0% found this document useful (0 votes)
82 views3 pages

Modding Guide (Creator)

test

Uploaded by

gmleeder1991
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
82 views3 pages

Modding Guide (Creator)

test

Uploaded by

gmleeder1991
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Wrestling Empire Mod Creator Guide

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

To test code mods, simply place the DLL in Wrestling Empire\BepInEx\plugins\Manual


Content Mods
Content mods consist of structured files to be loaded through WECCL. Creating them
generally requires no coding knowledge. Before starting with making content mods, please
make sure that WECCL is installed.
Typically, content that should be added goes in “Assets” and content that overrides existing
assets goes in “Overrides”.
When testing your mods, the “Assets” and “Overrides” folders should be placed in:
Wrestling Empire\BepInEx\plugins\Manual\Assets
Wrestling Empire\BepInEx\plugins\Manual\Overrides
(You can create the folders if they do not exist)
Any audio file placed in “Assets” will be loaded as a new theme. For all other features,
please refer to the documentation of WECCL:
https://ingoh.net/weccl/docs/intro.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.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy