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Originally Posted by andreasrylander
Ooooh sounds awesome! Are the mods that already exist good so far? =)

It's hit and miss. You have to be careful though. I would recommend not using any mods, that change the game files. I only use mods, that go into the Mod folder. After patch 4 for 2 weeks I couldn't use any mods. Then I found a new Mod Manager that worked. "https://github.com/LaughingLeader/BG3ModManager". Here's the list of Nexus mods that I use:

5e Spells, 5e Cantrips, Feats Extra, More Feats, Expanded Backgrounds, Dodge Action, Powerful Characters (I use the Legendary version), Level Up, Patch 3 Mod Fixer, Playable Paladin, Sorcerer, Expanded Cleric Domains, and the Bladesinger Subclass.

There is a conflict with the Level Up and 5e Spells mods, that takes away the Flaming Sphere spell. The 5e Spells mod turns it into a mini Fireball, that sets the ground on fire. The Level Up mod eliminates it from the spell list. So be warned. It's not a permanent change, remove the mod, it works as normal.

Last edited by Merlex; 29/03/21 10:55 AM.
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Originally Posted by Merlex
Originally Posted by andreasrylander
Ooooh sounds awesome! Are the mods that already exist good so far? =)

It's hit and miss. You have to be careful though. I would recommend not using any mods, that change the game files. I only use mods, that go into the Mod folder. After patch 4 for 2 weeks I couldn't use any mods. Then I found a new Mod Manager that worked. https: //github.com/LaughingLeader/BG3ModManager. Here's the list of Nexus mods that I use:

5e Spells, 5e Cantrips, Feats Extra, More Feats, Expanded Backgrounds, Dodge Action, Powerful Characters (I use the Legendary version), Level Up, Patch 3 Mod Fixer, Playable Paladin, Sorcerer, Expanded Cleric Domains, and the Bladesinger Subclass.

There is a conflict with the Level Up and 5e Spells mods, that takes away the Flaming Sphere spell. The 5e Spells mod turns it into a mini Fireball, that sets the ground on fire. The Level Up mod eliminates it from the spell list. So be warned. It's not a permanent change, remove the mod, it works as normal.


Cool! And those mods are good? I mean, does it work well within the game? laugh

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No objection to mods. They extend gameplay considerably. Occasionally they 'fix' minor to major issues and complaints or just want to add variations to the game. Occasionally they make some tedious task easier in games or allow for skipping over actions that some find boring or irrelevant to their style of gameplay. Occasionally, they have perspectives that the developers don't have the time or are unable to implement, particularly modern games that are so complex now and have long production times.

Mods are optional. I don't understand when people who desire vanilla games complain about mods.

Hats off to these talented modders. There's been several games I"ve played where a group of modders add storylines to the game.

If I had the time and skill I'd probably be modding the games as well.

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Mods are a great addition to the game I would hope they add some elements that allow this into the dungeon master tools later on and tools that allow some modificaitons to things to make it easier than just coding options. Similar to nwn in how it implimented alot of options to change the base outlay. A class editor tool, Subclass editor tool. Item Maker, Story editor ect would be nice to see as options.

Id like to see someone update some of the basic stuff like all items stuff ect. Or an easier color palett modificaiton mod to gear.

Last edited by acatlas; 01/04/21 05:44 AM.
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Do the mods require you to be on patch 3?

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Are there mods that implement a proper reaction system yet? Are those even possible?

Last edited by andreasrylander; 03/04/21 02:07 AM.
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Hey folks! Hope this is the right place to ask this.

I've been having trouble figuring out how to edit mod files for this game, and was hoping someone here could help me figure it out.

I've found a mod which I enjoy, adds a new playable race, character model, the whole shabang, however, I feel that the race's stats are vastly overpowered, and it sort of takes away from the experience.

The mod in question is the Playable Mind Flayer mod (in case that helps), and I'm simply struggling to edit the .pak file or the .json file (I'm fairly new to modding in general, only got my start in Stellaris).

If anyone could help me out, that'd be great, just reply or PM me I suppose.

