Baldur's Gate 3

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Paisley Park

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PaisleyPark1

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77 comments

  1. Applejaxc
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    Hey, I like this mod. So much so that LillyBird and I included it in Listonomicon. We have been using it in play tests since early March and still laugh every time it gets equipped.

    "Listo" is a Wabbajack-powered mod list, that works almost identically to Nexus Collections but uses a community alternative to Vortex to help users download mods from Nexus, put them in the correct order, and prepare their game to play. No mods are repacked, stolen, or distributed directly - users are still directed here, just like with Collections, to download from your Nexus page and ensure you are given the proper download credit.

    Due to confusion over what Wabbajack is and what it does, users at the Down By The River community encouraged me to give a courtesy "heads up" to the authors whose work is included in Listonomicon. And to assure them that per Listonomicon's install instructions, users are explicitly told to direct their bug reports issues to us first as mod authors (like you) don't want to deal with being inundated with help requests or bug reports from users with 300+ active mods.

    You can read a little more about our project on Github, though the preferred way to access Listonomicon is via the Wabbajack gallery. A list of all included mods are here. A synopsis of the philosophy of Listo and what we are trying to accomplish (and avoid) can be found in our Whitepaper on the first two pages, and is elaborated starting page 17 "List Philosophy."

    If you have any concern about your mod being included in Listonomicon (which is still downloaded from this page, and credits you as the author), please send me a message via Nexus's PM mail. I'm not sure how to get notifications if someone has replied to a comment.
  2. misahsmokey
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    Great mod i love it !!!!! and will there be an update for Half-orc ?
    1. PaisleyPark1
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      Thanks so much! There will be a Half-Orc update sometime in the future, might be awhile, have a bunch of other things I am working on.
    2. PaisleyPark1
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      I got really motivated by your post, so I finished the update for Half-orcs earlier than I thought I would. Hope you enjoy!
  3. Nerunna
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    I have no idea what I'm doing wrong but I went to swap between the cloak and the head version, the goggles remain in the cloak slot and won't move to the head slot...What do I do?
    1. PaisleyPark1
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      The goggles will stay on the slot they were equipped to when loading a save, but they should equip to the right slot if you unequip and then equip them again. If that doesn't work, see what happens if you make a completely new save, do the goggles still equip to the wrong slot?

      Make sure that the files from the cloak version are fully deleted, just so they aren't overriding things.

      Please specify which files you have installed, and if you maybe have the add-on, just so I can test with the ones that are relevant to your issues.
    2. Nerunna
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      I completely restarted my campaign (deleted the Goggle (Cloak) mod and replaced it with the original main mod) and the goggles are still only available as a cloak slot item. I've even unequiped....nothing works and it's only the main mod
    3. PaisleyPark1
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      That's really strange, sorry for the inconvenience!

      What method of installation are you using? If its something other than manual, I would suggest checking in your Mods folder: \*Your ComputerName*\AppData\Local\Larian Studios\Baldur's Gate 3\Mods (this should be the Windows 10 path, I don't know how it looks for Mac or any other operating system). See if there is still a .pak file called Goggles (Cloak) there, and delete in that case.

      Hope this helps.
    4. Nerunna
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      I use BG3MM, but I'll check once I'm home ^^
  4. kiermatv
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    So this thing replaced the battered lute that you're supposed to get from the mad shar doctor in act 2 in my game, basically fucking up the whole thing.

    Whenever I try to uninstall the mod even when I'm not using the damn thing, it won't let me open up the save, just going directly back to main menu after I try to open ANY SAVE. I have tested it out with several mods that it could have been and this was the only mod that causes this bug. The bug remains as well when I try to update the mod, as the game will read that this goggles mod is all that holds the galaxy together and will go back to the main menu because I can't possibly have a game now without this mod in my active mods list.

