Modding
Third party mods compatibility
While we are undertaking due dilligence to ensure FF is as interoperable with other mods as possible, we cannot guarantee it. As a rule of thumb, following types of mods should mostly work:
- assets, such as vehicles, guns, items, clothing, etc.
- cosmetics, such as sounds, textures, weather or graphical effects
- quality of life, such as admin tools, Discord integrations, HUD/UI addons
On the other hand, following types are likely to cause problems:
- AI mods that modify or interfere with AI groups, waypoints and their behaviors
- scripted systems that interact with the world, such as loot spawners, mission generators, etc.
- player loadout and spawn related mods
Knowledge base
You can visit our Discord, where players share information about third party mods compatibility. There is also a requests section where you can vote for mods you would like to have compatibility packs created for.
Automatic integration
Ingame shops, armories and appearance mechanics utilize vanilla factions entity catalogs. Any loaded third party content should work and appear in the world, as long as it correctly registers within relevant catalogs.
Randomized loadouts and vehicle systems require explicit configuration of each item and vehicle, therefore new content will not appear in these automatically.
Custom factions (those that register a new faction key) will not work, as FF uses a custom faction system.
Creating submods
You are free to create downstream mods using Freedom Fighters as a dependency (make sure to check out the license terms and restrictions), but it is discouraged at the current moment. Many systems in Freedom Fighters are still not mature and will undergo regular changes, frequently breaking any dependent works.
This applies most especially to the custom faction system present in FF, which will undergo a major redesign in the near future to simplify setup of community factions and will be released along with a guide.
When it comes to porting new terrains, it is not fully possible yet due to the custom Workbench tooling required to generate custom road networks. There are plans for these tools to be released later in 2025 along with complete guide to terrain porting.
If you’re really keen on modding your experience, you may want to consider basing your mod off of the MANW 2025 edition of FF, as that version will not receive any further updates.
If you’re interested in porting FF to new terrains or setting up new factions, please do get in touch with us, as we’re looking forward to work together with community creators to make the tooling and guides as accessible as possible.
Reusing features
In the current state FF is not built with the intention for its features to be reused in different projects, but there are plans to publish part of its codebase as a separate framework. Read more here.