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Quick Guide - Adding Trucks

This document provides instructions for creating vehicle mods for the SnowRunner game. It outlines the steps to register a mod.io account, create initial mod files, convert resources, spawn and test the mod vehicle, optimize files, package the mod, and upload it to mod.io. Key steps include opening a proving grounds map to test vehicles, creating initial files, adding the mod to mod.io, and enabling mods through the game's mod browser. The guide provides a quick overview of the full mod creation process.

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danycorel01
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0% found this document useful (0 votes)
134 views29 pages

Quick Guide - Adding Trucks

This document provides instructions for creating vehicle mods for the SnowRunner game. It outlines the steps to register a mod.io account, create initial mod files, convert resources, spawn and test the mod vehicle, optimize files, package the mod, and upload it to mod.io. Key steps include opening a proving grounds map to test vehicles, creating initial files, adding the mod to mod.io, and enabling mods through the game's mod browser. The guide provides a quick overview of the full mod creation process.

Uploaded by

danycorel01
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 29

Quick Mod Creation Guide:

Adding Trucks
Project: SnowRunner
Version 1.5.a of May 26, 2023

Contents:
1. Intro ..............................................................................................................................................................................2
2. Registration and Authentication ...................................................................................................................................2
3. Creation of a Vehicle ....................................................................................................................................................5
3.1. Initial Step: Opening a “Proving Grounds” Map ....................................................................................................5
3.2. Creating Intial Mod Files and Their Modification ...................................................................................................7
3.3. Conversion of Resources of the Mod ....................................................................................................................9
3.4. Spawning a Mod Vehicle and Testing It ............................................................................................................. 11
3.5. Optional Step: Optimization and Calcultating Memory Resources .................................................................... 13
3.6. Packing a Vehicle Mod ....................................................................................................................................... 14
3.7. Location of Error Log .......................................................................................................................................... 17
4. Upload of a Mod to mod.io ........................................................................................................................................ 18
4.1. Initial Step ........................................................................................................................................................... 18
4.2. Specifying Initial Info of the Mod ........................................................................................................................ 18
4.3. Uploading Files of the Mod ................................................................................................................................. 19
4.4. Opening the Profile Page of Your Mod at mod.io .............................................................................................. 22
4.5. Making Your Mod “Live” at mod.io ..................................................................................................................... 23
4.6. Optional Steps: Dependencies and Media ......................................................................................................... 23
4.7. Optional Steps: Mod Team and Preview Feature .............................................................................................. 23
4.8. Subscribing to Your Mod from mod.io Site ......................................................................................................... 24
5. Usage of Mods from mod.io ...................................................................................................................................... 26
5.1. Subscribing to a Mod .......................................................................................................................................... 26
5.2. Activating a Mod ................................................................................................................................................. 27
5.3. Disabling a Mod, Unsubscribing from a Mod, and Other Operations ................................................................ 29

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1. Intro
This guide describes the process of creating new vehicles for SnowRunner and provides you with quick
instructions on how to create a sample new vehicle mod.
You can find detailed instructions on the structure of truck files, attributes within them, the creation of
materials for truck textures, and other important things at the following places:
• In the “Integration of Trucks and Addons” guide, which is available:
o as Integration_of_Trucks_and_Addons.pdf at the folder of the installed game within the
"...\en_us\Sources\BinEditor\Guides" directory
o or, at the web folder with the most recent versions of all official guides:
https://drive.google.com/drive/folders/1m1smAee_OXWBIySJFPf0J0CteDHJrzg2
• At the Guides section of the SnowRunner’s mod.io website (https://mod.io/g/snowrunner/r)

