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Understanding Mod Folder Structure: Difference between revisions

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Here is an example of the structure of a BG3 mod.
Here is an example of the structure of a BG3 mod.


== Folder Structure ==
You may wish to compare and contrast to one of the [https://bg3.wiki/wiki/Modding:Sample_Templates Sample Mods].
 
 
== Folder Structure for an armour mod with new meshes and textures==
Your mod is 'MySweetMod'
 
* MySweetMod (root/workspace folder)
 
** Generated
*** Public
**** MySweetMod
***** Assets <- models and textures
 
** Localization
*** Language <- usually ''English''
**** <code>MySweetMod.loca.xml</code> <- text for items and spells
 
** Mods
*** MySweetMod
**** <code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]]
 
** Public
*** Game <- icons and other UI elements
**** Assets
***** ControllerItems
****** items_png <--- 144 x 144 .DDS icon files for outfits and weapons
****** skills_png <--- 144 x 144 .DDS icon files for spells and passives
***** Tooltips
****** ItemIcons <--- 380 x 380 .DDS icon files for outfits and weapons
****** Icons <--- 380 x 380 .DDS icon files for spells and passives
 
*** MySweetMod <- mod files in plain-text or XML
**** Assets
***** Textures
****** Icons <--- .dds Texture Atlas for Icons
 
**** Content
****** Assets
******* Characters
******** [PAK]_Armor <-- material and mesh LSX for custom outfits and weapons.
***** UI
****** [PAK]_UI <--- Contains '_merged.lsx'. This sets the positions for the icon texture atlas.
**** GUI <--- Icons_Items.lsx
 
***** RootTemplates <--- Your Roottemplate goes here. MySweetMod.LSX but the naming does not matter.
 
***** Stats
******* Generated <--- TreasureTable.txt
******** Data <--- Armor.txt, Object.txt, Passive.txt, Weapon.txt and other TXT files
 
 
== Folder Structure for a General Mod==


* Mod Name (root/workspace folder)
* Mod Name (root/workspace folder)

Revision as of 10:31, 19 December 2023

Here is an example of the structure of a BG3 mod.

You may wish to compare and contrast to one of the Sample Mods.


Folder Structure for an armour mod with new meshes and textures

Your mod is 'MySweetMod'

  • MySweetMod (root/workspace folder)
    • Generated
      • Public
        • MySweetMod
          • Assets <- models and textures
    • Localization
      • Language <- usually English
        • MySweetMod.loca.xml <- text for items and spells
    • Public
      • Game <- icons and other UI elements
        • Assets
          • ControllerItems
            • items_png <--- 144 x 144 .DDS icon files for outfits and weapons
            • skills_png <--- 144 x 144 .DDS icon files for spells and passives
          • Tooltips
            • ItemIcons <--- 380 x 380 .DDS icon files for outfits and weapons
            • Icons <--- 380 x 380 .DDS icon files for spells and passives
      • MySweetMod <- mod files in plain-text or XML
        • Assets
          • Textures
            • Icons <--- .dds Texture Atlas for Icons
        • Content
            • Assets
              • Characters
                • [PAK]_Armor <-- material and mesh LSX for custom outfits and weapons.
          • UI
            • [PAK]_UI <--- Contains '_merged.lsx'. This sets the positions for the icon texture atlas.
        • GUI <--- Icons_Items.lsx
          • RootTemplates <--- Your Roottemplate goes here. MySweetMod.LSX but the naming does not matter.
          • Stats
              • Generated <--- TreasureTable.txt
                • Data <--- Armor.txt, Object.txt, Passive.txt, Weapon.txt and other TXT files


Folder Structure for a General Mod

  • Mod Name (root/workspace folder)
    • Generated
      • Public
        • Mod Name
          • [PAK]_Mod_Name <- models and textures
    • Localization
      • Language <- usually English
        • Mod_Name.loca.xml <- text for items and spells
    • Mods
    • Public <- use one of the Sample Mods as a template for this folder
      • Game <- icons and other UI elements
      • Mod Name <- mod files in plain-text or XML