Considering that every other mod this user has made doesn;t work and will crash your game on patch 7. I doubt it, but it is worth a shot if maybe this is the only abandoned mod that actually still functions.
Just use Alibaba's key https://www.nexusmods.com/baldursgate3/mods/6402 if wanting to disarm traps and unlock all doors. Also use this mod to buff mage hand's stats. https://baldursgate3.game/mods#/m/mage-hand-for-arcane-trickster-of-yms
It will not grab items for you or use doors and levers since that will break patch 7. Basically it will work, but like the auto loot mod it will crash your game, so don;t use it.
I tested this mod and all others from this user and they all are broken and abandoned.
If needing an auto loot, use https://baldursgate3.game/mods#/m/grab-it-auto-loot-apportation1, but it picks up everything, so you need to drop stuff and it steals, so you need modd to disable crimes like https://baldursgate3.game/mods#/m/better-crime-system and https://www.nexusmods.com/baldursgate3/mods/1134
Hi! Great mod, finally a good reason for me to try the arcane trickster class! I just noticed one thing though, it's not a big deal but the mage hand doesn't go through burrow holes or crevices. It can interact with it and I can even hear the faint "whoosh" sound that the game makes when you go through a door to another location (dunno if i'm explaining that right sorry), but the hand stays in front of the hole and doesn't move. Also you can't unlink it from its summoner which sometimes makes things a little difficult.
I updated some mods, and I can't dismiss my mage hand anymore. It just removes the invisibility when I cast dismiss. Killing the mage hand leaves behind its corpse. I can't summon a new one.
The related mods I messed with were 5eSpells and Mod Fixer. This mod is last in my load order. Disabling the mod and loading my save does remove the mage hand from the party, but then re-enabling the mod doesn't replace the vanilla mage hand spell anymore (it has a short rest cd when reloading).
Is my save doomed? What should I try? :( It was not this mod's fault, sorry. Another mod was broken, and I was just noticing this mod not work because of that. I noticed it with this mod because it's my most important mod. :)
The likely cause seems to be identified in this comment by user Elys. I *think* Mage Hands are being added to the follower table and not removed when they are dismissed, but I could be wrong.
I am not the only user who is experiencing this issue when using both mods. If there is anything I can do to help solve the problem, please let me know!
Okay, the mage hands should now never be inside the DB_PartyFollowers database and should clear from other databases as intended. You'll have to summon one and then let it die or unsummon itself to clear them from DB_PartyFollowers.
Please let me know if this doesn't solve the problem with Camp Event Notifications. Took me a crazy long time to piece together how to clear them properly without breaking the summon script, so I sure hope it does!
I appreciate your help with troubleshooting this issue.
Here are two of my latest saves with the latest files applied for both this mod and Camp Event Notifications.
https://sendgb.com/wnJz1fevDFP
These saves are both after using Mage Hand to reset the follower table, and before and after a Long Rest, just in case that helps reset something. If you'd like to confirm whether or not the follower table was reset on these save files, please feel free!
Currently I am still experiencing an issue with Camp Event Notifications but if you've been able to fix the follower table then it might well be a different mod interaction. Thank you again for your time.
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Edited to add: I tested it with a new save file and was able to get both mods working fine on the new file, so it's possible that the old save just is borked-- and that's totally fine! Just wanted to add it as a data point.
In both of those saves the PartyFollowers table is empty and the mage hand isn't in any other follower- or party-related databases, so I don't know why it would still be breaking Camp Event Notifications. If I broke your save, I'm very sorry!
45 comments
A surprising amount of mods touch Mage Hand even if you think they don't.
It will not grab items for you or use doors and levers since that will break patch 7. Basically it will work, but like the auto loot mod it will crash your game, so don;t use it.
I tested this mod and all others from this user and they all are broken and abandoned.
If needing an auto loot, use https://baldursgate3.game/mods#/m/grab-it-auto-loot-apportation1, but it picks up everything, so you need to drop stuff and it steals, so you need modd to disable crimes like https://baldursgate3.game/mods#/m/better-crime-system and https://www.nexusmods.com/baldursgate3/mods/1134
I updated some mods, and I can't dismiss my mage hand anymore. It just removes the invisibility when I cast dismiss. Killing the mage hand leaves behind its corpse. I can't summon a new one.
It was not this mod's fault, sorry. Another mod was broken, and I was just noticing this mod not work because of that. I noticed it with this mod because it's my most important mod. :)The related mods I messed with were 5eSpells and Mod Fixer. This mod is last in my load order.
Disabling the mod and loading my save does remove the mage hand from the party, but then re-enabling the mod doesn't replace the vanilla mage hand spell anymore (it has a short rest cd when reloading).
Is my save doomed? What should I try? :(
Cantrip's cooldown doesn't seem to be affected, it still needs a short rest before being used again. I'm using version 4.1.1.
Please ignore.The likely cause seems to be identified in this comment by user Elys. I *think* Mage Hands are being added to the follower table and not removed when they are dismissed, but I could be wrong.
I am not the only user who is experiencing this issue when using both mods. If there is anything I can do to help solve the problem, please let me know!
The mod itself works great. Thank you!
EDIT: I figured out why they're not being removed and a fix should be up sometime tomorrow.
Please let me know if this doesn't solve the problem with Camp Event Notifications. Took me a crazy long time to piece together how to clear them properly without breaking the summon script, so I sure hope it does!
I appreciate your help with troubleshooting this issue.
Here are two of my latest saves with the latest files applied for both this mod and Camp Event Notifications.
https://sendgb.com/wnJz1fevDFP
These saves are both after using Mage Hand to reset the follower table, and before and after a Long Rest, just in case that helps reset something.
If you'd like to confirm whether or not the follower table was reset on these save files, please feel free!
Currently I am still experiencing an issue with Camp Event Notifications but if you've been able to fix the follower table then it might well be a different mod interaction. Thank you again for your time.
---
Edited to add: I tested it with a new save file and was able to get both mods working fine on the new file, so it's possible that the old save just is borked-- and that's totally fine! Just wanted to add it as a data point.