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Bluesatin

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106 comments

  1. Dylawa
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    This mod paired with Easy Dye 2.0 is amazing for customizability, and I so appreciate that it exists. Are there any plans to make "white" versions of all the instruments to improve dye-ability? I was hoping this mod would enable me to create a white violin, but I realize now that this mod doesn't alter the albedo .dds file, so colors can only be darker than the base wood/instrument material/etc. I tried to take a crack at it myself, but my understanding of Baldur's Gate modding is extremely surface level and purely for personal alterations. Changing the .dds file colors is easy, it's the code implementation that I couldn't figure out.
  2. skunkmother
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    would love a tutorial chest version, or just a list of the traders that will for sure have the items if possible :)
    1. bluesatin
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      I threw in a little bit to mention that Mattis (the Tiefling Kid that sells trinkets) was specifically added to have a couple of instruments each refresh (who should be available at least in Act I). And I did specifically add an entry to Volo's treasure-tables as well, but I can't quite remember how likely he is to be available, or whether he switches around his treasure-table depending on different things.

      I did want to avoid just dumping them all on people, as I much prefer mods to just blend into the base game naturally rather than have a bit of a jarring thing where a bunch of stuff just gets dumped onto you at once or whatever. If you have Norbyte's Script-Extender installed, you can use an Osiris command to give yourself items, but it's a bit of a pain.

      Once I'm not adding a bunch of things and it's in more of a complete state, I'll have a look at a way of more naturally having the Novice/Support instruments guaranteed to be available somewhere near the start.
    2. skunkmother
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      thank you! i did see your comment about Mattias, unfortunately I've already completed his trick/interaction and locked myself out of trading with him :( I haven't gotten Volo from the goblin camp yet though, so he may have them. But I do have/use script extender if you have the uuid's haha

      EDIT: I found the uuid's in the mod files! If you have script extender you can get the items with the following commands:

      Kiam Goda's Kilat Drum: Osi.TemplateAddTo("ab846656-a9f7-4ed5-93ae-85a8df39b5ac", GetHostCharacter(), 1, 1);

      Apprentice's Lute: Osi.TemplateAddTo("69c2c758-ad53-48e2-b340-e4ae1f9baf12", GetHostCharacter(), 1, 1);

      Crescentic Lute: Osi.TemplateAddTo("3556bcef-9606-411a-98c8-df1f1cdc39bd", GetHostCharacter(), 1, 1);

      Apprentice's Lyre: Osi.TemplateAddTo("186c4ae8-ea34-482f-8d1d-70931d05217c", GetHostCharacter(), 1, 1);

      Hymnodic Lyre: Osi.TemplateAddTo("48b59b85-c189-4324-891e-150c35679046", GetHostCharacter(), 1, 1);

      Apprentice's Drum: Osi.TemplateAddTo("1d379683-bd3b-457b-88a9-f168772e4ab4", GetHostCharacter(), 1, 1);

      Tempestral Drum: Osi.TemplateAddTo("97d7acbf-8ea4-47ac-9e0e-9bf927e0f94e", GetHostCharacter(), 1, 1);

      Apprentice's Violin: Osi.TemplateAddTo("a7bafb40-1481-406e-b221-b266c8f8a73c", GetHostCharacter(), 1, 1);

      Seraphical Violin: Osi.TemplateAddTo("7d7fa6b1-e5c2-4819-8892-f7c70d3bd56e", GetHostCharacter(), 1, 1);

      Apprentice's Flute: Osi.TemplateAddTo("2ba32205-e6ac-4701-a70f-898560dd71d6", GetHostCharacter(), 1, 1);

      Moonlit Flute: Osi.TemplateAddTo("70bbadeb-4b3a-420f-be23-cf303d35ffec", GetHostCharacter(), 1, 1);
    3. Undeadhatred
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      Just seconding the vote for the tutorial chest version. I appreciate having the option to find the venders, but it's a bit of a hassle considering how large Baldur's Gate is - I just started act 3, so I have to get ALL the way through the Rivington stuff and get all the way over to the Baldur's Gate waypoint for the music shop. I just wanted some handy instruments we could all play with ;-;
    4. bluesatin
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      I found the uuid's in the mod files! If you have script extender you can get the items with the following commands
      Oh my bad, I should have totally grabbed the root-template GUIDs for the new instruments for you. Thank you for grabbing them all for anyone that wants to just spawn them, and also including the commands to do the spawning, so people don't have to go hunting around in multiple places (great consideration!).

