ModPack for 2.0 (ModPack Framework)

This is the basic form included in the ModPack Framework mod that should always be selected when patching. It can’t be disabled in recent versions of the patcher. Here’s what the patcher has to say about the Framework:

“*Adds back some of the most requested mods to 2.0. This must be enabled for all other mods to work properly.”*

The ModPack for 2.0 form has multiple tabs, and can make some pretty big changes to your game. We’ll go over the form tab by tab now.

**General Tab:**

On this tab you’ll find a lot of options of general game mechanics.

Enable Health Bars: If this is checked at the beginning of the match, the game will display health\spirit\breath\down time information for each wrestler. The bars are health, spirit, breath in that order from top to bottom.

Enable Workshop Editing: If this is checked, you’ll be able to edit all wrestlers, even those you are subscribed to. Please keep in mind that if you are subscribed to an edit and the original author pushes an update, any changes you made to a wrestler will be lost. It is for this reason that I suggest either unsubscribing before editing or only making small changes (like correcting a misspelling in the name) to subscribed wrestlers. Otherwise you may potentially lose lots of work.

Bloodstain Alpha: If the Bloodstains mod is active this controls the opacity of bloodstain decals. By default the game has them set to 1, which, in my opinion, doesn’t blend very well. I personally use .25, but I like my blood to look like it’s stained the mat, not pooling up on top of it…other users may like the puddle effect.

Skip First 2 Blood Levels: If the Bloodstains mod is active this will tell the game to skip the first two of the new blood levels and go straight to the old Fire Pro default. Some people do not like the two additional and more subtle levels before the old default, so this allows those users to get right to the blood all over the face and chest from vanilla Fire Pro.

Carry Over Bloodstains: If the Bloodstains mod is active this will carry bloodstains over between matches. During an update the developers switched the way positioning worked, and now bloodstains carried over from previous matches do not work as intended, but some users still like it, so I left it in.

Use Modified Damage Scale: If this is checked the game will use the values in the Medium and High boxes to determine at what % of health remaining that medium and high damage starts. This can be used to extend a certain part of the match and shorten others. The default values of 60 & 18 are my preference, the vanilla game defaults are 75 for medium and 36 for high.

Clock Speed: This allows you to set the game clock to either Realtime 1:1, 1.5 Speed 1.5:1, or Doubletime 2:1. Doubletime is the game default, but I feel like it produces far too many 20+ minute matches, so I run at 1.5 speed.

Use Modified Cage Logic: Default cage logic in Fire Pro has always been junk, and this is an attempt to rectify that as best as is possible without full rewrites. This will greatly increase the damage required to an opponent before the AI thinks climbing the cage is a good idea, and only allows climbing after a signature or finisher. Unfortunately it does not fix the fact that once the AI has attempted to climb, that is all they will attempt to do, nor does it fix the fact that AI can’t shake other AI off of the cage effectively.

Dynamic Crowds: This allows the game to pull individual crowd members from the ModPackData\Audiences\Members\ folder to create unique crowds for every match. These members can be specific to wrestlers in the ring or the promotion\event itself (based on the ring name). In order to tag an audience member as a “fan” of a wrestler or ring add the tags \_Fan\_<Wrestler or Ring Name> to their name. For example if you wanted to create a fan of Sting, you’d name the folder something like this GreyShirt\_Sign\_Fan\_Sting and the files would be GreyShirt\_Sign\_Fan\_Sting\_00.png - GreyShirt\_Sign\_Fan\_Sting\_04.png then that fan would only appear when Sting was involved in the match. For more information on creating custom audience members, please visit the custom-textures-and-edit-parts channel on the ModPack Discord.

Eliminated Wrestlers Leave: If this is checked, any wrestler eliminated during an elimination match will be sent back to the dressing room instead of becoming a second.

Make All Chokes and grounded closed fists illegal: Pressing this will fix some of the flags on the vanilla moves that made some chokes not illegal, and some closed fist strikes not illegal.

Collar and Elbow Lockup Mod: If this is checked, the game will only do the lock-up animation some of the time. This can be defined by the user using the Collar and Elbow Tieup Mod Options boxes. The values contained in the boxes is the % of the time that wrestlers should use the lock up animation. Setting it to all 0s makes it so wrestlers will never lock up, setting it to 100 makes it so you may as well have not checked the box to use the mod in the first place.

Critical Options: Setting this to normal criticals allows on finishers to critical when wrestlers have the finisher critical setting. Setting it to signatures and finishers can critical allows both signature and finisher moves to potentially critical your opponent.

Referee Downtime Multiplier: Creates for longer referee downtimes. I feel like the default downtimes, especially with some of the mods that allow managers or seconds to get involved in the match if the referee is down, are just not long enough. This can go anywhere from 1x (default) to 3x.

