I personally think the loose file version is the better one; if what I was told about loose files being loaded BEFORE pak mods is true then this format guarantees that my mod is loaded before other pak mods which is exactly how this mod should be loaded - first. This allows the best compatibility with pak mods... and complete and total incompatibility with any other loose file mod with a TreasureTable.txt in it, at least without manual merging. Loose file format does make the launcher annoying tho; sometimes the launcher will refuse to launch the game when it detects loose files. I was able to bypass this behavior by completely closing Steam and launching the game directly from the exe in the game's bin folder, but that would disable achievements >.> Oh! Adding this line to your Steam Launch Options is a fantastic life hack: --skip-launcher The PAK versions are completely filled with dirty edits (ITMs if you know that acronym) it's something I need to work on, but as long as they are loaded before all other pak mods it shouldn't be any less compatible than the loose file versions. If it is loaded AFTER anything else tho... it almost certainly will break any other mod with a TreasureTable.txt in it.
EDIT: My opinion on the loose file format is shifting; PAK format does seem to be the overall better option just so long as BetterLoot is always loaded before other mods.
Change Log:
Added items to the hard-coded empty containers by popular demand, but with options for personal preference
Reverted quest gold reward level limits being removed - trying not to be TOO unbalanced, and it makes sense from an RP perspective
Removed normally overwritten code segments and reverted the merged file portions I'd made based on overwritten code
Other small changes; enabled candles in the candle bundle, reverted a minor change from when I thought certain alchemy loot tables were actually empty, weighted certain rare alchemy ingredients a tad heavier for chance to appear, etc
Incorporated Official Patch changes into all versions now
Applied BetterLoot Methodology to the Gustav TreasureTables
Tore out the vast majority of junk item calls, apart from those where the choice was between junk and NOTHING at all
Slightly reduced the chance of tier 6 scrolls spawning
Re-enabled a couple of cut-content items like Sarevok's armor and Flaming Fist items (let me know if that causes issues)
Also corrects some typos the devs haven't found/addressed yet eg "I_I_CONS_FOOD_Vegetable_Carrot" and "I_I_WPN_Torch"
Incorporated (MOST) Official Patch3 changes into all versions; I did NOT make the change which looks like it'd turn 4 Uniques into cut-content
Slightly rebalanced drop chances; previously if there were eg 1 chance for lesser gold, 1 chance for greater gold and X chances for other things - I just removed the lesser gold line, but did not add that removed drop chance to the greater gold line which would relatively increase the odds of those other things dropping. In v2.3 I added the removed drop chance to the remaining drop chance to maintain a loot distribution closer to the vanilla eg new version has 2 chances at the greater gold drop instead of just the 1 chance in the above example.
Fixed another typo from the devs: "I_Supply_Scrolls_Healing_Single" instead of the intended "T_Supply_Scrolls_Healing_Single"
Removed lower value clothing which could take the place of higher value clothing.
Finally released that Level Restricted version people wanted
Items which would otherwise be removed past certain levels are now a bit rarer - specifically Hide Armor, Ringmail, and some low lvl poisons
Added back in some table calls which appear empty but might could be defined somewhere not visible to me; worst case it just adds a couple Empty table calls to a couple of merchants, but does not remove anything either way
Removed 2nd source of the unique item: Gloves of Uninhibited Kushigo, which the mod had introduced but shouldn't have
Hotfix to [new subtable "-1"] implementation causing some items to have 50% or less drop chances instead of the intended 100%
Also updated some of the mod meta data; eg correct version numbers
Forwarded Patch 4's single change: adding extra gold to one vendor
Incorporated Patch 5's changes except for leaving the Magic Butler Hat accessible
Future Goals:
Strip out all the ITMs from the pak version, hopefully without breaking something... eh, or maybe not
Unreleased Changes:
Only change to TreasureTables in Patch 6 is they nerfed the loot from the tutorial cambions
Considering forcing loot diversity where it wouldn't alter the "average" loot result
If BetterLoot is loaded AFTER anything else tho... it almost certainly will break any other mod with a TreasureTable.txt in it.
