Modding

Modding for CMS2015 can be split into four main types:

- Text file based

- Officialy supported

- Save game files

- Asset file changes, with varying levels of complexity of working with them.

An overview for each will be given below linking to their own pages with more in-depth information (as these pages are created).

A list of tools useful for modding will also be mentioned at the end of this page.

## Text file changes

These are text files the game developers have create

**Available Text Files**

**cars.txt**

Controls the list of cars, can be used to add more cars to the 'Showroom' option in the main menu, but due to game engine limitations cannot currently add new cars in-game to bits we actually play.

16v 1000hp**.txt**

Controls the values used to setup existing engines.
New engines cannot be added.

12**.txt**

Controls the values used to setup existing tires.
New tires cannot be added.

golf 2**.txt**

Where NAME is the name of a car, for example 'car\_BoltHellcat.txt'
These files control the setup for each car, which engine, which engine swaps, what parts etc.

## Officially supported

There is currently only one type of supported mod, although peeking into the code reveals two more possible types.

```
< public enum modType
 {
   garagePosters,
   carModel,
   mapModel,
 }

```

**mapModel**

Available.
They are held in the **\Mods\Tracks** directory within the main game directory (at least on the windows version).
Custom user created maps you can drive your cars around in.
There exists a very basic guide on the steam forums, however MartinPL has done some useful investigating.

**carModel**

Unavailable.
Hopefully will allow adding of new cars.

**garagePosters**

Unavailable.
Hopefully will allow changing of posters in the garage.

## Save game files

There are various files that save what a player has got and done.
Blue Icarian Wings has done some research but is looking for help.

## Asset file changes

The vast majority of game assets are held the sharedassets files created by unity. They are held in the **\cms2015\_Data** directory within the main game directory (at least on the windows version).

These files are complex Serialized data files created by Unity (version 4 in this case) and need the right software tools to interact with them. However for any major mods these are the files that will need to worked with.

## Modding Tools

**Car Mechanic Simulator 2015 Mod Manager**

A tool created by Blue Icarian Wings. This tool can modify all the available text files, help produce the text file that goes with map mods, makes loading map mods easy and can edit some save game data.
Link to Steam forum thread [1]

**Cheat Engine A hex editor :**

Cheat engine a free tool which is useful to modify the hex values of the games. by using this tool you can modify the money and XP in the game. Which is unofficial.[2]

**Various asset file software tools**

**Unity Assets Explorer**
https://www.dropbox.com/s/2qorsfd50ixvn6o/UnityAssetsExplorer.exe
http://zenhax.com/viewtopic.php?f=9&t=36
**Unity Assets Bundle Extractor**
https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor
**DisUnity An experimental command-line toolset for Unity asset and asset bundle files written in Java, mostly designed for extraction.**
https://github.com/ata4/disunity
https://7daystodie.com/forums/showthread.php?24124-How-to-install-disunity-and-extract-assets-and-bundles-from-unity-games
Save some info in the github wiki page for the project

**Unity Studio**
http://forum.xentax.com/viewtopic.php?f=10&t=11807
Mesh editor and stuff