Random BGM: If the Random BGM mod is active, this will allow the match BGM to be random after the selected track finishes. In order for this to work, you must select an mp3 track when setting up your match, and this must be checked before starting the match. It will always play the user selected track first, and then randomize from there.

Turn trons off…: If checked, this will place a blank screen graphic over the video screen in arenas that have them if no wrestler or ring specific entrance video have been found. For more information about entrance videos, see the Entrance Video mod section.

Disable Ukemi after Boost: If checked, AI wrestlers will stop using Ukemi after their boost has been activated, since they no longer get any benefit from using it. Vanilla Fire Pro allows wrestlers to continue using the Ukemi values indefinitely, even when this would only negatively affect a wrestler.

Referees Never Bleed: Some users dislike the fact that the referee bleeds every time he goes down. This disables referee bleeding.

Modded Move Selection: There was a subset of Fire Pro users who believed that move selection was truly RNG. This makes that so. By default the game rolls a die and then goes down the list until the value of the roll has been exceeded by logic points, with this mod on, the game rolls a die and then randomly selects moves from the list to check against, making the system work in the way that some users always thought it did.

Ignore Time in Tag Checks: This simply disables the timer that the game uses to figure out if it’s time for a wrestler to make a tag or not. This leaves the choice to tag or not solely up to damage/spirit comparison. I personally do not like this, but some users do.

Use Extended Submissions (not pictured): If this is checked, the user and the AI may use the extended submission system. This allows an attacker to wrench a submission at the expense of breath by hitting the large attack button , or to catch their breath while in a submission at the expense of damage by pressing the rest button. If an attacker over-wrenches a submission they will lose their grip and the submission will be broken, leaving them out of breath.

Keep Records (not pictured): If this is checked the Record Keeping mod will store record data for all matches played that are not part of Fire Promoter or MotW. See the section on Record Keeping for more details.

**Match Tab:**

On this tab you'll find lots of options that deal with match specifics and match rules.

Lumberjack...: If this is unchecked (default state is checked), wrestlers will be able to go out of the ring in Barbed Wire and Landmine death matches. This will remove the explosive boxes in Barbed Wire matches, meaning there will be no explosions.

Barbed Wire Boards in Cage Matches: If this is set to anything other than none, the barbed wire boards will appear in the corners during a cage match.

Rope Explosions: If this is checked, the barbed wire ropes will exploded when collided with.

Mine Explosions: If this is checked, the landmines on the outside of the ring are active.

Title Change on DQ/Countout: If this is checked, the title can change hands on a DQ or Countout.

In the Dodecagon: This will force the match to take place in the MMA cage. This can cause some strange behavior if paired with certain match types. If what you're attempting doesn't work, do not treat it as a bug and report it, just refrain from setting up those types of matches in the future.

Falls Count Anywhere: If checked, pinfalls and submissions will be allowed anywhere in the arena. The referee is unable to leave the ring, so he will do his counting, submission checks from right next to the ropes.

Judges Decision in a Draw: If checked and the match goes to a time limit, DQ, or countout draw, judges will decide the winner.

Attendance: Sets the attendance level for the match.

Ring Type Match Options: Will set the next match started to be of the selected type. You can manually set these in modes like Fire Promoter or use the Exhibition match buttons which will automatically set the options. Please read the the in-game help descriptions of the exhibition buttons for more details on how to set the options of certain match types that have multiple variations.

5 Count Rope Break: If this is checked, heels will hold a submission hold that reaches the ropes which will trigger a DQ count from the referee.

Disable Rope Breaks for Top Rope Moves: If this is checked, top rope moves will bypass rope break checks, making auto-pinning top rope moves more useful.

Standard Rope Breaks / No Rope Breaks for Pins After Sig/Fin / No Rope Break for Pins: These options are mutually exclusive and set situations that rope breaks are ignored. If set to Standard, the match will proceed in the standard fashion, if set to None for Sigs/Fins, moves marked as signatures or finishers will bypass rope break checks, and finally if set to None for Pins, only submissions will be subject to rope breaks.

Move Ignores Rope Breaks: This is a list of moves that specifically ignore rope break settings. This is useful for pins that use ropes like Zin5ki's Illegal Pin.

**Weapon Tab:**

On this tab you'll find options that deal with weapon availability and behavior.

Allow Weapon Breakage: If checked this will allow most weapons to break. Broken weapons will turn gray in color and be unusable.

Fade Broken Weapons: If checked broken weapons will fade from existence.

Barbed Wire Bats Explode: If checked barbed wire bats cause an explosion when they hit a wrestler with a side or overhead swing.

Available Weapons: This brings up the available weapons form which will allow you to check which weapons are available to pull out from under the ring. This will include custom weapons added by the Custom Weapons mod (see Custom Weapons for more details). If Always Include Favorite Weapons is checked wrestlers will be able to pull their favorite weapons even if they are disabled, if it is unchecked they will not.

