Open-source mod tools for Alien: Isolation

Fly through every level in 3D, rewrite the game’s scripts, import your own models, build brand new levels – and watch your changes appear in the running game.

OpenCAGE editing the airport's baggage collection area: the 3D viewport above the composite's flowgraph, with a seat selected and its parameters open


Browse Levels in a 3D Viewport

Open any level and fly through it. Click anything you see to find it in the level’s scripts, move and rotate it with the gizmo, or drag new content in straight from the Composite Browser.

The 3D Viewport in the editor, stepped into each level's environment composite with one of its flowgraph pages below: a glide down a corridor on the Torrens (BSP_TORRENS), past The Spot on the upper floor of the shopping centre (HAB_SHOPPINGCENTRE) and up to the android lab's reception desk (SCI_ANDROIDLAB), each level crossfading into the next

Edit Existing Game Scripts

Alien: Isolation runs on thousands of CATHODE scripts. Open any of them as a flowgraph laid out over pages, then rewire it, delete what you don’t need and tune any parameter in the inspector.

Browsing the Torrens' first mission script (M01_Pt01) in the flowgraph, with the 3D Viewport looking down into the bridge: a position marker selected, the page zoomed out, a glide into the logic for meeting Taylor, links followed with Show Connected Links and Go To, the Taylor character composite stepped into and out of, then back to the start
Mission logic on the Torrens: signing in at the terminal starts the keycard, and the accepted keycard unlocks the cryo door

Build Your Own Scripts

Drag any of the game’s entity types from the Entity Palette onto a graph and link up their pins. Trigger volumes, markers and props go straight into the world from the Viewport’s Create menu.

A script built in the Sponza atrium level: a PlayerTriggerBox and a LogicDelay dragged in, linked to spawn the alien, the trigger moved and sized in the viewport, the nodes moved together - then every step undone

Debug Scripts at Runtime

With Live Link connected, Show Activity lights up each link as it fires and counts every call on its pins. Trigger any method from the inspector to test a script without playing up to it, and put values on screen in game with debug text and position markers.

Show Activity on a FloatModulate driving a debug marker: Trigger Method starts and stops it, the links light up as the game uses them and the pin counts climb, then Clear Activity
In game at the same time, the marker sweeping across a Torrens console with its X position printed at the top of the screen, then stopping

Create and Modify Scripted Keyframes

Open any CAGEAnimation to edit its tracks on a curve editor: drag keys and bezier handles, add new tracks, and switch on Animation Mode to scrub the result in the Viewport.

The opening camera move of the Nostromo DLC level in Animation Mode: dragging a key and a bezier handle on the curve editor moves the camera in the Viewport, then scrubbing the playhead flies it along its path

Import, Export, and Preview Animations

Preview any clip on its character’s own model, export clips or import your own, and edit the animation trees that blend them together.

One of the alien's threat animations looping in the Animation Preview
The alien's ACT_SUSPICIOUS_ITEM animation tree

Live Edit Scripts In-Game

Live Link connects OpenCAGE to the game while it runs. Place and move props, change lights, tweak scripts and call methods, and the game updates without a reload. The game camera can follow the Viewport, so you see every edit from the same angle.

A nodding bird on the Torrens canteen table dragged along the table with the Viewport's move gizmo and back again, its position in the inspector following as it goes
In the running game at the same time, the nodding bird slides along the table as it is dragged and back, nodding all the while

Import, Export, and Preview Models

Import your own models with a 3D preview and a scale check, then browse, export and edit any mesh in the game from the Model Editor.

Importing an M41A pulse rifle, with a 3D preview of the model
The imported rifle in the Model Editor

Edit Materials, Shaders, and Textures

Change a material’s shader, samplers and parameters, and browse, export and replace any texture in a level.

The Material Editor on the imported rifle's material
Space suit decals in the Texture Editor

Create New Levels from Scratch

Start a new level, fill it with composites from other levels or your own imported geometry, and let Save & Build generate its lighting, navmesh, collision, cover and sound.

The alien dragged from the Composite Browser into the Sponza atrium level, then deleted again
The Create Level dialog

Launch With Helpful Utilities

Launch Alien: Isolation straight into any level, with options like debug text, an unlocked mouse and a frame rate cap. Turn on Possess Characters and you can take control of anyone in the level.

Playing as the alien in the new Sponza level
The Launch Game window set to load straight into SPONZA, with the Debug Menu, Live Link and Possess characters turned on

Package or Install Mods via the Mod Manager

Create a Mod lists everything you’ve changed, so you choose exactly what goes in. Players install it with the Mod Manager, which also combines, updates and removes mods for them.

The Mod Manager with the Sponza mod installed
Create a Mod, listing every changed level and setting

Configure Characters, Items, Weapons, and More

Dedicated editors for the game’s configuration: the alien’s behaviour settings, character asset sets, inventory items, crafting recipes and every line of localised text.

The Alien Configuration editor
A line of dialogue in every language in the Localisation editor

Edit and Create Behaviour Trees

Open the behaviour trees that drive the alien, androids and humans, and edit them node by node.

Zooming into and panning round the alien's behaviour tree in the Behaviour Tree Editor

Start modding Alien: Isolation

Download OpenCAGE today for free from Steam, or contribute to its development on GitHub.

Check out the documentation to explore every element of the toolkit, and join the Discord to ask questions or show off mods you’ve created.