Modding:Creating meta.lsx: Difference between revisions

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|description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3.
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== Tools ==
A meta.lsx file is a necessity if you plan on making .pak mods. Here's how to set one up.
 
== Tools You'll Need ==


* [https://github.com/ShinyHobo/BG3-Modders-Multitool BG3 Modders Multitool]
* [https://github.com/ShinyHobo/BG3-Modders-Multitool BG3 Modders Multitool]
* [https://www.nexusmods.com/baldursgate3/mods/502 BG3 Mini Tool]
* [https://www.nexusmods.com/baldursgate3/mods/502 BG3 Mini Tool]
* [https://code.visualstudio.com/ vscode] or [https://notepad-plus-plus.org/ Notepad++]
* [https://code.visualstudio.com/ VSCode] or [https://notepad-plus-plus.org/ Notepad++]
* UUID Generator Extension in vscode (right click when its installed to generate a new uuid)
* UUID Generator Extension in VSCode OR ToolBucket & XML Tools in Notepad++ found via Plugins > Plugins Admin then search for it and install.
* ToolBucket & XML Tools in Notepad++ found via Plugins > Plugins Admin then search for it and install.
 
 
To generate a UUID in VSCode, you can highlight a section or click in a blank area, right click, and select Generate UUID here.


For the UUID generation in Notepad++ once installed ToolBucket you want to press Alt + Shift + G it will bring up a window as shown below. Keep include hyphens ticked and you can also click don't ask again if you won't use any of the other options.
For the UUID generation in Notepad++, once ToolBucket is installed, you want to press Alt + Shift + G. It will bring up a window as shown below. Keep '''Include hyphens''' ticked, and you can also click '''Don't ask again''' if you won't use any of the other options. Then click Generate.


[[File:Toolbucketuuid.webp]]
[[File:Toolbucketuuid.webp]]
Or use an online [https://generateuuid.net/#UUIDv4 UUID-Generator].


== Meta.lsx ==
== Meta.lsx ==


So most pak mods need a meta.lsx:
Most pak mods need a meta.lsx. A meta.lsx is a file that tells the mod loader certain "meta" information about your mod. This is information such as author's name, version number, etc.


ModName/Mods/YourShared/meta.lsx
The file path should be: ''ModName''/Mods/''YourShared''/meta.lsx


The ModName folder being your workspace folder for your mod. Each mod need ones. Then you would create a folder called Mods, then a new folder with a custom name could be same as the mod name this is what will be known as YourShared folder, and then finally you want to create a txt file and rename it to meta.lsx
The ''ModName'' folder is your workspace folder for your mod. Each mod needs one, and it holds all of the other folders. Then you would create a folder called Mods, then a new folder with a custom name (could be same as the mod name) this is what will be known as ''YourShared'' folder, and then finally you want to create a .txt file and rename it to meta.lsx.


The only time your mod won't need a meta.lsx if it is classed as a basegame override. You will know them by the mods that get put into the Overrides section of BG3 Mod Manager or have that orange highlight to them.
The only time your mod won't need a meta.lsx if it is classed as a basegame override. You will know them by the mods that get put into the Overrides section of BG3 Mod Manager or have that orange highlight to them. In some cases, you may still add a meta just so people can place the mod into their load order if they prefer.
 
In some cases you may add a meta even then just so people can place the mod into their load order if they prefer.
 
=== Creating your Meta.lsx Manually ===


=== Creating your meta.lsx manually ===
Here is the template for meta.lsx. Just paste this into the meta.lsx file you created earlier, and then follow the instructions to edit the template.
  <?xml version="1.0" encoding="UTF-8"?>
  <?xml version="1.0" encoding="UTF-8"?>
  <save>
  <save>
Line 41: Line 45:
                     <attribute id="Author" type="LSString" value="AUTHOR NAME HERE"/>
                     <attribute id="Author" type="LSString" value="AUTHOR NAME HERE"/>
                     <attribute id="CharacterCreationLevelName" type="FixedString" value=""/>
                     <attribute id="CharacterCreationLevelName" type="FixedString" value=""/>
                     <attribute id="Description" type="LSString" value=""/>
                     <attribute id="Description" type="LSString" value="DESCRIPTION HERE"/>
                     <attribute id="Folder" type="LSString" value="MOD FOLDER NAME HERE"/>
                     <attribute id="Folder" type="LSString" value="MOD FOLDER NAME HERE"/>
                     <attribute id="LobbyLevelName" type="FixedString" value=""/>
                     <attribute id="LobbyLevelName" type="FixedString" value=""/>
Line 74: Line 78:


Let's go over the lines you want to edit:
Let's go over the lines you want to edit:
              <node id="Dependencies"/>
Please have a read through of [[Modding:Dependencies|Dependencies]] for this section and whether it pertains to your mod or not.


