Prefer a text tutorial? Check it out on my Patreon here (free-access): www.patreon.com/posts/new-class-text-112065768 Don't want to download a PDF? Access by Medium here: medium.com/@imadoctornota/make-a-bloody-bg3-class-c25407786107
I definitely am interest to learn more about the fields in the class description. For example, if I added more or fewer passive features or abilities, would I need to adjust the numbers I'd input for the hotbar columns? I really enjoy how easy the toolkit makes it. Just copy and pasting effects for the most part, but the little stuff like this can create snags and issues and I hardly see it gone over in most tutorials.
@@SuperFizzah Sure, I can cover those. They are not overly complicated, though get a bit nuanced. I put them on my list of video suggestions. I will hopefully get to it over the coming few weeks (I am on an intense clinical service, so aim to focus on shorter form videos anyway, which this would encompass). Be sure to vote on the poll I put out when I query folks!
Hope this vid gets the attention it deserves! The first real step by step for the toolkit is finally here! I vote for abilities and spells next; how to make a new one, how to change existing ones and how to put them where you want them(which i actually think i might understand from this but just to be safe LOL). Either way thank you! I think i can make some fun classes with existing stuff too and im stocked to get home and play around with it.
I love your work! I've spent nearly 15 hours one a race/class mod based on a siren and I adore it. Next on my list is to learn how to make clothing which is definitely going to be struggle. Thank you for helping me find something that I find fun! It's so easy to follow, especially with the text tutorials.
So glad I've been able to help out! Making custom weapons/armor will be on the next poll on my community tab, so be sure to let me know what you'd like to see (whether that or something else). Thanks for the kind words :')
I'd love to see more of the level progression first, also things like starting equipment, class icon and all of that, since, imo, spells can wait a bit longer until we already have a class to put them in! Also, how to create a spell and skill list would be really helpful!
I sadly do not do mod commissions (I do not have the time). If there is a video that you'd like to see, I do take video requests through voting (I tally things).
Custom spells are popular, so I'll put it on the poll. I never got around to doing it in my tutorials before the toolkit, though it should be more straightforward now (I'll have to look into it)
I'd really like to know how to create new Class Featues from scratch, because there are some subclasses from the original manuals that use their own features, so it would be cool to learn how to add them
So abilities/passives that come with a class? That is something I will cover in a future video (with the timing determined by my polls). I will start with a video on making a new passive/ability from an existing one (because it is the easiest to teach), but you can basically create something brand new using that foundation
Your work is much appreciated! I started working on my own class mod, that I had thought of for quite some time. Making first baby steps in creating spells. The thing is it's much more difficult to come up with something interesting and comprehensive for close combat unarmed classes, die to lack of animations compared to spellcasting classes.
Animations are on the list so that may come in the future. It is likely a bit beyond what I can accomplish, considering my background, though I have it in mind. Thanks for the thanks :)
Great timing! It is the next video. I was sadly unable to get non-standard races to work so far (I wanted to make a Beholder race). For time's sake, we'll probably start with editing a standard race, which I will hopefully have figured out by the end of the day
At the moment, I am using the "limited" toolkit. The fully unlocked one seems to predominantly add ways on editing levels. I'll put a guide on how to install that on my list as it would likely be useful for some folks
Hello i have a few questions: can i make a subclass with level 13 to 20 features (if so could you make a tutorial), also can i make a tarrasque with the toolkit?
Yes, you should be able to create a level entry in Progressions for each of those levels. I will most likely release a video showing how to add goodies at each level, like I did before there was an official modding toolkit
Absolutely! It will get on the next poll I post on my community tab (and Patreon), so be sure to vote. It may be a few weeks since my time is presently very limited for a few more weeks, though it will come
do you have a video on how to make a Subclass to a base class? like druid? and maybe any tips to not crash with other subclass mods? with this tool kit.
I have not made it yet. I think it gets tricky with other subclass mods because of the lines of code that have to be edited that would overlap and compete with one another (causing problems). I would think you'd have to essentially create a master mod that enables all the subclass mods you want, which is challenging and tedious. I added making a video on making a subclass to a base class on my running list of suggestions along with what you pointed out. If you want focused help until those videos, let me know and I can help guide you
is there going to be a guide for the implementation of unique icons onto spells and items? I've tinkered with the toolkit in regards to said implementations with no success. Thanks in advance.
I stuck it on the list! I covered class icons before there was a toolkit. Supposedly it is easier in the official toolkit. I'll see what it takes if that is what the masses vote for
If you could help me, I'm trying to make a class called Morphers, and I want to have subclasses like Sailor Scouts and Power Rangers. So this video covers some basics but this class would be like a druid where I would use a skill to transform and gain other abilities based on what I transform into. I would also like to change their appearance when they transform, the Scouts subclass would only change their clothes keeping their avatar visible but the Rangers subclass would completely cover the character so race wouldn't matter. I'm not asking you to make this for me but maybe a more in depth class creation with subclasses and custom skills that change appearance
I put showing how to make new subclasses for your class onto my video suggestion list. I would add the section to the text tutorial to make it easier to follow through. Thanks!
