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Ohfor Fuksake
Germany
เข้าร่วมเมื่อ 8 พ.ย. 2023
I play games. On a computer. It's amazing!
Use Osiris for Set Bonuses - Modding with Ohfor Ep. 20
Getting a little bit more familiar with Osiris, let's take a look at how we can make something useful. In this episode we'll use Osiris to create a Set Bonus, when multiple pieces of equipment from the same "set" are equipped onto a character.
Previous Video: th-cam.com/video/kh8J3gqU88A/w-d-xo.html
The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html
Find my mods on:
mod.io - mod.io/u/ohforthegamer/
nexus mods - next.nexusmods.com/profile/OhforTheGamer/mods
Previous Video: th-cam.com/video/kh8J3gqU88A/w-d-xo.html
The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html
Find my mods on:
mod.io - mod.io/u/ohforthegamer/
nexus mods - next.nexusmods.com/profile/OhforTheGamer/mods
มุมมอง: 106
วีดีโอ
Recipes for Crafting - Modding with Ohfor Ep. 19
มุมมอง 98วันที่ผ่านมา
Did you know Baldur's Gate 3 has a crafting system that is heavily underused? Learn how it works and let's bring a lot of interesting crafting to our mods. The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/u/ohforthegamer/ nexus mods - next.nexusmods.com/profile/OhforTheGamer/mods
A return to Treasure Tables - Modding with Ohfor Ep. 18
มุมมอง 134วันที่ผ่านมา
It's time to re-visit Treasure Tables and correct a few past mistakes and mis-conceptions. Learn how to make loot distribution using Treasure Tables; learn how DropCount and Frequency can be adjusted and what it means for your mod. The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/...
Introduction to Osiris - Modding with Ohfor Ep. 17
มุมมอง 17314 วันที่ผ่านมา
It's time to dig into scripting and the Story Editor in the Baldur's Gate 3 modding toolkit. This video helps get you started. Followup Video: th-cam.com/video/yDAEpOAtLOM/w-d-xo.html The guides referenced in the video can be found here: mod.io/g/baldursgate3/r?_q=osi The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.h...
Container Spells - Modding with Ohfor Ep. 16
มุมมอง 14114 วันที่ผ่านมา
Let's explore container spells. Container spells are spells that have variants; like Hex, Chromatic Orb, and so on. The spell featured at the start of this video is "Ohfor's Scroll of Summoning". You can find it here: mod.io/g/baldursgate3/m/ohfors-scroll-of-summoning/ The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo....
Colours for your Armour - Modding with Ohfor Ep. 15
มุมมอง 8221 วันที่ผ่านมา
With custom dyes done and dusted, let's find out how we can pre-bake them into our own armour items. The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/u/ohforthegamer/ nexus mods - next.nexusmods.com/profile/OhforTheGamer/mods
Dyes for your mod - Modding with Ohfor Ep. 14
มุมมอง 8021 วันที่ผ่านมา
Custom dyes. In this episode we explore how to make our own custom dye, how to determine the colouring scheme used by the dye, and how to apply it to our items. We even make it an everlasting dye, so you never run out. The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/u/ohforthegam...
Bag of Devouring Part 2 - Modding with Ohfor Ep. 13
มุมมอง 6321 วันที่ผ่านมา
It's time to finish our mod. We need a delivery method, as just having made a spell isn't going to be enough. In this episode we'll create a Scroll of Summon Bag of Devouring and bring it into the game. Find the finished mod on mod.io at mod.io/g/baldursgate3/m/bag-of-devouring The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkq...
Bag of Devouring Part 1 - Modding with Ohfor Ep. 12
มุมมอง 13421 วันที่ผ่านมา
Building on everything we've learned and covered so far, let's try and combine all our knowledge and make a full mod of our own. In this episode we'll create the Bag of Devouring, and create a spell to summon it. Find the finished mod on mod.io at mod.io/g/baldursgate3/m/bag-of-devouring The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/...
Icons for your mod for Baldur's Gate 3 - Modding with Ohfor Ep. 11
มุมมอง 25328 วันที่ผ่านมา
There's no longer any way around it. It's time to make some icons for our spells, skills, and items for our mod. The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/u/ohforthegamer/ nexus mods - next.nexusmods.com/profile/OhforTheGamer/mods
Levelmaps for your mod for Baldur's Gate 3 - Modding with Ohfor Ep. 10
มุมมอง 196หลายเดือนก่อน
With our Frozen Missile spell "finished", it's time to discuss a few alternate options we can do with it. We'll dig into LevelMaps which can be applied to spells, weapons, armors, alike. The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/u/ohforthegamer/ nexus mods - next.nexusmods....
