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uMod Reforged

uMod Reforged is a modern revival of the classic uMod texture modding tool for Guild Wars. This project keeps the original spirit of lightweight texture injection while making the day-to-day experience more dependable on modern systems.

Download the latest release

uMod Reforged v1.4

Highlights in this refreshed version include:

  • Updated interface for a cleaner, more approachable workflow.
  • Steam compatibility so Guild Wars players can launch and mod through current distribution platforms.
  • Broad bug fixes that address long-standing rough edges and reduce unexpected behavior.
  • UI enhancements that improve clarity and reduce setup friction.
  • Stability improvements aimed at more consistent sessions and fewer crashes.
  • A reset button that clears corrupted settings and force-quits corrupted Guild Wars processes, making recovery from bad states fast and reliable.
  • Caveat: packages created by uMod Reforged are not currently backwards compatible with TexMod.

Whether you are coming back to Guild Wars after years away or maintaining a long-running setup, uMod Reforged is focused on preserving the Guild Wars texture-modding workflow while improving usability.

Legacy README

The content below is preserved from the legacy project documentation.

The licence is set for each file separately.

1. How to compile the GUI

1.1. You need

  • wxWidgets 2.9. An earlier version will not work because this project uses wxString functions only available in 2.9.

In the package a makefile for gcc (makefile.gcc) and a makefile for the MS Visual C Compiler (makefile.vc) is included, but you can generate your own makefile for the compiler of your choice.

Compiling wxWidgets:

  • Compile it with BUILD=release; otherwise the executable will be very large.
  • The vc compiler somehow generates a smaller executable.
  • Set the linkage to static in config.gcc or config.vc before compiling wxWidgets to ensure that the executable runs on other PCs.

If you use the included makefiles, change the WX_DIR variable to your wxWidgets directory. This variable is near the beginning of the makefiles.

Note: static linkage is set in the corresponding config.* files. If wxWidgets was not compiled with static linkage, the compiler will fail when linking the GUI.

1.2. Using gcc

Change into the uMod_GUI directory and run:

mingw32-make -f makefile.gcc BUILD=release

With -j 4, you can compile simultaneously with four threads.

1.3. Using vc

Change into the uMod_GUI directory and run:

nmake -f makefile.vc BUILD=release

You need to use the special MS Visual prompt.

2. How to compile the DLL

2.1. You need

  • The DirectX SDK, June 2010.
  • MS Visual C Compiler.
  • Possibly the Microsoft Windows SDK.

There are two makefiles: one for mingw32-make.exe (makefile.gcc), which calls the vc compiler, and one for nmake.exe (makefile.vc), which also calls the vc compiler. The makefile.gcc file exists to use the -j 4 option of GNU make.

You have to compile the three DLLs separately, one for each injection method. The DLL will be copied after successful compilation into the uMod_GUI/bin directory.

If you want to use the logging mode of the DLL, parse LOG_MESSAGE=1.

2.2. Using gcc

You still need the vc compiler. Change into the uMod_DX9 directory and run:

mingw32-make -f makefile.gcc
mingw32-make -f makefile.gcc DI=1
mingw32-make -f makefile.gcc NI=1

You need to use the special MS Visual prompt. With -j 4, you can compile simultaneously with four threads.

2.3. Using vc

Change into the uMod_DX9 directory and run:

nmake -f makefile.vc
nmake -f makefile.vc DI=1
nmake -f makefile.vc NI=1

You need to use the special MS Visual prompt.

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Repaired uMod for Guild Wars 1

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