Guys, I need help, I need information on the spell "Shout_HAG_Frog_ReflectiveMucus", I want to change the effect overlay not before a long rest, but for two moves, but I do not know how the effect is written in files
This tool is great, really helping me start to understand making this stuff.
However, I need help finding the keyword value options for "Cooldown." I want to make a spell cast at will, and I don't know what value is necessary for that to be the case. I see a lot of spells in the list have ["Cooldown" ""], leaving the area blank. Is that how you make it at will? Any help is appreciated.
Great resource, thank you so much for this! One small question though (different from the other one I asked, I edited that out because I figured it out). Is there a way to change the base color/dye of armor with this mod?
So, a lot of in-game items have unique names for their special abilities. Like, the Dark Justiciar Armor doesn't just give Advantage to Stealth Checks, it gives the ability "Shar's Umbrae", which gives advantage to Stealth Checks. Is there any way to name abilities like that with these tools?
I just found this mod and it is amazing. I'm still exploring and experimenting it though. Is there a way where we can change the color of the armor/weapons we use? thank you.
Will custom models ever be implemented on this tool? It's fantastic for making weapons using vanilla assets, but I'd love to be able to slap a custom model on a weapon I've already made. I have no idea how I'd even begin to do that manually, without the use of this tool.
Fantastic tool. An updated Spell/item/weapon list would be great. Looking to modify the spell for pommelstrike but but any weapon uses spells like MAG_target.... but that references another spell that I can't find in any of your existing lists. Searching online hasn't proven any results either. Where did you get all those lists from? Maybe i could search the game files more. Thanks a ton!
Nevermind, I've found the full lists. I didn't download your separate "Lists" collection like an idiot.
Hey, I am completely new to making my own mods. I have been homebrewing items since playing D&D. I am getting this error when I try to submit. Can anyone explain to me what I'm doing wrong like I'm five?
File "C:\Program Files\WindowsApps\PythonSoftwareFoundation.Python.3.8_3.8.2800.0_x64__qbz5n2kfra8p0\lib\tkinter\__init__.py", line 1892, in __call__ File "modHelperUI.py", line 774, in add_to_mod_weapon File "modHelperUI.py", line 810, in generate_weapon_output File "modHelperUI.py", line 869, in create_item_weapon File "modHelperUI.py", line 21, in append_to_xml FileNotFoundError: [Errno 2] No such file or directory: 'C:\\Users\\camer\\AppData\\Roaming\\Vortex\\baldursgate3\\mods/Localization/English/mods.xml'
I don't know if I video tutorial of implementation would be available but if anyone would help me through it, I'd love the help. I love the idea of this modding solution and can't wait to put some of my homebrew items in the game.
1. Archive has ModName folder. Copypaste it somewhere. 1a. It is your root folder. Rename it to something. 1b. Inside it there are 3 folders: Localization, Mods, Public. Mods and Public folders both contain a "ModName" folder, rename those to your [root name]. 1c. Go to "root\Localization\English". There are 2 files. Delete ModName.loca and rename ModName.xml to [root name.xml]. 1d. Open it. Inside it there will be 4 lines of code. Remove the 2nd and 3rd line. Or just delete everything and copy and paste this: <contentList date="26/10/2020 01:10"> </contentList> 1e. "Go to Root\Mods\[root name]". Open meta.lsx. You need to change values. - Change "AuthorName" to whatever. - Change "-------ADD MOD DESCRIPTION HERE--------" to whatever. - Change "-------ADD ModName HERE--------" to your [root name]. - Change "-------ADD ModName HERE--------" to your [root name] again for the other line of code. Go here https://www.uuidgenerator.net/version4 and generate a new UUID. Copy it, and go back to meta.lsx - Change "4fd6bf5f-4b72-469c-ab82-883da11ffa15" to your generated UUID.
2. Go to "Creator's_Cauldron_Main\modHelperUI" and run modHelperUI.exe 2a. Open your root folder. Copy it's path. It should be "drive:\every folder on the way\root". 2b. At the bottom of the UI window there is an empty field across "Mod Root Folder". Paste your path there. 2c. Click on the button that says "Uncommon" and select the rarity of the item. 2d. Click on the button that says "WPN_Battleaxe_1" and select parent object. 2e. Click on the button that says "Slashing" and select damage type. 2f. Three empty fields above (Damage, Weight, Value) are optional overwrites to the parent object. Can change, can ignore. 2g. Type whatever in the empty fields across "Weapon Name" and "Description". Can't have 2 items in the same mod have the same name. 2h. Go to "Creator's_Cauldron_Main\Lists" and open itemList.txt or _itemList( ID's).txt. 2i. Use Ctrl+F to find the item with the 3d model you want to use. Copy it's id. 2j. Open UI window again and paste the id in the empty field across "TemplateID". 2k. Add Boosts(selfbuff)/DefaultBoosts(itembuff)/Passives(universal)/WeaponFunctors(cause things to happen under conditions). Can find them in txt files in the "Creator's_Cauldron_Main\Lists". 2l. Click on "Add to Mod".
