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Kantorock

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    https://www.youtube.com/@Kantorock
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    Cyberpunk 2077, Baldur's Gate 3
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    Pokemon, Cyberpunk 2077, Baldur's Gate 3

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  1. Osiyo, everyone. Kantorock here. I'm that orange cat with that annoying voice, who until recently was uploading Cyberpunk mod reviews on a daily basis. After taking a break over the holidays, the BG3 bug bit me, and I found myself diving back into the game. Having digging around Nexus and other sites, I have come to the conclusion that no-one has created a character class or sub-class that I'm truly interested in sticking with for a long term, end-scene, roll-final-credits game. So, I got a question: Does anyone know of a good, in-depth video tutorial that teaches a person how to create a custom starting class and sub-class for the Player Character? I'm looking to create my own character class, starting from the bottom up, but I cannot seem to find any reliably thorough video tutorials on how to create said class. They never explain why I need to alter this line of code. They never tell me why I need to download this program, or what it does. They don't show me how to manipulate the number of cantrips a wizard gets at Level 1. They don't show me how to create a new Warlock pact. They don't instruct me on how to alter what level the class gives feats. They don't go into the class' hit point dice, their proficiencies, or how much experience it takes for them to level up. They don't go into how to create a new spell for a Sorcerer. They don't even bother showing how to alter the starting gear. While I am aware there are separate tutorials out there that explain how to do those things individually, I have not come across any tutorials that - in a sense - combines these instructions into an in-depth guide on how to create a custom class that touches on all aspect of what makes a class a class in BG3. All my attempt at finding such a tutorial video that goes to these lengths to take the time of explaining how to create a custom class - not just breeze through in ten or less minutes, mind you - have resulted in reviews for the class mods that have already been released. While I use a number of them, with the Dimension Traveler and Way of the Force currently being my favorite, I wish to create my own. Yet, I find myself incapable due to the dearth of documentation - primarily video, but also textual - on how to do that, and a wealth of reviews for the ones that current exist. So, I will beg my question again: Does anyone know of a good, in-depth video tutorial that teaches a person how to create a custom starting class and sub-class for the Player Character? P.S. Being a visual learner sucks. Wish I could learn by reading and imagining, and not watching and mimicking. P.S.S. Oh, please do not point me towards the tutorials by "I'm A Doctor Not A" over on YouTube. I have already watched them. They are not in-depth, leave out a lot of information, skips steps, and tends to assume their watcher already has prior knowledge of things and why they are needed and/or how they work.
  2. After some extensive fiddling around, testing, and counting reinstalls, I think I have come up with a passable solution for the conflict between Arasaka Cyberams and Biosculpted Exotics.

    Solution:


    1. During initial installing Arasaka Cyberarm,  I chose to install both "Male" and "Female" versions.
    2. Next, I installed the entire arm replacer for both arms. I, myself, chose the "Arasaka Kitsch - Thin Arms" for all arm options, as  that gives the hands claw-like nails, allows clothing to be worn underneath them, and maintains a consistent appearance when switching between cyberarms. Do not choose to replace just the forearms. Do not choose to make the arms look "nude." You must replace the entirely of V's arms - from shoulders on down - with cybernetic replacements. Otherwise, V's biceps and/or other arm - if you chose just to install one arm (in a number of my testing) - will be invisible.
    3. I chose "Choose Only Left and Right Arm Skins." This is a personal preference, as I like maintaining a consistence appearance when using different cyberarms. Feel free to pick "Choose Different Skins For Every Cyberarm Type" if you wish to have a different look for which cyberarm - Mantis Blade, Launcher, Monowire, Gorilla Arm - you are currently using.
    4. Next, i chose "Remove Nails - Both Arms." This removes the mesh/physical appearance of the nails from the arms.
    5. At the "Weapon Grip" option, I chose "Keep Weapon Grip," but you may chose to remove it if you wish.
    6. At the "Tattoos" section, I chose "Remove from Both Arms." I do not know, or understand why I chose this, beyond it making the most sense, but I did.
    7. For "Texture Compatibility," chose what you currently have installed. I currently have -KS- UV Texture Framework installed nd active, so I chose that option .
    8. Next, I chose "Default Arms" on the " Body Compatibility" section, as there was no option for Biosculpted Exotics.
    9. For the "Injection Marks" section, I chose "Remove Injection Marks." I chose this, as it makes the most logical sense, when using a hypo-injector on cyber-synthetic arm.
    10. On the following two section, I chose "Deus Flex" but that is a personal choice, and you may chose your own.
    11. Next, when it came to choosing the style/look of my Mantis Blades, I chose "Claw Blades." However, you yourself do not need to choose these. The choice of the "Wolvers" was a personal choice. feel free to pick any option you desire.
    12. When choosing the color of my Monowire, I chose "Red Glow." As with the Mantis Blades, this was a personal choice, and your choice will most likely be different.
    13. I repeated the previous steps I did for Male V, when picking the options for Female V.
    14. During Character Creation, I chose to go with the tan-color looking nails - the very first upper-left choice in the "Nail Color" option. I found that this color causes the claws that comes with the Exotics mods to become transparent, and will not render when V uses their Mantis Blades.
    15. In the end, I end up creating an n Exotic V with Arasaka cyberarms that only has invisible strip on the shoulders, between where cyberarms meets V's body, that is easy concealable by clothing and certain hair styles.
  3. Okay. This is a problem that is really upsetting me. The teleport markers for doors that determine where a character appears and in which direction he/she faces isn't showing up. I click "view teleport marker", but I get teleported to the connecting door. Anyone got any ideas on how to fix this problem?
  4. Thanks for the suggestion, but was it "UAC?"
  5. You misunderstand my problem Ranokoa. I cannot find my mod's .esp file period. It's acting like a hidden file, but when I go to switch on "see hidden files", the .esp still doesn't show.
  6. Okay, so I just created one of my first mods, I and I want to share it with others. The problem is that I can't find the .esp file where I saved it to. What gives?
  7. I'm interested in using several resources in my upcoming mod. The thing is, I don't know how to incorporate them. Do you select them as you would do when you're including another mod into the Construction Set, say like SI, or is there another way to do it?
  8. Well, it seems I've got a problem. After having downloaded the latest Oblivion Construction Set I find out that it refuses to show anything related to the Shivering Isles. This is in direct conflict with the claims that it can be used to edit and add SI materials in one's modes. Each time I try to use a part from SI I get the Yellow Diamond Question Mark we've all come to hate. I've downloaded, installed, uninstalled, and reinstalled both the latest Construction Set and its patch, but the Yellow Diamond is still there. It's becoming upsetting that the pieces I wish to use are showing as errors. So, what's up?
  9. So, I've finally gotten a handle on how to use the Oblivion construction set. I've made a few personal ones, primarily houses and minor alterations to already existing location. My latest mod is featured on making an entire town and a player-owned estate. The thing is, the architectural choices are just too vanilla. Being unable to create my own buildings due to a short attention span I'm interesting in gleaning from the Shivering Isle mod. The problem I'm having is that I've no idea how to import Isle content into the mod I'm working on. So, the main question is: "How do I get about importing Isle content to my mod?"
  10. From the screenshots and summaries this looks to be a great MOD. I myself have been looking for a massive castle to store my massive collection or armor, books, weapons, alchemical ingredients, and misc. odds and ends. The main question I have is: "where is can the castle be found?" From what I've seen on the exterior pix it's either somewhere in the Topal Bay, or in the Abecean Sea
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