- Takes .zip files containing metadata and subsequent files, and extracts them
- Keeps a copy of the original game files, as well as any mods, in an app data directory (%appdata%\Jamesthe1\NirvanaMM\data)
- Tracks the mods last used
- Multiple mods can be selected if they don't override the same file, or if one depends on the other
- Patches any .xdelta with xdelta3 library
- Extract the built software to any folder (liblzma.dll and libxdelta3.dll must be next to the exe)
NOTE: If you wish to change where the app data is located, create a file named
dirs.toml
like so:appdata = 'C:\Path\To\AppData\Dir'
- Run it and go to options, where you can set where the game is installed (be sure to press "Save")
- Add any mods into the mods folder (can be found with the "Mods" button), and click "Refresh"
- Select a mod, then click "Patch" (this will take a while the first time, make sure your data.win hasn't been modified!)
- If you have an xdelta file, specifically name it
patch.xdelta
- Create a
mod.toml
file with the following:
manifest = 1
[metadata]
name = "Mod Name"
guid = "mod.guid"
version = "1.0.0" # Must follow semantic versioning (https://semver.org)
author = "Author or Team Name"
depends = [ # Optional, must be an array like so
"example.hard.dependency:>=0.5",
{guid = "example.hard.dependency.tabled", version="1.0"},
{guid = "example.soft.dependency", soft = true, version="<2.0.0"}
]
- Create a .zip file
- Emplace all the associated files with your mod in this zip
NOTE: Files and folders are directly copied from the zip to the game's directory. So if there's a file at
musicpacks/my_pack/song.mp3
, it will appear the same way in the game folder.
- Profiles
- Modpacks
- Mod packaging/creation page
- Manage palettes and palette packs
- Display palettes on an example with an OpenGL shader
- Manage music packs
- Side-panel that will show all the files that will be implemented (TreeView)