> For the complete documentation index, see [llms.txt](https://dungeondraft-encyclopaedia.gitbook.io/guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dungeondraft-encyclopaedia.gitbook.io/guide/introduction/first-look/mods-menu.md).

# MODS MENU

{% hint style="danger" %}
*You can't load mods from an open map. You need to be on the start screen (the screen Dungeondraft loads with before you open a map file) to access the Mods menu.*
{% endhint %}

### **Adding mods to Dungeondraft**

* Grab one or several mods on the [Mods & Scripts page](https://cartographyassets.com/asset-category/specific-assets/dungeondraft/mods-scripts/) on Cartography Assets.&#x20;
* Extract/unzip the mods zip files so that you only have individual folders.
* Place all your mod folders in the same directory.
* In Dungeondraft, before opening/creating a map, click on the  <kbd><mark style="color:blue;">**Mods**<mark style="color:blue;"></kbd>  button in the top menu bar.

{% hint style="info" %}
You can access the button only from the Start Screen, not when you have a map loaded.
{% endhint %}

* In the pop-up window, select the folder where your mods subfolders are located by clicking on <kbd><mark style="color:blue;">**Browse**<mark style="color:blue;"></kbd>.
* Check all the mods you want to use with the checkbox on the left of the refreshed list, and click on <kbd><mark style="color:blue;">**Accept**<mark style="color:blue;"></kbd>.
* Create or open a map to load the mods.

<figure><img src="/files/IzZOd7pOQGMot7FrGLfn" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
**Make sure of the following:**

* Your mods and your directories don't contain any special character (accents, cyrillic, greek letters...)
* Your mods folder is not in the **installation folder** and not in a **cloud folder** either
  {% endhint %}

### **The** [**Reload Mods**](#user-content-fn-1)[^1] **button**

Once you're working on a map, you'll see that the <kbd><mark style="color:blue;">**Mods**<mark style="color:blue;"></kbd> button is greyed out and that a new button called <kbd><mark style="color:blue;">**Reload Mods**<mark style="color:blue;"></kbd> appeared. This new button is only a tool for mod creators to use for diagnostics purposes and will not have any effect on your own mods.

<figure><img src="/files/Wo1ZyDhGRDBVJwac2Qxh" alt=""><figcaption></figcaption></figure>

***

{% hint style="success" %}
***Have a look at the*** [***Useful Mods***](/guide/custom-assets-and-mods/some-useful-mods.md) ***section for a selection of some of the best mods to start with.***
{% endhint %}

{% hint style="danger" %}

### KNOWN BUGS

**Version:**\
\&#xNAN;*1.2.0.0 (fixed in 1.2.0.1)*

**Bug description:**\
[Custom Snap](/guide/custom-assets-and-mods/some-useful-mods/custom-snap.md) is packaged with Dungeondraft but doesn't even appear in the mod list unless you have set a custom folder for your mods. Each time you will start Dungeondraft, the mod will be enabled even if you have disabled it before. \
\
As a side effect, the mod will display a **custom grid** the first time you load it, which might confuse you.&#x20;

**Workaround:**

* Install 1.2.0.1 or higher.
* The mod itself can be disabled from the [Settings](/guide/all-the-tools/settings-tab.md), in the Custom Snap Settings tab. You can also just disable the custom grid or change its settings.
* You can also move your mod from the internal mod folder (in the install folder) to your custom mod folder.
  {% endhint %}

[^1]:
