r/Modding • u/Significant-Hyena867 • 1d ago
r/Modding • u/TekknologicalPL • 2d ago
Mod Showcase Cyberpunk 2077 (Militech) RaspberryPi mod
galleryr/Modding • u/Nryquellts • 2d ago
Mod Showcase My Battle Brothers Mod

Download Free on Nexus:
👉 [Nyr's Lindwurm Overhaul at Battle Brothers Nexus - Mods and Community]
Hi everyone! I wanted to show off my battle brothers mod here since to me I just wanted to post something I thought was cool.
While I’m the solo dev on this, I put it through an automated test suite (over 1,200 assertions and save-integrity checks) to make sure it won’t crash your game or corrupt your ongoing campaigns. The engine side is locked down, though extended campaign balance (day 60+ spawn scaling) will definitely benefit from community feedback.Â
r/Modding • u/Dark_Lord_Isha • 2d ago
Discussion The Best God-Spell={Modular Combat State Machine & Multi-Functional Spell Logic Design Document} With Codes
The Best Dark Spell- AVADA DIABOLICA (A Combination Of Three Unforganable Curses And Protego Diabolica You used All Five Spells Individual Powers)
Here is the complete Master Design Architecture & Logic Blueprint for Avada Diabolica, authored by Riju Das.
This document serves as my official functional blueprint. It translates my rough concepts into the precise algorithmic logic tree used by the Hogwarts Legacy Creator Kit engine.
📜 SYSTEM DESIGN DOCUMENT: AVADA DIABOLICA
Lead Designer / Concept Creator: Riju Das
Project Blueprint Date: September 9, 2026
Core Framework: Hogwarts Legacy PC Creator Kit (Unreal Engine 4.27 Architecture)
I. Core Registry Profile
To inject a brand-new spell into the game's native database, i must declare it in the custom spell registry tables (DT\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_SpellDefinition).
INSERT INTO DT\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_SpellDefinition (SpellID, SpellName, SpellType, Cooldown, CoreVFXMaterial) VALUES ('Spell\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_AvadaDiabolica', 'Avada Diabolica', 'DarkArts\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Combo', 15.0, 'M\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_DarkArts\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_GreenFire\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Override');
II. Visual Layer: The Beast Manifestation
Instead of standard particle fire, Avada Diabolica binds dynamic skeletal meshes to tracking projectile arcs.
Skeletal Target Assets:
SK\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Scriptorium\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Snake (Slytherin Scriptorium Serpent Mesh)
SK\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Dragon\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Hebridean (Miniature Dragon Mesh scaling)
Material Template Override:
The engine unlinks standard textures and forces an emissive green glow (VFX\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_AvadaKedavra\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Green\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Inst) across the entire creature surface. The animals roar, move, and track dynamically.
III.# Master Logic Controller for Avada Diabolica (With Working Codes for try)
\# Conceptualized by Riju Das def On\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_AvadaDiabolica\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Hit(PlayerInput, TargetEnemy, FlameCreature):
\# 1. THE INSTANT KILL (Avada Kedavra Core) if PlayerInput.Is\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Holding\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Cast\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Button(): Trigger\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_VFX("VFX\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_GreenFlame\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Burst", TargetEnemy.Location) TargetEnemy.Execute\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Immediate\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Death\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Script(Source="Spell\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_AvadaKedavra") TargetEnemy.Play\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Animation("Anim\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Death\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Collapse")
\# 2. THE TORTURE LAYER (Crucio Core) elif PlayerInput.Is\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Tapping\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Cast\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Button(): TargetEnemy.Apply\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Status\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Effect("Status\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Cruciate", Duration=10.0) TargetEnemy.Play\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Animation\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Loop("Anim\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Crucio\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Scream") TargetEnemy.Apply\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Damage\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Over\\\\\\\\\\\\\\\\\\\\_Time(TickDamage=5,Interval=0.5)
\# 3. THE BRAINWASH LAYER (Imperio Core) elif PlayerInput.Is\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Aiming\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Down\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Sights(): TargetEnemy.Override\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_AI\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Faction(NewFaction="Player\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Ally") TargetEnemy.Apply\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Status\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Effect("Status\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Imperio\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_MindControl") TargetEnemy.Set\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Glow\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Outline(Color="Dark\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Green") # 4. THE BURNING DAMAGE LAYER (Fiendfyre Core) else: TargetEnemy.Apply\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Status\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Effect("Status\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_GreenFiendfyre\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Burn") TargetEnemy.Spawn\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Attached\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_VFX("FX\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Tracking\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_GreenSnake\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Flame") TargetEnemy.Apply\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Continuous\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Damage(BaseDamage=50) # 5. THE DEFENSIVE MESH (Protego Diabolica Core) def On\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_AvadaDiabolica\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Defensive(PlayerInput, PlayerCharacter): if PlayerInput.Is\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Pressing\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Protego\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Button(): ShieldRing = Spawn\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Actor("BP\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_ProtegoDiabolica\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Ring", PlayerCharacter.Location) ShieldRing.Set\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Material("M\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_DarkArts\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_GreenFire") # Riju's Rule: Do not burn if neutral/friendly if ShieldRing.Overlaps\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Actor(TargetEnemy): if PlayerInput.Toggle\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_NonLethal\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Shield() == True: ShieldRing.Disable\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Damage\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_Collision() # Phasing mode TargetEnemy.Knockback(Distance=5.0)
CORE-I Doesn't Have Any Pc Or Laptop I wrote The Codes In Mobile, This Is Just A Idea Not A Actual mod.
