Baldur's Gate 3

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  1. osirisofinternet
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    Sticky
    Hey all,

    Wanted to put out a proposal and get a feel for if this is something y'all would want:
    BLUF: ItemFilterMap .jsons that are use human language to create item filters, as opposed to technical language?
    i.e.
    [
        {
            "When a party member receives one or more of": "Book",
            "I want to": {
                "Exclude any party member that": {
                    "is carrying more than": 5,
                    "is one of the following classes or subclasses": "Paladin",
                    "is one of the following characters": [
                        "S_Player_Laezel_58a69333-40bf-8358-1d17-fff240d7fb12"
                    ]
                },
                "Find the party member that, in priority order,": [
                    {
                        "has the": "lowest",
                        "amount of": "the same item in their inventory"
                    },
                    {
                        "has the": "lowest",
                        "amount of": "health"
                    },
                    {
                        "has the": "highest",
                        "level of": "proficiency"
                    },
                    {
                        "has the": "same type of equipment or weapon equipped"
                    },
                    {
                        "has the": "highest",
                        "level of": "skill",
                        "for": "SleightOfHand"
                    }
                ]
            }
        }
    ]

    coupled with customizable translation file(s) that allows you to change what strings AIM looks for in each section (i.e. you would be able to change "I want to" to "This mod better" or "lowest" to "the least" and have it work the exact same way)

    You can see the full proposal at https://github.com/osirisOfGit/BG3_Automatic_Inventory_Manager/discussions/7
    but feel free to comment here or there - Nexus's posts just aren't designed for large proposals, and they're annoying to work with anyway. I'll be referring to this as the MadLibs feature.

    Whether this is well-received or not, i'll also start work on:

    • creating a quickstart-type guide on the wiki 
    • making the config file less confusing, primarily by extracting FILTERS_PRESETS into its own "index" type file
    • allowing ItemFilterMaps to be more arbitrarily named.
    I'll also start work on the Madlibs feature unless i explicitly hear general disinterest/rejection, so please provide any feedback/thoughts you have on this, even if it's just a 👍or 👎!
    1. gurugeorge
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      +1 to this, sounds great!
  2. nfcintra
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    i'm a bit confuse about how the mod works.

    It distributes itens using TAG as base parameters right? i did not get it how its distributing equipment to chars.

    Like its itens that supose to be good to that char?
  3. OtoshigamiPrime
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    Is it possible to get a mod that creates a shared inventory for every character in your party?
    1. osirisofinternet
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      Hey! Can you expand more on what you mean by shared inventory? I assume you're not talking about something like the native Magic Pockets or the Party Inventory view
    2. OtoshigamiPrime
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      I believe in a game like Dragon Age Origins that every character shared the same inventory. So it didn't matter who picked up what piece of loot. You could just switch to any other character and see all the items you had in your inventory at the time.
    3. osirisofinternet
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      ah - i honestly don't know as i haven't messed around with UI modding, but my overall thought is that it would probably be extremely difficult to do since the inventory system is fundamentally built on the idea of individual ownership
  4. ShaySignyr
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    I'm going to throw out the WORST issue report anyone's ever seen here, so I apologize in advance.  This is more of a "hey is this happening to anyone else" post than a "please look into this" post at this stage.  My group's rejected patch 6+ resoundingly, so we've reverted to P5-whatever-hotfix, and I don't have logs to provide because I've been short on time lately and my only BG3 time has been when I've actually been playing the game for a change, so it'd be more trouble than it's worth to try to find the relevant sections.  So that out of the way:

    Is anyone else having intermittent issues with AIM and autosorting containers?  Using Bags, Bags, Bags, if I pick up a stack of something that one of the bags grabs, sometimes AIM handles the stack properly, and sometimes the entire stack gets swallowed by the bag and stays there.  It feels like the issue might be time-sensitive; like perhaps AIM and B^3 are fighting to be first (or last) to the punch.  Same filters/same game+mod version worked consistently when not using autosorting bags.
    1. Korakys
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      I'll just chime in quickly to say I also use Bags, Bags, Bags, and have noticed problems. I've decided to prioritise playing the game for now instead of diagnosing the problem, but it's there.

