Editing Understanding Mod Folder Structure
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Here is an example of the structure of a BG3 mod. | |||
You may wish to compare and contrast to one of the [https://bg3.wiki/wiki/Modding:Sample_Templates Sample Mods]. | |||
== Folder Structure for an armour mod with new meshes and textures== | == Folder Structure for an armour mod with new meshes and textures== | ||
Your mod is '''MySweetMod''' | Your mod is '''MySweetMod''' | ||
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*******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. | ||
== Folder Structure for a General Mod== | |||
*Mod Name (root/workspace folder) | |||
**Generated | |||
***Public | |||
****Mod Name | |||
***** [PAK]_Mod_Name <- models and textures | |||
**Localization | |||
*** Language <- usually ''English'' | |||
****<code>Mod_Name.loca.xml</code> <- text for items and spells | |||
**Mods | |||
***Mod Name | |||
****<code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]] | |||
**Public <- use one of the [https://bg3.wiki/wiki/Modding:Sample_Templates Sample Mods] as a template for this folder | |||
***Game <- icons and other UI elements | |||
***Mod Name <- mod files in plain-text or XML |