Baldur's Gate 3
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cherryleafroad

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  1. cherryleafroad
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    My download was blocked, or I got a smartscreen warning, how do I remove it?
    If the files are not widely distributed yet, you may also receive a warning when downloading the file. If this happens, just click continue. The browser warning and download protection will allow the file once more users download it.

    For SmartScreen popup on windows, you can remove it by following these instructions.

    This only generally happens when a new version comes out. So if you are a later user, you may see none of these warnings!

    Dll plugins could be dangerous
    Dll plugins run executable code. This loader will run *any* dll, regardless whether it's a plugin or was made for this game or not. Make sure you trust whatever you are running!

    Why is your new version marked as suspicious?
    Certain file types - regardless of their safety - will be auto quarantined by nexus mods for users safety. This is perfectly normal, and happens to any mod that triggers the rule every time there is an update. The mod authors can contact support to have them check things and unblock it faster. Please be patient until the site staff unblocks the files every time a new version is uploaded (they only do this on business days).

    I try to batch updates together in one big release and not at the end of the week in order to minimize this, but inevitably I still have to update it eventually 🫡

    Thanks for your understanding!

    How do I delete/uninstall this?
    This program does not install itself. To "uninstall" it, you can just delete the exe files you downloaded 🙂
  2. cherryleafroad
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  3. HuldraBug
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    Does this work with Native Camera Tweaks?
    I am trying to get it to work with it, but I might be doing something wrong since it isn't working when I load the game.
    1. cherryleafroad
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      This works with any native plugin. Some things to check:

      - Does that version of native camera tweaks work with the game itself? Actual plugin problems and plugin setup are the first thing to check.
      - Is this tools setup correct? Does it have a correct install_root, plugin in the correct location. (instructions on main page)
      - Do the logs say the plugin was loaded?
      - Any errors in the logs of note? Or popup errors?
      - did you use the injector tool? Try first starting it within 10 seconds before starting the game (instructions on main page)

      If none of the above helped, please provide a detailed description of:
      - A list of files in "%LocalAppData%\Larian Studios\Baldur's Gate 3\Plugins"
      - The contents of your config.toml file in "%LocalAppData%\Larian Studios\Baldur's Gate 3\Plugins"
      - Relevant logs in "%LocalAppData%\Larian Studios\Baldur's Gate 3\Plugins\logs"
      - Your entire process in starting the tools and starting the game

      Please also review the main page for questions and solutions if you haven't already. A lot of problem cases are already covered in the instructions and/or FAQ section
    2. HuldraBug
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      Thank you so much for replying. 
      The Plugin Log was showing nothing (not text at all) when I made this post.
      Apparently It has text now and it showed all my attempts with other dll files that were causing a crash, but none of the Camera Tweak attempts (the only thing that did not cause a crash).

      I have no idea what happened, but the Camera Tweaks dll file was broken at some point. The file extension was altered somehow, so that it was no longer a dll file.
      Redownloading it fixed everything. The other dll files no longer cause a crash either.

      I must admit I feel silly for not realizing the dll file was messed up.
    3. cherryleafroad
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      Glad it's solved! Have fun playing!
  4. VincePaths
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    Getting an error with SDL2.dll which WASD needs to use a modified version of.
     This crashes the Game
    1. LostMixPro
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      Plase SDL2.dll  in GAME BIN folder and use watcher
    2. VincePaths
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      I've placed the modified SDL2.dll in the bin folder. 
      More accurately I removed Native Mod Loader to test this so all I did was move the Native mods into the plugin as WASD wasn't working But otherwise everything was installed correctly 
    3. cherryleafroad
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      This error is caused by WASD mod (or installation of), not by this mod loader. If what LostMixPro suggests doesn't work, I suggest asking for help on their page.

