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Understanding Mod Folder Structure: Difference between revisions
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m (→Folder Structure: fixing sample mods link) |
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*** Mod Name | *** Mod Name | ||
**** <code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]] | **** <code>meta.lsx</code> <- See [[Modding:Creating meta.lsx|Creating meta.lsx]] | ||
** Public <- use one of the [https://bg3.wiki/wiki/Modding: | ** 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 | *** Game <- icons and other UI elements | ||
*** Mod Name <- mod files in plain-text or XML | *** Mod Name <- mod files in plain-text or XML |
Revision as of 18:40, 29 November 2023
Here is an example of the structure of a BG3 mod.
Folder Structure
- Mod Name (root/workspace folder)
- Generated
- Public
- Mod Name
- [PAK]_Mod_Name <- models and textures
- Mod Name
- Public
- Localization
- Language <- usually English
Mod_Name.loca.xml
<- text for items and spells
- Language <- usually English
- Mods
- Mod Name
meta.lsx
<- See Creating meta.lsx
- 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
- Generated