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Start Here

TheKillerey edited this page Sep 27, 2026 · 1 revision

Start Here

This page is for you if you have never made a League of Legends mod, or never used ReyEngine. It takes about five minutes to read and saves a lot of confusion later.

What you need

  • Windows (ReyEngine is Windows only).
  • League of Legends installed — the normal LIVE client, the PBE, or both.
  • ReyEngine from the Releases page. Take the .msi if you are unsure.
  • A mod loader to get your mod into the game: LTK Manager or cslol-manager. ReyEngine builds the mod; the loader injects it when you play.

How a mod gets into the game

Your project folder  ->  Build / Send  ->  Mod loader  ->  Game
(ReyEngine edits)        (Project menu)    (LTK Manager,    (sees your files
                                            cslol-manager)   instead of Riot's)
  1. You edit in a project. A project is an ordinary folder. ReyEngine copies the game files you want to change into it and writes your edits there.
  2. You build a package. Project ▸ Send to LTK Manager hands the mod straight to LTK Manager; Project ▸ Export .fantome… writes a .fantome file that any loader accepts.
  3. The loader injects it. When you start a game with the mod enabled, the loader shows the game your files in place of Riot's.

Two things follow from this:

  • The installed game is never changed. Turn the mod off in the loader and the game is exactly as Riot shipped it.
  • Only you see your mod. It changes what your game client draws and plays. Other players see the normal game.

Words you will keep seeing

Word In one sentence
WAD (.wad.client) The archives the game keeps its files in — one per map, per champion, and a few shared ones.
Project Your mod as a folder: one sub-folder per WAD it changes, plus ReyEngine's own notes.
Riot reference An original game WAD mounted read-only behind your project, so everything you did not copy still shows up.
Override Your changed copy of a game file. At export it replaces Riot's file.
.bin The game's property files — which mesh, which texture, which colour, where things are placed. Most edits are .bin edits.
mapgeo A map's geometry file: the ground, walls and props you walk past.
Map skin A different look for the same map, such as a seasonal or event version.
Hashes The game stores file names as numbers. The setup wizard downloads lists that turn them back into readable names.
.fantome A packaged mod file that mod loaders can install.

The full list is in the Glossary.

Your path from here

  1. Your first project — install, create a project, make one visible change, see it in game.
  2. One of the first-mod tutorials:
  3. Then explore the reference pages from Home as you need them.

Good habits from day one

  • Keep one project per mod. It keeps your exports small and your changes easy to find.
  • Run Tools ▸ Mod Health ▸ Validate Project Bins before sharing a mod. It checks your files the way the game will load them. See Tools and Mod Health.
  • After a big game patch, open your project again. ReyEngine can carry your edits onto the new patch for you. See Projects.
  • Something odd? Troubleshooting and FAQ explains the common surprises, and %AppData%\ReyEngine\session.log records what the editor did.

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