I forgot to say that if you click play and see a bunch of stuff in the way of your character, just go to the top left, view, and turn off gizmos. If you're not finding the toolkit on steam, make sure "tools" is checked in the dropdown above your library. You may need to restart steam to see it. If you're on gog, you'll need to install it separately: www.gog.com/en/game/baldurs_gate_3_toolkit Timecodes 0:00 - Intro 0:33 - Loading the Level & Setting Data Path 1:14 - Adding Resources (GR2s) 2:58 - Applying the Skeleton and Animations 4:50 - Creating Custom Material / Adding Textures 7:24 - Applying Materials to the Head 9:49 - UUID Object Editor / CCAV 13:40 - Testing the Head 17:20 - Atlas Editor / Icon Creation 19:26 - Final Steps
If you're still having problems in steam, try going here to download the data. Hard for me to know all the steam details in full since I had the toolkit already, but this should be the only extra thing needed, if any. store.steampowered.com/app/2956320/BG3_Toolkit_Data/
Thank you. I had guessed that this would be too complex for my old brain. And this confirms it. But it also confirms for me that those of you who are talented enough are artists and deserve my utmost respect. As do the Devs at Larian, who I presume use this all the time. Thank you all.
Well this just confirms how stupid I am to even understand what is going on. I will use the mod manager and press install. Thank you to all the modders for your hard work it is really appreciated ❤
@@nurby1824 this doesn't go over most of the basics needed to create a head, just how to use the toolkit to import stuff. If you want to learn, there's definitely info out there that starts more basic than this
Thank you so much for taking the time to do this. I recently got in Fallout 4 modding because of the amazing tutorials that people had put out for that game, and I'm hoping to dip my toes into BG3 modding as well one day thanks to people like you.
Wow, this video explanation was really well done. I sadly don't understand any of it, lol, but that has nothing to do with your teaching and everything to do with my lack of mod crafting skills. 😂 Videos like this just confirm my suspicions that modders are actual modern-day wizards.
I am a newb to modding. I thought it was just going to be preset of mods I could choose from. Didn’t realize I am creating it myself from scratch! I am open to it but man it’s a bit intimidating lol
If you open the mod manager in game, you can use head presets other modders have made - you definitely don't have to make it yourself if you're not wanting to create the mods.
Thank you very much for the tutorial, everything worked perfectly. My biggest question now is how do I make this new head of mine compatible with other mods like Unique Tav or Eye of the Beholder?
@@christiancarvalhoba eyes of the beholder requires a UUID change for eye materials and would have to be a EOTB version in its own right, I believe, or the eyes won't show right for those who don't have it. UT can't be compatible in mods straight from the toolkit, as the toolkit doesn't support the type of UUID used to make it compatible so would not be able to be uploaded to mod.io. If you use the modders multitool to unpack your mod and edit it manually, you should be able to make versions that work. Go to articles, I believe, on the unique Tav page on Nexus to find how to do it
Hey, how do you launch the thing exactly? I followed the guide put out by Larian but I can't seem to find the way to actual launch it. I've got BG3 Toolkit Data installed but it doesn't show up as a tool and I don't have any new exe for it or anything. Am I missing something?
Had same problem, i have steam version, installed, activated but couldnt find it, untill i used seach in my steam library for "Bal" and found it then, seems that tools tab is disabled by default and i couldnt find exe because of that, hope this helps someone :)
Hey. Great video! Could someone use this tool to create a completely invisible main character? Im looking to create a bit of content and that would really help me out with it.
Thank you for this video! You speak very clearly, it's easy to follow, you should definitely keep making youtube videos and I'll be subscribed for the future ones!
Thank you for taking the time to do this and for also sharing it with all of us. When I started building my mod the tool kit is making folders in my BG3 main game file. Would you happen to know if this is supposed to happen? When I tried messing around with building a weapon mod this ended up breaking my game. I had to delete the mod and my player file to fix it. Any insight you can give me on this I would appreciate it.
