Baldur's Gate 3

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Padme4000

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Padme4000

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  1. Padme4000
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    Download

    Either download on here or on Github

    Installation/Uninstall

    Do not put it in a folder in the game directory or Documents. This is to avoid it not being able to save the lsx files included. To "uninstall" simply delete.

    Bug Reporting

    If you get an error please report it with steps on how to reproduce your error. This way I can use the debugging of VisualStudio to find exactly what part of the code is causing the error.
  2. Padme4000
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    12.10.23 - indentation doesn't actually seem to be the issue instead I believe it was the BodyType typo being Bodytype in the other file. But looking further into this. As multitool's meta editor also loses some of the indentation.
  3. remotelysane
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    Hi, I'm having a problem with adding VFX to a head that I added. I followed the instructions in the tool, and I can see that my mod has all the files in the MaterialGroups directory, but the Speak with Dead spell doesn't work properly on it, the eyes don't glow green. Any ideas on what the issue might be?
    1. Padme4000
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      Make sure you have no head mods that show up orange in bg3 mod manager in your mods folder. As priority is sadly random
    2. remotelysane
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      Sorry, I should've mentioned the only mods I'm running are this head mod that I'm working on, and ModFixer.
    3. remotelysane
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      Apologies again, it was an oversight on my end, there was an inactive head mod still in the mods folder, which upon removal allowed my head mod to display the VFX properly. Thank you.
    4. Padme4000
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      No worries at all, it happens very easily. I do it constantly
  4. ErgoVoid
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    Does anyone know what's supposed to go in the "Name" field under VFX for Custom Heads? Unfortunately, the question mark icon for that one doesn't have a popup that explains anything, so I'm not totally sure whether I'm supposed to use the modname, character name handle, or something else, or if it's a field that doesn't matter (like the display name for faces in the loca file).
    1. Padme4000
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      Hi sorry I will add to that ? in my next update. But it is field just so you can more easily identify the head in the 37 files.
    2. ErgoVoid
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      Thanks! A lot of the fields in text files used for .PAK configuration break things of misconfigured so I was nervous. The VFX files are all new territory for me so no idea what I'm doing there.

      I've ended up with more than one headless custom Tav by misconfiguring things in the main files. LOL (That wasn't using the minitool).
    3. ErgoVoid
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      EDIT: Disregard. It IS working, but there was still a mod conflict with another mod. In other words: User error. ; D
  5. CilantroRosie
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    dont know what i did but when i downloaded the mini tool from github, and a second time from this website the application's UI seemed to be messed up on my end.  all the clickable things were overlapped on each other, the app itself was like a tiny square and when i tried to maximize the window the contents of the page did not expand with the window. 


    1. Padme4000
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      Hi that is sadly because I've not been able to implement a way to set the size properly for big screens just yet, though someone has replied in the bug sections Issue with Screens bigger than 1920*1080 with a temporary fix, and someone did reply with a code I am looking into implementing as well. 
    2. CilantroRosie
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      ah!!! very cool! I didnt even consider it was a big screen issue.  Im definitely using my TV LOL (i tried looking into code, and even the dye template you did and promptly left this earth from overstimulation and panic. ) 
    3. ErgoVoid
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      It could be helpful to put a warning about that on the front page of the mod, and simply advise users to temporarily adjust their display resolution to one of the 1K ones.

      That's what I did to fix it anyway. In Windows 11 it can be adjusted using Settings > System > Display > Display Resolution. Takes about 5 seconds, then just change it back to the original resolution when done with the Mini Tool.
  6. perseidipity
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    Hello I just wanted to stop by to say thank you so much!!!! It took me a while to warm up to using this tool (mostly just because my brain is weird & kept refusing to understand the instructions) but now that I have I love it! The mass UUID replacer in particular has made it so much easier to add new races to my THS custom races patch (previously it took at least half an hour to do using the bg3 uuid generator in vscode but now it's more like half a minute). <3
  7. elilu
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    Hi, can't thank you enough for all the wonderful tools, resources, and tutorials.
    Just a small question regarding the Mini-Tool.
    was trying to use the mass UUID replace and edited the Ignorelist to ignore certain UUID sections, but for some reason they still all get replaced? including RaceUUID. RaceUUID was already in the default file. I did add <attribute id=""IconIdOverride" and <attribute id=""VisualRecource" as per the format of the document. But doesn't seem to have an effect as they still all get replaced. (Edit: was trying to replace UUIDs in CharacterCreationAppearanceVisuals)
    Thanks again for the help!
    1. Padme4000
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      Hmm not sure why that is happening. the folder hasn't changed location at all? Still in the lsx files folder which is with the exe? And hasn't changed name at all? 
    2. elilu
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      No. The only thing I changed/edited in the tool folder was the IgnoreList.txt. I will try and move the tools/mod folder around to see if maybe that was the issue.
      Perhaps I misunderstood something, but in IgnoreList.txt, in the section where <attribute id=""xxxxx" are listed, those are the attributes that are suppose to be ignored when using UUID replace right? Or are those the ones that will be replaced? and I should 'remove' the attributes on the list instead?
      thanks again for the help!
       
