after unpacking the .pak file, I wanted to modify the treasure tables to include only the sword and have it only appear in the Tutorial chest. I modified the TreasureTable.txt file to only show the sword (I kept the canmerge and subtable lines) in the Tutorial chest, deleting the trader and backpack sections entirely
I then regenerated the .loca and merged.lsf files and repackaged the new mod version into a new .pak file.
Note:
I ran tests show that regeneration and repackaging (with no changes) worked, so the tools are running fine on my machine.
Result:
The sword did not show up in the chest
Request:
any comment on what I did wrong would be appreciated (I've been tearing my hair out and I'm getting bleary-eyed)
I played Early Access for almost 2 years and thoroughly enjoyed it by playing around with this mod and Basket. And after Full Release, I decided to share the custom items that I had amassed after another 3 months of playing because people were curious about where I got them. The result was Vestments of the Faithful, which has been fairly successful since its release--all because you decided to share your knowledge to the community.
Where on Larian's Discord does mod making get discussed? I saw a bunch of posts highlighting released mods, but no one discussing mod making. I tried searching their single modding channel for "PhysicsTemplate", "cloth proxy", "cloth", "proxy", and that's about as far as I got before I realized it was just as worthless as every other Discord...
If you're trying to track down the UUID of a texture used by something your character can wear, then use Modder's Multitool to search for the correct %Race%\[PAK]_%Gender%Body-type%_Armor\_merged.lsf file. If you already know the exact name of the model you want to find the texture-UUID for, that can be a big help. But it's not required. Either way, start by opening the Multitool and clicking on Search Index.
In the next window that opens, un-checking the Select All box on the drop-down menu. Now check only the box for .lsf. Enter a key-word into the search-field and press Enter or click Search. If your key-word is valid, but vague, then you'll probably get at least 16 results; one .lsf preceded by "RootTemplate\" and about 15 .lsfs which are preceded by "%Race%\[PAK]_%Gender%Body-type%_Armor\". If you're searching by the exact .GR2 file-name, you'll probably only get one result.
Either way, the results including "%Race%\[PAK]_%Gender%Body-type%_Armor\" are the files that will contain UUIDs of the textures used by armor meshes. If it's clothing you're looking for, just sub in the word Clothing for Armor. Mouse over one, give it a sec to load in the right pane as soon as it does click Convert & Open.
Inside Notepad++, hit Ctrl+F, enter your key-word, and click Count, just to get an idea of how much you'll be glancing over. You'll be looking for a certain data-block that specifically mentions the paths and file-names of the meshes (.GR2s). So, the better your key-word, the faster this is. For example, "GTY_F_ARM_Laezel_Githyanki_HalfPlate_A_Body.GR2" would take you instantly to the block where the model is assigned textures.
The specific sub-block you're looking for is a child off the block described above and looks a bit like this (using the same example as before):
Sorry for the small sized font. Trying to avoid the word-wrap that plagues this site. That UUID you see there belongs to the texture which is applied to the mesh I used as an example. So, this should show you both how to find texture UUIDs, relative to where they are used, and how to apply them yourself.
I think that's exactly the information I need! The multitool is currently indexing 1 million of something, so we'll see how it goes lol Thanks for taking the time to type that up :)
EDIT: Holy moly, I'm pretty sure this thing does what I've been doing manually- just combing through folder after folder, losing my mind.
By the way, if you're getting that many results in your searches, you likely will want to narrow down your search with more accurate key-words. Like, if you know what the mesh looks like in-game, but not it's name, you can un-check Search All in the drop-down, then check the boxes for .dae, .fbx & .GR2. Now try your key-word again. This time when you mouse over an entry on the left, it will (after a brief load-time) generate a texture-less version of the mesh in the right pane. You can move it around, zoom in/out, and turn it using the mouse.
This can help you dial-in, by sight, on the mesh you're looking for, which gets you an exact model name. You don't need to "extract" or "convert" anything after previewing the meshes, because it will automatically export them to a mock folder structure which auto-generates within the Multitool's own folder. You can then import them into Blender if you need to, via the .dae/.GR2 addon for Blender.
I've been working on it for almost a week, I've copied the folder structure and renamed all the files and paths within the configuration files correctly. The icons in the inventory work correctly but the preview on the tooltip is empty and I don't understand why, could you help me? Compiling your mod works correctly while mine always has the same problem. Could you tell me where to check?
I want to ask a question, how to make loca file, I can't open it, and if I don't set this file, my mod will not work. The first folder in "localization, English"
You need to use Norbyte's. There's a tab called "Localization", and you just put the path to the one file in the upper, either .xml or .loca, and then you put whatever you want to save the file as in the lower, again either as .xml or .loca. It's very simple.
