File information

Last updated

Original upload

Created by

Ghostboats

Uploaded by

ghostboats

Virus scan

Safe to use

135 comments

  1. Mazzle23
    Mazzle23
    • supporter
    • 3 kudos
    Hello again!

    I recently started getting an error when generating an atlas.

    A system error occurred (ENOENT: no such file or directory, open 'c:\Users\mazzin\Desktop\BG3_Modding\_MyProjects\IceSorcerer\IceSorcerer\Public\Content\UI\[PAK]_UI\merged.lsx')
    It also shows the standard notification that says "Atlas and texture created successfully."   Here's the error from the log file:
    2024-07-07 12:16:19.235 [info] ExtensionService#_doActivateExtension chromosome16.bg3-text-support, startup: false, activationEvent: 'onLanguage:bg3'
    2024-07-07 12:22:44.482 [error] Error: ENOENT: no such file or directory, open 'c:\Users\mazzin\Desktop\BG3_Modding\_MyProjects\IceSorcerer\IceSorcerer\Public\Content\UI\[PAK]_UI\merged.lsx'
    at Object.open (node:internal/fs/sync:78:18)
    at Object.openSync (node:fs:567:17)
    at Object.func [as openSync] (node:electron/js2c/node_init:2:2214)
    at Object.writeFileSync (node:fs:2309:35)
    at c:\Users\mazzin\.vscode\extensions\ghostboats.bg3-mod-helper-2.2.42\commands\createAtlas.js:167:8
    at async f.h (c:\Program Files\Microsoft VS Code\resources\app\out\vs\workbench\api\node\extensionHostProcess.js:154:204392)
    at async f.h (c:\Program Files\Microsoft VS Code\resources\app\out\vs\workbench\api\node\extensionHostProcess.js:154:204392) bg3-mod-helper.createAtlas {"value":"ghostboats.bg3-mod-helper","_lower":"ghostboats.bg3-mod-helper"}
    2024-07-07 12:22:44.482 [error] Error: ENOENT: no such file or directory, open 'c:\Users\mazzin\Desktop\BG3_Modding\_MyProjects\IceSorcerer\IceSorcerer\Public\Content\UI\[PAK]_UI\merged.lsx'
    at Object.open (node:internal/fs/sync:78:18)
    at Object.openSync (node:fs:567:17)
    at Object.func [as openSync] (node:electron/js2c/node_init:2:2214)
    at Object.writeFileSync (node:fs:2309:35)
    at c:\Users\mazzin\.vscode\extensions\ghostboats.bg3-mod-helper-2.2.42\commands\createAtlas.js:167:8
    at async f.h (c:\Program Files\Microsoft VS Code\resources\app\out\vs\workbench\api\node\extensionHostProcess.js:154:204392)
    at async f.h (c:\Program Files\Microsoft VS Code\resources\app\out\vs\workbench\api\node\extensionHostProcess.js:154:204392) bg3-mod-helper.createAtlas undefined


    It does create two files, Icons_.dds and Icons_.lsx. The contents of those files look good, so I'm guessing, it's failing when trying to rename the files and then aborts the process.  I did rename my mod from IceSorcery to IceSorcerer fairly recently, but I don't see anything I should change for that.  (I looked in the plug-in settings, and the workspace mod folder setting was correct.)  It does not seem to get to the point where it generates the merged.lsx any more.  Any idea on what's going wrong and how I can fix it?
    1. Mazzle23
      Mazzle23
      • supporter
      • 3 kudos
      btw, I also noticed another issue.  If you generate symlinks when you already have a folder with the name of the symlink target, which in my case was the Public folder, it will delete the contents of the folder.   There was nothing critical in my Public folder, but I did lose some settings for a couple mods that let you store info in there, for example the treasure table file for Pouch of Wonder.   

      Does hotloading still  work if you symlink the subfolders of the mod's public folder into the Public folder rather than replace the public folder with a symlink of the mod's public folder's parent directory?  (If so, that seems like the way to go, because it would allow multiple mods to be hotloaded and would let you keep files like the PoW one.)  

