💡
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
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On this page
  • Using Bundletool
  • Delta or Include?
  • Bundletool Screen Examples
  1. getting started

Packaging Mods

A guide on how to package mods

PreviousDev ToolsNextmod.json File

Last updated 1 year ago

Omori mods must be in a specific folder/zip format in order to properly run.

Using Bundletool

  1. Run OMORI; Click "Use BundleTool"

  2. Select folder of the mod you want to package. This is likely a folder named www_decrypt or www_playtest or similar

  3. Enter mod details. Mod ID should ideally align with the mod ID you are going to upload in mods.one.

  4. Select the files need changing. (Tip: Pressing the top header will select all for that category)

    1. Ignore means don't include the file in the package. This can be used to ignore some plugins only used in testing and don't want to appear in final product. For example: console, quick save and load, or better saves.

    2. Delta means only includes the changes, and does not replace it. This is good for compatibility, especially if the mod only changes small amount of things and don't want to replace entire file (which would break compatibility). For example, small single changes to some Skills in skills.json, as you don't need to replace everything, just change only one specific thing.

    3. Include means add the file to the package, this totally replaces the files. This is commonly for audio and image files, as delta can potentially cause strange changes.

    4. Unique Name is specific to plugins. It makes it so when multiple mods has the same plugin added or changed, it will simply make two of them for each mod and will not override the file entirely. As of current it may run into some bugs so it may be better avoided. [NEEDS CHECKING]

  5. Wait for the bundle process to finish. This can take a few minutes especially for bigger mods.

  6. Select the location for where the final export will be.

  7. You're finished!

Delta or Include?

Sometime it gets confusing whether to do Delta or full Include. Here's a common rough use case for these, though this is a rough guideline, not strictly a rule.

Key: Red - Avoid; Orange - Depends; Green - Likely

Type
Delta / Unique Name
Include

Audio

Rarely needed / Prone to breaking

Likely to be full include than delta, due to tendency to break.

Data

This is better for smaller mods. Small edits to database in RPGMV, such as skills or items. This is good for mods that only change a few things like singular skill balance change, or a new item.

This is safer bet for larger mods that may edit many things, especially if it interacts between each other a lot.

Fonts

This could potentially be used in language mods that requires original Omori font to be altered to include special character.

If font is being changed at all, it's likely full include.

Icon

Likely won't appear in most mod as it remains unchanged.

If icon is being changed at all, it's likely full include.

Image (img)

Small edits to images. This is likely additional changes on top of pixel sprites or portraits. For example: - Shiba Kel (edits only hoodie on Kel) - Girlmori (edits pigtail on Omori portraits)

Safer to use full include than delta, due to tendency to break or unintended changes.

Languages

Likely won't appear in most mod as it remains unchanged.

Likely won't appear in most mod as it remains unchanged.

Maps

Small edits to maps. Should ideally keep same Tiled versions unless you have Tiled compatibility.

Likely to be full include than delta, due to tendency to break.

Movies

Rarely needed / Prone to breaking

Likely to be full include than delta, due to nature of video files.

Plugins

Dependent on context, is prone to bugs currently.

Plugins you are sure you need to totally override, or totally new made up specific for the mod.

For Plugins, you may want to ignore some plugins used only in testing the mod. Some common ones are:

Bundletool Screen Examples

After editing the game's data and assets from the "www_decrypt_xxxxxx" or "www_playtest_xxxxxx" folder, you can package your mod into a zip for use by running . It is installed the same way other mods are installed. After installing, run the game and follow the on-screen prompts to properly package your mod.

Drag Bundletool zip file to the mods folder,

- Called VykosX-QuickLoadOnStart which is sometime used to playtest fast, skipping the menu startup intro

- Adds a plugin called console

- Which alters Omori Save & Load plugin

🚩
Bundletool
like how you install mods.
Quick Load
Console
Better Save and Load
BundleTool - mods.one
Link to BundleTool on mods.one
The start up screen; click "use Bundletool"
The prompt for finding www_playtest folder
Mod detail prompt
Example of selecting changes, using Reverie as example. In this case all files are included for change.