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<blockquote>This is mostly based on Fetish's workflow guide in the MoonGlasses Discord</blockquote>When you create a mod project using the '''Toolkit Editor''', it automatically saves the project in the following path:<syntaxhighlight lang="text"> | |||
Baldurs Gate 3\Data\Mods | |||
</syntaxhighlight>This makes it available for the game to load directly. This is convenient, but can also lead to some problems if you publish your mod as a <code>.pak</code> file to the following path:<syntaxhighlight lang="text"> | |||
AppData\Local\Larian Studios\Baldur's Gate 3\Mods | |||
</syntaxhighlight>Having both the mod project '''and''' the <code>.pak</code> file will cause conflicts. This can lead to issues when playing your mod in the game, such as the mod failing to work correctly or at all, even if it works perfectly in the editor. |
Revision as of 22:34, 15 January 2025
This is mostly based on Fetish's workflow guide in the MoonGlasses Discord
When you create a mod project using the Toolkit Editor, it automatically saves the project in the following path:
Baldurs Gate 3\Data\Mods
This makes it available for the game to load directly. This is convenient, but can also lead to some problems if you publish your mod as a .pak
file to the following path:
AppData\Local\Larian Studios\Baldur's Gate 3\Mods
Having both the mod project and the .pak
file will cause conflicts. This can lead to issues when playing your mod in the game, such as the mod failing to work correctly or at all, even if it works perfectly in the editor.