@@sankojin The way the files are set up is fairly frustrating (especially since certain assets duplicate themselves, though I think that's one Larian didn't intend). They are set up in the game's data folder (but not within any game save data), and bits are stored in different places. I'm not really sure how the files could break your save. I'd try asking in the Larian discord server, as this is something I personally can't answer
Thank you so much for this. Do you know where I could go to learn how to make a spell? I'd love to make some nature themed spells, is there a good guide out there for absolute noobs?
Larian actually put out a guide for how to do this with the toolkit. I've personally never made one before. You can also learn a lot from using LSLib or Modders Multitool to unpack mods and look at how spells work. This can probably be done somewhat easily in the toolkit now though to just see what Larian did. Community is a great way to learn as well (I suggest the BG3 Modders Community and also the Down by the River discord servers) mod.io/g/baldursgate3/r/adding-a-new-spell-basic
Huh I have to say their toolkit is very unintuitive and complicated. I much prefer the old method of extracting meshes with modders multitool and editing in blender, simply because it's the method I'm familiar from other games too and it actually feels more simple than all of this at this point. I really need to look into all of this more thank you so much for tutorial I dont I would ever figure out these tools on my own
If you know how, could you tell me how to make heads compatible with Unique Tav? I've tried but the heads show the npc makeup and tattoo options and not UT, and I couldn't change it in material resources so I sort of came to the conclusion that it isn't possible using the toolkit, but maybe I'm wrong!
@@ftf121 at the moment, I don't think there's a way to do it in the toolkit. You could always release it with the toolkit and then upload a patch for it on Nexus. At least I don't know why that wouldn't work. Still not ideal, but it's all I know of atm
Out of curiosity, do you know of a video-or have a video in the works-for how to edit / make / add spells, items, and class abilities into the game? The toolkit itself is something I'm having a really hard time wrapping my head around.
@@SearNRivers I currently only do visual mods, so I'm not planning to make a tutorial, but I can link Larian's - not a video though mod.io/g/baldursgate3/r/adding-a-new-spell-basic
Sorry to be a bother again, but now when I clicked model on the teapot icon there is nothing in my assets folder within the BG3 data, I did follow along but there must be something I'm missing :(
Can u use the toolkit to download the game’s models and import them into Blender to then print them in 3D? And do you think that modders will Aldo ne able to create new maps and cutscene with this tool?
@@FRANCYXD333 I don't know enough about 3D printing to know for sure about that, but you can extract the models by right clicking and hitting extract visual resource. You'll need to look up how to open GR2s and will need to convert them to something the printing software can use. At this time, new maps and cutscenes can't be made with the official tools.
@@UndefinedScribble yes, before it was a fairly long process to extract models and external programs, if there was an archive of models with the skeleton to change poses, it would be a perfect base for then remeshing into a printable object, at least it would shorten the work by skipping steps, while for the question of new maps, I had read that Larian had included the map editor but that they were "hidden" files and not accessible from the tool simply by starting it cause of Wotc's choice, but that the most geeky fans had found them.Dunni if that’s fake news.
Am I missing something in the final steps? My new head shows up when I play the Character Creator in the toolkit, but not in-game. I don't see it in my installed mods either. Where are we supposed to save the .pak file? Not in Data > Mods?
@@UndefinedScribble That did the trick, thanks so much for your patience. :) For my own curiosity, is it normal that I get the "This is a third-party mod" + exclamation mark notification?
@@PoetryInMotionXxXx yes. Any manually installed mod will list as 3rd party. After publishing to mod.io, delete the .pak in your mods folder and install it through the game's mod manager, and it should show as official
I am currently working on the bodies, but how would I treat the original GR2-file in Blender? There's skeleton in it, also two body meshes. Which one should I edit and what to export as base?
@@ismiseanndra I would personally use the vanilla _Base, which you can find in the toolkit and just apply to your model. In Blender, if there are two meshes, one should be Body_A_Mesh, and the other should have LOD in the name. This is the lower graphics version that appears when you zoom out to save on memory. Many people completely delete LODs and don't replace them, but regardless of whether you replace it or not, you'll be editing the one that doesn't have a LOD. Padme4000 has blender add-ons to help create new LODs based on your new model. Keep an eye on the LOD distance when you are exporting. Set whatever your lowest definition version is to an LOD distance of 0. Anything else will disappear once it hits that distance. Hard to explain in a comment - definitely look into info on exporting for BG3 (I learned from Druundev's armor tutorials here on TH-cam as well as by participating in Larian's and other Discord servers)
@@UndefinedScribble you are awesome! I liked your video a lot and watched it a hundred times. I am a beginner in modding and I've tried to understand the reason behind each step you demonstrated to get to know how this tool and the game itself are working. I think you are quite good in narrating while doing demonstrations.
