A "native mod" version is now also available via the in-game mod manager. No changes compared to Nexus version of the mod. Also no conflicts, so no danger if you have them installed side by side. This also means that if you have save games that rely on the Nexus version here, you have to either keep this version of the mod installed OR get rid of the items and save the game before you switch.
So... spent 4 hours looking for an item after I lost it in a pack and after giving up and finally loading a save from several hours earlier, I realized that when I put Xyanyde (Minthara's mace) in the bag created by this mod, it disappears. Tested it a few times and not sure what's causing it... or if it's happened on other items and I didn't realize it.
Is it just me, or is the wrong file archived? The one that was updated very recently and says it is Patch 7 compatible is in Archive, while the original file is still able to be downloaded. Took me like three passes to think to look at the archive to figure out why it was saying there was an update available...
I was chasing misinformation that the ModFixer was somehow a source of trouble after Patch 7 and was in the process of reuploading all my mods. Then I realised - it makes zero difference at all and that ModFixer is just ignored post patch 7. So rather than going through a versioning process and lots of admin work, I just left the original file as is.
And it's perfectly fine for P7. I ran with it myself, until I made a new native mod manager version.
BG3MM. I've never really used Vortex for anything outside Skyrim and FO4.
But I don't really think that should make a difference?
I'm also using the "new mods" available - and I did notice that I had to go and manually go to the "Mod Manager" from the main menu, "installed" and then manually enable the mod - even though BG3MM showed it as activated.
I've been trying to wrap my head around using the toolkit, in the naïve belief it would be easier to deal with. So far it has not been :D Thanks for the heads-up re modfixer, I'll see if I can get an update out quickly.
Ok it's going to need a bit more work I think. I took out the ModFixer but now nothing appears in the Tutorial Chest. I do seem to recall this was exactly why ModFixer was required to begin with.
Ok. So I can now confirm that it's NOT because the mod has ModFixer in it. I expanded the mod to also add the backpack to the vendor at the grove, and it shows up fine there. ModFixer and all.
So I guess it's more a case of; "what ModFixer was fixing, is no longer fixed by ModFixer" and "it also shouldn't be necessary as Larian claims this fix is now built in - but it clearly isn't?" :D
I'll do some more digging but am going to upload a version now that also places the bag at the vendor. I've just confirmed this to be working fine.
So I can now confirm that it's NOT because the mod has ModFixer in it.
ModFixer (or more specifically, the file it comes with) is being ignored by BG3 from Patch 7 onward. It won’t do anything, but it also won’t break anything.
So yeah, if anything doesn’t work it is definitely _not_ because it bundles ModFixer.
I think I was having an issue with Tutorial Chest being stuck in its loot table. I just went through all the mods I have that all follow the same pattern, and they all work fine as-is for Patch 7.
Having MET the conditions for this dumb ass reward and still DIDNT get her to engage in dialogue i can say this mod is must have and NOT cheaty. the damn game is
Anyway to make her drop this or put it inside a chest in her room? Maybe replace one of those fake potions on her table with the bag?
I have an ongoing campaign with my friends and we would rather not restart the game. Also, we have no idea how to summon the tutorial chest on an ongoing game (and it's kind of immersion-breaking as well).
Yeah, I was just about to ask the same thing. I wonder how difficult it could be to add it as a world drop or a loot drop from her just in case you end up killing her instead.
47 comments
Updated for Patch 7 with a workaround.Mod tested and confirmed to work with Patch 7.
A "native mod" version is now also available via the in-game mod manager. No changes compared to Nexus version of the mod. Also no conflicts, so no danger if you have them installed side by side. This also means that if you have save games that rely on the Nexus version here, you have to either keep this version of the mod installed OR get rid of the items and save the game before you switch.
https://mod.io/g/baldursgate3/m/the-disgusting-hair-of-auntie-ethel1
And it's perfectly fine for P7. I ran with it myself, until I made a new native mod manager version.
But I don't really think that should make a difference?
I'm also using the "new mods" available - and I did notice that I had to go and manually go to the "Mod Manager" from the main menu, "installed" and then manually enable the mod - even though BG3MM showed it as activated.
Would be really cool if you removed Modfixer, as it now makes any mod incompatible :)
I've been trying to wrap my head around using the toolkit, in the naïve belief it would be easier to deal with. So far it has not been :D Thanks for the heads-up re modfixer, I'll see if I can get an update out quickly.
I'll dig around some more.
So I guess it's more a case of; "what ModFixer was fixing, is no longer fixed by ModFixer" and "it also shouldn't be necessary as Larian claims this fix is now built in - but it clearly isn't?" :D
I'll do some more digging but am going to upload a version now that also places the bag at the vendor. I've just confirmed this to be working fine.
So yeah, if anything doesn’t work it is definitely _not_ because it bundles ModFixer.
Mod is still essential for me regardless :P
How to install? Im getting Unable to Create a Working Story.- I found the requirements! Sorry!
I have an ongoing campaign with my friends and we would rather not restart the game. Also, we have no idea how to summon the tutorial chest on an ongoing game (and it's kind of immersion-breaking as well).