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7. Hot Testing
I will try to keep this short and simple, to make things as simple as possible.
- Merged File
- LSFX File
- BG3 Game Directory
- lslib
As usual, you will need a _merged
file that tells the game where your VFX File is stored. And as usual, make sure the Source File attribute matches the location of the VFX that you will put in the game directory, shown here.
Of course, you can't get anything done if you don't have the source of it all, so make sure you have a VFX file ready for testing.
This is going to be where you put the LSFX File. For here, I'll show you the location to put your LSFX File for Steam. This may vary if you use a different Client for your Baldur's Gate 3 game.
Steam\steamapps\common\Baldurs Gate 3\Data\Public\ModName\Assets\Effects\Effects_Banks\VFXFileHere.lsx
Remember, of course, to make sure that your Modname and VFX file name match. As well, make sure they match with the Merged File Source File.
You will need lslib to convert and handle the LSFX File while the game is running. For the purposes of editing the file, you will need your VSCode or other text editor, and the file saved as .lsx
. After you made your changes, you will use lslib to convert the file from .lsx
to .lsfx
. Ensure that the paths match and the syntax is correct in the LSF/LSJ/LSX converter. In this particular case, batch convert will not work, as batch convert can't convert to .lsfx
. Then, once your spell is converted, test your effect changes.
This is still a time consuming process, but not having to relaunch the game after every single change will save you countless hours. One thing to note though, is to make sure that the spell is not active when you convert, or it will not update properly, and you will have to re-convert.
- Overview
- Sample Projects
- Action Resources
- Spells
- Passives
- Statuses
- Items
- Races
- Classes
- Scripts
- Visual Resources
Setting up a Development Environment (BEING REWRITTEN)
- A Modder's Guide to Git
- Recommended/Required Tools
- Creating Your Folder Structure
- Working with the Repo
- How to Use the Multitool
- Class Descriptions
- Ability Distribution Presets
- Progressions
- Localization
- Abilities, Passives, and Spells
- Passive and Spell Lists
- Custom Equipment
- Class Icons
- Skill Icons (TODO)
- Handling Subclasses (TODO)
- Race Entry
- Root Templates
- Character Visuals
- Character Creation
- Localization
- Racial Feats
- Racial Progressions
- Tags
- Custom Icons