      I'm on patch 6 but have rejected the 2 hotfixes for now, so I don't really want to make an official issue out of this either.
    2. osirisofinternet
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      hrm, to be honest, i'm not surprised to hear this, but i'm uncertain if i know the cause - since everything in AIM is event-based, and i'm guessing B*3 is the same, i would have thought that listeners of those events are first-come, first-served, and they definitely aren't run concurrently, but it sounds like they might be arbitrarily executed each time... i really hope not, cuz the only thing i can think to do is expose an API that mods can use to register event listeners that should be executed before/after AIM, which i can't see as being a priority or even desirable feature for other authors to add unless AIM becomes a staple on the communities modlist (and reasonably so imo)
    3. ShaySignyr
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      Ah well, no worries.  I'll blacklist a few things in Bags Bags Bags so AIM can have control of them.  It won't kill me to have my healing potions and a couple types of arrows in my main inventory -- it's still a hell of a lot better than playing the Potion Shuffle minigame 15 times a day!

      Re: the sticky post, I'm neutral on it.  With the exception or the FILTERS_PRESETS thing, I didn't find the config too hard to read as it was/is, but I am perhaps a bad yardstick for the hypothetical average user.
    4. ShaySignyr
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      For anyone using BBB and wanting a workaround, I went ahead and packaged up my hacky un-user-friendly system here.  It just blacklists certain items from BBB, so it's not an elegant solution by any stretch; I just wanted to still be able to use AIM for items that needed a lot of management without completely ditching BBB for items that I don't use as often.  Don't expect any support with it (my freetime for mod stuff is pretty limited) but it might be slightly faster than starting from scratch.
  5. EpicGamer87
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    Ok so I have just a small thing I need cleared up. Is this mod supposed to work with the bags bags bags mod? As in, is it supposed to take items and automatically put them into the corresponding bags from that mod? Because if it is supposed to do that, it isn't for me. I made sure to enable it on first load.

    EDIT: The mod also automatically takes all of the items out of the tutorial chest when I summon it. Is there a way to blacklist the tutorial chest? I'm too dumb to figure it out on my own.
    1. osirisofinternet
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      Heya!
      It is not intended to do that, and it's impossible for AIM to do that unless you create a targetFilter specifically targeting one of the bags created by that mod - i don't use Bags^3, but from what others have mentioned and the mod page description, it sounds like Bags^3 comes with that functionality on its own.

      Re: tutorial chest, it _shouldn't_ be possible for that to happen - even if you summon the chest directly into your inventory, the items are considered to be in the container's inventory, not the players, so AIM won't process them (unless something has changed in the recent patches, in which case there isn't a fix that you can do on your end, I would need to explore and rewrite some pieces of the core logic. Haven't played in a few weeks, basically just waiting on official mod support at this point to see how things change. Will try to spend a little time this week retesting AIM though to see if things have changed that drastically)
  6. Korakys
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    I found the config.json to be pretty confusing. After about half an hour of reading github, the posts here, and the description page, and the files themselves, I figured it, but it was not intuitive! (What I wanted/want to do was only auto-swap consumables and barrels with everything else staying in place.)

    I'd suggest packaging the mod with two directories, one is for just consumables and barrels "folder name: consumables" and the other for everything "folder name: everything". Then it would be fairly easy to swap between them by changing where PRESETS_DIR points too.

    Or, another idea: instead of "ALL" in the ACTIVE_PRESETS have everything listed there individually and don't even have a FILTERS_PRESETS section. This way it's a lot easier to people to figure out you can just delete the entries that probably, based on their names, pertain to what you don't want.

    Anyway, thanks for making this mod. My inventory is looking pretty tidy now and hopefully it will stay that way, lol
    1. jaybud4
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      The active presets section is listed identically to how the filters presets section is. If you want to use something in particular, you just copy it over.
      There's already a "separate folder" for Gold/Books/Camp Supplies for example, it's just a separate preset. Changing the config dir like you're suggesting is excessive and would be unnecessarily confusing since the preset names would have to be identical across the different folders.
      I do wonder if the various "Roots", "RootsPartial", "Tags" files could be split out into clearer labeled txt files (CampSupplies, Gold, Consumables, Books?) like Weapons and Equipment are to make the base configs easier to adjust, but at a certain point, you're asking Osiris to come up with every possible configuration people could want, when the whole point of the mod is that you can set it up yourself to be just how you want it.
    2. osirisofinternet
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      Heya! Thanks for the feedback, it's genuinely appreciated! Responses below:

      I found the config.json to be pretty confusing. After about half an hour of reading github, the posts here, and the description page, and the files themselves, I figured it, but it was not intuitive! (What I wanted/want to do was only auto-swap consumables and barrels with
      everything else staying in place.)
      Sorry to hear this - if you have any thoughts on how to make the wiki clearer, i'm 100% open to that!

