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Chemikal Ink
Приєднався 1 жов 2023
@Chemikal_Ink - Find Me On Twitter
Baldur's Gate Mod Toolkit: How to make a new race or subrace
Hi Guys just doing my best with what little I know to get you started on creating races and subraces. Some of what I say will be a bit wrong or unnecessary so use at your own discretion but it should mostly work out if you follow this method.
Переглядів: 242
Відео
Baldur's Gate 3: Mod Toolkit - Creating a class with spells and status effects
Переглядів 545Місяць тому
I was going to shorten this but am a bit busy so the longer version will have to do for now. Thanks for watching and I hope it helps you figure it out.
BG3 Toolkit: How to alter a class and feats
Переглядів 1,5 тис.3 місяці тому
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
BG3 Mod Toolkit Tutorial: How to make a spell
Переглядів 4,7 тис.3 місяці тому
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
Переглядів 18 тис.3 місяці тому
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...
Переглядів 20Рік тому
The National Gallery: Monet can't help you now! Also Renoir, Van Gogh, Cezanne...
Improving My Friend's Phoenix: Keeping the idea of reference
Переглядів 12Рік тому
Improving My Friend's Phoenix: Keeping the idea of reference
Practice Your Strokes For Better Accuracy When Drawing
Переглядів 9Рік тому
Practice Your Strokes For Better Accuracy When Drawing
Writing: How to become an amazing storyteller
Переглядів 12Рік тому
Writing: How to become an amazing storyteller
How To Dynamically Measure Your Art Reference
Переглядів 21Рік тому
How To Dynamically Measure Your Art Reference
The Anatomy Of Line: Muscle Memory And Dynamic Drawing
Переглядів 18Рік тому
The Anatomy Of Line: Muscle Memory And Dynamic Drawing
Eye Design and Considering Shape Language
Переглядів 18Рік тому
Eye Design and Considering Shape Language
Learning Fast: Drawing With Scope In Mind
Переглядів 25Рік тому
Learning Fast: Drawing With Scope In Mind
Thank you for making this video! I have always wanted to begin modding, and this is one of my favorite games! I have wanted to play this game as a dragon since i got it and this might just be the video to fuel the engine. Keep on working and i am sure you can succeed in making this channel grow!
This was so helpful thank you!!! I'm trying to create a custom origin/companion character for my friend and this is super helpful!
Oh man, I'm so glad, hahaha Silence over here for this video so far. Thanks for the comment, Curious about this companion idea. You are making a follower like a karlach etc? Or more just they wanna play as xyz so you setting it up. Thats awesome
@ChemikalInk hopefully this video picks up soon for those who are messing with playable races!!! It's actually one of the most helpful guides I've seen lol It's actually both!! I'm making a custom model for their OC for when they wanna play AS their character, and when they just wanna have their character follow them around! I'm also doing the same thing for their character's brother (my character) so that they can be in our playthroughs! Thank you for the questions I love rambling about em lol 💕 And thank you sm for the guide to unlock/create playable races!
@sunlitfeathers haha wow, I really like that idea. Super cool, thanks for sharing
I'm looking to make a mod to add a summon that works like Scratch or Shovel. But I want to add a creature to the list, can anyone point me in the right direction?
(opens up toolkit to take a look) stats>spelldata>target>PactOfTheChain_Quasit_Scroll (or search summon in this location to see all the other options) or gustav>spelldata>target>ThayanCellar_SummonQuasit But its a container spell for summon quasit If you want to summon a goblin or something you might need to copy most of what the spell is but refer to a different root template uuid (the place where you find itms and characters, if unsure check my vid on making a weapon as it shows root templates, or check the race mod one as it shows me using character models) You will find this in the SPELL PROPERTIES subsection under the quasit spell, where it refers to the uuid 00c1be8 etc etc) Probably the best first step is to find this spell and OVERWRITE it, change the uuid it summons and see how that works to create a different summon first to see it all working.
@@ChemikalInk I've managed to create the spell but its working only as the basic spell. The creature is summoned but can only use unarmed strike. Its a summon Harpy spell by the way. Casting the spell works the way I want it to, but it is weak (weaker than I want it to be) I don't want it to be able to sing or anything but I do want it to hide and fly and have a better basic attack like claws or bite. I checked your other videos somewhat and they helped along with taking what you wrote here into account, after an hour or so I managed to get this far. As ypu can tell this is a completely new thing for me so I appreciate the help you have given me.
@@thebattleaxolotl3334 Awesome you got that far already. Okay, so this will be because the base harpy character you used has stats attached to it, maybe even a progression table in uuid editor (try all 4 folders, gustav, and gustav dev often have enemies and if racial stuff is there for a harpy then jackpot) The harpy race, then can be given a progression table, you then give it abilities like in the class video but on level one. You should then look for attacks you might want in the gustav dev or gustav spelldata, where there might be useful spells and attack actions you can give it Rouuuuuuughly, my advice might not be 100% on and there might be gaps, but thats what I figure might work
Hi! I want to fix CullTheWeak, the illithid power, but I cant find it anywhere, the only illithid power I can find i Supernatural Attraction, which is from the beta. I dont know if i´m doing something wrong or what is happenning.
Is there a list somewhere of all the methods that can be used in the UUID object editor? Like AddSpells, ClassLevel, etc.
