Managed to get both the Class Icons & Resource Icons working. Here's a guide:
1. First, download the following tool to be able to pack/unpack the mod: https://github.com/ShinyHobo/BG3-Modders-Multitool/releases 2. Go to the Public\Game\GUI\Assets\Bloodletter directory, and copy the subfolders to its Public\Game\GUI\Assets parent folder. 3. Inside the Public\Game\GUI\Assets\Shared\Resources, create three new folders: Highlight, Used, and Missing. 4. Move the ico_classRes_BloodEssence.dds icon to Highlight, the ico_classRes_BloodEssence_missing.dds to Missing, and the ico_classRes_BloodEssence_used.dds to Used. 5. Then, rename each file inside of its corresponding subfolder to BloodDie.DDS [IMPORTANT: Capitalize the extension dds to DDS, otherwise it will not work] 6. Copy the Highlight version of the file to the parent route (Public\Game\GUI\Assets\Shared\Resources). 7. Move to Public\Game\GUI\Assets\ClassIcons\hotbar, and rename the icon to simply Bloodletter.DDS.
Not sure if these next two steps are necessary, but including them just in case: 8. Go to Public\Game\GUI\Assets\ActionResources_c\Icons and create a new folder called Resources, then move everything into it. 9. Now move to this new folder, and create Highlight, Used, and Missing folders, and move each corresponding icon to its subfolder. Also rename the icons to BloodDie.DDS [Again, don't forget the capitalization]
With all of the icons properly named and in position, go to Public\Game\GUI\Assets, and create a metadata.lsf file with the following code. If you do not know how to make a LSF file (like me lol) just copy and paste the lsf file found here Public\Bloodletter\ActionResourceDefinitions, rename it to metadata, and edit its content with notepad++. <?xml version="1.0" encoding="utf-8"?> <save> <version major="4" minor="7" revision="1" build="3" lslib_meta="v1,bswap_guids,lsf_keys_adjacency" /> <region id="config"> <node id="config"> <children> <node id="entries"> <children> <node id="Object"> <attribute id="MapKey" type="FixedString" value="Assets/ClassIcons/hotbar/Bloodletter.png" /> <children> <node id="entries"> <attribute id="h" type="int16" value="300" /> <attribute id="mipcount" type="int8" value="1" /> <attribute id="w" type="int16" value="300" /> </node> </children> </node> <node id="Object"> <attribute id="MapKey" type="FixedString" value="Assets/ClassIcons/Bloodletter.png" /> <children> <node id="entries"> <attribute id="h" type="int16" value="300" /> <attribute id="mipcount" type="int8" value="1" /> <attribute id="w" type="int16" value="300" /> </node> </children> </node> <node id="Object"> <attribute id="MapKey" type="FixedString" value="Assets/ActionResources_c/Icons/Resources/Missing/BloodDie.png" /> <children> <node id="entries"> <attribute id="h" type="int16" value="64" /> <attribute id="mipcount" type="int8" value="1" /> <attribute id="w" type="int16" value="44" /> </node> </children> </node> <node id="Object"> <attribute id="MapKey" type="FixedString" value="Assets/ActionResources_c/Icons/Resources/Used/BloodDie.png" /> <children> <node id="entries"> <attribute id="h" type="int16" value="64" /> <attribute id="mipcount" type="int8" value="1" /> <attribute id="w" type="int16" value="44" /> </node> </children> </node> <node id="Object"> <attribute id="MapKey" type="FixedString" value="Assets/ActionResources_c/Icons/Resources/Highlight/BloodDie.png" /> <children> <node id="entries"> <attribute id="h" type="int16" value="64" /> <attribute id="mipcount" type="int8" value="1" /> <attribute id="w" type="int16" value="44" /> </node> </children> </node> <node id="Object"> <attribute id="MapKey" type="FixedString" value="Assets/Shared/Resources/Used/BloodDie.png" /> <children> <node id="entries"> <attribute id="h" type="int16" value="64" /> <attribute id="mipcount" type="int8" value="1" /> <attribute id="w" type="int16" value="44" /> </node> </children> </node> <node id="Object"> <attribute id="MapKey" type="FixedString" value="Assets/Shared/Resources/Highlight/BloodDie.png" /> <children> <node id="entries"> <attribute id="h" type="int16" value="64" /> <attribute id="mipcount" type="int8" value="1" /> <attribute id="w" type="int16" value="44" /> </node> </children> </node> <node id="Object"> <attribute id="MapKey" type="FixedString" value="Assets/Shared/Resources/Missing/BloodDie.png" /> <children> <node id="entries"> <attribute id="h" type="int16" value="64" /> <attribute id="mipcount" type="int8" value="1" /> <attribute id="w" type="int16" value="44" /> </node> </children> </node> <node id="Object"> <attribute id="MapKey" type="FixedString" value="Assets/Shared/Resources/BloodDie.png" /> <children> <node id="entries"> <attribute id="h" type="int16" value="64" /> <attribute id="mipcount" type="int8" value="1" /> <attribute id="w" type="int16" value="44" /> </node> </children> </node> </children> </node> </children> </node> </region> </save> Finally, repack the mod and import it. All icons should show up correctly now, hopefully.
