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4. Export a .cws shard

A CrystalWorkshop Shard (.cws) is the file players install. It stores your changes as patches against each player’s own game files, so it carries no copy of the game’s data.

  1. Choose Export… (on the Changes page or in the top bar). The Export changes dialog plans what will be written. It never writes until you confirm.

  2. Choose Shard (.cws). The other choice, Loose files (mod_data), writes the changed files straight into the game’s mod_data folder for your own quick tests, with backups.

  3. Fill in the Mod metadata form. It opens the first time; Edit metadata… reopens it.

    • Mod name and Description are required, for example Cheaper Potions and Potions cost 60 gil in every shop.
    • Changes is this version’s changelog entry in Markdown, for example ### Changed and a list.
    • Version is required and must be semver, for example 1.0.0.
    • Author, Game (read-only) and an optional Image are shown on PulseDepot’s details page.
    • Output defaults to <game>/ff13_studio/exports/<name>.cws.

    The Mod metadata form of the Export dialog

  4. Choose Continue, then Build shard (1 files). CrystalWorkshop builds the shard, verifies it and writes it. Rows marked Unverified (routes not proven in game, which includes all of XIII-2 and LR) need allow ticked to be included.

Result: your shard is in ff13_studio/exports/. Your changes stay pending, so you can keep working and export again with a higher version.

More detail: Mod export reference. Next: 5. Install and test it.