diff --git a/site/content/help/feature/game-modding.md b/site/content/help/feature/game-modding.md index dedeb65..01514b8 100644 --- a/site/content/help/feature/game-modding.md +++ b/site/content/help/feature/game-modding.md @@ -31,6 +31,8 @@ More details on the `IPS` format can be found on [ZeroSoft](https://zerosoft.zop To use a `BPS` patch, put a file named `code.bps` in the ExeFS directory. More details on the `BPS` format can be found on [byuu](https://byuu.org/projects/beat#bps). +*Note: For compatiblity with Luma3DS, you can also put these ExeFS replacements/patches directly in the mods folder instead of the `exefs` subfolder.* + #### RomFS The RomFS directory contains replacements for the game's assets and general files. These types of mods typically alter a game's textures, text, fonts, sounds, or other graphical assets. @@ -65,24 +67,18 @@ Within this folder, there are `exefs`, `romfs`, and `romfs_ext` directories and It is okay to omit one (or more) of them if the mod does not need to replace those files. Additionally, if a folder is empty Citra will ignore it. ### Using Mods Intended for Luma3DS -Citra's game modding framework has all the functionality offered in Luma3DS's game patching feature. Therefore, mods intended for Luma3DS should be usable with Citra. +Citra's game modding framework offers drop-in compatibility with Luma3DS mods. -Mods for Luma3DS usually look like: +Just put a Luma3DS mod (usually structured like the following example) into Citra's mod folder for the title, and it should directly work. ``` luma/titles/