2. Registration and Authentication


Before the creation of a mod and to be able to access various modes, you need to register at
https://mod.io/g/snowrunner and then use the created account for authorization within the game. Or, you
can use the existing mod.io account, if you already have one.
If you do not want to register manually, the game can register a new mod.io account for you. In this case,
you only need to specify a valid e-mail address you have access to, the game will create a mod.io account
automatically and will send you the temporary password for it to the specified e-mail address.
In general, the process is the following:
1. Do one of the following:
• (Recommended) If you have no account at mod.io and would like to create your
account there automatically, skip this step. You will only need to specify your e-mail
address at Step 3 below. The system will send you the verification code to the specified
email address. After its verification, the game will automatically create a mod.io account for
you based on this email address and link the game to this auto-created mod.io account.
• If you have an existing account at mod.io, you can use it for the game. You need to
know the email address of this account and have access to it. And, you will need to specify
this email address at Step 3 below.
• If you have no account at mod.io and would like to register there manually:
Open https://mod.io/g/snowrunner and register an account. To do this, click Log in there,
select the necessary authentication method, specify the required details, and finish
registration.
NOTE: If – during your registration at mod.io – you are selecting the authentication
method related to the particular platform (not the Log in with Email one), the
verification code will be sent to the email address which this platform account is
linked to and you will need to specify the same email address at Step 3 below.
However, as an alternative, you can register via email at mod.io (the Log in with
Email authentication method) and, also, use the same email at Step 3 below. And,
after that, if necessary, you link the necessary platform accounts at PROFILE >
ACCOUNT page of your mod.io account (https://mod.io/me/account).

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2. Open the game and proceed to MOD BROWSER in the main menu.

3. When you open MOD BROWSER for the first time, you will see the AUTHENTICATION dialog.
Enter your email address there (the one you plan to use for the auto-creation of the mod.io account
or the one that you have used during the registration at mod.io) and click Send.

4. The system will send a new email message with a verification code to the specified e-mail address.
So, check your email box and find the email message with the verification code.
5. Specify a verification code from the email message in the AUTHENTICATION dialog and click
Confirm.

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6. The system will check the verification code and, if it is correct, will do the following:
• If you have no mod.io account linked to the email address you specified (i.e., if you
have skipped the 1st step above): The game will automatically create the new mod.io
account for the e-mail address you specified. The game will be linked to this new mod.io
account.
• In any case: The game will finish authentication and linking the game to your mod.io
account.

NOTE: The Verification Code sent to your e-mail after Steps 3-5 above is solely for the
autocreation of the mod.io account and linking the game. This code cannot be used again
for manual sign-in to mod.io afterwards.

After doing this, the functionality of mods and MOD BROWSER will be available for you. Particularly, you
will be able to use mods uploaded to https://mod.io/g/snowrunner by other players and create your mods.

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3. Creation of a Vehicle
Sections below describe typical steps of creating a sample vehicle mod.

3.1. Initial Step: Opening a “Proving Grounds” Map


The “Proving Grounds” maps are specifically intended for creating and testing vehicle mods.
The game is provided with two such maps:
• “Summer Proving Grounds” (summer setting)
• “Winter Proving Grounds” (winter setting)

To open one of these maps:


1. Open the game.
2. Proceed to MOD BROWSER in the main menu.

3. If you have not linked your mod.io account to the game yet, then you will see the
AUTHENTICATION dialog at this step.
Please, perform authentication as described in section 2. above and, after successful
authentication, return to the MOD BROWSER menu.
4. While being in the MOD BROWSER, click More in the lower right corner of the screen.

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5. In the appearing list, select Select map.

6. Select one of the “Proving Grounds” maps:

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7. After a short loading screen, you will be spawned on a selected map with the opened TOOLS
menu that you will need to use when creating, converting, spawning, and packing your mod.

3.2. Creating Intial Mod Files and Their Modification


Let’s create a default sample mod that you can use as a basis for your modding activities, to study
structure of the necessary files and folders, XML files, meshes in FBX, and so on. And, modify as
necessary to make your own mod.
To do that:
1. Click Add Mod in the TOOLS menu, to start creating your mod.

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2. In the appearing dialog, specify the name of your mod and click Create.
Please, use only Latin characters (Aa-Zz), digits, and underscores ("_") for the name of your mod.

3. After doing this, the files of the new mod will be created in the folder of the game at the following
path:
…\Documents\My Games\SnowRunner\Media\Mods\<name_of_the_mod>
For example:
C:\Users\<name_of_the_user>\Documents\My Games\SnowRunner\Media\Mods\test_mod
In this folder, the system will create subfolders with source data of your mod: classes, meshes,
texts, textures, and ui.
The game will open the created folder of the mod for you automatically.

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4. Now, you can study and modify the files of the mod that are stored in this folder.