I replaced laezels head but her eyes dont follow, they do minor movements but dont track what shes meant to be looking at, i cant see what ive not done
@@UndefinedScribble hey nevermind me, for some reason that was an issue I was having with just laezel, I fixed it by replacing her eyes with a newly extracted pair. Weird but that's what fixed it haha. I have replacing down to just a few steps now so don't worry and thank you for getting back to me!!
@@chaud8803 the Baldur's Gate 3 folder. The Playtest was the name for people that were beta testing the toolkit/patch 7, so just ignore the word Playtest whenever you see a toolkit tutorial
So i tried to create my own head mod using 3d model in Baldur's gate 3 toolkit data, and when i am trying to load 3d model (fbx or gr2 file), i get this message. Has anyone encountered the same problem, and if so, how did you resolve it? My path to texture is : C:\Games\steamapps\common\Baldurs Gate 3\ASSETS\Data Cannot resolve (SSOURCE). Source Asset Data Path's last folder should be: "Data". Check your Source Asset Data Path in the Editor Configuration, it should look something like this: "C:\Depot\ASSETS\Art\GUSTAV\Data"
@@АлексСемков Hey there I am getting the same error, when I try to import my model. How exactly did you fix it? Thank you in advance! Did you check files for errors via steam? Fixed it, ok it was the unlock toolkit mod.
@@thatdudegrimm4627 there are a few additional steps bc each head has to have all its pieces custom (jaw, crest, etc), and I know AkElka is working on adding new heads but is having issues getting animations to work right with custom armatures. It's hard to say sometimes whether we're missing a step there or whether the tools themselves need tweaking (One of the skeleton issues I was having was fixed in an update)
Hello! I saw your tutorial and it was very useful. But when I try to test my head, my head doesn't show up instead there's alphabet and light objects around the air. What did I do wrong? :(
Hi ! I'm just starting modding because I wanted to make one of my OC so bad but could not find any head mod skinny enough (he's an undead elf from the ravenloft setting so he's litteraly a zombi elf...) so this tutorial was so helpful thank you so much !! I'm almost done with it, I just have some issues with the eyes and lashes. The lashes are like a solid block, not hairs, and the eyes are the same material as the skin, even though I duplicate the original head's materials... I was wondering if someone could help me with this ? ^^ Also, I was wondering if there is a way I could duplicate the githyanki bodytype to the elves, to have a very skinny bodytype as an elf ? That would mean adding a fifth bodytype, which I doubt to be possible... But who knows ^^ Thank you again, it's so exciting to be able to add all the cosmetics features I wanted :3
Are you certain you have your eyeshadow and eyelashes both set to the SHARED_LashShadow material? ( 7:43 to go over materials again just in case ) Did you do anything to change the number of vertices in the eyelashes like make cuts or anything? If you haven't already, try using Volno's Texture Toolbox to see if the materials look right in blender. As far as the body thing, you're right that you'd need to do some complicated stuff to have it as its own body type, *but* you could also try using Unique Tav and see if you can replace the body there without any problems. I was originally having problems with Unique Tav after patch 7, but I think it works fine now that Trips' shader has been updated. With that, it would just be a matter of renaming the old body (so you can revert) and then copy-pasting the gith body and renaming it (it'll make more sense when you look at the mod). You'd have to swap it out if you played any other human/half-elf/elf/drow since they all use the same body.
