Most of the user interface can be fully customized and a variety of third party mods are available. Links to other #modding topics, download sites and basic instructions are below, along with chat scripting and customization guides and some intro tutorial links for people interested in developing mods.
As with most games, use of mods is at your own risk.
There is a #modding tag (shared with AoC, so check for the red tip), which I encourage people to make use of. Some mods have official topics for announcements and troubleshooting, which worked well in TSW so expect this list to expand.
- Cartographer (Peloprata)
- Clockwatcher (Peloprata)
- Effects UI: Legends (IcarusJames)
- FreeHUD (Peloprata)
- Legends Library Android App (Markel)
- LoreHound (Peloprata)
- Pelo’s Minimod Miscellany (Peloprata)
- Reticle HUD (Descendent)
- Untold Stories of TSW (SuperJenius)
Unoffical topics may not be followed by all the modders involved or have more general subject matter:
Almost all mods are on one of these sites, or will be shortly:
Curseforge SWL: New or updated for SWL. Most have active developers.
Curseforge TSW: Old TSW mods. [SWL] tagged ones should work. Older ones may have compatibility issues. Most are not currently maintained.
Twitch/Curse client should now correctly install most mods on the SWL Curseforge site. It does seem to have issues remembering they’re installed and updating or uninstalling them later. Mods with chat scripts will require additional work, and waypoint packs and legacy mods require manual installation.
Mods Requiring Manual Intervention
Clockwatcher - External viewer app is packaged separately
Lassie’s Waypoints - Waypoint pack, installs to different location
TSWACT - Supporting chat scripts will need to be moved, and ACT is installed separately
Flash (UI) mods can be installed manually by unzipping into
[GameDir]\Data\Gui\Custom\Flash\ and restarting the client. Some older mods include the
Flash folder in the archive.
Full default install paths by client type:
C:\Program Files (x86)\Steam\steamapps\common\Secret World Legends\Data\Gui\Custom\Flash\
C:\Program Files (x86)\Funcom\Secret World Legends\Data\Gui\Custom\Flash\
\scripts folder contains supporting chat scripts which should be moved to
[GameDir]\scripts\. Waypoint packs install to
%localappdata%\Funcom\SWL\Prefs\[username]\Waypoints\, and usually have more detailed instructions.
Modders are not perfect. We make mistakes, we don’t always test everything, and sometimes we have the API rug pulled up from under us and put down again backwards. If you do run into problems with a mod, we’ll do our best to try and fix things.
Mod isn’t working (at all): Usually an install problem of some sort:
- Downloaded from Github: Make sure you have a release download (should have a .swf file in it, if there’s lots of .as files you’ve probably got the source code from the big green button. has misled you, pay no attention to the big green button, instead look for “ releases” just above the mostly red line)
- Downloaded with Twitch: Should now be working, but some mods may need to be updated, and a few need manual installs anyway (check the list above).
Double check install path(s): As a mod may have custom install requirements, check the paths in any provided readme, substituting
Customas needed on older mods.
- Ensure there’s only one copy: The game gets right confused when it runs into two Modules.xml files defining the same thing, even if they are exactly the same.
- Delete .bxml files: In some upgrade situations the game will use these cached copies and miss changes made in the xml files. This may cause a mod to stop working, or to fail to save/load settings as expected. Deleting these files forces the game to rebuild the cache from the provided xml files.
- Double check install path(s): As a mod may have custom install requirements, check the paths in any provided readme, substituting
- Update: Check to see if there’s a more recent version of any of your mods. It can be really easy to miss a release. If you’re lucky your bug’s already been fixed, and there’s less work all around.
- Reproduce: Try to find a method of forcing the bug to become obvious, preferably one that can be easilly done with a single person and doesn’t rely on random events. This will make everything much easier.
Isolate: Try to identify the source. Recently installed or updated mods are often good suspects, as are mods directly related to whatever is being buggy. Client updates have historically been quite good about not breaking mods, but do occasionally mess things up.
Disabling Mods: To avoid losing settings, disable mods by (temporarially) removing only the Modules.xml and Modules.bxml files. It may still be a good idea to backup the Prefs files, found in
%localappdata%\Funcom\SWLin case something goes horribly wrong. If you have many mods, this may take some time, as the client will need to be closed and restarted with each change. To save time, it can be useful to do multiple mods at once while narrowing down the possibilities.
- Disabling Mods: To avoid losing settings, disable mods by (temporarially) removing only the Modules.xml and Modules.bxml files. It may still be a good idea to backup the Prefs files, found in
Report: Even if you can’t narrow it down completely the info is still helpful. Unknown problems are only fixed by accident. Try to be as detailed as possible A reliable method of reproduction is particularly helpful for actually tracking things down.
- Maintained Mods: Most modders try to limit how many places they need to watch for their own sanity, so check the documentation. Official forum topics or the Curse or GitHub page are usually good. It may be possible to find some of us on discord in the modding channel or ingame, but messages there are more likely to be overlooked.
- Unmaintained Mods: Most unmaintained mods are as is. The original devs are no longer active and many did not release their source code or distribution options. While there are methods of patching mods after the fact, they are all somewhat difficult to do cleanly. Regardlesss, if you run into a serious bug with one of these, make a post about it (tagging #modding would make it more obvious) and we’ll try to work out if it’s worth patching or rewriting the mod.
- Unknown Mod: Sometimes it’s hard to find specific mods that are causing a bug. Often these sorts of issues end up in the Bug Reports forum with a dev failing to reproduce it on a stock client. We don’t like hearing about bugs in our mods from devs, it means that they were spending time analyzing and debugging our mess instead of working on new content and fixing bugs we can’t touch. If you suspect that a mod may be responsible, add the #modding tag to the topic and we’ll see if we can save them the work. Providing the versions of any installed mods will give us something to work with (and the devs something to point fingers at).
[GameDir]\scripts\ can be triggered by typing
/[filename] into chat. The contents are processed and output to chat. Can create pop-up windows, run multiple chat commands, or just save some typing. Many chat commands are localized in the language used by the client, so a script that works for the English client may require some translation before it will work in a French or German client.
auto_login (no file type suffix) is a special chat script which will run when your character logs in. This is a good way to join custom channels without having to remember to do it manually.
Sample auto_login script, credit to Hatkake and Mr-Pyre from the legacy forums
# Hashmarked lines are comments # Delay in case chat system hasn't finished setup /delay 5000 # Log combat for ACT (unsure if localized) /logcombat on # Join custom chat channels (English client, see below for other languages) /chat join Event /chat join LFG /chat join Sanctuary
If using a non-English client, replace
/chat join with:
TSWDB has a chat scripting guide with further details and examples. The original auto_login script information, along with some localized emote scripts, are still available on the legacy forums. MorionR has collected some additional public chat channels that could be added if desired.
- Changing Chat Size & Colours (Colour is by category, not by channel)
- More Font Sizes (Including more details on chat and some other text)
These may help with getting started, but there’s a lot of information that hasn’t made it into a centralized location (or even been written down). Discord usually has a few lurkers in the modding channel who can answer questions. Poke at the source code of similar mods, and don’t be afraid to experiment; The worst you can (probably) do is crash your game.
- Basic Modding Guide (FlashDevelop)
- Flash Pro Setup
- Actionscript 2.0 Reference (Adobe’s own documentation is down, but this pdf has only a few omissions)
- Scaleform CLIK Library (~30 MB zip sourced by Formless)
I think the post has been made a community wiki to keep editing unlocked, so feel free to add your projects into the lists, or correct/clarify my rambling. I’ll continue to keep an eye on things anyway.