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Modding Guide (Creator)

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

Modding Guide (Creator)

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

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
Please note that code mods are recommended to be put in
Wrestling Empire\BepInEx\plugins\Manual instead of just “plugins” to prevent the mod
launcher from interfering.
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 can be found 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://github.com/IngoHHacks/WECCL/blob/main/README.md

Uploading Mods
The easiest way to upload mods to Steam Workshop is through the dedicated uploader:
https://github.com/IngoHHacks/SteamWorkshopUploaderWE/releases/download/10/Steam
WorkshopUploaderWE.zip
The uploader contains a template mod which you can check to understand the file structure.
To prepare for uploading, you first need to create an “Item”. An “Item” essentially serves as a
“reservation” for your mod. It simply creates the ID to be used for the mod and all its
versions.

After creating the item, you can put everything in its “content folder”

When navigating to WorkshopContent, you should see something like this:

(“YourMod” being the name of the item)


Inside the content folder (“YourMod” here), you need two things:
A plugins folder with everything you’d usually put in “Manual” inside.
A manifest.txt file with the following contents:
modName: <mod name>
author: <author>
version: <version> (SemVer recommended)
assemblyHash: <assembly hash> (only for code mods)

You can get the assembly hash by running


Wrestling Empire\Wrestling Empire_Data\Managed\Assembly-CSharp.dll through
https://emn178.github.io/online-tools/sha256_checksum.html
Note that the template mod has the “assemblyHash” key despite being a content mod. When
actually publishing content mods, you should remove it since content mods are
version-independent.
When done, put a preview image in WorkshopContent, fill in the rest of the fields, then click
“Submit”.

Important: 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.

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