NOTE: Since this is a Quick Guide, we won’t cover here the processes of modification these files,
requirememts to the 3d models, their export to FBX, structure of XML truck files, attributes within
them, the creation of materials for truck textures, localization, and other important things.
Most of these aspects are covered by other guides. Particularly, if you want to go deep into the
modding process, you will for probably need:
o The “Integration of Trucks and Addons” guide, which is available:
▪ as Integration_of_Trucks_and_Addons.pdf at the folder of the installed game
within the "...\en_us\Sources\BinEditor\Guides" directory
▪ or, at the web folder with the most recent versions of all official guides:
https://drive.google.com/drive/folders/1m1smAee_OXWBIySJFPf0J0CteDHJrzg2
o Any other suitable guides in the Guides section of the SnowRunner’s mod.io website
(https://mod.io/g/snowrunner/r).

5. After you have finished the modification of the files, click Reload in the TOOLS menu.

3.3. Conversion of Resources of the Mod


After successful modification of the mod files and reloading of the mod, you will need convert the
resources of the mod. The vehicle cannot be spawned until you convert them.

WARNING: Every time you change the resources of your mod, you will need to:
• Perform conversion of the mod resources, as described below.
• Reload the mod, by clicking Reload in the TOOLS menu.

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To convert resources of the created mod:
1. Click Mod Manager in the TOOLS menu.

2. After doing this, the dialog window will appear. It will display with your mod as “Not converted” in
the list.
3. Select your mod in the list and click CONVERT.

4. After doing this, the system will start converting the resources of your mod. This will take some
time. During conversion, the system will display informative messages about the conversion
process.

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5. After the conversion is finished, the same dialog will open. However, the status next to your mod
will change to “Converted” in this dialog.

NOTE: If some errors occur during the conversion of the mod (or other operations that you will be
doing later on: packing the mod, calculating its memory usage, etc.), you can view log records of
these errors in the log of the game. See 3.7. Location of Error Log for details.

6. Click CLOSE to close this dialog.


7. After the conversion of the resources of the mod, click Reload in the TOOLS menu.

3.4. Spawning a Mod Vehicle and Testing It


After conversion of mod resources and reloading the mod after it, you can check that your vehicle is
working correctly and all of your changes are in place.
To check this, it is useful to spawn your vehicle and remove the default ones that were spawned before.
To do that:
1. Click Create in the TOOLS menu.

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2. After doing this, the SPAWN TRUCK window will appear. It will have your vehicle in the “Available
trucks” list.
Your vehicle will be there under the name of your mod: "/<name_of_mod>/<name_of_mod>".
Select it in the list and click somewhere on the map. After that, the white transparent model of your
vehicle will appear on the screen.

3. Click the place of the map, where you want to spawn the vehicle. If necessary, rotate the model by
holding the left mouse button and moving the mouse. Then, while keeping your vehicle selected in
the list of available trucks, click ADD the SPAWN TRUCK window.
4. After doing this, the system will spawn your vehicle and it will appear in the SPAWNED TRUCKS
list.

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5. To remove one of the default vehicles, select it in the SPAWNED TRUCKS list (at the lower part of
the SPAWN TRUCK window, see the screenshot above) and click REMOVE.
Initially, you have two vehicles (Chevrolet CK1500 and Azov 64131) on the level, so you will
probably repeat this operation twice.
6. After doing this, only your vehicle will remain in the list of spawned vehicles.
7. Click DONE in the SPAWN TRUCK window to close it. Now you can test your vehicle, drive it and
test all of its functionality.

3.5. Optional Step: Optimization and Calcultating Memory Resources


If necessary, you may try to optimize your truck mod – either by the memory used by it or generally.
To do so, please follow the instructions described in:
• The “SnowRunner: Console Requirements for Mods. Optimization” guide, which is available:
o as Console_Requirements_for_Mods.pdf at the folder of the installed game within the
"...\en_us\Sources\BinEditor\Guides" directory
o or, at the web folder with the most recent versions of all official guides:
https://drive.google.com/drive/folders/1m1smAee_OXWBIySJFPf0J0CteDHJrzg2

TIP: However, this optimization may be necessary if you are making a professional mod, would like
it to be approved for consoles, and so on. If you are making a draft version of your first mod or a
mod that you want to use only personally, you can omit this step and come back to it later.

Another thing that may help you in this process is the ability to calculate the size of the memory used by
the mod (by its textures) from the TOOLS menu:
1. In the TOOLS menu, click Mod Manager again.

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2. In the appearing menu, select your mod in the Available trucks list and click the Calculate
memory usage button.

3. After doing this, the size of the memory used by the mod is displayed next to the mod in the list
(instead of the “Calculate memory usage info” message).
NOTE: Currently, the Calculate memory usage function is not working and the “Calculate memory
usage info” message will not be replaced with memory stats. This is a known issue.
4. Close the window by clicking Close.

