Editing Modding:Coding An Item

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We now create 2 lsf.lsx for our MySweetMod\Public\MySweetMod\Content\Assets\Characters\'''[PAK]_Armor'''.
We now create 2 lsf.lsx for our MySweetMod\Public\MySweetMod\Content\Assets\Characters\'''[PAK]_Armor'''.


In these will be a visualbank (list of meshes),a materialbank (list of materials) and a texturebank (list of textures). You can split them into their own pages or combine them all, it doesn't matter. When the multitool converts them they will all get merged together anyway. This separation is for viewer ease as they can become very long. For our needs we are putting them into 2 lsx, a meshes and a texture/material one.
In these will be a visualbank (list of meshes),a materialbank (list of material) and a texturebank (list of textures). You can split them into their own pages or combine them all, it doesn't matter. When the multitool converts them they will all get merged together anyway. This seperation is for viewer ease as they can become very long. For our needs we are putting them into 2 lsx, a meshes and a texture/material one.


First, the meshes.lsx.
First, the meshes.lsx.
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             </save>
             </save>


If there is anything wrong with the material, your item may simply refuse to show up, so it is worth double-checking everything here.
If there is anything wrong with the material, your item may simply refuse to show up, so it is worth double checking everything here.


==RootTemplate ==
==RootTemplate ==
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Meanwhile in your '''Armor.txt''', they link up like this:
Meanwhile in your '''Armor.txt''', they link up like this:


You can look at the game’s own armor.txt for ideas of what to put here. You can delete what you don't wish to add, all you really need is the entry, the type, what slot it uses and the RootTemplate.
You can look at the games own armor.txt for ideas of what to put here. You can delete what you don't wish to add, all you really need is the entry, the type, what slot it uses and the RootTemplate.


  Armor.txt
  Armor.txt
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