This is the pack of all the things you need to both start using mods, and start making mods using the BepInEx framework.
To install, extract contents of the inner BepInExPack to the gamefolder, such that the winhttp.dll
file sits right next to RiskOfRain2.exe
.
The zip looks like:
\BepInExPack <----- move the contents of this folder
manifest.json
readme.md
icon.png
-
BepInEx/plugins
- This is where normal mods/plugins are placed to be loaded. If a mod is just aNAME.dll
file, it probably goes in here. For your own organisation, consider putting them inside folders, eg:plugins/ActualRain/ActualRain.dll
-
BepInEx/patchers
- These are more advanced types of plugins that need to access Mono.Cecil to edit .dll files during runtime. Only copy paste your mods here if the author tells you to. -
BepInEx/config
- If your plugin has support for configuration, you can find the config file here to edit it. -
BepInEx/core
- Core BepInEx .dll files, you'll usually never want to touch these files (unless you're updating manually)
This is what loads BepInEx.
This is what loads all of your plugins/mods.
Customized BepInEx configuration
BepInEx config customized for use with RoR2.
Graphical User Interface meant to replace the regular console host that is used by BepInEx when the config setting is enabled.
Enables custom Serializable struct stored in plugin assemblies to be correctly deserialized by the Unity engine's Deserializer.
Provides fixes that makes it easier for modders to create and maintain their mods while preventing harmful bugs.
There's 2 documentation pages available:
Places to talk:
BepInEx contains helper libraries like MonoMod.RuntimeDetour and HarmonyX
Available in the CHANGELOG.md
file