      I just started act 3, so I have to get ALL the way through the Rivington stuff and get all the way over to the Baldur's Gate waypoint for the music shop. I just wanted some handy instruments we could all play with ;-;
      That's a great note, I had completely forgot about how much stuff happens in Act III before you actually make your way over to area that has the music-shop in. I will make sure to have a look at adding to the treasure-tables of some of the relevant traders in Rivington (a couple of the vendors in the Circus probably seem like the best fit). I also need to also do some testing with the gold value scaling on the instruments, I just did some ballpark numbers; although them being pretty expensive feels okay, since it's not like you're going to need to replace the Uncommon Apprentice ones for non-musicians (like other equipment).

      EDIT: Oh and I'll have a look at creating a separate optional-file that does the Tutorial-Chest addition stuff for the Apprentice instruments, since then it'll mean I won't have to keep uploading 2 different versions repeatedly.
    5. bluesatin
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      Just as an update, I've added an optional 'AddToChest' add-on mod to the file-list.

      It should add 2 copies of all the Novice Instruments to the commonly used 'Tutorial Chest'.

      Which hopefully allows people to get direct access to the Support Musician instruments for whatever reason (like if they don't have access to any of the currently added vendors, or just want to check the mod out as a test etc.).
    6. Undeadhatred
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      thank you thank you thank you!!
    7. Lilabelisa
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      Hello, there. Do you have the UUIDs for the new versions of the mod? I was trying to test them, please T-T
  3. Lilabelisa
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    Hi, Luv. Loved the mod, really thx!

    Would you by chance have the updated UUID for all the instruments? I was looking forward to test the mod before a playthrough, please.
  4. ladyadara
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    Hi! :) I love being able to dye instruments, but unfortunately the standalone dye support mod isn't working for me. Any suggestions? I am on patch 7.
  5. Sloshykun
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    Hello!
    I had some issues with this mod, I was/am using a list of (30+) mods and was having issue with 3 (and 5e spells in the modissue page when loading a save was overwriting the names so I couldn't see them, with the most recent hotfix however, the names would show up if I unchecked the conflict items and tried to start game.) I found this mod with Carry Weight Increased - Up to over 9000 & Party Limit Begone were causing an issue. While I am unsure why there is a conflict, I have replaced those two particular mods with mod.io counterparts. 
     I tried to replace MMI with a mod.io one (though they are inferior to this one in my opinion, it was just to avoid the error that was still coming up for MMI) When I did this, I'd get a perpetual load screen and would have to end task. My assumption is the assets this mod created or changed couldn't be removed or something. 
    I wanted to put this here incase others are having a similar issue. 
    I would prefer to use this mod over any mod.io ones, but I'm unsure why the mod issue panel is coming up. I have triple checked my mod order and it looks good, I have MMI at the bottom of the list though as I don't know where it should be. If anyone has an idea of where in a mod order this mod should take place, I'd be thankful.
    In other news, I LOVE this mod. Thank you, bluesatin.
    1. whatthehellisthat
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      Hi, not an expert here, but after you downloaded the replacement, did you go back into Mod Manager and check the load order there or just in game?

      I’m just guessing here but since you mentioned having MMI at the bottom of your load order, I’m wondering if you’re managing your mods in game. Unless you only have a very small number of mods installed (for eg you don’t have any character customization mods), it would be rare to load one like this last. 

      Personally, my first step would be to ignore the in game manager, open Mod Manager, check your load order and re-export from there.

      Using both Mod.io and BG3MM can mess with load orders and potentially be harmful to saves, so maybe that’s what’s happening to you? MOD.io shuffled my entire load order to alphabetical after downloading a couple mods and trying to change the load order in game. If downloading mods from there is easier than from here, I’d say download them and organize load order in bg3mm. 

