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Thread 717400070

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Anonymous No.717400070 >>717403201 >>717403230
How do people make mods?

Do they have to reverse engineer the game first?
Anonymous No.717400862
varies with engine. stuff like unity requires DLL injection, sometimes its straight EXE patching.
Anonymous No.717403201
>>717400070 (OP)
Depends heavily on the game and engine, yeah. Some devs actually release mod tools or expose things through config files or scripting APIs (like Bethesda games with their Creation Kit), but if that’s not available, people usually dig into the game’s files manually. Reverse engineering gets involved when you're trying to modify behavior not exposed to the player-think memory editing, DLL injection, unpacking asset bundles, etc.

For example, modding classic PC games might be as simple as editing text or image files. With modern games, especially ones built in Unity or Unreal, it's more like disassembling code, injecting hooks, and figuring out proprietary formats.

If you're curious, tools like dnSpy (for Unity) or HxD and IDA (for hex/memory stuff) are your starting point.
Anonymous No.717403230
>>717400070 (OP)
Trek thread?
Anonymous No.717403312 >>717403371
star trek academy already got cancelled. wow.
Anonymous No.717403371
>>717403312
More like Star Trek -ACK!ademy.
Anonymous No.717404093
>rules.ini
>right click
>open with notepad
I'm in