100 comments

  1. pfwolfson
    pfwolfson
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    Hey. Can someone tell me exactly where this lute is supposed to be in Act 1? No hidden meanings or obfuscated words.

    I've restarted a new game twice in the last 24 hours for the purposes of making sure this mod is working (I have a handful of other mods all working) but I have not found any lute aboard the starting ship nor does the minimap show or reflect anything.

    I don't think the mod is actually running in my game, but clarification might help.

    Many Thanks.

    PS- I should also note I have a quest tab called "Main quest for Grand Theatre" which also includes a sub-tab but the subtab lists vanilla quests such as "Find a Cure" and/or "Rescue druid Halsin" etc which can't be right because they are vanilla quests right... 
    1. Moezillaaa
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      Hey super easy find, you start the game its in the left corner of the map. make sure you install the game through the bg3MM.

      Oh interesting, i think you just found a bug with the quest log!!!!!!!! Ill try to fix that at one point. Great find!! 
  2. mrbudgen
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    Just a thought on your FAQ on voice acting - You could extract a sample collection of each character and upload to somewhere like elevenlabs to create an AI clone which you can then feed lines to create your own script with very good results! I tried with creating a ship AI for Star Citizen using cortana voice files from Halo and it worked a treat! - Food for thought :)
    1. Moezillaaa
      Moezillaaa
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      I dont plan to do AI for this mod.
    2. Blastbomb614
      Blastbomb614
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      based dev
    3. Moezillaaa
      Moezillaaa
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      I am pro AI when it helps the speed of dev but anti AI when it comes to artist IP and their creations. I understand neural voices can be used, and yes in the end it would be a better experience, i just choose not to.
    4. Agirlnamedmichael
      Agirlnamedmichael
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      You have no idea how much people appreciate that!  I wish they'd just ban AI from Nexus all together.
    5. Moezillaaa
      Moezillaaa
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      not trying to start a philosophical debate here, but i see clear benefits of AI in dev for productivity gains:
      Yes, please write my osiris code. its probably better than what i do with all those exception clauses.
      No, please do not write dialog or create artificial voices, thats the art. I dont ever want this to be compromised.

      Difference between both, one is technical execution (some would argue code is art haha), the other one is creative thinking. Again, yes i see the benefit of experience to have everything voiced, but CRPGs have been text based for ages, so i expect people to read :) Yes, i will work on the dialog to make it better accessible. I created quite some blobs in some instances.
    6. Blastbomb614
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      Based X2, understands that Ai has a use but it is not in the damn arts
  3. RinRonTheJoyous
    RinRonTheJoyous
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    Hi!
    I downloaded the mod (seemingly successfully) and started a new run with all previous character design mods intact but couldn't find the lute on the nautiloid - is there any way you could maybe share a screenshot of where it is?

    Best,
    RinRon
    1. Moezillaaa
      Moezillaaa
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      Its right there in the beginning. Check the other questions here. I hid it purposely since its a short cut experience :) it is 100% (corner of the map where you start. check your map.)
  4. 1Cyanide101
    1Cyanide101
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    Great mod.

    Had an odd conflict I cant explain or figure out. Using this and <fluffy tails> on a new run on patch 8 causes the game to freeze. removing one or the other fixed the issue.  My dreams of a half giant, half drow, half tiefling, all lute, bard have been thwarted.  (Edit note, tinkering after the beach fixes thing, both are great mods, I'm running many mods on a day one patch day, things breaking is my fault) 
    1. forg9et
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      Hey, I am forg9et, the 3d modeler here,

      since I know the modder who made Fluffy Tails mod, I guess it should be patch 8 ready, too. As far as I know, it should NOT conflict with any mod. So I suppose the fault could be on our side. Could you tell us in WHICH exact situation your game freezes?

      I am asking cuz it seems you prepared your save very well by making a new run on patch8. Thank you. 

      Side note, I know Dark Urge origin is reported as possibly bugged in some situations in current public version (v1.0). Is your character a Tav or Durge?

      Second side note, I am sure Moe will respond to you later on this Nexus post. But if you are willing to, feel free to tell us more about this bug at our discord server on proper channel or in dms!