    3. Padme4000
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      Those are the ones that should be ignored yes and if individual uuids they get added to bottom with the other uuids such as the race ones. I will double check my files. Hopefully something I can fix as was working on my end.
    4. elilu
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      Hi. think I figured out what I did wrong, it's not the tool. I just made a erroneous assumption that by adding <"attribute id=""IconOverride" in the ignorelist.txt, the entire line following it would also be ignored; even if there are UUIDs in the same line after it.
      But since the strings are in "0_Hair_0d1b6322-1e78-e5aa-866d-ac7b98a25a38" type of format, and they're a specific UUIDs that matches one of the VisualResource UUID in the same document, they'd all be replaced.
      again thanks for the wonderful tool! had a chance to use it again today and save so much time.
    5. DallyBoots
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      I'm having the same problem with the ignorelist not being ignored (including RaceUUID), but I haven't added anything to the orignal list. Were you able to get yours working without overwriting everything?
  8. drxavier
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    Your video on this mod is private. 
    1. Padme4000
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      Hi sorry must have accidentally made it private when making old videos private. It is back to public again
  9. arj41
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    Color tool is clutch. Thanks!!!
  10. Drake0713
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    I tried using this to generate a meta.lsx
    I filled in all the boxes in the interface, clicked save as and... the file it creates has none of the info I filled in:
    Spoiler:  
    Show

    <?xml version="1.0" encoding="UTF-8"?>
    <save>
    <version major="4" minor="0" revision="8" build="2"/>
    <region id="Config">
      <node id="root">
    <children>
      <node id="Dependencies" />
      <node id="ModuleInfo">
    <attribute id="Author" type="LSWString" value="Your Username on Nexus for example" />
    <!--This ^ is where you put your username you upload mods under-->
    <attribute id="CharacterCreationLevelName" type="FixedString" value="" />
    <attribute id="Description" type="LSWString" value="describe your mod a little" />
    <!--Describe your mod here ^ -->
    <attribute id="Folder" type="LSWString" value="Custom Name" />
    <!-- This ^ is what all your Shared folders should be named as instead of Shared -->
    <attribute id="GMTemplate" type="FixedString" value="" />
    <attribute id="LobbyLevelName" type="FixedString" value="" />
    <attribute id="MD5" type="LSString" value="" />
    <attribute id="MainMenuBackgroundVideo" type="FixedString" value="" />
    <attribute id="MenuLevelName" type="FixedString" value="" />
    <attribute id="Name" type="FixedString" value="Name of your mod" />
    <!-- ^ Name you want the mod to come up as in Mod Managers-->
    <attribute id="NumPlayers" type="uint8" value="4" />
    <attribute id="PhotoBooth" type="FixedString" value="" />
    <attribute id="StartupLevelName" type="FixedString" value="" />
    <attribute id="Tags" type="LSWString" value="" />
    <attribute id="Type" type="FixedString" value="Add-on" />
    <attribute id="UUID" type="guid" value="Use the Generate Unique UUID Button" />
              <!--This ^ has to ALWAYS be a unique UUID, you can use the BG3 Modders Multitool to generate one. If it isn't unique it will override other mods-->
    <attribute id="Version64" type="int64" value="72057594037927936" />
    <children>
    <node id="PublishVersion">
      <attribute id="Version64" type="int64" value="72057594037927936" />
    </node>
    <node id="Scripts" />
    <node id="TargetModes">
      <children>
    <node id="Target">
    <attribute id="Object" type="FixedString" value="Story" />
    </node>
      </children>
    </node>
    </children>
      </node>
    </children>
    </node>
      </region>
    </save>

    1. Padme4000
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      Did you use the update buttons after putting in new information?
    2. Drake0713
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      Yes, tho it didn't really seem to do anything
    3. Drake0713
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      Oh and when I changed my original meta.lsx (from before this tool) to:
      <attribute id="UUID" type="guid"instead of:
      <attribute id="UUID" type="FixedString"
      The game unloads all mods upon launch until I change it back
    4. Padme4000
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      yeah there is some lines that need updating in the tool for some reason they ended up wrong. but that is on my backlog as multitool now also generates a meta.lsx when packing a mod with it and it detects the Mods folder but no meta. so it gave me a chance to take a break to update my other mods.