      I'd suggest packaging the mod with two directories, one is for just consumables and barrels "folder name: consumables" and the other for everything "folder name: everything". Then it would be fairly easy to swap between them by changing where PRESETS_DIR points too.

      Or, another idea: instead of "ALL" in the ACTIVE_PRESETS have everything listed there individually and don't even have a FILTERS_PRESETS section. This way it's a lot easier to people to figure out you can just delete the entries that probably, based on their names, pertain to what you don't want.
      Jaybud has the right of it -
      The active presets section is listed identically to how the filters presets section is. If you want to use something in particular, you just
      copy it over.
      an example being,
      "PRESETS" :
          {
              "ACTIVE_PRESETS" :
              {
                  "Automatic_Inventory_Manager-Camp-Gold-Books" :
                  [
                      "Tags"
                  ]
              },
              "FILTERS_PRESETS" :
              {
                  "Automatic_Inventory_Manager-All-Defaults" :
                  [
                      "Weapons",
                      "Roots",
                      "Equipment",
                      "RootPartial",
                      "Tags"
                  ],
                  "Automatic_Inventory_Manager-Camp-Gold-Books" :
                  [
                      "Roots",
                      "Tags",
                      "RootPartial"
                  ]
              },
              "PRESETS_DIR" : "presets"
          }
      if you just wanted to use the Tags ItemFilterMaps from the Camp-Gold-Books preset, instead of all the ItemFilterMaps in ALL-DEFAULTS (the FILTERS_PRESETS name has been confusing people though, so i'll probably change that in an upcoming release, maybe to something like AVAILABLE_PRESETS? REGISTERED_PRESETS? and ACTIVE_PRESETS to ENABLED_PRESETS? I'll chew on it - open to feedback!).
      ALL is just there as a convenience if you wanted to use "all" the ItemFilterMaps in a given preset without listing all of them out, including any future ones that are added (which is one reason FILTERS_PRESETS needs to exist at all, since there aren't any available utilities to allow me to programmatically traverse a folder structure and discover files - the other reason is convenience, so you know what presets and associated ItemFilterMaps are available to use in the ACTIVE_PRESETS section!)

      RE @Tagasien section of
      I'd suggest packaging the mod with two directories, one is for just consumables and barrels "folder name: consumables" and the other for everything "folder name: everything"
      +
      @JayBud4's thought
      I do wonder if the various "Roots", "RootsPartial", "Tags" files could be split out into clearer labeled txt files (CampSupplies, Gold,
      Consumables, Books?) like Weapons and Equipment are to make the base configs easier to adjust
      that's on my roadmap for a future release! I'm looking to make it so the .json file names themselves are arbitrary, and can contain any amount and combination of the available ItemFilterMaps (for example, having a Potions.json that contains both ROOTS and TAGS ItemFilterMaps), but unfortunately life and work don't like it when i do things on the side, so it'll probably be after I add in the ability to filter on character (sub)classes. The folder names will always represent the available presets for technical reason (related to file discovery, updating defaults without destroying customizations, allowing other mods to create and update presets without destroying customizations or defaults, merging behavior, selective enablement, etc), but the files themselves will be able to represent a category of filters across ItemFilterMaps, rather than a single ItemFilterMap
    3. Korakys
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      Sorry to hear this - if you have any thoughts on how to make the wiki clearer, i'm 100% open to that!
      Provide an example config. I couldn't find one, but if I had it would have saved me so much time.

      if you just wanted to use the Tags ItemFilterMaps from the Camp-Gold-Books preset, instead of all the ItemFilterMaps in
      ALL-DEFAULTS (the FILTERS_PRESETS name has been confusing people though,
      It's all in the names man. You only have 8 filter maps but 6 of them share a name?

      The "filters presets" name was very hard to understand. Does the user ever need to configure this... It took me a while to figure out that this is here so the user can copy it into "active presets" then delete the lines they don't want to use, if any.

      Change "filters presets" to "possible presets" or "available presets" or something like that.

