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LAHDMods

Scott Zimmerman edited this page Apr 28, 2026 · 60 revisions

Information:

As this project continues to mature, the number of available options to configure the game continues to increase. And there is only so much room in the in-game menus to have "built-in" options. A million configuration options is not something I wanted for this port, and I already feel like there is far too many options. At the same time, if I didn't think they were useful to someone, I would not have included them.

So to enable more configuration options, I have come up with the "lahdmod" file that can further tweak certain aspects of the game. The form that these are currently provided in may change over time. To edit the options inside a lahdmod, simply edit it with a text editor like NotePad++. While I could just include one big configuration "mod sheet", I prefer this method because each mod file is specific to exactly what it is it tries to accomplish. The user can download and install the file they want, configure it, and not be presented with a bunch of options they may not care about.

Note that these "lahdmods" are created by me (Bighead) and require editing the source code to create. These are not user created mods, and there is no way to create new lahdmods without editing the source code.


Installing:

  • For best compatibility, update the game to v1.7.5+.
  • Download the file you want to install into the game.
  • Extract the ".lahdmod" file from the ZIP into the "..\GameFolder\Mods\LAHDMods" folder.
  • On Android this path is "Storage:\Android\data\com.zelda.ladxhd\files\Mods\LAHDMods".
  • Android requires a USB connection to a PC or a 3rd party file manager.

Complete List of LAHDMOD Files:

