Troubleshooting and Reporting Script Extender's implementation of IMGUI, the UI library used by MCM, has been improved, but is still in development. Therefore, some issues beyond my control may arise when using MCM with certain setups. Mods that depend on MCM should still work regardless of whether MCM shows up or not. Script Extender v18 likely improved compatibility with older GPUs.
If you're having trouble with MCM not appearing, please follow these steps to narrow down the issue:
Disable overlays (Nvidia/AMD/Discord/Rivatuner, etc; Steam might be fine).
Don't alt-tab before reaching the main menu.
Verify that the problem persists with no other DLL mods, such as WASD movement.
Delete the imgui.ini file at Baldurs Gate 3\bin\imgui.ini
Note that MCM only officially supports the latest BG3 version and the Release versions of SE. If you disabled SE autoupdates or are using the Devel channel and having problems, please switch back.
Reporting issues:
Provide SE console logs - it is almost impossible to debug problems without them. Ctrl + F12 should open the console.
Provide your system specs (GPU model, CPU model, OS).
Describe behavior under DirectX 11 and Vulkan. Please test both if possible.
Known SE issues:
Cursor lingering despite gamepad UI; Steam Input (game or desktop layouts) might have something to do with this, if you're willing to investigate.
UI not showing up: Don't alt-tab before reaching the main menu. Switch the rendering API: test both Vulkan and DirectX 11. You can switch it through Larian's launcher. Script Extender v19+ likely improved this.
Problems when using languages with large character sets, such as Chinese: UI elements may not display correctly or at higher resolutions. Consider switching to a language with a smaller character set, such as English.
If you enjoy MCM, consider politely asking other mod authors that use Script Extender to add integration! Tips and endorsements are also appreciated, thanks!
This is MCM's biggest update so far, with a lot of very important new features and fixes. I hope you enjoy it. As always, let me know if you face any problems. I've poured several hundred hours into developing MCM, and with my recent layoff, every bit of support helps keep this going. If you've enjoyed using MCM or my other mods, please consider donating or supporting me on Patreon; your support can make a huge difference! A heartfelt thank you to everyone who donated following my GPU failure 💜!
Hi. I've been using MCM v1.29 for the past week and was playing fine for several days now. However, I applied the new Hotfix #30 (Patch 8 HF#1) that was just released and now I am getting the following error at the main menu:
"MCM is 'inactive' in your load order. Issues may stem from using the in-game mod manager or mods with invalid UUIDs. Load BG3 with MCM as the ONLY active mod to identify problematic mods. This message will not appear if MCM is active."
I have not changed my mods nor mod order and even tried using BG3MM to import the order from the saves. However, I continue to get the error. MCM is and always has been first in the load order.
Im not sure if its actually this mod problem (its not even a problem really) but if i put it FIRST in load order.... Main Menu background reverses to like early access one (if i load game and go back to main menu it fixes itself).... And if i put any other mod from in game mod manager first in load order it loads corretly. It doesnt seem to affect anything... game works fine
This is 100% being cause by MCM being first in my load order while also having ImpUI installed; it delivers the "Server Shutting Down" error. Worth mentioning is that I am running some mods via the ingame manager as well, including ImpUI. I currently have every other mod handled by Nexus uninstalled. If I load MCM after these mods, I get the not working message. Tinkering about now to see if I can't slide it into the load order somewhere & have everything behave.
That being said, I'm pretty sure the issue isn't MCM so much as the latest ImpUI update. I had a working game before 4pm yesterday, mods and all, but now I'm getting countless issues since then. And I am almost certain it's the latest ImpUI update as I stopped my play session yesterday literal minutes before ImpUI update, and the new update has been introducing this neat little issue wherein it loses the Patch 8 content if loaded before other UI mods.
EDIT - Yeah, this is very silly. Loading MCM below ImpUI & ImpUI below the UI mod is having them both work now, but all the Patch 8 content goes missing again. The latest ImpUI update bricked everything real bad, lol.
EDIT 2 - The Patch 8 content loss while MCM is functioning, is also occurring when I have ImpUI on the prior version. Maybe some conflict with how the game is handling non-native mods when combined with native mods? Genuinely no clue, here. Gonna see if I can get Patch 8 content with MCM & ImpUI both functioning, just cut all the chaff out.
