Modding

Overview showing how to mod JYDGE, which files are important, and other noteworthy things .

You can downloads mods from Nexus Mods.

## Warning

**Always** use a new save before modding files. You can duplicate existing save slots by copying their file (eg. 0.xml) and renaming it to another save slot (eg. 1.xml, 2.xml, or 3.xml). You might need to disable Steam Cloud Saves before this works.

Save file locations are listed on PC Gaming Wiki.

You can **CAN BRICK YOUR SAVE FILE** if you add a new enhancement or weapon, apply it to your profile's character, then remove it from your modded game files. Be careful!

## Unpacking

To unpack the game's data, use the 10tons Unpacker, which can be downloaded from this mod page on Nexus Mods. Follow the instructions on that page to unpack the game's *data.pck* file.

* 10tons Unpacker Tool (data.pak)

## Files

There are loads of files in JYDGE's *data.pak*, and a lot of stuff from Neon Chrome that's not used in JYDGE. So there'll be a bit of trial and error to find the stuff you're looking for. The following sections cover the most important and most easily changed files.

## Enhancements

*Note: "Enhancements" refers to all perks: Cyberware, Gavel Mods, and Collectibles.*

**enhancements\enhancements.xml**

All the perks, including Cyberware and Gavel Mods. Some are unused, and a few are only used to buff certain enemies.

**enhancements\icons\\*.png**

Icons for Cyberware + Gavel Mods. They correspond to the ID used in *enhancements.xml*.

If you add a new perk, add a PNG with the same ID to add its icon. Icons should be 120px by 120px. It's currently unknown if there's a way to make them scale correctly, like vanilla's icon do (they are all 202x202). You can download a placeholder icon﻿ to use here.

**jydge\enhancement-groups.xml**

Sets which of the groups used in *enhancements.xml* are available as either Cyberware of Gavel Mods.

To make a new group:

* Open enhancements.xml and find the section that starts with: `<array id="CATEGORIES">`
* Add your new category here, and its colour.
* Colour values are RGB and use 0-1 instead of 0-255.
* Then add your new group ID to this *enhancement-groups.xml* file.

This colour picker﻿ can help you make colours (an RGB value of 255 = 1, a value of roughly 125 = 0.5, etc).

**jydge\collectibles.xml**

Collectible names. Their effects are in enhancements.xml. Most of them have hardcoded effects, aside from the generic ones like "more accuracy".

**Text**

There are special text commands you can use to add coloured text and icons to your descriptions.

## Weapons

**jydge\weapons.xml**

Firemodes, specials, their unlock requirements, and their costs.

You can add the unused Laser Shotgun weapon with *firemode-laser-shotgun.xml*. Note the weapon limit limitation and required workarounds below.

**weapons\firemode-\*.xml**

Firemodes (Heavy Lasyr, Snyper, etc.). All firemodes follow the naming convention firemode-\*, eg. *firemode-minigun.xml*.

**abilities\abilities.xml**

Specials. Used by *weapons.xml*. You can change some data, but secondary weapon IDs are hardcoded, so it's limited.

There are several unused Specials that can be added with a mod. See Specials > Cut Content for more info.

## Actors

**actors\\*.xml**

Loads of cool stuff here. An "actor" is basically anything that moves and has a behaviour, from enemies to bullets.

Abilities like the C4 can be customised here (eg. C4 is "ability-c4.xml").

Explosives usually have a file assigned to their "effect\_on\_death" property, which sets up their explosion effect.

## Textures & Models

**models\textures\\*.jpg**

All the model textures in the game. If you enable the Level Editor, it's got a model viewer built into it that lets you view model textures close up.

### Player

Player 1's textures are in **jydge\_diffuse.jpg**, player 2's are in **jydge\_red\_diffuse.jpg**. Swap those files around to make player 1 red, and player 2 blue. The file **jydge\_glow.jpg** lets you set the player's costume parts that should glow, which is just the badge in vanilla.

Blue (Vanilla P1)Red (Vanilla P2)Custom: RainbowCustom: YellowCustom: Judge Dredd
The screenshot below uses the custom "Rainbow" texture from the gallery above. It shows which parts of the texture are used on each part of the player character model.

### Other Textures

Other textures are in other folders: floor tiles are in **ground-tiles**; decals are in **ground-decals**; blood splatters are in blood; etc.

### Models

For editing models, check out this Steam guide for Neon Chrome, which uses the same setup as JYDGE:

* **Steam Guide**: Creating Custom Models for Neon Chrome

## Level Editor

**ui\fw\main-menu.lua**

Lets you enable the Level Editor. To do this, find the lines that include the text "STAGE\_EDITOR" and put two dashes (--) before them. The first instance shows the Level Editor button from the main menu, the second shows a button to quickly test a stage (the stage doesn't exist by default, you'll need to make one).

This screenshot shows the change that's needed:

Note that there's a small bug in the editor when you try to load a stage. The filter defaults to "null". To fix it, type the text xml anywhere, copy it, and paste it into the filter box. The same approach applies to the model viewer (paste: model, jpg, png, anim).

For more info on level editing, check out this Steam guide for Neon Chrome. JYDGE is based on that game, so nearly everything is the same:

* **Steam Guide**: Introduction to the Level Editor and Making a Mod

## Limitations

There's a hardcoded limit on the number of weapons (14), and that limit has already been reached. If you want to add a new weapon, you'll need to remove an old one. See next section to do this safely.

There's a limit on Specials too. Up to 3 new ones can be added. Also, secondary weapon IDs are all hardcoded, so there are only a few you could add.

Enhancements (Cyberware + Gavel Mods) don't seem to have a limit, but if you add enough of them you'll probably reach it.

## Safely Removing Items

Removing weapons and enhancements will brick any saves that use them. Some items can be safely removed from the main UI, but will cause a crash when you open the loadout switcher (spacebar on PC, Y on controller).

The workarounds for removing things are different depending on what you remove.

For **weapons**:

* Move the weapon you don't want to the bottom of the list in *jydge\weapons.xml*.
* It won't be displayed, because the game only displays a fixed number of weapons, but the removed weapon will still be usable by other save files.
* If that weapon's medal unlock requirement is met the player will see an unlock notification, so to stop the notification from showing, give it an impossible medal unlock requirement, like 9999.

For **enhancements**:

* Just assign it to a category that's not used by either CYBERWARE or WEAPON\_MODS in *jydge\enhancement-groups.xml*.
* As long as the enhancement is still listed in *enhancements\enhancements.xml*, it won't brick anything.

## Spreadsheets

Here are two spreadsheets you might find useful:

* JYDGE Data (Vanilla)
	+ Lists all the vanilla data. It was scraped from the game's files, and used to populate this wiki with info.
* Enhancements
	+ Shows all the available enhancements in JYDGE. Some which were available in Neon Chrome are available in JYDGE too.
	+ Some data in the spreadsheet doesn't match up with vanilla (eg. medal requirements, and it has stuff that's not in vanilla), because it was originally created for a mod.

## Additional Info

There's a sub-page for editing text at Modding/Text. The main pages also have tables showing the code data for Firemodes, Specials, Cyberware, and Gavel Mods.