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To make a mod for the game, you first need to be capable of reverse engineering it. For code examination, use a C# decompilation tool like DnSpy. By using this tool to open the game's code, which resides in \Inscryption_Data\Managed\Assembly-CSharp.dll, you can view the code written for the game. This is absolutely critical for any mod. You cannot edit code that you cannot see. I also recommend having other tools to examine the game. A tool like uTinyRipper allows you to effectively export the entire game, and with a simple drag and drop it becomes a Unity project. Note: This version of the game is completely broken. It does not work at all, and cannot be made to. This is just a helpful visual aide, so you know how scenes are laid out and what objects are where. Don't bother trying to make it run in the Unity editor, as this is a waste of time. Editor scripts can also be used to export assets directly from the Unity Editor, and the Unity Editor will also be necessary to convert any new assets that come with your mod into asset files which can be loaded at runtime. Other tools, like DevXDevelopment, AssetStudio, and UABE can also be useful, but this is the minimum you need to get up and going.
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