for me this mod works 50% of the time. I haven't figured out the cause of it failing. seems to randomly drop out of the in-game mod list and/or the spawn items disappear. Its truly awesome when it works.
Heya, sorry for the late reply to this. Question, do you use anything like BG3MM to maintain your mod list or only the in-game mod manager? With BG3MM, sometimes changes to modsettings.lsx will boot out certain mods and inactivate them, requiring you to manually activate them again. I'm not super familiar with the IGMM but I have to wonder if that's the case there too.
FWIW I haven't figured out why some mods inactivate and others don't, but it could be due to something about having a direct edit to game files through Bing Bong's edited portrait. Either way I agree that it's very annoying. 😞
(I know, I Know everyone hates vortex, hell I hate vortex. But vortex is the one I know how to use the most)
I think vortex and the in-game mod-io are not playing well together. The in-game manager will tell me to install things that are already installed and act funny. I likely have a conflict I haven't identified yet or an outdated mod. all in all when the mod gods smile on me I love spawning bingbong for my shadow heart play-thru.
Normally I'd probably point the finger at Vortex but I think poor Vortex isn't to blame for this one. The in-game mod manager is just that bad. 😔 I'd assume the advice for Vortex is exactly the same as for BG3MM, to just ignore that the IGMM exists. Easier said than done though because I have had to manually reactivate mods in IGMM more than a few times. Sorry, I wish I had more of a solution for this but overall mod.io just sucks, lol.
I have a request... Could you edit the Infernal Rapier to replace the Cambion summon with Bing Bong?
I've always though Wyll should have a side kick like a Robin to his Batman. Who better than a lovable reformed Imp?!
If having Bing Bong with someone other than Shart is unconscionable, what about a rename like Red Wing? Little Borderlands nod there 😉.
Maybe round out the rapier by adding Legendary, Lethal Weapon, Summon Bing Bong (or Red Wing), Challenge Duel, and Hell Crawler? Similar to other mods but, not as OP.
Geez this sounds like a separate mod almost. Do you take commission? haha
Hi! I don't take commissions, but I can show you how to make those changes yourself. I use Modder's Multitool when editing paks so that's what I'd recommend for you to use too.
To change Bing Bong's name:
Unpack Better Bing Bong using Modder's Multitool
Navigate to Localization>(Language you want to edit) and open up the loca.xml file.
Make your text changes here. If you're doing a find/replace, make sure NOT to change Bing Bong's name inside the tooltip tags. Like this, for example:Tooltip="Target_Confuse_BingBong_RG"
Save and exit. If you renamed the loca file, make sure it still ends with .loca.xml so Multitool can convert it again.
Use Multitool to repack the mod and add to your mods folder
Reimport with Mod Manager
To edit the Infernal Rapier:
Unpack Better Bing Bong using Modder's Multitool
Navigate to: Public>robogena_BetterBingBong>Stats>Generated>Data
Make a new .txt file here. Call it 'Infernal_Rapier_Changes.txt' or whatever you want
Paste this inside the txt file: new entry "ORI_Wyll_Infernal_Rapier" type "Weapon" using "ORI_Wyll_Infernal_Rapier" data "Rarity" "Legendary" data "Boosts" "UnlockSpell(Target_Summon_BingBong_RG);UnlockSpell(Target_MAG_Legendary_CompelledDuel);UnlockSpell(Target_MAG_Legendary_HellCrawler)" data "PassivesOnEquip" "MAG_IgnorePiercingResistance_Passive"
Save and exit.
Use Multitool to repack the mod and add to your mods folder
Stopped in to say thank you so much for the tutorial. Works like a charm and it taught me some basic mod editing skills I'd never have learned otherwise. Seriously, this was really cool of you to take the time to type this out.
One last question (after spending about 4hrs trying to figure it out already haha) - how would I add the Everburn status to the Infernal Rapier? I mean, it is a red hot infernal weapon. Kind of odd it has no basic flame effect or 1d4 fire damage.
Hey, no problem! Modding has been really fun so I'm happy to share what I've learned. I haven't looked into how 'everburn' statuses like that work, but here's how I go about figuring something like that out. (warning: long 🙃)
Since you already have Modder's Multitool, you can use it to extract game files just like you can with a pak. Utilities>Game File Operations>Unpack Game Files lets you dump game data to a UnpackedData folder, so you can use it as a reference. (I believe most of the item nitty gritty is under Gustav and Shared)
I use VSCode for modding. You can created a workspace in your UnpackedData folder so you can search through it anytime you need to find something.
