V Rising mods run on BepInEx. The server loads DLL plugins from a folder, and mods that change gameplay must be installed on the clients as well.
Install BepInEx
- Download BepInExPack V Rising from Thunderstore. Take the pack built for V Rising, not a generic BepInEx release.
- Stop the server.
- In the panel open Files and go to the server root, where
VRisingServer.exeandVRisingServer_Datalive. - Upload the pack contents so you end up with a
BepInExfolder and the doorstop files next to the game. - Start the server and watch the console for the BepInEx banner and version.
If no banner appears, the loader is not being injected and no mod will run. Open a ticket quoting the first twenty lines from the console.
Add a mod
- Download the mod from Thunderstore. Read whether it is marked server side, client side or both.
- Upload the
.dllinto:BepInEx/plugins/ - Restart the server.
- Each plugin announces itself in the console with its name and version.
Configure a mod
Plugins write their config on first run into BepInEx/config/. Start the server once, stop it, then edit the file that appeared. Editing before the first run gets overwritten.
Client and server matching
- Mods that change items, abilities, prefabs or the user interface data need to be on both the server and every client, at the same version.
- Purely server side mods, such as some admin and logging tools, need nothing from players.
- Publish your exact mod list and version numbers. A mismatch usually shows as a failed connect or an immediate disconnect after loading.
After a V Rising update
A game patch normally breaks BepInEx plugins until the authors rebuild them. If the server starts crashing right after an update, move the contents of BepInEx/plugins aside, confirm the server runs clean, then add mods back as their updates land.
Removing mods
Stop the server, delete the DLL from BepInEx/plugins and its file from BepInEx/config. Back up save-data/ first if the mod added items or structures to the world.





