FontPatcher

v1.2.4·Updated 2024-04-11

Replace in-game font with other things

About this mod Machine translation

LC-FontPatcher

Change in-game font to other font asset

Fix chat input bug on IME input

Config

default font assets

  • 00 default: English('$' fixed)
  • 01 kr: Korean (Orbit.ttf / DungGuenMo.ttf)
  • 02 jp: Japanese (Pretendard.ttf / Best-Ten.otf)

Each font is tried in the order of its name.

  • "Hello": in-game(if used) => 00 default
  • "한글": in-game(if used) => 00 default => 01 kr
  • "日本语": in-game(if used) => 00 default => 01 kr => 02 jp

How to use this mod as dependency

You can download here example mod

Folder structure.

|-- config

| |-- FontPatcher

| | `-- TestPath

| | `-- korean

| `-- lekakid.lcfontpatcher.cfg

|-- icon.png

`-- manifest.json

Minimized config

Settings file was created by plugin FontPatcher v1.2.0

Plugin GUID: lekakid.lcfontpatcher

[General]

Using in-game default normal font

Setting type: Boolean

Default value: true

UsingNormalIngameFont = true

Using in-game default normal font

Setting type: Boolean

Default value: true

UsingTransmitIngameFont = true

[Path]

Setting type: String

Default value: FontPatcher\default

FontAssetsPath = FontPatcher\TestPath

How to create another language's font AssetBundle

Initialize project

Create a new project with Unity 2022.3.9

Open Window > TextMeshPro > Font Asset Creator

Import TMP Essentials

Create "Editor" Folder

Create script file, then paste below source in file

//

using UnityEditor;

using System.IO;

public class CreateAssetBundles

{

[MenuItem("Assets/Build AssetBundles")]

static void BuildAllAssetBundles()

{

string assetBundleDirectory = "Assets/AssetBundles";

if (Directory.Exists(assetBundleDirectory))

{

Directory.Delete(assetBundleDirectory, true);

}

Directory.CreateDirectory(assetBundleDirectory);

BuildPipeline.BuildAssetBundles(assetBundleDirectory,

BuildAssetBundleOptions.None,

BuildTarget.StandaloneWindows);

}

}

After once initialize project, you don't need to repeat this step

How to make font asset

Add ttf/otf font file that want to be import

  • Sampling Point Size: 10n (Recommend 90 or 80)
  • Padding: n (if sampling point size is 80, set 8)
  • Render Mode: RASTER

Generate font asset with your language's character set

FontPatcher recognize by font's name.

You must be save font file according to the list below.

  • Normal: Default game font
  • Transmit: Signal translator's HUD font

(Recommend) Set line height to 98.1, ascent line 72.

These values are in-game setting.

Set font's material shader to Distance Field

Set font's texture filter mode to Bilinear

Select Normal.asset, Transmit.asset, add to AssetBundle

Set AssetBundle's name what you want (e.g. "jp", "cn", etc)

Build AssetBundles

Copy AssetBundles file to your mod folder

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
FontPatcher-1.2.4.zip
File size
6.4 MiB