- The following page covers the frequently asked questions about the toolkit.
- Huge thanks to Lunisole for compiling the majority of this knowledge.
- Thank you Arrow and jerinski for adding their own expertise.
- Feel free to add to this FAQ. Information about how to become a contributor are linked in the sidebar.
“Where can I find tutorials ?”
“I want to leave some cells empty after overriding but it keeps filling in”
- Right click → Tick ‘Disable parent stat’s field inheritance’.
“How do I import old mods into the toolkit ?”
“How do I publish my mod ?”
- Project settings → Publish
- There also is a guide
“What is the difference between Shared/SharedDev and Gustav/GustavDev ?”
- Shared and Gustav contain the Early Access content of the game.
- SharedDev and GustavDev include everything else.
- Shared folders are usually for player-related stats
- Gustavs are usually for NPC, items and such.
¶ Stats (Spells, Passives and Statuses)
“I can’t find this spell in stats editor !”
- Look for it in all Shared/SharedDev/Gustav and GustavDev.
- Or you can narrow it down with the answer above.
“Why do my spells not get added with AddSpells() ?”
- The stats editor doesn’t display the actual name of spells.
- Spell names will have a prefix, depending on their type.
- For instance, the cantrip FireBolt is actually called “Projectile_FireBolt” and must be referenced as such in your SpellLists.
“Is there a list of all functions and arguments for spells, passives and statuses ?”
“How do I test spells, passives and statuses in the editor ?”
“How to stop the stats editor from scrolling back to first column ?”
- Go to options → untick “Horizontal Scroll Sync”. Or only use the top bar.
“How do I do trajectories ?”
- You’re a nerd and you don’t exist, nobody cares about trajectories.
“How to export GR2 files into blender ?”
- There is an addon for blender you can use
- You can also just use lslib to convert gr2 into a blender format.
- For a more in-depth guide click here
“Do I need to create mesh entries for all races?”
- No. The human body type for example covers all elf races.
“Why can’t I find armor/clothing textures/meshes by name?”
- Textures for armors/clothing a lot of the times have the
HUM_M
prefix.
- If you cannot find your resource by searching for
HUM_F_Insert_Armor_Name_Here
, try adding the HUM_M
prefix: HUM_M_Insert_Armor_Name_Here
- You can also use UndefinedScribble’s Resource here
- Internally the game calls body type 2 the Strong body type or adds S to the body type, so FS for Femme Strong or MS for Masc Strong.
- Strong body type body meshes are usually shared across races, unlike body type 1. So the
HUM_FS
, TIF_FS
, ORC_F
, all might share the same top and bottom meshes for a given armor.
“How do I add classes or subclasses in the toolkit ?”
“How to do races in the toolkit ?”
- Answer coming
“How to I trigger CC in the toolkit ?”
- Load the CC level
- Or use the debug console and the command ccStartNew.
“How do I place my custom Item in the world ?”
- You can’t really “place” them in the world
- But you can put them inside containers by changing those container’s TreasureTable(s).
“Are tooltips in description different in the toolkit ?”
- Yes, the formatting changed a bit. For instance,
<LSTag Tooltip="ArmourClass">Armour Class</LSTag>
- is now:
<LSTag Tooltip="ArmourClass"><em>Armour</em> </LSTag>
.
“Is there any Osiris Documentation or guide ?”
- The only documentation we have is from dos2
- But there are also guides uploaded by Larian.
“How do I make custom khns in the toolkit ?”
“How do I test my mod in the game ?”
- Project settings → Publish Local
- Save it into
Drive:\Users\Username\AppData\Local\Larian Studios\Baldur's Gate 3\Mods
“How do I respec in the toolkit ?”
- Debug console and the command ccStartRespec.