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Understanding Mod Folder Structure: Difference between revisions

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== Folder Structure for an armour mod with new meshes and textures==
== Folder Structure for an armour mod with new meshes and textures==
Your mod is 'MySweetMod'
Your mod is '''MySweetMod'''


* MySweetMod (root/workspace folder)
* MySweetMod
 
**Generated
** Generated
***Public
*** Public
****MySweetMod
**** MySweetMod
*****Assets <- models and textures
***** Assets <- models and textures
**Localization
 
***Language <- usually ''English''
** Localization
****<code>MySweetMod.loca</code> <- text for items and spells
*** Language <- usually ''English''
**Mods
**** <code>MySweetMod.loca.xml</code> <- text for items and spells
 
** Mods
*** MySweetMod
*** MySweetMod
**** <code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]]
****<code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]]
 
**Public  
** Public  
*** Game
*** Game <- icons and other UI elements
****Assets
**** Assets
*****ControllerItems
***** ControllerItems
******items_png <--- 144 x 144 .DDS icon files for outfits and weapons
****** items_png <--- 144 x 144 .DDS icon files for outfits and weapons
******skills_png <--- 144 x 144 .DDS icon files for spells and passives
****** skills_png <--- 144 x 144 .DDS icon files for spells and passives
*****Tooltips
***** Tooltips
******ItemIcons <--- 380 x 380 .DDS icon files for outfits and weapons
****** ItemIcons <--- 380 x 380 .DDS icon files for outfits and weapons
****** Icons <--- 380 x 380 .DDS icon files for spells and passives
****** Icons <--- 380 x 380 .DDS icon files for spells and passives
 
***MySweetMod
*** MySweetMod <- mod files in plain-text or XML
****Assets
**** Assets
***** Textures  
***** Textures
******Icons <--- .dds Texture Atlas for Icons
****** Icons <--- .dds Texture Atlas for Icons
****Content
 
******Assets
**** Content
*******Characters  
****** Assets
********[PAK]_Armor <-- material and mesh LSX for custom outfits and weapons.
******* Characters
*****UI
******** [PAK]_Armor <-- material and mesh LSX for custom outfits and weapons.  
****** [PAK]_UI <--- Contains '_merged.lsx'. This tells the game what the texture atlas dds is called and where it is.
***** UI
****GUI <--- Icons_Items.lsx. This sets the positions for the icon texture atlas.
****** [PAK]_UI <--- Contains '_merged.lsx'. This sets the positions for the icon texture atlas.
***** RootTemplates <--- Your Roottemplate lsx goes here. MySweetMod.Lsx
**** GUI <--- Icons_Items.lsx
*****Stats
 
*******Generated <--- TreasureTable.txt - This tells the game where the item will spawn.
***** RootTemplates <--- Your Roottemplate goes here. MySweetMod.LSX but the naming does not matter.
********Data <--- Armor.txt, Object.txt, Passive.txt, Weapon.txt and other TXT files. These contain stats.
 
***** Stats
******* Generated <--- TreasureTable.txt
******** Data <--- Armor.txt, Object.txt, Passive.txt, Weapon.txt and other TXT files




== Folder Structure for a General Mod==
== Folder Structure for a General Mod==


* Mod Name (root/workspace folder)
*Mod Name (root/workspace folder)
** Generated
**Generated
*** Public
***Public
**** Mod Name
****Mod Name
***** [PAK]_Mod_Name <- models and textures
***** [PAK]_Mod_Name <- models and textures
** Localization
**Localization
*** Language <- usually ''English''
*** Language <- usually ''English''
**** <code>Mod_Name.loca.xml</code> <- text for items and spells
****<code>Mod_Name.loca.xml</code> <- text for items and spells
** Mods
**Mods
*** Mod Name
***Mod Name
**** <code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]]
****<code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]]
** Public <- use one of the [https://bg3.wiki/wiki/Modding:Sample_Templates Sample Mods] as a template for this folder
**Public <- use one of the [https://bg3.wiki/wiki/Modding:Sample_Templates Sample Mods] as a template for this folder
*** Game <- icons and other UI elements
***Game <- icons and other UI elements
*** Mod Name <- mod files in plain-text or XML
***Mod Name <- mod files in plain-text or XML

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