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/.

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.

2. Generate a fresh JMAP

Run GenerateJMAP.bat against a clean running PAYDAY 3 instance with no mods or UE4SS active.

Make sure the resulting current JMAP is available in:

<ModkitRoot>/Content/DynamicClasses/

3. Restart the project

On the next project startup, Suzie reads the current JMAP and regenerates/registers the native PAYDAY 3 runtime classes locally.

No UE4SS UHT generation step is required.

Why both files must be refreshed

The two files track different parts of the game:

  • AssetRegistry.bin tracks 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.

Custom editor updates

The custom editor is developed separately from the modkit project and receives compatibility fixes as new cooked-asset cases are found.

Keep the editor version required by the current modkit branch/release.

The current custom editor source and update history are available at: