Guide:Hair Mod File Setup: Difference between revisions

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So this file is what we need to edit alongside CharacterCreationSharedVisuals in order for our hair to appear as a slot in character creation. When made via this your hair will appear at the bottom of the hairs in character creation.
So this file is what we need to edit alongside CharacterCreationSharedVisuals in order for our hair to appear as a slot in character creation. When made via this your hair will appear at the bottom of the hairs in character creation.


However this file is sadly incompatible with other mods editing the same sections we need to edit. This can be resolved either by opting into my [https://www.nexusmods.com/baldursgate3/mods/353 Patches for Races.lsx] mod or by using the Compatibility Framework instead of the Races.lsx file.
However this file is sadly incompatible with other mods editing the same sections we need to edit.  


So this file is quite big, and while incompatible with other mods can still be in your mod for users only using your mod that might not be using Script Extender or Compatibility Framework. So I will still go through how to setup this file:
This can be resolved either by opting into my [https://www.nexusmods.com/baldursgate3/mods/353 Patches for Races.lsx] mod or by using the Compatibility Framework instead of the Races.lsx file.


So I won't copy the whole section as that would make this part the longest part of the tutorial
This files sections can get quite big, and while incompatible with other mods can still be in your mod for users only using your mod that might not be using Script Extender or Compatibility Framework. Or when Script extender needs updating after a new patch releases. So I will still go through how to setup this file:
 
I won't copy the whole section as that would make this part the longest part of the tutorial
 
                <node id="Race">
                    <attribute id="Description" type="TranslatedString" handle="he3427d53gdd4ag4901g8683g21844f537c8f" version="5"/>
                    <attribute id="DisplayName" type="TranslatedString" handle="h2e43ea54ga31bg467bg8364g327659ea1986" version="1"/>
                    <attribute id="Name" type="FixedString" value="Humanoid"/>
                    <attribute id="UUID" type="guid" value="899d275e-9893-490a-9cd5-be856794929f"/>
                    <children>
 
So usually the section will start with something like this. This being the commonly used section for Humanoid. Humanoid will add whatever you add to all races including modded races if they are using the humanoid id as their parent.
 
If copying from the vanilla races.lsx please remember to copy all the lines, do not remove any unless you mean to remove that particular line from the race. Add your entry to the bottom of those nodes.
 
In my template you can scroll till you reach:
 
                        Modded Entries Start
                        <node id="Visuals">
                            <attribute id="Object" type="guid" value="449e617f-8356-46e5-b740-9e4b18200441"/>
                        </node>
 
Modded Entries start being the comment I added.
 
                        <node id="Visuals">
                            <attribute id="Object" type="guid" value="449e617f-8356-46e5-b740-9e4b18200441"/>
                        </node>
 
These are the lines we want to add for each new entry. The uuid here is what we want to match to the unique UUID we gave in the CharacterCreationSharedVisuals UUID line:
 
                    <attribute id="UUID" type="guid" value="449e617f-8356-46e5-b740-9e4b18200441"/>
 
This one from the our sharedvisuals file. When you've finished adding the entries you want to add the races.lsx is ready to go.


=== Compatibility Framework ===
=== Compatibility Framework ===
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