Modding

Like many games, Legend of Dragoon can be modified to alter the experience. After the next major release of Severed Chains (Recommended Build 3), the release after that will be focused on expanded modding capabilities.

Some of the simpler modifications are available directly within Severed Chains because they are considered high-demand items (see below). All other mods must be downloaded separately.

This page is about modding via Severed Chains; emulator modding is no longer featured.

Available Mods

Installing mods

Click to expand instructions.
  1. Download and unzip the mod.
  2. Place contents in the “/mods” folder of Severed Chains.
  3. Launch the game.
  4. At the New Campaign screen, select “Mods” and choose which mods to enable.
  5. Additional options for the mod may or may not be present in the Options screen. Please check the mod listing for more info or contact the author.
  6. Note: for now, mods can only be enabled and disabled in new campaigns.

Mods built into Severed Chains

Click to expand: List of mods that currently ship with Severed Chains
  • Render Scaling (not resolution upscaling)
  • Save Anywhere
  • Fast-Forward
  • Text Options
    • Fast Text Speed
    • Auto-Advance Text
  • Combat
    • Disable Status Effects
    • Encounter Rate: Retail, Intended (higher), Average (same as retail with bugfixes), None
    • Inventory Size (1-9,999 consumable items)
    • Additions
      • No Reticle (no square guides, just white-flash accuracy indicator)
      • HUD-less (all UI elements removed)
      • Automatic Additions
      • Automatic D-attacks (Press confirm button once on the interactive screen to trigger)
  • Experimental (only available in config settings or debugger)
    • Dart removable from party
    • Additions – custom color for guide markers
    • Additions – custom color for counterattack markers
    • Battle UI – custom BG color
    • Dialog Boxes – custom color for background gradient
    • Start combat with any foe, from world map or submap screens
    • Select battlefield for next combat encounter
    • Warp to any submap
    • Combat Debugger: change ally/foe stats in realtime
    • Submap Debugger: change model and particle source size, position, rotation, and collision status
    • Gamestate Editor: adjust various states the game is currently in.

Upcoming Mods

Click to expand: A list of upcoming mods that we hope to ship with SC in the future. Please note that the items listed here are subject to change based on volunteer interest and availability. This is an abbreviated sampling of our aggregated mod wishlist.
  • MoGuRuu Dabas functionality
  • Widescreen (combat, menus, world map)
  • Upscaled background images, 3D model textures, and UI elements
  • PVP combat
  • Minigame leaderboards
  • Battle Composer
  • Achievements
  • Lock mods/settings at campaign start (ironman mode / achievements)
  • Camera control
  • Quit to Title Screen
  • Lore Hub
  • Bestiary
  • Improved Tutorials
  • Buy-back in shops
  • Large-scale battles
  • Volume slider
  • Custom playable characters, foes, attacks, voiceovers, textures, battlefields, items, et cetera

The Modding API for Severed Chains

A new modding API is in development for Severed Chains. It is a nexus of growing capabilities that unify and simplify the mod-creation process. The idea is to make it easier for everyone to create mods for LoD, from dialog changes to combat stat adjustments to 3D models and beyond. Although the API is not quite ready for public use, it will be made available as soon as possible. It will receive more attention once the OpenGL hardware rendering feature – and thus Rec. Build #3 – are completed.

What Kinds of Mods Are Possible?

Many kinds of mods and QoL improvements can be made, especially with Severed Chains. Soon, it’ll be possible to change or add just about anything: dialog, playable characters, bosses and minor mobs, additions, special abilities, game modes, even story content! Click for some examples.

Difficulty options are already possible in Severed Chains. Zychronix’ Hard Mode was just adapted for SC featuring tougher foes in battle. HUD-less additions are also in, presenting a significant new challenge for veterans of addition mastery. In the future, it’ll even be possible to create new game mechanics.

Texture modding will include the background images the player walks amongst, 3D model textures, and particles. Improved or brand-new assets of this category will assist in revamping LoD’s overall appearance toward modern graphics standards. A test was completed involving upscaled background images, confirming that the Upscale project can be adapted for SC once higher priorities are finished.

3D models range from characters, to objects, to battlefields and beyond. Naturally, the models in LoD are now outdated despite holding up well in their own time. New models will have more polygons, and help represent a modern/HD appearance. Here is an example of what the boss Urobolus could look like. In the future, it will be possible to place improved versions of existing models or even brand-new designs!

It is possible to edit just about every piece of text in the game. From smaller mods like typo corrections to complete re-interpretations of all the dialog, these lines can be edited in the future to create script mods. This also extends to non-character lines such as combat subtitles (All-out attack!) or the text that comes up when acquiring treasure chests and Goods. There are two script mods made for emulation, one of which is expected to be adapted for SC when the tools become available.

Audio modding comes in many forms. This can include music, ambience, sound effects, and voiceovers. Such mods can replace existing files, or they can be called up as a new instance of sound that didn’t exist in the base game. Multiple audio mods are potentially arriving, between Nogard’s Fandub team and another team from a different community.

Modding FAQ

Q: I downloaded a mod and placed it in the /mods folder, but Severed Chains is not detecting it. Why not?
A: Check to make sure you have placed the files correctly. Some users accidentally place the entire mod folder, instead of just the files inside it. In other words, inside /mods you should only have jar files and any supplementary files/folders

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