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== 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. | |||
*{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 | |||
* | |||
** Generated | |||
*** Public | == Folder Structure for an armour mod with new meshes and textures== | ||
**** | 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]. | ||
***** | |||
** Localization | Your mod is '''MySweetMod''' | ||
*** Language <- usually ''English'' | |||
**** <code> | * MySweetMod | ||
** Mods | **Generated | ||
*** | ***Public | ||
**** <code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]] | ****MySweetMod | ||
** Public <- | *****Assets <- models and textures | ||
*** | **Localization | ||
*** | ***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)
- {Mod Name}
- Public
- Localization
- {Language} (usually called just English)
{Mod_Name}.loca.xml
(contains the text to display for items and spells)
- {Language} (usually called just English)
- Mods
- {Mod Name}
meta.lsx
(see Creating meta.lsx for more information)
- {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)
- ScriptExtender (this folder and its contents are only present if using Norbyte's Script Extender)
- Config.json
- Generated
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
- MySweetMod
- Public
- Localization
- Language <- usually English
MySweetMod.loca
<- text for items and spells
- Language <- usually English
- Mods
- MySweetMod
meta.lsx
<- See Creating meta.lsx
- MySweetMod
- 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
- ControllerItems
- Assets
- MySweetMod
- Assets
- Textures
- Icons <--- .dds Texture Atlas for Icons
- Textures
- Content
- Assets
- Characters
- [PAK]_Armor <-- material and mesh LSX for custom outfits and weapons.
- Characters
- Assets
- 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.
- Generated <--- TreasureTable.txt - This tells the game where the item will spawn.
- Assets
- Game
- Generated