- Видео 89
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Chemikal Ink
Добавлен 1 окт 2023
@Chemikal_Ink - Find Me On Twitter
BG3 Toolkit: How to alter a class and feats
I get too cocky at the end and my system crashed but before that I got you loads of info on how to tweak your class to some of your needs, hope this helps. As always its just a plebs practical version and isn't really using best practices
Просмотров: 952
Видео
BG3 Mod Toolkit Tutorial: How to make a spell
Просмотров 3,6 тыс.Месяц назад
Still a total pleb at modding but here is how to create a spell to get you started, and hopefully cut down on trial and error.
BG3 Mod Toolkit Tutorial: Weapons and Armour
Просмотров 15 тыс.2 месяца назад
Showing how to mod items in Baldur's Gate 3 Not an experienced modder or anything, just can't find any tutorials on this yet so a pleb's version is better than none right? Get you guys started
The National Gallery: Monet can't help you now! Also Renoir, Van Gogh, Cezanne...
Просмотров 2011 месяцев назад
The National Gallery: Monet can't help you now! Also Renoir, Van Gogh, Cezanne...
Improving My Friend's Phoenix: Keeping the idea of reference
Просмотров 12Год назад
Improving My Friend's Phoenix: Keeping the idea of reference
Practice Your Strokes For Better Accuracy When Drawing
Просмотров 9Год назад
Practice Your Strokes For Better Accuracy When Drawing
Writing: How to become an amazing storyteller
Просмотров 12Год назад
Writing: How to become an amazing storyteller
How To Dynamically Measure Your Art Reference
Просмотров 21Год назад
How To Dynamically Measure Your Art Reference
The Anatomy Of Line: Muscle Memory And Dynamic Drawing
Просмотров 15Год назад
The Anatomy Of Line: Muscle Memory And Dynamic Drawing
Eye Design and Considering Shape Language
Просмотров 18Год назад
Eye Design and Considering Shape Language
Learning Fast: Drawing With Scope In Mind
Просмотров 25Год назад
Learning Fast: Drawing With Scope In Mind
Learn how to draw - As fast as possible
Просмотров 66Год назад
Learn how to draw - As fast as possible
i have a problem, i do all, all the item are good but i can't see the new name on the game, same for spells
yeah that happens for me too when I put them in via equipment. When you spawn it via a cheat engine it will have the names. As for spells they shooould have the right name etc, you just might be missing a box somewhere as there are a few places where the names get changed or referenced
@@ChemikalInk thx a lot
adding comment very late but unfortunately im just getting into modding do you know where the SelectSkills(insert uuid here) gets its uuid from? I can't figure out what exactly is giving it the spell select list(?) or whatever it may be, been trying to figure it out for a day now.
shared>lists>skill in the uuid object editor (button at the top most right)
@@ChemikalInk thank you, didnt even realize "lists" was a thing there was just so much to take in lol
Hi! Thanks for the video. Question here: how to make a spell that requires ability check to remove instead of savethrow. For example lv8 Maze spell.
Hey there! So far you are the only content creator making anything on how to create spells. I am having issues with overriding concentration checks for my custom spell. Could you advise me something on this?
You're amazing man! Keep working at it. You seem to be the only one who cares enough to make a guide and we all really appreciate it!
is dominate person really can't be made to actually dominate multiple target? I tried editing change it to be able to hit multiple target.. however when it actually hit multiple target only one of them gets dominated.. can you or anyone help me with this? I'm so confuse what I'm missing here
might be to do with the status it inflicts, or the saving throw thing... could try it as a zone spell... just take most of the same and make it in spelldata>zone or take a look at how command works that might give a hint
@@ChemikalInk I will try it as a zone spell.. I'm still really new with this toolkit so I really don't understand much about it and not really an expert at coding either..
@@ChemikalInk welp.. I tried it as a zone spell but it still just dominated 1 target
@@ChemikalInk I have a question.. if I edit the status data on stats editor do I also need to change something on the UUID editor? I managed to make multiple dominate person using Nere wicked coercion spell.. but the problem now the spell effect got removed if they take damage from the enemy so I want to tweak on that now
@@bossgoregaming5091 i think that will be in the status boost effect that the coercion causes... try looking at what status affect is applied by the spell, find that in status boost... then create like another version of that like COERSION_o (for override) and then alter it so it causes that status effect and then change that new coersion status boost to not have the remove on hit condition?
