Baldur's Gate 3

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xmas214

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xmas214

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  1. xmas214
    xmas214
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    Sticky
    OIO 6.9.0 for Hotfix #25 is out.  You have also been given the , so please use it responsibly.  Or don't.  BG3 is all about doing whatever the hell you want, after all.
  2. Baldurman3
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    I'm not sure if i'm just being stupid but do you need the main file and an optional file like if I wanted the OIO extended do I need to install the main one too?
    1. xmas214
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      No, because they'd both put their version of the loca file in the same spot, so the second install would replace the first.
  3. PushingUpMaesies
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    would it be possible to keep a standalone version of OIO if the planned script version works? i'm sure it would be more work on your end, but i'm on mac and this mod is a lifesaver for runs. would hate to lose it! 
    1. xmas214
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      Standard will continue to live on and get updates since that's the OIO version almost 90% of the downloads actually use.  The other variants will very likely get shuffled to Personal once it's up though.
  4. Schluck
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    I'm pretty sure I did everything right as far as installation, putting a folder titled "English" with the .loca file into the "Localization" folder, but I'm not seeing the dialogue changes appear in game. I'm using BG3 Mod Manager to run the game, is there anything I have to do in the Mod Manager to make it work?
    1. gyrofalcon
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      I'm pretty sure I did everything right as far as installation, putting a folder titled "English" with the .loca file into the "Localization" folder, but I'm not seeing the dialogue changes appear in game. I'm using BG3 Mod Manager to run the game, is there anything I have to do in the Mod Manager to make it work?
      What is the full folder structure for the .loca file?
      What other loose files do you have placed in BG3-game folder-structure?
    2. Schluck
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      I have my modded setup in a separate instance from regular BG3, but the mod manager has the correct locations, but the folder structure is "C:\Users\(my username)\OneDrive\Desktop\BG3 Modded\Baldurs Gate 3\Data\Localization\English", with the .loca file inside the 'English' folder. I don't believe I have any other loose files in the BG3 folder other than the script extender?
    3. xmas214
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      I have my modded setup in a separate instance from regular BG3

      That'd probably be why; BG3 only checks the "regular BG3" path for loose overrides like the .loca
    4. Schluck
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      Even if BG3 Mod Manager has the data destination set to a new folder? Interesting. I'll try it.
    5. gyrofalcon
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      BG3 MM doesn't handle loose file, only pak's.
  5. missing2135
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    I received the standard worldwide version and installed Korean, but (Ast+1)(Lae+5) is displayed in English. Did I install it incorrectly? Or is it working as intended?
    1. xmas214
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      I did think about trying to shorten the non-Latin localized names too for Ukr/Kor/Chn/Jpn etc approvals but ultimately I'd have no idea if I was creating something nonsensical or offensive or whatever by doing so, so I just left them as the English Ast/Lae etc

      But there's no real technical obstacle to make them localized, so if you wrote up a list of them I could patch them in.
    2. matsiv97
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      Just use country codes I think
  6. Applejaxc
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    Hey, I like this mod. So much so that LillyBird and I included it in Listonomicon. "Listo" is a Wabbajack-powered mod list, that works almost identically to Nexus Collections but uses a community alternative to Vortex to help users download mods from Nexus, put them in the correct order, and prepare their game to play. No mods are repacked, stolen, or distributed directly - users are still directed here, just like with Collections, to download from your Nexus page and ensure you are given the proper download credit.

    Due to confusion over what Wabbajack is and what it does, users at the Down By The River community encouraged me to give a courtesy "heads up" to the authors whose work is included in Listonomicon. And to assure them that per Listonomicon's install instructions, users are explicitly told to direct their bug reports issues to us first as mod authors (like you) don't want to deal with being inundated with help requests or bug reports from users with 300+ active mods.

    You can read a little more about our project on Github, though the preferred way to access Listonomicon is via the Wabbajack gallery. A list of all included mods are here. A synopsis of the philosophy of Listo and what we are trying to accomplish (and avoid) can be found in our Whitepaper on the first two pages, and is elaborated starting page 17 "List Philosophy."