Okay so I still had an eye problem even with all the correct materials so I just deleted everything and made a new one and everything worked fine ! I don't think I will modify the bodytype, I play several campain at the same time so I don't want that it affects all my characters. But I will try to also make a hair mod, which seems so much more complicated than the head mod because I'll have to add the animation of the hair length... And I have never use Blender to make hair so I'll have to watch a lot of tutorials I guess xD Anyway, I'm so happy to have my new head, thank you again :D
If you're playing on Steam, the Toolkit is a separate thing to download. Once you download it, go to Library and right click on BG3, go to properties, find where it says DLC and check the Toolkit. Once that's done, at the top (right above where your games are in your library there should be a search bar (it should say games or games and tools), make sure Tools is checked. Now BG3 Toolkit should show up in your library and now you can open it and use it! Hope this helps
You need to get permission before directly using assets from other games (though you could probably model one to look similar, which would be easier for the sake of making things work right anyway). These can't be made official though because of copyright reasons, so you couldn't upload them to mod.io
@@UndefinedScribble Oh! I didn't know that, I had my suspicions about the use of a copyrighted character, but now that you've confirmed it I'll keep it in mind. I guess using my face won't be a problem. PS: I'm a 3D modeler and since I like this game so much I'm focusing my work on this, but really beyond modeling I don't know much more. Thanks for the video!
Yes, however, the actual process of how to turn a body 1 head into a body 3 head would be a little more involved than just plug-and-play. It would be done outside the toolkit in a 3D modeling program such as blender and would then be imported as shown here. It's a little tricky as the heads are different sizes, and I don't know the particulars about how to do it. I've heard of people doing a "face transplant" method where they delete the face part of head 3, then move those parts from head 1 onto head 3 and snap it all back together. I've yet to try something like that. I imagine you'd then do the skeleton method in the Mr. Bones guide in the description, and then you could import the results the way I've shown here.
I forgot to say that if you click play and see a bunch of stuff in the way of your character, just go to the top left, view, and turn off gizmos.
If you're not finding the toolkit on steam, make sure "tools" is checked in the dropdown above your library. You may need to restart steam to see it.
If you're on gog, you'll need to install it separately: www.gog.com/en/game/baldurs_gate_3_toolkit
Timecodes
0:00 - Intro
0:33 - Loading the Level & Setting Data Path
1:14 - Adding Resources (GR2s)
2:58 - Applying the Skeleton and Animations
4:50 - Creating Custom Material / Adding Textures
7:24 - Applying Materials to the Head
9:49 - UUID Object Editor / CCAV
13:40 - Testing the Head
17:20 - Atlas Editor / Icon Creation
19:26 - Final Steps
If you're still having problems in steam, try going here to download the data. Hard for me to know all the steam details in full since I had the toolkit already, but this should be the only extra thing needed, if any.
store.steampowered.com/app/2956320/BG3_Toolkit_Data/
Thank you. I had guessed that this would be too complex for my old brain. And this confirms it. But it also confirms for me that those of you who are talented enough are artists and deserve my utmost respect. As do the Devs at Larian, who I presume use this all the time.
Thank you all.
Well this just confirms how stupid I am to even understand what is going on. I will use the mod manager and press install. Thank you to all the modders for your hard work it is really appreciated ❤
@@nurby1824 this doesn't go over most of the basics needed to create a head, just how to use the toolkit to import stuff. If you want to learn, there's definitely info out there that starts more basic than this
Thank you so much for taking the time to do this. I recently got in Fallout 4 modding because of the amazing tutorials that people had put out for that game, and I'm hoping to dip my toes into BG3 modding as well one day thanks to people like you.
thank you for this! i'm not making a head mod but this helped me learn my way around the toolkit!
Was able to follow along and very happy with results! Thank you for the video, hopefully you decide to make more
thank you for this tutorial, was really easy to follow - wouldn't have my head mod set up without it
Wow, this video explanation was really well done. I sadly don't understand any of it, lol, but that has nothing to do with your teaching and everything to do with my lack of mod crafting skills. 😂 Videos like this just confirm my suspicions that modders are actual modern-day wizards.
I don't even know how you'd even be able to know where to start with this! Haha. The amount of back and forth just seems incredibly complex!
