Modding:Creating Race Mods: Difference between revisions
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Skin ColorEye ColorMakeupHair ColorHeadHair Style
Here is an example node for adding one head. To find the correct Race UUID, see this page.
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< | {{Modding box}}{{Modding sidebar}} | ||
So, you wanna make a custom race for BG3. How do you do that, though? This guide will show you how. | |||
[https://github.com/BG3-Community-Library-Team/BG3-Community-Library/wiki/Building-a-Race-Mod Building a Race Mod Guide] | |||
[https://www.nexusmods.com/baldursgate3/mods/4515 Whispers of the Resource - Custom Race and Subrace Template] | |||
== CharacterVisuals _merged.lsf.lsx == | |||
Here is where you're going to set up the default look for your race, aka how it looks when the player first selects them on the race menu. This can include hair, head, eyes, tattoos, makeup, and more. | |||
Here are some nodes you'll find in the file, and what they do.<syntaxhighlight lang="xml"> | |||
<node id="Object"> | |||
<attribute id="ForcePresetValues" type="bool" value="True" /> | |||
<attribute id="GroupName" type="FixedString" value="02Skin Properties" /> | |||
<attribute id="MapKey" type="FixedString" value="02Skin Properties" /> | |||
<attribute id="MaterialPresetResource" type="FixedString" value="7b0d0147-72f1-6b22-b32b-0bfebd47cb85" /> This sets default skin color | |||
</node> | |||
</syntaxhighlight>Skin Color<syntaxhighlight lang="xml"> | |||
<node id="Object"> | |||
<attribute id="ForcePresetValues" type="bool" value="True" /> | |||
<attribute id="GroupName" type="FixedString" value="06Eyes" /> | |||
<attribute id="MapKey" type="FixedString" value="06Eyes" /> | |||
<attribute id="MaterialPresetResource" type="FixedString" value="da5e8c41-2f06-213f-855b-41291f26e3a6" /> This sets default eye color | |||
</node> | |||
</syntaxhighlight>Eye Color<syntaxhighlight lang="xml"> | |||
<node id="Object"> | |||
<attribute id="ForcePresetValues" type="bool" value="True" /> | |||
<attribute id="GroupName" type="FixedString" value="05Makeup" /> | |||
<attribute id="MapKey" type="FixedString" value="05Makeup" /> | |||
<attribute id="MaterialPresetResource" type="FixedString" value="d4bf8e65-39c8-f87b-7e2a-ef5d4756aaca" /> This sets default makeup | |||
</node> | |||
</syntaxhighlight>Makeup<syntaxhighlight lang="xml"> | |||
<node id="Object"> | |||
<attribute id="ForcePresetValues" type="bool" value="True" /> | |||
<attribute id="GroupName" type="FixedString" value="03Hair" /> | |||
<attribute id="MapKey" type="FixedString" value="03Hair" /> | |||
<attribute id="MaterialPresetResource" type="FixedString" value="536e441f-3fee-c04a-9698-6608ebe70824" /> This sets default hair color | |||
</node> | |||
</syntaxhighlight>Hair Color<syntaxhighlight lang="xml"> | |||
<node id="Slots"> | |||
<attribute id="Bone" type="FixedString" value="" /> | |||
<attribute id="Slot" type="FixedString" value="Head" /> | |||
<attribute id="VisualResource" type="FixedString" value="555b1e26-9a79-c11b-134d-a557b317bd93" /> This sets default head | |||
</node> | |||
</syntaxhighlight>Head<syntaxhighlight lang="xml"> | |||
<node id="Slots"> | |||
<attribute id="Bone" type="FixedString" value="" /> | |||
<attribute id="Slot" type="FixedString" value="Hair" /> | |||
<attribute id="VisualResource" type="FixedString" value="1dc629c7-382c-3090-e72f-c7f4d44d5e3d" /> This sets default hair style | |||
</node> | |||
</syntaxhighlight>Hair Style | |||
== CharacterCreationAppearanceVisuals.lsx == | |||
Here is where you'll define all of the heads you want your race to use.<syntaxhighlight lang="xml"> | |||
<node id="CharacterCreationAppearanceVisual"> | |||
<attribute id="BodyShape" type="uint8" value="0"/> | |||
<attribute id="BodyType" type="uint8" value="0"/> | |||
<attribute id="DefaultSkinColor" type="guid" value="fbfbdac7-b88b-840d-2601-e37aa45663ae"/> | |||
<attribute id="DisplayName" type="TranslatedString" handle="DISPLAYHANDLEHERE" version="3"/> | |||
<attribute id="RaceUUID" type="guid" value="RACEUUIDHERE"/> | |||
<attribute id="SlotName" type="FixedString" value="Head"/> | |||
<attribute id="UUID" type="guid" value="UNIQUEUUIDHERE"/> | |||
<attribute id="VisualResource" type="guid" value="VISUALRESOURCEUUIDHERE"/> | |||
</node> | |||
</syntaxhighlight>Here is an example node for adding one head. To find the correct Race UUID, see [https://bg3.wiki/wiki/Modding:Race_UUID this page]. | |||
{{Modding navbox}} | |||
[[Category:Race and class modding]] |
Latest revision as of 14:54, 11 January 2024
This page is a modding page, and follows its own rules and standards separate from the rest of the wiki. |
bg3.wiki modding |
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Modding homepage |
Modding resources - Meshes, Models, Tools, etc. |
Modding guides |
Hair modding |
Head modding |
Item modding - Armours, Outfits, Weapons etc. |
Race/class modding |
So, you wanna make a custom race for BG3. How do you do that, though? This guide will show you how.