      "Automatic_Inventory_Manager-All-Defaults" could be "AIM-distribute-evenly"
      "Automatic_Inventory_Manager-Camp-Gold-Books" could be "AIM-accumulate-at-point"
      (If I'm understanding things correctly.)

      Using "ALL" though instead of listing them all out was probably the most confusing thing. IDK, maybe that's just a me thing.
    4. ShaySignyr
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      I do just want to +1 the "FILTERS_PRESETS confused the s#*! out of me" sentiment.  I think some of the problem comes from the fact most of us, at least at this stage, are looking at AIM from an end-user perspective, rather than thinking about it as a foundation for other mods, which is obviously the ultimate intention.  I agree that something like "available presets" makes more intuitive sense than just "filters presets."  To perhaps take it a step farther, might it make sense to put the entire section in its own separate file, just to make it clear "this is stuff mods need to tell AIM, you (the end user) don't need to worry about it/shouldn't normally be editing it"?  Admittedly, that means it's no longer right there for easy copy-paste to the active section, but it feels more intuitive to me that a config file is either "all stuff I am allowed to edit directly" or "no stuff I should edit directly."

      And also +1 that adding some end-user examples would probably be a great help to future users.  I am a great lover of technical documentation; but I am also a great lover of using a quickstart guide first, and then resorting to the docs once I start trying to get fancy.
    5. osirisofinternet
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      hrmmm, definitely hearing y'all on the naming on the configurations, and moving the FILTERS_PRESETS into its own file is something i'll chew on (you've got a valid point on a config file being something that users should be able to fully configure, just want to work through the possible ramifications of it), but regarding example configs and quickstart guides, do the files AIM generates not already serve as living examples, which can then be better understood via wiki/Configurations and wiki/How-AIM-Works? I opted out of a dedicated quickstart because i figured nothing was going to be better as a jumping point than the default implementation, which would then be supplemented by the Wiki's explanations and specific examples (like the sample scenario under wiki/Configurations#active_preset-merging-behavior) - if it isn't enough, what would y'all put into the quickstart guide that wouldn't just be a duplication of the generated files?

      Also, just a clarification on
      I think some of the problem comes from the fact most of us, at least at this stage, are looking at AIM from an end-user perspective, rather than thinking about it as a foundation for other mods, which is obviously the ultimate intention
      the ultimate endgoal is twofold:
      1. Allow mod users to create and customize filters without having to create a mod
      2. Allow the community to add and/or share additional functionality and customizations without having to fork the project or pass .zips around

      I can see why it would feel like mods are the primary consumer given the highly technical nature, but that's more of symptom of two problems:
      - I'm not really practiced at converting technical thoughts/concepts to layman
      - I spend a _lot_ more time in the codebase of AIM than i do actually using it, so i don't have enough experience as an actual end-user of my own creation
      which results in the design and documentation unintentionally making more sense to those that interact with the code more than the mod - that's something i'm trying to improve though!
    6. ShaySignyr
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      Regarding the "quick-start" thing, since you mentioned linux, let me put it like this: AIM's documentation reads like a man page.  Lots of great info in it, but it's just kind of a thick soup of information - neither organized by "this first paragraph is the simplest thing you can do, and then we get progressively more complex" nor "this first paragraph is the most common thing people want to do, and then it gets more obscure."  But from a new user's perspective, which of these is more "useful": https://www.man7.org/linux/man-pages/man1/grep.1.htmlor https://www.baeldung.com/linux/common-text-search?

      One definitely has more info, but it's condensed down into such a way that if you don't understand "the basic idea" already, it's overwhelming, and probably makes a lot of people say "You know what?  Not worth it."  If I could only have one, I'd definitely rather have the full man page -- but I think I am, quite honestly, in the minority.  I enjoy the process itself of tweaking things and pushing their limits and seeing what I can do with software just for the sake of it.  Other, shall we call them "sane" people, are probably only interested in learning just enough to get the darn thing to do what they need and then move on with their lives.