@@LeighRobertAbbott Lots of help from Larian's guides and from other modders.
yep, too much for me, hope to see all beautiful creations from modders xD
I am a newb to modding. I thought it was just going to be preset of mods I could choose from. Didn’t realize I am creating it myself from scratch! I am open to it but man it’s a bit intimidating lol
If you open the mod manager in game, you can use head presets other modders have made - you definitely don't have to make it yourself if you're not wanting to create the mods.
@@UndefinedScribbleyea. I figured that out and added some to my game that others created. Hoping more is created soon! 🎉
@@sweettea5627 oh don't worry, there's gonna be a ton more mods made now that the tools are out. And I know I'll definitely be making more, personally
YEEEEEEESSSSSSSSSSSSSSSSSS I'VE BEEN WAITING FOR THISSSSSS
Thank you, worked like a charm ❣
Thank you very much for the tutorial, everything worked perfectly. My biggest question now is how do I make this new head of mine compatible with other mods like Unique Tav or Eye of the Beholder?
@@christiancarvalhoba eyes of the beholder requires a UUID change for eye materials and would have to be a EOTB version in its own right, I believe, or the eyes won't show right for those who don't have it. UT can't be compatible in mods straight from the toolkit, as the toolkit doesn't support the type of UUID used to make it compatible so would not be able to be uploaded to mod.io. If you use the modders multitool to unpack your mod and edit it manually, you should be able to make versions that work. Go to articles, I believe, on the unique Tav page on Nexus to find how to do it
@@UndefinedScribble Oh, thank you for your reply. I will try this : )
Hey, how do you launch the thing exactly? I followed the guide put out by Larian but I can't seem to find the way to actual launch it. I've got BG3 Toolkit Data installed but it doesn't show up as a tool and I don't have any new exe for it or anything. Am I missing something?
same here
Same 😢
same here
Had same problem, i have steam version, installed, activated but couldnt find it, untill i used seach in my steam library for "Bal" and found it then, seems that tools tab is disabled by default and i couldnt find exe because of that, hope this helps someone :)
@@razorbash4827 thank you. now i just searching how to find races and class mods o.o
Are you going to make videos on how to create/customize classes if that's possible with this toolkit? Cause that's what I'm after.
It's possible, but I only do visual mods, so I don't know how to do it.
very impressive, great job!
THANK YOU! i seriously love you for this :((
Hey. Great video! Could someone use this tool to create a completely invisible main character? Im looking to create a bit of content and that would really help me out with it.
Thank you for this video! You speak very clearly, it's easy to follow, you should definitely keep making youtube videos and I'll be subscribed for the future ones!
@@snyyx this isn't something I have an answer to, I'm sorry
@@UndefinedScribble The obvious answer would have been "Thank you" 😅
Dyaaaaam! Amazing work!!
Thank you for making this!
I hope you make tutorials for making feats and spells
Awesome video! Any chance you'll do the same with a custom weapon? Trying to add one myself and having a hell of a time.
I've never made a weapon, so it's not something I currently know how to do.
Could this method be used to make someone's head preset available for other races (like an elf head for halfling)?
This is super helpful and easy to understand! Could you also upload a tutorial on how to edit existing Feats or create new ones?
I only do visual mods, so that's outside of my area
@@UndefinedScribble No problem, thank you regardless.
is possible to create Performance Mods? Like disabling/reducing grass, shadow quality, disable shadow, or something like that?
will u make video about armour\weapon creation?
Thank you for taking the time to do this and for also sharing it with all of us. When I started building my mod the tool kit is making folders in my BG3 main game file. Would you happen to know if this is supposed to happen? When I tried messing around with building a weapon mod this ended up breaking my game. I had to delete the mod and my player file to fix it. Any insight you can give me on this I would appreciate it.
@@sankojin The way the files are set up is fairly frustrating (especially since certain assets duplicate themselves, though I think that's one Larian didn't intend). They are set up in the game's data folder (but not within any game save data), and bits are stored in different places. I'm not really sure how the files could break your save. I'd try asking in the Larian discord server, as this is something I personally can't answer
@@UndefinedScribble Thank you very much for your reply. I will ask there.
Thank you so much for this.
Do you know where I could go to learn how to make a spell? I'd love to make some nature themed spells, is there a good guide out there for absolute noobs?
