(TLS.ModKit)
Download: Nexus · BepInEx 5 (x64): Release
TLS.ModKit lets you easily create data-only mods using XML files that the game picks up automatically from your BepInEx/plugins/<YourMod>/ModKit/ folder.
No programming required. For specific cases where mods may break/impact in game functionality you may need to create a custom BepInEx mod to make it compatible (see Omen of Specialists example below).
Current support:
- GlyphDefinition (Omens)
- add / replace / remove glyphs (omens)
- PerkDefinition
- add / replace / remove perks
- edit perk TokenVariables (token-only edits)
- SkillDefinition
- add / replace / remove skills
- edit simple fields via
<Set select="..." value="..."/>(best-effort)
- ItemDefinition
- add / replace / remove items
editnot implemented (usereplace)
- CityStash (runtime, NewGame only)
- add items to the city stash via
ModKit/CityStash/*.patch.xml
- add items to the city stash via
- Localization
- auto-merge
ModKit/languages.csvfrom all plugin folders after the game loads dictionaries
- auto-merge
- Icons
- drop PNGs under
ModKit/Icons/*.pngto override glyph and item sprites (UI + hand sprites)
- drop PNGs under
- Download BepInEx_win_x64_5.4.23.3.zip
- Extract it into your game folder e.g. →
C:\Program Files (x86)\Steam\steamapps\common\The Last Spell\
Tip: run the game once so BepInEx creates its subfolders.
- Download TLS.ModKit
- Extract into:
...\The Last Spell\BepInEx\plugins\ - Result:
...\The Last Spell\BepInEx\plugins\TLS.ModKit
Install (optional but recommended)
- Download MCM: Nexus · GitHub
- Drop the folder into:
...\The Last Spell\BepInEx\plugins\ - Launch the game; MCM shows your mods under Mods window in game
MCM isn’t required for ModKit, but it makes verifying loaded mods easier
-
Omen of Specialists — adds a new Omen that grants the
Specialistperk to all heroes.
Nexus · GitHub -
Lightning Blade — a “full stack” example: custom item + skills + icons, optional MCM setting, and (runtime) adds the item to city stash on new runs.
GitHub -
Remove Elf Debuff — edits the
IntoTheWildperk to remove the damage debuff (StatMalus = 0).
Nexus · GitHub -
Remove Into the Wilds — removes the
IntoTheWildperk.
Nexus · GitHub
Each example shows how patches are organized under
BepInEx/plugins/<YourMod>/ModKit/(e.g.,Perks/…,Glyphs/…) and how to ship optional icons viaModKit/Icons/.
The fastest way to learn is to copy an existing mod and tweak it.
- Read the quickstart guide
- Browse the example mods above and reuse their folder structure:
ModKit/Perks/*.patch.xml— add/remove/edit perk tokensModKit/Glyphs/*.patch.xml— add/replace glyphs, optional<IconOverride Path="…"/>ModKit/Skills/*.patch.xml— add/remove/replace/edit skillsModKit/Items/*.patch.xml— add/remove/replace itemsModKit/Icons/*.png— optional custom omen icons (auto-loaded)
Tips & Tools
- UABEA — extract Unity
TextAssetcontents to inspect the game’s XML (essential for finding the exact IDs/keys to patch). - dnSpy / ILSpy — inspect
TheLastStand.dllto see how databases load and which definitions/fields exist (useful if you plan a small BepInEx helper for advanced cases). - Logging Console: Enable the console; Edit BepInEx config in
...\The Last Spell\BepInEx\config\BepInEx.cfg
[Logging.Console]
Enabled = true
Simply delete the TLS.ModKit folder and any other Mods depending on it inside of .../BepInEx/plugins/
MIT
