STEAM GROUP
Braid Mods Brd Mods
STEAM GROUP
Braid Mods Brd Mods
1
IN-GAME
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ONLINE
Founded
2 August, 2010
Location
United States 
73 Comments
BrothaMema 17 Jan, 2023 @ 8:13pm 
I made and uploaded a map there under I think the name Gozuga
BrothaMema 17 Jan, 2023 @ 8:05pm 
Hey everyone, I still 'member being a part of the braid-mods.com community. Anyone else? We got up to some cool stuff. I'm sure Jonathon Blow would be proud.
РЫБАК 22 Aug, 2020 @ 6:24am 
I LOVE BRAID,BEST GAME
Jackson_wxyz 22 Feb, 2017 @ 12:04am 
It looks like Braid installations with package.zip instead of .braid are a dying breed! Fortunately, I think I have a workaround:

I've uploaded the old package.zip and package0.zip files that are needed to do any new modding:
https://drive.google.com/file/d/0B7UwcyRM6As6aUtpdHFoZUdRRWM/view?usp=sharing
https://drive.google.com/file/d/0B7UwcyRM6As6b0phYzZtSGZKeGs/view?usp=sharing

Download these files and then proceed just like old times:
1. extract the contents of both zip files (both package and package0 contain a file called "data")

2. merge these two "data" files with the boring old normal "data" file that contains package.braid and package0.braid.

3. you should now be able to run braid with the -no_package launch option, making it possible to save the changes you make in the editor. (make sure you run braid as an administrator!)

4. mod away! If anyone reading this has other troubleshooting questions or just wants to chat about braid, send me a steam message!
Novaki 8 Feb, 2017 @ 10:00pm 
So is Braid modding officially dead? It seems I'm not alone in being unable to mod the game due to not having the package.zip and instead having the package.braid. This really...Blows.
LethalLucidity 12 Sep, 2015 @ 7:16pm 
Hello! I'm new to modding with Braid and I can't for the life of me figure out how to get -no_package to work because instead of package0.zip I have package0.braid. Is there any way to get the files I need out of the .braid or have I already hit a dead end? :( I can't seem to find much documentation on how to get the editor working with this problem.
Jackson_wxyz 22 Aug, 2015 @ 6:46pm 
Hi, everyone! After playing a bunch of the Braid mods out there, I decided to make my own! More Now Than Ever contains a bunch of original writing that represents my best attempt to thoughtfully extend the original game’s story and themes, while the gameplay is an anthologized mix of my own puzzle ideas alongside levels from other mods: Silverbraid, Stone, After the Epilogue, and Tim’s Modysee. (I hope that’s okay with the authors of those mods? Let me know if you have any issues with this.) Hopefully I’ve created a balanced collection that focuses on new puzzle ideas and does a good job mimicking the spirit of my favorite game!

Anyways, you can download it here: http://www.moddb.com/games/braid/addons/morenowthanever

Let me know what you think; I hope you have a great time!
jk7201 26 Apr, 2013 @ 3:37am 
Tim's mOdyssee mod is finally complete.
Download at: http://www.moddb.com/games/braid/addons/tims-modyssee
Kyomandi 30 Sep, 2012 @ 10:58am 
Hmmm im not sure actually how many of those files i still have. I have moved to a new computer and I beleive I cleaned out my dropbox at one point which I forgot is where they resided to be downloaded... I will search though. Was there any in particular that you want?
Felix Griffin 3 Sep, 2012 @ 9:58am 
Certainly, that sounds like a great idea!
puggsoy 3 Sep, 2012 @ 9:36am 
You can get All.variables from the original game's package files. I'd advise you to extract them (named package.zip and package0.zip) into the root directory, so that all of the files go into data, which is required for no_package. Then you can also get All.variables, copy it over to your universe and rename it Mod.variables.

