Baldur's Gate 3 Subclass Mod AUTOMATOR! Make Mods in MINUTES!

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  • Опубліковано 26 гру 2024

КОМЕНТАРІ • 151

  • @ImADoctorNotA
    @ImADoctorNotA  11 місяців тому +5

    What subclass are you going to make?

    • @TheWitcherWolves
      @TheWitcherWolves 2 місяці тому

      If the old Oath of the Phoenix mod for paladin won'r be updated, than maybe I will do one using your program.
      Got some interesting ideas for the abbilities from a homebrew from D&D Beyond.

    • @ImADoctorNotA
      @ImADoctorNotA  2 місяці тому +1

      @@TheWitcherWolves Glad to hear it! I personally recommend using the toolkit from here on (I made the program before there was one and the paladin classes can act up on my tool, sadly). I'll be doing a subclass video next (with spells and items showing up on my polls for the next video coming up), so should cover what you are looking for. So happy to hear of your enthusiasm for creating and the game!

    • @TheWitcherWolves
      @TheWitcherWolves 2 місяці тому

      @@ImADoctorNotA
      Thanks, hope that when I come back to bg3 I will finally finish it.
      Hope you would show how to add spells to the subclass that are granted. Also I'm building my own d&d world where the Paladins of the Great Phoenix have a Duchy and are the peace keepers that are in the schadow untill the world needs them.

    • @ImADoctorNotA
      @ImADoctorNotA  2 місяці тому

      @@TheWitcherWolves That's awesome, be sure to keep me appraised of your mod progress! BG3 is a massive game (it took me about 140 hours to go through it all in a single run). Spells are their own video, though my guess is that it will be voted as the next video. It should not be long so you can get to your idea :)

  • @belthezaire
    @belthezaire 11 місяців тому +11

    Nice. Really looking forward to spells and item creation.

  • @nine304
    @nine304 10 місяців тому +3

    MASSIVE KUDOS to you!!! This is a monumental tool for the future of mods in this game. :)

  • @freshness2569
    @freshness2569 11 місяців тому +6

    This is insane. toke me about 6 mins to make a subclass. Can't wait to be able to add spells/passives and custome spells !!!

  • @Whos_007
    @Whos_007 11 місяців тому +2

    I just finished making my first subclass over 3 days where was this lol. Thanks for sharing

  • @striker7715
    @striker7715 11 місяців тому +6

    The way I would kill (legally this is a joke) to be able to use this tool to make a custom item, with some crafting options :)

    • @ImADoctorNotA
      @ImADoctorNotA  11 місяців тому +3

      Coming soon! (Tentative upgrades for Polymath order: Spells/Abilities > Action resource points > Items)

    • @TheWitcherWolves
      @TheWitcherWolves 2 місяці тому

      @@ImADoctorNotA Can't wait for items.

  • @thegamingbendu
    @thegamingbendu 11 місяців тому +2

    So using this tool I can theoretically make a whole new class/subclass with custom spells in rough 2-3 hours(or less) instead of doing it by hand and taking a week or more is that what I’m getting out of this tool or is it only for ingame vanilla classes is there a limit to how many subclasses we can add to said class like say I wanna make a class with say 8 subclasses

    • @freshness2569
      @freshness2569 11 місяців тому

      Once he adds stuff to add spells/passive and a main class. I wanna say yet. I can't wait for those. He also wants to add custom resources and custom spells as well . I give it a few more weeks before we get the whole ensemble together

    • @freshness2569
      @freshness2569 11 місяців тому

      So pls subscribe like and share so we can get more ppl to see this video and we can get those other videos out sooner :)

    • @ImADoctorNotA
      @ImADoctorNotA  11 місяців тому

      I'm sure there is some limit, but I have seen mods that have added quite a few (refer to DragonBall Warrior class mod on Nexus). I'd say have fun with it. I do not immediately plan to add a way to add multiple subclasses through the program. That could possibly come out down the line.
      @freshness2569, main class will come down the line too. The rough order of upgrades will be spells/abilities > action resource points > items > full class. This will be broken up by a Starfield tutorial I want to make after spells/abilities on changing weapon/armor textures (by making Sarah Morgan the texture for the katana). Thanks for the support!

