Editing Modding:Coding An Item

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Remember to check your naming conventions for .lsf.lsx files so the multitool correctly converts them, and keep in mind that some lsx files should not be converted to lsf at all.
Remember to check your naming conventions for .lsf.lsx files so the multitool correctly converts them, and keep in mind that some lsx files should not be converted to lsf at all.


This guide does not cover adding custom icons. For that, see [[Modding:Creating Item Icons|Creating Item Icons]].  
This guide does not cover adding custom icons.


==Sample Templates==
== Sample Templates ==
Please do remember it is best practice to unpack and consult the game files directly.
Please do remember it is best practice to unpack and consult the game files directly.
*[https://www.nexusmods.com/baldursgate3/mods/3862 Mod Builder] by ReallyLazyIcarus. A python script that generates a folder workspace and empty lsx in the correct format to be converted with the multitool. Recommended!
*[https://www.nexusmods.com/baldursgate3/mods/3862 Mod Builder] by ReallyLazyIcarus. A python script that generates a folder workspace and empty lsx in the correct format to be converted with the multitool. Recommended!
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*[https://www.nexusmods.com/baldursgate3/mods/1808 BG3 Creator's Cauldron]- an older program. Useful for its long lists of armor.txt and passives for you to use.
*[https://www.nexusmods.com/baldursgate3/mods/1808 BG3 Creator's Cauldron]- an older program. Useful for its long lists of armor.txt and passives for you to use.
*[https://www.nexusmods.com/baldursgate3/mods/502 BG3 MiniTool by Padme4000]- Can generate a [[Modding:Creating meta.lsx|Meta]] for you to use.
*[https://www.nexusmods.com/baldursgate3/mods/502 BG3 MiniTool by Padme4000]- Can generate a [[Modding:Creating meta.lsx|Meta]] for you to use.
==File Overview==
==File Overview ==


Your mod is '''MySweetMod'''
Your mod is '''MySweetMod'''
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******Assets
******Assets
*******Characters
*******Characters
******** [PAK]_Armor <-- material and mesh LSX for custom outfits and weapons
********[PAK]_Armor <-- material and mesh LSX for custom outfits and weapons
****GUI  
**** GUI  
*****RootTemplates <--- Your Roottemplate lsx goes here. MySweetMod.Lsx
*****RootTemplates <--- Your Roottemplate lsx goes here. MySweetMod.Lsx
*****Stats
*****Stats  
*******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.
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  </save>                           
  </save>                           


==Materials and Texture .lsx==
==Materials and Texture .lsx ==
Now, we move on to our materialbank.
Now, we move on to our materialbank.


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If there is anything wrong with the material, your item may simply refuse to show up, so it is worth double-checking everything here.
If there is anything wrong with the material, your item may simply refuse to show up, so it is worth double-checking everything here.


==RootTemplate ==
==RootTemplate==
Now for the game to recognise the circlet as an item, we add it to the root template lsx:
Now for the game to recognise the circlet as an item, we add it to the root template lsx:


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