
Just a teaser...for now.
Ripped from the Depths of WWE 13....

Ripped from the Depths of WWE 13....
First off, YES I ran this through A.I. If you have seen my previous posts or talked ot me ( sorry ) you one know I swear with every other word and my typing is horrible so yeah the bot makes this " freindly " :) sorry.
WELCOME TO THE FORGE
I’ve seen a lot of noise, confusion, and rumors floating around regarding what AuroraForge NT100 actually is, how access works, and why I’m building it. It’s time to set the record straight once and for all—no sugarcoating, no corporate PR speak, just pure facts.
Let’s clear up the biggest misconception immediately: You do NOT have to pay $3/month or give me a single dime to use AuroraForge NT100.
I’ve been programming and modding since the absolute frontier days of PC wrestling games. If you were around back when the MDickie modding scene was first exploding—back when Drake (the Degrassi guy turned rapper) was E-fed roleplaying right alongside the rest of the community—that is where my roots are. I wrote the very first PC wrestling game mod for an MDickie title, and I’ve been deep in the logic trenches ever since.
Over the decades, I have written and analyzed code across just about every stack imaginable. From low-level Assembly to high-level automation scripting, if a computer can speak it, I’ve read the documentation, compiled it, or broken it down.
My philosophy when it comes to development is simple: Burn it all down and build it back up until it works. I build fast, I push logic to its absolute breaking point, and if I could weaponize autism into pure software execution, I would. I thrive on the complex, pure math required to reverse-engineer binary payloads, and I don't stop until the output is flawless.
This entire project is a direct, uncompromising response to Robert, Fred, and the other tool developers who have chosen to rip off end users.
For years, people have poured money into subscriptions to support modding software. Recently, I missed a single monthly payment on a Patreon while actively testing an original extraction application. I discovered that because that single payment lapsed, the software intentionally locked out the ability to extract more than one file at a time—meaning years of continuous subscription history meant absolutely nothing to them. They deliberately crippled software that was already downloaded and sitting on my hard drive, just to force a continuous payout.
When confronted about it, their response was a nonchalant, indifferent "meh" attitude.
That pissed me off.
This engine is born out of pure defiance. Every single time we figure out a new tool, map a structural offset, or automate a file layout, it is one less tool they can exploit the community with. Tearing down the barriers to asset extraction is my core mission. I don't believe in paywalling downloaded software, cutting off features, or exploiting creators.
We are going to completely automate the entire WWE asset pipeline across PC and potentially console. End users deserve true parallel multi-file extraction capabilities without artificial gates, hidden fees, or moving goalposts.
NT100 is not a reskin, nor is it "stolen code."
bakedfile.cak). Hard filesystem guards in NT100 physically block any staging path from writing over base game archives outside /mods..cak archives and mounted strictly inside the game’s /mods folder..cak files in /mods to flag duplicate virtual assets, texture DB overlaps, or table conflicts.Here is the exact state of development across all primary modules:
.cak archives with CLI support and hash roundtrip proof.reopened == true./mods pipeline..cak mounting proof._textures.tdb and database table collisions._textures.tdb overwrites.EntranceListData, VictoryListData, and CutsceneNoRegistry promotion to NT100 UI.mods/plugins discovery.Those who choose to stand by and support this work mean everything to me. My singular goal is to take incredibly complex reverse-engineering pipelines and deliver them to you in the easiest, most accessible format possible.
Outside of the dev environment, my time goes directly into wrestling, MMA, and deep strategy gaming. When I am behind the screen building, the engine runs on one primary fuel: hatred for anti-consumer software.
A quick heads up: I am a generally chill person. However, if I come across as blunt, quiet, or like an absolute asshole during active development hours, please understand that it isn't personal—it's just the result of spending six hours straight buried in pure, exhausting structural math to make sure not a single byte of data is lost.
Let’s build.
Free Downloads & Documentation: Pinned on the front page at [patreon.com/auroraforge]https://www.patreon.com/dgranletmwo/posts/first-beta-170113441?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link and https://discord.gg/C3TCrZVCV4
> I got tired of paying $6 for Tribute and $6 for PWM just to do meaningful modding. That is $12 every month. Let one of them expire and the workflow is screwed. So I started building my own tools.
