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! 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?
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.
@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.
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".
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?
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?
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
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
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
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 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?
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!
16:45 for the quick run down
I fumbled around a bit but got there in the end
Hope this helps
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.
Did u manage to create actions or spells as a reaction?
Will make a pipe smoking mod so male characters can smoke hashin's pipe unlimited times?
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! 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?
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.
@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.
Thank you so much for this!
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
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?
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?
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
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
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.
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
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?
Marcelo Locks