  • @garret-v6k
    @garret-v6k 10 місяців тому +1

    so I was looking at polymath can I only use it to make subclasses for existing classes or can I use this to make a class mod then use it again to add subclasses to said class mod

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому +1

      The tool is focused on providing subclasses for existing classes at present. You could use the output to add subclasses to a custom class (created using my tutorial here: ua-cam.com/video/8JMeRDdm4YU/v-deo.html), although you would need to recreate the localization file and PAK it (also detailed in that tutorial). That is a good point and is a point of improvement I have marked for the tool in the future, although probably through a commission since it covers something I've already spent detailed time on (and my subscribers have put forward a lot of requests for topics like custom items and action resource points)

    • @thegamingbendu
      @thegamingbendu 10 місяців тому +2

      Well let’s hope people pay you too make that because if we could use this too make full on class mods with there subclasses polymath would hands down be mod of 2024

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      @@thegamingbendu Pending

  • @Malumen
    @Malumen 10 місяців тому

    Can you make a video about creating custom items, editing stats/parameters, and finding the spell effects (e.g. making a ring that gives +1 strength and grants a spell that is blue 'firebolt' that scales using strength)?

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      Spell effects - will be touched on in the video I release tonight. Stats/parameters - will cover in the future. Creating custom items - in 2 videos! Thanks for the suggestions :)

  • @wuujew
    @wuujew 10 місяців тому

    I think some mention about the progressions with sub classes that usually start at lvl 3! Or maybe a way to add that in so you can select what level the subclass is granted inside the app? Love it tho!

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      Great timing! I am actually sorting that out right now (many are in the SharedDev folder that includes some entries with faulty UUIDs that have to be processed more carefully), with respect to missing some subclasses (and the Monk class).
      I'll stick the choice of when the subclass is selectable onto my to-do list. Thanks for the suggestions :)

  • @demonrishaan1974
    @demonrishaan1974 Місяць тому

    your videos are so helpful, thank you!! granted i still don’t really understand exactly what i’m doing. i’m trying to make a Mage class (one that i wrote for D&D) and the Way of the Astral Self subclass for monks, but im struggling to figure out how to do it. do you have any tips?

    • @ImADoctorNotA
      @ImADoctorNotA  Місяць тому

      I'd follow my videos on makign custom classes/subclasses from existing classes/subclasses in the toolkit, which is a lot easier to work with than the tool that I made. There will still be some things you will have to work out (it's how it goes with modding, sadly), though it should make it easier. If you have further questions or tutorial suggestions, let me know!
      New class: ua-cam.com/video/aoVDqwvyZqk/v-deo.html
      New subclass: ua-cam.com/video/V8l43Vs5lXA/v-deo.html

  • @EllipseKore
    @EllipseKore 7 місяців тому

    How do I enable feats on a custom class? I'd rather not have to add each desired feat manually. If I missed it in one of the videos please just tell me where to check.

    • @ImADoctorNotA
      @ImADoctorNotA  7 місяців тому

      Feats are treated as passives, so you can check the data/passives.xlsx file to find what you are looking for, with the feat in the passives tab of the class generator.

  • @16bit3
    @16bit3 10 місяців тому +1

    Great tool that works as shown. My only complaint is that it removes all of the other existing subclasses from the class. Not sure if there is a way to fix that.

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      I'll look into that. Thanks for letting me know!

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      Good catch. I will code the hotfix tonight.

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому +1

      Found the fix. Implementing now.

    • @16bit3
      @16bit3 10 місяців тому

      Wow! thank you so much @@ImADoctorNotA ! Ill be spam refreshing the nexus page for the new version :D

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому +2

      @@16bit3 It's live, enjoy! Do not hesitate to let me know if you notice anything more. And stay tuned to my community page to keep up to date with my progress in updating the program (I am presently working to automate producing a localization file and packaging it all into a PAK file at present, that are relevant for Mac modders)

  • @river.3286
    @river.3286 11 місяців тому

    Thank you. big fan of your giant cat in the background btw

    • @river.3286
      @river.3286 11 місяців тому

      also if you're up for it, could you maybe make a tool that lets you find textures to edit? i feel like it's a nightmare to navigate the texture files

    • @ImADoctorNotA
      @ImADoctorNotA  11 місяців тому

      They are much adorbs! I'll add that to the list for future videos. It will be a bit off, depending on interest. I'd recommend checking this out in the meantime: bg3.wiki/wiki/Modding:Texture_formatting

  • @tempchannel1232
    @tempchannel1232 10 місяців тому

    Hi, can you make a tutorial on how to change looks of NPCs? How to give them custom looks?

