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Djmr

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Everything posted by Djmr

  1. It doesn't matter, having EA installed or not will make no difference. Edit: Larian has recommended to uninstall early access, delete all mods and delete all saves to prevent issues with the release version.
  2. Ahead of the game's release there might be an influx of modding requests, even when modding might be unavailable. So, I've created a google form for mod requests, where such things can be collated into a bounty board (http://bit.ly/44M0hf0) that modders are free to access, and claim from. This would prevent duplicate suggestions as it shows what the modding community are already working on. Historically Nexus Forums has not been a successful place to leave feedback. For instance, I wasn't even aware of the amount of feedback left on Nexus forums, and I haven't been here in over a year. What is this for? When someone wants to add something into BG3, my first response will always be to help them get started in modding the game themselves. Unfortunately, not everyone will have the relevant time or patience to learn. Ideally, it would become a central place for suggestions that will not get lost in the noise. I've broken down modding categories into a few types that are representative of what mods would be realistic following early access: Character Sheet. Anything that would impact the statistics and choices for your Tav outside of appearance. Examples: Expansion - https://www.nexusmods.com/baldursgate3/mods/279 Fantastical Multiverse - https://www.nexusmods.com/baldursgate3/mods/215 5e Spells - https://www.nexusmods.com/baldursgate3/mods/125 More Feats - https://www.nexusmods.com/baldursgate3/mods/156 Cosmetic mods. Anything that would update your character's appearance, or adds additional appearance options. Examples: Tav's Hair Salon - https://www.nexusmods.com/baldursgate3/mods/213 Customizer's Compendium - https://www.nexusmods.com/baldursgate3/mods/10 Basket Full of Equipment - https://www.nexusmods.com/baldursgate3/mods/97 Gameplay/quality of life improvements. Anything that could improve the experience outside of character creation/level up. Examples: Choose Your Stats - https://www.nexusmods.com/baldursgate3/mods/206 Carry Weight Extra - https://www.nexusmods.com/baldursgate3/mods/105 Honor mode/harder difficulty - https://www.nexusmods.com/baldursgate3/mods/373 User Interface. Anything that would change what the UI shows the player. Examples: ImprovedUI - https://www.nexusmods.com/baldursgate3/mods/366 Hide Enemy HP/Level - https://youtu.be/8lsvINTY1io Update/improvement to existing mod (rather than a request for a brand new mod) The form for modding requests can be accessed via the following link - http://bit.ly/3YfZ1yD
  3. You really shouldn't use any mods made before release, Larian have changed so much that they might end up breaking the game. Please delete the EA version of all mods before attempting to play V1.0. We have no idea if mods will even work on release, or what can be added as a mod post-release. Once modding is possible, I'll try to get new versions of my mods up as soon as possible.
  4. This mod aims to make BG3 closer to 5e - https://github.com/ZerdBG3/DnD-Rebalancing
  5. Do you have an old version of ImprovedUI in your mods folder? It's moved in patch 7 to %Localappdata%\Larian Studios\Baldur's Gate 3\Mods
  6. It's not an issue with Vortex it's an issue with the mods selected. Lvlup has been crashing on patch 5, I've posted a bug on the mod page.
  7. Hopefully I can help and pick apart what might actually be going on. So, the test area is what happens if no story (eg Gustav/Act 1) is loaded into the game. Technically, Gustav is itself a mod, which is why it is required to be in the modsettings.lsx. In patch 2, the game would check the story file stored in Baldur's Gate 3\Data\Mods\Gustav\Story\RawFiles\ and still load mods (but with the story message coming up). Since patch 3, the game doesn't store a separate story file any more, thus requiring the patch 3 mod fix (or a mod that includes the fix like mine) in your local mods folder. Now, you can store many mods in the local mods folder (typically "C:\Users\User_\Documents\Larian Studios\Baldur's Gate 3\Mods") and still play the game without a modded experience, since (for most things at least) the modsettings.lsx file (typically "C:\Users\User_\Documents\Larian Studios\Baldur's Gate 3\PlayerProfiles/Playerprofilenamehere/modsettings.lsx") is the key to getting mods appearing in-game. I've seen a few guides advising to set modsettings.lsx as read-only, but that's a terrible idea as if the changes are not staying, there's something wrong with one (or more) of the mods installed, or the syntax within modsettings.lsx Let's remove as many of the problematic factors out of the way as possible and find out why exactly the test area keeps showing up: 1. Ensure that the patch 3 mod fixer or a mod with the patch 3 mod fix is stored in your local mods folder. We're not getting anywhere without this. 2. You can back it up first, but delete your profile's modsettings.lsx file. For the time being, we don't need it. 3. Open BG3 and start a new game with the same profile. You should now be able to access CC (character creation) without the test area showing, and a brand new modsettings.lsx file would be created. If this is not the case, then either 1/2 have not been done, or there is a mod causing this to happen. You may need to at this stage clear your local mods folder of all but the patch 3 mod fix. If it's still happening after this, verify your game files. At this point, add/install one mod. Use Candor/BG3 mod manager for best results. Ideally a character creation mod, so you can see it clearly/know straight away if it has worked. If it's not working, then it's either an issue with the mod or the install process. Once we have one mod working, we can start adding more. It doesn't need to be one-by-one, but it's easier to see which mod might be the problem if you're installing in stages. If adding a particular mod/set of mods breaks CC, then remove until it doesn't. Is there a conflict between two different mods? Is anyone else experiencing the same with the particular mod that caused it? For myself, I have been using mods for 5+ months via manual installation and BG3 mod manager. Knowing xml helps, but it really isn't required, especially with the mod managers doing this all for you. Are pak files themselves inherently the problem? Nope. Gustav is a modded pak file. Each mod should be its own self-contained module by design. Loose files come with their own set of issues. Without pak files, multiple progressions/spell list changes cannot be made as loose files in tandem without trying to merge files together. The way that some of my mods work (RAW Smites, Custom Lineage with More Feats) require multiple pak files to work correctly because it's overwriting the original values within the pak placed above it. There isn't a tool to combine mods together for BG3 either. Ultimately, modding BG3 during the open beta without official support is harder, but not a problem. The class mods for example are some of the most popular, purely because there is the demand to play them now before official release. Would it be a better experience to hold off on modding until the final release? Yes, but you could also say this for any play-through in early access. If you are still having issues after this, the best place to ask is the BG3 official discord. Message in the bg3-mod-help channel
  8. Every class can choose to learn every spell? Not all spells are setup for Warlocks and there may be animation issues but definitely possible. Not my cup of tea, there's already feat options to learn spells outside of your class and it also strips some classes of unique spells.
  9. This is most likely impossible without a fundamental change into the progression/levelling system.
  10. I wanted to post on this thread when Sentinel was done. It's almost there but requires further testing. It'll be available via More Feats when done - https://www.nexusmods.com/baldursgate3/mods/156 I've looked at War Caster, the spell selection is a bit awkward I want to have a placeholder 1d8 force damage spell for attack of opportunity. With Medium/Heavy Armor Master there isn't a way to tell if the Armor type is Light, Medium or Heavy currently.
  11. This is now fixed thanks to Norbyte, you can use a mod that's recently been updated to support the new patch or add this into your BG3 mod folder - https://nb-stor.s3.eu-central-1.amazonaws.com/bg3/nrd_killstory.pak
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