Getting Started - Gilbert142/gomori GitHub Wiki
WELCOME TO MODSPACE.
You haven't been living here as long as you can remember. In fact, if you're like 60% of people accessing this guide (which is a rough estimate based on no facts), you may have absolutely no experience with modding RPGMaker MV games, let alone OMORI. But that's okay! This guide will guide you through the boilerplate process so you can get to modding with little to no questions.
The Workspace
Lets get the boring, one-time stuff out of the way first. To start, you'll need the following things ready on your computer:
- OMORI, obviously.
- gomori installed on your OMORI installation. Installation guide here
- RPGMaker MV. As of the writing of this guide, you'll need to have your hands on a free trial, or an owned copy of RPGMaker MV.
- Tiled installed, specifically 1.0.3. Any version past 1.0.3 will not work and cause very strange errors!
- Your favorite text editor. Unless you plan on advanced scripting, you can get by with Notepad++. Otherwise, you might want to look at a fully-featured editor like Visual Studio Code.
- Do not use Notepad! Notepad is a vile, disgusting program that doesn’t play nice with Gomori (or anything at all, really). Save yourself the questions and use another text editor.
To mod the game, you'll need to decrypt the game files. You'll need to install this mod by FalsePattern. After installing the mod, boot the game and follow the on-screen instructions. After the decryption process is complete, you will have a new "www_decrypt/" folder in your OMORI installation folder, where you will do most of your work in.
If you plan on working in RPGMaker MV, you will also need to make a project file at the base of the "www_decrypt/" folder. Create a new file called "Game.rpgproject", and change its contents to "RPGMV 1.6.1". You may now open the "Game.rpgproject" file and start working in RPGMaker MV.
Modifying the Game
Congratulations! If you followed all of the steps in the last section, then you're now ready to make modifications to the game! Learn how to create your first mod. We encourage you to make modifications exclusively in your mod folder for easy testing and minimal work.
For RPGMaker MV, this means copying over the JSON files in the "data/" directory into your mod. For Tiled maps, this means copying over the JSON files in the "maps" directory into your mod. For everything else, you may want to copy the files you wish to modify into your mod folder and work in there. Only copy files you've actually modified! Not doing so creates unnecessary conflicts with other mods!
Editing Maps
In RPGMaker MV, you will quickly find that all of the maps are missing their terrain. The terrain is stored separately from RPGMaker using a third-party tool called Tiled. Each map’s terrain is stored in a corresponding "map[ID].json" file in the "maps/" folder, where [ID] is the map’s ID. In RPGMaker, you can see a map’s ID by right clicking it in the map menu and selecting "Edit." It should display at the top left.
Keep in mind that you won’t be able to see any RPGMaker events in Tiled, and you won’t be able to see any Tiled terrain in RPGMaker. There is a way to import Tiled map screenshots into RPGMaker to make your life a little easier, but I have no idea how to do it.
Other Resources
https://rmmv.neocities.org/ General RPGMaker MV help.
https://kinoar.github.io/rmmv-doc-web/ RPGMaker MV javascript reference.
http://www.yanfly.moe/wiki/ Yanfly's plugin wiki