The free SCUM map editor and mod maker: edit the island in 3D, build bridges and roads, tune and clone vehicles and weapons, and export ready-to-play mod paks for single player and dedicated servers, without the Unreal editor.
▶ Watch the 3-minute video guide on YouTube: first start, map editor, building bridges, weapons, export.
SCUM Modding Studio is a desktop tool for SCUM modding on Windows. It reads SCUM's cooked Unreal Engine 4.27 game
files directly, shows the map the way the game draws it, and writes your changes into a normal
pakchunkNNN-<Name>_P.pak mod for the client and the dedicated server. Every change is a line in a project journal:
undo anything, even after a restart, and rebuild the mod after a game update.
What you can do with it: a SCUM map editor (move, copy, delete and add objects, buildings, trees and rocks), a SCUM bridge and road builder (bend, lengthen, weld and repeat pieces with working collision), a SCUM vehicle and weapon editor (damage, rate of fire, range, mass, handling, in-game names, clones with their own names), a SCUM vehicle paint editor (gold, chrome, any colour, armour painted with the car), a SCUM spawn editor (vehicle fuel and parts at spawn, zombie zones, sentries, animals, the game's spawn places on the map), an asset browser (thumbnails, PNG and glTF export) and a pak mod exporter for single player and servers.
Questions, mods, bug reports and release news: the Discord button in the app opens the community server, or join directly: https://discord.gg/ympctW5SYG
- Video guide
- Download and first start
- Features
- Screenshots
- How it works
- Every page and button
- Keyboard and mouse
- The AES key
- Command line
- AI control (MCP)
- Build from source
- FAQ
- Safety and fair play
- Credits and license
- Download
SCUM-Modding-Studio-<version>-win-x64.zipfrom the Releases page and unzip it anywhere. No install, no .NET needed: the build is self-contained. - Start
ScumStudio.App.exe. The setup window opens by itself the first time:- Auto-detect (Steam) finds SCUM (and the SCUM dedicated server, if you have one) in your Steam libraries. Or press Browse and pick the game's folder.
- The AES key is found for you: the app looks it up online, tests it on your game files and stores it encrypted for your Windows account (details). If that fails, paste the key in the box.
- Save and connect.
- Everything is yours from there: each person points the app at their own game, nothing is shared or uploaded.
- Updates come by themselves (from 0.2.0 on): when a new version is out, an Update button appears at the top; one click installs it and restarts, then the app shows what is new.
You need Windows 10 or 11 (x64), SCUM installed, and a graphics card with OpenGL 4.3 (any card from the last ten years).
| 3D map editor | Fly over the whole island (levels stream in around the camera) or open one cell or sublevel. Click any object, move and turn it with the mouse, snap it to the ground or to other pieces, delete it, copy it anywhere (Ctrl+C / Ctrl+V), select every object of the same kind (Ctrl+A), or pick single trees and rocks. With Parts on (or Alt+click) a click picks one part of a building (a hangar's wall, shelf or lamp) to move, copy or delete it alone. The Brush selects everything under a circle you paint with the mouse. |
| Bridges, roads and walls | The Shape menu bends a wall, bridge or road piece into a curve or an S, makes it longer, wider, taller, raises a ramp or a hump, lengthens a bridge pylon's legs under the water, and welds an end onto another piece. Pieces made much longer repeat copy after copy. Bent pieces get real collision built from the mesh (no invisible walls, no holes), on the client and the server. Houses and churches do not bend: they tilt front, back or sideways (up to 90°) and turn. |
| Spawns | Vehicles, planes and boats: the fuel and battery they spawn with (Empty, Half, Full or any range), the chance each part is there, part condition and how many the server allows. Zombies and NPCs: all 73 threat zones (spawn chance, first spawn, cooldown, distance, which groups). Server: zombie and horde amounts, sentries on or off, drones, animals, written into ServerSettings.ini. |
| Traders | Every outpost trader on the map, pinned where the NPC stands with the name the server's EconomyOverride.json uses. Move, copy or delete a trader with its counter. Clones of cars, weapons and items are sold by the same traders under their own names, at your price. |
| Landscape | The whole island's ground as snow, desert, autumn or all grass (soft ground and the grass on it; roads and rocks stay), another tree everywhere the game has one, and Fit to ground to lay a house on a slope. |
| Import mods | Load someone's pak mod (a map, a landscape, cars) into your project: the app reads it over the game, you edit on top of it, and your exported pak carries it. |
