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[MOD REQUEST] Gith Silver greatswords and longswords from Baldur's Gate 3


SILCO332

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I've been porting some BG3 weapons into Elden Ring recently. Here are the BG3 tools and resources I used:

For an easier example, let's try to find the BG3 files for the Balduran's Giantslayer. First, open up Gustav\Public\GustaDev\RootTemplates\_merged.lsf.lsx and search for MAG_Giantslayer_Greatsword, the UID for the Giantslayer. In its entry, you'll see an attribute named VisualTemplate, which is the model item reference. The VisualTemplate ID for the Giantslayer is 441ea20b-53f4-005d-bdcb-6e195817d545. Searching for that ID in the Multitool will bring up a file named Shared\Public\SharedDev\Content\Assets\Weapons\[PAK]_Humans\_merged.lsf. Open up that file with a text editing program.

Inside the _merged.lsf file, searching for "441ea20b-53f4-005d-bdcb-6e195817d545" in the .LSF file leads us to another Giantslayer node. In this node, we see that the Giantslayer's LSString is "WPN_HUM_Greatsword_Giantslayer_A." Staying in the same file, searching for "WPN_HUM_Greatsword_Giantslayer_A" leads us to another node with a GTexFileName attribute. The GTexFileName is the name of the .DDS texture files which, in the Giantslayer's case, is "b4899d0005ee603fc199470643e8bd19."

Now that we know the texture name, use the Multitool's index search to search for "b4899d0005ee603fc199470643e8bd19." When you do so, you'll see an entry that ends with ...b4899d0005ee603fc199470643e8bd19.gtp. Click on the .GTP file and then click the open folder button. You'll see 3 .DDS files with the "b4899d0005ee603fc199470643e8bd19" string in their names, along with other .DDS files. Those 3 .DDS files are the Giantslayer's albedo, normal and physical maps. Searching for "WPN_HUM_Greatsword_Giantslayer_A" with the Multitool also leads us to the weapon's .GR2 model file.

A more complicated example is the Silver Sword of the Astral Plane (MAG_GreaterSilver_Greatsword). Inside GustavDev\RootTemplates\_merged.lsf.lsx you'll notice the Silver Sword's entry is missing the VisualTemplate attribute. But don't worry, for you can use the entry's ParentTemplateID (91d38c71-4614-463f-8b35-338e5b3bbf9f) for the next search. Plugging that string into the Multitool's search brings up a file named Shared\Public\Shared\RootTemplates\_merged.lsf. Opening that file up and searching for "91d38c71-4614-463f-8b35-338e5b3bbf9f" shows that its LSString is "WPN_GTY_Greatsword_Vlaakith_A." Searching for "WPN_GTY_Greatsword_Vlaakith_A" in the Multitool brings up the .GR2 model file, as well as a third merged.lsf.lsx file named Shared\Public\SharedDev\Content\Assets\Weapons\[PAK]_Githyanki\_merged.lsf.lsx. Searching for "WPN_GTY_Greatsword_Vlaakith_A" inside the Githyanki merged.lsf.lsx file leads to dead end. But if you search for "GTexFileName" inside the same file, it'll bring you to an entry for a "WPN_GTY_Vlaakith_Greatsword_A" (note the word order). From this entry, you'll see that the texture file is named "6c82d7b1702366556fa5f8f4562b5748."

Once I've imported the .DAE files into Blender and exported the meshes into .FBX, I used the following Elden Ring tools to bring the weapons into the game:

BG3 meshes do not need to be resized for Elden Ring, nor (at least for weapons without moving parts) do they need to be rigged. However, once you've imported the BG3 mesh, you need to rotate the imported mesh 90 degrees around the Y axis. You also need to tweak the Y and Z axes to make sure the mesh lines up with the weapon you're replacing. You also need to click the "Set All Bounding Boxes Max Size" button, or else your weapon will disappear from certain angles.

As mentioned earlier, in Baldur's Gate 3, there are three main textures files: the albedo map, normal map and physical map. You can find how these maps are set up here. The albedo map can directly replace any existing Elden Ring albedo maps, as long as use convert the .DDS file is compressed using BC7. The normal and metallic maps, though, need a little bit more work. The metallic map corresponds to the red channel in the physics map. To Elden Ring-ize the normal map, you first have to invert the green channel (aka roughness) in the physical map and invert the green channel in the normal map. Then you combine the inverted roughness channel with the normal map's alpha and inverted green channels. If you're combining (or composing in GIMP) the channels, you need to set the alpha, inverted normal green and inverted roughness channels to the red, green and blue channels respectively. This is how the normal map looks like in BG3 and this is how the normal map looks like after being converted for Elden Ring.

Here's the Balduran's Giantslayer ported into ER. Hopefully I can write a better tutorial once I'm done porting legendary BG3 weapons into Elden Ring.

Edited by sn0wsh00
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  • 3 weeks later...

As I said before, I've recently been porting BG3 weapons into Elden Ring. You can download what I've done so far below:

https://drive.google.com/file/d/1yC8_ZxkcsV_TomCDWri531GjfJRIdTjT/view?usp=drive_link

This weapon pack contains all the legendary melee weapons, as well as the Githyanki swords you requested. The Githyanki Greatsword, Longsword and Shortswords replaces the Knight's Greatsword, Lordsworn Straight Sword and the Weathered Straight Sword respectively. Currently, it's a mostly cosmetic pack, but once I'm done with the icons and regulation.bin modding, I plan on uploading this onto Nexusmods.

And now some screenshots of the Githyanki weapons:

Githyanki Shortsword

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Githyanki Longsword

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Githyanki Greatsword

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Silver Sword of the Astral Plane:

?imw=1024&imh=576&ima=fit&impolicy=Lette

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