �[Dire_Venom]�
Walk-throughs on how to create, play and develop new content and models for BFG2!
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A number of new mods have been released, you can find them on the Wiki:
http://bfga2.wikidot.com/wiki:modding
And on Mod DB:
https://www.moddb.com/mods/battlefleet-gothic-2-mod-manager
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Introduction:
After a number of recent breakthroughs we have finally cracked the code and opened BFG2 up to modding!

What is currently possible:
  • Creating New Campaigns
  • Inserting custom Art/Audio/SFX
  • Creating custom models
  • Custom weapons/ships
  • New Ship types and attributes
  • Music Packs
  • Weapon/Unit/Campaign numerical changes
  • Custom Dialogue + More!

Custom Ship Models + Campaigns:

Guides and Resources:
All of our Mods, guides and resources can now be found on the Wiki:
http://bfga2.wikidot.com/

We will add more upon request!
(bearing in mind that there are only 3 active modders atm, we would love for more to join us!)
If you are looking for coaching feel free to join our discord server here: https://discord.gg/UHRVwVf
The BFG2 Modding Forums also get mods posted on them here: https://forums.focus-home.com/category/293/bfg-a2-modding


Getting Started:
Note | The full guide can be found here: http://bfga2.wikidot.com/wiki:modding-guides

//Note: This guide assumes you are running a Windows OS//
If you have any querries or need help refer to the [https://discord.gg/UHRVwVf Discord Server:] or the wiki.
A huge thanks to Pistonminner whos scripts are used in this set up. His work has been key to making modding for BFG2 possible!
Other contributors: Caliger, Imperator, Skalgrim
--Last updated 19/10/2019

File locations:

  • BFG2 Has 2 main paths it draws from, the content (stats, ships, resources) and local folder (customfleets, saves files, settings).
  • The content folder can be found in your version of ….\steamapps\common\Battlefleet Gothic Armada II\BattlefleetGothic2\Content
  • You can also find it by right clicking bfg2 in steam, going to Local files then 'Browse Local Files' and following the path.
  • The local folder will be found in the AppData folder, and will have a similar path to C:\Users\user\AppData\Local
  • Inside the content folder you will find a bunch of sub-directories:
  • Splash' contains the pop-up image shown when the game is launched. You can replace this with a custom image, however it needs to have the same name and be a .bmp file.'Movies' contains the in-game cinematics and videos. You can replace these with your own provided they have the same name and file type.
  • 'Paks' contains the games main resource folder (images, blueprints, audio, models and all key parts of the game). Modding this requires coaching from one of the Mod team (Guides wip).
  • 'Data' contains ship stats, attributes, campaign layouts, weapons and other key data. These can all be edited once you know how to decrypt them.
  • 'Localization' contains the games language file. We can use this to add new ship/weapon names, change character's names and even add new dialogue.

Running BFG2 with mods:
Running BFG2 with mods: Got to your steam Libary, right click BFG2, go to properties, set launch options, then add: -NoEAC
This ensures that EAC won't interupt and disables Ranked PVP (you can still invite friends for private 1v1s. If you are host it will be a modded pvp match).
Do note that Music packs do not require EAC to be disabled and will work just fine in Multiplayer.

Decrypting/Encrypting the Game files with the Toolpack:
Toolpack can be downloaded here: https://drive.google.com/drive/folders/11ul3nV_lXvJKBVPAyc5L74nhRjDNla60?usp=sharing
I am currently working on V2 of the Toolpack, which will add more features and pak modding.
Under the Data folder in BFG2Mods you will find a variety of different csv files and one .json file.
These are all written in gibberish, thus I've added Windows batch scripts to all of the sub-folders.
    (Keep in mind that the toolpack requires python and the pre-requisites listed on the wiki to work)
  • To decrypt the files in a subfolder, double click the !Decryption.cmd script. This will open the command promt and decrypt the files.
  • To encrypt the files in a subfolder, double click the !Encryption.cmd script. This will open the command promt and encrypt the files.

Modding the decrypted files:
Depending on the folder it will either keep the file the same or it will create a copy with a .dec file extension.
The .dec files are just created for the important files so that it's easier to create backups and do constant changes.
Always open the files with a text editor (such as notepad ++). It should now be in clear english/numbers.
Before you change any values ALWAYS scroll down to the base of the page. After decrypting there should be a bunch of 'NULL' charectors there.
Delete all of them, there are genrally 1-5 (NULL inside blackboxes)
You may now edit/change values. The layout of the page must remain the same, and adding incorrect values will cause a crash on loading.
It is recommended you make regular backups of the BFGMods folder in case you enter in data incorrectly and wish to roll back to a previous mod version.

Modding Ship hulls:
The UnitSchemaOfficial.json file contains a section for each ship detailing what goes where and what each ship has. This can be edited, however requires some understanding. View the tutorials section for this.
Custom ship models can be added via pak modding, as can custom audio and images/art.


Testing your mods with the Toolpack:
When you are happy with your changes it is now time to test them! (Make sure you've removed the NULL characters by this stage). Save the file, go to its folder and doubt click the !Encryption.cmd script.
You can now copy paste the 3 folders into the Game's content folder and boot up BFG2.
If the game crashes you have disrupted the files layout, making it unreadable or did not encrypt it.
If the game loads but ships have no models or tooltips the game cannot read your UnitSchemaOfficial.json file (due to missing commas or incorrect ship setups).
At any time you can paste in the Original 3 folders to revert back to Vanilla and remove the -NoEAC from launch options. I am not responsible if you do something really dumb!
12 Comments
Russian Baldej Feb 18 @ 8:59am 
"Wikidot is not available in Russia and Belarus any more" - It's a good thing that the Russians don't care about the bans and they just use VPN.
{!} Sep 30, 2023 @ 8:27am 
where can I get that yamato mod?! :D
Tamren May 29, 2023 @ 5:02am 
Are there any mods that add the missing third dorsal turret back to the Apocalypse battleship?
B312 [RG] Oct 10, 2022 @ 6:53am 
Fantastic breakthrough, well done!
DF Feb 18, 2022 @ 10:46am 
who have made that Yamato, and how get it?
MattoFrank Jun 23, 2020 @ 12:36pm 
Is there a way to modify shield recharge speed and delay across the board? I can't find it in the files.
CB|Torlo May 28, 2020 @ 8:18am 
You can hex edit to disable the threat meter, though, tbh, it's just there to avoid complete turtle-ing by the player, and you can often manage to build up with zero issues if you manage your timing right.
Brownie May 20, 2020 @ 10:20am 
@Waveshaper just custom your campain, and put the amount of point required for the AI to lauch an invasion to the maximum (you can also change many other options)
Noveske May 17, 2020 @ 10:54pm 
need a mod in the star wars setting :BFG2scanner:
David / Waveshaper Mar 28, 2020 @ 6:03pm 
Is there a way to just straight up disable invasions? Aside from the mission required ones of course, the random invasion spam is killing my mood to even play.