AOE Damage and Ground Effects for your mod for Baldur's Gate 3 - Modding with Ohfor Ep. 9
มุมมอง 194หลายเดือนก่อน
Alright so our spell is nearly done. In this episode we add some more blue, we add some ice, we add some AOE splash damage. Good times :-) The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/u/ohforthegamer/ nexus mods - next.nexusmods.com/profile/OhforTheGamer/mods
Custom spell effects (VFX) for your mod - Modding with Ohfor Ep. 8
มุมมอง 448หลายเดือนก่อน
With our new spell in place, it's time to make it our own. It needs some new VFX to make it look like the Frozen Missile it deserves to be. The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/u/ohforthegamer/ nexus mods - next.nexusmods.com/profile/OhforTheGamer/mods
Make your own spells for Baldur's Gate 3 - Modding with Ohfor Ep. 7
มุมมอง 757หลายเดือนก่อน
It's time for magic. In this episode we create our first spell, mess around with spell damage types and upcasting, and then add it to one of the existing spell lists in game. The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/u/ohforthegamer/ nexus mods - next.nexusmods.com/profile/...
Make your own potions for Baldur's Gate 3 - Modding with Ohfor Ep. 6
มุมมอง 469หลายเดือนก่อน
Moving on from armor and weapons, it's time to cook up some potions of our own for our mod. We'll start simple and then work our way up from there. The episodes all build on knowledge from previous episodes. Find the entire playlist here: th-cam.com/video/80OPtDCNkqU/w-d-xo.html Find my mods on: mod.io - mod.io/u/ohforthegamer/ nexus mods - next.nexusmods.com/profile/OhforTheGamer/mods
Add even more magic to our Baldur's Gate 3 equipment mod - Modding with Ohfor Ep. 5
มุมมอง 609หลายเดือนก่อน
Add even more magic to our Baldur's Gate 3 equipment mod - Modding with Ohfor Ep. 5
Mixing multiple magic effects into our mod - Modding with Ohfor Ep. 4
มุมมอง 764หลายเดือนก่อน
Mixing multiple magic effects into our mod - Modding with Ohfor Ep. 4
Adding magic items to our mod, create a ring of power for Baldur's Gate 3 - Modding with Ohfor Ep. 3
มุมมอง 1.7Kหลายเดือนก่อน
Adding magic items to our mod, create a ring of power for Baldur's Gate 3 - Modding with Ohfor Ep. 3
Add loot to your mod for Baldur's Gate 3 - Modding with Ohfor Ep. 2
มุมมอง 2.4Kหลายเดือนก่อน
Add loot to your mod for Baldur's Gate 3 - Modding with Ohfor Ep. 2
Build your own equipment mod for Baldur's Gate 3 - Modding with Ohfor Ep. 1
มุมมอง 9Kหลายเดือนก่อน
Build your own equipment mod for Baldur's Gate 3 - Modding with Ohfor Ep. 1
One thing I noticed, close combat animations are really hard to nail in this game. There are some awesome enemy unarmed attacks, that would look great on Monks or any other custom class that wants to use unarmed attacks, but they are so tied to the enemies' skeletons, it's hard to adapt for any other race. On test the animation just wouldn't play. I wish I had the skill to work around this to realise my creative vision, but it's highly unlikely. P.S. there's no option to open in Editor for my copied animation from Resource Manager, I'm not sure my settings are correct. Please let me know if you can, how to correct this.
Hi Ohfor, thanks for the wonderful tutorials! I had a question that I haven't been able to find the answer to. Some weapons, like Nere's sword of screams give +1d4 and it is displayed in the Default Boosts column. However, other swords like the Everburn Great Sword and the Halberd of Vigilance provide a +1d4 damage boost, but it doesn't exist on the Default Boosts column. Any idea where it can be found? Reason I ask is because I want to use the base model for the Halberd of Vigilance (it's aesthetically pleasing), but I don't want the weapon to do the 1d4 force damage. I can't find where to toggle it off. Thanks!