      Tbh, hotloading and SE loading of stat files is so flaky that I wonder if I'm saving time using it.  I've wasted so much time chasing phantom bugs that turned out to be a buggy side effect of hotloading.  (They go away after a full game restart.)

      P.S. Hmm...it just occurred to me that maybe it set up the symlinks wrong for the same reason I had the atlas problem, because it's having some sort of issue with the new mod name and changed folder structure.
    2. ghostboats
      ghostboats
      • member
      • 4 kudos
      For the issue related to being unable to create the merged.lsx, create the folders up to the [PAK]_UI folder. If all those directories and sub directories dont exist, it will give that error. I can probably fix this in the next release or after that.

      And yeah symlinking is currently not working correctly. In general, there have been some issues with the most recent version of the extension. The extension is something im pretty proud of and was able to build up pretty quickly but ive definitely been neglecting other parts of my life, mainly work. Been taking a step back from working on it to catch up with other stuff but im hoping to make some minor changes this week hopefully, one of them hopefully resolving symlinking and the other error above as well as a few backlogged changes/fixes
    3. Mazzle23
      Mazzle23
      • supporter
      • 3 kudos
      Hmm...  the directories did exist, because I had the old versions still there.  I've been regenerating the atlas and overwriting the files regularly for over a month now.  And, it is able to create the directories, just in the wrong place, which I may have forgotten to mention.  The two files with the generic names that it does create,  Icons_.dds and Icons_.lsx, are created in the almost the right directory, but one level too high b/c it seems to leave out the mod folder part of the path.  (So, Icons_.dds was in Public/Assets/Textures/Icons instead of Public/<modname>/ Assets/Textures/Icons.)   

      FWIW, I can get around it.  The two files it generates are the hard ones, and the contents are correct.  So, I just rename and move them, and then point my current merged.lsx file to point to the Icons_.lsx file.  A bit painful, but it works.

      I actually looked at your plug-in code a little to see if I could get any ideas on what I could do to fix it.  You have every reason to be proud of doing that, especially in a short amount of time.  There's a lot more stuff involved than I expected.  I had no idea an editor plug-in would require that much code!  Anyway, don't get burnt out.  I know it's hard to avoid.  Unfortunately, the aspects that let you get a lot done in a short period of time are the same ones that push you to burn out.
    4. Mazzle23
      Mazzle23
      • supporter
      • 3 kudos
      I just installed the new version and can report the new mod name field resolved my atlas issue!  Woohoo.  Nice work, and thanks!   

      (btw, when I first upgraded, it still failed to create an atlas and got an error "The "path" argument must be of type string. Received undefined".  But, after I added the mod name, things started working again.  I thought I'd mention that hiccup since it might indicate an issue with how it autopopulates those fields.)
    5. ghostboats
      ghostboats
      • member
      • 4 kudos
      Glad the atlus fixes went thru. Just as a heads up I probably wont be touching the extension for a bit while I use the toolkit and see any possible uses for it. If there is something you are trying to get immediate help on, would suggest reaching out to me on discord for faster responses
  2. Mazzle23
    Mazzle23
    • supporter
    • 3 kudos
    If I could make another suggestion, I think it would be great if you had it automatically save the loca file after the plug-in adds to it.  I forget the vast majority of times, and end up having to launch the game twice to get the update in.

    I'm guessing you were playing it safe about something.  But, I think it would be ok, given that, if you have a dirty file open, Visual Studio Code's multi-file search and replace will change the dirty file and save it with no prompt.
  3. Mazzle23
    Mazzle23
    • supporter
    • 3 kudos
    I'm not getting any of the data provider options.  It did work for me for a little while, and I think it stopped working after I moved the location of my mod.  I've tried reinstalling the extension several times.  (The first time I did it, I couldn't see the settings any more, so I had to manually delete the mods settings from a file.  After I did that, the extension would show its settings again.)

