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173 comments
So I will take suggestions. I am calling them suggestions as I can't really give proper ETA's on when they will be released.
But if there is an outfit you like the starting colour scheme of or an NPC outfit you quite like the colour scheme of feel free to suggest it.
Also please feel free to upload images or videos of the dyes in action.
Suggestions:
Slightly Better Dyeing - this mod is patching for Dye icons so I do ask being patient when I update my mod for it to be updated with the little brushes it adds to the atlases. Until it updates the small icons for the new dyes will show as numbers
first, please let me thank you for this mod. I've been using it was first uploaded and it was always increadibly useful.
Second: With Patch 7 (patch 6) there came new standart-colours for the Paladin of Devotion Scalemale with the sleeves a dark wine-red, the tops leather a more redish-brown and, unfortunatly, the leather of the trousers a clashing orangy. Using your already existing 'Paladin of Devotion'-colours returns the armour to their old, pre patch 6 (7?) colours, including the trouser's leather.
Now my question: Would it maybe be possible to generate a second Paladin of Devotion colour with the new colour-sheme (wine-red sleves, redish-brown leather) that one could then use to dye over the garlish new orangy colour of the trousers to bring them in line with the rest of the armour's new colours?
So, maybe new Paladin of Devotion colour-sheme dye, please, please, please?
Already thank you in advance, whatever your answer may be
though the orange tinted brown pants sounds correct as the Oath of the Ancients dye like the starting outfit comes with orange tinted brown pants with green and yellow as main colour scheme.
Just realised my image section has Ancients and Devotion colour scheme swapped around.
But neither should have red. What I think you might have run into is what I fixed in a later update, that in the game itself my Devotion and Vengeance dyes were swapped. As Vengeance is the one with reds and darker colours.
However, Patch 6 or 7 switched not only the colour of the pants of the starter armour of Devotion and Vengance to the orangish-brown, but also altered the leather of the Devotion-armour to a redish-brown (only the top-part of the armour, the pants are orangish-brown) and also switched the gambeson's colour from blue to a darker wine-red. That's what I meant. You should see it if you start a new game and then select the Paladin of Devotion there.
You can also see it very well if you go into the Toolkit, insert "Paladin_Devotion" into the search there and it will present you a Devotion-Paladin-top with wine-red gambeson-sleeves (ARM_ScaleMail_Paladin_Devotion_a455f1a1-acc6-4fce-a09e-111aceced98a)
But that's as far as I ever came with the Toolkit, it doesn't quite work for me at the moment
Now, the curious thing is: I've dug through the game-files until I found the Devotion-Paladins colour-codes, build a new dye from them so I would be able to tint the now orangish pants in line - and ended up with the blue gambeson of the original Devotion-Paladin's colours (the gambeson, not the tunic with the coat of arms). No more wine-red gambeson which it now should have had going by the new starter-armour colour. So, I have no idea where to find the red of these gambeson-sleeves (or what channel I would have to put them in), and that was why I was asking whether it would be possible for you to create a 'Paladin of Devotion 2.0' dye that gives one the wine-red gambeson-sleeves and the more reddish leather
Sorry for the wall of text, it's a quite curious thing
Edit: Some minor edits so it makes more sense
Edit 2: I'm an idiot. I took my colour-codes from the unpacked data of Patch 5 Hotfix 17. No woeder I got the old blue sleeves
Are you asking for a new dye to add the alts for the new looks minus the orange? sorry if I misunderstood. and I think I did misunderstand.
If that is the case I could make some alt versions yes.
No, I'm not asking to replicate the orange pants on Devotion & Vengence, I'm glad that your colour is already fixing them and I am glad that YOUR colour is NOT orange. That the now orange pants are brown in your colours. That's good. Very good.
I was asking for an alt-colour with the new Devotion-colours (the one from the Toolkit) to fix the orange pants in the new (alt) colours.
Sorry for the misunderstanding and thank you for your patient answers and thank you for your willingness to make an alt dye
Save A is after I rescued Shadowheart from her pod. Save B is 8 minutes later and is in the room where Shart and Lae'zel argue before going into the helm battle. Save A and earlier load. Save B and later crash. Rolling this mod back fixes that issue. Which makes no sense to me because (a) NPC Dyes aren't in the tutorial chest and (b) the dyes I have on my Tav? I spawn those in using script extender before I even leave the starting room so I have them in my inventory for Save A.
