Leaving this here as an answer for any future dice modders:
Files which must be changed to ensure compatibility -
All instances of "TavDice" with "[YourDiceName]Dice" in the folder structure.
All instances of "TavDice" with "[YourDiceName]Dice" in the metadata.lsx file (I recommend using CTRL H in Notepad++).
Use BG3 Modders Multitool to generate a custom UUID for the mod. Put the same UUID in both the CustomDice.lsx file and the meta.lsx file.
In meta.lsx update <attribute id="Description" type="LSString" value="Your own personal dice."/> with your own description.
In meta.lsx update <attribute id="Folder" type="LSString" value="TavDice"/> with [YourDiceName]Dice (ensure it's consistent with the name you used above).
In meta.lsx update <attribute id="Author" type="LSString" value="Koriik"/> with your author name.
In meta.lsx update <attribute id="Name" type="LSString" value="Dice Set Expansion - Home Brewed Dice"/> with your mod's name.
Use BG3 Modders Multitool to generate a custom Description handle for the mod, e.g. contentuid="h0ea64bb2geb3cg4170gb51cgeb02a1e73f3f" (do not use this one, generate a new one). Put the same handle in both the CustomDice.lsx file and the your localisation .xml file. In the localisation file it will not reference "Description", but will be the contentuid in the line where you update your mod's description.
Use BG3 Modders Multitool to generate a custom DisplayName handle for the mod. Put the same handle in both the CustomDice.lsx file and the your localisation .xml file. In the localisation file it will not reference "DisplayName", but will be the contentuid in the line where you update your mod's display name.
Update your mod's name and description within the localisation .xml file. Use the Export Tool to generate a fresh [YourDiceName]Dice.loca file from your .xml. Ensure there are no files in the localisation subfolders named TavDice still remaining.
In CustomDice.lsx update <attribute id="Name" type="LSString" value="TavDice"/> with your dice's name (remain consistent with how you've named it throughout).
EDIT:
The following values at present also need updating in CustomDice.lsx to correct and issue with the glint effect applied to dice by the game: <attribute id="Flip1" type="bool" value="true"/> <attribute id="Flip20" type="bool" value="true"/> Change both of these to FALSE.
Looks nice, I'll try it! Btw, if you put this mod in "Dice" category, a lot more people will be able to see and download this awesome texture. Thanks for the mod.
Hi! Thank you for your kind feedback - could I please ask which mods you are referring to? I haven't updated the requirements for this recently but I know there have been changes for which I can update the documentation.
Hello~! I followed your tutorial for standalone dices, I think I did everything right but the dice doesn't show ingame. When I use someone else's template with my textures it goes just fine, but when I rename all the stuff it just won't work. I redid it multiple time and always the same result so I would love some help ;_; Edit : nevermind, I used SeanConnerX0's tool and it works !
Hello, this is not working for me. Here is what I did: - Installed "Baldur's Gate 3 Mod Manager" - Installed "Full Release Mod Fixer" - Import of "Dwarven Stone Dice" (and other) - Enabled "Dwarven Stone Dice" mod - Launching the game and testing the dice and none is available...
I just needed to hit save... I noticed this problem when I quit and relaunch "Baldur's Gate 3 Mod Manager" All mods was on "disable"
Now the game tells me that achievements are disabled.Is it possible to put files in folders that are other than the mod folder? I think the game detects files in this folder and disables achievements.
I just want an appearance of dice, not redo the game with cheats or other ... it's completely stupid to disable the achievements for that ...
Any mod you install to the game disables achievements, even if it only adds a new dice image. If you want to use mods and still have Achievements enabled you will have to use a mod like Achievement Enabler by DuketheDropKicker otherwise you will have to play without getting achievements.
I wouldn't recommend having both Customizer and Improved UI, as they mod the same areas and could overwrite each other. I know other people have had mods stop working because they had both of them. That's also more mods than I can really troubleshoot for you (I only use Full Release Mod Fixer, Toarie's New Character Creation Presets, MageHand Improved, NativeModLoader & Achievement Unlocker, Galaxy Dice, and all three of my dice sets). If only using Customizer or Improved UI doesn't fix it, I'd recommend disabling the other dice mods and re-enabling one by one to narrow down any conflicts.
The wording is confusing in the downloads, but ImprovedUI is built on functionality originally from Customizer, so there may be conflicts. I'd recommend looking through those two mods and their Posts sections again to see what the best options for you are in terms of compatibility :) EDIT: Oh brilliant! Good to know! :D
18 comments
I'm messing with the files, but I'm not very experienced with coding to tell where I'm getting it wrong :/
Files which must be changed to ensure compatibility -
<attribute id="Description" type="LSString" value="Your own personal dice."/>
with your own description.<attribute id="Folder" type="LSString" value="TavDice"/>
with [YourDiceName]Dice (ensure it's consistent with the name you used above).<attribute id="Author" type="LSString" value="Koriik"/>
with your author name.<attribute id="Name" type="LSString" value="Dice Set Expansion - Home Brewed Dice"/>
with your mod's name.contentuid="h0ea64bb2geb3cg4170gb51cgeb02a1e73f3f"
(do not use this one, generate a new one). Put the same handle in both the CustomDice.lsx file and the your localisation .xml file. In the localisation file it will not reference "Description", but will be the contentuid in the line where you update your mod's description.
<attribute id="Name" type="LSString" value="TavDice"/>
with your dice's name (remain consistent with how you've named it throughout).EDIT:
The following values at present also need updating in CustomDice.lsx to correct and issue with the glint effect applied to dice by the game:
<attribute id="Flip1" type="bool" value="true"/>
<attribute id="Flip20" type="bool" value="true"/>
Change both of these to FALSE.
I followed your tutorial for standalone dices, I think I did everything right but the dice doesn't show ingame.
When I use someone else's template with my textures it goes just fine, but when I rename all the stuff it just won't work.
I redid it multiple time and always the same result so I would love some help ;_;
Edit : nevermind, I used SeanConnerX0's tool and it works !
Here is what I did:
- Installed "Baldur's Gate 3 Mod Manager"
- Installed "Full Release Mod Fixer"
- Import of "Dwarven Stone Dice" (and other)
- Enabled "Dwarven Stone Dice" mod
- Launching the game and testing the dice and none is available...
What did I do wrong?
You need to do both in that order for the modsettings file to be updated and the mods to take effect.
Edit: I'd also recommend installing ImprovedUI as well just in case.
I just needed to hit save...
I noticed this problem when I quit and relaunch "Baldur's Gate 3 Mod Manager"
All mods was on "disable"
Now the game tells me that achievements are disabled.Is it possible to put files in folders that are other than the mod folder?
I think the game detects files in this folder and disables achievements.
I just want an appearance of dice, not redo the game with cheats or other ...
it's completely stupid to disable the achievements for that ...
If you want to use mods and still have Achievements enabled you will have to use a mod like Achievement Enabler by DuketheDropKicker otherwise you will have to play without getting achievements.
Hope this helps :)
https://cdn.discordapp.com/attachments/623569635568254976/1143172271037481013/image.png
EDIT: the new version of the Modd fixed it!!! thank you so much ^u^
EDIT: Oh brilliant! Good to know! :D