Are you interested in seeing more modded items get sent to the Camp Chest?
Consider politely asking mod authors to support the framework! We'd love to see our framework get adopted by the modding community as a whole, and it will only happen with your help!
What advantage does this framework give to mod authors?
This framework takes the tedious task of authors figuring out how to ship items to their users, and makes it as simple as possible! By integrating their mod(s) with the Item Shipment Framework, authors will be able to easily send their items to the Camp Chest, while no longer needing to deal with TreasureTables from the base game, such as the Tutorial Chest, or Merchant inventories.
Is it easy to integrate mods into the framework?
Yes! In only three simple steps, mod authors are able to easily integrate their mods into our framework.
Does supporting the ISF force an author into a Script Extender dependency?
No! The ISF doesn't force mods into a mandatory dependency with the Script Extender. The configuration file will be picked up in case users have ISF installed, but will simply remain inert otherwise. Therefore, if the mod is designed to function without the Script Extender or even without ISF, integrating it with ISF will not change this.
Putative upcoming features 👀 - Container auto-updating: when SE 16 releases, it will be possible to refill the tutorial chest and mailboxes automatically and possibly way faster than by recreating them. This is especially important if they have 1000+ items.
This is all being explored and subject to change, but stay tuned!
Ty pls kill the tutorial chest I can't, I see a mod with "tutorial chest" and I start shaking, I shake shake shake, I can't do it anymore save me, "you can find these clearly overpowered items in the tutorial chest" no no I can't I cannot I won't do it I refuse I do not like it here it is not good, it is not healthy I, one time I saw a duck, a duck on a tree, now ducks don't fly do they? Maybe they do? I don't know. but the tutorial chest, it shouldn't fly, no, no more, please, I don't want it.
Couple of quick questions.... If I am using this do I still need the summon tutorial chest mod and how do the player host utility scrolls work? Also when you say load last does that mean at the vary bottom of the list or the top of the list
You won't need a tutorial chest summoning mod anymore, as the ISF includes a tutorial chest inside the mailbox, which can be manually refreshed with the corresponding command scroll.
The scrolls have descriptions, which you can see in the images tab of this mod page, and may be used like regular scrolls. For example, if you use the "Reset The Tutorial Chest" scroll, it will completely respawn all items within the chest, effectively "re-summoning" it. The uninstallation scroll does as the name suggests, and uninstalls all items included in the ISF, such as the mailbox, utility scrolls, and the new tutorial chest. And the mailbox refill scrolls will refill the mailboxes with every item that has been shipped to them by a mod author. So if you have Aether's Black Dye, take it from the mailbox, and use the refresh scroll for that mailbox, you could get a second Aether's Black Dye.
Is there a way to open the mailbox before you get out of the Nautiloid? In a weird interaction I've got some mods that provide one-time-reward equipment like a Holy Avenger sword that can be found in the (first) Tutorial Chest you run into, or through a normal game drop. But because the Mailbox includes the first Tutorial Chest the one-time rewards go there in the camp chest which you can't open until you go to camp the first time even with the camp chest mod. Not that big of a deal just a minor QOL thing I was curious about.
Right but the one summoned into the Camp Chest Mailbox is considered "first" based on the order of events. The items that only show up once - as in the "first" Tutorial Chest" show up in the one in your mailbox.
