📢 PSA: Custom mask mods - Changes required for Payday 2 Update 243

Originally posted by Rex on Steam Discussions

With update 243 we made adjustments to how masks can be customized, which required shader changes that now needs the "material_config" files to be updated.

Custom mod masks will not automatically support this new format so to make it work in the new system you will need to make the following changes!

Rename the render_template from "solid_mask" to "solid_mask:MATS_3" Add material_amounts vector3 parameter Add diffuse_layer0_texture parameter Add diffuse_layer1_texture parameter Add diffuse_layer2_texture parameter

If you are uncertain on how to add these parameters; See the below codeblocks for an old and new version of a mask material.

Old material code block for reference:

<material name="mat_template" unique="true" render_template="solid_mask" version="2"> <diffuse_texture file="units/payday2/masks/msk_template/template_df"/> <bump_normal_texture file="units/payday2/masks/msk_template/template_nm"/> <reflection_texture file="units/payday2/matcaps/matcap_plastic_df"/> <material_texture file="units/payday2/masks/shared_textures/patterns/pattern_no_color_no_material_df"/> <variable value="0 0 0" type="vector3" name="tint_color_a"/> <variable value="0 0 0" type="vector3" name="tint_color_b"/> <variable value="1" type="scalar" name="material_amount"/> </material>

Same material in the new format.

<material name="mat_template" unique="true" render_template="solid_mask:MATS_3" version="2"> <diffuse_texture file="units/payday2/masks/msk_template/template_df"/> <bump_normal_texture file="units/payday2/masks/msk_template/template_nm"/> <reflection_texture file="units/payday2/matcaps/matcap_plastic_df"/> <material_texture file="units/payday2/masks/shared_textures/patterns/pattern_no_color_no_material_df"/> <variable type="scalar" name="material_amount" value="1"/> <variable type="vector3" name="material_amounts" value="2 2 2"/> <diffuse_layer0_texture file="units/payday2/matcaps/matcap_plastic_df"/> <diffuse_layer1_texture file="units/payday2/matcaps/matcap_plastic_df"/> <diffuse_layer2_texture file="units/payday2/matcaps/matcap_plastic_df"/> </material>

I need help! It's not working!

Make sure you have not made changes to "diffuse_texture", "bump_normal_texture", "reflection_texture", "material_texture" or the parameter "material_amount". Check to see if you have the right variable type for your "material_amounts" parameter, it should be "vector3" and NOT "scalar". Make sure the parameters for "tint_color_a" and "tint_color_b" are not present in the material. If all else fails make a comment under this post and someone can point out any mistakes that may have been made.
OVER DRILL
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how to start OVERDRILL
I'm in the right position, but the overdrill doesn't start
I'd like a supplementary mod to start overdrilling

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are you doing it with a full team? everyone in correct positions?
make sure no one steps past the desk into the pre-vault room, where you plant the thermite, that voids overdrill

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Of course.
Even though it looks to me like all four of you are in the right place.
I can't get the overdrill to start.

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sometimes it takes a little bit of shifting around in your spots to work, and make absolute certain that no one steps beyond the front desk, into either of the two little hallways that lead into the vault area, as that prevents overdrill from happening.
activate overdrill first, then plant the thermite.

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@smileyflux I thought all the four people had to do was stand in the right place, facing the right direction, for a certain amount of time, but have there been more conditions?

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no new conditions between pd:th and pd2, no
have all 4 players standing in their respective positions, facing the correct way for a certain period of time without breaking the cameras, on death wish or above
but i can't stress enough that anybody stepping past the front desk will prevent overdrill from happening, so communicate this to your team, if anybody steps beyond the desk, restart

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@smileyflux In multiplayer I have done overdrill dozens of times and there was no such limitation. I was able to start the overdrill even after the vault was liberated.

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in my experience if anyone steps beyond the front desk, afterwards even if all four players are in the correct positions we couldn't start overdrill, so it's better safe than sorry

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@smileyflux I see. I understand.
Thanks for the advice.

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