Weapons Critical Options: This gives 3 choices for weapons causing criticals: They don't, They do, and They do if a wrestler has the "Hardcore" special skill. The slider underneath sets how frequent weapons criticals are if they are enabled.

**Data Tab:**

On this tab you'll find some buttons that deal with mod data.

Easy Theme Refresh: This refreshes the Easy Theme information if Easy Theme is enabled. See Easy Theme section for more information.

Easy Logo Refresh: This refreshes the Easy Logo information if Easy Logo is enabled. See Easy Logo section for more information.

Default Theme Edit: This will allow you to change a default wrestler's theme song. It will display this pop-up:

Select the default you'd like to set a new theme for in the drop-down list, and then press the Set Theme button and select the Mp3 of the theme you'd like the default wrestler to use. Pressing the Delete button will force the default wrestler to go back to the game defined default theme.

Protected Finishers: This option allows certain finishers to almost never be kicked out of as long as the Protect Protected Finishers option is checked. Pressing the button will bring up this form:

The top drop-down list will allow you to select a wrestler. The second drop-down will allow you to select a move (this also includes moves that are NOT in a wrestler's in-game move set to allow for moves added by the MoveLists mod (See Extended Move Lists for more information). The Add button adds the wrestler and move to the database of protected finishers. Refresh refreshes the wrestlers and moves available in case changes were made while the form was open. The top list displays all wrestlers who have been assigned at least one protected finisher, and the bottom list will display all the protected finishers assigned to that wrestler when selected in the top list. The Remove buttons remove an entire wrestler or a move from a wrestler going from top to bottom.

Wakeup Taunts: This option allows wrestlers to cause their opponent to stand dazed with their up+taunt taunt as long as the Use Wake-Up Taunts box is checked. Pressing the button will bring up this form:

The drop-down list will display a list of wrestlers, and the bottom list will show which wrestlers have Wake-Up Taunts enabled. Wrestlers who do not appear on this list WILL NOT cause their opponent to get up with their up+taunt taunt in order to avoid logic issues in wrestlers not designed to make use of this feature.

Install Subscribed Edits: This will allow you to install subscribed items without restarting the game. Please see the Install Subscribed Items section for more information on it's general use. The checkbox to the right will only display wrestlers you have kept an active subscription to.

Load/Reload Parts Craft Parts: This button will reload parts craft parts. This will cause errors if you are not connected to the workshop. It's probably best that you ignore this button, as it's uses are very, very limited to the average user.

Load/Reload Local Parts Parts Craft Parts: This button will reload all parts stored locally. Again, very limited uses for most users, and probably best if ignored.

Setup Local Parts: This will bring up the local parts window and allow you to create, delete, and edit local parts. Pressing the button will bring up this form:

The tree on the left displays all local parts for that particular body part. While the boxes on the right display information used to create/edit local parts. The boxes are pretty self-explanatory outside of Tag/Active Tags: so we'll just cover that here. the Tag drop-down contains a list of tags that can be applied to a part. to help with filtering. Unfortunately the game does not like it when any one body part type contains more than 12 different tags spread out between all of the parts you can possibly select for that body part type. This means that you should keep your tags to a bare minimum. I usually just add All unless I have a VERY good reason for adding more. Make sure to hit save after you're done making edits or creating the part.

Convert Custom Part to Craft Part: This button allows you to create a local craft part from a part stored in a .tex file (used by the Custom Edit Parts mod). When the button is pressed, you'll see this form:

This form allows you to either convert a single part. In which case you'll select it using the drop-downs and the list and then setting the options before hitting convert OR an entire.tex pack. Keep in mind that a .tex pack can contain a LOT of textures when all is said and done, so you should only use this option if you know you want everything from the .tex pack in every available body size and highlight.

Full Wrestler Export: This feature allows you to share a wrestler or wrestlers on the workshop will all needed parts and moves included in the export. It also has the option to store and share modded data for the edits contained in the export. When the button is pressed you'll see this form:

The Filename box allows you to set the Workshop's title and the name of the file to be uploaded (it will be created, it doesn't need to already exist). The Wrestler drop-down will allow you to select edits to include in the export. If you check the Include Mod Data it will include the mod data for all wrestlers in the pack (You can not set this for some wrestlers and not for others...it's an everyone or no one deal). When you've selected all the wrestlers you want to include, press the Publish button and wait for another pop-up that tells you if the upload has been successful or not.

Export Manager: This opens the full wrestler export manager. This shows you which full wrestler exports you have previously published and installed. The button will display this form when pressed:

From this form you may remove links to published exports that you are no longer maintaining or switch to the installed exports view:

This will allow you to view the contents of an installed Full Export file or to quickly uninstall all components installed by a full wrestler export file.

