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Modding: Getting Started

thepercentageguy edited this page Jul 30, 2022 · 1 revision

This guide will explain what it takes to get a mod to be loaded by FNF# and what each file does.

Page Content

Terminology

  • ModID - The ModID (otherwise spelt Mod ID) is an unique identifier for your mod. this needs to be unique do to the way that the mods are loaded. this is NOT how your mods are displayed in game. I recommend making this a mix out of a your name and your mod's name, so if i had a mod implementing the test song, the ModID would be tpgTestSong. the ModID of FNF# is basegame
  • Dependency - A dependency is another mod that your mod requires to run, for example if it uses some assets from that mod.

Setting up a basic mod

  • Head over to FNF#'s mod folder
  • Create a new folder, usually this would be named after your ModID. here we're implementing the test song, so call this folder [yourName]TestSong
    • While not required, it is also recommended to prefix your mod folders with SHARPENGINE to avoid confusion with other engines.
  • We need to create a few files to get this mod to run.
    • FILES
      • mod.json - this file contains some basic metadata about the mod. for now, just use this template and adjust your modID, displayName, and author fields accordingly. you can set the versionIndex according to the Version Index Table however, you should just use the one in the template.
      • chars.json - This file contains all the characters. Even if you don't have any custom characters, this file is required. just copy this empty template
      • freeplay.txt - This file contains all your freeplay songs, you can leave this file empty.
      • weeks.json - This file contains all the weeks. Use this empty template for now
    • FOLDERS
      • stages
      • charts
      • images
      • songs
  • After we did all of this, you can try loading up the game, opening the Mods menu in the options menu, and if your mod appears, great! You've just made a basic mod. Now of course this mod doesn't do anything yet. we'll get to that in the next part.

Source Modding

Building the Engine

Softmodding

Resources

Version Index Table

File Templates

Guides

COMING SOON

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