Version 1.2.6 - More intuitive UI to understand which items will be inserted into the lists and which will be removed - App Theme! Now you can switch app theme from the homepage - Korean and Russian localizations (credits to yoonmoonsick and Paramonov95) - The items in the UI now should have the in-game name - Current items in REL, now you can check all your current items in REL! (settings icon at bottom left) - (experimental) The items in the UI now should show if the items provide spell or abilities in game, with dedicated icon (this can help to understand which items are suitable to be inserted as cosmetic or to evaluate its rarity) - (experimental) auto-fetching items that are suitable to be inserted as cosmetic (a popup will show after generating) - Localization! The tool now support multiple languages, to contribute to the localization please read this article
For those upgrading from version 1.0.0 please check the mod description page to upgrade!
Hi! Bit of a funky use case, I've installed a modlist through Wabbajack which packs all the mods in a different folder structure than going through the AppLocal pathway. Is there a way to define this pathway within some of the files next to the application?
Hi! I have a question about using the generator. Every time I generate REL, I check the Lootlist text file in the Script extender folder and the only thing listed is --WPN_Scimitar_FlameBlade_8-- ++e07090e6-9c93-4680-98ec-303c4b9881f9++ <uncommon> #weapons#" ,
When in game the only items in chest also end up being flame blades. Any idea how to fix this?
rel should already include vanilla items, but ask the author of the original mod for that. In any case, if they are already on the REL list they will not be included :D
Yes, the basic rel mod will continue its function, if you want only randomize cosmetic items with se you can just balance all the items to REL base from the slider and generate, like this REL SE will only randomize cosmetics
And other questions: 1. after the generating, can I uncheck the REL mod in the mod list and leave only REL_SE enabled to get extra modded loots without breaking the order to possess vanilla equipments? 2. I found some items in the mods could not be set to cosmetic (just default and tc option). does that mean they are the things you talk about in the desc that are not suitable to be distributed randomly? 3.so it means the slider goes to 0% rel_se and 100%rel?
1. yes you can uncheck rel base mod after the generation (not recommended) and let handle the loot only from rel se (if you have balanced all items to rel se), but this means that the items inserted will no longer be unique and that prices will not be set based on rarity (because this is a feature of rel, so the unique tags and prices from the original mod will be taken) 2. you can still insert them as random loot, but due to how rel se works they cannot be integrated into it, but only in REL base and forced to it (this depends on the information inserted into the items mod) 3. actually cosmetic is only supported by rel se, so if you balance all items to rel 100%, the cosmetic items will be forced in rel se.
You can always check how many items went to rel and how many to rel se after the generation (in the success popup)
Hey, after a few tries I found that the TC setting seemed not working with REL_SE (I didn't find things I needed in the TC so I made a save, quitted and disabled REL_SE then regenerated the list after loading the save they appeared again) Anything I missed?
Scanning mods...Error loading mod .loca 'C:\Users\yichu\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\AdditionalEnemies.pak': System.NotSupportedException: Specified method is not supported. at System.IO.Compression.ZLibStream.get_Position() at LSLib.LS.LocaReader.Read() at LSLib.LS.LocaUtils.Load(Stream stream, LocaFormat format) at bg3_mod_packer_app.PakReader.ReadTxtFilesFromPaks(String paksFolder, String outputResult) in C:\Users\ricca\Documents\Flutter_projects\bg3-lslib-wrapper\bg3-mod-packer-app\PakReader.cs:line 140 Error loading mod .loca 'C:\Users\yichu\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\DrKekyll_CoreLibrary.pak': System.NotSupportedException: Specified method is not supported. at System.IO.Compression.ZLibStream.get_Position() at LSLib.LS.LocaReader.Read() at LSLib.LS.LocaUtils.Load(Stream stream, LocaFormat format) at bg3_mod_packer_app.PakReader.ReadTxtFilesFromPaks(String paksFolder, String outputResult) in C:\Users\ricca\Documents\Flutter_projects\bg3-lslib-wrapper\bg3-mod-packer-app\PakReader.cs:line 140 Error loading mod .loca 'C:\Users\yichu\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\DrKekyll_ManeuverFixes.pak': System.NotSupportedException: Specified method is not supported. at System.IO.Compression.ZLibStream.get_Position() at LSLib.LS.LocaReader.Read() at LSLib.LS.LocaUtils.Load(Stream stream, LocaFormat format) at bg3_mod_packer_app.PakReader.ReadTxtFilesFromPaks(String paksFolder, String outputResult) in C:\Users\ricca\Documents\Flutter_projects\bg3-lslib-wrapper\bg3-mod-packer-app\PakReader.cs:line 140 As stated, related mods are https://www.nexusmods.com/baldursgate3/mods/1257, https://www.nexusmods.com/baldursgate3/mods/8083 and https://www.nexusmods.com/baldursgate3/mods/7740