    I looked in the log file, and I did see errors when it tried to activate the extension:

    2024-06-10 11:48:13.423 [info] Extension host with pid 21944 started
    2024-06-10 11:48:13.423 [info] Skipping acquiring lock for c:\Users\mazzin\AppData\Roaming\Code\User\workspaceStorage\3d0f1a4596b808282a5b8b3506b7e8ee.
    2024-06-10 11:48:13.472 [info] ExtensionService#_doActivateExtension ghostboats.bg3-mod-helper, startup: false, activationEvent: 'onLanguage:plaintext'
    2024-06-10 11:48:43.701 [error] Activating extension ghostboats.bg3-mod-helper failed due to an error:
    2024-06-10 11:48:43.701 [error] RangeError: Maximum call stack size exceeded
    at handleErrorFromBinding (node:internal/fs/utils:368:17)
    at mkdirSync (node:fs:1381:3)
    at t.mkdirSync (node:electron/js2c/node_init:2:12926)
    at mkdir (c:\Users\mazzin\.vscode\extensions\ghostboats.bg3-mod-helper-2.2.42\node_modules\streamroller\lib\RollingFileWriteStream.js:270:19)
    at mkdir (c:\Users\mazzin\.vscode\extensions\ghostboats.bg3-mod-helper-2.2.42\node_modules\streamroller\lib\RollingFileWriteStream.js:277:18)
    at mkdir (c:\Users\mazzin\.vscode\extensions\ghostboats.bg3-mod-helper-

    ... Removed a few pages of those for the sake of your comments ...

    2.2.42\node_modules\streamroller\lib\RollingFileWriteStream.js:277:18)
    at mkdir (c:\Users\mazzin\.vscode\extensions\ghostboats.bg3-mod-helper-2.2.42\node_modules\streamroller\lib\RollingFileWriteStream.js:277:18)
    at mkdir (c:\Users\mazzin\.vscode\extensions\ghostboats.bg3-mod-helper-2.2.42\node_modules\streamroller\lib\RollingFileWriteStream.js:277:18)
    at mkdir (c:\Users\mazzin\.vscode\extensions\ghostboats.bg3-mod-helper-2.2.42\node_modules\streamroller\lib\RollingFileWriteStream.js:277:18)
    2024-06-10 11:48:43.709 [info] ExtensionService#_doActivateExtension vscode.emmet, startup: false, activationEvent: 'onLanguage'
    2024-06-10 11:48:43.713 [info] ExtensionService#_doActivateExtension chromosome16.bg3-text-support, startup: false, activationEvent: 'onLanguage:bg3'
    2024-06-10 11:48:43.722 [info] ExtensionService#_doActivateExtension vscode.git-base, startup: true, activationEvent: '*', root cause: vscode.git
    2024-06-10 11:48:43.743 [info] ExtensionService#_doActivateExtension vscode.git, startup: true, activationEvent: '*'
    2024-06-10 11:48:43.757 [info] ExtensionService#_doActivateExtension vscode.github, startup: true, activationEvent: '*'
    2024-06-10 11:48:43.801 [info] Eager extensions activated
    2024-06-10 11:48:43.810 [info] ExtensionService#_doActivateExtension vscode.debug-auto-launch, startup: false, activationEvent: 'onStartupFinished'
    2024-06-10 11:48:43.812 [info] ExtensionService#_doActivateExtension vscode.merge-conflict, startup: false, activationEvent: 'onStartupFinished'


    Any idea what the problem might be and how I can resolve it?
    1. ghostboats
      ghostboats
      • member
      • 4 kudos
      Appreciate the logs, it makes it a lot easier to debug. 👍
      I am at work atm but I can try to take a look at this tonight/tmrw. What version were you previously on that worked? Also the logs you sent is that from extension launch or did you interact with vscode in anyways before sending that log? And if so, would be helpful to open the extension and get the logs directly after that without pressing anything else if possible. I'm guessing this is related to an existing issue we are having that will hopefully be stamped out in next update. But just in case, would you be able to supply a screen shot of you bg3 settings tab (user and workspace) if possible? Also, talking on here is fine with me but if you are able to message me on discord (link should be on mod page) I can definitely get back to you faster.
    2. Mazzle23
      Mazzle23
      • supporter
      • 3 kudos
      Thanks for the quick reply!

