Adding Dice

From Baldur's Gate 3 Modding

This guide covers how to add new dice to the game. The guide assumes that you have already launched the BG3 Toolkit and created a mod. If you don't know how to do this yet, please refer to Getting Started: Creating a New Mod.

Our example mod in this guide is called "MyDice".

UUID Editor

When your project is first created, a window will prompt you to “Create” or “Open” a level. You can safely close this window.

Open the UUID Object Editor via the spreadsheet icon on the main toolbar.

Opening the UUID Object Editor.

In this editor, you will need to fill in the data for both the CustomDice and DLC sections.

CustomDice

In the sidebar, expand the dropdown for your mod (in our case, “MyDice”) and navigate to the section called CustomDice. Create a new file by clicking on the + and selecting CustomDice in the resulting dropdown.

Adding a new CustomDice file.

Expand the contents to see your new file.

The new CustomDice file.

Initially, all fields will be blank. Fill in the Name and Display Name fields and save the file. The UUID column should automatically populate itself when you complete the Name field.

Adding a Name and DisplayName, and populating the UUID column.

Even though the Name used in this example is identical to the mod name, you can name it whatever you like (e.g. MyNewDice, AnnasCustomDice).

Save your changes by clicking on the Save icon on the CustomDice page.

Saving.

DLC

Just as you navigated to the CustomDice section in the sidebar, now navigate to DLC.

Create a new DLC file and fill in the Name, CustomDice, and UnlockType fields.

ⓘ The Name of the DLC can be whatever you wish. It's only used as an internal reference.

The CustomDice field should have a dropdown menu with your dice mod in it. Select it.

Selecting the new dice mod from the CustomDice dropdown.

Set the UnlockType field to FreeDLC.

Once you’ve filled in these three fields, save the file like you did for CustomDice.

Dice Textures

Finally, copy the textures for your dice into the correct folder. To do this, open File Explorer and browse to .../Data/Mods/<YourMod>/ and create the following folders: GUI > Assets > DiceSets > DiceName.

Examples:

.../Data/Mods/MyMod/GUI/Assets/DiceSets/MyFirstDice/

.../Data/Mods/MyMod/GUI/Assets/DiceSets/MySecondDice/

ⓘ The name of each DiceName folder must be exactly same as was filled in the Name field in CustomDice!

Now that you have the folders, you can copy over your images. A total of 25 images are needed for a die. Each of these must be correctly named and in .dds format.

We've set up a file containing a reference of all the images required and what they should be named: example_dice.zip

Done!

You can now try out your newly created dice set(s) in the game. For more information on how to publish your mod to the public and enable it in-game, please refer to:

Common Errors

“Failed to create module with name ‘MyDice’!”

This most likely means that there's already a mod present with that name OR that there’s a folder with the same name in Data/Editor/Mods/, Data/Mods/, or Data/Public/.