    Why does this happen? Why is it that this mod is so integeral for any save game? Is it possible to fix at all so I'm able to get this stupid fucking lute?
    1. PaisleyPark1
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      I can't replicate the bug that causes the battered lute to not show up. The goggles should not replace any object on Malus, all the files do is add it. So I unfortunately don't know why the lute isn't appearing. Maybe this Reddit comment could help, at least for completing the quest.

      The issue of loads crashing after deleting the mod is a known one. As far as I know, this is a general problem for any mod that adds items with custom stats and skills. Even if you haven't used the goggles in a save, if you have played on it and saved while the goggles were installed it will count (I realized I wasn't clear on that in the description, will update).

      I hope any of this information helps, and sorry for the inconvenience.

      EDIT: Someone suggested that it could be a loot mod like random loot that caused it not to show up, I am guessing that you probably didn't have that, but checking just to be sure.

      Also, could you specify which versions of the mods you have/had installed? So I can make sure that I've tested the most relevant version of it.
    2. kiermatv
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      I have the headwear version that you can get in the tutorial chest from Jan 28th, along with the latest cloak and thorm version. You are correct that I don't have a random loot table mod, and everytime I just try to kill Art, the whole of the last light tries to kill me with no cutscene or anything.

      I had thought that it was an issue of not starting the quest before talking to Thorm, but I went back, started the quest again first before going to Thorm and went to the house of healing and it is still not showing up. If it isn't showing up for you then I don't really know what's going on

      Edit: Just tried again and it's now giving me 2 goggles
    3. PaisleyPark1
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      I just tested with those version and the lute showed up. On the topic of two goggles showing up, that's how it should be, and it is weird if that didn't happen before.

      Sorry I don't really have an answer yet, I am looking for other alternative solutions. Unfortunately, spawning the lute with console commands does not work for whatever reason.
    4. PaisleyPark1
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      If you have a save before killing Malus and someone in the party with good stealth, unchain them from the party before you go into the cutscene with Malus.

      While in the cutscene, switch to that character, have them sneak in from behind and pickpocket Malus. I just tested this and the only items that appeared on him when I did this was a key and the battered lute, no goggles.

      Hope this can works.
    5. kiermatv
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      I'll give it a try with my next save, seeing if doing it without the goggles at all to see if that works
  5. jerinski
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    I somehow slept on this one when it was released, but holy moly it is my new favourite thing!
    Thank you so much for making it fit everyone (well almost, but still, I know how much a pain it is to make something available to so many)
    1. PaisleyPark1
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      Thank you so much! ❤

      P.S. Love the new Tracerlike hair for Alt Hairs, it's just what I've been looking for when it comes to short hair!
    2. jerinski
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      oh thanks! hope you enjoy <3
  6. gurugeorge
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    Is it possible to have the new switchable goggles installed alongside an old set (I had the forehead ones last time I played)?
    1. PaisleyPark1
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      It should work, but if you get any problems, don't hesitate to say!
  7. kiermatv
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    Hey, big fan of the mod, I originally downloaded this mod when on the Jan 22. version that didn't have the change of the mod. During that time my wife started a save and wasn't even using it. This latest patch had me have to purge all my mods and start over and because of that her save was corrupted. The thing that is getting in the way is that I apparently need that older version of the mod, even though I have downloaded the newest version and it is showing up on a new save. Is it possible to open up that version from the archive in order for me to get that save working again?

    Fixed, should have have just read things
  8. DimitriDark
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    What you've done here with version 2.0 is so damn clever! A really inspired idea.

    Seeing you making cloak and headware versions, my smooth brain came up with trying to make an amulet version by changing the "using" data in the Armor.txt to "_Amulet_Magic" but I now realise it's more complicated than that (the goggles were invisible when I tested this out). My hope was to have it visible along with headware so I could wear the goggles simultaneously with the bandit mask added by Basket Full of Equipment.

    How many steps are involved if I wanted to change the default slot to the neck? Or is it actually a case of changing the assets or values in the _merged.lsf.lsx file?
    1. PaisleyPark1
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      Thank you!