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      I stuck it on my list of future videos. Thanks for the suggestion!

  • @robindiazserena19
    @robindiazserena19 4 місяці тому

    Hi! I read in the nexus mods page that you were planning on adding a .exe for an easier way to open it, when do you plan to release it? Ti be honest it's been 3 days trying to wrap my head around this and there's error after error and I'm just done with the .bat fille... But I really wanna try the modding tool, and it would be MUCH more accesible to everyone if you focused in the .exe file! Hoping I hear back from you

    • @ImADoctorNotA
      @ImADoctorNotA  4 місяці тому

      Sure, at this point I can release an EXE file. Do note that because I am an "unofficial" developer, more conservative virus scans on VirusTotal will flag the EXE file, which is pretty common for modding software. Nexus Mods will still label it as safe, though a user quite emphatically iterated this point a few weeks after I released Polymath, hence why I shifted to the BAT format.

    • @ImADoctorNotA
      @ImADoctorNotA  4 місяці тому

      I looked back into it. Sadly, it will take a reasonable amount of time to remake the EXE file and ensure it works, which is not the best time investment with the official modding tools coming out in 2-4 weeks. I'd recommend subscribing to me in the meantime, and I'll cover the official modding tools once they have released.
      If you are excited to get started modding now (completely understandable), you can send me the output of "Polymath.log" and I can help you work through what is holding you back. The usual issue is needing to install packages or having an extra python installation on your computer that can cause problems.

    • @robindiazserena19
      @robindiazserena19 4 місяці тому

      @@ImADoctorNotA Oh, sad to hear about the EXE file. About the packages, I did struggle to install them due to some PATH issues, but it is solved now and they're completly installed. As for the extra python installations, I don't have any. My computer does seem to not recognize python, but it was kinda hard to figure out why (I'm not really tech-savvy). The Polymath.log is empty, I don't think the program even starts.
      I know about the official modding tools that are coming along with Pacth 7, I think? But I don't know any details about them. If you'll cover those, I'll definitivly subscribe and keep the notifications on for when the time comes! Just kinda sad I can't do it now cause my free time ends in september. Thanks for the replys!

    • @ImADoctorNotA
      @ImADoctorNotA  4 місяці тому

      @@robindiazserena19 That sounds like a python issue, which could be from installing it from the python official website versus the Microsoft store (in the BAT file, I use "python" to run the script when Python from the official python website uses "python3" to run python scripts, because Microsoft is weird). If you installed python from the official website, I would recommend uninstalling it and then installing the Microsoft version and packages through that (you can refer to the section where I cover installation in the following video starting at 1:18: ua-cam.com/video/eOlJmZaCCuU/v-deo.html). Feel free to continue asking questions until we get things working for you.
      I will also cover the official modding tools. I aim to keep things focused and goal-oriented (I made my channel because I noted that most modding tutorials are too long or general). If you have any feedback in the future on helping me make content more relevant to you and your time, please let me know. Time is insanely precious for my career, so I completely understand!

  • @johnandrews7094
    @johnandrews7094 5 місяців тому

    how would i go about making a fully unique subclass that isnt based on a existing one

    • @ImADoctorNotA
      @ImADoctorNotA  5 місяців тому

      For that, I would recommend making a subclass using Polymath and then remove entries that would be more specific to an existing subclass, like the passives/other subclasses/etc. I sadly no longer have the time to support this tool and adding such an option, though if you follow my deep dive videos on my channel, that should give you enough to figure it out

  • @coletucker2246
    @coletucker2246 3 місяці тому

    Im going to try and make a Phoenix sorcerer subclass

    • @ImADoctorNotA
      @ImADoctorNotA  3 місяці тому

      Sounds great, do share your progress!

