Baldur's Gate 3

Baldur's Gate 3

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Pepino Apr 14, 2021 @ 4:14pm
Modding Question. Change Casting animation?
Heya All, fish out of water when it comes to this, ok I’m currently trying to see is there a way I can change a spells casting animation?

For example I want to use the casting animation for Eldritch Blast (minus the beam or can still use the beam if I have too) and apply it to Sacred Flame, so my cleric will cast it using two hands?, I want everything else to stay the same, how sacred flame hits visually, what they say while casting it, just want to make it look more powerful while casting it visually through the animation.

What do I need to be able to do this? Can I just edit the files in game? Or an actual program?

Very new to this, but wanting to learn and get into this modding scene so I can make my pure range Cleric Caster.

Thanks in Advance.
Last edited by Pepino; Apr 14, 2021 @ 4:23pm
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Showing 1-8 of 8 comments
guard65 Apr 14, 2021 @ 6:12pm 
Edit and over-ride game files by extracting PAK files with ExportTool-v1.15.6. Only use the file you want to change. In this case the file Spell_Projectile.txt of the Shared.pak file.

Using existing animation in a spell is easy to do. these are the two lines, one from the EldritchBlast and one from the Sacred Flame spell you want to use / replace in your other spell.

PrepareEffect and CastEffect, I listed the two lines below. Note that since it is a pojectile class spell the prepareEffect may produce projectile class targeting, like archery. You might also need the sound of it from the CastSound event in the spell.

Other items like SpellAnimationArcaneMagic, SpellAnimationDivineMagic, and SpellAnimationNoneMagic as well but I am not sure the effects of these, they are not part of the targeting or the cast spell effect so it might be items like glow or some other addition.

"Projectile_EldritchBlast"

data "PrepareEffect" "VFX_Spells_Prepare_Arcane_Damage_Force_R_HandFX_01:Dummy_R_HandFX::0:None::None::0:0::::;VFX_Spells_Prepare_Arcane_Damage_Force_R_HandFX_Textkey_01:Dummy_R_HandFX:VFX_Prepare_01:0:None::None::0:0::::;VFX_Sound_Spell_Prepare_Damage_Force_01:Dummy_Root::0:None::None::0:0::::"

data "CastEffect" "VFX_Spells_Cast_Damage_Force_ProjectileBeam_CastFX_Textkey_01:Dummy_CastFX:VFX_Somatic_01:0:None::None::0:0::::;VFX_Spells_Cast_Damage_Force_ProjectileBeam_Root_Textkey_01:Dummy_Root:VFX_Somatic_02:0:None::None::0:0::::;VFX_Spells_Cast_Damage_Force_ProjectileBeam_CastFX_Textkey_02:Dummy_CastFX:VFX_Somatic_02:0:None::None::0:0::::"

data "CastSound" "Spell_Cast_Damage_Force_EldritchBlast_L1to3"
Pepino Apr 14, 2021 @ 7:03pm 
Originally posted by guard65:
Edit and over-ride game files by extracting PAK files with ExportTool-v1.15.6. Only use the file you want to change. In this case the file Spell_Projectile.txt of the Shared.pak file.

Using existing animation in a spell is easy to do. these are the two lines, one from the EldritchBlast and one from the Sacred Flame spell you want to use / replace in your other spell.

PrepareEffect and CastEffect, I listed the two lines below. Note that since it is a pojectile class spell the prepareEffect may produce projectile class targeting, like archery. You might also need the sound of it from the CastSound event in the spell.

Other items like SpellAnimationArcaneMagic, SpellAnimationDivineMagic, and SpellAnimationNoneMagic as well but I am not sure the effects of these, they are not part of the targeting or the cast spell effect so it might be items like glow or some other addition.