      I hope this helps!
    2. whatthehellisthat
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      Also just reread you saying you only have it at the end bc you weren’t sure where to put it! Again I’m no expert but I still think it might be just an issue with downloading mods both in game and out, I don’t know any of the technicals tho lol but just know that’s what I would do!
      id also imagine this would be considered gameplay changes? I don’t know the recommended order off the top of my head but it’s easy to find through laughingleader on the bg3mm github and/or googling Reddit answers. 
  6. vaniIlacake
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    is there also dye support for the merryweather bard lute and the spidersilk lyre? :)
  7. wednesdaysky
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    Hello, me again, I'm sure you're so excited to see me lol...  I'm having a similar problem as the previous commenter.  After updating to v0.2.10.80 of the main mod and v0.1.1.8 of the tutorial chest addon (the uploads from Aug 17th), I can no longer load into my current save file without crashing back to the title screen.  My load order has not reset -- however, when trying to load the save file, BG3 thinks the tutorial chest addon is no longer installed even though it's definitely installed.

    Things I tried with no success:
    - Switching back to my previous versions of the mod & addon files
    - Moving both mods to the bottom of the load order
    - Simply loading with the addon removed
    - Removing various combinations of mods, including removing all mods save Magical Instruments + addon (I don't have any other mods installed that should affect instruments or anything related to playing music)

    Previous save files for this same character from before installing the mod & addon appear to work, and save files for different characters where I've never had any instruments in my inventory appear to work.  Starting a new game works.  Any thoughts?
    1. bluesatin
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      Thanks for all the detailed information by the way with all the versions and dates etc. it's extremely useful in trying to debug these sorts of issues.

      For reference, there may be people that have better ways of tracking down exactly what is causing the failure if you check the Larian Discord bg3-community-help channel. As I've not really run into that issue myself, I'm not sure if it throws any useful errors in a log somewhere.

      The 'AddToChest' add-on mod shouldn't be adding any new actual data for things (it just merges a loot-table to adds things from the main-mod), with a quick check save-games seem to still load even if you remove it from the mod-list after the game complains about it. And from a quick check, if I just uninstall the main mod it seems to just crash-to-desktop, not just go back to the title-screen. So I'm not entirely sure what the issue would be where it's still partly doing things but gracefully falls back to the title-screen.

      1) Double-check the mod-order is properly getting saved/exported to the game, I think I've had an issue in the past where I was changing the mod order but it wasn't properly getting saved to the actual game mod-list file due to some hidden lingering BG3 process or something blocking it.

      2) Did you change/update any other mods at around the same time?
      (NOTE: Some mods will still be adding/changing things even if they're in the 'Inactive' area, ones that have game-file overrides, which I think are highlighted orange in BG3MM. So you may need to double check you didn't delete a mod that was previously in the disabled area but highlighted orange).

      3) The issues I caused with the borked 'AddToChest' thing might have messed your mod-order up for any other mods, you might want to try re-checking everything to make sure any required mods are higher up in the mod‑order before anything else that would require them.

      4) You may want to enable the console for Script-Extender and see if any errors show up in that (if you've got it installed), since you're not crashing to desktop, there should be time to check it after you get booted to the title-screen without having to enable it logging to a file.
    2. wednesdaysky
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      Hello, sorry to bother you again!

      I tried uninstalling both the main mod and AddToChest addon, and yeah it does the same thing to me, crashes to desktop even on saves that were previously working regardless of the borked AddToChest.
      But weirdly, not on all saves:  I have...
      [1] a save from early act 1 party camp, campaign first created after mod install, that previously worked just fine with only the borked AddToChest removed.  Definitely no instruments in the inventory, did load some maps where presumably musical instruments might have spawned into the environment.  Without the main mod, it crashes to desktop as you would expect.
      [2] a save from act 3 Wyrm's Crossing, campaign created way before mod install, this is the save I've been trying to fix.  Possibly some instruments in the inventory, don't remember, certainly saved after installing the mod so probably some maps where instruments might have spawned into the environment.  With both AddToChest but **also** the main mod removed, it does not crash to desktop, it goes gracefully back to the title screen - same as it did with both main mod and the borked AddToChest installed.
      For the character in [2], if I go waaaay back to some saves in the middle of act 2, they start loading again...  You would think "oh obviously any save made before the mod was installed will probably load", but there's a ton of saves made before the mod was installed that won't load lol...  and yet not all of them...
      [3] Somehow, my previously discussed bard multiclass loads fine with both uninstalled...  It's still in early act 1 and has loaded the same maps [1] has been on...

