However few questions, since my test save (previously with separeted FED and equipment mods) still crashed on load: 1. Is the FED included the script extender version, or the not SE one? 2. Is the camp chest mod included?
It doesn't matter where the SE version is loaded since it runs script extender but I would keep it above or below all your item mods so your load order is organized. At the very bottom of the original mod, I have examples of incompatible mods. https://www.nexusmods.com/baldursgate3/mods/13824
Is it possible to combine items from this mod with the "Ancient Mega Pack + REL (random loot)" mod? I would like both mods to have random loot together:
Good stuff, thank you for your hard work, i love it, especially the loot distribution! Do you consider this mod collection finished content-wise, or are you going to continue adding to it?
Anyways, thank you and good luck on your future projects.
The mod is done besides the need for bug fixes. I currently have 2-3 adjustments that I need to fix and that is it currently. When I create the Weapons and Armor pack it will be separate from this and currently undecided if I will use FED to distribute the items or only spawn in the tutorial chest.
Love your mods, have most of them installed so I appreciate the all in one!! Just confirming how I should install this - when I open up my load order in BG3MM, I should remove all equipment mods + old FED from my load order & mod folder, and then install this, is that correct? Will items I already have equipped/in my inventory be gone / do I have to find them again, or will they still be there but "replaced" with versions from this mod? Thanks in advance!
Delete the old equipment and FED, and then install this. Loading in the game will warn you that you are missing the mods but it's fine as long as you have the AIO version enabled after removing the old ones. All the items will still appear correctly.
Your equipment mods were all fantastic already and now making them AIO with the distribution mod is the just icing on the cake. Makes it so much easier to organize when you already have hundreds of mods installed. Thank you!
Hi! I’d happily contribute to the Russian translation of the mods mentioned in the note if the translation is still required. I’m a professional translator and I really like your mods!
Hello, Thank you for the interest! If you would like to do so feel free to, you can message me through nexus or on discord if you would like. I have reached out to the individual that translated some of my other mods, they have just been busy and unable to do so at this time.
Hi, I would like to report a bug: Tunic of Ascended warlock effect sometimes doesn't proc. As a warlock, the additional damage will not activate after loading a save until I unequip and re-equip the armor.
Not that issue? The issue with the Tunic was that it wasn't working for pact of blade because they reworded the pact of blade passive which I fixed. The need to re-equip items will not be fixed. Here is the quote I was referring to.
The item checks if you have the passive for Pact of Tome when you equip the item, so my assumption would be that if you load into a new area, or load the game, the item hasn't checked if you have the passive and is the reason that you need to re-equip it. Nothing I can do about this unfortunately because it's a passive.
All pacts act the same, so you will have to re-equip when teleporting to a checkpoint, loading a save, moving to a new location. I could make a work around but it would lag the game bad which I opted not to do - it would be checking every second if you have any of the 3 pacts, but this just isn't viable because of the item checking for 3 passives simultaneously and for deepened pact that would be doubled.
You can use this mod or the original. You may get an error stating that the original mod is needed as a dependency but you can ignore it until I have time to update gifts of the absolute.
39 comments
However few questions, since my test save (previously with separeted FED and equipment mods)
still crashed on load:1. Is the FED included the script extender version, or the not SE one?
2. Is the camp chest mod included?
2. Camp Chest is not included
Is the SE version really even needed still? Like can you give an example of what the non SE version could conflict with?
https://www.nexusmods.com/baldursgate3/mods/13824
https://www.nexusmods.com/baldursgate3/mods/8811
Do you consider this mod collection finished content-wise, or are you going to continue adding to it?
Anyways, thank you and good luck on your future projects.
All pacts act the same, so you will have to re-equip when teleporting to a checkpoint, loading a save, moving to a new location. I could make a work around but it would lag the game bad which I opted not to do - it would be checking every second if you have any of the 3 pacts, but this just isn't viable because of the item checking for 3 passives simultaneously and for deepened pact that would be doubled.