Yet no similar reports happen when using 1.2.3 *still the same with 1.2.6, remove these mods from BG3MM active column won't work update: Actually I removed the three mods listed completely yet 1.2.6 didn't work. The log just shos a single line "Scanning mods..." **no need to bother for this, since I can still use 1.2.3 for now:)
And yesterday I gave 1.2.6 another try I waited for a long time (about 0.5h?) and the scanning was finally over, which should be seconds using 1.2.3. And the generator worked as normal then. I found nothing strange in the log so I think the super long time might be due to the new functions added, since the generator now try to get the txt of equipments and a lot more information, especially running this generator for a not-in-English BG3. I didn't give it a further try to check its speed in English environment though. I am lame with computers and programming so I can offer no useful advice. But maybe a lite version (by the way the new functions are great) just as 1.2.3, or some running piority changes can do something?
Designed and meant for playing 3A games so maybe not computer spec so far AMD Ryzen 9 5900HX with Radeon Graphics 3.30 GHz RAM 64.0 GB Windows 10 Professional 64x Nvidia Geforce RTX 3080Laptop 4TB SSD
But hell after all it's working so a little bit slowing down won't be a problem since I can always get up and have a cup of coffee or snacks or something:)
Yes of cource, 300+ active mods with 1000+ equipments to distribute ps I've tried a cleaner modlist and the scanning is a lot quicker indeed, but now I'll just stick with the tons of mods, fun always has priority
I have a question: is it possible to make it so that every chest that is highlighted through ALT in the game contains some kind of loot from the mods built into REL? I tried to poke something into MCM, but something new did not appear in every chest.
i have finally understood how this mod works, but when i try to start up the list, it says no rel source mod installed. wondering if anyone here can help ?
mmm ofc you have both of them active in load order, in this case check if the .pak are in the correct folders and if the app data path of bg3 are correctly set
i think the things you mentioned are all here C:\Users\my name\AppData\Local\Larian Studios\Baldur's Gate 3 and REL_SE , RandomizedEquipmentLootFull_Vanilla and Mod configuration menu are in there (the pak files). i think that is everything there needs to be
edit: i have now tried it with bg3mm and the generator is working, but it says no suitable files found
as far as i can tell all of the mods are correctly loaded, but i am definitely not an expert in modding. also the json file still there. however after rearranging the files to the correct load order, a new game now starts in the dummy area, but i think that is a different mod.
Still need abit more info on sum items but it have approve, its just sum items even if they r cosmetic they have stats so its still a work in progress but its lookin really good, one of the main mods r elven collection series which have camp stuff mix with gear stuff, kind of blame the authors but for making it difficult but it is what it is. Hope we can see the stats and stuff soon so i can use this without worryin i will get underwear in withers tomb lmao
yep ofc I'm working to improve that feature, and yes for example most of items in basket full of equipment have stats which actually go in the armor slot as well, but this depends on the developer of the mod, I can't do nothing about that :D
276 comments
- More intuitive UI to understand which items will be inserted into the lists and which will be removed
- App Theme! Now you can switch app theme from the homepage
- Korean and Russian localizations (credits to yoonmoonsick and Paramonov95)
- The items in the UI now should have the in-game name
- Current items in REL, now you can check all your current items in REL! (settings icon at bottom left)
- (experimental) The items in the UI now should show if the items provide spell or abilities in game, with dedicated icon (this can help to
understand which items are suitable to be inserted as cosmetic or to evaluate its rarity)
- (experimental) auto-fetching items that are suitable to be inserted as cosmetic (a popup will show after generating)
- Localization! The tool now support multiple languages, to contribute to the localization please read this article
For those upgrading from version 1.0.0 please check the mod description page to upgrade!
It says the file cannot be found
I installed all the required files.
When in game the only items in chest also end up being flame blades. Any idea how to fix this?
Also, should I distribute "Arsenal - Overhaul" weapons?
