SYNTHETIK 2 – How to Make Weapon Mod Tutorial

SYNTHETIK 2 – How to Make Weapon Mod Tutorial 1 - steamlists.com
SYNTHETIK 2 – How to Make Weapon Mod Tutorial 1 - steamlists.com

How the hell does modding in this game work? Can I put my own gun in? How can I upload it? Is the Voodoo action manager an eldritch place where hooded figures twist the very reality of Synthetik to their will?
 
(Almost) all these questions are answered within!
 
 

Intro

Modding for Synthetik 2 can be done completely within the game, no need for external developer tools!
 
 
This tutorial will show you how to make, test and upload a basic weapon mod.
 
It’s a good idea to look through the Synthetik discord https://discord.com/invite/55BXUy5 – [discord.com]  and look through the s2-mod-tutorials channel, or ask for help in the s2-modding channel.
 
 
 

Step 1 – Create a mod profile

Head to the modding section
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 1 - Create a mod profile - BC239F9
 
 
At the bottom, click on universedit. This is what we’ll use to create everything. At the moment, you can’t upload any of your own assets, you can only use what is already in Synthetik 2’s files (which also include some assets from synthetik 1).
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 1 - Create a mod profile - F4E7674
 
 
First of all, we’ll have to make a new Depot profile. This is like a save slot for your content, and the name and description is just for your convenience.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 1 - Create a mod profile - 494F49E
 
 
Before we start changing anything, first return to the main menu, head back to Modding, and go to the Enabler.
 
Here you can choose which mods are active. Make sure the Depot Profile you have made (and only that!) are enabled, then press the Save Enabled button and exit.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 1 - Create a mod profile - F68DF05
 
 
 

Step 2 – Weapon Config

Now head back to Universedit.
 
Here you can see all the options, settings and more that you can change while modding. Different categories are on the left, for this we’ll only be interested in the ‘Weapon’, ‘Player Class’ and ‘Player Class Specialization’ categories.
 
You can filter which categories are shown on the right (only choose All if you are not showing S2 Configs, or else your computer may struggle to load everything).
 
You can use the searchbar to find specific configurations within the selected category(s), filter them by completion state, or disable showing S2 configs to more easily find your own configs.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2 - Weapon Config - 6085D26
 
 
Scroll down to weapons and select it. Generally, you want to copy existing configs and alter them as needed, rather than creating one from scratch. There are many reference weapons that you can base yours on, indicated by [Ref] in their name.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2 - Weapon Config - D804E04
 
 
I want a burst rocket launcher, so we’ll copy this reference launcher by clicking on it then ‘Copy “[Ref] Launcher Single’ on the right.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2 - Weapon Config - FC31399
 
 
Here we can see all the different options available to us when modding a weapon.
 
Pressing back and not saving now will remove the copied config, so you can look through existing configs by copying then not saving them.
 
The very first thing we want to do is give it a name.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2 - Weapon Config - F2BDBA8
 
 
The editor display name should always be included. The specific language options will be what is displayed to the player (or the editor display name if no regional name is set)
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2 - Weapon Config - C01A7E3
 
 
 

Step 2.1 – what stuff does

Now we can have a look through the different options available.
 
 
Please Note: any sections marked with ? I am unsure about, please message me if you have more details on how they work, or if I get any of the following sections wrong.
 
 
Weapon Config Options
 
 
Config State: used to keep track of progress while developing the mod. The only option that matters is “Excluded From Game”, the rest will be included as normal.
 
Leave this as “Unmarked”
 
 
Config Name: the name of this config
 
 
Description: What shows to players when they look at the weapon. Include useful information and what damage type the weapon deals.
 
 
Secondary Description: Lore and flavour text.
 
 
Thumbnail: sprite for the weapon (not the 2D picture of the weapon) choose a sprite that fits the damage dealt by the weapon.
 
 
Categories: Which factions use this weapon, the loot type (rarity), and more are set here.
 