Figured it out! It's a root ID issue. You have to create a root ID from the base item you want- and in the properties sidebar... for example in the case of the Halberd of Vigilance, it has a property you can toggle off called MAG_FORCE_FORCE_WEAPON_LESSER.
@@cmart006 Exactly. In general I would always recommend to create your own root templates for items you want to mess around with. Use "Create New From Selected" and you will start with a copy, but then you're free to start modifying.
@@cmart006 I don't know exactly why they sometimes do it this way. But I suppose it is easier, if they want to reuse an existing Halberd and its stats, but quickly add some FX and damage to it.
Hi!I want to say THX for this helpful film first. But I still have some problems. I was found a weapon.but I can’t open and edit it. I don’t know why😢😢😢
You can't edit the stuff directly in the base game. You must first copy it to your own mod.
I really appreciate all the effort you put into these videos, thank you
Hey there. Can I ask for a little help? I've been struggling with creating my concentration type spell with specific parameters of Saving Throws and checks. When the target breaks from the hold, the concentration on the caster doesn't break automatically, which is weird. And on top of that for some reason it uses the casters Intelligence, whereas I would like to change it for Strength or even Athletics proficiency if possible.
So there's a lot of moving parts to what you're saying here. First and foremost however, the best place to look would always be to find an in-game spell that acts more or less the way you're expecting your new one to act. I don't know exactly what you're trying to do, but it sounds a little bit like Hold Person to me.
@ohfor.fuksake kinda, but not exactly. I am using Grapple_Nether Tentacle as my template. Maybe the reason it doesn't work is I chose the base Grappled status for my custom status instead Nether_Tentacle. Will try to work around the templates and see if it helps. But what about saving throws? I was able to set it up correctly for the target, but not for the caster. When I read combat log it adds Intelligence modifier to caster's check, and I wasn't able to find how to change this.
@@ohfor.fuksake quick update, thanks for the tip, there were some wrong conditions on tick fails. Now I just gotta find how to rewrite the status DC on saving throws, so that it uses casters Strength instead of Intelligence.
@@vladboch UnlockSpell, as I recall, has a parameter for that. Something along the lines of UnlockSpell(Target_MySpell,,,,Strength);
@@ohfor.fuksake haven't found the corresponding line. Could you please elaborate a bit more? From the base spell in the line OnTickRoll it has notSavingThrow(Ability.Strength, SourceSpellDC()). Should I replace SourceSpellDC with UnlockSpell?
I have a question for a friend 😅 is it possible to have some boob physics like dragon dogma?🤔
do you happen to have a tutorial for creating clothing or gear <3 :) I do like all ur videos and im glad u made them so now i can learn to make things <3
I'm sorry, I don't. I have absolutely zero talent when it comes to modelling, only modding :D I think I've seen a few around, but I can't remember exactly where.
@ohfor.fuksake if you know of any helpful ones plz let me know. I will be using ur tutorials as well ❤️😌
@@moona_ttv There's this. Doesn't make much sense to me, as I'm not at all familiar with the tools or terminology :D But maybe useful to you. th-cam.com/video/IbivHL2lPrc/w-d-xo.html
@@ohfor.fuksake ty so muchhhh ❤️❤️❤️😌
Ohfor the only thing I can think of is my game files are on D: not C: where the mods are saved and installed. The path is different, I was able to install the mod in game, however I have redone this video 5x now and it does not work. Very disheartened the last 2 editors from previous games were not terribly difficult to learn despite being 20 years old. This Glasses program feels very over complicated, its no wonder it took them so long to produce this game :/
I don't know what to tell you. The steps in this video work. I've done it dozens and dozens of times, and there's plenty of people in the comments who can attest to the same. You're missing a step somewhere. I can't tell you what it might be, as you're only telling me "it does not work". Which is not a lot to go on :-)
Hi Ohfor, your videos had helped me a lot, you are awesome. I´m having weird dll issues with the Virtual textures import and with the Texture Atlas Open, I tried to open one of the games existing atlas and gives me an error with the FreeImage.dll, I did contact support directly but wanted to know if it also happens to you. Thanks
It does not. I can only suspect that you've not followed all of the installation instructions completely. There are multiple steps that need to be taken, and not all of them obvious.