EDIT 3 - After completely purging my list of everything but BG3SE, MCM, and ImpUI, I can confirm there appears to be a compatibility issue with the latest version of MCM & ImpUI, at least if ImpUI is loaded through the in-game mod manager. If I have MCM lower than ImpUI, MCM does not load properly. If I have it above ImpUI, I get the load screen issue & the "Server Shutting Down" error on attempting to start a new game.
EDIT 4 - Okay so this is bizarre but repeatable on my end. Load game with ImpUI & MCM in that order, MCM does not work, I have Patch 8 content. This persists upon re-loading the game. Load the game with MCM & ImpUI in that order, get the start screen issue & "Server Shutting Down" error. THEN, I re-load the game with ImpUI & MCM in that order... MCM is working, and no Patch 8 content. What the hell. Thankfully nothing I have appears to REQUIRE ImpUI, so goodbye lol.
Yeah right now my issue is MCM is just not loading even with only it & BG3SE installed. Rolled back to the prior version, still not working, went back to the current version. Did the troubleshooting steps above, too, gonna get logs now.
System Info - Nvidia RTX 2080, Intel i9-i9900k, Windows 10 Home version 10.0.19045 Build 19045, BG3SE V23 Other Info - Not alt-tabbing before the game loads in. No overlays enabled beyond the Steam overlay. Imgui was deleted & has not yet been re-created.
Behavior under DX11 - This is what I see in the BG3SE console. If I'd have to guess, it's just not seeing MCM for some reason? Which would make this a BG3SE issue, I think? Worth noting this is happening even with a direct install to the mods folder; no potential issues caused by symlinks. The other thing I noticed is the build time for BG3SE... which is a time that has not yet happened, at least in my timezone, as of this post. This is what happens most of the time:
BG3Ext v23 built on Apr 16 2025 18:59:48 Game version v4.67.58.295 OK ScriptExtender::Initialize: Starting No match found for mapping 'ls::UIStateMachine::FireStateEvent2' Library startup took 1065 ms We're already past App load, triggering CoreLibInit LibraryManager::PostStartupFindLibraries() took 99 ms Initializing client with target context Load Modded achievements enabled. bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset. Initializing client with target context Game bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset. ecl::ScriptExtender::OnGameStateChanged(): Loaded module
Rare behavior under DX11 - Now it just didn't load into the main menu. Get an error (transcribed exactly, the space after level is there in the in-game message), "Failed to load the Main Menu from the current game Mod Configuration Menu. The main menu in that mod requires the level . Make sure to clear any local mods and try again. If the problem persists, please contact Larian support." Looks like BG3SE sees the mod & tries to load it but something goes south. This rarely happens, however:
BG3Ext v23 built on Apr 16 2025 18:59:48 Game version v4.67.58.295 OK ScriptExtender::Initialize: Starting No match found for mapping 'ls::UIStateMachine::FireStateEvent2' Library startup took 2069 ms We're already past App load, triggering CoreLibInit LibraryManager::PostStartupFindLibraries() took 213 ms Configuration for 'Mod Configuration Menu': MinVersion 23; Feature flags: Lua 1 mod configuration(s) loaded. Merged configuration: MinVersion 23; Feature flags: Lua Initializing client with target context Load Modded achievements enabled. bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset. Configuration for 'Mod Configuration Menu': MinVersion 23; Feature flags: Lua 1 mod configuration(s) loaded. Merged configuration: MinVersion 23; Feature flags: Lua Initializing client with target context Game bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset. Loading bootstrap script: Mods/BG3MCM/ScriptExtender/Lua/BootstrapClient.lua [Mod Configuration Menu][C]: Volitio's Baldur's Gate 3 Mod Configuration Menu version 1.27.0 loaded (SE version 23) [Mod Configuration Menu][C]: Finished loading MCM blueprints ecl::ScriptExtender::OnGameStateChanged(): Loaded module
Behavior under Vulkan:
BG3Ext v23 built on Apr 16 2025 18:59:48 Game version v4.67.58.295 OK ScriptExtender::Initialize: Starting No match found for mapping 'ls::UIStateMachine::FireStateEvent2' Library startup took 1053 ms We're already past App load, triggering CoreLibInit LibraryManager::PostStartupFindLibraries() took 118 ms Fossilize ERROR: Failed to parse ApplicationInfoFilter, letting recording go through. Fossilize INFO: Overriding serialization path: "G:\Program Files (x86)\Steam\steamapps\shadercache\1086940\fozpipelinesv6\steamapprun_pipeline_cache". Initializing client with target context Load Modded achievements enabled. bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset. Initializing client with target context Game bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset. ecl::ScriptExtender::OnGameStateChanged(): Loaded module
same MCM and BG3SE are my only mods atm and i just redownloaded bg3 clean and its still saying inactive, i have no idea what to do and i've been trying to make fixes for the past three hours im so sad
So I'm actually pretty sure this is an issue with the latest version of BG3SE, now. I can't get it to recognize MCM most of the time still, but I can force it to see MCM if I load another mod that uses BG3SE. Issue is that it seems to be whenever BG3SE loads one of these mods in, I get the bad start screen & the "Server Shutting Down" error. Taking a break now but I'm gonna try & provide a more full log wherein I attempt to start a game & see what the BG3SE console says.
