However, when you’re ready to publish content mods, it’s advisable to remove this key because content mods are typically version-independent. It’s worth noting that the template mod includes the “assemblyHash” key, even though it’s a content mod. To obtain the assembly hash, you can process the “Assembly-CSharp.dll” file located at Wrestling Empire\Wrestling Empire_Data\Managed through this provided link. A “manifest.txt” file with the following contents:.A “plugins” folder containing all the items you would typically place in the “Manual” directory.Within the content folder, which is named after your item (in this case, “YourMod”), you should have the following components: When you navigate to the WorkshopContent section, you should encounter a display similar to the following: Once you’ve created the “Item,” the next step is to place all the necessary files and content within its designated “content folder.” Essentially, it establishes the unique ID that will be utilized for your mod and all its subsequent versions. To get ready for the upload process, your initial step is to generate an “Item.” Think of an “Item” as a kind of “reservation” for your mod. Inside the uploader, you’ll find a template mod that can be examined to grasp the file structure. The most straightforward method for sharing your mods on Steam Workshop involves using the dedicated uploader, which is available for download from this link. For comprehensive guidance on other features, please consult the documentation provided on WECCL’s Github page. If these folders don’t exist, you have the option to create them.įurthermore, it’s worth noting that any audio files positioned in the “Assets” folder will be loaded as new themes. Typically, the content you wish to add should be placed within the “Assets” directory, while content that is intended to override existing assets should be located in the “Overrides” directory.ĭuring the testing phase of your mods, you can locate the “Assets” and “Overrides” folders within this directory path: Wrestling Empire\BepInEx\plugins\Manual\Assets Wrestling Empire\BepInEx\plugins\Manual\Overrides However, it’s essential to ensure that WECCL is properly installed before embarking on the process of crafting content mods. Content ModsĬontent mods are comprised of structured files designed for use with WECCL, and creating them typically doesn’t necessitate any coding expertise. This precaution helps prevent any potential interference from the mod launcher. It’s worth emphasizing that when it comes to code mods, it’s advisable to place them in the directory Wrestling Empire\BepInEx\plugins\Manual, as opposed to simply placing them in the “plugins” folder. However, you can explore the following links to assist you in your journey: Given the intricacies involved in crafting BepInEx mods and the challenge of deciphering obfuscated code, this guide will refrain from delving into the specifics of their creation. The development of code mods is facilitated through BepInEx and necessitates a proficiency in C#. It’s important to take note that WECCL, which stands for Wrestling Empire Custom Content Loader, is, in essence, a code mod in its own right. For a more comprehensive grasp of this concept, kindly refer to the diagram provided below. On the other hand, content mods introduce alterations or additions to specific in-game elements, encompassing items like costumes, themes, and characters. Code mods employ the BepInEx modding framework to directly manipulate the game’s underlying code. There exist two distinct categories of modifications in the realm of gaming: code mods and content mods.
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