OpenCAGE is a powerful open-source modding toolkit for Alien: Isolation which enables custom scripting, configuration, and content modification through graphical interfaces.
- Join the Discord to share your mods, and get tips & tricks from the community!
- Follow on X (Twitter) to get the latest news, including update previews and modding videos!
Assuming you already have Alien: Isolation installed...
- Download OpenCAGE by clicking here
- Copy to your Alien: Isolation directory (where AI.exe is located)
- Launch
OpenCAGE.exe
The tools will automatically set themselves up on first launch, and any future updates will be automatically downloaded and applied if you are connected to the internet.
When you first launch OpenCAGE, you'll be presented with five options:
- Edit Assets: A tool to import/export textures, models, UI, and animations
- Edit Configurations: A tool to modify a range of game configurations (including weapons, ammo, NPC viewcones and locomotion, player attributes, and more)
- Edit Cathode Scripts: A tool allowing full access to the game's scripting system (including level population, missions, characters, weapons, and more)
- Edit Behaviour Trees: A tool giving full access to every behaviour tree in the game
- Launch Game: Functionality to launch the game directly to a level with various optional extras (including Cinematic Tools, debug helpers, and more)
There's also functionality for creating/managing/restoring backups of levels, and reverting configurations and behaviour trees.
Check out the "roadmap" section below to learn more about upcoming features.
The docs are slowly being put together to explain a number of functions within the toolkit, however most should be pretty simple to understand through tooltips and added descriptions.
If there is a section missing from the docs currently that you'd like to see added, feel free to open an issue on GitHub and it will be prioritised. Additionally, join the Discord to get direct help from the community!
As this is a live project and something I'm developing in my free time, certain things may be unfinished or temperamental. Any in-development sections of the tools will always be labelled as such!
When you're importing/exporting content with OpenCAGE, the following tools are recommended for working with the files:
- JPEXS Flash Decompiler - for UI
.GFX
files - NVidia Texture Tools Exporter - for texture
.DDS
files
OpenCAGE is a project that is constantly evolving - here's a vague roadmap of things I'm currently working towards, or have plans to start in the near future:
- Contextual script editing: follow composite chains to modify instanced mover entities
- Extended script resource editing: support for physics/collision resources
- Content porter: ability to port composites and all contained resources and assets between levels
- New level creator: create a new game level from scratch
- Mod installers: compile your maps and modifications out to installer executables
- 3D viewer improvements: extended support for editing levels within Unity
- Navmeshes: generate custom navmeshes for your modified levels to support AI
- Skinned meshes: import and export skinned meshes for custom animated models
- Extended animation support: view animations by name and display animated skeleton previews
- Sound import/export: integrated support for importing and exporting sounds
- Unified asset/script experience: modify assets within the Script Editor (Asset Editor to be deprecated)
- Improved configuration editor UI: improvements to the UI within the Config Editor
This is an ongoing project, supported financially by the community. I don't expect donations, but if you'd like to contribute you can do so via GitHub Sponsors, where a variety of options are available! Similarly, this project is fully open source, and any code contributions are welcome!
OpenCAGE includes libraries and code from the following 3rd party sources:
- Brainiac Designer: created by Daniel Kollmann.
- Cinematic Tools: created by Matti Hietanen.
- AlienBML: created by x1nixmzeng.
- STNodeEditor: created by st233.
- Assimp-net: created by Tesla3D.
- DirectXTexNet: created by deng0.
This code is used either with permission, or under license.
Additionally I'd like to thank Daniel Maciel, Ryan Gray, and Jeff for their help in expanding and testing the toolkit.
OpenCAGE is in no way related to (or endorsed by) Creative Assembly or SEGA.