Common fixes and workarounds are: - Deleting your .exe files and letting steam verify the game (reapply the MP patch if needed) - Deleting everything but your saves in C:\Users\%username%\AppData\Local\Larian Studios\Baldur's Gate 3
We also have Discord Server if you need more help or just want a place to hangout. Given the amount of mods I've created so far I figured it would be nice to have everything in one place.
I don't know if anyone else knows this issue, but when taking long rests, it tells me that "long rests are globally disabled". I figured out that I could ask party members to stay at camp, with just four active party members I could then take a long rest without issue. It's not a huge problem, just a bit time-consuming to dismiss them and then ask them to join me again before leaving camp.
I was wondering if there was anything that could be done about it or if this is perhaps necessary to prevent known bugs related to long rests?
Is it possible to use BG3MM to download without script extender? I remember downloading through MM 6+ months ago. I know a lot has changed since then, but figured I would ask. Thanks!
you can still use bg3mm to download script extender. that hasn't changed. you can also manually install script extender yourself: https://github.com/Norbyte/bg3se/releases
bg3mm is however the mod manager that has the option to download and extract script extender for you.
I think my original question was unclear, sorry! I remember when I downloaded this mod quite some time ago, I didn't need script extender, and I also had used mod manager to download it. I have been trying to avoid getting script extender + I like being able to easily turn off my mods through mod manager. Basically, I was hoping to avoid manually adding mods to the game files, only use MM, and avoid downloading script extender.
I just wasn't sure if this was an option anymore since the game has changed so much since I originally got this mod
there are other mods that increase the party limit...you can use adjustable party limit instead. that doesn't use script extender. I feel compelled to state though that script extender does not cause issues with bg3 and several mods do depend on it. I'm not a fan of the in-game mod manager myself for many reasons so I continue to use bg3mm, but you do you. whatever works best for you.
7 player game, just started. Two of us are stuck in this weird void on the Nautaloid and can't join the party. They entered the helm and we are still stuck here. Hopefully it puts us in the game when the rest of the party gets off the ship
I'm getting a message that says "Failed to load the main menu from the current game mod. The main menu in that mod requires the level. Make sure to clear any local mods and try again." I've never encountered this before. What do I do? Even if I remove the mod, I still get the same thing. When I click "OK" the game closes.
Anyone had the bug where all combat turn notifications e.g. "your turn", "combat commenced" dont occur until after combat and all at once afterwards. Like script lag?
I'm having an issue where players who join an existing save past 4 players are being assigned other peoples characters. I am unable to reassign characters due to the limitations of the multiplayer menu and there being 8 players. Fix?
I'm using the script extender version, and the game worked fine until I got to Last Light Inn. I At first I thought it was a memory leak issue, but it isn't. Then I checked, maybe other mods? So I started removing one by one; It seems to be the party limiter remover. So I kept only 3 companions when in Act 2, but in Act 3, even in camp, game simply crashes. Has anyone had this issue before?
Last Light's Inn is an infamous crashing point for modded BG3 (just google "Last Light's Inn" and "crash"). I had to trim my party sized down to normal for it (told Gale, Lae'zel, and Wyll to chill at camp), but I was fine increasing their number after leaving. I may be misreading, but it's possible your continued struggles may have come from removing mods, which can be VERY bad for stability (especially if any add powers/passives). If you can go back to an old save prior to removing mods while using the matching mod list from that time, you'll hopefully be okay moving forward; just make sure to trim down when you get to Last Light's Inn, in much the same way we have to for the boat ride in the Underdark. I know that's likely several hours of gaming back in time and you may not even have a save from it, but it's the best thing I can think of. Edit - also, for kicks and giggles, it wouldn't hurt to re-download the script extender
I have the same problem, and it also started at the Last Inn. Like you, I thought it was other mods, but i noticed something peculiar, atleast with me, it happens mostly(i would dare say 99% of the time) indoors, not all indoor places(not instanced zones like the prision in Moonrise Tower, although there are exceptions), but houses like the last inn tavern, the entrance of Moonrise Tower (where the vendors are),act 3 at some houses like the sharess's caress, i don't know why it happens, but i also noticed that i don't even need to dismiss a companion, just leaving some of them outside(like 3~4 of them depends on the interior) would solve it. But for me it isn't an instant crash, my game starts consuming more and more memory, and when it reaches 9gb~+ it crashes, so i keep the task manager open and when the memory spikes i save and leave some of the group behind to avoid unnecessary crashes.
