I installed it, and it's working (sort of, I think) because it spawned the lute (the one behind the musical instruments trader), I interacted with it, and turns out it's just another normal lute, nothing, no cutscene. i played it many times and now it rests in my pack.
i stumbled upon the entry point in the nautiloid and it completely broke my game lmao so i reloaded to an earlier save and skipped it. now i'm not sure how to get to the theater?
"A: We did extensive QA, but yes. No guarantee that something goes wrong, creates mod conflicts or is bugged, just like with any mod. Use of the mod is on your own risk :) (don't test it on your first honor run!)."
But... but..... *proceed to cry". Still in act 1 btw. But damm... this mod looks fantastic.
When trying to install this latest 1.1 update (the downloaded zip file) through my mod manager - should note it is the Mac BG3 Mod Manager, not the Windows BG3MM - I get an "error table out of bounds" error and it won't install.
BTW, this is the only Nexus mod I've seen where if I preview the file contents, it has the PAK file, but NO info.json file, and I'm wondering if that's the problem.
EDIT: pretty sure it is, because my mod manager's documentation said it won't handle mod zips without both the PAK file and the info.json.
hey thanks for checking in again. you did awesome testing on mac before. lemme know if things work out for you. i dont have a mac hence i cant really help. but im sure youll figure it out!
I'm just telling you that every other mod from here I have installed has two things inside the ZIP, a PAK file, and an info.json file.
Inside the ZIP of your 1.1 file is just the PAK file and no info.json, and when I try and install it with the Mac BG3 mod manager, it gives me a "table out of bounds" error as I said.
Now I'm no modder, but my understanding is the info.json file is needed to install it in relationship to other mods you have installed.
So, it's working, and all, but .... I doubt these are Mac-specific things, but one thing I'm already noticing is when you talk to merchants, the dialogue freezes the character and essentially the game gets "stuck".
So you still don't have any Mac testers (other than me)?
I talked to one of the merchants behind a bar - name started with a W? - the character was locked in conversation, couldn't get him out of that "soft lock".
Same thing happened when I tried to talk to Edwin.
UPDATE: so this is very odd. Talking to the first quest giver works fine and I get the initial quest. However, I cannot talk to Edwin to get his quest: game freezes and soft locks. In conversation, but nothing happens.
The only merchant I seem to be able to talk to is the kobold Kibill. Maybe because he just yaps and doesn't sell anything. Talking to any other merchants like Hagar etc.: soft lock. I tested my usual trick of shoving the party member stuck in conversation. Not a good idea, it often seems to turn various people in the area hostile.
There's a button behind a gate I expect I am supposed to press ... well, I try talking to the guy outside the gate, that would be logical ... game soft locks. So it's not even just the merchants.
Aside from that, I can tell you the camera starts doing some very weird stuff as you move around the area. Suddenly shifts to weird angles.
Perhaps these are all Mac only issues? Dunno. But if they are, my pronouncing this Mac compatible may have been premature. It was only true when it had less in it than it does now. Curious if a) any non Mac users are running into this. Linux? b) other Mac users have run into the same things. It's weird, the only "content mod" I seem to be having no issues with is Spelljammer 5E, of course that one is actually hosted at mod.io. (I have not tried Forsaken as I really want stuff that adds to the existing campaign, not stuff that replaces it with something else.)
Hi, I'm on a Mac, too. The Mac mod manager only accepts files up to 1GB. For larger files, just put the .pak into the mods folder directly. When next opening the mod manager it will show up in the MM (order is unimportant for a .pak with no .json). You can do the same even if the mod comes with a .json file but is too big for the MM (like Toarie's Hair Mod).
So, black scale, thanks for that tip, but I already figured that out.
But I have another question for you, and possibly other Mac users ... are you getting "soft locks" when talking to merchants or some other NPCs in this mod? I am. It is making it unplayable for me.