Ive tried every possible thing... I mean game works but it just annoys me that i dont know why i get this bug. Disabling every mod, especially UI mods since those are broken right now. doing only MCM. I can 100% reproduce this issue with just placing MCM as first in load order. If i put anything different then main menu loads properly. Loading game and going back to main menu fixes it. Everything seems to be working so ill stop trying to fix it for now and enjoy the game cuz at some point im going to break it >_> Im even gonna add link to picture as proof :D https://i.imgur.com/7Azgj72.jpeg
Norbyte is working on some final fixes for SE, but probably nothing related to what's been described. I would try to find traces of older mods such as ImprovedUI and delete or update them.
i only have mcm and bgse downloaded and its still saying invalid UUID's?? i went into all the appsdatat folders and did everything from deleteing modsettings.lsx, reinstalling the game and removing anything leftover, deleted larian studio folder, downloaded patch 7 of bg3, redownloaded mcm and bgse after removing everything from vortex, i have no idea what to do at this point :/
I've nuked my mods folder, wiped all the data folder in bg3, hunted down diagnostics for script extender, deleted bg3mm and lslib and anything else i could hunt down related to tit. The game runs fine setting up caites mods and impui. soon as mcm enters mcm will load. but causes resets of lua and from then on nothing works. noorder whether mcm is in the load or not. i am usually a firm believer in mod authors claiming its not them but i have a very hard time not saying mcm is the cause or some interaction.
just 5 seconds into sniffing around in the multitool im already getting localization errors on extract. could that cause it? potentially, but its a worrying sign if i havent even started digging yet and i'm finding errors in the localization.
[04/29/2025 22:18:58] Temp files cleaned. [04/29/2025 22:18:58] Unpacking processes starting; this could take a while. [04/29/2025 22:18:58] Retrieving file list for decompression. [04/29/2025 22:18:58] Retrieved file list. Starting decompression... [04/29/2025 22:18:58] Failed to convert resource to xml (\Temp\Mod Configuration Menu\Localization\BrazilianPortuguese\__MT_GEN_LOCA_9c40ec6b-056f-40a3-a713-1c1e4d01fe4e.loca): The filename, directory name, or volume label syntax is incorrect. : 6zTemp\Mod Configuration Menu\Localization\BrazilianPortuguese' [04/29/2025 22:18:58] Failed to convert resource to xml (\Temp\Mod Configuration Menu\Localization\English\__MT_GEN_LOCA_6d56ae46-cd0a-4078-8e59-c0506bc4efa5.loca): The filename, directory name, or volume label syntax is incorrect. : '\UnpackedData\\Temp\Mod Configuration Menu\Localization\English' [04/29/2025 22:18:58] Decompression completed in 00:00:00.04. [04/29/2025 22:18:59] Temp files cleaned. [04/29/2025 22:18:59] Mod Configuration Menu unpacked! [04/29/2025 22:18:59] Mod Configuration Menu unpacking complete [04/29/2025 22:18:59] Unpacking complete!
'\UnpackedData\\ think i found your cause.... you have a double \\ before the temp file causing a compelte collapse of lua.
so of my 1562 mods yours is the only one with an extract error. MTM does NOT invent broken paths it just blindely extracts what you put in it. I even did it to your older versions of MCM and it extracted fine. I think you need to relook at some stuff.
oh look wouldn't you know i found a typo in your file.