Ok this is really useful, i have a question, would you ever make a video for a Warforged/Druid (i want to try modding in Warframes from the game "Warframe" and im thinking of having it be a druid and modding in models if i can but would like to see your twist on it (if you know anything about Warframe))
Oh I know quite a lot about Warframe, great game! I am more of a programmer at heart (and work-wise), so I will add a video on my list about accomplishing custom druid wild-shapes in the toolkit. The modeling will be tricky for me, though I believe there are some videos on UA-cam covering that. I'll probably eventually get to it (so there is also a video on how to do it more concisely). Thanks for the suggestion :)
Definitely looking to more of these. Guides for the toolkit will be immensely helpful for the community going forward! I've managed to make a class, Subclass, and spell lists for the class using the guide Larian put out, but im stumped on making my class have an icon, giving the class a description with the details button on character creation, and having the "spell slots unlocked" graphic and icon show up when leveling up among a few other things. Are there any other resources to help with developing a class like this? I'm new to all of this so I'm not sure where to look.
Sadly, there is classically little to no documentation on how to accomplish modding. Most of what I learned was from breaking down others' work or trial and error. I will cover class icons in the future and see about class description details like you mentioned (there is a way to do it, but I need to break it down). The class icons are valuable (and not as crazy to accomplish, at least before there was a toolkit)
Ah I understand. Well thank you for the response, I'll keep working at it in my free time. I look forward to the tutorials! Again, I appreciate what you do!
Hello. Appreciate the guide, but I'm having a few problems. After exporting the mod to test it, I zip it as shown in the video and load it in the mod loader, but my class is nowhere to be found.
Did you refresh the UUIDs when makign the class? A class not showing up is typically due to overlapping IDs (the UUID fields) or a bug in the tables. I'd recommend starting with a bare-bones class that you make without entries from an existing class, see if that works, then start adding things. You can test it more efficiently in the toolkit, following my video: ua-cam.com/video/Z0FkvaXws5U/v-deo.html
What exactly do you have to set in order to be able to determine and select a subclass? The "official" explanation is of little use if you reach the set level and the mod tool crashes afterwards, and if you look at how it is set for other classes, it is of little use either, because strangely enough it works there. But with a new class and selectable subclass, it always crashes...
I'll need to look into it more. I am still getting a better sense of how to get the official tools to do everything I want as well. I added another vote to custom subclasses, so hopefully that video will come after custom races when I query community interest
Awesome video! Quick question though, how can I get the Spell Slot Class Feature icon to show in character creation? I can see it is added afterwards but when selecting the new added class in level up/character creation it only shows the spells/cantrips.
I'm not actually sure, it may be something related to the unlocked toolkit, which I'll cover how to install in a few days (while getting the custom races working)
@ImADoctorNotA Hey hey, I got in pretty deep in a project to update the druid class to the new PHB, and I'm hitting a wall of some parts. Any insight on why the game is running existing land druid subclass selectors, and not the ones I've added in? It appears to be adding passives and resources from my lines, and the lines in shared/shareddev, and I'm unsure why. I tried regenerating the tableID and using new subclass tableIDs, as well as the existing ones, and I've tried copying the existing subclass entries and clearing out all selectors/passives and in testing it still has me select them.
From what you are describing, somewhere along the lines the land druid subclass selectors are still being called. I'll put another tick next to custom subclasses and spells on my video list. If there is another topic you think would be useful to address that, feel free to let me know. UUIDs are the most likely culprit, whether TableUUID or regular UUID
I’m not sure as I focus more on coding vs models. I may get to it at some point, so I’d recommend reaching out to other models or UA-camrs who cover editing game models for the game
That should do it! I'll be releasing a video on custom subclasses (for custom classes) over the next few days. It would likely take a few extra steps to do it with existing classes (you could figure it out with that video that is coming out soon). I also put your suggestion on my video idea list!
Question. So on polymath, you where able to make a class based on an existing class. . Example I made new class based of a monk. So monk spells like flurry of blows showed properly on new class based off monk. How do we do that on the toolkit bc my new class when it does flurry of blows, it doesn't show the animation.
I'm not too sure what is going on there. I would recommend starting with copying and pasting the subclass and giving it a fresh UUID (so the steps to make it a new in-game entity). There is a decent amount of interest in modifying existing classes/subclasses, so that will likely make it to the next vote. If what I have suggested there is not enough, let me know and I can put in the time to see what is going on for you code-wise. The animation piece may be beyond what I know how to do (I have never played around with that before), though it may ultimately be due to something in the rest of the code.
I'll likely defer that to a bit later as it would take scripting (which I need to get better at in BG3) and more complex modding (folks are still learning basic tasks at this point). Regardless, I put it on my list and will push forward the idea on the poll given enough interest. I could theoretically break it down and make it happen
Be sure to vote on the next poll! It will most likely make it onto that one. I am on a very busy clinical service for the next 4 weeks, so I'll stick it on there if I think I will have enough time to produce it in a reasonable amount of time for this short stint (as opposed to a shorter video addressing finer points that folks have also been asking about)
I'll put it on my list of videos, prioritizing it. It's briefly covered here at the end of the document (mod.io/g/baldursgate3/r/adding-new-classes), but I personally had to play around a bit to make it work.
