Baldur's Gate 3

File information

Last updated

Original upload

Created by

Shivero

Uploaded by

Shivero

Virus scan

Safe to use

Tags for this mod

About this mod

This is a Sample Mod + Tutorial on how to change VFX ingame

Permissions and credits
Changelogs
Donations
Welcome to the VFX Tutorial + Sample Mod by Shivero




Overview:

This is a Tutorial introducing Modders on how to Basically affect VFX 

My Other Mods:

What You might need:




Tutorial:

1. Create an new Mod Folder


2. Add a Folder Scructure into the Folder which is required for Editing VFX
    Localization/
        English/
    Mods/
        Sample_VFX_Mod/
    Public/
        Sample_VFX_Mod/
            Assets/
                Effects/
                    Effects_Banks/
            Content/
                Assets/
                    Effects/
                        [PAK]_OurVFXEditSpell/
            GUI/
            MultiEffectInfos/
                OurVFXEditSpell/
            RootTemplates/
merged.lsf.lsx
            Stats/
                Generated/
    TreasureTable.txt
                    Data/
        TestSpellItem.txt


3.Implement a Item to test your desired Spell VFX with:



4. Build the Mod, Set an Author and a fast Description





5.Export Order to Game in BG Mod Manager and Check out if our Item and Testspell appear ingame



Of course its Not Found because we didnt care the Translation, but thats not our Target, so were going to move on

6. Close the Game and return to the Spell you want to Edit



7. Were going to start with the Prepare Effect:


8. Open the Folder of the Converted File, this is our MultiEffectInfo (MEI) and Move it into the Mods MultiEffectInfos Folder


9. Were going to Open the file then in your desired Editor

We will find 2 EffectResourceGuid there where we start an Index search with Multitool which will guide us to a merged.lsf EffectBank



10. Create an Empty Effect Bank to copy the Nodes in



11. Now wre searching for the Specific GUIDS out of the MEI in the vanilla _merged.lsf.lsx to copy their Nodes in there





We do the same for the other GUID and also add it to our EffectBank


12. We start to Edit our EffectBank  ( You might want to use Strg + "+" here to read the stuff, but the Pictures also containes in the Sample Mod)



13. We search after the given SourceFile return to our MEI File, and give them the same UUIDs we generated for the EffectBank ID in the _merged.lsf.lsx and open our Search results Folder after "Converting and open" to have Acess to the VFX Files. Also we rename our MEI to our new Name


14. Were going to change the Color in the VFX Files itself either by Hand or with tools (More on that later)
I was using my -----> VFX Auto Color Changer Script <------- (Clickable Link)





15. Move the Files into our Mod Folder Effects_Banks



16. Move your new Prepare Effect GUID to the Testspell to obviously test it. :D



17. Rebuild your Mod and Test it out



18. Enjoy your new VFX! (Damn she's Hot)



19. Repeat Steps for the Cast Effect as its the same structure.

For Trajectories it differs a little bit because it uses no Mey but an Object in the Same RootTemplate where the Ring sits, otherwise its also working very similar. If i get Time ill explain that further

Tomorrow im going to add further Description on the VFX File itself but its getting Late as Hell right now. and i spent Waayyyy more Time on this Tutorial for you all than i actually planned.