These tutorials are fantastic! I'm having trouble finding tutorials that really comprehensively cover all of this stuff that are noob friendly, so thank you very much! Now with these unique spells, is there a way to make them available to all classes, rather than setting it to a list like for Cleric or Warlock, etc.? Just a spell that any player of any class could have right off the bat if they so desired? If that's going to be covered in one of the next episodes, I do apologize! EDIT: Ah, that's what I get for not waiting till the very end to ask this question! I see you said "We'll probably get into it" in another video. If you figure it out, I can't wait to see how you did it Also, are you planning on doing any videos that cover importing unique assets/"Home-made" assets into the toolkit? I have my .gr2 file that I made in Blender ready along with all the .dds textures, but I only run into trouble when importing them into the toolkit.
Yea I need to dig in a bit to figure out spell/class distribution. But I'll get to it. It's the eternal balancing of moving the series forward with the good stuff, then returning to dig a bit deeper on the stuff that was only lightly touched. But I want to figure this out myself as well, so you can expect more on this in not too long 🙂 Once I've cleared most of what you can do with the toolkit with _zero_ artistic talent, I'll start digging into asset imports and so on. I'm just so terribly useless with Blender myself haha... but I'll find some assets that make sense and you know.. wing it ;-)
@@ohfor.fuksake Blender is a steep learning curve, and making textures can be even more challenging. If you need an asset for practice, I'd be happy to send you something of mine (Though hopefully it works during the filming, and wont behave poorly like how mine has been) ALSO another question I forgot to ask before, related to spells: will you be covering how to make a summon companion spell, like the Find Familiar or Ranger's Companion spells? I've fiddled with trying to make a unique Ranger Companion summon, but for a different class, with no luck. That has extra components like Spell Container ID's and Container Spells. I figure there's just a lack of program understanding on my end, so if it's something you might cover later, that'd be good to know!
@@sabrinaalmeida1719 That'd be great 🙂 If it is kept simple - and by simple I mean objects that can pretty much fit into existing animations and so on - I think that could make for a good episode or two. You can find me on the Larian Discord under user name Ohfor. Advanced spells such as summons; the answer is yes. But it will follow class and subclass creation. Actually it will be a natural follow to that come to think of it; I can make a for whatever makes sense, and then lead into how to add summon companions to that subclass. We're likely half a dozen episodes or so out from that, but we'll get there.
Hey, thanks for all your videos! Went through most of them, and now I think I'm gonna make special custom outfits for every playthrough so that I no longer have to choose between looking cool and having the best items in the game. Anyway, do you plan to cover creation of custom classes and/or subclasses? And also how to place the items at some specific location in the game so that I don't have to spawn them with the console or use the tutorial chest.
Yea, I have my own personal "Ohfor's Mod" as well with lots of gear I tweak a little for every new idea for a playthrough I have :D in-world placement IS something I have coming up, but a little later on. The next 2-3 videos will continue around spells and then it will be either some videos around classes/subclasses OR going deeper with in-world placement at vendors, at specific locations, via scrolls/potions and so on. Not entirely sure of the order yet, but it WILL be covered :-)
THANK YOU!!!! For making these tutorial videos! I've managed to do some stuff with your help in a few hours that otherwise would've taken weeks! I still can't figure out how to rename every aspect of the Blink spell. It's the second spell I started editing, wanted to rename parts of it and edit the teleport distance and that's where I'm stuck at. The character enters the renamed gasous form, but the Blink: Teleport and Leave Ethereal Plane spells can't be edited because even after editing them, I can't find the line I have to edit to implement the new ones. Any help with that is appreciated 😊 Also, I haven't found where I can write letters or edit books' contents.
These guides are completely amazing, thank you so much for your efforts explaining this for people. Even a complete newbie like me can follow along and replicate everything. How far are you planning on taking this series? Will you be delving into custom classes and subclasses later on?
I'll keep going for as long as I can find meaningful content to make. Custom classes and subclasses ARE coming, and it won't be long now. The reason it comes in so late is, that these don't really make much sense until you can actually DO something with your custom classes like add new spells or abilities. So I'm covering that first.
@@ohfor.fuksake Oh for sure, I understand. I'm literally on day 1 of learning this stuff currently so you'll probably get there well before I'm ready to do anything practical with the knowledge! For what I want to achieve for starters I'm only really interested in tinkering with spells but if/when you do end up covering it I'll definitely be following along. I have a couple ideas for subclasses rolling around in my head that may be way beyond my ability but I won't know til I try!
Quick question, I'm trying to make a new haste spell but I can't seem to find how to edit out the concentration effect on it. Everything else works, duration, cooldown and the item I put it on. the last thing that bothers me is that it's a concentration.
