Scripts Loader
🟡 Updated this yearPreview

🔍 Analysis
- 🏆 #77 of 134 Miscellaneous mods in this game by downloads
📋 About This Mod
Framework for loading custom .lua scripts
This mod is the base for easy load of custom .lua scripts.
Mod does not do anything on it's own! Learn how to make your custom .lua script(s) run with Scripts Loader in Creating Script Mod section.
Installation
1. Download and install Troplo's NexusTools
2. Download the mod, extract the folder from downloaded archive to the Watch_Dogs\data_win64\mods folder
3. (Optionally) In ModManager drag the mod to the top for higher priority over other mods
Creating Script Mod
1. In modconfig.json of your mod add/edit luaAutoStart field. While path of autostart file can be any, I highly recommend sticking to this exact style of pathing:
"luaAutoStart": ["domino/user/windycity/mods/mymod/autostart.lua"]Edit mymod to friendlyId of your mod.
2. Create and open that file, then paste this code in it:
local name = "mymod"
local list = {
local script = Script(name)
function script:OnLoad()
Scripts_Loader = Scripts_Loader or {}
Scripts_Loader. Scripts = Scripts_Loader. Scripts or {}
for x = 1, #list do
table.insert(Scripts_Loader. Scripts, name.."/"..list)
endEdit mymod to friendlyId of your mod.
Edit list table, it contains names of your scripts. Names and amount of your scripts can be any.
3. Create your script(s) that will be loaded by Scripts Loader. Scripts Loader going to load script(s) from base directory domino\user\windycity\mods\. In this example one script will be loaded from this path:
domino\user\windycity\mods\mymod\script.lua
How Scripts Loader Works
Scripts Loader has 2 entry points - as mission and from postcinematic (function used by missions to load from checkpoints). In these 2 entry points it executes Scripts_Loader:SpawnDominoEntities(). That function is being defined in scripts_loader\workspace\domino\user\windycity\mods\scripts_loader\autostart.lua. This .lua file is being loaded by NexusTools, from modconfig.json file, luaAutoStart field.
In autostart.lua, on every player entity id change (happens when new session is loaded - player loaded for the first time, died, quitted mission, restarted mission, reloaded from last checkpoint etc.) executes function OnPlayerEntityChange(), which comes from NexusTools. Execution of that function defines Scripts_Loader:SpawnDominoEntities(), where actual logic of scripts loading is.
To ensure scripts load only once, it compares local player's entity id, if cached value is not equal current local player's entity id, then it assigns new value, starts removing loaded domino entities and spawning new ones by going through Scripts_Loader. Scripts table. The way to populate this table is for other mods to do table.insert(Scripts_Loader. Scripts, name.."/"..list) in their autostart script.
In short, Scripts_Loader. Scripts table being populated by other mods, then NexusTools defines Scripts_Loader:SpawnDominoEntities() and game executes this function. By the time game executes this function table will be correctly populated.
If you like my work, you may consider donating/subscribing to my Boosty. Thank you.
Reuploading or including this mod in public mod packs or merges of any kind is strictly forbidden.
📊 Mod Details
- Game
- Watchdogs Mods
- Author
- hardVatsuki
- Version
- 1
- Downloads
- 403
- Endorsements
- 5
- Category
- Miscellaneous
- Created
- 4/6/2026
- Updated
- 8/2/2026
- Tags
- Utilities for Modders, Utilities for Players
🔧 How to Install Watch Dogs Mods
Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
📖 Full step-by-step install guide for Watch Dogs →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Watch Dogs commands, item IDs, and more.
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