      I just installed it from the first time a few days ago from the the marketplace, so I don't think it changed versions.  I'm currently on 2.2.42

      Actually, I don't think I did interact with it because the way it fails kinda forced me to restart.  The data provider pane doesn't seem to update or try to activate again after it fails, so what I was repeatedly doing was checking the settings, restarting vscode and immediately clicking on the data providers tab.  It said it was trying to activate and then eventually stopped.

      I'm a Discord noob, but I'll see if I can set it up soon.  A lot of the good stuff seems to be on there nowadays.  Anyways, here are screenshots of the settings.  I hope there's a stupid mistake in there!

      User
      Workspace
    3. ghostboats
      ghostboats
      • member
      • 4 kudos
      In your settings I see that you have [] around your paths, can you try to remove the brackets? I only included those in the example to show they are example, you can supply the paths normally. Not sure if that is the issue but something to try in the meantime.
    4. Mazzle23
      Mazzle23
      • supporter
      • 3 kudos
      Gadzooks, that worked!  I'm truly befuddled, because I initially did not include the brackets when I first set up the mod a few days ago.  But then I had a problem getting it configure, so I tried to add them on a lark, and it did seem to resolve the problem.  I thought maybe it was VSCode thing to handle slashes or whitespace or something at the time.  I don't get it, especially, since it was working before.  Well, I guess it's a mystery.  No sense overanalyzing.  Thanks so much for your fast help! 

      And thanks for the plug-in.  I've only used a few features so far, and it has already saved me tons of time and annoyance.  Outstanding.
    5. ghostboats
      ghostboats
      • member
      • 4 kudos
      haha yeah dealing with the settings for the extension has been a bit of a nightmare. Not to get to into it, but it requires loading in settings at launch and tweaking them can cause problems as well as having other vscode windows open. Or it just breaks because JavaScript is weird and I'm bad lmao not completely resolved but hopefully some of the changes in the next update can help with this. Glad its working for you now!
    6. Mazzle23
      Mazzle23
      • supporter
      • 3 kudos
      Oh, ok.  So, it was probably just coincidence.  Maybe my settings with brackets were never loaded in before b/c the originals were cached or already loaded or something.  Mystery solved.

      btw, I tried the feature that creates an atlas from a folder of dds files, and had quite a bit of difficulty getting it to generate something that would load in game.  The problem turned out to be the file name it uses...kinda.  So, I was pak'ing up my mod using multitool, and it doesn't seem to handle the merged.lsx file you generate quite right.  If I simply re-named merged.lsx to merged.lsf.lsx, the mod pak'd by multitool would work and the icons would be visible.
    7. ghostboats
      ghostboats
      • member
      • 4 kudos
      That is a multi tool thing, not related to my extension. The vscode extension will correctly convert your merged (and other relevant lsx as well as xmls) when packing, without requiring a .lsf.lsx ending. The tool maker of the multi tool made it so files that are appended .lsf.lsx will be converted during packing for you to .lsf which is what the game needs. If you pack with my extension (and ur settings are correct), it will take ur .lsx files and convert them where necessary automatically. My files are meant to be packed with my tool which is why I don't append the .lsf.lsx. the extension simply doesn't need it if you pack with it.
    8. Mazzle23
      Mazzle23
      • supporter
      • 3 kudos
      Ah, that's what I figured.  (not the specific of the underlying cause, just that the difficulty arose out of the fact that your plug-in's pak'ing handles the files it produces correctly, but multitool does not)  Anyway, I just thought I'd mention it in case you weren't aware, and there was perhaps a way to make them work with both, given that multitool use is so common.

      That said, I am surprised that multitool isn't converting the lsx file your plug-in generate to lsf, especially since it does so many others conversions/renaming things to make the process invisible to the user.  You think it's a bug?

