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	<updated>2026-04-24T17:23:48Z</updated>
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	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=7012</id>
		<title>HPL2/AMFP/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=7012"/>
		<updated>2025-06-28T13:38:51Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: Improved clarity in tools and full conversion section. Removed mention of brightness for lights since it's irrelevant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation.&lt;br /&gt;
&lt;br /&gt;
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.&lt;br /&gt;
&lt;br /&gt;
{{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contributing===&lt;br /&gt;
&lt;br /&gt;
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
MFP can be modded with the same editors used with TDD. However, these editors have trouble displaying lights correctly, since lights in MFP use a falloff value which controls how smooth the light appears. The editors configuration files also lack some of the features available in MFP. For this reason, it is recommended to use the game's official tools together with modded configuration files.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
The MFP tools are available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here]. Install them in the same way, but in the MFP directory.&lt;br /&gt;
&lt;br /&gt;
===Known issues / solutions===&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' LevelEditor crashing when the &amp;lt;code&amp;gt;/enemies&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/character&amp;lt;/code&amp;gt; entity folder is picked.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' Find the folder and delete all &amp;lt;code&amp;gt;.msh&amp;lt;/code&amp;gt; files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.&lt;br /&gt;
&lt;br /&gt;
==Modding MFP==&lt;br /&gt;
&lt;br /&gt;
===Custom Stories===&lt;br /&gt;
&lt;br /&gt;
You can use [https://www.mediafire.com/file/fsjaxuvy38mkhdu/mfp_with_custom_stories.rar/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; file. Alternatively, you can just link that file for your players to download on their own.&lt;br /&gt;
&lt;br /&gt;
If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).&lt;br /&gt;
&lt;br /&gt;
===Full Conversion===&lt;br /&gt;
&lt;br /&gt;
MFP normally does not support loading the main init file from a different directory than the default one, so you have to use the modded version of the game to do that.&lt;br /&gt;
&lt;br /&gt;
You can download the FC mod template [https://www.mediafire.com/file/995cuekkr9k4pcb/your_mod.rar/file here]. It is crucial to have experience with TDD full conversions before trying it with MFP.&lt;br /&gt;
&lt;br /&gt;
Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. &amp;quot;sounds&amp;quot;), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6429</id>
		<title>HPL2/AMFP/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6429"/>
		<updated>2023-06-19T20:02:52Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: Added more clarification regarding the tools.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation.&lt;br /&gt;
&lt;br /&gt;
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.&lt;br /&gt;
&lt;br /&gt;
{{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contributing===&lt;br /&gt;
&lt;br /&gt;
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
MFP can be modded with the same editors used with TDD. However, those editors have trouble displaying lights correctly since lights in MFP have a brightness and a falloff value. Falloff controls how much the light fades and setting it to 0 will make the light cut off instantly. The editors configuration files also lack some of the features available in MFP. For this reason it is recommended to use the games official tools instead together with modded configuration files.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
The MFP tools are available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here]. Install them in the same way, but in the MFP directory.&lt;br /&gt;
&lt;br /&gt;
===Known issues / solutions===&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' LevelEditor crashing when the &amp;lt;code&amp;gt;/enemies&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/character&amp;lt;/code&amp;gt; entity folder is picked.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' Find the folder and delete all &amp;lt;code&amp;gt;.msh&amp;lt;/code&amp;gt; files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.&lt;br /&gt;
&lt;br /&gt;
==Modding MFP==&lt;br /&gt;
&lt;br /&gt;
===Custom Stories===&lt;br /&gt;
&lt;br /&gt;
You can use [https://www.mediafire.com/file/fsjaxuvy38mkhdu/mfp_with_custom_stories.rar/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; file. Alternatively, you can just link that file for your players to download on their own.&lt;br /&gt;
&lt;br /&gt;
If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).&lt;br /&gt;
&lt;br /&gt;
===Full Conversion===&lt;br /&gt;
&lt;br /&gt;
