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Creating a mod

Author(s): catinsurance
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Crash course table of contents

The crash course is still a work in progress!

  1. Creating a mod.
    1. Creating the mod.
    2. Uploading a mod.
    3. Costumes.
    4. Creating a passive item.
  2. Creating an active item.
  3. Adding to item pools.
  4. Making costumes.
  5. Making a new character.
  6. Creating entities.
    1. Creating effects.
    2. Creating enemies.
    3. Creating a familiar.
    4. Creating a projectile variant.
    5. Creating a tear variant.
  7. Creating a familiar.
  8. Adding sounds.
  9. Adding music.
  10. Making pocket items.
    1. Creating custom pills.
    2. Creating custom cards.
    3. Creating custom runes.
    4. Creating custom objects.
  11. Creating challenges.
  12. Creating item wisps.
  13. Creating abyss locusts.
  14. Creating new curses.
  15. Creating a new bomb variant.
  16. Structing your mod.
  17. Conclusion.

This tutorial will cover the creation of a basic Isaac mod that replaces a sprite. This tutorial assumes you're using Windows, although the process is largely the same on Linux machines.

Video tutorial⚓︎

Making your first mod (no lua) | Youtube Tutorial

Making your mod's folder⚓︎

In Repentance and Repentance+, all mods are stored in your mods folder, located in the game's directory. To find the game's directory, you can click the gear icon on the game in your library on Steam, hover over "Manage", then click "Browse local files".

Opening the mod's directory

Inside of your mods folder, create a new folder. You can name this anything. Launching the game will put a file named metadata.xml into your new mod's folder. This folder holds the name of your mod in the mods list.

The mods list is sorted by load order, and the load order is determined by the placement of your mod alphabetically. So mods with symbols at the beginning of their name will be placed at the top of the list, and therefore are loaded first.

The metadata.xml of your mod

You can change the text within the name tag here. The description can be set when you upload the mod to the Steam Workshop. Additionally, other tags may appear in this file after uploading the mod.

This is technically all you need to do to create a mod. The rest of the tutorial will be focused on creating a basic resprite mod.

Extracting the game's resources⚓︎

To replace a sprite (or any asset in the game), you must place a file in your mods folder that mirrors the file path of what you're trying to replace, whether that be an item sprite or a sound. In this tutorial, we'll be focusing on replacing the D6, but first we need to know where the D6 is stored in the game's file structure in order to replicate that within our mod.

Open the game's directory as we did before, and open the tools folder. Within the tools folder, open the ResourceExtractor folder. Double-clicking ResourceExtractor.exe will run the resource extraction program. This may take a while, so wait for it to complete its process.

The resource extractor

The place the game's files will extract to depend on what DLC of the game you have enabled.

For Repentance users, check the game's directory. You will find a resources folder, as well as multiple folders deriving the name resources-dlc3. Content added in the Repentance DLC will be found in the resources-dlc3 folder, with content for other languages found in one of the other resources-dlc3 folders (for example, Japanese resources can be found in resources-dlc3.jp). All other content will be found in the resources folder, including some sprites that were changed in the Repentance DLC.

For Repentance+ users, find the new extracted-resources folder within the game's directory. Here you will find a resources folder, as well as other resources folders for different translations of the game. In Repentance+, the resources-dlc3 and resources folders were merged, meaning most assets in the game can now be found in the resources folder.

Replacing assets with your mod⚓︎

Now that we have extracted the game files, we can get to replacing the D6's sprite in our mod.

First, we must find where the D6's sprite is located in the game's file structure. It can be found at this path within the resources folder: gfx/items/collectibles/collectibles_105_dice.png

Now we must mimic this same file structure within our mod. Go back to your mod's folder and create a folder named resources. Within this folder, create a folder name gfx, then within that a folder named items, then collectibles, then finally place the sprite in there with the exact same name as the sprite you're replacing (in this case, collectibles_105_dice.png). Keep in mind that this is cAsE-sEnSiTiVe!

Warning

When replacing images, you must make sure your image is encoded in 32-bit, and is a PNG. Aseprite handles this by default. Otherwise, you must find out how to configure this in the art progarm of your choice.

The file path we place our sprite in

After adding new resources to your mod, make sure you restart your game to see the changes.