                     <attribute id="Author" type="LSString" value="AUTHOR NAME HERE"/>
                     <attribute id="Author" type="LSString" value="AUTHOR NAME HERE"/>


In this line you want to put your author name, can be anything. most use their nexusmods name.
In this line you want to put your author name. This is what will be shown in the Author column in Mod Manager. It can be anything, but most people use their nexusmods username.
 
                  <attribute id="Description" type="LSString" value="DESCRIPTION HERE"/>
 
This is a short description that will display when the user hovers over your mod in BG3 Mod Manager.


                     <attribute id="Folder" type="LSString" value="MOD FOLDER NAME HERE"/>
                     <attribute id="Folder" type="LSString" value="MOD FOLDER NAME HERE"/>


Remember at the beginning when I said "then a new folder with a custom name could be same as the mod name this is what will be known as YourShared folder" this line above you want to match the name you gave that folder.
This needs to match the name of the new folder that we referred to earlier as the ''YourShared'' folder. If you don't enter this correctly, stuff in your mod will break.


                     <attribute id="Name" type="LSString" value="MOD NAME HERE"/>
                     <attribute id="Name" type="LSString" value="MOD NAME HERE"/>


Name of your mod goes here. Do not put - before a b as we have found out lately that can cause the mod not to load.
Name of your mod goes here. Do not put - before a b, as we have found out lately that can cause the mod not to load.


                     <attribute id="UUID" type="FixedString" value="UUID HERE"/>
                     <attribute id="UUID" type="FixedString" value="UUID HERE"/>


Generate a Unique UUID for this line, it must be unique unless you want it to override another mod.
Generate a unique UUID for this line. This is how Mod Manager tells mods apart, so this UUID must be unique, unless you want it to override another mod.


                     <attribute id="Version64" type="int64" value="36028797018963968"/>
                     <attribute id="Version64" type="int64" value="36028797018963968"/>


Now this line when read by bg3 mod manager reads as 1.0.0.0 you can use bg3 mod manager, multitool or mini tool to generate this in file number. This is also the line you change for each new update to your mod to up the version number.
Version numbers in the meta.lsx are in a Int64 format. When read by BG3 Mod Manager, this line reads as 1.0.0.0. You can use BG3 Mod Manager, the multitool or Padme's mini tool to generate this Int64 version number. This is also the line you change for each new update.


                         <node id="PublishVersion">
                         <node id="PublishVersion">
Line 99: Line 111:
                         </node>
                         </node>


This version is the version it was when published. Can remain this number even when updating.
This version number is the version it was when published. Can remain this number even when updating. However, you can make it the same number as the update number. The reason this exists is for Larian more than it is for us. This is because if they ever make a new pak during development their ``PublishVersion`` will be whatever their current game version is when that pak is created.


And that is all you need to edit for this file.
If your mod is dependent on another mods assets (remember get permission) it is best to add that mod as a dependency learn how [[Modding:Dependencies|here.]]


=== Generate Version Number with the tools ===
=== Generating a Version Number with the tools ===


You can generate a version number with multitool, bg3 mod manager and the mini tool. Here is how:
You can generate a version number with Multitool, BG3 Mod Manager or Padme's mini tool. Here is how:


==== Multitool ====
==== Multitool ====
Line 117: Line 129:
[[File:BG3 Multitool version number editor.webp]]
[[File:BG3 Multitool version number editor.webp]]


Use the up and down arrows on the Major/Minor/Revision/Build and it will change the number below. Once set to the version you want use the copy button on the second line and paste it into the first of this line in your meta:
Use the up and down arrows on the Major/Minor/Revision/Build, and it will change the number below. Once set to the version you want, use the copy button on the second line and paste it into the first of this line in your meta:


                     <attribute id="Version64" type="int64" value="36028797018963968"/>
                     <attribute id="Version64" type="int64" value="36028797018963968"/>
Line 123: Line 135:
==== BG3 Mod Manager ====
==== BG3 Mod Manager ====