MFP normally does not support loading a custom main init file from another directory, so you have to use the modded version of the game to do that.&lt;br /&gt;
&lt;br /&gt;
You can download the FC mod template [https://www.mediafire.com/file/995cuekkr9k4pcb/your_mod.rar/file here]. It is crucial to have experience with TDD full conversions before trying it with MFP.&lt;br /&gt;
&lt;br /&gt;
Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. &amp;quot;sounds&amp;quot;), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/NewAreas&amp;diff=6412</id>
		<title>HPL2/AMFP/NewAreas</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/NewAreas&amp;diff=6412"/>
		<updated>2023-06-04T17:48:25Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: Changed 4 variables to say 5 variables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= New Area Types =&lt;br /&gt;
&lt;br /&gt;
MFP features two new area types which weren't present in TDD.&lt;br /&gt;
&lt;br /&gt;
== Color grading area ==&lt;br /&gt;
&lt;br /&gt;
This is an area which applies color correction when entered. It will show up as yellow in the Level Editor.&lt;br /&gt;
&lt;br /&gt;
The area has 2 variables:&lt;br /&gt;
&lt;br /&gt;
* LookUpTable - determines the color grading texture. Ready ones are located in &amp;lt;code&amp;gt;/textures/gradingmaps&amp;lt;/code&amp;gt;.&lt;br /&gt;
* FadeTime - how fast the color changes (or goes back to normal) when the area is entered or left.&lt;br /&gt;
&lt;br /&gt;
For information about creating custom grading textures, take a look at [[HPL2/AMFP/ColorGr|this guide]].&lt;br /&gt;
&lt;br /&gt;
== Infection area ==&lt;br /&gt;
&lt;br /&gt;
This is a remnant of the unused infection system. It fills up the infection meter or lowers it when the player is inside the area. The area will show up as lime green in the Level Editor.&lt;br /&gt;
&lt;br /&gt;
This area has 5 variables:&lt;br /&gt;
&lt;br /&gt;
* IncrementSpeed - How fast the meter fills up or lowers. Seems to be in units per second. The area will heal the player if negative value is used.&lt;br /&gt;
* InfectionLevelLowerBound - If the area is used for healing, the lower bound specifies the minimum infection level the area can heal to.&lt;br /&gt;
* InfectionLevelUpperBound - Binds the maximum infection level; the player won't be able to get a higher infection level while standing in the area. Values 1-4. 4 and above lets the player die from infection. Infection drain is disabled when the bound has been hit and the player is still in the area.&lt;br /&gt;
* TotalIncrementBound - If a value other then 0 is used, it will limit the amount the area can increment the infection. If the areas increment total reaches this bound than the area is disabled.&lt;br /&gt;
* DisableOnLevelBoundHit - Disables the area if the upper or lower bound is hit.&lt;br /&gt;
&lt;br /&gt;
For more information about the infection mechanic, see [[HPL2/AMFP/Infection| the Infection article]].&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6359</id>
		<title>HPL2/AMFP/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6359"/>
		<updated>2023-03-28T13:24:32Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation.&lt;br /&gt;
&lt;br /&gt;
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.&lt;br /&gt;
&lt;br /&gt;
{{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contributing===&lt;br /&gt;
&lt;br /&gt;
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
MFP doesn't have any offically available tools but it can be modded using custom made tools.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
The MFP tools are available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here]. Install them in the same way, but in the MFP directory.&lt;br /&gt;
&lt;br /&gt;
The downloaded file contains modified editor configuration files, as well as editor executables compiled from MFP's source code.&lt;br /&gt;
&lt;br /&gt;
The editors are made to work with MFP's engine, so it's recommended you use these instead of the regular TDD tools.&lt;br /&gt;
&lt;br /&gt;
===Known issues / solutions===&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' LevelEditor crashing when the &amp;lt;code&amp;gt;/enemies&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/character&amp;lt;/code&amp;gt; entity folder is picked.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' Find the folder and delete all &amp;lt;code&amp;gt;.msh&amp;lt;/code&amp;gt; files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.&lt;br /&gt;
&lt;br /&gt;
==Modding MFP==&lt;br /&gt;
&lt;br /&gt;
===Custom Stories===&lt;br /&gt;
&lt;br /&gt;
You can use [https://www.mediafire.com/file/fsjaxuvy38mkhdu/mfp_with_custom_stories.rar/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; file. Alternatively, you can just link that file for your players to download on their own.&lt;br /&gt;
&lt;br /&gt;
If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).&lt;br /&gt;
&lt;br /&gt;
{{note|This is the recommended way of modding MFP at the moment.}}&lt;br /&gt;
&lt;br /&gt;
===Full Conversion===&lt;br /&gt;
&lt;br /&gt;
In order to create full conversion mods the same way as in TDD, you need to download the file linked above.&lt;br /&gt;
