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Drake1132

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Everything posted by Drake1132

  1. Greetings all, I honestly have no idea how difficult this would be, or how feasible at all (given the number of Class/Subclass merge mods that already exist, I believe this should be possible, but I still have no idea how easy or difficult it would be), but I would love to get a mod that combines a fairly large number of Subclasses, both from the base game and numerous existing mods in order to merge them into a single Subclass that can be chosen at Character Creation. Specifically, I would want the following... Full Level 20 progression for Class/Subclass features *Storm Sorcerer *Shadow Sorcerer *Tempest Cleric *Twilight Cleric Circle of the Land (Coast) Druid Eldritch Knight Fighter Rune Knight Fighter (minus the enlargement from Giant's Might, but including the damage bonus) Way of the Kensei Monk Way of the Shadow Monk *Fey Wanderer Ranger *Hunter Ranger Gloomstalker Ranger *Arcane Trickster Rogue Assassin Rogue *Phantom Rogue (Subclasses marked with an asterisk above are of particular interest to me) Several of those inclusions have some overlap/similarities in their Class Features, and those could certainly be merged (or a single option chosen) as opposed to being stacked. I would like for the Class to have full access to *all* Skill Proficiencies as choices for the player with a minimum of 4 Skill choices and 1-2 Expertise choices available at Character Creation. I would like for the Class to be flagged/tagged as a Cleric and for the player to choose a Deity at the time of Character Creation. This might function best if making this Merge as *new* Subclass of the Cleric. Ideally, this should also set the Spell Attack and DC Attribute to a singular Attribute instead of the full 3-Attribute spread (I personally suggest WIS for this choice, simply because that is what's used by the majority of the included caster classes, and this again would make sense in particular if this was built as a Cleric Subclass). Additional Subclass inclusions would not be objectionable to me, as long as they are not used to remove/replace any of the key Class Features and Spells related to the intended "theme" (if you will) of the Subclass as I have outlined (both above and below). It should be fairly clear from the Class/Subclass inclusions I am requesting that the idea is to create a Class/Subclass build that heavily incorporates Shadow play, multiple varieties of teleportation (or, at the minimum, Shadow Step combined with the Twilight Cleric's Twilight Sanctuary feature), Stealth, Sneak Attack, Weather-based spells (especially Lightning), Front-Loaded Damage, and enhanced Sustain DPR Damage. All of this would be achieved through a combination of Passive features, optional Activated features, Spells, and Weapon Attacks. This also should result in full Proficiencies in all Shields, Armors, and Weapons of all types, thus giving the player (myself and anyone else who chooses to try out the mod) a great deal of versatility in choosing precisely how to play the character. Obviously, this would be highly overpowered, but for those who want to ensure the game is challenging even if using this particular setup, there are other mods that can be used to directly increase the general difficulty of the game. This mod would, however, essentially be a Cheat mod as well as a Class/Subclass mod. So, yeah, that's my request. I hope to see it eventually :) Thanks, Drake
  2. So I finally got things to work (sort of... mostly). For some reason, Plus Subclasses Previewer is still being flagged as missing, and some of my mods don't seem to be working correctly, even after re-installing them. I haven't tried this with a new game yet, and maybe they will work fine there, but they aren't working for my old savegames from Sunday, the 5th. Nevertheless, I can now load those saves without the game crashing, and so far they seem to be working and intact. So, for anyone running into the same problem who would like help getting things working again, here's what I did... Backup Mods directory to another location (default location of the Mods directory is "%LocalAppData%\Larian Studios\Baldur's Gate 3\Mods"). Backup Savegames directory to another location (default location of the Savegames directory is "%LocalAppData%\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public\Savegames")... this step isn't really necessary, but not a bad idea anyway. Clear the game cache (and other game files) by following this guide. Start the game and create a New Character. As soon as the New Character escapes their pod on the Nautiloid (first post-creation autosave), exit the game. Copy Mods backups back to the cleanly created Mods directory. Open Vortex and allow it to Deploy your mods. Open BG3MM and Export your Load Order. Delete the modsettings.lsx file from "%LocalAppData%\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public". Yes, this does, in fact, delete the very same Load Order you just exported, so you can probably skip Step 8, but this is the order I did things, so this is the order I'm listing them. If you're like me, then attempting to run the game at this point will result in a Crash to Desktop, so move on to Step 11... Go to your Steam Library, Right-Click BG3 and Click on Properties. Then Click on Installed Files. Then Click the button to "Verify integrity of game files". If you're like me, it should need to replace 1-2 files. ***NOTE: If you aren't using Steam, you may need to reinstall the entire game at this step. Doing so should ensure that all files are clean and correct, just the same as a file integrity check would do. This will depend on whether or not your game implementation allows for a file integrity check in a manner similar to the way Steam does. If you can do a file integrity check, then that's the way to go. If you can't do a file integrity check, then you might need to reinstall the game, but try to run the game first and see if it crashes before you do a full reinstall.