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Oiff

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  1. You have missed an </node> after the druid mod so the file is invalid, that is why the game removes it. The last bit should be: <attribute id="Version" type="int32" value="1.3"/> </node> </children> </node> </children> </node> </region> </save>
  2. Hi, I took a look at this but think that implementing it at this stage will be very difficult. The code in BG3 is not the same version as in the DOS2 so a direct copy isn’t possible and since Larian are not offering us any support for mods at the moment it is very difficult to create something so complex. Thats not to say that this wont happen just dont expect it to happen quickly.
  3. Yeh I see you could cast it and then equip armour, the easiest way would be to make it only castable in combat to avoid that. There are values assigned to different armour types, shields and weapon types but the problem may be if whether these have actually been assigned to all the items yet. I suspect in many cases it hasn’t been done yet.
  4. It is easily done, I try to test frequently between changes now after spending too many hours chasing typos in code. You can set “RequirementConditions” with the value “not WearingArmor()”. I think shields are included as they are classed as armour. I note that you have declared a spell in passive.txt as well though, this works but I would recommend naming the file Spell_Target.txt as it is quite confusing, especially for other people checking your mod! ;)
  5. You forgot to end the ClassDescription node in ClassDescription.lsx so the class description cannot be read. Add an </node> between the UUID and the </children>.
  6. I guess the simplest would be for me to just add it to my LegendaryItems mod, then you can just install the mod and it will be there to use or not as you see fit. I will add a ring that gives +1 action point, I am in the process of adding another weapon so once that is completed I will release with that and the ring added.
  7. Possiblbe and even easy to do. Depending on how you would want it applied of course. +1 action to everything (including enemies)? (possibly not what you want!) Weapon / Armour that gives extra AP? (then t can easily be removed) Class skills that give more AP at certain levels? An ability like power surge that gives action points? My lvlup mod already gives appropriate classes extra attacks (not quite the same as extra actions) at certain levels as per the 5e rules. Extra actions would have been a lot easier to apply but not in line with 5e. It feels a bit cheaty to just give action points with no cost or work involved though, you can just use cheat engine to get that effect if you want to.
  8. Ok I see your difficulty, the info.json is for the manager programs to use so doesn't need to tel you where things should go. As an example with one of my mods the modsettings file would look like this: <?xml version="1.0" encoding="UTF-8"?> <save> <version major="4" minor="0" revision="0" build="52"/> <region id="ModuleSettings"> <node id="root"> <children> <node id="ModOrder"> <children> <node id="Module"> <attribute id="UUID" type="FixedString" value="6cdf7b52-6dd7-4d2f-88b6-745e7199ecef"/>  </node> </children> </node> <node id="Mods"> <children> <node id="ModuleShortDesc"> <attribute id="Folder" type="LSWString" value="Gustav"/> <attribute id="MD5" type="LSString" value=""/> <attribute id="Name" type="FixedString" value="Gustav"/> <attribute id="UUID" type="FixedString" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1"/> <attribute id="Version" type="int32" value="268435456"/> </node> <node id="ModuleShortDesc"> <attribute id="Folder" type="LSWString" value="LvlUp"/> <attribute id="MD5" type="LSString" value=""/> <attribute id="Name" type="FixedString" value="LvlUp"/> <attribute id="UUID" type="FixedString" value="6cdf7b52-6dd7-4d2f-88b6-745e7199ecef"/> <attribute id="Version" type="int32" value="1.33"/> </node> </children> </node> </children> </node> </region> </save> And the info.json looks like this: { "mods": [ { "modName": "LvlUp", "UUID": "6cdf7b52-6dd7-4d2f-88b6-745e7199ecef", "folderName": "LvlUp", "version": "1.33", "MD5": "" } ] } That should give you a good comparison on how they work, note that the UUID is used in two place, the mod list and modorder list.
  9. Vortex and Candor will update the modsettings.lsx file for you (assuming the mod is compatible). If you install them manually you need to edit the modsettings.lsx file yourself. There is no other setting. Some mods require the patch 3 fixer, others have the fix built in so can work standalone. It is unfortunate there is nowhere to look in game that indicates what mods are actually loaded. We may get this later on when official mod support is provided.
  10. Yep I have integrated the fix into my mod now. Happy days :)
  11. So everything broke with the patch, I'm making this post to help modders work out what does and does not work in the latest patch. .pak mods seem to break the character creation scene, instead you will be given an empty landscape with four dummy characters. Starting a game without mods then reloading with them once the character has already been made appears to work but has been reported to break scripts later on in the game so certain interactions will no longer work. It doesn't seem to matter what the mod contains, even empty mods cause these issues. Loose files mods still work but may need tweaking for some changes Larian has made. The problem with loose files though is not only are they more difficult to manage they are far more likely to interfere with each other if more than one mod is installed this way. Hopefully we can find a way to make .pak mod installs work again as it will be quite difficult to provide support to loose files and I expect there will be a lot less interest in having to mod this way. I have seen some reports of mods working, however it is not clear if this is specific to certain mods or to certain installs. Personally I use steam on pc but it is possible that there will be completely different results using stadia, gog or playing on a mac. It doesn't seem to matter what the mod contains, even empty mods cause issues.
  12. It sounds like you have loose files that are still effecting your gameplay. I'm not sure about GOG but for steam they would likely be in: \Steam\steamapps\common\Baldurs Gate 3\Data\Public\Shared\
  13. Black start screen indicates that Gustav has failed to load so there is no campaign. I think the problem is that you have duplicates in your mod order: <node id="Module"> <attribute id="UUID" type="FixedString" value="86cb4057-0d59-467b-920c-849b3c76a3fd"/> </node>Is in there 3 times.Also you have a mod in the mod order that is not in the mods list: <node id="Module"> <attribute id="UUID" type="FixedString" value="e9f4b3e9-2dd1-4c9b-9b0d-ff4b04999f80"/> </node> Delete two of the duplicates and the one that isn't linked to anything and give it another go.
  14. Probably, there are scenes like that in the game already so I'm sure someone will start adding more at some point.
  15. It looks like weapon functors are used for this. There are a few weapons in the game already that use this for on hit effects.
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