In BG3 Mod Manager go to Tools > Toggle Version Generator Window or alternatively while open press Ctrl + G to open it. As below:
In BG3 Mod Manager go to Tools > Toggle Version Generator Window, or alternatively while open press Ctrl + G to open it. As below:


[[File:Bg3mm version number.webp]]
[[File:Bg3mm version number.webp]]
Line 131: Line 143:
[[File:Bg3mm version number01.webp]]
[[File:Bg3mm version number01.webp]]


Use the up and down arrows on the Major/Minor/Revision/Build and it will change the number below. Once set to the version you want use the copy button and paste it into the first of this line in your meta:
Use the up and down arrows on the Major/Minor/Revision/Build, and it will change the number below. Once set to the version you want, use the copy button and paste it into the first of this line in your meta:


                     <attribute id="Version64" type="int64" value="36028797018963968"/>
                     <attribute id="Version64" type="int64" value="36028797018963968"/>
Line 141: Line 153:
[[File:Bg3minitool versionnumber.webp]]
[[File:Bg3minitool versionnumber.webp]]


It will open this with the current extra tools of the mini tool.  
It will open the current extra tools of the mini tool.  


Use the up and down arrows on the first and last number and it will change the number below. Once set to the version you want use either highlight the text in the box and copy and paste it into the first of this line in your meta:
Use the up and down arrows on the first and last number and it will change the number below. Once set to the version, you want to either highlight the text in the box and copy and paste it into the first of this line in your meta:


                     <attribute id="Version64" type="int64" value="36028797018963968"/>
                     <attribute id="Version64" type="int64" value="36028797018963968"/>


Or use the Save to button, locate your meta.lsx and it will override the lines for you.
Or use the '''Save to''' button, then locate your meta.lsx and it will override the lines for you.


=== Creating your Meta with the Multitool ===
=== Creating your meta.lsx with the Multitool ===


Once your mod is complete and ready to be tested in game create a Mods folder in your workspace folder, then drag your workspace folder to the blue box that says "Drop mod workspace folder or a mod.pak here" if your Mods folder doesn't have a meta it will bring up this popup:
Once your mod is complete and ready to be tested in-game, create a Mods folder inside your workspace folder, then drag your workspace folder to the blue box that says "Drop mod workspace folder or a mod.pak here". If your Mods folder doesn't have a meta.lsx, it will bring up this popup:


[[File:Metacreationbg3multitool.webp]]
[[File:Metacreationbg3multitool.webp]]


In the Author box put the name you go by on nexusmods or whatever you want.
In the Author box, put the name you go by on nexusmods, or whatever you want.


In description describe your mod a little, can be anything.
In Description, describe your mod a little, can be anything.


Then choose your version number for your mod. Once ready you can click the confirm button.
Then choose your version number for your mod. Once ready, you can click the confirm button.


If wanting to update the number you can delete your meta it creates and drag your workspace folder again over the blue box.
If wanting to update the number, you can delete your meta.lsx and drag your workspace folder again over to the blue box, which will trigger this popup again.


=== Creating your meta.lsx with bg3 mini tool ===
=== Creating your meta.lsx with bg3 mini tool by Padme4000 ===


If you find it easier to follow videos or have a video alongside a written tutorial please find my video [https://youtu.be/tanDAq3JKPU?si=P4aJ3Rul4MeKIxdU here] on how to use that section of my tool.
If you find it easier to follow videos or have a video alongside a written tutorial, please find my video [https://youtu.be/tanDAq3JKPU?si=P4aJ3Rul4MeKIxdU here] on how to use that section of my tool.


Once you open the tool you will see a button called meta that is the one we want.
Once you open the tool you will see a button called meta that is the one we want.
Line 189: Line 201:


Unique UUID
Unique UUID
* use the generate unique uuid button and then click update once its generated.
* use the generated unique uuid button and then click update once it's generated.
** you want this to be unique so it doesn't clash with other mods
** you want this to be unique so it doesn't clash with other mods


Line 197: Line 209:
Now you can click save as and go save your file in the ModName/Mods/YourShared folder.
Now you can click save as and go save your file in the ModName/Mods/YourShared folder.


Congrats your meta.lsx is ready to go
Congrats! Your meta.lsx is ready to go.
 
{{Modding navbox}}
[[Category: Modding guides]]
[[Category:Hair modding]]
[[Category:Head modding]]
[[Category:Armor modding]]

Latest revision as of 23:34, 3 May 2024

A meta.lsx file is a necessity if you plan on making .pak mods. Here's how to set one up.