*** If you want to use Native Mod Loader for any reason, then reinstall Native Mod Loader. This will be necessary for this particular mod because its primary file is one of the ones that re-verifying the game integrity will replace, which means that Step 11 just uninstalled the mod, so go ahead and get it back again. Open Vortex and allow it to Deploy your mods. Yes, this is a repeat of Step 7. Do it anyway. Open BG3MM and Export your Load Order. Yes, this is a repeat of Step 8. Do it anyway. Run the game and check to see if you can now load your Savegame. At this point, things were working for me. If they are still not working for you, then I probably can't help you (sorry), but hopefully someone else can. One thing to consider trying would be to roll back the game version to an earlier patch version. To do that, please see this guide. It's also worth noting that for those running mods, it is generally recommended to disable the game's ability to update (see this guide for how to do this in the easiest way possible). Technically speaking, you aren't actually preventing the game from being updated by Steam, but instead are just creating a secondary copy of it. The secondary copy will not be updated even when the main copy does get updated. I don't recommend that until you have a fully working set of mods, though, because you also will be limiting your ability to update mods. Additionally, if you choose to do this, make sure that you keep all of your Mod zip and pak files backed up in case you need to reinstall a mod at some point. Good Luck, Drake
  3. OK, that also failed to work. While setting all of the modsettings.lsx and modsettings.lsx.tmp files to the same content and to Read-Only mode did eliminate the error message, the game itself still refuses to acknowledge that *any* mods are installed and loaded at all. Additionally, I deleted all of those same files again, and started a brand new game (no mods) once again, then went back to the modsettings files. I found that the game had not created a modsettings.lsx.tmp file. This was most likely the case in the previous attempt as well, but I didn't notice. I carefully tracked the folder contents at each step of the way and found that the modsettings.lsx.tmp file is not created by either Vortex or BG3MM, but rather by the game itself, but apparently only if there are mods installed and a load order present in the primary modsettings.lsx file. This still doesn't resolve the issue, of course, but knowing this allows me to make an informed guess that the issue is being caused by *the game itself*, not Vortex or BG3MM. It would be useful to me to hear from other players who have been able to successfully play the game *with mods* during this past week, and are still able to do so. Thanks, Drake
  4. I have been continuing to try and figure out this problem. As such, I have completely uninstalled and removed the game, Vortex, and BG3MM and reinstalled them. I also deleted the modsettings file from both the Larian App Data player profile directory and the Steam user data profile location, and completely deleted the Larian "global" profile folder, which contained only a modsettings file. I then started a brand new game, in order to get the game to create the modsettings files as brand new files. It did *not* recreate the global profile, so it only created two new files, one in the Larian player profile for the Public profile (standard location), and the other in the Steam userdata for the game for that same player profile. I then closed the game, opened BG3MM, and loaded a mod Load Order from my most recent savegame file, and exported the modsettings. I then ran the game again, and attempted to load the game, with the same result as previous. In other words, this did *not* reslove the issue. Additionally, I re-exported the modsettings from BG3MM and then set all of my modsettings files to Read-Only mode and ran the game once again. This did not resolve the issue either, but I did receive the following error message: This error message makes some sense, since you cannot overwrite the modsettings.lsx file when that file is set to Read-Only, but it raises the following question: Why is a modsettings.lsx.tmp file being created, and why is it being used to overwrite the contents of the modsettings.lsx file? I am now going to try forcibly copying the contents of the exported modsettings.lsx file into the modsettings.lsx.tmp file and see if the game will leave the modsettings content intact in that way. Failing that, I will save the exported modesettings content into both files and set all copies of modsetings.lsx and modsettings.lsx.tmp to Read-Only and try again. If anyone else has any information or insight that could help with this, it would be appreciated. Thanks, Drake
  5. I first noticed the issue on Thursday, 2023-Nov-09, but the last time I had played the game (when mods were working) was Sunday, 2023-Nov-05. Vortex had been attempting to update, but failing (because I had two installations, and instead of updating the copy I was actually using, it was updating the other one). BG3MM had been updated at least once since this past Sunday. And the game itself has been updated a few times as well. If your game hasn't been updated at all (because of the nature of its source), then we can theoretically rule out the game update as the cause of this problem. Are you using Vortex at all, or are you *only* using BG3MM?
