Modding:Getting Started with BG3 Modding: Difference between revisions

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{{PageSeo
|title=Modding Resources
|title=Modding - Getting Started with BG3 Modding
|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=Are you excited about becoming a Baldur's Gate 3 modder, but have absolutely no idea where to start? Hopefully this article can point you in the right direction..
|image=Modding_resources.webp
|image=Modding_resources.webp
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"Are you excited about becoming a Baldur's Gate 3 modder, but have absolutely no idea where to start?"
Are you excited about becoming a Baldur's Gate 3 modder, but have absolutely no idea where to start? Hopefully this article can point you in the right direction.
 
== What do I need to begin? ==
You’re gonna need some tools in order to start modding. Make sure you download the following, as they’re basically mandatory for modding:
 
* [https://github.com/ShinyHobo/BG3-Modders-Multitool BG3 Multitool] by ShinyHobo
**The multitool is an awesome tool that provides several important functions, chief among them the ability to search the game files, and to pack your mod into a format ready to be imported into BG3MM.
* [https://github.com/Norbyte/lslib Lslib] by Norbyte
** Lslib allows you to convert files between editable formats and game-ready formats. See [[Modding:Unpacking and converting files]] for more details.
* [https://github.com/Norbyte/bg3se ScriptExtender] by Norbyte
** The Script Extender adds Lua/Osiris scripting support to the game.
*[https://www.blender.org/download/lts/3-6/ Blender] (version 3.6 recommended)
**This is needed only if you plan to do any kind of mesh editing (hair, heads, clothes, weapons, etc.)
**[https://github.com/Norbyte/dos2de_collada_exporter Collada/GR2 import/export Blender plugin] by Norbyte
***For importing/exporting .GR2 files, which BG3 uses
* [https://github.com/LaughingLeader/BG3ModManager BG3 ModManager (BG3MM)] by LaughingLeader
** A portable mod manager for BG3


== What mods are best to start with? ==
== What mods are best to start with? ==


So you've found the tools, tutorials, samples/templates you want to use. But you're wondering if there is mods that are better to start with to get use to the tools, and file formats.  
So you've found the tools, tutorials, samples/templates that you want to use. But you're wondering if there are easier mod projects that are better to start with in order to get used to the tools and file formats.  


If wanting to create CharacterCreation Mods makeup/tattoo/highlights/greying colours are a great place to start and get use to some of the format the files are in without hopefully getting overwhelmed.
If you’re wanting to create Character Creation (CC) mods, creating your own [https://www.nexusmods.com/baldursgate3/mods/132?tab=files makeup/tattoo/highlights/greying colours] is a great place to start. It can help you get used to some of the formats the files are in without getting overwhelmed. If equipment is more your interest, maybe try making a [https://www.nexusmods.com/baldursgate3/mods/278 simple magic ring mod].


But remember just because others start at a certain place doesn't mean you have to, and try not to judge how quick you pick up things with others. We all learn and work at our paces and non of those are wrong.
But remember: just because others start at a certain place doesn't mean you have to, and try not to compare yourself to others on how quickly you pick things up. We all learn and work at our own pace. Take things at the speed you’re comfortable with, and don’t forget to have fun!


== Modding Sites ==
== Modding Sites ==


If you are making your mod to share with others pick the site(s) you want to share them on.
If you are making your mod to share with others, pick the site(s) you want to share them on.


* [https://www.nexusmods.com/baldursgate3 Nexus Mods]
* [https://www.nexusmods.com/baldursgate3 Nexus Mods] (most popular)
* [https://baldurs-gate-3.thunderstore.io Thunderstore]
* [https://baldurs-gate-3.thunderstore.io Thunderstore]
* [https://www.curseforge.com/baldurs-gate-3 Curse Forge]
* [https://www.curseforge.com/baldurs-gate-3 Curse Forge]
* [https://steamcommunity.com/app/1086940/workshop/ Steam Workshop] (soon)


== Permissions ==
== Permissions ==


When it comes to making mods you can assign what your permissions are for your mods. This also means you have to read other modders permissions as well if you want to use any of their ''edited/custom'' assets for your own mods. This includes even the unique identifier (UUID) for that asset as it is ''intended to interact with existing user-submitted content.''
When it comes to making mods, you can assign what your permissions are for your mods. This also means you have to read other modders permissions as well if you want to use any of their ''edited/custom'' assets for your own mods. This includes even the unique identifier (UUID) for that asset as it is ''intended to interact with existing user-submitted content.''