  • @wdieterfischer5964
    @wdieterfischer5964 10 місяців тому

    I'm interested in adding custom weapons into my game. I'm happy with using variations of existing weapons, giving them new names and stats, and then making them available in game at specified locations or in, say, the Traveler's Chest in camp. I figure that way I don't have to worry about textures or .nif files, etc. Simple does it for me. If you can integrate something that does that into your marvelous tool, I'd be thankful.

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      Glad to hear it! I already have more rapid plans on incorporating making custom weapons (and armor) - coming after custom action resource points. I'll stick placing items at locations on the list. This should also be easier once official modding tools are released, though I'll regardless make a tutorial (because Skryim technically has official modding tools, but they are not necessarily intuitive).

  • @TheMythriel
    @TheMythriel 6 місяців тому

    Interesting, would i be able to make a sorcer subclass to recreate the subclasses and just change the spell casting ability from charisma to constitution?

    • @ImADoctorNotA
      @ImADoctorNotA  6 місяців тому +1

      Yes, would be easy on paper (change the Ability parameter in the ClassDescriptions file to the number corresponding to constitution). You would unpack the game files and then isolate the code for the single subclass, and then change the ability. So a bit more complicated technically. An alternative is to create a sorcerer based subclass using Polymath then rename it to sorcerer to see if that is enough to replace the existing entry. I'm entertaining updating Polymath to make it easier to edit existing game elements (I will release an update this weekend that writes existing spells out into a new mod folder so you can edit them).

    • @TheMythriel
      @TheMythriel 6 місяців тому

      @@ImADoctorNotA Cool! I'm slowly trying to understand all of this and reading up some. Now I'm thinking of making a whole different type of Sorceror class and making a few other changes as well. So changing the spell casting attribute is all I need to do and the spells in the game will use that ability, correct? Its not like I have to change every spell in the game?

    • @ImADoctorNotA
      @ImADoctorNotA  6 місяців тому +1

      @@TheMythriel The spells that check for your character's primary attribute for casting/spell success would use that ability. The documentation is less ideal on how it necessarily translates in-game (and they do not necessarily apply to all spells), but should be relevant for the SpellSuccess and SpellRoll fields (and columns in my data/spell_table.xlsx file). So checks on Attack(AttackType.RangedSpellAttack) likely are modified by that selected ability.

  • @EllipseKore
    @EllipseKore 6 місяців тому

    My brain is fried rn, how would I implement my constitution modifier as my attack modifier for melee? IF(IsMeleeWeaponAttack()):CharacterWeaponDamage(ConstitutionModifier) ?

    • @ImADoctorNotA
      @ImADoctorNotA  6 місяців тому +1

      While I am not absolutely certain (scripting is a bit messy with poor documentation), if you are aiming to edit the melee attack ability (Target_MainHandAttack) to have your constitution modifier added when you have a successful melee attack, I would lean towards trying something like the following first for the SpellSuccess field:
      Attack(AttackType.MeleeWeaponAttack)+ConstitutionModifier;CastOffhand[Attack(AttackType.MeleeOffHandWeaponAttack)]+ConstitutionModifier
      As for examples, you can search the data table I made (data/spell_table.xlsx). Below is one SpellSuccess field that uses another attribute for a modifier (Target_PolearmMaster_BonusAttack).
      DealDamage(1d4+max(DexterityModifier,StrengthModifier), Bludgeoning)

    • @EllipseKore
      @EllipseKore 6 місяців тому

      @@ImADoctorNotA Ahhh ty I'll try that!

  • @t.t6294
    @t.t6294 10 місяців тому

    great vid.
    I was disappointed by the moon druid subclass. would love a guide that explains how I can make changes to the wildshape spell and add existing forms from the game to it

    • @freshness2569
      @freshness2569 10 місяців тому

      he has a video of that!!!!!

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      I would recommend checking out the following video: ua-cam.com/video/AbW78MUydrA/v-deo.html. I am now starting to invest time into adding spell functions to Polymath, which would further facilitate this. I am less sure how to add additional forms, but it is on my list of future videos.

    • @t.t6294
      @t.t6294 10 місяців тому

      @@ImADoctorNotA ah heck. I missed this video. thanks!

  • @jerrywright703
    @jerrywright703 5 місяців тому

    I downloaded the files from Nexus but I am not seeing a exe anywhere in the files

    • @ImADoctorNotA
      @ImADoctorNotA  5 місяців тому

      I use a BAT file to launch it (in the main directory), which runs the code to launch this python program.

