Modding:Creating mods: Difference between revisions

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== General Tutorials ==
== Basic Tutorials ==
General tutorials for modding BG3.
Tutorials for basic components of BG3 Modding. You will likely need to understand all of these before you start modding.
* [[Modding:Creating meta.lsx|Creating your Meta.lsx]]
* [[Modding:Creating meta.lsx|Creating your Meta.lsx]]
* [[Guide:Unpacking_and_Converting_Files|Unpacking and Converting Files]]
* [[Guide:Unpacking_and_Converting_Files|Unpacking and Converting Files]]
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* [[Guide:Packaging_Mods|Packaging Mods]] for [[Guide:Installing_Mods|install]]
* [[Guide:Packaging_Mods|Packaging Mods]] for [[Guide:Installing_Mods|install]]
* [[Guide:Working with lsx files|Working with LSX files ( example with Progressions.lsx )]]
* [[Guide:Working with lsx files|Working with LSX files ( example with Progressions.lsx )]]
* [[Guide:Custom_Polymorph|Custom Polymorphing]]
== General Tutorials ==
* [https://docs.google.com/document/d/1iR-q2sTqxLuk3xXG8W6dbk3QeqQw_jdGkI1WAu45OoU/edit Custom Dye Mod Guide] by AstralSprout
General tutorials for modding BG3, or tutorials that encompass multiple categories.
 
*[[Guide:Custom_Polymorph|Custom Polymorphing]]
*[https://docs.google.com/document/d/1iR-q2sTqxLuk3xXG8W6dbk3QeqQw_jdGkI1WAu45OoU/edit Custom Dye Mod Guide] by AstralSprout
* [https://docs.google.com/document/d/1s0I2zLZXPzmW6DMRXBkLbHjKzOUOhxPWwfz05Y0Bv2g/edit Add your custom hair to BG3 in 10 minutes or less] by EmeraldTechno


=== Mesh-Related Tutorials ===
== Mesh-Related Tutorials ==
Mesh encompasses visible assets like clothing, armor, weapons, hair, heads, etc. Most of these tutorials use Blender as their program of choice.
Mesh encompasses visible assets like clothing, armor, weapons, hair, heads, etc. Most of these tutorials use Blender as their program of choice.
* [[Guide:Fixing_Neck_Seams|Fixing neck seams]]
* [[Guide:Fixing_Neck_Seams|Fixing neck seams]]
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* [https://www.youtube.com/watch?v=qTgSLYY9uew Fix your SHAPE KEYS! - Blender 2.8 tutorial] by Danny Mac 3D
* [https://www.youtube.com/watch?v=qTgSLYY9uew Fix your SHAPE KEYS! - Blender 2.8 tutorial] by Danny Mac 3D


=== Texture-Related Tutorials ===
== Texture-Related Tutorials ==
Texturing is usually applied on top of a mesh to make it appear a certain way.
Texturing is usually applied on top of a mesh to make it appear a certain way.
* [[Guide:Texture_Formatting|Texture Formatting]]
* [[Guide:Texture_Formatting|Texture Formatting]]
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* [https://astropad.com/how-to-add-texture-to-a-3d-model-using-blender-an-ipad-and-uv-mapping/ How to add texture to a 3D model using Blender, an iPad, and UV Mapping]
* [https://astropad.com/how-to-add-texture-to-a-3d-model-using-blender-an-ipad-and-uv-mapping/ How to add texture to a 3D model using Blender, an iPad, and UV Mapping]


== Scripting ==
== Scripting Tutorials ==
* [[Guide:Getting_Started_with_Scripts|Getting Started with Scripting]]
* [[Guide:Getting_Started_with_Scripts|Getting Started with Scripting]]



Revision as of 01:33, 29 November 2023

Bgwiii.png CommunityGuidesModding

Modding guides
Modding resources

Basic Tutorials

Tutorials for basic components of BG3 Modding. You will likely need to understand all of these before you start modding.

General Tutorials

General tutorials for modding BG3, or tutorials that encompass multiple categories.

Mesh-Related Tutorials

Mesh encompasses visible assets like clothing, armor, weapons, hair, heads, etc. Most of these tutorials use Blender as their program of choice.

Learning Blender

These tutorials are not directly BG3-related, but are a great stepping stone into using Blender and working with meshes.

