Thank you to Kloran35T for helping make this video possible! Want to watch this with higher energy music and more oriented on entertaining versus educating? Tune in here: ua-cam.com/video/ACz4slIiOnA/v-deo.html
Your videos have been so useful to me and actually encouraged me to START modding. Unfortunately I now no longer ever play BG3 because all I do is try mod it, but I'm grateful for that curse you have cast ;) How do we contact you re. commissions for new videos?
@@ethanpitts9986usually all you have to do is leave that’s how this series started was because I asked he has a list currently and videos come out every now and then depending on how difficult the process is
Hi thanks for another great video. Are you able to do a part 2 that might include how to alter the level that it appears and how you include specific skills spells etc. or potentially include where to find in game subclasses that might have that detail that we could use as a template. Thanks heaps
Sure, I just put that on my list. It should not be too crazy to edit it, though I will see if I can touch on it in my next video where I cover how to find existing game abilities/spells and edit them
Your videos have been so useful to me and actually encouraged me to START modding. Unfortunately I now no longer ever play BG3 because all I do is try mod it, but I'm grateful for that curse you have cast ;) How do we contact you re. commissions for new videos?
Glad to hear it! That is roughly what happened to me too ha For commission ideas, I would just leave a comment here, and I can put it together onto my Ko-fi. I also keep a running tally of what folks have expressed interest in. While I am considering suggestions for commissioned videos (and will put them up on the page and prioritize them in a way), I don't want to purely prioritize those ideas because not everyone has expendable funds (and I want to limit paywalling learning new ways to be creative. I will start making these more detailed videos without a mandatory "commission" from now on, for example, given the general interest I have heard from viewers). I have not yet figured out how I would like to balance Ko-fi ideas vs youtube comment ideas, maybe I would go with counting Ko-fi ideas as 2 votes for a given topic instead of just 1. However I do it, I will be transparent and give viewers ample time to contribute feedback. I will probably get to 500 subscribers in a month or two, so I can clarify things then. Thank you for your interest!
Awesome. Slowly but surely we are all learning to make our own class. Can't wait for the custom spells and passives. Does anyone know where we can find the code for existing spells from the game already ???
Yes unpack the shared.pak file (its in your bg3 local data files) public folder shared folder then find stats generated data folder - here is pretty much all the txt files describing items, spells, passives etc. (Consider backing up the shared.pak and gustav.pak files if you don't want to redownload your entire game if something major goes wrong)
@@Nivek57 awesome. Thank you. Maybe looking at what's done can help me understand more on how to add and edit spells until the video drops. Appreciate your help
Thanks for the help, Nivekg992! I'll cover that bit in my next video too, because it will be fairly central to making your own spells/abilities that are ready to use
@ImADoctorNotA I am looking forward to it then. I need it because I would love to try update subclass mod that is not updated anymore (Samurai Fighter Subclass (Release ready)) author dont have time to maintain it so given permision for other people (probably you can use it in your video even). Also could you make video about adding custom icons for classes/subclasses?
@@predatorterroru Added it to the list, thanks! I recommend dragging their mod's PAK file into the Modder's Multitool. It will then unpack into the "unpacked" folder in the Modder's Multitool directory, and you can then edit the files directly. Enjoy!
Been looking for info on mods so you came up as a suggestion. I am actually trying to tweak a mod already uploaded to Nexus. Fella created a lightsaber mod and while amazing, they are incredibly long for Body Type 1 Female. So I was going to do a shorter version and add 1 more color. Any idea where to start to even do that?
I would start with dragging their PAK file into the BG3 Modder's Multitool to be able to look at the individual files (that can give you a sense of what to do). I have not personally explored editing textures...yet, so I see that as one means of starting to see what can be done. To make it specific for a specific body type, that would likely require a bit of scripting, which I have also not yet explored. I'll put that on my list. Thanks for pointing this out!
That mod is AMAZING! Bummed that it doesn't have the saber sounds but beggars can't be choosers! I'm trying to make my own force user class mod myself.