Now this might be a mod conflict ultimately ... dunno ... but I'm wondering if this is a Mac specific thing, hence why I'm asking.
can someone upload an image about the A1 entrance, cause i installed the mod and i dont find the "item" to the theatre. i only installed this mod and there is no way to be there.
You can be a party of four. If you bring more you will keep their profiles but they are forever lost in space. You can't talk to them and can't dismiss them either.
Hi, is it safe to uninstall the mod mid-game (after doing the Theatre?) I use a lot of mods and usually need to load off some of the larger ones when entering the Lower City. Thank you.
This is genuinely amazing, and I can't wait to go through it. Custom campaigns and even just quests are what I always wanted from the community and I am truly inspired by and thankful for you work. I noticed that you recommended the Bloodletter custom companion, have you reached out to the mod author about adding content for this mod? I'm a big skyrim/fallout mods fan and one of the coolest things I see is when the companions will react to each other and the modded quest/environment.
153 comments
someone help me, please
But... but..... *proceed to cry". Still in act 1 btw. But damm... this mod looks fantastic.
BTW, this is the only Nexus mod I've seen where if I preview the file contents, it has the PAK file, but NO info.json file, and I'm wondering if that's the problem.
EDIT: pretty sure it is, because my mod manager's documentation said it won't handle mod zips without both the PAK file and the info.json.
Thanks for the long lasting support!!!
I'm just telling you that every other mod from here I have installed has two things inside the ZIP, a PAK file, and an info.json file.
Inside the ZIP of your 1.1 file is just the PAK file and no info.json, and when I try and install it with the Mac BG3 mod manager, it gives me a "table out of bounds" error as I said.
Now I'm no modder, but my understanding is the info.json file is needed to install it in relationship to other mods you have installed.
Maybe you need a PC :)
I talked to one of the merchants behind a bar - name started with a W? - the character was locked in conversation, couldn't get him out of that "soft lock".
Same thing happened when I tried to talk to Edwin.
The only merchant I seem to be able to talk to is the kobold Kibill. Maybe because he just yaps and doesn't sell anything. Talking to any other merchants like Hagar etc.: soft lock. I tested my usual trick of shoving the party member stuck in conversation. Not a good idea, it often seems to turn various people in the area hostile.
There's a button behind a gate I expect I am supposed to press ... well, I try talking to the guy outside the gate, that would be logical ... game soft locks. So it's not even just the merchants.
Aside from that, I can tell you the camera starts doing some very weird stuff as you move around the area. Suddenly shifts to weird angles.
Perhaps these are all Mac only issues? Dunno. But if they are, my pronouncing this Mac compatible may have been premature. It was only true when it had less in it than it does now. Curious if a) any non Mac users are running into this. Linux? b) other Mac users have run into the same things. It's weird, the only "content mod" I seem to be having no issues with is Spelljammer 5E, of course that one is actually hosted at mod.io. (I have not tried Forsaken as I really want stuff that adds to the existing campaign, not stuff that replaces it with something else.)
But I have another question for you, and possibly other Mac users ... are you getting "soft locks" when talking to merchants or some other NPCs in this mod? I am. It is making it unplayable for me.
Now this might be a mod conflict ultimately ... dunno ... but I'm wondering if this is a Mac specific thing, hence why I'm asking.
was testing at the start and teleported in but there didnt seem to be a way to leave.
Wish there was a failsafe way to teleport there for ppl who want to play this on a save file
TeleportToWaypoint(GetHostCharacter(), "WAYPOINT ID") *THO IDK THE WAYPOINT ID of the theater waypoint xdxdxdxd so if you could provide pls pls*
and then
Osi.TeleportToPosition(GetHostCharacter(),-93 ,0,-18, "", 1, 1, 1, 1, 1)
UPDATE:
found the waypoint ID aaaannnndddd.....
with.... (im waiting for the game to load lol)
TeleportToWaypoint(GetHostCharacter(), "S_REG_WaypointPos_TGT_6f434312-9712-4c88-9706-da565686e6ac")
IT WORKS so i can play the mod TOMORROW ... its 3 am lol