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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.
== Folder Structure for a General Mod==
The following is how the folder structure of a typical mod might appear. It's purpose is not to be exhaustive, but rather showcase the folder structure of what are generally the most essential parts of a typical mod. Text contained within braces <code>{}</code> are meant to be filled in by the author of the mod.


== Folder Structure ==
*{Mod Name} (root/workspace folder)
**Generated
***Public
****{Mod Name}
***** [PAK]_{Mod_Name} (contains models and textures)
**Localization
*** {Language} (usually called just ''English'')
****<code>{Mod_Name}.loca.xml</code> (contains the text to display for items and spells)
**Mods
***{Mod Name}
****<code>meta.lsx</code> (see [[Modding:Creating meta.lsx|Creating meta.lsx]] for more information)
**Public (use one of the [https://bg3.wiki/wiki/Modding:Sample_Templates Sample Mods] as a template for this folder)
***Game (icons and other UI elements)
***{Mod Name} (mod files in plain-text or XML)
**ScriptExtender (this folder and its contents are only present if using [[Norbyte's Script Extender|Norbyte's Script Extender]])
***Config.json


* Mod Name (root/workspace folder)
 
** Generated
 
*** Public
== Folder Structure for an armour mod with new meshes and textures==
**** Mod Name
Here is an example of the structure of a BG3 mod. You may wish to compare and contrast to one of the [https://bg3.wiki/wiki/Modding:Sample_Templates Sample Mods].
***** [PAK]_Mod_Name <- models and textures
 
** Localization
Your mod is '''MySweetMod'''
*** Language <- usually ''English''
 
**** <code>Mod_Name.loca.xml</code> <- text for items and spells
* MySweetMod
** Mods
**Generated
*** Mod Name
***Public
**** <code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]]
****MySweetMod
** Public <- use one of the [https://bg3.wiki/wiki/Modding:Creating_mods#Sample_Mods Sample Mods] as a template for this folder
*****Assets <- models and textures
*** Game <- icons and other UI elements
**Localization
*** Mod Name <- mod files in plain-text or XML
***Language <- usually ''English''
****<code>MySweetMod.loca</code> <- text for items and spells
**Mods
*** MySweetMod
****<code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]]
**Public  
*** Game
****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
****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 tells the game what the texture atlas dds is called and where it is.
****GUI <--- Icons_Items.lsx. This sets the positions for the icon texture atlas.
*****RootTemplates <--- Your Roottemplate lsx goes here. MySweetMod.Lsx
*****Stats
*******Generated <--- TreasureTable.txt - This tells the game where the item will spawn.
********Data <--- Armor.txt, Object.txt, Passive.txt, Weapon.txt and other TXT files. These contain stats.
[[Category:Modding guides]]

Latest revision as of 23:20, 29 July 2024

Folder Structure for a General Mod[edit | edit source]

The following is how the folder structure of a typical mod might appear. It's purpose is not to be exhaustive, but rather showcase the folder structure of what are generally the most essential parts of a typical mod. Text contained within braces {} are meant to be filled in by the author of the mod.

  • {Mod Name} (root/workspace folder)
    • Generated
      • Public
        • {Mod Name}
          • [PAK]_{Mod_Name} (contains models and textures)
    • Localization
      • {Language} (usually called just English)
        • {Mod_Name}.loca.xml (contains the text to display 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)
    • ScriptExtender (this folder and its contents are only present if using Norbyte's Script Extender)
      • Config.json


Folder Structure for an armour mod with new meshes and textures[edit | edit source]

Here is an example of the structure of a BG3 mod. You may wish to compare and contrast to one of the Sample Mods.

Your mod is MySweetMod

  • MySweetMod
    • Generated
      • Public
        • MySweetMod
          • Assets <- models and textures
    • Localization
      • Language <- usually English
        • MySweetMod.loca <- text for items and spells
    • Mods
    • Public
      • Game
        • 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
        • 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 tells the game what the texture atlas dds is called and where it is.
        • GUI <--- Icons_Items.lsx. This sets the positions for the icon texture atlas.
          • RootTemplates <--- Your Roottemplate lsx goes here. MySweetMod.Lsx
          • Stats
              • Generated <--- TreasureTable.txt - This tells the game where the item will spawn.
                • Data <--- Armor.txt, Object.txt, Passive.txt, Weapon.txt and other TXT files. These contain stats.