Help:Adding items: Difference between revisions
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Normalizing header names
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Note that these names are case-sensitive. | Note that these names are case-sensitive. | ||
=== | === Creating the actor === | ||
First, figure out what item (that already exists in game) behaves closest to your new item. Find the <code>sbactorpack</code> file for that item, and copy it to <code>content\Actor\Pack</code>. You will find the original file in your dumped UPDATE files (not the base game files), in the same location. (<code>content\Actor\Pack</code>) Make sure you copy it, and don't move the original. | First, figure out what item (that already exists in game) behaves closest to your new item. Find the <code>sbactorpack</code> file for that item, and copy it to <code>content\Actor\Pack</code>. You will find the original file in your dumped UPDATE files (not the base game files), in the same location. (<code>content\Actor\Pack</code>) Make sure you copy it, and don't move the original. | ||
==== | ==== Unpacking the actor pack ==== | ||
Not every file in the actor pack will need to be edited, and there are multiple ways to obtain the file from the actor pack. Any of the following three ways should work. You need only use one method. If one doesn't work for you, try another one. You will be editing any file that contains the actor name as its file name, or contains that actor name inside it. For most actors, that means the files with file extensions <code>bxml</code>, <code>bmodellist</code>, <code>bgparamlist</code>, and <code>bphysics</code>. If the item is craftable, you will also need to change the file with file extension <code>brecipe</code>. If the actor has physics, you will also need to change the files with file extensions <code>bphyssb</code> and <code>hkcl</code>. Other actor types may have additional files to change, so look thoroughly. | Not every file in the actor pack will need to be edited, and there are multiple ways to obtain the file from the actor pack. Any of the following three ways should work. You need only use one method. If one doesn't work for you, try another one. You will be editing any file that contains the actor name as its file name, or contains that actor name inside it. For most actors, that means the files with file extensions <code>bxml</code>, <code>bmodellist</code>, <code>bgparamlist</code>, and <code>bphysics</code>. If the item is craftable, you will also need to change the file with file extension <code>brecipe</code>. If the actor has physics, you will also need to change the files with file extensions <code>bphyssb</code> and <code>hkcl</code>. Other actor types may have additional files to change, so look thoroughly. | ||
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Once you've made your changes, '''make sure to save'''. | Once you've made your changes, '''make sure to save'''. | ||
==== | ==== Packing the actor pack ==== | ||
Once all the edits have been made, you are ready to put everything back into the actor pack. As with unpacking it, each method has its own way of packing it again. | Once all the edits have been made, you are ready to put everything back into the actor pack. As with unpacking it, each method has its own way of packing it again. | ||
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Once you have converted all of the files back to their original types and deleted all the yml files, return to the <code>content\Actor\Pack</code> folder of your mod, and open another Powershell window, then pack everything back into the actor pack with the command <code>sarc create [FolderName] [FileName].sbactorpack</code>. '''If you are modding for WiiU or Cemu, the command is, instead, <code>sarc create [FolderName] [FileName].sbactorpack -b</code>'''. Once you have done so, make sure you change the name of the actor pack to the new actor name (you can also just use the new actor name as the FileName in the Powershell command). After that, make sure you delete the folder of un-sarc'ed actor files, and the old actor pack, if applicable. And you are now done. | Once you have converted all of the files back to their original types and deleted all the yml files, return to the <code>content\Actor\Pack</code> folder of your mod, and open another Powershell window, then pack everything back into the actor pack with the command <code>sarc create [FolderName] [FileName].sbactorpack</code>. '''If you are modding for WiiU or Cemu, the command is, instead, <code>sarc create [FolderName] [FileName].sbactorpack -b</code>'''. Once you have done so, make sure you change the name of the actor pack to the new actor name (you can also just use the new actor name as the FileName in the Powershell command). After that, make sure you delete the folder of un-sarc'ed actor files, and the old actor pack, if applicable. And you are now done. | ||
=== | === Adding the actor info to the ActorInfo.product file === | ||
The previous step saw you creating the actual actor. This step is for creating the actor metadata that the game uses so that it knows your new actor exists. It also stores most data that appears in menus like the pause menu, crafting menu, or store menus. There are two main ways to do this, but first we need to copy the file so we can edit it. Find the original ActorInfo.product.sbyml file in your dumped UPDATE files (not the base game files), in <code>content\Actor</code>, and copy it to the same place in your mod's files. (<code>content\Actor</code>) Make sure you copy it, and don't move the original. | The previous step saw you creating the actual actor. This step is for creating the actor metadata that the game uses so that it knows your new actor exists. It also stores most data that appears in menus like the pause menu, crafting menu, or store menus. There are two main ways to do this, but first we need to copy the file so we can edit it. Find the original ActorInfo.product.sbyml file in your dumped UPDATE files (not the base game files), in <code>content\Actor</code>, and copy it to the same place in your mod's files. (<code>content\Actor</code>) Make sure you copy it, and don't move the original. | ||