Modding:Coding An Item: Difference between revisions

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Meanwhile in your '''Armor.txt''', they link up like this:
Meanwhile in your '''Armor.txt''', they link up like this:
You can look at the games own armor.txt for ideas of what to put here. You can delete a lot of this, all you really need is the entry, the type, what slot it uses and the RootTemplate.


  Armor.txt
  Armor.txt
  new entry "MY_COOL_NEW_CIRCLET"
  new entry "MY_COOL_NEW_CIRCLET"
  type "Armor"
  type "Armor"
  using "_Head_Magic_Circlet"
data "ValueOverride" "4000" '''(It's a very cool circlet and we want it to cost a lot!)'''
  data "RootTemplate" "0000000000000000000000000002"
data "Weight" "0.01"
  data "Rarity" "Rare"
  using "_Head_Magic_Circlet" '''(This tells it what slot to equip in. Ideally this should match up with the ParentTemplate you set up.)'''
  data "RootTemplate" "0000000000000000000000000002" '''Matches up to the rootemplate Mapkey.'''
  data "Rarity" "Rare" '''This effects what colour it is in your inventory, rarer things get a different colour outline. Note that if you set things as common they may spawn in generic containers, which is not optimal for clean uninstalling.'''
data "Boosts" "UnlockSpell(Target_MAG_HealingWord);UnlockSpell(Shout_MAG_HealingWord_Mass)" '''This forces it to give us these spells. Note that the character needs spell slots in able to use them! If you want it for everyone you may be better off setting it up as a custom passive'''.
  data "PassivesOnEquip" "MAG_Radiant_Radiating_Helmet_Passive;CUSTOMPASSIVEIMADE" '''(The ; seperates passives.)'''
  data "PassivesOnEquip" "MAG_Radiant_Radiating_Helmet_Passive;CUSTOMPASSIVEIMADE" '''(The ; seperates passives.)'''
data "Unique" "1"
data "MinAmount" "1"
data "MaxAmount" "1" '''(These may cause you a headache if you put it multiple places, as they won't spawn for people who overlooked the first one. So I don't recommend using these!)'''


If adding a custom passive, your '''Passive.txt''' will look like this.
If adding a custom passive, your '''Passive.txt''' will look like this.

Revision as of 11:36, 19 December 2023

An item will begin in the root template lsx. Here is an example for it:

<?xml version="1.0" encoding="utf-8"?>
<save>
   <version major="4" minor="0" revision="6" build="5" />
   <region id="Templates">
       <node id="Templates">
           <children> 

(START OF ITEM)
<node id="GameObjects"> Beginning of Circlet item. You may wish to annotate this with a title
<attribute id="Description" type="TranslatedString" handle="HANDLE2" version="1" /> Generate a handle for this in your .loca file.
<attribute id="DisplayName" type="TranslatedString" handle="HANDLE1" version="1" /> Generate a handle for this in your .loca file.
<attribute id="EquipSound" type="FixedString" value="ea27b98e-5fc0-4b0d-8602-e4a421dd481e" /> Not necessary but you may wish to specify one or it will use whatever default sound is in the parent template.
<attribute id="Icon" type="FixedString" value="Item_Cloth_Headwear_Circlet_Silver_A" /> Sets it up to use a base game icon- custom icons  require addition lsx and texture work
<attribute id="LevelName" type="FixedString" value="" />
<attribute id="MapKey" type="FixedString" value="0000000000000000000000000002" /> This links up to the armor.txt to form the armor.
<attribute id="Name" type="LSString" value="MY_COOL_NEW_CIRCLET" /> This links up to the armor.txt to form the armor.
<attribute id="ParentTemplateId" type="FixedString" value="4d2e0931-3a01-4759-834b-8ae36749daab" /> This tells the game roughly what kind of item it is, such as in this case a helmet. You should use the right kind for your item to avoid inherited problems.
<attribute id="PhysicsTemplate" type="FixedString" value="327039da-0827-811f-24e8-fc57e86c7ba2" />
<attribute id="Type" type="FixedString" value="item" />
<attribute id="UnequipSound" type="FixedString" value="f4c24367-83af-484e-bcc5-0438b8e64dec" />  Not necessary but you may wish to specify one or it will use whatever default sound is in the parent template.
<attribute id="VisualTemplate" type="FixedString" value="2136f57a-a35f-c2fe-69fb-29afa9ebc8db" /> This is the mesh mapkey to the LOOT model (the one that appears when you examine it, or throw the item. For a weapon, the LOOT model and the item model are the same. 
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209032" />
	<children>
		<node id="Equipment">
			<children>
				<node id="AfroLongHair" />
				<node id="AfroShortHair" />
				<node id="CurlyLongHair" />
				<node id="CurlyShortHair" />
				<node id="DreadLongHair" />
				<node id="DreadShortHair" />
				<node id="LongHair" />
				<node id="ParentRace"> These set the parent races for githyanki, Dragonborn and Tiefling.  Unless this line is specified, they  will use Human Body or Strong Human Body. (Which may be fine for some races such as Tieflings.)
					<children>
						<node id="Object">
							<attribute id="MapKey" type="guid" value="6503c830-9200-409a-bd26-895738587a4a" />
							<attribute id="MapValue" type="guid" value="00000000-0000-0000-0000-000000000000" />
						</node>
(Removed for length as these all follow the same format)
					</children>
				</node>
				<node id="ShortHair" />
				<node id="Slot">
					<attribute id="Object" type="FixedString" value="Headwear" />
				</node>
				<node id="Slot">
					<attribute id="Object" type="FixedString" value="Hair" />
				</node>
				<node id="VisualSet">
					<attribute id="BodySetVisual" type="FixedString" value="" />
					<attribute id="ShowEquipmentVisuals" type="bool" value="False" />
					<children>
						<node id="MaterialOverrides"> Sets colours for this one specific
							<attribute id="MaterialResource" type="FixedString" value="" />
							<children>
								<node id="MaterialPresets" />
(We can add any colour available to us (cloth, leather, accent) but this circlet is only metal 1 so we only need to list metal 1.)

