STORY OF SEASONS: Pioneers of Olive Town

STORY OF SEASONS: Pioneers of Olive Town

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ejh1990 Oct 3, 2021 @ 1:40am
[MOD] General modding thread
Let's talk modding. Bottom line up front: totally doable. As you see can here:

Modding Discord

https://discord.gg/eV3mYDDCz3

If you want to keep up to date with general Story of Seasons modding in real time, that's the place to be. And if you have any skills or knowledge, or are interested in making mods for the games, I would also love to see you there.

Are there some obstacles to modding?

Yeah. There are a couple of things to note:

  • The game uses il2cpp and there's a CRC check on bundles, so you'll need to edit a few bytes in UnityPlayer.dll to circumvent the CRC checker and allow modified bundles to load.
  • The game uses a newer version of Unity with which some tools don't work.

Right! So how do we fix that?

Addressing the first point, you can either download a prepatched version of the UnityPlayer.dll that SoS:PoOT uses here:


or if you don't trust some internet rando (which is fair enough) you can patch it yourself. You'll need a hex editor, of course. (I recommend HxD). And here's the bytes you'll need to replace:

at offset 0x2D205E, replace this one byte:

74

with

EB

and at offset 0x2DE636, replace these six bytes:

0F 84 1E 01 00 00

with

E9 1F 01 00 00 90

The UnityPlayer.dll is located in the game's base install directory.

Note: I can't really take credit for finding that though as I learned of that through the work of the peeps modding the Final Fantasy Pixel Remasters. All I did was find the (different) offset for the UnityPlayer.dll that shipped with PoOT.

I need the original DLL again!

I have included the original dll in the download above, but if you mess up / want the original dll back you can also always get the original file back via the following steps:

  1. Library
  2. Right click game.
  3. (in menu) Properties
  4. (in window) Local Files
  5. "Verify integrity of game files"

And the issue with modding tools?

Addressing the point about modding tools... AssetStudio still works absolutely fine. UnityAssetBundleExporter (UABE) on the other hand won't work. Instead, you'll need to grab the Avalonia fork (UABEA) here:


UABEA is still not quite on par with UABE, but it at least works.

Nice! Where are the bundles?

The bundles are in:

./STORY OF SEASONS Pioneers of Olive Town_Data/StreamingAssets/aa/StandaloneWindows

of your install directory.

Mod releases

Maker Overhaul:-
https://steamcommunity.com/app/1392960/discussions/0/2954915322317373767/

What else is moddable? (Observations)

Things that are worth investigating further...

  • NPC dialogue modifications -- switches/conditions in ./MonoBehaviour/TalkMaster, actual dialogue in ./MonoBehaviour/TalkText_*. Note: in the case of DLC area(s), each area has its own instances of these files. - confirmed working!
  • Maker mechanics (process time, input/outputs, max stack) -- MakerMaster MonoBehaviour. - confirmed working!

Other areas for investigation:-

  • General & advanced game mechanics -- GameSetting MonoBehaviour... some VERY interesting things here. -- partially confirmed moddable
  • Crafting recipes & outputs etc. -- CraftMaster MonoBehaviour
  • Item & crop(?) drops -- DropMaster MonoBehaviour
  • Bag capacity & upgrade costs -- BagMaster MonoBehaviour
  • Map properties (season, rideable, in/outdoor, etc) -- FieldMaster MonoBehaviour
  • Camera settings (?) incl roation (?) -- FollowingCamera MonoBehaviour
  • Item DB (incl. shipping values) -- ItemMaster MonoBehaviour
  • Friendship points (level settings & gift points) -- LikeabilitySetting MonoBehaviour
  • Crop growth rules (seasons, growth time, etc.) -- ObjectMaster MonoBehaviour
  • Tool settings (speed, efficiencies, upgrade cost etc) -- ToolMaster MonoBehaviour
  • Quests & requests -- QuestMaster MonoBehaviour. Town requests are Type ID #1, so more difficult town request mods are very likely doable.
  • Town facilities opening days/hours -- TownTimeMaster MonoBehaviour
  • NPC/townspeople birthdays, gender, appearance(?), marriage settings, etc -- CharacterMaster MonoBehaviour -- appearance parts not working (?), marriageability/birthday confirmed working!