Sure, to keep the comment trail in one place, I'll only reply here. While I do not do commissions (I don't have the time), let me know what you are thinking and I can provide guidance on the base mechanisms. Mods tend to get more complicated than anticipated, so I can provide general guidance on getting you started depending on what you envision. Let me know!
@ i wasnt sure if just making a armor for it would be better or making a class, but i had an idea from an in show character i think would be a cool concept in game, basically a mage that can cast explosion magic for better or for worse. Like having smaller stuff for versatility in close combat fire balls, some flame wall magic, but mostly focused on one spell or a few spells that get larger the more you level up, that is essentially a mini nuke to big nuke.
@@alostcause4914 A class mod would likely be your best strategy since you want to structure things around that. As for making an armor that could afford some of the desired spells, that would be another strategy (you can have armor enable the casting of new spells). I will likely have custom equipment on my next poll, so would recommend you check that out and express your interest there on my community tab. As for what to do in the meantime, the best way to get started with modding is to take what is already present. So you could find your desired class/item in the toolkit from what already exists in the game and then experiment with adding things. If you are having difficulty making progress at some point, let me know and I'll do what I can!
Should be the CharacterCreationAbilityPresets file (or something similarly named with Ability in its name) in CharacterCreationPresets. I'll put covering that topic on my list of video suggestions.
Why do all the classes and sublclasses in the progression file only go to level 5 when they all go to level 12? Where are the rest of the levels, and how do I create those if they're not supposed to go in the progression file with levels 1-5
Oh shit I actually get a response from a tutorial guy? Ight. I'm probably sticking with you for tutorials. I can tell you definitely care for the creativity and prosperity of others.
Hii i've been trying this tutorial for like 3 days now but I just can't get it to work, I follow every step but the class never shows up as an option in game. What can I do?
So the roughly essential (bare-minimum) steps are making a class descriptions and progressions file with entries for solely UUID, ProgressionTableUUID, Name, DisplayName, and Description. Problems can start arising when playing around with the Passives, Boosts, and Selectors fields in the Progressions file, along with having non-matching ProgressionTableUUID between the ClassDescription and Progressions file. Before a toolkit, UUIDs were the bane of everyone's existence (and likely still are to an extent). I would first try to produce a bare-bones mod based on this guidance to see if it works (you can test more quickly using this video of mine: ua-cam.com/video/Z0FkvaXws5U/v-deo.html). If that still does not work, please take screenshots of these fields from your mod, or put them into a spreadsheet, and email them to the channel email and I'll get to them and provide guidance.
@@ImADoctorNotA Thank you so much for your response! I started over and it did work this time so I think it might be related to the passives I tried to immediately add
Hey, i followed the guide and everything works, but when i want to procced with levels 6-12 the toolkit closes, I know the game split the levels 1-5 in a folder(Shared) and 6-12 in another(SharedDev), but how do I do that? I don't understand o.O, should I create another class and use the UUID from my original class (the one 1-5) but this new class should be to 6-12?
When does it shut down? Did you launch the game in the toolkit and when you leveled up there to 6 it shut down? Or did you add a level 6 entry in the Progressions file, at which point it shut down? If the latter, I was able to make that work on my end. If the former, I can see if I replicate it. Are you trying to modify an existing class?
Definitely would like to learn how to get more in the weeds and make NEW abilities and spells rather than just copying things from another class in the game.
Can you please make an advanced new spell guide with the new toolkit? Using a custom icon and all, not just copying a previous spell and changing the damage. Thank you so much!
Great video, you earned a subsrciber in my person. I would absolutely like to know how to make and change ablities properly. As a DM irl I have a lot of homebrewed stuff, which my group would enjoy in BG3 as well, and I think many more poeple as well. Cheers!
Sure! I will be covering passives in the next video which will be a start. Custom abilities is also a popular topic, so be sure to stay connected to see that content when it comes out. Glad to have you aboard!
All i see and find about the BG3 modding tool is Want to Add a Class? Want to Add a Subclass? Want to Add a Spell? Umm no, i want to Change a Class, Buff the underpowered classes in BG3... I don't want to duplicate the list of all classes, with some labled (Rebalanced)
Are you talking about the tool I made previously, Polymath? Changing a class would take a slightly different strategy, but would work along the lines of this video. I'll stick it on my list of video ideas.