MMT 'blindly' extracts to directories it itself defines. You can check its code here: https://github.com/ShinyHobo/BG3-Modders-Multitool I'm not encountering any issues with MMT on my end. If you're running into problems, it's likely due to a faulty installation or an outdated MMT version. There's no issue with the directory structure in my mod. Just be careful not to make claims that could turn out to be misinformation.
i'm having the same problem, either game loads with MCM not working or the game loads and i can't start a new game nor load, just goes back to the start screen and "server shutting down" error, tried everything i could already, even reinstalling all the mods multiple times, testing while adding mod by mod, seems like the issue is with MCM together with ImpUI, saw people talking about it on ImpUI comments section too, frustrating to be honest nothing seems to work, i'm considering going back to patch 7 by now
this is my exact modlist when i first got the bug, now even with only 15 mods its still bugged, or even trying only with MCM and ImpUI its always the same
just commenting for other people who might have a similar issue to me. I was getting the "mcm inactive could be faulty UUIDs, etc" issue in the main menu. I tried rolling back various versions, messing with load order, nothing seemed to work. In the end deleting the "no intro" mod by Caites fixed it, no clue why. I haven't tried it with other Caites mods yet (all the "Better x" UI mods) but I'll update this comment once I've tried them. I hope they work together because those UI mods are really good.
also want to add that launching from bg3mm and skipping the larian launcher seeemed to sometimes cause problems, again don't know why, but launching through steam everytime seems to be more reliable.
okay I tried with other Caites mods, like betterhotbar2 and it all seems to work fine. It's worth noting that "no intro" was originally downloaded and enabled in the in-game mod manager before I switched to bg3mm for everything. So maybe the mod manager was messing with things until I deleted that mod? seems unlikely because it never threw up any issues until recently, but just wanted to add that info for other people troubleshooting.
I'm not sure if this is an MCM issue, or a BG3 issue, but I followed all the steps to install this mod, and it works perfectly. However, the whole box appears tiny upon loading/clicking it. And the same when selected in-game. Is there a fix for this?
Hi, thank you for this mod. I'm having a weird issue where when I have my full load list with 50+ mods MCM works "kind of" - I can see it, as well as options for custom move speed and 5e spells. But other mods that use MCM like Expansion/Bladesinger don't show up.
I tried removing all mods from the load order except MCM - it shows up.
I added the two that "worked" previously (5e spells and custom move speed) and now my load order is MCM>5espells>custom move and nothing else, they now don't show up in-game in the MCM menu (?!)
Not really sure where to go from here...?
THank you for any help you can give on this, it's driving me mad that I can't figure it out...
So my update experience. All 67 of my mods are manual d/l and installed with BG3MM .zip reads. Comunity Library mod 1 (patch 8 put GustavX at 0; Community Library used to be 0) MCM mod 2
Was using MCM 1.17 thru a patch 7 play. My game broke with patch 8 so started a new game. MCM 1.17 still working fine on patch 8. 5e Spells needed update for MCM. Upgrade MCM to 1.29 Start game with MCM and my MCM installed mod list with settings are empty. SE console had an error from MCM that keybind F12 is missing (laptop has an F12 key... so odd) SE console reports new keybind to Insert key. (laptop Insert key is also the numeric 0 key so switched to ` which is just beelow the ESC key) Restart the game and MCM installed mod list still empty. Read some comments here. Ponder and do something else for 20 mins. Ahha! Goto BG3MM and move MCM to mod 65 position (Compatability Framework is mod 66) Restart game and MCM now sees all my MCM enabled mods, including 5e Spells. Move MCM back to mod 2 position in BG3MM (export to BG3 - that happened in each BG3MM interaction, I think). Restart game and MCM list is working.
MCM works great (for me) at last position, just before Compatability Framework, isn't that a perfect location for it especially when some users claim Larian mod manager mods need to come first and a possible issue with ImpUI?
It's working fine last in the list. Is that because it's not actually coming last because some MCM dependent mod forces it to load earlier? (that would make it come 7th just before your VolitionCabinet, if that calls it, or 10th before Regeneration that calls it)
My ImpUI is at 1.53.40 and going to update it soon; hopefully no issues loading ImpUI first.
anyone here successfully uninstall this mod? i cant uninstall it without bg3mm saying its a dependency. I've completely wiped it from my system, even uninstalled and reinstalled everything (bg3mm, bg3 itself, mods, etc.) and still cant get mcm out
I apologize for commenting in the wrong mod. It feels a little bit stalkerish. BUT! I'm having great success with all things MCM and was going to switch to your MCM ready configurable party limit.