3.6. Packing a Vehicle Mod


After you have created your vehicle as a new mod and thoroughly tested it on the map, you can pack it to
.zip archives corresponding to different platforms (PC and various consoles).
These archives you will need later on, when you will be uploading these .zip archives to mod.io to create
versions of your mod for different platforms.
To pack your mod to this .zip archives:
1. Open Mod Manager from the TOOLS menu once again.

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2. In the appearing window, select your mod in the list and click Pack.

3. After doing this, the system will check and validate your mod, pack it, and create the set of .zip
archives with the created package for all supported platforms.

You can find these .zip files in the folder of your mod within the Mods folder. The name of all
archives will be the same as the name of your mod (with addition of the platform suffix).
For example, in our case, these .zip archives for the mod that we have created above can be found
at the following folder:
…\Documents\My Games\SnowRunner\Media\Mods\test_mod\
Typically, the full path to this folder will be similar to something like:
C:\Users\<username>\Documents\My Games\SnowRunner\Media\Mods\test_mod\

And, in this folder, there will be such archives as:


• test_mod_pc.zip – .zip package for PC platform
• test_mod_playstation_4.zip – .zip package for PlayStation 4 platform
• test_mod_playstation_5.zip – .zip package for PlayStation 5 platform
• test_mod_xbox_one.zip – .zip package for Xbox One platform
• test_mod_xbox_series.zip– .zip package for Xbox Series X|S platform
• test_mod_nx64.zip – .zip package for Nintendo Switch platform

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TIP: Every generated .zip file corresponds to a separate version of the mod that is optimized for the
particular platform. Particularly, textures for every platform are different.

4. These particular .zip files you will need if you choose to upload your mod to mod.io.

NOTE: If some errors occur during packing of the mod, you can view log records of these errors in
the log of the game. See 3.7. Location of Error Log for details.

Now you can upload this mod – particularly, every platform version of it – to the
https://mod.io/g/snowrunner (see 4. Upload of a Mod to mod.io below for details).

WARNING: To upload a mod to mod.io correctly – you need to upload every .zip file of every
platform as a separate file on the mod page at mod.io, see 4.3. Uploading Files of the Mod below.
Otherwise, you mod may be not usable, may not pass the mod review process and will not be
available for consoles.

After it is uploaded there, you will be able to use it in the game, on any map. First, you will need to
subscribe to the uploaded mod, then – you will need to activate it. For details, see 5. Usage of Mods from
mod.io below.

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3.7. Location of Error Log
The game has a specific folder that stores various log information: errors, warnings, and so on.
This folder is located within the folder of the game in the Documents folder,
at …\Documents\My Games\SnowRunner\base\logs\
Typically, the full path to this folder is similar to something like
"C:\Users\<username>\Documents\My Games\SnowRunner\base\logs\"
This folder contains multiple log files that can be written by different components of the game (the game
itself, the editor, etc.) and in different situations (errors while loading custom map, errors while packing
mod, etc.), and you can use all of them, if necessary. However, errors and warnings occurring during the
process of creating a vehicle according to this guide (e.g. while packing a truck mod or calculating its
memory usage) are contained by the LegacyLog.txt in this folder.

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4. Upload of a Mod to mod.io
4.1. Initial Step
To intiate the process of uploading a mod to mod.io, open https://mod.io/g/snowrunner/m/add/ or click the
Add Mod button on the SnowRunner’s mod.io (https://mod.io/g/snowrunner).
Then, perform the operations described below.

4.2. Specifying Initial Info of the Mod


On the Add Your Mod page, specify the necessary fields from the following:
1. Mod name – specify the name of your mod. This name will be shown for your mod in the mods
collection.
2. Summary – a brief description of your mod.
3. Logo – a logo image describing your mod.

NOTE: The image uploaded as Logo will be the thumbnail for your mod on the mod.io website and
the in-game mod browser. We recommend using a high-quality image that represents your mod.
Ideally, an in-game screenshot is suggested.
• For images, the minimum required dimensions are 512x288. However, we recommend
1280x720 or larger images.
• 16:9 aspect ratio is recommended to avoid cropping
• File sizes must be under 8MB
• JPEG is suggested. PNG is also supported. GIFs will be converted to PNG.

