I cannot bug check my mods at the moment, my original PC died and my laptop cannot run BG3. I am however attempting to fix the UUID issue at the least. Any new files right now are BETAS, meaning I can't verify and check if they work or not. I will require user feedback.
For some reason, I'm having issues with the inferno adept staff. Specifically with the ability to cause creatures to ignite. It has been causing the creatures to bug out and take the ignition damage like 15 times within a second, incinerating them. Its an odd bug, and it has caused some comical deaths, (sorry gale XD) but for now I'm just goin to stop using the staff. :/ Thank goodness I'm not doing an honor run. XD
If you're still interested, it is relatively simple to do this with editing tools that are free and easy to use. I can to share the full process, if you are interested. I'd also be happy to make an edited file for you, but only if the mod author is OK with that.
Short Version: Use the Norbyte Export Tool, available free (go to PAK/LSV Tools tab when you launch the Norbyte Tool). You just need to extract the .pak file of the mod, and edit the Equipment.txt file in your destination folder with your notepad app to remove the line(s) you don't want. (If I recall correctly it was called Passive SEY_on_Fire, or something like this.) Then just repack the mod into a .pak file (make sure to end the Package path with filename.pak if you get errors). And then put the pak file with the info file from the original mod from this page into a .zip folder (can be done with most free compression tools like 7zip), and put the .zip in your mod manager.
Would you PLEASE make a version HERE without the fire for the legendary version? I have seen MANY other people request this same feature. We would all be SO GRATEFUL if you would provide us a version here we could all download.
The author of the mod has not given permission for me to post any modified versions.
I really wish I could help you, and anyone else who wants an edited version. But outside of me guiding you through the process of how to edit with the use of the Norbyte Exporter more clearly, which I am happy to do, I cannot upload any file due to the permissions set by the author. (Unless he gives permission for this, if he happens to see your post.)
@thewhitevulture, this worked perfectly! Thank you for the instructions. In the words of barcus “I could kiss you but neither of us deserves that”.
cheers for that. For others looking to do the same, this method works but be sure to unequip and re-equip the staff in game for it to register.
also added detail to the steps: unpak per vulture description, go to public > fireset > stats > generated > data > equipment.txt
scroll to bottom and find entry “fireadept_staff”, find line that reads “data “statusonequip” “SEY_on_fire;mag_the_chromatic_technical” and delete it.
I removed the whole line, saved the txt file, then went back to the pak tool per vulture instructions, packed it, then dropped it in mod manager. Opened game, unequip staff, reequip staff and worked as intended.
@Voiladesdragons - I am very out of my depths here but I managed to unpak the file, remove the according text to take the flaming VFX off but I have 0 clue on how to repak. Would you explaining a step by step on how I can achieve this? I'd appreciate it!
I tried repacking with Norbyte and I just couldn't do it. So I tried with BG3 Modder’s Multitool and you literally just have to drag the .pak to unpack, edit the file and then drag the three folders to the same place you unpacked and the program repacks on its own. It is that simple.
I uploaded an optional version of Rare and Legendary with the "On Fire" effect removed. Please verify it is working as intended as I cannot test until this Sunday at the earliest.
How to generate a new UUID Tutorial by Xandria68 with help from Padme4000 & Commanderstrawberry First you will need this tool 1. Download Baldur's Gate 3 Modder's Multitool by Shinyhobo and follow instructions for setup https://github.com/ShinyHobo/BG3-Modders-Multitool 2. Open (the Mod you're working on) zip folder and drop (the Mod you're working on) onto Multitool workspace. 3. Open unpacked (the Mod you're working on) folder and navigate to Mods\(the Mod you're working on). 4. Open the meta.lsx file with Notepad++ or something simlilar. 5. Find the line with the UUID & highlight it. 6. Go to the multitool & click on generate. Do NOT click the "handle" box. 7. Copy the new UUID & paste it onto the highlighted area in Notepad++. 8. Save the new meta.lsx file. 9. Drop edited (the Mod you're working on) folder onto Multitool workspace to repack. 10. Depending on how you set up Multitool, it will either: A) create a new zipped folder of (the Mod you're working on), that you can install, or B) place the repacked .pak file directly into your mods folder. 11. Be sure and save, then export load order. 12. It is also a good idea to save the load order to a text file in BG3MM. This creates a file called Public Current that can be used to re-import your mods & load order should it become corrupted. Please feel free to copy this tutorial & share it. If anyone wants to translate this document to other languages, you have my blessing to do so.
For anyone having problem with this after patch 7 and who know anything about modding, it's the UUID in the meta.lsx that needs to be generated. I made the fix for myself and it works now.
Edit: Removed the links to the fixed version since some people lack basic reading skills and thinks it's acceptable to send unpleasant and entitled private messages after failing to read what I wrote in the post in the first place, I'm not dealing with that, I was just trying to help.
Forgive me for my poor English, I used MT, I don't know much about mods, but I love this mod, can you please how exactly can I fix the mods in this series? Thank you very much!
