I'm able to get the inventory weight working at the cost of not being able to go to camp or being able to interact with any other creature that isn't an object.
I'm having same issue as of 2023 Sept 16. I'm using latest version of this mod (4.1.1.3), and BG3 mod manager (1.0.9.7). BG3 version 4.1.1.3700362.
This mod also seems to point to a mod fixer that Nexus mod admins have deprecated, and suggest using a different one. Documentation on the mod fixer seem unclear if it is needed or now automatically included from Larian Studios.
EDIT: Would it be possible to have the requirements for this mod updated or fixed to point to a non-deprecated mod fixer if need, or remove all requirements if it is automatically included by Larian Studios please? 🍰
Is there anyway to apply this without having the extra carry weight, and if not, would you mind adding that option... please? I think it's amazing either way, very useful, just trying to not "cheat" too hard. xD
This works fine.. with one caveat. You are still caught when rolling a natural 1. Which means you still have a 5% chance per item to be caught. It does not prevent the save/reload/save/reload cycle, only makes it less tedious.
Is there a way to change this so you cannot roll a 1 and/or a 1 does not count as a failure?
Edit: Found a workaround - kind off. The problem stems from the fact that when robbing a typical merchant you are bound to roll a 1, thus be caught. Therefore the solution is to only steal 1 item, drastically reducing the chance to be caught. How? 1) Aquire a stacking item that is worth more then a typical merchants whole inventory. That can be gold coins, a stack of gems, anything - as long as it is only one item. You only ever need to do this once per playthrough. Thus, save up early, sell everything you can, get as much gold as you can. 2) Once you are reasonably sure you have more gold / gems / whatever stackable valuable item then (at least most) merchants inventories you find a merchant, trade everything for that item. 3) You quicksave, steal back that single item, only having a 5% chance to be caught. Worst case you reload the save and try again. This process basically turns "steal everything from a merchant" into a 5% failchance. Which is acceptable from a save/reload perspective, but requires you to first get a lot of gold (or other stackable valuable items).
Yeah, its annoying sometimes but you are 100% correct. I was thinking about messing with the skill to incorporate the Luck mechanic functionality, but I lack the free time to research this atm.
Nice workaround btw. Another one is, once you accumulate enough gold, you can just buy everything and later steal the gold back.
You can just equip the gloves of thievery or anything granting you cat's grace. The odds of rolling two nat 1's is .25%, so if you're really concerned about RNG just quicksave after you have those on you.
You don't know my "luck"... But yeah, good idea. Also a good idea to add this to the mod. Just giving us Advantage might be easier then preventing rolling ones.
I think this can't be added mid-campaign, I suspect the carry-weight part it the problem here, I have latest modmanger, also tried to use the modsettings.xls but still getting the error about not being able to restore a working story
The error appears, its normal. May sound silly, but try loading the game manually instead or hitting continue. I saw different behaviors using these 2 methods.
It is ready for the release version. I am using it as I speak. If you have any problem, first be sure to use latest version of modmanager. https://github.com/LaughingLeader/BG3ModManager/releases
it does work actually... the problem is with the newest version of modmanager: you have to fix modsettings.lsx... or delete it =) same thing happens with ANY mod atm
I provided a modsettings.lsx trying to minimize this behavior, but everyone using multiple mods should make sure to use the latest version of the mod manager. I will insert a warning in the description.
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Maybe GitHub or similar please? 🧡
Thanks!
I'm using latest version of this mod (4.1.1.3), and BG3 mod manager (1.0.9.7).
BG3 version 4.1.1.3700362.
This mod also seems to point to a mod fixer that Nexus mod admins have deprecated, and suggest using a different one.
Documentation on the mod fixer seem unclear if it is needed or now automatically included from Larian Studios.
EDIT: Would it be possible to have the requirements for this mod updated or fixed to point to a non-deprecated mod fixer if need, or remove all requirements if it is automatically included by Larian Studios please? 🍰
Thank you!
It does not prevent the save/reload/save/reload cycle, only makes it less tedious.
Is there a way to change this so you cannot roll a 1 and/or a 1 does not count as a failure?
Edit:
Found a workaround - kind off. The problem stems from the fact that when robbing a typical merchant you are bound to roll a 1, thus be caught. Therefore the solution is to only steal 1 item, drastically reducing the chance to be caught. How?
1) Aquire a stacking item that is worth more then a typical merchants whole inventory. That can be gold coins, a stack of gems, anything - as long as it is only one item. You only ever need to do this once per playthrough. Thus, save up early, sell everything you can, get as much gold as you can.
2) Once you are reasonably sure you have more gold / gems / whatever stackable valuable item then (at least most) merchants inventories you find a merchant, trade everything for that item.
3) You quicksave, steal back that single item, only having a 5% chance to be caught. Worst case you reload the save and try again.
This process basically turns "steal everything from a merchant" into a 5% failchance. Which is acceptable from a save/reload perspective, but requires you to first get a lot of gold (or other stackable valuable items).
Nice workaround btw. Another one is, once you accumulate enough gold, you can just buy everything and later steal the gold back.
But yeah, good idea. Also a good idea to add this to the mod. Just giving us Advantage might be easier then preventing rolling ones.
Trust me, I know.. lol
I suspect the carry-weight part it the problem here,
I have latest modmanger, also tried to use the modsettings.xls but still getting the error about not being able to restore a working story