      Mod loaders only load the plugin dll's into the game. As a result, any issues with anything else that is not specifically related to a plugin being loaded is caused by other factors beyond the mod loader's control (especially in this case since this mod loader doesn't alter any game files)
  5. xReaghan
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    Not gonna lie, i liked the old method better when i just had to put in the DWrite file i think it was called.
    1. cherryleafroad
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      You are free to use the original native mod loader if you prefer that method! (the one you're referring to is bink2w64)

      One of the biggest reasons for this one was to avoid all the issues that users of that one encounter... Which are... A lot. Plus I don't like being forced to replace the dll every time there's an update (a mod manager could take care of that I am sure, but there are still other problems using one of those doesn't fix)
    2. xReaghan
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      No of course not that's all good.
  6. Chewy6669
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    Hey, I really appreciate what you're doing with this mod and such, but I'm having issue getting it to work. I'm not very knowledgeable when it comes to how mods work, and I'm pretty new to it. 

    But do I need to have BG3 installed to my C drive for this work? I know it says the root installation says C drive, but BG3 and the mods and plugins are installed on my E drive. I don't know how to symlink or anything like that. Any advice or edits I can make to things would be greatly appreciated. Thanks!
    1. cherryleafroad
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      You can have bg3 installed anywhere you want, just as long as install_root points to the correct root folder.

      As for the plugins, the folder is always located at %LocalAppData%\Larian Studios\Baldur's Gate 3\Plugins (wherever that is). If you want the plugins folder to be somewhere else, you could copy the contents somewhere else, delete the plugins folder, then turn %LocalAppData%\Larian Studios\Baldur's Gate 3\Plugins into a symlink to your desired location.

      The same goes for the NativeMods folder that is commonly inside the games bin folder. You can symlink that to the plugin folder location too if you want to keep using that folder. This is often required since plugins (erroneously) look at that path for their config paths, so while plugin will work, configs inside the plugins folder don't until you symlink it.

      To symlink:
      - copy the contents of the folder you want to move to your target location (if you want to)
      - delete the folder you want to be a symlink
      - Open a cmd window and enter:
      mklink /d "<full_path_to_link>" "<your_target_folder_location_here>"

      For example, for the plugins folder, you'd move the contents to your desired location, then delete the plugins folder, then run the command above with "<full_path_to_link>" set to "%LocalAppData%\Larian Studios\Baldur's Gate 3\Plugins", and "<your_target_folder_location_here>" set to your desired location (make sure it's the full path)
  7. Namy
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    Looks and sounds interesting. Any chance to make this work with a manager (the injector would be enough) ? The reason I ask this is because I would like to implement this into my collection, since there have been tons of issues with Native mod Loader. The thing is that my users would not like that, since it is not a simply click and install collection, would have these extra steps and some of them are new to modding, I would like to keep it simple, so having this work with a manager and opening when game opens (without having to click the injector for instance) would be great. Cheers.
    1. cherryleafroad
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      I'm not opposed to it if there's a use-case and it makes life easier for you

      - What mod manager and what feature of it should I be looking for support? (tbh I haven't looked much into this kind before, so I need a pointer on where to start). Or is there a link to the spec of this standard anywhere?
      - Any features that the injector / watcher should have that would make it more useful for your particular case? E.g., I could add a way to customize the timeout for the injector, and also make 0 = never timeout (but it would still be the injector, so it's a one shot operation once it does find the process)
      - Is there any way with a mod manager to load the program after the game has started?
    2. Namy
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      First of all, I would like to thank you for at least looking into it.

      - Vortex, if I want to curate the collection, I have to use Vortex, there is no other way around (I tried it);
      - I recommend users to not start the game through Vortex, due to issues. Either way, if there was a way to make the injector inject automatically once the game opens or something like that. Or in theory, I could try to tell them to configure Vortex to launch with the injector, but Vortex is wonky and would probably cause issues. Like running through Vulkan or just... I have no idea, so many things have happened lmao. Also, I think the time out is perfect, 10s, imo, is enough to find the proccess and make it run.
      - I don't think so, sadly.

      Is there a way to make it work similarly to Native Mod loader ? Or that would cause issues and be a no go ? Sorry for the dumb questions, I understand very little of this D:
    3. cherryleafroad
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      When I first began this project, it started as a launcher which did pretty much exactly what you want.

      However, due to the way the game is designed, it often loads a DEBUG profile needlessly which makes it look like your game data got deleted (it didn't, but it is very annoying). It also has the tendency to kind of get "stuck" on that profile. This is in addition to me not supporting GOG launcher since I don't have GOG and can't test it (so, steam only).

