This extension adds support for Vampire Survivors to Vortex Mod Manager, enabling you to easily automate installation of mods for Vampire Survivors without having to worry about where the files are supposed to go, etc.
assets/ or renderer/, are placed automatically.Note that Old Engine mods that change the same file and DON'T use the VS ModLoader overwrite each other, so the VS ModLoader is recommended. Note that New Engine mods need MelonLoader (recommended) or a recent IL2CPP build of BepInEx (see Known Issues). BepInEx 5 can't load mods for the New Engine.
Mods that only contain the changed file, without its folders, still won't work.
This extension requires Vortex. To install, click the Vortex button at the top of the page to open this extension within Vortex, and then click Install. Alternatively, within Vortex, go to the Extensions tab, click "Find More" at the bottom of the tab, search for "Vampire Survivors Support" and then click Install.
You can also manually install it by downloading the main file and dragging it into the "drop zone" labelled "Drop File(s)" in the Extensions tab at the bottom right.
Afterwards, restart Vortex and you can begin installing supported Vampire Survivors mods with Vortex.
Version 3.0.0 is installed into a new folder. If you update through Vortex, the old version is removed automatically. If you install 3.0.0 manually, remove the old "Vampire Survivors Support" extension in the Extensions tab and restart Vortex; the extension warns you while both are installed.
If you encounter a black screen this is most likely because of 2 reasons.
[modname].js):.filter((dir) => dir.name !== "__folder_managed_by_vortex")
For the Multiperpose QoL Mod the file would be MultipurposeQolMod.js and for the Castlevania Survivors Mod it would be Castlevania.js
Vortex's built-in BepInEx support creates empty BepInEx, BepInEx/plugins and BepInEx/patchers folders in the game folder whenever Vampire Survivors is opened in Vortex, even if you only use MelonLoader. They're harmless.
The New Engine runs on Unity 6, which older BepInEx builds can't read. BepInEx then loads no mods, and BepInEx/LogOutput.log in the game folder shows an error like this:
Unsupported metadata version found! We support 23-29, got 31
At the time of writing, the releases on BepInEx's GitHub page are too old for the game. Use the newest bleeding-edge build from builds.bepinex.dev instead:
BepInEx-Unity.IL2CPP-win-x64.If you install a mod that was made for the other engine (for example an Old Engine mod while the game runs the New Engine), the extension shows a warning, because the mod won't load.
To make your mod compatible you either need to make your mod compatible with the VS ModLoader, or you use the right file structure for your mod. Note though that if you do the latter, mods that try to change the same file will overwrite yours, so it is recommended to use the VS ModLoader.
Vampire Survivors is structured like this (most basic representation):
/Vampire Survivors
|--> VampireSurvivors.exe
|--> resources
|--> app
|--> .webpack
|--> renderer
|--> index.html
|--> main.bundle.js
|--> mod_loader (only if you installed VS ModLoader)
|--> mods
|--> your mod
|--> assets
|--> img
|--> sfx
|--> tilesets
So if you use the VS ModLoader your file structure always looks like this:
|--> resources
|--> app
|--> .webpack
|--> renderer
|--> mod_loader
|--> mods
|--> [your mod]
If you don't use the VS ModLoader your file structure can vary but should always contain every folder before your file until resources is reached. An example for the UI.png file:
|--> resources
|--> app
|--> .webpack
|--> renderer
|--> assets
|--> img
|--> UI.png
If your archive starts further down, the extension adds the missing folders: an archive that starts with mods, assets, renderer, .webpack or app, or only contains main.bundle.js, is placed correctly.
Note that the VS ModLoader only works if another mod is actually active / installed
Mods for the New Engine are .dll files for MelonLoader or for the IL2CPP build of BepInEx.
By default the extension installs only the files the mod loaders need, without their folders:
.dll files go into Mods, .cfg files into UserData..dll files go into BepInEx/plugins. Archives whose top-level folder is plugins, config or patchers are placed inside BepInEx by Vortex's built-in BepInEx support.Everything else in the archive is skipped. If your mod needs other files or a specific folder layout, add _keepstructure (see below). A typical MelonLoader mod looks like this:
|--> Mods
|--> mod1.dll
|--> mod2.dll
_melonloader or _bepinex.MelonLoader or BepInEx.Add an empty file with one of these names anywhere in your archive. The names are case-insensitive, and the marker files themselves are never installed.
| File | Effect |
|---|---|
_melonloader |
Installs the mod for MelonLoader. |
_bepinex |
Installs the mod for BepInEx. |
_keepstructure |
Installs the archive's folders as they are, relative to the game folder. |
If you have a file for example a font that needs to go in the UserData folder, add _keepstructure and use the folders of the game:
|--> _keepstructure
|--> Mods
|--> mod1.dll
|--> mod2.dll
|--> UserData
|--> font.ttf
The MelonLoader and BepInEx downloads can also be installed through Vortex like a mod.