I'm not exactly sure what you mean so my answer might be off. I have a playlist of different "tutorials" for it. There is a good resource somewhere on mod io Select guides "Rough guide to everything in toolkit" That one is pretty extensive
Race Mod Coming I just managed to figure it out, now I'm just figuring out what changes can be made beyond boosts and starting aesthetics I'll release it early this week
Awesome resource, thanks for the thorough tutorial. I've dabbled into doing things manually through code before the toolkit came out, but I've found the UI fairly overwhelming. This is really well explained.
As someone who has never done anything like this before, this is such an incredibly useful and in-depth video you have provided. Thank you so much! I don't want to overwhelm you with suggestions but if you can get a video out on how to create custom icons for classes, skills, resources, etc, I would worship the ground you walk on lol
Creating icons is totally possible, I haven't looked into it yet though. There is a guide on Mod io if you look there. I can't give link cuz youtube filters but yeah.
@ChemikalInk Yeah I've been reading through all those guides like I'm studying for an exam but despite how much I reread them, I just can't grasp certain concepts without a proper visual aid. I still appreciate the suggestion and super fast reply!
@@CobbleStoneGang You aren't wrong at all. Hahaha, its like that for everything with this toolkit lol There are even guides I found on race mods, doesn't help, lol Okay I'll try to see, but I know its going to be annoying
@@ChemikalInk Honestly, don't stress yourself out about it. I can do fine without them for now. Seems like a decent guide on how to make a custom race is more in demand, so maybe do that first and see how you feel about custom icons later lol
I asked and I received. Thank you for the video
totally welcome, this toolkit is a bit of a headscratcher
@@ChemikalInkany tips for summons. I’m creating my anima class and want to copy the beast master concept but have a 1 main summon and the subclass(summoner) have multiple summons
could you make a video on how to make a new race?
Hmmm, give me a few days to a week and I should be able to figure it out
Looks like its in the uuid object editor and stats like classes but its under character in stats and character creation presets in the uuid editor... hmmm
Okay I've been playing around with it... You use the root templates menu search for characters (right click so its the only things you see) then you need to override the race you want to use as a base, then select player character (you can change other things too) then there is a stats the character uses which is in stats > character and you can adjust moooost of the stats there like status immunities and such (changing ability scores doesn't work though, unless you put it as a passive or boost) annnnd character creation presets probably does something??? All i've done so far is make a dwarf with silver blood that sounds like a coffin when you open their corpse annnnnnd has the innate ability to fly There are simple changes you can get on right away, buuuuuuuut I'm still trying to figure out how you create a NEW race that appears on character creater... Might take me a while as it isn't immediately obvious (scratches head)
OKAY! Races in UUID is where you set all the visuals for the race! Wooo... I'm getting close now... Just need to figure out one last thing... The ability to have a new race load up!
This is a fantastic guide! I'm looking into modding myself and this is a BIG help! I was wondering, would you be able to do a guide like this for custom races? That's something I'm wanting to do but I don't know if you need third party tools to make custom assets or if thats something this toolkit can do.
I don't know much about the races yet but I can keep an eye out for it and do something if I figure it out. I mean there shoouuuld be something somewhere on races before the toolkit, which should give some info on how it works generally and then maybe it can be understood how it works from that.
I'm not sure if you've figured it out yet, but the other levels (6-12) for classes are under SharedDev.
Yup Cheers for commenting that for anyone that needs it Yeah I figured it out right after the video haha
greatest guide ever, thank you!
hey thanks, really appreciate that
Do you know where the Feat Progression is listed? I know where to add and edit existing feats, but dont know how give myself more feats Edit: Found it. Its in the ProgressionList in the Tab "Allow Improvements"
So, let's go. We don't have many videos on the internet teaching how to use Mods for this game. I would like to give you a tip to improve your videos 1000%. In a word: script. Several times during the video we see you "lost" and undecided about what to do, most of the time whispering quietly to yourself and then returning to speaking in a normal tone of voice for us who are watching. Ask yourself, is this video educational? Of course, I left here learning a thing or two, but it's an almost 40-minute video with you 50% of the time lost and undecided about what to do. To improve in future videos: create a good script that goes straight to the point, create topics where you can look and notice that "oops, I'm getting too far off topic, let me get back to the point". A good, didactic script is everything, even more so when you're trying to teach someone how to do something.
Can you show us creating a class from scratch with new passive and feats?
Yep I'll get on that I guess
@@ChemikalInk that’s what I love to hear. Cuz im making a class based on a summoner and have problems
@Chemikal Ink Yo thanks for the Tutorial first off! I followed it step by step, but sadly ran into an issue, do you have any Idea what might fix it? I wanted to make it easy so i chose the Command Halt as my template. So far so good, every variable that needs to be filled is checked and the Spell does appear as a Cantrip on my Wizzard Class. However the moment i want to test the spell in a simulation the Spell does not appear in the Cantrips anymore. (No Icon) Set it to an Action instead of a bonus Action in hope it would fix it, but still no luck. Does anyone know how to fix that? I ccrespecced first to "load" it anew and choose the Spell. Thanks for help in Advance!!!
i haven't figured this out yet either, it is because it is a grouped spell. Things like guardian spirits and command have an overarching spell, and then sub spells that you select from (as well as status effects), so they are the most complex. Maybe you can just create a spell that applies status halt from another status affecting spell that doesn't have a tree of spells connected to it?
@@ChemikalInk Yeah actually that was the solution, i basically had to add another Spell just to Access my own "Halt Command" inside the Overarching Spells. Otherwise the icon doesn't get shown.
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?
You have to add UnlockSpell(typeofspell_nameofyourspell) on the boots collumn. The type of spell refers to shout, target, throw, etc.
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?