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Under the current stable branch of Vortex, attempting to import your load order from a BG3 lsx load order file doesn't work. When you choose the file to import the load order from, the screen flashes REALLY rapidly and then nothing changes. I use this feature to ensure my group and I are all on the same load order for multiplayer, so it's super important for us. Same issue for all four - importing load order from file just causes our screens to flash.
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Would it be possible to bring over the load order options from Skyrim to BG3s Vortex? In Skyrim, I can dictate where each individual mod loads, if it should load late, last, what it should load after, etc. The options are far more robust. However, for BG3, it seems none of those options are available. When purging and deploying, all custom load order dragging is totally wiped out, and it reverts to default. As far as I can tell, you can't make rules to save where specific mods should be. Perhaps I'm wrong and there are options to do so, though I've browsed around and can't find any. Any help is appreciated.
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I have a mod which needs to load after another for compatibility. I can manually drag it within my load order to change the rule, but it seems whenever Vortex deploys it resets them to a different position. Can I set up a specific load order rule like I could within a game like Skyrim? Just need to make mod X always load after mod Y.
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BG3 No Longer Working (Patch 7) - Failed to Write Load Order
HaVeNII7 replied to HaVeNII7's topic in Vortex Support
That’s discord. Likely Vortex or Nexus’ discord page. -
When trying to deploy mods via Vortex for BG3 after Patch 7, I get an error stating "Please run the game at least once and create a profile in game.". I've tried deleting and reinstalling Vortex and BG3, even deleted all leftover files as well after the uninstallation. However, the issue persists. When looking at more details it gives me this: TypeError: Cannot set properties of undefined (setting 'node') at C:\Modding\Vortex\resources\app.asar.unpacked\bundledPlugins\game-baldursgate3\loadOrder.js:365:37 at Generator.next (<anonymous>) at fulfilled (C:\Modding\Vortex\resources\app.asar.unpacked\bundledPlugins\game-baldursgate3\loadOrder.js:28:58) at tryCatcher (C:\Modding\Vortex\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23) at Promise._settlePromiseFromHandler (C:\Modding\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:547:31) at Promise._settlePromise (C:\Modding\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18) at Promise._settlePromise0 (C:\Modding\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10) at Promise._settlePromises (C:\Modding\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18) at _drainQueueStep (C:\Modding\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:93:12) at _drainQueue (C:\Modding\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:86:9) at Async._drainQueues (C:\Modding\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:102:5) at Async.drainQueues (C:\Modding\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:15:14) Seems to be an error with Vortex. Patch 7 came with official mod support, so maybe something changed in regards to how mods are handled?
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Same, was working fine with 100+ mods on patch 6. Seems to be a problem with Vortex.
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Same issue. Ran the game without issue for months, once patch 7 dropped it stopped working entirely.
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Same, the issue seems completely random and it's absolutely baffling. I'm making mods for BG, and occassionally while testing them they simply lock and fail to load...restarting Vortex -sometimes- fixes the issue, but more often than not it just shuffles which mods are locked. They're all .pak files, so they should just be getting dropped into the proper directory. Dunno why it isn't working. Taking a break from BG and modding it until it's fixed.
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Oh, it's not affecting the leveling in any way. It's just that since I gain no skill experience period, the "+20% bonus skill experience" affects that the three starting stones give are totally pointless. That's why I want to replace them, just to give those stones as much viability as the other stones.
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In my save, I level up entirely through killing enemies. Upon leveling up, I am given a set amount of skill points that I then distribute. My actual Skill XP multipliers are zero, meaning that any increases to them will not do anything. I'm using Andromeda, and on the Warrior/Mage/Thief stone, the corresponding stats increase 20% faster - this is what I'm trying to change. To something such as, all the corresponding stats would be increased by 5, or, something as simple as increasing Health/Magic/Stamina by 25 depending on what you choose. I believe that I've found how to increase each of the stats, but I'd just like to make sure I'm on the right track here. Any advice is appreciated! I've made minor edits before in TESVEdit, but nothing quite like this. https://imgur.com/a/9BjZZH1
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Yep, I always start with SKSE. And I’ve got SkyUI as well. I am running a heavily modded (400~) load order, so...possibly a conflict? I don’t think so though, I’ve never seen a conflict that prevents an MCM from showing.
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Specifically, I'm trying to port this mod: https://www.nexusmods.com/skyrim/mods/103307 It's nothing too complex, simply changes the stats of specific types of enemies. What I did was open the CK and save the ESP as a SE file, form 44. I thought that would be enough, however, it's still not working properly in my game. No MCM menu to customize their stats. Any ideas where I messed up?
- 3 replies
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- port
- troubelshoot
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(and 2 more)
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