This might help you. forums.larian.com/ubbthreads.php?ubb=showflat&Number=646013
HI Ohfor whenever i try ro spawn item cand find the backpack , i have rewatched the first tutorial but still no way im finding something wrong
Well you're not giving me much (anything) to go on 🙂 I'm going to need a little bit more information on what exactly you're trying and how you're trying it.
@ hi thanks for the replay, figured out , basically i had the RAM saturated and it was not showing any change unless i reopen the toolkit , so i had to shut down some background process and now all is working fine tho i still have saturated RAM im using 16gb , i would love if u can make a tut on how to alter spells like wildshape , bind them to an item or modify the summon into another mob (dragon , watcher or other npc) and animation or vfx change
@@Sanik177 Wildshapes, got it :-) Have had that on my mind for some time now, I guess I need to act on it 🙂
Thank you for this!! :)
DLC ITEMS ARE GOING TO GET A BANGER OF AN UPDATE 😁
I just started Osiris this morning and was thinking a video tutorial would be better. Then I found your video. You rock, Ohfor! I would love lots of Osiris. I was a software engineer for years, so this is right up my alley!
THANK YOU!!!! For making these tutorial videos! I've managed to do some stuff with your help in a few hours that otherwise would've taken weeks! I still can't figure out how to rename every aspect of the Blink spell. It's the second spell I started editing, wanted to rename parts of it and edit the teleport distance and that's where I'm stuck at. The character enters the renamed gasous form, but the Blink: Teleport and Leave Ethereal Plane spells can't be edited because even after editing them, I can't find the line I have to edit to implement the new ones. Any help with that is appreciated 😊 Also, I haven't found where I can write letters or edit books' contents.
Letters/Books can't be done entirely inside the toolkit, so that's probably why. I'll do a video on it soon 🙂
Hi Ohfor, do you know, is adding the icons for the controller the only requirement for making the mod compatible for console? Or is there anything else that you know of that needs to be done? I know Larian also has to check to see if the mod meets community guidelines.
Can you make a Create a class. I’m trying to make a Anima(Summoner class) using the ranger beast master route
Yes. Class creation is very close now. I wanted to cover all the basics that go IN to a new class, before actually tackling the class definition itself. Expect it within the next handful of episodes.
@ perfect. I’m new so i’m struggling on making the passive and using assets that’s already in the game. And will u be covering creating a new resource?
@@414-Devo Eventually I'll get to all of it 🙂 There's a lot to cover though, so I'm going to have to break it up into bite-sized chunks.
i already said it in discord but again thank you for all your help! the infernal armor looks great :))))
Now go find the Oathbreaker Knight armor 🙂
Hi Ohfor, I was wondering if there are different steps when adding your mod inventory to a vender's inventory so they could be purchased in game? I was able to add all my mod armor to the Tutorial chest, no issues, but when I add it to Dammons inventory so it could also be bought, it doesn't show up. I found him in the list, made my own treasure table and also added Dammon to each individual item's treasure. I tried other vendors as well, but I couldn't get the equipment added for them either. I also leveled up the character to try to cycle the vendors inventory, but it didn't work. Your videos are very helpful! Thank you!
Two things. Vendors refresh on long rest, not only level up. It's a common misconception that I just want to point out. You can long rest without using supplies, it works the same as well 🙂 Secondly, if your item doesn't show up it is likely because you forgot to take off the Unique flag which is default for almost any weapon and armor in game. This is why I always create new stats, even if I am copying an existing in-game weapon. Generally speaking I do not recommend dropping your stuff (unconditionally) at vendors. Find a better home for it in the world, if the Tutorial Chest on its own is not enough.
@@ohfor.fuksake Thanks for the reply. I prefer the Tutorial chest myself but I had someone request it so I said I'd look into it. I also referred them to your Tutorial summing mod so they can get it whenever they wanted if I couldn't get it to the vendors. Anyway, thanks again for all these great videos and mods.
@@z-tvinternetgamingtheater6144 Reminds me I need to do a video on mod distribution and mod lifetime. I've been wanting to do it for a while, but other interesting stuff keeps popping up :D There are 3 main reasons I don't recommend it. 1, it breaks immersion. Which for some doesn't matter, but others it does. 2, people don't understand the concept of vendor respawn so whoever is asking you for adding it to vendors now, will only be asking you why it doesn't show up later :D 3, it makes it hard to uninstall the mod - since the items are now part of who knows how many vendor inventories. By just having the items in the tutorial chest, you are free from these problems. Once you leave the Nautilus, that chest is no longer actively loaded (unless brought in by a summon spell mod) - and items you didn't pick up from the chest will not cause problems if you take out the mod that created them. And for the items you DID pick up but no longer want to use - well that's what the Bag of Devouring is for. Although just dumping them into a spawned temporary tutorial chest works as well 🙂
@@z-tvinternetgamingtheater6144 One last thing. If you really want an alternative to the TC, set up a OneTimeReward. This drops the item into the Camp Chest, and even solves it for Multi Player. This last one is the only reason I've now begun doing that as well myself.
