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Mod families

The word "mod" encompasses many different kinds of creations. We can group them into several distinct families, each relying on different skills. Knowing where your idea fits helps you pick the right tools from the start.

Asset mods (visuals, audio)​

Asset mods add or replace graphical or audio content: a 3D car model, a character outfit, higher-resolution road textures, or a custom map.

The work happens mainly in 3D modeling tools (Blender, 3ds Max) and image editors (Photoshop, GIMP). It is genuine 3D and texture artistry, without writing code.

Configuration mods​

Configuration mods adjust tuning files that the game engine already parses (XML, meta, handling data): vehicle handling, weapon damage, traffic density.

You are tuning existing parameters. It is an accessible way to quickly tweak gameplay sensations, but it is limited to the options the developers exposed.

Trainers, test menus​

These are standalone tools packaging testing utilities behind a menu interface: spawning a specific vehicle, repairing your ride, or toggling weather and time.

Under the hood, they are scripted tools running on the same foundations we will study. In Lab 0, we use one to check that the game is ready.

Scripted mods​

This learning space focuses on programming through play and modding. Scripted mods are a natural fit: they introduce new gameplay logic through code.

  • Realistic interaction systems with pedestrians.
  • Motorcycle riders performing wheelies (as in Street Riders).
  • A narrative mission with custom objectives and failure conditions.
  • A persistent reputation system saving progress across game restarts.

This family is very practical for learning: your code lives right alongside the game engine to create new gameplay experiences.

Total conversions​

Some teams combine all these families (custom models, custom maps, extensive scripting) to overhaul the entire title into a completely new game. These are ambitious multi-year projects created by experienced modding teams.

Our focus​

In this course, we specialize in scripted mods in C# using ScriptHookVDotNet.

If your dream is to model 3D cars, this course will not teach 3D modeling; however, it will teach you how to write the code that makes that car do things it has never done before.

The next lesson dives deeper into our domain: what defines a scripted mod, and how code actually brings new behaviors to life.