Use the + icon to add a new blank category, or – to delete the last category.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2.1 - what stuff does - D0DE996
 
 
Weapon Model: the 3D model used
 
 
Weapon Frame Main Image: the 2D image of the weapon that shows everywhere
 
 
Sounds: Here you can select the sounds made when shooting, ejecting, reloading, active reloading and charging up the weapon. You don’t need to assign a charge up sound unless you use that mechanic.
 
 
Weapon Aiming Target UIStyle: changes the UI according to the type of weapon used.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2.1 - what stuff does - 0632967
 
 
Rarity: How likely this weapon is to drop from chests
 
 
Socket type: what types of unit can use this weapon. Leave it as infantry
 
 
Socket Limit: I honestly have no idea what this does
 
 
Is Droppable: untick to keep the weapon forever on pickup. Generally used for Starter pistols.
 
 
Fire Mode: Single / Auto / Burst. Burst will fire continuously (in bursts) if the fire button is held down.
 
 
Burst Amount: How many rounds per burst
 
 
Damage Modifier: Multiplies the base amount of damage dealt by the damage type used in this weapon’s ammo. This is so that an entire ammo type (eg Armor Piercing) can be rebalanced without needing to go through each weapon individually.
 
 
Heat: Multiplies the base amount of heat produced per shot
 
 
Cooling: Multiplies the base cooling rate of the weapon
 
 
Burst Delay: Flat: the time between bursts (in seconds? rounds? between end of 1 start of 2 or start to start?) Mod: multiplies burst delay (but why?)
 
 
Rounds Per Minute: Flat: the fire rate of the gun. Divide by 60 to get rounds per second. Mod: multiplies rpm (but why?)
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2.1 - what stuff does - 1397755
 
 
Ammo: the ammo type used by this weapon, which affects range, damage, bouncing, ricochets, aoe, multishot, heat produced, cooling, appearance, sound, etc etc.
 
 
Magazine Size: how many time gun goes bang bang before reload
 
 
Spare Ammo Start: how much ammo this weapon spawns with
 
 
Pickup Ammunition_NA: how much ammo an ammo pickup gives you (?)
 
 
Spare Ammo: total spare ammo. The ammo counter shown ingame is the ammo in the gun plus spare ammo
 
 
Is Single Bullet Reload: whether you load each bullet individually, like a shotgun
 
 
Is Magazine Ejectable: whether you can eject the whole magazine
 
 
Shell Eject Mode: how empty shells are ejected from the weapon. ‘Eject Shell On Shoot’ to eject them like a normal automatic gun, ‘Eject Shell on Reload’ to drop them all on reload like a grenade launcher, None to not have shells ejected.
 
 
Active Reload Start: the minimum / maximum time as a ratio of overall reload that active reload begins. Keep minimum and maximum the same for consistent reloads, or different for less consistency.
 
 
Active Reload Time Span: how long (in seconds?) between the start and end of active reload
 
 
Shell Scale: how big the shells are?
 
 
Shell Sound Delay: time between shooting and shell sound?
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2.1 - what stuff does - 8C90409
 
 
Recoil Curve: shows a graph which indicates how you will regain accuracy from maximum to minimum
 
You can also add keyframes to more accurately adjust how your weapon regains accuracy due to recoil
 
 
Time To Full Recoil: How long it takes in seconds to get to maximum recoil (inaccuracy)?
 
 
Recoil Reset Ratio: How quickly the weapon recovers from recoil?
 
 
Recoil Reset Stop Shooting Increment: Delay between stopping shooting and recoil reducing
 
 
Maximum Recoil: The maximum recoil possible.
 
 
Deviation: set inaccuracy that applies all the time
 
 
Movement Inaccuracy: how much accuracy is reduced by moving
 
 
Firstshot Accuracy Offset: how much more/less accurate the first shot is?
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2.1 - what stuff does - D8412BA
 
 
Charge Up: time in seconds between pressing the fire button and pew pew
 
 
Charge Down: time since the last round until you can begin firing again?
 
