Hey im :). I want to ask for some help with a mod im working on.
Im trying to create a visual effect for a self made custom passive using the newly released BG3 Toolkit.
I got somethings working already from the statseditor. I have made a custom passive and ive made it toggleable.
When toggled on, it increases HP by 100 and AC by 5 when toggled off It removes them.
1 The descriptions on the custom passive and name doesnt appear ingame. Its blank ingame but the icon is there and it functions when toggled. (you got the texts to function and i want to know how if possible)
2 I also want the passive to be accessible for some playable characters, whiteout manually overwriting gustavdev folder. Now i usually add my passive manually to gale in the origins folder by adding the custom passive to his passives in the ObjectUUID editor Which is just a temporary solution, i dont know of a better method yet.
3 Im stuck with trying to figure out how to add the gold metallic visual effect to my passive. In a way that makes it turn on and off when toggled on or off
Your mod has the gold metal skin effect on one of those rings you made. So you've already made it into a passive on a ring. So i thought you would definitely be the person to ask.
The effect in question is. Effect c6724803-fb37-41e8-aa28-1db024179f9f
If you could tell me how i can add the visual effect to the custom passive in my stats editor, so it works when toggled. That would be greatly appreciated.
hi, I also don't understand baldur's modding, if I want to add an effect to a weapon, then these lines should be enough? data "ItemGroup" "" data "ValueUUID" "86e7e503-a225-4b48-819e-2e24de1f904a"
Just for an example, I took from the sword of the ever-burning flame
Mmm, okay, I realized that I would just do the same as described with the armor
So, as I described earlier, status effects visually represent some sort of condition, like buff, debuff or other (burning, wet, frozen, stunned, dazed etc.). These effects could be added to items also by assigning a status via "StatusOnEquip" keyword like I described for armor. Your custom status could also give you some buffs or damage resistances along with the visual effect.
The Everburn Blade is made a little different - the status is set directly in its template like this: <node id="StatusList"> <children> <node id="Status"> <attribute id="Object" type="FixedString" value="MAG_FIRE_ALWAYS_DIPPED_FIRE" /> </node> </children> </node>
And the status MAG_FIRE_ALWAYS_DIPPED_FIRE adds not only visual effect but also additional 1d4 fire damage. Status_BOOST.txt file: new entry "MAG_FIRE_ALWAYS_DIPPED_FIRE" type "StatusData" data "StatusType" "BOOST" ... data "StatusEffectOverrideForItems" "44d77ebf-fc9e-407d-b20f-257019351f2a" ... data "Boosts" "WeaponDamage(1d4, Fire)" data "StatusPropertyFlags" "DisableOverhead;IgnoreResting;DisableCombatlog;DisablePortraitIndicator"
Here the effect is assigned by data "StatusEffectOverrideForItems" keyword (hard to say why 🤔).
Status effects are usually attached to a particular condition or a spell, for example: burning, wet, frozen conditions, Fireball spell and so on.
You can add the desired status effect to your armor by creating a custom empty status and adding the desired effect UUID to 'data "StatusEffect"' field. Status_BOOST.txt file: new entry "MY_CUSTOM_STATUS" type "StatusData" data "StatusType" "BOOST" data "StatusPropertyFlags" "DisableCombatlog;DisableOverhead;DisablePortraitIndicator" data "StatusEffect" "00bb16f4-7867-48f7-9206-1eaa8270ec3b"
After that add this custom status to your armor by adding it to 'data "StatusOnEquip"' field. Armor.txt file: new entry "My_Custom_Armor" type "Armor" data "RootTemplate" "fc9f7223-6b39-4734-b600-820fad6c4a08" data "Rarity" "Uncommon" data "StatusOnEquip" "MY_CUSTOM_STATUS"
In this way the desired effect should appear when armor is equipped.
Probably, it's possible to add visual effects to items directly by editing their root template, but I am not an expert in that.
Really nice, I discovered quite a few effects this way! Some seem redundant or blank, so I guess it could be trimmed down to one less ring but it's quite the work thanks ;)
Now the hard part is to choose from them for my spells...
Perhaps I could edit one ring to only have the purple/white/blue effects and allow multiple effects to run together. Hum...how to loose another dozen hours without actually playing the game x)
This mod is just a tool to test the visual appearance of some effects, not for actual gameplay. But you can test the "wet" condition visual effect with the 4th ring if you want. I've drawn a schema how to find it. (Sorry, there is no way to easily find particular effect right now 😅) https://www.dropbox.com/scl/fi/i683cx6watuzub7tcjh6i/wet-condition-status-effect.jpg?rlkey=2fegt2p342x1mgsv9ot2tkwxy&dl=0 The effect UUID is 33b6ed26-a3d2-46ac-a5ba-932637344771.
The overall idea of a permanent "wet" condition for a water genasi is pretty cool. Probably you will need to find or create a separate mod for that, that will enable some invisible permanent condition with this effect. But there could be some drawbacks if you want to apply the actual in-game "wet" condition, because it enables resistance to fire damage but vulnerability to lightning and cold damage.