4. Homepage – optional field, a web homepage of your mod.


5. Profile URL – web address of your mod at the mod.io platform. The value is auto-filled based on
the name of your mod. However, after creation of the mod, you will be able to edit it (its “name-of-
your-mod” part).
6. Community – Whether or not you Allow comments to your mod from the community.
7. Visibility – optional field, you can select one of two options there:
a. Public – your uploaded mod will be public and available for all players.
b. Hidden – your uploaded mod will be available only for you, team members, and
moderators. It will be hidden from regular players.

NOTE: By default, Visibility is set to Public. However, if you’d like your mod to remain
Hidden, you can change this option here. Hidden mods are helpful for testing your mod
before it goes live to other players.

8. Description – optional field, a full description of your mod.

NOTE: This is a more long-form description that is shown on the mod page itself. Here you can go
into further detail about your mod, place credits or other miscellaneous information, and insert
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formatting. If your mod has any credits, readme or installation instructions, this is the place to put
them.
9. In the Tags section (fields from Installation to Changes) - select options that characterize your
mod.
For example, in the Installation field, select:
• Subscribe - if users need to subscribe to your mod to install it (typical option for all
standard truck mods).
• Manual - if users need to install it manually (typical option for modes that change the game
itself).

NOTE: Tags are how other players will discover your content, and you should choose the correct
tags for your mod – for example, choosing ‘Vehicle New’, ‘Truck’, for a brand-new truck. Or,
choosing ‘Map’, ‘Singleplayer’, for a single-player map.

After that, click the Save button at the lower right corner of the page. This will save the properties you have
specified and will forward you to the Edit Your Mod page, where you can add the files of your mod.

4.3. Uploading Files of the Mod


On the Edit Your Mod page (available for the created mod via MOD ADMIN > SETTINGS) – most
importantly – you need to upload files of your mod.
At the top of the page, you will see a message requesting you to upload files of the mod (it is unusable
without files) – along with the Add file button. Clicking this button will focus you on the File Manager
section of the page that allows you to upload files of your mod.
In the File Manager section, do the following for every .zip archive of a particular platform that you
have generated during packing of your mod – see 3.6. Packing a Vehicle Mod for details:
1. Click Select zip file.
2. Locate the necessary .zip file of the mod corresponding to the particular platform.

For a vehicle mod, this file will be the zip file of the particular platform in the folder of your mod
within the Mods folder. E.g., in our sample case, these .zip files of platform versions will be located
at …\Documents\My Games\SnowRunner\Media\Mods\test_mod\

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Map mods also have separate .zip archives for different platforms that are generated during
packing. Particularly, for separate map mods (not Regions), these zip files are located at:
…\Documents\My Games\SnowRunner\Media\levels. And, for Regions with multiple maps, they
can be located at …\Documents\My Games\SnowRunner\Media\Mods. For details, see
"SnowRunner™ Editor Guide" guide, available as SnowRunner_Editor_Guide.pdf in the same
documentation package.

WARNING: To upload a mod to mod.io correctly – you need to upload every .zip file of every
platform as a separate file on the Edit Your Mod page at mod.io. Otherwise, you mod may be not
usable, may not pass the mod review process and will not be available for consoles.

NOTE: If you are uploading neither a regular vehicle mod, nor a regular map mod, but some other
files that should be installed manually, you can provide a single .zip archive of these files and mark
that it requires manual installation.

3. In Platforms – tick the platform that is supported by the uploaded .zip file of the mod.

For example, in our case, if you have uploaded the test_mod_pc.zip file, select only Windows.
Or, if you have uploaded test_mod_nx64.zip file, select only Nintendo Switch. And so on.
Remember that every .zip file generated during packing of a regular vehicle mod or a regular map
mod corresponds to one platforms only.

WARNING: Please do not select any platforms the uploaded .zip file is not compatible with. And,
please do not archive all generated .zip files into one single .zip and tick all platforms.

4. (Optional step) In Version – if necessary, specify the version of the uploaded .zip file.
5. (Optional step) In Changelog – if necessary, specify the changelog for the uploaded .zip file.
6. If you want to make your mod public and available on the specified platforms directly after received
approval on these platforms (for every platform separately), select the Make this release live for
approved platforms option. If you want your mod to remain hidden and mod versions unavailable
to the player even after their approval, clear this option (by default it is selected).
7. Select the I agree to the terms and privacy policy option to agree to the Terms of Use and
Privacy Policy of mod.io. This is a required option. If necessary, you can review these documents
by clicking the corresponding links in the name of the option.

