HPL2/AMFP/Introduction
Amnesia: A Machine for Pigs, developed by The Chinese Room, has no official documentation.
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.
Contents
Contributing
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.
Tools
MFP doesn't have any offically available tools but it can be modded using custom made tools.
Installation
The MFP tools are available here. Install them in the same way, but in the MFP directory.
The downloaded file contains modified editor configuration files, as well as editor executables compiled from MFP's source code.
The editors are made to work with MFP's engine, so it's important you use these instead of the regular TDD tools.
Known issues / solutions
Issue: LevelEditor crashing when the /enemies
and /character
entity folder is picked.
- Solution: Find the folder and delete all
.msh
files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.
Modding MFP
Custom Stories
You can use 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 .exe
file. Alternatively, you can just link that file for your players to download on their own.
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).
Full Conversion
In order to create full conversion mods the same way as in TDD, you need to download the file linked above.
You can download the FC mod template here. It is crucial to have experience with TDD full conversions before trying it with MFP.
Almost all information about TDD Full Conversions applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. "sounds"), 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.