So what are permissions? To simply put they are the rules you and other modders put around the assets in your mods. Such as heavily edited, textures, heads, outfits, vfx and such. Like whether you want someone to be able to take your mod, make some edits to it and then upload it as their own mod.
So what are permissions? Simply put: they are the rules you and other modders put around the custom assets in your mods. Such as heavily edited or made-from-scratch textures, heads, outfits, vfx and such. Like whether you want someone to be able to take your mod, make some edits to it, and then upload it as their own mod.


No one owns vanilla assets and they cannot be claimed by anyone. So multiple mods using the same assets can exist such as multiple mods existing that add the same NPC hairs can exist. If the asset is edited that is where permissions generally come in.  
No one owns vanilla assets and they cannot be claimed by anyone. So multiple mods using the same assets can exist, such as multiple mods existing that add the same NPC hairs. If the asset is edited, that is where permissions generally come in.  


Ask for permission before using assets from another mod or making a patch for a mod. This is common courtesy to ask if you can make a patch for someone else's mod or asking if you can add assets from one mod to another.
Ask for permission before using assets from another mod or making a patch for a mod. It is common courtesy to ask if you can make a patch for someone else's mod or asking if you can add assets from one mod to another.
* it makes the modder aware so any troubleshooting needed can be easier to do.
* It makes the modder aware so any troubleshooting needed can be easier to do.
* Most modders will say yes if they aren't already making patches themselves.  
* Most modders will say yes if they aren't already making patches themselves.  


Line 39: Line 54:


So always ask for permission, if the modder says no, this does not mean you can then go ahead and use their assets. It means stop what you're doing and find other assets you can work with.
So always ask for permission, if the modder says no, this does not mean you can then go ahead and use their assets. It means stop what you're doing and find other assets you can work with.
* most modders are fine for personal use edits, but this means no uploading their assets to other sites/discord servers and such
* Most modders are fine for personal use edits, but this means no uploading their assets to other sites/discord servers and such. If in doubt, ask!


=== Example of Permissions ===
=== Example of Permissions ===


Say you find a head mod you like but you want to use it as a base to create your own head:  
Say you find a head mod you like, and you want to use it as a base to create your own head:  
* Due to being an edited mesh you have to get permission of the mod author to use the mesh as a base for your own edits. Yes even if the original asset they edited came from the game.  
* Due to being an edited mesh, you have to get permission of the mod author to use the mesh as a base for your own edits. Yes, even if the original asset they edited came from the game.  
** If the face itself isn't edited but the ears have been heavily edited then it would in this case be the ears you need to get permission to use.
** If the face itself isn't edited, but the ears have been heavily edited, then it would in this case be the ears you need to get permission to use.


=== Nexusmods ===
=== Nexusmods ===
Line 54: Line 69:


[https://help.nexusmods.com/article/28-file-submission-guidelines Nexusmods Submission Guidelines]
[https://help.nexusmods.com/article/28-file-submission-guidelines Nexusmods Submission Guidelines]
* User-submitted content that is predominantly intended to interact with existing user-submitted content is subject to the approval of all parties involved and may be removed at the request of the author of the original content.


=== Other Modders Permissions ===
=== Other Modders Permissions ===
Line 82: Line 96:
** Whether you give others permissions to use your assets in their own mods.
** Whether you give others permissions to use your assets in their own mods.


If you use an edited asset from another modder without permission you risk your mod or at the very least the assets used being requested to be pulled before the mod can go live again by nexusmods.
If you use an edited asset from another modder without permission, you risk your mod or at the very least the assets used being requested to be pulled before the mod can go live again by nexusmods.
 
{{Modding navbox}}
[[Category:Modding resources]]

Latest revision as of 23:07, 29 July 2024

Are you excited about becoming a Baldur's Gate 3 modder, but have absolutely no idea where to start? Hopefully this article can point you in the right direction.

