Rip it out using Multi-Tool, re-pak, install via BG3MM, save & export to game, profit. (u might have to dick w/ the in-game mod mgr to ensure it gets enabled)
From Kestralys, over on the comment thread @ Shivero's VFX Library 1...
"Gonna teach you guys how to fish ...
1. Download Baldur's Gate 3 Modder's Multitool and follow instructions for setup 2. Open VFX_Library_SHV zip folder and drop VFX_Library_SHV.pak onto Multitool workspace 3. Open unpacked VFX_Library_SHV folder and navigate to Mods\VFX_Library_SHV 4. Delete Story folder 5. Drop edited VFX_Library_SHV folder onto Multitool workspace to repak 6. Depending on how you set up Multitool, it will either: A. create a new zipped folder of VFX_Library_SHV, now without Mod Fixer, that you can install, or B. place the repacked .pak file directly into your mods folder 7. Be sure and save, then export load order
You can now remove mod fixer from other mods that have it as well. Have fun catching fish on your own now :)"
Took me about 5 minutes (and I'm old & trepidatious) to figure out Multi-Tool, follow the instructions, and produce my own modfixer-free .pak file, while I wait for Shivero to update.
Edit: Obviously, the specific folder names will depend on the mod name, but you get the idea... basically, you're looking to delete a text file that resides in the mod's \Story folder (or sub-folder therein) usually named forcedrecompile.txt or sumpin similar, which is why you're deleting the \Story folder {there's usually nothing else in it, but ymmv i guess}.
Hello! Aura of death says Not Found: Not found, is there something else that i need to download for that to work or is it just a current issue? Thank you for the awesome weapons!
I did do that, I am thinking I might need to reinstall the game since nothing seems to be working. Thank you for answering me though! I appreciate the time and help.
In the passive.txt your aura display name and description is using a UUID string and I'm assuming it's not present or have changed in the latest base-game PAKs. Try creating your own and it should resolve the problem. Can't actually tell if the aura is actually working or not. I may be missing something but I don't see a localization file in your mod so guessing that's the problem.
This mod with playable undead is so fun to use. However I would like to say that I wish there was a dagger to use, or a staff for when you choose to play as a wizard character, but hey that's just me. I also hated how you have to get to level 5 to unlock animate undead. It's so annoying. So thank you for making this mod. Now I just wish someone could make a full on Necromancer class.
Out of curiosity, any chance of your adding a variation that just tosses the different versions in the tutorial chest for people who dont use crafting mods?
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(u might have to dick w/ the in-game mod mgr to ensure it gets enabled)
From Kestralys, over on the comment thread @ Shivero's VFX Library 1...
Took me about 5 minutes (and I'm old & trepidatious) to figure out Multi-Tool, follow the instructions, and produce my own modfixer-free .pak file, while I wait for Shivero to update.
Edit:
Obviously, the specific folder names will depend on the mod name, but you get the idea... basically, you're looking to delete a text file that resides in the mod's \Story folder (or sub-folder therein) usually named forcedrecompile.txt or sumpin similar, which is why you're deleting the \Story folder {there's usually nothing else in it, but ymmv i guess}.
Thank you for the awesome weapons!
You may benefit from going to Steam and performing a repair of your installation.
Like the mod - cool ideas!
Steam verification of files done.
Help please?
Is it to make str melee necro wizard builds viable?
The quarterstaff is not treated as a weapon, it is in line with the other two "caster" items (ie: shield and ring).