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SCP – Containment Breach

Mounts from your own install with the mods you've turned on in its Mods menu, and every room fingerprinted on its own. Nothing converts or shows on screen yet.

Ticket
#022
Checked on
Steam, Windows build under Proton
Last checked
November 1, 2026
Files
2,206
Mount
scp-containment-breach/pc/1.3.12.7

Mounting

4 of 4 done
  • Done

    Finds your copy

    Picks up the install on its own, from Steam or wherever it lives.

  • Done

    Reads every file

    Every file reads straight from your copy, in the order the game itself looks them up.

  • Done

    Matches players' copies

    Your copy is fingerprinted from its own files, so a server can check everyone's match without sending any game content.

  • Done

    Brings its mods

    Mods you turn on in the game's Mods menu, checked with its example mod. Workshop mods only on test installs so far.

Converting

0 of 4 done
  • To do

    Models

    Its models turn into Evil Engine models.

  • To do

    Textures and materials

    Its textures and materials turn into Evil Engine's own.

  • To do

    Maps

    Its levels turn into Evil Engine maps.

  • To do

    Sounds

    Its sounds turn into Evil Engine sounds.

In game

0 of 3 done
  • To do

    Shows on screen

    Converted content actually draws in Evil Engine.

  • To do

    In the spawn menu

    Its props and models land in your spawn menu, no Plugin needed.

  • To do

    Maps you can visit

    Pick one of its maps from the menu and fly around inside it.

Where it stands

Evil Engine finds SCP – Containment Breach on its own, reads its version from the game itself, and mounts the install as the game sees it: 2,206 loose files, looked up by path with case ignored, the way Windows does. Every room’s mesh reads to its end, and every texture and prop a room names is there.

Your copy is fingerprinted in pieces named after what a server would use: each of the 99 rooms on its own, then all the rooms, the items, the NPCs, the sounds and the game’s tables, plus the two custom maps that ship with the Map Creator. A server that places a single room only asks for that room. Every file matched Steam’s own checksums. Mods come from the game’s own settings: the ones you’ve turned on are laid over the game in its order, and their table files add to the game’s rather than replace them, unless the mod says otherwise, as the game does it.

Known issues

  • Mods and custom maps follow what you’ve set in the game. They can’t be turned on or off from Evil Engine yet.
  • When a mod swaps a file for one with a different extension, a .wav where the game has an .ogg, it doesn’t replace the game’s file yet. The game’s own example mod does this, and it’s noted.
  • Language packs follow what the game’s files suggest, but none is on the checked copy to check.

Next up

  • Playing past the launcher into a game and a save, to see everything the game writes and where.
  • Checking a language pack, one of the older branches on Steam, and a Workshop mod.
  • Converting its rooms, models, tables and custom maps.