TL;DR
Subscribing to Mods
The first step to using mods in Tabletop Simulator (TTS) is to subscribe to them through the Steam Workshop. You can find a wide variety of board games and other mods by searching the TTS Workshop [1:1],
[2:2]. Once you find a mod you like, click the "Subscribe" button. This will automatically download the mod to your game.
Loading Mods in TTS
After subscribing to a mod, open Tabletop Simulator and create a new room, either in single-player or multiplayer mode. Navigate to the "Games" menu at the top, select the "Workshop" tab, and you should see all the mods you've subscribed to available for loading [2:2]. This process allows you to set up and play different board games virtually with friends or family.
Testing and Customizing Mods
It's recommended to test out mods before playing them with others, as not all mods are fully functional or complete [1:2]. Some mods come with scripting that automates certain parts of the game, but many require manual setup similar to real-life board games
[1:5]. If you want to tweak an existing mod, you can use the scripting tools provided by TTS. Save any modifications locally and load this version when playing with friends
[4:2].
Installing Mods Without Steam Workshop
If you need to install mods without using the Steam Workshop, you can manually move downloaded mod files into your TTS Mod folder [3:2]. However, this method may require additional steps to ensure the mod functions correctly, such as importing assets separately
[5:1].
Community Resources
For further assistance, consider joining Discord channels dedicated to TTS board gaming, where you can find additional mods and community support [2:1]. There are also video tutorials available online that guide you through the process of using and customizing mods in TTS
[2:3].
Where is the best resource to learn about mods, how to download them and use them? I just want to set up a game night for my family during this quarantine and am struggling to learn how to use mods.
search the games you want here
https://steamcommunity.com/workshop/browse/?appid=286160
I suggest you to look for scripted version first, they are easy to setup/improve some stuffs.
Test out BEFORE you play. Some games have multiples version and sometimes even the most popular isnt the best or have a missing link (like Settlers of Catan who have mods since tts release). It will sure improve your game night.
You probably already know this but dont check www.boardgamegeek.com/ to find games who suit you and your family. At steam workshop you will have no luck
Are to talking about mods to a game or mods as in the games themselves?
I want to download other games to be able to host them. Like Settlers of Catan or Codenames, etc.
Go to the Steam workshop for TTS. Find a game you want there, and Subscribe to it. Next time you start TTS, Create a server, and all the mods (games) you subscribed to should be accessible in the Workshop row just below the DLC row.
Thank you!!
Keep in mind, a lot of the games you have to set up yourself just like a real board game. Handing out money, and or pieces. Or you could be an asshole like me and make everyone grab their own. But yeah, some games have automation and detect when it is the next players turn but a lot you just gotta do it yourself. Best way I explain it to people. Its IRL board game night online.
I just downloaded TS and I'm also pretty new to Steam as well, sorry for all the newb questions! If I want to play for example, Arkham Horror on TS how do I do that? I looked on the FAQ and the wiki but I'm not understanding? I do own the physical copy of the game as well if that helps. I saw a mod of Arkham Horror and hit the subscribe button but nothing happened?
You subscribe go into TTS load up a room from either either public or single player then go to games from top menus and go to workshop tab find it and load it up :)
Made a video for this sole purpose.
Thank you so much! This was SUPER helpful!
Np, let me know if you need help with anything else.
If you figured out how the workshop works you can then check out pre selected collections. Really helpful to find good mods for boardgames.
https://steamcommunity.com/sharedfiles/filedetails/?id=2086043930
Not all mods fully work though. So just try things out
There are also discord channels dedicated to boardgaming on tts which have mods which can't be found on the steam workshop.
I found this mod and I was wondering how to install it without using steam workshop.
This is the mod: steamcommunity.com/sharedfiles/filedetails/?id=2715131537
If it's in the workshop, not sure how you can get it off without using Steam. If you can download it from another source, you can manually move it to your Mod folder.
Why can't you use the steam workshop?
Piracy probably.
You are wrong. I have several games that are on steam and other platforms. Project Zomboid for example is sold on steam AND other platforms. Its a heavily modded game so can be hard to get mods when steam tries to monopolize them. That was the whole point of steam mod subscriptions, to further force people to use their service.
Lol, imagine pirating a $10 game that gives you access to literally thousands of dollars of content for free.
A mod is nothing more than a save-game. Copy it in your save game folder and you're done.
Edit: I wish this could be pinned. People ask that question all the time.
I don't think that works for me because I can not get the mod to load. It just says Error Loading This Save
Look up how they would get mods on pirated versions of skyrim back in maybe 2016. If i recall correctly, you had to make a fake folder to mimic the structure of the game you are getting workshop items for, with a text folder to trick it into thinking you have the app, the. You do ye olde drag and drop.