@@ohfor.fuksake Yes, that was the problem, the player with the request was having trouble on Multi Player. They both needed to get the armor from the TC but only one would come up in their playthrough. The OneTimeReward is a good solution and I wouldn't have to deal with vendor like you said. Perfect! Thanks!
I’d love to see an alchemy and potions video! I’m working on a potion mod now so that would be helpful. 😁
Alright, noted 🙂
Awesome! Thanks for this video, it's right on time.
Great video, dude. I think that you've covered all the important parts of treasure tables. From what I've seen, the devs themselves don't make much use of the other columns. If they want to drop an important item, they're gonna make sure that item drops where it drops. No need for increasing the likelihood of legendary drops or something. Anyway, you should eventually cover making custom NPCs and characters. I've been messing around with it, and it's somewhat more complicated than making items. Oh, when I say NPCs, I primarily mean summons. Creating an actual NPC that you interact with in the game would probably be very difficult, but custom summons could be fun. There are some fun monsters already in the game that could work well as summonable creatures. Check out the stats of the lantern that Gale can make in Balthazar's lab (the Shadow Lantern). It has a summon shadow spell attached to it, and it works really well. You just have to change the UUID of the summon with any other creature (or even NPC), and it'll be summoned as a follower that you can controlled.
Yep. I did some research and I don't think the code for Rarity control is even in the game, it looks like a leftover. I couldn't get any kind of reaction when I messed around with it. Level Ranges work, but I don't feel I need to go too deep into that. As for summons, it's definitely coming up. I have sort of an informal list I'm working my way through - there's so much stuff to cover. But I'll keep going 🙂
-1 is until long rest* in the duration modifier , I think
It is indeed. This can be overruled by a flag however, IgnoreRest.
VERY helpful! Thanks!
Hi, great tutorial! do you have any experience with using container spells and Root Spell ID and Power Levels? For example, Create Sorcery Points will add the additional shout spells as you level up to the one container. I have copied it once to create my own ability, which worked, but ever since if I try and copy it again, I can't achieve the same result, even if all the columns contain the same data.
I had a lot of... "fun"... preparing for this video, as there really are quite many not-so-obvious places these spells and containers need to be lined up. I've not myself tried to make a container that "grows" based on your power level but I'll try and look into it 🙂
@@ohfor.fuksake I figured it out. They behave differently whether you unlock them through a passive boost (UnlockSpell()) or via Progression Table Selectors. They need to be added via Selector in the Progression to grow with power level. Very odd behaviour.
@@ohfor.fuksake I figured it out. The spell container for create Sorcery points only behaves in that particular way when added as a selector from the progression table. I was using a passive to UnlockSpell() on my second ability, which is why it wouldn't expand with level ups.
Man, Osiris is weird. It's kind of simplistic compared to some other programming languages, but that almost makes it more difficult. It's very... different and at least for me it's harder to recognize what I'm looking at at first glance.
Yea. The comparison has to be towards pure functional languages. You can throw away most of what you have learned. If you search for TUT in the Story Editor you will find the script for the tutorial scene - you can learn quite a lot from that, since there is a lot going on AND it's a scene you presumably know all the variations of very well.
Finally catching up with videos. Not much to say about this one, but I do have a question - when you open the console and write into it, how do you do it without triggering all the in-game hotkeys? I usually barely type anything and only copy and perhaps write the first letter and then double-click, because it's annoying to zoom out with O, open journal with J or open inspirations with P.
Yea it's quite.... finicky :D First of all I click in command line in the window - hoping it helps. And then I wait a second or two before I start typing. One gets the hang of it after a bit ;-)
@@ohfor.fuksake Thanks!
All that to just change the color 😩😩😩
after, actually messing with it, its not that bad lol
The UI is a little bit terrifying at first 😂 Reminds me that I need to return to this, and show off some more useful things one can do in there.