      The worst part is that I launched directly through steam like any reasonable person would, and it STILL happens (I used the larian skip launcher flag)

      Even the mod managers unfortunately suffer from this issue. The only real recommended way is to start the game directly through steam or gog's launcher since it minimizes the issues (there STILL can be issues with the DEBUG profile, but that's out of my hands at that point)

      - So, if Larian designed things to be less buggy, that would be possible. But I have little chance to change their minds and get them to fix it (it turns out, the auto DEBUG profile problem is a feature, "not a bug")

      ---
      It might be possible with registry keys, but I shudder to require a user to add registry keys to support that. This is mainly why there's a "watcher" tool that watches and does it automatically. You do have to start it, but only once

      It's also possible with task scheduler, but again, more annoying setup
      --
      Now, IF the mod manager itself somehow could execute the program along with the game at the same time, that works, but as you said, there's issues telling it to launch the game, right?

      --
      If you want to see what I mean, you can actually see the file archive and download the latest but last supported launcher (pre 0.2) (there's a github link on the description)
    4. Namy
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      I've had that debug profile a few times, really annoying indeed. And the "fix" I got for it, was manually delete it and restart the computer.
      And I also don't use GOG.

      It hasn't happened to me in a while and glad it didn't, it is annoying... Either way, I never skipped the launcher, since I always want to make sure I am launching through Direct X 11, Vulkan is bugged lmao.

      But yeah, even collection wise, I have it on the description to launch the game through Steam with Direct X 11, to use Vortex just to install/manage the mods and that is it. More than enough.

      They said they are working on a modding tool to help modders and improve mods, but tbh, I have little faith in it. Last time a company say something similar, REDmod was launched and made mods not work/bugged/glitched/etc, so everyone tends to stay away from it.

      --

      I understand. Would the same apply to the injector ? For the collection, I think Injector would be more than enough. For example, there is only Native Camera and WASD mods that require the Native Mod Loader.

      Yes, I understand.

      --

      Actually, for some reason, nexus decided that archived files are no longer downloadable...
    5. cherryleafroad
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      The injector tool is subject to the same rules as the watcher (since it's an exe).

      I could  reinvent a mod loader in a dll in a similar way the others do it (place it in the directory), but without the same problems as nml, and perhaps make it more customizable with what it can load. Though I'd just be reinventing nml at this point, but maybe it wouldn't be so bad
    6. Namy
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      Two things I can tell for sure.:
      1. I would use it and implement it on my collection;
      2. I doubt it would have as many issues. You are way more active and work way more on your stuff than the other option that exists.
    7. cherryleafroad
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      I'm 90% finished with the dll mod loader already. Stay tuned 😊 I'll send another reply here when I'm done, so you know
    8. Namy
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      Oh! Looking forward to trying it out and rooting for it to work as planned. The hype is real! o/
      Also, thank you a lot!
    9. cherryleafroad
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      @Roku95: Would you mind testing it out for me and telling me your thoughts? I have a debug build here (under "artifacts" click the "build" link to download it). It's called "dwrite.dll'. The debug build will spawn a console to easily see when plugins get loaded as well. 

      If you're wondering about "dwrite.dll" conflicting with bg3se, you should be able to just throw bg3se's into your NativeMods folder as a plugin (might wanna rename it tho). I actually am on hotfix 19, so I can't test it with working native mods at the moment

      This implementation is pretty surgically clean compared to official NML's bink. It doesn't even use bink. So this should cause 0 issues for the game

      https://github.com/MolotovCherry/Yet-Another-BG3-Native-Mod-Loader/actions/runs/8033171145
    10. Namy
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      Your dwrite.dll should go into the "bin" folder ? And I put the SE in the Native Loader folder ?
    11. cherryleafroad
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      Yes, dwrite.dll goes into the bin folder, and if you have bg3se, throw that dll into the NativeMods plugin folder

      (Seems to work fine with a test plugin I made, so I think it's good now)
    12. Namy
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      Okay, so... It did load the WASD and Native Camera (at least said so in the console that opened). Script Extender didn't work like that. Opened the game and was on main menu, when I tried a new game, got a black screen and when I clicked with my mouse in said black screen the game crashed.
    13. cherryleafroad
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      I assume you're on the game version right before patch 6? I'll have to test this with the same setup then

      Those 3 are your only plugins you're using, right?