      I will admit I was a bit nervous about trying the built in pak'ing stuff, since multitool works so well for everything in general, but I see it's worth giving it a go.  Thanks again, ghostboats.   Your plug-in really makes mod work so much easier!
    9. ghostboats
      ghostboats
      • member
      • 4 kudos
      Sorry, not sure what ya mean by make them both work. If you mean in regards to my extension handling the packing of .lsf.lsx and .lsx (and loca.xml and .xml), if you pack with the extension it will work with both file endings. If you do .lsx, it will make a .lsf. if you have a .lsf.lsx, It will leave you with a newly made .lsf.lsx.lsf (confusing I know, I can probably fix this in a future update so if it read .lsf.lsx it will make just .lsf).

      Not to sure to be honest on that second point, I'd guess it's invisible and uses the .lsf.lsx stuff because he wanted it like you said, invisible to the the user and so it doesn't clutter your program with .lsf files like the extension does? I wouldn't know 😕

      Hey I understand, it would be a pain to debug if you were packing your files with the extension and you can't know if something doesn't take or worried about it messing with your files by accident. I guess I'm pretty biased so take it with a grain of salt but I use it myself and i don't have any issues with packing with the extension, just need to make sure all the settings are done properly 👍 
    10. Mazzle23
      Mazzle23
      • supporter
      • 3 kudos
      Thanks for relating!  Well, my apprehension proved to be unwarranted, and I'm pak'ing and launching went just fine from within the plug-in.  I did notice one odd side effect from launching from the plug-in.  The script extender console window no longer handles color codes properly and prints them as weird symbols instead of changing the color of the text, for example:
      [38;2;200;100;50;48;2;12;12;12m[S FocusCore][DEBUG][248299420] SessionLoaded fired.
      [38;2;200;100;50;48;2;12;12;12m[S FocusCore][DEBUG][248299426] LoadSession --> LoadLevel
      [38;2;200;100;50;48;2;12;12;12m[C FocusCore][DEBUG][248311516] LoadLevel --> SwapLevel
      [38;2;200;100;50;48;2;12;12;12m[S FocusCore][DEBUG][248311526] LoadLevel --> Sync
      [38;2;200;100;50;48;2;12;12;12m[C FocusCore][DEBUG][248313051] SwapLevel --> StopLoading
      [38;2;200;100;50;48;2;12;12;12m[C FocusCore][DEBUG][248313200] StopLoading --> PrepareRunning
      [38;2;200;100;50;48;2;12;12;12m[S FocusCore][DEBUG][248333317] Sync --> Running
      [38;2;100;200;150;48;2;12;12;12m[Mod Configuration Menu][TEST-0][S]: Done loading MCM configs
      Game started.
      [38;2;200;100;50;48;2;12;12;12m[C FocusCore][DEBUG][248334149] PrepareRunning --> Running

      Launching from steam, bg3mm or multitool doesn't seem to have that side effect.  Any idea why?  

      P.S. What I meant by working with both is that it seems that the atlas generation function generating a merged.lsf.lsx instead of a merged.lsf would allow both multitool and your plug-in to pak it up properly.  But I see where you're coming from. It seems like your plug-in is doing it as Larian intended and multitool should know that it should convert merged.lsf.  
    11. ghostboats
      ghostboats
      • member
      • 4 kudos
      Ahh interesting, I noticed when launching the game via the extension sometimes it gives me color and sometimes it doesn't. I thought this was related to SE, didn't know it was something specific to how I was launching the game, thanks for letting me know. I'm not quite sure where to start with this issue tbh but I will be taking a look into this!

      Thanks for clarifying, I see what you mean now more clearly regarding .lsf.lsx. Maybe it would be worth making a setting for the extension to toggle creation of .lsf.lsx files instead of .lsf on packing. Need to consider the tradeoffs and what not.
    12. Mazzle23
      Mazzle23
      • supporter
      • 3 kudos
      That's perplexing, since I'd assume you are just launching bg3 and not interacting with SE directly.  The only thing I could think of was that maybe the settings file wasn't being loaded, and there was an SE settings that affected what type of CLI that SE creates.  But I looked and didn't see any setting that seemed like it would affect that.  And, that idea wouldn't explain why it sometimes shows color for you.  (In my very limited experience, I haven't seen color launching from plug-in, FWIW.) I can't come up with any theories that would result in it working sporadically.  Weird.

