Guides/Adding New Ship Customization Entries
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Preface
Adding new ship customization entries to the game files requires jumping through a couple of hoops, but at the same time it is relatively straightforward, just a little finnicky. It's important to know that any other mods that modify the same files as your mod will break things. You will have missing UI textures at best and missing entire models at worst (see example in Common issues section at the bottom of this guide). In other words - there is no real benefit of adding new ship customization items as separate entries to the game files instead of overwriting existing sails/hull, unless the player intends to play without any other mod that edits the same files as your mod. This is not to discourage you from making your mod add new entries, but simply a word of caution, mod away! :) You can always add compatibility with other mods at your own liking with relative ease, so not all is bad.
Preparing files to edit
Refer to Like a Dragon: Pirate Yakuza in Hawaii/Ship Customization for additional information on what files to look for and where.
List of all files that you need to extract and edit in order to be able add your custom sails/hull into the game as brand new entries to the game files. If you wish to simply recolour the existing sails/hull, refer to these guides instead:
All origin filenames and directories are relative to <game dir>\LikeADragonPirates\runtime\media\data
Filename | Origin | Editing purpose |
---|---|---|
pause_pirate_menu_ship_customize_part.bin | db.spr.<language>.par | Add an entry for your sails/hull to be selectable in Customization screen: name, price, availability (e.g. direct purchase, a shop, etc.), variants (more than one type of customization that you can select one you acquire the item) |
pirate_ship_ship_model_customize_body.bin | db.spr.<language>.par | Add an entry for your hull stating which hull model, mast and rudder wheel to use |
pirate_ship_ship_model_customize_sail.bin | db.spr.<language>.par | Add an entry for your sails stating which sail category to use (see below) and what base colour of the sails is (RGB value) |
pirate_ship_ship_model_customize_sail_category.bin | db.spr.<language>.par | Add an entry that explicitly lists which texture file is used for which part of the sails. Your new custom texture filenames must be listed here |
item.bin | db.spr.<language>.par | Add the sails/hull as an actual item for the game to add to your inventory regardless of whether your item will be sold at a store or be purchasable from the Customization menu |
ui_texture.bin | puid.spr\ | Add an entry of your new UI texture to a list of all UI textures in the game which will be referenced multiple times across other files |
asset_id.dat | asset_ngen.par | Contains data equivalent of pirate_ship_ship_model_customize_sail_category.bin but for hull textures instead of sails textures, add a new entry here detailing which hull texture is used on which part of the hull's model (and which model is used) |
Step-by-step guide
With all the prerequisite information out of the way we are able to start modding the game files to add your new sails and hull items to it.
Reference of dependencies within each file
If it wasn't clear yet from the table above - the files that we need to edit all depend on values from one another creating a whole cascading effect of entries that you need to add into other files for the game to put your things into the right places. This section will show you the overview of the dependencies for every file that needs to be edited to have new custom sails and hull items added to the game. As an example, I'm adding new custom sails of Koganei Niko from Hololive. I will use the name "Koganei Niko" for the names that show in UI and all of the ID entries and texture filenames will have niko
in their name.
Sails new entry dependencies
Hull new entry dependencies
<insert diagram here>
Common issues with this modding approach
Clashing IDs
If you want to have make two mods that add new type of sails/hull to customize your ship - they will overwrite each other when loaded by SRMM. There is a workaround of making your mods (and any other mods made by others, for that matter) compatible with one another, but that will only work within the scope of those mods in particular.
In the example above I have two separate mods that modify the same
pause_pirate_menu_ship_customize_part.bin
file to add a new customization option to the list of items that you can select from ship Customization menu. Depending on which mod is listed higher in the SRMM mod list that mod's file will be loaded and overwrite the other mod's changes. This is universal across all other mods that change same files and is not exclusive to Pirate Yakuza. Keep this in mind if you wish to add new ship customization item entries! In the example above if you have a save file that has the body type (hull) from the left file equipped on your ship and you load the mod on the right then your pirate ship will be missing its hull and will completely break things. If this happens, you will need to manually adjust the mod file of the newer mod (in the example, the one on the right) to include the same entries from the older mod (in the example, the mod on the left) while appending the ID number, reARMP_rowIndex and ROW_COUNT accordingly.