Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Understanding Mod Folder Structure

From bg3.wiki
Revision as of 10:37, 19 December 2023 by CommanderStrawberry (talk | contribs)

Here is an example of the structure of a BG3 mod.

You may wish to compare and contrast to one of the Sample Mods.


Folder Structure for an armour mod with new meshes and textures

Your mod is MySweetMod

  • MySweetMod
    • Generated
      • Public
        • MySweetMod
          • Assets <- models and textures
    • Localization
      • Language <- usually English
        • MySweetMod.loca <- text for items and spells
    • Mods
    • 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.


Folder Structure for a General Mod

  • 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