Thank you. Anyone know how to for the Item ids for mods we install and use?
Can you show how to modify racial feats? I'm struggling with modding dragonborn breath weapons.
pretty sure that will be in spelldata in the uuid editor, or will be under status boost. it'll work the same as spell editing which i have a video on :)
What are you trying to change? Anything related to the actual breath weapon, like the range and damage, will be located in the stat editor. Open that up, use Ctrl + f to search for BreathWeapon, or some variation if nothing shows up
ok found the exact path of it stats>shared>spelldata>zone if you wanna change the status affects stats>shared>status boosts
you can change its levelmapvalues in the uuid editor :D making it stronger at each level up
@@ChemikalInk Gee thanks! 😁 I didn't expect this kind of detailed answer! 😊
Okay first thank you so much for this guide! I got everything down in this guide. My only issue now is when my character holds the weapon he holds it too high up on the blade. It looks fine on his back though .
You should just change the animation, it might be set to like spear or something. Edit the root template of the item, find the animations part, and select a different one. That ought to do it
I will say thanks for trying to make a tutorial. But this is the most painful to watch tutorial Ive ever seen. With the "sooo ummm" cut out would probably be a 10 minute vid. A re upload of this tutorial with a planned pre written script would be very helpful instead of just winging it for 30 minutes.
i cant get the stats i edit into the new stat slots to work. This video didnt help, i did what it showed and i cant manually add more stats.
I am following along and excited to join the modding community. There are three items I hope to make and want to take a stab at adding in the invocation Eldritch Smite (and maybe updating the double-smite issue so they proc separately). This will be an amazing first step. I do want to throw in there that the first half of the video IS accurate, the item just doesn't populate in the list until you reload the debug environment (at time of writing, I just knew to save and shut it all down, lol. There's definitely an easier way to reload the world).
eldritch smite is totally doable check the spells vid i have up should get you at least part of the way also look at the feats classes one as you'll need to do some progressions and spell list edits
Can you teach how translate mods ? Pls
Great tutorial, any chance of creating one with an imported custo mesh for a weapon?
should be able to find a text method for that on the mod io guides I've never done it and wouldn't know where to get the meshes xD If you tell me where to get a mesh to do I could, might take me a lil bit tho
Does this also change AI barb class?
yep i think so... but haven't tested... there is a way to create it as a new class entirely am testing it now... you basically do all the same steps but you go into your section press the plus button and just add a fresh line so it creates a new uuid... its weird... i guess i'll make a short vid on that when i figure it out
@@ChemikalInk please do test a shout or target spell called mindsteal. It’s is the Inquisitor’s spell mindlink and is really cool! But I just don’t know how all the status effects work for that spell.
Sorry again about the sudden ending, just crashed on me because I didn't think far enough ahead to add the "selectors" just to the right of passives. But hopefully this helped and who needs an outro? :P Yeah sorry for that, hope you can have fun editing feats and classes now tho and have fun with it in your campaigns
Thanks a lot! :) If I'm making a spell that's tied to an item rather than a class, do I also need to add it to some UUID list?
Did u manage to create actions or spells as a reaction?
What do I do if I'm trying to edit an existing spell instead of create a new one, and the override doesn't seem to be working? I'm editing the sleep spell to last a few more turns and work on more HP worth of people cus its kinda weak past like level 3. (also removing sleep immunity from Fey ancestry trait). Didn't do anything with spell lists tho. I figured since I'm editing an existing spell and not creating a new one, I wouldn't have to do any of whatever that UUID stuff is. I went in and made overrides, not derivatives. Changed all the values to what I want them to be. Hit the save and export button. Published local to get the .pak file, then installed with mod manager. The mod shows up in the mod list, but it gives me some kinda "issues detected, disable mod to avoid issues in game" warning. I ignored it and loaded in anyway but it seems like none of the changes did anything. Even the tooltip description edits aren't appearing. Game still runs tho. Got any idea what I did wrong and how I can fix it?
Hey anyone figured out how to add VFX to weapons? For example: how do I make my sword glow red?
