I've been trying to edit the number of the prepared spell slots on your Magus mod but haven seen anything about the modifiers herenew entry and the closest i've seen are these lines in the Passive.txt but have no idea what to change...
"Magus_UnlockPlaceholderSpellSlots_1" type "PassiveData" data "Properties" "IsHidden" data "Boosts" "ActionResource(PlaceholderSpellSlot,1,1);ActionResourceBlock(PlaceholderSpellSlot,1);"
First of all thank you. Decided to try modding and I have 0 clue what I am doing so this helps a ton. I am trying to focus on making little progress at a time so my first task that I am having issues with is I can't seem to get the class to show up in the character creation screen. I saw that someone had a similar issue and they said it was due to the UUIDs in the progression table but according to the notes in the readme it should show up in the CC when the ClassDescriptions part is done. I did try to also do the Progression file part but not sure where my issue might be for this. Appreciate any advice anyone can give. I'm sure it could be multiple issues and I'll keep trying in the mean time.
Not sure about spelling/syntax errors but I did double check the UUID's and I even tried going through the process again to make sure I didn't screw anything up. I feel like the problem might be with packing and then running it? I'm using the BG3 Modder's Multi-tool to pack and then BG3 Mod manager to run it. When I launch the game with just ImprovedUI and ImprovedUI assets mods everything is good. When I launch with those and the mod I made the game doesn't make it to CC and just displays a dragon born in robes with a bunch of dummies. When I launch with the Improved UI mods, the mode I made, and the Artificer mode I can get to CC. I see everything normally plus the Artificer mode but not my class. Is there something I need to do perhaps with the LSLIB tool as I haven't used that yet?
If you see the weird intro like the guys in robes, you need a mod that does a force recompile. Mod fixer does that, but any mod with it included will work. I use Basket full of clothing, which has it included and shouldn't conflict with any class stuff.
Im basically brand new to modding been installing mods for years but never made one. I saw this figured id give it a try as well since ive been tinkering with weapons and armor for the past few weeks. I have taken a peak inside theres a lot of helpful notes for new people but i do have some questions ill list below if anyone can answer them and help me out.
1: Where should i start in the files, like for people that have made classes or mods before whats the first file or group of files you go to?
2: My plan is to attempt to make a healer/support class how ever i have no idea where to start with making custom spells. I know you can use animations already in the game by adding the animation id or what ever to it. But im not sure how to add a completely new spell is it similar to weapons at all or more complex? for example do i just taking an existing spell add new stats new name new description and new uuid? (Not sure if this is a dumb question lol)
3: Eventually i would like to add a class resource like ki point, BM dice, etc. Is the ActionResourceDefinitions.lsx where i would start with this or am i way off on how to even begin this?
If anyone has the time to help a noob out it would be appreciated and if anyone has any tutorial guides be it text or video that are helpful id love to see them.
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I've been trying to edit the number of the prepared spell slots on your Magus mod but haven seen anything about the modifiers herenew entry and the closest i've seen are these lines in the Passive.txt but have no idea what to change...
"Magus_UnlockPlaceholderSpellSlots_1"
type "PassiveData"
data "Properties" "IsHidden"
data "Boosts" "ActionResource(PlaceholderSpellSlot,1,1);ActionResourceBlock(PlaceholderSpellSlot,1);"
The Archive is in an unknown format or is damaged
I can't seem to open the ZIP after downloading. I get the above error.1. any spelling/syntax errors
2. any inconsistent UUID
3. any missing fields
1: Where should i start in the files, like for people that have made classes or mods before whats the first file or group of files you go to?
2: My plan is to attempt to make a healer/support class how ever i have no idea where to start with making custom spells. I know you can use animations already in the game by adding the animation id or what ever to it. But im not sure how to add a completely new spell is it similar to weapons at all or more complex? for example do i just taking an existing spell add new stats new name new description and new uuid? (Not sure if this is a dumb question lol)
3: Eventually i would like to add a class resource like ki point, BM dice, etc. Is the ActionResourceDefinitions.lsx where i would start with this or am i way off on how to even begin this?
If anyone has the time to help a noob out it would be appreciated and if anyone has any tutorial guides be it text or video that are helpful id love to see them.