What do I need to begin?[edit | edit source]

You’re gonna need some tools in order to start modding. Make sure you download the following, as they’re basically mandatory for modding:

  • BG3 Multitool by ShinyHobo
    • The multitool is an awesome tool that provides several important functions, chief among them the ability to search the game files, and to pack your mod into a format ready to be imported into BG3MM.
  • Lslib by Norbyte
  • ScriptExtender by Norbyte
    • The Script Extender adds Lua/Osiris scripting support to the game.
  • Blender (version 3.6 recommended)
    • This is needed only if you plan to do any kind of mesh editing (hair, heads, clothes, weapons, etc.)
    • Collada/GR2 import/export Blender plugin by Norbyte
      • For importing/exporting .GR2 files, which BG3 uses
  • BG3 ModManager (BG3MM) by LaughingLeader
    • A portable mod manager for BG3

What mods are best to start with?[edit | edit source]

So you've found the tools, tutorials, samples/templates that you want to use. But you're wondering if there are easier mod projects that are better to start with in order to get used to the tools and file formats.

If you’re wanting to create Character Creation (CC) mods, creating your own makeup/tattoo/highlights/greying colours is a great place to start. It can help you get used to some of the formats the files are in without getting overwhelmed. If equipment is more your interest, maybe try making a simple magic ring mod.

But remember: just because others start at a certain place doesn't mean you have to, and try not to compare yourself to others on how quickly you pick things up. We all learn and work at our own pace. Take things at the speed you’re comfortable with, and don’t forget to have fun!

Modding Sites[edit | edit source]

If you are making your mod to share with others, pick the site(s) you want to share them on.

Permissions[edit | edit source]

When it comes to making mods, you can assign what your permissions are for your mods. This also means you have to read other modders permissions as well if you want to use any of their edited/custom assets for your own mods. This includes even the unique identifier (UUID) for that asset as it is intended to interact with existing user-submitted content.

So what are permissions? Simply put: they are the rules you and other modders put around the custom assets in your mods. Such as heavily edited or made-from-scratch textures, heads, outfits, vfx and such. Like whether you want someone to be able to take your mod, make some edits to it, and then upload it as their own mod.

No one owns vanilla assets and they cannot be claimed by anyone. So multiple mods using the same assets can exist, such as multiple mods existing that add the same NPC hairs. If the asset is edited, that is where permissions generally come in.

Ask for permission before using assets from another mod or making a patch for a mod. It is common courtesy to ask if you can make a patch for someone else's mod or asking if you can add assets from one mod to another.

  • It makes the modder aware so any troubleshooting needed can be easier to do.
  • Most modders will say yes if they aren't already making patches themselves.

Modders also have every right to say no when asked if their assets can be used. Respect their wishes.

So always ask for permission, if the modder says no, this does not mean you can then go ahead and use their assets. It means stop what you're doing and find other assets you can work with.

  • Most modders are fine for personal use edits, but this means no uploading their assets to other sites/discord servers and such. If in doubt, ask!

Example of Permissions[edit | edit source]

Say you find a head mod you like, and you want to use it as a base to create your own head:

  • Due to being an edited mesh, you have to get permission of the mod author to use the mesh as a base for your own edits. Yes, even if the original asset they edited came from the game.
    • If the face itself isn't edited, but the ears have been heavily edited, then it would in this case be the ears you need to get permission to use.

Nexusmods[edit | edit source]

So you want to release on nexusmods, then you will want to know how permissions work on there.

Nexusmods copyright and you

Nexusmods Submission Guidelines

Other Modders Permissions[edit | edit source]

If wanting to search for other modders permissions they can be found on the main page of their mod under Permissions and Credits. You will find:

  • Other user's assets -
    • Whether the assets in the mod/files belong to the author, or are from free-to-use modder's resources
  • Upload permission -
    • Whether you are or not allowed to upload the mod/file to other sites
  • Modification permission -
    • Whether you must get permission from the modder before you are allowed to modify the files
  • Conversion permission -
    • Whether you are or not allowed to convert the file to work on other games
  • Asset use permission -
    • Whether you must get permission from the modder before you are allowed to use any of the assets in the mod

Your Permissions[edit | edit source]

If creating a mod the Permissions tab is the fourth tab. You will find questions such as:

  • Give permission for users to upload my files on other sites?
    • Whether you give permission for others to upload your files/mods to other sites
  • Give permission for users to convert my mod to work in other games?
    • Whether you give permission for others to convert your assets to other games
  • Give permission for users to modify my file; including releasing bug fixes or improving on the features my file adds to the game, and upload it as a separate file?
    • Whether you give others permission to modify your files, including if its a bug fix or an improvement.
  • Give permission for users to use assets contained in my files in their own files?
    • Whether you give others permissions to use your assets in their own mods.

If you use an edited asset from another modder without permission, you risk your mod or at the very least the assets used being requested to be pulled before the mod can go live again by nexusmods.