Noted, thanks! That will likely show up after my video on custom spells/abilities, so 2-4 videos from now (given that folks like more focused videos like this one in addition to the entertaining version)
Wait. I'm confused. What's "Step 1?" I just watched the "Flowerborn" video, but I've no idea what "Step 1" is for this particular process of creating a sub-class.
As I stated in the video, Step 1 is coming up with your subclass idea. You can watch the video just before this one to have the overall process with enough to get you started. These commission videos have no cuts to ensure my viewers see what exactly needs to be done, with a no-cuts version of the class video posted after that one.
Not sure if I missed it, but where/how would one go about editing or assigning tags for custom Paladin subclasses? For example, assigning Vengeance or Oathbreaker to a subclass so that it inherits the oathbreaking rules and special dialogue triggers of the desired tag?
Adding dialogue tags is something I still need to get around to doing in the tool. It should be straight-forward to implement (you add 1 line of code per dialogue tag in the ClassDescriptions file), so I'll put that on the list of next video that I'll request from folks in my poll after releasing Polymath 2.
@@ImADoctorNotA If you'd be willing, I wonder if I could ask you to confirm something for me? I unpacked and opened the ClassDescriptions.lsx in Notepad++ and found the following:
My question - Based on the video you've done here (how to make your own subclass), my understanding is that to tag a custom class as Paladin I would need to copy the tag portion from the above code lines, and paste it into the relevant space as per your video. Is that correct? - If so, could you answer whether the tag from the above code is specifically the "Paladin" tag in-game (e.g. functionally Paladin class tag but NOT subclass tag)? - I believe it is, as I see separate nodes, tags, and name strings elsewhere in ClassDescriptions.lsc for the Devotion, Ancients, and Oathbreaker subclasses, but I do not see one for Vengeance anywhere... Any clarity or confirmation would be greatly appreciated.
Thanks for your great job. But since you changed Polymath's .exe to .bat, I don't understand how to make it work. I installed the pandas and pyperclip packages but when I launch the .bat, the window closes immediately! There's no error message or anything, it just closes.
The hotfix is up. The issue was me reorganizing the folders, so it was more intuitive. I edited the code to not freak out, even with the reorganized folders. If you notice anything further, let me know. I'll be travelling until Monday, but check my youtube comments daily
@@ImADoctorNotA Wow thank you for this quick response! In fact it's because I was missing the openpyxl module. Perhaps it would be good to add it as necessary in the description on the Nexus... Thank you again for this tool.
@@solmyrarkana573 Of course. I added that line, giving you credit in the "Acknowledgements" section of the mod and providing a link to your UA-cam channel. Have fun!
Sorry to ask a question! But im having a bit of difficulty with this, I'm trying to make a subclass using a homebrew subclass of rogue. And in this subclass, they have an ability that when they attack a creature/npc they must make a wisdom saving throw or suffer disadvantage on their next attack roll. Is there somewhere where i can find a similar code to this? Or is this something that is possible in dnd just not in bg3? (Im a DND player who also plays BG3, so like if it's the latter, i get I'll just have to find something else). Also do you have any links to understand a lot of the code? The BG3 wiki seems to be mlre focused on textures and stuff. If i need to commission you for this let me know. I just want to make a subclass for my rogue 😭 haha
No reason to apologize for questions, it's why I'm here. That should be possible in-game since it is roughly done with the Barbarian Frenzy attacks (that put the class at a disadvantage after using the frenzy-specific attacks). I agree with you about the BG3 wiki. Modding, in general, is pretty rough to do, even for folks who have been doing it for a bit longer, like me. Let me know what you are specifically interested in, and I can help as possible. I do not do commissions (my work schedule is pretty intense and important), but happy to take a suggestion with suggestions from my Patreon subscribers being a higher priority (www.patreon.com/ImADoctorNotA). I would recommend checking out my tool, Polymath, where I have aimed to simplify the foundation of producing class mods: www.nexusmods.com/baldursgate3/mods/6318. I include data tables in the tool directory, which includes all information for what should be every spell and ability (data/spell_table.xlsx). If you have questions, feel free to reach out.