  • @melissaeng2202
    @melissaeng2202 9 місяців тому

    I keep getting errors with the LoveOath pally - it says "Guid should contain 32 digits with 4 dashes ..." Can you assist in resolving this error?

    • @ImADoctorNotA
      @ImADoctorNotA  9 місяців тому

      That is when you are trying to drag your mod folder onto the BG3 Modder's Multitool, correct? That can happen if you do not place a UUID in every UUID field in the Public/MODNAME/Progressions/Progressions.lsx file or the Progressions_EveryLevel.lsx file. If you are doing initial testing, I would delete the Progressions_EveryLevel.lsx file that should resolve it. Otherwise, edit your Progressions_EveryLevel.lsx file as described in this video of mine: ua-cam.com/video/ZD-3jUG8Zl8/v-deo.html

    • @ImADoctorNotA
      @ImADoctorNotA  9 місяців тому

      Be sure to reach out again if you have further questions or roadblocks

  • @joscottyboy12
    @joscottyboy12 8 місяців тому

    im having an issue where when i am trying to test if the class implemented when i start a new game to test and when you should get character creation instead i just get a part of five dummies in a void world not sure what step i may have messed up

    • @ImADoctorNotA
      @ImADoctorNotA  8 місяців тому +1

      You need the Mod Fixer: www.nexusmods.com/baldursgate3/mods/141

    • @joscottyboy12
      @joscottyboy12 8 місяців тому

      @@ImADoctorNotA the one thing i took off during testing omg thanks

  • @StevePalpy
    @StevePalpy 10 місяців тому

    Thank you for your help! Do you know if I can add subclasses to a preexisting class mod made by someone else using this method? I really enjoy the "way of the force" mod but really wish it had sith subclasses/more powers.

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      If you add the relevant information to the "Subclass_Class_Descriptions" and "Class_Progression" tables (so make new rows with the entries for them), you could probably make it work. The program reads those files to populate those fields (and then create the mod). I have admittedly not tested that, so I encourage you to experiment and let me know what you do to make it work (so I can put that on the mod page and give you credit for figuring it out)!

  • @tnt-ler132
    @tnt-ler132 10 місяців тому

    When i run the .exe file it just creats a empty .txt file nothing else why does something like that always happen to me

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      Are you using the most recent release, that uses a BAT file (www.nexusmods.com/baldursgate3/mods/6318)? It requires you to install Python and a few packages (tutorial on doing that here: ua-cam.com/video/eOlJmZaCCuU/v-deo.html). Let me know if this sorts things out. If not, please leave a comment with the text in your log file.

  • @renefloran1567
    @renefloran1567 5 місяців тому

    idk why i installed the python but it wont run the bat :( it just opens and closes

    • @ImADoctorNotA
      @ImADoctorNotA  5 місяців тому

      Did you also install the necessary packages? If you could please paste the contents of Polymath.log here, I can help you better.

  • @Onikokoro
    @Onikokoro 11 місяців тому

    Amazing! Question how would this work or will it with abilities not in main game.
    Say I want to add other mods spells and abilities

    • @ImADoctorNotA
      @ImADoctorNotA  11 місяців тому +1

      It should! To see how to do this (although in the more tedious way), you can refer to this video of mine, referring to the appropriate timeline points: ua-cam.com/video/AbW78MUydrA/v-deo.html. I will add a way to give your new subclass existing spells/abilities in the next update of Polymath. From there, it should be a matter of editing fields (and names of spells) to create new abilities/spells.

  • @1Dark.Paradise.Lost1
    @1Dark.Paradise.Lost1 5 місяців тому

    is it possible to import prexisting mods into polymath?

    • @ImADoctorNotA
      @ImADoctorNotA  5 місяців тому

      Sadly, not. I also do not plan to maintain it moving forward as official modding tools that are set to be released in September will make my software redundant. If you wanted to import existing mod spells, for example, you could place the spell ID (which you can see if you unpack the mod) into the spell list, being sure to load the other mod before your custom mod.

