Guide:Hair Mod File Setup: Difference between revisions

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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 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.
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 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.
You can find the _merged file at: Localization/custom_name_here.loca.xml.


Change custom_name_here to a custom name. It's best to add a personalized prefix beforehand so there is no chance of your mod name clashing with another mod. For example, Padme4000 uses her username, but shortened to P4. So for Padme's viking braid hair, her .loca.xml would be called p4_viking_braid.loca.xml
Change custom_name_here to a custom name. It's best to add a personalized prefix beforehand so there is no chance of your mod name clashing with another mod. For example, Padme4000 uses her username, but shortened to P4. So for Padme's viking braid hair, her .loca.xml would be called p4_viking_braid.loca.xml
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=== (Optional) Using mini tool to create/edit the .loca ===
=== (Optional) Using mini tool to create/edit the .loca ===


If you don't want to edit the .loca manually, you can use Padme's mini tool to do it for you! 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.
If you don't want to edit the .loca manually, you can use Padme's mini tool to do it for you! Open the localization editor via the CharacterCreationAppearanceVisuals buttons, and find the open localization button in there.


This is what it looks like once open:
This is what it looks like once open:
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[[File:Locaeditor.webp|700px]]
[[File:Locaeditor.webp|700px]]


So first we see a Folder Path setup, if you haven't already create the folders for the .loca file. Though while we are editing it the extension is .xml
So first we see a Folder Path setup, if you haven't already, create the folders for the .loca file. Though while we are editing it the extension is .xml.


If you want to use the tool to create your folders create a folder called Mods in the same folder as the tools exe. And put your mod folder in here. Now for the first box in the editor fill in the exact name your workspace folder has, then you can check mod folders to see if it can see them and if you don't have them click Create folders. it will create the missing folders.
If you want to use the tool to create your folders, create a folder called Mods in the same folder as the tools exe. And put your mod folder in here. Now for the first box in the editor, fill in the exact name your workspace folder has, then you can check mod folders to see if it can see them and if you don't have them click Create folders. The tool will create the missing folders.


For Name Handle you want to first click Generate Unique Handle and once it has one click the Update button. Remember always click the update button. And always check your files once done just in case the tool didn't work for whatever reason or you forgot to press update. As you don't want clashing uuids/handles.
For Name Handle you want to first click Generate Unique Handle, and once it has one, click the Update button. Remember to always click the update button. And always check your files once done, just in case the tool didn't work for whatever reason or you forgot to press update, as you don't want clashing uuids/handles.


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. 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 localization 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 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.
If you already have one setup, first use the Locate function to 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 localization 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, make your file extension .loca.xml for multitool to auto convert for you.


== Hair _merged.lsf ==
== Hair _merged.lsf ==

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