This mod will definitely cause a file reset. The 'guid' isn't a correct format and the game never used to care in Patch 6 but Patch 7 it definitely does.
I only did minimal testing (tested all the dyes on base outfit after getting item for tut chest on the opening beach) but this mod works with patch 7, you just have to fix the UUID in the meta.lsx file
Unpack the mod through the bg3 multitool Edit the meta.lsx and replace the UUID with a proper one from GenerateUUID <attribute id="UUID" type="FixedString" value="00000000-0000-0000-0003-xRogerRogers"/> Repack the mod and enjoy :)
13 October 2024, 1:20AMI only did minimal testing (tested all the dyes on base outfit after getting item for tut chest on the opening beach) but this mod works with patch 7, you just have to fix the UUID in the meta.lsx file
Unpack the mod through the bg3 multitool Edit the meta.lsx and replace the UUID with a proper one from GenerateUUID <attribute id="UUID" type="FixedString" value="00000000-0000-0000-0003-xRogerRogers"/> Repack the mod and enjoy :)
if this works youre my hero, one question how does one go about repacking the file ?
Thank you and good work! I am noticing the dyes don't really work on some items. The Helldusk Armor in particular is given a silver, blue, and lime-green look with every dye. It could very well be a conflict on my part or maybe I should try again to see if it was just during that instance. So far the only dye related mods I've installed are yours and the black one. Other than that, I love how these look - I'm using the Inquisitor's Dye on my armor and it looks sick!
This should be resolved now, a few armors use weird fields for the fabrics and such. The updated version now matches these fields to the primary colors so it should be closer to what you would expect
looks great, only suggestions I would make: 1. Add them to Arron in Act 1, Dammon leaves for a big portion of Act 1 from the camp after the attack 2. I would be to put your intials or something before each so the set stays together when sorting since there are now 3+ other dye sets here and growing
i ended up making my own version with these two fixes: 1. Aaron sells them at the Grove 2. Dyes start with the letter J so you know which mod these belong to
Download here: https://pixeldrain.com/u/9zhKFUqE Put them in C:\Users\YOURNAME\AppData\Local\Larian Studios\Baldur's Gate 3\Mods and overwrite
44 comments
e43d8f32-0d34-40f4-a344-4f8688754c5e -- Inquisitor Dye
e43d8f32-0d34-40f4-a344-4f8688754d6f -- Inquisitor Dye Alt
e43d8f32-0d34-40f4-a344-4f8688754d5e -- Sentinel Dye
e43d8f32-0d34-40f4-a344-4f8688754d5f -- Sentinel Dye Alt
e43d8f32-0d34-40f4-a344-4f868833f432 -- Harlequin's Dye
e43d8f32-0d34-40f4-a344-4f8688334e22 -- Vigilant's Dye
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSString" value="DarkerDyes"/>
<attribute id="Name" type="LSString" value="DarkerDyes"/>
<attribute id="PublishHandle" type="uint64" value="0"/>
<attribute id="Version64" type="int64" value="1"/>
<attribute id="UUID" type="guid" value="00000000-0000-0000-0003-xRogerRogers"/>
<attribute id="MD5" type="LSString" value=""/>
</node>
This mod will definitely cause a file reset. The 'guid' isn't a correct format and the game never used to care in Patch 6 but Patch 7 it definitely does.
Unpack the mod through the bg3 multitool
Edit the meta.lsx and replace the UUID with a proper one from GenerateUUID
<attribute id="UUID" type="FixedString" value="00000000-0000-0000-0003-xRogerRogers"/>
Repack the mod and enjoy :)And is it friendly with existing campaigns?
1. Add them to Arron in Act 1, Dammon leaves for a big portion of Act 1 from the camp after the attack
2. I would be to put your intials or something before each so the set stays together when sorting since there are now 3+ other dye sets here and growing
1. Aaron sells them at the Grove
2. Dyes start with the letter J so you know which mod these belong to
Download here: https://pixeldrain.com/u/9zhKFUqE
Put them in C:\Users\YOURNAME\AppData\Local\Larian Studios\Baldur's Gate 3\Mods and overwrite