  • @shawnhriber4601
    @shawnhriber4601 5 місяців тому

    Is there a way to make the subclass selectable at level 3, been trying to make a new ranger subclass and if i leave it selectable at level 1 it works but when the class gets to level 3 it asks to select a subclass again and the new one no longer shows up, if i change the level field for the subclass to 3 though it still won't show up

    • @ImADoctorNotA
      @ImADoctorNotA  4 місяці тому

      It is possible that you need the node for the main class at the level you are trying to add for you to be able to select it, so editing the existing class node in ClassDescription. To do this without having to unpackage all the in-game files, you could copy and duplicate the level 1 node for the main class for each level, make the fields match what is in the class_descriptions table for your desired class, change the level with all the subclass subfields (or your single subclass) to your desired level, then fill in the remaining levels before then as you test (then following my video on customizing each individual level for other items). I know this sounds convoluted, so if this is not enough for you to go on, feel free to email your mod to my channel email, and I can try getting it working for you. It may take a bit longer for me to get back to you (my career is pretty crazy right now on top of family life; I'm on a "light" clinical service and was in the hospital for 62 hours this week), though I would not necessarily anticipate it taking much time to look at what you have.

  • @DJminor92
    @DJminor92 10 місяців тому

    Alright so I'm completely new to this stuff, I've gotten as far as "run the polymath.bat file" in the setup process. Running it seems to do nothing? And this video doesn't help much there. Super excited to try it out though.

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      Yeah, I have updated the program since this video to automate it all. Did you install Python, along with those three packages? I'll make a short tonight that guides folks on how to install what is necessary to run it.

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      You can also do the following:
      1. Open up a command line
      2. Go to the folder where you placed polymath using "cd ". You can right click on the bat file, select "copy path", paste it in after the "cd" separated by a space, and then delete the "Polymath.bat" part of what you pasted in. You can also stepwise go to the folder by typing "dir" to see what files/folders are in the current directory you are in, then type "cd" to go into your chosen folder.
      3. Then type: "Polymath.bat"
      4. Paste the text that you get here.

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      Bit of a family emergency tonight, so the short will be a bit delayed. Apologies. I'll post the link to the Nexus mods page once it is ready. Per another user's debug notes, you can also try installing pyarmor (used to encrypt python code while I finish up the beta before releasing something folks can start going crazy with) using: pip install pyarmor. That may help

    • @DJminor92
      @DJminor92 10 місяців тому

      @@ImADoctorNotA No worries hope everything is ok at home. I'll try the fixes you suggested because I did install python and the other packages.
      Edit: I got it, had to install python through the app store, instead of the file I downloaded, to get it to work but after doing that and reinstalling all the packages it runs.

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому +1

      @@DJminor92 Glad to hear it! I'll post that as a possible fix on the Nexus page, giving you credit :)

  • @jacobtherobertson
    @jacobtherobertson 11 місяців тому

    Great video! when I make a class, it doesnt have an icon on the character creation screen, any idea how to fix?

    • @ImADoctorNotA
      @ImADoctorNotA  11 місяців тому

      So you don't have a skull with an arrow pointing at it? I just tested it again, and that icon showed up. If I had to guess, it would be an ID conflict. Could you try remaking your mod and seeing if that fixes it?

    • @jacobtherobertson
      @jacobtherobertson 10 місяців тому

      @@ImADoctorNotA correct about no skull, I will retry tonight.

  • @donbisesi6328
    @donbisesi6328 3 місяці тому

    Is this compatible with the modkit?

    • @ImADoctorNotA
      @ImADoctorNotA  3 місяці тому +1

      Not yet, though I am putting together the video now (for classes first). It should be out in a day or two

  • @r.s.819
    @r.s.819 10 місяців тому

    Trying to open the Polymath.bat file and it opens command and then immediately closes it. I installed all the required python packages, not sure what I'm doing wrong.
    I've taken a break from modding BG3 in general because my class mods just make the game literally unplayable (as in, crashing at 52% load screen, so I can't even start anything) and I have no idea how to fix it, because this issue doesn't happen with other class mods I've looked into which use the class template I use.