I admittedly have yet to try. The content covered in this video should be fine, considering what the epilogue entails. Feel free to let me know if it works out if you make it there using your own content
@@ImADoctorNotA Will do, thanks. I found one that stopped working for me since i downloaded patch 5. Bagsbagsbags. The bags just don’t appear in game. Any ideas how to make it work?
@@MoonsongReverb Looking at the mod page, I guess that the UUIDs used by the mod are conflicting with new items added by the base game. Sadly, the mod author will likely need to create new UUIDs for the items. The mod, despite its changelog, does not seem to have updated at all since Aug 28, 2023, so you may need to find a new mod for what you are looking for
@@ImADoctorNotA Thanks for double checking, but that sadly makes sense I tried the bags of sorting as an alternative. But they won’t appear either. So that means i have to pick up any backpacks, pouches and whatever i find. Manual inventory management is so time consuming :P
Thanks! My Ko-Fi link is here: ko-fi.com/imadoctornota. After I release my next video on finding IDs for existing game elements, I will make that video with a no-cut version after that (given interest). Happy to accept a donation if you are feeling particularly generous, though I am also pleased with folks simply finding my videos helpful too :)
Can you tell me a bit more? So you added two custom subclass mods using Polymath, and it crashes before getting into CC? It is most likely a conflict between UUIDs. Were the subclasses for the same class? Polymath is coded to put in a block for the main class in Progressions that may cause what you are seeing
If you don't have the issue when starting up, it is likely a mod conflict. If someone uses enough mods that add features (so introduce more UUIDs and handles), there is more likely to be reuse of these items, even if unlikely. Updates may also cause issues. Something I have seen is putting a semicolon then a number after some UUIDs that may help resolve this. Otherwise, there may be a UUID there that was not changed or is duplicated in your own files (the class template uses the same UUID for every field, so you need to edit each one).
please please please come back and save this community with the new official toolkit release! We need you and there is actually no videos showing how to do anything with nonphysical stuff in it like making a new subclass. Its says you can and some Chinese users have already put out some cool stuff but i cant for the life of me figure this thing out lolol
Love the enthusiasm! I am in the process of finalizing a script for showing how to use the official tool and make a new class (will go through what I have so far). I hope to record my voice over tomorrow morning, then will probably have the video done hopefully by Sat/Sun.
@@ImADoctorNotA yay! I’ve been doing a lot of figuring out all sorts of stuff through other mod guides for the game but this being my first time trying to mod stuff has been a total head ache honestly
@@3thhackz531 You are not alone. It is like this for every game, sadly. If there is anything I can do to make things easier once I start putting out my videos for the modkit, let me know and I'll aim to squeeze them in.
Not sure. Those items may be added through the equipment file. I recommend checking out this video of mine to learn how to do that: ua-cam.com/video/3TacPjRZf8U/v-deo.html. You can refer to existing class and subclass equipment tables to figure out how to add those items (I wrote down that they are missing, so will possibly cover how to ensure those are also given in a future video. I have also received a lot of suggestions. Also let me know if adding a equipment file gets you those items).
Thank you to Kloran35T for helping make this video possible! Want to watch this with higher energy music and more oriented on entertaining versus educating? Tune in here: ua-cam.com/video/ACz4slIiOnA/v-deo.html
Your videos have been so useful to me and actually encouraged me to START modding. Unfortunately I now no longer ever play BG3 because all I do is try mod it, but I'm grateful for that curse you have cast ;)
How do we contact you re. commissions for new videos?
@@ethanpitts9986usually all you have to do is leave that’s how this series started was because I asked he has a list currently and videos come out every now and then depending on how difficult the process is
@@ethanpitts9986 Sorry for the delay, must have been lost in my email. Just leave a comment and I can prioritize things, as I have been doing.
Hi thanks for another great video. Are you able to do a part 2 that might include how to alter the level that it appears and how you include specific skills spells etc. or potentially include where to find in game subclasses that might have that detail that we could use as a template. Thanks heaps
Just to let you know. From what I can see. It's going to be a process lol
Sure, I just put that on my list. It should not be too crazy to edit it, though I will see if I can touch on it in my next video where I cover how to find existing game abilities/spells and edit them
Thank you so much. You are truly awesome!
