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Polymath works as desired for weapons! There appears to be an additional command that I have to run on one of the game files (root templates) using LSLib to ensure that the weapon's name and description show up appropriately in-game. This will hopefully be something easy to figure out. If it looks like more time than it is worth for now, the issue resolves when packaging the mod with BG3 Modder's Multitool. I'll aim to do everything through Polymath to save you all steps. Having the Multitool is not necessarily a bad thing to have in your pocket too, the developer has done a good job putting together a fairly robust tool.

I tentatively only have one more bug to sort out, which is ensuring that you can give custom weapons AND custom armor, versus one or the other. This is due to how I merge the data structures that contain this information. It should not be that hard of a fix (and will hopefully work in-game without any additional fuss).

Once I fix this, which will hopefully be in 1-2 days, I'll release the beta version here and then start putting together the video. Thank you for your patience as I resolve bugs!

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Ryu Jin

Just downloaded the Alpha and it looks great. I'm actually excited. It really convinced me to support you in this so I subscribed to your patreon. Can't wait to finish my first BG3 Campaign and then test it out. Is items like rings and necklaces already integrated or is that next? Also, I noticed we can set the weight of the equipment/weapon but what if we wanted to set a price? (In case we want to have a in-game vendor sell it...) I really look forward to the update that will allow us a way to get the items to spawn in-world or as a guaranteed drop of a mob/vendor. By the way, I tried to create a Custom Spell and I didn't notice any output prompt of where I wanted to save it. Did a little digging and realized what I actually did was update PolyMath's spell directory so that I can select it as part of a custom class. So I was wondering, if we wanted to create standalone custom spells to add to the built in library of spells of certain classes, do you think we could get PolyMath to do that?

Julian Willett

Thanks for your support! Setting a price is fairly easy to implement, so I'll get that in place as I continue to debug it. As for rings and necklaces, I'll look into it a bit more. There should be entries there (I have seen rings in the box where I list the options). I'll double check. I'll get the next alpha up once it can at least consistently produce functional weapons (the alpha placed weapons in the head slot at present and require BG3 Modder's Multitool for their correct names to show up). As for dropping items in the world, that is also what I want to implement in the next release. Custom spells added in-game are doable. I can look into making a short video on them. Debugging the custom weapons/armor working in-game is taking a bit more than anticipated, so I want to ensure I am consistently putting out content. It, and the Polymath update, may be delayed to the weekend as I have a pretty crazy work week at present.