How to Create a New Class Mod for Baldur's Gate 3: Flowerborn (EASY Tutorial)

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there's something wrong with my character he's very good with Druids and is quite handsome sadly he's a complete idiot hey everyone this is I'm a Dr NADA and today I will guide you on how to make your very own class mod in balers Gate 3 this is an excellent skill to have because you can make your game exactly as you want while Pro while providing items for a portfolio for a career in video game design after all you can share your mods on Texas let me know the mods that you're planning on making in the video comments making a custom class in balers Gate 3 takes a little bit of work without a good guide this video will massively simplify it for all of you lovely folks making it much more approachable and beginner friendly we're going to go from no mod to ready to upload to Nexus step by step since this is an entrylevel video the class will be minimalistic if you want to learn how to customize something that I don't spend a lot of time on in this video let me know in the video comments being sure to like And subscribe to stay connected to similar modding content let's begin the theme for the mod that I'm going to be making for you all today will be called flower born because I wanted to make a flower born dragon born mage's initiation test gone horribly raw well not the inspiration I dressed up with flower painted pajamas to mark the special occasion first we're going to download a class template to make the whole thing easier go to the Nexus link in the video description and download the file kindly provided by gaka extract the file using win R second we need to download the balers Gate 3 modders multi-tool this tool provides unique uyu IDs which are going to be used across your mod go to the GitHub Link in the video description download the file extract it and then run it you may get a warning from Windows Defender like all the programs that I use in my videos I scanned it with Bit Defender and it checked out third we're going to edit your new class surface level information or metadata go to the mods folder renaming the example folder to your desired mods name which is case sensitive go to the next page and open up the meta LSX file using a text editor like Visual Studio or notepad++ you only want to change five Fields here author so people know that you made the mod description which should be brief because it's only seen in the mod manager so naturally a pun like step M the Mind flare with this new mod folder which should be your case sensitive mod name name which will be the name of your mod in the boulders Gate 3 mod manager and uu ID which is going to take just a little bit more work to make a unique uu ID open up the moders multi-tool go to the uyu ID generator ensure handle is not ticked and click generate click on the box to copy it and then paste it into the entry fourth we're going to make your class special in game versus just in the mod manager go to the public folder rename the example folder to your mod name and enter that folder open the file at the following path for our purposes we're going to be focusing on a subset of fields can learn spells which will be changed to false which determines if your character can learn spells from Scrolls flowers can't read so false class equipment which I pasted from the subclass line is the gear that your character will get on creation do not change the value right now as your mod will crash if you click it in game if you do I'll briefly touch on the equipment file at the end of the video description and display name which you can edit by returning to the multi-tool ticking the handle box then copying and pasting unique handle codes onto each of these lines and it'll be different for for both remember these fields for later must prepare spells set to false because Flowers need no preparation be fabulous name change to flower born which will be your in-game class name primary ability change to six which will be the main ability for your character in game flowers are incredibly persuasive so I set it to Charisma which is code six progression table ID make a new uu ID keeping the handle box unticked you want to hold on to this code for the next step sound Class Type to reflect the class that you want yours to sound like Druids are the closest to flowers of all the classes so I chose that spell casting ability here changed to six to reflect the attributes selected for spells and Charisma was the obvious choice for this one uu ID so you need to make another unique uu ID and put it in this field tags which is where you're going to have custom dialogue tags for your class I referred to a reference on a forum in order to obtain these which is in the video description I may mine have barred and Druid options for obvious reasons because the only thing better than than a flower is a singing flower to simplify things I deleted the subass information let me know in the video comments if you want to learn how to make a subass and I can consider making a video of it in the future fifth we need to make it so characters with your class can properly level up open up the following path fortunately there are not many fields that we have to edit here boost delete the action resource entry for now that enables custom action points and change the proficiencies to what you want so I opted for Charisma and I kept the other fields that were there name change it to your mod name passives added and passives removed for now just delete those lines table uu ID change it to the progression table ID that you previously placed in the class description file uu ID make another unique ID using the multi-tool for this field go ahead and delete the multic class and subclass entries which are for additional customizability great so you've done enough to make make your class albe it unnamed appear in the character creation window and unleash this upon fyon six we need to edit the localization file so your character and the description show up in the character creation return to the mod's main folder and go to this path delete the file ending with a Loca and rename the XML file to have your mod name as the beginning keeping the XML file extension now open it up delete all the the text at the top of the file keeping the syntax structure at the bottom replace the first line string with the display name handle that you had in your class descriptions file put your desired class name as shown in the second line place the descriptions handle from the class description file inside the quotations placing your class description as shown have fun with the section building your class's back story as you can see with mine seventh we need to make a localization file from this XML file for this you need the program LS lib which you can obtain through the link in the video description extract and launch it change the game to balers Gate 3 go to the localizations tab select your XML file in the input file path paste it over to the output path and then change that XML ending in the output path to Loca or l o CA and then click convert great so that's everything we need to make our class and make it so players can select it in the character creation as you saw there's a lot more to customize in these folders let's go over them briefly the different customizability options are back in that public folder the action resource definitions folder will allow your character to have a unique resource to use during battle and regain during long rests so if you want your class to rely on hamburgers with a long rest needed to make more that's an option the assets folder allows you to edit icon textures for the different spells these will be DDS files which you can learn how to edit using another video that I made which is in the video description and I use photoshop's generative AI function to make a few logos Epic animals like a demon hamster the character creation preset spold gives you the chance to alter the default character ability Point distributions I changed it for my class to reflect a flower so extremely low intelligence and very high Charisma the content folder holds the means of editing the UI the guey folder can split up your DDS file into separate icons the list folder has files where you can edit the list of active and passive skills available to your character as well as the Spells and finally the stats folder has the equipment. txt file where you can edit the starting gear for your character and its data folder has additional files where you can edit traits of your character the last step eighth is to make your pack mod and make it ready to upload to Nexus open up the moders multi-tool and drag your folder just above the localization mods public folder into the blue box it will make a zip file readily uploaded to Nexus But be sure to test it out as I show here to test it follow my guide in the video description showing how to install mods using balers Gate 3 mod manager then launch the game start a new game and revel in what you made in this video you learned how to make a new class from start to finish producing something that you can endlessly customize and share with the community well my mod is technically a joke you can make your mod however you want like a character whose father was killed by a mine flare and whose ultimate spell is prepare to die which turns them into Andre the Giant let me know in the video comments if you want a guide on how to upload mods to Nexus or some other piece of modding balers Gate 3 or another game that you care about and I'll see what I can do creating a mod for balers Gate 3 can be complex but is by no no means unfeasible even for people with limited modding experience like most things it will come together if you put the time in and try to understand the process if you found this video helpful be sure to like And subscribe I will likely go over how to make an esm mod for Starfield in my next video or at minimum cover if this can be safely done before official modding tools are released thanks for watching Starship [Music] out
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Channel: I'm A Doctor Not A
Views: 8,853
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Length: 10min 31sec (631 seconds)
Published: Thu Nov 23 2023
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