Thanks to Mods4R and Goethehill comments for the guidance.
Step 9 In my case, the .lsf files in the other folders were all .lsx file formats. There was not a single .lsf file. An .lsx file stands for xml format apparently.
I tried both .lsf and .lsx files and then zipped them back to Bloodletter.zip using the .zip program. But the Bloodletter mod is installed in Vortex, but does not appear in the loading list, neither in Vortex nor in the game mod overview.
The link during/after the mod installation was made.
If I pack the edited mod again, the name of the file doesn't really matter, does it?
Why does the file not appear in the loading list and is therefore not executed in the game?
I have checked the steps and everything seems to have been done correctly as described. ------------------------------------ ps
The problem might be that I have not made the file into a .pak file again, but only with Winrar or 7zip.
But in the multi-tool, I can't find a function to turn an unpacked file back into a packed .pak file.
Where and how can I do this? ------------------------------------ pps
Aha, ok...
There is no button that lets you pack up again.
But if you go to the search for the file to be unpacked in the main window and then select the unpacked file, the program packs it back into the .pack file.
You have to explain that to a forest person like me first.^^
Was playing with this mod and having a blast but for some reason, today it no longer show up when im creating a new character. What can i do to fix this
I know that, but turns out its have a conflict with other subclass mod that i have. Now, the problem is a bit different, if i multiclass to rouge it wont show up but if i pick rouge class in the first place, it'll be there
I feel this mod shines better on higher difficulties, as I had no party limiter and Astarion took most of the dmg being a front line dagger-wielder. The blood healing felt canonical and balanced due to the amount of damage enemies were doing.
Could you reassemble it with your balancing? Also, it would be nice to have 1-20 level progression (like "Expansion (with Bladesinger) Level 13-20 (Configurable)"). Also, I have an issue with class icons.
Okay, I am probably going to mirror what others have said but I really want to leave my feedback so here goes. I LOVE THIS SUBCLASS! But it's so unfortunate that Harvest Blood is implemented the way it is. It literally removes the challenge and tension from fights. I'm also using a great many mods that increase difficulty. I really want to use this! Can you please change it to where it only applies once a round?
97 comments
Here's a guide:
1. First, download the following tool to be able to pack/unpack the mod: https://github.com/ShinyHobo/BG3-Modders-Multitool/releases
2. Go to the Public\Game\GUI\Assets\Bloodletter directory, and copy the subfolders to its Public\Game\GUI\Assets parent folder.
3. Inside the Public\Game\GUI\Assets\Shared\Resources, create three new folders: Highlight, Used, and Missing.
4. Move the ico_classRes_BloodEssence.dds icon to Highlight, the ico_classRes_BloodEssence_missing.dds to Missing, and the ico_classRes_BloodEssence_used.dds to Used.
5. Then, rename each file inside of its corresponding subfolder to BloodDie.DDS [IMPORTANT: Capitalize the extension dds to DDS, otherwise it will not work]
6. Copy the Highlight version of the file to the parent route (Public\Game\GUI\Assets\Shared\Resources).
7. Move to Public\Game\GUI\Assets\ClassIcons\hotbar, and rename the icon to simply Bloodletter.DDS.
Not sure if these next two steps are necessary, but including them just in case:
8. Go to Public\Game\GUI\Assets\ActionResources_c\Icons and create a new folder called Resources, then move everything into it.
9. Now move to this new folder, and create Highlight, Used, and Missing folders, and move each corresponding icon to its subfolder. Also rename the icons to BloodDie.DDS [Again, don't forget the capitalization]
With all of the icons properly named and in position, go to Public\Game\GUI\Assets, and create a metadata.lsf file with the following code. If you do not know how to make a LSF file (like me lol) just copy and paste the lsf file found here Public\Bloodletter\ActionResourceDefinitions, rename it to metadata, and edit its content with notepad++.
