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Creation of Custom Specialist

NOTE: In the current version of Expeditions, there is an issue that saving a custom specialist may not work when this specialist 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 Specialists are created similarly to custom Inventory Items and FOB Modules.

This process is initiated in 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 a Specialist, you will need to specify the identifier of the custom Specialist in the game. It is specified in the name field.

After that, in this dialog, you specify the general properties of the Specialist at first.

And, then, add and configure the necessary modifiers of this Specialist.

Pipelines

Creation

To create a new custom Specialist, 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 > Specialist.

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

  5. At the top of the dialog, specify general properties of this Specialist.

  6. In the modifiers list, add and configure necessary modifiers of this Specialist.

  7. 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 specialist may not work when this specialist 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 Specialist 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 specialist can be found in the folder of this specialist within Documents\My Games\Expeditions\Media\Mods\.

The name of this folder is formed based on the SpecialistDesc_<identifier_of_specialist> pattern.

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

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

Opening

To open an existing custom specialist:

  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 specialists (SpecialistDesc).

  5. Select the necessary specialist in the list and click OK.

Packing

To pack a custom specialist:

  1. Create or open the custom specialist.
  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 specialist. 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 specialist 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 specialist 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.