

- #Payday 2 bundle modder invalid asset folder how to
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These things are relics from an older time, before BLT, before the override folder, before BeardLib and all of that good stuff.
#Payday 2 bundle modder invalid asset folder mod
There's one last thing when it comes to mod installation however. Presence of both indicates that the mod you just downloaded is supposed to go in mods.Presence of a main.xml but no mod.txt indicates that the mod you just downloaded is supposed to go in mod_overrides.Presence of a mod.txt indicates that the mod you just downloaded is supposed to go in mods.Check the mod files for a "main.xml" and a "mod.txt.".Alternatively, there's the Tsuna Method (for lack of a better word): Nine times out of ten that solves the issue.
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Tl dr Read the tags and/or description of a mod if you're not sure where to put it.
#Payday 2 bundle modder invalid asset folder install
Note that while the mod_overrides folder is inside the "assets" folder within the game install directory, the Maps folder is actually in the game install directory proper like the mods folder is. Custom heists installed outside this folder will not be loaded by BeardLib and added to the game, and mods that are not custom heists probably won't work if you plonk them here. All custom heists you download must go in this folder, and this folder only. The Maps folder (yes, that "m" is supposed to be capitalized) is something that only exists if you have BeardLib installed, and contains, well, maps. The third folder, however, is pretty distinctive. As a general rule of thumb however, mods that require BeardLib that aren't gameplay-changing mods go in mod_overrides, and the rest goes in mods unless explicitly stated. Note that if you have BLT and BeardLib the line between these two folders starts to blur a little. Things that go in the mods folder are more advanced, ranging from mods that change the core gameplay of PAYDAY 2 to slick interactive HUDs to things as simple as extra perk decks and throwables. In contrast, the mods folder requires BLT, and as such does far more than merely replacing sounds and images.
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If you want to read more on how to install stuff into mod_overrides, go here. Without BLT installed, all the mod_overrides folder does is tell the game what models/textures/sounds it should be loading as a replacement for which base game models/textures/sounds - for example, if you have the Doom Ithaca mod in your mod_overrides folder, PAYDAY 2 will look inside the Doom Ithaca directory, see that said directory has its own file at /soundbanks/wpn_m37.bnk, and then play sounds from that soundbank instead of the base game /soundbanks/wpn_m37.bnk.
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The mod_overrides folder is supported by PAYDAY 2 by default, and will either come with your PAYDAY 2 install by default (located within the "assets" folder), or require manual creation (read: make a folder in "assets" named "mod_overrides" yourself) but still work anyway. This is a typical point of confusion for people new or inexperienced with using mods for PAYDAY 2, so allow me to provide a simple breakdown. Mods folder VS mod_overrides folder VS Maps folder:

SuperBLT is just the next evolution of BLT/BLT2, so all your old mod would work just fine in SuperBLT.
#Payday 2 bundle modder invalid asset folder archive