Thank you for you Helping videos ! I will be creating something funny for my first MOD.
That's the idea. Have fun modding 🙂
This is a great guide and I don't know if its because I have vortex installed or what but when doing the Stat editing and saving, following everything you're doing to a T it doesn't show up. After the fifth or sixth try it did but I had to use the drop down arrow for it and click set. Followed along further and again following the instructions and then I couldn't get it to save the mod. It would not save. Finally got it to save and then I cannot get it to appear in mod manager. There are a bunch of other problems I had with the program itself just not loading or doing what it should so I don't know. Its probably just because I'm retarded and this is way above my paygrade.
I found that mods still need to be activated inside the game, when installed with bg3mm. Even after it installs them. For the program itself, it does need to be set up correctly; use the guide on mod.io for that - since there are quite a few steps.
wow 17 episodes already. You're doing great. I'll vote more Osiris.
I tend to agree. Whether people say it or not, I see at least 1 possibly 2 more Osiris episodes cooking. Just to cover the basics.
Thanks for the video :)
"Osiris can be a bit intimidating" ... my man, I've programmed using a papyrus script and a crappy bethesda engine, after that, I am not scared of anything anymore :D. Awesome video, thank you!
Well then you should feel right at home here 😂 It's actually not TOO bad, but still feels kind of quirky to me. Maybe once I have a few more hours under my belt, I'll feel more comfortable.
@@ohfor.fuksake yeah watching this, it actually is. Nothing like C# I usually develop in 😀
@@MrInkognito_ Precisely. I can do C, C#, Python, Javascript and half a dozen other languages - and Osiris is nothing like any of them 😂 So it has to do with it being a functional approach and it WILL take some getting used to. I tried quickly mocking up "a simple loop" and very soon found myself feeling like I was a complete rookie all over again. All good though, we'll get it sorted out. In the end 😉
@@ohfor.fuksake Same, I am used to complex sw architecture, but modding bg3 is a completely new experience to me. I hope to finish my mod soon, but thanks to your tutorials, I always find more stuff to add and to improve :D. So I guess thank you again for another delay of a release since I will now try to do some magic in osiris
@@MrInkognito_ Have fun :D
this is awesome man 😁
I was trying to make a mod that put arrows into a container on the hotbar, I managed to get the ranged attacks to show, but not the arrows, they seem to operate in a similar manner to the spells, I can't figure out why it's not working, any tips?
While arrows, when used, act a lot like spells - they're fundamentally items and therefore bound to a lot of interaction with the character inventory and the rules that govern that (inventory sections, consumables, and so on).
@ohfor.fuksake is there a way to make nested containers? I know there are some spells that are like that, but I'm not fully sure how to replicate that.
@@austin3ds3ds You mean other than what's in this video? not that I know of. And again, because arrows are items, it makes it a bit tricky to deal with.
I am trying to create a new class that uses the wizard prepare and loop animations for spells. I found animations like HUM_MS_Rig_DFLT_SPL_Wizard_Damage_01_Prepare in the resource editor but I've been stumped on how to actually use these animations with spells. The spell animations in the skill editor don't reference most wizard specific animations. Any ideas?
None, sorry. I've not looked into anything animation related at this time.
Just a small post to say your tutos are awesome and thank you for making them.
You have a great skills,sir. Why dont you work on Unlocked version?
This was a deliberate choice I made early on. I wanted to make guides for everyone to use and publish to mod.io if they so desired. It might be, if and when I run out of meaningful content to do on the base toolkit, I'll switch. For right now though I'm just sticking to vanilla kit 🙂
@@ohfor.fuksake Oh, understandable!
Yes, this will definitely come be usefil when making summoning spells .
Nice! I had just been putting stacks of dye in my mods lol
thanks for the insigt, this helped me make my own custom container, shotgun weapon case, with visual resource
cool, I needed the combo clear parent error bug
oh hell yeah, now I can slap on Black, Red & White for my mage robes :P
Thank you for keeping up with this series, Ohfor, you've been a big help in learning to use the Toolkit. You wouldn't happen to know how to make mods with the toolkit that execute console commands, would you? Like, for example, I know that if you want to revert Wyll to his human appearance and have access to the console via script extender, you can just enter Osi.RemoveTransforms("S_Player_Wyll_c774d764-4a17-48dc-b470-32ace9ce447d") and it will revert him. I figure there must be some way to make a mod that does the same thing for players who don't have script extender...
