Posting this here so I can link it, instead of trying to copy/type it out repeatedly.

General Mod Troubleshooting:
I recommend using "Baldur's Gate 3 Mod Manager" for installing/managing your mods. You can get it here: https://github.com/LaughingLeader/BG3ModManager make sure to follow the install directions.

-Open up BG3MM. Make sure the mod you are troubleshooting is in the left side, "Active Mods", column.
-Click the "Export Load Order" button.
-Run the game, see if the mod works. If it doesn't, continue on:

-Unless the mod's install directions explicitly states otherwise, move the troublesome mod to the bottom of the list. This will make it load last and overwrite any changes made by other mods.
-Click the 'Export Load Order' button.
-Run the game. If the mod now works, there was a mod conflict preventing the mod from functioning. You can manipulate the mod order to isolate which mod it's conflicting with, then decide which is more important to you. In some cases, both can run "fine" in the correct order. For example, if you have a mod that changes a lot of spells and a second mod that only changes one, by placing the one that only changes a single spell lower in the mod order, you should get all of the spell changes of the first mod and the version of the spell from the second mod. If two mods really can't work together, it's possible messaging the mod authors about it will result in a compatibility version; in any case, it's nice to let other users know about the problem.

-If that wasn't the issue:

Export again.
After exporting check your (default/example)"C:\Users\<user name>\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public\modsettings.lsx", file to ensure it's listed there. If you are using multiple Player Profiles, then make sure you are selecting the correct player profile, the default is "Public" which is the path in the example. The exact code that should appear in the file will vary from mod to mod, for my mods check the bottom of the mod description page under "Manual Installation Info:". This example code is from "Everybody Dyes Unlimited Dyeing". The values will be different for the mod you are troubleshooting, this is just an example, check the mod page for the correct values.

Manual Installation Info:
Code
Under ModOrder->Children:
            <node id="Module">
              <attribute id="UUID" value="bad404aa-feed-a0ee-9999-feedfeed0002" type="FixedString" />
            </node>

Under Mods->Children:
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="EverybodyDyes" type="LSString" />
              <attribute id="MD5" value="" type="LSString" />
              <attribute id="Name" value="Everybody Dyes Unlimited Dyeing." type="LSString" />
              <attribute id="UUID" value="bad404aa-feed-a0ee-9999-feedfeed0002" type="FixedString" />
              <attribute id="Version64" value="36028797018963968" type="int64" />
            </node>

For reference, this is what the "modsettings.lsx" file looks like with only this mod installed:
-Full Release Mod Fixer doesn't have an entry in modsettings.lsx, it only needs to placed in the Mods folder to work
-GustavDev is part of the main game and is required for the game to function
Code
<?xml version="1.0" encoding="UTF-8"?>
<save>
  <version major="4" minor="0" revision="9" build="331" />
  <region id="ModuleSettings">
    <node id="root">
      <children>
        <node id="ModOrder">
          <children>
            <node id="Module">
              <attribute id="UUID" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8" type="FixedString" />
            </node>
            <node id="Module">
              <attribute id="UUID" value="bad404aa-feed-a0ee-9999-feedfeed0002" type="FixedString" />
            </node>
          </children>
        </node>
        <node id="Mods">
          <children>
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="GustavDev" type="LSString" />
              <attribute id="MD5" value="6f11926c8aa33ada8d24eba1740a34cb" type="LSString" />
              <attribute id="Name" value="GustavDev" type="LSString" />
              <attribute id="UUID" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8" type="FixedString" />
              <attribute id="Version64" value="144116047072960618" type="int64" />
            </node>
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="EverybodyDyes" type="LSString" />
              <attribute id="MD5" value="" type="LSString" />
              <attribute id="Name" value="Everybody Dyes Unlimited Dyeing." type="LSString" />
              <attribute id="UUID" value="bad404aa-feed-a0ee-9999-feedfeed0002" type="FixedString" />
              <attribute id="Version64" value="36028797018963968" type="int64" />
            </node>
          </children>
        </node>
      </children>
    </node>
  </region>
</save>

-If it's not there then BG3MM was not set up correctly, recheck that you have all your file paths entered correctly and the correct profile selected then try again.
-If it is there, run the game and then exit after you're loaded in. Check the file again. If there are erroneous files detected, the game can sometimes rewrite this file. If this happens you need to clean up your Mods folder.

-Create a temp folder somewhere outside your Mod mod directory and move all non-essential mods out of your Mod folder. For my mods this means your Mod folder will only contain the problem mod, Full Release Mod Fixer, and (optionally) Full Release Mod Fixer - Annoyance Begone. Other mods may have other dependencies, check their relevant mod page. You may also have mods that cannot be uninstalled midcampaign which will need to be loaded or a new save created for testing purposes.

-With only the necessary mods installed and your troubled mod, export the load order, and test the game again.

-If it's STILL not working then try to write down as much details about your particular experience as possible and message the mod author about it. You should at this point only have the troubled mod loaded but, if for some reason you can't, then make sure to include a list of your mods (also mention that you only have this mod running, if you've managed to do so). It can be a bit hard to tell which details are important. For example, I recently found out that the Archfey Warlock subclass is bugged (vanilla) in ways that the Fiend Warlock subclass is not, so if the mod is changing spell/class behaviour make sure to include information about your class/subclass. If you want to go a step farther you could upload your savegame to a filehosting site and link it, then the mod author could, potentially, load it up and either find the circumstances that cause the mod to bug out or definitively say the problem is with your installation.



If you have any troubleshooting tips to share, or you find part of this guide confusing, please let me know.

Last edited by Loktide; 18/08/23 03:32 PM.