INTRODUCTION

SHARE YOUR MODS

You can upload and download our community’s mods on mod.io .

NO EXPERIENCE NEEDED

This documentation tries to make modding for Actor Tycoon 2 accessible to those with zero tech knowledge.

This means that some experienced coders/modders might be surprised when I use the word “text” instead of “string”, or “groups” instead of “arrays”. This is simply to make it easier to understand for those who are not used to coding or scripting.

However, if you are an experienced modder or programmer, just know that everything is written in JSON format, so it should be a piece of cake for you.

If you ever need any help, you can ask us on our official Discord.

We will soon add some video tutorials on this channel.

 

TOOLS REQUIRED

The simplest way to mod for Actor Tycoon 2 on PC is using Notepad, which should already be installed in your computer.

However, we do recommend downloading free tools like “Sublime” or “Microsoft Visual Studio” to edit the files instead, as it will be more readable (these tools automatically color-code the text, making it easier to read).

 

Above is an example of the same file opened on Notepad and Visual Studio. As you can see, they both show the same information, but Visual Studio makes it easier to read.


FOLDER STRUCTURE

MODS LOCATION
Find the installation folder of Actor Tycoon 2. Once in there, go to ActorTycoon2_Data\StreamingAssets\Packs . This is the only folder you will need to modify.

To create a new mod, you can either copy the “ModSample” (available to download from Mod.io) folder and name it after your mod, or simply create a new folder from scratch.

“ORIGINAL” FOLDER
You will find a folder called “Original”. Don’t touch it! This folder contains the game’s original definitions. It is recommended that you do not modify the contents in this folder, as it may break the game.

If you would really like to “redefine” the original game, it is recommended that you copy this folder, name it something different and use that instead.

 

BASIC MOD FILE STRUCTURE

DATA TYPES
Every data type has its own file. So, for example, if you’d like to add a new custom actor, you will have to create and edit a “data_customActors.json” file. Each data type has its own file name. You must use the given file names or the game will not read it.
All these files are written in JSON and should end in .json

BASIC CONTENT
Every mod file has a header and a footer that specifies what sort of file this is.
Ex.:

{“cities”:

[


]

}

This must always be in the file.

 

CREATING “ITEMS” AND FILLING IN FIELDS

If you’re using the files provided in “ModSample”, modding will be as simple as filling in the right fields and copy pasting to add more items of the same type.

When editing one of these files you are basically creating a list of “items” of that type.

For example, if you’re creating custom actors, you’ll be creating a new “item” for each actor and filling in their name, age, gender, etc.

Every file in the “ModSample” folder has a sample “item” that you can copy/paste and fill in.

It is recommended that you fill in all fields, or your item might not load properly.

Above is an example of what would be considered an ‘item’ in the data_cities.json file.

 

Each item should also be separated with a comma.

But the last item should not have a comma after it.

MEANING OF FIELDS

Each specific modding page will explain how each of these fields will have an effect on the game. For instance, in the example above, the field “favFormat” will define the city’s favorite type of industry.

TYPES OF INFORMATION

Each field will ask for a specific type of information (text, number, etc.). You must always fill in the information in the specified format or the game might not load properly.

NUMBERS (int, double): Numbers are written like normal numbers. In most cases they must be full numbers (no decimals). In some cases they can include up to 2 decimal spots (this will be specified depending on what you’re modding).

TEXT (string): Text must always begin with “ and end with “. Always.

LOCALIZED TEXT (string): Localized text (text that will be displayed on screen and will be translated into different languages) must be written in the same way as “Text”, but must also be included in the Localization folder (read “Translations (aka. Localization)” below for more information).

GROUPS (list, array): In these cases you may add more than one number or text in the same field. Every group must begin with [ and end with ]. Information inside the groups is separated with a comma (,).

ACTION: Written just like text (with “”), actions will trigger a specific action. There is a list of actions described later in this document.

CONDITION: Written just like text (with “”), conditions will make sure that conditions are met for an item is usable. There is a list of conditions described later in this document.

ACTIVATING MODS

LOADED MODS

All folders within the “Pack” folder will be loaded as mods. If you do not want to use a mod, remove it from the “Pack” folder.

OVERWRITE

Mods may “overwrite” each other during load if they contain the same data. So, if you do not see results taking place, maybe a different mod is overwriting yours.