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Contributing to ModCabinet

CJ Kucera edited this page Jul 27, 2019 · 3 revisions

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Contributing to the ModCabinet wiki is quite easy if you've already checked in your mod to the Github. Here's how!

Adding Your Mod to ModCabinet

In order to have your mods listed in the ModCabinet, they have to be uploaded to the main BLCMods Github repostiory. There are instructions for doing so at the BLCMods Wiki.

Once you know how to do that, getting your mod in this wiki is easy: you just need to add another file alongside your mod, named At its simplest level, this file just has to contain the category you want to put your mod into. Once that file's been uploaded to the BLCMods repo, the ModCabinet wiki should get updated within ten minutes to include your mod.

Assigning Categories

The current valid categories that you can use in your file are listed on the Mod Categories page.

If you have only one mod per directory, the file can contain just the category name. So to put your mod into the "gear-general" category, the file would just contain the single word:


If you have more than one mod in a directory, you'll have to be a little more wordy. For instance, if you've got three files which should all be in the "gear-general" category, you can list them in like so:

BastardV3.txt: gear-general
CatO'NineTails.txt: gear-general
DarlinV2.txt: gear-general

Assigning Multiple Categories

Mods can also be in multiple categories. For instance, Apocalyptech's BL2 Better Loot mod fits decently in both the "loot-system" and "cheat" categories, so its file looks like this:

loot-system, cheat

Update Frequency / Error Reporting

The process which updates the ModCabinet wiki checks for new/changed files every ten minutes. You can see when the wiki was last updated by visiting the Wiki Status page. That page will also show you any errors which happened during the last update. If you had a typo in one of your category names, or something, it will show up on that page.

Screenshots and Nexus Mods Links

To link to external resources like screenshots, or to provide an alternate download to Nexus Mods, simply add in URLs, one per line, beneath the line which specifies the categories. That means that a single-mod directory might have a file which looks like this:


Or a directory which has multiple mods might look like this:

BastardV3.txt: gear-general
CatO'NineTails.txt: gear-general
DarlinV2.txt: gear-general

You can also add in text labels for your URLs by prefixing them with some text and separating them with a pipe (|) character:

BastardV3.txt: gear-general
CatO'NineTails.txt: gear-general
A pic of the new weapon in action|
DarlinV2.txt: gear-general

If a URL ends in .jpg, .gif, or .png, it will be embedded into the cabinet page. Youtube URLs will be displayed separately from other URLs.


Any line which starts with a # will be ignored, as will empty lines, so you can format your files a little more nicely, if you want. For instance, this would be a valid file:

BastardV3.txt: gear-general

# Include a screenshot for this one...
CatO'NineTails.txt: gear-general
A pic of the new weapon in action|

DarlinV2.txt: gear-general

Mods Whose Filenames Start With A Hash Sign (#)

If, by chance, you have a filename which starts with a hash sign (#), specifying that file in your would make it look like a comment, so the sorter would totally ignore it. To make it show up anyway, prefix the hash with a backslash (\). For instance:

319: gear-smg
\#Bast mod ever!!!!!!!: gameplay
Davud: gear-sniper

Though really, it's easier to just name your files sensibly, instead.

Formatting your README for Maximum Results

ModCabinet will automatically include information from your README files if it's able to understand how it's laid out. You'll have best luck if you format your README files with Markdown (so name them, for instance), but it will also understand plain-text README files.

In a directory with only a single mod, make sure that the main part of your mod description is in a section with a heading of Description, or that it's at the top of the README file (or in the very first section, if there's nothing right at the beginning). That will be imported into the ModCabinet wiki. If you have a section named Changelog, that will be imported into the ModCabinet page as well. For an example of a ModCabinet page which has pulled in all these elements, see Apocalyptech's Speedier Sandskiffs, which was generated using this README.

In a directory with multiple mods, ModCabinet needs to have a clearly-marked section of the README file which has the same name as the mod. Sections in the modfile can be marked with any of the usual Markdown-style section headings such as hashes (#) or underlines (--- or ===), even if it's not Markdown. You can also use Markdown-style list syntax, where the line containing the mod name is prefixed by a dash (-). For instance, see this README from Akathris, which applies to mods such as No More Moxxi Lifesteal v1.0. Note that mods in directories which contain multiple mods won't be able to read in Changelogs, so those will never show up in ModCabinet pages.

That's it!

Just check in your file the exact same way you'd check in a mod file, and it'll get picked up the next time it's run. If you have problems, feel free to stop by Shadow's Evil Hideout and ask for help. (Apocalyptech is the maintainer of this code at the moment, if you wanted to @ him specifically.)

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