@@ImADoctorNotA I basically want to buff all the classes and subclasses to about an equal level. examples. Changing Ki Resonance to use Unarmed Bonuses. (Making it an AoE punch) Making most Four Elements Spells an unarmed attack that also casts that spell, on that target and each Unarmed after for that turn. (Nurf the Fireball one, but remove the friendly fire so you don't blow yourself up) Make Rogue Sneak Attack a passive (reduce the damage a bit)
You can make custom spells like that for what you want . It'll take a bit but it's doable. Just depends how patient you want to be!!!!@@Lightmagician60
Would be alot better if you went into more detail on how to do stuff and how to make a class, this seems like a very quick overview and does not shine a light into alot of the things that the toolkit can do :)
I completely agree, I aim to provide an overview in my videos to get people started (folks have many different use cases). For more details on each field, you can watch this video that I made: ua-cam.com/video/9Ti7D7Ye6wM/v-deo.html. If there is a specific topic you also have in mind, let me know and I can put it on my list for future content!
Thanks for the feedback! If there is something I can help you with specifically, let me know and I am happy to help :) Danke für das Feedback! Wenn es etwas gibt, bei dem ich Ihnen konkret helfen kann, lassen Sie es mich wissen und ich helfe Ihnen gerne :)
Great video! Very useful. In my opinion your face that big in the middle is not very helpful, and also I would lower the music volume. Besides that, good work! :)
@@ImADoctorNotA It appears I require programming knowledge to make use of this--I have *none*. I really couldn't understand most of what you were referring to.
@@ebonstone2980 If you let me know the specific part, happy to help out. I'll also continue to release videos, which should offer more context to help put it all in perspective
well you look like a dr. I have a bad kidney any advice ? Only kidding. Well not about the kidney but about asking advice. I have a urologist .lol Going on friday for him to take another look at it. Bone marrow slides. So you are a pathologist. You know what adeno cells are right ? Had those too. Time for another colonoscopy to see if they have returned. They run in the family sadly. Good job on the video . There are 9 hells .Someone is working on an Avernus mod But there are 8 others much worse if you read the lore and I hope someone will work on those eventually. I will be coming to see how your progress goes. Have you ever played Pathfinder ? It has a similar system and you might take a look at it to see how its classes go. Might give some ideas. Good luck.
Thanks! I'll put Pathfinder on my gaming list and I'll aim to look through it. I focus mostly on general tutorials (there is a certain amount of folks having to figure things out on their own as everyone's idea of what they want to make is unique). Glad to hear you're getting the care you need. I can only imagine what it is like for you, particularly if you are having to get more extensive and invasive workup. Definitely recommend asking your doctor any extra questions you may have (they are best positioned to help you out). Patient portals are great too (where you ask questions online) as I know it can feel like things are rushed in the office, or you realize that you have a question after they already left. Feel free to reach out again for video ideas. I already have showing how to install the custom toolkit mod (enabling you to make custom levels, like that Avernus mod). Always open to suggestions :) Hope your Dr visit goes smoothly!
love the tutorial. Super clear and concise. thank you a lot for your time and energy but the big smiley face with super light eyes that appear out of nowhere every 5 seconds is a bit distracting and creepy i mean absolutely no offense, just leaving that if you're looking to improve your videos
Prefer a text tutorial? Check it out on my Patreon here (free-access): www.patreon.com/posts/new-class-text-112065768
Don't want to download a PDF? Access by Medium here: medium.com/@imadoctornota/make-a-bloody-bg3-class-c25407786107
I definitely am interest to learn more about the fields in the class description. For example, if I added more or fewer passive features or abilities, would I need to adjust the numbers I'd input for the hotbar columns?
I really enjoy how easy the toolkit makes it. Just copy and pasting effects for the most part, but the little stuff like this can create snags and issues and I hardly see it gone over in most tutorials.
@@SuperFizzah Sure, I can cover those. They are not overly complicated, though get a bit nuanced. I put them on my list of video suggestions. I will hopefully get to it over the coming few weeks (I am on an intense clinical service, so aim to focus on shorter form videos anyway, which this would encompass). Be sure to vote on the poll I put out when I query folks!
Hope this vid gets the attention it deserves! The first real step by step for the toolkit is finally here! I vote for abilities and spells next; how to make a new one, how to change existing ones and how to put them where you want them(which i actually think i might understand from this but just to be safe LOL). Either way thank you! I think i can make some fun classes with existing stuff too and im stocked to get home and play around with it.
@@3thhackz531 I'm looking forward to someone doing a tutorial on this soon so I can update the classes to the 5.24e standard
I have recorded your interest in abilities/spells. It will most likely make it to the poll!
I love your work! I've spent nearly 15 hours one a race/class mod based on a siren and I adore it. Next on my list is to learn how to make clothing which is definitely going to be struggle. Thank you for helping me find something that I find fun! It's so easy to follow, especially with the text tutorials.
So glad I've been able to help out! Making custom weapons/armor will be on the next poll on my community tab, so be sure to let me know what you'd like to see (whether that or something else). Thanks for the kind words :')
A video on each category of ability (passives, boosts, and selectors) would be really helpful so we can customize the abilities to our liking!
Noted!
And.. Here... We... Go... Waited for this forever... Keep it coming
I'd love to see more of the level progression first, also things like starting equipment, class icon and all of that, since, imo, spells can wait a bit longer until we already have a class to put them in! Also, how to create a spell and skill list would be really helpful!