That said, I couldn't get the game to read the localization files myself. It just refuses to, for whatever reason, unless I actually name them english.xml/loca/pak, but at that point it needs to contain all the information of the base game, which it will replace, so I obviously don't want to do that.
51 comments
https://discord.com/invite/larianstudios
- after unpacking the .pak file, I wanted to modify the treasure tables to include only the sword and have it only appear in the Tutorial chest. I modified the TreasureTable.txt file to only show the sword (I kept the canmerge and subtable lines) in the Tutorial chest, deleting the trader and backpack sections entirely
- I then regenerated the .loca and merged.lsf files and repackaged the new mod version into a new .pak file.
Note:
- I ran tests show that regeneration and repackaging (with no changes) worked, so the tools are running fine on my machine.
Result:
- The sword did not show up in the chest
Request:Thanks!
I'm really unclear about where the documentation/database is for all the spells, effects, and the word order for custom items and effects.
For example:
OnTickRoll
RemoveConditions
PassivesOnEquip
And other multi-term functions like
Resistance(Acid, Resistant)
If there's any tools to "lookup" spells so we can have a point of reference for everything...
I played Early Access for almost 2 years and thoroughly enjoyed it by playing around with this mod and Basket. And after Full Release, I decided to share the custom items that I had amassed after another 3 months of playing because people were curious about where I got them. The result was Vestments of the Faithful, which has been fairly successful since its release--all because you decided to share your knowledge to the community.
https://staticdelivery.nexusmods.com/mods/3474/images/249/249-1633814039-718291062.jpeg
How did you figure out the map value of "HUM_F_CLT_Tunic_C?
In the next window that opens, un-checking the Select All box on the drop-down menu. Now check only the box for .lsf. Enter a key-word into the search-field and press Enter or click Search. If your key-word is valid, but vague, then you'll probably get at least 16 results; one .lsf preceded by "RootTemplate\" and about 15 .lsfs which are preceded by "%Race%\[PAK]_%Gender%Body-type%_Armor\". If you're searching by the exact .GR2 file-name, you'll probably only get one result.
Either way, the results including "%Race%\[PAK]_%Gender%Body-type%_Armor\" are the files that will contain UUIDs of the textures used by armor meshes. If it's clothing you're looking for, just sub in the word Clothing for Armor. Mouse over one, give it a sec to load in the right pane as soon as it does click Convert & Open.
Inside Notepad++, hit Ctrl+F, enter your key-word, and click Count, just to get an idea of how much you'll be glancing over. You'll be looking for a certain data-block that specifically mentions the paths and file-names of the meshes (.GR2s). So, the better your key-word, the faster this is. For example, "GTY_F_ARM_Laezel_Githyanki_HalfPlate_A_Body.GR2" would take you instantly to the block where the model is assigned textures.
The specific sub-block you're looking for is a child off the block described above and looks a bit like this (using the same example as before):
<node id="Objects">
<attribute id="LOD" type="uint8" value="0" />
<attribute id="MaterialID" type="FixedString" value="24dd95a5-5a3f-ef44-1a3d-35ee9de0b43e" />
<attribute id="ObjectID" type="FixedString" value="GTY_F_ARM_Laezel_Githyanki_HalfPlate_A_Body.GTY_F_ARM_Laezel_Githyanki_HalfPlate_A_Body_Mesh.0" />
</node>
Sorry for the small sized font. Trying to avoid the word-wrap that plagues this site. That UUID you see there belongs to the texture which is applied to the mesh I used as an example. So, this should show you both how to find texture UUIDs, relative to where they are used, and how to apply them yourself.
Thanks for taking the time to type that up :)
EDIT: Holy moly, I'm pretty sure this thing does what I've been doing manually- just combing through folder after folder, losing my mind.
By the way, if you're getting that many results in your searches, you likely will want to narrow down your search with more accurate key-words. Like, if you know what the mesh looks like in-game, but not it's name, you can un-check Search All in the drop-down, then check the boxes for .dae, .fbx & .GR2. Now try your key-word again. This time when you mouse over an entry on the left, it will (after a brief load-time) generate a texture-less version of the mesh in the right pane. You can move it around, zoom in/out, and turn it using the mouse.
This can help you dial-in, by sight, on the mesh you're looking for, which gets you an exact model name. You don't need to "extract" or "convert" anything after previewing the meshes, because it will automatically export them to a mock folder structure which auto-generates within the Multitool's own folder. You can then import them into Blender if you need to, via the .dae/.GR2 addon for Blender.
Good luck! :)
thanks again for your help!
Trying to add my own model of footwear to the game.
The first folder in "localization, English"
That said, I couldn't get the game to read the localization files myself. It just refuses to, for whatever reason, unless I actually name them english.xml/loca/pak, but at that point it needs to contain all the information of the base game, which it will replace, so I obviously don't want to do that.
Anybody found a solution ?