| Spawn places on the map | Every loot point of the game, read from the game files (select one to see what spawns there: shelf food, hunting weapons, military gear …), loot zones, sentries with their patrol paths, bunker creature points, car-shop spots and drop zones show as coloured pins. Spawners move, copy and delete like any object. |
| Far view follows your edits | Delete or move a building and it is cut out of the island's far-view models and the outposts' HLODs too, so it no longer shows from far away. |
| Objects browser | Every placeable object of the game in categories (buildings, furniture, nature, vehicles, items …) with thumbnails, plus building sets: all walls, all roads, all bridges. Place one in front of the camera with a click. |
| Vehicles and weapons | Change the stored values (damage, rate of fire, range, handling, mass, capacity, names …) or clone a vehicle or item under a new name, ready to spawn with #SpawnItem / #SpawnVehicle. Knives, axes and bats with their hit damage; a vehicle's engine power (torque at each rpm). A clone keeps its own damage, engine and paint; the original stays as it is. |
| Vehicle and weapon paint | Repaint a vehicle, plane or weapon in the 3D view: any colour or a finish (gold, rose gold, chrome, bronze, pink, candy red, metallic blue, pearl white, matte black) with metal and clear-coat shine. Fit the light or heavy armour kit and paint it with the car (a plain finish gives the scrap-metal plates one even colour). Ctrl+Z steps back; Game colours puts the stock paint back. |
| Assets | Browse all 110,000 game packages, preview meshes and textures, export textures as PNG and meshes as glTF (Blender), dump whole categories of game files. |
| Mod export | One click writes the client pak (and the server pak when a server is set) with an export report. It checks the collision of every shaped piece, makes the game load your additions wherever you built them, and never modifies the original game files. |
| Automatic AES key | The key is fetched from a public key list, tested and stored encrypted; you are asked only if that fails. |
| 8 languages | English, العربية (Arabic), Русский, Deutsch, Español, Türkçe, Bosanski / Hrvatski / Srpski and 简体中文 (Chinese). Every control explains itself when you hover it. |
| Your colours | 16 accent colours plus a colour picker for any colour you like. |
| AI control (MCP) | Let Claude or another MCP client open levels, build villages and forests on the ground, tune items and export, while every change stays in your undo history. Local only, token protected. |
| Command line | scumstudio does everything the app does, for scripts and batch work. |
Map editor: the outpost of cell A_0 in 3D, the world tree, entities and properties
First start: the key is found online and tested on your files
Objects: every placeable object by category, with pictures
Assets: every game file, texture preview, PNG and glTF export
Weapons: stored values of the AK-47, clone box and spawn command
Vehicles: handling and parts of the WolfsWagen
Spawns: a Rager's fuel set to a full tank, its battery and parts, and the server's limit for Ragers
Spawns: a high-threat zone's timing, distance and groups
Settings: language, colours, folders, key and AI control
The Shape menu: a real outpost wall, straight, bent 90° right and 45° left, in one piece
All pictures are made by the app itself, offscreen (the 3D views come from its own renderer). No game files are included in this repository.
- Read. The app mounts SCUM's
.pakfiles (with the AES key) and reads the cooked packages with CUE4Parse and its own byte-exact package reader: levels, meshes, textures, materials, Blueprints, landscape tiles. - Edit. Everything you do (move, delete, add, copy, bend, tune a value, clone) is recorded in a project: a
folder
<Name>.ssprojwithproject.json,journal.jsonl(one edit per line) andnotes.md. Undo and redo survive a restart; nothing in the game folder changes while you work. - Export. On export, every edited level is rewritten from the original game files plus your journal: actors
removed, moved, added, bent pieces written as spline meshes with box collision, the level's streaming area grown over
what you built. Vehicle and item edits rewrite their packages and a merged
AssetRegistry.bin. Everything is packed intopakchunk900-<Name>_P.pakwith a copy of a stock.sig, for the client and (from the server's own files) the dedicated server. - Play. Copy the pak and its
.sigintoSCUM\Content\Paks(the app can do it for you through the mods folders in Settings). After a game update, open the project and export again.
- Map, Vehicles, Weapons, Spawns, Assets, Projects, Settings: the pages.
- Update x.y.z (only when a new version is out): the release notes and Install and restart.