But, the comments are locked and there is no indication of whether it's Patch 8 ready. I have a solution. I like MCM and in this case, the chance for a total of 20 members more.
Is it Patch 8 ready or something we should ignore?
So, like many people, I was having a great deal of trouble with the MCM being inactive, no matter how much trouble shooting and uninstalling and fresh installs happened. The current version works on BG3MM with the basic procedures, but even with nothing else installed but the MCM and its dependencies, I cannot for the life of me get it working through MO2. I think it has to be something with the MCM itself, since other patch 8 updated mods work without issue, but I don't know enough to say what that might be.
It's not MCM. This was put in place to aid load order troubleshooting between patches. I suggest deleting your modsettings file and checking for invalid or outdated mods in your load order. You may seek troubleshooting support in the Larian Discord server.
Well, like I said, I have done all of that--deleted the .lsx, loaded with only MCM and the scripter, etc. I don't see what it could be other than MCM when it works perfectly fine in BG3MM, and then bricks in MO2, when the files and load orders for both are identical.
I can do everything through BG3MM, and MCM works without issue through that mod manager, so I'm not saying all of this because my game is borked or anything. And if it just doesn't work on MO2, that's fine, but there is absolutely an issue right now between MCM and MO2. Who's end that's on, no idea, but it does exist.
Well, it's the responsibility of the mod manager to load mods correctly. MO2 is definitely not the most used one for BG3. I personally wouldn't use anything other than BG3MM nowadays. MCM effectively is installed and loads in the same way as any other pak mod that uses SE, other than overriding XMLs, which a bunch of other mods do (see Caites').
As I said, this was added to improve troubleshooting. Mixing mod managers is always a bad idea. It causes enough problems with the in-game one.
1176 comments
Script Extender's implementation of IMGUI, the UI library used by MCM, has been improved, but is still in development. Therefore, some issues beyond my control may arise when using MCM with certain setups. Mods that depend on MCM should still work regardless of whether MCM shows up or not. Script Extender v18 likely improved compatibility with older GPUs.
If you're having trouble with MCM not appearing, please follow these steps to narrow down the issue:
Reporting issues:
Known SE issues:
If you enjoy MCM, consider politely asking other mod authors that use Script Extender to add integration!
Tips and endorsements are also appreciated, thanks!
This is MCM's biggest update so far, with a lot of very important new features and fixes. I hope you enjoy it. As always, let me know if you face any problems.
I've poured several hundred hours into developing MCM, and with my recent layoff, every bit of support helps keep this going. If you've enjoyed using MCM or my other mods, please consider donating or supporting me on Patreon; your support can make a huge difference!
A heartfelt thank you to everyone who donated following my GPU failure 💜!
"MCM is 'inactive' in your load order.
Issues may stem from using the in-game mod manager or mods with invalid UUIDs.
Load BG3 with MCM as the ONLY active mod to identify problematic mods. This message will not appear if MCM is active."
I have not changed my mods nor mod order and even tried using BG3MM to import the order from the saves. However, I continue to get the error. MCM is and always has been first in the load order.
That being said, I'm pretty sure the issue isn't MCM so much as the latest ImpUI update. I had a working game before 4pm yesterday, mods and all, but now I'm getting countless issues since then. And I am almost certain it's the latest ImpUI update as I stopped my play session yesterday literal minutes before ImpUI update, and the new update has been introducing this neat little issue wherein it loses the Patch 8 content if loaded before other UI mods.
EDIT - Yeah, this is very silly. Loading MCM below ImpUI & ImpUI below the UI mod is having them both work now, but all the Patch 8 content goes missing again. The latest ImpUI update bricked everything real bad, lol.
EDIT 2 - The Patch 8 content loss while MCM is functioning, is also occurring when I have ImpUI on the prior version. Maybe some conflict with how the game is handling non-native mods when combined with native mods? Genuinely no clue, here. Gonna see if I can get Patch 8 content with MCM & ImpUI both functioning, just cut all the chaff out.