Hope to hear from some of you soon!

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Is there an easy way of adding a feat to a human character in an editor? Just to sort of "force variant human"?

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Originally Posted by andreasrylander
Is there an easy way of adding a feat to a human character in an editor? Just to sort of "force variant human"?
There is existing code to make variant human work. Half-elves already get to choose two ability scores to increase and feats are chosen in the ASI screen.
So it'd be something similar to giving humans a toggle to trade half-elf ability score choice for +1 to all scores. Then, in character creation, add a path to the feat selection screen.

The toggle would need to enable: Trade human ASI for half-elf choice & Move player to feat selection at some point in character creation. (Logically before creation of who the player dreams about).

I'd be surprised if there was any code blocking characters from having a feat at level 1.

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I have a question: Since Patch 4, whenever I try to use a mod, my UI went blank. Do I miss something? I did put the patch 3 fixer in the mod file.

Edit: It worked: I accidently didn't update to patch fixer 4. And I used Baldurs Gate 3 Mod Manager, which works really well.

Last edited by fylimar; 08/04/21 07:36 PM.

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Originally Posted by fylimar
I have a question: Since Patch 4, whenever I try to use a mod, my UI went blank. Do I miss something? I did put the patch 3 fixer in the mod file.

Edit: It worked: I accidently didn't update to patch fixer 4. And I used Baldurs Gate 3 Mod Manager, which works really well.

Where did you find patch fixer 4? From what I have read, there is no general patch fixer 4.

Also, stupid question: I found Baldurs Gate 3 Mod Manager but it isn't clear how to add mods to the list. Help?

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The Modding community MUST BE BIG for this game to succeed.

LARIAN must be willing to assist MODDERS do what they can do.

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Originally Posted by Commodore_Tyrs
The Modding community MUST BE BIG for this game to succeed.

LARIAN must be willing to assist MODDERS do what they can do.

I think they already are. I mean you can get mods right now, and there was just a news release (you would have to google it, it was some interview) about them continuing to support modders and offering a creation engine to make you own adventures and content. In todays environment with PC games, I think a developer would be crazy not to. Modding literally keeps games alive and popular. I generally get bored with games without mods pretty quickly.

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Originally Posted by Pandemonica
Originally Posted by Commodore_Tyrs
The Modding community MUST BE BIG for this game to succeed.

LARIAN must be willing to assist MODDERS do what they can do.

I think they already are. I mean you can get mods right now, and there was just a news release (you would have to google it, it was some interview) about them continuing to support modders and offering a creation engine to make you own adventures and content. In todays environment with PC games, I think a developer would be crazy not to. Modding literally keeps games alive and popular. I generally get bored with games without mods pretty quickly.


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Originally Posted by RBarbare
Originally Posted by fylimar
I have a question: Since Patch 4, whenever I try to use a mod, my UI went blank. Do I miss something? I did put the patch 3 fixer in the mod file.

Edit: It worked: I accidently didn't update to patch fixer 4. And I used Baldurs Gate 3 Mod Manager, which works really well.

Where did you find patch fixer 4? From what I have read, there is no general patch fixer 4.

Also, stupid question: I found Baldurs Gate 3 Mod Manager but it isn't clear how to add mods to the list. Help?

Sorry I haven't been paying attention to these forums. I took a break from BG3 for about a month. Just drop you mod pak files in the mod folder. Start a new profile, close the game. Then open up the mod manager, load that profile. Drag the mods from right to left, in the order you want them to load. Export mod order to game. Exit the manager, start a new game.

As far as I know, there is no patch 4 mod fixer.

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Originally Posted by Commodore_Tyrs
The Modding community MUST BE BIG for this game to succeed.

LARIAN must be willing to assist MODDERS do what they can do.
Yes I agree. I usually don't care for adding mods to my games. But in the case of this game, having certain mods available will be the only way I can see myself even remotely enjoying the game.

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There was mention of modding being supported at or some time after full release. For now it's also user-driven through more manual labour. The methods of modding the game yourself is mostly documented on the Larian discord at the moment afaik.