Larian actually put out a guide for how to do this with the toolkit. I've personally never made one before. You can also learn a lot from using LSLib or Modders Multitool to unpack mods and look at how spells work. This can probably be done somewhat easily in the toolkit now though to just see what Larian did. Community is a great way to learn as well (I suggest the BG3 Modders Community and also the Down by the River discord servers)
mod.io/g/baldursgate3/r/adding-a-new-spell-basic
Nice vid. Can you make a vid for weapon modding. I really wanna make Escanor's Holy Axe Ritta.
Cool
Huh I have to say their toolkit is very unintuitive and complicated. I much prefer the old method of extracting meshes with modders multitool and editing in blender, simply because it's the method I'm familiar from other games too and it actually feels more simple than all of this at this point. I really need to look into all of this more thank you so much for tutorial I dont I would ever figure out these tools on my own
@@mayaamis I agree it's not very intuitive. There are ways it's easier (once you get the hang of it) and ways it's not
If you know how, could you tell me how to make heads compatible with Unique Tav? I've tried but the heads show the npc makeup and tattoo options and not UT, and I couldn't change it in material resources so I sort of came to the conclusion that it isn't possible using the toolkit, but maybe I'm wrong!
@@ftf121 at the moment, I don't think there's a way to do it in the toolkit. You could always release it with the toolkit and then upload a patch for it on Nexus. At least I don't know why that wouldn't work. Still not ideal, but it's all I know of atm
Out of curiosity, do you know of a video-or have a video in the works-for how to edit / make / add spells, items, and class abilities into the game? The toolkit itself is something I'm having a really hard time wrapping my head around.
@@SearNRivers I currently only do visual mods, so I'm not planning to make a tutorial, but I can link Larian's - not a video though
mod.io/g/baldursgate3/r/adding-a-new-spell-basic
Sorry to be a bother again, but now when I clicked model on the teapot icon there is nothing in my assets folder within the BG3 data, I did follow along but there must be something I'm missing :(
If you're in the same folder your gr2 is in, you should just need to change the file type that it's searching for from fbx to gr2
Can u use the toolkit to download the game’s models and import them into Blender to then print them in 3D? And do you think that modders will Aldo ne able to create new maps and cutscene with this tool?
@@FRANCYXD333 I don't know enough about 3D printing to know for sure about that, but you can extract the models by right clicking and hitting extract visual resource. You'll need to look up how to open GR2s and will need to convert them to something the printing software can use.
At this time, new maps and cutscenes can't be made with the official tools.
@@UndefinedScribble yes, before it was a fairly long process to extract models and external programs, if there was an archive of models with the skeleton to change poses, it would be a perfect base for then remeshing into a printable object, at least it would shorten the work by skipping steps, while for the question of new maps, I had read that Larian had included the map editor but that they were "hidden" files and not accessible from the tool simply by starting it cause of Wotc's choice, but that the most geeky fans had found them.Dunni if that’s fake news.
PLEAAASSEEE!!! Make a guide on making a polymorph mod...
Am I missing something in the final steps? My new head shows up when I play the Character Creator in the toolkit, but not in-game. I don't see it in my installed mods either. Where are we supposed to save the .pak file? Not in Data > Mods?
@@PoetryInMotionXxXx in your app data mods folder. So it should be C:\Users\USERNAME\AppData\Local\Larian Studios\Baldur's Gate 3\Mods
@@UndefinedScribble That did the trick, thanks so much for your patience. :)
For my own curiosity, is it normal that I get the "This is a third-party mod" + exclamation mark notification?
@@PoetryInMotionXxXx yes. Any manually installed mod will list as 3rd party. After publishing to mod.io, delete the .pak in your mods folder and install it through the game's mod manager, and it should show as official
@@UndefinedScribble You. Rule!
I am currently working on the bodies, but how would I treat the original GR2-file in Blender? There's skeleton in it, also two body meshes. Which one should I edit and what to export as base?
@@ismiseanndra I would personally use the vanilla _Base, which you can find in the toolkit and just apply to your model.
