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Kantorock

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About Kantorock

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    https://www.youtube.com/@Kantorock
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    United States
  • Currently Playing
    Cyberpunk 2077, Baldur's Gate 3
  • Favourite Game
    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. 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?
  3. Thanks for the suggestion, but was it "UAC?"
  4. 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.
  5. 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?
  6. 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?
  7. 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?
  8. 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?"
  9. 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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