      I don't know how VSCode plug-ins are implemented or what language they use, but maybe you could compare how you launch with how bg3mm or multitool launches it?
    13. ghostboats
      ghostboats
      • member
      • 4 kudos
      Yeah I think what is throwing me off here is that I do occasionally get the color. Will be a tough one to figure out I think but will keep it on the radar. Since it's not affecting any actual functionality like making it so it can't pack or something like that I think I would prio this a bit more but there are a few more bigger concerns with the extension I should really round out first. But I will definitely try to to make my way back to this when the time allows it!
  4. yoonmoonsick
    yoonmoonsick
    • premium
    • 213 kudos
    Generate UUID function is not working at vertsion 2, It works at  1.2.1
    1. ghostboats
      ghostboats
      • member
      • 4 kudos
      What version of the extension are you using? Is it exactly version 2 or something else like 2.1.1? The creation of uuids is actually a very small and simple portion of the code. If it's not working, something else is probably going on. Is everything else working on the extension or are other features broken as well? If you know how to access the new logs location that would help but if not, once I get that version number I can help you a bit more for find those logs.
    2. yoonmoonsick
      yoonmoonsick
      • premium
      • 213 kudos
      It seems to be applicable to all versions after version 2. (Although I haven't checked all versions). The Search engine feature doesn't work with the same issue. I don't know about other features because they are not used often.
    3. ghostboats
      ghostboats
      • member
      • 4 kudos
      6574-1717202629-1921276745.png (731×426) (nexusmods.com)
      Hopefully the image above links correctly but it is the data provider for the extension. Do you see the option for folder shortcuts? and if so, are you able to click it and then select the dropdown that says Extension Logs Folder. It should open up the logs folder which you can share with me that can help. If it is not there or you are unable to get to that folder then something else is going that implies a bigger issue that isnt allow the extension to load up at all which is what I believe is happening. When the extension was moved to version 2+, the use of divine.exe was removed so lslib could directly integrated with the extension to allow for more functionality. It requires some settings fixes possibly, but the first step would be to get those logs or at least see if its possible to get them or not.
    4. yoonmoonsick
      yoonmoonsick
      • premium
      • 213 kudos

      I deleted the extension and reinstalled the latest version. It doesn't look anything like a screenshot. This looks like the cause of the problem.





      
      The screen capture above shows the last version of version 1
    5. ghostboats
      ghostboats
      • member
      • 4 kudos
      From your screenshot it seems like something is stopping the extension from even loading up. Could you please share your settings page for the extension (ctrl + , and then type in bg3 to filter settings options). Also sorry, for the delay. Always forget to check nexus since most of the discussion about this extension moved to discord.
  5. KhannRaider
    KhannRaider
    • member
    • 11 kudos
    I just want to edit the spells in game, do you know of a simple spell editor available for noobs?
  6. astralities
    astralities
    • premium
    • 1,364 kudos
    Nevermind all of that, I figured out what the issue was within about 10 seconds after posting it. :^) Love the extension!
  7. Tet42
    Tet42
    • premium
    • 37 kudos
    Can I ask why you chose to have the hotbar icon atlas created at 64px rather than 128px?  Would it be possible for you to add an option to create the atlas at 128px? My old eyes have a lot of trouble working with 64px. I generally use 128px for the icons, and 1280x1280 for the atlas.

