Help:Adding items: Difference between revisions
Inventory text - MSBT Editor/Kuriimu
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* [https://github.com/KillzXGaming/Switch-Toolbox/releases Switch Toolbox] | * [https://github.com/KillzXGaming/Switch-Toolbox/releases Switch Toolbox] | ||
* BotW Duplicator Tools {{Install py package help|package=botw-duplicator-tools}} | * BotW Duplicator Tools {{Install py package help|package=botw-duplicator-tools}} | ||
* [https://github.com/polarbunny/msyt-tools/releases/latest msyt-tools] | * [https://gitlab.com/jkcclemens/msyt/ msyt], [https://github.com/polarbunny/msyt-tools/releases/latest msyt-tools], [https://github.com/IcySon55/3DLandMSBTeditor/releases MSBT Editor], or [https://github.com/IcySon55/Kuriimu/releases/latest Kuriimu] | ||
== Tutorial == | == Tutorial == | ||
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===== Using Switch Toolbox ===== | ===== Using Switch Toolbox ===== | ||
Open Switch Toolbox, and then open the actor pack file in it. Expand the folders on the left side to find the files you need to edit, right click on them, and select Export Raw Data To File Location. You can then find the files in the same folder as the actor pack. Then, open a Powershell window in that folder, and use the command <code> | Open Switch Toolbox, and then open the actor pack file in it. Expand the folders on the left side to find the files you need to edit, right click on them, and select Export Raw Data To File Location. You can then find the files in the same folder as the actor pack. Then, open a Powershell window in that folder, and use the command <code>aamp [FileName].[FileExtension] [FileName].[FileExtension].yml</code> for each file you extracted. Then open the files in the editor of your choice. | ||
===== Using Wild Bits ===== | ===== Using Wild Bits ===== | ||
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===== Using <code>sarc</code> ===== | ===== Using <code>sarc</code> ===== | ||
Open Powershell window in the folder containing the actor pack. Use the command <code>sarc extract [FileName].sbactorpack</code>. This will create a new folder with all of the individual files. For each file you modify, you will need to open another Powershell window in that folder and use the command <code> | Open Powershell window in the folder containing the actor pack. Use the command <code>sarc extract [FileName].sbactorpack</code>. This will create a new folder with all of the individual files. For each file you modify, you will need to open another Powershell window in that folder and use the command <code>aamp [FileName].[FileExtension] !!.yml</code>. Then open the files in the editor of your choice. | ||
==== Editing the actor pack files ==== | ==== Editing the actor pack files ==== | ||
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===== Using Switch Toolbox ===== | ===== Using Switch Toolbox ===== | ||
First you will need to convert the text actor files back to their corresponding types. Open a Powershell window in the folder that contains the files you changed, and use the command <code> | First you will need to convert the text actor files back to their corresponding types. Open a Powershell window in the folder that contains the files you changed, and use the command <code>aamp [FileName].[FileExtension].yml [FileName].[FileExtension]</code> for each file you extracted. | ||
Open the actor pack in Switch Toolbox again. Switch Toolbox is kind of wonky, and doesn't like replacing data for existing files, but it can import new data just fine. So, for every file you're going to add back into the actor pack, you will delete the original file, then right-click on the folder that contained it, and select to import the new file. Then click to save the file. Make sure you change the name of the file to the new actor name! You will be asked to Yaz0 compress the file. Click yes. And now you're done. | Open the actor pack in Switch Toolbox again. Switch Toolbox is kind of wonky, and doesn't like replacing data for existing files, but it can import new data just fine. So, for every file you're going to add back into the actor pack, you will delete the original file, then right-click on the folder that contained it, and select to import the new file. Then click to save the file. Make sure you change the name of the file to the new actor name! You will be asked to Yaz0 compress the file. Click yes. And now you're done. | ||
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===== Using <code>sarc</code> ===== | ===== Using <code>sarc</code> ===== | ||
