Getting Started: Creating a first mod

The scenario / example

In the following scenario, we’re going to outline the process of replacing an existing car model of the game "Test Drive Unlimited 2". This basically means we’re going to replace the files that make up the car. For this example, we’re also going to use a real existing mod, namely this Audi R8

Step 1: Preparing the mod

Since we’re using an existing mod, this is almost no problem, but if you were to develop your own mod, this is obviously the most important part. You somehow need to craft files that the game can then use.

It’s also always a good idea to separate your mod’s source files and having a dedicated "packaging" folder that holds the mod in it’s final form. You may have some packaging process in which you add a readme or something to your final bundle.

For Test Drive Unlimited 2, your packaging folder should have a decent file structure, i.e. the whole part starting from "Euro"

Step 2: Creating a basic mod.json file

The most minimum working mod.json file looks like this:

{
    "slug": "r8-v10-2017",
    "name": "2017 Audi R8",
    "displayVersion": "1.0.0",
    "authors": ["Star GT", "Brian Balliu"],
    "description": "2017 Audi R8 V10 Plus Coupe S Tronic",
    "configurations": {
        "default": {
            "features": { }
        }
    }
}

The most important value here is the slug. It’s the machine-friendly identifer of your mod and as such has to be unique and descriptive (which is why the cars MJ is included etc).

Ignore the configurations block for now.

The other values are only for communication with the user: What version is this mod release, what is the human readable name and the extended description of the mod and who are the authors. The values in this example have been extracted from the linked Mod.

For more details on the mod.json file, visit the Mod Information page.

Step 3: Selecting and defining the required features

Andraste’s functionality is split into features. For this tutorial, the only relevant feature is the builtin VFS feature.

This feature allows you to re-map the games files with ones that you ship alongside your mod.json. Thus, edit your features configuration like this:

"features": {
    "andraste.builtin.vfs": {
    "directories": [
        "mod-data/"
    ],
    "files": {}
    }
}

Without going too much into detail, this will scan your mods mod-data folder, so you obviously need to create a mod-data folder alongside this mod.json, and map them into the game’s root folder.

Example: mod-data/Euro/README.txt: If the game tries to open Euro/README.txt, your file will be used instead.

Hint for TDU2 Modders: Yes, this does mean that the mod-data folder has to contain the following sub-folder structure: Euro/Bnk, you can’t directly mount your vehicules and frontend folders into the game, because that would make the configuration (and the directories) config more complicated.

The VFS Feature is NOT read-only, currently. So don’t use it for files, that the game will write (e.g. savegames).

For more details on those features (e.g. the files option or how you can prevent the game from actually opening a file using that feature), see it’s dedicated article.

Step 4: Get your mod out there!

All that is left to do is shipping the folder (that is named after your slug and that contains the mod.json and mod-data folders) to your users!

For convenience reasons, you can zip the folder, but Andraste currently does not support reading mods straight out of zip files.