Happy to help!
Into the public playlist it goes what’s next on the list
Editing custom abilities/spells to make Pig Pen (from Peanuts) into BG3! Get ready to be charmingly stinky and forcibly make others dance and laugh!
Your videos have been so useful to me and actually encouraged me to START modding. Unfortunately I now no longer ever play BG3 because all I do is try mod it, but I'm grateful for that curse you have cast ;)
How do we contact you re. commissions for new videos?
Glad to hear it! That is roughly what happened to me too ha For commission ideas, I would just leave a comment here, and I can put it together onto my Ko-fi. I also keep a running tally of what folks have expressed interest in. While I am considering suggestions for commissioned videos (and will put them up on the page and prioritize them in a way), I don't want to purely prioritize those ideas because not everyone has expendable funds (and I want to limit paywalling learning new ways to be creative. I will start making these more detailed videos without a mandatory "commission" from now on, for example, given the general interest I have heard from viewers). I have not yet figured out how I would like to balance Ko-fi ideas vs youtube comment ideas, maybe I would go with counting Ko-fi ideas as 2 votes for a given topic instead of just 1. However I do it, I will be transparent and give viewers ample time to contribute feedback. I will probably get to 500 subscribers in a month or two, so I can clarify things then. Thank you for your interest!
Awesome. Slowly but surely we are all learning to make our own class. Can't wait for the custom spells and passives. Does anyone know where we can find the code for existing spells from the game already ???
Yes unpack the shared.pak file (its in your bg3 local data files)
public folder
shared folder
then find stats
generated
data folder
- here is pretty much all the txt files describing items, spells, passives etc.
(Consider backing up the shared.pak and gustav.pak files if you don't want to redownload your entire game if something major goes wrong)
@@Nivek57 awesome. Thank you. Maybe looking at what's done can help me understand more on how to add and edit spells until the video drops. Appreciate your help
Thanks for the help, Nivekg992! I'll cover that bit in my next video too, because it will be fairly central to making your own spells/abilities that are ready to use
@ImADoctorNotA I am looking forward to it then. I need it because I would love to try update subclass mod that is not updated anymore (Samurai Fighter Subclass (Release ready)) author dont have time to maintain it so given permision for other people (probably you can use it in your video even). Also could you make video about adding custom icons for classes/subclasses?
@@predatorterroru Added it to the list, thanks! I recommend dragging their mod's PAK file into the Modder's Multitool. It will then unpack into the "unpacked" folder in the Modder's Multitool directory, and you can then edit the files directly. Enjoy!
Been looking for info on mods so you came up as a suggestion. I am actually trying to tweak a mod already uploaded to Nexus. Fella created a lightsaber mod and while amazing, they are incredibly long for Body Type 1 Female. So I was going to do a shorter version and add 1 more color. Any idea where to start to even do that?
I would start with dragging their PAK file into the BG3 Modder's Multitool to be able to look at the individual files (that can give you a sense of what to do). I have not personally explored editing textures...yet, so I see that as one means of starting to see what can be done. To make it specific for a specific body type, that would likely require a bit of scripting, which I have also not yet explored. I'll put that on my list. Thanks for pointing this out!
That mod is AMAZING! Bummed that it doesn't have the saber sounds but beggars can't be choosers! I'm trying to make my own force user class mod myself.
@@StevePalpy Agreed. I have began the painful process of taking his mod and making a dual staff version for Darth Maul. Its getting close.
Wow, that sounds awesome! Good luck to you on your mod making journey! @@MrJeffhart24
As always.. GREAT! (i leave it here for good measure: custom resource guide would be helpful)
Noted, thanks! That will likely show up after my video on custom spells/abilities, so 2-4 videos from now (given that folks like more focused videos like this one in addition to the entertaining version)
Do you have a tentative idea of when the next video will drop?
Wed/Thu. I would recommend following my community page; I post regular updates (and fun polls) there.
@@ImADoctorNotA Will do!
Wait. I'm confused. What's "Step 1?" I just watched the "Flowerborn" video, but I've no idea what "Step 1" is for this particular process of creating a sub-class.