First, convert the text actor files back to their corresponding types. Open a Powershell window in the folder that contains the files you changed, and use the command <code> | First, convert the text actor files back to their corresponding types. Open a Powershell window in the folder that contains the files you changed, and use the command <code>aamp [FileName].yml !!.[FileExtension]</code> for each file you extracted. Once you have converted a yml file back to its original file type, make sure you delete the yml file. If you do not, it will be packed into the actor pack and that will cause errors and crashes. | ||
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. | ||
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=== Creating an inventory name and description === | === Creating an inventory name and description === | ||
There are many ways to add text to the game, some work better for single items, some work better for large-scale mods that edit lots of text. There are three main ways to edit the text files of the game: by converting them to text with <code>msyt</code> or <code>msyt-tools</code>, by editing them "directly" with Wild Bits, or by using a GUI like MSBT Editor or Kuriimu. | |||
==== Using <code>msyt</code> or <code>msyt-tools</code> ==== | |||
{{Empty section}} | {{Empty section}} | ||
=== | ==== Using Wild Bits ==== | ||
{{Empty section}} | |||
==== Using MSBT Editor or Kuriimu ==== | |||
First, you will need to copy the text archive to your files, so navigate to the <code>content\Pack</code> folder of the your game's UPDATE files. There will be several <code>Bootup_[XXxx].pack</code> files here. Each one is for a different region and language. For example, USen is for the US version, English language, while EUes is for the European version, Spanish language. Find the pack for the region/language you want to edit, and copy it to your mod's <code>content\Pack</code> folder. | |||
Next, you'll need to extract it, so open a Powershell window and run the command <code>sarc extract Bootup_[XXxx].pack</code>. Go inside the newly created <code>Bootup_[XXxx]/Message</code> folder to find a file called <code>Msg_[XXxx].product.ssarc</code>. Open another Powershell window and use the command <code>sarc extract Msg_[XXxx].product.ssarc</code> to extract it, as well, then go into the new <code>Msg_[XXxx].product\ActorType</code> folder. | |||
There are many <code>msbt</code> files here, and all of them have text data for the game. Find the one that fits your item type, and open it in MSBT Editor or Kuriimu. These programs both act very similarly, and the directions here will work for either program. | |||
Once you've opened the <code>msbt</code> file, click on the green plus to add a new piece of text to the list, (in MSBT Editor, you'll type the name in the bar next to the plus first, while in Kuriimu you'll click the plus first and type the name in second) and name it <code>[ActorName]_Name</code>. Do it again, and this time, call it <code>[ActorName]_Desc</code>. Name is going to be for the item's name as it is shown in menus, and Desc is going to be for the item's descriptions. If your item is something that would appear in the Shiekah Slate album, so that you could take pictures of it and track it on the map with the Sheikah Radar, also add an <code>[ActorName]_PictureBook</code> and copy the text you made for <code>[ActorName]_Desc</code> into it. When you're done, File -> Save. | |||
You'll now need to pack all the files back up, so go back to the <code>content\Pack\Bootup_[XXxx]\Message</code> folder, open a Powershell window and run the command <code>sarc create Msg_[XXxx].product Msg_[XXxx].product.ssarc</code>. '''If you are modding for WiiU or Cemu, the command is, instead,<code>sarc create Msg_[XXxx].product Msg_[XXxx].product.ssarc -b</code>'''. Once it has finished packing up the file, delete the <code>Msg_[XXxx].product</code> folder. | |||
Then, go back to <code>content\Pack</code>, open another Powershell window and run the command <code>sarc create Bootup_[XXxx] Bootup_[XXxx].pack</code>. '''If you are modding for WiiU or Cemu, the command is, instead,<code>sarc create Bootup_[XXxx] Bootup_[XXxx].pack -b</code>'''. Once it has finished, delete the <code>Bootup_[XXxx]</code> folder. And now you're done with the menu text portion of your item. | |||
=== e tingng the save game data flags === | |||
This section covers the save game flags, which the game uses to remember whether or not you've picked up an item before. If you are adding a common item, like a material or consumable, this will make it so that the little popup that happens the first time you pick up an item, doesn't happen every single time you pick your new item up. | This section covers the save game flags, which the game uses to remember whether or not you've picked up an item before. If you are adding a common item, like a material or consumable, this will make it so that the little popup that happens the first time you pick up an item, doesn't happen every single time you pick your new item up. | ||