Updating the Modkit
The recommended development workflow is to clone or fork the modkit Git repository and pull changes when the modkit is updated.
This makes it easier to keep your local project current while keeping your own CrimeForge-created mods under the project’s Mods directory.
Updating the modkit repository
If you cloned the modkit repository, pull the latest changes from the branch you are using.
If you maintain your own fork, update your fork from the upstream modkit repository and then pull those changes into your local clone.
Review incoming changes before overwriting any local project configuration or work.
User mods
CrimeForge creates user mods automatically under:
<ModkitRoot>/Mods/
Keep your own mods as separate plugin folders inside this directory.
The modkit’s official PDML plugin also lives in Mods/PDML/.
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Do not modify or Forge the bundled PDML plugin. PDML is included so your mods can use its functions and API in the editor. Always use the official PDML version supplied by the modkit. |
After a PAYDAY 3 game update
When PAYDAY 3 updates, refresh the game-derived data used by the modkit.
1. Update AssetRegistry.bin
Use FModel to extract a fresh AssetRegistry.bin from the updated game.
Replace the old file at:
<ModkitRoot>/AssetRegistry.bin
This keeps the editor’s view of the game’s cooked assets aligned with the current game version.
Why both files must be refreshed
The two files track different parts of the game:
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AssetRegistry.bintracks cooked asset discovery. -
the JMAP tracks reflected native game classes.
Updating only one can leave the editor with stale information for the other side of the cooked-content workflow.