"Projectile_EldritchBlast"

data "PrepareEffect" "VFX_Spells_Prepare_Arcane_Damage_Force_R_HandFX_01:Dummy_R_HandFX::0:None::None::0:0::::;VFX_Spells_Prepare_Arcane_Damage_Force_R_HandFX_Textkey_01:Dummy_R_HandFX:VFX_Prepare_01:0:None::None::0:0::::;VFX_Sound_Spell_Prepare_Damage_Force_01:Dummy_Root::0:None::None::0:0::::"

data "CastEffect" "VFX_Spells_Cast_Damage_Force_ProjectileBeam_CastFX_Textkey_01:Dummy_CastFX:VFX_Somatic_01:0:None::None::0:0::::;VFX_Spells_Cast_Damage_Force_ProjectileBeam_Root_Textkey_01:Dummy_Root:VFX_Somatic_02:0:None::None::0:0::::;VFX_Spells_Cast_Damage_Force_ProjectileBeam_CastFX_Textkey_02:Dummy_CastFX:VFX_Somatic_02:0:None::None::0:0::::"

data "CastSound" "Spell_Cast_Damage_Force_EldritchBlast_L1to3"

Ok I’m gonna download and attempt this, so if I follow what you’ve said, it will cast as Eldritch Blast, but still have the same hit and effect as sacred flame and the hit animation?? Even if it changes it to being a line of sight spell I don’t mind.

So this will prepare my spell and cast like Eldritch Blast, but have the on hit visual and radiant damage of effects as sacred flame?..

Just super keen to learn so I can make my Pure Caster Cleric :) , I even use a mod to change Sacred Flame to be a “Attack/Save: Range Attack”, so having line of sight of the target I think be Balanced, don’t wanna be op, but since it’s going to be the bread and butter of the build, I wanna it to be visually impressive!

Basically my goal is to make my Character Cleric similar to a Wizard, at lvl 4 have 4 lvl 1 spell slots and 3 lvl 2 spell Slots, make Sacred Flame be visually pleasing to cast and maybe bump it’s damage to be 1D10.

I love Sacred Flame hit animation, just the prepare and cast is lacking!

Also thank you for your reply!!!
Last edited by Pepino; Apr 14, 2021 @ 7:15pm
Pepino Apr 14, 2021 @ 9:05pm 
Originally posted by guard65:
Edit and over-ride game files by extracting PAK files with ExportTool-v1.15.6. Only use the file you want to change. In this case the file Spell_Projectile.txt of the Shared.pak file.

Using existing animation in a spell is easy to do. these are the two lines, one from the EldritchBlast and one from the Sacred Flame spell you want to use / replace in your other spell.

PrepareEffect and CastEffect, I listed the two lines below. Note that since it is a pojectile class spell the prepareEffect may produce projectile class targeting, like archery. You might also need the sound of it from the CastSound event in the spell.

Other items like SpellAnimationArcaneMagic, SpellAnimationDivineMagic, and SpellAnimationNoneMagic as well but I am not sure the effects of these, they are not part of the targeting or the cast spell effect so it might be items like glow or some other addition.

"Projectile_EldritchBlast"

data "PrepareEffect" "VFX_Spells_Prepare_Arcane_Damage_Force_R_HandFX_01:Dummy_R_HandFX::0:None::None::0:0::::;VFX_Spells_Prepare_Arcane_Damage_Force_R_HandFX_Textkey_01:Dummy_R_HandFX:VFX_Prepare_01:0:None::None::0:0::::;VFX_Sound_Spell_Prepare_Damage_Force_01:Dummy_Root::0:None::None::0:0::::"

data "CastEffect" "VFX_Spells_Cast_Damage_Force_ProjectileBeam_CastFX_Textkey_01:Dummy_CastFX:VFX_Somatic_01:0:None::None::0:0::::;VFX_Spells_Cast_Damage_Force_ProjectileBeam_Root_Textkey_01:Dummy_Root:VFX_Somatic_02:0:None::None::0:0::::;VFX_Spells_Cast_Damage_Force_ProjectileBeam_CastFX_Textkey_02:Dummy_CastFX:VFX_Somatic_02:0:None::None::0:0::::"

data "CastSound" "Spell_Cast_Damage_Force_EldritchBlast_L1to3"


I need SpellAnimationArcaneMagic, SpellAnimationDivineMagic, and SpellAnimationNoneMagic!!!, these are the strings i need!!!!

can you send them to me? or the files where all the spells are?!? actually the file with the spells are would be great so i can tinker with them myself!!!? Improve their damage and stuff!!

