CustomFont
Replace font with a OpenType or TrueType font file
About this mod Author’s original text
CustomFont
Replace font with a OpenType or TrueType font. Built for both players and developers.
Limitation
Not all fonts are replacable. Specifically those in the game menu and pause menu are not replacable, but everything else should do.
Player Usage
Install the mod (either manual or via a mod manager) and place a font file named font.otf or font.ttf in the same folder as the DLL. Your folder structure should look like this:.
└── BepinEx/
└── plugins/
└── CarrieForle-CustomFont/
├── icon.png
├── font.otf Mods > Custom Font
All Chars Atlas
The created font atlas includes characters that are not seen in the game. If this is off then it only includes characters that are seen in the game. The change will take effect when you load a save file.
[!WARNING]
Enabling this option will cause noticeable load delay if the font file is large (> 1MB), which can take from seconds up to several minutes.
Font Scale
The scale of font size e.g., 1.5 means 150% bigger.
Replace Font Mode
Where to apply custom font:
- Disabled: don't apply custom font
- Effected by language: only apply custom font to texts that are effected by languages e.g., dialogues. Texts such as number of items, button prompt are not applied
- All: apply custom font for all possible texts (experimental)
[!NOTE]
Even when you use "All", texts in the menues and some cutscenes remain unchanged as they use different UI toolkits which this mod does not cover.
Developer Usage
See documentation.
Build.NET 10 is required.
Create SilksongPath.props under CustomFont. Copy and paste the following text and edit as needed.
SilksongInstallPath
$(SilksongFolder)/BepInEx/plugins
dotnet build -c Release
Build documentation
dotnet tool restore
dotnet docfx docfx/docfx.json --serve
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: