# Setting up mods

{% hint style="info" %}
This page describes building / cooking the client mod remotely (using CurseForge). If you want to locally build your mod, please refer to [Local Cooking / Building](/hogwarp/scripting/client-side/setting-up-mods/local-cooking-building.md)
{% endhint %}

When you use the Creator Kit, the mod is build remotely on CurseForge's servers. After the files are built they can be loaded from within the game by using the mod browser.

This is one way you can test your mods or deploy to users, just look for your mod and install it from the mod browser.

However, this is not ideal when you don't have your test account linked or want to distribute your mod preinstalled to players. There is a way to retrieve the built files and have HogWarp load them manually.

To do so, go to your [CurseForge Project Dashboard](https://authors.curseforge.com/#/projects), here you will see your created mods. If you click on the "Edit" with gear icon on the right:

<figure><img src="/files/WDqxfuVaDZvwSlHG63Vj" alt=""><figcaption></figcaption></figure>

A new page will open with a list of uploads, the most recent one is a the top. You can expand the file and click on the download icon to get the output files.

<figure><img src="/files/LEzz7srZqxYERFnuaR2v" alt=""><figcaption></figcaption></figure>

You will download a zip file, open it and go down the directories `Content/Paks/WindowsNoEditor`, you should see 3 files. If you place these files in the `Mods` folder in your HogWarp install, they will be loaded automatically every time you launch HogWarp.&#x20;

Below is an example of the Mods folder after installing the HogWarpTest mod created for the tutorial.

<figure><img src="/files/vyeUcMQlgnkNmRa2aNI2" alt=""><figcaption></figcaption></figure>

That's it!


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