Editing Modding:Unpacking and converting files
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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 | ||
}} | }}Main page: [[Modding Resources]] | ||
== | == Tools == | ||
* LSLIB by Norbyte | * LSLIB by Norbyte | ||
** Install [https://github.com/Norbyte/lslib/releases/tag/v1.15.13 1.15.13] first, then install whichever is the [https://github.com/Norbyte/lslib/releases LATEST] release | |||
** Install [https://github.com/Norbyte/lslib/releases/tag/v1.15.13 1.15.13] first, then install whichever is the [https://github.com/Norbyte/lslib/releases LATEST] release | |||
* Modders Multitool by ShinyHobo | * Modders Multitool by ShinyHobo | ||
** Install [https://github.com/ShinyHobo/BG3-Modders-Multitool/releases LATEST] release | ** Install [https://github.com/ShinyHobo/BG3-Modders-Multitool/releases LATEST] release | ||
Unzip the Modders Multitool. This is a small program that simplifies unpacking and viewing of files. It throws all unpacked files into its own directory, so put it where there is enough free disk space. | |||
ExportTool of the latest version can be placed in any convenient place. This is the "engine" that decompresses files and converts them into a readable format. Modders Multitool uses it. | |||
== Tools Settings == | |||
Before unpacking the files, you need to do a few tweaks. | |||
Run '''bg3-modders-multitool.exe''' from the folder where you unpacked Modders Multitool and click on the asterisk. | |||
[[File:Modders Multitool_01.png|650px|frameless|center]] | |||
Here you will need to specify the path to divine.exe, which is located in '''ExportTool-vX.X.X/Tools''' | |||
And the <code>.exe</code> of the game itself in the path Baldurs Gate 3/bin. For '''Vulcan it is bg3.exe''', for '''DirectX bg3_dx11.exe''' | |||
[[File:Modders Multitool 02.png|650px|frameless|center]] | |||
<br> | |||
Now to ExportTool. | |||
It needs the '''granny2.dll''' file to work correctly. Because of licensing problems, Norbyte removed it from the latest versions, but the file remains in the old ones, for example in v1.5.13, the link to which is above. | |||
Open the archive '''ExportTool-v1.15.13.zip''', find there '''granny2.dll''', and throw it where you unpacked the latest version of ExportTool in the '''root folder''' and in the '''Tools''' folder. Nothing more needs to be done with ExportTool. | |||
== Unpacking Process == | == Unpacking Process == | ||
Open Modders Multitool again and click '''Unpack.pak Files'''. A menu appears. | |||
[[File:Pak Selection.png|frameless|center]] | |||
[[File: | |||
Common files: | Common files: | ||
* English.pak — this is where the localization files are located | * English.pak — this is where the localization files are located. All text strings that are displayed in the game. | ||
* Gustav.pak — text files in .lsf format. Level data, dialog files, equipment stats, spells. | * Gustav.pak — text files in .lsf format. Level data, dialog files, equipment stats, spells. | ||
* Materials.pak — materials (shaders). It is useless in itself, but you can see what materials are in the game to assign them to your model. | * Materials.pak — materials (shaders). It is useless in itself, but you can see what materials are in the game to assign them to your model. | ||
* Models.pak — models in .gr2 format. Heads, hair, | * Models.pak — models in .gr2 format. Heads, hair, armor, architecture, etc. | ||
* Textures.pak — textures in .dds format. There are not a lot of them here, | * Textures.pak — textures in .dds format. There are not a lot of them here, mostly they are color ID masks that divide the armor into zones for coloring. But there are textures for faces, hair, tattoos. Some environment textures. | ||
* Shared.pak — text files in .lsf format. Overlaps with Gustav in some respects. Model data with assigned materials, skin, hair, eye colors, etc. for the character editor, also equipment stats, spells. | * Shared.pak — text files in .lsf format. Overlaps with Gustav in some respects. Model data with assigned materials, skin, hair, eye colors, etc. for the character editor, also equipment stats, spells. | ||
* VirtualTextures.pak — | * VirtualTextures.pak — most of the textures of the game, are packed in virtual textures to improve performance. | ||
* Voice.pak — voice lines. | * Voice.pak — voice lines. | ||
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== Files conversion == | == Files conversion == | ||
