Overview
Hopefully this guide can make some things clear regarding L4D modding.
Required tools
GCFScape[nemstools.github.io]
VTFEdit[nemesis.thewavelength.net] (optional)
Notepad++[notepad-plus-plus.org] (also kinda optional)
Basic setup
!!! BE SURE TO BACK UP THE pak01_dir FILE BEFORE DOING ANYTHING !!!
First off, we’ll need to extract the pak01_dir files into the left4dead directory.
To do this, you’ll need to head over to “…Steamsteamappscommonleft 4 deadleft4dead“, open up pak01_dir with GCFScape
Mark all 3 of the folders, right click, and hit Extract and extract them onto the “…Steamsteamappscommonleft 4 deadleft4dead” folder. This might take a few minutes
Once the files have been extracted, right click the pak01_dir file and rename it to anything (pak01_dira for example, anything works as long as it’s not the original name).
Now we need to make folder(s) where we’ll be storing our mods.
To do that, head over to “…Steamsteamappscommonleft 4 dead” and create a folder.
I named mine “left4dead_mods” and “left4dead_hud” (I like to keep HUD files separate).
Head over to “…Steamsteamappscommonleft 4 deadleft4dead” and find gameinfo.txt.
Open it with any text editing software of your choice, I prefer Notepad++.
Scroll down to the very bottom and you’ll see this:
Now we need to let the game read our mod folders, so we need to add “left4dead_mods” and any other folder you’ve made to the SearchPaths list:
Let’s install a mod
First I will be installing a HUD mod that originally does not come as a .vpk file.
It can be found over at [link].
Once you’ve opened the .zip file, you’ll see these files in the hud-master folder:
(ignore the pak01_dir file)
Simply drag these 4 folders into the left4dead_hud folder.
But now is the tricky part, the original installation would require the pak01_dir edit method, but we’ll be renaming files instead.
As you head into the materials/sprites folder, you’ll see a file named crosshaira, rename it to crosshairs.
Now into the materials/vgui folder, we need to rename files as following:
And in materials/vgui/hud folder, a_healthbar_outline to s_healthbar_outline, iconshees to iconsheet.
And we’re done! Let’s see the result.
As we can see, the HUD works perfectly.
Mods that have .vtf and .vmt files, only the .vmt files need to be renamed. As all the textures are assigned in the .vmt files. Unless you’re installing a mod that has a model, and the .vmt files are specifically assigned to the model. Lots of nuances here lmao.
LITERALLY JACKING A MOD FROM THE L4D2 WORKSHOP
L4D2 mods that are simply reskins of the original will work in L4D1 too, so let’s go ahead and install [link]
Download it by hitting Subscribe, then launch the game and wait for it to download and install.
Once that’s done, head over to “…SteamsteamappscommonLeft 4 Dead 2left4dead2addonsworkshop”
and find 270638197 (or go through the pictures till you find it) and open it up with GCFScape.
Now head over to your left4dead_mods folder and simply drag the materials folder into left4dead_mods.
Let’s test it.
Yay, our mod is fully functional.
Summary
Pretty much all mods from GameMaps[www.gamemaps.com] and GameBanana[gamebanana.com] would tell you to install with the pak01_dir editing method. Though I strongly believe that the vpk edit method is far less flexible and is weaker overall. Files will need to be renamed to what the originals are, which can be found in their respective folders in “…Steamsteamappscommonleft 4 deadleft4dead”.
This is by no means an easy guide, these things can and will cause headaches, understanding how things link up takes time. Trial and error, folks.
Here’s how I’ve made my game look (although only a fraction of my active mods are visible)