How about your json? Does this section have some potential? Does it prevent spawning the tutorial chest until after the tutorial? Or not spawn the chest at all? Worst case I suppose I could just turn off the tutorial chest spawn in the mailbox, manually spawn one, and seperate it into Bags3 or something. "spawning" : { "allow_during_tutorial" : true, "tutorial_chest" : true
It gives me this error, non stop, in ScriptExtender Debug Console: Error while dispatching event Tick: [string "AVItemShipmentFramework/Shared/Helpers/ItemSh..."]:135: attempt to call a nil value (method 'GetAllCampChestUUIDs') stack traceback: AVItemShipmentFramework/Shared/Helpers/ItemShipment/ISMailboxes.lua:135: in method 'MakeSureMailboxesAreInsideChests' AVItemShipmentFramework/Shared/Classes/ItemShipment.lua:127: in method 'ProcessShipments' AVItemShipmentFramework/Shared/EventHandlers.lua:27: in upvalue 'fn' VolitionCabinet/Shared/Helpers/Timer.lua:92: in function <VolitionCabinet/Shared/Helpers/Timer.lua:90> [C++ Code]: in function 'xpcall' builtin://Libs/Event.lua:129: in method 'Throw' builtin://Libs/Event.lua:184: in function <builtin://Libs/Event.lua:183>
Volition Cabinet is installed. Everything updated.
Edit: I updated Volition Cabinet three days ago. It has an update from today. I guess that was the error, it is working now. I will leave this here as testament of my smooth brain.
Hello! I'm kinda having trouble getting the mod to work, I've already dowloaded the Voltion cabinet one and put this one as the last on Mod Manager but it still won't spawn anything on the chests. I'm completely new to mods so is there a way to know what I'm doing wrong? Thanks regardless!
I even downloaded SE again and save and export the load order but it still won't spawn. If it helps, it exports the load order to modsettings.lsx, not sure if it should be exported there or not.
I'd need your SE console output after loading the game and with the debug level set to 2 as explained in the mod description. Enabling the Script Extender Console
I'm afraid I don't know how to change the debug to 2 because for the life of me I cannot find where av_item_shipment_framework_config.json is as I don't have the Script Extender folder where the instructions say it should be.
It says 'File not found', I only have C:\Users\Personal\AppData\Local\Larian Studios\Baldur's Gate 3 when I try to search it on file explorer. In the Baldur's Gate 3 folder, I have the GMCampaigns, LevelCache, Mods, PlayerProfiles, Stats and Temp folders
If you don't have the Script Extender folder, it means it wasn't installed correctly or the game hasn't been opened since it was installed, so I'd suggest you double-check that!
Does this mod require a fresh save? After installing this mod I started having lagging issues that froze the game for seconds at a time. These went away after I uninstalled this mod so I'm assuming it was either the mod or an incompatibility issue somewhere, but the mod seems very useful and neat so I hope it's something I can install for my next playthrough if that is what caused it.
It can be installed at any time, and it shouldn't cause any lag other than briefly when you first load it if you have lots of mods using it or the tutorial chest, so I don't know what could be happening here other than this.
If you have double checked your installation, I'd need your SE console output after loading the game and with the debug level set to 2 as explained in the mod description. Enabling the Script Extender Console EDIT: glad you sorted it out!
As a non-mod maker I love this mod for a reason that I'm shocked isn't advertised more in the description. It puts a fresh, non-disappearing copy of the tutorial chest into the camp chest. I used to spend anywhere from 10 to 20 minutes each run going into turn based mode, spawning the chest, and then having to manually move 1000+ items from that temporary chest into the camp chest, then sorting them in a manner where those items don't clutter everything up, then distributing them to everyone as I gather the party. It was a time consuming and tedious nightmare, and now with this mod I can skip all of that, keep things in the camp chest neat and tidy, and even better, reset the chest at will if I want to equip multiple party members with the same magical item.
That alone makes it a mandatory part of my modlist, and I can't wait to see what other mod authors end up being able to do with this.
Thank you! Tutorial chest is still somewhat clunky, but if I can ensure it stays up-to-date, I'll definitely advertise it more! This depends on the release of the next version of the Script Extender.
101 comments
Consider politely asking mod authors to support the framework! We'd love to see our framework get adopted by the modding community as a whole, and it will only happen with your help!
What advantage does this framework give to mod authors?