      DISCORD: https://discord.gg/AQWspHnYtU

      Thank you!
    2. 1Cyanide101
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      Patches always cause weird issues, I appreciate all the mod authors for the programing magic they pull off. I have many mods running. it freezes when starting the game in the nataloid. Its likely a conflict and my fault Perhaps vortex was forcing impui slim to activate. idk (female dark elf Durge monk) durge and toggles are always funny vanilla or modded
      Spoiler:  
      Show
      perhaps too much was going on on screen or in the background. I have no idea how tow different mods that touch completly different sides of the program could be interacting or what conflicts my other 99999mods may be doing. all I know is if I have one or the other activated everything works and if I have bother everything freezes. I could send you my current list but honestly its way too long and has been changed 20 times since I wrote this from me figuring this patch out.

      To get them both running I start the game with fluffy tails off and sell you lute on. I play until i can rest in camp. after picking up shadowheart and discovering the first way-point by the tome I save while in mid conversation with an npc. I turn on fluffy tails (both mods on) I load the game (takes a few times) When Im back in I save,go to the mirror, give myself a tail and save again.  
    3. Moezillaaa
      Moezillaaa
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      one thing to keep in mind, cross mod issues are extremely hard to handle. I have no influence over that unfortunately. I will make sure the mod is stable in a stand-alone installation. if thats not the case and you can replicate a bug, please please please, report it.
    4. 1Cyanide101
      1Cyanide101
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      My fault, a short mod list runs fine. A very very long modlist can replicate,
       Tinkering with the order and turning things off and back on after the beach fixes things
      Spoiler:  
      Show

      It's my fault  from running a million mods on a patch day all mis matched between vortex and in game modio. The fact my game even boots up in the first place shows how good the mod authors and game developers are. Issue is mostly fixed by Turning tails on and off and save scumming after landing on the beach at camp.
  5. Hi, I found the lute in act 3 but doesnt appear the option to "Use it"...I already finished the game 3 times but I had to uninstall the game once and install it again..
    Does it stop counting as If I finished the game before?
    1. Moezillaaa
      Moezillaaa
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      for every mod you use, you always have to start a fresh run to use it. There is no other way.
    2. Oh,sad...

      Well, I will try in the beggining then <3

      isnt it possible to even trigger it with the script extender somehow? just curious, i do not want to bother
    3. Moezillaaa
      Moezillaaa
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      As far as I know, every run starts with fresh mods only. 
    4. I found the lute in the beggining of the game and was able to try it <3
      amazing mod :)
    5. Moezillaaa
      Moezillaaa
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      v1.1 soon, working on a release in the next 2 weeks-ish. stay tuned for much more area, quests, and finally fighting. lvl 12 only :)
  6. Sweetsithlord
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    Cool mod, although it bugged out on me and I couldn't get back to the base game, nor could I progress the story. Wouldn't have been such a big deal but was in the middle of an honor mode run.

    Probably wasn't a good idea on my part to run a mod during a hard core run. Ehh live and learn. I had to go into task manager and end my game so I could get back into my last save. I definitely won't be trying to run this mod till after I either succeed or fail this honor run. 

    Still the area was gorgeous and the fact you named all your NPC. Would recommend breaking up some of the dialogue text it was a bit hard on my eyes. But can't wait to see the rest of this mod later on. 
    1. Moezillaaa
      Moezillaaa
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      Thanks for your feedback!

      Actually i left in the mod 3 lutes that allow you to travel to all 3 acts to prevent the scenario of getting stuck. BTW new version coming out this month with waypoints. the moment you enter the area you can waypoint travel reliably. So the lute travel should be resolved, even though you can travel back now. Overall no need to crash in the task manager, probably didnt find the lutes to travel back :)

      Yes, ill improve the dialog over the next iterations. I have realized some text blocks are a bit too long. since i cannot use VAs, i need to find a balance in length. Youre totally right on this. My first mod ever :)

  7. Seeker1
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    Two questions.

    1. So to be clear, this is NOT like Forsaken? It's NOT a "replacer" campaign for the main campaign, it's a "branch off area/series of quests" from the main campaign. Correct? (So you can play it with the existing companions, etc.) 

    2. Second, why is it not Mac compatible? I know this is true of Veilyn the Bloodletter, and that has something to do with oddities in his character model. I get it's not console compatible - can't be - but are you certain there is something in it that is Mac incompatible, or do you just 'think' so? It doesn't appear to require Script Extender, which is the #1 thing making most mods Mac-incompatible.
    1. Moezillaaa
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      1. correct, Forsaken is a different mod that focused on a standalone campaign. This is not a replacer campaign, its integrated into the BG3 base game. You travel to a completely new location in the base game, and you can travel back to the base game.