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8. Click Upload. This will start the upload of the specified .zip file. After it is finished, the table with the
details of the uploaded file and ability to manage it will appear.

Along with it, you will see the notification message informing you that the zip file for the platform
was uploaded successfully and that it will be moderated, if platform requires it. (“A file was
uploaded successfully. A moderator will review platforms that require moderation. You will be
notified once the approval process is completed.”)

9. To upload the next .zip file (for the next platform), click Add a new file below the table.

After uploading all platform .zp files, the table with your files will look similarly to the following:

You can see that “Windows” platform version was automatically approved and has changed into green
which means it is approved. All of the other platforms are pending approval, which means they need to be
checked by someone on the moderation team of SnowRunner, to ensure they are compatible with the
platforms chosen (read more about Console Mods Requirements).
TIP: If you point to the green or yellow circle in the table, the current state of the file will be
displayed in the tooltip.
Once that check has been completed, those files will be approved. If the Make this release live for
approved platforms option was turned on, these files would become live too, directly after approval.
Remember that you can only have one file live or pending to go live (green or yellow) per platform, so as
you upload newer builds, your new files will turn green, and your old files will turn white, so you can see
which is the current live version on each platform.
NOTE: If files of the mod (its console verisons) are updated at mod.io – they will need to pass the
approval process once again.
Once you have uploaded your files, you can wait until they become approved, modify existing settings of
the mod (described before in 4.2) and fill in other fields of the mod (see 4.4), if necessary.
You can also Edit file properties and Delete it, using buttons displayed next to its row on the right side of
the table.
After these files are approved, you can make them live by clicking the Set file live button next to them:

21
However, making files live makes them available only with the scope limited by the Visibiltity (see 4.2
above).
So, if the Visibilty of your mod was marked as Hidden, even the “live” files will still only be available to
current subscribers and team members (see 4.7 below). However, you can change the Visibilty of the
mod as a whole and make it Public, see 4.5 below.
If the Visibility of the mod was set to Public, “live” files will become actually live and available to all
players on the corresponding platform.

4.4. Opening the Profile Page of Your Mod at mod.io


Whether or not is your mod is public, it may be a good idea to check out its profile page, to ensure that all
is correct there (uploaded and “live” files are displayed as available, images look correct, and so on).
You can open the page of your mod at mod.io by doing one of the following:
• From MOD ADMIN > SETTINGS page, you can either click the View mod button displayed within
the Mod Visibility: Public / Hidden section or click the name of your mod in the breadcrumbs
section displayed at the top of the page.

22
• Or, you can open the link displayed at the Profile URL field in the mod SETTINGS in your
browser.
• Or, if your mod is hidden and the preview access (see 4.7) is enabled – you can use the Preview
URL of the MOD ADMIN > PREVIEW page.
• Or, if your mod is live and public, you can find it using regular search at
https://mod.io/g/snowrunner or within the Mod Browser in the game itself.
The profie page of the mod displays the summary of your mod and has the SUBSCRIBE button, which
allows players to subscribe to it. If your mod is hidden, you can make it public from this page.

4.5. Making Your Mod “Live” at mod.io


You can make your mod live and available for players (on the approved and “live” platforms, see 4.3.
Uploading Files of the Mod above) by doing one of the following:
• At the MOD ADMIN > SETTINGS page, click the Go live button in the Mod Visibiility: Hidden
panel at the top of the page

• Or, in the Edit Your Mod section of the same page, change Visibility to Public and click Save.

4.6. Optional Steps: Dependencies and Media


The MOD ADMIN > SETTINGS page also allows you to add the following optional info to your mod data:
• Dependencies – in this section, you can locate and select other mods that are necessary for the
correct work of your mod.
• Media – in this section, you can add additional images, YouTube videos, and Sketchfab models to
showcase your mod. This info is also optional.

4.7. Optional Steps: Mod Team and Preview Feature


If necessary, on the MOD ADMIN > TEAM page you can add other mod.io users to your mod’s “team” to
allow them to manage your mod on your behalf. This is useful for modding teams who are collaborating on
larger mod projects, for example.
To add a member to the team, simply enter their mod.io username or e-mail address, and click Invite.