      1) Yeah I had a careful look at my load order and what was getting exported, thankfully it was unchanged.  Near as I can tell the export is working properly, I tried enabling/disabling some cosmetic stuff and the changes were reflected as you'd expect.

      2) I updated a couple cosmetics (hairstyles).  The only thing on the inactive area that has an orange override is Magical Instruments itself when I've been experimentally moving it around.  I tried perma-deleting it too (checking directly in Explorer that the file was gone).  Also nothing in my bottom Overrides box in BG3MM has been changed.

      3) I carefully checked the load order, and tried moving both Magical Instruments and the AddToChest down to the bottom.

      4) Unfortunately nothing at all shows up in the console when loading any of the messed-up saves, with any combination of main mod & addon installed/uninstalled.

      In all of these instances, whenever the AddToChest addon is installed, BG3 still thinks it's not installed.  The file is definitely where it should be and BG3MM is definitely set to load it, exported properly etc.

      I had a look around the Discord, but search didn't turn up anything and I don't have my phone number on my Discord account so I can't ask in the channel myself, unfortunately.

      Also, I'm still on patch 6, I haven't wanted to deal with patch 7 until getting this cleared up lol...

      Anyway, I understand if you have no further ideas!  Not your obligation to provide a lot of tech support or anything.  Thank you for having a look anyway :)  If anything, I thought you might find it useful as a test for users of whether the mod can safely be fully uninstalled or not.  Seems like the answer is "it depends", lol...
  8. CorlanDashiva
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    Absolutely love this mod, been hoping for an expansion to the perform system so thank you for this!

    A small issue I'm having: When I perform sometimes people get stuck either standing still or as if they are still listening to the performance once I stop playing. 

    Also, for performers who are joining in with the apprentice instruments the perform icon doesn't shine to indicate they can play along at the same tune as whoever is leading (it does show up for the party member who does have proficiency and is joining with a regular instrument), not sure if that's intended or causing any issues. Didn't notice them being off beat or anything but I haven't tested it more than a couple times. 

    I'm on Patch 6 and don't have script extender (I'm on Mac) if that makes a difference. I added this to a save in progress and have this at the top of my load order - the only mod I have that I imagine could have a conflict is NoAnnoyingVFX (passive). 

    Thanks again for the mod!
    1. bluesatin
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      I'm on Patch 6 and don't have script extender (I'm on Mac) if that makes a difference.
      The script-extender functionality should only be for updating a couple of local-templates that won't automatically pick up changes if they already exist in a save-game. I think it's primarily only 'Lahula's Lute' that should be affected. Without Script-Extender to update the local-template, it doesn't have a unique stat-entry to be able to give it the new Passive I made for it, by default it just uses the stats of the base lute item.

      A small issue I'm having: When I perform sometimes people get stuck either standing still or as if they are still listening to the performance once I stop playing. 
      1) Just for confirmation, you mean random NPCs that have walked up to listen to your performance?

      2) When this happens after a performance, is your character getting the 'Expert Performance' buff during the performance?

      3) If you cancel the performance quickly before the performance check happens, does this still occur? Or does it only occur if you wait for the performance check to happen (which would then cause the NPCs to want to toss you some coin)?

      Also, for performers who are joining in with the apprentice instruments the perform icon doesn't shine to indicate they can play along at the same tune as whoever is leading (it does show up for the party member who does have proficiency and is joining with a regular instrument), not sure if that's intended or causing any issues. Didn't notice them being off beat or anything but I haven't tested it more than a couple times. 
      The highlighting does seem to function on my end, so some of these issues might be due to something else overriding some of the things that this mod changes (or it might just be a bug on the Mac build or something). I'd recommend trying to put it at the bottom of the load-order to see if that changes anything (so it loads after everything else, so nothing else can override its changes).

      the only mod I have that I imagine could have a conflict is NoAnnoyingVFX (passive). 
      My mod shouldn't conflict with that one for reference, from the looks of things the mod author did a great job of making it super compatible, as it doesn't change any properties about the actual spells/buffs. All it does is modify the actual VFX-effect files so they no longer produce any glows/particles etc... So the spells/buff entries all still use the exact same effects as normal, it's just that those VFX no longer do anything.
    2. CorlanDashiva
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      Moved the mod to the bottom of my load order to see if it fixes some of these issues.