<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="False" />
<attribute id="Parameter" type="FixedString" value="Metal_Primary" />
<attribute id="Value" type="fvec3" value="0.7667436 0.7667436 0.7667436" /> The colour code in Hex form, you can use BG3 Minitool to convert a value.							
</node>
</children>
</node>
<node id="RealMaterialOverrides" />
</children>
</node>
<node id="Visuals">
<children>

<node id="Object">
<attribute id="MapKey" type="guid" value="71180b76-5752-4a97-b71f-911a69197f58" /> Human Male Race IUUD example. Others Here					
<children>
<node id="MapValue">
<attribute id="Object" type="FixedString" value="00000000000000000000000000001" /> Your Mesh for Human Male
</node>
</children>
</node>
	(Removed for length - all the other mapkeys/mapvalues of every race this item is available for)
					</children>
				</node>
				<node id="WavyLongHair" />
				<node id="WavyShortHair" />
			</children>
		</node>
	</children>
</node>						
 </node>
(END OF ITEM)
           </children>
       </node>
   </region>
</save>

Now, let's see how this links up to the localisation. You can generate a handle by ticking the Handle box next to 'GENERATE' on the Multitool. It is much like an UUID but it starts with an H.

<?xml version="1.0" encoding="utf-8"?><contentList>
<content contentuid="HANDLE1" version="1">Circlet</content> 
<content contentuid="HANDLE2" version="1">My circlet is cool.</content>
</contentList>

Meanwhile in your Armor.txt, they link up like this: You can look at the games own armor.txt for ideas of what to put here. You can delete a lot of this, all you really need is the entry, the type, what slot it uses and the RootTemplate.

Armor.txt
new entry "MY_COOL_NEW_CIRCLET"
type "Armor"
data "ValueOverride" "4000" (It's a very cool circlet and we want it to cost a lot!)
data "Weight" "0.01"
using "_Head_Magic_Circlet" (This tells it what slot to equip in. Ideally this should match up with the ParentTemplate you set up.)
data "RootTemplate" "0000000000000000000000000002" Matches up to the rootemplate Mapkey.
data "Rarity" "Rare" This effects what colour it is in your inventory, rarer things get a different colour outline. Note that if you set things as common they may spawn in generic containers, which is not optimal for clean uninstalling.
data "Boosts" "UnlockSpell(Target_MAG_HealingWord);UnlockSpell(Shout_MAG_HealingWord_Mass)" This forces it to give us these spells. Note that the character needs spell slots in able to use them! If you want it for everyone you may be better off setting it up as a custom passive.
data "PassivesOnEquip" "MAG_Radiant_Radiating_Helmet_Passive;CUSTOMPASSIVEIMADE" (The ; seperates passives.)
data "Unique" "1" 
data "MinAmount" "1"
data "MaxAmount" "1" (These may cause you a headache if you put it multiple places, as they won't spawn for people who overlooked the first one. So I don't recommend using these!)

If adding a custom passive, your Passive.txt will look like this.

The example passive code is borrowed from Isobel's armor.

new entry "CUSTOMPASSIVEIMADE"
type "PassiveData"
data "DisplayName" "PASSIVEHANDLE1;1" (Generate a handle for this in your .loca file.)
data "Description" "PASSIVEHANDLE2;1" Generate a handle for this in your .loca file.)
data "Icon" "CUSTOMPASSIVEICON" (we can set this up in the same way an item icon is set up)
data "DescriptionParams" "DealDamage(1d4, Radiant)"
data "StatsFunctorContext" "OnAttacked"
data "StatsFunctors" "IF(context.HasContextFlag(StatsFunctorContext.OnAttacked) and HasStatus('MAGE_ARMOR') and IsLastConditionRollSuccess(ConditionRollType.ConditionSavingThrow) and not Self() and IsSavingThrow()):DealDamage(SWAP, 1d4, Radiant,Magical)"

Now, you need to put it in the treasuretable. Your treasuretable should look like this:

new treasuretable "TUT_Chest_Potions"
CanMerge 1
new subtable "1,1"
object category "I_MY_COOL_NEW_CIRCLET",1,0,0,0,0,0,0,0 (Do not forget the I_ prefix!)

This will make it spawn in the tutorial chest.

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