>
> That is what Aurora Forge is. Beta2 is the current Windows build: one app for the archive work, loaders, converters, creator tools, documentation, and research instead of a pile of separate tools and subscriptions.
>
> It is $3 total while development is active. The plan is to make the full toolkit free, including the features people actually want, without hiding core porting behind a $50 tier. Major updates and new major versions will be released free.
>
> We also put out 350 free Patreon memberships. The link for those is on the Patreon front page, along with the $3 tier. Please check the page before messaging us to ask for a free one.
>
> Beta2 currently includes:
> - Aurora Forge integrated app shell
> - CAK Foundry and archive workflows
> - WWE 2K25 loader and DataCtrlLink paths
> - DDS conversion
> - WWE 2K19 to WWE 2K25 animation conversion research
> - Creator studios and project catalog
> - A growing Mods & Plugins area inside the app
>
> Some extraction components are compiled-only for now because the source is not cleared for publication. When we have source we can legally and responsibly release, we will release it. That is the honest boundary.
>
> Download, release notes, and checksums: https://auroraforge.live
>
> We built this ourselves. Beta2 is controlled testing, not a magic universal converter. Try it, break it, and tell us exactly what happened. Honest bug reports are welcome.
# Aurora Forge Converter v0.9.0 is live: WWE 2K19 → WWE 2K20 animation bridge
After a lot of research, reverse engineering, testing, and trial/error with WWE animation formats, the first preview build of **Aurora Forge Converter** is now available.
Current working bridge:
**WWE 2K19 decoded motion → WWE 2K20 animation output**
This is a portable Windows desktop app. It is not a source release, and it does not include any game files or copyrighted assets.
## What v0.9.0 does
- Loads decoded WWE 2K19 animation/motion input
- Uses a matching WWE 2K20 reference animation asset
- Converts through the current 2K19 → 2K20 bridge
- Writes a WWE 2K20 YANM20-style output file
- Reads the generated output back after conversion
- Reports real validation info: byte count, record count, track count, output path
- Includes Patreon tier verification for access control
## Current proof point
The converter output has been tested in WWE 2K20.
The converted animation loaded in game after overwriting an existing animation slot, and it appeared visibly different in-game. So this is not just a UI mockup or format-inspection demo; the bridge is generating usable 2K20 animation output.
## Important limits
This is still an early preview.
- It is not a full 2K25 converter yet
- Native loaders are not included yet
- Current in-game testing uses overwrite-based replacement
- You still need the correct source/reference assets
- No copyrighted game assets are included
- Source code is not public
The larger goal is still:
**2K19 → 2K20 → later WWE 2K generations → modern entrance/victory animation workflows**
But this release is the first working public step.
## Links
Download the compiled release:
https://github.com/davegranlet/Aurora-Forge-Converter-Releases
Patreon / access / Discord:
https://www.patreon.com/cw/dgranletmwo
The Discord invite is available on Patreon.
If you’re into WWE modding, animation research, or want to help test early builds, feel free to check it out.
Aurora Forge is a cross-generation animation converter for the PC editions of WWE 2K.
WWE 2K19 · WWE 2K20 · WWE 2K22 · WWE 2K23 · WWE 2K24
WWE 2K25 · WWE 2K26 ( technically, we can import to any of the games as well. There is just not really a point? )
The tool converts entrance and victory motion data into new .clips and .adefs assets, then packages them into a separate modded .cak. The finished package is placed in the game’s mods folder, preserving the original baked game files.
The attached screenshots show both sides of the finished product: the conversion workflow and a validated output package containing new animation assets.
Paid Patreon member trial — September 12, 2026
Free public release — October 15, 2026
Discord:
https://discord.gg/zQMV4YndPD
Aurora Forge is a collection of tools and research projects for WWE 2K archive modding, textures, music, PAC files, and animation.
Here’s the current public status:
✅ Aurora CAK Foundry — WWE 2K25 & WWE 2K26
Ready for supported archive inspection, extraction, catalog/name recovery, and rebuilding workflows. WWE 2K26 FDIR v9.9 support is established, with v1.14 and v1.16 coverage verified.
