For those who prefer BG3's new internal mod system, the mod is there too. This mod was made for Patch 7 (with the Toolkit) and also tested with Patch 8. The main file will not work with Patch 6 (meta structure has changed), but I added an optional version that might work for Patch 6 (please report here).
Important : if you install an official mod, while you also have third-party mods, remember that you MUST exit the game and reassert the new load order (modsettings.lsx) with your mod manager (BG3MM, and I presume Vortex does it also) ; otherwise your save will not load (it will hang, because the "story" will not load). If you install a third-party mod, while you also have official mods, the process is simpler but it still boils down to making sure the file modsettings.lsx is updated.
HOW with BG3MM : once the list of mods shown looks complete and you like your load order, make sure to click Export Order To Game.
I am not sure about Vortex, but my understanding is that it will be done automatically anytime you change your list of active mods and load order.
I used the official Toolkit to make this mod and also the BG3 Modders Multitool to help me find the correct files, because honestly the Toolkit has severe technical issues on my PC (problem found: my GPU software was trying to add on onscreen display, sigh).
For Patch 6 users, I created a new version (Sept. 19, 2024) as s player reported that the title/descriptions in-game did not have their text (localization). As the mod was made for Patch 7, there was indeed changes in the ID of localization texts. - The Patch 6 version It is under the Update Files.
The main file is for Patch 7 and was made using the new Toolkit, just to be clear.
Thank you for your mod. I'm using "patch 6" version, It works generally fine except a tooltip problem. Like someone already reported, the spell and the status it inflict both show "not found". I am running on a non English localization, but I think English version should have same problem. I check my game data and your mod, they do use different "localization id": data "DisplayName" "hbac06529g34f7g43b0gbce5g61f539510924;1" (your mod) data "DisplayName" "h565dc60cg50f9g4b42g9cfeg9719eb41dbc9;2"(original game) So I guess its a preblem caused by the tool to make patch 6 version?
Yes. The missing text/tooltips problem is caused by the fact it was made with the Toolkit, so with Patch 7 data, but I then attempted to create a Patch 6 backwards compatible version for players who still use Patch 6.
I am not sure how to fix this, but maybe if I use the Patch 6 IDs (like the one you show here), I can make it work. I would need 4 IDs : 2 for Spell_Target file and 2 for the Status_BOOST file (DisplayName & Description).
Thank you for the fix. Sorry I didn't reply in time. And lucky for me, that Norbyte's BG3 Search Engine you post here is a really convenient tool. Good to know,really. I haven't test your fix. But I think It will work as expected, because I also did the same thing----just changed the tooltip string and left everything else, and it works fine for me.
Adding a new mod will often reset modsettings.lsx. Sorry in advance if you are not new to this... but use the third-party BG3MM to see all the mods and, once it is to your liking, click Export Order To Game. Deleting modsettings.lsx beforehand might fix the issue. That said, BG3MM was updated for Patch 7, so make sure you are using the Patch 6 version of BG3MM.
Maybe mods made for Patch 7 (Toolkit) don't work with Patch 6. I cannot really know, but two of you here are reporting critical issues. [EDIT/UPDATE: an optional version of this mod for Patch 6 was added!]
OK, on the BG3 Modding Community Wiki, on this useful page, I found this : My mods are resetting modsettings : This is likely due to a bad meta.lsx The way meta.lsx files work changed in patch 7 Previously it was a FixedString, but now it HAS to be a UUID. ...
So, unless BG3MM for Patch 6 has a tool to convert Patch 7 mods to work for Patch 6, they will logically not work and reset modsettings.lsx.
Yes ! Awesome. That was a fun little challenge. Made possible actually by the BG3 Modders Multitool.
To clarify : I presume you used the optional file, right ? Or did you test the main file? (I did improve its meta: the description was too long) [EDIT: I noted your answer below Errthu. Thanks.]
Errthu : does the spell description and tooltip for Confusion work on your Patch 6 set-up? I fear it might not as I made my mod using the Patch 7 version of the game.
It also seems to cause cause a localization error with confusion tooltip, as it says not found and has no description anymore, just "not found" I am using patch 6 version.
Are you using the English localization ? When you say "also", does that mean there is another error, because the Patch 6 version should work now according to another player.
nb: it is possible that my Patch 7 localization codes do not match those from Patch 6. You are the first to report this though, so hard to say, but it does seem possible that my attempt to make a Toolkit mod compatible with Patch 6 could cause a localization mismatch.
I think its a mismatch yeah. I have hotfix 25 version. The error is just the "not found" as confusion spell name, condition description. Anything to do with confusion effect or spell seems to turn into not found if i load this mod. And its loaded quite quite far in my mod order. So nothing else should override it
Hmm, if the mod is visible as active in BG3MM and you successfully did Export order to game, pretty sure it should work.