People bothered with Workshop mods under those conditions, when there’s like a gajillion Skyrim mods outside of Steam already? I don ’t understand people sometimes!
https://steamworkshopdownloader.io/
I used to use something like this
Hey uh it becomes abin file what do you do later?
Haven't found anything 🥲
J'ai une question c'est safe comme site?
Do people generally keep mods on github (or similar) so others can contribute?
Can I change tweak an existing mod if I don't quite like how it works? I see a scripting button.
In general how customizable are mods I've subscribed to on the Steam Workshop?
This is what I do:
Subscribe -> modify/trick out -> save game locally -> load that game when you play with friends as multiplayer
I just did this with the version of Samurai Spirit because I felt that the table was too small
Is Modify/Trick Out a specific mod on Steam Workshop, or is it something I have to grab from elsewhere?
I'm not getting results searching the workshop.
Ah, no. You modify or tweak the original download or j whatever way you want to.
Perfect, thanks!
If there are any, I upload any custom assets to the cloud just in case.
I'm not sure if you can share stuff stored locally to other machines. I haven't quite tested that out.
Hello, me and my friend want to play tabletop simulator with mods, we alr tried playing vanilla multiplayer, and it works (with online fix obvs), but we want to add mods, i tried steamworkshop downloader, but it gives me this file (WorkshopUploader) i tried to converting it to json, and it works but it tells me to import the assets and other errors, i tried TTS mods tool for backup, and it doesnt work...
I really need help.. thank you for anyone that helps me!
Hello, did you find out? I'm facing the same problem
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Pretty self explanatory, I downloaded the game, tried the workshop downloader website, I tried steamcmd, nothing seems to be working. If anyone has had luck getting workshop mods on a pirated copy of tabletop sim specifically, please let me know. Thanks.
go to https://steamworkshopdownloader.io/
input the link and follow the instructions, they got struck by steam but the method they teach you to do instad works for most games
keyword: **MOST**
Yeah, I tried that, but it just gave me a download link to a random file instead of a command to copy. If there was a way to actually use said file, I'd be happy, but I guess Tabletop is just one of those games.
But, The official documentation is a bit confusing. I figured out how to make buttons onscreen and how to make them roll the dice on screen.
I can't figure out how to get a button to change a PDF's page.
Does anyone have any good youtubers or websites for this?
this had the answer to my question. But, I'm still looking for good resources.
Here is my unfinished guide. It should help get you started nicely though. It's specifically written for Idiots like myself. :)
https://docs.google.com/document/d/1LHZym_jaAakCdYd9tNXbnHmkMEA7AbzrPW58W_mwSmo/edit?usp=drivesdk
This guide should give you quite a good introduction. Beware, that some things may have changed since the creation of the guide.
Hello people,
40k player here, a friend and i are interested in this game but we would like to try before buying into it. Are there any mods for tabletop simulator? I looked on youtube for a tutorial but couldn't find any.
Thx
Where do you live? There might be someone nearby who can run an intro game for you
45 minutes away from rotterdam in the netherlands
But is it possible to play on table top simulator, otherwise i will think of something else
That's the weirdest way to describe where you live... There's several cities closer to you than Rotterdam. Half of which will have official stores that can run demo games with you.
Steam workshipbis stuffed with them. Theres the core rules for free to download on the gw website. Battlescribe is good for building lists and theres a mod where you can convert the battlecribe list to minis
There is SOME stuff, I know I found an Epic Scale map at some point, but I don't think people have made models for the units. Titans and Knights probably exist because of Adeptus Titanicus though.
Hello 40K player with friend!
There are mods on the Steam Workshop, but they may not have the complete list of units anymore. Just search up Legions Imperialis and you should get a few hits. You can also look for Adeptus Titanicus to get the Titans since they’re the same minis in the physical game system. Unfortunately I can’t access my Steam to send you links to the specific mods, but they’re there I swear lol.
Maps may be harder to come by, you might have to build your own with terrain packs from the workshop. I also highly recommend Legion Builder (https://legionbuilder.app/) for putting together your lists.
Have fun!
Hi everyone,
I am new to using mods, or at least wanting to start using mods. Where do I go to download mods and how do I know which mods are worth having?
Thank you in advance 🤗
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I’m new as well, I don’t know anything about the process and looking for tips.
I mean, it’s basically all subjective, so it’s hard to know which mods are “worth” having.
The biggest mods I believe are MCCC (Deaderpool), WickedWhims (TurboDriver), Basemental Drugs (Basemental), & ones that enhance the UI - Like More Columns & UI Cheats Extension (weerbesu) and Better Build/Buy (Twisted Mexi). Other gameplay modders I hear a lot about are Lumpinou & LittleMsSam.