      the update buttons though should be working for the file that is with the tool. it can't change anything in the save as file
    5. Drake0713
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      Mainly I just wanted to see what meta.lsx it generated and compare that to what I was using in-case eg the version number or that type value might be where I'm still getting some people reporting bugs from my mod was coming from
    6. Padme4000
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      A lot of bugs right now can be connected to the Patch 3 update, lack of mod fixer, or non updated UI mods such as not having updated ImprovedUI
    7. Drake0713
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      Ya... it feels to me like the guy's mod fixer isn't working even tho he says it is there, so idk... but that's my problem to try and figure out.

      Here, it seems like the update button is only updating the version number when using the tool to just generate a meta.lsx by itself
      (from the first option on the tool's main page)
    8. Drake0713
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      Oh, you do not accept DMs on here?  Was going to ask if you might have time to eyeball my mini mod which seems to have issues which I cannot find... the message I had tried to send was:

      Spoiler:  
      Show
      I'm sorry to ask this of you, and if you don't want to be bothered, just tell me to buzz off but... I just don't understand why my tiny addon mod would cause someone the issues he's experiencing.  The main part of the mod loads fine for him and its just this broken out addon he seems to have issues with, where as it works fine when I test it
      Original Version:
      https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=18053&game_id=3474
      Modified Version (just trying changes to see if they had an effect):
      https://www.dropbox.com/scl/fi/d1gw122yabc82q78zqh55/Testing-Pack.rar?rlkey=s2gmmnanr7wzr3eozgrbs4xky&dl=1
      Am I doing something dumb and am just too dumb to see it?

      meta.lsx:
      <?xml version="1.0" encoding="UTF-8"?>
      <save>
      <version major="4" minor="0" revision="8" build="2"/>
      <region id="Config">
        <node id="root">
      <children>
      <node id="Dependencies"/>
      <node id="ModuleInfo">
        <attribute id="Author" type="LSWString" value="Drake0713"/>
        <attribute id="CharacterCreationLevelName" type="FixedString" value=""/>
        <attribute id="Description" type="LSWString" value="Better Loot addon; main mod also required!"/>
        <attribute id="Folder" type="LSWString" value="BetterLoot100"/>
        <attribute id="GMTemplate" type="FixedString" value=""/>
        <attribute id="LobbyLevelName" type="FixedString" value=""/>
        <attribute id="MD5" type="LSString" value=""/>
        <attribute id="MainMenuBackgroundVideo" type="FixedString" value=""/>
        <attribute id="MenuLevelName" type="FixedString" value=""/>
        <attribute id="Name" type="FixedString" value="BetterLoot100"/>
        <attribute id="NumPlayers" type="uint8" value="4"/>
        <attribute id="PhotoBooth" type="FixedString" value=""/>
        <attribute id="StartupLevelName" type="FixedString" value=""/>
        <attribute id="Tags" type="LSWString" value=""/>
        <attribute id="Type" type="FixedString" value="Add-on"/>
        <!-- Get new UUID from BG3 Mod Helper -->
        <!-- Or. Get new UUID from https://www.uuidgenerator.net/ -->  
      <attribute id="UUID" type="FixedString" value="c717aaed-58f6-4ffa-9150-6079fef9000e"/>
      <attribute id="Version64" type="int64" value="72057594037927939"/>
        <children>
      <node id="PublishVersion">
      <attribute id="Version64" type="int64" value="72057594037927939"/>
      </node>
      <node id="Scripts"/>
      <node id="TargetModes">
      <children>
        <node id="Target">
      <attribute id="Object" type="FixedString" value="Story"/>
        </node>
      </children>
      </node>
        </children>
      </node>
      </children>
        </node>
      </region>
      </save>
      TreasureTable.txt
      new treasuretable "Empty"
      new subtable "1,1"
      object category "Alcohol_Cheap",1,0,0,0,0,0,0,0
      object category "I_CONS_FOOD_Fruit_Apple_Eaten",2,0,0,0,0,0,0,0
      object category "I_CONS_FOOD_Fish_Big_Headface",1,0,0,0,0,0,0,0
      object category "I_OBJ_Candle",1,0,0,0,0,0,0,0
      object category "I_OBJ_GoldCoin",5,0,0,0,0,0,0,0
    9. Padme4000
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      yeah sorry had a lot of really bad DMs here so ended up disabling them altogether. So reading the comments on your mod page nothing to do with your mod. The `Cannot create a story` error is caused by any mod unless they actively remove that error but even the error is still there just skipped. 

