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Releasing a Mod
Requirements[edit | edit source]
Pre-Release Checklist[edit | edit source]
Note: The following items are numbered so you can keep track of where you are in this process, and do not necessarily need to be done in the published order.
Maps[edit | edit source]
- Ensure all assets required for your map are stored in your
Squad\Squad\Plugins\Mods\<mod_name>\Content\folder. Anything not in this folder will not be shipped!
- Make sure your map has a properly created Minimap.
- Your map must have the required actors for the gamemode you are targeting.
- Check all main base actors to ensure they are set to the correct Team ID.
Packaging[edit | edit source]
Once you have completed the necessary pre-release steps, left click on the "Share Mod" button at the top right of the Squad SDK, then left click on "Package Mod" button.
You will be asked for a location to use for the packaging process. Choose a location far away from your mods files, such as
Documents\Squad\PackagingMods\<mod_name>\ to avoid issues. EACH MOD MUST HAVE ITS OWN PACKAGING DIRECTORY! DO NOT REUSE DIRECTORIES!
You will receive a notification with the message "Mod being cooked for Window & Linux," which indicates the mod is being packaged. At the bottom right of the notification is a link titled "Show Output Log." Click on it to record any errors that may have occurred during the packaging process.
Successfully packaging a mod will result in the following message in the Output Log:
ModdingModCooker:Display: Modding shuffle completed successfully!
Deletion of the
<SDK Installation Folder>\Squad\Squad\Intermediate\ folder is required before cooking a mod.
CAUTION[edit | edit source]
If your computer has "Minimum requirements" to run the SDK, you may experience crashes and "BUILD FAILED" errors. If you have only 8 GB, close any programs you have that take RAM; Discord, Steam, web browsers, etc. If not, the SDK will have 'Fatal Errors' due to lack of RAM and force quit/crash itself. These errors and crashes can happen at any time during the process of packaging.
Common mistakes[edit | edit source]
Common mistakes that new modders make.
- Don't package your mod within same folder or directory.
- When you load the SDK and press 'Load Mod' then you package the mod, it won't package the mod correctly. You have to load the map first then package the mod.
- Test your map, don't upload to the Workshop immediately. Once your mod is packaged, test your map at the 'Shooting Range' in-game (follow these steps via 'Downloading a Mod (Local)' & 'Playing a Mod') and see if the mod works first. Test the spawns, vehicles and any other assets in your map. If it doesn't work, fix it and test again. If it does work, you can then open up the SDK again, share the mod to the Workshop.
Publishing to Steam Workshop[edit | edit source]
First, make sure you are logged into the Steam client on the same computer as your Squad SDK. The user you are logged in as will be the owner of the steam mod. Click on the "Share Mod" button at the top right of the Squad SDK, then left click on the "Upload to Steam Workshop" button.
Modding ChangeLog[edit | edit source]
This is the changelog for your mod. For your first upload, a simple
Initial Commit message is appropriate. For future updates, please try to follow the guidelines as listed here and along with following the Steam text formatting to make changelogs presentable.
Once you have clicked "Continue", a progress bar will appear. When you see "Upload Complete.", it is safe to close the "Create Squad Mod" window. The mod will appear under your Workshop Files in Steam.