Object Type Version Description Download
All Mods Various v1.7.8 Contains all current mods below in a single downloadable pack. LAHDMods.zip
Link Hero v1.7.9 Configures various properties of Link: sword beam, dash/charge time, corner side-stepping pixels, or add a lighting source. ObjLink.zip
Sword Beam Item / Lighting v1.5.3 Configures sword beam damage, duration, speed, cast 2D, and lighting effects. ObjSwordShot.zip
Bow & Arrows Item v1.5.3 Configures arrows fired by the bow including damage, duration, speed, and cast 2D. ObjArrow.zip
Bombs Item / Lighting v1.5.3 Configures bombs. Explosion timer, weapon knockbacks, explosion from fire, and more. ObjBomb_v2.zip
Magic Rod Item / Lighting v1.5.3 Configures Magic Rod damage, duration, speed, cast 2D, and lighting effects. ObjMagicRodShot_v2.zip
Magic Powder Item / Lighting v1.5.3 Configures Magic Powder damage, gravity, and lighting effects. ObjPowder_v2.zip
Fairy Item / Lighting v1.5.3 Configures fairies. Collect fairies with sword, configure HP healed, and configure lighting effects. ObjDungeonFairy_v4.zip
Instrument & Tunic Items / Graphics v1.7.8 Customizes the colors of Link's tunics or disables the instrument color cycling. ItemDrawHelper.zip
Burning Effect Effect / Lighting v1.5.3 Configures lighting for the burning effect caused by Magic Powder or the Magic Rod. ObjBurningEffect_v2.zip
Death Effect Effect / Lighting v1.5.3 Configures lighting for the death explosion when defeating enemies. ObjDeathExplodeEffect.zip
Sparking Effect Effect / Lighting v1.5.3 Configures lighting for the sparking effect when repelling metal, sword poking a wall, etc. ObjSparkingEffect.zip
Lives/HP Enemy v1.7.5 Configures enemy lives (hit points) on an individual basis. Additive to in-game option "Extra Enemy Lives". EnemyLives.zip
Karakoro Enemy / Graphics v1.7.8 Configures the colors of the ball monsters found in the color dungeon. EnemyKarakoro.zip
Hinox Enemy / Graphics v1.7.5 Configures the colors of the three Hinox minibosses found in dungeons 2, 7, and 8. MBossHinox.zip
AntiFairy Enemy / Lighting v1.4.8 Configures lighting effects of the "Antifairy" enemy. EnemyAntiFairy.zip
Flame Fountain Enemy / Lighting v1.5.5 Configures lighting and shader effect of "Flame Fountain" enemy. EnemyFlameFountain.zip
Giant Bubble Enemy / Lighting v1.5.5 Configures lighting effect of "Giant Bubble" enemy. EnemyGiantBubble.zip
Podoboo Enemy / Lighting v1.5.5 Configures lighting effect of "Podoboo" enemy. EnemyPodoboo.zip
Spark Enemy / Lighting v1.4.1 Configures lighting effect of "Spark" enemy. EnemySpark.zip
Boss Genie Enemy v1.7.7 Configures the "Genie" boss behaviors. Can customize or simulate original Link's Awakening. BossGenie.zip
Fog Effect Object / Graphics v1.7.8 Configures the fog effect. Can change the color or disable it completely. ObjFog.zip
Color Switches Object / Graphics v1.7.8 Configures the colors of the color switches found in the color dungeon. ObjDungeonColorSwitch.zip
BowWow Chain Object / Effect v1.7.2 Configures the transparency effect of BowWow's chain. ObjChain.zip
Bushes Object / Effect v1.7.3 Configures the way leaves fall from bushes and the transparency of bush/grass leaf textures. ObjBush.zip
Crystals Object / Lighting v1.4.1 Configures lighting effect for smashable crystal objects, both clusters and the bigger ones that requires boots. ObjCrystal.zip
Dungeon Teleporter Object / Lighting v1.4.1 Configures dungeon teleporters. Can force them to not spawn, adjust activation range, and lighting effects. ObjDungeonTeleporter.zip
Lamps Object / Lighting v1.4.8 Configures the duration that magic powder lights lamps for and configures their lighting effects. ObjLamp.zip
Camera Map / Camera v1.5.5 Configures the camera panning speed. Most useful for "Classic Camera" screen transitions. Camera.zip
Map Lighting Map / Lighting v1.4.8 Configures intensity of lighting on a per map basis. Can remove "darkness" effect from houses, caves, dungeons. ObjDungeonBlacker_v2.zip
Lights Lighting v1.4.1 Configures various generic lighting effects found around the game. ObjLight.zip
Light Sprite Lighting v1.4.1 Configures various generic lighting effects found around the game. ObjLightSprite.zip
Game Options Interface v1.4.9 Adjusts the max game scale beyond 20 or enables the map editor & debugging features. Game1.zip
HUD Overlay Interface / Graphics v1.7.8 Adjusts the size, scale, and color of the HUD overlay: items, rupees, hearts, and keys. HUDOverlay.zip
Textbox Overlay Interface / Graphics v1.7.8 Adjusts textbox color and scaling. Decimal values are allowed but integers are highly recommended. TextboxOverlay.zip
Inventory Overlay Interface / Graphics v1.7.8 Allows forcing color and scale for the inventory. Decimal values are allowed but integers recommended. OverlayManager.zip
In-Game Menus Interface v1.7.5 Allows forcing a scale for the in-game menus. Decimal values are allowed but integers recommended. PageManager.zip
Interface Element Interface / Graphics v1.7.8 Globally customizes the color of text across all menu elements. InterfaceElement.zip
Interface Button Interface / Graphics v1.7.8 Customizes the color of buttons found on various in-game menus. InterfaceButton.zip
Interface Toggle Interface / Graphics v1.7.8 Customizes the color of toggles found on various in-game menus. InterfaceToggle.zip
Interface Slider Interface / Graphics v1.7.8 Customizes the color of sliders found on various in-game menus. InterfaceSlider.zip
Intro Sequence Graphics v1.5.5 Customizes colors found during the intro sequence. For use in custom graphics packs. IntroScreen.zip
Island Sky/Ocean Graphics v1.7.6 Customizes the color of the sky and ocean on the Overworld. ObjIslandBackground.zip

User Interface LAHDMods:

This list contains any LAHDMods that can be used to configure the game or user interface beyond what the in-game options offer.