      So tldr: My thoughts on a quick-start guide are something a little more step-by-step tutorial-esque.  Like:

      Creating your first filter:

      • "Create a subfolder to hold your filters in XYZ directory and give it a name.  For this example we're calling it 'TutorialFilters.'"
      • "Decide what you want to filter.  If it's a single item, you probably want to use a rootUUID.  If it's a type of item, you'll want to use an applicable tag etc etc.  For our example, we'll make a filter that will send all the gold our party loots to Wyll."  (Look, I'm not saying it's the best or most useful example!)
      • "In your TutorialFilters directory, create a file named...
      • [Instructions on how to create just the one filter we're talking about for now -- we'll slam them with the other options later]
      • [Instructions on how to add our new creation to the config file/instructions on how to REMOVE the AIM defaults because anyone using this tutorial probably wants to see the results of their filter all grown up and out in the wild on it's own.  Shed a tear.  We're so proud of him.]
      • [Possibly repeat that for a more complicated filter]
      • "For other ways you can filter... [Link to the docs and let people go nuts]

    7. Korakys
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      Ugh, I must have skimmed over that examples section. GitHub doesn't make what is an expandable headline obvious.

      For the rest Shay said it well; you did all the complex configuration documentation well but left out how to do the easiest thing. That means to do an easy thing you'd have to read through most of the documentation first—which is very extensive!

    8. osirisofinternet
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      Thanks for the clarifications - i see y'alls perspectives now, and not only do i agree, i'm starting to see just how arbitrarily technical the end-user side of AIM is - see stickied post for a proposal to help address that!
  7. Korakys
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    This is the mod that's causing me problems. I've got about 90 mods installed and went through them all and everything works as long as I disable AIM. As soon as I enable it it overwrites my modsettings.lsx file on game load by itself somehow and stops most of my other mods from working.

    My system is: Linux > Bottles, GOG version, patch 6, Vortex, Norbyte's tools.

    I'm not desperate for a fix (although if it happens I'll be happy), this is more of a notice to others.
    1. osirisofinternet
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      That's really weird - i use it on my computer and steam deck with 44 other mods in the order, and haven't experienced this (outside of vortex's issue with auto updating the modsettings.lsx, which i experienced before writing this mod). AIM doesn't even interact with the modsettings.lsx, it just performs reads on the ModTable via ScriptExtenders api 🤔
    2. osirisofinternet
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      Out of curiosity, if you disable auto export load order in Vortex ( Settings -> Mods -> Auto export load order at the bottom of the window) and set the load order manually, does the reset still happen?
    3. osirisofinternet
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      Actually, was just able to recreate myself. Only happens with vortex, auto and manual, and it just.... doesn't include AIM in the generated XML. Works perfectly with BG3ModManager, so definitely just a vortex issue. Checked my meta.lsx against a couple of other mods and not seeing anything standing out - i'll try to mess with a couple configs just in case and see what that does before next release, but if that doesn't work i genuinely don't know how to go about triaging
    4. Korakys
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      Yes, reading your replies and also the comment below by jaybud it seems to be a problem with Vortex. No idea why as this is the only mod that has given me issues like that.

      I recommend you put some redtext on AIM's description page saying "Known issues when loading mod with Vortex" or something to that effect.

      I have never been able to get BG3MM to work on linux so Vortex is my only decent option.
    5. osirisofinternet
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      This should be fixed with 2.1.1! I was packaging my entire git repo into the .pak, and i guess Vortex isn't smart enough to filter out the parts that don't matter. Works successfully locally, when i tested with only one other mod loaded (i'm assuming one of the other mods in my list has the same issue, so it still happened when i tried it with my full modlist. Lemme know if you still run into issues!)
    6. ShaySignyr
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      I see this has (hopefully) been resolved for this mod in the time it took me to go look up a version, but for what it's worth, I had a hell of a time getting BG3MM to run under stock wine.  Finally tried installing it through Lutris out of desperation and it worked like a charm, much to my annoyance.  Currently running smooth on GE's wine-ge-8-25-x86_64 (NOT proton-ge) for me.
    7. Korakys
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      Tried 2.1.2 and it doesn't wreck the rest of my mods any more, yay!

      In 2 minutes of testing it might be causing a problem with another mod though and it just doesn't seem to sort anything, but I bet that's because I don't really know how to use it yet. I'll get back to you after I've had time to figure things out.
    8. osirisofinternet
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      Haha, i shouldn't be surprised you also run Linux Shay. BG3MM w/ Lutris is what i run on my steam deck!

      Please do! I wouldn't expect another mod to interfere with AIM, unless its moving stuff before AIM does and causes the inventory check to fail. Check out your log.txt!
    9. Korakys
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      Alright, it's working now. I have some thoughts about the config.json but I'll start a new thread about that.

