Inspecting Vanilla Heists
The modkit lets you place game assets directly into your editor with full functionality and materials. It also lets you inspect vanilla heists to see exactly what a specific asset is called.
Inspecting these heists also gives you good insight into how they work, by showing which variables certain assets have.
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This is a highly unsupported action and can cause crashes on many different occasions. It is important to save your engine before loading into a vanilla heist. Level blueprints are not reflected in the modkit. If you try and open the level blueprint, you will crash. In some situations you may crash when changing levels to and from vanilla heists. It is not advised to copy any assets from a vanilla heist into your own heist, or loading them as sublevels. While you may be able to, it is a highly volatile action so proceed with caution. |
Opening a heist
First, locate the name of the heist you want to open. The table of heist names and codenames below can be used to search for the heist in the /Content/ folder.
When searching for a codename, you will notice many different types of levels.
| Level name | Description |
|---|---|
Base level with no prefix or postfix |
This is the main level that also holds all of the sublevels. This level typically can have any type of asset, but usually will hold the navigation data. |
E_* |
These are the environment sublevels, containing mostly meshes and other similar assets to that. They hold no functionality or lighting typically. |
A_* |
These are the audio sublevels where all of the ambience lives. This is not where the shade or heister voicelines are reflected, those are in the scripting levels. |
L_* |
All of the lighting that isn’t directly scripted by events is held in here, as well as post processing volumes, lightmap density, and visibility volumes (not to be confused with SBZVisibility). |
R_* |
Randomized sublevels. These are small instances that can be randomly moved between locations, such as the bathroom & utility closet in No Rest For the Wicked. |
C_* |
Cinematics. These typically hold the intro camera sequence for the Heist. |
VFX_* |
The special effects displayed in the level such as flashing lights, scampering rats, and other niagara based assets. |
G_*_Collision |
This holds mainly blocking volumes & the edge of the map fade to black blueprint. |
G_*_Coverpoints |
This level holds all of the AI navigation coverpoints in the level. |
G_*_Navlinks |
The level that holds all of the special animations that Cops do, such as cloakers running on walls, cops climbing over props or other objects, and more. |
G_*_Scripting |
The main scripting of the map, as well as any asset in the heist that the scripting interacts with (i.e., enemy spawns, doors, randomization, etc) |
G_*_LivingWorld |
This level refers to the traffic, cars, and wandering civilians of the level. This does not include animations which is in the scripting sublevel. |
It is best to open the main level with no prefix. This loads all sublevels as well, so you can see all of the heist’s assets.
After the heist loads, the level may appear black with nothing loaded.
To fix this, open the Levels panel (typically in the top right), right-click a level, and under Visibility In Editor hit hide all then show all.
You can now inspect and move around the level.
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Heist names
This table maps each vanilla heist name to its code/level name. It is up to date as of 3.9.
Base Game
| Level | Heist |
|---|---|
Bebe/BranchBank |
No Rest for the Wicked |
ArmoredTransport |
Road Rage |
ArtGallery |
Under the Surphaze |
JewelryStore |
Dirty Ice |
FirstPlayable |
Golde & Sharke |
Box/CargoDock |
99 Boxes |
Sky/Penthouse |
Touch the Sky |
NightClub |
Rock The Cradle |
Year 1
| Level | Heist |
|---|---|
cookie |
Cook Off |
murk/station |
Murky Station |
DataCenter |
Syntax Error |
Fort |
Boys in Blue |
Chus |
Houston Breakout |
DiamondDistrict/Dim |
Diamond District |
stonk |
Fear & Greed |