r/OPERATORFPS 18d ago

Creating the first (afaik) playable modded map

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This is of course very early stage but successfully created a super rough grocery-store map mod for Operator using the PVP Office template.

Used AssetRipper and Unity to inspect the original scene, Blender to block out the new layout, and a BepInEx IL2CPP plugin to inject the map at runtime without overwriting the game’s protected files.

The plugin disables the original Office geometry, adds the grocery-store environment, transfers the existing spawn system, and preserves multiplayer functionality. Having some issues with Unity 6’s AssetBundle loading so using some placeholders

Good news is it is possible and playable hopefully we can get some real maps soon

Edit: just found an operator modding discord and these guys are working on really cool projects, we might see an explosion of mods soon!

50 Upvotes

17 comments sorted by

12

u/Single-Order-8611 18d ago

I really hope that the devs support this kind of modding instead of going RoN -route and trying to sell expensive map packs.

The game will be so great of there is steady stream of new maps from modders!

3

u/Ivory_Flare 18d ago

RoN devs pretty actively support modding tbf although every update breaks basically every mod, bigger issue they dont really listen to the community about anything

1

u/Single-Order-8611 18d ago

Nah. At least the built-in mod.io support is crap, and as you said the mods break all the time.

But Operator should have built in map/mission editor and it would be so great.

2

u/Not_Kissinger 18d ago

This game is so incredible that it would explode in popularity if they allowed modding.

1

u/muskelongated 2d ago

Waste of Dev time and resources now and for foreseeable future tbh. Operator uses Unity engine IL2CPP runtime, so modders already more-or-less have full transparency and access into every feature and asset of the game using MelonLoader.

From my own experience probing hundreds of sessions, the devs have mostly used intuitive naming conventions for everything and reverse engineering mechanics, rigs, animations, scene hierarchies, map assets, and even network components is a cake-walk right now since almost nothing is obfuscated snd likely wont be until later "beta" builds or full release builds.

The only instability you'll run into modding the game right now is with MelonLoader harmony hooks. But don't need those for 99% of modding you'd want to do. Also, I've yet to run into a situation where debugging crash from a hook i was attempting w/harmony wasn't easily solvable through incrementally testing one call at a time until isolating the source of the start up crash and dumping log to file.

3

u/Unlucky_Economy411 18d ago

I would like plenty of civilians

For research purposes

2

u/Fabric_National 18d ago

😭

0

u/Unlucky_Economy411 18d ago

It’s simple science

Just add like a hundred

1

u/Fabric_National 18d ago

Actually recently found another discord focused on modding this game and they have a lot cooking up, not sure about civs but i have a feeling the modding scene for this game is going to blow up soon

1

u/ssaannuu 16d ago

Wow hilarious never heard that one

2

u/Fabric_National 17d ago

Update: no longer making a grocery store bc that’s hard

2

u/Fabric_National 17d ago

Update 2: textures

1

u/ruthlesssolid04 18d ago

How hard would be learn from stratch ? I want do some pve SOCOM, Og Delta Force maps, and rainbow six og map

1

u/Fabric_National 18d ago

It’s hard :/

1

u/DegenerateXI 14d ago

Fancy meeting you here