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Tools and Mod Health
This page covers the checks and utilities under the Tools menu that are not tied to one editor window — mod-health checks that catch problems before they reach the game, plus hash/shader/text-bin utilities used across the whole editor.
Everything under Tools ▸ Mod Health answers one question: will this mod behave in game?
- Validate Project Bins — emulates mod injection (your files over Riot's) and checks every project bin for broken object links and missing assets: what would actually break in game.
- Overlay Footprint — how many game WADs a loader must patch for this mod, and which project folders cause the fan-out. A wide overlay means slow installs and messy merges with other mods.
- Asset Usage Report — which project files nothing can ever load (deletable dead weight) and which recolor content outside your map.
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Check Cubemap Probes — every
MapCubemapProbemust point at a real DDS cubemap. A plain 2D texture bound there crashes the game; this is one of the most common map-mod crashes and this check finds it in seconds. -
Map Material Diagnostics — a written report of the loaded map's material classes, lighting, lightmaps and visibility, saved under
.reyengine/reports/. -
Cleanup Project… — scans for files nothing references (checked by path, name, extension variant and hash) and files byte-identical to the Riot originals (safe to drop — the game falls back). You review a full preview grouped by reason, select, and clean. Nothing is deleted: selected files move to
.reyengine/cleanup/<run>/with a manifest, and Undo Last Cleanup puts them back. Uncertain files are never pre-selected. - Patch Update Wizard… — after a game patch: fetches the old originals your mod was built against (CommunityDragon), three-way-merges your edits onto the current patch's files, with backups, a per-bin report and validation. Tick the project bins to rebase, see the full-replacement assets that cannot be merged, choose Validate afterwards, and Run Update. Projects with automatic patch rebasing enabled do this on their own when opened — see Projects.
Tools ▸ Edit Bin as Text (ritobin)… opens any .bin as ritobin text — the #PROP_text format the modding community edits bins in, usually saved as .py. Validate checks the text, Apply to bin writes it back byte-exactly for everything you did not touch, and Import .py… / Export .py… exchange with files from other tools. The editor warns when a save would change a property's type: every property carries a one-byte type tag and the client dispatches on it — give a field the wrong tag and the client does not complain, it skips the property, so the file loads and the field is simply gone.
Tools ▸ Map Skin Switcher… reroutes the open map to a different map skin safely, keeping gameplay identities and audio intact. It shows the current base skin, the environment to force, and — since v0.4.2 — what that map skin does to units: a map skin can force the skins of the turrets, minions and nexus, and the switcher names them per slot. Carrying those unit skins with the swap is an option, off by default: the fields the switcher has always routed describe a place, while these describe units the server spawns. The result reports how many slots had theirs replaced and how many were given one; check a slot that shipped without the field in game before shipping a mod with it.
A forced map skin survives the next game patch. Riot adds and removes map skin slots between patches, so the switcher records what you asked for — which map, which environment each slot routes through, whether unit skins came along — in the project file, together with a copy of that environment. The Patch Update Wizard replays the same switch onto the new patch's original (new slots included) rather than diffing byte-for-byte, so a slot Riot only just added is not silently lost. A map bin forced before this existed has its recipe worked out from the bin itself the first time the wizard meets it.
Tools ▸ Recolor Textures… applies hue, saturation and levels over many textures at once, with per-texture records the project remembers.
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Sync Hash Tables (Mimir) — the native
.hashdbtables. Sync Hashes (CommunityDragon) / Reload Local Hashes — the text lists. See Getting Started. - Sync Meta Classes (LeagueToolkit) — the class and field names bins are decoded with.
- All three of the above can also refresh themselves automatically: Preferences ▸ General ▸ Updates ▸ Keep hash tables and meta classes up to date (on by default) checks for a newer Mimir release, CommunityDragon list or meta-class database at startup and re-resolves the open project — one request each when nothing changed. See Preferences.
- Hash Lookup — one-off "what is this hash" queries.
- Rebuild Wwise Name Index — real audio event names. See Audio.
- Scan Riot Shaders — reads the game's compiled DX11 shader cache; required once for the D3D11 renderer and the shader catalogue.
- Export Shader Dump… — writes the decoded shader inventory for inspection.
- Assign Skeleton… / Assign Animation… — bind a skeleton or a clip to a selected skinned mesh.
- Cinematic Capture… — see Maps and Viewport.
- Start Blender Link… / Install Blender add-on… — see Blender Link.
- Character Editor… — see Character Editor.
- Workshop… — see Workshop and Add Mesh.
ReyEngine by TheKillerey — Repository · Releases · Report an issue. This wiki describes v0.5.1.
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