Report Mod
BeardLib Editor
Version | Last Updated: 12-31-2017, 04:52 PM
Status: Public
Views: 15754
Downloads: 1354
12 1
Author (Submissions)
Collaborator (Submissions)
Aria Gear
Collaborator (Submissions)

Will not be updating it anymore, if anyone wishes to take on the project, fork the repo at GitHub and upload the updated version on mws.

BeardLib-Editor is a mod that uses the amazing library called BeardLib to allow editor-like features!

Editor? For what?
Bunch of stuff, currently most apparent is the level editor including the environment editor!

Level Editor?
Yep! you can create new levels from scratch using BeardLib Editor
Don't know how to? begin reading the guide in here

Please report the issues in GitHub not here, it's much easier to manage issues in GitHub.
If you'll comment issues/crash reports here, I will either delete the comment or ignore it, also don't comment the issues in commits like in comments here it's hard to follow them.
so post it here:

Before you stop reading!
This mod requires first of all BeardLib itself
and then requires the pdmod to be installed, it will change the physics settings to allow collisions
for some more things to work like loading a unit from extract, using lights you need to extract the files of the game(sadly the game's function to read files inside the bundles crashes any non binary read attempt, even if the assets are loaded....)
for all units in the game and allow you to use things like move widget and create navigation data. if you don't know how to install the pdmod go to here

  • Q: BeardLibEditor menu is not appearing.
  • A: Please check the log file if you have any mod that causes errors which can cause the menu build to fail.
  • Q: How do I make a level?
  • A: Go to the beginner guide if you missed: (I'm still in progress of making it so stay tuned(don't bug me to do that please)).
  • Q: There isn't a guide for x
  • A: I'm still in progress of making the guide fortunately I'm sort of done with all of the features and I can focus on the guide more, in the mean time either ask some good modder that knows how mapping works(not me cuz I'm busy :P).

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12-13-2017, 06:29 PM
well...i sometimes do update my mods from there but i still prefer manual updating i dont know why it just feels better knowing i got the right version and doesnt even requires me to do a restart to apply the change because with the updater in game it downloads and installs then you gotta restart your game and that kinda annoyd me so i just stick with updating mods the manual way

10-03-2017, 05:53 PM
I feel like I'm doing something wrong here. I want to add an instance to my map (the crojob methlab). The map is a copy of Rats Day 1. I place the instance in the correct position and everything seems fine in-editor, but when I try to play the map the methlab doesn't appear, uh... appear. It still appears in-editor but never in-game. Other changes do appear, just this instance. I've tried adding the instance to "assets" and that doesn't do much either.

09-12-2017, 11:30 PM
@hoxgsten randomflash
Update using BeardLib..? there's a menu for that(blue circle with number in it how much obvious do I need to be)

09-12-2017, 11:20 PM
@Stip [D.W.U]
why dont you just install updates manually? i do it the same way cause my updater from blt somehow doesnt really work right so i install every update manualy from now on yes its annoying but better than having something broken

09-04-2017, 10:14 PM
...Why is Beardlib gone?  Like, it won't update.

08-25-2017, 04:54 PM

08-17-2017, 11:18 PM
I think most textures in the game can load freely but either way currently the editor has no feature to show stuff like that.

08-17-2017, 12:54 PM
Where can i find a package list to load textures from heists?

07-27-2017, 06:25 PM
when i open by winrar it`s typed error file broken. when i rebuilt menu doesnt show in payday2. when i see i dont have a Paths.bin pls help

07-25-2017, 10:15 PM
Simply amazing, nice work.

07-22-2017, 05:31 PM
It's in the website's wiki but I updated it.

07-22-2017, 05:20 PM
The guide linked doesn't exist.

02-27-2017, 05:18 PM
How do I save changes that I made to a level?

11-26-2016, 11:46 PM
@Ben Smith =PAE=

in the main.xml under packages you'd put, for example, <value_node value="levels/narratives/vlad/ukrainian_job/world/world"/> to load units from ukrainian job - you can look at the files for Out Of Frame for an example of how things are laid out. 

11-20-2016, 09:29 PM
Wait I Guess I did Not Understand The Package Section How can I load Packages ?

11-20-2016, 09:27 PM
@Luffy Thanks A Lot For Response Can You Tell me The Location Of Packages ?

11-20-2016, 05:26 PM
@Ben Smith =PAE=
1. Probably not sadly.
2. You have to load it's package
3. Currently there are no tutorials/already made stuff for the editor sorry.

11-20-2016, 03:32 PM
Awesome Mod That Ables me To Take GREAT Screen Shots But I Have Few Questions

First: When I Enable .pdmod file in my game I can't deploy my deployables will you fix that ?

secound: I want to Add An Item In A Map That Map Doesn't Contain in it But When I Try it It Crashes How Can I Add Something In a Map Like That ?
(Like: Ukrarian Job Does Not Contain Almir's Toast But I Want To Add Almir's Toast To That Map How Can I Do That ? [It Crashes When I Try] )

Third: When I Spawn A Safe I Want To Put Something in It How Can I Do That ?

10-31-2016, 08:17 PM
Thanks for the fast response, clears it up! Do have another problem, though, apologies - ElementSpawnCivilan and ElementSpawnEnemyDummy seem very fragile in the editor. If you click it or have clicked it in the current editor session (i.e. no restarting) then it will CTD upon execution. This means that to change its settings one has to edit the settings, then save, restart and then press F10, otherwise it won't work.

Also, in regards to the previous third point, there's quite a few elements that don't spawn if I click them (i.e. I'd have to do it via editing the XML), not just that one -

There's also a few that cause a CTD if I try to spawn them in the editor -

Again, thanks very much!

10-30-2016, 10:48 PM
1. Dunno if its fixable but the pdmod has to be this way to be able to edit certain units including interacting with the widgets
2. Those weirdly don't work(i think) they are also used in there, The package system can be extremely weird sometimes so i am not sure.
3. Editing light and such is planned for the future as you may see the editor isn't fully ready, I will add the missing element in the next versions thanks for informing me.