Whispers of the Resource - Custom Race and Subrace Template
CharacterVisuals _merged.lsf.lsx[edit | edit source]
Here is where you're going to set up the default look for your race, aka how it looks when the player first selects them on the race menu. This can include hair, head, eyes, tattoos, makeup, and more.
Here are some nodes you'll find in the file, and what they do.<node id="Object">
<attribute id="ForcePresetValues" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="02Skin Properties" />
<attribute id="MapKey" type="FixedString" value="02Skin Properties" />
<attribute id="MaterialPresetResource" type="FixedString" value="7b0d0147-72f1-6b22-b32b-0bfebd47cb85" /> This sets default skin color
</node>
<node id="Object">
<attribute id="ForcePresetValues" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="06Eyes" />
<attribute id="MapKey" type="FixedString" value="06Eyes" />
<attribute id="MaterialPresetResource" type="FixedString" value="da5e8c41-2f06-213f-855b-41291f26e3a6" /> This sets default eye color
</node>
<node id="Object">
<attribute id="ForcePresetValues" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="05Makeup" />
<attribute id="MapKey" type="FixedString" value="05Makeup" />
<attribute id="MaterialPresetResource" type="FixedString" value="d4bf8e65-39c8-f87b-7e2a-ef5d4756aaca" /> This sets default makeup
</node>
<node id="Object">
<attribute id="ForcePresetValues" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="03Hair" />
<attribute id="MapKey" type="FixedString" value="03Hair" />
<attribute id="MaterialPresetResource" type="FixedString" value="536e441f-3fee-c04a-9698-6608ebe70824" /> This sets default hair color
</node>
<node id="Slots">
<attribute id="Bone" type="FixedString" value="" />
<attribute id="Slot" type="FixedString" value="Head" />
<attribute id="VisualResource" type="FixedString" value="555b1e26-9a79-c11b-134d-a557b317bd93" /> This sets default head
</node>
<node id="Slots">
<attribute id="Bone" type="FixedString" value="" />
<attribute id="Slot" type="FixedString" value="Hair" />
<attribute id="VisualResource" type="FixedString" value="1dc629c7-382c-3090-e72f-c7f4d44d5e3d" /> This sets default hair style
</node>
CharacterCreationAppearanceVisuals.lsx[edit | edit source]
Here is where you'll define all of the heads you want your race to use.<node id="CharacterCreationAppearanceVisual">
<attribute id="BodyShape" type="uint8" value="0"/>
<attribute id="BodyType" type="uint8" value="0"/>
<attribute id="DefaultSkinColor" type="guid" value="fbfbdac7-b88b-840d-2601-e37aa45663ae"/>
<attribute id="DisplayName" type="TranslatedString" handle="DISPLAYHANDLEHERE" version="3"/>
<attribute id="RaceUUID" type="guid" value="RACEUUIDHERE"/>
<attribute id="SlotName" type="FixedString" value="Head"/>
<attribute id="UUID" type="guid" value="UNIQUEUUIDHERE"/>
<attribute id="VisualResource" type="guid" value="VISUALRESOURCEUUIDHERE"/>
</node>