Thank you so much for your guides! I finally could create my own ring only because of your help <3
These guides are completely amazing, thank you so much for your efforts explaining this for people. Even a complete newbie like me can follow along and replicate everything. How far are you planning on taking this series? Will you be delving into custom classes and subclasses later on?
I'll keep going for as long as I can find meaningful content to make. Custom classes and subclasses ARE coming, and it won't be long now. The reason it comes in so late is, that these don't really make much sense until you can actually DO something with your custom classes like add new spells or abilities. So I'm covering that first.
@@ohfor.fuksake Oh for sure, I understand. I'm literally on day 1 of learning this stuff currently so you'll probably get there well before I'm ready to do anything practical with the knowledge! For what I want to achieve for starters I'm only really interested in tinkering with spells but if/when you do end up covering it I'll definitely be following along. I have a couple ideas for subclasses rolling around in my head that may be way beyond my ability but I won't know til I try!
I have to have messed something up somewhere. I am working with the same spell, but when I open my versions in the editor, it opens the original instead. It is almost as if my versions don't really exist.
mmm bit hard to guess what that could be. There is a "funky" moment around when you clone the VFX where it is very important to save ONLY your own project and not the Shared one. But first try the universal fix for many pains; restart the editor 🙂
@@ohfor.fuksake I found what I needed and just completed my first fully customized Magic Missile. Custom cast and prepare effects as well as what is done here. Now I get to do it eight more times and then do the icons.
Thank you for taking the time to create these wonderful videos. They're an important addition to the BG3 modding scene!
I've followed the tutorial to the letter but when I come to copy+paste the object name into the stats field it just sets it back to the original OBJ_backpack and I can't figure out why it won't accept the new object.
Click away and then back to your root template. You'll see me cussing and struggling with this in almost every episode :D
@@ohfor.fuksake I'd done that a few times sadly to no avail. I'll have another try from scratch tomorrow and maybe it'll feel like working - it does seem like sometimes the toolkit just decides not to work until you back out and return.
@@VesperVoicesUK Veru much so. But not for this. Make sure you have explicitly saved your stats item before you try and paste it into the root template.
@@ohfor.fuksake Yeah it was all saved, as I said I copied every action you took step by step. Will see if tomorrow brings better luck!
great video thx for the help and the good work you did . and thx larian the let us do it :)
Hi Ohfor! Your tutorials have been sooo helpful for me as I stumble my way through the mod toolkit :) I wanted to ask if you'd consider making a quick demo on customized decor items that can be picked up & moved? I'd LOVE to make a tent setup for my Durge that includes comfort items like pillows, rugs, chairs, goblets, candles, etc. Would also love to be able to change the tent color... But I have no idea where to start :( Any info or insight you can share would be so appreciated! xo
I mean, I _would_, if I had any idea what so ever on how to implement it 😂 Unfortunately, movable decor of the nature you describe here, would require not only artistic skills on my part but also be a serious challenge to implement in the game. As much as I'd like to, I cannot help you here, sorry 🥲 I'll keep the idea in mind and if my skills come to a point where I feel this is feasible for me to look into, I will 🙂
@@ohfor.fuksake Ahh that's too bad, but understandable! Thanks so much for responding, and I hope both of us can develop that skillset in time :D
I followed your instructions nearly to the letter (instead of a backpack I added a custom Item based off the Opulent Chest template called: Mythic Chest of Wonders). Anyway I can't get the Item to Spawn in the Tutorial Chest (I can spawn it with Console Commands and it works fine), I don't have any mods active except: Dark Urge Dialogue Fixes, Trips_Shader, Modfixes and Mod Configuration Menu. Are you Sure this video is still valid with the latest patch/Hotfix for BG3? Isn't there any field I need to fill in the Treasure Table for this to work? I'm also using Mod Manager by the way. NEVERMIND I think I figured it out: I used: 1_1 in the drop count instead of 1,1. Still I could not see what your wrote in your treasure table so maybe increase resolution or tell people what to write in the future.
The guide is 100% valid for past and current versions, no question at all 🙂 As for resolution, for subsequent videos I utilise pan-and-scan all the time, to help readability issues 🙂 I'm glad you got things working; have fun modding 🙂