I logged all of those! Will release a poll after the custom race video :)
Can you make a tut on moving the player with wasd or perhaps a way to have controller and keyboard active at same time so there is no delay
That is probably beyond what I can figure out at this time, sorry. There should be a mod out that does that, I recall seeing it before
Will you be making a tutorial on how to create subclasses? (Amazing tutorial BTW) 😄
Absolutely, will release a poll after the custom race video
Wondering if you would make a custom class and if so how much it would be? Hoping to hear back from you and always hoping to support great channels
I sadly do not do mod commissions (I do not have the time). If there is a video that you'd like to see, I do take video requests through voting (I tally things).
Do you happen to know how to mod shape shifting (wild shape) spells?
Custom spells are popular, so I'll put it on the poll. I never got around to doing it in my tutorials before the toolkit, though it should be more straightforward now (I'll have to look into it)
I'd really like to know how to create new Class Featues from scratch, because there are some subclasses from the original manuals that use their own features, so it would be cool to learn how to add them
So abilities/passives that come with a class? That is something I will cover in a future video (with the timing determined by my polls). I will start with a video on making a new passive/ability from an existing one (because it is the easiest to teach), but you can basically create something brand new using that foundation
rlly wanna learn how to mod so i can do some custom classes for my buddies, cant wait for the spell tutorial :)
Be sure to vote on the poll after I release my custom race tutorial this weekend!
thanks now on my way to make my reaper class!!
Your work is much appreciated! I started working on my own class mod, that I had thought of for quite some time. Making first baby steps in creating spells. The thing is it's much more difficult to come up with something interesting and comprehensive for close combat unarmed classes, die to lack of animations compared to spellcasting classes.
Animations are on the list so that may come in the future. It is likely a bit beyond what I can accomplish, considering my background, though I have it in mind. Thanks for the thanks :)
hey would you be able to give us a tutorial on how to make new races next? for example harpies ahah
👀
Great timing! It is the next video. I was sadly unable to get non-standard races to work so far (I wanted to make a Beholder race). For time's sake, we'll probably start with editing a standard race, which I will hopefully have figured out by the end of the day
Are you using the released limited toolkit? Or the fully unlocked one someone broke out?
At the moment, I am using the "limited" toolkit. The fully unlocked one seems to predominantly add ways on editing levels. I'll put a guide on how to install that on my list as it would likely be useful for some folks
Hello i have a few questions:
can i make a subclass with level 13 to 20 features (if so could you make a tutorial), also can i make a tarrasque with the toolkit?
Yes, you should be able to create a level entry in Progressions for each of those levels. I will most likely release a video showing how to add goodies at each level, like I did before there was an official modding toolkit
What about sub classes?
Video will be out tonight or tomorrow night!
will you be making a video on how to make subclasses for base classes?
Absolutely! It will get on the next poll I post on my community tab (and Patreon), so be sure to vote. It may be a few weeks since my time is presently very limited for a few more weeks, though it will come
do you have a video on how to make a Subclass to a base class? like druid? and maybe any tips to not crash with other subclass mods? with this tool kit.
I have not made it yet. I think it gets tricky with other subclass mods because of the lines of code that have to be edited that would overlap and compete with one another (causing problems). I would think you'd have to essentially create a master mod that enables all the subclass mods you want, which is challenging and tedious. I added making a video on making a subclass to a base class on my running list of suggestions along with what you pointed out. If you want focused help until those videos, let me know and I can help guide you
Oh.. I have waitted this!!
Is there a list somewhere of all the methods that can be used in the UUID object editor? Like AddSpells, ClassLevel, etc.
I do not believe so, unfortunately.
is there going to be a guide for the implementation of unique icons onto spells and items? I've tinkered with the toolkit in regards to said implementations with no success. Thanks in advance.
I stuck it on the list! I covered class icons before there was a toolkit. Supposedly it is easier in the official toolkit. I'll see what it takes if that is what the masses vote for
If you could help me, I'm trying to make a class called Morphers, and I want to have subclasses like Sailor Scouts and Power Rangers. So this video covers some basics but this class would be like a druid where I would use a skill to transform and gain other abilities based on what I transform into. I would also like to change their appearance when they transform, the Scouts subclass would only change their clothes keeping their avatar visible but the Rangers subclass would completely cover the character so race wouldn't matter. I'm not asking you to make this for me but maybe a more in depth class creation with subclasses and custom skills that change appearance
I put showing how to make new subclasses for your class onto my video suggestion list. I would add the section to the text tutorial to make it easier to follow through. Thanks!
@@ImADoctorNotA Thanks I checked it out and it did help out quite a bit, still got a lot left to work on but it feels more doable now.
@@TheJarrodWolfe Glad to hear it! Let me know if there is anything else I can do
Great Video GOAT!
