Baldur's Gate 3
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Volitio

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  1. VoIitio
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    Old patch notes (see changelogs tab instead):
    Spoiler:  
    Show

    1.5.0 is out!

    New Features
    - 1.5.0: Ignore wares: Added option to ignore food items marked as wares. Enabled by default;
    - 1.4.0: Edit ignore lists: Added option to edit existing ignore lists;
    - 1.4.0: User-defined ignore list: Added option to create your own separate ignore list.

    Fixes and Improvements

    - Volition Cabinet: added Volition Cabinet as a dependency.
    - 1.4.1 fixed a typo that could make the mod to stop working.


    1.3.3 is out!


    New Features
    - Ignore specific items: Added a new ignore JSON entry under FEATURES to exclude certain items like healing items or weapons from being moved to the chest. Healing items (Goodberry, Gruel, etc) are ignored by default, weapons (Salami) are not. 1.3.1 ensured the Owlbear Egg would not get sent to the camp chest.
    - Creating a supply sack inside camp chest: A food supply sack would be created inside your camp chest if you had the option send_existing_food enabled. You can now disable the creation of the supply sack (it is still created by default).

    Fixes and improvements

    - Looting from corpses (1.3.3): Fixed an issue where food items looted from corpses were not being sent to the camp chest.




    1.2.0 is out!


    New Features
    - Recursive inventory food check: Added a nested_containers option under send_existing_food to check inventories for food items recursively when sending existing food to the camp chest, which allows food from bags to be sent to the chest as well. Enabled by default.
    - Sending food to supply sack inside camp chest: Upon load, if send_existing_food is enabled, a food supply sack is added to your camp chest if it does not have one, and food will be sent to supply sacks inside the chest.

    Fixes and Improvements
    -
    Picking up items back from the camp chest: Added more safeguards to prevent unintended movement of items when the player is interacting with the camp chest under certain conditions.
    - Fixed a typo in a debug statement that would throw error messages


  2. LDDEP
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    Love u, your mods are a godsend to the community, keep up the good work man

    1. xKuriharax
      xKuriharax
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      I did not expect to see Kronii here
  3. WakeXT
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    Found this Carafe of Wine in my inventory, might've been overlooked by the mod's default settings (other Carafes of Wine go into the stash and bag correctly and no healing properties either):

    
    UID CONS_Drink_Wine_Pitcher_A
    UUID 27f5f392-7d66-4929-a50d-a33f00fbf4b7
    according to the Wiki
    1. VoIitio
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      The mod just uses the camp supply amount instead of a list of ids, so the mod might have stopped working at some point during your session; I would need to see the SE logs.
    2. WakeXT
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      Oh ok, I thought it may be missing from a whitelist.

      Don't have a log sadly as I don't usually run the SE console visible and there don't seem to be any log files (bc logging is prob disabled too by default?) in \AppData\Local\BG3ScriptExtender either - or is there another location where they're saved?
    3. VoIitio
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      No, they are only saved if you enable that in the SE options JSON/BG3MM
  4. lexx766
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    Not that it's important, but with the update to 2.0.0 the function to disable the mod stopped working. Setting "enabled" : false does not disable the mod
    1. VoIitio
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      Thanks for the heads-up, there were so many mods to update that a few things have slipped by. This will be fixed in the next release.
  5. valumare
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    respectfully, having 2 mandatory personal frameworks for a mod is just unnecessary bloat.
    1. VoIitio
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      Write your own mods then, pal.
      These are used for almost all my mods. MCM is not a personal framework. Calling something I worked for months "unnecessary bloat" is not respectful.
    2. luckyiam
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      VoIitio would you consider an all in one installation for this? For such a simple mod it really is a bit much. Thanks for your work either way.
    3. VoIitio
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      I'll consider bundling VC with MCM in the future, but I have some loose ends to deal with right now
  6. WakeXT
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    Will MCM now be required (instead of being an optional addition) going forward or does the updated ASFTC still work without it?