✅ Secure DataCtrlLink — WWE 2K25
Ready for the verified supported WWE 2K25 profile and approved addon workflow.
✅ CAK Mod Loader — WWE 2K25
Protected archive mounting is verified. Manifest control and collision detection are working; broader content precedence remains under validation.
✅ CAK Mod Loader — WWE 2K26
Ready. Test CAK content has been loaded and visibly confirmed in-game.
✅ Custom Music Loader — WWE 2K26
Ready. Custom music has been confirmed working in-game as a separated standalone addon.
✅ DDS Converter — WWE 2K25 & WWE 2K26 workflows
Ready for DDS ↔ PNG conversion and texture rebuilding with reference-aware preservation.
🧪 WWE 2K19 PAC Explorer/Rebuilder
Ready for extraction and inspection. Replacement and rebuilding remain experimental.
🧪 Aurora Forge Desktop Application
Active integration project bringing the standalone workflows together.
🔬 Aurora Forge Knowledgebase
Active public documentation hub for release notes, project status, provenance, and research findings.
━━━━━━━━━━━━━━━━━━
🎬 COMING SOON: WWE 2K19 → WWE 2K25/2K26 Animation Converter
The goal is to convert WWE 2K19 entrance and victory motions into modern WWE 2K25 and WWE 2K26 workflows.
Current groundwork includes:
• WWE 2K19 YANM structural decoding
• Multiple observed motion record layouts
• Frame and timeline validation
• Neutral motion IR export
• WWE 2K25 .clips structural reading
• Raw group 78/group 90 diagnostics
• Source-to-target track metadata comparisons
The remaining challenge is decoding transform semantics and writing valid target keyframe data.
The first validation target is WWE 2K25, with WWE 2K26 included in the long-term target. The converter will remain marked Research until a converted motion loads and visibly plays in-game.
No fake promises. No renamed archive round-trips. Just careful reverse engineering and real validation.
GitHub: https://github.com/davegranlet
**Readability note:** I ran this document through an “explain like I am five” chatbot to improve readability, explainability, and usability. The chatbot helped present the material; it did not originate Aurora Forge, DataCtrlLink, their functionality, or the underlying development work.
**TL;DR:** Aurora CAK Foundry is the newly named, substantially upgraded standalone version of Aurora Forge’s WWE 2K26 CAK extractor/rebuilder. It opens and extracts the game’s CAKs, creates a separate protected FDIR v9.9 mod CAK from a `BakeMe` folder, and recovers every stored payload for byte-for-byte verification.
The first standalone release was called **Aurora Forge CAK Extractor/Repackager 1.7 Major RC1**. It established the basic read-only browser, stored and Oodle-compressed extraction, unresolved-hash export, multi-archive browsing, and an early CAK baker.
The v1.7.5 Foundry keeps that foundation and improves the part that matters most: the archive it produces.
- The final filename now determines the correct FDIR v9.9 archive key. Do not rename the CAK afterward; rebuild it with the new name.
- Payloads are protected using the derived per-file keys.
- Catalog strings, hash tables, checksums, file-family identifiers, and root metadata follow the verified WWE 2K26 layout.
- A supplied `_textures.tdb` is preserved. For replacement-only texture workflows, the Foundry can add a safe empty version-6 database; entirely new texture hashes still need a suitable populated database.
- The completed CAK is reopened and every protected stored payload is recovered and compared byte-for-byte with the input.
- Archives that fail structural checks are identified without hiding the archives that opened safely.
Verification covered all 15 CAKs from both the original WWE 2K26 release and v1.14: 386,294 and 408,094 catalog entries respectively. Both versions of `bakedfile100.cak` opened, and real extraction from stored and Oodle-compressed archives passed on both tested installations.
The Foundry never modifies an original CAK. It writes a separate archive and does not include WWE game files, Oodle, or extracted assets. Structural verification is not a substitute for the final in-game test.
Download and release notes:
https://github.com/davegranlet/AuroraForge_WWE_PC-Game_Modding_Tool/releases/tag/v1.7.5
Project:
https://github.com/davegranlet/AuroraForge_WWE_PC-Game_Modding_Tool
SHA-256: `9616EFF638E195763CE6260DA5416F6902BC58684C7F3A0D789381F2B65F3748`
Support:
https://www.patreon.com/c/dgranletmwo/shop
Independent community project; not affiliated with or endorsed by WWE, 2K, or Visual Concepts.