For internal names, I use the BG3 Wiki. If you look up the Everburn Blade, you can see some kind soul has listed its internal name (UID: MAG_Fire_AlwaysDippedInFire_Greatsword) and its MapKey (UUID: 660483f6-8eb3-45be-88a4-327f9d417026).
Search for the UID and/or UUID in the UnpackedData workspace. When I looked up MAG_Fire_AlwaysDippedInFire_Greatsword, I found the stats for the sword: new entry "MAG_Fire_AlwaysDippedInFire_Greatsword" type "Weapon" using "WPN_Greatsword_1" data "RootTemplate" "660483f6-8eb3-45be-88a4-327f9d417026" data "ItemGroup" "" data "ValueUUID" "86e7e503-a225-4b48-819e-2e24de1f904a" data "Rarity" "Uncommon" data "WeaponFunctors" "GROUND:IF(HasStatus('BURNING',context.Source)):SurfaceChange(Ignite)" data "DefaultBoosts" "HiddenDuringCinematic();WeaponProperty(Magical)" data "Unique" "1" data "Weapon Properties" "Twohanded;Heavy;Melee"...But there's nothing here that says how it gets the Burning property or the Fire damage.
But I also found the RootTemplate entry for the sword, which defines the object itself. When I looked at that, I saw this: <node id="StatusList"> <children> <node id="Status"> <attribute id="Object" type="FixedString" value="MAG_FIRE_ALWAYS_DIPPED_FIRE" /> </node> </children> </node>That seems more promising!
And when you search for MAG_FIRE_ALWAYS_DIPPED_FIRE, you can find its Status_BOOST entry which defines how it works: new entry "MAG_FIRE_ALWAYS_DIPPED_FIRE" type "StatusData" data "StatusType" "BOOST" using "DIPPED_FIRE" data "DisplayName" "h3ba1472bg4d07g434cgba91ge5f4f97e7e99;1" data "Description" "h5c34dbc6gb1b9g4d98g9161ge74d9a8dfc43;1" data "Icon" "statIcons_EverBurning" data "StatusEffectOverrideForItems" "44d77ebf-fc9e-407d-b20f-257019351f2a" data "SoundStart" "" data "SoundStop" "" data "StackPriority" "10" data "Boosts" "WeaponDamage(1d4, Fire)" data "StatusPropertyFlags" "DisableOverhead;IgnoreResting;DisableCombatlog;DisablePortraitIndicator"And there you go. That's how the Everburn Blade gets its permanent flame effect and 1d4 Fire damage.
So to add that to the Infernal Rapier, you would add MAG_FIRE_ALWAYS_DIPPED_FIRE to its StatusList on its RootTemplate. When you find the RootTemplate for the Infernal Rapier, you can copy that section and paste it in here: Public>robogena_BetterBingBong>RootTemplates>_merged.lsf.lsxAnd then make the StatusList change.
You could also add these lines to your 'Infernal_Rapier_Changes.txt' from earlier if you want to give it the same igniting properties or hide it during cutscenes: data "WeaponFunctors" "GROUND:IF(HasStatus('BURNING',context.Source)):SurfaceChange(Ignite)" data "DefaultBoosts" "HiddenDuringCinematic();WeaponProperty(Magical)"
I didn't actually test if this works FYI... but it's the first thing I would try!
Thanks so much for all these lessons. Unfortunately I can't seem to get the flame VFX on the sword but, I'm wondering if the model was just never designed to have it since its a Unigue item? Not sure.
BUT, I now have an Infernal Rapier that spawns in the TUT, levels up in damage and Enchantment Lvl as Wyll levels up, has 1d4 fire damage that will also level up, Hellcrawler, Melee Caster, +1 to Spell Save, Challenge to a duel, will return when thrown (in case of opportunities to be ineffeiciently cool), and of course - Squire Imp haha.
I changed around some of the localization tags to explain Mizora has mockingly gifted Wyll with a faithful and kind hearted Imp to serve as his Squire since Wyll still dreams of knighthood that will never come. Thank you SO MUCH for your help. I've put 300+ hrs into BG3 and I feel like it's just starting to eat my time :) .