&lt;br /&gt;
You can download the FC mod template [https://www.mediafire.com/file/995cuekkr9k4pcb/your_mod.rar/file here]. It is crucial to have experience with TDD full conversions before trying it with MFP.&lt;br /&gt;
&lt;br /&gt;
Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. &amp;quot;sounds&amp;quot;), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6328</id>
		<title>HPL2/AMFP/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6328"/>
		<updated>2023-03-21T19:49:27Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation.&lt;br /&gt;
&lt;br /&gt;
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.&lt;br /&gt;
&lt;br /&gt;
{{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contributing===&lt;br /&gt;
&lt;br /&gt;
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
MFP doesn't have any offically available tools but it can be modded using custom made tools.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
The MFP tools are available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here]. Install them in the same way, but in the MFP directory.&lt;br /&gt;
&lt;br /&gt;
The downloaded file contains modified editor configuration files, as well as editor executables compiled from MFP's source code.&lt;br /&gt;
&lt;br /&gt;
The editors are made to work with MFP's engine, so it's important you use these instead of the regular TDD tools.&lt;br /&gt;
&lt;br /&gt;
===Known issues / solutions===&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' LevelEditor crashing when the &amp;lt;code&amp;gt;/enemies&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/character&amp;lt;/code&amp;gt; entity folder is picked.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' Find the folder and delete all &amp;lt;code&amp;gt;.msh&amp;lt;/code&amp;gt; files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.&lt;br /&gt;
&lt;br /&gt;
==Modding MFP==&lt;br /&gt;
&lt;br /&gt;
===Custom Stories===&lt;br /&gt;
&lt;br /&gt;
You can use [https://www.mediafire.com/file/fsjaxuvy38mkhdu/mfp_with_custom_stories.rar/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; file. Alternatively, you can just link that file for your players to download on their own.&lt;br /&gt;
&lt;br /&gt;
If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).&lt;br /&gt;
&lt;br /&gt;
{{note|This is the recommended way of modding MFP at the moment.}}&lt;br /&gt;
&lt;br /&gt;
===Full Conversion===&lt;br /&gt;
&lt;br /&gt;
In order to create full conversion mods the same way as in TDD, you need to download the file linked above.&lt;br /&gt;
&lt;br /&gt;
You can download the FC mod template [https://www.mediafire.com/file/995cuekkr9k4pcb/your_mod.rar/file here]. It is crucial to have experience with TDD full conversions before trying it with MFP.&lt;br /&gt;
&lt;br /&gt;
Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. &amp;quot;sounds&amp;quot;), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6327</id>
		<title>HPL2/AMFP/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6327"/>
		<updated>2023-03-21T19:47:50Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: /* Full Conversion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation.&lt;br /&gt;
&lt;br /&gt;
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.&lt;br /&gt;
&lt;br /&gt;
{{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contributing===&lt;br /&gt;
&lt;br /&gt;
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
MFP doesn't have any offically available tools but it can be modded using custom made tools.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
The MFP tools are available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here]. Install them in the same way, but in the MFP directory.&lt;br /&gt;
&lt;br /&gt;
The downloaded file contains modified editor configuration files as well as editor executables compiled from MFP's source code.&lt;br /&gt;
&lt;br /&gt;
The editors are made to work with MFP's engine so it's important you use these instead of the regular TDD tools.&lt;br /&gt;
&lt;br /&gt;
===Known issues / solutions===&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' LevelEditor crashing when the &amp;lt;code&amp;gt;/enemies&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/character&amp;lt;/code&amp;gt; entity folder is picked.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' Find the folder and delete all &amp;lt;code&amp;gt;.msh&amp;lt;/code&amp;gt; files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.&lt;br /&gt;
&lt;br /&gt;
==Modding MFP==&lt;br /&gt;
&lt;br /&gt;
===Custom Stories===&lt;br /&gt;
&lt;br /&gt;
You can use [https://www.mediafire.com/file/fsjaxuvy38mkhdu/mfp_with_custom_stories.rar/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; file. Alternatively, you can just link that file for your players to download on their own.&lt;br /&gt;
&lt;br /&gt;
If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).&lt;br /&gt;
&lt;br /&gt;
{{note|This is the recommended way of modding MFP at the moment.}}&lt;br /&gt;
&lt;br /&gt;
===Full Conversion===&lt;br /&gt;
&lt;br /&gt;