    Thanks so much!
    1. ghostboats
      ghostboats
      • member
      • 4 kudos
      I choose 64 since its just what I know as the standard when I was learning about bg3 modding. I guess i just learned wrong haha im still a noob at this and learning. Anyways, i made an option to now enter a custom resize, it can be found under the other resize options when you right click. Im unsure if this will interfere with my existing atlas/map if you use those as templates with custom sized icons so keep that in mind. I will need to double check it later since I cant remember off the top of my head, been keeping some distance with this extension while work has been getting busy :'(
  8. warraybe
    warraybe
    • member
    • 0 kudos
    On the latest version. It can pack the mod and create files without issue. However, it does not perform the .xml to .loca conversion. If I try the conversion by itself, I do get the notification - Loca file created using d:\BG3Modding\5e Subclass Packs\RogueSubclasses5e\Localization\English\RogueSubclasses5e.xml, however there is no file created. I even packed the mod, and then unpacked to see if there was a file, but still nothing.
    1. ghostboats
      ghostboats
      • member
      • 4 kudos
      Been on a bit of a hiatus with work getting wild so sorry for the late reply. Will look into this during the week. From an initial look, I'm guessing it's go something to do with where your relevant folders are. Is the xml location that is showing in the message the correct location of the xml (d:\BG3Modding\5e Subclass Packs\RogueSubclasses5e\Localization\English\RogueSubclasses5e.xml)?
      Likewise is your games mod folder also on your d drive?
      And finally what is the location of your divine.exe?
      If you could get me that info it could help me figure out the source of the issue.
      And if you know how to open the dev console on vs code, please open it and try to convert which should give you some console logs that will help me out but no worries if you can't get those.
    2. warraybe
      warraybe
      • member
      • 0 kudos
      The folder structure is indeed correct. Divine is located on D, and the game and vscode are located on my main C drive. I will add an update with the dev console as soon as I can. 
    3. ghostboats
      ghostboats
      • member
      • 4 kudos
      Thanks for the info! No need to get the console logs ATM, I think what you provided should be enough, very helpful!  It's a known issue with transferring files between different partitions or drives. I had a similar issue when packing if packing from different locations and I was able to fix that. If it is the same issue, I should be able to resolve it tonight or tmrw. If not the same issue, I may need to do more digging, will update when I know tho.
    4. ghostboats
      ghostboats
      • member
      • 4 kudos
      Okay I lied, the console logs will help haha I have two print statement in particular that can help me out. When you try to convert it should output something like "Parameters used in python script:" it will help me out
    5. warraybe
      warraybe
      • member
      • 0 kudos
      Got it, I believe. And sorry for the delay.

      2024-03-27 14:23:25.115 [error] [Extension Host] exec error: Error: Command failed: python "c:\Users\USER\.vscode\extensions\ghostboats.bg3-mod-helper-1.0.902\support_files\python_scripts\xml_to_loca.py" -d "D:\BG3Modding\ExportTool-v1.19.3\Tools\Divine.exe" -o "d:\BG3Modding\5e Subclasses\WarraybeAberrantMind\Localization\English\WarraybeAberrantMind.loca" -f "d:\BG3Modding\5e Subclasses\WarraybeAberrantMind\Localization\English\WarraybeAberrantMind.xml"
      Traceback (most recent call last):
        File "c:\Users\USER\.vscode\extensions\ghostboats.bg3-mod-helper-1.0.902\support_files\python_scripts\xml_to_loca.py", line 26, in <module>
          import clr
      ModuleNotFoundError: No module named 'clr'

