This is *fantastic*, thank you so much for making it. Would you consider adding support for miscellaneous items, things that don’t have any gameplay functionality but function as flavor like quills/ink do?
Hi, it would be nice if you added a new physics switch to your tool <node id="ClothProxyMapping"> <children> <node id="Object" key="MapKey"> If i add it manually, then when you save it is deleted and physics is not used, thanks
Yes! I also have this issue. Maybe have it so that you can edit the VisualTemplte manually in UTAM.
Edit: you can actually do this in UTAM 1. On the advance tab of the visual template, there's ClothProxy mapping. If not there, click on Resource > ClothProxyMapping > Add 2. Click on ClothProxyMapping and press Add then "Object" will show. 3. Double click on MapKey and there you can add something like this: Visual_Template_Name.Mesh_Name.0 4. Press okay
Does anyone know how to attach the arrow Spell to the arrow itself? I cannot for the life of me find how they connect and want to create custom arrows, any help would be appreciated.
Edit: I have figured it out, just gotta Clone rather than inherit Consumables and change the spells in the advanced tabs
is it possible to add custom dice skin with this? i've looked around the tool and found dice in visuals but i'm not sure if that's editable or how.
edit: after playing around a bit more, i've tried to load in my old dye mods that i created with the dye maker you previously published (and since deleted), however when i import them into the dye tool, everything is greyed out and i can't edit or do anything at all. is this because this is an old mod so it's incompatible, or is it just an error? never mind, all i had to do was load in a base game dye and the editor woke up.
Not sure what I'm doing wrong (or what changed in the update), but armor mods are not showing up in the tutorial chest or the vendors I added with the world in injection -___-
Btw, again, thanks for this mod! I still prefer to use this mod instead of the official toolkit as I can use other mods as a base, which is more helpful in my case (converting SCO outfits and splicing them)
I have a question, similar to the question above, can I remove material overrides on the rootemplate? Or is that something I'll have to do manually? I really do not want to colour every single one of my custom armour pieces and just use preset stuff. In game when I have it, I have all white clothes. I ask it's because when I tweak it manually, when I load the mod back to UTAM, it loses it again.
Edit: Looks like I can load my mod using the xml and loca files instead of packed so my manual changes will stick! Edit 2: When I remove the materialpresets manually, even if I load it using lsx, as soon as I press save, it comes back :/
Heyo, let me briefly explain your second question: You can add your stuff to vendors ingame or to literally any chest/pouch/NPC inventory with the exact same steps as with putting it to training (tutorial) chest. what you need is to find out the name you are looking for. This might help: https://bg3.wiki/wiki/Modding:TreasureTables_References https://www.nexusmods.com/baldursgate3/mods/2534 putting it to the tutorial chest? we look for TUT_Chest_Potions and we drag it to world injection table. putting it into Arrons wares? we look for DEN_Entrance_Trade Putting it to my own container within tutorial chest? go modding tools, item templates, containers. make new container, make it spawn in TUT_Chest_Potions the same way we do with armors, and drag this container to world injection table of the armor.
Problem is, no one seems to be able to associate every treasure table with specific location. I was trying to find the name for chest, that was buried with Withers in his secret chamber with the sarcophagus, but no luck... if anyone knows the name for it, let me know please xD
I am having a reoccurring issue where updates to mods I create lose the localization info and I can't figure out why. I have created several small armor mods and they work great initially. However if I do a revision very frequently the new version will only have the localization info for new or updated items and the old ones then show up as "Not Found" in the game. The localization info appears in the tool, just not in the created file or in the game. I am careful to select "load from lsf.lsx and loca.xml files" every time I load one - is there something else I should be doing to prevent this issue?
226 comments
<node id="ClothProxyMapping">
<children>
<node id="Object" key="MapKey">
If i add it manually, then when you save it is deleted and physics is not used, thanks
Edit: you can actually do this in UTAM
1. On the advance tab of the visual template, there's ClothProxy mapping. If not there, click on Resource > ClothProxyMapping > Add
2. Click on ClothProxyMapping and press Add then "Object" will show.
3. Double click on MapKey and there you can add something like this: Visual_Template_Name.Mesh_Name.0
4. Press okay
Does anyone know how to attach the arrow Spell to the arrow itself? I cannot for the life of me find how they connect and want to create custom arrows, any help would be appreciated.
Edit: I have figured it out, just gotta Clone rather than inherit Consumables and change the spells in the advanced tabsedit:
after playing around a bit more, i've tried to load in my old dye mods that i created with the dye maker you previously published (and since deleted), however when i import them into the dye tool, everything is greyed out and i can't edit or do anything at all. is this because this is an old mod so it's incompatible, or is it just an error?never mind, all i had to do was load in a base game dye and the editor woke up.I have a question, similar to the question above, can I remove material overrides on the rootemplate? Or is that something I'll have to do manually? I really do not want to colour every single one of my custom armour pieces and just use preset stuff. In game when I have it, I have all white clothes. I ask it's because when I tweak it manually, when I load the mod back to UTAM, it loses it again.
Edit: Looks like I can load my mod using the xml and loca files instead of packed so my manual changes will stick!
Edit 2: When I remove the materialpresets manually, even if I load it using lsx, as soon as I press save, it comes back :/
putting it to the tutorial chest? we look for TUT_Chest_Potions and we drag it to world injection table.
putting it into Arrons wares? we look for DEN_Entrance_Trade
Putting it to my own container within tutorial chest? go modding tools, item templates, containers. make new container, make it spawn in TUT_Chest_Potions the same way we do with armors, and drag this container to world injection table of the armor.
Problem is, no one seems to be able to associate every treasure table with specific location. I was trying to find the name for chest, that was buried with Withers in his secret chamber with the sarcophagus, but no luck... if anyone knows the name for it, let me know please xD
I am having a reoccurring issue where updates to mods I create lose the localization info and I can't figure out why. I have created several small armor mods and they work great initially. However if I do a revision very frequently the new version will only have the localization info for new or updated items and the old ones then show up as "Not Found" in the game. The localization info appears in the tool, just not in the created file or in the game. I am careful to select "load from lsf.lsx and loca.xml files" every time I load one - is there something else I should be doing to prevent this issue?