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原作者说不会出其他颜色的!不过回复了一位提问者的制作教程
I recommend Visual Studio Code as a text editor for this process, however you can also use something like Notepad++.
Use LSLib to extract my mod to a folder named "ColorDye". Replace the word `Color` with the color you wish to name the dye.
Find ColorDye\Localization\English\ and delete BlackDye.loca. Then open BlackDye.xml and change line three, and four's text to fit the title and description of the dye you wish to create. Then use BG3 Modder's Multitool to generate two new TranslatedString Handles, and replace the contentuid's for both the name of the dye, and the description. Rename BlackDye.xml into the name you chose for the main main folder directory. For example: ColorDye.xml
Use LSLib to convert ColorDye.xml into ColorDye.loca
Navigate to ColorDye\Mods, and rename the folder "BlackDye", into the name you chose previously. For example: ColorDye
Now navigate to ColorDye\Mods\ColorDye\meta.lsx, and change line 9 to your name. Then line 12, change the folder name to what your folder structure name will be. Then at line 18, change the title of the mod to what you wish it to be. Finally, use BG3 Modder's Multitool to generate a UUID, and replace the one at line 24.
Navigate to ColorDye\Public, and rename the folder "BlackDye", into the name you chose previously. For example: ColorDye
Next, navigate to ColorDye\Public\ColorDye\Content\Assets\Characters\[PAK]_Character_Presets, and delete BlackDye_ColorPresets.lsf, then rename the file BlackDye_ColorPresets.lsx in accordance with previous edits. For example: ColorDye_ColorPresets.lsx
Next, navigate to ColorDye\Public\ColorDye\Content\Assets\Characters\[PAK]_Character_Presets\ColorDye_ColorPresets.lsx, and generate a new UUID for the ID located at line 9. Also change the name of the dye on line 10. This is the file that contains the color preset for your new dye color, however we will come back to this file later.
Navigate to ColorDye\Public\ColorDye\RootTemplates, delete BlackDye_Dyes.lsf, and rename BlackDye_Dyes.lsx. Now open the .lsx file and change the TranslatedString Handle at line 9 to the one you created for ColorDye.xml at line 3. Then change the handle at line 10 with the one in ColorDye.xml at line 4. Now change the UUID at line 15 with the one you generated for ColorDye_ColorPresets.lsx. Next, generate a new UUID for line 12, and replace the one that is there.
Use LSLib to convert ColorDye_Dyes.lsx into ColorDye_Dyes.lsf
Now navigate to ColorDye\Public\ColorDye\Stats\Generated\Data, and rename BlackDye_Dyes.txt. Then change line 9 to your Dye Color, and change the UUID at line 11 with the one you created for ColorDye_Dyes.lsx.
Navigate to BlackDye\Public\BlackDye\Stats\Generated, and open ItemCombos.txt. Change all instances of Black_Dye to the name you chose. Then change the UUID to the one you generated for ColorDye_ColorPresets.lsx on line 9.
Now open TreasureTable.txt, and change all instances of "I_Black_Dye" to "I_Color_Dye". This is the file that determines which traders the dye gets put into the inventory of.
Now navigate back to "ColorDye_ColorPresets.lsx", there you will find three values for each material preset, these are sRGB color values. You can use Online Color Converter to choose an RGB value, and convert it to sRGB. Change each material color to the one that wish it to be. Take in mind that what you see on Online Color Converter might not perfectly translate to what is in-game. This will require a lot of tweaking to get perfect.
Use LSLib to convert ColorDye_ColorPresets.lsx into ColorDye_ColorPresets.lsf
Finally, drag the mod workspace into BG3 Modder's Multitool to package it into a .pak file. And test your mod in-game. Once everything works, and looks like how you wish it to, you can release the mod.
I think at some point I'll write a better guide and upload it as a sample mod, but this should work for now. At least I hope I explained everything right lmao. |
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