Load order (which can be read with any text editor, eg Notepad) is defined by: C:\Users\NAME\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public\modsettings.lsx
I'm having some trouble accessing modded vendor items. I don't know if i'm just VERY unlucky or what, but whenever this mod is installed NONE of them show up. This is particularly noticable with the JWL Crafting Framework items such as the Anvils, making it impossible to use that framework or any subsequent mods reliant on it. I have the Better Loot mod loaded first in the load order, but that hasn't seemed to help my situation. The only times any modded items show up in a vendor's inventory to sell was when I removed the mod entirely. How do I fix this?
That's what happens when BetterLoot is loaded after other mods, the solution to your problem is to follow the load order instructions posted in the description, the pinned comment, or on the individual downloads:
If [BetterLoot] is loaded AFTER anything else tho... it almost certainly will break any other mod with a TreasureTable.txt in it.
Open: C:\Users\NAME\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public\modsettings.lsx (with a text editor) and paste the contents here
Note the different location of this line especially: <node id="Module"> <attribute id="UUID" value="505c630c-79fa-49b6-9f21-29a5f2322c2d" type="FixedString" /> </node>
That... fixed it actually. I'm a tad surprised that my mod load config is different from my actual mod manager load order, but considering there isn't any official steam mod support for the game yet I shouldn't be too shocked. Thanks so much for the help! I really didn't expect such immediate replies, and I very much appreciate it.
If you use the modmanager I link as a requirement you have to save your load order, don't think it'll update the file otherwise. If its another mod manager, well I don't use them
Oh and I'm gonna delete your post with the file contents just to save page space
I exported the load order, which I was under the assumption was the necessary requirement to have it work. Apparently not I guess? I'm not entirely sure what I screwed up to have my mod manager and loadout files be in two different orders.
Oh, and good idea on the comment delete. That thing took up a SIGNIFICANT amount of space, removing it was probably for the best. I gotta figure out how to compress stuff like that.
You can do what I did in my reply and enclose it in spoiler tags so others have to click to expand a large section like that dunno if there is a button in the editor for that but I just type this without spaces: [ spoiler ] [ /spoiler ]
I looked at that mod's meta data btw; he uses LSString instead of FixedString and LSWString, could be that w/e mod manager you use cannot handle that difference and so fails to order that tutorial chest mod correctly, that's just speculation tho. I was actually looking to see if there was some tag that specified a mod manager should load the given mod first in it, if so I was gonna steal it, but no luck :-P
Gonna sticky this since it seems several people have a corrupted modsettings.lsx which is not loading mods as they appear in their mod manager.
for those who want the mod to work again. you can get it to work by downloading bg3 multitool. extracting the mod. going to the meta.lsx and update it for patch 7. the new format causes mod not to work. you can just google a generic meta.lsx layout and copy and paste it in there and take the old relevant info to fill in whats missing. think its author name, mod title, uuid, and something else. its all in the old meta.lsx so just look for the stuff to fill in. repack it and put it in bg3mm.
Unfortunately, it doesn't work in Patch 7. I went through the painstaking process of loading my mods 1 by 1 to see which one was breaking my game. I even double checked my modsettings.lsx and Betterloot, BetterlootLR are the first 2 in the load order. If I have BetterLoot in my load order, then it produces a pretty interesting bug where the main landing screen is a beach instead of the Bhaal temple. The bug happens as long as betterloot is in my mod list, even if it's the only mod. Doesn't allow me to start or load any campaigns.
Not really sure what's causing BetterLoot to break my game as I checked for ForcedCompile (modfixer), but it's not there. Is anyone else having the same issue or am I just cursed?
It's an outdated mod that was made for patch 5 of the game. We are on patch 7 approaching patch 8. It's not you,, the mod is just outdated and probably abandoned at this point
So um are you going to update the mod, or is this one abandoned? There are bugs that need addressing like the fact that it stopped working with the latest hotfix.