    If you have any concern about your mod being included in Listonomicon (which is still downloaded from this page, and credits you as the author), please send me a message via Nexus's PM mail. I'm not sure how to get notifications if someone has replied to a comment.
    1. xmas214
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      Appreciate the polite note!  (tho as it happens I was running Wabbajack in the wild 1.x days way before Halgari even got poached by Nexus so the explanation wasn't super necessary in my case)

      Anyway I have no issues with you doing the thing, so go for it
  7. ImmortalLycan
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    LMFAOO I was googling everything to find out why tf I kept getting a D in front of my responses thinkin I had it in controller mode or some sh, and just found out it was an update to this XD Very helpful! I'm actually surprised, some of the stuff I thought was Durge actually WAS Tav just being a dick lol
  8. Yrzi
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    Love the Durge D's you added, hopefully in the future you will add the same for every other Origin character as well.
    1. xmas214
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      Having looked into this it's doable, though I don't know if it will functionally tell you much because 1) there's a lot less of these than Durge-only options and 2) they're mostly from Origin-to-another-Origin convos which means in a lot of cases they phrase a question differently than Tav would but it leads to the same response.  Still, there probably are some completely unique interactions this could help you spot even if there aren't a whole lot of them.
    2. Yrzi
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      True, mainly I would like it for roleplaying purposes to know what the Origin character would probably say in that situation.
  9. PyroDevil88
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    From what I understand OIO Personal will be some sort of script that parses the original game files and generates a custom loca file based on some options and a definitions file, right?

    Will you release the source code for that tool and definitions file as open source somewhere, where contributing is possible? I could imagine that support for other mods that add or change dialog could be more easily done if the broader community has access to those tools.
    1. xmas214
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      Not quite that far; to reduce complexity I'm going to generate and upload post-parsing definition files (which are just a bunch of handle uuid -> "add this thing" mappings) with each BG3 update that OIO Personal will run off of so each usage doesn't have to do the parsing to create that data locally, which will also make it run a looooot faster and collectively save the internet a bunch of cpu cycles.  My little contribution to not boiling the planet well ahead of schedule!

      So all Personal will have to do is find install -> unpack .pak -> validate definitions and loca files match up -> convert the loca to xml -> add the stuff you want -> convert new xml back to loca -> put it in the place BG3 wants it.

      It will be open sourced though because if nothing else all the virus false positive annoyances have been irritiating enough when it's a .7z that I'm just going to be points to the code if any pop up when I start distrubting an .exe.

      I'm a little iffy on modded add/change dialog support at present because a) I haven't seen a lot of those mods (though that might be a chicken-and-egg thing) and b) the existing generator parsing algorithm-in-place implictly assumes all dialog files are constructed the "right" way and almost assuredly could go all sorts of sideways if trying to read a dialog file with some structural/syntactical errors resulting from a modding attempt.  For that reason I'd rather see one of the promised-at-some-point Larian official modding tools that handles dialog creation out there first before wading into that.
    2. PyroDevil88
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      Thanks for the reply!

      So, if I understand you right, there are two parts of this mod then, one script that you run yourself to generate the 'post-parsing definition files' and then one script that users can run that create the final mod. The latter is what you call OIO Personal, and plan to release together with the source code.

      Do you plan to release the scripting for the first part, or is this something that you rather keep for yourself? If you want to keep it for yourself, I can understand that, but it I am also curious :)
    3. xmas214
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      I think it's fair to say it's less a question of wanting to keep it to myself and more an issue of that the generator proper is about 2000 lines of hideously lazy python code full of terribad variable names, slapdash commenting, and pretty much every other bad software development practice imaginable that I would find kind of embarassing for the internet at-large to see tbh
    4. PyroDevil88
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      Having written bad code myself, I can fully understand that. :)

      However, even badly written, proof of concept and prototype code, if it works and is available, could help kick start something better by showcasing what is required to deal with the difficult problem. And trust me, you don't need to be afraid to show your code, even if terrible. :) You did the work, and can be proud of that in any case.
  10. PatientEmber
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    Thank you for giving us the Ⓓ !!
  11. 1Gmailvncom
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    great mods!