> For the complete documentation index, see [llms.txt](https://xeavin.gitbook.io/dynamic-preview-icons/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://xeavin.gitbook.io/dynamic-preview-icons/overview/configuration.md).

# Configuration

### General

All textures are loaded from the `{game}/x64/scripts/DynamicPreviewIcons/{contentType}` folders when opening the game.

There are a total of 9 content types for which icons can be assigned, each within their respective folders. This includes:

* Items
* Equipment
* Loot
* Magicks
* Technicks
* Gambits
* Key Items
* Bazaar Goods
* Models

Each icon is assigned to an inventory content based on its filename and mapped by using its (battlepack) identifier. For example, `.../equipment/1.tm2` is used for equipment with identifier 1.

Equipment such as weapons and off-hands can also be assigned an icon based on their model. This allows their icon to update automatically when their model changes, for example by another mod. Equipment identifier mapping still takes priority, but should only be used when necessary, such as when different icons are preferred for equipment that share the same model.

Textures must be in the `.tm2` format and can have a resolution of either 64×96 or 128×196.

### Notes

{% hint style="info" %}
For a list of identifiers, you can view the battlepack spreadsheet in [Resources](/dynamic-preview-icons/getting-started/resources.md).
{% endhint %}

{% hint style="info" %}
If textures were modified while the game is open, they will be reloaded without requiring a game restart.
{% endhint %}
