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 | ||
** ''Note: This step is primarily for acquiring the '''granny2.dll''' from a previous version of LSLIB. The latest release version may already have this file present, in which case you can just install the latest release.'' | ** ''Note: This step is primarily for acquiring the '''granny2.dll''' from a previous version of LSLIB. The latest release version may already have this file present, in which case you can just install the 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 | ** 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.webp|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.webp|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: | [[File:207px-Pak_Selection.webp|frameless|center]] | ||
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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=== .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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=== .loca → .xml === | === .loca → .xml === | ||
Localization text from '''English.pak''' (the same for other languages). | Localization text from '''English.pak''' (presumably the same for other languages). | ||
The <code>.loca</code> files can be converted with Export Tool. Select the <code>.loca</code> file and specify the name of a <code>.xml</code> file to use as output. | The <code>.loca</code> files can be converted with Export Tool. Select the <code>.loca</code> file and specify the name of a <code>.xml</code> file to use as output. | ||
[[Category:Modding | [[Category:Modding]] |