      Edit: Looks like I can reproduce that black screen on my current version. Great! I'll try an alternate way to hook dwrite..
      I'll probably be back in an hour or so after looking at this
    14. Namy
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      I think you meant, patch 6, yes I am and hotfix 19, if that matters. Actually I tried it with my collection (except Native Mod Loader ofc). Either way, if I can recommend, suggest or ask for anything, I would ask if you could name it differently from the SE. Otherwise it will cause confusion in future endeavours, I believe.
      Also, Vortex has an in-build thing that auto sets the Dwrite.dll (Script Extender) to BG3SE, which basically sends the .dll to the right place, so having it named the same thing wouldn't be a great idea imo.
    15. cherryleafroad
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      I would love to, but the dll space is prime. There are very few good options to choose from that actually work well (whereas dwrite was the most reliable). As a dll, I have to emulate all the functions of the one I'm replacing, and on some libraries that doesn't work out very well (or there's 40 functions I have to implement myself). It'll take some time to figure out if there's anything else that works, but my last tests with alternatives didn't turn out that well. Hopefully this'll pan out
    16. Namy
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      Oh, I see. Either way, I want to say thanks for all the work you are putting into this.
    17. cherryleafroad
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      Okay, try out this one instead. It doesn't replace dwrite.dll this time, or bink, but it seems to work for me. I also tested out the new game, and it worked normally (unlike the black screen last time)

      https://github.com/MolotovCherry/Yet-Another-BG3-Native-Mod-Loader/actions/runs/8033993535

      Oh, also, any feedback you have about possible features is welcome too.
    18. Namy
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      My game insta crashes now, after pressing play in the client. A suggestion to make your mod loader work better with Vortex, make a bin folder (instead of the debug one) and put the contents in there (dll and exe). Then people can just use it on vortex by selection the option engine injector.
    19. cherryleafroad
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      Looks like a bad interaction with bg3se. I see there's some procedure points that were missed. I can fix this

      If you see any instacrashes like that later, you can double click directly on the bg3.exe and it'll tell you what procedure is missing (that's the info I need to know)

      Thanks for the tip on the bin folder. I'll package my future releases this way (the current build debug folder is just because it's part of the debug build, which has no need for release packaging. but now I will package the actual releases this way!)

      Edit: Okay, let's go again. bg3se compatibility is fixed (I just checked)
      https://github.com/MolotovCherry/Yet-Another-BG3-Native-Mod-Loader/actions/runs/8035271963

      Thanks for being willing to test btw. It helps me fix issues faster

      --
      Looks like some other issues gotta be fixed, but at least it's loading up now - will continue testing later
    20. Namy
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      Well, of course. Thank you for doing all the work for us, users.

      So, it did work but found some issues. Using your mod loader spiked the cpu usage (I have a Ryzen 9 5950x) and from what I can tell SE wasn't working, since it wasn't showing on the left bottom corner on the main menu. Also, once in game WASD wasn't working despite saying on the console that it was loaded.
      The console didn't close after 10 secs, I think it was supposed to close, right ?
    21. cherryleafroad
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      The console is supposed to stay open (it's a debug build, but it's disabled in release).

      I also see that the plugins that should be working aren't. I'll have to test this out later and see if it's possible to fix. I believe I have enough info to stop here, so I don't require anymore outside testing for now. The next time, if I find the solution to this, I will post with another testing version, and it should actually work proper. I'll leave this here for now.

      Thanks again for the patience! I hope this bears fruit in the end :)
    22. Namy
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      Oh, sorry for being dumb D:
      Thank YOU for all your work and time you are investing into this ♥
    23. cherryleafroad
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      It's regrettable for me to report - I don't think there's anything I can improve upon the original dll loader (other than what I've already done). So I've scrapped my code for it.
    24. Namy
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      Ouch. Thanks for going through all the trouble tho.
    25. nokturnihs
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      Sorry I'm late to the conversation (Just found YABNML) - simple workaround for your request - it's maybe not elegant but it works.