      Note: I reverted to patch 6 and I'll be staying there for a while until the general modding problems situation calms down. That means not using the latest versions of mods too :/
    10. osirisofinternet
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      Fortunately AIM seems to be unaffected by the brouhaha going on right now - and because almost all of its functionality sit behind conditional logic based on the item and the filters, it shouldn't completely break unless ScriptExtender breaks or Larian goes fullbore on refactoring their exposed methods/events
  8. jaybud4
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    Would it be possible to filter on characters having a particular feat/being a particular class? Sometimes the character I want to have a particular item isn't statistically "best" for it.
    1. osirisofinternet
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      Not at this point in time unfortunately, but that's something i'm looking to add in the next release - don't have an ETA currently, life and work have been uncooperative, but definitely on my todo list!
    2. osirisofinternet
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      Just a heads up, classes is definitely still on target (hoping to get it out today, just struggling on what form the filter should take), but i'm not seeing a route to see what feats a character has - i did a full entity dump, and while some parts aren't stringified, the only sections that mentioned feats at all had all 0s as values. Feats are a ResourceType according to Norbyte's ScriptExtender though, which is what i already use to look up Tags/EquipmentType/Classes values, so it _should_ be possible, i just need more time than i have at the moment to track down how to find the value attached to the character
  9. jaybud4
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    For some reason, adding this mod to my current load order is causing the game to reset it to no loaded mods at startup. Any thoughts on why that might be or how to troubleshoot this? I can't find any logging for it this early in the launch process, and I'd really rather not blindly disable stuff until it works if there's a better way.
    1. osirisofinternet
      osirisofinternet
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      Hey!

      That sounds extremely unlikely to be caused by AIM - it doesn't interact with the mod order beyond straightforward lookups and logging of values (and even then, only when third-party mods are using AIM's API). I've run into that kind of situation when using Vortex to manage my mods, and it tries to update the modlist - if you're using it, i would disable that functionality via the Settings -> Mods -> Auto export load order at the bottom of the window, then just use https://github.com/LaughingLeader/BG3ModManager for managing the mod loader (or whatever other tool you may use)

      If you're not using Vortex, then i'm genuinely unsure - haven't run into anything like this at all outside of that scenario
    2. jaybud4
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      Huh.  Sure enough, that was it. It's absolutely bizarre that it would work perfectly with 300+ other mods and then break on yours specifically, but I'll take it. I was getting pretty fed up trying to manage the load order in Vortex anyway, haha.
    3. osirisofinternet
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      Good to hear! I feel that frustration - i wish BG3MM was a bit easier to use, but definitely glad it exists since Vortex seems to have backlogged BG3 mod ordering?
    4. osirisofinternet
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      FYA, the original issue should be fixed with 2.1.1!
    5. jaybud4
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      Hey, cool. I was in the same boat as you, I recognized that Vortex was pulling info from the pak files but couldn't see any reason yours was broken vs other mods that worked fine with mostly identical meta files..  Weird result, but I'm gonna keep using BG3MM anyhow now that I'm switched over to it, its interface is leagues better. ¯\_(ツ)_/¯
  10. osirisofinternet
    osirisofinternet
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    FYA, i changed the mod name in the meta.lsx in 2.1.1 without thinking about the fact that i use that name for my preset naming /facepalm
    2.1.2 reverts that portion, but if you already used 2.1.1, you can optionally go ahead and delete the preset config entries and folders for AIM to get back to clean slate - if you weren't using AIM's presets in the first place though, this won't really affect you. Just some junk files
  11. gurugeorge
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    This is a wonderful mod when it comes to monies, consumables, supplies, coatings, throwables and trick arrows, but for me the automatic weapon sorting and equipment sorting is just an annoyance.  Weapons and armour are precisely the things I want to gloat over, spend some time thinking about, and hand out manually and precisely to my wee guys in terms of fine-tuning their builds.  To then have those lovingly-assigned items mysteriously yanked around is not what's wanted.

    Now with one of the previous iterations I found it easy to nix the Weapon sorting (it was just to delete a "Weapon" entry somewhere in one of the .jsons, I forget where), but this version seems more complex and I'm not clear how to do that customization.  Could I ask you for a quick pointer on how I could make it so that only monies, consumables, supplies, coatings, throwables and trick arrows sorted, but not weapons or any sort of wearables or equipment?

