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Tom_XV edited this page Sep 26, 2026 · 8 revisions

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Do I need to install it?

Usually not. A mod that uses the framework installs it for you with its own installer (for example Drag'n Wash Localization's Install.exe or install-steamdeck.sh).

To install it by hand:

  1. Install BepInEx 5.4.23.5 into the game.
  2. Download DragNWash.ModFramework-<version>.zip from Releases and extract it into the game folder, next to BepInEx.
  3. Start the game.

The zip puts the plugins in BepInEx/plugins/DragNWash.ModFramework*/ and the preloader in BepInEx/patchers/DragNWash.ModFramework.Preloader.dll.

Is it installed?

The title screen shows Drag'n Wash ModFramework <version> and how many mods loaded, just above the game's build number in the bottom right corner.

Update notices

Since core 1.1.0, when a mod you've installed has a newer release, the title screen says N updates available in Mods. On the Mods screen that mod gets an Update tag and a button that opens its release page. The framework only checks mods that name their GitHub repository, and each one at most once a day. It asks GitHub's public API for the latest release and sends nothing about you, your game or your other mods. GitHub does see your IP address, as it would for any web page. Nothing gets downloaded. To switch it off, go to Mods → Drag'n Wash ModFramework → Settings → Check for updates.

From 1.6.0, a mod the installer put in gets Update now next to the release page button on Windows: it closes the game, updates the mod and starts the game again. With the launcher in Steam's launch options, new versions are also listed before the game starts. See Launcher.

The Mods screen

Open Mods from the game's Options screen. It works with a mouse or a gamepad, and on the Steam Deck too. A rounded frame in the accent colour shows what's selected.

The screen has a new look (1.5.0), more like a settings app, and this section describes that one. Your mods are listed on the left and the one you pick is shown on the right. The panels look like frosted glass: the game shows through, blurred and dimmed, so the text stays easy to read whatever is behind it.

If the glass slows your game down, or you'd rather have plain panels, change Frosted glass ([Mods screen] Glass) on the ModFramework's own Settings tab: Snapshot (the default) redraws the glass five times a second, Every frame keeps it moving with the game, and Off leaves a dark tint with no picture. It changes right away.

The list

The list has every BepInEx mod in the game, including ones that don't use the framework and ones that are switched off or didn't load. Your own mods come first, under Your mods. The framework and its libraries are folded into Libraries at the bottom, so press that row to open it. While it's folded, it still shows Needs attention or Update if one of the libraries has something for you. Inside the group, a library goes by its short name, like Inspector or Graphs.

Each row has the mod's icon (or its initials on a coloured square if it has none), its name, version and author, and a picture of its switch. The switch you actually press is in the details. Under the name, the row gets a tag for everything that applies:

  • Not loaded means the mod is switched on but didn't load. The details say why.
  • Conflict marks mods that patch the same game method as another mod. They may still work fine, but if something breaks, start there.
  • Online marks mods that use the internet (core 1.2.0). If it's in the warning colour, the mod connected somewhere it didn't tell you about. See Going online.
  • Update means a newer release is out.
  • Needs restart means you switched the mod on or off, and that happens the next time you start the game.

A mod waiting to be uninstalled shows Uninstall where its switch would be. The row of the mod shown on the right has a line on its left.

Above the list there's a search field that finds mods by name, id or author as you type. Under it, the filters All, On, Off and Needs attention each show how many mods they hold. Needs attention gathers the mods with a conflict, a connection the mod didn't declare, a failed load, or a feature this game build doesn't have. While you search or filter, the Libraries group opens by itself.

A mod's details

The top of the details stays put. It shows the mod's icon, its whole name, version, author and website, and the mod's switch on the right. A library's title is its short name, with the whole name in small grey text under it. The word next to the switch says what the mod is set to right now, On or Off. The framework says Required there, because it can't be switched off.

Under that, every note about the mod gets a band of its own with a coloured bar. That covers the "press again" questions, why a mod didn't load, conflicts, features this game build doesn't have, a new version (with Open release page), the hosts the mod connects to, going online without saying so (with a button to its Internet tab), and reloads. Nothing gets left out. When there are a lot of notes, the bands scroll.

Below the notes are the mod's tabs:

  • About has the description, the libraries the mod uses, the mods that need it, and the Uninstall button.
  • Settings has the mod's BepInEx settings, with how many there are next to the tab's name. See below.
  • Internet shows up for a mod that uses the internet. It lists where the mod connects, what for, what gets sent and how to turn it off, then what the mod was seen connecting to this session. The tab has a warning dot when the mod went online without saying so.
  • Every page a mod adds gets a tab of its own, however many there are. If a page fails to build, it says so and offers Try again.

