Replace font with a OpenType or TrueType font. Built for both players and developers.
Not all fonts are replacable. Specifically those in the game menu and pause menu are not replacable, but everything else should do.
Install the mod (either manual or via a mod manager) and place a font file named font.otf or font.ttf in the same folder as the DLL. Your folder structure should look like this:
.
└── BepinEx/
└── plugins/
└── CarrieForle-CustomFont/
├── icon.png
├── font.otf <- your font
├── manifest.json
├── README.md
├── CustomFont.dll
└── CustomFont.pdb
If you use a mod manager (e.g., r2modman), the above structure should be in a profile folder. If you installed BepinEx manually, it should be in the Silksong installation folder.
Go to Options > Mods > Custom Font
The created font atlas includes characters that are not seen in the game. If this is off then it only includes characters that are seen in the game. The change will take effect when you load a save file.
[!WARNING] Enabling this option will cause noticeable load delay if the font file is large (> 1MB), which can take from seconds up to several minutes.
The scale of font size e.g., 1.5 means 150% bigger.
Where to apply custom font:
[!NOTE] Even when you use "All", texts in the menues and some cutscenes remain unchanged as they use different UI toolkits which this mod does not cover.
See documentation.
.NET 10 is required.
Create SilksongPath.props under CustomFont. Copy and paste the following text and edit as needed.
<Project>
<PropertyGroup>
<SilksongFolder>SilksongInstallPath</SilksongFolder>
<!-- If you use a mod manager rather than manually installing BepInEx, this should be a profile directory for that mod manager. -->
<SilksongPluginsFolder>$(SilksongFolder)/BepInEx/plugins</SilksongPluginsFolder>
</PropertyGroup>
</Project>
dotnet build -c Release
dotnet tool restore
dotnet docfx docfx/docfx.json --serve