Takes a minute to try anyhow. Once your save is loaded, look at the Confusion spell description. If the mod is active, you will see it last 10 rounds for example.
Note : even in Patch 7, when you click to load a save, it shows rather random info. Often it shows one mod many times, one mod only out of many, or does not show any mod at all. So ignore that.
There was another mod i tried updating, modio version was mentioned. Zoo tycoon was the mod. It also caused my mods to unload and just crashed the save like 10 sec into load
20 comments
This mod was made for Patch 7 (with the Toolkit) and also tested with Patch 8. The main file will not work with Patch 6 (meta structure has changed), but I added an optional version that might work for Patch 6 (please report here).
Important : if you install an official mod, while you also have third-party mods, remember that you MUST exit the game and reassert the new load order (modsettings.lsx) with your mod manager (BG3MM, and I presume Vortex does it also) ; otherwise your save will not load (it will hang, because the "story" will not load).
If you install a third-party mod, while you also have official mods, the process is simpler but it still boils down to making sure the file modsettings.lsx is updated.
HOW with BG3MM : once the list of mods shown looks complete and you like your load order, make sure to click Export Order To Game.
I am not sure about Vortex, but my understanding is that it will be done automatically anytime you change your list of active mods and load order.
I used the official Toolkit to make this mod and also the BG3 Modders Multitool to help me find the correct files, because honestly the Toolkit has severe technical issues on my PC (problem found: my GPU software was trying to add on onscreen display, sigh).
Cheers
- Baraz
- The Patch 6 version It is under the Update Files.
The main file is for Patch 7 and was made using the new Toolkit, just to be clear.
data "DisplayName" "hbac06529g34f7g43b0gbce5g61f539510924;1" (your mod)
data "DisplayName" "h565dc60cg50f9g4b42g9cfeg9719eb41dbc9;2"(original game)
So I guess its a preblem caused by the tool to make patch 6 version?
I am not sure how to fix this, but maybe if I use the Patch 6 IDs (like the one you show here), I can make it work.
I would need 4 IDs : 2 for Spell_Target file and 2 for the Status_BOOST file (DisplayName & Description).
This attempt (needs testing) is under the Update Files for the moment (on the files page, you have to click on "Patch 6 new attempt" to show it).
I haven't test your fix. But I think It will work as expected, because I also did the same thing----just changed the tooltip string and left everything else, and it works fine for me.
1) I am exclusively on Patch 7 and 2) since I manage two versions, there is a fat risk of errors on my side.
Sorry in advance if you are not new to this... but use the third-party BG3MM to see all the mods and, once it is to your liking, click Export Order To Game. Deleting modsettings.lsx beforehand might fix the issue. That said, BG3MM was updated for Patch 7, so make sure you are using the Patch 6 version of BG3MM.
Maybe mods made for Patch 7 (Toolkit) don't work with Patch 6. I cannot really know, but two of you here are reporting critical issues. [EDIT/UPDATE: an optional version of this mod for Patch 6 was added!]
My mods are resetting modsettings :
This is likely due to a bad meta.lsx
The way meta.lsx files work changed in patch 7
Previously it was a FixedString, but now it HAS to be a UUID. ...
So, unless BG3MM for Patch 6 has a tool to convert Patch 7 mods to work for Patch 6, they will logically not work and reset modsettings.lsx.
I might try to make a Patch 6 version ...
I cannot test it myself, so please report back.
Made possible actually by the BG3 Modders Multitool.
To clarify : I presume you used the optional file, right ? Or did you test the main file? (I did improve its meta: the description was too long) [EDIT: I noted your answer below Errthu. Thanks.]
I am using patch 6 version.
When you say "also", does that mean there is another error, because the Patch 6 version should work now according to another player.
nb: it is possible that my Patch 7 localization codes do not match those from Patch 6. You are the first to report this though, so hard to say, but it does seem possible that my attempt to make a Toolkit mod compatible with Patch 6 could cause a localization mismatch.
I have hotfix 25 version.
The error is just the "not found" as confusion spell name, condition description. Anything to do with confusion effect or spell seems to turn into not found if i load this mod.
And its loaded quite quite far in my mod order. So nothing else should override it
It makes all the mods seem unloaded when loading a save.
I did click export load order to game.
Takes a minute to try anyhow. Once your save is loaded, look at the Confusion spell description. If the mod is active, you will see it last 10 rounds for example.
Note : even in Patch 7, when you click to load a save, it shows rather random info. Often it shows one mod many times, one mod only out of many, or does not show any mod at all. So ignore that.
It also caused my mods to unload and just crashed the save like 10 sec into load
You can see what I posted under Errthu message.
I added an optional Patch 6 version that should work : please tell me if it does.