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VFX - Part 2: Creating a Resource

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Guide

In most cases, for an effect to be usable in the game, you need to create a resource pointing to the compiled file of your effect. This part of the tutorial will explain how to do so using the effect created in Part 1 of this guide.

Resource Manager

In the main Editor, locate and/or open the Resource Manager by clicking the crayon box icon in the toolbar.

Your Resource Manager and your local folder aren’t related. You could be in the Editor making a different structure to what you are doing in your local folder.

Creating a Structure

Navigate to the folder of your mod where you want your resource to reside. You will find your own mod at the bottom of the list of folders in the Resource Manager. In this tutorial, our mod is called Test_Documentation, so the folder that was created by default has the same name and is where our files will be placed.

You might want to create new folders and packages following the desired structure in your own mod. For this, select the main folder of your mod and press the Create a folder button (the folder icon with a +) on the top-left of the folders panel. You can give it the name you desire, but for the purpose of this tutorial, we will follow the same structure as the main project – the one in the Shared folder – and call this new folder Assets.

From there, we will create a folder called Effects inside the Assets folder. This will be the main VFX-related folder for the effects, the material resource, and more. Continue to add folder pathing as follows: Assets > Effects > Effects > Spells > Prepare > Arcane.

Folders can’t contain directly resources. For this, we need to create Packages. Select the Arcane folder, create a new package with the 3rd button from the top-left, and name it Paladin

Your structure should now look like this:

We can now move on to creating the resource.

Packages that stay empty will disappear the next time you boot the Editor.

Folder and package names aren’t limited to being used only once. You could have multiple Paladin packages, for example. 

Creating Resources

Select the new Paladin package created using the steps above and press the Add Resource button. A new window will open. There, select the resource type Effect.

Effect resources are made from a compiled version of the effects. By default, the Editor will open right before the Effects_Banks folder where you will find the effects you compiled.

The path of your compiled effect should look something like: \Data\Public\[YourMod]\Assets\Effects\Effects_Banks\

Navigate through the folder and locate the effect VFX_Prepare_Paladin_Test_01 created in Part 1. Select it and press Open.

A new window named Rename/Move will then open. Since we selected the package Paladin before clicking on the Add Resource button, the Project (which means your mod) and Package should be correspond correctly. If they do not, manually select them. The name of the resource will be, by default, the same as the name of your effect. The name of your resource should always correspond to the name of your effect file. It is better not to change it.

Unlike other types of assets, you can’t have two or more VFX resources pointing at the same source file. This will trigger an error. If you desire the same effect two times, it is better to create a new effect and save it under another name.

The name of your resource should always correspond to the name of your effect file. The former is dependent on the latter. If it is changed and used, you might see an error saying that it can’t find the effect.

If you followed all of the above steps, you should have a new Effect Resource in the Paladin package of your VFX_Prepare_Paladin_Test_01 effect. It should look like this: 

Conclusion of Part 2

The resource has now been created, and the effect is ready for use. In Part 3 of this tutorial, we will see how to assign an effect to a new spell.

Discussion
6 comments

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What kind of audio file do I need my custom media to be in to use with bg3? I'm looking at sound effects inside the toolkit but the media player just wont trigger the audio in editor mode. What about for adding custom character voices?
I found the sound effects in the Resource Manager and all of them are listed as .bnk files. It looks like this is an archive format (like ZIP) called Wwise soundbanks. Each soundbank has the potential to contain (or just reference?) a lot of audio files, and it might also store other kinds of information about them (for example, the toolkit threw an error that the .txt description file was missing when I tried to import a single file). There might be some tools to make this easier, but for right now the only option I see to create soundbanks is the official Audiokinetic Wwise software. It has a free trial and you can get a free license for non-commercial / indie projects, but you do have to sign up for it and it's a pretty complicated program. If I can make it work, I'll try to write up the steps.
Thank you so much for replying! This is my first bg3 mod (and first 3d game lol) and I want to rerecord a side character's lines to dip my toes in before trying to make a completely new interactable npc. I'm having a great time learning here but are there any other resources you can think of that can help me move forward on this project?
I’m new to modding too, so take everything I say with a grain of salt. That said, I’ve found a lot of useful information by reading about modding Larian’s previous game, DOS2. A lot of information is out of date, but a lot is still very useful because it's just an older version of the same game engine. I don’t know how much I’m allowed to link here, but there’s some nice official documentation out there for the Divinity Engine 2, and Larian’s official DOS2 modding forums can also be helpful. For BG3 specifically, LaughingLeader has an amazing GitHub repository for BG3ModdingTools with generated lists of Osiris events, procedures, and queries (it’s not a guide on how to use them, just a helpful reference of what’s available). I also learned that we can just use .wav files for sound resources instead of having to mess with soundbanks. I still can’t get my new resource to audibly play in the game, but the toolkit lets me upload it, so that’s progress, haha! Also, the guides here will keep getting better and better. For example, there’s supposed to be a new entry soon in the series of Osiris guides that are building towards adding an apple-stealing kobold in the lower city, which sounds like it’ll be very helpful for you to add your own NPC. In the meantime, it might help to make some other mods that are already covered in these guides to get more comfortable and confident with the toolkit and its basic concepts.
Thank you so much for helping me, I'm glad the bg3 modding community is starting off on the right foot. I can't wait to see what we'll both make! Let me know if you crosspost anywhere, I'll definitely be watching for you on here!
So am I! This is currently the only place I'm at, but thanks for asking. I'll keep an eye out for what you make too! We'll get this stuff figured out. :)
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Summary

Part 2 of the VFX tutorial. In this part, we'll create a folder structure, and import the effect we created in part 1.

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GrumpyWashbear
GrumpyWashbear
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