# Creating Mods

## Getting Your Mod to Work:

- For your mod to function in the injector, you must have your folder structure EXACTLY the same as it is structured in the extracted files.
- When making mods, you should copy only the files you need to edit. Do not change anything in the extracted files so you can reference them again in the future.
- Be sure to check if your mod is in the highest priority it can be. Editing something in "gameresources" may not work if it is found in "gameresources\_patch1".  
    [Here is a list showing the resource load priorities, from top to bottom](https://docs.google.com/spreadsheets/d/10R5fWKGyqPuCPdueqKeCYycHETSHg0QeFOCbWIQZUCY/edit#gid=1687603304)
- You can find the top-to-bottom resource load order in #resources, called "PackageMapSpec.json sheet".
- When finished with your mod, put all the contents into a .zip file. When testing your mod, you do not necessarily have to make it a .zip file. You can just move the folders into the "Mods" folder for your convenience.  
      
    <p class="callout info">If you are having trouble, you can always look at another person's .zip mod for reference.</p>

## Updating Your Mod:

- When DOOM Eternal updates, the resource load order will often change and will sometimes break your mod.
- Updating your mod can often be as simple as moving your files to it's higher priority, which you can tell if you see those files moved into another patch.
- Still, you should test your mod to see if anything has changed. Sometimes ID Software makes extra changes that can be hard to identify or revert.