Modding:Hotloading: Difference between revisions

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hotloading explanation
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=== What can I use it for? ===
=== What can I use it for? ===
You can use hotloading for .GR2 aka mesh/model files. Say you are creating a custom head by editing one of the vanilla ones. You can hotload your custom head into the game, open Character Creator, and then swap to your custom head each time you export a new version from Blender to see what your changes look like in game. Very handy! All you have to do is make sure you swap away from your hotloaded asset and back to load any new changes.
You can use hotloading for .GR2 aka mesh/model files and .DDS files. Say you are creating a custom head by editing one of the vanilla ones. You can hotload your custom head .GR2 into the game, open Character Creator, and then swap to your custom head each time you export a new version from Blender to see what your changes look like in game. Very handy! All you have to do is make sure you swap away from your hotloaded asset and back to load any new changes.


=== How do I do it? ===
=== How do I do it? ===
To hotload, you need to create a mirror of your mod’s files inside Baldur’s Gate 3’s Data files.<div class="nomobile" column-width: "60em2;>
To hotload, you need to create a mirror of your mod’s files inside Baldur’s Gate 3’s Data files.
 
For example, say one of your mods has a head .GR2 located here:
 
 
''SampleMod\Generated\Public\SampleMod\Assets\HUM_F_NKD_Head_LI.GR2''
 
 
You can then hotload it by creating this filepath in your BG3 Data directory:
 
 
''C:\Program Files (x86)\Steam\steamapps\common\Baldurs Gate 3\Data\Generated\Public\SampleMod\Assets\HUM_F_NKD_Head_LI.GR2''
 
 
Then just open the game with your .pak loaded and you should see the new head. If you replace the .GR2 inside the Data directory, swapping to another head and back should reflect the new changes without having to restart the game.
 
 
Credit to LazyIcarus for this technique!<div class="nomobile" column-width: "60em2;>
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