Want to read this tutorial? Like and subscribe, then refer to the text tutorial below! Feel free to reply with your suggestions for my next video! Patreon (Free PDF from Medium): www.patreon.com/posts/117116387 Medium (online): medium.com/@imadoctornota/the-eczema-warrior-how-to-modify-existing-bg3-classes-subclasses-in-the-toolkit-da43880b9e38
@@victor_krv Great hearing from you! While it technically is, I'd recommend using the BG3 modding toolkit as there are fewer concerns for incompatibilities or unforeseen bugs (Polymath was made before there was an official modding toolkit). I cover tutorials on my channel that allow one to reproduce the functions of Polymath. If you have any further questions, do not hesitate to let me know!
Thanks for these videos, I was trying to get into modding bg3 again but the toolkits UI is the opposite of intuitive and is way too busy visually. What I wouldn't give for some concise templates, or at least the option to hide unused folders! I think the modkit needs some mods itself lol. Is that Polymath app of yours still a thing? Might be better for me when just messing around, at least.
It should technically still work, though I am no longer supporting it (the toolkit is less intuitive, but things are a lot less likely to break when you make it, especially weapons and armor). I wish I could learn how to modify the software, though that is slightly beyond my capabilities at this point. Let me know if there is a particular guide you think would help you individually and I can add it to my tallies. I'm finishing up the weapons/armor tutorial now, which will add a lot of customizability for folks (and really open things modding wise).
Will the mods you make be available for console players after being submitted to nexus? I wanna make an explosion mage class and am going to use your videos to help me make it.
Sadly, mods on Nexus are unlikely accessible for Xbox. You would need to publish the mod through the toolkit, which I will eventually cover on my channel
I'm trying to create a subclass mod for the Ranger class using the modding toolkit. The subclass works and all my features are working nicely, but I'm running into compatibility issues with other Ranger subclass mods because I'm overriding the Ranger progressions (and presumably so are the other mods). Is there any way around this? There is a nice "MergeInto" function for spell lists, but to my knowledge no such function exists for classes/subclasses.
To my knowledge, there is not yet a smooth way of doing it. The way around it is to unpackage another person's mod, add their subclass UUID to your mod's class description's subclass field, do similar in the progressions file, which will hopefully then work. Larian has sadly not gotten back to me about bringing others' mods into the toolkit. I already have this topic on my list, so will appropriately move up the demand indicated by folks. This is getting to be in higher demand, so I will consider populating my next "miscellaneous" poll with doing this (along with how to translate others' mods). Thanks for the suggestion!
@@ImADoctorNotA There are a handful of mods that only serve to combine several subclasses of a class at once. I think we're going to be seeing a lot more of those in the future.
@@3X3NTR1K I think so too. It comes with risks too, since not all mod authors may be okay with folks reuploading their mods like this, since they won't be getting the downloads, may not be getting adequate credit, and the new packs may not fully work that could lead to people thinking the individual mods also don't work which may not be the case.
Thank you but I am struggling to make something specific spent a whole day and reached nothing made me sad wish you could help. I want to make a new race which is a human but with half orcs race traits"savage attacks,darkvision" and the githyanki "Astral Knowledge" i really spent like 9 hours trying to make it happen and I didn't succeed at all.
I added another vote to my "passives for custom race" suggestion. We'll have to see what I do next, given how I use polls. In the meantime, I would try following my custom race tutorial (ua-cam.com/video/avBNS2UnOJw/v-deo.html). I believe there is a field that you can edit to add passives as you are interested in, though let me know if there is not here and I can try to provide a more focused recommendation outside of a video.
@@ImADoctorNotA Thank you but I watched your video a lot and tried imitating it a lot too, i run into some problems 1- suddenly the custom race i made change to the main human race after i make changes to the "charactercreationpreset" I can't get the 4 body types in a way if I try to make it i only find 2 body types, nd it's applied to all human race. 2- I can't put the savage attacks and darkvision of orcs in the new custom race, they simply don't show 3-astral knowledge of the githyanki made a hell out of me, I reached no conclusion nor I know where they are nor I know how to add them to the custom race.
@@theunknown3983 Yeah, custom races are still really hard to figure out, even with the toolkit (they were nearly impossible or tedious to do before the toolkit). I have gotten interest from multiple people on giving a race a custom passive, so I'd recommend voting on that poll when it comes out in a few days. Sadly, modding is often failing a few (or many) times, until things work. The goal of my videos is to ease up the learning curve to make failure occur less and save people time (why I don't make those 15-30 minute tutorials). As for trying to figure out custom races in general, I recommend this tutorial: docs.google.com/document/d/1MxNMafOeJEYCpqlO-OGJZ2B0Xxo9KXkhwRL7eWqjiVQ/edit?tab=t.0#heading=h.fbo4r6e2urzd. Sorry I could not be of more help here :(
As long as you install the level 20 mod, you should be able to customize later levels without issue. You would put those later levels in the Progressions file yourself as the game would not have those entries. So make a new line for each level and put what you want. Let me know if that sorts things out for you!
@@ImADoctorNotA I stunbled across this last night after I posted my question, which is how I often find answers lol. Stats Editor->Shared->ExtraData Both XP Data and Data need to be overridden. XP Data has the experience table, and Data has the max sum of the accumulated experience Which by default was 200k I believe.
Want to read this tutorial? Like and subscribe, then refer to the text tutorial below! Feel free to reply with your suggestions for my next video!
