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Creating Mods

Once you have modded assets you'd like to mod into the game

  1. First, follow the Reloaded II Creating Mods tutorial for general information about creating a mod for Reloaded-II.
  2. Set the Granblue Fantasy Relink Mod Manager as a dependency. Reloaded-II will prompt you to set mod dependencies when creating the mod.
  3. 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.

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!

Warning

Before you consider creating a mod, ESPECIALLY if AI is involved in any capacity:

Consider whether you need to create a code-injection mod. One that uses a .dll file to perform mod changes that file-based mods cannot do.

Do you need to make file changes?

  • Yes -> Do you need to make variations of that file?
    • Yes -> Do you need to make many of them or alter the file based on user choice?
      • Yes -> Make a code-injection tool with a configurable panel.
  • No -> Make multiple mods/downloads on the same mod page on nexus.

You should never create a code-injection mod unless you really HAVE to. There are many potential security concerns in doing so since they allow access to the machine at hand, outside of the game. Disclose source-code ALWAYS. Do not simply use Github to only upload releases either, Github is not a download platform.

And ask people who have made such mods before and learn from them. Many AI generated code-injection mods seen around are not well made and completely ignore some very easy ways to perform tasks from code and thus reinvent the wheel.

Least, if you still don't care to learn, at least disclose AI usage if you are using it in any capacity.


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 the fhd 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.