As I stated in the video, Step 1 is coming up with your subclass idea. You can watch the video just before this one to have the overall process with enough to get you started. These commission videos have no cuts to ensure my viewers see what exactly needs to be done, with a no-cuts version of the class video posted after that one.
Not sure if I missed it, but where/how would one go about editing or assigning tags for custom Paladin subclasses? For example, assigning Vengeance or Oathbreaker to a subclass so that it inherits the oathbreaking rules and special dialogue triggers of the desired tag?
Adding dialogue tags is something I still need to get around to doing in the tool. It should be straight-forward to implement (you add 1 line of code per dialogue tag in the ClassDescriptions file), so I'll put that on the list of next video that I'll request from folks in my poll after releasing Polymath 2.
@@ImADoctorNotA Good to know, looking forward to that video. Thanks!
@@ImADoctorNotA If you'd be willing, I wonder if I could ask you to confirm something for me?
I unpacked and opened the ClassDescriptions.lsx in Notepad++ and found the following:
My question - Based on the video you've done here (how to make your own subclass), my understanding is that to tag a custom class as Paladin I would need to copy the tag portion from the above code lines, and paste it into the relevant space as per your video. Is that correct?
- If so, could you answer whether the tag from the above code is specifically the "Paladin" tag in-game (e.g. functionally Paladin class tag but NOT subclass tag)?
- I believe it is, as I see separate nodes, tags, and name strings elsewhere in ClassDescriptions.lsc for the Devotion, Ancients, and Oathbreaker subclasses, but I do not see one for Vengeance anywhere...
Any clarity or confirmation would be greatly appreciated.
Thanks for your great job. But since you changed Polymath's .exe to .bat, I don't understand how to make it work. I installed the pandas and pyperclip packages but when I launch the .bat, the window closes immediately! There's no error message or anything, it just closes.
Putting up the fix now. Thanks for letting me know :)
The hotfix is up. The issue was me reorganizing the folders, so it was more intuitive. I edited the code to not freak out, even with the reorganized folders. If you notice anything further, let me know. I'll be travelling until Monday, but check my youtube comments daily
@@ImADoctorNotA Wow thank you for this quick response! In fact it's because I was missing the openpyxl module. Perhaps it would be good to add it as necessary in the description on the Nexus... Thank you again for this tool.
@@solmyrarkana573 Of course. I added that line, giving you credit in the "Acknowledgements" section of the mod and providing a link to your UA-cam channel. Have fun!
Sorry to ask a question! But im having a bit of difficulty with this, I'm trying to make a subclass using a homebrew subclass of rogue. And in this subclass, they have an ability that when they attack a creature/npc they must make a wisdom saving throw or suffer disadvantage on their next attack roll. Is there somewhere where i can find a similar code to this? Or is this something that is possible in dnd just not in bg3?
(Im a DND player who also plays BG3, so like if it's the latter, i get I'll just have to find something else). Also do you have any links to understand a lot of the code? The BG3 wiki seems to be mlre focused on textures and stuff. If i need to commission you for this let me know. I just want to make a subclass for my rogue 😭 haha
No reason to apologize for questions, it's why I'm here. That should be possible in-game since it is roughly done with the Barbarian Frenzy attacks (that put the class at a disadvantage after using the frenzy-specific attacks). I agree with you about the BG3 wiki. Modding, in general, is pretty rough to do, even for folks who have been doing it for a bit longer, like me. Let me know what you are specifically interested in, and I can help as possible. I do not do commissions (my work schedule is pretty intense and important), but happy to take a suggestion with suggestions from my Patreon subscribers being a higher priority (www.patreon.com/ImADoctorNotA).
I would recommend checking out my tool, Polymath, where I have aimed to simplify the foundation of producing class mods: www.nexusmods.com/baldursgate3/mods/6318. I include data tables in the tool directory, which includes all information for what should be every spell and ability (data/spell_table.xlsx). If you have questions, feel free to reach out.
