Creating Mods¶
Creating Mods for the Relink Mod Manager¶
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 Granblue Fantasy Relink Mod Manager 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
GBFR\data
folder, and follow the same path as where you first extracted the mods from.- For example, a mod for
model\pl\pl0101\pl0101.minfo
must be located at:(Mod Directory)\GBFR\data\model\pl\pl0101\pl0101.minfo.
- For example, a mod for
Example Mod
An example mod can be found here. This example mod switches Djeeta's modifies Djeeta's original outfit model in the prologue.
If you have successfully gotten your mod to work, congratulations!
Mod Loader Features¶
The mod loader comes with a few features that you can leverage to make mods easier to build or compatible across versions.
.minfo
Spoofing¶
Sometimes the Model Info (.minfo
) format is changed and a version date is changed across all .minfo
files. This version is explicitly checked to at least be of a certain date.
Since .minfo
files are FlatBuffers files, it is normally fine to just upgrade this version as is. The mod loader will silently upgrade any files if needed.
Automatic .json
-> .msg
¶
As of 1.0.5, any .json
files converted from message pack .msg
files can be automatically processed by the mod loader and converted back to .msg
.
You only have to deal with editing the .json
file.
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.
Before you publish a mod, ensure that you've mentioned the following:
- Which version this mod was tested for.
- The version of the mod loader (Granblue Fantasy Relink Mod Manager) this mod requires.
- If this mod contains table edits, in that case the mod is likely to break in future updates.
- If this mod cotnains UI texture edits (any texture that are spritesheets), in that case the mod is likely to break in future updates.
- If you've made an UI mod, make sure that you've made both
fhd
and non-fhd versions - if you've only edited textures from thefhd
folder, users using resolutions above 2k (1920x1080) will be using textures from the non-fhd folder and not be able to see your texture mods.