
Hey all!
Gonna keep this short, because the guide is already lengthy enough.
I wrote a guide on how to create your own custom heist in Payday 2, including some useful core files (you may have seen the download pop up), full description of the mission and continent file, information on the existing elements, prop and instances and a whole lot more tips and tricks which I've learned over the past month whilst creating my own custom heists.
You can find the guide, on Steam, here: https://steamcommunity.com/sharedfiles/filedetails/?id=698601037
If possible, please share this guide with as many people as you know! I'd love to see more people create custom heists instead of just the handful of people around on the forums right now.
We'd get a lot of new, awesome heists, and the development process will speed up lots and lots because of it!
Thanks in advance for clicking the link, and see y'all later!

hi quackertree i need some help
i have extrcat all of the features with the beardlib editor after i have made some modification of "First World BAnk" \ OVERDRILL
I want to allow this map with 1 / 2 /3 / 4 players
and many extra features of overdrill open but more hard to access
so i have this file
( world.world / continents.continents / cover_data.cover_data / mission.mission / nav_manager_data.nav_data )
and this folder ( collision / editor_only / env / lights_rob / shadow_caster / world )
i think i need one main.xml or lua to launch my map but after loading it my games crash
i have applicate some execute startup 2 or 3 just some open door and dont hide it
Why and how i made it run correctly ?
i can send you files to see
please i like modding this game
++

Since the new BeardLib update, the legacy version is something I cannot recommend getting into, unless you are familiar with it (in which case it still isn't beneficial); I recommend you to download Out Of Frame and check out how the new format works and learn based off of that.
My guide still holds, but only for the legacy format. If you're new, it's best to stick to the new format! :)

HI ok thanks for your light^^
i have madse it too with the new format of outofframe.
i remade the code acces of files and features
but after in my games the mod is active but its similar , i can't see it in contracts or contacts.
example of files "main.xml"
<table name="FUFUDRILL">
<narrative id="highrise" name_id="heist_highrise" brief_id="restoration_brief_data_highrise_briefing" contact="shatter" briefing_event="Play_bot_watchdogs_new_stage2_01">
<chain>
<table level_id="highrise_stage1" type_id="heist_type_assault" type="d">
</table>
</chain>
<crimenet_callouts>
<value_node value="Play_bot_watchdogs_new_stage2_02"/>
</crimenet_callouts>
<crimenet_videos>
<value_node value="cn_branchbank1",/>
<value_node value="cn_branchbank2",/>
<value_node value="cn_branchbank3",/>
</crimenet_videos>
<payout>
<value_node value="530000"/>
<value_node value="708750"/>
<value_node value="1268750"/>
<value_node value="2437500"/>
<value_node value="3000000"/>
</payout>
<contract_cost>
<value_node value="171000"/>
<value_node value="332000"/>
<value_node value="855000"/>
<value_node value="1760000"/>
<value_node value="2140000"/>
</contract_cost>
<experience_mul>
<value_node value="1.2"/>
<value_node value="1.2"/>
<value_node value="1.2"/>
<value_node value="1.5"/>
<value_node value="2.5"/>
</experience_mul>
<min_mission_xp>
<value_node value="87500"/>
<value_node value="87500"/>
<value_node value="87500"/>
<value_node value="87500"/>
<value_node value="87500"/>
</min_mission_xp>
<max_mission_xp>
<value_node value="127000"/>
<value_node value="127000"/>
<value_node value="127000"/>
<value_node value="127000"/>
<value_node value="127000"/>
</max_mission_xp>
</narrative>
<level id="highrise_stage1" name_id="heist_highrise_stage1"
brief_id="restoration_brief_data_highrise_briefing" max_bags="122"
ai_group_type="america" briefing_dialog="Play_pln_fwb_brf_01"
outro_event="Play_pln_fwb_34","Play_pln_fwb_65" ghost_bonus="0.1">
<include directory="world">
<file type="generic_xml" file="nav_manager_data.nav_data"/>
<file type="generic_xml" file="world.world"/>
<file type="custom_xml" file="world_sounds.world_sounds"/>
<file type="custom_xml" file="mission.mission"/>
<file type="custom_xml" file="cover_data.cover_data"/>
<file type="custom_xml" file="continents.continents"/>
<file type="custom_xml" file="collision/collision.continent"/>
<file type="generic_xml" file="collision/collision.mission"/>
<file type="custom_xml" file="editor_only/editor_only.continent"/>
<file type="generic_xml" file="editor_only/editor_only.mission"/>
<file type="custom_xml" file="env/env.continent"/>
<file type="generic_xml" file="env/env.mission"/>
<file type="custom_xml" file="lights_rob/lights_rob.continent"/>
<file type="generic_xml" file="lights_rob/lights_rob.mission"/>
<file type="custom_xml" file="shadow_caster/shadow_caster.continent"/>
<file type="generic_xml" file="shadow_caster/shadow_caster.mission"/>
<file type="custom_xml" file="world/world.continent"/>
<file type="generic_xml" file="world/world.mission"/>
</include>
<hooks>
<hook file="Hooks/elementcounter.lua" source_file="core/lib/managers/mission/coreelementcounter"/>
<hook file="Hooks/elementdialogue.lua" source_file="lib/managers/mission/elementdialogue"/>
<hook file="Hooks/elementobjective.lua" source_file="lib/managers/mission/elementobjective"/>
<hook file="Hooks/Elementmodifyplayer.lua" source_file="lib/managers/mission/elementmodifyplayer"/>
</hooks>
<packages>
<value_node value="packages/narr_red2"/>
<value_node value="levels/narratives/classics/red2/editor_only/editor_only"/>
<value_node value="levels/narratives/classics/red2/editor_only/editor_only_init"/>
<value_node value="levels/narratives/classics/red2/lights_rob/lights_rob"/>
<value_node value="levels/narratives/classics/red2/lights_rob/lights_rob_init"/>
<value_node value="levels/narratives/classics/red2/pc_only/pc_only"/>
<value_node value="levels/narratives/classics/red2/pc_only/pc_only_init"/>
<value_node value="levels/narratives/classics/red2/backdrop/backdrop"/>
<value_node value="levels/narratives/classics/red2/backdrop/backdrop_init"/>
<value_node value="levels/narratives/classics/red2/world/world"/>
<value_node value="levels/narratives/classics/red2/world/world_init"/>
<value_node value="levels/narratives/classics/red2/world"/>
<value_node value="levels/narratives/classics/red2/world_init"/>
<value_node value="levels/narratives/classics/red2/world_sounds"/>
</packages>
<assets>
<asset name="ammo_bag"/>
<asset name="health_bag"/>
<asset name="grenade_crate"/>
<asset name="bodybags_bag"/>
</assets>
</level>
</table>
i try just to launch red2(firstworldbank) whitout hidable door of overdill vault
i have too, change name highrise by name of my new contracts and desactivate hooks data or scriptdata and modify localization files ...
so i never have my map inside the game
help me ^^
Thank you base Quackertree