And yeah level_config is similar to the island.xml files. It defines the doors for each world, things like their icons and number of puzzle pieces.
By the way, I was talking with another member a while ago of making a new Braid Mods website, where we can document all this sort of stuff, have a forum, and allow people to upload universes or levels, similar to GooFans. It'll be a while before I get started but I'm just wondering if you'd like to help once I do.
Felix Griffin 3 Sep, 2012 @ 9:20am 
Is there a way to get a default Mod.variables? Even the Sample one has the jump speed changed.

And what does level_config do? Is it something like islandN.xml.bin in World of Goo?
puggsoy 3 Sep, 2012 @ 9:17am 
Not sure. An empty folder might work, but I think that the minimum would be a data folder (within the universe's folder), and within that a level_config and Mod.variables. But as far as I can tell no more than that is required.
Felix Griffin 3 Sep, 2012 @ 9:08am 
I see. So can a universe just be an empty folder if I want it to be just like the base game? And then have stuff save to there? Or does there have to be some kind of mod info in the folder at a minimum?
puggsoy 3 Sep, 2012 @ 8:59am 
You have to edit your level in your own universe, editing straight up from the original game... I'm not sure what it does but don't do it. Make your own universe (or use Jonathan Blow's "sample") and edit a level in there. Then run test it in there.

By the way -no_package is extremely helpful, I suggest using it. If you don't you'll have to pack your level every time you test.
Felix Griffin 3 Sep, 2012 @ 8:18am 
Hm...for some reason, I can't load my custom2-1 level. Do I need to use -no_package for that? Or -universe?
Felix Griffin 3 Sep, 2012 @ 8:07am 
Okay. *turns on every boolean value in the paradigm* *hits Save* Let's test this!
puggsoy 3 Sep, 2012 @ 7:42am 
As far as I can tell you should be able to mix mechanics, for example reverse flow (World 1) with horizontal correlation (World 4). However in your specific example I don't think it'd work, I'm pretty sure the shadow's abilities are minimal. Then again it depends on how the game is coded, although if the shadow can lay down a ring I'd expect that it only has an effect on purple objects.
But yes the Paradigm is like a level-specific Mod.variables, it also controls the level name and music.
Felix Griffin 3 Sep, 2012 @ 5:33am 
Ah, so the Paradigm entity is like a level-specific Mod.variables? Would it let you, say, combine the mechanics from different worlds (maybe my shadow could drop the ring)? I have to start experimenting with this.
puggsoy 3 Sep, 2012 @ 1:42am 
Indeed, modifying the ring (and other world mechanics) is handled with the paradigm entity. In the level editor, you should have the entity editor open on the right hand side. Keep looking through them (using the left and right arrows) until you get the paradigm, and click Instantiate. It'll come up as a picture of some leaves (entities with no in-game depiction have pictures to see them in the editor, for paradigms it's a picture of leaves).
On the second page of the paradigm (tab 2 in the entity editor) tick "local_slowdown", this will enable the ring in the level in the first place. Then you can modify "speed_factor" to change the ring's effect (by default it's at 0.200). The person who mentioned the speed-up ring was likely talking about what would happen if you set this to a value higher than 1. By the way I think this defines the speed at the centre of the ring, as you would have noticed in the game the effect lessens the further away you get.
Felix Griffin 2 Sep, 2012 @ 5:49pm 
Hm...I have some cool puzzle ideas, but they would require modifying the Ring. Is there any way to do that? Someone here mentioned a Speed-Up Ring, how would that be done? I don't see anything in Mod.variables pertaining to it.
Felix Griffin 2 Sep, 2012 @ 4:25pm 
Paradigm entity? What's that? I'll check that out.
puggsoy 2 Sep, 2012 @ 4:10pm 
Darn. I'll ask him about that too then. Hopefully I can eventually figure out this and other things (like level_config) and make them easier to edit. Maybe even make a general "universe tool".

