How to Mod Watch Dogs entirely - Full Tutorial This tutorial will explain step by step how to fully mod Watch Dogs by yourself. I will update the tutorial when he gives me more. Since there is too much weird stuff going on about Watch Dogs modding, i received this tutorial from the first person that modded it so here i share it for everyone. This is for the modders community and everyone as it is pretty easy to follow every step and fully mod Watch Dogs by your own. This way there is no need for people stealing, making stories, registering from other forums telling lies everywhere coming here and the list goes on. Step 1: First of all you have to use Patch.fat and Patch.dat for modding, like in FC3 modding. There is no patch.fat/dat in WD release, but you can create it. Just make a folder anywhere called Patch , there you will place all modifications from the game files that will be described in this tutorial. The first thing you must do is decrypt the files : \data_win64\common.fat and worlds\windy_city\windy_city.fat Just copy both files to some folder with the Gibbed.Disrupt tools: download from here: svn.gib.me/builds/disrupt/?C=M;O=D And once there use : "Gibbed.Disrupt.unpack common.fat X:\FOLDER ( where you will place the decrypted folders ) " "Gibbed.Disrupt.unpack windy_city.fat X:\FOLDER ( where you will place the decrypted folders ) " Now that you have all game files decrypted here are the files you must consider: \engine\settings\defaultrenderconfig.xml ( default render config file , aka the XML automated settings ) \engine\settings\defaultengineconfig.xml ( default engine config file ) \engine\settings\defaulthreadingconfig.xml ( default threading config file ) \engine\settings\defaultgameconfig.xml ( default game config file ) \engine\shaders\materialdescriptors\* ( where you can find the material settings for every part of the game, like for example parallax or sub surface fake and space scattering ) \engine\shaders\materialdescriptors\ui\* ( data classes, reflection classes, specular classes , etc ) \Windycity\worlds\windy_city\generated\windy_city.game.xml ( Main game rendering config and most important file ) \generated\deploadnewparticles.rml ( particle main settings ) \generated\databases\generic\* ( Libraries, like bloom, sky, clouds, lighting, fog, cameracontext ( bokeh ) , lighteffects, windenvironment, etc etc ) And for the Huge modders, there is the textures , gfx, environment , etc for modding : \graphics\* For a simple explanation on how to instantly change your game visuals , lets use windy_city.game.xml file showing this off: Here you can tweak: -Weather system -E3/actual wheater presets -Fog -Bloom -Lighting -Wind/Physics -Fluid system -Blackouts settings -The building reflection textures -The sampleCUBE for texturing -The Water System -The Rain System -Time of the day -Cycling weather settings -Some more For extracting this file that has been encrypted as RML and renamed to XML in the game, place the file where you have the Gibbed.Disrupt tools and type: "Gibbed.Disrupt.Convertxml --xml windy_city.game.xml" It will decrypt the RML to actual XML calling it "windy_city.xml" There you will be able to see the inside and modify. After you modify ( check the tutorial below ) you have to recrypt it using this: "Gibbed.Disrupt.Convertxml --rml windy_city.xml" There you will get a file called: windy_city_converted.rml , just rename this file to the original name in the game "windy_city.game.xml" and place it at the original folder in the game : \Windycity\worlds\windy_city\generated\ ( in your patch folder ) Here is how it looks like inside and i will point every section and how to modify: Download the TXT file here since its too big for the forum: XXX7.zippyshare.com/v/99577012/file.html Replace X for W. For another example of getting instant changes, lets use now: \generated\databases\generic\* ( Libraries, like bloom, sky, clouds, lighting, fog, cameracontext ( bokeh ) , lighteffects, windenvironment, etc etc ) Lets say you want to change cloud settings, find the file "clouds.lib" Copy the file to some folder with the Gibbed tools. Drag and drop cloulds.lib to the file "Gibbed.Disrupt.ConvertBinaryObject" It will generate a folder and a file. The file will be XML including all the library names. And the folder will be the library in XML where you can edit anything you want. For editing easy, follow this example: For the Storm clouds find this file in the generated folder with XML: "Storm.Storm.xml" Open it with notepad++ and see the inside: <object hash="72DE4948"> <field hash="61FC6B02" type="BinHex" /> <field hash="9D8873F8" type="BinHex">53746F726D2E53746F726D00</field> <field hash="B9295CC7" type="BinHex">8CB67E39</field> <field hash="389F6DA7" type="BinHex">8CB67E39</field> <field hash="41707B6D" type="BinHex">0000803F0000803F0000803F</field> <field hash="7E8CD122" type="BinHex">0AD7233C</field> <field hash="C8051DEE" type="BinHex">0000803F</field> <object hash="2E361B4C"> --- HERE START COPYING FROM OTHER PRESET AND PASTE IT RIGHT HERE , NOT IN ANOTHER LINE. For example, open as well "07_Pills.Carmageddon_Cloud.xml" And also check the inside: <?xml version="1.0" encoding="utf-8"?> <object hash="72DE4948"> <field hash="61FC6B02" type="BinHex" /> <field hash="9D8873F8" type="BinHex">30375F50696C6C732E4361726D61676564646F6E5F436C6F756400</field> <field hash="B9295CC7" type="BinHex">C188C3A8</field> <field hash="389F6DA7" type="BinHex">C188C3A8</field> <field hash="41707B6D" type="BinHex">0000803F0000803F0000803F</field> <field hash="7E8CD122" type="BinHex">CDCC4C3E</field> <field hash="C8051DEE" type="BinHex">CDCC4C3F</field> <object hash="2E361B4C"> --- COPY EVERYTHING FROM THIS LINE TO THE END AND PASTE IT TO THE SAME LINE IN THE "Storm.Storm.xml" Save the "Storm.Storm.xml" and you will have the carmageddon clouds at the common storm preset in the game. This method works for any library in the game, do the same and you will see instant changes for any library, doesnt matter what it is for. I will update the tutorial with more info later. Now that you have tweaked what you wanted, you have to make the patch.fat/dat files . For this use : Gibbed.Disrupt.pack patch.fat X:\FOLDER ( the folder you placed all the modification files with exact folders ) There you will get a patch.fat/dat and you just place it at the data_win64 folder of the game and thats it. I will keep updating this tutorial , since there is too much stuff to mention and explain in one time, but from this you can get a pretty good idea and start tweaking the game by yourself. I hope this is useful to the community.