Most unzipped files are not viewable or editable | Most unzipped files are not viewable or editable, so you will have to convert them to a readable format. | ||
=== .lsf → .lsx === | === .lsf → .lsx === | ||
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These can be converted using ExportTool. In the first tab of the GR2 Tools program specify the path to the desired <code>.gr2</code> file and below the path where the converted file will be saved. '''!!!''' You must add <code>.dae</code> after the name '''!!!''' | These can be converted using ExportTool. In the first tab of the GR2 Tools program specify the path to the desired <code>.gr2</code> file and below the path where the converted file will be saved. '''!!!''' You must add <code>.dae</code> after the name '''!!!''' | ||
[[File: | [[File:Export Tool gr2 conversion.png|650px|frameless|center]] | ||
First click the Import button to import the game <code>.gr2</code> model, then Export to convert it to <code>.dae</code> format. | First click the Import button to import the game <code>.gr2</code> model, then Export to convert it to <code>.dae</code> format. | ||
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You can also import <code>.gr2</code> directly into Blender 3.x.x+. | You can also import <code>.gr2</code> directly into Blender 3.x.x+. | ||
Norbyte has updated their plugin for importing and exporting models, the latest can be found [https://github.com/Norbyte/dos2de_collada_exporter here]. | Norbyte has updated their plugin for importing and exporting models, the latest version at the time of writing can be found [https://github.com/Norbyte/dos2de_collada_exporter here]. It's a beta version, but it works pretty stable especially for importing. | ||
In the addon settings we specify the path to '''divine.exe''' from ExportTool. | In the addon settings we specify the path to '''divine.exe''' from ExportTool. | ||
[[File:Blender gr2 addon 01. | [[File:Blender gr2 addon 01.png|800px|frameless|center]] | ||
Now you can import <code>.gr2</code> directly into Blender. | Now you can import <code>.gr2</code> directly into Blender. | ||
[[File: | [[File:Blender gr2 addon 02.png|650px|frameless|center]] | ||
=== .dds === | === .dds === | ||
Texture files from '''Textures.pak'''. | Texture files from '''Textures.pak'''. | ||
These can be opened by installing the [https://developer.nvidia.com/nvidia-texture-tools-exporter Adobe Photoshop Plugin] from the Nvidia website. For those who don't have Photoshop, the free [https://www.gimp.org/downloads/ Gimp] from version 2.10.10 onwards should have .dds support | These can be opened by installing the [https://developer.nvidia.com/nvidia-texture-tools-exporter Adobe Photoshop Plugin] from the Nvidia website. For those who don't have Photoshop, the free [https://www.gimp.org/downloads/ Gimp] from version 2.10.10 onwards should have .dds support. | ||
<br> | <br> | ||
If you need to import textures into other programs or engines (Substance Painter, Blender, Unreal, Unity), it's best to save them in Targa (.tga) format. This will leave the alpha channel intact. | If you need to import textures into other programs or engines (Substance Painter, Blender, Unreal, Unity), it's best to save them in Targa (.tga) format. This will leave the alpha channel intact. | ||
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For <code>.wem</code> you will need [https://www.nexusmods.com/monsterhunterworld/mods/1912?tab=description Automatic .wem to .ogg Converter] script from Nexus Mods. It is made for Monster Hunter: World, but it works perfectly with BG3 files. | For <code>.wem</code> you will need [https://www.nexusmods.com/monsterhunterworld/mods/1912?tab=description Automatic .wem to .ogg Converter] script from Nexus Mods. It is made for Monster Hunter: World, but it works perfectly with BG3 files. | ||
Inside the archive there is a folder WEM to OGG Converter. You need to put the files from it into the folder where .wem files are located and run <code>script.bat</code>. The script will automatically convert all <code>.wem</code> to <code>.ogg</code> files that can be opened with a standard media player. | Inside the archive there is a folder WEM to OGG Converter. You need to put the files from it into the folder where .wem files are located and run <code>script.bat</code>. The script will automatically convert all <code>.wem</code> to <code>.ogg</code> files that can be opened with a standard media player. | ||
[[Category:Modding]] | |||
[[Category:Modding |