      Use AUTOHOTKEY - create this script and put it in the same folder as the injector. I'd compile it into an EXE (just me), Point the custom launch tools to the AHK compiled exe and it'll launch the injector, then run the game via steam (allowing achievements, etc).

      #NoEnv  
      run, bg3_injector.exe
      run, steam://rungameid/1086940

      Alternatively @cherryleafroad could add a function to the injector that could optionally launch the game via a preconfigured path/exe thing in the config.toml file with an option to auto-launch the game when you launch the injector and achieve the same functionality without the third party tool.

  8. CrackedCeramic
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    Hello! Thanks for the awesome mod and all the effort you put into helping the people here. Especially how organized and considerate you are in your description and comments, thanks again!
    1. cherryleafroad
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      You're welcome, and thanks for the support! <3 Hope you continue to find the mod useful!
  9. coreyccm
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    hi first of all i love your mod!
    something strange started happening today, every time i fire up the injector and play a session (where it works perfectly), the next time i go to play the injector application will be gone! If I take it out of the zip folder again it works but I foresee it becoming a bother down the road. Not sure if its Window's security or if it is literally 'injecting' itself into the game (this happened with watcher too and I did the symlink as per the instructions) Is this something you have heard of before? 
    Thanks again,
     
    1. cherryleafroad
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      Hi! Sorry for the late reply. Somehow your post slipped past my notifications and got buried.

      > the next time i go to play the injector application will be gone!
      Yeah, that's definitely not normal

      > Is this something you have heard of before? 
      Haven't heard of it happening before

      > Not sure if its Window's security or if it is literally 'injecting' itself into the game
      It's impossible for it to "inject itself" into the game (as this is not how exe's work). `LoadLibraryW` (the winapi function used) does a dll load (only dll's, not exe's! exe's are not shared libraries, they cannot be loaded this way, and thus, cannot be injected), and that's pretty standard procedure for any program to load dll's at runtime. (the term "inject" just means dll's loaded into another process from an external process). And files are never deleted/moved/whatever as a result of that api call (neither do I have any other code that can do this)

      But I can offer you some clarification and suggestions:
      - This is not the app itself doing this. Something else on your system is causing this
      - As you have surmised, it could easily be due to something like windows security quarantining it (? first time I heard of that given the clean scan, but not impossible I guess). Try adding it to exceptions and see if it stops. Same with any other AV software you have if any.

      --
      If you do find the solution afterwards, I'd appreciate if you posted it so I can add it to the FAQ!
  10. Saihus
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    "problem solved."
    1. cherryleafroad
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      This is not a bug. It's a rare winapi failure which cannot be reconciled. You can try running the program as admin if you see this more than once (that solves point #2 on the message about incorrect perms), but if you do not see this consistently, then you don't need admin privileges.

      You can ignore the error and restart the tool. You'll probably never see the error again

      (hotfix 21 works great for me as usual)
    2. Saihus
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      Thank you for answering my question.
    3. cherryleafroad
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      It's between this or just popping up a warning dialog saying that injection was aborted. Would you prefer a warning popup instead? It would probably be nicer as warning instead of crash in the end

      Edit: Nvm, it's already a warning popup. Yeah, just click Ok and ignore it (and restart your game so you can do the injection). The program will continue running. You probably won't see the warning again next time you try
    4. Saihus
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      Sorry for the late response...it happened as you described above. and the solution was the same as what you recommended. After that  message did not appear again.
  11. termunde
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    hello, there!
    i can get the watcher tool to work when launching it in admin mode, but the injector tool seems to do nothing when trying to use it while the game is open. i'd much prefer to use the injector, but not sure how to get it to work. anyone else have this issue?
    1. cherryleafroad
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      What do you mean by "seems to do nothing" and "not sure how to get it to work"? Can you give me a detailed description with steps of what exactly happens?

      The watcher and injector use the same code internally, except for the injector stopping after it finishes its job. So if the watcher works, so does the injector.

