Guide:Hair Mod File Setup: Difference between revisions

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If wanting to add more than one hair to your mod, you can use Padme's mini tool linked above for adding new slots to CharacterCreationAppearanceVisuals. You can also use it to edit your .loca file if you desire.
If wanting to add more than one hair to your mod, you can use Padme's mini tool linked above for adding new slots to CharacterCreationAppearanceVisuals. You can also use it to edit your .loca file if you desire.
== Following the Template ==
Following Padme's [https://www.nexusmods.com/baldursgate3/mods/437 Template] (or using it as a guide to copy parts from the game files), follow along with this tutorial.
If you are only adding an existing hair from the game to CC without wanting to do any edits, you can remove the Generated folder from your copy of the template and just link to the game hair instead.


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


You may have downloaded the tutorial and feel overwhelmed by all the files and folders, but it's really not too complicated. There are only four files that we need to edit: loca.xml, meta.lsx, _merged.lsf.lsx and CharacterCreationAppearanceVisuals.lsx. You'll also need to place your .GR2 in the Generated folder, but more on that later.
== Following the Template ==
 
Following Padme's [https://www.nexusmods.com/baldursgate3/mods/437 Template] (or using it as a guide to copy parts from the game files), follow along with this tutorial.
 
If you are only adding an existing hair from the game to CC without wanting to do any edits, you can remove the Generated folder from your copy of the template and just link to the game hair instead.
 
You may have downloaded the template, and now feel overwhelmed by all the files and folders, but it's really not too complicated. There are only four files that we need to edit: loca.xml, meta.lsx, _merged.lsf.lsx and CharacterCreationAppearanceVisuals.lsx. You'll also need to place your .GR2 in the Generated folder, but more on that later.


== Mods/meta.lsx ==
== Mods/meta.lsx ==

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