**Debug Tab:**

On this tab you'll find some basic options for generating reports that help you figure things out and an option to back up your data.

Generate Modded Edit Report: This will generate a file Edit Report.txt in your main Fire Pro directory telling you which of the wrestlers in your edit list is using modded components that will disqualify it from upload to the Workshop. If the Only Check Non-Downloaded Edits box is checked, it will not check edits you've subscribed to via the Workshop.

Custom Texture Info: This will create a file, Unused Tex Files.txt, in your main Fire Pro directory that tells you which of the .tex files you have installed are not being used.

Generate ModPack Backup: This will generate a backup of your mod data. If Create Full Backup is checked it will back up EVERYTHING related to the ModPack, otherwise it will only back up specific key data files. I recommend that you make a full backup once a month. You do not need to keep many backups around, but you should have one that is not super out of date.

**MoveCraft Tab:**

On this tab you'll find lots of tools for loading and using local move data. Personally, I don't generally recommend using this system, as the in game system works perfectly well, but I wanted to include the ability to manipulate and share files locally, without the need for the Workshop, just in case.

The top left list is a list of all your registered (white) and working (red) move data installed the default way in your game. This list does include workshop subscriptions as well as data you've created yourself. Red items are the items that appear when you pull up the Load Custom Data menu in Move Craft. It's easy to convert a red move into a white move, but there's no easy way to go from white to red, which is one of the many reasons why editing workshop moves will never be a possibility.

The bottom left list is a list of all the locally installed mcData/mcExport files. Most local files that you're going to run across will be in the vastly more common mcData format, but do be aware that there is an earlier, less common format, mcExport, out there.

The checkbox between the two lists determines whether or not moves get sorted alphabetically when the game loads. There is some issues with some craft moves where they do not sort 100% properly. They will generally show up in the right general area, but may be a few moves off of perfect alphabetization. I'm not sure what causes this. Now, lets run down the buttons.

Export Craft Move: This will export the move selected in the top left list to one of three formats: mcData, mcExport, or mcWork depending on the type of move you're trying to export, and what it is able to find in the registered data. If the move selected is a registered move (white) it will export it to mcData (unless it's improperly installed, in which case it will try to salvage an mcExport file out of the data). If the move is red, it will export it to an mcWork file. The difference between the files is that an mcData file contains the registered move info, and once imported can't be edited by the end user...and mcWork file, however, contains working data and can be loaded into Move Craft and edited.

Export bsData: This will export a move to bsData (Basic Skills Data) This is for use in the Basic Skills Editor mod. Please see that section for more information on bsData files.

Enable Save Specific mcData Use: By default, all mcData files imported into the game are universal between all saves. However, if you press this button, and answer yes on the message box that pops up, mcData files imported into this save game will be unique to this save game. This allows for different move load-outs in each of your save games.

Import Craft Move: Pressing this button allows you to select and mcData, mcExport, or mcWork file to import, and then imports the file. If you check the "Import as Counter" box the move will be imported with all of it's skill slots set to "Don't Appear" meaning it won't show up in Edit Mode or in Extended Move Lists. Importing a move as a counter is meant for use with the Counters Editor mod.

Refesh Craft Move List: This refreshes the top left list. This is useful after saving moves in Move Craft. Also, red moves will only appear in this list after entering Move Craft at least once and then refreshing the list, as working moves are not loaded until they are needed...and they are not needed until you've entered Move Craft.

Rename Registered Move: This allows you to select a registered move (white) from the top left list and change the move name. This change will be permanent unless you have an active subscription to that move and the author uploads an update...in which case the update will supersede any changes made here.

Upload mcWork to Workshop: This allows you to select an exported mcWork file and uploaded it to the Steam Workshop as a Move Craft Template. This makes sharing editable data easier on everyone.

Remove: This removes the installed move currently selected in the bottom left list from your game.

Skill ID & Set ID: This allows you to change the Skill ID of the installed move currently selected in the bottom left list. I do not recommend that you use this option unless you are sure of what you are doing.

Edit mcData: This brings up the mcData editor, which allows you to change some basic stuff about a move.

The list on the left is the move slots the move will appear in. Selecting the slot will show it's sorting ID in the sorting dial. An entry of 0 means "Do Not Appear" while anything greater than 0 will cause the move to appear in that move slot.

Attack and Defense Params: These drop-downs allow you to reconfigure the parameters the move uses.

Move Name: This allows you to change the name of the move.

Damage Value: This will set the selected damage value to the amount shown to the right.

Cancel: This will cancel all changes and close the form, however, because changes are made to the installed versions of the moves in real-time, any changes made here will not revert to their original settings until the game is restarted.

Done: This will commit the changes to the mcData files themselves and close the form.