Thanks, let´s see if i can now change the appearance of Raphael´s armor. I love the stats but i´ve never really liked those overly ornamented armors. I want to change it´s looks to something like He Who Was´s cloths.
I truly appreciate the detailed instructions and clear effort put into this tutorial and there aren't a lot of similar thing out there, but I too have run into troubles with the RootTemplate folders like other users before me as they are only a single file (merged) in these after extracting the files. I have tried to extract a couple of times to make sure but I get nothing, and I don't know what else to try. Perhaps there have been changes somewhere along the way or I am missing some detail but I have tried to extract the files as best I can. If anyone knows a way past this I would appriciate it. If not, I still appreciate the effort put into this tutorial and it's understandable that it might not be kept up to date if the game changes.
Hey dude, thanks for putting this tutorial out there, I appreciate the effort you put in to simplifying this as much as possible for beginners like me
I do have a question though. I'm not sure if it's because I'm using a new version of the multi-tool or what, but instead of searching and unpacking individual paks, I was able to to a mass unpacking of every pack in the BG3 data folder. This has honestly worked great.
However, I'm stuck on basically everything after step 06 (not 06-01). I'm attempting to make a quarterstaff type weapon, and when I do a search of ALL my unpacked files, I'm not able to find that .lsf that points towards the quarterstaff's VisualTemplate, PhysicsTemplate, or anything after that. I WAS able to find the Weapons.txt file that listed (what I assume) is the weapon RootTemplate, damage type, damage roll, BoostsOnEquipMainHand, etc.
Any sort of pointers I can get would be appreciated. If you'd like, I could provide screenshots, or whatever else you need to help me clear this up
I think this tutorial is missing a lot of explanation, and is not very "step by step". I think it would help a lot of people feel more confident if there were better instructions with more through explanations. Sorry, don't mean to be nit picky, but literally the first real step, is very vague and is outdated.
I agree with you here. Once I do something I can remember it and do it and evolve it but I need clear instructions the first time.
There are some steps where it is very vague...and this guy saying "open all files then follow instructions" isn't helping at all. He said it on multiple people's questions.
I think one of the things I finally figured out is that you are supposed to go into the "Template Folders and Files" folder and then open the meta.lsx files with Notepad++ from there. Never once does it tell you to do this specifically, which makes it hard for people like me figure to out how to follow this guide.
Telling you to "create these folders and set them up like this" and then not explaining where the fk you get the xml, the lsx, or the merged.files is not very intuitive.
I'm still not past the tutorial, but I'm making progress slowly and hopefully anyone stuck at the same part as I was can use this info to make it a bit further.
Hey Bro thanks for the tutorial. One thing tho, when i try to make a weapon the weapon becomes an helmet and goes into the head slot for the character. how can i fix that?
Did you ever resolve this? I'm having the exact same issue trying to make a quarterstaff. Tried using WPN_Quarterstaff and WPN_Quarterstaff_1. I get the buffs and spells from it and it equips like its a quarterstaff on the model but it goes in the helmet slot. Very confused!
Hello. I did literally everything like in tutorial, checked mods that similar to my idea. And my mod still doesnt work. I dont know what to do and how to fix it. Can you help?
Hello! I am completely new, and I know I should probably start w the basics; but I have been trying to, instead of making a new weapon/ect, I wanted to buff Arms of Hadar instead. I got lost quickly after the XML portion of the instructions, as when I reached the RootTemplates portion, nowhere could I find the ParentTemplateID and PhysicsTemplate for Arms Of Hadar. I tried looking everywhere and looked through the unpacked files using AgentRansack. I managed to find the spell located in SpellShout.txt, but the only ID was simply the upcasted versions referring back to the base spell, citing: data "RootSpellID" "Shout_ArmsOfHadar," for every version of the upcasted variants, but not present (nor any ID) for the base level 1 spell.
I unpacked a few mods that I have that rework other spells in similar fashion to what I am trying to achieve, but I couldn't make any sense of them. All of the different guides etc I sought after for answers all seem so overwhelming that I don't even know what to look for. Does anyone have any advice for me? Did I miss something blatantly obvious?
326 comments
In "step 02 or 3" you suddenly have a .lsx file open. Where the f*#@ did that file come from??? Lmfao.... Worthless guide
I do have a question though. I'm not sure if it's because I'm using a new version of the multi-tool or what, but instead of searching and unpacking individual paks, I was able to to a mass unpacking of every pack in the BG3 data folder. This has honestly worked great.
However, I'm stuck on basically everything after step 06 (not 06-01). I'm attempting to make a quarterstaff type weapon, and when I do a search of ALL my unpacked files, I'm not able to find that .lsf that points towards the quarterstaff's VisualTemplate, PhysicsTemplate, or anything after that. I WAS able to find the Weapons.txt file that listed (what I assume) is the weapon RootTemplate, damage type, damage roll, BoostsOnEquipMainHand, etc.
Any sort of pointers I can get would be appreciated. If you'd like, I could provide screenshots, or whatever else you need to help me clear this up
Cheers mate, and thanks again
There are some steps where it is very vague...and this guy saying "open all files then follow instructions" isn't helping at all. He said it on multiple people's questions.
I think one of the things I finally figured out is that you are supposed to go into the "Template Folders and Files" folder and then open the meta.lsx files with Notepad++ from there. Never once does it tell you to do this specifically, which makes it hard for people like me figure to out how to follow this guide.
Telling you to "create these folders and set them up like this" and then not explaining where the fk you get the xml, the lsx, or the merged.files is not very intuitive.
I'm still not past the tutorial, but I'm making progress slowly and hopefully anyone stuck at the same part as I was can use this info to make it a bit further.
how can i fix that?
Check your Weapon.txt
What does it say you are 'using'
The bow will say "using "WPN_Shortbow_1"
And "type", does it say Weapon?
I am completely new, and I know I should probably start w the basics; but I have been trying to, instead of making a new weapon/ect, I wanted to buff Arms of Hadar instead. I got lost quickly after the XML portion of the instructions, as when I reached the RootTemplates portion, nowhere could I find the ParentTemplateID and PhysicsTemplate for Arms Of Hadar. I tried looking everywhere and looked through the unpacked files using AgentRansack. I managed to find the spell located in SpellShout.txt, but the only ID was simply the upcasted versions referring back to the base spell, citing:
data "RootSpellID" "Shout_ArmsOfHadar,"
for every version of the upcasted variants, but not present (nor any ID) for the base level 1 spell.
I unpacked a few mods that I have that rework other spells in similar fashion to what I am trying to achieve, but I couldn't make any sense of them. All of the different guides etc I sought after for answers all seem so overwhelming that I don't even know what to look for. Does anyone have any advice for me? Did I miss something blatantly obvious?