GameBanana shows no ads to members. Sign up now!
Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

Editing Actor Parameters

A Tutorial for The Legend of Zelda: Breath of the Wild (WiiU)

BOTW modding 101

Making changes to an actor's parameters is one of the most basic and common types of editing in BOTW modding. This brief guide will introduce the process in its simplest form.

Prerequisites

Mod Preparation

Folder Setup

First you will need to create a folder structure for your mod. For Wii U/Cemu, the format is pretty well standardized. To make a simple parameter edit for an actor, create a setup like this:

MyMod
└── content
    └── Actor
        └── Pack
For Switch, format conventions vary. This guide will use the format expected by BCML and Hyrule Builder:

MyMod
└── 01007EF00011E000
    └── romfs
        └── Actor
            └── Pack

File Setup

Next, you will need to copy the actor pack(s) for the actor(s) you want to edit from your game dump into your project. Be sure to use the latest update files—version 1.5.0 for Wii U or 1.6.0 for Switch—to ensure general compatibility. If you don't know the name of the actor you want to edit, use this actor ID reference to look it up. For example, if you wanted to edit the torch, Weapon_Sword_023, you would copy Actor/Pack/Weapon_Sword_023.sbactorpack into you mod's Actor/Pack content folder.

Actor parameters which appear somewhere in the game's UI (e.g. the armor rating in the inventory, the price in a shop) will generally have a corresponding value in the actor's entry in ActorInfo.product.sbyml. If you are editing one of these values, you will also need to copy this actor info file from your update files into your mod as Actor/ActorInfo.product.sbyml.

Editing Parameters

Now that the mod's basic structure is set up with the original files, you can proceed to making edits. Open Wild Bits to the SARC tab, and then open the actor pack you want to edit.

The SARC view will present you with a tree of the files and folders inside the actor pack. To edit parameters, expand the tree to the file you would like to edit. Often this will be in the general parameter list, e.g. Actor/GeneralParams/Weapon_Sword_024.bgparamlist. Select the file and then click Edit, which will open the file in YAML tab.

In the YAML tab, all of the parameters will be easily viewable and editable. For information on what the individual parameters are or mean, check. Once you have made your edits, click Save in the YAML tab. Once you have saved all of the files you want to edit, click Save in the SARC tab as well.

If any of the edits you have made involve values which would appear in the UI, next open Actor/ActorInfo.product.sbyml in the Wild Bits YAML tab, find the actor you edited, and update the relevant parameters to match the changes you made in the actor pack.

Using the Mod

At this point, you've completed the actual modding part of the process. The next step would be simply packaging your mod files into the format you wish to use, whether BNP or graphic pack or Atmosphere mod. Usually, for Cemu you will want to add a rules.txt file or use the BNP maker in BCML. For Wii U, you don't need to add anything; just place the results in the correct SDCafiine folder. For Switch, you will want to copy the output into your Atmosphere titles or contents folder. For more on this process, see Help:Using mods.

Sign up to access this!
  • UraniumQT avatar
    UraniumQT Joined 22d ago
    Offline
    221 points Ranked 56,333rd
    19d 17d
    Apparently changing crafting prices of already existing items in the Ancient Oven is not without side effects.

    As an example, i tried editing the price value of the Ancient shield (Weapon_Shield_038). Followed the instructions correctly as i have seen the changes in-game. However, whenever i buy the shield, it simply can't be equipped, and it despawns if dropped, not to mention other issues that arise, like shield duping.

    What was changed:
    itemCreatingPrice value in ActorInfo.product.sbyml
    and
    CreatingPrice value in Weapon_Shield_038.sbactorpack

    What am i missing, any advice?

    UPD: Welp, nevermind, i guess only editing the value in product.sbyml is enough. I'd still be grateful for an explanation as to why that is tho.

    UPD2: Changing any weapon values in sbactorpack leads to the same issue as described above. I also noticed my edited files are usually much larger even tho i'm only editing 1 line of code, could that be the source of the problem? I'm at a loss here :/

    UPD3: Updating wildbits to the latest version (1.0.2) seems to have fixed my issue. Some changes remain inconsistent, not sure if it's user error or the process itself.
    Bananite
    URL to post:

Embed

Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Credits

Key Authors
NiceneNerd
NiceneNerd Joined 2y ago
Offline
6,191 points Ranked 1,117th
14 medals 2 rare
  • Returned 1000 times Medal icon
  • Received thanks 50 times Medal icon
  • One month a member Medal icon
  • 6 months a member Medal icon
  • Submitted 1 Tool Medal icon
  • Submission featured Medal icon
Author

Submitter

NiceneNerd avatar
NiceneNerd Joined 2y ago
Offline
6,191 points Ranked 1,117th
14 medals 2 rare
  • Returned 1000 times Medal icon
  • Received thanks 50 times Medal icon
  • One month a member Medal icon
  • 6 months a member Medal icon
  • Submitted 1 Tool Medal icon
  • Submission featured Medal icon
NiceneNerd
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!

Game

Sign up to access this!

Category

Details

Difficulty Level
Beginner

Attributes

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Today's Pick
    Featured on Jul 11 2020
  • 2
  • 4.5k
  • 1
  • 28d
  • 28d

More Other/Misc Tutorials