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      Sorry to hear you're having problems with the tool (and modding is acting up a bit for you). To best help you, can you please do the following:
      1. Open up a command line
      2. Go to the folder where you placed polymath using "cd ". You can right click on the bat file, select "copy path", paste it in after the "cd" separated by a space, and then delete the "Polymath.bat" part of what you pasted in. You can also stepwise go to the folder by typing "dir" to see what files/folders are in the current directory you are in, then type "cd" to go into your chosen folder.
      3. Then type: "Polymath.bat"
      4. Paste the text that you get here.

    • @r.s.819
      @r.s.819 10 місяців тому

      @@ImADoctorNotA
      C:\Users
      dots\Desktop\Release_0_2_1_Nexus>Polymath.bat
      Traceback (most recent call last):
      File "C:\Users
      dots\Desktop\Release_0_2_1_Nexus\src\Polymath.py", line 2, in
      from pyarmor_runtime_000000 import __pyarmor__
      File "C:\Users
      dots\Desktop\Release_0_2_1_Nexus\src\pyarmor_runtime_000000\__init__.py", line 2, in
      from .pyarmor_runtime import __pyarmor__
      ModuleNotFoundError: No module named 'pyarmor_runtime_000000.pyarmor_runtime'

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому

      Could you please try installing pyarmor and see if that fixes it? To do that, run the following in your command line: pip3 install pyarmor

    • @r.s.819
      @r.s.819 10 місяців тому

      @@ImADoctorNotA
      C:\Users
      dots>pip3 install pyarmor
      Requirement already satisfied: pyarmor in c:\users
      dots\appdata\local\programs\python\python312\lib\site-packages (8.4.7)
      Requirement already satisfied: pyarmor.cli.core~=5.4.3 in c:\users
      dots\appdata\local\programs\python\python312\lib\site-packages (from pyarmor) (5.4.3)
      I'd already installed it and checked earlier and got the same error. Still opens the cmd and closes it immediately.

    • @samuraipizzaman
      @samuraipizzaman 10 місяців тому

      @@ImADoctorNotA I have the same issue, I have installed pyarmor and confirmed it on anaconda. I uninstalled and reinstalled pyarmor and also restarted computer. Unsure what else to do

  • @gurugeorge
    @gurugeorge 11 місяців тому

    Looks promising. What I'd be really interested in is mods that work with BG3MM and Script Extender. The issues with bags and auto-sorting/auto-ordering (or rather lack thereof) in the game drive me mad and a lot of the bag mods are out of date, plus they're done in such a way that removing them is tricky.

    • @freshness2569
      @freshness2569 11 місяців тому

      Or nexus

    • @ImADoctorNotA
      @ImADoctorNotA  11 місяців тому +1

      Sure, these mods should work with BG3MM (it is how I test them). Making them compatible with Nexus' Vortex should be a matter of sticking your PAK file into a folder, Zipping it, then uploading it. I have not yet played around with Script Extender. I put covering how to make a bag mod on my video list

  • @hah-vj7hc
    @hah-vj7hc 11 місяців тому

    My computer won't open the .exe because it has a virus. Is that true?

    • @Just-The-Decoy
      @Just-The-Decoy 11 місяців тому

      Im having the same issue. Im thinking it may be a false positive as according to the internet at large that can happen with exe files, but im waiting for him to respond to on of these comments before I use it.

    • @ImADoctorNotA
      @ImADoctorNotA  11 місяців тому +1

      You can check out the independent virus scan done by Nexus Mods under the Virus Scan column (it is in the bar just below the screenshots), which says that it is "Safe To Use." I have personally also run Bitdefender scan on it myself before uploading it (even though I made it) to ensure there was no possibility of concerning python code packages getting loaded up into it, which also said it was clear. I will go ahead and upload a screenshot to the Nexus page to address the issue. Windows Defender is often conservative when taking in EXE files from online, appropriately so. If you want further assurance, versus what someone on the internet is telling you, you can download a free trial of Bitdefender (which is one of the best antivirus programs and recommended by countless IT departments) and scan the file. I generally do that before I run any mod tools personally.

    • @freshness2569
      @freshness2569 11 місяців тому

      No it's not true

    • @Just-The-Decoy
      @Just-The-Decoy 11 місяців тому

      @@ImADoctorNotA yeah from what I was reading windows defender and python to exe files sometimes dont like each other, which was leading me to believe it was a false positive, but I figured Id go to the source first. Thanks for the quick reply.

