Help:Adding items: Difference between revisions

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Reordered a couple steps so that the flags will be written to the completed mod
(Changed flag generation to use botw_flag_util)
(Reordered a couple steps so that the flags will be written to the completed mod)
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When you're done, '''make sure to save'''.
When you're done, '''make sure to save'''.
=== Converting back ===
Now that almost all the files have been edited, you will need to pack them all back up. Go back to the folder that contains BreathOfTheWild_[MyAwesomeModName]_unbuilt, open a Powershell window, and run the command <code>hyrule_builder build [--be] BreathOfTheWild_[MyAwesomeModName]_unbuilt</code>. '''If you are modding for WiiU or Cemu, add the --be. If you don't, the error you get will seem very confusing. This is because it's looking for the Switch paths and not finding them.''' After a little bit of conversion, a new folder will be created, called BreathOfTheWild_[MyAwesomeModName]_unbuilt_build. That folder contains your completed mod. Delete the old BreathOfTheWild_[MyAwesomeModName] and rename the completed mod folder to BreathOfTheWild_[MyAwesomeModName].


=== Creating the save game data flags ===
=== Creating the save game data flags ===
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Navigate to the folder that contains your BreathOfTheWild_[MyAwesomeModName] folder you made, open a Powershell window, and run the command <code>botw_flag_util generate BreathOfTheWild_[MyAwesomeModName] -a [-b]</code>. '''If you are modding for WiiU or Cemu, add the -b. If modding for Switch, don't add it. If you run it the wrong way by accident, just run it again the right way. It will let you know that nothing changed, and then write the file for the other console.'''
Navigate to the folder that contains your BreathOfTheWild_[MyAwesomeModName] folder you made, open a Powershell window, and run the command <code>botw_flag_util generate BreathOfTheWild_[MyAwesomeModName] -a [-b]</code>. '''If you are modding for WiiU or Cemu, add the -b. If modding for Switch, don't add it. If you run it the wrong way by accident, just run it again the right way. It will let you know that nothing changed, and then write the file for the other console.'''


=== Finishing up and installing the mod ===
=== Installing the mod ===
Now that all the files have been edited, you will need to pack them all back up. Go back to the folder that contains BreathOfTheWild_[MyAwesomeModName]_unbuilt, open a Powershell window, and run the command <code>hyrule_builder build [--be] BreathOfTheWild_[MyAwesomeModName]_unbuilt</code>. '''If you are modding for WiiU or Cemu, add the --be. If you don't, the error you get will seem very confusing. This is because it's looking for the Switch paths and not finding them.''' After a little bit of conversion, a new folder will be created, called BreathOfTheWild_[MyAwesomeModName]_unbuilt_build. That folder contains your completed mod. Delete the old BreathOfTheWild_[MyAwesomeModName] and rename the completed mod folder to BreathOfTheWild_[MyAwesomeModName].
 
And now you are done! To use the mod, open <code>bcml</code> via Powershell (just run the command <code>bcml</code>) and select Install... Then select Add Folder, select the <code>BreathOfTheWild_[MyAwesomeModName]</code> folder, and click OK. Wait for it to install, and you're ready to play the game with your new item!
And now you are done! To use the mod, open <code>bcml</code> via Powershell (just run the command <code>bcml</code>) and select Install... Then select Add Folder, select the <code>BreathOfTheWild_[MyAwesomeModName]</code> folder, and click OK. Wait for it to install, and you're ready to play the game with your new item!


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=== My game is crashing when loading the item! ===
=== My game is crashing when loading the item! ===
Another difficult one, but typically this is because the way you placed the item in the world (which is not covered by this tutorial) was wrong, or, if it's crashing when equipping it (if an item) or when loading it into the world (if it's a field object), it's because the model is broken. Check the model replacement tutorial for info on the "vertex buffers" and what to do about them.
Another difficult one, but typically this is because the way you placed the item in the world (which is not covered by this tutorial) was wrong, or, if it's crashing when equipping it (if an item) or when loading it into the world (if it's a field object), it's because the model is broken. Check the [[Help:Replacing models|model replacement tutorial]] for info on the "vertex buffers" and what to do about them.


=== My game is crashing after shaders compile! ===
=== My game is crashing after shaders compile! ===
Depending on how many mods you have installed, the number of game data flags your game has can cause it to crash. The game loads all flags into a special section of memory when booting up, and if too many flags are loaded, the game doesn't have enough memory to hold them all, and crashes. The Wii U version is limited to about 650 more flags than the vanilla game has. We don't know the limit of the Switch version, but we do know that it is much higher, due to the much larger amount of memory the Switch has.
Depending on how many mods you have installed, the number of game data flags your game has can cause it to crash. The game loads all flags into a special section of memory when booting up, and if too many flags are loaded, the game doesn't have enough memory to hold them all, and crashes. The Wii U version is limited to about 650 more flags than the vanilla game has. We don't know the limit of the Switch version, but we do know that it is much higher, due to the much larger amount of memory the Switch has.
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