In order to create full conversion mods the same way as in TDD, you need to download the file linked above.&lt;br /&gt;
&lt;br /&gt;
You can download the FC mod template [https://www.mediafire.com/file/995cuekkr9k4pcb/your_mod.rar/file here]. It is crucial to have experience with TDD full conversions before trying it with MFP.&lt;br /&gt;
&lt;br /&gt;
Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. &amp;quot;sounds&amp;quot;), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6326</id>
		<title>HPL2/AMFP/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6326"/>
		<updated>2023-03-21T19:45:33Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: Restructuring and additional information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation.&lt;br /&gt;
&lt;br /&gt;
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.&lt;br /&gt;
&lt;br /&gt;
{{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contributing===&lt;br /&gt;
&lt;br /&gt;
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
MFP doesn't have any offically available tools but it can be modded using custom made tools.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
The MFP tools are available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here]. Install them in the same way, but in the MFP directory.&lt;br /&gt;
&lt;br /&gt;
The downloaded file contains modified editor configuration files as well as editor executables compiled from MFP's source code.&lt;br /&gt;
&lt;br /&gt;
The editors are made to work with MFP's engine so it's important you use these instead of the regular TDD tools.&lt;br /&gt;
&lt;br /&gt;
===Known issues / solutions===&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' LevelEditor crashing when the &amp;lt;code&amp;gt;/enemies&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/character&amp;lt;/code&amp;gt; entity folder is picked.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' Find the folder and delete all &amp;lt;code&amp;gt;.msh&amp;lt;/code&amp;gt; files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.&lt;br /&gt;
&lt;br /&gt;
==Modding MFP==&lt;br /&gt;
&lt;br /&gt;
===Custom Stories===&lt;br /&gt;
&lt;br /&gt;
You can use [https://www.mediafire.com/file/fsjaxuvy38mkhdu/mfp_with_custom_stories.rar/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; file. Alternatively, you can just link that file for your players to download on their own.&lt;br /&gt;
&lt;br /&gt;
If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).&lt;br /&gt;
&lt;br /&gt;
{{note|This is the recommended way of modding MFP at the moment.}}&lt;br /&gt;
&lt;br /&gt;
===Full Conversion===&lt;br /&gt;
&lt;br /&gt;
In order to create full conversion mods the same way as in TDD you need to download the file linked above.&lt;br /&gt;
&lt;br /&gt;
You can download the FC mod template [https://www.mediafire.com/file/995cuekkr9k4pcb/your_mod.rar/file here]. It is crucial to have experience with TDD full conversions before trying it with MFP.&lt;br /&gt;
&lt;br /&gt;
Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. &amp;quot;sounds&amp;quot;), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6325</id>
		<title>HPL2/AMFP/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6325"/>
		<updated>2023-03-20T18:56:28Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: /* Full Conversion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation.&lt;br /&gt;
&lt;br /&gt;
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.&lt;br /&gt;
&lt;br /&gt;
{{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contributing===&lt;br /&gt;
&lt;br /&gt;
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
MFP can be modded using custom tools available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here].&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
The original TDD tools are available [[HPL2/Tools|here]]. Install them in the same way, but in the MFP directory.&lt;br /&gt;
&lt;br /&gt;
It is recommended to download the community version tools because these include the fixes described in the &amp;quot;Patching the original editors&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
{{warning| MFP is missing the SDL.dll file which the editors use. If you have TDD, just copy it from there to the main MFP folder. Otherwise, download the 32 bit version from [https://www.libsdl.org/download-1.2.php the official website].}}&lt;br /&gt;
&lt;br /&gt;
===Patching the original editors===&lt;br /&gt;
&lt;br /&gt;
If you decide to use the original editors:&lt;br /&gt;
&lt;br /&gt;
The TDD editors can't load certain MFP assets. To make the TDD tools load MFP files properly, you will need to mod them with [https://www.frictionalgames.com/forum/thread-56724.html custom config files]. Simply drag the new files into your MFP folder and replace all files when prompted.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' the custom config files include hints made by the community. These are not official and lack information which couldn't be deducted from the files.&lt;br /&gt;
&lt;br /&gt;
