📄 General
🎨 Creating Visuals
⚙️ Custom Mechanics
📩 Mod Distribution
<aside> 🚧 Under construction
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After you have cooked your mod in Unreal Engine your files will be in [Name of your project]\\DeadByDaylight\\Saved\\Cooked\\WindowsNoEditor. Delete the Engine folder, inside the DeadByDaylight folder delete the “Metadata” folder and delete the AssetRegistry.bin file. Inside of the Content folder delete anything you don’t want included with your mod.
Move these files to a folder named after your mod, Eg JumpMod/DeadByDaylight/Content.
You will now need to drag the previously created folder (the one named after your mod) on to CreateMod - PrivServer.bat. It will ask you for a number, this will be your mods pakchunk number, after that the new files will be moved to a folder called mods, there will be 2 files, both named pakchunk[Number][ModName]-WindowsNoEditor (The ModName part isn’t required but is strongly recommended, otherwise the pak folder will be a mess of random files). Move the files inside of that folder to your Dead by Daylight install folder in [name of your games install folder]\\DeadByDaylight\\Content\\Paks
The end result should look something like this

After that, you can start the Private Server and your mod should load.
If your mod doesn’t load a few things may have happened:
.sig file with your .pak file. If you don’t have a .sig file your mod wont load.pakchunk[Number][ModName]-WindowsNoEditor, for example pakchunk605ConsoleMod-WindowsNoEditor or pakchunk605-WindowsNoEditorpaks folderpak folder your mod won’t load. It shouldn’t be in a subfolder either. The Correct directory is [name of your games install folder]\\DeadByDaylight\\Content\\Paks\\[your mods .sig and .pak files]