The Modkit
The PAYDAY 3 modkit is the development project used to author CrimeForge and PDML mods against the current PAYDAY 3 game.
It combines:
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the custom Unreal Engine 5.5.4 editor,
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the PAYDAY 3 modkit project,
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the game’s
AssetRegistry.bin, -
a JMAP generated from the running game,
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Suzie-generated native PAYDAY 3 runtime classes,
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CrimeForge,
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PDML,
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the modified Wwise integration and matching Audiokinetic
ThirdPartySDK files, -
and direct access to supported cooked PAYDAY 3 content from the user’s installed game.
The modkit does not redistribute PAYDAY 3’s cooked game content. Instead, the custom editor mounts the user’s local game installation and exposes supported assets in the editor.
What the modkit gives you
With the required setup complete, the editor can:
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expose supported PAYDAY 3 cooked assets under their original
/Game/…paths, -
open many cooked assets in read-only form so their defaults can be inspected,
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load supported cooked audio assets through the configured Wwise integration,
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resolve references to native PAYDAY 3 classes generated by Suzie,
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create new mod plugins through CrimeForge,
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convert some supported cooked assets into editable uncooked replacements,
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create partial uncooked/stubbed starting points for more complex assets,
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and Forge plugin mods for PDML.
Required runtime data
The cooked-content workflow depends on the following local data and configuration:
| Requirement | Purpose |
|---|---|
PAYDAY 3 game path |
Tells the custom editor where the installed game content is located. |
PAYDAY 3 AES key |
Allows the editor to access the encrypted game containers. |
|
Placed in the modkit root. It tells the editor which cooked PAYDAY 3 assets exist and allows those assets to be exposed in the Content Browser. |
JMAP in |
Read by Suzie when the project starts so native PAYDAY 3 runtime classes can be generated and registered in the editor. |
Wwise |
Required by the modkit’s modified Wwise plugin and needed for support for PAYDAY 3 cooked audio assets. |
For the setup sequence, see Set Up Wwise and Install the Modkit.
Where to go next
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Architecture explains how the main pieces fit together.
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Project Structure explains the important folders and files in the modkit.
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Custom Unreal Editor explains why the custom engine is required.
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Cooked Assets explains the read-only and uncooking workflows.
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Reflected Game Types explains the JMAP and Suzie pipeline.
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Updating the Modkit explains what to refresh after modkit or game updates.