Virtunerd Modding full-time Based Germany

Mod developer · Lua · C# · Unity

Hi, I'mVirtunerd.

Mod developer, gamer

One of the S1 Jam winners at Schedule I's world wide modding contest, and the creator of ScriptOne, a Lua mod loader for Unity games.

It is about creating and improving things that developers cannot or will not do, and recognising that people are having a good time through my work.

  • S1 Jam winner
  • Schedule I
  • Cyberpunk 2077
  • Kingdom Come 2
  • Il2Cpp + Mono
  • C# and Lua
140,000Downloads
10,000Profile views
02

Mod loader

Tooling

Mods are the visible half. My own framework:

MIT · Mono & Il2Cpp

ScriptOne

A Lua mod loader for Unity games, the same kind of thing MelonLoader and BepInEx are. Those load compiled mods; ScriptOne lets a plain text file be the mod. It reads the game you actually have at startup, which is why it works in titles nobody wrote an API for. Mono and Il2Cpp, MIT.

LoaderLua mods for Unity games
Mod formatA plain text file, not a compiled DLL
RuntimeReads the game you actually have at startup
ReachWorks in titles nobody wrote an API for
03

Nexus Mods

Top 20 mods

Sorted by total downloads on Nexusmods.

RankShotMod & gameShareDownloads
04

How I think about modding

“Even if your mod works for YOU, it doesn't mean you are done with that job.”

Dig deeper

You get smarter and smarter while digging deeper inside that specific rabbit hole. You learn in practice and have to invest a lot of time researching, especially on new games, when no other human could give you answers.

Create uniqueness

Do not recycle ideas. No one needs the 239th mod for faster growth or double jump or whatever. If you think about something while playing, you could create it. I promise you that, 100%.

You are a modder?

Let me ask you a few things that may increase the quality. I am not perfect, but these points matter to me, so maybe to you too.

  • Is your mod vanilla-tutorial safe? Save game safe with and without your mod?
  • Do you have your own game API research library, or a safety concept? Routines matter.
  • Side effects of your mechanics, and of your work on others. Compatibility when another mod hooks the same thing. Smart gates, or try/catch/guards?
  • Reload and restart, all safe? Stale code? Stale code in save games? Cleanup correct? Playtested enough and analysed?
  • Is the mod's project-context.md written? Changes, bugs and APIs in it too?

80% is building your own guidelines, routines and ready blocks. 20% is the mod content itself, the game related stuff, not the technique behind it.

You are starting out?

My experience: you do not need Discord, you do not need a friend for testing, and you do not need YouTube for tutorials.

  • Go and find out, in your way, how to inspect the files you need to play that game.
  • How to get the look inside that file.
  • Research what tools are needed, and which files are the right ones to edit.
  • Be a nerd.
  • It is not clever to say hey Gemini, hey GPT, hey Codex, make me a mod for xyz. You need BRAIN and a logical understanding of things.

There is a huge difference between modding with AI and modding with AI. AI is a tool and does not prove your quality. The human behind it matters more, and the way that one thinks and organises himself. You get the point.

05

Along the way

Milestones

06 - Get in touch

Work & Contact

At the moment I do all this modding stuff as full-time hobby. It is about creating and improving things that developers cannot or will not do, and recognising that people are having a good time through my work.

If you are building something that has to survive a game update, get in touch with what you are working on and where it hurts.