- Search (
Ctrl+K): searches the current page; elsewhere it searches the Assets page. - PROJECT: the open project; the plug icon opens the setup.
- Status bar (bottom): game paks, server, key and AI state, the reconnect button, warning and error counters, and
Console (
Ctrl+L): the app's log, copyable (Ctrl+C, or the copy button) to share in a bug report.
- World tree: the island's 25 cells and ~2,300 sublevels. Whole island shows everything; the cell under the camera loads in full detail.
- Toolbar:
- Maximize (
F11) and Pop out: give the 3D view the whole page or its own window (second monitor). - Quality: Performance, Balanced, High or Ultra (how far and how detailed the view draws).
- Spawns: show or hide the game's spawn places as pins. Gold: loot points (the properties panel says what spawns there), orange: loot zones, red: sentries, pink: sentry patrol paths, purple: bunker creatures, blue: car-shop vehicles, green: drop zones. Spawner pins move, copy and delete like objects; loot points inside buildings move with their building.
- Parts: a click on a building picks the one part under the cursor (a wall, shelf, lamp or crate of a hangar)
instead of the whole building; it moves, copies and deletes alone and only that building changes.
Alt+clickdoes it once;Shift+clicktakes the whole building; Select the whole building goes back from a part to the building. - Brush: hold the left mouse button and move over the map; everything inside the yellow circle joins the
selection (the slider sets its size). Turn it off and the selection stays:
Ctrl+clickwhat you want to keep, thenDeleteremoves the rest. - Traders (in the Colours legend): outpost traders pinned where the NPC stands; the pin selects the trade post to move, copy or delete it.
- Snap: pieces dragged near each other join end to end, or side by side with level tops; fences stand on edges.
Hold
Altto place freely. - Drone (
Tab): fly like the in-game drone. - Frame all / Frame selection (
F), Last object (Backspace). - Shape: bend, lengthen, widen, raise, resize the selection (see below).
- Landscape: the ground look of the whole island (Game, Snow, Desert, Autumn, All grass), tree swaps (an oak drawn as a pine everywhere) and Fit to ground for the selection.
- Extend (
Ctrl+E): lay a copy right after the selected wall, road or tunnel piece; press again to keep building. - Add object: type or paste an object path (copied from Assets) to place it in front of the camera: a mesh, a Blueprint (a copy of one the game placed on the island) or an item (spawned by a world item spawner).
- Maximize (
- Shape handles in the 3D view:
- Blue diamonds push the curve right or left (same way: an arc, opposite ways: an S); the blue arrow over each raises or lowers the middle (a hump or a wave).
- Green squares at the ends make the piece longer or shorter; the green arrow raises or lowers that end (a
ramp). Brought close to another piece's end, an end welds onto it (
Alt: no weld). - Red squares at the corners make that side wider or narrower.
- Orange arrow under a pylon or tower: longer legs, the top stays where it is.
- Tilt and Turn sliders lean any object towards its front, back or sides (up to 90°) and turn it; only long, narrow objects (walls, fences, pipes, bridges) bend; houses, churches and halls tilt instead.
- Fit to ground lays the object on the slope under it: tilted the way the ground runs, its bottom on the ground.
- Straighten puts it back.
- Entities: the actors of the loaded levels, with a filter; Delete, Delete all… (same mesh or same class).
- Properties: location, rotation and scale of the selection with Copy, Duplicate and Apply transform.
- History: the project's edits, newest first, with undo (
Ctrl+Z) and redo (Ctrl+Y). - New project / Open project / Export mod: top right.
- The list on the left with a filter and category chips (Weapons, Melee, Magazines, Ammunition, Projectiles; Car, Bike, Boat …).
- Values / 3D: the stored values, or the model in 3D (the whole stock vehicle, doors and panels included).
- Paint (vehicles, next to the 3D view): each body material's colour, a second colour on two-tone bodies, Metal
and Clear coat, and finishes (gold, rose gold, chrome, bronze, pink, candy red, metallic blue, pearl white, matte
black); the model shows the paint with its shine as you pick. Paint every part the same keeps body, doors and
armour on one finish. Armour: none, light or heavy kit on the model; armour has no paint of its own, so the mod adds
it (the armour material is shared by the vehicles whose kits use it), and Plain finish swaps its scrap-metal print
for an even colour.
