https://github.com/ShinyHobo/BG3-Modders-Multitool It can be fixed quite easily . You access the link above ,download the tool ,add it in a folder somewhere (i have it on my desktop) ,open the tool ,go to configuration give it the path of the bg.exe then unpack the mod archive and then drag and drop the .pak file into the highlighted area in the tool wait a few seconds for the tool to do it's thing (it will say unpacking completed ) then it will create another folder named unpacked mods inside the folder you created for the tool itself ,inside it you can explore the unpacked mods (in case you're curious how mods are made) then explore it until you find a folder named " story " delete that ,go back then drag and drop the " mod name " folder back into the tool wait for it to do it's thing then it will generate a new .zip archive which you will add into the mod manager and you're good to go . I used this method to fix a few other mods that had mod fixer issues and weren't updated like the bags bags bags mod for example .
I wish there was a mod that adds just a Pendant of Animal Speech, allowing you to cast Speak with animals once per long rest, either for a like 60 gold at the Druid trader or around the druid grove. We get an amulet to speak with the dead, for guidance, detect thoughts and even lesser restoration... but not speak with animals, Larian please fix.
(Hmmm maybe I could just change the Amulet of Silvanus to do that. After all when do you ever really need restoration?)
Made the mod by altering an existing one; adds an Amulet to Aaron's inventory in the druid grove https://drive.google.com/file/d/1Nv-ntU3b8Dto1NTQ5_L7IuSfzUhaj6HJ/view?usp=drive_link
if you are having trouble with this great mod consider trying the "Choose Your Stats (CYS)" mod.
it recently became able to give you its own version of the "ritual caster" feat, which gives you the 3 dialogue ritual spells and the 3 jump/run/feather ritual spells.
Hello! First, I want to thank you for your mod. It's essential to my play style.
I'm wondering if you would consider releasing a version without Mod Fixer included in the .pak code. On the one hand, it would make it easier to trouble shoot mod issues, especially considering that the Script Extender already includes the same recompiler functionality and on the other hand, so many mods include Mod Fixer in their .pak code, that I'm concerned of the same code being repeated in the save file causing problems.
65 comments
It can be fixed quite easily .
You access the link above ,download the tool ,add it in a folder somewhere (i have it on my desktop) ,open the tool ,go to configuration give it the path of the bg.exe then unpack the mod archive and then drag and drop the .pak file into the highlighted area in the tool wait a few seconds for the tool to do it's thing (it will say unpacking completed ) then it will create another folder named unpacked mods inside the folder you created for the tool itself ,inside it you can explore the unpacked mods (in case you're curious how mods are made) then explore it until you find a folder named " story " delete that ,go back then drag and drop the " mod name " folder back into the tool wait for it to do it's thing then it will generate a new .zip archive which you will add into the mod manager and you're good to go .
I used this method to fix a few other mods that had mod fixer issues and weren't updated like the bags bags bags mod for example .
(Hmmm maybe I could just change the Amulet of Silvanus to do that. After all when do you ever really need restoration?)
Made the mod by altering an existing one; adds an Amulet to Aaron's inventory in the druid grove https://drive.google.com/file/d/1Nv-ntU3b8Dto1NTQ5_L7IuSfzUhaj6HJ/view?usp=drive_link
it recently became able to give you its own version of the "ritual caster" feat, which gives you the 3 dialogue ritual spells and the 3 jump/run/feather ritual spells.
First, I want to thank you for your mod.
It's essential to my play style.
I'm wondering if you would consider releasing a version without Mod Fixer included in the .pak code.
On the one hand, it would make it easier to trouble shoot mod issues, especially considering that the Script Extender already includes the same recompiler functionality and on the other hand, so many mods include Mod Fixer in their .pak code, that I'm concerned of the same code being repeated in the save file causing problems.
Regardless, thanks again for your mod!
You still need mod fixer, even if you use script extender.