Object Type Version Description Download
Game Options Interface v1.4.9 Adjusts the max game scale beyond 20 or enables the map editor & debugging features. Game1.zip
HUD Overlay Interface / Graphics v1.7.8 Adjusts the size, scale, and color of the HUD overlay: items, rupees, hearts, and keys. HUDOverlay.zip
Textbox Overlay Interface / Graphics v1.7.8 Adjusts textbox color and scaling. Decimal values are allowed but integers are highly recommended. TextboxOverlay.zip
Inventory Overlay Interface / Graphics v1.7.8 Allows forcing color and scale for the inventory. Decimal values are allowed but integers recommended. OverlayManager.zip
In-Game Menus Interface v1.7.5 Allows forcing a scale for the in-game menus. Decimal values are allowed but integers are highly recommended. PageManager.zip
Interface Element Interface / Graphics v1.7.8 Globally customizes the color of text across all menu elements. InterfaceElement.zip
Interface Button Interface / Graphics v1.7.8 Customizes the color of buttons found on various in-game menus. InterfaceButton.zip
Interface Toggle Interface / Graphics v1.7.8 Customizes the color of toggles found on various in-game menus. InterfaceToggle.zip
Interface Slider Interface / Graphics v1.7.8 Customizes the color of sliders found on various in-game menus. InterfaceSlider.zip

Custom Graphics LAHDMods:

This list contains any LAHDMods that are required to configure the in-game colors of the objects they modify. They either use a mask texture or magenta color index.

Object Type Version Description Download
Karakoro Enemy / Graphics v1.7.8 Configures the colors of the ball monsters found in the color dungeon. EnemyKarakoro.zip
Hinox Enemy / Graphics v1.7.5 Configures the colors of the three Hinox minibosses found in dungeons 2, 7, and 8. MBossHinox.zip
Fog Effect Object / Graphics v1.7.8 Configures the fog effect. Can change the color or disable it completely. ObjFog.zip
Color Switches Object / Graphics v1.7.8 Configures the colors of the color switches found in the color dungeon. ObjDungeonColorSwitch.zip
Instrument & Tunic Items / Graphics v1.7.8 Customizes the colors of Link's tunics or disables the instrument color cycling. ItemDrawHelper.zip
Intro Sequence Graphics v1.5.5 Customizes colors found during the intro sequence. For use in custom graphics packs. IntroScreen.zip
Island Sky/Ocean Graphics v1.7.6 Customizes the color of the sky and ocean on the Overworld. ObjIslandBackground.zip
HUD Overlay Interface / Graphics v1.7.8 Adjusts the size, scale, and color of the HUD overlay: items, rupees, hearts, and keys. HUDOverlay.zip
Textbox Overlay Interface / Graphics v1.7.8 Adjusts textbox color and scaling. Decimal values are allowed but integers are highly recommended. TextboxOverlay.zip
Inventory Overlay Interface / Graphics v1.7.8 Allows forcing color and scale for the inventory. Decimal values are allowed but integers recommended. OverlayManager.zip
Interface Element Interface / Graphics v1.7.8 Globally customizes the color of text across all menu elements. InterfaceElement.zip
Interface Button Interface / Graphics v1.7.8 Customizes the color of buttons found on various in-game menus. InterfaceButton.zip
Interface Toggle Interface / Graphics v1.7.8 Customizes the color of toggles found on various in-game menus. InterfaceToggle.zip
Interface Slider Interface / Graphics v1.7.8 Customizes the color of sliders found on various in-game menus. InterfaceSlider.zip

Custom Lighting LAHDMods:

This list contains any LAHDMods that can configure the lighting of the objects they modify. It is possible to configure the color, brightness, or disable lighting altogether with these mods.

