Modding:Working with LSX files: Difference between revisions

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==== Working with .lsx, or rather .xml files ====
==== Working with .lsx, or rather .xml files ====
Generally you shouldn't open up these files & modify them manually, it's much better to do it programmatically, I suggest python because it's really easy to get started. Not only will it save you a ton of time in the long run, but whenever a new patch hits you can just regenerate your mod by re-running the script & it will respect whatever changes hit in the patch. At the bottom I've included the script I use to generate my mod, python is a bit outside the scope of this tutorial but it should give you a skeleton & the general workflow for how to work with the files. The mod in question adds level 13 to all base classes, this makes it so you can take level 12 in a mod which increases max level without the game crashing when you level up next time. It gives feat on every level, and triples the spell slots/sorcery points/ki points etc on level up.
Depending on experience level & what your goals are different strategies can be taken to modify the files. For my mod, which is doing sweeping changes I use python. It also helps me to query the data & find what I'm looking for directly instead of trying to look through the same file in multiple locations. The advantage of doing it programmatically is that you can just re-run the script if a patch updates the same nodes you've changed. At the bottom I've included the script I use to generate my mod, python is a bit outside the scope of this tutorial but it should give you a skeleton & the general workflow for how to work with the files. The mod in question adds level 13 to all base classes, this makes it so you can take level 12 in a mod which increases max level without the game crashing when you level up next time. It gives feat on every level, and triples the spell slots/sorcery points/ki points etc on level up.


==== How does BG3 load resources? ====
==== How does BG3 load resources? ====
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