      If you see nothing at all, then it worked. If it doesn't work, it'll show a popup saying it timed out

      (There's also a matter of when you're using the injector. It should be done before you load a game. But I'll assume you loaded it early already; I'll also assume you're running the injector as admin, just like you're running the watcher as admin, since if the watcher requires it, so would the injector)
    2. termunde
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      hey, thanks for your response!!
      i'm not sure if the "injector" is working because when i'm at the main menu of bg3, and i execute it, i don't see anything pop-up at all. my plugins also don't work, such as "camera tweaks".
      when i use the "watcher", i see a tray icon show, and my plugins work. i've run both as admin, but only the "watcher" seems to work as intended.
      i'm afraid to keep running the "injector" again & again because the instructions say to only use it once, and i don't want to mess up anything, but the injector is more preferable for me. so, i'm not sure what i'm not doing correctly to get the injector working
      hope i made sense, haa ha, and thank you in advance!
    3. cherryleafroad
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      Try running it right before you start the game. As long as the game starts within 10 seconds, it'll work. The only difference happening here is that you're running the injector a little later than the watcher would've ran (the watcher is quicker to inject since it finds the process quite quickly)

      The problem is with the plugin itself then. Plugins expect to be run on game startup, it simply must have been run too late for the plugin to do its thing.

      (As long as you're on the latest version, running it over and over won't cause a problem anymore. The new versions detect if the game was already patched and abort if so)
    4. termunde
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      running the injector & then the game right after worked for me!! thank you so much, & thanks again for the awesome mod!! i love you!! haa
      is there any way to set it up so i can just launch bg3 and the plugins will work each time without having to run the watcher or injector each time i launch bg3?
    5. cherryleafroad
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      There isn't. That's what the dll mod loaders do, but it requires replacing core game files to achieve it (which is another can of worms since it's invasive). Though that is one reason I tried to make it easier with the watcher tool since it's less to think about.

      (I added a note about what you encountered on the page, so this should be clearer in the future)
    6. termunde
      termunde
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      ah, i see!! no worries!! the tool is amazing & thank you again for your work!! you're awesome!!
  12. Ribbitual
    Ribbitual
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    I really like the idea of a less-invasive loader, but I'm getting a little stuck on the whole "symlink" thing. I scoured the FAQ looking for any info on how to do it, and then continued on to google the same. Sadly, I must admit defeat. I have no idea what I'm supposed to do here, and I fear making the attempt based on instructions I don't quite understand. Any help here would be appreciated.
    1. cherryleafroad
      cherryleafroad
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      You'd be looking at steps like this:

      1. open cmd (search cmd and open it)
      2. type, (replace `<gamedir>` with the full path to your root game directory, e.g. `C:\my\path\to\Baldurs Gate 3`), and yes, keep the quotes around itcd /D "<gamedir>/bin"
      3. type
      mklink /D NativeMods "%LocalAppData%\Larian Studios\Baldur's Gate 3\Plugins"
      4. You're done

      Note: If your game is installed in a path protected by administrator access, you need to start cmd as admin. To do that:
      - Search for "cmd" in your start menu
      - Right click on it and click "Run as administrator"
      - Continue from steps 2-4

      --
      I'll add this to the FAQ
    2. Ribbitual
      Ribbitual
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      Thank you for the quick reply and help!

      One last little thing, how would one go about removing that symlink in the future? 
    3. cherryleafroad
      cherryleafroad
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      Just delete it like you'd delete any other folder
    4. Ribbitual
      Ribbitual
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      I followed your instructions to create a symlink and got hit with something along the lines of "cannot create a file that already exists". Any thoughts?
    5. cherryleafroad
      cherryleafroad
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      Back up (or move) the contents of the NativeMods folder to your local plugins folder, %LocalAppData%\Larian Studios\Baldur's Gate 3\Plugins

      Then delete the folder that exists (<gamedir>/bin/NativeMods) before making the symlink
    6. Ribbitual
      Ribbitual
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      I was wondering if that was the solution, but didn't want to trust my gut in the face of a potential BG3 reinstall. Thank you so much for all your help!