Thanks for the video! :D Currently trying to add a spell to an item that you can use by consuming it, similar to a scroll/potion. If I add a vanilla spell to the Use Actions of the root template it works just fine. But if I add my own spell, even an exact copy of a vanilla spell with just the tech name changed, it says "Can't cast spell with ID 'Projectile_MagicMissile_override': UNTRAINED". Any idea why that may be?
On "Use Spell" there is something called Action Conditions. E.g. "CanUseSpellScroll("Projectile_AcidArrow")". I would start there I think. I don't fully understand how the mechanics of a scroll based spell work to override the Spellslot cost, but I'm guessing it's related to this. But I do know this field can be cleared to no apparent ill effect.
@@ohfor.fuksake Ahhhhhhhh it worked!!!!! Thank you so much!!! I thought that was about needing to be able to cast that spell, like can't cast somatic component spells in silence XD
Hey there. Can I ask for a little help? I've been struggling with creating my concentration type spell with specific parameters of Saving Throws and checks. When the target breaks from the hold, the concentration on the caster doesn't break automatically, which is weird. And on top of that for some reason it uses the casters Intelligence, whereas I would like to change it for Strength or even Athletics proficiency if possible.
So there's a lot of moving parts to what you're saying here. First and foremost however, the best place to look would always be to find an in-game spell that acts more or less the way you're expecting your new one to act. I don't know exactly what you're trying to do, but it sounds a little bit like Hold Person to me.
@ohfor.fuksake kinda, but not exactly. I am using Grapple_Nether Tentacle as my template. Maybe the reason it doesn't work is I chose the base Grappled status for my custom status instead Nether_Tentacle. Will try to work around the templates and see if it helps. But what about saving throws? I was able to set it up correctly for the target, but not for the caster. When I read combat log it adds Intelligence modifier to caster's check, and I wasn't able to find how to change this.
@@ohfor.fuksake quick update, thanks for the tip, there were some wrong conditions on tick fails. Now I just gotta find how to rewrite the status DC on saving throws, so that it uses casters Strength instead of Intelligence.
@@ohfor.fuksake haven't found the corresponding line. Could you please elaborate a bit more? From the base spell in the line OnTickRoll it has notSavingThrow(Ability.Strength, SourceSpellDC()). Should I replace SourceSpellDC with UnlockSpell?
Hi Tanks the video, I'm having difficulty creating a magical item, which is if the character is invisible the next attack is a critical one, could anyone help?
Which part is causing you trouble? E.g. to check for invisibility, you could do HasStatus('INVISIBILITY'). So something like "if HasStatus('INVISIBILITY'):SetRoll(20);" would be a place to start.
Killer's Sweetheart is a ring that grants you a critical hit after killing something, and Prowl is a condition that grants you 1d8 dmg after invisibility, so I'd try to get inspired from there. Assuming you want this to be a toggleable passive (if it is limited to 1/long rest for example), you're going to need an Interrupt that changes your attack into a crit, and a Passive that gives you the ability to interrupt when you are invisible.
@@alethmin @ohfor.fuksake I managed to see another item that had BoostContext: OnStatusApplied. And I put a BoostConditions: HasStatus('GREATER_INVISIBILITY',context.Source). And finally I put it in Passive Boost:ReduceCriticalAttackThreshold(19) And it worked
I can, but I've already covered this. I'm sure I covered it for weapons, but I also cover it in this Episode 7. Look at how I manipulate ActionPoint:1, you could replace that with BonusActionPoint:1 and then that would do as you ask. Or am I missing something in your question? :-)
@@ohfor.fuksake Sure, but what you did first was create the spell and assign it to the weapon. What I am referring to is modifying an existing spell, let's take the spell "Guidance" as an example, how it can be modified so that instead of using an action it is cast with an additional action (as a normal spell and not from weapons, armor, etc.)
@@Shigeo3241 Right ok. So there will be a point where I cover that, but it's a practice I'm not really too fond of if I'm being honest. For a lot of reasons. But it WILL be covered; probably when I get into the whole discussion of publishing a mod "for real", what to consider as you evolve the mod moving forward, dependencies, and so on. The very short answer would be; take a look at "Override in Existing Mod" rather than "Create New from selected".
HELL YEAH! Another Ohfor video 😁
Took a while. There were 2 dead end videos in between 😂 Well not dead end, but I need to do some more research.
@@ohfor.fuksake always worth the wait haha good shit 👍
These tutorials are fantastic! I'm having trouble finding tutorials that really comprehensively cover all of this stuff that are noob friendly, so thank you very much!