    I'd also like to be able to auto-put picked up wares (non-magical weapons, stray retorts, etc.) and have them automatically go in one of my Bags Bags Bags Reloaded bags (the Wares box).  Could you please give me a quick idiot's pointer on how I might do that?

    Sorry, I know you've been very generous and detailed with your documentation and it's a brilliant mod, so I feel like a heel asking, but while I've looked at the documentation it's a bit too high level and abstract for me, I need just a few slightly more concrete hooks to get into it, so then the abstract stuff makes more sense and doesn't just wash over my brain :)

    TIA (but no worries if you can't be bothered :) )
    1. ShaySignyr
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      Edited to correct my mistake the author pointed out below for anyone scanning over this thread in the future:

      I can't help with moving things to a specific target container, but I can with the other.  At the top of your main config.json file, you'll have something like this:
      {
          "ENABLED" : 1,
          "LOG_LEVEL" : 3,
          "ACTIVE_PRESETS" :
          {
              "Automatic_Inventory_Manager-All-Defaults" :
              [
                  "Tags",
                  "Equipment",
                  "RootPartial",
                  "Weapons",
                  "Roots"
              ]
              },

      Just delete the entire lines saying "Equipment", and "Weapons", so it looks like

      {
          "ENABLED" : 1,
          "LOG_LEVEL" : 3,
          "ACTIVE_PRESETS" :
          {
              "Automatic_Inventory_Manager-All-Defaults" :
              [
                  "Tags",
                  "RootPartial",
                  "Roots"
              ]
              },

      You do NOT need to remove the same lines further down the file, under "FILTERS_PRESETS" : " - that just seems to be sort of a "master list" of everything you COULD load.  "ACTIVE_PRESETS" : is what actually DOES load.
    2. osirisofinternet
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      Heya!

      Thanks for posting your questions - i genuinely appreciate the new pespectives and ideas, especially since I'm basically developing this in a vacuum!

      Re, partial loading, Shay nearly nailed it - only correction is that ACTIVE_ PRESETS is the name of the configuration to change - you can read more here (with examples in the "Sample Scenario" dropdown - let me know if theres ways to improve it to make it easier to grasp! I also just noticed the wiki table has the wrong key -will fix)
      https://github.com/osirisOfGit/BG3_Automatic_Inventory_Manager/wiki/Configurations#customizing-preset-loading

      For your junk question, it's a completely valid question and one i looked into early on - short answer is, yes, but you'd have to create a new ItemFilter for each item you consider to be junk, at which point I'd point you towards https://www.nexusmods.com/baldursgate3/mods/2435 (Auto Loot Seller), as a more convenient alternative!

      Longer answer is, there's a lot of factors to determine an items worth, which is going to be a highly subjective formula depending on the mod user, so adding a shortcut in AIM for something like that will be a lot of effort for a very specific usecase - luckily, Auto Loot Seller has solved the problem really well, unless you want the RP of carrying your junk around
    3. osirisofinternet
      osirisofinternet
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      If you do want to use AIM for this,  then you'd create a new target filter for each rootTemplateUUID you'd want to move,  in your own custom presets Roots.json (or tags if you find a common tag to use), then just use the itemUUID of the container you want to move it to as the value of the "target" field.
      You can use the Roots or Tags files within the AIM-ALL_DEFAULTS preset directory as reference!
      As always, happy to hear any feedback on the documentation or whatever else!

      https://github.com/osirisOfGit/BG3_Automatic_Inventory_Manager/wiki/How-AIM-Works#targetfilters
      https://github.com/osirisOfGit/BG3_Automatic_Inventory_Manager/wiki/Configurations#adding-custom-presets
    4. gurugeorge
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      Thank you very much for both your helps, that's enough for me to get on with!
    5. gurugeorge
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      Hey you were right about auto loot seller, it's a great mod, that way of editing its whitelist (I suppose you'd call it) on the fly with the bag is genius.  I guess it is a bit of an rp fail, but by the time you're on your second playthrough you've done all that immersive miniature work with meticulously shuffling things in and out of bags and you just want to get on with life (part of the reason why this mod is such a good idea too :) ).
    6. osirisofinternet
      osirisofinternet
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      Awesome! I'll probably add a note to the front page in case anyone else is looking for junk management