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LAHDMods
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.
- For best compatibility, update the game to v1.7.4+.
- 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.
| Object | Type | Version | Description | Download |
|---|---|---|---|---|
| All Mods | Various | v1.5.4 | Contains all current mods below in a single downloadable pack. | LAHDMods.zip |
| 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 |
| 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.zip |
| Magic Powder | Item / Lighting | v1.5.3 | Configures Magic Powder damage, gravity, and lighting effects. | ObjPowder.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.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 | v1.4.8 | Configures enemy lives (hit points) on an individual basis. Additive to in-game option "Extra Enemy Lives". | ObjLives.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 |
| 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 | v1.5.4 | Adjusts the size and scale of the HUD overlay: items, rupees, hearts, and keys. | HUDOverlay.zip |
| Textbox Overlay | Interface | v1.7.5 | Alters the size of textbox scaling. Decimal values are allowed but integers are highly recommended. | TextboxOverlay.zip |
| Inventory Overlay | Interface | v1.7.5 | Allows forcing a scale for the inventory. Decimal values are allowed but integers are highly 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 |
| Link Tunic Colors | Custom Graphics | v1.5.5 | Customizes the colors of Link's tunics. Can be used for fun or can be used in custom graphics packs | ItemDrawHelper.zip |
| Intro Sequence | Custom Graphics | v1.5.5 | Customizes colors found during the intro sequence. For use in custom graphics packs. | IntroScreen.zip |
| Overworld Ocean | Custom Graphics | v1.5.5 | Customizes the color of the ocean on the Overworld. Should match bottom of the gradient in "Objects.png" | ObjIslandBackground.zip |
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.
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.
- π‘ Home
- π€ Building & Contributing
- π Additional Info
- π Main Update Loop
- π§ Direction
- π₯οΈ Dialog Path Loader
- πΊοΈ Dungeon Minimap Files
- πΌοΈ Sprite Atlas Files
- π₯ Camera Field Objects
- π·οΈ Placeholder Tags
- πΌ Music Indexes
- π£ Launcher Mod Maker
- π§© Texture Replacement
- πΌοΈ Custom Menu Border
- π΅ Music Replacement
- πΆ Sound Effect Replacement
- πΊοΈ MapOverlay Custom Info
- π Dialog Replacement
- π LAHDMods