1. after the generating, can I uncheck the REL mod in the mod list and leave only REL_SE enabled to get extra modded loots without breaking the order to possess vanilla equipments?
2. I found some items in the mods could not be set to cosmetic (just default and tc option). does that mean they are the things you talk about in the desc that are not suitable to be distributed randomly?
3.so it means the slider goes to 0% rel_se and 100%rel?
2. you can still insert them as random loot, but due to how rel se works they cannot be integrated into it, but only in REL base and forced to it (this depends on the information inserted into the items mod)
3. actually cosmetic is only supported by rel se, so if you balance all items to rel 100%, the cosmetic items will be forced in rel se.
You can always check how many items went to rel and how many to rel se after the generation (in the success popup)
Thank you, and now I am going to have some fun! :)
Anything I missed?
Anything that I might miss?
Scanning mods...Error loading mod .loca 'C:\Users\yichu\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\AdditionalEnemies.pak':
System.NotSupportedException: Specified method is not supported.
at System.IO.Compression.ZLibStream.get_Position()
at LSLib.LS.LocaReader.Read()
at LSLib.LS.LocaUtils.Load(Stream stream, LocaFormat format)
at bg3_mod_packer_app.PakReader.ReadTxtFilesFromPaks(String paksFolder, String outputResult) in C:\Users\ricca\Documents\Flutter_projects\bg3-lslib-wrapper\bg3-mod-packer-app\PakReader.cs:line 140
Error loading mod .loca 'C:\Users\yichu\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\DrKekyll_CoreLibrary.pak':
System.NotSupportedException: Specified method is not supported.
at System.IO.Compression.ZLibStream.get_Position()
at LSLib.LS.LocaReader.Read()
at LSLib.LS.LocaUtils.Load(Stream stream, LocaFormat format)
at bg3_mod_packer_app.PakReader.ReadTxtFilesFromPaks(String paksFolder, String outputResult) in C:\Users\ricca\Documents\Flutter_projects\bg3-lslib-wrapper\bg3-mod-packer-app\PakReader.cs:line 140
Error loading mod .loca 'C:\Users\yichu\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\DrKekyll_ManeuverFixes.pak':
System.NotSupportedException: Specified method is not supported.
at System.IO.Compression.ZLibStream.get_Position()
at LSLib.LS.LocaReader.Read()
at LSLib.LS.LocaUtils.Load(Stream stream, LocaFormat format)
at bg3_mod_packer_app.PakReader.ReadTxtFilesFromPaks(String paksFolder, String outputResult) in C:\Users\ricca\Documents\Flutter_projects\bg3-lslib-wrapper\bg3-mod-packer-app\PakReader.cs:line 140
As stated, related mods are https://www.nexusmods.com/baldursgate3/mods/1257, https://www.nexusmods.com/baldursgate3/mods/8083 and https://www.nexusmods.com/baldursgate3/mods/7740
Yet no similar reports happen when using 1.2.3
*still the same with 1.2.6, remove these mods from BG3MM active column won't work
update: Actually I removed the three mods listed completely yet 1.2.6 didn't work. The log just shos a single line "Scanning mods..."
**no need to bother for this, since I can still use 1.2.3 for now:)
I am lame with computers and programming so I can offer no useful advice. But maybe a lite version (by the way the new functions are great) just as 1.2.3, or some running piority changes can do something?
AMD Ryzen 9 5900HX with Radeon Graphics 3.30 GHz
RAM 64.0 GB
Windows 10 Professional 64x
Nvidia Geforce RTX 3080Laptop
4TB SSD
But hell after all it's working so a little bit slowing down won't be a problem since I can always get up and have a cup of coffee or snacks or something:)
ps I've tried a cleaner modlist and the scanning is a lot quicker indeed, but now I'll just stick with the tons of mods, fun always has priority
wondering if anyone here can help ?
C:\Users\my name\AppData\Local\Larian Studios\Baldur's Gate 3
and REL_SE , RandomizedEquipmentLootFull_Vanilla and Mod configuration menu are in there (the pak files).
i think that is everything there needs to be
edit: i have now tried it with bg3mm and the generator is working, but it says no suitable files found
<mcm>
<rel>
<rel_se>
there is the rel_list json file inside rel_source folder?
also the json file still there.
however after rearranging the files to the correct load order, a new game now starts in the dummy area, but i think that is a different mod.