Terminology

This page defines terms used throughout the documentation.

Modkit

The complete community development environment used to author PAYDAY 3 mods. Depending on context, this includes the custom Unreal Engine editor, the PAYDAY 3 project/stubs, CrimeForge, and supporting tooling.

Custom editor

The customized Unreal Engine 5.5.4 editor used by the modkit.

Cooked asset

An asset that has already been cooked for the shipped game.

In this modkit, supported installed PAYDAY 3 cooked assets can be made visible to the editor as read-only development/reference content.

Mod-owned asset

An asset created by the mod author and belonging to the mod.

This is different from PAYDAY 3 base-game content.

CrimeForge

The editor tooling used for PAYDAY-specific mod creation workflows, templates, validation, forging, and related authoring tools. CrimeForge creates mods as Unreal plugins.

PDML

The PAYDAY 3 runtime mod loader/integration layer. PDML discovers and handles CrimeForge plugin mods installed under PAYDAY3/Mods/.

Forge

CrimeForge’s name for the cook and package operation. Forge cooks the assets that belong to the selected mod and packages only the content that mod should include.

PDML mod directory

PAYDAY3/Mods/ is the dedicated runtime location for normal CrimeForge/PDML mods. It is separate from PAYDAY 3’s own PAYDAY3/Content/Paks/ directory.

PAL

A packaging/asset-list mechanism used by the modding toolchain to control which content is included for a mod.

Proxy

An editor-safe representation of a PAYDAY 3 gameplay object.

For systems that cannot safely or practically be authored directly from cooked game objects, CrimeForge can use proxies/placeholders that are resolved to the appropriate runtime objects in-game.

Asset replacement

A mod asset intended to replace content at an existing PAYDAY 3 asset path.

Additive content

New content introduced by a mod rather than replacing an existing base-game asset.