TL;DR: We rebuilt the useful parts of DataCtrlLink as a smaller, open-source addon. It mounts modded .cak archives and supports custom-music packages without loading arbitrary .asi, .dlp, or DLL plugins.
After auditing the original addon design, we reconstructed the functionality we actually needed with a narrower security boundary.
Secure DataCtrlLink:
.cak archives from the game’s mods folder.Custom*.pck music packages.The implementation was independently reconstructed for interoperability through controlled testing, observable behavior, original coding, and openly available tools.
The public repository does not contain proprietary game source code, extracted game assets, WWE 2K26 executables, Oodle libraries, previous addon binaries, memory captures, runtime dumps, or decompiler projects.
The code, security controls, tests, build automation, and documentation are available for anyone to inspect.
This release is version-locked to the exact WWE 2K26 Steam executable documented in the repository. It will not blindly call internal addresses after a game update.
This is intended for local/offline modding. It is not an anti-cheat bypass. Back up your files, confirm the published checksum, and only use mods from sources you trust.
Secure DataCtrlLink is free and open source. If you find it useful and want to support continued WWE modding research and development, you can buy us a coffee through our Patreon shop.
TL;DR: We rebuilt the useful parts of DataCtrlLink as a smaller, open-source addon. It mounts modded .cak archives and supports custom-music packages without loading arbitrary .asi, .dlp, or DLL plugins.
After auditing the original addon design, we reconstructed the functionality we actually needed with a narrower security boundary.
Secure DataCtrlLink:
.cak archives from the game’s mods folder.Custom*.pck music packages.The implementation was independently reconstructed for interoperability through controlled testing, observable behavior, original coding, and openly available tools.
The public repository does not contain proprietary game source code, extracted game assets, WWE 2K26 executables, Oodle libraries, previous addon binaries, memory captures, runtime dumps, or decompiler projects.
The code, security controls, tests, build automation, and documentation are available for anyone to inspect.
This release is version-locked to the exact WWE 2K26 Steam executable documented in the repository. It will not blindly call internal addresses after a game update.
This is intended for local/offline modding. It is not an anti-cheat bypass. Back up your files, confirm the published checksum, and only use mods from sources you trust.
Secure DataCtrlLink is free and open source. If you find it useful and want to support continued WWE modding research and development, you can buy us a coffee through our Patreon shop.
TL;DR: We rebuilt the useful parts of DataCtrlLink as a smaller, open-source addon. It mounts modded .cak archives and supports custom-music packages without loading arbitrary .asi, .dlp, or DLL plugins.
After auditing the original addon design, we reconstructed the functionality we actually needed with a narrower security boundary.
Secure DataCtrlLink:
.cak archives from the game’s mods folder.Custom*.pck music packages.The implementation was independently reconstructed for interoperability through controlled testing, observable behavior, original coding, and openly available tools.
The public repository does not contain proprietary game source code, extracted game assets, WWE 2K26 executables, Oodle libraries, previous addon binaries, memory captures, runtime dumps, or decompiler projects.
The code, security controls, tests, build automation, and documentation are available for anyone to inspect.
This release is version-locked to the exact WWE 2K26 Steam executable documented in the repository. It will not blindly call internal addresses after a game update.
This is intended for local/offline modding. It is not an anti-cheat bypass. Back up your files, confirm the published checksum, and only use mods from sources you trust.
Secure DataCtrlLink is free and open source. If you find it useful and want to support continued WWE modding research and development, you can buy us a coffee through our Patreon shop.
TL;DR: We rebuilt the useful parts of DataCtrlLink as a smaller, open-source addon. It mounts modded .cak archives and supports custom-music packages without loading arbitrary .asi, .dlp, or DLL plugins.
After auditing the original addon design, we reconstructed the functionality we actually needed with a narrower security boundary.
Secure DataCtrlLink:
.cak archives from the game’s mods folder.Custom*.pck music packages.The implementation was independently reconstructed for interoperability through controlled testing, observable behavior, original coding, and openly available tools.