Texture-Related Tutorials

Texturing is usually applied on top of a mesh to make it appear a certain way.

Scripting Tutorials

Tools

Some extremely useful tools that will make your BG3 modding life so much easier.

  • Lslib
    • Needed for many types of conversations necessary for modding.
  • BG3 Multi-Tool
    • Allows you to pack and unpack mods, search the game’s asset files, and more!
  • BG3 Mini tool
    • Has a variety of helpful functions including creating your Meta.lsx file for you.
  • BG3 Creator's Cauldron
    • Dive into the world of BG3 homebrewing with Creator's Cauldron! From custom magical armor to powerful spells, this tool makes creating your own BG3 content a breeze.
  • Dice Sprite Generator
    • These tools allow you to generate 25 ANIMATED dice sprites needed for your dice in one click!

Blender Plugins

  • Padme’s Addons
    • Includes addons for Head Export Order, Easy LOD Creation, Normal Map Transfer, Quick UV Buttons and Reset Transforms.
  • Armature Plugin
    • Blender addon which helps to edit the skeleton for BG3 models.
  • Outfit Builder
    • Given armor in a base body (e.g. HUM_F) and body variants of HUM_F (e.g. HUM_FS, or some body mod here), generate meshes of the armor for those body variants.
  • Volnos Texture Toolbox
    • A modding resource containing a collection of tools for modifying BG3'ss skin textures, as well as a recreation of Baldur’s Gate 3’s skin shader.

References

Baldur’s Gate 3 has a LOT of files. It can be very difficult to find the specific asset you’re looking for. The pages in this section should help you find the files you’re looking for as you’re modding!

Code Snippets

Code snippets and IDs that are often used, collected here to make your life easier.

Sample Mods

One of the most helpful things you can do when you’re starting out with modding is to take a look at sample mods that actually work and start from there. Here are a collection of Sample Mods designed to help you create a finished product.

Other Resources

Colour

Folder Structure

  • Mod Name (root folder)
    • Generated
      • Public
        • Mod Name
          • [PAK]_Mod_Name <- models and textures
    • Localization
      • Language <- usually English
        • Mod_Name.xml <- text for items and spells
    • Mods
      • Mod Name
        • meta.lsx <- Created manually or automatically with the BG3 Mini Tool
    • Public <- use one of the Sample Mods above as a template for this folder
      • Game <- icons and other UI elements
      • Mod Name <- mod files in plain-text or XML

Example meta.lsx

<?xml version="1.0" encoding="UTF-8"?>
<save>
    <version major="4" minor="0" revision="8" build="612"/>
    <region id="Config">
        <node id="root">
            <children>
                <node id="Dependencies"/>
                <node id="ModuleInfo">
                    <attribute id="Author" type="LSString" value="AUTHOR NAME HERE"/>
                    <attribute id="CharacterCreationLevelName" type="FixedString" value=""/>
                    <attribute id="Description" type="LSString" value=""/>
                    <attribute id="Folder" type="LSString" value="MOD FOLDER NAME HERE"/>
                    <attribute id="LobbyLevelName" type="FixedString" value=""/>
                    <attribute id="MD5" type="LSString" value=""/>
                    <attribute id="MainMenuBackgroundVideo" type="FixedString" value=""/>
                    <attribute id="MenuLevelName" type="FixedString" value=""/>
                    <attribute id="Name" type="LSString" value="MOD NAME HERE"/>
                    <attribute id="NumPlayers" type="uint8" value="4"/>
                    <attribute id="PhotoBooth" type="FixedString" value=""/>
                    <attribute id="StartupLevelName" type="FixedString" value=""/>
                    <attribute id="Tags" type="LSString" value=""/>
                    <attribute id="Type" type="FixedString" value="Add-on"/>
                    <attribute id="UUID" type="FixedString" value="UUID HERE"/>
                    <attribute id="Version64" type="int64" value="36029237253119790"/>
                    <children>
                        <node id="PublishVersion">
                            <attribute id="Version64" type="int64" value="36028797018963968"/>
                        </node>
                        <node id="TargetModes">
                            <children>
                                <node id="Target">
                                    <attribute id="Object" type="FixedString" value="Story"/>
                                </node>
                            </children>
                        </node>
                    </children>
                </node>
            </children>
        </node>
    </region>
</save>

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