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bobbd

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Everything posted by bobbd

  1. Does anyone know what's happening with this mod? The mod page says "This mod is under moderation review" since yesterday. I've had no problems with it.
  2. Larian posted hotfix #15 that resolves the issue of not being able to unload mods. I had that issue as well. If you're on a Mac and not using a mod manager, be careful changing your modsettings.lsx. Any error can cause issues.
  3. Even a mod manager won't help mods that require scripting or a DLL manager like Native Mod Loader. Some modscome as files to be placed inside the game Data folder. For those you'd have to go to the Baldur's Gate App (in SteamApps/Common on Steam) and right-click to Show Contents. Most mods come as pak files and can usually be placed in the Larian Studios/Baldur's Gate 3/Mods folder. Some but not all of those require an entry in the modsettings.lsx file. Some modders include the information for the modsettings file if you're not using a mod manager. Otherwise the only way to get the information that I've found is to use a tool like Modders Toolbox to unpak the pake file. And of course that only runs on Windows. I've tried running it under WINE without success. You can always run it on a PC or under Boot Camp. Personally, I'm linking to my Boot Camp partition using VMWare Fusion. I understand if this seems very technical to those who just want to play. Unfortunately, that's where we are on the Mac.
  4. Yes, I'm playing Witcher 2 EE on a 27" Retina iMac and it looks and plays great. As it happens, I played Witcher 3 using a Bootcamp partition to run Windows. I'd rather play Witcher 2 on the Mac because I don't have to reboot to play. In any case, I know that Mac conversions usually put all the Windows files within the application. I've gone into the application contents and applied some mods that modify graphics by changing or adding files to CookedPC. However, when it gets to scripts, the original script files don't appear in CookedPC and simply putting a new script file there does nothing. So for example, if a mod changes base_scripts.dzip, putting the changed file in CookedPC does nothing. I did go into Windows and expanded pack0.dzip to see what was there, but no base_scripts.dzip. Does anyone know where the script files are on the Mac and whether they can be changed? Some mods provide the details of what they've done and if I had the scripts, I could hopefully make the same changes. Thanks
  5. Thanks for the reply and the information. I've only taken a quick look at the mod. Almost with I was left-handed. I won't have a chance to look at this in detail until tomorrow but I would be very interested in your list. And would you point me to the F4SE tutorial by Mofakin please. I did a quick Google search but nothing came up from Mofakin. Thanks Bob
  6. Thanks for the reply. Now that I have the list of virtual key codes I may be able to figure out what the action name is and go from there. If I can figure something out, I'll post. Bob
  7. Sorry if this has been discussed before. Where are the key bindings stored? I can change some of the actions using Settings, but some actions are hidden. For example, in one of the menus, TAB is used to store an item in the Workshop, however in most similar menus, TAB is used to exit the menu. Presumably there's an action to store in the workshop and it's bound to the TAB key. Does anyone know where this information is stored? Once I have that I can figure out how to change it. If this is a du-oh, please be gentle. Thanks Bob
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