Integrating a mod directly into a game's patch data?

Discussion in 'Wii U - Homebrew' started by N7Kopper, Apr 13, 2017.

  1. N7Kopper
    OP

    Member N7Kopper Proud lover of a three-inch girlfriend

    Joined:
    Aug 24, 2014
    Messages:
    338
    Country:
    United Kingdom
    For a while now, I've been using SDCafiine to load cosmetic mods for Smash (basic audio stuff such as fixes for Bowser and the Kongs to sound like they do in their source material, English redub packs for Marth, Cloud, Roy ecetera) but it's kind of annoying to load a patching program for a mod that doesn't change gameplay at all, plus it stops me from using HIDtoVPad if I ever want to.

    So, question in the title. If there's a documented way to do this, what would be the easiest method of implementing it and updating my game dump for compiling future mods that change the way the game plays on top of my system-installed cosmetic mods?
     
    aplumafreak500 likes this.
  2. aplumafreak500

    Newcomer aplumafreak500 Member

    Joined:
    Dec 20, 2014
    Messages:
    16
    Location:
    East Smethport, PA
    Country:
    United States
    The only things I can think of are:
    • Install the mods as an update (0005000e-xxxxxxxx)
    • Install the mods as DLC contents (0005000c-xxxxxxxx)
    • Repackage the game, including your mods, with a new title ID
    All of those methods will require CFW or signature patches. However, once you get into the HBL, HIDtoVPad should work with the modified title(s).
     
  3. The Real Jdbye

    Member The Real Jdbye Oh boy! I can't wait to bomb some dodongos!

    Joined:
    Mar 17, 2010
    Messages:
    10,005
    Location:
    Somewhere on the island of Koridai
    Country:
    Norway
    You can modify the files directly on NAND/USB if it only modifies files in the content folder, and it won't require sigpatches to run.
     
  4. memoryman3

    Member memoryman3 GBAtemp Regular

    Joined:
    Feb 24, 2015
    Messages:
    151
    Country:
    United Kingdom
    I tried doing this in Super Mario Maker and it just did not work :(
     
  5. Zarklord

    Member Zarklord GBAtemp Regular

    Joined:
    May 13, 2016
    Messages:
    161
    Country:
    United States
    you cannot... you can replace existing files but adding any new files requires rebuilding with nuspacker and reinstalling...
    source: i did this myself and had to do a install of modded content

    one thing to note is that you cannot install a patch file greater than 2gb's in size I have thought that you could indeed put all custom stuff in the dlc files(since there isnt a size limit for the dlc files) but have not tested it.
     
  6. The Real Jdbye

    Member The Real Jdbye Oh boy! I can't wait to bomb some dodongos!

    Joined:
    Mar 17, 2010
    Messages:
    10,005
    Location:
    Somewhere on the island of Koridai
    Country:
    Norway
    Surely if you added new files the game wouldn't know how to read them anyway without modifying the rpx/rpls?
     
  7. Zarklord

    Member Zarklord GBAtemp Regular

    Joined:
    May 13, 2016
    Messages:
    161
    Country:
    United States
    if that was the case doing mods for smash wouldnt actually be possible... it dynamicaly loads resources based on param files so it works that way
     
  8. memoryman3

    Member memoryman3 GBAtemp Regular

    Joined:
    Feb 24, 2015
    Messages:
    151
    Country:
    United Kingdom
    Oh...so the RPX controls the patch files right? That's why the game always hangs...
     

Share This Page