The only two dyes in my inventory are:
Storm Sorcerer Starter Dye: 3fda74d0-bd5b-4993-acfc-dba8a80f1c81
Minthara Starter Dye: d859705c-0c32-4c0d-85d6-3eebbff128d6
The only other items that are in the tutorial chest are
- Faerun Colors ( Dye and color sets)
- Bags Bags Bags
- The amulet for Basket Full of Equipment. NSFW version
- And the base game stuff like the potion.
Solution: The UUID for the Notes item changed between versions. In the toolkit version (2.0.2.0+), find and replace 8ff5e426-e6dd-4f0b-b729-e5391bf49886 with 9633297a-dc83-4334-bf12-c5cb04d24729. There should be files getting updated:
- Objects.txt
- 8ff5e426-e6dd-4f0b-b729-e5391bf49886.lsf.lsx (in Roottemplates/Containers)
I have managed to continue my own Patch 6 saves, in Act 1, 2 and 3 so not sure what else could be happening. But will try to look into it
When I have the toolkit version of NPC Dyes installed and can load into Save A (the pre-tutorial chest save), I get the following error when I try to dye any items (including Shadowheart's default chest armor so that rules out custom items being the conflict): Invalid Combination.
I'm beginning to think it's a load order issue or it's conflicting with another mod but I'm not sure which is more of a valid troubleshooting path.
2.0.2.0 of the mod here and mod.io however are exactly the same mod.
I've checked again but sadly can't replicate the behaviour you're getting. In both my Patch 6 and 7 saves.
Looking at your mod list though I can see one mod that might be having issues in Patch 7, if I go by comments on the larian discord. So apparently Patch 7 doesn't like self created UUIDS in the meta.lsx and apparently some have had issue with the `Legacy Version - Aether's Black Dye` of Aethers black dye. Not sure if that is the version you are using or not. But apparently the tip is to give it a new uuid in the uuid line of the meta.lsx for personal use.
Otherwise looking at your mod list I can't see anything that should be conflicting
~
Dupe Pak files: No dupes of the NPC Dyes mod. When I swap them out I pull the other version out.
Custom UUIDs: That's my post :3 I had noticed the pattern in the mods that wouldn't check in IGMM. I also screwed up the UUID for my own mod and had to fix it :D
What I'm seeing is: Saves using NPC Dyes v1.0.0.0 don't crash when NPC Dyes is removed, however saves with v2.0.0.0 do.
Pinned v2.0.0.0 note: "The dyes will from the 2.0.0.0 appear in 3 chests. NPC, Class and Outfit Dye Chests."
Sorted by most recent save date:
Durge Save B - 4.1.1.5022896 (Sept 2 2024) - Crashes without NPC Dyes v2.0.0.0, Crashes with v2.0.2.0 (Error 302)
Durge Save A - 4.1.1.5022896 (Sept 2 2024) - Crashes without NPC Dyes v2.0.0.0, Loads with v2.0.2.0
Durge Save X - 4.1.1.5022896 (July 15 2024) - Crashes without NPC Dyes v2.0.0.0, Loads with v2.0.2.0
Durge Save X - 4.1.1.3767641 (Dec 17 2023) - Loads without NPC Dyes v1.0.0.0, Loads with v2.0.2.0
Tav Save Z - 4.1.1.3767641 (Dec 14 2023) - Loads without NPC Dyes v1.0.0.0, Loads with v2.0.2.0
Tav Save Z - 4.1.1.3767641 (Nov 08 2023) - Loads without NPC Dyes v1.0.0.0, Loads with v2.0.2.0
It's the split in my "Durge Save X" playthrough that gave it away.[Edit: The "folder" value in modsettings changes between the mods so my test had issues (re: everything saw 2.0.2.0 as loaded but it really wasn't). Updated the results. v2.0.0.0+ still creates a requirement for the mod to exist in the game, tho.]Did the UUID and/or roottemplate IDs for the three containers you put in the tutorial chest change? I don't think it's the dyes themselves because I have two dyes spawned in prior to the tutorial chest (I've never used SE to spawn in the three containers themselves). Though I thought the tutorial chest asset basically disappeared from the game after the tutorial was done (kind of like how some Act 3 models are inaccessible to spawn in Act 1.)
Anyway, I'd like to find if this is the actual problem, mainly so I could keep v2.0.0.0 for my older saves (and then use 2.0.2.0 for any new play throughs) but I've also been helping troubleshoot other people's crashing saves. If they're using NPC Dyes I would have them keep the non-toolkit version loaded while we're testing their other mods :D
Edit:
When I get home from work tonight I'll start a new game using P7 toolkit version, make a few saves before and after the tutorial chest, and remove P7 toolkit version to see what happens. I would expect the saves load without P7 toolkit version if it's the IDs related to the containers.The only one that changed is the note, not sure why it changed as it was another file I copied over. But that changed from 9633297a-dc83-4334-bf12-c5cb04d24729 to 8ff5e426-e6dd-4f0b-b729-e5391bf49886.
