Modding Guide (Creator)
Modding Guide (Creator)
Creating Mods
There are two different types of mods; code mods and content mods. Code mods use the
BepInEx modding framework to alter the game’s code directly whereas content mods add or
change certain game assets (such as costumes, themes, and characters). To better
understand how this works, please see the diagram below.
Note that WECCL (Wrestling Empire Custom Content Loader) is technically a code mod
itself.
Code Mods
Code mods are created through BepInEx and will require knowledge of C#. Due to the
complexity of BepInEx mods and reading obfuscated code, this guide will not be covering
the details on how to create them. The following links can help you on the way:
https://harmony.pardeike.net/articles/intro.html
https://docs.bepinex.dev/articles/index.html
https://steamcommunity.com/sharedfiles/filedetails/?id=2106187116
https://github.com/IngoHHacks/WrestlingEmpireTemplateMod
https://ingoh.net/weccl/docs/coding.html
Uploading Mods
The easiest way to upload mods to Steam Workshop is through the dedicated uploader
which now comes bundled with the launcher. To run the launcher, simply select “Run
Uploader” from the mod launcher.
Mod folders need to be formatted as follows:
📁 (Root Folder)
┣🖼️icon.png (required, 256x256 recommended)
┗📂plugins (required if you want your mod to actually do something)
┣📂Assets
┃ ┣📂face_male
┃ ┃ ┗🖼️myface.png
┃ ┗🔊mytheme.mp3
┗📂Overrides
┣🖼️Fed01.jpg
┗🔊Theme00.ogg
(Items in brown cursive are examples. For code mods, put the DLL in ‘plugins’ instead)
When submitting mods, always change the version number. If the version number is
not changed, the mod will not be automatically updated for users.
When publishing content mods, make sure to add WECCL as a dependency through
Steam Workshop.
Select “Add/Remove Required Items” from the menu on the right, then choose the
required mods from the menu that shows up.
This step also applies to mods with other dependencies.