Tools You'll Need[edit | edit source]


To generate a UUID in VSCode, you can highlight a section or click in a blank area, right click, and select Generate UUID here.

For the UUID generation in Notepad++, once ToolBucket is installed, you want to press Alt + Shift + G. It will bring up a window as shown below. Keep Include hyphens ticked, and you can also click Don't ask again if you won't use any of the other options. Then click Generate.

Toolbucketuuid.webp

Or use an online UUID-Generator.

Meta.lsx[edit | edit source]

Most pak mods need a meta.lsx. A meta.lsx is a file that tells the mod loader certain "meta" information about your mod. This is information such as author's name, version number, etc.

The file path should be: ModName/Mods/YourShared/meta.lsx

The ModName folder is your workspace folder for your mod. Each mod needs one, and it holds all of the other folders. Then you would create a folder called Mods, then a new folder with a custom name (could be same as the mod name) this is what will be known as YourShared folder, and then finally you want to create a .txt file and rename it to meta.lsx.

The only time your mod won't need a meta.lsx if it is classed as a basegame override. You will know them by the mods that get put into the Overrides section of BG3 Mod Manager or have that orange highlight to them. In some cases, you may still add a meta just so people can place the mod into their load order if they prefer.

Creating your meta.lsx manually[edit | edit source]

Here is the template for meta.lsx. Just paste this into the meta.lsx file you created earlier, and then follow the instructions to edit the template.

<?xml version="1.0" encoding="UTF-8"?>
<save>
   <version major="4" minor="0" revision="9" build="331"/>
   <region id="Config">
       <node id="root">
           <children>
               <node id="Dependencies"/>
               <node id="ModuleInfo">
                   <attribute id="Author" type="LSString" value="AUTHOR NAME HERE"/>
                   <attribute id="CharacterCreationLevelName" type="FixedString" value=""/>
                   <attribute id="Description" type="LSString" value="DESCRIPTION HERE"/>
                   <attribute id="Folder" type="LSString" value="MOD FOLDER NAME HERE"/>
                   <attribute id="LobbyLevelName" type="FixedString" value=""/>
                   <attribute id="MD5" type="LSString" value=""/>
                   <attribute id="MainMenuBackgroundVideo" type="FixedString" value=""/>
                   <attribute id="MenuLevelName" type="FixedString" value=""/>
                   <attribute id="Name" type="LSString" value="MOD NAME HERE"/>
                   <attribute id="NumPlayers" type="uint8" value="4"/>
                   <attribute id="PhotoBooth" type="FixedString" value=""/>
                   <attribute id="StartupLevelName" type="FixedString" value=""/>
                   <attribute id="Tags" type="LSString" value=""/>
                   <attribute id="Type" type="FixedString" value="Add-on"/>
                   <attribute id="UUID" type="FixedString" value="UUID HERE"/>
                   <attribute id="Version64" type="int64" value="36028797018963968"/>
                   <children>
                       <node id="PublishVersion">
                           <attribute id="Version64" type="int64" value="36028797018963968"/>
                       </node>
                       <node id="TargetModes">
                           <children>
                               <node id="Target">
                                   <attribute id="Object" type="FixedString" value="Story"/>
                               </node>
                           </children>
                       </node>
                   </children>
               </node>
           </children>
       </node>
   </region>
</save>

Let's go over the lines you want to edit:

              <node id="Dependencies"/>

Please have a read through of Dependencies for this section and whether it pertains to your mod or not.

                   <attribute id="Author" type="LSString" value="AUTHOR NAME HERE"/>

In this line you want to put your author name. This is what will be shown in the Author column in Mod Manager. It can be anything, but most people use their nexusmods username.

                  <attribute id="Description" type="LSString" value="DESCRIPTION HERE"/>

This is a short description that will display when the user hovers over your mod in BG3 Mod Manager.

                   <attribute id="Folder" type="LSString" value="MOD FOLDER NAME HERE"/>

This needs to match the name of the new folder that we referred to earlier as the YourShared folder. If you don't enter this correctly, stuff in your mod will break.

                   <attribute id="Name" type="LSString" value="MOD NAME HERE"/>

Name of your mod goes here. Do not put - before a b, as we have found out lately that can cause the mod not to load.

