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Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
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A very possible way to do mods
I thought about this earlier today and posted here:


https://steamhost.cn/steamcommunity_com/app/345350/discussions/0/361787186424678730/

And was told...well you know to share my thoughts here for sure so I'm just going to copy the whole post!


"This article is mainly for those who are trying to figure out how to mod FF13LR....but if you know the structure of it then don't mind to take a look. Thanks!

I was messing around my FFLR directory and decided to explore the dlc folder that cradles every dlc (besides the aerith dlc) garb, accessory, weapon, shield, and 2-3 spells. I just thought of a way to kinda do mods...so you know if you look inside of the dlc folder in LR? All of the dlc garbs and stuff are in there. I think the way to add more content would be to replicate the layout and directory of the dlc garbs and such...and making a new set and dropping the folder in there. It technically would pop up if done correctly... Right? Idk just a great idea (in my head) to add modded garbs and stuff into the game. And you could also add spells since like the moogle (not sure didnt ever use it), divine, and devil classes all have unique spells. Like I said....just a thought. Anyone notice this and agree this is most likely the way to add more gear to the game?

If modders could figure out how to replicate the format of the files in the individual dlc folders...then maybe if we make a mod...put it into a numbered folder and drop it in the dlc folder...then maybe...just maybe...the game would actually read it as a dlc?

Thoughts anyone?"
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Showing 1-3 of 3 comments
Harleyidhra 15 Apr, 2016 @ 5:35pm 
The issue is that the game still has to be told to look up those files. That's why a lot of the time people are able to find out about "on disc DLC" is because the base game has reference hook files that point to non-existent DLC files.

Not saying that it's not possible to do it that way, it just still requires decoding the game's code, and making the files in a way that the game expects and can handle. In short, it's not really going to end up being any shorter to make mods, as it still requires all the required knowledge of the game's code base and structure.

At least, that's my understanding of the nature of the game, and Japanese games in general.
Ridinginstyle 15 Apr, 2016 @ 5:36pm 
Man...thought i had it....
Krisan Thyme 15 Apr, 2016 @ 9:28pm 
Fausk is right, the game has to be setup and told to read DLC from new folders. That said, this could eventually be done, it's just much more complicated than you envisioned, I'm afraid. I honestly took this immediately into consideration upon LR's release, so the idea definitely has some merit to it, make no mistake - it's just a matter of setting it up to support this.

I don't know exactly when I'll be getting back to the XIII games, been busy modding other games and.. well.. Frankly playing them for a change. lol
Last edited by Krisan Thyme; 15 Apr, 2016 @ 9:29pm
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