    • @hah-vj7hc
      @hah-vj7hc 11 місяців тому

      Alright. Thanks for clarifying. Now, I still have the problem that the .exe gets auto-deleted. After extracting the .zip, it wasn't there, only the txt files were. So I manually copy pasted it again, tried to open it, and then it was just gone once again after the virus pop up.
      I'm not really up to date with computers anymore nowadays. So I'd just like some advice. Can I switch off Win Defender, open the .exe and switch it on again? I generally want to keep using it because it works fine for the most part and I've never had a virus on my pc. Or is there some step I should take?
      @@ImADoctorNotA

  • @nerotas275
    @nerotas275 10 місяців тому +1

    Good Idea, but a Python Script obfuscated with pyarmor is a very Trust me Bro move. The tool provided also isnt in the realm where you have to protect it that much. I would really prefere a git link non-obfuscated. Like i said, good idea, nice tool but its a modding community for a very specific game..

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому +1

      The source code will be made available on Github and the mod page when it leaves beta

    • @nerotas275
      @nerotas275 10 місяців тому

      @@ImADoctorNotA Thank you for answering so fast. That is reassuring, thank you

  • @overlordlugialive5302
    @overlordlugialive5302 9 місяців тому

    pls send simpal rick mod

    • @ImADoctorNotA
      @ImADoctorNotA  9 місяців тому

      Here is an archive to the mod. Polymath has a grown a lot since this video (a lot more customization options), so feel free to build on it! www.patreon.com/posts/archive-simple-0-100542763?Link&

  • @freshness2569
    @freshness2569 11 місяців тому

    Yesssss

  • @CoyoTWil3
    @CoyoTWil3 11 місяців тому +2

    I will find you, and i will kiss you for this

  • @freshness2569
    @freshness2569 10 місяців тому

    Polymath-6318-0-2-1-1707019783.zip version. 0.2.1 there isnt anything to zip. feel free to delete comment once its been fixed :)

    • @ImADoctorNotA
      @ImADoctorNotA  10 місяців тому +1

      Thanks for letting me know. Can you please describe what you mean by that? I uploaded a fresh version that I tested again (I tested the 0.2.1 version, like this 0.2.1.1 version, both produced functional PAK files). Could you let me know if you are trying to ZIP your PAK file? In that case, you would likely need to make a new folder, place the PAK file in, then zip that folder.

    • @freshness2569
      @freshness2569 10 місяців тому

      ok, donwloaded the hot fix and now there is content. prior, when I made that comment, there was a zip, but when i went to extract all, it wouldnt let me due to nothing being in that. now there is. does that make sense, thank you for the quick fix of it. @@ImADoctorNotA

    • @freshness2569
      @freshness2569 10 місяців тому

      when i downloaded 0.2.1 at the time of my comment, and tried to unzip it, i was not able to, and error came up saying there was no conent in the zip folder. downloaded it a few times and got the same error. tried it again with the hotfix now I am able to not only can I unzip it now, I can run the program. thank you for the quick fix. @@ImADoctorNotA

  • @thejennybean
    @thejennybean 6 місяців тому

    I am having trouble getting polymath to work. It suns for like two seconds then crashes

    • @ImADoctorNotA
      @ImADoctorNotA  6 місяців тому

      Please copy and paste the output stored in Polymath.log? Sounds like a Python issue

    • @thejennybean
      @thejennybean 6 місяців тому

      @@ImADoctorNotA I dunno where Polymath.log is... I am not good at python

    • @ImADoctorNotA
      @ImADoctorNotA  6 місяців тому

      @@thejennybean No worries, I worked to limit what folks would have to do code-wise. Polymath.log should be in the same folder as Polymath.bat, so just under that file. As for Python, I would recommend following my tutorial here at the beginning of the video to install Python and the packages that you need (no prior coding experience required): ua-cam.com/video/eOlJmZaCCuU/v-deo.html. Happy to help you through this

    • @thejennybean
      @thejennybean 6 місяців тому

      @@ImADoctorNotA Found it... but there's nothing inside

    • @ImADoctorNotA
      @ImADoctorNotA  6 місяців тому

      @@thejennybean Have you installed Python as I directed in that video? The bat file tries to run the python scripts, saving the output from the Python code to the log file. If python is not installed, there should not be any output