Wildguard Mod Framework
A mod framework
for Raiders of Blackveil.
We kept needing the same stuff in every mod — toggle mods without restarting, share state between them, add settings panels. So we built it once and made it available.
For players
There's a Mods button in the main menu and pause screen. You can toggle mods on and off without restarting. The host decides which mods and cheats are allowed, and the session name tells you before you join.
For mod authors
Expose three members on your plugin class and WMF picks it up automatically — no interface needed. Networking, settings panels, game modes, notifications are all there if you want them.
What's in it
What it does
Independent pieces. Use whichever ones you need.
In-session text chat
Raiders has no built-in way to talk to other players in a run. WMF adds a chat channel — like a party channel in an MMO. Both players need the mod; the host can see who has it before letting them in.
Session moderation
The host can kick or ban players mid-session. Bans persist so a kicked player can't immediately rejoin the same run.
Custom game modes
Your mod shows up in the host's game mode picker. Single variant or multiple with a stepper. Set IsClientRequired and WMF blocks joining if the client doesn't have your mod.
In-game settings panels
Implement IModMenuProvider and your mod gets an entry in WMF's settings sidebar, available from both the main menu and pause screen. Build whatever UIToolkit layout you want.
Mod-to-mod networking
Named channels to send data between plugins over the Fusion session. Host-to-client, client-to-host, or broadcast. You get events when players join and when they're ready to receive messages. Server Chat is built on this.
Getting started
Getting
started.
WMF scans plugins at startup via reflection. Expose three members on your class and it finds you — no DLL reference required for the basics.
For settings panels, reference ModRegistry.dll and implement IModRegistrant. For networking, chat, game modes, and moderation, also reference WildguardModFramework.dll and declare [BepInDependency(WmfMod.Id)]. API.md is bundled with the mod download.
[BepInDependency("...wildguard-mod-framework")] to your plugin class. WMF loads before your plugin.GetModType(), Disable(), bool Disabled { get; } — that's the minimum. Enable() is optional; if absent, re-enabling the mod later in a session has no effect. WMF finds these via reflection, no interface required.ModRegistry.dll for settings panels, WildguardModFramework.dll for networking, chat, game modes, and moderation. Each API is independent.Using it
Other mods that use WMF
All our Raiders of Blackveil mods depend on it.