      Censored out my personal name in the directory, but left all else as is.
    6. ghostboats
      ghostboats
      • member
      • 4 kudos
      I believe ur name is still in the c path unless I'm looking at it wrong. Just letting ya know in case you wanted to edit it out. Anyways, cool thanks for the logs! Got it now, missing the clr python library. I will add a check for it and send out a patch later tomorrow after work. In the meantime, I can't be 100% sure since I don't know exact specifications of your system and python but you could probably open up a command prompt window and enter in pip install clr or possibly pip3 install clr. However you may also need to run pip install pythonnet first (or pip3 install pythonnet) 
    7. warraybe
      warraybe
      • member
      • 0 kudos
      Good catch! Wasn't a big deal, but I fixed that other reference as well. Thank you for letting me know.
    8. kelamor
      kelamor
      • supporter
      • 20 kudos
      To install clr, you have to install pythonnet library.
      You can install pythonnet using following command.
      pip install pythonnet
    9. ghostboats
      ghostboats
      • member
      • 4 kudos
      The extension will now prompt the user to install pythonnet if it is not installed when trying to convert xml to loca and the message stating the file was converted when it wasnt due to this missing package has been removed for clarity. If the package is not found, the user is prompted to install it directly via a prompt for ease of use. Thanks for the feedback, it's very helpful when it comes to finding issues!
  9. Squibster99
    Squibster99
    • member
    • 3 kudos
    Sorry for a silly question :) Is this tool any use for an moderate experienced but non-creator or technical mod user?
    1. ghostboats
      ghostboats
      • member
      • 4 kudos
      Sorry I'm not sure I follow what you are asking. If you are looking to make a mod, like class mods, or new spells, etc then yeah this tool will definitely be able to help! Basically if you make mods for the game, the goal is to help centralize alot of tools into visual studio code so you don't have to run around to use them from other locations, for example the multi tool will generate a uuid/handle for you but with this tool you can do it right I visual studio code. If you are looking to use a mod, then this is not that, it's for modders to make mods.
    2. Squibster99
      Squibster99
      • member
      • 3 kudos
      Ah OK thanks for helpful explanation. It probably a bit advanced for me currently. But it's really good to know this resource is here as I do want to get more into understanding modding tools in future if I have the capacity. 
  10. Tet42
    Tet42
    • premium
    • 37 kudos
    This is the first time I tried your pak building feature but it didn't work out for me. It seems like your script wants the mods base directory and the folder inside that contains the meta.lsx to have the same name. I usually don't do it that way so the build script cant see my meta file and prompts to make one.

    Example

    Mod files are stored in "c:\rootmodfolder" but the meta is in c:\rootmodfolder\mods\mod name\meta.lsx

    Is there any way to define that so the build won't fail?
    1. ghostboats
      ghostboats
      • member
      • 4 kudos
      Ahh, oversight on my end. I though the rootmodfolder name is required to be the same as mod name. I was working on a patch regarding packing, I also added this in to fix it so now it looks for a Mods folder, will use the firs folder in their as Modname and look in that for meta. Im hoping that no other folders are ever in Mods folder haha I didnt test it much since I needed to push my other patch out but it was letting me pack and would prompt me to make a meta if i deleted my meta. Let me know if something is weird with it please haha
    2. Tet42
      Tet42
      • premium
      • 37 kudos
      The mods folder also contains the ScriptExtender folder and files.
    3. ghostboats
      ghostboats
      • member
      • 4 kudos
      What is the script extender folder named? Just ScriptExtender? Will add it to exclusions.
    4. Tet42
      Tet42
      • premium
      • 37 kudos
      I've seen "ScriptExtender" and "Story".  I haven't seen any other folders in there other than those, but I also dont make a habit of extracting others mods.
    5. ghostboats
      ghostboats
      • member
      • 4 kudos
      oh hmm actualyl now tha I think about it, ive only see those inside the modname folder, not in the Mods folder directly. I will add a check for it but do mods even take when in that order? i never knew. For example, ModFolder/Mods/ModName/ScriptExtender and ModFolder/Mods/ModName/Story is what I do but you are saying you do ModFolder/Mods/ScriptExtender and ModFolder/Mods/Story? Just wanna make sure we are on the same page.
    6. Tet42
      Tet42
      • premium
      • 37 kudos
      Oh yeah thats right. I was looking at it in vscodium and it nests the directories. So ScriptExtender and Story and meta.lsx are under Mods\Modname

    7. ghostboats
      ghostboats
      • member
      • 4 kudos
      for sure, in that case it shouldnt affect the searching. All that matters is that you dont have another folder in Mods folder since it will use the first folder it finds in there as the mod name but i think typically people only include their modname folder in the Mods folder. Hopefully :p