3. Open the ExportTool folder and run ConverterApp.exe 3a. Open your root folder. Go "root\Localization\English", shift-click your [root name.xml] and click "copy as path". 3b. In the converter, click on the "Localiation" tab, and paste your path in both empty fields. 3c. In the 2nd field (the one below "Output file path") change the .xml at the end of the path to .loca 3d. Click convert. 3e. Click on the "LSX / LSB / LSF / LSJ Tools" tab. 3f. Open your root folder. Go "root\Public\[root name]\RootTemplates", copy it's path. 3g. Paste the path to both empty fields at the bottom: "Input directory" and "Output directory" 3h. Set the Output format to LSF if it's not already. Click convert. 3i. Click on "Pak / LSV Tools" tab. 3j. Open your root folder. Copy it's path. Again, it should be "drive:\every folder on the way\root". 3k. In "Create Package" section, paste the path in both empty fields: "Source path" and "Package path". 3l. Add .pak at the end of the path in the 2nd field. 3m. Click on "Create Package" button. 3n. Go to the folder in which your root is located. pak file will be generated there. Cut it. 3o. Go to "Users\[username]\AppData\Local\Larian Studios\Baldur's Gate 3\Mods" 3p. Paste your pak file there.
4. Open BG3MM, or in your case Vortex. 4.1. Enable the mod. Done.
I recorded a walkthrough video on how to use this tool to create a weapon. I am still very much learning the ins-and-outs of the tool and all of the interesting variables and effects, but I hope this is helpful!
How do i add damage types? iam experimenting with this, and watched the step by step tutorial, got the item in game, but its name is "NOT FOUND" and its missing the damage types. i cant figure out how to make it function but its interesting.
new entry "RainbowRing_RainbowRing" type "weapon" using "WPN_Morningstar_1" data "RootTemplate" "d3fa839f-b65d-4813-b8e5-16d7e1b8c052" data "Rarity" "Legendary" data "PassivesOnEquip" "MAG_PHB_OfRegeneration_Ring_Passive;MAG_Sarevok_OfChaos_Greatsword_Leeching_Passive;MAG_StunnImmunity_Passive;MAG_HelmOfBalduran_MaxHP_Passive;CRE_LathandersBlessing_Passive;MAG_PHB_PeriaptofWoundClosure_Amulet_Passive;MAG_PHB_PeriaptofWoundClosure_Amulet_Maximize_Passive" data "StatusOnEquip" "MAG_PHB_RING_OF_REGENERATION_TECHNICAL;MAG_HELM_OF_BALDURAN_REGENERATION" data "Damage" "1d4" data "Damage Type" "Bludgeoning" data "Weight" "3.00" data "ValueOverride" "1000" data "DefaultBoosts" "WeaponEnchantment(1);WeaponProperty(Magical);WeaponDamage(1d4, Radiant);WeaponDamage(1d4, Fire);WeaponDamage(1d4, Cold);WeaponDamage(1d4, Lightning);WeaponDamage(1d4, Force);WeaponDamage(1d4, Psychic);WeaponDamage(1d4, Acid);WeaponDamage(1d4, Poison);WeaponDamage(1d4, Thunder);WeaponDamage(1d4, Necrotic);WeaponDamage(1d4, Slashing);WeaponDamage(1d4, Piercing)" data "Boosts" "RollBonus(Attack, 5);UnlockSpell(Zone_Sunbeam);UnlockSpell(Target_CureWounds_Mass_6);UnlockSpell(Wall_WallOfFire_6);UnlockSpell(Target_CreateWater);UnlockSpell(Target_SleetStorm_6);UnlockSpell(Target_SpikeGrowth_6);StatusImmunity(SG_Blinded);StatusImmunity(SG_Frightened);StatusImmunity(SG_Fleeing);StatusImmunity(HIDEOUS_LAUGHTER)"
Fixed the stats, but the name still says NOT FOUND, and so does the description of any mod i make. made 3 things, but all of them have no names, no description
data "DefaultBoosts" "WeaponEnchantment(2);WeaponProperty(Magical);WeaponDamage(1d4, Force)" i think i figured it out it has to have 1 damage, and damage type, for the base but, you can add in default boost damage types after. like WeaponDamage(1d4, Radiant)
This is wonderful. However I followed step by step and the pak file goes without a hitch. I put the pak in app data/larian/bg3/mods etc. add it to vortex. Then launch. Nothing shows up in the tutorial chest. I’ve done it several times now. I just don’t know what I am doing wrong.
i am having the same problem, have you figured it out?
