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Simple Mod Export

Goal: turn your pending changes into a CrystalWorkshop Shard (.cws), then install it with PulseDepot and try it in game.

  • At least one pending change. For example, the Potion price from Simple DB Edit. The status bar shows 1 pending change, and the top bar shows Export (1).
  • PulseDepot 0.1.0-beta (its own package), to install the shard.
  1. Open Changes: in the navigator, or with Export (N) › the Changes page. It lists each changed file, its base layer (the archive or an earlier mod layer), its destination and its size. AI edits only filters to changes made by AI clients.

    The Changes page with one changed sheet

  2. The Project page (Ctrl+K › Project) shows the shard project:

    • metadata;
    • native code units;
    • attachments;
    • filelists.
  1. Choose Export…. The Export changes dialog plans what will be written. It never writes until you confirm.

  2. Choose Shard (.cws). The changed files are stored as patches against the original game files, and staged scripts as Java patches. The other choice, Loose files (mod_data), writes the files straight into the game’s mod_data instead.

  3. The Mod metadata form opens the first time. Edit metadata… reopens it.

    • Mod name and Description are required.
    • Changes is this version’s changelog entry, in Markdown such as ### 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.

    Export dialog with the Mod metadata form

  4. Rows marked Unverified are routes that are not proven in game (all of XIII-2 and LR). Tick allow on each one to include it. Not exported (N) lists edits that cannot be shipped and the reason.

  5. Choose Build shard (N files). CrystalWorkshop builds the shard, verifies it and writes it. Your changes stay pending, so you can keep working and export again.

The first shard export silently creates your author key in ~/.config/ff13-studio/author/ (the XDG config folder; on Windows, the matching app-data folder). Each shard carries your project encrypted to this key. Only you can reopen it as an editable project with File › Open shard…. Players need no key.

Settings › Author shows the key id and can protect it with a password. Back up this folder. Without the key you cannot reopen your own shards as projects. The installable mod inside each shard keeps working.

  1. Start PulseDepot, choose the same game tab, and choose Add mod…. Pick the .cws (or drop it on the window).
  2. Choose Review changes, then Apply changes with the game closed. PulseDepot installs Crux if needed and writes active.crximg.
  3. Start the game. On Linux/Proton without NovaFix, the launch options must contain WINEDLLOVERRIDES="version=n,b" %command%.

See the PulseDepot guide for ordering, conflicts and troubleshooting.

The shard is in ff13_studio/exports/, and PulseDepot lists it as SHARD · v1.0.0. In game, the Potion’s shop price is the new value.

  • In CrystalWorkshop: revert files on the Changes page. Exporting never changes the game archives.
  • In PulseDepot: untick the mod, or choose Uninstall all…, then Apply changes. Your saves are never touched.
  • To update a mod: export again with a higher Version. PulseDepot replaces the listed mod and shows the changelog.

Simple DB Edit · FAQ and Troubleshooting · Glossary · Enabling MCP