      2. its not because mac may have different settings. If you try it and it works lmk and i will remove the condition. I have not QAed this on a Mac and Macs had been full of issues in the past for mods. Please try and give me feedback, happy to work with you!
    2. Seeker1
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      As I said, I didn't expect Veilyn the Bloodletter NOT to work on Macs, then I tried it, and it started making my machine bug out when I tried to view his character model. There's something odd in the naming of the textures/meshes they are using for his model, and for some odd reason, he works fine on Windows, but not on Macs. Anyway, that's what they think, and they're trying to work on making it Mac compatible. I was the one who told them it wasn't. 

      Anyhoo ... unless there are models like that in your mod, I THINK it should work fine. For example, I'm running Spelljammer 5E just fine, which adds new areas and quests to the game. I plan on testing it for you, I mean just cuz I want it to work and will try it, but I might wait till your 1.1 update, which seems to enable most of the basic functionality. 
    3. Moezillaaa
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      Yeah i know both creators :) thanks for pointing this out!! much appreciated, and now its time to buy a PC ;)
    4. Seeker1
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      Well, the other thing is I'd love to use is Larian's Toolkit, but that's Windows only, too. The thing that bugs me is I've found a description of how to run it in Whiskey (the Mac adaptation of WINE) in emulation, but it STILL requires you to have a Windows version/copy of the game. Sigh. I'm almost willing to do that. Almost. The last major modding I did myself was using the NWN2 Toolset - which I ran in emulation. (Or actually, IIRC, dual booting into Windows to use it, as back then, I could do that on Intel Macs.) 

      Anyhoo, the Spelljammer folks finally added minimaps to their mod, as apparently reverse-engineering it in "Moonglasses" required some work, but it's finally been done. I honestly really didn't enjoy exploring those space areas without minimaps. 
    5. Moezillaaa
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      actually the Moonglasses folks did the major work of adding minimaps. its all them, praise em!
    6. Seeker1
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      Mon frère, I have some excellent news for you (and I guess also for me!)

      I just tested v1.0 of your mod, and I declare it 100% Mac compatible. (OK, I mean, I don't know if I tried out every possible failure point, but AFAICT it seems to be working on Macs just fine.) I started a new campaign, went and picked up the lute on the Nautiloid, went to the Grand Theatre, and immediately enjoyed the festivities. In short, it works on Macs. You can update your description. (I'm sure it still doesn't work on consoles; and even if it did, they have no way of downloading it.) 

      So you can update your FAQ file for your mod ... it installed just fine through my BG3 Mac Mod manager. 

      I as your official Mac Beta Tester, hereby declare your mod, blessed by the spirit of Steve Jobs and Tim Cook! Surely there are some perks that go with being your Official Mac Beta Tester (TM)! LOL! 

      (if you can guess I'm trying to imitate the speech style of some folks in your mod, you guessed correctly!) LOL. 
    7. toffeegirl54
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      It's Mac compatible?? Yay! Thanks for testing it, I was planning to myself after seeing no script extender requirements even if the description said otherwise (I'm too curious)
  8. WhiteCat166
    WhiteCat166
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    This mod seriously needs more recognition, its amazing and has a huge potential
    1. Moezillaaa
      Moezillaaa
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      Thank you! We are a very small team that puts quality over quantity :) Maybe its time to get a marketing person like those massive mods have. 
    2. rflynn74
      rflynn74
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      You can't fight anyone in the mod though, right? 
    3. Moezillaaa
      Moezillaaa
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      Correct, this will come v1.1! Basically with the next rollout.
  9. statianas
    statianas
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    Cool, thank you!
  10. reisenase
    reisenase
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    I can't find the lute at "A1: In the Nautiloid (if you can't wait) right were you start.".
    Any hints?
    1. Moezillaaa
      Moezillaaa
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      Check your mini map. you should see it! its purposely "hidden" for people that cant wait :)
    2. reisenase
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      Found it. And of course i can't wait, came back to BG3 only for this DLC :)
      Thanks and let the fun begin!
    3. Nyre78
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      me neither..and i see nothing on the minimap..