                   <attribute id="UUID" type="FixedString" value="UUID HERE"/>

Generate a unique UUID for this line. This is how Mod Manager tells mods apart, so this UUID must be unique, unless you want it to override another mod.

                   <attribute id="Version64" type="int64" value="36028797018963968"/>

Version numbers in the meta.lsx are in a Int64 format. When read by BG3 Mod Manager, this line reads as 1.0.0.0. You can use BG3 Mod Manager, the multitool or Padme's mini tool to generate this Int64 version number. This is also the line you change for each new update.

                       <node id="PublishVersion">
                           <attribute id="Version64" type="int64" value="36028797018963968"/>
                       </node>

This version number is the version it was when published. Can remain this number even when updating. However, you can make it the same number as the update number. The reason this exists is for Larian more than it is for us. This is because if they ever make a new pak during development their ``PublishVersion`` will be whatever their current game version is when that pak is created.

If your mod is dependent on another mods assets (remember get permission) it is best to add that mod as a dependency learn how here.

Generating a Version Number with the tools[edit | edit source]

You can generate a version number with Multitool, BG3 Mod Manager or Padme's mini tool. Here is how:

Multitool[edit | edit source]

When open go to Utilities > Version Calculator as shown below:

BG3 Multitool version number.webp

Once open you will get this:

BG3 Multitool version number editor.webp

Use the up and down arrows on the Major/Minor/Revision/Build, and it will change the number below. Once set to the version you want, use the copy button on the second line and paste it into the first of this line in your meta:

                   <attribute id="Version64" type="int64" value="36028797018963968"/>

BG3 Mod Manager[edit | edit source]

In BG3 Mod Manager go to Tools > Toggle Version Generator Window, or alternatively while open press Ctrl + G to open it. As below:

Bg3mm version number.webp

Once open you will see this:

Bg3mm version number01.webp

Use the up and down arrows on the Major/Minor/Revision/Build, and it will change the number below. Once set to the version you want, use the copy button and paste it into the first of this line in your meta:

                   <attribute id="Version64" type="int64" value="36028797018963968"/>

BG3 Mini Tool[edit | edit source]

Go to the Extra Tools Button

Bg3minitool versionnumber.webp

It will open the current extra tools of the mini tool.

Use the up and down arrows on the first and last number and it will change the number below. Once set to the version, you want to either highlight the text in the box and copy and paste it into the first of this line in your meta:

                   <attribute id="Version64" type="int64" value="36028797018963968"/>

Or use the Save to button, then locate your meta.lsx and it will override the lines for you.

Creating your meta.lsx with the Multitool[edit | edit source]

Once your mod is complete and ready to be tested in-game, create a Mods folder inside your workspace folder, then drag your workspace folder to the blue box that says "Drop mod workspace folder or a mod.pak here". If your Mods folder doesn't have a meta.lsx, it will bring up this popup:

Metacreationbg3multitool.webp

In the Author box, put the name you go by on nexusmods, or whatever you want.

In Description, describe your mod a little, can be anything.

Then choose your version number for your mod. Once ready, you can click the confirm button.

If wanting to update the number, you can delete your meta.lsx and drag your workspace folder again over to the blue box, which will trigger this popup again.

Creating your meta.lsx with bg3 mini tool by Padme4000[edit | edit source]

If you find it easier to follow videos or have a video alongside a written tutorial, please find my video here on how to use that section of my tool.

Once you open the tool you will see a button called meta that is the one we want.

Minitool meta.webp

If you don't already have the folders setup you can use the top part of this window to create the folders. They will be created in a folder called Mods where the tool exe is. Or it will create that folder if it doesn't already exist.

Mod creator

  • type in the name you want associated with the mod such as your nexusmods name. Click update when you've finished typing it in.

Always click update.

Mod name

  • line give your mod a name that will show up in the mod managers.

Mod description

  • can be anything, just describe it a little or add nothing.

Shared Folder - you want this line to be the same name you give your secondary folders.

  • We will use the meta path as an example:
    • ModName/Mods/YourShared this last folder needs to match the name you give that line

Unique UUID

  • use the generated unique uuid button and then click update once it's generated.
    • you want this to be unique so it doesn't clash with other mods

Version Number

  • by default it is set to 1.0.0.0 so just in case the file has changed at all click the update button so it sets it back to 1.0.0.0

Now you can click save as and go save your file in the ModName/Mods/YourShared folder.

Congrats! Your meta.lsx is ready to go.