Modding:Head Models: Difference between revisions

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Information on how to use the resource
(Changed category to modding resources since it's more that than a guide)
(Information on how to use the resource)
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== Extra Information ==
== Information on using this resource ==


If you want to make a race mod and add the heads below, use their VisualResourceID to add to CharacterCreationAppearanceVisuals.
To use this resource, make sure you have [https://github.com/ShinyHobo/BG3-Modders-Multitool BG3 Modder's Multitool], and that you have the Models.pak unpacked. Navigate to the folder your multitool is in, and then locate the ''UnpackedData'' folder. This is where you will find all of these head models. The specific file paths are above each table for easy reference.


If you are making a head based on these heads and the edits aren't severe enough that you need to make a custom skeleton, use the SkeletonResource of the vanilla head for your VisualBank entry.
If you want to edit one of these heads to create a custom head, simply visit the .GR2 file path and import your preferred head into Blender using [https://github.com/Norbyte/dos2de_collada_exporter BG3/DOS Collada Exporter plugin].
 
If you want to make a race mod and add the heads below, add their ''VisualResourceID'' to ''CharacterCreationAppearanceVisuals.lsx''.
 
If you are making a head based on one of these heads, and the edits aren't severe enough that you need to make a custom skeleton, use the ''SkeletonResource'' of the vanilla head for your ''VisualBank'' entry in your ''_merged.lsf.lsx''.


== Dwarves ==
== Dwarves ==

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