    Other resources for modders

    There is a detailed list of all assets (XML) here:


    or a simplified list here:


    and a compedium of references (working document):


    (although I encourage potential modders to join the Discord to pool resources) :)

    post edits

    (also added an observations section above)

    edit 3: dialogue mods confirmed as possible:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2618176726

    edit 4: maker properties confirmed moddable

    https://steamcommunity.com/sharedfiles/filedetails/?id=2618236503

    (a maker overhaul might actually be my first useful mod I will work on... props to Algester for the inspiration)

    edit 4: some camera tweaks made in GameSettings; demonstrates that at least a significant number of things in there (a ton of game rules and mechanics) are modifiable:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2618296575

    edit 5: tidied up this thread and added link to the first proper mod. :)

    edit 6: added a modding discord -- should mean that I don't have to keep editing this post so much
Last edited by ejh1990; Aug 7, 2022 @ 1:09pm
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Showing 1-15 of 15 comments
Remmus Cobalt Oct 3, 2021 @ 9:23am 
Ooh interesting! I really hope to see some great mods, I've been having a blast with the vanilla version so far but I had my hopes down considering FoMT didn't get any kind of mod!
ejh1990 Oct 3, 2021 @ 9:33am 
Originally posted by Remmus Cobalt:
Ooh interesting! I really hope to see some great mods, I've been having a blast with the vanilla version so far but I had my hopes down considering FoMT didn't get any kind of mod!

Yeah. That one, if I recall, works quite differently. Everything is in a super-duper password protected zip. (Most likely handled with sdkencryptedappticket64.dll).

From a quick look around, even if extraction is successful, repacking causes issues. And -- don't quote me on this, though -- some files are further encrypted.

Doraemon: Story of Seasons is the easiest of the three to mod in theory, but that's even more niche. Having said that, now the only real obstacle to modding this (at least to a basic level) has been overcome. (And this game looks like it is easier to mod in practice, too... limitations of existing tools notwithstanding).

On a side-note: if anyone wants to mirror anything I am putting on Nexus or whatever, go right ahead. My only request is the usage rights are kept very liberal and permissive (i.e. no real restrictions on use or inclusion in modpacks etc) :)

Would put it on there myself but... Ugh, effort.
Last edited by ejh1990; Oct 3, 2021 @ 9:35am
Algester Oct 3, 2021 @ 7:47pm 
thing is FoMT might be compiled with Unity but the game that shipped to steam might be some sort of switch emulation thats working on windows hence why no one could figure out any way to mod it
Last edited by Algester; Oct 3, 2021 @ 7:47pm
ejh1990 Oct 4, 2021 @ 1:11am 
Originally posted by Algester:
thing is FoMT might be compiled with Unity but the game that shipped to steam might be some sort of switch emulation thats working on windows hence why no one could figure out any way to mod it

A shame, but it is what it is I suppose.

I have been messing around some more this morning and birthdays can be modded. As can marriage eligibility:

https://steamcommunity.com/sharedfiles/filedetails/?id=2619097483

It may take a bit more work and experimentation (and it might mean having to have a modded marriage candidate appear at the wedding in normal clothes), but I don't see why marriage mods aren't completely off the table.

There is also EyeColorId and HairColorId in the same bit, but couldn't get it to work. Had it worked, basic NPC appearance modification (without touching the Texture2D stuff) might have been possible.
Nine Oct 4, 2021 @ 11:25pm 
Would it be possible to mod the mount speeds? and like separate speeds for the special mounts (from blessings), the regular mount, and the bike?
ejh1990 Oct 4, 2021 @ 11:44pm 
Originally posted by NineNoeru:
Would it be possible to mod the mount speeds? and like separate speeds for the special mounts (from blessings), the regular mount, and the bike?

Absolutely! :)

I've not found the specific bike speed yet (or if I have, I quickly skipped over it), but player & horse speeds are in GameSetting. Here are the default values:-

"PlayerWalkSpeed": 1.0, "PlayerRunSpeed": 4.5, "PlayerSpeedBorder": 0.8, "PlayerHorseSpeed": 6.0, "PlayerInWeedSpeed": 3.0, "PlayerLimitMoveSpeed": 2.8,
Asami Oct 5, 2021 @ 2:41am 
Originally posted by ejh1990:
Originally posted by Algester:
thing is FoMT might be compiled with Unity but the game that shipped to steam might be some sort of switch emulation thats working on windows hence why no one could figure out any way to mod it

A shame, but it is what it is I suppose.

I have been messing around some more this morning and birthdays can be modded. As can marriage eligibility:

https://steamcommunity.com/sharedfiles/filedetails/?id=2619097483

It may take a bit more work and experimentation (and it might mean having to have a modded marriage candidate appear at the wedding in normal clothes), but I don't see why marriage mods aren't completely off the table.

There is also EyeColorId and HairColorId in the same bit, but couldn't get it to work. Had it worked, basic NPC appearance modification (without touching the Texture2D stuff) might have been possible.