  6. I'm not 100% sure, but I think you might be having the same problem as I am. Recently posted here: Game says mods disabled, but they are enabled in BG3MM. Please help. - Baldur's Gate 3 - The Nexus Forums (nexusmods.com). I still haven't figured this out, but if it's the same problem, then it would be useful to know that others are experiencing the same thing. I haven't tried yet, but I suspect I might have to reinstall the game, Vortex, and BG3MM (all), in order to get things working right again.
  7. As noted here: yes, your character should still be earning EXP and will bank it for later use. Once you figure out which mod is causing your crashes and deal with that issue, you should have all of your earned EXP waiting for you to level up at your convenience.
  8. OK, upon further investigation I have determined that the modsettings file is being completely overwritten each time I start up the game. Exporting the Load Order from BG3MM *after* starting the game does not allow the game to read the mod loads. This indicates to me that the mods are loaded or not loaded based on the modsettings file at the start of the game only, and the game ignores changes after that initialization. Since the game is re-writing the modsettings file to automatically be an empty default at the time of game startup, I attempted to deal with this issue by setting the file to Read-Only mode after exporting the Load Order from BG3MM. Although this did prevent the file contents from being overwritten, the game still refuses to recognize that any mods are enabled. I also attempted to copy the BG3MM output modsettings file content to the modsettings file in the Global profile at "C:\Users\<username>\AppData\Local\Larian Studios\Baldur's Gate 3\global", but this also failed to resolve the issue. At this point, I honestly don't know where the game is getting the mods data from, or why it is failing/refusing to get the information from the modsettings file like it's supposed to. I could really use some help with this pelase. Thanks, Drake
  9. As the title indicates, I have a number of mods installed and activated in BG3MM. I use Vortex to download, install, and update mods (at least for those that can work with Vortex, which is most of them), and then I use BG3MM for my Load Order and to export my modsettings.lsx file. But when I try to load my most recent save game file (after updating a small handful of mods), the game now reports that *all* of the mods used for that save game are disabled. I have checked, and re-checked, and they most definitely *are* enabled in BG3MM, and are also present in the modsettings.lsx file. This only just started happening after the Hotfix #10 patch. Did Larian change the location of the modsettings file so that it's reading the wrong one? I would very much appreciate any help and insight that can be offered in order to help me resolve this issue. Thanks, Drake
  10. Thank you so much for this... was exactly what I needed to get mods working for me. Now I just have to find which individual mods actually work with my game version :)
  11. Hi Everyone, I was just wondering, for ease of not bothering with mods that don't work with my game version, if there is a list somewhere (anywhere) of current mods that are known to work with (or not work with) version 1.10 of the game? If such a list exists, I would appreciate being pointed to it. Thanks, Drake
  12. Hi everyone, So I have a custom class that I'm working on, the Psionic class, which at the moment is just a hybrid of a Rogue and a Mage (taking some skills and talents from each, and making the duplicated mage skills use Stamina, count as talents rather than spells, and use Dex-10 instead of spellpower). Everything works great except for picking locks and disarming traps. I've looked through and attempted to modify the original script code for core_h, placeable_h, and placeable_core. Placeable objects use placeable_core for their event handler script. The placeable_core script uses functions from placeable_h, and some of those functions make calls to functions in core_h. Most particularly, the placeable_core, when passed a "use the object" event will call Placeable_HandleUsed(event ev) from the placeable_h include file. And specific to my desires, when the event that is passed to placeable_h is of the type PLACEABLE_ACTION_DISARM or PLACEABLE_ACTION_UNLOCK it will handle to code for determining if the attempt is successful or not. Part of that determination calls to the GetDisableDeviceLevel(object oCreature) function in the core_h include file. Now, PLACEABLE_ACTION_DISARM, PLACEABLE_ACTION_UNLOCK, and GetDisableDeviceLevel(object oCreature) all make checks to see if the character making the attempt is a Rogue, and if they are not, then the attempt automatically fails regardless of their Cunning score. I tried to change this behavior by adding my new Psionic class as an option within those same checks, thus checking to see if the character is EITHER a Rogue OR a Psionic before automatically failing the attempt. I also added in the options for improving the chance to succeed based on the duplicated Deft Hands line of skills that the Psionic class uses. This *should* have worked, but for some reason the game still refuses to allow Psionic characters to pick locks