===Known issues / solutions===&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' LevelEditor crashing when the &amp;lt;code&amp;gt;/enemies&amp;lt;/code&amp;gt; entity folder is picked.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' Find the folder and delete all &amp;lt;code&amp;gt;.msh&amp;lt;/code&amp;gt; files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' Level Editor displays lights in a weird way.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' None. Unfortunately, the Level Editor seems to have a portion of the TDD shaders hardcoded into it. This still needs to be fixed in the community tools.&lt;br /&gt;
&lt;br /&gt;
==Modding MFP==&lt;br /&gt;
&lt;br /&gt;
===Custom Stories===&lt;br /&gt;
&lt;br /&gt;
You can use [https://www.mediafire.com/file/fsjaxuvy38mkhdu/mfp_with_custom_stories.rar/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; file. Alternatively, you can just link that file for your players to download on their own.&lt;br /&gt;
&lt;br /&gt;
If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).&lt;br /&gt;
&lt;br /&gt;
{{note|This is the recommended way of modding MFP at the moment.}}&lt;br /&gt;
&lt;br /&gt;
===Full Conversion===&lt;br /&gt;
&lt;br /&gt;
In order to create full conversion mods the same way as in TDD you need to download the file linked above.&lt;br /&gt;
&lt;br /&gt;
You can download the FC mod template [https://www.mediafire.com/file/995cuekkr9k4pcb/your_mod.rar/file here]. It is crucial to have experience with TDD full conversions before trying it with MFP.&lt;br /&gt;
&lt;br /&gt;
Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. &amp;quot;sounds&amp;quot;), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/NewAreas&amp;diff=6324</id>
		<title>HPL2/AMFP/NewAreas</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/NewAreas&amp;diff=6324"/>
		<updated>2023-03-20T18:49:51Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= New Area Types =&lt;br /&gt;
&lt;br /&gt;
MFP features two new area types which weren't present in TDD.&lt;br /&gt;
&lt;br /&gt;
== Color grading area ==&lt;br /&gt;
&lt;br /&gt;
This is an area which applies color correction when entered. It will show up as yellow in the Level Editor.&lt;br /&gt;
&lt;br /&gt;
The area has 2 variables:&lt;br /&gt;
&lt;br /&gt;
* LookUpTable - determines the color grading texture. Ready ones are located in &amp;lt;code&amp;gt;/textures/gradingmaps&amp;lt;/code&amp;gt;.&lt;br /&gt;
* FadeTime - how fast the color changes (or goes back to normal) when the area is entered or left.&lt;br /&gt;
&lt;br /&gt;
For information about creating custom grading textures, take a look at [[HPL2/AMFP/ColorGr|this guide]].&lt;br /&gt;
&lt;br /&gt;
== Infection area ==&lt;br /&gt;
&lt;br /&gt;
This is a remnant of the unused infection system. It fills up the infection meter or lowers it when the player is inside the area. The area will show up as lime green in the Level Editor.&lt;br /&gt;
&lt;br /&gt;
This area has 4 variables:&lt;br /&gt;
&lt;br /&gt;
* IncrementSpeed - How fast the meter fills up or lowers. Seems to be in units per second. The area will heal the player if negative value is used.&lt;br /&gt;
* InfectionLevelLowerBound - If the area is used for healing, the lower bound specifies the minimum infection level the area can heal to.&lt;br /&gt;
* InfectionLevelUpperBound - Binds the maximum infection level; the player won't be able to get a higher infection level while standing in the area. Values 1-4. 4 and above lets the player die from infection. Infection drain is disabled when the bound has been hit and the player is still in the area.&lt;br /&gt;
* TotalIncrementBound - If a value other then 0 is used, it will limit the amount the area can increment the infection. If the areas increment total reaches this bound than the area is disabled.&lt;br /&gt;
* DisableOnLevelBoundHit - Disables the area if the upper or lower bound is hit.&lt;br /&gt;
&lt;br /&gt;
For more information about the infection mechanic, see [[HPL2/AMFP/Infection| the Infection article]].&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/NewAreas&amp;diff=6323</id>
		<title>HPL2/AMFP/NewAreas</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/NewAreas&amp;diff=6323"/>
		<updated>2023-03-20T18:45:03Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: /* Infection area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= New Area Types =&lt;br /&gt;
&lt;br /&gt;
MFP features two new area types which weren't present in TDD.&lt;br /&gt;
&lt;br /&gt;
== Color grading area ==&lt;br /&gt;
&lt;br /&gt;
This is an area which applies color correction when entered. It will show up as yellow in the Level Editor.&lt;br /&gt;
&lt;br /&gt;
The area has 2 variables:&lt;br /&gt;
&lt;br /&gt;
* LookUpTable - determines the color grading texture. Ready ones are located in &amp;lt;code&amp;gt;/textures/gradingmaps&amp;lt;/code&amp;gt;.&lt;br /&gt;
* FadeTime - how fast the color changes (or goes back to normal) when the area is entered or left.&lt;br /&gt;
&lt;br /&gt;
For information about creating custom grading textures, take a look at [[HPL2/AMFP/ColorGr|this guide]].&lt;br /&gt;
&lt;br /&gt;
== Infection area ==&lt;br /&gt;
