Evil Engine

Passthrough modding

Mod the games you own through your own copies, never around them.

What it is:

Passthrough modding is modding through the games you already own instead of around them.

Nothing gets extracted, ported or redistributed. Each player points Evil Engine at their own copy, it reads the files right where they sit, converts them as they load, and mods build on the converted result.

The game's content only ever passes through: from your copy, through the converter, into your session.

How it works:

  1. Mounts

    Every file reads straight from your own copy.

    Point Evil Engine at an install folder, a workshop folder or a disc image. Every file reads right where it sits. Nothing gets extracted or copied out.

  2. Converts

    Its content becomes Evil Engine content.

    Each engine's formats convert into Evil Engine's own open formats as they load. Models, textures and materials first, maps after.

  3. Plays

    Its stuff spawns and runs in game.

    Converted content spawns into one shared sandbox, side by side with every other game you've mounted, and Plugins build on top of it.

Mod modding:

Mods are content too.

A mounted game's own mods and workshop items mount right along with it, each as its own layer you can turn on or off without touching the game's files.

That makes them content like anything else. Once Plugins run, they build on a game's mods the same way they build on the game, so the mods themselves get modded.

How it compares:

Classic mods, asset ports and passthrough modding, compared
Classic modsAsset portsPassthrough modding
Where the game's content comes fromThe game the mod was made forCopied out of another gameEach player's own copy, read in place
Ships another game's contentNoYesNever
Games in one sessionOneOne, plus whatever was copied inAny you've mounted
A game's own modsRun in that game onlyLeft behindMount alongside it, each one toggleable

FAQ:

What is passthrough modding?

Modding through the games you already own instead of around them. The engine mounts each player's own copy in place, converts its content as it loads, and mods build on the converted result. No game content is ever extracted or redistributed.

Why "passthrough"?

A game's content only ever passes through: read from your copy, converted as it loads, and used in your session. It's never copied out, stored or sent to anyone else.

What is mod modding?

A mounted game's own mods and workshop items mount right along with it, each as its own layer you can turn on or off. They're content like anything else, so Plugins can build on them and the mods themselves get modded.

Do I need to own the games?

Yes. Every player mounts their own copy. A Plugin that needs a game requires every player in the session to have it mounted, and copies are checked against each other without sending any game content.

Is it the same as asset ripping or porting?

No. A port copies content out of one game and ships it inside another. Passthrough modding never copies or ships anything: it reads each player's own copy while they play.

Can I use it with no games mounted?

Yes. The engine runs with nothing mounted, and content made from scratch in its open formats is first-class, not a fallback.

Which engines does Evil Engine mount?

It learns engines, not games, so every game on an engine reads through the same code. So far: Source, Unity, EA Pegasus, HPL3, Phoenix, BeamNG, Quake, Blitz3D and Unreal Engine.

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