The public repository does not contain proprietary game source code, extracted game assets, WWE 2K26 executables, Oodle libraries, previous addon binaries, memory captures, runtime dumps, or decompiler projects.
The code, security controls, tests, build automation, and documentation are available for anyone to inspect.
This release is version-locked to the exact WWE 2K26 Steam executable documented in the repository. It will not blindly call internal addresses after a game update.
This is intended for local/offline modding. It is not an anti-cheat bypass. Back up your files, confirm the published checksum, and only use mods from sources you trust.
Secure DataCtrlLink is free and open source. If you find it useful and want to support continued WWE modding research and development, you can buy us a coffee through our Patreon shop.
I ran this through an “explain like I’m five” generator, so it hopefully is followable.
I performed a static analysis of the released DataCtrlLink custom music addon files to understand what they do, how they interact with WWE 2K26, and how difficult the implementation would be to reverse engineer.
This was a file-only review. The addon and game were not executed or modified.
DataCtrlLink uses a DirectInput proxy to load plugins into the game. The main plugin waits for the game’s audio systems, discovers custom sound packages, parses several Wwise banks, adds or changes music and voiceover events, rebuilds the banks, and submits them back to the game.
The released files also expose enough information for a determined analyst to reconstruct much of the important behavior.
Game starts
↓
Proxy forwards normal DirectInput requests
↓
Proxy loads addon plugins
↓
DataCtrlLink connects to game and Steam functions
↓
Workers wait for the audio systems
↓
Custom packages and stock sound banks are found
↓
Music and voiceover events are added or changed
↓
Banks are rebuilt and returned to the game
The loader recognizes plugin files by their extension but does not appear to verify who created or signed them.
Filesystem work, Steam loading, object creation, and thread startup happen from a sensitive Windows loading path. This can create startup freezes or deadlocks.
The plugin is native code, but it is not meaningfully concealed. Internal names, event patterns, package information, and important algorithms remain recoverable.
The supplied files are unsigned and do not appear to verify whether important code or companion files have been altered.
The addon relies on fixed game-function numbers and fixed audio-object identifiers. A game update could change those assumptions.
Background workers are detached. A safe shutdown requires guaranteeing that they cannot continue running after the plugin unloads.
Several normal Windows protections are enabled, but Control Flow Guard was not detected. Enabling it would require careful integration with the runtime hooking system.
The release contains unnecessary clues such as internal type names, package and event naming patterns, hook diagnostics, dependency fingerprints, and a developer build path.
This analysis does not recover the exact original source code, comments, variable names, or project structure. Some game functions are identifiable only by how the plugin uses them.
It also does not include live testing inside the game, so runtime-only behavior may still exist.
The PDF contains the complete plain-language walkthrough, short code examples, and explanations of the eight major risks:
View the complete DataCtrlLink review on GitHub
I would especially appreciate corrections or feedback from developers familiar with Windows DLL loading, Wwise, native game modding, Steam interfaces, or runtime hooking.
Aurora Forge v1.7Major.Rc1.3 is now available.
Aurora Forge is a free, open-source workspace for WWE 2K26 PC modding. It combines guided project builders, file-management features, tutorials, texture tools, archive tools, and project-planning assistance in one application.
Aurora Forge is not an AI chatbot. Its purpose is to help creators build instructions, prepare assets, organize projects, and use their preferred creative or modding tools more effectively. The tools are designed to help the user—not replace the user’s work.
What is included in this release?
• The full Aurora Forge desktop application
• A standalone CAK Extractor/Repackager that does not require opening Aurora Forge
• A standalone DDS Converter that does not require opening Aurora Forge
• Windows x64 packages
• Native Linux support for the main application
• Guided builders for WWE 2K26 character and texture projects
• Project folders, project files, prompts, checklists, and handoff packs
• Built-in tutorials and modding references
Standalone CAK Extractor/Repackager
The CAK tool can locate the archives in a selected WWE 2K26 installation, browse and search across the game’s CAK files, and extract selected files without modifying the original archives.
It can also build a new .cak archive from a user-selected BakeMe folder while preserving the folder structure and relative file paths inside the new archive.
The standalone now includes its own Setup section. Select the game folder and the application locates the available .cak files and game-provided Oodle library.
