💡
Omori Modding Wiki
  • 🚩getting started
    • Overview
    • Installing Mods
    • Decryption and Playtest Generation
      • Resetting Installation
      • Dev Tools
    • Packaging Mods
      • mod.json File
    • Omori Files Guide
      • Common File Types
      • Omori Files Index
        • Data Files
  • 🏰RPG Maker MV
    • ⭐Intro to RPG Maker MV
    • 🗒️Common Notetags and Filename
      • Map Event Notetags
      • RPG Maker Sprite Sheet Formats
        • Sprite Sheet Filenames
      • Enemy Notetags
    • Custom Battles
      • Plot Armor
    • Map Creation
    • Event Plugin Commands
    • YAML Texts and Dialogues
      • Text Codes
      • Omori Text Color Convention
    • Shops
    • Quests
    • Bubbles / Balloons
  • 🎨Art Assets
    • Intro to Art Assets
      • Ex 1: Headspace Portrait
      • Art Specifications
      • Art Programs
    • Line Art
      • Preparations
      • Line Quality
      • Line Coloring
        • Direct Colored Brush
        • Blend Layers
        • Color Correction
          • Color Balance
          • Tone Curve
          • Gradient Maps
  • Community
    • Omori Mod Licensing Guide
  • Links
    • Mod Resources/Plugins
    • Omori Modding Hub (Server)
    • Omori Mod Site (Unofficial)
    • Original Masterdoc
    • Omori Data Archive
Powered by GitBook
On this page
  • data/
  • locales/
  • pnacl/
  • swiftshader/
  • tools/
  • www/
  • www_decrypt/
  1. getting started
  2. Omori Files Guide

Omori Files Index

List of top-level directories and files in the OMORI game directory

PreviousCommon File TypesNextData Files

Last updated 2 years ago

This page lists the top-level directories and files in the OMORI game directory, which is usually C:\Program Files (x86)\Steam\steamapps\common\OMORI if you installed OMORI on your C: drive with Steam.

Useful page when working with OMORI files:

data/

This is a directory with encrypted files that's 100% identical with www/data. The reason for this clone is not known, but you can probably ignore it.

locales/

Seems to contain language data for the NW.js runtime. This is different from the language data or dialogue used by the game running inside NW.js, so you can definitely ignore these.

pnacl/

todo

swiftshader/

todo

tools/

todo

www/

www_decrypt/

audio/

data/

Important for Translation

fonts/

Important for Translation

icon/

Contains a single icon.png. This file is used by package.json as data for NW.js. Maybe it's the icon in the window title bar in the top left.

img/

Important for Translation

js/

Contains the game's code.

  • libs/

    • Contains library files that the game is using. You can probably ignore these.

  • plugins/

    • (T)

    • Contains all the plugins in the game, which seems to be all the code that OMORI has that's not part of core RPG Maker MV. They are less “plugins” in a conventional sense, and more like normal JavaScript files that overwrite or extend existing classes and functions.

    • For translation projects, these files contain certain UI and battle text.

  • main.js

    • The entrypoint for the game. You can probably ignore it.

  • plugins.js

    • Plugin map generated through RPG Maker. Don't edit this file, OneLoader manages this when you develop mods.

  • rpg_[…].js

    • RPG Maker runtime files. Don't touch these unless you know what you're doing.

languages/

Important for Translation

maps/

movies/

Important for Translation

save/

editor.json

todo

index.html

Entry point for the game. OMORI uses RPG Maker MV, which in turn uses NW.js, which uses a web browser for the graphics. This HTML file loads all the assets, core libraries, plugins, and finally the start script for the game (main.js). This file, and by extension, the game, doesn't work in a normal browser like Google Chrome out of the box, because the game is using NW.js APIs that don't exist there. There have been successful attempts at running OMORI in a normal browser which we won't go into detail about here.

package.json

Contains some metadata about the game and configuration for NW.js, like the window title, icon, CLI arguments, and file to load (index.html).

steam_appid.txt

Directory with mostly encrypted game assets. To inspect and modify these files, you need to them, which will create a directory like www_decrypt_abcd1234, which has the same structure as www, but with all files decrypted. We'll be referring to this directory as www_decrypt for simplicity.

This directory will be created when the game files.

Contains background music, sound effects, and more. Contents and details:

Contains item, map, and event data like names, descriptions, values and more. Contents and details:

Contains the fonts used by the game. If you're making a translation mod, you might need to modify the font files to support characters that might be missing from the original font, like ä, á, ß and more. Contents and details:

Contains all the sprites, background, and other graphics for the game. Contents and details:

Contents and details:

Contains the different languages the game natively supports. As of now (OMORI v1.0.8), there's only the normal English files, and a single file for an upcoming official Japanese translation (Omocat tweeted a long time ago about it). For translation projects, YAML files get patched on top of the en directory by OneLoader. Contents and details:

Seems to contain the actual map data, unlike the triggers/actions/events that files seems to contain.

Video files used by the game in cutscenes. Contents and details:

Save data. Also contains some OneLoader data. Contents and details:

Contain's the game's ID on Steam. This can tell Steam which game you're playing (shown in friends list), and is also used for checks in other games (not in OMORI).

🚩
Common File Types
Data Files
decrypt
decrypting
www/audio
www/data
www/fonts
www/img
Info on how to work with .js files
www/js/plugins
www/languages/en
www_decrypt/data/MapXXX.json
www/movies
www/save
DRM