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  • Building the Modpack

    After making the changes you've always wanted, it's time to put everything together.

    Setting the 3DS output

    If you're editing 3DS ROMs, you may want to choose what kind of output you want. By default, it will output a folder whose contents you paste onto your 3DS's SD card for use with Luma 3DS game patching, but you can choose a variety of other formats. Refer to this section for instructions.

    Building

    Luckily, this is a one-step process. Simply click Solution > Build:

    image.png

    Sky Editor will start doing a lot of things:

    image.png

    Then it will open up another form that applies all your changes to a ROM so you can try it out. Don't touch this window:

    image.png

    When it's all done, "Modpack"'s status should be Complete:

    image.png

    The files you want are on disk under (Solution Directory)/Modpack/Output. You should see two things: a zip file, and a either a NDS ROM, 3DS ROM, or a directory labled "SD Card". The zip file is the distributable patcher. You can give this to anyone you want, and they'll be able to apply your changes to their ROM. The other thing is the result of the patches for your use only. Do not distribute this, as it is illegal to share ROMs even if they are modified.

    Edited by evandixon




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    15 hours ago, AnomBot said:

    Sorry if this is a dumb question, but is there a way to get the mod/patch I made and apply it to my physical copy of my game?

    It's impossible to change the physical copy of the game, but you can play a modified copy with an emulator, flashcart, or Twilight Menu ++ if you have a hacked 3DS.

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    Hi, I need some assistance, i create my rom and follow to the letter this tuto and no problem at all except that i can't find my file at this stage : "The files you want are on disk under (Solution Directory)/Modpack/Output. You should see two things: a zip file, and a either a NDS ROM, 3DS ROM, or a directory labled "SD Card". The zip file is the distributable patcher. You can give this to anyone you want, and they'll be able to apply your changes to their ROM. The other thing is the result of the patches for your use only. Do not distribute this, as it is illegal to share ROMs even if they are modified. "
    There were no errors when i created the rom and the only zip i got is that but it's not randomized.
    (Edit : sorry i juste check, my rom is indeed randomize but i can't get the starter and partner that i want, in this case gengar and draconite)

    pb poke screen 1.png

    pb poke screen 2.png

    ModPack 1.0.0.zip

    Edited by blip

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    Hi, I was attempting to make a mod for Super Mystery dungeon, specifically the starter mod and also adjusting the output to a CIA Build in addition to the default. I received this error message, and don't know what to do from this

     

    System.IO.FileLoadException: Could not load file or assembly 'file:///C:\Users\izzym\Downloads\SkyEditor.ROMEditor.UI.WPF Build 220 (1)\System.Net.Http.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
    File name: 'file:///C:\Users\izzym\Downloads\SkyEditor.ROMEditor.UI.WPF Build 220 (1)\System.Net.Http.dll' ---> System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
      at System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
      at System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
      at System.Reflection.RuntimeAssembly.InternalLoadFrom(String assemblyFile, Evidence securityEvidence, Byte[] hashValue, AssemblyHashAlgorithm hashAlgorithm, Boolean forIntrospection, Boolean suppressSecurityChecks, StackCrawlMark& stackMark)
      at System.Reflection.Assembly.LoadFrom(String assemblyFile)
      at SkyEditor.Core.Utilities.ReflectionHelpers.LoadSingleAssembly(String assemblyPath)
      at SkyEditor.Core.Utilities.ReflectionHelpers.GetAssemblyDependencies(Assembly source)
      at SkyEditor.Core.Utilities.ReflectionHelpers.GetAssemblyDependencies(Assembly source)
      at SkyEditor.Core.Utilities.ReflectionHelpers.GetAssemblyDependencies(Assembly source)
      at SkyEditor.Core.Utilities.ReflectionHelpers.GetAssemblyDependencies(Assembly source)
      at DS_ROM_Patcher.ModBuilder.CopyPatcherProgram(String modpackDirectory)
      at SkyEditor.ROMEditor.Projects.DSModPackProject.VB$StateMachine_35_Build.MoveNext() in C:\BuildAgent\work\c4ac4fe3838706c2\SkyEditor.ROMEditor.Windows\Projects\DSModPackProject.vb:line 193
    --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
      at SkyEditor.Core.Projects.Solution.<BuildProjects>d__39.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
      at SkyEditor.Core.Projects.Solution.<Build>d__38.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
      at SkyEditor.Core.Projects.Solution.<Build>d__37.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
      at SkyEditor.ROMEditor.DSModSolution.VB$StateMachine_5_Build.MoveNext() in C:\BuildAgent\work\c4ac4fe3838706c2\SkyEditor.ROMEditor.Windows\DSModSolution.vb:line 60
    --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
      at SkyEditor.Core.ApplicationViewModel.TaskProgressReporterWrapper.<Start>d__32.MoveNext()
     

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    Yo, I require some aid. I've been attempting to build my starter mod for GTI but whenever I try to build it, it does the usual stuff when it builds the roms, and it all seems fine at first, but when I check the output folder it just has a folder named "BaseRom" and a .mod file. I've tried unblocking it, but that didn't help either. I've done everything before on a different computer, and it worked fine then. How can I fix this?

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    9 hours ago, FlyingKitsune said:

    Yo, I require some aid. I've been attempting to build my starter mod for GTI but whenever I try to build it, it does the usual stuff when it builds the roms, and it all seems fine at first, but when I check the output folder it just has a folder named "BaseRom" and a .mod file. I've tried unblocking it, but that didn't help either. I've done everything before on a different computer, and it worked fine then. How can I fix this?

    Well, it turns out that there's multiple output folders and I've been staring at the wrong one. Oops.

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