or disarm traps. I have also tried using the original script files, duplicating them to new filenames, and integrating the new files. This also does not seem to work. Now I know that there are those two mods out there to make it so that characters can bash or break open locked objects or to provide Mages with some new spells to unlock objects, but neither of those are the way I want this class to handle it. I want them to have the innate ability to deal with locks and traps just like a rogue gets. Can anyone help me figure out what the problem is? Is this something that is hard-coded into the game client and cannot be modded? Am I missing some other file that needs to be changed? I looked around in the forums with the search tool a bit and found a couple of posts that mentioned similar sorts of ideas, including this thread, but I didn't find a solution anywhere. Any help is appreciated. Drake [EDIT] I suppose I could just modify my Chargen_ApplyClassAbilities(object oChar, int nClass, int bUnApply = FALSE) in the sys_chargen_h file so that I add HIDDEN_ROGUE (4020) as an ability... I might try that, but I think that adding that ability also adds the rogue class icon in the character sheet gui screen, which isn't really what I want either, though it would admittedly be a minor issue. I'll go try that now, but I would still like alternative fixes. [EDIT] Well that didn't work. I can use the console "addtalent" command to call the addtalent script, and if I do that to add the 4020 ability to the character once they've been created and started the game, then it works fine and I can open locks and such, with the problem of having the Rogue class icon show up in my character sheet. But with trying to add it as an ability in the sys_chargen_h file I get nothing at all... not only do I not get the Rogue class icon, but I seem to also not get the ability to go with it. I think, for now, the easiest thig for me to do will be to create a new book item "Mechanics for Dummies: a practical manual for disabling and disarming non-magical locks and traps" or some such, and have the use item script for it make the same changes as the addtalent script does. Then I can pick a method for loading the item to the character... possibly by adding it to the Ostegar quartermaster merchant inventory or something. Anyway, if anyone has any better ideas, let me know please.
  13. Sorry for resurrecting this, but since it's only three days old and it's still on the front page, and it has the exact subject and description I would have otherwise used, I figured I may as well post here instead of starting a new thread. I'm having the same problem as the OP, or rather I'm having the same symptom, namely that one of my custom race/class/background combinations is not loading a model or any other options (such as headmorph presets and such). Now I have already double and triple checked that I have my UTC file exported and in the proper override directory. I've double and triple checked that my background.xls file entries are all correct (on all worksheets) and properly converted to GDA files and also placed in the correct override directory. I've rebooted my computer. I've double and triple checked to make sure that my event handler script correctly points to "wd_sys_chargen.ncs" (which is the correct filename based on what I named my new chargen script file after creating a duplicate of the original). I've double checked that my wd_sys_chargen script has been saved and compiled without error and that the wd_sys_chargen.ncs and wd_sys_chargen.nss files both exist and are in the correct override directory. Despite all of these checks to ensure that everything *should* work properly, I cannot get a body to load in the Character Generation screen for *one* of my custom combinations. Now, I have a number of custom combinations, and ignoring gender, I have three race/class/background combinations that use the same UTC file that I'm having trouble with (all others work fine). Of the three that use the one I seem to be having a problem with, two of them show up fine. The third does not. Now I know this can't be a problem with my custom class because several of my other combinations which include that class work perfectly. I'm pretty sure it isn't a problem with the race/class choice because the other two combinations, the two that use the same UTC and still load properly anyway, use the same race and class, just a different background. The background I'm having trouble with is the Magi background, but I have made other customizations that have allowed odd combinations to successfully use that background, such as allowing an Elf Rogue to start in the Circle of Magi background, and I've had no problems before. I can even create a Human or Dwarf (of either gender) with my new custom class and use the Magi background just fine. The specific combinations that use the same UTC as the combination that is giving me trouble are as follows: Elf, Custom Class (Psionic), Dalish -- works fine Elf, Psionic, Dwarf Noble (adopted) -- works fine Elf, Psionic, Magi -- does not work Does anyone have any suggestions about what else could possibly be causing this problem? I'd appreciate any help that can be offered. Thanks, Drake
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