Most creators use Tumblr, Instagram, Twitter, TikTok, and YouTube to promote their work, so going on social media and using TS4 mod hashtags would probably help you a lot.
Creators typically use Patreon, Sim File Share, The Sims Resource, Google Files, We Transfer, Boosty, or personal webpages to host their content files.
I recently published a script-heavy mod on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2071758840
This was my first shot at modding for TTS and got me to go in depth of the mechanics of scripting for Tabletop Simulator. Here are all the peculiar things I wish I knew before this little coding adventure.
​
Kindomino (Scripted) mod on Tabletop Simulator
Use local
on your variables everywhere you can. That will avoid a lot of confusion and out of scope variables.
When you create a deck in TTS, like all objects, a GUID is assigned to it.
But what you'll discover is that all objects in your deck won't.
Yep, unless you take them all out of the deck, they won't exist, and therefore won't have a GUID of their own.
Fortunately, if you want GUIDs, you can do this:
local deck_guid = ""
local deck_size = 48
function onLoad()
local deck = getObjectFromGUID(deck_guid)
for i = deck_size, 1, -1 do
deck.takeObject({
position = {
deck.getPosition().x,
deck.getPosition().y + i + 0.1 * (i - 1),
deck.getPosition().z },
smooth = false
})
end
end
Put that in a dummy game, apply to a deck and save it. Lower game gravity if you're facing issues.
Please note that the deck GUID will be changed. If you don't want that, set the size to be the deck size minus 2 and manually remove and add back the last two cards of the deck using the search menu.
When you change one deck's front or back image, all the contained objects cease to exist and lose their GUID!
If you don't want that, you should change the image link using a massive search and replace on the save file's JSON "ImageURL".
When you call .clone()
on an object, that returns the newly created clone object. But beware, it won't have a separate GUID yet! Yep, the game waits approximately 2 frames to change its GUID, so you'll need to use Wait.frames or Wait.condition to get it.
There is a list of toggles when you right click an object on TTS (lock, snap, etc.). But one hidden property is missing from this list: interactible. This awesome property will make the object totally uninteractible to everybody if set to false!
It is only accessible from script using: object.interactible = false
.
You cannot upload your own table in TTS, you can only set a surface texture on an existing table. But there is a way to use your own 3D model as a table.
First, you need to disable the table completely using the "Table" menu.
Then upload your own object you want to use as a table.
Set its interactible property to false on its onLoad method.
In order for a scripted game to save and load properly, you need to implement the onSave()
and onLoad(save_state)
methods of the scripts that will have a different state from the initial state upon load.
You can save and load without that, but all the scripts state will go back to initial state and onLoad() method will be played again.
Implementing serialization is very simple, the onSave method will almost always look like this:
function onSave()
return JSON.encode({
my_prop_1 = my_prop_1,
my_prop_2 = my_prop_2
})
end
And you then load the properties using:
local my_prop_1 = "default_1"
local my_prop_2 = "default_2"
function onLoad(save_state)
if save_state ~= "" then
my_prop_1 = JSON.decode(save_state).my_prop_1
my_prop_2 = JSON.decode(save_state).my_prop_2
end
initialize()
end
Be aware that you can't serialize TTS objects (Card, Deck, Tile, Player, etc.) or any object that has one of those objects as a field.
If you want to save them, just extract their GUID in the onSave method and call them again with getObjectFromGUID in the onLoad method.
States in TTS are badly handled, I don't recommend using them for the following reasons:
- Images in other states will take time to load every time you switch state leaving a disgusting white square in its place. (Workaround though: have a hidden object with the same texture somewhere in the game)
- Scripts don't save properly on states that are not currently active.
- If you call getObjectFromGUID on a object that is not in the expected state, it will return nil
For these reasons, I recommend using separate object that you hide in the table with negative Y values or with setInvisibleTo().
If you need to debug, which you absolutely will, you will want to get object states at different points in the code. The first programmer reflex is to use "print". Don't. Use "log" instead:
- print will write unwanted stuff in the game room chat if you forget one, log writes in a separate console.
- log will "pretty print" tables, TTS objects, etc.
If you want to get the size of a table, you might want to use the # operator. I don't recommend that at all since it can return unexpected results: https://stackoverflow.com/a/2705804.
It is actually stable if you are 100% sure you table is integer indexed without holes though so it's fine when calling TTS methods (getObjects, getButtons, etc.)
Otherwise, I recommend coding your own method to count your elements.
If you're planning on writing a complex scripted mod, you should separate code in different files. One file should not go above 300 lines. (the most complex I have is 488 lines and I hate it).