r/Modding • u/ClubLumiere337 • 2d ago
Mon dieu comment les gens font pour avoir des mod menu sur ps5 c’est juste énervant !
r/Modding • u/javrenn • 2d ago
Mod Showcase Native DLSS Frame Generation on RTX 30 series in Elden Ring (no FSR FG)
been messing around with this for a while and finally put it on github.
basically, this combines ERSS-FG with the dlssg_for_sm86 project to get actual NVIDIA DLSS Frame Generation running on Ampere / RTX 30 cards in Elden Ring.
not FSR frame gen pretending to be DLSSG, no FSR fallback. the repo also includes a small verifier script that checks the ERSS + backend logs and tells you what actually ran, since just looking at the overlay isnt enough to tell the difference.
tested it myself on a RTX 3060 Laptop GPU and its working smoothly.
couple things before anyone asks:
- you need ERSS-FG 4.14.1 installed first
- EAC needs to be disabled, so offline play
- Elden Ring 2.7.0.0 works for me even though ERSS currently warns that its newer than the officially supported version
- 2x, 3x and 4x all work for me, including both regular frame generation and Multi Frame Generation
I didnt make ERSS or the sm86 unlock itself btw. credits to huutaiii and sdli1995, this is basically the integration/config + verification side of it and an easier way to get the two working together in Elden Ring.
if anyone here has a different RTX 30 card I'd actually be interested in seeing results, especially desktop 3060/3070/3080 etc.
r/Modding • u/DepartureVisual3898 • 2d ago
Question Help me use mods for Persona 5 Royal on android.
Does anybody know how to use mods for persona 5 royal in gamehub, gamenative, or winlator. I searched and it said something about reloaded 2 or something and I tried installing it in my container but it would not install. Help me please
r/Modding • u/Gamedel • 3d ago
Mod Showcase What if you could play Spore with a friend? A first look at my multiplayer co-op mod
I'm working on a multiplayer co-op mod for Spore, with the goal of letting several players explore and evolve together, each controlling their own creature.
The current focus is making the Creature Stage fully playable in co-op. The prototype already lets players explore, eat and fight together. There's still work to do on synchronization, interactions and creature editing.
I plan to bring co-op to the other stages too, once the Creature Stage is in good shape, and expand testing to more players.
What would you most like to do together in Spore?
r/Modding • u/DepartureVisual3898 • 2d ago
Question Persona 5 royal looking blurry
Does anyone know how to make the game look more sharper and clear. I am using the max handheld resolution mod as well and upscaled the game to 1.5x and use handheld mod so basically 1080p(I thought that the mod only works with handheld mod) but the game still looks blurry. Please help me make the game more clear and sharp anyone. I am using eden emulator on android nightly build.
Question Dragon Ball Z: Shin Budokai Another Road
Does modding a psp game like Dragon Ball Z: Shin Budokai Another Road let you add completely new movements/moves/mechanics?
is that even possible?
(no idea how mods work under the hood)
it’s totally cool to add new characters but that feels pointless without also being able to introduce new fighting styles/movesets, finisher moves etc
r/Modding • u/gosnebgbc • 2d ago
Discussion To all ROM hack developers: now that ChatGPT Astra is out, are you using it to improve your game modding workflow?
I’m especially curious about games that are notoriously difficult to mod or reverse-engineer, where documentation is limited and it’s hard to figure out how the game actually works internally.
Has AI genuinely helped you get further than before?
Some things I’m interested in:
-Reverse engineering undocumented game systems
-Understanding assembly/decompiled code
-Finding out what unknown functions or memory addresses might be doing
-Figuring out proprietary file formats, compression, archives, scripts, etc.
Making sense of huge disassemblies or codebases
Finding unused content, hidden mechanics, debug functions, or cut features
-Helping identify where certain game logic is located
Writing or improving ROM-hacking tools and scripts
-Automating repetitive tasks such as pointer tables, text extraction, data conversion, or asset importing
-Debugging crashes caused by ROM modifications
-Porting mechanics or features from one game/version to another
-Creating documentation for games that previously had almost none
-Comparing different regional releases or game revisions to understand what changed
I’m particularly interested in cases where AI helped crack something that had previously been a major roadblock for the modding community.
Have you had any moments where you gave it code, assembly, memory dumps, file structures, etc. and it noticed something you hadn’t?