I noticed something with the visual effects of the Inferno Explosions Ring that may or may not be a bug: the explosion it triggers looks like the elxplotions of when an eldritch blast hits the enemy, not fire. The Fiery Step teleport ability also has this visual effect, no idea if its intentional or not though. The dark explosion in the fire kinda breaks the aesthetic of the set. I love this mod, and would really like to see this fixed. On a similar note, is it at all possible to make Armor of Thordak look like Fire Shield (warm) instead of Armor of Agathys? It's wierd having my pyromancer giving off an aura of ice when I have that spell active.
Also, to anyone here commenting that it doesn't work with the latest patch: it does work. Yes, the mod manager within the game won't say that it's active, but it is. I use the Baldur's Gate 3 Mod Manager and I do have to put it back into the load order everytime though. The separate mod manager app may not be needed anymore as well. If anyone knows, please tell me.
patch 7 came with an offical mod manager and an option to toggle mods on/off this one for some reason cannot be toggled on in it, please fix U.U love this mod
259 comments
Thank goodness I'm not doing an honor run. XD
I can to share the full process, if you are interested.
I'd also be happy to make an edited file for you, but only if the mod author is OK with that.
Short Version: Use the Norbyte Export Tool, available free (go to PAK/LSV Tools tab when you launch the Norbyte Tool).
You just need to extract the .pak file of the mod, and edit the Equipment.txt file in your destination folder with your notepad app to remove the line(s) you don't want. (If I recall correctly it was called Passive SEY_on_Fire, or something like this.) Then just repack the mod into a .pak file (make sure to end the Package path with filename.pak if you get errors). And then put the pak file with the info file from the original mod from this page into a .zip folder (can be done with most free compression tools like 7zip), and put the .zip in your mod manager.
Hope it helps.
Thank you so MUCH!
The author of the mod has not given permission for me to post any modified versions.
I really wish I could help you, and anyone else who wants an edited version.
But outside of me guiding you through the process of how to edit with the use of the Norbyte Exporter more clearly, which I am happy to do, I cannot upload any file due to the permissions set by the author. (Unless he gives permission for this, if he happens to see your post.)
cheers for that. For others looking to do the same, this method works but be sure to unequip and re-equip the staff in game for it to register.
also added detail to the steps:
unpak per vulture description, go to public > fireset > stats > generated > data > equipment.txt
scroll to bottom and find entry “fireadept_staff”, find line that reads “data “statusonequip” “SEY_on_fire;mag_the_chromatic_technical” and delete it.
I removed the whole line, saved the txt file, then went back to the pak tool per vulture instructions, packed it, then dropped it in mod manager. Opened game, unequip staff, reequip staff and worked as intended.
cheers.
You guys helped me A LOT!
How to generate a new UUID
Tutorial by Xandria68 with help from Padme4000 & Commanderstrawberry
First you will need this tool
1. Download Baldur's Gate 3 Modder's Multitool by Shinyhobo and follow instructions for setup
https://github.com/ShinyHobo/BG3-Modders-Multitool
2. Open (the Mod you're working on) zip folder and drop (the Mod you're working on) onto Multitool workspace.
3. Open unpacked (the Mod you're working on) folder and navigate to Mods\(the Mod you're working on).
4. Open the meta.lsx file with Notepad++ or something simlilar.
5. Find the line with the UUID & highlight it.
6. Go to the multitool & click on generate. Do NOT click the "handle" box.
7. Copy the new UUID & paste it onto the highlighted area in Notepad++.
8. Save the new meta.lsx file.
9. Drop edited (the Mod you're working on) folder onto Multitool workspace to repack.
10. Depending on how you set up Multitool, it will either:
A) create a new zipped folder of (the Mod you're working on), that you can install, or
B) place the repacked .pak file directly into your mods folder.
11. Be sure and save, then export load order.
12. It is also a good idea to save the load order to a text file in BG3MM. This creates a file called Public Current that can be used to re-import your mods & load order should it become corrupted.
Please feel free to copy this tutorial & share it. If anyone wants to translate this document to other languages, you have my blessing to do so.
I made the fix for myself and it works now.
Edit: Removed the links to the fixed version since some people lack basic reading skills and thinks it's acceptable to send unpleasant and entitled private messages after failing to read what I wrote in the post in the first place, I'm not dealing with that, I was just trying to help.
thank you for the .zip file. <3
Said he fixed the mod.
Remove the link to said fix.
Refuses to elaborate.
Vanishes.
Dont be like this guy.
User Xandria68 posted a step by step here on the comment page. Give her credit. Just follow her guide and it will work.
Also, to anyone here commenting that it doesn't work with the latest patch: it does work. Yes, the mod manager within the game won't say that it's active, but it is. I use the Baldur's Gate 3 Mod Manager and I do have to put it back into the load order everytime though. The separate mod manager app may not be needed anymore as well. If anyone knows, please tell me.