Hi! I want to thank you for this mod first.and I have these questions too. I want to make a great axe for Karlack, and I also want that everburn status to my great axe,I was tried these steps that by yours, but it still doesn't work.
Question, does the Everburn status just not apply at all? Or do you get the stat boost but not the fire VFX?
I took another look at this, and I'm starting to wonder if it has something to do with how Everburn applies the VFX. Here's a different method I think you can try. (Again, haven't tested this personally.)
1. If you look at Ever-burning (MAG_FIRE_ALWAYS_DIPPED_FIRE) again, you can see that it's also inheriting other stats from DIPPED_FIRE:
new entry "MAG_FIRE_ALWAYS_DIPPED_FIRE" type "StatusData" data "StatusType" "BOOST" → using "DIPPED_FIRE" ←
2. Now, here's DIPPED_FIRE:
new entry "DIPPED_FIRE" type "StatusData" data "StatusType" "BOOST" data "DisplayName" "hcb3a7e86gd433g41b6gbea4gd9676fec3b7b;1" data "Description" "h8c411b87gae66g4a51g8233g56b5043945a9;2" data "Icon" "Action_DippedFire_Melee" data "StatusEffectOverride" "44d77ebf-fc9e-407d-b20f-257019351f2a" data "SoundStart" "Action_Cast_Dipped_Fire" data "SoundStop" "Action_Prepare_Dipped_Fire_Loop_Stop" data "StackId" "DIPPED" data "Boosts" "WeaponDamage(1d4, Fire);IF(Item(context.Source)):WeaponProperty(Unstowable)"
All of these stats also apply to Ever-burning, unless a particular category is overwritten. (For example, Ever-burning's "Boosts" data gets rid of the Unstowable weapon property that won't let you put your weapon away.)
I wonder if the issue could be with the StackID, which is used to define how specific statuses stack together. If you were trying to add Ever-burning to a weapon that's already dipped (AKA, has a DIPPED StackID added), it may not work properly.
3. For another flaming weapon, the Hellfire Hand Crossbow, Larian ended up implementing its effect differently:
Like the Everburn Blade, the Crossbow also has a Status attached to its StatusList. However, unlike the Blade, the Crossbow only uses that status to apply the flame effect, like so:
new entry "MAG_FIRE_WEAPON_OVERLAY" type "StatusData" data "StatusType" "BOOST" using "MAG_FIRE_ALWAYS_DIPPED_FIRE" → data "StackId" "MAG_FIRE_WEAPON_OVERLAY" ← data "Boosts" "" data "StatusPropertyFlags" "DisableOverhead;IgnoreResting;DisableCombatlog;DisablePortraitIndicator"
And it also gives it a new StackID. If you had trouble getting the flame VFX to show up, maybe you can try this status instead. Note that also unlike the Blade, there's no special weapon damage added here. Everything stat-wise is handled in the weapon's Stats entry (MAG_Orthon_Hellfire_HandCrossbow).
4. If it's still not working, my recommendation is to find someone who already figured it out and look at what they did. 😳 Everburn Arms seems to have applied fire VFX to a few different weapons, so I'd check that out next.
Thanks! As for using AI voices, I have no background in how to do that nor would I really want to... my eventual goal is to have some of the actual session audio in a custom soundbank, which I think is possible now with the Toolkit? Bare minimum would be a custom voice for Bing Bong but if I can cobble some new interactions out of the audio, I'll try for that too!
Are there specific vendors that sell the bing bong items? I missed adding this to an existing patch7 game at the start, and so it was not in effect for the nautiloid ... Now that it's in the game though, i've been to the grove vendors ...the vendor of the fake paladins ...haven't visited the goblin camp ones yet. None of those early vendors had them.
The full vendor list is in the spoiler box under the 'Using Bing Bong' section, but for Act 1 it should be at the paladins' vendor. If you're installing it mid-game then you need to Long Rest to refresh her shop inventory. If that vendor isn't available (say, due to murder), then your options are to get it in a later act, use a tutorial chest spawner, or add it to your inventory using commands in the Script Extender debug console:
This seems to be working properly in Patch 7, but as far as I can tell, it won't show up in the ingame mod manager and cannot be enabled from there. I had to enable it from the 3rd party BG3 Mod Manager app, but everything functions as it should. BG3MM classifies this as a replacer mod and lists the little guy's portrait as being an override, so this might be a possible reason for the ingame tool not recognizing it.