Patreon (Free PDF from Medium): www.patreon.com/posts/117116387
Medium (online): medium.com/@imadoctornota/the-eczema-warrior-how-to-modify-existing-bg3-classes-subclasses-in-the-toolkit-da43880b9e38
Hi! Is your polymath modding tool compatible with patch 7?
@@victor_krv Great hearing from you! While it technically is, I'd recommend using the BG3 modding toolkit as there are fewer concerns for incompatibilities or unforeseen bugs (Polymath was made before there was an official modding toolkit). I cover tutorials on my channel that allow one to reproduce the functions of Polymath. If you have any further questions, do not hesitate to let me know!
Great to see you back!
Thanks for these videos, I was trying to get into modding bg3 again but the toolkits UI is the opposite of intuitive and is way too busy visually. What I wouldn't give for some concise templates, or at least the option to hide unused folders! I think the modkit needs some mods itself lol.
Is that Polymath app of yours still a thing? Might be better for me when just messing around, at least.
It should technically still work, though I am no longer supporting it (the toolkit is less intuitive, but things are a lot less likely to break when you make it, especially weapons and armor). I wish I could learn how to modify the software, though that is slightly beyond my capabilities at this point. Let me know if there is a particular guide you think would help you individually and I can add it to my tallies. I'm finishing up the weapons/armor tutorial now, which will add a lot of customizability for folks (and really open things modding wise).
@ImADoctorNotA Hah, well how about feats? At least the other stuff I know how to find in the kit.
@@3X3NTR1K Great suggestion! You are the second person to express interest, so will ensure it gets the appropriate weight for the next poll!
Will the mods you make be available for console players after being submitted to nexus? I wanna make an explosion mage class and am going to use your videos to help me make it.
Sadly, mods on Nexus are unlikely accessible for Xbox. You would need to publish the mod through the toolkit, which I will eventually cover on my channel
@ ahh okay
I'm trying to create a subclass mod for the Ranger class using the modding toolkit. The subclass works and all my features are working nicely, but I'm running into compatibility issues with other Ranger subclass mods because I'm overriding the Ranger progressions (and presumably so are the other mods). Is there any way around this? There is a nice "MergeInto" function for spell lists, but to my knowledge no such function exists for classes/subclasses.
To my knowledge, there is not yet a smooth way of doing it. The way around it is to unpackage another person's mod, add their subclass UUID to your mod's class description's subclass field, do similar in the progressions file, which will hopefully then work. Larian has sadly not gotten back to me about bringing others' mods into the toolkit. I already have this topic on my list, so will appropriately move up the demand indicated by folks. This is getting to be in higher demand, so I will consider populating my next "miscellaneous" poll with doing this (along with how to translate others' mods). Thanks for the suggestion!
@@ImADoctorNotA There are a handful of mods that only serve to combine several subclasses of a class at once. I think we're going to be seeing a lot more of those in the future.
@@3X3NTR1K I think so too. It comes with risks too, since not all mod authors may be okay with folks reuploading their mods like this, since they won't be getting the downloads, may not be getting adequate credit, and the new packs may not fully work that could lead to people thinking the individual mods also don't work which may not be the case.
Thank you but I am struggling to make something specific spent a whole day and reached nothing made me sad wish you could help.
I want to make a new race which is a human but with half orcs race traits"savage attacks,darkvision" and the githyanki "Astral Knowledge" i really spent like 9 hours trying to make it happen and I didn't succeed at all.
I added another vote to my "passives for custom race" suggestion. We'll have to see what I do next, given how I use polls. In the meantime, I would try following my custom race tutorial (ua-cam.com/video/avBNS2UnOJw/v-deo.html). I believe there is a field that you can edit to add passives as you are interested in, though let me know if there is not here and I can try to provide a more focused recommendation outside of a video.
@@ImADoctorNotA Thank you but I watched your video a lot and tried imitating it a lot too, i run into some problems
1- suddenly the custom race i made change to the main human race after i make changes to the "charactercreationpreset" I can't get the 4 body types in a way if I try to make it i only find 2 body types, nd it's applied to all human race.
2- I can't put the savage attacks and darkvision of orcs in the new custom race, they simply don't show
3-astral knowledge of the githyanki made a hell out of me, I reached no conclusion nor I know where they are nor I know how to add them to the custom race.
@@theunknown3983 Yeah, custom races are still really hard to figure out, even with the toolkit (they were nearly impossible or tedious to do before the toolkit). I have gotten interest from multiple people on giving a race a custom passive, so I'd recommend voting on that poll when it comes out in a few days. Sadly, modding is often failing a few (or many) times, until things work. The goal of my videos is to ease up the learning curve to make failure occur less and save people time (why I don't make those 15-30 minute tutorials). As for trying to figure out custom races in general, I recommend this tutorial: docs.google.com/document/d/1MxNMafOeJEYCpqlO-OGJZ2B0Xxo9KXkhwRL7eWqjiVQ/edit?tab=t.0#heading=h.fbo4r6e2urzd. Sorry I could not be of more help here :(
Any chances anyone found the elusive entry that needs to be modded to increase the player level from 12-20 or 30? Using the unlocked toolkit
As long as you install the level 20 mod, you should be able to customize later levels without issue. You would put those later levels in the Progressions file yourself as the game would not have those entries. So make a new line for each level and put what you want. Let me know if that sorts things out for you!
@@ImADoctorNotA I stunbled across this last night after I posted my question, which is how I often find answers lol.
Stats Editor->Shared->ExtraData Both XP Data and Data need to be overridden. XP Data has the experience table, and Data has the max sum of the accumulated experience Which by default was 200k I believe.