&lt;br /&gt;
This is a remnant of the unused infection system. It fills up the infection meter or lowers it when the player is inside the area. The area will show up as lime green in the Level Editor.&lt;br /&gt;
&lt;br /&gt;
This area has 4 variables:&lt;br /&gt;
&lt;br /&gt;
* IncrementSpeed - How fast the meter fills up or lowers. Seems to be in units per second. The area will heal the player if negative value is used.&lt;br /&gt;
* InfectionLevelLowerBound - If the area is used for healing, the lower bound specifies the minimum infection level the area can heal to.&lt;br /&gt;
* InfectionLevelUpperBound - Binds the maximum infection level; the player won't be able to get a higher infection level while standing in the area. Values 1-4. 4 and above lets the player die from infection. Infection drain is disabled when the bound has been hit and the player is still in the area.&lt;br /&gt;
* TotalIncrementBound - If a value other then 0 is used, it will limit the amount the area can increment the infection. If the areas increment total reaches this bound than the area is disabled.&lt;br /&gt;
* DisableOnLevelBoundHit - Disables the area if the upper bound is hit.&lt;br /&gt;
&lt;br /&gt;
For more information about the infection mechanic, see [[HPL2/AMFP/Infection| the Infection article]].&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6322</id>
		<title>HPL2/AMFP/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6322"/>
		<updated>2023-03-20T17:18:20Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: /* Modding MFP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation.&lt;br /&gt;
&lt;br /&gt;
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.&lt;br /&gt;
&lt;br /&gt;
{{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contributing===&lt;br /&gt;
&lt;br /&gt;
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
MFP can be modded using custom tools available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here].&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
The original TDD tools are available [[HPL2/Tools|here]]. Install them in the same way, but in the MFP directory.&lt;br /&gt;
&lt;br /&gt;
It is recommended to download the community version tools because these include the fixes described in the &amp;quot;Patching the original editors&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
{{warning| MFP is missing the SDL.dll file which the editors use. If you have TDD, just copy it from there to the main MFP folder. Otherwise, download the 32 bit version from [https://www.libsdl.org/download-1.2.php the official website].}}&lt;br /&gt;
&lt;br /&gt;
===Patching the original editors===&lt;br /&gt;
&lt;br /&gt;
If you decide to use the original editors:&lt;br /&gt;
&lt;br /&gt;
The TDD editors can't load certain MFP assets. To make the TDD tools load MFP files properly, you will need to mod them with [https://www.frictionalgames.com/forum/thread-56724.html custom config files]. Simply drag the new files into your MFP folder and replace all files when prompted.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' the custom config files include hints made by the community. These are not official and lack information which couldn't be deducted from the files.&lt;br /&gt;
&lt;br /&gt;
===Known issues / solutions===&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' LevelEditor crashing when the &amp;lt;code&amp;gt;/enemies&amp;lt;/code&amp;gt; entity folder is picked.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' Find the folder and delete all &amp;lt;code&amp;gt;.msh&amp;lt;/code&amp;gt; files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' Level Editor displays lights in a weird way.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' None. Unfortunately, the Level Editor seems to have a portion of the TDD shaders hardcoded into it. This still needs to be fixed in the community tools.&lt;br /&gt;
&lt;br /&gt;
==Modding MFP==&lt;br /&gt;
&lt;br /&gt;
===Custom Stories===&lt;br /&gt;
&lt;br /&gt;
You can use [https://www.mediafire.com/file/fsjaxuvy38mkhdu/mfp_with_custom_stories.rar/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; file. Alternatively, you can just link that file for your players to download on their own.&lt;br /&gt;
&lt;br /&gt;
If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).&lt;br /&gt;
&lt;br /&gt;
{{note|This is the recommended way of modding MFP at the moment.}}&lt;br /&gt;
&lt;br /&gt;
===Full Conversion===&lt;br /&gt;
&lt;br /&gt;
In order to create full conversions with custom config files you need to download the file linked above.&lt;br /&gt;
&lt;br /&gt;
You can download the FC mod template [https://www.mediafire.com/file/995cuekkr9k4pcb/your_mod.rar/file here]. It is crucial to have experience with TDD full conversions before trying it with MFP.&lt;br /&gt;
&lt;br /&gt;
Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. &amp;quot;sounds&amp;quot;), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6321</id>
		<title>HPL2/AMFP/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.frictionalgames.com/page?title=HPL2/AMFP/Introduction&amp;diff=6321"/>