      Unfortunately, the necklace slot, from what I can tell, will not show visuals at all. As an alternative, maybe you could try the gloves slot? It should just be changing the ARM_Hat to whatever the glove on is called in Armor.txt and the ParentTemplateId (for each versions of goggles) in the file under the RootTemplates folder to the one that gloves use as well (should be 8e34fd76-8b6d-48a5-89e3-942289bec31e).

      Hope this helps!
    2. DimitriDark
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      Oh ho! It does indeed. Pesky Larian, not letting us use amulet slots for aesthetic purposes. Thanks for this information. It's really cool what you've done with this mod, particularly with the new version!
    3. DimitriDark
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      Hey, I just had a thought...do you reckon goggles in the musical instrument slot would work?
    4. PaisleyPark1
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      Huh, I never thought of that. But I can't see why it wouldn't work, since it does show visuals.
    5. DimitriDark
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      Hmm, this is tricky. I've changed the "using" entry to "_Instruments" in Armor.txt, as well as changed all three ParentTemplateID in _merged.lsf.lsx to "ddf636cb-5d3c-43dc-a33b-fc92df496e95". Although the goggles will equip to the instrument slot, it remains invisible in-game. Instruments do show up though so I'm not sure why this wouldn't work. I wonder if VisualTemplateIDs or PhysicsTemplateIDs also need to be accounted for. Any ideas?
    6. PaisleyPark1
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      Just realized that there might be a problem with getting it to work for the instrument slot. It seems like UUID for the mesh goes into the VisualTemplate entry, so you can probably only use one of the meshes. Armor allows for there to be different meshes called for different races and such.

      If you just care about one of the meshes, it should work probably work to put that one's UUID in VisualTemplate. Not sure if my notes in the documents are still left, otherwise it's a bit of a hassle to find the right one, so just tell me what character you would want to use it for, and I can post the correct UUID.
    7. DimitriDark
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      Ah, I see. I understanding what you're saying but I don't think I have the stones to take it to that level of pulling apart what you have put together. I should instead temper my greed and instead be happy with what you've made (not to mention with both headware and cloak options), and indeed very happy I am. Thanks for taking the time to make this mod, and then to share it. My thirst for that steampunk drip in in BG3 is satisfied thanks to this mod (and Artificer)!
  9. Qirunwei
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    Thank you for making this! 
    Now I can build Sebastian Crowe from the Dungeons of Drakkenheim series… 
  10. cocoonbug
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    ah, damn. i have the orig version everywhere, but wanted to update to the forehead version. after putting all the goggles i thought i had in the tutorial chest and letting it disappear, i thought i'd be good to go, but now my saves won't load. u_u if i change the name of the .pak, so it's just 'goggles' like the first, would that break anything?
    1. cocoonbug
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      and/or any chance to get all three in the same .pak? 🤔 idk how hard that is to do!

      ETA: i'm going to try adding the neck set and forehead set as cloaks. :)
    2. PaisleyPark1
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      Unfortunately, it won't work with changing the .pak name. Based on my reading up on this, it seems to be a problem specific to modded items that have skills/status boosts, even if you remove them with the tutorial chest method. Best course of action seems to be keeping the original file installed while also having the other versions, sorry for the inconvenience.

      On the topic of getting all three versions in one .pak, I am looking into making a new main version where it's only one set of goggles, but you can switch between eyes, forehead, and neck version with spells.  
    3. cocoonbug
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      no worries at all! now i just have more choices~ i even added a cpl pics haha

      but a spell-switch-up sounds amazing! :)
    4. cocoonbug
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      dude!! you're fast! <3
    5. cocoonbug
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      is it okay to just keep the old ones and add the scripted versions, if old games won't load without the (og) mod entirely?
    6. PaisleyPark1
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      I had forgotten to check that. Doesn't work right now, fixing up an update to the files that makes them compatible.

      Edit: Update is out!
    7. cocoonbug
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      you're great! thanks so much :D