Creating Mods¶
Creating Mods for the FFXVI Mod Loader¶
Once you have modded assets you'd like to mod into the game:
- First, follow the Reloaded II Creating Mods tutorial for general information about creating a mod for Reloaded-II.
- Set the
FINAL FANTASY XVI Mod Loader as a dependency
. Reloaded-II will prompt you to set mod dependencies when creating the mod. - Your mod's assets must be contained within the
FFXVI/data
folder. Example:
Example (Mod Loader >= 1.1.0)
The mod loader will automatically determine in which pack your game files should be according to this list. (pack-named folders is still supported for compatibility purposes).
Click the 's below for more information.
.
├─ ff16.<category>.<mymodname>/
│ └─ FFXVI/
│ └─ data/
│ ├─ ui/gameflow/title/title01.uib # (1)!
| ├─ nxd/en/equipitem.nxd # (2)!
│ ...
│
├─ ModConfig.json
└─ ...
-
This will go in pack
0028
. -
A sub-folder with a locale name will appropriately put it in the correct locale pack.
nxd/en/equipitem.nxd
will translate to pack0007.en
and putnxd/equipitem.nxd
inside it.
Also, any changes you make to Nex tables won't replace files altogether, but only cell changes you've made to increase compatibility with other mods. This also means that you should only edit cells you actually need to edit to avoid potential conflicts.
Example (Mod Loader < 1.1.0)
Template/Sample Mod
An example mod (pre-1.1.0) can be found here. This changes the bottom-left text of the main title screen to add "Hello World".
If you have successfully gotten your mod to work, congratulations!
Creating Mods for Manual Installation¶
Refer to Modding Manually on the Installing Mods page.
Publishing Mods & Guidelines¶
Nexus Mods is the primary website to publish mods.