Worst case is if they changed how mods have to be loaded - I remember them warning they were going to do that at some point... but if they did it'd require the same change that any other mod would need to load - the mod contents should still be fine.
I do find this thread interesting: https://steamcommunity.com/app/1086940/discussions/0/4758704514233883199/
Just checked the TreasureTable file contents and they are literally identical to the ones from Patch 6 - zero changes, and Patch 6 only nerfed the tutorial cambions loot, so at least the mod contents don't need any updates. (I like keeping my Cambions un-nerfed)
Just checked in-game and ya it still looks to be working perfectly - the game throws warnings about them being 3rd party mods, disable, etc but it's still maximizing gold drops, filling every container possible... it looks fine... heck it didn't even need the old "Mod Fixer" (at least for me)
Checked with completely new zones being loaded - these aren't cached loot rolls. Worst thing you might need to do is: delete your modsettings.lsx and let the game regenerate it for you on launch.
I might still convert it for the in-game mod manager store and/or clean up the info here - description, pinned comments, etc - but this means there is no rush on any of that at least.
Looking at the toolkit... they appear to have removed the "import project" option which would have been great if it'd accept an existing mod >.> ... as is... I can see how to enter in each line of my Treasure Table into the toolkit... manually... one line at a time... ya, f*#@ that. I think I could maybe trick the toolkit into accepting my own files by manually putting files in places... but that wouldn't be easy either since I'd be doing it blind and thus be terribly error prone... ugh. Maybe I won't convert it.
Well, if it works like in patch 6, then maybe you do not need to remake it then? And I am not so sure Larian will bring out another big patch like Patch 7. So long as maybe having to let the game remake the modsettings.lsx is the worst then why remake it? You yourself mentioned it seems to be working perfectly in game.
Besides, if you would place the mod on mod.io, then people can not remove a mod from within BG3MM. They will have to enter the ingame MM and unsubscribe the mod first before they can completely remove it. Found that out yesterday myself!
Its not a "have to" - keeping it only on the Nexus, if anything, means I get more donation points - being "paid" for my "job." Converting it is not remaking the whole mod, just changing the wrapper and it'd be the same effect in-game if downloaded from Mod.io or Nexus. It'd just give players more options and players who never use the Nexus could then get it via Mod.io as well as clearing those warnings about being a 3rd party mod. After sleeping on it, I thought of something to try and trick the toolkit into accepting my treasuretable without having to recreate it, so I'll check and see if it'd work.
Them not changing the treasure tables any more means I could also go through and strip out the ITMs - something I've had on the to-do list for ages, NOT doing that made it easier for me to update and incorporate official changes... if done right it doesn't change the mod's in-game effect, just makes the mod smaller and is better coding practice. Might improve compatibility and I'd probably bite the bullet and just remove the tutorial potion chest code segment everyone always complains about. Basically it's about chasing perfection.
And my idea for the toolkit didn't work >.> Got into the Larian discord and they said there is no way to import my mod without completely rewriting it into the toolkit so... ok, no Mod.io for this one then.
As long as there's no embedded Mod Fixer (force recompile.txt in the mod's \Story folder)... If there's an embedded Mod Fixer -- it is incompatible with Larian's new in-game mod mgr, toolkit & mod.io, and they've changed merge logic for proc'ing modsettings.lsx; Larian has their own mod fix & diff logic, so the forced recompile from an embedded mod fixer (or having Mod Fixer in the load order) borks things -- and would need to be removed.
Nope, no embedded Modfixer - had it as a requirement link before, but works fine as is (without it) Just need to edit the description page and pinned comments when I have the energy to do so.
I'm working on a "Max Compatibility" version that wouldn't change anything in-game vs the base mod, but strips out all the ITMs (and yes, Tutorial Potion Chest) I'm also gonna tweak some meta data to mirror what the toolkit would set things to if it were made in the toolkit, might help clear some of the "WARNINGS" but that's it.