In Blender, if there are two meshes, one should be Body_A_Mesh, and the other should have LOD in the name. This is the lower graphics version that appears when you zoom out to save on memory. Many people completely delete LODs and don't replace them, but regardless of whether you replace it or not, you'll be editing the one that doesn't have a LOD. Padme4000 has blender add-ons to help create new LODs based on your new model. Keep an eye on the LOD distance when you are exporting. Set whatever your lowest definition version is to an LOD distance of 0. Anything else will disappear once it hits that distance. Hard to explain in a comment - definitely look into info on exporting for BG3 (I learned from Druundev's armor tutorials here on TH-cam as well as by participating in Larian's and other Discord servers)
@@UndefinedScribble you are awesome! I liked your video a lot and watched it a hundred times. I am a beginner in modding and I've tried to understand the reason behind each step you demonstrated to get to know how this tool and the game itself are working. I think you are quite good in narrating while doing demonstrations.
Thanks a lot!
Can this method be used to port vanilla faces from one race to another?
@@way6719 I believe there's some extra steps that have to be taken
I replaced laezels head but her eyes dont follow, they do minor movements but dont track what shes meant to be looking at, i cant see what ive not done
@@loopy66 did you make a custom skeleton for her? Check the Mr Bones guide in the description
@@UndefinedScribble hey nevermind me, for some reason that was an issue I was having with just laezel, I fixed it by replacing her eyes with a newly extracted pair. Weird but that's what fixed it haha. I have replacing down to just a few steps now so don't worry and thank you for getting back to me!!
keyboard asmr :DDDD
Did you make a "BG3 Playtest" folder because that file is not there for me. I have BG3 and the BG3 Toolkit Folder, which do I use?
@@chaud8803 the Baldur's Gate 3 folder. The Playtest was the name for people that were beta testing the toolkit/patch 7, so just ignore the word Playtest whenever you see a toolkit tutorial
@@UndefinedScribble You gotta me the ASSETS folder or?
@@jonnytorres664 the assets folder was created manually, yes
So i tried to create my own head mod using 3d model in Baldur's gate 3 toolkit data, and when i am trying to load 3d model (fbx or gr2 file), i get this message. Has anyone encountered the same problem, and if so, how did you resolve it? My path to texture is : C:\Games\steamapps\common\Baldurs Gate 3\ASSETS\Data
Cannot resolve (SSOURCE). Source Asset Data Path's last folder should be: "Data". Check your Source Asset Data Path in the Editor Configuration, it should look something like this:
"C:\Depot\ASSETS\Art\GUSTAV\Data"
resolve it, just checked files of toolkit in steam
@@АлексСемков Hey there I am getting the same error, when I try to import my model. How exactly did you fix it? Thank you in advance! Did you check files for errors via steam?
Fixed it, ok it was the unlock toolkit mod.
is there a way that we could make new dragonborn heads?
Would that still be the same process?
@@thatdudegrimm4627 there are a few additional steps bc each head has to have all its pieces custom (jaw, crest, etc), and I know AkElka is working on adding new heads but is having issues getting animations to work right with custom armatures. It's hard to say sometimes whether we're missing a step there or whether the tools themselves need tweaking (One of the skeleton issues I was having was fixed in an update)
Hello! I saw your tutorial and it was very useful. But when I try to test my head, my head doesn't show up instead there's alphabet and light objects around the air. What did I do wrong? :(
Go to view and uncheck gizmos. This was actually something I meant to include in the tutorial and forgot.
having trouble finding the assets folder. my path just seems to end at data. any idea why?
I created a folder named assets and put it in my data folder
@@UndefinedScribble i assume it doesnt have to have anything in it then? thank you for your response btw :)
Hi ! I'm just starting modding because I wanted to make one of my OC so bad but could not find any head mod skinny enough (he's an undead elf from the ravenloft setting so he's litteraly a zombi elf...) so this tutorial was so helpful thank you so much !!