Sadly I can't recreate the crashing on my brothers game, plus my PC which non of my toolkit stuff is on. For both the Patch 6/7 saves. Which sadly if not something I can recreate, not easy to fix
Thank you for that heads up on the custom uuids by the way
I'm going to try to repackage with that old UUID for the notes and see if that works.
(Also I screwed up that test I did yesterday morning (I've updated the comment). I didn't noticed until last night (when I couldn't even use SE to spawn in an item/chest in a new game) that the folder name in modsettings is different between the two versions (NPC_Dyes vs P4_NPC_Dyes). Which would explain why Save A was no longer loading even though it was in my original comment. Tis what I get for using a master modsetting.lsx to speed things up).
Okay that didn't work. :(
Do you have any information on the "invalid combination" error? When I start a new save, use SE to summon in Minthara's dye and try to dye the barbarian's default chest armor, it gives me an invalid combination error. It was doing that during the test in my previous comments but didn't mention it.
Sorry for the edit: If I summon the dyes in via SE, they give me invalid combination (even if I resummon them in at camp on a fresh save). If I pull them out of the chest/containers at camp, they work.
The SE commands for the two dyes in my "broken" saves.
Osi.TemplateAddTo("3fda74d0-bd5b-4993-acfc-dba8a80f1c81", GetHostCharacter(), 1, 1);
Osi.TemplateAddTo("d859705c-0c32-4c0d-85d6-3eebbff128d6", GetHostCharacter(), 1, 1);
However I did update the mod to add to the tutorial chest after getting requests for it. Maybe adding it there will fix the issue if your game is expecting it there, as last thing I can think of.
I need to stop troubleshooting mods when I'm overworked IRL T_T Thank you so much Padme. I wouldn't have figured it out if you hadn't told me about the Note's UUIDs. <3
Now I can't run my saves and getting 302 Error and Error: Server shutting Down after crashing to the menu. Going back to old version of mod also fix it but I'd like to try your new dyes in my runs :D
I see you found a fix but I dont really understand how you did. Can you please explain me where / how to find the UUID of the Notes so I can replace it as you did to see if it works for me ?
Download and run/install BG3 Modders Multitool. Download the current / patch 7 version of the dyes--the dyes will be a .pak file. Use Modders Multitool to unpack the .pak file (re: drag the pak file into the big blue square). This will create a new folder that is the extract/unzipped/unpacked version of the mod (to get to this folder quickly... in Modder's Multitool -> Shortcuts -> Unpacked Mods). Rename the folder something like P4_NPC_Dyes_Unofficial so you don't get it mixed up with Padme's actual mod (and so you don't share the pak / folder with other people--this edited version needs to be for personal use only).
Open Objects.txt. Find and replace 8ff5e426-e6dd-4f0b-b729-e5391bf49886 with 9633297a-dc83-4334-bf12-c5cb04d24729. Save.
Open 8ff5e426-e6dd-4f0b-b729-e5391bf49886.lsf.lsx (in Roottemplates/Containers). Find and replace 8ff5e426-e6dd-4f0b-b729-e5391bf49886 with 9633297a-dc83-4334-bf12-c5cb04d24729. Save.
In MM, check: Pack .paks to Mods folder instead of zipping. Click REBUILD. Your edited pak file is now in your BG3 Mod folder. It'll probably be named P4_NPC_Dyes_Unofficial.pak.
In your BG3 mod folder, remove the official version of the mod (re: you should now only have your edited version of the mod in your Mods folder). Open BG3 Mod Manager to make sure the mod is in the active side, save the load order etc. etc. Your existing saves should now work.
I STRONGLY recommend only using this version on your existing saves, and any new play-throughs going forward should use Padme's official version. Running outdated mods can make any future mod troubleshooting an absolute nightmare when the game update again.
I am trying to work out the best way to fix this, without effecting new players using the new UUID of the letter.
I may be making for next update an optional file that is for vendors so in this case main mod will be tutorial chest only. I don't add many items so I don't think it clogs vendors and since my dyes have a story behind them I think they fit being added to vendors. They will however also be added to custom locations in the game in the main mod, such as in camp locations.