# Testing your mod

Now that we have our environment set up, our dependencies linked and the mod itself built, let's see how we can inject it into the game client and see some interactions.

1.  Navigate to your Puck installation directory and look for a `Plugins` folder. Make sure that the game has been run at least once, since the folder structure is generated internally from the Puck executable.\


    <figure><img src="https://2911841908-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F8ZDIsNKdEz0IT73wepog%2Fuploads%2FPEFMNGvuzrljeGswUzxD%2Fimage.png?alt=media&#x26;token=522f16e4-4908-4e68-bf1a-fd5059cc3a07" alt=""><figcaption></figcaption></figure>
2. Create a new sub-directory within `Plugins` and name it whatever you wish your mod to be called. In this case, we'll create a folder called `MyPuckMod`. The resulting absolute path of this directory is as follows: `C:\Program Files (x86)\Steam\steamapps\common\Puck\Plugins\MyPuckMod`.
3.  Now let's move our built `MyPuckMod.dll` (`bin\Debug\net4.8\MyPuckMod.dll`) to the directory we created in the previous step.\


    <figure><img src="https://2911841908-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F8ZDIsNKdEz0IT73wepog%2Fuploads%2FX7A1XaBEKqYLOluX6t2M%2Fimage.png?alt=media&#x26;token=fa860a25-2c2e-4d86-933d-27e8d8310045" alt=""><figcaption></figcaption></figure>
4.  Let's launch the game and check the MODS menu. If all is well, your mod should now be visible in the menu along with any other mods you have installed from the Steam Workshop (if any).\


    <figure><img src="https://2911841908-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F8ZDIsNKdEz0IT73wepog%2Fuploads%2F6XYF68tfCvgqbFtKQ7Ex%2Fimage.png?alt=media&#x26;token=72c9d8b3-780e-468c-a001-21d3a86fd997" alt=""><figcaption></figcaption></figure>
5. Plugins are enabled by default, therefore your mod should already be enabled on startup. Since all our mod does is print a message to the console, let's check the game logs to validate that our mod is in fact working.\
   \
   Close the game client, navigate back to the Puck installation folder and look for a folder called `Logs`.
6.  Open the `Puck.log` file within the `Logs` (`C:\Program Files (x86)\Steam\steamapps\common\Puck\Logs`)  folder and look for our message.\


    <figure><img src="https://2911841908-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F8ZDIsNKdEz0IT73wepog%2Fuploads%2FSOsCQIS8xNW50t4lSRZf%2Fimage.png?alt=media&#x26;token=7a823859-a8c1-46c5-a460-0a1928d44e79" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Since we're printing to the console every time `OnEnabled` is called, you can toggle your mod a couple of times and re-check the log output to see the message printed multiple times.
{% endhint %}

{% hint style="info" %}
You can open the `Puck.log` file within Visual Studio Code for a better experience. The log output should update every time the Visual Studio Code window is focused, therefore, you can avoid having to re-open the `Puck.log` file manually to see any updates.
{% endhint %}

Congratulations! 🎉 You've just created your first mod for Puck. Head over to the next section to see how you can better streamline your development experience allowing you to prototype quicker.