Wait, so you telling me that it's possible to make a Lars a bachelor?
ejh1990 Oct 5, 2021 @ 6:27am 
Originally posted by Luna:
Wait, so you telling me that it's possible to make a Lars a bachelor?

It's not impossible. What's not clear yet is how much extra work it is to make a non-bachelor(ette) a bachelor(ette). It definitely isn't just a case of changing the Marryable parameter in CharacterMaster. There are events to wrangle with too. And it's still not fully clear how it impacts schedules etc.
ejh1990 Nov 29, 2021 @ 11:34pm 
I don't usually like double-posting, but I am bumping this for the benefit of anyone who is using (or has used) mods and who isn't following the Discord (which is totally fine and valid) and wants to know how the game v1.1.0 update impacts this:-

  • The patched UnityPlayer.dll is unchanged, but the update may have reverted the modded version. If you are using mods and your game doesn't load properly, this is why.
  • The bundles themselves have changed, but I have spent this morning updating them so they are ready to go!

As of v1.1.0 the game is still very much moddable.
xAlphaStarOmegax Dec 4, 2021 @ 5:53am 
Is there a way to stop weeds and trees from spawning on main farm?
ejh1990 Dec 5, 2021 @ 2:15am 
Originally posted by xAlphaStarOmegax:
Is there a way to stop weeds and trees from spawning on main farm?

I'm taking a look now. Initial thoughts would be modifying the following parameters in ObjectMaster:-

"GrowInSpring": 1, "GrowInSummer": 1, "GrowInAutumn": 1, "GrowInWinter": 1,

to be:

"GrowInSpring": 0, "GrowInSummer": 0, "GrowInAutumn": 0, "GrowInWinter": 0,

(cross-referencing the DropGroupId with the item ID in DropMaster).

Taking this approach would stop all growth, however. (Even manually planted trees). I am sure there is a better parameter to change elsewhere. In fact -- rather annoyingly -- I am pretty sure I have come across something that actually governs automatic grass/tree growth before. And what's more annoying is I forgot to record where that actually was.

I'll keep looking. If I do find the thing I am looking for, I'll throw it up as a mod that's ready to go.
xAlphaStarOmegax Dec 5, 2021 @ 3:04am 
Originally posted by ejh1990:
I'll keep looking. If I do find the thing I am looking for, I'll throw it up as a mod that's ready to go.

I appreciate it. how fast everything grows has always troubled me.
MJA.PNW.PRO Feb 4, 2022 @ 2:02pm 
I feel like this should have been in the game by default but here goes my wishlist for mods in no particular order or desire:
- make placed walking tiles not show "Clear away" unless you have that tile selected.
- One Bell to rule them all (Place a bell near house that puts all livestock to pasture)
- Animals don't mind the rain (you can put animals to pasture when it rains, but not when it snows )
- Slow down ( 1 min in game time = 10 seconds instead of 3)
- stop time (time does not advance until you go to bed
- Real time (Real time: 1 minute in real life = 1 minute in game. I f you decide on this one can you also modify the calendar in game to include all the months? to much? yeah probably)
- Auto Egg Collector (Deposited in a container in coop)
- Auto Milker
- Auto Shaver
- Silo increase from 99 to 999
- Silage increase from 99 to 9,999 and Deluxe fodder to 999
- Harvest Scythe (Swinging the scythe at full charge can harvest all the crops in it's range)
- Ultimate Hammer (charge the hammer to level 2 to greatly expand the range to whole screen. and you can change lakes and water holes to normal ground )
- Ring of the Earth Spirit (within it's range of a charged hammer strike: it passively causes all grass and trees to be cut, all harvests \ rocks \ water puddles to erupt, and shells to be collected, and if makers have items completed they are collected, enemies also perish ) in order to make it active it is an item like a tool and must be highlighted

>>> these two below are probably impossible so not going to worry, just a suggestion <<<
-Finished MAKER Product deposit to container ( Maker deposits to > Container on RIGHT side)
-Maker pulls from Container (Container on LEFT side > deposits to maker
Juxtavarious May 13, 2022 @ 8:46pm 
Is there a chance that anyone can make a mod that will just FORCE harvesting to actually trigger? I am so tired of struggling to find what pixel to stand on at what angle to pick up a crop after thirty attempts. This glitch is so stupid. I would greatly appreciate it if anyone could do what the devs appear to be refusing to do and fix this stupid glitch.
chasing-the-dragon May 18, 2022 @ 11:24pm 
Would there be a way to slow down in game time? I'm not sure If I'm wording this right, just making the days last longer?
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