Standalone DDS Converter
The DDS Converter provides a graphical workflow for converting DDS and PNG files without requiring users to enter command-line instructions. It supports batch conversion and can reuse the format settings of matching original DDS files when available.
Open source
Aurora Forge is available under the MIT License. The source is public and may be used, studied, modified, and contributed to under the terms of that license.
This is still a release candidate, so bug reports and constructive feedback are welcome.
Download Aurora Forge v1.7Major.Rc1.3:
https://github.com/davegranlet/AuroraForge_WWE_PC-Game_Modding_Tool/releases/tag/v1.7Major.Rc1.3
Source repository:
https://github.com/davegranlet/AuroraForge_WWE_PC-Game_Modding_Tool
There used to be a really crappy dive pool hall located at 60 Celina.
Does anyone remember it? We used to hang out there pretty much every day in 95 - 97.
Got robbed a few times?
[removed]
They managed to get my post removed from r/wwegames, but apparently the amazing mods here at r/WrestlingMods have more balls — or other bodily parts. :)
Yeah, as the title says.
I was banned from the TRIBUTE Discord on August 10th, 2026, before I even got a chance to answer Robert's DM.
Robert makes TRIBUTE. I'm now banned from the Discord, blocked by Robert and Fred, and my Patreon membership was cancelled.
The funny part? I'd just released a 100% FREE .CAK extractor.
Because I think it's bullshit that people have to pay $6/month to extract files from a game they already own on their own PC.
So I made my own.
It's built into Aurora Forge and also exists as a standalone tool.
Aurora Forge wasn't created because of TRIBUTE. I've been building it for months. I needed tools for my own WWE 2K workflows, so I built them.
DDS conversion was annoying? I built a recursive DDS ↔ PNG converter.
Need something else automated? I build it.
That's the entire philosophy:
If something is tedious, automate it.
>
I never got to answer.
So here's the answer:
I write my own code.
I use AI as a rubber ducky. I explain what I'm doing, ask questions, troubleshoot, and occasionally have it clean up my UI.
AI didn't build Aurora Forge for me.
And no, I am NOT reverse engineering CakeView, CakeHook, TRIBUTE, or repackaging someone else's extractor.
My source code is distributed with my tools and is available for anyone to inspect. If anyone is claiming that I directly copied or reverse-engineered someone else's code, they're welcome to identify the specific code in question and provide the source they're claiming I copied.
I've been programming for decades. I spent 15 years teaching at the University of Toronto's computer sciences department.
I'm old as bones, but I keep up with modern technology.
Assuming someone can't build something because you can't is hubris.
I got tired of converting textures one at a time.
So I built a recursive converter.
When I tried to explain it, the response was basically:
>
Okay.
I needed it, so I built it.
That's how Aurora Forge works.
The CAK extractor is only one part of the application.
Aurora Forge includes workflows and tools for:
I didn't build all of this because I got banned.
I was already building it.
I tried explaining what I was making multiple times. I even tried offering code.
It was laughed at.
So I stopped explaining and kept building.
The next release will include fixes to the extractor, which I discovered today doesn't currently handle every CAK correctly, plus the repackager. I wasn't going to include " Baking " as they were already doing a great job but....
The goal is WWE 2K19 through WWE 2K26, with as few button presses as possible.
I'm also working toward 2K19–2K25 entrance/victory motion importing into 2K26.
I tried explaining what I was building.
I even tried offering code.
It was laughed at.
So I'm done explaining.
Fuck TRIBUTE.
Fuck PWM.
I'll just keep building.
Aurora Forge is being built anyway.
I’ve been building Aurora Forge as a free, portable Windows app for WWE 2K26 modders. It is meant to put useful everyday tools and beginner-friendly workflows in one place without making people dig through a dozen folders first.
Aurora Forge currently includes:
You extract the ZIP and run the app. No install, Node, PHP, or Electron setup is needed for normal use.
The first thing I want to highlight is the free CAK extractor.
I made it after discovering that PWM was charging for basic extraction—even though extraction is a required first step for modding. In my opinion, that is bullshit.
For years, I’ve defended the creators of modding programs because real work deserves to be rewarded. I still believe that. But locking a basic, required feature behind a paywall goes too far.
