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FAQ

Where do I get the Creator Kit?​

Only from the Epic Games Store. There is no other official source.

Where do I publish mods?​

Only on mod.io. Mods are distributed to players only through mod.io; do not offer them through other sites or Steam Workshop, and do not share zip files for players to install by hand.

Do I have to update my mods after every game update?​

No, only after breaking updates.

  • If the update only adds content (new days, companies, DLC content), mods keep working and you do nothing.
  • If the engine version changes or the C++ data classes change, mods break: re-package with the updated Creator Kit and re-upload the file to mod.io. The mod.io page and its subscribers are kept.

A mod with a missing or too-old GameVersion is not loaded (the game does not crash); the player sees a notice in the main menu. See Versioning.

What can mods do right now?​

See What mods can do. In short: your own campaigns (own map or base level), symptoms and tools with Blueprint logic, visitor cosmetics, staff skins, new widgets, your own input, and interactive objects in your own maps.

Can I use Electronic Nodes or other Fab plugins?​

Not through the kit. Third-party Fab plugins cannot be redistributed in the kit, because they are licensed per user. Fab binaries also would not load in the kit: it runs on a custom engine build, and the kit cannot compile plugins.

Third-party content assets from Fab packs that the game uses are included in cooked, read-only form; see Cooked content limitations.

Can I use HTTP Blueprint / Json Blueprint Utilities?​

Yes. The engine plugins HTTP Blueprint and Json Blueprint Utilities are enabled in the kit (and in the game starting with the next game build), so mods may use their Blueprint nodes. Do not publish mods that use these nodes until the game update that enables them is out: older game builds cannot load such mods.

The same rules apply to any external communication, including a companion program your mod talks to through files. You are responsible for the server or program and for the player data you send. Say so clearly on the mod page, and make the mod fail quietly when the external part is missing. A mod.io mod cannot install programs; anything players must download separately is outside the game's and mod.io's checks.

Some effects look wrong in the kit editor (for example the scanner VFX)​

Known issue: some translucent effects (for example the scanner VFX) can look wrong in the kit editor because part of the content is cooked. In the game they look correct.

Does installing or removing a mod break my save?​

No. See Mods and save games.

Can I replace story characters?​

No. Schultz, Torres, the Major and MrWhite are referenced directly and cannot be replaced, although your Blueprints can still read their data. You can replace the checkpoint staff skins and the look of generated visitors; see the skin mod tutorial.

Why does the editor refuse to open the project?​

Launch it with Run_QZSim_Editor.bat. See Installing the Creator Kit.

Can I test my mod without uploading it?​

Yes. See Testing a mod.

Can mods place actors into the base game's levels?​

They cannot edit base levels. Your own map can contain anything, and runtime logic can reach base campaigns through objects the game creates from your data; see Running your own logic.

Can my mod depend on another mod?​

Yes, through mod.io. See Mods that use other mods.