 
Animation Type: Reload animation used
 
 
Force Left Hand IK: I have no idea
 
 
Eject Speed Modifier: multiplies how quickly the weapon ejects, higher number = shorter eject
 
 
Reload Speed Modifier: multiplies how quickly the weapon reloads, higher number = shorter reload (reload comes after eject)
 
 
Equip / unequip speed modifier: multiplies how quickly you can switch to / from this weapon
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2.1 - what stuff does - ECCB138
 
 
Technology Perks Amount: Perks based on ammo used?
 
 
Grant Variant Perk: whether or not this weapon uses variant perks (heavy, scavenging, etc)
 
 
Attachment Slots: Attachments used for upgrades. Add new blank Attachments with + or delete the last Attachment with –
 
 
Perks At Level: Weapon Perks that are unlocked by using and levelling up the weapon. Press + to add a new blank perk, or – to delete the last perk.
 
Value to Activate is the level at which the perk unlocks. Set to 0 to have it always active.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2.1 - what stuff does - 2148BC0
 
 
Jam Probability Multiplier: how likely the weapon is to jam while firing. Higher number = more jams.
 
 
Shot Delay Per Socket: No idea
 
 
Camera Shake On Shot Power Multiplier: How much the camera shakes on every shot. More shake for heavier impact weapons.
 
 
Camera Shake On Shot Duration Multiplier: How long the camera shake takes
 
 
Firing Slowdown Percentage: How much speed is reduced while firing. (not actually a percentage?)
 
Flat reduces speed by a flat amount (0.9 will reduce a player moving at 1x speed to 10% of normal, while a player moving at 1.15x speed due to modifiers will only be reduced to 25% speed)
 
Mod multiples current speed (0.8 will reduce a player moving at 1x speed to 20%, while a player moving at 1.2x speed will be reduced to 24% speed)
 
 
Firing Slowdown Recovery Time: how long this firing slow down lasts
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 2.1 - what stuff does - 48ECA4A
 
 
 

Step 3 – Change some stats

First of all, we want a burst rocket launcher, so we’re going to change the Fire Mode to Burst and the Burst Amount to 3 (otherwise it’ll still fire one shot at a time).
 
We’ll also need a magazine large enough to shoot multiple bursts, so we change the Magazine Size to 6. We also need more ammo to keep firing it, so we increase Spare Ammo Start and Pickup Ammunition_NA to 12, and Spare Ammo to 24.
 
We also need to make sure we reload the entire magazine in one go, so we untick Is Single Bullet Reload and tick Is Magazine Ejectable.
 
We also want to see shells fire, so we change Shell Eject Mode to Eject Shell on Shoot
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 3 - Change some stats - E62C5C5
 
 
The original eject / reload time will probably be too fast for a weapon that can fire 6 rockets between reloads, so we increase the Eject Speed Modifier and Reload Speed Modifier to 2.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 3 - Change some stats - 0C75274
 
 
We also want to add a perk, so we press + to add a blank perk
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 3 - Change some stats - 3C0C3F5
 
 
Then click on search. We’re not going to make a new perk to go with this weapon, instead we’re going to use an existing one.
 
We can find perks that are meant to go on weapons by searching for ‘wperk’
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 3 - Change some stats - ADD722B
 
 
Once we’ve found a perk that looks like it’ll be good to add, click on it then press select.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 3 - Change some stats - E23E700
 
 
We also want the perk to be obtained once the player reaches level 3 with that perk, so we increase Value To Activate to 3.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 3 - Change some stats - DEE1AC5
 
 
Now you can press the save button to save progress, and it’ll appear in weapon categories.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 3 - Change some stats - E63A6F3
 
 
 

Step 4 – Testing

Now that we have a new weapon, we could test it by playing normally and hoping that we come across it… or we could quickly test it out in the tutorial map by using a custom Player Class and Player Class Specialization.
 
Head to the Player Class category in Universedit, select one of the normal (not excluded) classes, and copy it.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 825BEC9
 
 
First, we’re going to give it a Config Name by pressing New
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 376A787
 
 
And give it a name that will make it obvious that it’s just for testing.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - BC53890
 
 
Now we need to head to Player Class Specialization and copy the DEFAULT SUBCLASS for that class (Chrono Trooper for Chrono Trooper, Grenadier for Grenadier, Riotguard for Riotguard).
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 117569E
 
 
Give the Specialization a new Config Name
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 10E6F84
 
 
And select ‘Search’ under Specialization for the following Class.
 