One other thing I am considering adding to the mod; take this example: new treasuretable "ST_CHA_Treasure_Scrolls" new subtable "3,1" object category "I_OBJ_Scroll_ProtectionFromEvilAndGood",1,0,0,0,0,0,0,0 object category "I_OBJ_Scroll_Silence",1,0,0,0,0,0,0,0 object category "I_OBJ_Scroll_GuidingBolt",1,0,0,0,0,0,0,0As I understand it; it should pick three items from the list. But that does mean it could pick just one scroll type three times... I could force diversity here... eg make it return one of each scroll type. I couldn't do this for every subtable - eg pick 2 from a list of 3 or vice verse, but I do wonder if I should make this addition where possible...
I am interested in these "changed merge logic for proc'ing modsettings.lsx" if you have more details - like I can see that they reformatted that file to remove the explicit load order section but I just assumed they rolled that function into the remaining section, is that incorrect?
I'm building updated versions incorporating the increased loot diversity idea detailed above, some additional tweaks to the max compatibility version, and incorporating some additional features into the addon meta data like specified base mod dependency and conflict with NEC.
I'll probably do another pass through the whole thing vs the unmodified files to see if I spot any other change I want to add. Post if you want something else changed as once this version is done I might not come back to this project again. Also let me know if you think I need to add any other mod to the explicit conflict list and I'll check it
No, I can't get it on Mod.io without completely remaking it which is too much work for me. It is in a releasable state, but I was waiting to see if people wanted anything else changed first
I feel like Ive tried everything. Ive reinstalled the mod manager and BG3. Ive deleted old mods and added them back with the latest version. I cannot seem to get this mod to work. Modsettings file always displays this mod as second, below the GustavDev one. I added the BetterLoot100 right below it and exported the order to game. I thought it was supposed to fill ever empty chest/item that can hold stuff and yet I don't see any difference even when starting a brand new game. I don't want to step on any toes, but does anyone know how to get it working?
489 comments
I personally think the loose file version is the better one; if what I was told about loose files being loaded BEFORE pak mods is true then this format guarantees that my mod is loaded before other pak mods which is exactly how this mod should be loaded - first. This allows the best compatibility with pak mods... and complete and total incompatibility with any other loose file mod with a TreasureTable.txt in it, at least without manual merging.
Loose file format does make the launcher annoying tho; sometimes the launcher will refuse to launch the game when it detects loose files. I was able to bypass this behavior by completely closing Steam and launching the game directly from the exe in the game's bin folder, but that would disable achievements >.>
Oh! Adding this line to your Steam Launch Options is a fantastic life hack:
--skip-launcher
The PAK versions are completely filled with dirty edits (ITMs if you know that acronym) it's something I need to work on, but as long as they are loaded before all other pak mods it shouldn't be any less compatible than the loose file versions. If it is loaded AFTER anything else tho... it almost certainly will break any other mod with a TreasureTable.txt in it.
EDIT: My opinion on the loose file format is shifting; PAK format does seem to be the overall better option just so long as BetterLoot is always loaded before other mods.
increase the odds of those other things dropping. In v2.3 I added the removed drop chance to the remaining drop chance to maintain a loot distribution closer to the vanilla eg new version has 2 chances at the greater gold drop instead of just the 1 chance in the above example.
