Modding:Coding An Item: Difference between revisions

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You have made a mesh for a human man, a circlet. We are going to add it to the game.
You have made a mesh for a human man, a circlet. We are going to add it to the game.
Remember to check your naming conventions for .lsf.lsx files so the multitool correctly converts them, and keep in mind that some lsx files should not be converted to lsf at all.
Remember to check your naming conventions for .lsf.lsx files so the multitool correctly converts them, and keep in mind that some lsx files should not be converted to lsf at all.
Be sure to also check [Modding:Sample_Templates Sample templates.] for further reference.
This guide does not cover adding custom icons.
This guide does not cover adding custom icons.


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  <attribute id="_OriginalFileVersion_" type="int64" value="144115207403209032" />
  <attribute id="_OriginalFileVersion_" type="int64" value="144115207403209032" />
  <children>
  <children>
If your item is something droppable, it may contain the Bounds node. This tells it the size of the white circle that will appear on interacting with the dropped object.
    <node id="Bounds">
  <children>
  <node id="Bound">
  <attribute id="Height" type="float" value="1" />
  <attribute id="Max" type="fvec3" value="0.1912984 0.03773662 0.2818625" />
  <attribute id="Min" type="fvec3" value="-0.1951099 0.001149297 -0.194317" />
  <attribute id="Radius" type="float" value="0.433013" />
  <attribute id="Shape" type="uint8" value="1" />
  <attribute id="Type" type="uint8" value="1" />
  </node>
  <node id="Bound">
  <attribute id="Height" type="float" value="1" />
  <attribute id="Max" type="fvec3" value="0.1912984 0.03773662 0.2818625" />
  <attribute id="Min" type="fvec3" value="-0.1951099 0.001149297 -0.194317" />
  <attribute id="Radius" type="float" value="0.433013" />
  <attribute id="Shape" type="uint8" value="1" />
  <attribute id="Type" type="uint8" value="2" />
  </node>
  <node id="Bound">
    <attribute id="Height" type="float" value="1" />
      <attribute id="Max" type="fvec3" value="0.25 1 0.25" />
  <attribute id="Min" type="fvec3" value="-0.25 0 -0.25" />
  <attribute id="Radius" type="float" value="0.2165065" />
  <attribute id="Shape" type="uint8" value="1" />
  <attribute id="Type" type="uint8" value="0" />
    </node>
  </children>
    </node>
   
  <node id="Equipment">
  <node id="Equipment">
  <children>
  <children>
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  <node id="DreadShortHair" />
  <node id="DreadShortHair" />
  <node id="LongHair" />
  <node id="LongHair" />
<node id="ParentRace">
               
   
  '''The races Githyanki, Dragonborn and Tiefling are set to automatically use HUM or HUM_STRONG models, unless they are manually opted out by adding this Parentrace node. '''
  '''The parentrace nodes set the item to use race-specific meshes for githyanki, Dragonborn and TieflingUnless this line is added and  specified, they  will use Human Body or Strong Human Body. (Which may be fine for some races such as Tieflings.)'''
  '''Adding this parentracenode will set the item to use race-specific meshes for any race you specify with its [https://bg3.wiki/wiki/Modding:Race_UUID Race UUID.] '''
  '''You may wish to not bother making a tiefling specific mesh unless there is very obnoxious tail or horn clipping, so you can simply not include them in the parentrace node.'''
<node id="ParentRace">
  <children>
  <children>
  <node id="Object">
  <node id="Object">
  <attribute id="MapKey" type="guid" value="6503c830-9200-409a-bd26-895738587a4a" /> Tiefling Male
  <attribute id="MapKey" type="guid" value="6503c830-9200-409a-bd26-895738587a4a" /> Tiefling Male
  <attribute id="MapValue" type="guid" value="00000000-0000-0000-0000-000000000000" />  
  <attribute id="MapValue" type="guid" value="00000000-0000-0000-0000-000000000000" /> This zeroes the race out of the ParentRace node.
   
   
  </node>
  </node>

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