Now with these unique spells, is there a way to make them available to all classes, rather than setting it to a list like for Cleric or Warlock, etc.? Just a spell that any player of any class could have right off the bat if they so desired? If that's going to be covered in one of the next episodes, I do apologize! EDIT: Ah, that's what I get for not waiting till the very end to ask this question! I see you said "We'll probably get into it" in another video. If you figure it out, I can't wait to see how you did it
Also, are you planning on doing any videos that cover importing unique assets/"Home-made" assets into the toolkit? I have my .gr2 file that I made in Blender ready along with all the .dds textures, but I only run into trouble when importing them into the toolkit.
Yea I need to dig in a bit to figure out spell/class distribution. But I'll get to it. It's the eternal balancing of moving the series forward with the good stuff, then returning to dig a bit deeper on the stuff that was only lightly touched. But I want to figure this out myself as well, so you can expect more on this in not too long 🙂
Once I've cleared most of what you can do with the toolkit with _zero_ artistic talent, I'll start digging into asset imports and so on. I'm just so terribly useless with Blender myself haha... but I'll find some assets that make sense and you know.. wing it ;-)
@@ohfor.fuksake Blender is a steep learning curve, and making textures can be even more challenging. If you need an asset for practice, I'd be happy to send you something of mine (Though hopefully it works during the filming, and wont behave poorly like how mine has been)
ALSO another question I forgot to ask before, related to spells: will you be covering how to make a summon companion spell, like the Find Familiar or Ranger's Companion spells? I've fiddled with trying to make a unique Ranger Companion summon, but for a different class, with no luck. That has extra components like Spell Container ID's and Container Spells. I figure there's just a lack of program understanding on my end, so if it's something you might cover later, that'd be good to know!
@@sabrinaalmeida1719 That'd be great 🙂 If it is kept simple - and by simple I mean objects that can pretty much fit into existing animations and so on - I think that could make for a good episode or two. You can find me on the Larian Discord under user name Ohfor.
Advanced spells such as summons; the answer is yes. But it will follow class and subclass creation. Actually it will be a natural follow to that come to think of it; I can make a for whatever makes sense, and then lead into how to add summon companions to that subclass. We're likely half a dozen episodes or so out from that, but we'll get there.
Hey, thanks for all your videos! Went through most of them, and now I think I'm gonna make special custom outfits for every playthrough so that I no longer have to choose between looking cool and having the best items in the game.
Anyway, do you plan to cover creation of custom classes and/or subclasses? And also how to place the items at some specific location in the game so that I don't have to spawn them with the console or use the tutorial chest.
Yea, I have my own personal "Ohfor's Mod" as well with lots of gear I tweak a little for every new idea for a playthrough I have :D in-world placement IS something I have coming up, but a little later on. The next 2-3 videos will continue around spells and then it will be either some videos around classes/subclasses OR going deeper with in-world placement at vendors, at specific locations, via scrolls/potions and so on. Not entirely sure of the order yet, but it WILL be covered :-)
@@ohfor.fuksake Awesome, thanks!
can you tell me please? it is possible to create spell that can allow you resserect corpse on my side?
THANK YOU!!!! For making these tutorial videos! I've managed to do some stuff with your help in a few hours that otherwise would've taken weeks!
I still can't figure out how to rename every aspect of the Blink spell. It's the second spell I started editing, wanted to rename parts of it and edit the teleport distance and that's where I'm stuck at. The character enters the renamed gasous form, but the Blink: Teleport and Leave Ethereal Plane spells can't be edited because even after editing them, I can't find the line I have to edit to implement the new ones. Any help with that is appreciated 😊
Also, I haven't found where I can write letters or edit books' contents.
Letters/Books can't be done entirely inside the toolkit, so that's probably why. I'll do a video on it soon 🙂
@@ohfor.fuksake Thank you! :)
These guides are completely amazing, thank you so much for your efforts explaining this for people. Even a complete newbie like me can follow along and replicate everything.
How far are you planning on taking this series? Will you be delving into custom classes and subclasses later on?
I'll keep going for as long as I can find meaningful content to make. Custom classes and subclasses ARE coming, and it won't be long now. The reason it comes in so late is, that these don't really make much sense until you can actually DO something with your custom classes like add new spells or abilities. So I'm covering that first.
@@ohfor.fuksake Oh for sure, I understand. I'm literally on day 1 of learning this stuff currently so you'll probably get there well before I'm ready to do anything practical with the knowledge!
For what I want to achieve for starters I'm only really interested in tinkering with spells but if/when you do end up covering it I'll definitely be following along. I have a couple ideas for subclasses rolling around in my head that may be way beyond my ability but I won't know til I try!
Quick question, I'm trying to make a new haste spell but I can't seem to find how to edit out the concentration effect on it. Everything else works, duration, cooldown and the item I put it on. the last thing that bothers me is that it's a concentration.