So I'm starting my own mod, I've never made a mod for any game in my entire life, but I would like to learn how to make a new Class for BG3, do you think you could demonstrate that, or how to get started on one .... I've been inspired by the new class that's coming to the Diablo 4 game "Spiritborn" and I would love to see that being added into BG3 lol!
Making a class is a bit beyond me at the moment, but you will find most of the information for that on my other video about spells. Um, its mostly the stuff in progressions you would need to change I think, but I'm not 100% sure.
This has helped so much! Small problem though. When I go into game mode, the game UI doesn't pop up and I can't open my inventory or anything. Do you know how to fix this?
I cannot get anything to populate in the parent tab, no options at all, anyone know why?
Hi! Thank you for your guide. Now, let me ask you a simple question. I changed one spell to be something that every character have. It should be in a list like "common actions", but I can't find this list. Do you know where it is? (The list that contains what all character have, like jump, dash, shove, hide, throw, dip, desingage (all inside the debug_common) group in "spell data>SpellSet".
Press k and hit 'common' I was having the same issue and got it from there
So, one thing that I can't seem to find anywhere is how to scale a spell. I see that you parent it but some spells have 2+ versions and others only have 1. Could you go through the detail of making, say a lvl 2 spell scale all the way to 6?
Hey there :D idk if its possible, but could you teach us how to do a race mod? I wanted to do a harpy race mod but i have no idea what im looking at xD
Do a tutorial on feats, how to edit them and how to create them.
I want to do two things, one might be simple. I want to make The Speedy Lightfeet not be considered medium armor so monks and barbarians can use them. And I want to make a feat or a passive maybe that lets you use your spellcasting modifier instead of str/dex. Any possibility you could think about those for future videos? <3 Subscribed
Its simple to change the armour stat on speedy lightfeet. Go into stats, and find the stats for speedy lightfeet, either in shared, gustav, or gustav dev under the armor tab, then right click and select override in mod. Then look for the armour proficiency needed on them change it and save.
@@ChemikalInk Oooh okay. Also a dumb question how do I turn off the game display so I'm not spending the resources rendering the game when I'm just editing files
@@ChemikalInk lol I tried it, somehow accidentally ended up trying to edit the root files for medium armor boots, gave up
EDIT: As answered by the pin/like, in order to place the object in the world one simply has to do so using the 'charcter mode' once spawnItem has been done. Might be simpler ways, i just started modding. Have now added a mace for my Paladin PT in the Lathander temple. Will get back to you with results.
thx bro
Marcelo Locks
Will make a pipe smoking mod so male characters can smoke hashin's pipe unlimited times?
Will make a pipe smoking mod so male characters can smoke hashin's pipe unlimited times?
Thank you so much for this!
I made a custom weapon but whenever I hover over it in the inventory the game crashes. Any ideas on what may be causing that?
no idea, if that happened I'd start fresh, and i'd try to figure out if i put something in the wrong place somewhere
@@ChemikalInk I figured out what it was. I apparently can't add ability scores or lore to weapons. Though I can add them to feats.
Are there any further insights you have found since this video dropped, regarding weapon stats? Seems that no matter what I change in Stats Editor, the skills or stats do not get added to my weapon. This includes reloading/restarting the editor too
right click on the item in your mod file, select edit, scroll down on the sidebar that comes up until you reach stats for the weapon, and type in the name you have for the new weapon stats if you've done that then I'm not really sure what the issue is, I know someone else in the comments had difficulty with things not working toolkit might be a bit buggy so might have to try a few computer literate things I don't know much more than that though
@@ChemikalInk Thanks again, man! I think I might have found the issue.. for some reason, when I set a specific weapon (to be the template) as the "parent" in Stats-->Weapon (in the Stats Editor), it won't work or show up unless I create a custom variation of said "parent" weapon to be the template to use, instead. I could again just be doing it wrong as I myself am not that experienced, but every template and/or skill I want to have on my custom weapon, I have to steal the details from Shared/SharedDev/Gustav/GustavDev and basically make a copy of it, and referencing my custom weapon TO those copies-- instead of the original
16:45 for the quick run down I fumbled around a bit but got there in the end Hope this helps
Hi, good job !!! But.... where can I find the codes for weapons, armos, etc... !? (ej BB01 for the ring in the example) Thanks
The root templates, unselect everything except the orange one (second from left), and search in the search bar just under the screen that shows the game. Look up ring for example, and it will provide a bunch of items that match the search, then right click on the one you like, and create new from
For anyone else struggling with not being able to spawn their items, or stats not updating: just close the tool and open it again. It seems the tool doesn't always reload/update content properly while working. A simple restart seems to fix it.