THANK YOU (seriously) for the report, that helps so much to know. Going with a portrait replacer was the lesser of two evils for compatibility but it sounds like the ingame mod manager doesn't like overrides very much. The modding toolkit is VERY dense and hopefully there's a better option in there now for custom portraits. I won't have time to tackle my bigger mods for another week or so though.
I'll update the Patch 7 header with this. Thanks again!
This is one of the few mods our multiplayer game had to go without because it wasn't showing up. if you're saying the only thing you need to do is ignore the fact that it doesn't show up and just add the json info into modsettings.xml...then that's pretty sweet as a hold-over until it can be ported into the new mod system.
@cellsafemode I would imagine directly editing the json should still work. The manual installation code I have up is the old modsettings syntax but it's otherwise the same info you'll be inputting. The newest BG3MM update also supports the new modsettings syntax so that's also an option if manual installation isn't working.
Bing bong was a door man.. imp? At a Walmart-esque adventurers shop in the "Cast of Baldur's Gate 3 play DnD" on Highrollers that Shadowheart adopts almost purely to spite Lae'zel.
I feel like an idiot for asking this...but when I downloaded this to drop into my game, there was no pak file. I am unsure how to install this as loose files =(
Omg!! Not an idiot!! I was so dead tired yesterday I zipped the mod up normally instead of with Multitool, so it didn't actually pack. Thanks so much for the heads up! I have the .pak version up now so you can redownload.
blissfully24, mmh this is weird, I had the same problem (and I feel stupid too), but I just downloaded this mod again and the pak file was there! Maybe try this. I think we extracted all the contents of the pak file instead of the folder, i don't know how
edit : Oh... I understand now, thank you robogena xD
32 comments
FWIW I haven't figured out why some mods inactivate and others don't, but it could be due to something about having a direct edit to game files through Bing Bong's edited portrait. Either way I agree that it's very annoying. 😞
I've always though Wyll should have a side kick like a Robin to his Batman. Who better than a lovable reformed Imp?!
If having Bing Bong with someone other than Shart is unconscionable, what about a rename like Red Wing? Little Borderlands nod there 😉.
Maybe round out the rapier by adding Legendary, Lethal Weapon, Summon Bing Bong (or Red Wing), Challenge Duel, and Hell Crawler? Similar to other mods but, not as OP.
Geez this sounds like a separate mod almost. Do you take commission? haha
To change Bing Bong's name:
Localization>(Language you want to edit)
and open up the loca.xml file.Tooltip="Target_Confuse_BingBong_RG"
To edit the Infernal Rapier:
Public>robogena_BetterBingBong>Stats>Generated>Data
new entry "ORI_Wyll_Infernal_Rapier"
type "Weapon"
using "ORI_Wyll_Infernal_Rapier"
data "Rarity" "Legendary"
data "Boosts" "UnlockSpell(Target_Summon_BingBong_RG);UnlockSpell(Target_MAG_Legendary_CompelledDuel);UnlockSpell(Target_MAG_Legendary_HellCrawler)"
data "PassivesOnEquip" "MAG_IgnorePiercingResistance_Passive"
One last question (after spending about 4hrs trying to figure it out already haha) - how would I add the Everburn status to the Infernal Rapier? I mean, it is a red hot infernal weapon. Kind of odd it has no basic flame effect or 1d4 fire damage.
- Since you already have Modder's Multitool, you can use it to extract game files just like you can with a pak. Utilities>Game File Operations>Unpack Game Files lets you dump game data to a UnpackedData folder, so you can use it as a reference. (I believe most of the item nitty gritty is under Gustav and Shared)
- I use VSCode for modding. You can created a workspace in your UnpackedData folder so you can search through it anytime you need to find something.
- For internal names, I use the BG3 Wiki. If you look up the Everburn Blade, you can see some kind soul has listed its internal name (UID: MAG_Fire_AlwaysDippedInFire_Greatsword) and its MapKey (UUID: 660483f6-8eb3-45be-88a4-327f9d417026).
