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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 | |||
== Folder Structure for an armour mod with new meshes and textures== | == 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]. | |||
Your mod is '''MySweetMod''' | Your mod is '''MySweetMod''' | ||
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*******Generated <--- TreasureTable.txt - This tells the game where the item will spawn. | *******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. | ********Data <--- Armor.txt, Object.txt, Passive.txt, Weapon.txt and other TXT files. These contain stats. | ||