- The following page covers the frequently asked questions about the toolkit.
- Huge thanks to Lunisole for compiling the majority of this knowledge.
- Thank you Arrow and jerinski for adding their own expertise.
- Feel free to add to this FAQ. Information about how to become a contributor are linked in the sidebar.
“Where can I find tutorials ?”
“I want to leave some cells empty after overriding but it keeps filling in”
- Right click → Tick ‘Disable parent stat’s field inheritance’.
“How do I import old mods into the toolkit ?”
The toolkit is somewhat fragile, if any of your original files contain invalid entries or are formatted incorrectly, it might not load those files. Make sure they are valid.
Please refrain from publishing other creators’ mods without their permission.
You can still use this for personal use.
“How do I publish my mod ?”
- Project settings → Publish
- There also is a guide
“What is the difference between Shared/SharedDev and Gustav/GustavDev ?”
- Shared and Gustav contain the Early Access content of the game.
- SharedDev and GustavDev include everything else.
- Shared folders are usually for player-related stats
- Gustavs are usually for NPC, items and such.
¶ Stats (Spells, Passives and Statuses)
“I can’t find this spell in stats editor !”
- Look for it in all Shared/SharedDev/Gustav and GustavDev.
- Or you can narrow it down with the answer above.
“Why do my spells not get added with AddSpells() ?”
- The stats editor doesn’t display the actual name of spells.
- Spell names will have a prefix, depending on their type.
- For instance, the cantrip FireBolt is actually called “Projectile_FireBolt” and must be referenced as such in your SpellLists.
“Is there a list of all functions and arguments for spells, passives and statuses ?”
“How do I test spells, passives and statuses in the editor ?”
“How to stop the stats editor from scrolling back to first column ?”
- Go to options → untick “Horizontal Scroll Sync”. Or only use the top bar.
“How do I do trajectories ?”
- You’re a nerd and you don’t exist, nobody cares about trajectories.
“How to export GR2 files into blender ?”
- There is an addon for blender you can use
- You can also just use lslib to convert gr2 into a blender format.
- For a more in-depth guide click here
“Do I need to create mesh entries for all races?”
- No. The human body type for example covers all elf races.
“Why can’t I find armor/clothing textures/meshes by name?”
- Textures for armors/clothing a lot of the times have the
HUM_M
prefix.
- If you cannot find your resource by searching for
HUM_F_Insert_Armor_Name_Here
, try adding the HUM_M
prefix: HUM_M_Insert_Armor_Name_Here
- You can also use UndefinedScribble’s Resource here
- Internally the game calls body type 2 the Strong body type or adds S to the body type, so FS for Femme Strong or MS for Masc Strong.
- Strong body type body meshes are usually shared across races, unlike body type 1. So the
HUM_FS
, TIF_FS
, ORC_F
, all might share the same top and bottom meshes for a given armor.
“How do I add classes or subclasses in the toolkit ?”
“How to do races in the toolkit ?”
- Answer coming

“How to I trigger CC in the toolkit ?”
- Load the CC level
- Or use the debug console and the command ccStartNew.
“How do I place my custom Item in the world ?”
- You can’t really “place” them in the world
- But you can put them inside containers by changing those container’s TreasureTable(s).
“Are tooltips in description different in the toolkit ?”
- Yes, the formatting changed a bit. For instance,
<LSTag Tooltip="ArmourClass">Armour Class</LSTag>
- is now:
<LSTag Tooltip="ArmourClass"><em>Armour</em> </LSTag>
.
“Is there any Osiris Documentation or guide ?”
- The only documentation we have is from dos2
- But there are also guides uploaded by Larian.
“How do I make custom khns in the toolkit ?”
“How do I test my mod in the game ?”
- Project settings → Publish Local
- Save it into
Drive:\Users\Username\AppData\Local\Larian Studios\Baldur's Gate 3\Mods
“How do I respec in the toolkit ?”
- Debug console and the command ccStartRespec.