I probably would not even have noticed when I did if my phone had not broken and stopped me from logging into Discord to verify my Patreon.
So now Aurora Forge includes a free, read-only extractor for WWE 2K26 CAK archives. It extracts files to a folder you choose and leaves the source archive alone.
I have not made a CAK repackager/baker. CakeView still provides that for free, and there is no reason for me to duplicate it right now. If that changes in the future, we can come back to it.
If you want the full Aurora Forge app, grab it through the Patreon. If you only want the extractor, there is also a standalone copy available there.
I’m not paying for file hosting. 🙂
If you feel the need to bitch and moan about why or how I made this, come to my Discord and get ignored. If you have an actual question, need help, or are not sure about something, hop in and I’ll try to answer.
Discord: https://discord.gg/pBuHF4mugQ
Patreon: https://www.patreon.com/dgranletmwo/posts/aurora-forge-now-166341257?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
I’ve been building Aurora Forge as a free, portable Windows app for WWE 2K26 modders. It is meant to put useful everyday tools and beginner-friendly workflows in one place without making people dig through a dozen folders first.
Aurora Forge currently includes:
You extract the ZIP and run the app. No install, Node, PHP, or Electron setup is needed for normal use.
The first thing I want to highlight is the free CAK extractor.
I made it after discovering that PWM was charging for basic extraction—even though extraction is a required first step for modding. In my opinion, that is bullshit.
For years, I’ve defended the creators of modding programs because real work deserves to be rewarded. I still believe that. But locking a basic, required feature behind a paywall goes too far.
I probably would not even have noticed when I did if my phone had not broken and stopped me from logging into Discord to verify my Patreon.
So now Aurora Forge includes a free, read-only extractor for WWE 2K26 CAK archives. It extracts files to a folder you choose and leaves the source archive alone.
I have not made a CAK repackager/baker. CakeView still provides that for free, and there is no reason for me to duplicate it right now. If that changes in the future, we can come back to it.
If you want the full Aurora Forge app, grab it through the Patreon. If you only want the extractor, there is also a standalone copy available there.
I’m not paying for file hosting. 🙂
If you feel the need to bitch and moan about why or how I made this, come to my Discord and get ignored. If you have an actual question, need help, or are not sure about something, hop in and I’ll try to answer.
Discord: https://discord.gg/pBuHF4mugQ
Patreon: https://www.patreon.com/dgranletmwo/posts/aurora-forge-now-166341257?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Aurora Forge v1.6.0a is now available.
This is a major organizational and beginner-accessibility update for the portable WWE 2K26 PC creation and modding companion.
The app has been reorganized into seven main sections:
All creation workflows now live under Creative Studios, including complete characters, face textures, tattoos, luchador masks, gear, entrance gear, materials, normal maps, logos, belts, arenas, factions, and reference cleanup.
The Tools section contains the Character Viewer, Face Calibration, and read-only Mod File Inspector. Game folders, external-program locations, preferences, and CakeHook checks are now combined under Setup.
The biggest expansion is the new Tutorials section. It includes:
Each lesson explains what you need, what to do, what the correct result should look like, and when to stop because something may be wrong.
Aurora Forge remains a portable Windows x64 app:
Aurora Forge.exeNormal users do not need to install Node.js, npm, PHP, Electron, or a web server.
The app does not bundle extracted game models, copyrighted game assets, or third-party modding programs.
Download Aurora Forge v1.6.0a:
https://www.patreon.com/dgranletmwo/posts/1-6-major-164828452
Feedback and bug reports are welcome, especially from beginners using the new tutorial system.
Created by VikingStudios.
Aurora Forge is an independent community project and is not affiliated with or endorsed by WWE, 2K, Visual Concepts, or the developers of third-party modding tools. Always back up original files before modifying anything.
Hey everyone,
I wanted to share a project I’ve been working on for WWE 2K PC modding.
The app is called Aurora Forge, created under VikingStudios.
It started as a small workflow tool for WWE 2K texture prompts, but it has grown into a much larger portable desktop app for organizing custom wrestler creation workflows.
The main idea is simple:
Aurora Forge helps modders plan, prompt, organize, preview, and export texture workflow packs for WWE 2K custom content.
