BetterFont
Swaps the game's UI font for a serif one (Times New Roman; Georgia or Liberation Serif as fallback), keeping colour, outline and shadow. Texts styled by another mod may keep the original font. No game
About this mod Author’s original text
BetterFont
Replaces the game's interface font with a serif one (Times New Roman; Georgia or
Liberation Serif as fallback), keeping the colour, outline and shadow of the text.
No gameplay change.
- GUID: com.gumatos.betterfont
- Version: 1.0.2
- Works with: Stolen Realm v1.3.1.
- Needs: BepInEx 5 (r2modman installs it for you).
What it does
- Swaps the font of every text in the game, including screens that open later
(level up, tooltips, options) and the combat texts (enemy names, dice numbers).
- Keeps the text style: before swapping, it copies the face colour, outline and
shadow from the material the text was using into a per-text copy of the new font's
material.
- A different shader variant is not a refusal. The serif font is built on
TextMeshPro/Mobile/Distance Field while the game's combat texts use
TextMeshPro/Distance Field Overlay / Distance Field (Surface); the style
properties exist in both, so the copy is best-effort property by property and the log
says what the new variant does not expose.
- Keeps the original font as a fallback, so icons and symbols that Times New Roman
lacks still render (no empty boxes).
- Works with timeScale = 0, which is the case of the game menus.
What it does not do
- No gameplay change — no value, damage, rule or balance is touched.
- No game file is modified and nothing is left behind when you remove the mod.
- No text is translated or rewritten — only the font face changes; the content stays
the game's own.
Together with other mods
Any mod that applies a material effect (outline/halo, shadow) to a text gets the same
treatment: BetterFont swaps the font and re-applies the effect on the new per-text
material. With BetterCombatText installed the combat texts get both: the serif
face and the halo/shadow it had applied. No mod needs to know the other, and there is no
required order between them.
Only when the material carries an effect the copy cannot reproduce is that text left
untouched — the safe choice — and the reason is written by name in the log
([diag] PULADO (...), with Diagnostico/LogDiagnosticoEstilo = true). There are five
reasons to refuse, and they are the five the code refuses on:
- a real face texture (_FaceTex) — the copy never transports textures;
- a real bevel texture (_BumpMap) — same reason;
- the GLOW_ON/BEVEL_ON keywords — glow and bevel are not transported;
- an outline or shadow in use that the new material does not expose
(_OutlineWidth/_UnderlaySoftness) — the case of a bitmap font;
- the serif font has no material yet.
On top of those, any exception raised while checking also refuses (the doubt falls on the safe
side). The check reads the effect present in the material, not the kind of text: a text
nobody classified is protected too.
Configuration
File: BepInEx\config\com.gumatos.betterfont.cfg.
| Section | Key | Default | What it does |
|---|---|---|---|
| Estilo | PreservarEstilo | true | Copies colour/outline/shadow from the old material into the new per-text material. |
| Estilo | PularTextosEstilizados | false | false: also swap the font of texts that carry their own material (or a different shader variant), re-applying their effects. true: leave those texts fully untouched (old look, no serif). |
| Diagnostico | LogDiagnosticoEstilo | false | Logs, per text, what was copied, what could not be copied, what is deliberately left out and the shader variant before/after. With this on, the sweep also prints one line with the new font's material and which properties it exposes. |
The.cfg is read on game start: change it and reopen the game.
A key that is missing from the.cfg is not a special case. BepInEx creates the
entry with the default above (false for PularTextosEstilizados) and the new path
applies. There is one different case: if reading/creating the entry fails (a config
file the mod cannot parse), the safe getter takes over and PularTextosEstilizados is
treated as true — the conservative behaviour, with the error written in the
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: