ULTRAKIT Reloaded
A tool to ease creating and loading of custom content in ULTRAKILL.
About this mod Author’s original text
ULTRAKIT
A library for BepInEx to add custom content to ULTRAKILL, such as weapons and cheats.
Requires UKT-UMM-Patch compatibility patch if UMM is installed.
Making a mod using ULTRAKIT
- Download ULTRAKIT.dlls from
- Reference ULTRAKIT.dlls within your project to make use of any extensions and functions available.
- Register any new cheats on scene load.
- Register any new buffs and/or the asset bundle containing new weapons or hats on mod load.
Further instructions and API are available in the wiki
Credits
ORIGINAL
Loader: Dazegambler
Content Injection: Heckteck
Misc. m1ksu
Original Testing: Cecelune
RELOADED
Rewrite and Additional Testing: PetersonE1
If you have any questions, feel free to DM Agent of Nyarlathotep#7519 on Discord, or join the ULTRAKIT Reloaded Discord server at
For a reference, a basic mod, asset bundle, and unity asset folder are available at
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.