fwiw, Achievement Enabler is unnecessary... ... and actually disabled, if you simultaneously run Script Ender, as it has it's own functionality that re-enables achievements for modded games.
And pavelk's Faster Dice Menu is no longer available... pavelk deprecated it in favor of the Faster Rolls Quartered mod.
And Winterbrick's Faster Level Up Screens appears to have been broken since the early November Patch #4 (nevermind the various Larian hotfixes/updates since then). Users have been anxiously awaiting word, but winterbrick hasn't said anything (dunno if he's been away from BG3 modding or ???). I guess YMMV, but it's borked for me currently. Maybe if I rolled back the game vers. to pre-Patch 4, but not gonna do that...
And Fahadbh's mods that tweak UI widgets & whatnot are generally incompatible with pavelk's UI mods, as they often use the same .xaml file(s)... so, Highlight Prepared Spells would seem potentially problematic?
And the Game Speed Mod [one of the Native Mod Loader mods] is / has been non-functional for a while now. Also awaiting the mod author to hear the desperate pleas of stranded users everywhere...
If/when you come to know more about it, would you mind providing some guidance on how to use this for the Mac version?
A friend and I tried poking around the "Show Package Contents" option, and some of the game's directory structure is mimicked there, but no bin folder.
Yes, it's just an empty folder, because many authors don't allow upload their mods, so you'll need to read my list and then go to their page to download it!
Because I play an unmodded co-op game with friends - what I do is when I load all the mods I want into Mod manager for my save game - I'll export the mods into a zip file using the character's name and the date for the zip name. That way when I need to remove mods for the co-op game, I can delete them out of the mod folder completely - play the co-op game, and then re-add them to the mods folder when I play again.
That way you can have multiple modlists for multiple saved games.
Good question, I think that's what others are asking. For those that do not change the basic logic, items, spells or character data, you can uninstall them directly. But for the E_equipment, G_Rebalance that I have not released yet, they may cause some complicated problems when uninstalling, so be careful what you install.
And of course after I installed all of these, taking a few hours, Patch 3 dropped so a waste of time. Game won't even start. Probably need to wait for most of the mods to be updated.
22 comments
... and actually disabled, if you simultaneously run Script Ender, as it has it's own functionality that re-enables achievements for modded games.
And pavelk's Faster Dice Menu is no longer available... pavelk deprecated it in favor of the Faster Rolls Quartered mod.
And Winterbrick's Faster Level Up Screens appears to have been broken since the early November Patch #4 (nevermind the various Larian hotfixes/updates since then). Users have been anxiously awaiting word, but winterbrick hasn't said anything (dunno if he's been away from BG3 modding or ???). I guess YMMV, but it's borked for me currently. Maybe if I rolled back the game vers. to pre-Patch 4, but not gonna do that...
And Fahadbh's mods that tweak UI widgets & whatnot are generally incompatible with pavelk's UI mods, as they often use the same .xaml file(s)... so, Highlight Prepared Spells would seem potentially problematic?
And the Game Speed Mod [one of the Native Mod Loader mods] is / has been non-functional for a while now. Also awaiting the mod author to hear the desperate pleas of stranded users everywhere...
The Death March mod was absent.
Regardless, thankee!
maybe its cuz u need vortex to use collections? idk tho
A friend and I tried poking around the "Show Package Contents" option, and some of the game's directory structure is mimicked there, but no bin folder.
Thanks!
One question: how about uninstall ... are the savegames usable afterwards?
Because I play an unmodded co-op game with friends - what I do is when I load all the mods I want into Mod manager for my save game - I'll export the mods into a zip file using the character's name and the date for the zip name. That way when I need to remove mods for the co-op game, I can delete them out of the mod folder completely - play the co-op game, and then re-add them to the mods folder when I play again.
That way you can have multiple modlists for multiple saved games.
Check out an app called Link Shell Extension for easy symlink and hardlink creation in windows.
For those that do not change the basic logic, items, spells or character data, you can uninstall them directly.
But for the E_equipment, G_Rebalance that I have not released yet, they may cause some complicated problems when uninstalling, so be careful what you install.