Or as already mentioned File>Reload level (which is pretty fast)
@@MrTomaat23 thanks - I hadn't seen that option👍
Hello, nice video. Do you know how to spawn that created item in the inventory of a current campaign?
i use a cheat engine
Okay not really very helpful when you don't show proof of concept. You figured out how to be able to spawn an item in game but never end up showing us that, or that the stats ever changed on the item.
Thank you for at least giving me something to go off off!
Thanks so much for this. Do you happen to have any extra info on some of the other vanilla console commands useful for modders?
Hi I wanted a modder's help with something silly I wanted to make a simple mod for my gameplay of a boot with some buffs, I did everything right in the editing and selection of existing resources But when it comes to adding my item to a treasure table, I simply can't make it appear (whether in tut_chest or any other) Do you have any tips for something I'm missing? Using the bg3 toolkit
if you find the new mod for the toolkit unlocked, you can then input the items directly into the game, there is a vid on youtube showing it i think spawning it otherwise requires a script?? I think you might be able to do things via treasure tables with the normal toolkit but, you'll just need to test around I haven't done it yet I just put it on characters equipment, and doing that actually makes the name of the item and its animations code from the root, rather than the new uuid (so is not ideal)
Maybe make sure it isn't set to unique in the treasure table.
Bro great video, it was actually a really good learning process following your video. I managed to make a mod just to turn a longsword into a finesse weapon, thanks so much! earned a like and a sub man. You definitely deserve more, I learned more from this than any other guide.
thanks a lot glad it could help like that fortunately more and more guides are slowly coming out as people figure it out
Thanks for the video! I can't test the levels though. Karlach or any other spawns for me to control. I see only the level. I can navigate normally through it with WASD and the mouse, but even on Game Mode, there is no character. Any suggestions?
Press control+t on the map Just in case maybe the character is lost somewhere, that will teleport them to a location you point out? When you press i does the inventory open?
@@ChemikalInk Thanks! In my case, verifying my files on Steam solved the issue.
Can you please tell me how to make a permanent passive like booal's blessing or the eye passives we get in the game. It always bothered me that although worship of kuo-tao give people power like booal, when we save them it doesn't give us any power or passive although they start to worship us. So i want to make at least a simple passive buff to reward the players for doing the right thing. But i don't know how to make a spell or passşve effect can you please show an example on how to make one?
I'm looking into it now. I know it has to do with the UUID object editor just to the right of the stats editor. I'm just a pleb at this so, I may just fail and give up after half an hour or so, but I'll look.
@@ChemikalInk Thanks for trying
UUID object editor, shared, progressions has some stuff that might relate... Sorry I had to give up for now... I'll keep it in mind when I search around tho
@@muhammedrzasengun7272 Gustav dev > stats > passive I'm looking in there now on the stats editor line 145 there is boooals blessing
You can change eratz' eye that volo gives you, go in stat, create new armour, and in the parent field you can load eratz eye and alter that with whatever passives you want on it. Its not booals, but its close
Love the video, I was wondering if have any insight on editing two armors? great example I'm trying combine the dark justiciar mask to a hood but I kinda don't understand what I should be doing
Are you trying to attach the visual mask to a hood? I can't help much there I'm afraid, I assume you will want to create new from one of the models. Then likely use the two model files in an external program and combine them. Then create a new item and change the visual model it uses on the sidebar (when you double click it in root menu or right click and edit, the sidebar will come up on the left side) Then you find your new model in the drop down Then go to stats and put that new item as the root file and look at the DJhelm and Mask and combine their stats
Thank you so much for making this I’ve been giving it a listen while I’m at work to prepare for when I can sit down and mess with the toolkit. Curious if you intend on unlocking it with the mod that was released a few days ago?
Yeah, why not, I'm probably not good enough to use it but I'll give it a go. Just downloaded the dll patch (shrugs)
@@ChemikalInk I believe in you my man 💪
v nice guide !! currently having issues trying to access project settings as it comes up with some .net framework error, but still excited being able to test it in the meantime and see that item alterations are in effect