Frequently Asked Questions - Raytwo/Cobalt GitHub Wiki

Cobalt Compatibility/Why isn't this mod working with the others?

Cobalt compatible mods have game data files and message files unbundled in [Mod Name]/patches/xml/ and [Mod Name]/patches/msbt/. This means the mod has a Person.xml instead of a person.xml.bundle or accessories.bytesinstead of accessories.bytes.bundle. This allows Cobalt to be able to merge multiple mods at once, without you having to manually merging the files.

However, not all game files in a Cobalt compatible mod are unbundled.

Game files you should expect to be bundled for a Cobalt mod: anything that's not in Data/StreamingAssets/aa/Switch/fe_assets_gamedata.

If any of the files in the directory listed above are bundled (eg. skill.xml.bundle), then the mod is not Cobalt compatible and will not merge with any mods that edits the same files.

If game files are contained in a romfs folder, then the mod is not Cobalt compatible, since the game files are bundled.

How do I make a mod Cobalt Compatible if it's not?

If your mod is for 2.0.0, you can try using the tool at https://github.com/DivineDragonFanClub/cobalt-migrator

How do I make a mod Cobalt Compatible if it's not? (Manual Steps)

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If a mod has any of the xml files listed in the previous question bundled, then you can unbundle the files yourself. Two program you can use to unbundle the bundles: EngageXml and UABEA.

After unbundling your files, you can place unbundled gamedata xmls in [Mod Name]/patches/xml/ and unbundled msbts in [Mod Name]/patches/msbt/, with the same directory structure as in fe_assets_message.

Example: bundled file cook.bytes.bundle that would be located in fe_assets_message/us/usen/cook.bytes.bundle, would be now located in /patches/msbt/us/usen/cook.bytes as an unbundled bytes file instead.

The rest of the mod retain the same filesystem. If the mod came in a romfs folder, take the rest of the contents out and place it directly in the mod's root directory (eg. the Data folder in [Mod Name]/romfs/Data/ is moved to [Mod Name]/Data/). The mod folder should now be in sd:/engage/mods/[Mod Name], where Cobalt launches the mods.

Note that is this is a different location from loading it in your atmosphere/emulator mod folder. There should not be a romfs folder .