This framework takes the tedious task of authors figuring out how to ship items to their users, and makes it as simple as possible! By integrating their mod(s) with the Item Shipment Framework, authors will be able to easily send their items to the Camp Chest, while no longer needing to deal with TreasureTables from the base game, such as the Tutorial Chest, or Merchant inventories.
Is it easy to integrate mods into the framework?
Yes! In only three simple steps, mod authors are able to easily integrate their mods into our framework.
- Drag and drop their mod folder into our ISF config JSON generator website.
- Click "Save ISF JSON" to download the generated file.
- Place the JSON file alongside their mod's meta.lsx file.
For more information, check out our Quick-Start Guide!Does supporting the ISF force an author into a Script Extender dependency?
No! The ISF doesn't force mods into a mandatory dependency with the Script Extender. The configuration file will be picked up in case users have ISF installed, but will simply remain inert otherwise. Therefore, if the mod is designed to function without the Script Extender or even without ISF, integrating it with ISF will not change this.
- Container auto-updating: when SE 16 releases, it will be possible to refill the tutorial chest and mailboxes automatically and possibly way faster than by recreating them. This is especially important if they have 1000+ items.
This is all being explored and subject to change, but stay tuned!
Cool mod!!! (✿◕‿◕✿)
Also when you say load last does that mean at the vary bottom of the list or the top of the list
The scrolls have descriptions, which you can see in the images tab of this mod page, and may be used like regular scrolls. For example, if you use the "Reset The Tutorial Chest" scroll, it will completely respawn all items within the chest, effectively "re-summoning" it. The uninstallation scroll does as the name suggests, and uninstalls all items included in the ISF, such as the mailbox, utility scrolls, and the new tutorial chest. And the mailbox refill scrolls will refill the mailboxes with every item that has been shipped to them by a mod author. So if you have Aether's Black Dye, take it from the mailbox, and use the refresh scroll for that mailbox, you could get a second Aether's Black Dye.
Load ISF at the very bottom of your load order.
For example I have some Paladin Mods - Paladin Armor Set - Holy Paladin Equipment Set at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com) - and the Holy Avenger mod here: - The Holy Avenger Carsomyr vs The Unholy Reaver Ir'revrykal at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com) - The jewelry from the Paladin Armor set and all the swords in the Holy Avenger mod files are flagged as One Time Only - they only show up once. In this case, they show up in the Tutorial Chest in the Camp Mailbox because it gets triggered "first" by the background processes before you can trigger any others so the only copy of those items is locked in the camp chest until I get to camp.
"spawning" :
{
"allow_during_tutorial" : true,
"tutorial_chest" : true
Error while dispatching event Tick: [string "AVItemShipmentFramework/Shared/Helpers/ItemSh..."]:135: attempt to call a nil value (method 'GetAllCampChestUUIDs')
stack traceback:
AVItemShipmentFramework/Shared/Helpers/ItemShipment/ISMailboxes.lua:135: in method 'MakeSureMailboxesAreInsideChests'
AVItemShipmentFramework/Shared/Classes/ItemShipment.lua:127: in method 'ProcessShipments'
AVItemShipmentFramework/Shared/EventHandlers.lua:27: in upvalue 'fn'
VolitionCabinet/Shared/Helpers/Timer.lua:92: in function <VolitionCabinet/Shared/Helpers/Timer.lua:90>
[C++ Code]: in function 'xpcall'
builtin://Libs/Event.lua:129: in method 'Throw'
builtin://Libs/Event.lua:184: in function <builtin://Libs/Event.lua:183>
Volition Cabinet is installed. Everything updated.
Edit: I updated Volition Cabinet three days ago. It has an update from today. I guess that was the error, it is working now. I will leave this here as testament of my smooth brain.
Enabling the Script Extender Console
But if you take the whole string and paste it into Explorer address field...
explained in the mod description.
Enabling the Script Extender Console
EDIT: glad you sorted it out!
That alone makes it a mandatory part of my modlist, and I can't wait to see what other mod authors end up being able to do with this.