Integrations
Mod integrations are configuration files that inform the game mode on how to use additional content loaded in Enfusion.
Integrations allow to:
- override entity catalogs, removing or adding prefabs to specific factions
- add prefabs to entity catalogs based on the faction role
- add loadouts to factions
- set item attributes, such as price, abundance and other
- set vehicle attributes
Info
Regular Freedom Fighters version comes with a series of integrations for popular mods already built-in. If you want to browse existing integrations or contribute a new one, head over to our Git repository.
Setting up a new integration
Create a config file of type JWK_ModIntegrationConfig in your mod. The name of the file should match the mod name. You should include the mod author, if the name is generic (T72_JohnDoe.conf).
Next, you have to override {6DDC7FB336E615C3}Configs/ModIntegrations.conf (found within the Freedom Fighters addon) and add your config to the list inside, in order to register it within FF. Click the + to add a new entry and then drag & drop your config file.
Make sure to fill in Mod GUID and Label within your integration config. Label should match the file name of your integration. It will be used within log files and in the editor. The GUID should match the Workshop GUID of the addon you are integrating.
Enabled attribute can be unchecked to disable a config file entirely. This is useful if you want to disable some existing integration and redo it entirely.
Warning
Make sure to create separate config file for each addon, even if you are integrating a series of small addons from the same author. Configs should not reference any resources from other addons than the one specified in Mod GUID, otherwise it becomes very hard to track where a prefab loads its attributes from.
Vehicle attributes
Important
For a vehicle to be used by FF and appear in the world, it needs to be assigned to a faction and have FF attributes defined. If the original mod author does not assign his vehicle to the correct entity catalog, or you want to change the assignment, you can use the faction addons described later.
Vehicle attributes are assigned on a per-prefab basis. You can specify a prefab list to apply the same set of attributes, which is useful if a vehicle has multiple variants.
If any attribute up to (and including) Armor Type is undefined, the attributes are considered incomplete and the vehicle will not be used. The exact attribute list in your FF version may differ from the one shown above.
Item attributes
Important
For an item to appear in the world, it has to be added to the relevant faction entity catalog. Setting up attributes is optional, but highly preferred. See faction addons for how to override entity catalog assignments.
Item attributes are very similar to vehicle attributes. They are also applied on a per-prefab basis and allow to bind various properties. The Catalog Import Rule is not yet implemented and has no effect.
The attributes are appended one after another to matching prefabs, with the latter attributes overriding earlier ones.
By default, all prices are randomized a little to be more realistic. You can set Money Price Random Factor to 0 to disable this.
If Supplies Price is not set, FF will try to retrieve it from the base game arsenal configuration. Often times this is already configured in the original mod and set to a meaningful value.
Info
Attributes defined here are not final and can be further overriden in the shop configuration or by scripts, thus the outcome prices or stocks you see in-game may differ. The values here are always used as the basis.
Note that certain shops filter available items based on their arsenal data (particularly Item Type), which is configured in the base game entity catalog, as seen below. If your item does not appear in the shop, even though you have configured FF attributes and included it in the faction addons, check for existence of the arsenal data.
Faction addons
Warning
This mechanism is intended to side-load additional content to factions included in other mods. If you are integrating a faction addon, the content should be defined within the faction config directly. See modding factions.
Faction addons allow to add or remove vehicles and items to specific factions. You can specify multiple faction keys literally to target specific factions (i.e. AFRF), regardless of their FF role (enemy, supporting faction, etc.). You can also target faction roles, for example selecting AMBIENT will cause the prefabs to be added to whatever faction is currently used in the civilians role. You can target multiple roles at once, multiple faction keys, or any mix of those.
In the example below, this is used to add food and drink items, which are not faction specific, but should be always available in civilian stores.
Adding items and vehicles not only makes them appear in relevant shops and stores, but also affects the undercover and appearance mechanics. Loadout items added to the civilian faction will not make you appear as a combatant, and items added to the enemy faction will allow you to go undercover.
Info
Faction addons do not modify actual base game entity catalogs. Assignments configured here apply only to the logic within Freedom Fighters, and do not affect which assets are visible in the Game Master, or their faction affiliations on the entity level.





