About This File
Andraste Modding Framework
Andraste, at it’s core, is a generic modding framework, aiming to bring a modern toolset into old (DX 9) and modern games alike. It does so by injecting a .NET FX Runtime into native applications, allowing us to code the framework in a safe language (C#), which even opens up the possibility to write code modifications in .NET languages, that interface seamlessly with the native code of the game.
Note: This current release requires you to be tech-savy and is primarly aimed at mod developers and to find problems with the base-framework. It won't provide major features, yet, so don't sweat it, if you can't get it to run.
Note: While this is in the TDU2 category, Andraste can also be used for TDU1 and potentially a lot of other games (unless they are 64 bits or have some protective anti cheat system)
How to run Andraste
Currently, Andraste only comes with a console launcher, so to launch it, you need to execute the Launcher.exe and pass the path to your game.
This can be done by dragging the game onto the Launcher.exe or better: creating a shortcut to do that.
If Andraste is running, it should write logging output into the console window of the launcher.
At this point, you can start creating mods that will then be loaded into your game.
In order for mods to be loaded into your game, place them into the mods folder next to the Launcher.exe
Currently, since the Launcher has no proper GUI, all mods are always loaded, you can't toggle them, but you can move them out of the mods folder.
If you still have problems launching Andraste, see our Docs on using the Launcher and "installing" mods.
Converting an Mod into the Andraste Format
First, make sure that you have the permission of the original author to convert/upload the andraste version of the mod.
Then, follow our Getting Started Guide
What can I use it for, at the moment?
If you managed to convert a mod, you can now use (and remove!) these game mods, without changing your unpacked(!) base game (the game needs to be unpacked, because the VFS feature only replaces existing files, it doesn't create packed files yet).
While this feature may not be impressive yet (besides removing mods without having to have a backup of your game folder somewhere), there is much more possible with that technique, but that takes manpower and time.
Internally, we're currently using the scripting functionality to find out more about the game and progress on different fronts such as multiplayer or asset manager, so definitely stay tuned for further progress, at some point, we will release the TDU2 Modding Framework, that is an additional layer on top of Andraste, providing TDU2 specific features (patching files inside BNKs, running on a packed game, hot reloading, ...)
If you need further assistance, don't hesitate to read our documentation, post in the relevant forum thread, here on turboduck, or in #tdu-modding on https://discord.tduniverse.org
Andraste is a TDUniverse Umbrella Project by MeFisto94 and redd
Edited by MeFisto94
Adjusted Documentation to VFS files feature
What's New in Version 0.1.3
- TDU1: Improved support (support for "magic maps" (nulled bnk1.map))
- TDU1: The launcher now allows to pass lauch arguments (appending -- -bigbnk -vsync -w, e.g. allows to control the pp dll)