Spellflags. Look for "IsConcentration". E.g. bg3.norbyte.dev/search?q=IsConcentration#result-a543277f2ff15ede75ec232cd92b375c15a5b220
Just remove the IsConcentration from the SpellFlags
Thanks for the video! :D
Currently trying to add a spell to an item that you can use by consuming it, similar to a scroll/potion. If I add a vanilla spell to the Use Actions of the root template it works just fine. But if I add my own spell, even an exact copy of a vanilla spell with just the tech name changed, it says "Can't cast spell with ID 'Projectile_MagicMissile_override': UNTRAINED". Any idea why that may be?
On "Use Spell" there is something called Action Conditions. E.g. "CanUseSpellScroll("Projectile_AcidArrow")". I would start there I think. I don't fully understand how the mechanics of a scroll based spell work to override the Spellslot cost, but I'm guessing it's related to this. But I do know this field can be cleared to no apparent ill effect.
@@ohfor.fuksake Ahhhhhhhh it worked!!!!! Thank you so much!!!
I thought that was about needing to be able to cast that spell, like can't cast somatic component spells in silence XD
Hey there. Can I ask for a little help? I've been struggling with creating my concentration type spell with specific parameters of Saving Throws and checks. When the target breaks from the hold, the concentration on the caster doesn't break automatically, which is weird. And on top of that for some reason it uses the casters Intelligence, whereas I would like to change it for Strength or even Athletics proficiency if possible.
So there's a lot of moving parts to what you're saying here. First and foremost however, the best place to look would always be to find an in-game spell that acts more or less the way you're expecting your new one to act. I don't know exactly what you're trying to do, but it sounds a little bit like Hold Person to me.
@ohfor.fuksake kinda, but not exactly. I am using Grapple_Nether Tentacle as my template. Maybe the reason it doesn't work is I chose the base Grappled status for my custom status instead Nether_Tentacle. Will try to work around the templates and see if it helps. But what about saving throws? I was able to set it up correctly for the target, but not for the caster. When I read combat log it adds Intelligence modifier to caster's check, and I wasn't able to find how to change this.
@@ohfor.fuksake quick update, thanks for the tip, there were some wrong conditions on tick fails. Now I just gotta find how to rewrite the status DC on saving throws, so that it uses casters Strength instead of Intelligence.
@@vladboch UnlockSpell, as I recall, has a parameter for that. Something along the lines of UnlockSpell(Target_MySpell,,,,Strength);
@@ohfor.fuksake haven't found the corresponding line. Could you please elaborate a bit more? From the base spell in the line OnTickRoll it has notSavingThrow(Ability.Strength, SourceSpellDC()). Should I replace SourceSpellDC with UnlockSpell?
Hi Tanks the video, I'm having difficulty creating a magical item, which is if the character is invisible the next attack is a critical one, could anyone help?
Which part is causing you trouble? E.g. to check for invisibility, you could do HasStatus('INVISIBILITY'). So something like "if HasStatus('INVISIBILITY'):SetRoll(20);" would be a place to start.
Killer's Sweetheart is a ring that grants you a critical hit after killing something, and Prowl is a condition that grants you 1d8 dmg after invisibility, so I'd try to get inspired from there. Assuming you want this to be a toggleable passive (if it is limited to 1/long rest for example), you're going to need an Interrupt that changes your attack into a crit, and a Passive that gives you the ability to interrupt when you are invisible.
@@alethmin Tanks, i will try
@@alethmin @ohfor.fuksake I managed to see another item that had BoostContext: OnStatusApplied.
And I put a BoostConditions: HasStatus('GREATER_INVISIBILITY',context.Source).
And finally I put it in Passive Boost:ReduceCriticalAttackThreshold(19)
And it worked
Hello, could you teach how to modify a skill, for example instead of using an action point that uses the additional action. please
I can, but I've already covered this. I'm sure I covered it for weapons, but I also cover it in this Episode 7. Look at how I manipulate ActionPoint:1, you could replace that with BonusActionPoint:1 and then that would do as you ask. Or am I missing something in your question? :-)
@@ohfor.fuksake Sure, but what you did first was create the spell and assign it to the weapon. What I am referring to is modifying an existing spell, let's take the spell "Guidance" as an example, how it can be modified so that instead of using an action it is cast with an additional action (as a normal spell and not from weapons, armor, etc.)
@@ohfor.fuksake I have tried various ways but the original spell does not affect me, that is, it does not modify it.
@@ohfor.fuksake in short replace an existing spell (modify, overwrite)
@@Shigeo3241 Right ok. So there will be a point where I cover that, but it's a practice I'm not really too fond of if I'm being honest. For a lot of reasons. But it WILL be covered; probably when I get into the whole discussion of publishing a mod "for real", what to consider as you evolve the mod moving forward, dependencies, and so on. The very short answer would be; take a look at "Override in Existing Mod" rather than "Create New from selected".