EDIT 3 - After completely purging my list of everything but BG3SE, MCM, and ImpUI, I can confirm there appears to be a compatibility issue with the latest version of MCM & ImpUI, at least if ImpUI is loaded through the in-game mod manager. If I have MCM lower than ImpUI, MCM does not load properly. If I have it above ImpUI, I get the load screen issue & the "Server Shutting Down" error on attempting to start a new game.
EDIT 4 - Okay so this is bizarre but repeatable on my end. Load game with ImpUI & MCM in that order, MCM does not work, I have Patch 8 content. This persists upon re-loading the game. Load the game with MCM & ImpUI in that order, get the start screen issue & "Server Shutting Down" error. THEN, I re-load the game with ImpUI & MCM in that order... MCM is working, and no Patch 8 content. What the hell. Thankfully nothing I have appears to REQUIRE ImpUI, so goodbye lol.
System Info - Nvidia RTX 2080, Intel i9-i9900k, Windows 10 Home version 10.0.19045 Build 19045, BG3SE V23
Other Info - Not alt-tabbing before the game loads in. No overlays enabled beyond the Steam overlay. Imgui was deleted & has not yet been re-created.
Behavior under DX11 - This is what I see in the BG3SE console. If I'd have to guess, it's just not seeing MCM for some reason? Which would make this a BG3SE issue, I think? Worth noting this is happening even with a direct install to the mods folder; no potential issues caused by symlinks. The other thing I noticed is the build time for BG3SE... which is a time that has not yet happened, at least in my timezone, as of this post. This is what happens most of the time:
BG3Ext v23 built on Apr 16 2025 18:59:48
Game version v4.67.58.295 OK
ScriptExtender::Initialize: Starting
No match found for mapping 'ls::UIStateMachine::FireStateEvent2'
Library startup took 1065 ms
We're already past App load, triggering CoreLibInit
LibraryManager::PostStartupFindLibraries() took 99 ms
Initializing client with target context Load
Modded achievements enabled.
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
Initializing client with target context Game
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
ecl::ScriptExtender::OnGameStateChanged(): Loaded module
Rare behavior under DX11 - Now it just didn't load into the main menu. Get an error (transcribed exactly, the space after level is there in the in-game message), "Failed to load the Main Menu from the current game Mod Configuration Menu. The main menu in that mod requires the level . Make sure to clear any local mods and try again. If the problem persists, please contact Larian support." Looks like BG3SE sees the mod & tries to load it but something goes south. This rarely happens, however:
BG3Ext v23 built on Apr 16 2025 18:59:48
Game version v4.67.58.295 OK
ScriptExtender::Initialize: Starting
No match found for mapping 'ls::UIStateMachine::FireStateEvent2'
Library startup took 2069 ms
We're already past App load, triggering CoreLibInit
LibraryManager::PostStartupFindLibraries() took 213 ms
Configuration for 'Mod Configuration Menu':
MinVersion 23; Feature flags: Lua
1 mod configuration(s) loaded.
Merged configuration:
MinVersion 23; Feature flags: Lua
Initializing client with target context Load
Modded achievements enabled.
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
Configuration for 'Mod Configuration Menu':
MinVersion 23; Feature flags: Lua
1 mod configuration(s) loaded.
Merged configuration:
MinVersion 23; Feature flags: Lua
Initializing client with target context Game
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
Loading bootstrap script: Mods/BG3MCM/ScriptExtender/Lua/BootstrapClient.lua
[Mod Configuration Menu][C]: Volitio's Baldur's Gate 3 Mod Configuration Menu version 1.27.0 loaded (SE version 23)
[Mod Configuration Menu][C]: Finished loading MCM blueprints
ecl::ScriptExtender::OnGameStateChanged(): Loaded module
Behavior under Vulkan:
BG3Ext v23 built on Apr 16 2025 18:59:48
Game version v4.67.58.295 OK
ScriptExtender::Initialize: Starting
No match found for mapping 'ls::UIStateMachine::FireStateEvent2'
Library startup took 1053 ms
We're already past App load, triggering CoreLibInit
LibraryManager::PostStartupFindLibraries() took 118 ms
Fossilize ERROR: Failed to parse ApplicationInfoFilter, letting recording go through.