Ctrl+Zsteps back; Game colours puts the stock paint back; Apply paint records it, Export mod writes it into the client pak. Weapons get the same panel. The panel's edge drags it wider or narrower. A clone has its own paint: painting it leaves the original as it is. - Trader: what the traders ask for it (price, sale price, fame points, can be bought or sold); a clone is sold by the same trader under its own name.
- Hit damage (knives, axes, bats): the weapon's row in the game's weapon table (damage per hit, stamina, cutting and stabbing). Engine power (vehicles): the torque at each rpm; more torque, faster acceleration and top speed.
- The part picker (vehicle, chassis, doors, entity setup …) and Key stats (only gameplay values, or everything).
- NEW column: type a new value; the arrow resets it. Apply changes records the edits, Discard drops them.
- Clone under a new name (with attachments and spawn presets) and the spawn command to copy.
- Values that are not listed live in a parent class or the game code: the "What can be changed" box explains where.
- Vehicles & planes: every spawn preset (world spawns, admin spawns, bought from the trader). Fuel and Battery at spawn (lowest and highest, with Empty, Half, Full), Chance each part is there (100 % = complete), Part condition, and Server limits for that vehicle (most in the world, most that can drive, kept for traders).
- Zombies & NPCs: the threat zones (the whole island's low-threat zone, medium and high-threat zones). Spawn chance, First spawn after, Check every, Rest after a group, Distance from the player, Spread around the player, and the weight of each group the zone can spawn.
- Server: zombie and horde multipliers, most zombies at once, zombie health and speed, sentries on or off and their
health, drones, dropships, animals. Written into the server's
ServerSettings.ini(a backup is kept); restart the server to use them. - Save changes records vehicle and zone values in the project (they go into the mod with Export mod) and writes the server settings; Discard puts the sliders back.
- Objects (by category, with building sets) or All files (by folder).
- Tiles or a compact list; the filter (
class:StaticMeshkeeps one class). - Details of the selected package: Export PNG, Export glTF, Place in map (meshes, Blueprints and items), copy the object path.
- Create project, Open project, recent projects.
- Export mod: mod name, output folder, also the server pak; the last export with its report.
- Imported mods: Import mod… unpacks someone's pak into the project; the app reads it over the game and the export carries it; Remove takes it out.
- Dump…: extract whole categories of game files (weapons, vehicles, buildings, trees, sounds …) to a folder.
- Appearance: 16 accent colours and Any colour (a full colour picker), Language, 3D quality.
- Folders: game and server Paks folders and where built paks are copied.
- AES key: change it in the setup or forget it.
- AI control (MCP server): on/off, port, token, copy the Claude Code command or the Claude Desktop config, install the Claude skill.
| Key | Action |
|---|---|
| Right-drag | look around |
W A S D, Q E |
fly, down and up (Shift faster, wheel changes speed) |
Tab |
drone mode (Esc leaves) |
| Left click | select (Ctrl+click adds, Shift+click a whole road, forest or building, Alt+click one part of a building) |
| Left-drag | move the selection (wheel turns it, Shift+wheel raises it) |
Page Up / Page Down |
raise or lower 1 cm (Shift: 10 cm) |
Ctrl+C / Ctrl+V |
copy and paste in front of the camera (also into another level) |
Ctrl+A |
everything of the same kind (Ctrl+Shift+A: the whole map) |
Ctrl+E |
extend the piece (Ctrl+Shift+E the other way) |
Delete |
delete the selection (all of a Ctrl+click or brush selection) |
F |
frame the selection |
Backspace |
back to the last object |
Ctrl+Z / Ctrl+Y |
undo / redo |
F11 |
maximize the 3D view |
Ctrl+K |
search |
Ctrl+L |
console |
SCUM's stock paks are encrypted with an AES-256 key, the same for every player. Modding tools need it to read the game. SCUM Modding Studio finds it for you:
- On the first start (or with Find the key online in the setup) it reads the public list of Unreal Engine game keys on gamestranslator.it and takes the key written next to "SCUM".
- It tests that key on your game files and keeps it only if it opens them.
- It stores the key encrypted for your Windows account (DPAPI,
%LOCALAPPDATA%\ScumStudio). The key is never shown, logged, written to a project, sent to the AI, or part of this repository.