C:\Users\NAME\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public\modsettings.lsx
Standard troubleshooting instructions: (copied from Tutorial Chest Summoning)
C:\Users\NAME\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public\modsettings.lsx
(with a text editor) and paste the contents hereHere is how you'd move it down in the load order manually:
<?xml version="1.0" encoding="UTF-8"?>
<save>
<version major="4" minor="0" revision="9" build="331" />
<region id="ModuleSettings">
<node id="root">
<children>
<node id="ModOrder">
<children>
<node id="Module">
<attribute id="UUID" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8" type="FixedString" />
</node>
<node id="Module">
<attribute id="UUID" value="f75cb957-e7eb-48b5-8c6a-e94d02d8a84e" type="FixedString" />
</node>
<node id="Module">
<attribute id="UUID" value="3945486c-c28d-402a-87b8-7c0fdf73a63a" type="FixedString" />
</node>
<node id="Module">
<attribute id="UUID" value="505c630c-79fa-49b6-9f21-29a5f2322c2d" type="FixedString" />
</node>
<node id="Module">
<attribute id="UUID" value="67fbbd53-7c7d-4cfa-9409-6d737b4d92a9" type="FixedString" />
</node>
<node id="Module">
<attribute id="UUID" value="5593c5cd-b273-4048-ae87-635c1d487a5e" type="FixedString" />
</node>
<node id="Module">
<attribute id="UUID" value="a5c04a1a-09a8-4249-9b19-88ee07488094" type="FixedString" />
</node>
<node id="Module">
<attribute id="UUID" value="1d6c4030-67b9-4b0a-b3ab-caf6dd73d1af" type="FixedString" />
</node>
<node id="Module">
<attribute id="UUID" value="88fcf61f-87f6-42c5-a645-622e98bf9ab4" type="FixedString" />
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<node id="Module">
<attribute id="UUID" value="3c2e4a8a-4fe4-4ac2-89e1-f5a2fd636811" type="FixedString" />
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<attribute id="UUID" value="af7f742c-c484-441e-8d06-eda735233068" type="FixedString" />
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<attribute id="UUID" value="525600ac-ca07-4745-a5bc-0a620975e2f3" type="FixedString" />
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<attribute id="UUID" value="fb5f528d-4d48-4bf2-a668-2274d3cfba96" type="FixedString" />
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<attribute id="Name" value="Ancient Jewelry Roleplay" type="LSString" />
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<attribute id="Folder" value="Auto_Sell_Loot" type="LSString" />
<attribute id="MD5" value="" type="LSString" />
<attribute id="Name" value="Loot Autoseller" type="LSString" />
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<attribute id="Folder" value="Stackable Items" type="LSString" />
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<attribute id="Name" value="Stackable Items" type="LSString" />
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<attribute id="Folder" value="AS_ExtraDyes_Bundle" type="LSString" />
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<attribute id="Name" value="AS_ExtraDyes_Bundle" type="LSString" />
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<attribute id="Name" value="Everybody Dyes Unlimited Dyeing." type="LSString" />
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<attribute id="Name" value="UHMM - Charisma Skills Only" type="LSString" />
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Note the different location of this line especially:
<node id="Module">
<attribute id="UUID" value="505c630c-79fa-49b6-9f21-29a5f2322c2d" type="FixedString" />
</node>
If its another mod manager, well I don't use them
Oh and I'm gonna delete your post with the file contents just to save page space
Oh, and good idea on the comment delete. That thing took up a SIGNIFICANT amount of space, removing it was probably for the best. I gotta figure out how to compress stuff like that.
[ spoiler ]
[ /spoiler ]
I looked at that mod's meta data btw; he uses LSString instead of FixedString and LSWString, could be that w/e mod manager you use cannot handle that difference and so fails to order that tutorial chest mod correctly, that's just speculation tho. I was actually looking to see if there was some tag that specified a mod manager should load the given mod first in it, if so I was gonna steal it, but no luck :-P
Gonna sticky this since it seems several people have a corrupted modsettings.lsx which is not loading mods as they appear in their mod manager.
More Gold - pickpocketing
https://www.nexusmods.com/baldursgate3/mods/1400
Rich Traders - Merchants
https://www.nexusmods.com/baldursgate3/mods/2432
Can I use it with this mods?
Not really sure what's causing BetterLoot to break my game as I checked for ForcedCompile (modfixer), but it's not there. Is anyone else having the same issue or am I just cursed?
Try the loose file version and see if that works.
https://steamcommunity.com/app/1086940/discussions/0/4758704514233883199/
Just checked the TreasureTable file contents and they are literally identical to the ones from Patch 6 - zero changes, and Patch 6 only nerfed the tutorial cambions loot, so at least the mod contents don't need any updates. (I like keeping my Cambions un-nerfed)
Checked with completely new zones being loaded - these aren't cached loot rolls.