@@ImADoctorNotA thank you! I'll have a look at the barbarian frenzy class progression data table! Thank you!
how would i make a subclass for an already existing class? im trying to make a cleric subclass but dont know where to begin
Coming up in the next video, which I aim to release by ideally Sunday (latest Tuesday). Stay tuned by subscribing!
@@ImADoctorNotA tysm!!! ive been scouring the internet for hours trying to find something out!!
Great video, nicely done
Ddi you also get the patch 5 epilogue to work while modded?
I admittedly have yet to try. The content covered in this video should be fine, considering what the epilogue entails. Feel free to let me know if it works out if you make it there using your own content
@@ImADoctorNotA Will do, thanks.
I found one that stopped working for me since i downloaded patch 5. Bagsbagsbags.
The bags just don’t appear in game. Any ideas how to make it work?
@@MoonsongReverb Looking at the mod page, I guess that the UUIDs used by the mod are conflicting with new items added by the base game. Sadly, the mod author will likely need to create new UUIDs for the items. The mod, despite its changelog, does not seem to have updated at all since Aug 28, 2023, so you may need to find a new mod for what you are looking for
@@ImADoctorNotA Thanks for double checking, but that sadly makes sense
I tried the bags of sorting as an alternative. But they won’t appear either. So that means i have to pick up any backpacks, pouches and whatever i find. Manual inventory management is so time consuming :P
Love the videos! Would donate for a video where you make spells and abilities for these classes!
Thanks! My Ko-Fi link is here: ko-fi.com/imadoctornota. After I release my next video on finding IDs for existing game elements, I will make that video with a no-cut version after that (given interest). Happy to accept a donation if you are feeling particularly generous, though I am also pleased with folks simply finding my videos helpful too :)
Hey so I added 2 subclasses and now when I try to test it in a new game the game crashes before character creation loads
Can you tell me a bit more? So you added two custom subclass mods using Polymath, and it crashes before getting into CC? It is most likely a conflict between UUIDs. Were the subclasses for the same class? Polymath is coded to put in a block for the main class in Progressions that may cause what you are seeing
Nvm, I figured out what I did wrong.
@@spartandestroyr1367 Don't hesitate to reach out if you need assistance on anything else
Having a problem with the created class crashing some peoples games during startup, any advice?
If you don't have the issue when starting up, it is likely a mod conflict. If someone uses enough mods that add features (so introduce more UUIDs and handles), there is more likely to be reuse of these items, even if unlikely. Updates may also cause issues. Something I have seen is putting a semicolon then a number after some UUIDs that may help resolve this. Otherwise, there may be a UUID there that was not changed or is duplicated in your own files (the class template uses the same UUID for every field, so you need to edit each one).
please please please come back and save this community with the new official toolkit release! We need you and there is actually no videos showing how to do anything with nonphysical stuff in it like making a new subclass. Its says you can and some Chinese users have already put out some cool stuff but i cant for the life of me figure this thing out lolol
Love the enthusiasm! I am in the process of finalizing a script for showing how to use the official tool and make a new class (will go through what I have so far). I hope to record my voice over tomorrow morning, then will probably have the video done hopefully by Sat/Sun.
@@ImADoctorNotA yay! I’ve been doing a lot of figuring out all sorts of stuff through other mod guides for the game but this being my first time trying to mod stuff has been a total head ache honestly
@@3thhackz531 You are not alone. It is like this for every game, sadly. If there is anything I can do to make things easier once I start putting out my videos for the modkit, let me know and I'll aim to squeeze them in.
30 second long intro of useless self-glorifying gibberish. hells, man, i hope your father is proud
cool guide tho
My parents are. Thanks for checking in! If you have future ideas for any videos, feel free to let me know and I am happy to do what I can :)
Would there be a reason that in my subclass i do not have a camp bag, alchemy pouch, or keyring?
Not sure. Those items may be added through the equipment file. I recommend checking out this video of mine to learn how to do that: ua-cam.com/video/3TacPjRZf8U/v-deo.html. You can refer to existing class and subclass equipment tables to figure out how to add those items (I wrote down that they are missing, so will possibly cover how to ensure those are also given in a future video. I have also received a lot of suggestions. Also let me know if adding a equipment file gets you those items).