If the list is unreachable or the game was updated with a new key, the setup says so and you can paste the key yourself.
scumstudio level list "D:\SCUM\Content\Paks"
scumstudio level dump "D:\SCUM\Content\Paks" A_0_Outpost
scumstudio render level "D:\SCUM\Content\Paks" A_0 -o a0.png --size 1600x900
scumstudio item list "D:\SCUM\Content\Paks" --kind Weapon
scumstudio item stats "D:\SCUM\Content\Paks" Weapon_RPG7 --filter Damage
scumstudio item clone MyMod.ssproj "D:\SCUM\Content\Paks" Weapon_RPK-74 Weapon_RPK-74_Gold
scumstudio item set MyMod.ssproj "D:\SCUM\Content\Paks" Weapon_RPG7 "Default__Weapon_RPG7_C|DamagePerShot" 4.5
scumstudio project new MyMod.ssproj --source "D:\SCUM\Content\Paks"
scumstudio project apply MyMod.ssproj edits.jsonl
scumstudio project export MyMod.ssproj -o out
The CLI reads the key the app stored; on another machine set SCUMSTUDIO_AES_KEY (never pass it on the command line).
Settings → AI control (MCP server) → On → Copy Claude Code command. Claude can then open levels, place objects on
the ground (stacking on roofs and floors, scattering forests), delete, move and copy actors, tune and clone vehicles and
weapons, export the mod and take screenshots to check its work. The server listens on 127.0.0.1 only, needs the
token, and never sees the AES key. Details and the security model: docs/MCP.md.
claude mcp add --transport http scumstudio http://127.0.0.1:47130/mcp --header "Authorization: Bearer <token>"
Requirements: Windows 10/11 x64, the .NET 8 SDK, a GPU with OpenGL 4.3.
git clone https://github.com/ALLAWI32/SCUM-Modding-Studio.git
cd SCUM-Modding-Studio
scripts\build.ps1 -Configuration Release -Test # build + tests (game-data tests skip without the data)
scripts\build.ps1 -Publish -Zip # self-contained app + CLI in dist\ (and the release zip)
Visual Studio 2022: open ScumStudio.sln and set ScumStudio.App as the startup project. More in
docs/BUILDING.md.
| Project | What it does |
|---|---|
ScumStudio.Formats |
cooked package reader/writer (byte-exact round trips), tagged properties, World Composition tile info |
ScumStudio.Pak |
pak v11 reader/writer |
ScumStudio.Assets |
catalogue, meshes, textures, materials, collision (via CUE4Parse) |
ScumStudio.Level |
level model, edit journal, shapes and collision of bent pieces, exporter |
ScumStudio.Modding |
vehicle/item tuning and cloning |
ScumStudio.Rendering / ScumStudio.Viewport |
OpenGL 4.3 renderer, level scenes, terrain |
ScumStudio.App |
Avalonia desktop app |
ScumStudio.Cli / ScumStudio.Mcp |
command line and MCP server |
Does it work on official servers? Mods only load where the server runs them: your own single player game, your own dedicated server, or community servers that use mods. Use mods where they are allowed.
My bridge has no collision / vanished when I walked on it. Export again with the current version: bent pieces get their collision built in, and the export makes the game keep the level loaded wherever you built.
The game was updated and my mod broke. Open the project and press Export mod again: every export starts from the current game files.
The key could not be found. Paste it in the setup's key box; the app tests it before storing it.
Where are my projects? In Documents\ScumStudio Projects unless you chose another folder.
- SCUM Modding Studio only reads the game's files and writes mod paks. It never touches the running game, never patches
SCUM.exeorSCUMServer.exe, never forges pak signatures (it copies a stock.sig), and has no speed, movement or combat cheats. - No game files, keys or extracted assets are in this repository or in a release.
- Use your mods on servers that allow them, and respect the game's terms.
Bug reports, ideas and pull requests are welcome: read CONTRIBUTING.md first. Security issues: SECURITY.md. Changes per version: CHANGELOG.md.
Made by ALLAWI. Built on CUE4Parse, Avalonia, Silk.NET and more; see THIRD-PARTY-NOTICES.md.
Released under the MIT License.
SCUM Modding Studio is a fan-made tool. It is not affiliated with or endorsed by Gamepires or Jagex. SCUM is a trademark of its owners; all game content belongs to them.
Keywords: SCUM mod, SCUM modding tool, SCUM map editor, SCUM mod maker, SCUM pak, SCUM server mods, SCUM bridge builder, SCUM vehicle editor, SCUM weapon editor, SCUM AES key, Unreal Engine 4.27 pak modding, UE4 cooked asset editor.