<?xml version="1.0" encoding="utf-8"?>
<save>
<version major="4" minor="7" revision="1" build="3" lslib_meta="v1,bswap_guids,lsf_keys_adjacency" />
<region id="config">
<node id="config">
<children>
<node id="entries">
<children>
<node id="Object">
<attribute id="MapKey" type="FixedString" value="Assets/ClassIcons/hotbar/Bloodletter.png" />
<children>
<node id="entries">
<attribute id="h" type="int16" value="300" />
<attribute id="mipcount" type="int8" value="1" />
<attribute id="w" type="int16" value="300" />
</node>
</children>
</node>
<node id="Object">
<attribute id="MapKey" type="FixedString" value="Assets/ClassIcons/Bloodletter.png" />
<children>
<node id="entries">
<attribute id="h" type="int16" value="300" />
<attribute id="mipcount" type="int8" value="1" />
<attribute id="w" type="int16" value="300" />
</node>
</children>
</node>
<node id="Object">
<attribute id="MapKey" type="FixedString" value="Assets/ActionResources_c/Icons/Resources/Missing/BloodDie.png" />
<children>
<node id="entries">
<attribute id="h" type="int16" value="64" />
<attribute id="mipcount" type="int8" value="1" />
<attribute id="w" type="int16" value="44" />
</node>
</children>
</node>
<node id="Object">
<attribute id="MapKey" type="FixedString" value="Assets/ActionResources_c/Icons/Resources/Used/BloodDie.png" />
<children>
<node id="entries">
<attribute id="h" type="int16" value="64" />
<attribute id="mipcount" type="int8" value="1" />
<attribute id="w" type="int16" value="44" />
</node>
</children>
</node>
<node id="Object">
<attribute id="MapKey" type="FixedString" value="Assets/ActionResources_c/Icons/Resources/Highlight/BloodDie.png" />
<children>
<node id="entries">
<attribute id="h" type="int16" value="64" />
<attribute id="mipcount" type="int8" value="1" />
<attribute id="w" type="int16" value="44" />
</node>
</children>
</node>
<node id="Object">
<attribute id="MapKey" type="FixedString" value="Assets/Shared/Resources/Used/BloodDie.png" />
<children>
<node id="entries">
<attribute id="h" type="int16" value="64" />
<attribute id="mipcount" type="int8" value="1" />
<attribute id="w" type="int16" value="44" />
</node>
</children>
</node>
<node id="Object">
<attribute id="MapKey" type="FixedString" value="Assets/Shared/Resources/Highlight/BloodDie.png" />
<children>
<node id="entries">
<attribute id="h" type="int16" value="64" />
<attribute id="mipcount" type="int8" value="1" />
<attribute id="w" type="int16" value="44" />
</node>
</children>
</node>
<node id="Object">
<attribute id="MapKey" type="FixedString" value="Assets/Shared/Resources/Missing/BloodDie.png" />
<children>
<node id="entries">
<attribute id="h" type="int16" value="64" />
<attribute id="mipcount" type="int8" value="1" />
<attribute id="w" type="int16" value="44" />
</node>
</children>
</node>
<node id="Object">
<attribute id="MapKey" type="FixedString" value="Assets/Shared/Resources/BloodDie.png" />
<children>
<node id="entries">
<attribute id="h" type="int16" value="64" />
<attribute id="mipcount" type="int8" value="1" />
<attribute id="w" type="int16" value="44" />
</node>
</children>
</node>
</children>
</node>
</children>
</node>
</region>
</save>
Finally, repack the mod and import it.
All icons should show up correctly now, hopefully.
Thanks to Mods4R and Goethehill comments for the guidance.
Thank you!
Thank you!
In my case, the .lsf files in the other folders were all .lsx file formats. There was not a single .lsf file.
An .lsx file stands for xml format apparently.
I tried both .lsf and .lsx files and then zipped them back to Bloodletter.zip using the .zip program. But the Bloodletter mod is installed in Vortex, but does not appear in the loading list, neither in Vortex nor in the game mod overview.
The link during/after the mod installation was made.
If I pack the edited mod again, the name of the file doesn't really matter, does it?
Why does the file not appear in the loading list and is therefore not executed in the game?
I have checked the steps and everything seems to have been done correctly as described.
------------------------------------
ps
The problem might be that I have not made the file into a .pak file again, but only with Winrar or 7zip.
But in the multi-tool, I can't find a function to turn an unpacked file back into a packed .pak file.
Where and how can I do this?
------------------------------------
pps
Aha, ok...
There is no button that lets you pack up again.
But if you go to the search for the file to be unpacked in the main window and then select the unpacked file, the program packs it back into the .pack file.
You have to explain that to a forest person like me first.^^
Harvest Blood is extremely OP, at level 6 I'm healing 5HP practically every step I take and every time I get hit, I end every fight at full health.