I'm replying here, because this was a pretty dramatic issue for me too. I did a lot of messing around with things, and I think I found a fix that worked for me.
Long story short, I was having this exact issue, CTDs in Last Light, Moonrise (front room with the traders), Tollhouse. I also had issues in the Waning Moon (the tavern in the shadowlands with the bloated demon guy) and in the Githyanki Crèche - specifically in the room with the zaith'isk. When in those areas with a party of 6 (my consistent party size for my modded run) I'd have my memory usage creep up - often quite quickly - to over 8 GB, in which just past that the game would crash like clockwork.
There is a lot to how I narrowed it down, but I ultimately found that for me, the mod Valdacil's Idol Auras Enhanced (Silvanus-Selune-Shar) was the issue. The mod adds passive affects to the Selune, Shae and Sylvanas idols in the game. You can also gain a permanent passive as well by interacting with the idols. Simply put, I removed the idols from my inventory, and scrubbed the passive effects (which the mod so graciously gives an option for). Once I did this, the runaway memory usage STOPPED. In all those areas. I had all six party members run around Last Light Inn for 10 minutes - my memory usage never exceeded 5.2 GB.
Now, I have no idea if the specific mod is what's causing the issue, or if it's some specific interaction. I'm hesitant to call out a mod as problematic without knowing if it's really the culprit. But removing the effects of the mod worked for me. It's possible it has more to do with the amount of "auras" on your characters, or something similar. It could also be a direct mod to mod conflict I had. I have a pretty large load order, so that's always possible.
Now, at this time, I've not yet moved on to Act 3 yet, nor have I really played much after the fix, so things could change. But I'm hoping my personal solution may open up solutions for others with this near game breaking issue.
I have the mod installed but I went to the underdark and sailed on the boat thing and now i can't see some of my companions. I had to reload to an older save to get them back. Idk if it was the boat or something I did
The Grym Forge is hard coded for only 4 person team. You have to reduce your party to 4 or less before getting on the boat. I normally just "ungroup" and take the boat. Once you are on the dock there is a portal use can use to move around. I use the mod "Teleport to You" to get all of my team back together.
6773 comments
Common fixes and workarounds are:
- Deleting your .exe files and letting steam verify the game (reapply the MP patch if needed)
- Deleting everything but your saves in C:\Users\%username%\AppData\Local\Larian Studios\Baldur's Gate 3
We also have Discord Server if you need more help or just want a place to hangout.
Given the amount of mods I've created so far I figured it would be nice to have everything in one place.
I was wondering if there was anything that could be done about it or if this is perhaps necessary to prevent known bugs related to long rests?
bg3mm is however the mod manager that has the option to download and extract script extender for you.
I just wasn't sure if this was an option anymore since the game has changed so much since I originally got this mod
Has anyone had this issue before?
Edit - also, for kicks and giggles, it wouldn't hurt to re-download the script extender
Long story short, I was having this exact issue, CTDs in Last Light, Moonrise (front room with the traders), Tollhouse. I also had issues in the Waning Moon (the tavern in the shadowlands with the bloated demon guy) and in the Githyanki Crèche - specifically in the room with the zaith'isk. When in those areas with a party of 6 (my consistent party size for my modded run) I'd have my memory usage creep up - often quite quickly - to over 8 GB, in which just past that the game would crash like clockwork.
There is a lot to how I narrowed it down, but I ultimately found that for me, the mod Valdacil's Idol Auras Enhanced (Silvanus-Selune-Shar) was the issue. The mod adds passive affects to the Selune, Shae and Sylvanas idols in the game. You can also gain a permanent passive as well by interacting with the idols. Simply put, I removed the idols from my inventory, and scrubbed the passive effects (which the mod so graciously gives an option for). Once I did this, the runaway memory usage STOPPED. In all those areas. I had all six party members run around Last Light Inn for 10 minutes - my memory usage never exceeded 5.2 GB.
Now, I have no idea if the specific mod is what's causing the issue, or if it's some specific interaction. I'm hesitant to call out a mod as problematic without knowing if it's really the culprit. But removing the effects of the mod worked for me. It's possible it has more to do with the amount of "auras" on your characters, or something similar. It could also be a direct mod to mod conflict I had. I have a pretty large load order, so that's always possible.
Now, at this time, I've not yet moved on to Act 3 yet, nor have I really played much after the fix, so things could change. But I'm hoping my personal solution may open up solutions for others with this near game breaking issue.