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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:Creating_mods#Sample_Mods Sample Mods] as a template for this folder
** 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
    • Localization
      • Language <- usually English
        • Mod_Name.loca.xml <- text 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