Well, after some trial and error, the answer is: YES, I'm able to use mods in Far Cry 5!
Check this video of the Evil Dead Boomstick map, which showcases some mods:
Modding is only possible on the PC platform. In terms of conventional editor modding, I found:
- Using assets/materials already existing in the main game's files is possible. BUT, there may be a catch: some assets were designed for specific (limited) use cases. Using them outside their intended scope may prove troublesome or even may cause the game to crash! Imagine putting a Blood Dragon against a Mars DLC Yeti. They will fight eachother, but as the Mars Yeti never needed to fight a dragon in the Mars DLC, it didn't load the required animations. While fighting however, the Blood Dragon still wants to play those animations, and the game will crash.
- It's possible to add new (modded) assets to the Map Editor. They will work in custom maps, but they can't be spawned in (because that would require a mod to be installed on the game). Usage of these objects in scripting is limited to trigger event and despawning.
- There are "locked doors" in the game that work in the Editor. However, they only work once per session; when players die and restart the map, any previously unlocked doors will remain unlocked. Until you exit to the Arcade menu and load the map again.
- While there are interactable switches in the game files, I haven't found a way to make them trigger scripts, unfortunately.
Aside from the conventional modding, it's possible to make limited modifications to the Editor itself. This includes things like bypassing Editor (Budget) limits, and allowing basic scripts in multiplayer. It even allows (de)spawning of any object, with mixed results (the navmesh won't update so AI won't react to changes in their environment). So things may be a bit trial-and-error, but as you can see they allow for some interesting effects!
I'm hoping to release a first version of my editormod soon. It'll feature the Zombie DLC assets previously uncovered for all platforms, thousands of main campaign assets, some static variants of dynamic objects, more textures to retexture generic objects with, animation points, locked doors with keys (players first need to find a key before they can open a door) and gadgets as pickup (players first need to find and pick up the grappling hook in order to to access grapple points). Probably will include some more weapon(skins) too, including the Magnopulsar.![]()
Heh "soon" is a relative term for me. But here it is:Originally Posted by Steve64b Go to original post
https://www.nexusmods.com/farcry5/mods/39