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RO2 This is why you cannot change any packages client sided

Hey folks!

I'm new here, but maybe some of you know me because I'm the creator of some sound mods for guns on the steam workshop.

A lot of people have been asking me how I create these, and why I don't create sound mods for example for the PPSh. I'll try to explain here.

How a normal mod works: well, we all know I guess. Your mod becomes a mutator. For it to be activated, both the server and the client need to have the mod installed.

How my sound mod works: Here it gets a little bit complicated. My mods alter the packages alter the packages only client sided, not on the server. This means that they work on any server, the server doesn't need to have the mod installed.

But why can't I edit sounds like the PPSh? I don't know why I can't do the PPSh but I can do the MKb. It makes no sense to me either. But I do know what kicks me out of the matches when I have a modded PPSh.

Unreal Engine features a client-server sync. Every package gets a unique number assigned. This is called the GUID. When a package is modified and saved, the GUID of the new modified package will differ from the GUID of the old original package. During loading and joining a server, the server checks if the original GUID (which is stored on the server) corresponds with the GUID of your client's package. If not, you will get disconnected.

I sincerely understand this mechanic, as it also prevents cheaters from entering a game with a modified client. I however also love free modability. I tried to make the modified package's GUID correspond with the original using a conform command in the SDK (https://udn.epicgames.com/Three/CommandletList.html#Conform Commandlet). However, Tripwire blocks this so there's no way I can modify some gunsounds.

But why can I still enter a game with my modified MKb gunsound package? Well I think that remains a mystery, until someone of Tripwire enlightens us.

I'm really sorry, but I hope you have learned something from reading this post. It's my first post, so I hope it's a little bit constructive.

Cheers!

LordMustang

Some more explanation: http://www.oldunreal.com/UnrealReference/versions.htm