Do you mean about LSLib? If so you can just download it here: https://github.com/Norbyte/lslib Click the latest release on the right hand side of the page and then download and extract the .zip file. Launch the 'converterapp.exe' in the extracted folder.
Hell yeah man, you cooking out here..btw, has anyone figured out how to have the weapon scale with your level, and if it does, does the spells you add to them scale as well ? And if you add a spell I,e. Magic missile, will it shoot all it's casts? And another, sorry for so much, can you add customized spells to a weapon as well ? Thank you in advance
Sorry I don't get any notifications to replies so didn't see this. If you want to scale weapon damage you can do something like this (I believe alternate methods are available too, using level maps but I find this works fine for my needs):
data "DefaultBoosts" "WeaponProperty(Magical);IF(CharacterLevelGreaterThan(0) and not CharacterLevelGreaterThan(1)):WeaponDamage(1d4,Force);IF(CharacterLevelGreaterThan(1) and not CharacterLevelGreaterThan(3)):WeaponDamage(2d4,Force);IF(CharacterLevelGreaterThan(3)):WeaponDamage(3d4,Force)"
In this example, at level 1 you will have one extra 4 sided dice added to damage (using force damage). At levels 2 and 3 you will get 2 extra dice and at level 4 and above you get 3.
I haven't yet worked with any spell damage changes but there are many people that have so you could always download one of their mods and unpack it to see what they did.
Thanks for the tutorial it helped a lot with my first time making mods for the game! After some trial and error making a few new items, It's worth noting that you can include multiple items in the same mod too. So, the mod name could be ModdedWeapons, the folders would use the 'ModdedWeapons' name, and then you can use the Creator's cauldron helper UI to add multiple weapons at once. When you click Add to Mod, it automatically splices in each item. This makes it a lot quicker to add multiple items. However, adding multiple modded items in one go can be more risky since you can potential break things and not know which item is the problem. My current workflow is to pak up the mod and test it in game each time I create a new item, and then i'll go back and continue adding items to that same mod, so I don't have to redo things like setting up the folder structure ect. With each new item I'll then re-convert the files and repak it and drag the new pak into the mod manager. This makes adding new items super quick! Especially since the LSlib tool remembers all the folder paths for the converting and paking.
Also, I highly recommend getting the 'TutorialChestSummoning' mod to more easilly get to the TUT chest. It's much quicker than starting a new game and running to the TUT chest. .
I am about 20 minutes into your video. Wondering where would I go to actually change how a weapon looks in the game? Color of blade, length. Etc.
Fella did a sick Lightsaber mod but I want to make a white glowing version with a much shorter blade. The long version looks ridiculous with the Female Body type 1.
Was also going to do a version that replicates the dual staff version of Darth Maul.
105 comments
However, I need help finding the keyword value options for "Cooldown." I want to make a spell cast at will, and I don't know what value is necessary for that to be the case. I see a lot of spells in the list have ["Cooldown" ""], leaving the area blank. Is that how you make it at will? Any help is appreciated.
Nevermind, I've found the full lists. I didn't download your separate "Lists" collection like an idiot.
I don't know if I video tutorial of implementation would be available but if anyone would help me through it, I'd love the help. I love the idea of this modding solution and can't wait to put some of my homebrew items in the game.
There is a readme file. Read it.
1. Archive has ModName folder. Copypaste it somewhere.
1a. It is your root folder. Rename it to something.
1b. Inside it there are 3 folders: Localization, Mods, Public. Mods and Public folders both contain a "ModName" folder, rename those to your [root name].
1c. Go to "root\Localization\English". There are 2 files. Delete ModName.loca and rename ModName.xml to [root name.xml].
1d. Open it. Inside it there will be 4 lines of code. Remove the 2nd and 3rd line. Or just delete everything and copy and paste this:
<contentList date="26/10/2020 01:10">
</contentList>
1e. "Go to Root\Mods\[root name]". Open meta.lsx. You need to change values.
- Change "AuthorName" to whatever.
- Change "-------ADD MOD DESCRIPTION HERE--------" to whatever.
- Change "-------ADD ModName HERE--------" to your [root name].
- Change "-------ADD ModName HERE--------" to your [root name] again for the other line of code.
Go here https://www.uuidgenerator.net/version4 and generate a new UUID. Copy it, and go back to meta.lsx
- Change "4fd6bf5f-4b72-469c-ab82-883da11ffa15" to your generated UUID.
2. Go to "Creator's_Cauldron_Main\modHelperUI" and run modHelperUI.exe
2a. Open your root folder. Copy it's path. It should be "drive:\every folder on the way\root".