		<updated>2023-03-20T15:59:54Z</updated>

		<summary type="html">&lt;p&gt;AwesomeDirt307: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation.&lt;br /&gt;
&lt;br /&gt;
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.&lt;br /&gt;
&lt;br /&gt;
{{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contributing===&lt;br /&gt;
&lt;br /&gt;
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
MFP can be modded using custom tools available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here].&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
The original TDD tools are available [[HPL2/Tools|here]]. Install them in the same way, but in the MFP directory.&lt;br /&gt;
&lt;br /&gt;
It is recommended to download the community version tools because these include the fixes described in the &amp;quot;Patching the original editors&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
{{warning| MFP is missing the SDL.dll file which the editors use. If you have TDD, just copy it from there to the main MFP folder. Otherwise, download the 32 bit version from [https://www.libsdl.org/download-1.2.php the official website].}}&lt;br /&gt;
&lt;br /&gt;
===Patching the original editors===&lt;br /&gt;
&lt;br /&gt;
If you decide to use the original editors:&lt;br /&gt;
&lt;br /&gt;
The TDD editors can't load certain MFP assets. To make the TDD tools load MFP files properly, you will need to mod them with [https://www.frictionalgames.com/forum/thread-56724.html custom config files]. Simply drag the new files into your MFP folder and replace all files when prompted.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' the custom config files include hints made by the community. These are not official and lack information which couldn't be deducted from the files.&lt;br /&gt;
&lt;br /&gt;
===Known issues / solutions===&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' LevelEditor crashing when the &amp;lt;code&amp;gt;/enemies&amp;lt;/code&amp;gt; entity folder is picked.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' Find the folder and delete all &amp;lt;code&amp;gt;.msh&amp;lt;/code&amp;gt; files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.&lt;br /&gt;
&lt;br /&gt;
'''Issue:''' Level Editor displays lights in a weird way.&lt;br /&gt;
&lt;br /&gt;
*'''Solution:''' None. Unfortunately, the Level Editor seems to have a portion of the TDD shaders hardcoded into it. This still needs to be fixed in the community tools.&lt;br /&gt;
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==Modding MFP==&lt;br /&gt;
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===Custom Stories===&lt;br /&gt;
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You can use [http://www.mediafire.com/file/d3bp2k67fqbrf2l/mfp-with-custom-stories.zip/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt; file. Alternatively, you can just link that file for your players to download on their own.&lt;br /&gt;
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If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).&lt;br /&gt;
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{{note|This is the recommended way of modding MFP at the moment.}}&lt;br /&gt;
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===Full Conversion===&lt;br /&gt;
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MFP doesn't support passing a custom config file as an argument to the executable file, so until someone ports that feature, you can use this little hack to create FC mods.&lt;br /&gt;
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You can download the FC mod template [https://www.frictionalgames.com/forum/thread-56724.html here]. It is crucial to have experience with TDD full conversions before trying it with MFP.&lt;br /&gt;
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The download only features a Windows start script, but it can be remade for other operating systems. The rest of the template stays the same for all systems.&lt;br /&gt;
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Since MFP doesn't support passing a custom config file as an argument to the executable file, the script does something else. When the mod is ran, the script renames the original folder into &amp;quot;config_original&amp;quot; and the specified folder (e.g. &amp;quot;config_YourMod&amp;quot;) to &amp;quot;config&amp;quot;. When the game gets closed, these changes are reverted.&lt;br /&gt;
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{{warning|Do not alter the main config files when the game is running! This will cause issues.}}&lt;br /&gt;
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If the game crashes, you might need to rename the folders manually. Including this information with your user manual for the mod might be a good idea.&lt;br /&gt;
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Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. &amp;quot;sounds&amp;quot;), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.&lt;/div&gt;</summary>
		<author><name>AwesomeDirt307</name></author>
		
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