Modding:Head Troubleshooting: Difference between revisions

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== Tools ==
== Troubleshooting ==


* [https://github.com/ShinyHobo/BG3-Modders-Multitool BG3 Modders Multitool]
=== Wrinkles ===
* [https://www.nexusmods.com/baldursgate3/mods/502 BG3 Mini Tool]
* [https://www.nexusmods.com/baldursgate3/mods/132?tab=files BG3 Head Template]


First you can download my template for Heads from [https://www.nexusmods.com/baldursgate3/mods/132?tab=files here] and if wanting to add more than one head to your mod you can use my mini tool [https://www.nexusmods.com/baldursgate3/mods/502 here] for adding new slots.
So are you noticing that your characters wrinkkles/expressions are more extreme than normal?


If adding an existing head from the game without wanting to do any edits you can remove the Generated folder from your copy of the template.
You want to edit this section in your Heads Merged MaterialBank:


== Localization/English/custom_name_here.loca.xml ==
<node id="VectorParameters">
<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
<attribute id="Enabled" type="bool" value="False" />
<attribute id="ExportAsPreset" type="bool" value="False" />
<attribute id="GroupName" type="FixedString" value="" />
<attribute id="IsColor" type="bool" value="False" />
<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsR" />
<attribute id="Value" type="fvec4" value="0 0 0 0" />
</node>
<node id="VectorParameters">
<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
<attribute id="Enabled" type="bool" value="False" />
<attribute id="ExportAsPreset" type="bool" value="False" />
<attribute id="GroupName" type="FixedString" value="" />
<attribute id="IsColor" type="bool" value="False" />
<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsG" />
<attribute id="Value" type="fvec4" value="0 0 0 0" />
</node>
<node id="VectorParameters">
<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
<attribute id="Enabled" type="bool" value="False" />
<attribute id="ExportAsPreset" type="bool" value="False" />
<attribute id="GroupName" type="FixedString" value="" />
<attribute id="IsColor" type="bool" value="False" />
<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsB" />
<attribute id="Value" type="fvec4" value="0 0 0 0" />
</node>
<node id="VectorParameters">
<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
<attribute id="Enabled" type="bool" value="False" />
<attribute id="ExportAsPreset" type="bool" value="False" />
<attribute id="GroupName" type="FixedString" value="" />
<attribute id="IsColor" type="bool" value="False" />
<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsA" />
<attribute id="Value" type="fvec4" value="0 0 0 0" />
</node>


Why is it named .loca.xml?
For these turn <attribute id="Enabled" type="bool" value="False" /> to <attribute id="Enabled" type="bool" value="True" /> on each of these sections. It will set them all to 0 which I suggest testing first in game as you can still get wrinkles with these values.  


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
{{Modding navbox}}
 
[[Category:Head modding]]
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.
 
[[File:Localisation.webp|750px]]
 
So the first underscored (yellow) part labeled 1 is a handle. This is technically the same as a UUID except it has no - and instead has 3 extra random digits and adds a h at the beginning. So if you want you can use auto generated UUID's like you can make with notepad ++ or vscode and then remove the - and add a h at the beginning and add 3 more random digits.
 
For example:
 
644e4b68-7bdb-4b0a-98ff-9025ce6e20e6 turn this into h644e4b687bdb4b0a98ff9025ce6e20e6a4d
 
Now the second underscored (pink) part labelled 2 is where we write what we want the game to show when the handle is active. For example when it comes to character creation mods it is what shows up in character creation.
 
=== Using Multitool to Generate a Handle ===
 
Alternatively you can use [https://github.com/ShinyHobo/BG3-Modders-Multitool multitool] to generate a handle for you.
 
[[File:Handle multitool.webp|600px]]
 
So once you have multitool open make sure to click the box next to Handle so it has a tick inside. Then you can click Generate for the tool to generate a new handle. Clicking on the box that has the handle inside will copy it to your clipboard so you can go to your file and paste it in.
 
=== Using BG3 Mini Tool to edit Localization ===

Revision as of 16:41, 11 January 2024

Troubleshooting

Wrinkles

So are you noticing that your characters wrinkkles/expressions are more extreme than normal?

You want to edit this section in your Heads Merged MaterialBank:

						<node id="VectorParameters">
							<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
							<attribute id="Enabled" type="bool" value="False" />
							<attribute id="ExportAsPreset" type="bool" value="False" />
							<attribute id="GroupName" type="FixedString" value="" />
							<attribute id="IsColor" type="bool" value="False" />
							<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsR" />
							<attribute id="Value" type="fvec4" value="0 0 0 0" />
						</node>
						<node id="VectorParameters">
							<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
							<attribute id="Enabled" type="bool" value="False" />
							<attribute id="ExportAsPreset" type="bool" value="False" />
							<attribute id="GroupName" type="FixedString" value="" />
							<attribute id="IsColor" type="bool" value="False" />
							<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsG" />
							<attribute id="Value" type="fvec4" value="0 0 0 0" />
						</node>
						<node id="VectorParameters">
							<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
							<attribute id="Enabled" type="bool" value="False" />
							<attribute id="ExportAsPreset" type="bool" value="False" />
							<attribute id="GroupName" type="FixedString" value="" />
							<attribute id="IsColor" type="bool" value="False" />
							<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsB" />
							<attribute id="Value" type="fvec4" value="0 0 0 0" />
						</node>
						<node id="VectorParameters">
							<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
							<attribute id="Enabled" type="bool" value="False" />
							<attribute id="ExportAsPreset" type="bool" value="False" />
							<attribute id="GroupName" type="FixedString" value="" />
							<attribute id="IsColor" type="bool" value="False" />
							<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsA" />
							<attribute id="Value" type="fvec4" value="0 0 0 0" />
						</node>

For these turn <attribute id="Enabled" type="bool" value="False" /> to <attribute id="Enabled" type="bool" value="True" /> on each of these sections. It will set them all to 0 which I suggest testing first in game as you can still get wrinkles with these values.