- Search for the UID and/or UUID in the UnpackedData workspace. When I looked up MAG_Fire_AlwaysDippedInFire_Greatsword, I found the stats for the sword:
- But I also found the RootTemplate entry for the sword, which defines the object itself. When I looked at that, I saw this:
- And when you search for MAG_FIRE_ALWAYS_DIPPED_FIRE, you can find its Status_BOOST entry which defines how it works:
- So to add that to the Infernal Rapier, you would add MAG_FIRE_ALWAYS_DIPPED_FIRE to its StatusList on its RootTemplate. When you find the RootTemplate for the Infernal Rapier, you can copy that section and paste it in here:
- You could also add these lines to your 'Infernal_Rapier_Changes.txt' from earlier if you want to give it the same igniting properties or hide it during cutscenes:
I didn't actually test if this works FYI... but it's the first thing I would try!new entry "MAG_Fire_AlwaysDippedInFire_Greatsword"
...But there's nothing here that says how it gets the Burning property or the Fire damage.type "Weapon"
using "WPN_Greatsword_1"
data "RootTemplate" "660483f6-8eb3-45be-88a4-327f9d417026"
data "ItemGroup" ""
data "ValueUUID" "86e7e503-a225-4b48-819e-2e24de1f904a"
data "Rarity" "Uncommon"
data "WeaponFunctors" "GROUND:IF(HasStatus('BURNING',context.Source)):SurfaceChange(Ignite)"
data "DefaultBoosts" "HiddenDuringCinematic();WeaponProperty(Magical)"
data "Unique" "1"
data "Weapon Properties" "Twohanded;Heavy;Melee"
<node id="StatusList">
That seems more promising!<children>
<node id="Status">
<attribute id="Object" type="FixedString" value="MAG_FIRE_ALWAYS_DIPPED_FIRE" />
</node>
</children>
</node>
new entry "MAG_FIRE_ALWAYS_DIPPED_FIRE"
And there you go. That's how the Everburn Blade gets its permanent flame effect and 1d4 Fire damage.type "StatusData"
data "StatusType" "BOOST"
using "DIPPED_FIRE"
data "DisplayName" "h3ba1472bg4d07g434cgba91ge5f4f97e7e99;1"
data "Description" "h5c34dbc6gb1b9g4d98g9161ge74d9a8dfc43;1"
data "Icon" "statIcons_EverBurning"
data "StatusEffectOverrideForItems" "44d77ebf-fc9e-407d-b20f-257019351f2a"
data "SoundStart" ""
data "SoundStop" ""
data "StackPriority" "10"
data "Boosts" "WeaponDamage(1d4, Fire)"
data "StatusPropertyFlags" "DisableOverhead;IgnoreResting;DisableCombatlog;DisablePortraitIndicator"
Public>robogena_BetterBingBong>RootTemplates>_merged.lsf.lsx
And then make the StatusList change.data "WeaponFunctors" "GROUND:IF(HasStatus('BURNING',context.Source)):SurfaceChange(Ignite)"
data "DefaultBoosts" "HiddenDuringCinematic();WeaponProperty(Magical)"
BUT, I now have an Infernal Rapier that spawns in the TUT, levels up in damage and Enchantment Lvl as Wyll levels up, has 1d4 fire damage that will also level up, Hellcrawler, Melee Caster, +1 to Spell Save, Challenge to a duel, will return when thrown (in case of opportunities to be ineffeiciently cool), and of course - Squire Imp haha.
I changed around some of the localization tags to explain Mizora has mockingly gifted Wyll with a faithful and kind hearted Imp to serve as his Squire since Wyll still dreams of knighthood that will never come. Thank you SO MUCH for your help. I've put 300+ hrs into BG3 and I feel like it's just starting to eat my time :) .
I want to make a great axe for Karlack, and I also want that everburn status to my great axe,I was tried these steps that by yours, but it still doesn't work.
I took another look at this, and I'm starting to wonder if it has something to do with how Everburn applies the VFX. Here's a different method I think you can try. (Again, haven't tested this personally.)