In the meantime you can try and find out how it works yourself, or you can look around in the rest of the editor. There's a heap of entities to investigate, the paradigm is especially interesting.
Felix Griffin 2 Sep, 2012 @ 3:42pm 
EDIT: Nope, the link is 404. : (
Felix Griffin 2 Sep, 2012 @ 3:41pm 
Thanks again. I've been trying to change some images and things but am confused by the way the dimensions are read. I'll try that.
puggsoy 2 Sep, 2012 @ 3:24pm 
Yep those .pi_sets are confusing. Your best bet is probably trying stampede's Piece Set Creator, there's an announcement for it, I haven't used it yet but that's probably the best you'll get for now. Hopefully I can find some time to get back into Braid modding in which case I'll try and find out how this sort of stuff works.
Felix Griffin 2 Sep, 2012 @ 3:05pm 
Thanks! I've read that page, although I'm still confused about some things. Is there currently any way to create .pi_sets, for example?
puggsoy 2 Sep, 2012 @ 2:54pm 
Hey Felix :D Just checked and you're right. That sucks. stampede should have copies since he posted them though, if he doesn't respond on here I'll ask him next time I see him.

In the meantime you should check out this page if you haven't yet, it's practically essential: http://braid-game.com/news/2009/04/the-braid-level-creation-thread/
Felix Griffin 2 Sep, 2012 @ 12:17pm 
Hi everyone,

I've been trying to do some braid modding, but all the useful links in the first post on the steam forums are 404 errors. Does anyone still have copies of those files?

Thanks!
Kyomandi 19 Jul, 2012 @ 4:14pm 
Hey guys. Sorry I've been innactive for so long. I was thinking I might just get back into modding for Braid or maybe I might join in on the editing for the wiki. Either way I should be a little more active in the weeks to come.
jk7201 30 Jan, 2012 @ 1:29am 
Modyssee worlds 2 and 3 available at: http://www.moddb.com/downloads/tims-modyssee
puggsoy 17 Dec, 2011 @ 1:00am 
Figured it out. If the glow is applied to the Surface depends on its label, probably hard-coded. However you can't have two Surfaces with the same label, otherwise only one will work.

A workaround I found was making letters out of a single Surface, instead of multiple, so that there are available labels I can use for additional letters.
puggsoy 16 Dec, 2011 @ 2:42pm 
Hey guys, I've been having some problems. I want to add some letters to the glowing "Braid" at the start of the game, but I can't. I've looked at the Surface entities and particles, but even if I copy them directly it's not working as I want. The furthest I've gotten is copy over the R, which shows, but now the original R isn't showing.

Anyone have any experience with this?
mucusSTfriend 1 Dec, 2011 @ 11:19am 
Modyssee (new mod), first public release available at http://www.sendspace.com/file/jj8c0k .
puggsoy 24 Oct, 2011 @ 12:43pm 
Should I make an announcement? Might be more, y'know, noticable.
[EDEN] nspc 24 Oct, 2011 @ 9:44am 
world 5 for silverbraid avalable ! : http://pcmappeur.free.fr/silverbraid/
puggsoy 16 Sep, 2011 @ 5:35am 
That's good too. All you want to do is test it anyway, so it isn't really the biggest inconvenience ever.
Harrumph 15 Sep, 2011 @ 2:14pm 
Ah, I see. I did manage to "solve" the problem in a different way too: the solution I currently have is that I've replaced world 2 with world 6 in its entirety, and that seems to work.
puggsoy 15 Sep, 2011 @ 9:29am 
Well, since it's a custom universe, it has its own save file and I'm assuming that World 6 isn't unlocked on that save. I would think that the reason that doors don't appear is that World 6 isn't unlocked yet, and since the doors are placed dynamically by level_config (i.e. they're not just placed one by one) they just disappear. In the original game this is fine since you can't go into World 6 until you've onlocked it.

Try replacing your universe's save file with one that has World 6 unlocked, and see if it works.
Harrumph 14 Sep, 2011 @ 11:58am 
That's actually what I did. The problem then, is that none of the doors on the right actually show up now, which is why I was beginning to think lvl_config played a role.
puggsoy 14 Sep, 2011 @ 10:16am 
I don't think that the solution to this lies in level_config, that's more for deciding the number of levels in each world and their icons.