Worst thing you might need to do is: delete your modsettings.lsx and let the game regenerate it for you on launch.
I might still convert it for the in-game mod manager store and/or clean up the info here - description, pinned comments, etc - but this means there is no rush on any of that at least.
Looking at the toolkit... they appear to have removed the "import project" option which would have been great if it'd accept an existing mod >.> ... as is... I can see how to enter in each line of my Treasure Table into the toolkit... manually... one line at a time... ya, f*#@ that.
I think I could maybe trick the toolkit into accepting my own files by manually putting files in places... but that wouldn't be easy either since I'd be doing it blind and thus be terribly error prone... ugh. Maybe I won't convert it.
Besides, if you would place the mod on mod.io, then people can not remove a mod from within BG3MM. They will have to enter the ingame MM and unsubscribe the mod first before they can completely remove it. Found that out yesterday myself!
Converting it is not remaking the whole mod, just changing the wrapper andit'd be the same effect in-game if downloaded from Mod.io or Nexus. It'd just give players more options and players who never use the Nexus could then get it via Mod.io as well as clearing those warnings about being a 3rd party mod. After sleeping on it, I thought of something to try and trick the toolkit into accepting my treasuretable without having to recreate it, so I'll check and see if it'd work.Them not changing the treasure tables any more means I could also go through and strip out the ITMs - something I've had on the to-do list for ages, NOT doing that made it easier for me to update and incorporate official changes... if done right it doesn't change the mod's in-game effect, just makes the mod smaller and is better coding practice. Might improve compatibility and I'd probably bite the bullet and just remove the tutorial potion chest code segment everyone always complains about. Basically it's about chasing perfection.
And my idea for the toolkit didn't work >.> Got into the Larian discord and they said there is no way to import my mod without completely rewriting it into the toolkit so... ok, no Mod.io for this one then.
If there's an embedded Mod Fixer -- it is incompatible with Larian's new in-game mod mgr, toolkit & mod.io, and they've changed merge logic for proc'ing modsettings.lsx; Larian has their own mod fix & diff logic, so the forced recompile from an embedded mod fixer (or having Mod Fixer in the load order) borks things -- and would need to be removed.
Just need to edit the description page and pinned comments when I have the energy to do so.
I'm working on a "Max Compatibility" version that wouldn't change anything in-game vs the base mod, but strips out all the ITMs (and yes, Tutorial Potion Chest)
I'm also gonna tweak some meta data to mirror what the toolkit would set things to if it were made in the toolkit, might help clear some of the "WARNINGS" but that's it.
One other thing I am considering adding to the mod; take this example:
new treasuretable "ST_CHA_Treasure_Scrolls"
As I understand it; it should pick three items from the list. But that does mean it could pick just one scroll type three times... I could force diversity here... eg make it return one of each scroll type. I couldn't do this for every subtable - eg pick 2 from a list of 3 or vice verse, but I do wonder if I should make this addition where possible...new subtable "3,1"
object category "I_OBJ_Scroll_ProtectionFromEvilAndGood",1,0,0,0,0,0,0,0
object category "I_OBJ_Scroll_Silence",1,0,0,0,0,0,0,0
object category "I_OBJ_Scroll_GuidingBolt",1,0,0,0,0,0,0,0
I am interested in these "changed merge logic for proc'ing modsettings.lsx" if you have more details - like I can see that they reformatted that file to remove the explicit load order section but I just assumed they rolled that function into the remaining section, is that incorrect?
I'll probably do another pass through the whole thing vs the unmodified files to see if I spot any other change I want to add.
Post if you want something else changed as once this version is done I might not come back to this project again.
Also let me know if you think I need to add any other mod to the explicit conflict list and I'll check it
It is in a releasable state, but I was waiting to see if people wanted anything else changed first