Ok this is really useful, i have a question, would you ever make a video for a Warforged/Druid (i want to try modding in Warframes from the game "Warframe" and im thinking of having it be a druid and modding in models if i can but would like to see your twist on it (if you know anything about Warframe))
Oh I know quite a lot about Warframe, great game! I am more of a programmer at heart (and work-wise), so I will add a video on my list about accomplishing custom druid wild-shapes in the toolkit. The modeling will be tricky for me, though I believe there are some videos on UA-cam covering that. I'll probably eventually get to it (so there is also a video on how to do it more concisely). Thanks for the suggestion :)
Definitely looking to more of these. Guides for the toolkit will be immensely helpful for the community going forward!
I've managed to make a class, Subclass, and spell lists for the class using the guide Larian put out, but im stumped on making my class have an icon, giving the class a description with the details button on character creation, and having the "spell slots unlocked" graphic and icon show up when leveling up among a few other things. Are there any other resources to help with developing a class like this? I'm new to all of this so I'm not sure where to look.
Sadly, there is classically little to no documentation on how to accomplish modding. Most of what I learned was from breaking down others' work or trial and error. I will cover class icons in the future and see about class description details like you mentioned (there is a way to do it, but I need to break it down). The class icons are valuable (and not as crazy to accomplish, at least before there was a toolkit)
Ah I understand. Well thank you for the response, I'll keep working at it in my free time. I look forward to the tutorials! Again, I appreciate what you do!
Hello. Appreciate the guide, but I'm having a few problems. After exporting the mod to test it, I zip it as shown in the video and load it in the mod loader, but my class is nowhere to be found.
Did you refresh the UUIDs when makign the class? A class not showing up is typically due to overlapping IDs (the UUID fields) or a bug in the tables. I'd recommend starting with a bare-bones class that you make without entries from an existing class, see if that works, then start adding things. You can test it more efficiently in the toolkit, following my video:
ua-cam.com/video/Z0FkvaXws5U/v-deo.html
What exactly do you have to set in order to be able to determine and select a subclass?
The "official" explanation is of little use if you reach the set level and the mod tool crashes afterwards, and if you look at how it is set for other classes, it is of little use either, because strangely enough it works there.
But with a new class and selectable subclass, it always crashes...
I'll need to look into it more. I am still getting a better sense of how to get the official tools to do everything I want as well. I added another vote to custom subclasses, so hopefully that video will come after custom races when I query community interest
Awesome video! Quick question though, how can I get the Spell Slot Class Feature icon to show in character creation? I can see it is added afterwards but when selecting the new added class in level up/character creation it only shows the spells/cantrips.
I'm not actually sure, it may be something related to the unlocked toolkit, which I'll cover how to install in a few days (while getting the custom races working)
How about a video that shows how to make a class with multible subclasses all with different spellcasting modifier.
Added to the list! Thanks :)
@ImADoctorNotA
Hey hey,
I got in pretty deep in a project to update the druid class to the new PHB, and I'm hitting a wall of some parts. Any insight on why the game is running existing land druid subclass selectors, and not the ones I've added in? It appears to be adding passives and resources from my lines, and the lines in shared/shareddev, and I'm unsure why. I tried regenerating the tableID and using new subclass tableIDs, as well as the existing ones, and I've tried copying the existing subclass entries and clearing out all selectors/passives and in testing it still has me select them.
From what you are describing, somewhere along the lines the land druid subclass selectors are still being called. I'll put another tick next to custom subclasses and spells on my video list. If there is another topic you think would be useful to address that, feel free to let me know. UUIDs are the most likely culprit, whether TableUUID or regular UUID
Can I extract mesh model armor for customize by myslef with this toolkit??
I’m not sure as I focus more on coding vs models. I may get to it at some point, so I’d recommend reaching out to other models or UA-camrs who cover editing game models for the game
So how do I add a subclass mod for an existing class? Do I insert an existing uuid for the original class and then add only my own subclass path?
That should do it! I'll be releasing a video on custom subclasses (for custom classes) over the next few days. It would likely take a few extra steps to do it with existing classes (you could figure it out with that video that is coming out soon). I also put your suggestion on my video idea list!
@@ImADoctorNotA I actually done and figured it out basically you override an existing file not that big of a deal though
Question. So on polymath, you where able to make a class based on an existing class. . Example I made new class based of a monk. So monk spells like flurry of blows showed properly on new class based off monk. How do we do that on the toolkit bc my new class when it does flurry of blows, it doesn't show the animation.
I'm not too sure what is going on there. I would recommend starting with copying and pasting the subclass and giving it a fresh UUID (so the steps to make it a new in-game entity). There is a decent amount of interest in modifying existing classes/subclasses, so that will likely make it to the next vote. If what I have suggested there is not enough, let me know and I can put in the time to see what is going on for you code-wise. The animation piece may be beyond what I know how to do (I have never played around with that before), though it may ultimately be due to something in the rest of the code.
How to make custom Passives and ActionResources?
Passives: ua-cam.com/video/aGgVTbI3P84/v-deo.html
Action Resources: I tallied your vote for interest!
Can you make a mod that shows who approval and not approval what you are saying in the new toolkit?