1. If you look at Ever-burning (MAG_FIRE_ALWAYS_DIPPED_FIRE) again, you can see that it's also inheriting other stats from DIPPED_FIRE:
new entry "MAG_FIRE_ALWAYS_DIPPED_FIRE"
type "StatusData"
data "StatusType" "BOOST"
→ using "DIPPED_FIRE" ←
2. Now, here's DIPPED_FIRE:
new entry "DIPPED_FIRE"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "hcb3a7e86gd433g41b6gbea4gd9676fec3b7b;1"
data "Description" "h8c411b87gae66g4a51g8233g56b5043945a9;2"
data "Icon" "Action_DippedFire_Melee"
data "StatusEffectOverride" "44d77ebf-fc9e-407d-b20f-257019351f2a"
data "SoundStart" "Action_Cast_Dipped_Fire"
data "SoundStop" "Action_Prepare_Dipped_Fire_Loop_Stop"
data "StackId" "DIPPED"
data "Boosts" "WeaponDamage(1d4, Fire);IF(Item(context.Source)):WeaponProperty(Unstowable)"
All of these stats also apply to Ever-burning, unless a particular category is overwritten. (For example, Ever-burning's "Boosts" data gets rid of the Unstowable weapon property that won't let you put your weapon away.)
I wonder if the issue could be with the StackID, which is used to define how specific statuses stack together. If you were trying to add Ever-burning to a weapon that's already dipped (AKA, has a DIPPED StackID added), it may not work properly.
3. For another flaming weapon, the Hellfire Hand Crossbow, Larian ended up implementing its effect differently:
<GameObjects>
<Description>h74915744gf472g4eedga2eegae028b08f338;1</Description>
<DisplayName>hc6d6367dgeb03g4604gb852g98496319b803;1</DisplayName>
<LevelName />
<MapKey>f5b3b579-3569-4f6d-835c-9c19245152d6</MapKey>
<Name>MAG_Orthon_Hellfire_HandCrossbow</Name>
<ParentTemplateId>ab150a98-0a8e-4ee2-9dca-580d77f99be3</ParentTemplateId>
<Stats>MAG_Orthon_Hellfire_HandCrossbow</Stats>
<Type>item</Type>
<VisualTemplate>f4f23190-f0a0-2bdd-7e11-3e6432cea576</VisualTemplate>
<_OriginalFileVersion_>144115207403209032</_OriginalFileVersion_>
<StatusList>
<Status>
→ <Object>MAG_FIRE_WEAPON_OVERLAY</Object> ←
</Status>
</StatusList>
</GameObjects>
Like the Everburn Blade, the Crossbow also has a Status attached to its StatusList. However, unlike the Blade, the Crossbow only uses that status to apply the flame effect, like so:
new entry "MAG_FIRE_WEAPON_OVERLAY"
type "StatusData"
data "StatusType" "BOOST"
using "MAG_FIRE_ALWAYS_DIPPED_FIRE"
→ data "StackId" "MAG_FIRE_WEAPON_OVERLAY" ←
data "Boosts" ""
data "StatusPropertyFlags" "DisableOverhead;IgnoreResting;DisableCombatlog;DisablePortraitIndicator"
And it also gives it a new StackID. If you had trouble getting the flame VFX to show up, maybe you can try this status instead. Note that also unlike the Blade, there's no special weapon damage added here. Everything stat-wise is handled in the weapon's Stats entry (MAG_Orthon_Hellfire_HandCrossbow).
4. If it's still not working, my recommendation is to find someone who already figured it out and look at what they did. 😳 Everburn Arms seems to have applied fire VFX to a few different weapons, so I'd check that out next.
It would be awesome if you could AI some dialogue or interactions with Shadowheart and Laezel. That would be the icing on the cake!
Necklace summon item:
TemplateAddTo("560690c8-6657-48d3-8a5f-de234273e60a", GetHostCharacter(), 1)
Ring summon item:
TemplateAddTo("0dddff30-ac6e-4762-a5df-d63799c7f058", GetHostCharacter(), 1)
Trinket (instrument slot) summon item:
TemplateAddTo("56376510-3641-480b-b322-0ee7b44219ab", GetHostCharacter(), 1)
I'll update the Patch 7 header with this. Thanks again!
I would imagine directly editing the json should still work. The manual installation code I have up is the old modsettings syntax but it's otherwise the same info you'll be inputting. The newest BG3MM update also supports the new modsettings syntax so that's also an option if manual installation isn't working.
Edit: retro-canonized by Larian after the Highroller run.
Omg!! Not an idiot!! I was so dead tired yesterday I zipped the mod up normally instead of with Multitool, so it didn't actually pack. Thanks so much for the heads up! I have the .pak version up now so you can redownload.
edit : Oh... I understand now, thank you robogena xD