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Creation of Custom Inventory Item

(NEW) This feature is valid for Expeditions only.

NOTE: In the current version of Expeditions, there is an issue that saving a custom inventory item may not work when the item is created for the first time. As the result of this issue, you will see the "Can’t open file: ..." message. This issue occurs because the Media\Mods folder is not created automatically. The temporary solution for this is to create this folder manually. Or, as an alternative, create and pack any map. This issue is known and will be fixed in the next versions of the Editor.

Overview

Custom Inventory Items are created similarly to custom FOB Modules and Specialists – in the dialog window that is opened by clicking the EXP MODs creation () button on the toolbar of the Editor.

At first – after selecting in the main menu that you want to create an Inventory Item – you will need specify the identifier of the custom Inventory Item in the game. It is specified in the name field.

Then – you need to select the class of the inventory item in the InventoryItemDesc field and specify the properties of the inventory item. These properties vary depending on the selected class.

NOTE: Fuel, Repair parts, and Spare wheels are not inventory items from the modding perspective. See Custom Inventory Items: Overview for details.

Classes of Inventory Items

Classes of inventory items correspond to abilities that they will use.

Classes that may be selected in the InventoryItemDesc field are listed below.

NOTE: All original in-game items are listed in the Appendix: Types of Inventory Items.

InventoryItemDesc

  • Class: InventoryItemDesc
  • Description: This class should be selected for items without any ability. For example, for various Quest Items, Treasure Items, and so on.
  • Fields: No ability-specific fields, only General Properties.
  • Original in-game items: Memory Card, Dinosaur bone, Flight Recorder

InventoryItemDescAnchor

  • Class: InventoryItemDescAnchor
  • Description: This class should be selected for custom Anchors.
  • Fields: General Properties + Anchor Properties.
  • Original in-game items: Anchor, Removable Anchor

InventoryItemDescJackScrew

InventoryItemDescEcholot

WARNING: The creation of custom Drone, Echo Sounder, and Binoculars items is currently not supported. Please do not create the mods of these items since currently they lead to errors. This issue is known and these items will be supported for sure in the future releases of the game.

InventoryItemDescBinocular

WARNING: The creation of custom Drone, Echo Sounder, and Binoculars items is currently not supported. Please do not create the mods of these items since currently they lead to errors. This issue is known and these items will be supported for sure in the future releases of the game.

InventoryItemDescDrone

  • Class: InventoryItemDescDrone
  • Description: This class should be selected for custom Drones.
  • Fields: General Properties + Drone Properties.
  • Original in-game items: Drone

WARNING: The creation of custom Drone, Echo Sounder, and Binoculars items is currently not supported. Please do not create the mods of these items since currently they lead to errors. This issue is known and these items will be supported for sure in the future releases of the game.

Pipelines

Creation

To create a new custom inventory item, do the following:

  1. Open the Editor.

  2. Click EXP MODs creation () on the toolbar.

  3. In the main menu of the appearing dialog, select File > New Mod > Inventory Item.

  4. In the name field – specify the identifier of the new Inventory Item. The specified value should contain only Latin characters, digits, and underscores (_). It must not contain spaces ().

  5. In the InventoryItemDesc field – specify the class of the new Inventory Item.
    If your inventory item will not use any ability, select the InventoryItemDesc class here.
    If your inventory item will use an ability, select the corresponding class in the InventoryItemDesc field.
    See above for details.

  6. Specify general properties of the inventory item at the top of the dialog.

  7. If your inventory item uses an ability, specify its ability-specific properties below them.

  8. To save your changes, select File > Save from the main menu.

NOTE: In the current version of Expeditions, there is an issue that saving a custom inventory item may not work when the item is created for the first time. As the result of this issue, you will see the "Can’t open file: ..." message. This issue occurs because the Media\Mods folder is not created automatically. The temporary solution for this is to create this folder manually. Or, as an alternative, create and pack any map. This issue is known and will be fixed in the next versions of the Editor.

After the creation, you can pack this inventory item to make it available in the game and to be able to upload it to mod.io later on.

Source Files

After saving, saved properties of the inventory item can be found in the folder of this custom inventory item within Documents\My Games\Expeditions\Media\Mods\.

The name of this folder is formed based on the InventoryItemDesc_<identifier_of_inv_item> pattern.

For example:
\Documents\My Games\Expeditions\Media\Mods\InventoryItemDesc_my_custom_anchor\

The properties themselves are saved in the InventoryItemDesc file in this folder, in the JSON format.

Opening

To open an existing custom inventory item:

  1. Open the Editor.

  2. Click EXP MODs creation () on the toolbar.

  3. In the main menu of the appearing dialog, select File > Open.

  4. In the appearing dialog, expand the section named as the class of inventory items (InventoryItemDesc).

  5. Select the necessary inventory item in the list and click OK.

Packing

To pack a custom inventory item:

  1. Create or open the custom inventory item.
  2. Select File > Pack from the main menu of the dialog.
  3. The message box displays the path to the location of .zip files that will be generated for the inventory item. Click OK to generate them.

Generated Files

During packing, the system generates:

  • The set of .pak files – for local testing of the mod.
  • The set of .zip files – for uploading to mod.io.

The .zip files can be found in the folder of this custom inventory item within Documents\My Games\Expeditions\Media\Mods\.

The .pak files are stored in the root of the Documents\My Games\Expeditions\Media\Mods\.

Local Testing

After packing, your custom inventory item will be available in the game.

The game will use the .pak files generated during packing to identify the mod (locally).

However, you will need to restart the game for this identification.

Uploading to mod.io

Uploading to mod.io is performed similarly to uploading of the truck mods. See Uploading Mod to mod.io.

Subscription and Enabling

Subscription to the mod and its activation are performed the same way as for truck mods. See Enabling Mod in the Game.