2b. At the bottom of the UI window there is an empty field across "Mod Root Folder". Paste your path there.
2c. Click on the button that says "Uncommon" and select the rarity of the item.
2d. Click on the button that says "WPN_Battleaxe_1" and select parent object.
2e. Click on the button that says "Slashing" and select damage type.
2f. Three empty fields above (Damage, Weight, Value) are optional overwrites to the parent object. Can change, can ignore.
2g. Type whatever in the empty fields across "Weapon Name" and "Description". Can't have 2 items in the same mod have the same name.
2h. Go to "Creator's_Cauldron_Main\Lists" and open itemList.txt or _itemList( ID's).txt.
2i. Use Ctrl+F to find the item with the 3d model you want to use. Copy it's id.
2j. Open UI window again and paste the id in the empty field across "TemplateID".
2k. Add Boosts(selfbuff)/DefaultBoosts(itembuff)/Passives(universal)/WeaponFunctors(cause things to happen under conditions).
Can find them in txt files in the "Creator's_Cauldron_Main\Lists".
2l. Click on "Add to Mod".
3. Open the ExportTool folder and run ConverterApp.exe
3a. Open your root folder. Go "root\Localization\English", shift-click your [root name.xml] and click "copy as path".
3b. In the converter, click on the "Localiation" tab, and paste your path in both empty fields.
3c. In the 2nd field (the one below "Output file path") change the .xml at the end of the path to .loca
3d. Click convert.
3e. Click on the "LSX / LSB / LSF / LSJ Tools" tab.
3f. Open your root folder. Go "root\Public\[root name]\RootTemplates", copy it's path.
3g. Paste the path to both empty fields at the bottom: "Input directory" and "Output directory"
3h. Set the Output format to LSF if it's not already. Click convert.
3i. Click on "Pak / LSV Tools" tab.
3j. Open your root folder. Copy it's path. Again, it should be "drive:\every folder on the way\root".
3k. In "Create Package" section, paste the path in both empty fields: "Source path" and "Package path".
3l. Add .pak at the end of the path in the 2nd field.
3m. Click on "Create Package" button.
3n. Go to the folder in which your root is located. pak file will be generated there. Cut it.
3o. Go to "Users\[username]\AppData\Local\Larian Studios\Baldur's Gate 3\Mods"
3p. Paste your pak file there.
4. Open BG3MM, or in your case Vortex.
4.1. Enable the mod.
Done.
How would I go about taking an existing mod that someone has done and tweaking it? Such as, shortening the blade or adding color?
Or if its armor I add something to the look, etc?
and its missing the damage types. i cant figure out how to make it function but its interesting.
made 3 things, but all of them have no names, no description
i think i figured it out
it has to have 1 damage, and damage type, for the base
but, you can add in default boost damage types after. like WeaponDamage(1d4, Radiant)
Do you mean about LSLib? If so you can just download it here: https://github.com/Norbyte/lslib
Click the latest release on the right hand side of the page and then download and extract the .zip file. Launch the 'converterapp.exe' in the extracted folder.
data "DefaultBoosts" "WeaponProperty(Magical);IF(CharacterLevelGreaterThan(0) and not CharacterLevelGreaterThan(1)):WeaponDamage(1d4,Force);IF(CharacterLevelGreaterThan(1) and not CharacterLevelGreaterThan(3)):WeaponDamage(2d4,Force);IF(CharacterLevelGreaterThan(3)):WeaponDamage(3d4,Force)"
In this example, at level 1 you will have one extra 4 sided dice added to damage (using force damage). At levels 2 and 3 you will get 2 extra dice and at level 4 and above you get 3.
I haven't yet worked with any spell damage changes but there are many people that have so you could always download one of their mods and unpack it to see what they did.
However, adding multiple modded items in one go can be more risky since you can potential break things and not know which item is the problem. My current workflow is to pak up the mod and test it in game each time I create a new item, and then i'll go back and continue adding items to that same mod, so I don't have to redo things like setting up the folder structure ect. With each new item I'll then re-convert the files and repak it and drag the new pak into the mod manager. This makes adding new items super quick! Especially since the LSlib tool remembers all the folder paths for the converting and paking.
Also, I highly recommend getting the 'TutorialChestSummoning' mod to more easilly get to the TUT chest. It's much quicker than starting a new game and running to the TUT chest. .
I am about 20 minutes into your video. Wondering where would I go to actually change how a weapon looks in the game? Color of blade, length. Etc.
Fella did a sick Lightsaber mod but I want to make a white glowing version with a much shorter blade. The long version looks ridiculous with the Female Body type 1.
Was also going to do a version that replicates the dual staff version of Darth Maul.
Thanks brother.