Getting Started With The Baldur's Gate 3 Toolkit

To help get you up to speed with modding using the Baldur's Gate 3 Toolkit, we've put together a series of guides!

- Getting Started - How to install the toolkit and make sure it's set up on Steam correctly.
- Creating A New Mod - Creating your first mod project, and some basic set up steps in the Toolkit itself.
- Editor Navigation - A short tutorial walking you through the absolute basics of the editor and some of the main windows.
- Editor Tips & Tricks - Some extra functions and tips to make your time using the editor a bit smoother, including in-game debug functionality.

Once you've become a little more comfortable using the editor, we have some tutorials that take you step-by-step through the basics of creating certain kinds of mods.

- Adding a New Spell (Basic)
- Adding New Dice
- Adding New Classes or Subclasses
- Adding New VFX:
Part 1: Making the Effect
Part 2: Creating a Resource
Part 3: Assigning and Testing the Effect


Looking for something more specific? We have a couple of guides about more granular topics.

General Editor Functionality

- Editor - Overriding Resources - A guide on the basics of the Resource Manager, its panels, and how to change an existing resource by overriding it.
- Documentation - Projectiles - A basic breakdown of projectiles - trajectory type, rotation mode, velocity mode, and spell data.


Character Customisation

Asset Creation Guides: Aimed at those creating 3D assets and textures for use in the game. These guides describes some best practices for those assets, and which assets are needed.

- Armour Creation Guidelines
- Weapons Creation Guidelines

Adding New Equipment: Once you have assets ready to be imported, how to actually import those assets into the editor, and set up the stats.

- Adding New Armors


Hair and Beards

- Part 1: Assets - This is an Asset Creation Guide that describes specifications for meshes, textures, and materials, and how to import them into the editor for further use.
- Part 2: Character Creation - This guide assumes you have already imported the necessary assets from Part 1, and describes how to set up hairstyles and beards to work across the various races.
- Part 3: Helmet Hair - This guide covers the Helmet Hair system. It describes how to create helmet hair, where it's used, and how to set it up for hairstyles you may have added in Part 2. This guide also includes some basic info on how to create Headwear assets.

Scripting

- Introduction to Osiris - What is the Osiris scripting language? This guide breaks down the main concepts and how to structure your scripts.
- Using the Story Editor - Understanding the Story Editor and goal hierarchy, how to build and reload scripts, how to fix common build errors, and basic debugging using logs.

Last edited by Salo; 05/09/24 07:06 PM.