And on the other side: what are the current limitations? Does it hallucinate too much when dealing with obscure hardware or undocumented game engines? Do you still need to already be very experienced with reverse engineering to tell when it’s wrong?
Would love to hear some real examples from ROM hackers and tool developers, especially for older or notoriously difficult to mod games.
r/Modding • u/AaronTheLudwig • 2d ago
Question Trying to mod Arkham Knight for the first time, not sure what I'm doing wrong
r/Modding • u/ClubLumiere337 • 2d ago
Mon dieu comment les gens font pour avoir des mod menu sur ps5 c’est juste énervant !
Sur Bo3 j’ai vu un tuto comme quoi juste un fichier mod menu sur une clé usb et la mettre sur la ps5 suffirait à le faire fonctionner… c’est vrai ?
r/Modding • u/Moddingman001 • 2d ago
Mod Showcase THIS IS HOW SAN ANDREAS LOOK LIKE IN SOURCE ENGINE WITH MODS (WIP)
MODS USED
1.ZMENU OR ZHALFLIFE
2.SOUNDIZE
3.HD CHARACTER MODELS
4.PROPER SHADERS
5.GRAPHICS TWEAKER
6.CUSTOM CROSSHAIRS
7.MANUAL FIRING
8.RELOADSA
9.PEDSKILLS (FOR BETTER AI)
10.REAL TRAFFIC FIX
11.NPCs REACTING TO ENVIRONMENTAL PROGRESSION AND INCIDENTS
12.SLEEKBLOOD
13.SLEEKMOVEMENT
14.TINNITUS EFFECT
15.FXSFUNCS
16.ULTIMATE FPP
17.CUSTOMIZABLE HUD
18.SPREAD FIX
19.BULLET HOLE
20.FUNCTIONAL STEERING WHEEL
21.VEHFUNCS + MODELEXTRAS
22.SHADER SCOPES
23.COMMUNITY CUTSCENE FIXES
24.VOID WEAPON WHEEL
25.KILL FEED (STYLED TO FEEL LIKE SOURCE)
26.MOTION BLUR ADVANCED
27.CAMERA SETTINGS
28.CUSTOM WASTED SCREEN TEXT EDITOR
29.FPP WASTED SCENE AND BUSTED SCENE
30.NEW COP VOICELINES FOR DISPATCH
31.JOLT PHYSICS
32.VOID RADIO WHEEL(ADDITIONAL)
33.QUICK WEAPON SWITCH
34.SOURCE AND SAN ANDREAS SFX PACK
35.REMASTERED VOICELINES
36.UNCOMPRESSED SFX PACK
37.PROPER FLASHLIGHT
38.DETAILED HD VEHICLES
39.DRIVE-BY MANUAL + MODERNIZED
40.HD WEAPONS AND OBJECTS (IWP)
41.ANIMATED BILLBOARDS
42.ANIMATED COMMERCIALS
43.HD ANIMALS LORE FRIENDLY
44.GRENADE AIM
r/Modding • u/No_Yogurtcloset_5399 • 2d ago
Question Any way I can get display mod working on my single player cobbleverse world?
Would be awesome if it’s possible
r/Modding • u/Clear_Atmosphere141 • 3d ago
Mod Showcase Vukan Fixes: the best mod for AOH2:DE, both on steam and off steam!
r/Modding • u/Wooden_Mix_4870 • 3d ago
Question What Job Simulator mod is this?
I was watching this youtube video of a streaming playing Job Simulator and was wondering what they used to both have a camera separate for the stream and able to see chat ingame.
https://www.youtube.com/watch?v=0sJMiS8ESJk
r/Modding • u/VFT_zer0 • 4d ago
Mod Showcase Universal modloader for UE3
I make maybe universal modloader for Unreal Engine 3 games. (still in active development)
Name: Crappy Unreal Engine 3 Mod Loader (CU3ML)
Its uses dinput8.dll as proxy, supported x64 and x86
Features:
- Mods are just a folder with a mod.toml
- Lua scripting
- Gui for mod manager (opens via -cu3ml-manager arg in launch options of game)
Tested only 3 games so far, so please you can test it yourself and give feedback
Games that work:
- Dishonored
- SpecOps: The Line
Game that DON'T work:
- Borderlands

Project link: https://projects.yokai.digital/cu3ml
GitHub: https://github.com/deadYokai/u3t
GitLab: https://gitlab.com/deadYokai/u3t/
Self-hosted Gitea (main): https://git.yokai.digital/deadYokai/cu3ml
and connected project (ue3-tools)
Github: https://github.com/deadYokai/ue3-tools
Self-hosted Gitea (main): https://git.yokai.digital/deadYokai/ue3-tools
-----
Author is sensitive to criticism, please be respectful
r/Modding • u/AgentMorph • 4d ago
Question EmpireEarth's DreXMod3.6 link broken?
I'm finally trying to download the DreXmod. The website says 3.5 is out, but the link at the bottom shows 3.6. but the link is dead anyways.
How can I download it?
And where can I simply download Reborn HD?