It does not replace Photoshop, DDS conversion, modding tools, or in-game testing. It is meant to sit before those steps and make the creative / planning side cleaner.
A lot of AI-assisted texture work can be messy.
You can ask for a tattoo, face texture, mask, logo, or gear design, but the output often has problems like:
Aurora Forge is meant to reduce that chaos.
Instead of treating every asset like a random image request, the app breaks modding projects into actual workflows.
This is the larger “master planning” tool.
The idea is to guide a full wrestler build from concept to handoff.
It helps organize:
The goal is to eventually let someone plan a complete original wrestler from start to finish instead of creating each asset separately with no structure.
Face Texture Studio is for face-related texture work.
It supports planning for:
One of the newer additions is the Original Face Builder, which helps define actual original wrestler face textures, not just overlays.
That includes details like:
The app also has face profile logic, prompt generation, preview tools, project save/load, presets, output target guidance, and handoff packs.
This is one of the most developed workflows.
It is built around creating luchador / facemask texture projects for WWE 2K.
The workflow is split into:
The goal is to make mask generation less random by using mapping profiles earlier in the process.
The app can keep track of things like:
There is also an approximate preview system to help catch obvious placement issues before testing in game.
The tattoo side is designed to help avoid common AI tattoo problems.
It focuses on generating better prompts for game-ready tattoo textures instead of poster art or skin mockups.
The workflow is built around:
main_tattoo.png
design_mask.png
design_blur.png
The idea is to help users create transparent tattoo art with clean edges and support files that make sense for the game workflow.
Aurora Forge recently started expanding into more full CAW creation tools.
For planning:
This is meant to help plan custom ring gear before jumping straight into image generation or Photoshop.
For planning:
This is useful because AI-generated logos often come out as messy poster graphics instead of clean transparent assets.
For planning:
Belt designs need symmetry and readability, so this workflow gives the design a better structure.
For planning:
This is for building the full character presentation, not just the in-ring attire.
This was added to help plan reusable material surfaces.
It supports things like:
This can support gear, masks, entrance gear, belts, and future texture workflows.
This is the newest active workflow.
It is designed to help plan support maps and shader-related texture notes.
It supports planning for:
This should be useful for modders who understand the color texture but need help planning what should be raised, metallic, matte, glossy, worn, stitched, embossed, or textured.
A big part of Aurora Forge is the handoff system.
Many sections can export organized packs containing things like:
prompt.txt
project-brief.txt
checklist.txt
project.json
README_HANDOFF.txt
This makes it easier to move between:
The point is to avoid losing context every time a project moves to the next step.
Just to be clear:
Aurora Forge is not:
It is a workflow and planning app.
It helps make the process cleaner before the actual texture editing and in-game testing stage.
I started this because WWE 2K modding workflows can get confusing fast.
A tattoo is not the same as a face texture.
A face texture is not the same as a mask.
A mask is not the same as gear.
Gear is not the same as a logo.
A full CAW needs all of those things to work together.
Aurora Forge is my attempt to build a more organized system around that process.
The long-term goal is for it to become a full Create-a-Wrestler workflow suite for PC modders.
Something like:
character concept
→ face texture
→ tattoos
→ mask
→ gear
→ logo
→ entrance gear
→ materials
→ shader notes
→ final CAW handoff
The current roadmap is focused on turning the remaining planned pages into real workflows.
Planned path:
v1.5.1 — Roadmap + Material / Fabric Studio
v1.5.2 — Normal / Shader Helper
v1.5.3 — Reference Cleanup Pipeline
v1.5.4 — Arena / Ring Branding
v1.5.5 — Faction Pack Builder
v1.5.6 — Complete CAW Builder Integration
v1.5.7 — Preset + Template Packs
v1.5.8 — Unified Export System
v1.5.9 — Polish + Tutorial Pass
v1.6.0 — Creator Suite Beta
The app currently includes active workflow foundations for:
More sections are still planned.
I’m mainly sharing this to get feedback from other people interested in WWE 2K PC modding and custom content creation.
I’d love to hear what workflows people would actually find useful.
For example:
Any feedback is welcome.
— VikingStudios