Homebrew RELEASE SimpleModManager : A mod manager for your Switch

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Anyone actually able to get mods to work? I have them installed correctly, they're being identified, I can turn them on in the SimpleModManager app, but then in game... nothing? I have opened the overlay too and "activated them" but nothing really happens?

Edit: Worked it out. I was forgetting the /romfs/ folder in the tree structure.
 
Last edited by iMythD,
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Pasted the contents folder for a Grahic Mod for Pokemon Legends and it does not show up.

Path is:
G:\mods\Pokemon Legends Arceus\Graphic Mod\contents

and so on.

SMM is set to read the mods folder in the root of SD card. Any ideas on what I'm going wrong?

EDIT: Nevermind, I figured out the problem. I copy/pasted SMM when I first modded my switch, and I must have done it wrong. Installed through the HB App Store and it works fine now.
 
Last edited by Elodain,
okay....... i have no prior experience with downloading mods onto the Nintendo switch i got to the part where it tells you to make a new root file and name it mods then i get lost can someone dumb it down for me so i can get this thing to work for me?
 
okay........ i am having a ton of trouble with putting this mod on my switch..... i have no prior experience with downloading mods for switch and i got as far as making a new root file and naming it mods thats about it, can anyone dumb this down for me and explain this to me?
 
okay........ i am having a ton of trouble with putting this mod on my switch..... i have no prior experience with downloading mods for switch and i got as far as making a new root file and naming it mods thats about it, can anyone dumb this down for me and explain this to me?
What game do you intend to use mods for?

Normally you will find mods, download it and just put it in your sd card using proper folder structure.

example, for witcher 3, there is a mod for 100X Gold for every quest, or a naked Ciri if you are in to that sort of thing .

these mods would normally be inside mods folder in the root of the sd card. inside the mods folder is another folder with the name of the game, i.e. Witcher 3, inside the Witcher 3 folder you create another folder with the name of the mod (i.e. 100x gold); inside this folder is another folder named contents, inside contents folder is another folder with the game's title ID (i.e. 01003D100E9C6000) and inside this folder is the rest of the rest of the file and folders which often is usually romfs, etc. etc.

so folder structure in the 100x gold mod would be like this:

mods\Witcher 3\100X gold\contents\01003D100E9C6000\romfs\content\content0\gameplay\rewards\rewards.xml
 
This is probably a stupid question, but... It would be a dumb move to try to disable/enable a RomFS mod using Simple Mod Manager with the Tesla overlay while playing that game... Right?
 
Stupid here,

Which mod did you have in mind? I’ll try it out and let you know.
Pokemon Legends Arceus has two mods, Swappable Starters and Friendship is Dead, that both alter the same file, so they can't be used at the same time. Only work around is to switch them out when you want to use the other's functionality.
 
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Pokemon Legends Arceus has two mods, Swappable Starters and Friendship is Dead, that both alter the same file, so they can't be used at the same time. Only work around is to switch them out when you want to use the other's functionality.
I was able to swap them out with the game running with no perceived impact. Unfortunately I’m not far enough along in the game to see the effect of the mod itself and whether it’s actually doing anything.

At this point I guess you’re going to have to make a backup of your game save with JKSV and see what happens when you make use of the mod to see if the effects actually swap out or if you’re stuck with one or possibly something unexpected altogether.

But yeah, bottom line, it lets you swap mid-game and it doesn’t blow up. Good sign.
 
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I was able to swap them out with the game running with no perceived impact. Unfortunately I’m not far enough along in the game to see the effect of the mod itself and whether it’s actually doing anything.

At this point I guess you’re going to have to make a backup of your game save with JKSV and see what happens when you make use of the mod to see if the effects actually swap out or if you’re stuck with one or possibly something unexpected altogether.

But yeah, bottom line, it lets you swap mid-game and it doesn’t blow up. Good sign.
Oh wow you actually did it lol

Appreciated!
 
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Hmm. I'm far enough now I could test it... I wonder...
Swapping a file mid-game will not work, at least most of the time, because atmosphere/the game allocates enough memory to load the file into ram. If you swap a file that is greater or smaller than the original file, then atmosphere will crash due to exceeding or falling short of the allocated space.

However, you can get around this by padding the file in a hex editor to be the same file size as the other file. Provided your game actually reloads the file into memory (cause some games might not), then no errors should be thrown.
 
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Swapping a file mid-game will not work, at least most of the time, because atmosphere/the game allocates enough memory to load the file into ram. If you swap a file that is greater or smaller than the original file, then atmosphere will crash due to exceeding or falling short of the allocated space.

However, you can get around this by padding the file in a hex editor to be the same file size as the other file. Provided your game actually reloads the file into memory (cause some games might not), then no errors should be thrown.
ah ok. I figured it couldn't really work lol
 
ah ok. I figured it couldn't really work lol
Make a backup of your game save before you try it.

At worst you’ll have to reinstall the game and restore your backed up game save.

E: the evolution_data_total.evobin file is 28K in both mods. I think it’s worth empirically finding out.
 
Last edited by binkinator,
I mean, it should work actually. Depending on if the game crashes.
If it crashes, then the game re-loads the file.
If it doesn't, then the game likely doesn't reload the file and the swap trick won't work.
But what's the point? If it works, and it crashes, you have to reload the game either way. Why risk it?
 
But what's the point? If it works, and it crashes, you have to reload the game either way. Why risk it?
You don’t know that it will crash and I actually gave you real world proof that it won’t. The file sizes are the same. This could very well be a non-issue. Won’t know unless you give it a go. Was looking forward to the conclusion of this test.
 
You don’t know that it will crash and I actually gave you real world proof that it won’t. The file sizes are the same. This could very well be a non-issue. Won’t know unless you give it a go. Was looking forward to the conclusion of this test.
did I misunderstand? You're saying if it DOESN'T crash, it might very well actually swap the mods and apply their effects while in-game?

they are 27.6 and 27.2 kb, the mods. Is that close enough, or do they have to match file sizes down to the byte?
 

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