Understanding Mod Folder Structure: Difference between revisions

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Here is an example of the structure of a BG3 mod.
== Folder Structure for a General Mod==
The following is how the folder structure of a typical mod might appear. It's purpose is not to be exhaustive, but rather showcase the folder structure of what are generally the most essential parts of a typical mod. Text contained within braces <code>{}</code> are meant to be filled in by the author of the mod.
 
*{Mod Name} (root/workspace folder)
**Generated
***Public
****{Mod Name}
***** [PAK]_{Mod_Name} (contains models and textures)
**Localization
*** {Language} (usually called just ''English'')
****<code>{Mod_Name}.loca.xml</code> (contains the text to display for items and spells)
**Mods
***{Mod Name}
****<code>meta.lsx</code> (see [[Modding:Creating meta.lsx|Creating meta.lsx]] for more information)
**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)
**ScriptExtender (this folder and its contents are only present if using [[Norbyte's Script Extender|Norbyte's Script Extender]])
***Config.json


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==
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].
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