Mod Ren'Py Universal Ren'Py Mod / URM [2.6.2] (mod any Ren'Py game yourself)

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0x52

Ren'Py Magician
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May 23, 2019
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Can you, though, make it possible to use external fonts, then? Either by using a dialog box or better yet, adding fonts stored in a folder such as \game\0x52_URM\fonts to the "Pick a font" dialog box.
I'll look into this ;)

I have just a little problem when I'm rollbacking, the shortcut alt+m doesn't wotk anymore. I have to load a save or close and reopen the game. Not really a bug I think, it's just annoying.
Yeah. This can happen if you load a save that was created before you installed URM and rollback to the point where URM wasn't installed.

I've seen also that you plan to add other languages. I understand it that it will be a hard work to managed that. It will be great to have the possibility to have your mod in a language different from the game. I often play in english because of awful translation... and having the mod in french at the same time will be great!
I myself translated in french some games, and maybe I can help to translate or make proofreading.
I'm not going to say URM will not support multiple languages in the future, but it has a very, very low priority
 

0x52

Ren'Py Magician
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Is it possible for an URM for Renpy 6.99.13?
See the second post in this thread:
Workaround
There's a workaround for this where you upgrade the Ren'Py version used by the game yourself. But this is not guaranteed to work.
  1. Download the Ren'Py SDK (I would recommend and use the "Download SDK zip" below the buttons)
  2. From the game's folder, remove the folders lib and renpy. Also remove the .exe, .py and .sh files
  3. From the downloaded SDK, put the folders lib and renpy and the files renpy.exe, renpy.py and renpy.sh into the game's folder
  4. Now run the game by starting renpy.exe (on Windows) or renpy.sh (on Linux)
 
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pds72

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Sep 25, 2019
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Request: (if possible)

Adding a paste button to the text replacement window. Then you could input characters not on your keyboard.
 

pds72

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Sep 25, 2019
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What variables need to be modified to enable rollback?
SOURCE:

define config.rollback_enabled = True
Should the user be allowed to rollback the game? If set to False, the user cannot interactively rollback.
 
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Vitklim

Active Member
Feb 22, 2018
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SOURCE:

define config.rollback_enabled = True
Should the user be allowed to rollback the game? If set to False, the user cannot interactively rollback.
Sorry, should've been more specific. I knew that part, but that variable was already enabled, yet something was preventing rollback. I looked through variables to do with it in URM, after a bit of fiddling managed to figure it out.
 
Aug 5, 2021
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How can we rename all same word in all the conversation at once if it also has ",", ".", "!".... etc. Like I want to rename word "John" to "David", even it is small letters, all caps, before or after has punctuations like , . !... etc. all at once.

John > David
John. > David.
John, > David,
John! > David
john > David .... etc.

Thanks for your reply.
 

pds72

Well-Known Member
Sep 25, 2019
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How can we rename all same word in all the conversation at once if it also has ",", ".", "!".... etc. Like I want to rename word "John" to "David", even it is small letters, all caps, before or after has punctuations like , . !... etc. all at once.

John > David
John. > David.
John, > David,
John! > David
john > David .... etc.

Thanks for your reply.
As long as there are no letters, it should be fine. EXAMPLE: Johnny wouldn't be replaced.


As for all caps or lower case, that's more difficult

If there was a line like, "JOHN! WATCH OUT!"
You would have to edit it manually.
If it doesn't replace the name, it may be that John is a variable.
Search for "last" while that dialog is on screen. This will show last line as it is written in code.
So it may look something like [man1]! WATCH OUT!
Here you can either replace the [man1] with DAVID or with [man1!u]
For lower case, use !l instead of the !u. I think !c will capitalize the first letter but not 100%
This only works for when it is a variable.
 

harem.king

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Aug 16, 2023
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0x52

In the rename page, there are two methods:
1. pick a name from a list.
2. type a word to replace.

when you use 2nd method, it won't change the MC's name above the dialog box, it will only change the text inside the dialog box.

when you use the 1st option, it will insist on matching capitalization. So every time dev writes the name uncapitalized it would show the original name.

It won't let you use both methods, and it won't allow you to ignore capitalization for the 1st method.

Can you please allow the option to ignore capitalization when using the 1st method?
 
Aug 5, 2021
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As long as there are no letters, it should be fine. EXAMPLE: Johnny wouldn't be replaced.


As for all caps or lower case, that's more difficult

If there was a line like, "JOHN! WATCH OUT!"
You would have to edit it manually.
If it doesn't replace the name, it may be that John is a variable.
Search for "last" while that dialog is on screen. This will show last line as it is written in code.
So it may look something like [man1]! WATCH OUT!
Here you can either replace the [man1] with DAVID or with [man1!u]
For lower case, use !l instead of the !u. I think !c will capitalize the first letter but not 100%
This only works for when it is a variable.
Thanks for your reply. Let me try.
 

Fish_lip

Member
Mar 21, 2022
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Android user here (although I use the mod on PC as well). I've managed to get access to android/data/<game name>, and all I'm seeing is a folder of save files.
First question- is that where I drop the .rpa file?
Second question- how can I actually open the mod once the game is running, given the lack of keyboard in a fullscreen game?
 

DarkDaemonX

Engaged Member
Mar 31, 2020
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Alright, it happened multiple times now, all in different games, so I can report that the progress tracker will always have 1 unread line of dialogue left no matter what.
 
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Amird850

New Member
Apr 26, 2023
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while trying it in town of magic it gives this eror
coud not find font '0x52-URM/framework/materialconsoutlined-regular.otf'
 
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