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Good afternoon,
It seems Patch #5 broke the game's ability to force load a save when the modlist has changed or a non-critical mod has been removed from it.
In previous patches it worked without issues, but after Patch #5, clicking the continue button just exit the pop-up menu, and does nothing.

It's an issue for many mod users, some that cannot continue without removing unupdated mods, and others that simply need to switch out mods mid-game.
In my case my old saves work just fine, but it's pretty critical on a new playthrough as i edit the pak file to add two extra feats at level 2 and 10.
[Linked Image from i.imgur.com]

Is there any chance you already know of this issue, and also can we hope for a hotfix regarding this soon-ish™?
Thanks you for the update, the epilogue was great !

Edit : For anyone finding this from looking at solutions online, user named Zehtuka on discord has found a workaround for this issue by pasting -continueGame as a launch parameter(link to discord post).

Last edited by PasDeBras; 01/12/23 04:50 PM.
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Am I understand you correctly: you are using mods, was created for earlier patches and require developers to make full compatibility with them, are you?
Don't you consider your requirements inadequate?

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Originally Posted by Allworldisstage
Am I understand you correctly: you are using mods, was created for earlier patches and require developers to make full compatibility with them, are you?
Don't you consider your requirements inadequate?

That's not at all what he's saying.

Edit to add: the launch parameter OP mentioned wouldn't work for me - I play on a pretty non-standard setup, so definitely try it first if you're having problems - but an inelegant work-around for anyone in my boat is to create dummy mods that contained the correct names/UUIDs but no actual content. I would still really like to see the root problem fixed so I can get rid of the empty mods, but as an interim solution it works.

Last edited by Teq; 01/12/23 07:18 PM. Reason: Addition
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Originally Posted by Allworldisstage
Am I understand you correctly: you are using mods, was created for earlier patches and require developers to make full compatibility with them, are you?
Don't you consider your requirements inadequate?
No, i am saying that the base game used to allow the user to load a save with a modlist that isn't conforming with the data that is written in said save, after a pop-up choice reminding the user of the risks and asking confirmation. This post points out the fact that said UI pop-up is broken and doesn't do anything now, making the save unloadable.
I know it is a UI issue because adding -continueGame as launch parameter either in the mod manager or shortcut options forces the game to load these save without trouble, just like it was in all previous patches.

Originally Posted by Teq
the launch parameter OP mentioned wouldn't work for me - I play on a pretty non-standard setup, so definitely try it first if you're having problems
Sorry to hear that, you should check the discord troubleshooting section, among all the usual patch chaos, there's a lot of solutions already found. Good luck ! wink

Last edited by PasDeBras; 01/12/23 07:38 PM.
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Originally Posted by PasDeBras
No, i am saying that the base game used to allow the user to load a save with a modlist that isn't conforming with the data that is written in said save, after a pop-up choice reminding the user of the risks and asking confirmation. This post points out the fact that said UI pop-up is broken and doesn't do anything now, making the save unloadable.
I know it is a UI issue because adding -continueGame as launch parameter either in the mod manager or shortcut options forces the game to load these save without trouble, just like it was in all previous patches.
Thank you kindly for the explanation!

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Originally Posted by PasDeBras
Good afternoon,
It seems Patch #5 broke the game's ability to force load a save when the modlist has changed or a non-critical mod has been removed from it.
In previous patches it worked without issues, but after Patch #5, clicking the continue button just exit the pop-up menu, and does nothing.

The same has happened for me...
I tried a few dice mods and decided not to use them anymore so I deleted them. Now I can't load those save game files without those mods (since patch 5).
I used to be able to add and remove mods whenever I wanted to, but now I can't do that. This means I have a larger mod folder than I want (takes up room on the hard drive) if I wish to play those characters (which I do)... Most of my mod list are just 'pretties' and don't change game files or gameplay... seems silly to stop us from being able to change our minds about a mod and force us to keep them to be able to play that save.

I thought mods were going to be allowed as part of the game.
This stops us being able to try a mod out and then being able to remove them if we decide we don't like them.

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Originally Posted by Kandy Kane
seems silly to stop us from being able to change our minds about a mod and force us to keep them to be able to play that save.

I highly doubt this was an intended mechanic change from Larian, it looks more like a bug introduced by Patch #5. You can still find a working solution awaiting a fix in my original post.

Last edited by PasDeBras; 02/12/23 01:13 PM.
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I would remind people that BG3 has NO official support for mods at this time. So while breaking a mod system might suck, it was never promised to work in the first place.

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Originally Posted by Zentu
I would remind people that BG3 has NO official support for mods at this time. So while breaking a mod system might suck, it was never promised to work in the first place.

This is entirely unproductive and besides the point. Nobody is asking Larian to support anything beyond the game they published - which currently includes an interface option that does not work. If they were making a decision to intentionally remove the ability to use or modify mods, that would be an entirely different issue. The issue at hand is that the base game does not work as clearly intended by its own developers.

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This is a huge bummer, and I hope Larian fixes this soon.

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Originally Posted by Zentu
I would remind people that BG3 has NO official support for mods at this time. So while breaking a mod system might suck, it was never promised to work in the first place.
Wrong and misleading. Again, the issue here isn't with modded gameplay, but an already present and presently broken feature. Every prior patches allowed for mod management, complete with UI and save protection with mods.
Please, try and read the complete post before responding. I'm not asking for a new feature, i am asking for a bug fix, one i could probably fix myself inside of 10 minutes with the source code since the workaround proved it was a UI bug.

Last edited by PasDeBras; 04/12/23 12:48 PM.

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