Instead you want to separate roles and design your code properly to have a file that respects the single responsibility principle.
Sometimes this "class" won't have a concrete object to attach in your game. In my case a "Castle Manager" is only an abstract entity.
My solution for this: create dummy objects to attach code to it. Then hide them with negative Y values or setInvisibleTo.
Code from different scripts can call each other with the method getObjectFromGUID(guid).call("my_fun", parameters)
. Don't abuse it though, but if you designed your classes properly, you shouldn't need to use it that much.
I recommend using an IDE for development. Atom is great and there is a useful TTS plugin on it.
Configuring this plugin, you can then reference external files using #include:
#include my_awesome_ttslua_file
Set the base path in the plugin's settings beforehand and you should be able to link TTS scripts with local lua files.
Then you should use as little TTS scripts as possible and only add some when absolutely necessary (need for a separate onLoad method for instance). Otherwise you should split your Lua project into lua files and reference them with the require()
statement.
If you multiply the amount of TTS scripts, you will be forced to call distinct scripts with the getObjectFromGUID("").call("my_function", parameters)
and with time, the parameters names are painful to keep track of. This is because TTS keeps a tight confinement between scripts from different objects. The two only ways to communicate between such scripts is by using obj.setVar()
or obj.call()
, but those methods are hard to maintain.
If you are launching a lot of animations at the same time, Tabletop might struggle to execute everything. Delay your animations' start by 1 to 10 frames to help it cope with all the work.
When you implement onSave()
, every time you save your work, you call the onSave code on all your scripts. That will write stuff in your JSON save file and that will be published if you upload your save to the workshop.
But sometimes you want to be able to have a fresh save with nothing to load.
To do that, save your work and then simply replace all "LuaScriptState" = "{ ... anything ... }"
with "LuaScriptState" = ""
in the save file's JSON
You can avoid that also by disabling the script auto-play and saving without launching the scripts. That won't erase previously saved data though!
There are reports of DMCA takedowns from some companies on TTS mods: https://www.reddit.com/r/tabletopsimulator/comments/ge60lk/repos_productions_removes_7_wonder_games_from/
Before investing too much in your mod, make sure it won't be taken down first by checking if previous mod of the given game existed at some point.
Most of those recommendations are applied in my mod, please check it out. (the require and include advice is not applied though as I learned about those too late and they would require a full code refactor to be applied properly).
I hope that in addition to be a shameless promotion of my mod those tips will help you coding your awesome mod!
Awesome, thanks for this. I have not taken a coding class in 24 years so jumping in head first to scripting my mod has been a challenge. This will help.
You're very welcome. I've learnt by looking at other mods code so I hope mine can be used this way too!
That is how I am doing it, I will sub to yours for more examples. So far my script is working, but the code is probably highly redundant. As I learn I hope to optimize it.
I would also recommend saving your code on a repository separate from TTS.
And last one: save the images you're using, don't just copy their link in case the link die! Download the images and add them to your workshop personal cloud.
Use #include or require() (only in Atom) to import external files
Ok and then how can you add them to TTS script?
Using a TTS extension for Atom or VSCode. Your files have to be located (or linked) in a specific location but it's much better than a huge line in save file json.
I was going to say this. This made A huge difference for me.
It also helps a lot if you have the same code repeating in several objects.
Very good list! One quick comment on "Don't use Lua's # operator". This is also true for using ipairs to iterate the array vs using pairs to iterate other tables.
> Before investing too much in your mod, make sure it won't be taken down first by checking if previous mod of the given game existed at some point.
You can wind up with a pleasant surprise by doing this. When the Roll Player board game was still in Kickstarter, the creator released a "print and play" version that lacked artwork. All the mechanics were there, just on white cards with text.
This was still pretty early for TTS, so scripting wasn't around yet, but it looked like an interesting game and I was trying my hand at simple mods. So I contacted the creator, and asked for his okay at putting the print-and-play version into TTS. He responded by telling me that he was making an official mod for it, using the full artwork, but hadn't finished it enough to make it public.
So I joined him in several TTS sessions to play around with the cards and dice, placing markers to make sure everything lined up, checking the size of objects, etc. Also played a couple rounds with him to see how the game itself played out. And in return for my help, he listed me as a contributor to the TTS mod, and also let me buy a physical copy at the rate that Kickstarter backers were paying.
how to use mods in tabletop simulator
Using Mods in Tabletop Simulator: Key Considerations
Accessing the Workshop:
Finding Mods:
Subscribing to Mods:
Loading Mods:
Using Custom Assets:
Saving and Sharing:
Recommendations:
Using mods can greatly enhance your Tabletop Simulator experience, allowing for a more personalized and varied gameplay. Enjoy exploring!
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