      They do need mod fixer installed. the bugs they are talking about with NPCs is because of not having mod fixer. They should use improvedui if they want to remove the `Cannot create a story` error or just accept it when it pops up and play the game. It actually doesn't do anything. thankfully. though I myself use improvedui just so one less step for when I test new mods.

      though for new treasuretable entries you may want to use the CanMerge 1 before your new entries. only once. 
      Spoiler:  
      Show

      new treasuretable "Empty"
      CanMerge 1
      new subtable "1,1"
      object category "Alcohol_Cheap",1,0,0,0,0,0,0,0
      object category "I_CONS_FOOD_Fruit_Apple_Eaten",2,0,0,0,0,0,0,0
      object category "I_CONS_FOOD_Fish_Big_Headface",1,0,0,0,0,0,0,0
      object category "I_OBJ_Candle",1,0,0,0,0,0,0,0
      object category "I_OBJ_GoldCoin",5,0,0,0,0,0,0,0
       using your example above
    10. Drake0713
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      Ya, the not being able to talk to NPCs part - I've experienced that when the Mod Fixer was missing, but they even show it being there in their screenshots so... idk :S

      I do include CanMerge 1Where I want it, but for that specific addon table, I actually do kinda want it to overwrite there...
      I actually added that line to the main mod just incase someone loaded the two files in the wrong order - so the addon change would always be "on top" so to speak... unless you think not having it is throwing an error?
    11. Padme4000
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      Had a friend that had some errors without it. though I don't think it would make as big errors as this person is getting. they do say they remove mod fixer in some of the messages so I wonder if the story error is throwing them.
    12. Drake0713
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      Ya, he gave up trying things and I couldn't reproduce the error so... I just don't know :S
      I'm posting on the Mod Fixer page and in the Mod Author forum to see if anyone else has any ideas
      I always feel bad when people have issues like this and I just want to fix it ASAP but here... idk how
      Thank you for your time
    13. Padme4000
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      yeah I get what you mean. sadly very hard to do when we can't replicate the issue ourselves. much easier to fix issues we can replicate
  11. drobinskiyal
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    Hi! Thank your very much for sharing info about modding! 
    Could you answer, what must be folder structure or maybe settings in meta.lsx for simple texture mod  which replace vanilla race?
    Of course, if I just copy my "Generated\Public\Shared\..." folder to "Data" it works, but I want to make pak file.
    1. Padme4000
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      What you want to do is copy merged file from the head you're replacing textures of and delete all sections except the top and bottom and then the TextureBank and then direct that to the new location in your .pak

      As for .paks we rename the "Shared" folder to what we enter in the meta.lsx.

      So you'd have

      -First Folder
      | Mods
      |YourShared
      |Meta.lsx
      | Generated
      |Public
      |YourShared
      |Rest of the folders to the texture
      | Public
      |YourShared
      |Content
      |Assets
      |Characters
      |Race You're Editing
      |Heads
      |Head You're Editing
      |_merged.lsx/lsf

      So you can use my head template just delete everything but the texture bank and copy the information from the head you're replacing textures off to that section. Don't change any UUID's only the path to the new textures. Then convert to .lsf in lslib and pak the mod

      Hope this helps
    2. drobinskiyal
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      Thank you! Great, it's work! The only problem was to find the most embedded lsx file with references to dds.
      \Public\<mymodname>\Content\...
      Assets\_merged.lsf                                     
      Assets\Characters\_merged.lsf                          
      Assets\Characters\Tieflings\_merged.lsf                
      Assets\Characters\Tieflings\[PAK]_Male_Body\_merged.lsf
      Firstly I copied my lsf on all folder levels, as all these files have same records too, but it is not required, as I see?
  12. Margerard
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    Hey! Just a heads up but for some reason on 4k resolution the UI goes completely haywire:
    Spoiler:  
    Show

    Temporarily switching to a smaller resolution and restarting the tool helps with it though. Thought I'd let you know in case you can do anything about it, but if not that's okay, it's easy to temporarily solve it.

    Also, I'm trying to wrap my head around the meta.lsx generation, and just saw that this tool can do it. I also see the strange indentation bug and that you don't want to put the expectation on people to fix the generated file. But for what it's worth, it's still extremely helpful to first generate this file and then make a small edit to it, than to make my own meta.lsx which looks like a pretty intimidating process. So I hope you keep the tool around at least, even if you might not continue to develop it, because it's still very much appreciated!
    1. Padme4000
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      Hi there is a solution in the bugs section for bigger monitors hopefully that will help.

      Going to continue updating these parts of the tool at least. Including trying to implement the bigger screen solution.

      Really glad you find the tool still helpful