Mod Loader/Making a mod
A content pack adds fabrics, accessories, garment pieces, or story content. You can make one with a text editor and the files it uses. Use a C# plugin if you need to change how the game works.
Choose what to make
| What you want to make | Start here |
|---|---|
| Fabric with a texture or material settings | Fabric guide |
| Accessory, icon, or embroidery patch | Accessory guide |
| Garment piece, tag, icon, or sketch | Garment guide |
| Dialogue, client, or commission | Story guide |
| Translate game text | Translation reference |
| New behavior or an in-game command | C# APIs |
The release includes example packs. Install one and try it in the game. You can also copy its folder and use it as a starting point.
Install a content pack
Put the pack folder in Dressmaker/Mods. Each pack needs a mod.json file. The loader reads it when the game starts:
Dressmaker/
└── Mods/
└── MyPack/
├── mod.json
├── icon.png
└── textures/
└── my-fabric.png
Give the pack a unique id and add a content list such as fabrics or garmentComponents. The pack name, author, version, icon, and description are optional. IDs can use letters, numbers, dots, underscores, and hyphens.
Keep pack and item IDs the same when you publish an update. Saved dresses and inventories may refer to them. Start by copying the closest example and changing one item. For example, replace one fabric texture, change its ID, start the game, and check the fabric shop. If it is missing, check BepInEx/LogOutput.log.
Test before sharing
- Keep a copy of the old pack. Back up your save from Options → Mod Manager → Save backups.
- Install the updated pack with Install/Update Mod, then restart Dressmaker.
- Check the item where players normally use it. For a garment, reopen a saved dress that uses the piece.
- Check
BepInEx/LogOutput.logfor errors or skipped entries. - Keep the old IDs unless you have tested a save migration.
Mod Manager backs up a pack when it replaces or removes it. Keep your own save backup when testing changes to items players may already have.
When you need C#
You can make a fabric in the game's Options > Mod Manager > Make fabrics tab. Use a content pack for files you want to edit by hand. Some mods need to run code; make a BepInEx plugin for those. The C# guide shows the loader's methods for settings, fabrics, garment pieces, sounds, and console commands.
- Create a .NET Framework 4.7.2 class library.
- Reference
BepInEx/core/BepInEx.dllandBepInEx/plugins/DressmakerMods.dllfrom your Dressmaker folder. Add[BepInDependency("yuu.dressmaker.mods")]to your plugin class. - Build it and put your DLL in
BepInEx/plugins. Start the game and checkBepInEx/LogOutput.logif it does not show up.
If your plugin patches a game method, try it on both the Public Beta and Previous Version before saying it supports both. The methods can differ.
Share your mod
Try installing your ZIP through Mod Manager before uploading it. A content pack should have MyPack/mod.json inside the ZIP, not MyPack/another-folder/mod.json. A plugin ZIP should have one DLL under BepInEx/plugins; a mod.json, README, and license are fine too.
Tell players which Dressmaker branch and Mod Loader version you tried, and list any mods they need to install first. If your pack adds pieces or fabrics used in saved dresses, explain what happens when the pack is removed. Link the install guide for anyone new to Mod Loader.