u/ready_mod

How to Set Up a Black Myth Wukong Multiplayer Mod (WukongMP) Server - SDK Walkthrough

Hey there! New WukongMP SDK tutorial just dropped!

Server setup from scratch - downloading the binaries, setting up Mods and Optional Mods, launching the server, and signing into the Admin Panel for the first time.

If you've been waiting to spin up your own server, this is where you start.

Docs: https://docs.ready.mp/

u/ready_mod — 5 days ago

We just opened the WukongMP PvP and co-op game modes on GitHub

Hey everyone! Both repos are public now:

Fork them, build your own server on top, contribute back, or just read through how a full mod is actually put together on our SDK.

A note on why we're doing this:

  • It gives people a real reference for how a mod is built end to end, not just the toy example in the docs.
  • It lowers the barrier for alternative game modes. You can fork a mod, rip out what you don't need and ship something new.
  • It means bug fixes don't have to wait for us to notice them.

If you want to contribute, the README in each repo covers how we handle PRs and what we will and won't merge. Bug fixes, balance tweaks, and overall improvements are all fair game.

u/ready_mod — 6 days ago

Hey everyone! We're the team behind WukongMP, the multiplayer mod for Black Myth: Wukong built on the ReadyM platform.

During closed early access, our builders shipped working combat mods on real servers - perfect dodge timing, parry and retreat, stun lock mechanics in actual player-vs-player fights. That group was invite-only. Starting today the same tools are open to everyone.

If you know how FiveM works for GTA V, or how server plugins work in Minecraft - same idea. Mods run server-side and define what your multiplayer world does. Custom combat rules, admin tooling, inventory systems, RP frameworks.

What's available right now:

Core PvP and co-op game modes are coming to GitHub shortly as reference projects. If you'd rather start from a working game mode than a blank template, watch this thread.

Docs are open source too - if you figure something out that isn't covered yet, pull requests are welcome at https://github.com/readycodeio/readymp-docs

For hosting: run your server on any infrastructure provider you like. One of our hosting partners is Nodecraft if you want a quick setup - https://nodecraft.com/games/wukongmp-server-hosting

Happy to answer questions here.

u/ready_mod — 7 days ago

Hey everyone! We just shipped PvP Matchmaking for WukongMP.

The way it works: open the ReadyM launcher, select PvP and then Find Match, set your region preference, and join the queue. When there's an opponent ready, you both load directly into game. That's it.

The problem it solves is the one everyone hits after a while - you want to fight someone but coordinating a match takes more effort than the match itself. This removes that step entirely.

Available now on managed servers through the launcher at portal.ready.mp.

The WukongMP team

u/ready_mod — 13 days ago
▲ 386 r/OblivionRemaster+3 crossposts

Hey everyone!

We're back with another update on Oblivion Multiplayer (O:MP), our community multiplayer mod for The Elder Scrolls IV: Oblivion Remastered.

Since the first teaser dropped a couple of weeks ago we've been heads down on the core sync systems, and today we want to show you where things actually stand.

This update covers three things we've got working: magic and spell effect sync, bow mechanics, and location transitions. Spells now show up for all players in real-time, bow draw, aim, release and arrow physics all work across clients, and walking through a door now moves your character between exterior and interior in sync for everyone on the server. You'll still spot rough edges and bugs - we're actively working through them, but wanted to show real progress rather than wait until everything is perfect.

For those who missed the first post - we're the team behind WukongMP, a community multiplayer mod for Black Myth: Wukong. OblivionMP is built on the same platform, ReadyM, and we're bringing the same approach here: community-run servers, a full C# scripting SDK for server owners and modders to build custom experiences on top of the game, and an open early access program so the community helps shape what gets built.

If you're interested in running a server or building something on top of OblivionMP when the SDK drops, we'd love to hear from you!

u/ready_mod — 14 days ago