Try replacing the world itself. That is, into your universe copy "world6-0.entities" and rename it "world0-0.entities". See how that goes, I would expect that it works.
Harrumph 13 Sep, 2011 @ 10:11pm 
So I was wrestling with level_config today, rather unsuccessfully. I've been doing some minor tweaks to world 6 since I discovered that most of the puzzles still work with a "speed-up" ring instead of the usual "slow-down" ring.
What I'd like is for it to start up in the cloud room of world 6, instead of the usual braid house. So far I've gotten it to start in the cloud room, but none of the doors to the levels show up :( anyone know how to fix this?
puggsoy 31 Aug, 2011 @ 3:27am 
Well another resource says this:

Mac users: please note that the Mac version has the editor as well, and that the universes folder belongs in the Resources folder nestled within Braid.app. (By right-clicking Braid.app and choosing “Show package contents”, you should be able to look inside Braid.app for the Resources folder.)

You might have already tried that (it might even mean the same as my last suggestion, I'm not very Mac-savvy), but it's the best I can find.
soundsofentropy 30 Aug, 2011 @ 8:52am 
Still no luck. Originally, the universes folder had been in /Contents/Resources, but since that wasn't working, I moved it around to just about every place I could, to no avail. Thanks, anyway!
puggsoy 26 Aug, 2011 @ 2:56am 
I'm pretty sure your problem is that, as you said, your universes folder is in the wrong place, since you can still launch the editor. After some Googling I found someone say that it should go in /Contents/Resources.

That's about as far as I got, I'd experiment myself if I had the Mac version.
soundsofentropy 25 Aug, 2011 @ 9:49pm 
Hey guys, I'm sorry I didn't check back sooner! Thanks for your replies--I actually have the Mac App Store version, so I'm hoping that their wrapper didn't destroy any chance of getting the modding functions to work. To clarify, I have been typing things like "-universe sample" in the launcher, and that produces an immediate crash. However, I'm not really sure where the universes folder should go within the app package--resources, etc. I can access the editor if I don't choose a universe different from the main game, but otherwise no luck. Sorry if this is vague/not helpful; I realize it's a bit of a stretch, since the steam version seems somewhat different. Thanks again!

/interruption
puggsoy 25 Aug, 2011 @ 7:44am 
Well, I found someone who might be able to help. If you could (somehow) supply me with the stuff that needs editing, and exactly what changes should be made, I'll pass them over.

Do you need my email or can I download them somewhere?
puggsoy 6 Aug, 2011 @ 5:56pm 
I get how forums would be made with PHP, but don't most people just use forum software rather than making their own? Slyke said something about phpBB, so we should probably just use that. (Also, in case you didn't get it, I meant using Microsoft FrontPage to make HTML pages, not a front page. If you did get it, then just ignore that last sentence.)
Anyway, I'll just see if anyone knows PHP, then we can simply move the original site.

By the way, I'll also be without internet for some time, (possibly 2 or more weeks), so it's sweet. I'll get back as soon as I can though.
Melly 6 Aug, 2011 @ 10:26am 
the domain name is not a problem. I'll get one.
If you could get somkeone that knows PHP it would definitely help!
I could also do a front page and as far as I know forums are (almost) always done in PHP...
In any way, I will be without internet for 10 days starting tomorrow but I will get back to you as soon as I'm back.
puggsoy 5 Aug, 2011 @ 4:21pm 
Unfortunately the only web programming is Wiki-markup, simple HTML and a few minor bits of CSS. However it's possible that I could maybe find someone who knows PHP and see if they're willing to do some stuff.
Supposing that we can't migrate the PHP, would it make sense to make a whole new site, simply using the original art and layout? If I took some time I might be able to remake it using FrontPage (or the like). This would probably mean no PHP, but unless that's necessary then I think it's an OK idea.

In any case, I'm fairly sure (but not 100%) that I can get a domain name.