Editing Modding:Coding An Item
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|description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3. | |description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3. | ||
|image=Modding_resources.webp | |image=Modding_resources.webp | ||
}}{{ | }}{{NavModding}} | ||
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You have made a mesh for a human man, a circlet. We are going to add it to the game. | |||
Remember to check your naming conventions for .lsf.lsx files so the multitool correctly converts them, and keep in mind that some lsx files should not be converted to lsf at all. | Remember to check your naming conventions for .lsf.lsx files so the multitool correctly converts them, and keep in mind that some lsx files should not be converted to lsf at all. | ||
Be sure to also check [Modding:Sample_Templates Sample templates.] for further reference. | |||
This guide does not cover adding custom icons. | |||
==File Overview == | |||
==File Overview== | |||
Your mod is '''MySweetMod''' | Your mod is '''MySweetMod''' | ||
*MySweetMod | *MySweetMod | ||
**Generated | **Generated | ||
**Public | |||
****MySweetMod | ****MySweetMod | ||
*****Assets <- models and textures | *****Assets <- models and textures | ||
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******Assets | ******Assets | ||
*******Characters | *******Characters | ||
******** [PAK]_Armor <-- material and mesh LSX for custom outfits and weapons | ********[PAK]_Armor <-- material and mesh LSX for custom outfits and weapons | ||
****GUI | **** GUI | ||
*****RootTemplates <--- Your Roottemplate lsx goes here. MySweetMod.Lsx | *****RootTemplates <--- Your Roottemplate lsx goes here. MySweetMod.Lsx | ||
*****Stats | *****Stats | ||
*******Generated <--- TreasureTable.txt - This tells the game where the item will spawn. | *******Generated <--- TreasureTable.txt - This tells the game where the item will spawn. | ||
********Data <--- Armor.txt, Object.txt, Passive.txt, Weapon.txt and other TXT files. These contain stats. | ********Data <--- Armor.txt, Object.txt, Passive.txt, Weapon.txt and other TXT files. These contain stats. | ||
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</save> | </save> | ||
==Materials and Texture .lsx== | ==Materials and Texture .lsx == | ||
Now, we move on to our materialbank. | Now, we move on to our materialbank. | ||
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In order to make, say, pants disappear when boots are put on, you may need to use a _Vertcut Material, such as 'Public/Shared/Assets/Materials/Characters/CHAR_BASE_VertCut.lsf', and ensure VertexMask is set to True in the mesh lsx. (As well as vertex painting the item itself the desired colour) | In order to make, say, pants disappear when boots are put on, you may need to use a _Vertcut Material, such as 'Public/Shared/Assets/Materials/Characters/CHAR_BASE_VertCut.lsf', and ensure VertexMask is set to True in the mesh lsx. (As well as vertex painting the item itself the desired colour) | ||
We now add a texturebank to the same lsx. | We now add a texturebank to the same lsx. | ||
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<attribute id="Depth" type="int32" value="1" /> | <attribute id="Depth" type="int32" value="1" /> | ||
<attribute id="Localized" type="bool" value="False" /> | <attribute id="Localized" type="bool" value="False" /> | ||
<attribute id="SRGB" type="bool" value="False" /> Ensure this is set to False | <attribute id="SRGB" type="bool" value="False" /> Ensure this is set to False- can't remember why but it does need to be. | ||
<attribute id="Streaming" type="bool" value="True" /> | <attribute id="Streaming" type="bool" value="True" /> | ||
<attribute id="Template" type="FixedString" value="" /> | <attribute id="Template" type="FixedString" value="" /> | ||
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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== | ||
Now for the game to recognise the circlet as an item, we add it to the root template lsx: | Now for the game to recognise the circlet as an item, we add it to the root template lsx: | ||
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<attribute id="MapKey" type="FixedString" value="0000000000000000000000000002" /> '''This links up to the armor.txt to form the armor.''' | <attribute id="MapKey" type="FixedString" value="0000000000000000000000000002" /> '''This links up to the armor.txt to form the armor.''' | ||
<attribute id="Name" type="LSString" value="MY_COOL_NEW_CIRCLET" /> '''This links up to the armor.txt to form the armor.''' | <attribute id="Name" type="LSString" value="MY_COOL_NEW_CIRCLET" /> '''This links up to the armor.txt to form the armor.''' | ||
<attribute id="ParentTemplateId" type="FixedString" value="4d2e0931-3a01-4759-834b-8ae36749daab" /> '''This tells the game roughly what kind of item it is, such as in this case a helm. You should use the right kind for your item to avoid inherited problems. For example a shield will not know it is a shield without this ParentTemplate | <attribute id="ParentTemplateId" type="FixedString" value="4d2e0931-3a01-4759-834b-8ae36749daab" /> '''This tells the game roughly what kind of item it is, such as in this case a helm. You should use the right kind for your item to avoid inherited problems. For example a shield will not know it is a shield without this ParentTemplate.''' | ||
<attribute id="PhysicsTemplate" type="FixedString" value="327039da-0827-811f-24e8-fc57e86c7ba2" /> '''I believe similar to the above, this needs to be roughly the same type as the armour you are adding.''' | <attribute id="PhysicsTemplate" type="FixedString" value="327039da-0827-811f-24e8-fc57e86c7ba2" /> '''I believe similar to the above, this needs to be roughly the same type as the armour you are adding.''' | ||
<attribute id="Type" type="FixedString" value="item" /> | <attribute id="Type" type="FixedString" value="item" /> | ||
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<node id="LongHair" /> | <node id="LongHair" /> | ||
'''The races Githyanki, Dragonborn | '''The races Githyanki, Dragonborn and Tiefling are set to automatically use HUM or HUM_STRONG models, unless they are manually opted out by adding this Parentrace node. ''' | ||
'''Adding this parentracenode will set the item to use race-specific meshes for any race you specify with its [https://bg3.wiki/wiki/Modding:Race_UUID Race UUID.] ''' | '''Adding this parentracenode will set the item to use race-specific meshes for any race you specify with its [https://bg3.wiki/wiki/Modding:Race_UUID Race UUID.] ''' | ||
'''You may wish to not bother making a tiefling specific mesh unless there is very obnoxious tail or horn clipping, so you can simply not include them in the parentrace node.''' | '''You may wish to not bother making a tiefling specific mesh unless there is very obnoxious tail or horn clipping, so you can simply not include them in the parentrace node.''' | ||
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CanMerge 1 | CanMerge 1 | ||
new subtable "1,1" | new subtable "1,1" | ||
object category "I_MY_COOL_NEW_CIRCLET",1,0,0,0,0,0,0,0 | object category "I_MY_COOL_NEW_CIRCLET",1,0,0,0,0,0,0,0 '''(Do not forget the ''I_'' prefix!)''' | ||
This will make it spawn in the tutorial chest. | |||
If something goes wrong, it is recommended to overwrite a custom mesh from someone else's | If something goes wrong, it is recommended to overwrite a custom mesh from someone else's mod, or add it to the back of an existing mod. When you know the fault is not with your mesh, you check your materials, and so you can fix things one step at a time. | ||
mod, or add it to the back of an existing mod. When you know the fault is not with your mesh, you check your materials, and so you can fix things one step at a time. |