From 
uEnlistedCDK
Without a doubt the biggest update to Enlisted modding since the debut of sandbox editor.
uEnlistedCDK has been in development since April, and was used to make several of my mods at this point. Now i believe it’s ready to release to everyone.
Total size: 33gb.
I need to say, CDK is not for absolute beginners, but it’s not impossible to master. A lot of practice and some knowledge in computer science will surely come in handy.
DOWNLOAD HERE
DOCUMENTATION
Please leave a comment below what else you would like to be explained. I don’t know everything, but i will do my best. The documentation will be improved over time.
DaEditor
Asset Viewer
Happy map making!
Most important requests/ missing features due to complexity
- Vegetation folder, because there is no way, ever, i can re-create the database for all impostors and vegetation of the game, that is just too much for one person.
- scene_ladder entity - scene_ladder will not work in custom levels.
- sounds entities to bake sounds into level?
- effects
- masks to generate vegetation
- which require custom content support, load DXP and GRP in online matches OR png files next to scene.blk.
11 Likes
From 
Modding Tools
This little program has two key features:
Convert enlisted prefabs to composites, which saves great amount of time, as i haven’t prefabbed everything from the game.
Asset Placer which places assets between two coordinates on your custom level. It’s a temporary measure to generate vegetation quickly.
Dataminer should not be used as it’s unoptimized and doesn’t datamine everything.
8 Likes
Alright its Gamer_Victorch here, I am trying fix this program here with my little Python knowledge (since it was written in Python), I will check with Bazsi later tmr when I have completed my part.
I will optimize the so-called “unoptimized” Dataminer so it works, as well as making a few upgrades to the UI
Anyways, have fun using uEnlistedCDK!
1 Like
- Custom landmesh; Ability to import a grayscale heightmap from any part of the world and load it into Dagor Engine effortlessly.
That will be pretty handy as current official editor is such pain in the ass and may mess topography of the maps with each update.
2 Likes
Do you always need to use 4096x4096 resolution for the heightmaps? It doesn’t seem to work with 1024x1024 for me (and .tiff file created through photoshop).
And even with 4096 it doesn’t really do much
(converted to .tiff) and used 200, 500 and 2400 height range all failed.
EDIT: After reading the tutorial it still doesn’t work with another heightmap.
1 Like
A new version of the Dagor Modding Tools program is almost ready for release
Take a look at the new main menu
Redesigned asset placer tab with scroll bar (so it can fit on the screen for every monitor)
Hover tooltip is also available, so you will know what each button and field does exactly!
Also, a little popup has been added for Prefab-to-composit.blk converter
as a quality-of-life feature

A popup with a link to our Discord server is also included, so users can have a way to get in touch outside of forum

2 Likes
Here is the new version I made, please enjoy.
Remember that you can join our Discord server with the invite link embedded in the application
1 Like