Fossilize INFO: Overriding serialization path: "G:\Program Files (x86)\Steam\steamapps\shadercache\1086940\fozpipelinesv6\steamapprun_pipeline_cache".
Initializing client with target context Load
Modded achievements enabled.
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
Initializing client with target context Game
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
ecl::ScriptExtender::OnGameStateChanged(): Loaded module
https://i.imgur.com/7Azgj72.jpeg
just 5 seconds into sniffing around in the multitool im already getting localization errors on extract. could that cause it? potentially, but its a worrying sign if i havent even started digging yet and i'm finding errors in the localization.
[04/29/2025 22:18:58] Temp files cleaned.
[04/29/2025 22:18:58] Unpacking processes starting; this could take a while.
[04/29/2025 22:18:58] Retrieving file list for decompression.
[04/29/2025 22:18:58] Retrieved file list. Starting decompression...
[04/29/2025 22:18:58] Failed to convert resource to xml (\Temp\Mod Configuration Menu\Localization\BrazilianPortuguese\__MT_GEN_LOCA_9c40ec6b-056f-40a3-a713-1c1e4d01fe4e.loca): The filename, directory name, or volume label syntax is incorrect. : 6zTemp\Mod Configuration Menu\Localization\BrazilianPortuguese'
[04/29/2025 22:18:58] Failed to convert resource to xml (\Temp\Mod Configuration Menu\Localization\English\__MT_GEN_LOCA_6d56ae46-cd0a-4078-8e59-c0506bc4efa5.loca): The filename, directory name, or volume label syntax is incorrect. : '\UnpackedData\\Temp\Mod Configuration Menu\Localization\English'
[04/29/2025 22:18:58] Decompression completed in 00:00:00.04.
[04/29/2025 22:18:59] Temp files cleaned.
[04/29/2025 22:18:59] Mod Configuration Menu unpacked!
[04/29/2025 22:18:59] Mod Configuration Menu unpacking complete
[04/29/2025 22:18:59] Unpacking complete!
'\UnpackedData\\ think i found your cause.... you have a double \\ before the temp file causing a compelte collapse of lua.
oh look wouldn't you know i found a typo in your file.
...CharacterCreationLevelNameY.[Fixed\\..U..pDescrip...
the problem is its in your archives stored path so i cant touch it easily.
used chatgpt to drag it out and fix it. now i have no issues on mod load lua resets
I'm not encountering any issues with MMT on my end. If you're running into problems, it's likely due to a faulty installation or an outdated MMT version.
There's no issue with the directory structure in my mod. Just be careful not to make claims that could turn out to be misinformation.
also want to add that launching from bg3mm and skipping the larian launcher seeemed to sometimes cause problems, again don't know why, but launching through steam everytime seems to be more reliable.
okay I tried with other Caites mods, like betterhotbar2 and it all seems to work fine. It's worth noting that "no intro" was originally downloaded and enabled in the in-game mod manager before I switched to bg3mm for everything. So maybe the mod manager was messing with things until I deleted that mod? seems unlikely because it never threw up any issues until recently, but just wanted to add that info for other people troubleshooting.
I tried removing all mods from the load order except MCM - it shows up.
I added the two that "worked" previously (5e spells and custom move speed) and now my load order is MCM>5espells>custom move and nothing else, they now don't show up in-game in the MCM menu (?!)
Not really sure where to go from here...?
THank you for any help you can give on this, it's driving me mad that I can't figure it out...
Volition Cabinet
MCM
5e spells
Bladesinger
Didn't see any mods show up in MCM
Extender runtime log written to 'C:/Users/Mugen/AppData/Local/Larian Studios/Baldur's Gate 3//Script Extender Logs\Extender Runtime 2025-05-01 20-24-31.log'
Configuration for 'Mod Configuration Menu':
MinVersion 23; Feature flags: Lua
1 mod configuration(s) loaded.
Merged configuration:
MinVersion 23; Feature flags: Lua
Initializing client with target context Load
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
Configuration for 'Mod Configuration Menu':
MinVersion 23; Feature flags: Lua
1 mod configuration(s) loaded.
