Structure
The modding system allows developers to create, customize, and share their own mods with others.
📂Mods Folder Structure
mods/
DirectoryAll mods are located inside the
mods
directory in your R5Reloaded base game folder.
mods.vdf
(Mod List)Mods are enabled or disabled through the
mods.vdf
file.If a mod is present in the folder but not listed in
mods.vdf
, the SDK will automatically detect and enable it by default.
📦 Individual Mod Structure
Each mod has its own subfolder within the mods
directory. Inside a typical mod folder, you'll find:
ExampleMod/
├── mod.vdf
├── scripts/
│ └── vscripts/
│ ├── scripts.rson
│ └── sh_callback.gnut
├── audio/
│ └── ship/
│ └── example_sound.mbnk
├── materials/
│ └── correction/
│ └── __example_color_grade.raw_hdr
├── paks/
│ └── win64/
│ │ └── ui_sdk.rpak
│ └── win64_Server/
│ └── common_sdk.rpak
└── vpk/
├── client_mp_rr_arena_skygarden.bsp.pak000_000.vpk
└── englishclient_mp_rr_arena_skygarden.bsp.pak000_dir.vpk
Pak Files: For custom assets.
Resource Folder: For localization (translations) and UI assets.
Scripts Folder: For any custom logic or gameplay changes.
mod.vdf: A configuration file.
🔧 What Can Be Customized in a Mod?
Basic Mod Information
Set your mod's name, unique ID, description, version number, and author.
Localization
Add your own translation files to support multiple languages. Example:
resource/mymod_%language%.txt
.Game expects a localization file for every language it supports. Make sure they are present.
ConVars (Console Variables)
Define custom settings that players can tweak via the in-game console or scripts.
Custom Audio (Not Yet Supported)
Create your own miles banks to load custom audio from mods.
Custom audio is currently not possible but mod system can load multiple banks.
Custom Scripts
Add or override game behavior using your own scripts to create new features, modify movement, weapons, UI, or even create brand-new game modes.
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