Greetings Payday 2 community. I have an important announcement to make. Since today I will be leaving the PAYDAY 2 Modding scene and I will be leaving GREAT BIG BUSHY BEARD ( http://steamcommunity.com/id/GREATBIGBUSHYBEARD/ ) to take my place. The reason for my departure is that I would like to work on more sophisticated projects to further build my portfolio. Because of this, the source code for my 3 projects will be availiable over at Zwagoth's repo ( https://bitbucket.org/zabb65/payday-2-modding-information ), these projects include: model tool, (semi-broken) bundle modder 1.16, and diesel script tool. You can find more information about the model tool here: http://www.modworkshop.net/r/diesel_tool/ . The Bundle Modder is semi-broken because it includes some unimplemented features, but overall it should function fine. The diesel script tool is something that I cooked up a while back, this tool allows for encoding and decoding of following filetypes: sequence_manager, environment, menu, continent, continents, mission, nav_data, cover_data, world, world_cameras, world_sounds, prefhud. Which leaves font and animation filetypes unknown. All of these tools can be improved, don't hesitate to play around with the code.
I've been modding Payday 2 for about 2-3 years now, and it's been very educational and fun. I initially began modding Payday 2 with a goal of improving game performance, and thus I made Lower Shadow map Mod. Shortly after LSMM release, I took interest in improving the modding tools. I have to say that I've gotten farther than I originally aimed for. With Overkill's mod_override and recent performance settings update, I can safely say that my work here is done.
It's been a good run with you all. I hope that Payday 2 and the modding scene will grow even further after my departure.
Thank you Overkill for listening to the community and allowing modding into the game.
Thank you for everything but man, that's bullshit...