I'll likely defer that to a bit later as it would take scripting (which I need to get better at in BG3) and more complex modding (folks are still learning basic tasks at this point). Regardless, I put it on my list and will push forward the idea on the poll given enough interest. I could theoretically break it down and make it happen
Thanks for this great tutorial. Now just waiting on a "How to Make a Spell Tutorial".
Be sure to vote on the next poll! It will most likely make it onto that one. I am on a very busy clinical service for the next 4 weeks, so I'll stick it on there if I think I will have enough time to produce it in a reasonable amount of time for this short stint (as opposed to a shorter video addressing finer points that folks have also been asking about)
also, how would we test it in the toolkit?
I'll put it on my list of videos, prioritizing it. It's briefly covered here at the end of the document (mod.io/g/baldursgate3/r/adding-new-classes), but I personally had to play around a bit to make it work.
To add clothes in character creation, go to Class Description and look at Class Equipment
can you help me out with making a custom explosion mage class.
Sure, to keep the comment trail in one place, I'll only reply here. While I do not do commissions (I don't have the time), let me know what you are thinking and I can provide guidance on the base mechanisms. Mods tend to get more complicated than anticipated, so I can provide general guidance on getting you started depending on what you envision. Let me know!
@ i wasnt sure if just making a armor for it would be better or making a class, but i had an idea from an in show character i think would be a cool concept in game, basically a mage that can cast explosion magic for better or for worse. Like having smaller stuff for versatility in close combat fire balls, some flame wall magic, but mostly focused on one spell or a few spells that get larger the more you level up, that is essentially a mini nuke to big nuke.
@@alostcause4914 A class mod would likely be your best strategy since you want to structure things around that. As for making an armor that could afford some of the desired spells, that would be another strategy (you can have armor enable the casting of new spells). I will likely have custom equipment on my next poll, so would recommend you check that out and express your interest there on my community tab. As for what to do in the meantime, the best way to get started with modding is to take what is already present. So you could find your desired class/item in the toolkit from what already exists in the game and then experiment with adding things. If you are having difficulty making progress at some point, let me know and I'll do what I can!
iv built a custom class but i need to set its ability score. how do i do it!?!?!?
Should be the CharacterCreationAbilityPresets file (or something similarly named with Ability in its name) in CharacterCreationPresets. I'll put covering that topic on my list of video suggestions.
Why do all the classes and sublclasses in the progression file only go to level 5 when they all go to level 12? Where are the rest of the levels, and how do I create those if they're not supposed to go in the progression file with levels 1-5
They are in the GustavDev folder or one of the other folders. That is something that Larian must have decided to along the way
@@WolfCry791 that's probably because early access had only 5 levels of progression.
How does one make a subclass of a custom class?
I'll cover it in a future video (I have tallied your interest, putting the number of unique requests up to 5). Thanks!
Oh shit I actually get a response from a tutorial guy? Ight. I'm probably sticking with you for tutorials. I can tell you definitely care for the creativity and prosperity of others.
Hii i've been trying this tutorial for like 3 days now but I just can't get it to work, I follow every step but the class never shows up as an option in game. What can I do?
So the roughly essential (bare-minimum) steps are making a class descriptions and progressions file with entries for solely UUID, ProgressionTableUUID, Name, DisplayName, and Description. Problems can start arising when playing around with the Passives, Boosts, and Selectors fields in the Progressions file, along with having non-matching ProgressionTableUUID between the ClassDescription and Progressions file. Before a toolkit, UUIDs were the bane of everyone's existence (and likely still are to an extent).
I would first try to produce a bare-bones mod based on this guidance to see if it works (you can test more quickly using this video of mine: ua-cam.com/video/Z0FkvaXws5U/v-deo.html). If that still does not work, please take screenshots of these fields from your mod, or put them into a spreadsheet, and email them to the channel email and I'll get to them and provide guidance.
@@ImADoctorNotA Thank you so much for your response! I started over and it did work this time so I think it might be related to the passives I tried to immediately add
@@roxannedepater Glad to hear it!
Hey, i followed the guide and everything works, but when i want to procced with levels 6-12 the toolkit closes, I know the game split the levels 1-5 in a folder(Shared) and 6-12 in another(SharedDev), but how do I do that? I don't understand o.O, should I create another class and use the UUID from my original class (the one 1-5) but this new class should be to 6-12?
When does it shut down? Did you launch the game in the toolkit and when you leveled up there to 6 it shut down? Or did you add a level 6 entry in the Progressions file, at which point it shut down? If the latter, I was able to make that work on my end. If the former, I can see if I replicate it. Are you trying to modify an existing class?
Definitely would like to learn how to get more in the weeds and make NEW abilities and spells rather than just copying things from another class in the game.
Coming out today!
Can you please make an advanced new spell guide with the new toolkit? Using a custom icon and all, not just copying a previous spell and changing the damage. Thank you so much!
I stuck it on the list, I'll continue tallying interest!