How did you find all this info!!?
Last edited by Pepino; Apr 14, 2021 @ 10:14pm
guard65 Apr 15, 2021 @ 3:08am 
If you extract the shared.pak file to a directory outside the game. it will create a folder structure. In the folder \Public\Shared\Stats\Generated\Data you will find the files you need. Including every spells and all gear. All the information you need is in those files. You will basically edit the one file you want to change and then place it into the like folder under the game data folder.
Pepino Apr 15, 2021 @ 4:00am 
Originally posted by guard65:
If you extract the shared.pak file to a directory outside the game. it will create a folder structure. In the folder \Public\Shared\Stats\Generated\Data you will find the files you need. Including every spells and all gear. All the information you need is in those files. You will basically edit the one file you want to change and then place it into the like folder under the game data folder.

I did downloaded the ExportTool-v1.15.6. you suggested, but I literally have zero idea how it works or what to do with it, do i link it up with the application for BG3? thats why i was thinking if you know how to do it, possibly just send the Folder structure you mentioned? its really confusing.

I tried even looking for a tutorial on how to mod BG3 but I couldnt find any.
Last edited by Pepino; Apr 15, 2021 @ 4:03am
Ghost Apr 15, 2021 @ 7:29am 
https://www.reddit.com/r/BaldursGate3/comments/jb7xs3/modding_a_custom_class_in_10_minutes_or_less/

Bit outdated but enough to start with. Most everything is pretty straight forward, anything you want to do is probably already somewhere in the games files. Just make sure you make a backup of the files before you start changing them.
Pepino Apr 15, 2021 @ 3:13pm 
Originally posted by Ghost:
https://www.reddit.com/r/BaldursGate3/comments/jb7xs3/modding_a_custom_class_in_10_minutes_or_less/

Bit outdated but enough to start with. Most everything is pretty straight forward, anything you want to do is probably already somewhere in the games files. Just make sure you make a backup of the files before you start changing them.

Well I attempted it... and I messed my game up, re installing it so in 2 hours I’ll try again... accidentally deleted the back ups...

Literally most straight forward guide still is the most confusing thing for me...
guard65 Apr 15, 2021 @ 5:01pm 
Here is a little more detail on manually modding the game.

Make sure you are extracted shared.pak somewhere away from the game files.
From the extracted files of the shared.pak go to the directory \Public\Shared\Stats\Generated\Data and open two files. Spell_Projectile.txt and Spell_Target.txt.

In the Spell_Projectile.txt find the spell Projectile_EldritchBlast and copy the two lines containing PrepareEffect and CastEffect and paste them in another notepad window (I use notepad++ to make it easier).

Then close Projectile_EldritchBlast file and open Spell_Target.txt file. In this file find the Target_SacredFlame. Here locate the same (PrepareEffect and CastEffect) two line in this spell and replace them with the two lines you copied from the EldritchBlast spell. Once those two lines are replace simply save the file Spell_Target.txt.

Now go to the BG3 game files to the data folder where the pack files are. Create the following folder structure. It should not currently exist. \Public\Shared\Stats\Generated\Data
the folder structure should look the same as what was from the extracted shared.pak directory just no files in it.

Now copy only the one file Spell_Target.txt to the end folder structure you just made. Just the one one you modified needs to move. Once in place that file will override the named file that was originally in the shared.pak. The game is now modded with that change.

To uninstall it just delete the file and nothing is overridden. or just delete the whole public folder out of the data folder all together. The game returns to normal.
Last edited by guard65; Apr 15, 2021 @ 5:03pm
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Date Posted: Apr 14, 2021 @ 4:14pm
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