I'm almost done with it, I just have some issues with the eyes and lashes. The lashes are like a solid block, not hairs, and the eyes are the same material as the skin, even though I duplicate the original head's materials... I was wondering if someone could help me with this ? ^^
Also, I was wondering if there is a way I could duplicate the githyanki bodytype to the elves, to have a very skinny bodytype as an elf ? That would mean adding a fifth bodytype, which I doubt to be possible... But who knows ^^
Thank you again, it's so exciting to be able to add all the cosmetics features I wanted :3
Are you certain you have your eyeshadow and eyelashes both set to the SHARED_LashShadow material? ( 7:43 to go over materials again just in case ) Did you do anything to change the number of vertices in the eyelashes like make cuts or anything? If you haven't already, try using Volno's Texture Toolbox to see if the materials look right in blender.
As far as the body thing, you're right that you'd need to do some complicated stuff to have it as its own body type, *but* you could also try using Unique Tav and see if you can replace the body there without any problems. I was originally having problems with Unique Tav after patch 7, but I think it works fine now that Trips' shader has been updated. With that, it would just be a matter of renaming the old body (so you can revert) and then copy-pasting the gith body and renaming it (it'll make more sense when you look at the mod). You'd have to swap it out if you played any other human/half-elf/elf/drow since they all use the same body.
@@UndefinedScribble Oooh thank you I will try all this ! :3
Okay so I still had an eye problem even with all the correct materials so I just deleted everything and made a new one and everything worked fine ! I don't think I will modify the bodytype, I play several campain at the same time so I don't want that it affects all my characters.
But I will try to also make a hair mod, which seems so much more complicated than the head mod because I'll have to add the animation of the hair length... And I have never use Blender to make hair so I'll have to watch a lot of tutorials I guess xD
Anyway, I'm so happy to have my new head, thank you again :D
My application always crashes as soon as I click Switch Game/Editor. Is there any solution to it?
a simple guide to find the toolkit would be great
If you're playing on Steam, the Toolkit is a separate thing to download. Once you download it, go to Library and right click on BG3, go to properties, find where it says DLC and check the Toolkit. Once that's done, at the top (right above where your games are in your library there should be a search bar (it should say games or games and tools), make sure Tools is checked. Now BG3 Toolkit should show up in your library and now you can open it and use it! Hope this helps
if you're using gog, see this link www.gog.com/en/game/baldurs_gate_3_toolkit
Does this mean I could put Geralt of Rivia's face in bg3??
You need to get permission before directly using assets from other games (though you could probably model one to look similar, which would be easier for the sake of making things work right anyway). These can't be made official though because of copyright reasons, so you couldn't upload them to mod.io
@@UndefinedScribble Oh! I didn't know that, I had my suspicions about the use of a copyrighted character, but now that you've confirmed it I'll keep it in mind. I guess using my face won't be a problem.
PS: I'm a 3D modeler and since I like this game so much I'm focusing my work on this, but really beyond modeling I don't know much more. Thanks for the video!
Anyone get this to work on linux? I'm not a modder, I just want to play around with it.
People on the Larian Discord were able to figure it out:
discord.com/channels/98922182746329088/1282031634954326066/1282031634954326066
@@UndefinedScribble Sorry for the delayed response. Thank you so much for linking this!
how does one even access the toolkit. Keeps routing me ingame to see the mods already made
I've added this to the pinned comment. It is a separate tool, not within the actual game itself
It’s not letting me select a level when I go to make a new mod???
Odd. I have no idea why that would be happening, I'm sorry!
How do you run the toolkit? I downloaded it, but can't seem to find the file to run it.
I've added this to the pinned comment
@@UndefinedScribble Thanks. :) I appreciate it. Do you have a tutorial for how to make a custom item?
How do you open the Tool Kit?
I've added this to the pinned comment
can I use this to swap body 1 heads to body 3 ?
Yes, however, the actual process of how to turn a body 1 head into a body 3 head would be a little more involved than just plug-and-play. It would be done outside the toolkit in a 3D modeling program such as blender and would then be imported as shown here. It's a little tricky as the heads are different sizes, and I don't know the particulars about how to do it. I've heard of people doing a "face transplant" method where they delete the face part of head 3, then move those parts from head 1 onto head 3 and snap it all back together. I've yet to try something like that. I imagine you'd then do the skeleton method in the Mr. Bones guide in the description, and then you could import the results the way I've shown here.