Great video, you earned a subsrciber in my person. I would absolutely like to know how to make and change ablities properly. As a DM irl I have a lot of homebrewed stuff, which my group would enjoy in BG3 as well, and I think many more poeple as well. Cheers!
Sure! I will be covering passives in the next video which will be a start. Custom abilities is also a popular topic, so be sure to stay connected to see that content when it comes out. Glad to have you aboard!
You don't need vortex. Just put the pak file into the BG3 mod folder. That's what vortex does anyway
Good advice! That saves me time too
New spells and how to add spells from other mods to your own please!!
Custom spells: ua-cam.com/video/lv3tPpyCiCo/v-deo.html
How to add spells from other mods: Added to my list.
Thanks for the suggestions!
@ImADoctorNotA siiiick
A video how to make your own subclasses and spells
Great timing! Custom subclasses will be the next video (in a day or two), spells will likely make it to the poll for folks to vote for the next video
All i see and find about the BG3 modding tool is
Want to Add a Class?
Want to Add a Subclass?
Want to Add a Spell?
Umm no, i want to Change a Class, Buff the underpowered classes in BG3... I don't want to duplicate the list of all classes, with some labled (Rebalanced)
Are you talking about the tool I made previously, Polymath? Changing a class would take a slightly different strategy, but would work along the lines of this video. I'll stick it on my list of video ideas.
@@ImADoctorNotA I basically want to buff all the classes and subclasses to about an equal level.
examples. Changing Ki Resonance to use Unarmed Bonuses. (Making it an AoE punch)
Making most Four Elements Spells an unarmed attack that also casts that spell, on that target and each Unarmed after for that turn. (Nurf the Fireball one, but remove the friendly fire so you don't blow yourself up)
Make Rogue Sneak Attack a passive (reduce the damage a bit)
@@Lightmagician60 I put it on the list of video suggestions, so we'll see what folks vote on!
You can make custom spells like that for what you want . It'll take a bit but it's doable. Just depends how patient you want to be!!!!@@Lightmagician60
NO WAYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
Would be alot better if you went into more detail on how to do stuff and how to make a class, this seems like a very quick overview and does not shine a light into alot of the things that the toolkit can do :)
I completely agree, I aim to provide an overview in my videos to get people started (folks have many different use cases). For more details on each field, you can watch this video that I made: ua-cam.com/video/9Ti7D7Ye6wM/v-deo.html. If there is a specific topic you also have in mind, let me know and I can put it on my list for future content!
Das Video ist so hilfreich, wie ene Brustwarze auf dem Hintern. Erstpart es euich einfach -_-
Thanks for the feedback! If there is something I can help you with specifically, let me know and I am happy to help :)
Danke für das Feedback! Wenn es etwas gibt, bei dem ich Ihnen konkret helfen kann, lassen Sie es mich wissen und ich helfe Ihnen gerne :)
Great video! Very useful. In my opinion your face that big in the middle is not very helpful, and also I would lower the music volume. Besides that, good work! :)
Thanks for the feedback! I'll start shifting my video over to the side and decrease the size, while further reducing the music volume :)
I'm....completely lost.
What can I help you with? What step or steps are you lost on and I am happy to provide guidance
@@ImADoctorNotA It appears I require programming knowledge to make use of this--I have *none*. I really couldn't understand most of what you were referring to.
@@ebonstone2980 If you let me know the specific part, happy to help out. I'll also continue to release videos, which should offer more context to help put it all in perspective
well you look like a dr.
I have a bad kidney any advice ? Only kidding. Well not about the kidney but about asking advice. I have a urologist .lol Going on friday for him to take another look at it. Bone marrow slides. So you are a pathologist. You know what adeno cells are right ? Had those too. Time for another colonoscopy to see if they have returned. They run in the family sadly.
Good job on the video . There are 9 hells .Someone is working on an Avernus mod But there are 8 others much worse if you read the lore and I hope someone will work on those eventually. I will be coming to see how your progress goes. Have you ever played Pathfinder ? It has a similar system and you might take a look at it to see how its classes go. Might give some ideas. Good luck.
Thanks! I'll put Pathfinder on my gaming list and I'll aim to look through it. I focus mostly on general tutorials (there is a certain amount of folks having to figure things out on their own as everyone's idea of what they want to make is unique). Glad to hear you're getting the care you need. I can only imagine what it is like for you, particularly if you are having to get more extensive and invasive workup. Definitely recommend asking your doctor any extra questions you may have (they are best positioned to help you out). Patient portals are great too (where you ask questions online) as I know it can feel like things are rushed in the office, or you realize that you have a question after they already left.
Feel free to reach out again for video ideas. I already have showing how to install the custom toolkit mod (enabling you to make custom levels, like that Avernus mod). Always open to suggestions :) Hope your Dr visit goes smoothly!
My level of nerd
love the tutorial. Super clear and concise. thank you a lot for your time and energy but the big smiley face with super light eyes that appear out of nowhere every 5 seconds is a bit distracting and creepy i mean absolutely no offense, just leaving that if you're looking to improve your videos