Object Type Version Description Download
Link Hero v1.5.5 Configures various properties of Link: sword beam, dash/charge time, or add a lighting source. ObjLink_v7.zip
Sword Beam Item / Lighting v1.5.3 Configures sword beam damage, duration, speed, cast 2D, and lighting effects. ObjSwordShot.zip
Bombs Item / Lighting v1.5.3 Configures bombs. Explosion timer, weapon knockbacks, explosion from fire, and more. ObjBomb_v2.zip
Magic Rod Item / Lighting v1.5.3 Configures Magic Rod damage, duration, speed, cast 2D, and lighting effects. ObjMagicRodShot_v2.zip
Magic Powder Item / Lighting v1.5.3 Configures Magic Powder damage, gravity, and lighting effects. ObjPowder_v2.zip
Fairy Item / Lighting v1.5.3 Configures fairies. Collect fairies with sword, configure HP healed, and configure lighting effects. ObjDungeonFairy_v4.zip
Burning Effect Effect / Lighting v1.5.3 Configures lighting for the burning effect caused by Magic Powder or the Magic Rod. ObjBurningEffect_v2.zip
Death Effect Effect / Lighting v1.5.3 Configures lighting for the death explosion when defeating enemies. ObjDeathExplodeEffect.zip
Sparking Effect Effect / Lighting v1.5.3 Configures lighting for the sparking effect when repelling metal, sword poking a wall, etc. ObjSparkingEffect.zip
AntiFairy Enemy / Lighting v1.4.8 Configures lighting effects of the "Antifairy" enemy. EnemyAntiFairy.zip
Flame Fountain Enemy / Lighting v1.5.5 Configures lighting and shader effect of "Flame Fountain" enemy. EnemyFlameFountain.zip
Giant Bubble Enemy / Lighting v1.5.5 Configures lighting effect of "Giant Bubble" enemy. EnemyGiantBubble.zip
Podoboo Enemy / Lighting v1.5.5 Configures lighting effect of "Podoboo" enemy. EnemyPodoboo.zip
Spark Enemy / Lighting v1.4.1 Configures lighting effect of "Spark" enemy. EnemySpark.zip
Crystals Object / Lighting v1.4.1 Configures lighting effect for smashable crystal objects, both clusters and the bigger ones that requires boots. ObjCrystal.zip
Dungeon Teleporter Object / Lighting v1.4.1 Configures dungeon teleporters. Can force them to not spawn, adjust activation range, and lighting effects. ObjDungeonTeleporter.zip
Lamps Object / Lighting v1.4.8 Configures the duration that magic powder lights lamps for and configures their lighting effects. ObjLamp.zip
Map Lighting Map / Lighting v1.4.8 Configures intensity of lighting on a per map basis. Can remove "darkness" effect from houses, caves, dungeons. ObjDungeonBlacker_v2.zip
Lights Lighting v1.4.1 Configures various generic lighting effects found around the game. ObjLight.zip
Light Sprite Lighting v1.4.1 Configures various generic lighting effects found around the game. ObjLightSprite.zip

Technical Details:

The names of the mod files reflects the class name of the in-game object that they modify. So for example, the class "ObjDungeonFairy" is the name of the class (ObjDungeonFairy.cs) that makes up the code of the in-game fairy. This naming scheme makes it easier at a glance to know exactly what object it modifies from a developmental standpoint. Making it specific to the class it modifies also means that each file does not need to contain the same kind of "structure", as the class it modifies can be tailored to load its specific lahdmod file. For example, ObjDungeonFairy.lahdmod and ObjDungeonBlacker.lahdmod have two very different configuration options, the code that parses one would not be able to parse the other. This also keeps the code to parse these files a lot simpler overall.

One thing I should mention is that when a new mod file is created, it will not be supported until the version it is created for is released. There is not a good way to pre-emptively support these files without modifying the source code to have the ability to recognize, load, and parse the text. So if a user wanted to create a lahdmod file for a specific game object, they would need to edit the source code.

Additional:

Over time I expect the number of files to grow, especially as more and more users request options that I either can't fit into the configuration menus, or are not impactful enough that it merits an in-game option. You may also wonder why I just don't include these files with the game. The main reason is that there is currently not a good way to include them in the patcher, as it is just a collection of xdelta patches. By including these files, it's just more technical debt on me. I also want users to have to go out of their way to configure these kinds of options. They are not supposed to be for everyone, only those who want that additional layer of configuration.

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