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When a member accepts an invite, they will join the team with "moderator" access. Promote them to an
"administrator" to give them complete control over this mods profile, including managing other members’
access. Each level of access gives all of the rights of the lower levels, they are:
• Moderator – can moderate comments and content attached.
• Manager – moderator access, including uploading files and editing settings except team members.
• Administrator - full access, including the team management.
If you are a Leader of the Mod Team, you can also pass your leadership to another team member on this
page. This member should have Administrator access for that.
NOTE: Changing Leader of the Mod Team will change the author of the mod that is displayed in
Mod Brower. It can be undone only by the reverse transfer of the leadership made by the new
Leader.
And, if necessary, on the MOD ADMIN > PREVIEW page you can grant a preview access to your hidden
mod to a necessary set of mod.io users. This page allows you to select the type of preview access,
manage the list of such users, and send direct messages to them.
NOTE: The PREVIEW feature is available for hidden mods only. If your mod is already public, there
won't be such section in the MOD ADMIN menu.

4.8. Subscribing to Your Mod from mod.io Site


After you have successfully uploaded the mod and tuned its settings, you can open its profile page (see
4.4 above) and subscribe to it.
NOTE: Subscription to a mod is necessary for adding it to the game, see section 5. below.
To do that, click SUBSCRIBE button on this page.

After subscribing, your mod will appear in the game, in the MOD BROWSER (you can enable the
Subscribed Mods Only filter to locate it there more easily).
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To enable it in the game, locate it in the list of mods there and switch its state to ON.
For more details, see section 5.2 below.
Finaly, after you have thoroughly tested your mod, you can make it Public, see 4.5. Making Your Mod
“Live” at mod.io above for details.

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5. Usage of Mods from mod.io
To use mods from https://mod.io/g/snowrunner in the game, you need first to subscribe to them.
After that, you need to activate them in the game itself.

5.1. Subscribing to a Mod


To subscribe to the mod:
1. Open the game, then open MOD BROWSER in the main menu.
2. In the MOD BROWSER, select the necessary mod in the list (1) and click Subscribe command (2)
in the lower right corner of the window.

NOTE: To locate a mod, you can use filters and the search bar displayed above the list of mods:

After the subscribed mod has been downloaded, the game will notify you with the corresponding message:

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After that, you will need to find this mod in the list of subscribed mods and activate it (see below).
Alternatively, you can use the SnowRunner’s mod.io website for subscription:
1. Open https://mod.io/g/snowrunner in a browser, while being logged in with the mod.io account you
have linked to the game.
2. On this site, open the profile page of the necessary mod.
3. Click SUBSCRIBE.

5.2. Activating a Mod


To activate the mod you have been subscribed to:
1. In the MOD BROWSER, click the filter button located above the list of mods (1) and enable the
Subscribed Mods Only filter (2) in the appearing SORTING & FILTER dialog.
Press ESC to close this dialog and apply the filter.

2. In the appeared list of the mods you are subscribed to, locate the necessary mod and click it to
show its details (1). Ensure that its status is “INSTALLED” (2), which means that the mod has been
downloaded and is ready for activation.

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3. Enable the mod, either by clicking the Enable command in the lower right corner of the window or
by switching its OFF/ON switcher to ON.

After doing this, the mod will be activated in the game and you will be able to use the vehicle from it on any
map. It will be available in the truck store in any Garage.
Activated mods are marked by the ON label in the list of mods:

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5.3. Disabling a Mod, Unsubscribing from a Mod, and Other Operations
To temporary disable the activated mod:
1. Select it in MOD BROWSER.
2. Click the Disable command in the lower right corner on the window, or switch its OFF/ON switcher
to OFF.

To unsubscribe from the mod (which will remove it from the system):
1. Select it in MOD BROWSER.
2. Click the Unsubscribe command in the lower right corner of the window.

Along with that, some operations are also available for you after clicking the More command in the lower
right corner of the MOD BROWSER window. From the dialog appearing after that you can:
• Select map – Open the proving grounds map.
• Guides – Open the Guides section at https://mod.io/g/snowrunner.
• Report Mod – Report the mod as inappropriate (e.g. in case of offensive content).
• Browse – Open the page of this particular mod at https://mod.io/g/snowrunner.
• Enable all – Enable all mods that you are subscribed to.
• Disable all – Disable all activated mods.
• Clean All Up – Delete all downloaded mods, reset the “Mods” folder, and re-download mods you
are subscribed to.
• Log out – Log out from your linked mod.io account.

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