Tabs that don't fit go on to a second row. A mod that didn't load only has About.

  • On/off takes effect the next time you start the game. Until then the details say "Off from the next launch" or "On from the next launch". If other mods need the mod you're switching off, you're asked first, and pressing the switch again goes ahead.
  • Uninstall (core 1.1.0 and later) is on the About tab. It needs two presses, and then the mod is removed the next time you start the game. Until then, Cancel uninstall takes it back. The framework, its libraries and BepInEx are removed with an installer instead.
  • The screen opens straight away and checks the mods' files in the background (1.5.0). Until that's done, Checking mods... ends the list, and the switch and Uninstall wait for it. Settings don't have to wait.

Settings

The Settings tab sits next to About, so your list of mods stays on the left while you change things. Each setting is a row with its name and description on the left and its control on the right, grouped under its section, so you can read what a setting does while you change it. A change is saved right away, and Saved shows on the row for two seconds. Some mods only pick up a change after a restart, and a row that needs one says "Takes effect after the game restarts."

What you get depends on the setting:

  • a switch for something that's on or off
  • a slider with - and + for a number with a range, and a box where you can type the number. The slider, the buttons and left and right on a gamepad all stop at the same round steps, about a twentieth of the range (a setting from 0.1 to 8 moves by 0.2).
  • - and + around a box you can type in, for other numbers
  • buttons side by side for up to four choices, as long as they fit. Longer lists step through with - and +.
  • the key and Change for a shortcut. Press Change, then the key you want, holding Ctrl, Shift or Alt if you like. Esc stops without changing anything.
  • a colour's swatch next to its value
  • a text box for text and anything else the config file keeps as text. Press Enter or leave the box to apply it.

When a value isn't the default, the row gets a dot on its left and says what the default is, and the round-arrow button next to the control puts the default back.

Warnings go right under their row. If a value you typed isn't accepted, the old one comes back and the reason shows there. If another setting uses the same key as a shortcut, you get a line like "F1 is also used by Open / close key (Drag'n Wash ModFramework: Tool window). Both will answer it." That's only a heads-up, and the key stays as you set it. A setting that can't be changed here says "Change this in the mod's config file in BepInEx/config."

A mod with six settings or more has a search field at the top of the tab. It finds a setting by its name, key, description or section and hides the rest. If a mod has settings most people never need, they stay hidden until you turn on Show advanced settings at the top of the tab.

Pressing Back (Esc, or B on a gamepad) while you're typing a value puts the old value back and stops typing, so nothing half-typed gets saved.

With a keyboard

The arrow keys move between the list and the details, the right arrow goes from Back into the list, and Enter presses the selected button.

With a gamepad

  • LB and RB go to the tab on the left or right, and Y goes to the search field.
  • A presses what's selected, and in a text field it starts typing. Just moving over a field doesn't start typing, so on the Steam Deck the keyboard only comes up when you press A.
  • B (or Esc on a keyboard) steps back one level at a time: from something on a tab to the tab, from the tabs to the mod's row, and from the list to Options. Clicking the game's Back button still leaves right away.
  • On a slider, left and right move it a step, and up and down go to the next row.
  • Whatever you select scrolls into view, in the list and in a tab.

With a gamepad connected, a line at the bottom of the details names these buttons.

Developer tools and the F1 window

The tools for mod makers and translators (the F1 tool window with its Console and other tabs, the Inspector, the Bridge) only run while Developer tools is on (Options → Mods → Drag'n Wash ModFramework → Developer tools). When it's off, none of them run, so if you only play, just leave it off. You install the Inspector by hand; Inspector shows how.

Something is wrong

  1. If the game crashed, read the window that opens afterwards (framework 1.3.0), or the report in BepInEx/CrashReports. See Crash reports.
  2. To find out which mod causes it, switch mods off one at a time in the Mods screen and restart.
  3. Look at BepInEx/LogOutput.log in the game folder. The useful parts are lines with Error or Exception, and the list "Game methods patched by more than one mod".
  4. On Windows on ARM, add -force-d3d11 to the game's Steam launch options (it's a game issue, mods don't cause it).
  5. Report it as an issue and attach the log and the list of mods from the Mods screen.

Uninstalling

  • To remove one mod, go to Options → Mods → the mod → About → Uninstall, or use the mod's own installer. Any player data the mod lists (such as working files) stays unless you ask the installer to remove it.
  • To remove everything, run the installer of any mod that uses the framework and choose Uninstall. Mods from 1.1.0 on all ship the same shared installer. It keeps the framework as long as any other mod needs it, and it only removes BepInEx when you ask and nothing else uses it. The save history in BepInEx/SaveHistory stays unless you choose otherwise.

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