Merged configuration:
MinVersion 23; Feature flags: Lua
Initializing client with target context Game
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
Loading bootstrap script: Mods/BG3MCM/ScriptExtender/Lua/BootstrapClient.lua
[38;2;0;255;255;48;2;12;12;12m[Mod Configuration Menu][C]: Volitio's Baldur's Gate 3 Mod Configuration Menu version 1.29.0 loaded (SE version 24)
[38;2;50;255;100;48;2;12;12;12m[Mod Configuration Menu][C]: Finished loading MCM blueprints
ecl::ScriptExtender::OnGameStateChanged(): Loaded module
ecl::ScriptExtender::OnClientGameStateChanged(): Loading game session
esv::ScriptExtender::OnGameStateChanged(): Loaded module
Configuration for 'Mod Configuration Menu':
MinVersion 23; Feature flags: Lua
1 mod configuration(s) loaded.
Merged configuration:
MinVersion 23; Feature flags: Lua
Initializing server with target context Game
CustomFunctionManager::ClearDynamicEntries(): Clearing dynamic functions
bg3se::ExtensionStateBase::LuaResetInternal(): LUA VM reset.
Loading bootstrap script: Mods/BG3MCM/ScriptExtender/Lua/BootstrapServer.lua
[38;2;0;255;255;48;2;12;12;12m[Mod Configuration Menu][S]: Volitio's Baldur's Gate 3 Mod Configuration Menu version 1.29.0 loaded (SE version 24)
[38;2;50;255;100;48;2;12;12;12m[Mod Configuration Menu][S]: Finished loading MCM blueprints
esv::ScriptExtender::OnGameStateChanged(): Loading game session
ScriptExtender::OnAfterOsirisLoad: 151401 nodes
ExtensionStateServer::StoryLoaded()
CustomFunctionInjector mapping phase: 1303 -> 1303 functions
[38;2;50;255;100;48;2;12;12;12m[Mod Configuration Menu][S]: Finished loading MCM blueprints
[38;2;50;255;100;48;2;12;12;12m[Mod Configuration Menu][C]: Finished loading MCM blueprints
All 67 of my mods are manual d/l and installed with BG3MM .zip reads.
Comunity Library mod 1 (patch 8 put GustavX at 0; Community Library used to be 0)
MCM mod 2
Was using MCM 1.17 thru a patch 7 play.
My game broke with patch 8 so started a new game.
MCM 1.17 still working fine on patch 8.
5e Spells needed update for MCM.
Upgrade MCM to 1.29
Start game with MCM and my MCM installed mod list with settings are empty.
SE console had an error from MCM that keybind F12 is missing (laptop has an F12 key... so odd)
SE console reports new keybind to Insert key. (laptop Insert key is also the numeric 0 key so switched to ` which is just beelow the ESC key)
Restart the game and MCM installed mod list still empty.
Read some comments here.
Ponder and do something else for 20 mins.
Ahha!
Goto BG3MM and move MCM to mod 65 position (Compatability Framework is mod 66)
Restart game and MCM now sees all my MCM enabled mods, including 5e Spells.
Move MCM back to mod 2 position in BG3MM (export to BG3 - that happened in each BG3MM interaction, I think).
Restart game and MCM list is working.
MCM works great (for me) at last position, just before Compatability Framework, isn't that a perfect location for it especially when some users claim Larian mod manager mods need to come first and a possible issue with ImpUI?
Is that because it's not actually coming last because some MCM dependent mod forces it to load earlier?
(that would make it come 7th just before your VolitionCabinet, if that calls it, or 10th before Regeneration that calls it)
My ImpUI is at 1.53.40 and going to update it soon; hopefully no issues loading ImpUI first.
But, the comments are locked and there is no indication of whether it's Patch 8 ready. I have a solution. I like MCM and in this case, the chance for a total of 20 members more.
Is it Patch 8 ready or something we should ignore?
thanks
I suggest deleting your modsettings file and checking for invalid or outdated mods in your load order. You may seek troubleshooting support in the Larian Discord server.
I can do everything through BG3MM, and MCM works without issue through that mod manager, so I'm not saying all of this because my game is borked or anything. And if it just doesn't work on MO2, that's fine, but there is absolutely an issue right now between MCM and MO2. Who's end that's on, no idea, but it does exist.
MCM effectively is installed and loads in the same way as any other pak mod that uses SE, other than overriding XMLs, which a bunch of other mods do (see Caites').
As I said, this was added to improve troubleshooting. Mixing mod managers is always a bad idea. It causes enough problems with the in-game one.