Guide:Hair Mod File Setup: Difference between revisions

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[[File:Gr2export.webp]]
[[File:Gr2export.webp]]


The settings below this cutoff remain as they are by default. If you don't apply transforms turn back on the Convert to Y-up
The settings below this cutoff remain as they are by default. If you don't apply transforms, turn back on the Convert to Y-up.


== Following the Template ==
== Following the Template ==


So if following my Template or just using it as a guide to copy parts from the game files you can follow along with this tutorial.  
So if following my [https://www.nexusmods.com/baldursgate3/mods/437 Template] or just using it as a guide to copy parts from the game files, you can follow along with this tutorial.  


You can choose for your hairs to be autosnapping or non autosnapping
You can choose for your hairs to be autosnapping or non autosnapping.


=== What are autosnapping and non autosnapping hairs? ===
=== What are autosnapping and non autosnapping hairs? ===


Autosnapping hairs are basically when you have an asset you want to work for more than one race/bodyshape/bodytype but don't want to make a mesh for every single variation. So when setup to be autosnapping you can apply one mesh to be used by multiple races/bodyshapes/bodytypes. And the game "autosnaps" them into place using a series of "sockets" that the hair is weighted to.
Autosnapping hairs are basically when you have an asset you want to work for more than one race/bodyshape/bodytype, but don't want to make a mesh for every single variation. So when setup to be autosnapping, you can apply one mesh to be used by multiple races/bodyshapes/bodytypes. And the game "autosnaps" them into place using a series of "sockets" that the hair is weighted to.


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Non autosnapping is when you have to create your hair mesh for each race/bodyshape/bodytype or rather the ones you want to create it for. For instance for personal use hairs you might decide you only want it for one character. Then non autosnapping might be the way to go.
Non autosnapping is when the game doesn't snap the hair into place at all. So, you have to create your hair mesh for each race/bodyshape/bodytype that you want it to be usable for. Obviously, this takes more work, but it can often give better/less crunchy results than autosnapping, and it is much easier to manually weight a non-autosnapping hair than an autosnapping hair. For instance, for personal use hairs, you might decide you only want it for one character. Then non autosnapping might be the way to go.


== Localization/English/custom_name_here.loca.xml ==
== Localization/English/custom_name_here.loca.xml ==
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Why is it named .loca.xml?
Why is it named .loca.xml?


This is because if you package the Main folder also known as your workspace folder with multitool it will auto convert the .loca.xml to .loca
This is because if you package the Main folder (also known as your workspace folder) with multitool, it will auto convert the .loca.xml to .loca.


This way you don't have to manually do the conversions yourself. However if you prefer to do manual conversions change the extension to .xml only.
This way you don't have to manually do the conversions yourself. However if you prefer to do manual conversions change the extension to .xml only.


Change custom_name_here to a custom name. Best to add a prefix beforehand. For example I use my username Padme4000 but shorten it to P4
Change custom_name_here to a custom name. It's best to add a prefix beforehand so there is no chance of your mod name clashing with another mod. For example I use my username Padme4000 but shorten it to P4.


So for my viking braid my .loca.xml is called p4_viking_braid.loca.xml
So for my viking braid my .loca.xml is called p4_viking_braid.loca.xml
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=== Using mini tool to create/edit the .loca ===
=== Using mini tool to create/edit the .loca ===


So currently you have to open the localisation editor via the CharacterCreationAppearanceVisuals buttons, and find the open localisation button in there. For the next update it will be on the main page due to many types of mods needing it.
So currently you have to open the localization editor via the CharacterCreationAppearanceVisuals buttons, and find the open localization button in there. For the next update it will be on the main page due to many types of mods needing it.


This is what it looks like once open:
This is what it looks like once open:
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For Display Name you want to write what you want the user to read when your asset is active. It's display name in game. For example in character creation it is the name your asset has when hovering over it. Once you have done that click the Update button.
For Display Name you want to write what you want the user to read when your asset is active. It's display name in game. For example in character creation it is the name your asset has when hovering over it. Once you have done that click the Update button.


If you don't yet have a localisatoin file use the Save as button
If you don't yet have a localization file use the Save as button


If you already have one setup first use the Locate your localisation.xml, the box above will fill in with that path. Then click Add to your mod file to add the new handle to your mod.
If you already have one setup first use the Locate your localization.xml, the box above will fill in with that path. Then click Add to your mod file to add the new handle to your mod.


Congrats you have finished setting up/using the mini tool to edit/create your localisation file.
Congrats you have finished setting up/using the mini tool to edit/create your localization file.


Just remember before packing to convert the xml to .loca with lslib or if using multitool to pack your mod name the file .loca.xml for multitool to auto convert for you.
Just remember before packing to convert the xml to .loca with lslib or if using multitool to pack your mod name the file .loca.xml for multitool to auto convert for you.
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== Hair _merged.lsf ==
== Hair _merged.lsf ==


What is this? well its the file where we tell the game where to locate our mesh in our mod and other information it might need.
What is this? Well it's the file where we tell the game where to locate our mesh in our mod, as well as other information it might need.


I setup this file first as it makes it easier for me at least to setup the other files we need.
I set up this file first as it makes it easier (for me at least) to set up the other files we need.


Public\Autosnapping_Template\Content\Assets\Characters\[PAK]_Hair\_merged.lsf.lsx this is where you will find our file in the Template
Public\Autosnapping_Template\Content\Assets\Characters\[PAK]_Hair\_merged.lsf.lsx this is where you will find our file in the Template

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