diff --git a/site/content/help/feature/game-modding.md b/site/content/help/feature/game-modding.md index eb8a37a..dedeb65 100644 --- a/site/content/help/feature/game-modding.md +++ b/site/content/help/feature/game-modding.md @@ -67,20 +67,20 @@ It is okay to omit one (or more) of them if the mod does not need to replace tho ### 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. -Mods for Luma3DS usually come in a single folder. You need to copy the files to the correct folders for use in Citra. For example, a Luma3DS mod may look like: +Mods for Luma3DS usually look like: ``` luma/titles/ - - other folders - - other files + - romfs + - other files and folders - code.bin / code.ips - exheader.bin ``` Note that everything demonstrated above is optional. It is possible that a mod contains only some of these files. -You need to copy `code.bin` or `code.ips` to the `exefs` folder, the `exheader.bin` directly to the mods folder, and everything else to the `romfs` folder. If a said folder does not exist, create it. +You need to copy the files to Citra's mod folder for the corresponding title. Then, you should make an `exefs` folder and move `code.bin` or `code.ips` inside. ``` -It is important to note that you need to copy the files to their correct subfolders! -Directly putting a Luma3DS mod will not result in it being applied. +It is important to note that you need to move the code replacements/patches to the `exefs` subfolder! +Directly putting a Luma3DS mod will likely not result in it being applied. ``` ### Conclusion