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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
- MySweetMod
- Public
- Generated
- Localization
- Language <- usually English
MySweetMod.loca.xml
<- text for items and spells
- Language <- usually English
- Localization
- Mods
- MySweetMod
meta.lsx
<- See Creating meta.lsx
- MySweetMod
- Mods
- 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
- ControllerItems
- Assets
- Game <- icons and other UI elements
- Public
- MySweetMod <- mod files in plain-text or XML
- Assets
- Textures
- Icons <--- .dds Texture Atlas for Icons
- Textures
- Assets
- MySweetMod <- mod files in plain-text or XML
- Content
- Assets
- Characters
- [PAK]_Armor <-- material and mesh LSX for custom outfits and weapons.
- Characters
- Assets
- UI
- [PAK]_UI <--- Contains '_merged.lsx'. This sets the positions for the icon texture atlas.
- GUI <--- Icons_Items.lsx
- Content
- 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
- Generated <--- TreasureTable.txt
- Stats
Folder Structure for a General Mod
- Mod Name (root/workspace folder)
- Generated
- Public
- Mod Name
- [PAK]_Mod_Name <- models and textures
- Mod Name
- Public
- Localization
- Language <- usually English
Mod_Name.loca.xml
<- text for items and spells
- Language <- usually English
- Mods
- Mod Name
meta.lsx
<- See Creating meta.lsx
- Mod Name
- 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
- Generated