"Why can only one effect be activated at a time, and clicking on another one closes the previous one? What command can I use to avoid having to test them one by one?"
16 comments
After removing the story files with moddingmultitool it works again :)
Im trying to create a visual effect for a self made custom passive using the newly released BG3 Toolkit.
I got somethings working already from the statseditor.
I have made a custom passive and ive made it toggleable.
When toggled on, it increases HP by 100 and AC by 5 when toggled off It removes them.
1
The descriptions on the custom passive and name doesnt appear ingame.
Its blank ingame but the icon is there and it functions when toggled. (you got the texts to function and i want to know how if possible)
2
I also want the passive to be accessible for some playable characters, whiteout manually overwriting gustavdev folder.
Now i usually add my passive manually to gale in the origins folder by adding the custom passive to his passives in the ObjectUUID editor
Which is just a temporary solution, i dont know of a better method yet.
3
Im stuck with trying to figure out how to add the gold metallic visual effect to my passive. In a way that makes it turn on and off when toggled on or off
Your mod has the gold metal skin effect on one of those rings you made.
So you've already made it into a passive on a ring. So i thought you would definitely be the person to ask.
The effect in question is.
Effect c6724803-fb37-41e8-aa28-1db024179f9f
If you could tell me how i can add the visual effect to the custom passive in my stats editor, so it works when toggled. That would be greatly appreciated.
data "ItemGroup" ""
data "ValueUUID" "86e7e503-a225-4b48-819e-2e24de1f904a"
Just for an example, I took from the sword of the ever-burning flame
Mmm, okay, I realized that I would just do the same as described with the armor
So, as I described earlier, status effects visually represent some sort of condition, like buff, debuff or other (burning, wet, frozen, stunned, dazed etc.). These effects could be added to items also by assigning a status via "StatusOnEquip" keyword like I described for armor.
Your custom status could also give you some buffs or damage resistances along with the visual effect.
The Everburn Blade is made a little different - the status is set directly in its template like this:
<node id="StatusList">
<children>
<node id="Status">
<attribute id="Object" type="FixedString" value="MAG_FIRE_ALWAYS_DIPPED_FIRE" />
</node>
</children>
</node>
And the status MAG_FIRE_ALWAYS_DIPPED_FIRE adds not only visual effect but also additional 1d4 fire damage.
Status_BOOST.txt file:
new entry "MAG_FIRE_ALWAYS_DIPPED_FIRE"
type "StatusData"
data "StatusType" "BOOST"
...
data "StatusEffectOverrideForItems" "44d77ebf-fc9e-407d-b20f-257019351f2a"
...
data "Boosts" "WeaponDamage(1d4, Fire)"
data "StatusPropertyFlags" "DisableOverhead;IgnoreResting;DisableCombatlog;DisablePortraitIndicator"
Here the effect is assigned by data "StatusEffectOverrideForItems" keyword (hard to say why 🤔).
You can add the desired status effect to your armor by creating a custom empty status and adding the desired effect UUID to 'data "StatusEffect"' field.
Status_BOOST.txt file:
new entry "MY_CUSTOM_STATUS"
type "StatusData"
data "StatusType" "BOOST"
data "StatusPropertyFlags" "DisableCombatlog;DisableOverhead;DisablePortraitIndicator"
data "StatusEffect" "00bb16f4-7867-48f7-9206-1eaa8270ec3b"
After that add this custom status to your armor by adding it to 'data "StatusOnEquip"' field.
Armor.txt file:
new entry "My_Custom_Armor"
type "Armor"
data "RootTemplate" "fc9f7223-6b39-4734-b600-820fad6c4a08"
data "Rarity" "Uncommon"
data "StatusOnEquip" "MY_CUSTOM_STATUS"
In this way the desired effect should appear when armor is equipped.
Probably, it's possible to add visual effects to items directly by editing their root template, but I am not an expert in that.
Some seem redundant or blank, so I guess it could be trimmed down to one less ring but it's quite the work thanks ;)
Now the hard part is to choose from them for my spells...
Perhaps I could edit one ring to only have the purple/white/blue effects and allow multiple effects to run together.
Hum...how to loose another dozen hours without actually playing the game x)
But you can test the "wet" condition visual effect with the 4th ring if you want. I've drawn a schema how to find it.
(Sorry, there is no way to easily find particular effect right now 😅)
https://www.dropbox.com/scl/fi/i683cx6watuzub7tcjh6i/wet-condition-status-effect.jpg?rlkey=2fegt2p342x1mgsv9ot2tkwxy&dl=0
The effect UUID is 33b6ed26-a3d2-46ac-a5ba-932637344771.
The overall idea of a permanent "wet" condition for a water genasi is pretty cool. Probably you will need to find or create a separate mod for that, that will enable some invisible permanent condition with this effect.
But there could be some drawbacks if you want to apply the actual in-game "wet" condition, because it enables resistance to fire damage but vulnerability to lightning and cold damage.
I have fixed this issue. Now you can activate any amount of effects (from the equipped rings).