Now select the custom class you created earlier.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - FCE7299
 
 
Then scroll down to weapon unlocks. Find the default weapon (the one that costs 0 to unlock) and press search on the weapon.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 0094A3B
 
 
Find your weapon and select it
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 12D32C4
 
 
Now save the config, exit the editor, head to the main menu and start a game.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 0B6D9FE
 
 
Go back to class selection.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - BDA8CB6
 
 
and choose a class in top right. Then, press new class…
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 7CDFFD2
 
 
…and voila! Your custom class is available to use!
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 9FF13A6
 
 
You can then start a mission and choose the tutorial.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - DE71768
 
 
Nice, the rocket launcher fires 3 shot bursts…
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 5E7E6ED
 
 
And reloads correctly…
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 50E49CB
 
 
But it produces way too much heat and fires much too slowly.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 5AC7E16
 
 
So we quit out of the mission, head back to Universedit and find our weapon to make more changes.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - FF25E5E
 
 
Let’s reduce the Heat to 1.2 and increase Rounds Per Minute to 300.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - B1B5E14
 
 
And head back to the tutorial again. Excellent, it’s working much better now!
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 4 - Testing - 3B068C0
 
 
 

Step 5 – Uploading

Head to the Modding section in the main menu, then the browser. You’ll need to create a mod.io account and log in.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 5A2F68C
 
 
We don’t want other players to see the custom class we made to test the weapon, so head back to Universedit, Untick ‘Show S2 Configs’ and then set filter type by all.
 
Delete or set to ‘Excluded from game’ all the class specific stuff.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - CB5F2E3
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 8BB5D0B
 
 
Now press upload. You’ll be prompted to create a new mod profile, which is what you upload to if you want to update your mod.
 
Make sure that you’re uploading from the right user, and ‘Creat’ a new mod profile.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - E6D90BA
 
 
Here you can name the mod, give it a brief description and upload a picture from your computer. Images MUST be 16:9 aspect ratio, preferably 1280×720.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - A5276F8
 
 
Here’s the artwork I painstakingly made and iterated on over many, many seconds in microsoft paint.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 1F166DC
 
 
Now that we have our gorgeous piece de la resistance, make sure you copy the right address of the folder the picture is in by right clicking at the top in windows file explorer, and copy address as text.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 2973527
 
 
Paste the address into the picture filepath, and add the name of the picture and file extension. It should look something like this.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 8B2E305
 
 
Now press the Create Mod Profile button. If there are any errors (especially with the picture), they will appear on the console at the bottom of the screen.
 
If all goes well, we can add a version number, a brief changelog, and press the publish mod release button.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - EAA7AC6
 
 
Success!
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 1870D9C
 
 
You should be able to see the mod appear in the mod browser before long.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 7235322
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - A82A6BB
 
 
If you want to make proper description notes, add tags, and so on, you’ll need to log into synthetik2.mod.io using your web browser of choice.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 2F0E592
 
 
Press the Edit mod button to make changes to it.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 59C1061
 
 
And here you can change the description
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 1199D0A
 
 
And add tags as necessary.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 1862EA8
 
 
Save the mod, and before long your changes will be reflected in the mod browser.
 
 
SYNTHETIK 2 - How to Make Weapon Mod Tutorial - Step 5 - Uploading - 2670DD6
 
 
 

Outro

Congratulations! You have made and uploaded your own weapon mod!
 
 
If you find that there are any improvements that could go into this guide, feel free to add them in the comments or message me about them. I would especially appreciate any clarification and details on what the hell half the stuff in weapon config actually does (indicated by question marks ?).
 
 
And if you need any help with modding, please come to the synthetik discord https://discord.com/invite/55BXUy5 – [discord.com] 
 
 

Written by metort

 
 
This is all about SYNTHETIK 2 – How to Make Weapon Mod Tutorial; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
 
 


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