Larian isn't supporting modding issues for the duration of Early Access, so the efforts of making, and the potential stability / gameplay errors the player may experience is solely in their own hands at this point.

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Originally Posted by The Composer
the potential stability / gameplay errors the player may experience is solely in their own hands at this point.

This is the stance taken by pretty much all game publishers who don't simply ban mods from the outset. Modding support being talked about here is probably more along the lines of access to tools/assets so the modders don't have to decompile the game just to figure out how to change something, not support in the "technical issue support" sense.

Then again I could just be misreading the room.

In any case, games with robust systems to enable player expression of creativity have much better staying power, often remaining well played (and bought/sold) long after the traditional assumptions about a game's lifespan suggest they should be. Unfortunately for players and modders alike, as is generally the case with corporate structures, upper management and marketing departments that are actually capable of planning that far ahead are outcompeted in the short term by short term planners running headlong after the closest thing they can find to instant gratification. Avenues for user creativity become monetized, trivial benefits are locked behind fees, problems are created post-release so the 'solution' can be sold to players, etc. Management and marketing departments may completely ignore efforts to provide access to players because they can't stomach the short term loss of extremely low effort ways to instantly generate revenue (new skins sold for cash, for example), even if in the long run the game benefits more from a more open access to assets/features/etc. Management especially wants to preserve DLC schemes as much as possible, because it gives them an easy way to briefly inflate their sales numbers if shareholders come looking (or if they want to make themselves look better to get hired for an even higher level position elsewhere in the games industry, as evidenced by the staggering lack of employee promotion present in general in the software industry, creating an environment where the most common avenue for employees to get appreciable promotions or raises is to abandon their current employer for a new, less stingy one - that lack of corporate loyalty to employees is one of the reasons gamedev has such an abysmal turnover rate, which carries its own set of problems in regards to crippling a company's ability to plan in the long term from every part of their corporate hierarchy).

The existence and persistence of the indie gaming scene, especially since it is reliably competitive with large publishers these days, is pretty much a direct consequence of that top-down rot in the games industry. It's an issue inherent to corporations in capitalism, unfortunately - it notably happened to Apple over much of the last decade, happened to Microsoft from the late 1990s to early 2000s, and Intel is currently trying to dig itself out of it as we speak (and as AMD has, so far, been able to avoid much of the worst of it by keeping engineers in charge rather than marketers). The video games industry is a lot like that right now, especially in its efforts to preserve its current legal loophole of selling casinos to children, but on the plus side in general it's an industry that evolves very quickly relative to other software sub-industries, so change tends to be rapid.

In short, plan ahead. Hire people who know how to make things, show them some level of loyalty and respect, and never put the people whose primary focus is selling things in charge of making them. Help your customers make things, even if it means you lose out on some short term gains, because building the best relationship with your customers is more involved than buying a bunch of targeted advertisements and reaching into their wallets repeatedly. Alternatively, put the marketing department into executive positions and watch your product quality take a nosedive while you burn whatever community goodwill you have left just to keep the lights on as you start to run out of new marks to exploit and you can no longer hide behind a veneer of 'future growth' that consists of little more than reckless expansion that just ran out of places to recklessly expand into.

I'd also like to add that I don't hate marketing departments - I just hate when corporate leadership 'cuts costs' everywhere else and we end up with nothing actually worth marketing.

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Has anyone else the problem, that the game doesn't work with mods after the hotfix from yesterday? My character can't quicktravel or interact with other characters. AN unmodded profile works fine


"We are all stories in the end. Just make it a good one."

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I might be going off topic here compared to the recent discussion but feel this thread is the best place to put this question.

I downloaded the GR2 Converter (LSLib v.1.15.4) and found that it worked fine on older saves, but not on current ones, because of version 5 not supported.

So I got the source files into visual studio and it seems that they changed the compression method to something new. It currently supports ZLib ( method 1) and LZ4 (method 2). The new method read from the binary header resolves to method 12... anyone have any idea what they are up to?

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