    A bit conflicting messaging imo when the description says "but also works out of the box" yet on the file it states "Make sure you have installed the new requirement..."🤔but maybe it's just my ESL showing.
    1. VoIitio
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      Yes, MCM will be used going forward as a hard requirement for configuration management.
      It works out of the box because if you install everything (the box, and these are just standard pak installs), you don't have to set up any sort of configuration afterwards.
  7. Verdaddd
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    it seems that the owlbear egg has been sent away. is there a way i can retrieve it?
    1. VoIitio
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      It shouldn't happen, but you can find it in your camp chest.
  8. uoavatar
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    What is the expected behavior?  Does it auto-send as soon as you pick it up?  Does it run a sweep cycle every X Time Period?   Does it only send from the base inventory level, or will it send from the supply pack?  The Supply Pack in a Bag?
    1. VoIitio
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      Please update to 1.6.1, 1.6.0 was released with a stupid typo.
    2. uoavatar
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      Done, but I'm still wondering how and when it does it's thing.  Is it instant, a sweep on a timer?  All inventory levels, or just the top level?
    3. VoIitio
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      As soon as you pick up and when you go to camp, it can search nested inventories if you configure it to do so
  9. Chaossama
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    Updated to 1.6.0 and see this in the Script Extender console.

    Most consisent way to trigger it is to go back to camp, whether ending the day or just going back. However, I have also gotten it at random times when looting trunks, just not sure what item is triggering it.

    It doesn't seem to have much of an effect so far, but then again, I haven't run into any food that's not just common.

    EDIT: Have also gotten it when looting berry bushes or bee hives

    Guessing this is related to the Rarity feature mentioned in 1.6.0:
    bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string
    "VolitionCabinet/Shared/Helpers/Rarity.lua"]:44: attempt to concatenate a
    nil value (local 'rarity')
    stack traceback:
        VolitionCabinet/Shared/Helpers/Rarity.lua:44: in method 'IsItemRarityEqualOrLower'
        AutoSendFoodToCamp/Server/FoodDelivery.lua:51: in field 'IsFoodItemRetainlisted'
        AutoSendFoodToCamp/Server/FoodDelivery.lua:154: in field 'SendInventoryFoodToChest'
        AutoSendFoodToCamp/Server/EventHandlers.lua:99: in function <AutoSendFoodToCamp/Server/EventHandlers.lua:96>

    Thanks for all the great work you've put in!
    1. VoIitio
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      I swore I had renamed a variable correctly, but somehow it wasn't 🤔 1.6.1 will fix this
  10. StarRinger
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    Woo-hoo! Thank you so much for this update!
  11. StarRinger
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    Hi! Would it be difficult to have an option to only send common-rarity food? For harmony with the Expansion Food mod.
  12. btapiam
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    In my last run, I immediately failed the quest Help the Devilish Ox because the apple the Ox transformed into was marked as food, and was immediately sent to camp. I finished that run almost a month ago, I don't know if you've fixed this by now, but I would rather ask than just submit it as a bug without knowing.
    1. VoIitio
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      That's interesting. I'd need the template ID for that apple, couldn't find it online. Setting the debug level to 2 in the mod config, replicating that behavior, and sending me the SE console output would be enough.
      I hope it's not the same as the common apple, just like they did for the healing apples, lol
    2. btapiam
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      I'm afraid that I don't have the technical knowledge to do that. Besides, I finished that save a month ago, and I don't have a save that goes that far back. Although I seem to remember that the apple wasn't marked as a quest item, just regular food. I'm sorry that I can't provide you more detailed info on that.
      The other strange side effect of this mod is that Yenna can't cook any food. She keeps repeating that same line about having her kitchen utensils to cook, and that she only needs the ingredients, but you can't actually buy anything from her. I guess the game doesn't recognize that you have any food if it isn't actually in your backpack? Neither bug is actually game breaking, but I thought they were worth mentioning.
    3. VoIitio
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      Yenna can cook? 😳
      I guess an option to leave a few items with the party would solve these kinds of problems, I might add it in the future