      1) Yes I mean NPCs who come over to listen to the performance. 

      2) Yes my avatar is the one starting the performance and does have the 'expert performance' passive when performing. 

      3) It doesn't happen when I cancel it immediately, I've only seen it happen when they stick around to toss a coin. If they are stuck in the listening animation they seem to be stuck waiting to toss a coin. Just tested a couple times and saw it's still happening, albeit rarely. If they're waiting to toss a coin talking to them snaps them out of it then they toss a coin. Talking doesn't fix those who are just stuck standing idly after a performance, but to be fair I've only seen this happen twice and it was before I moved the mod to the bottom. I'll post if it happens again now that I've moved it to the bottom. 

      Also the highlighting works for apprentice performers now after moving the mod to the bottom. Just needed to unequip them reequip the instrument. 

      Thanks for your help and once again thanks for the mod, love it!
    3. bluesatin
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      I think the toss-coin thing is triggered by a base-game Osiris story-script, so it's probably not an issue with the changed listening behaviour-script I had to write to get one of the instrument effects working. But I did have to change the toss-coin skill to essentially do nothing with no animation, and then that triggers one of two other skills that changes depending on if you did a normal or expert performance.

      1) If you can test whether this occurs with just a 'normal performance' (non-expert), that'd be very useful in diagnosing whether it's an issue with the parent skill, or whether it's an issue with secondary bonus-coin skill. You may have to like temporarily respec another character that doesn't have good Charisma, and give them a level in Bard to get Musical-Instrument proficiency (so you don't get a poor performance).
    4. CorlanDashiva
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      I've tested a few more times with a regular performer and an expert performer and I've only seen it happen with an expert performer. I've seen it happen when they play alone and when others join in. 

      Also, I have to keep unequipping and reequipping apprentice intstruments to get their icons to highlight to join in on an expert performance. I've only not had to do that once or twice, seems inconsistent. 
    5. CorlanDashiva
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      Also just realized I am using a mod that gives me musical proficiency, 'Nath Interesting Drow'. It gives advantage on performance checks and musical proficiency to Seldarine Drow. I imagine it's just enabling those vanilla features for my character but I figured it might be worth mentioning in case that's somehow causing any conflicts. It is above your mod as I've moved your mod to the bottom of my load order. 
    6. bluesatin
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      Thanks for going through the effort of extra testing, it's very useful.

      From a quick look at that Nath's Interesting Drow, that shouldn't be an issue as it doesn't mess with the same things this mod messes with. It just adds a couple of new passives to the Drow progressions, rather than modifying existing statuses etc. that might interact poorly with this mod.
      ----
      The spell highlighting not updating until you re-equip the instruments might just be some annoying Mac version bug, I know the icon updating system is a bit buggy and doesn't properly trigger an update in some circumstances on Windows (I've noticed things sometimes staying greyed out until you do something else that triggers a re-check/refresh of the action-bar area).

      1) Out of interest does it update/highlight the icon if you drag and move the icon to another hotbar slot? I think when I encountered that icon not-updating bug, moving the icon to a new slot caused it to refresh and properly update (that'd help confirm it's the same issue I ran into, but doesn't really fix it unfortunately 😔).
      ----
      If the NPC freezing only happens with an Expert Performance (and not with a standard one), it seems most likely to be an issue with how the mac version handles the different spell-type I used for that multi-coin toss. I had to use a ProjectileStrike rather than a Projectile, which are the rare NPC skills that cast an AOE but have multiple projectiles randomly strike that area (which I needed to splay the coins out rather than all on-top of each other). There's only like 4-5 in the game, and they're only NPC skills. I don't even know if they're actually used in-game, or if they're just development left-overs, so that spell-type might just not work very well in general.

      I'll have a look at releasing a revision that strips out that cludge I had to do with 2 separate spells and that ProjectileStrike spell-type, so the bonus coins are all just stacked inside of each other (I couldn't figure out a way of spawning a stack of items like you do when dropping a stack, I should probably take another look at doing that rather than forcing people to repeatedly click to pick up the bonus coins).
  9. bahbus
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    I have two quick questions:
    -Would you ever consider releasing a version for just the dyeable instruments without anything else?
    -Since you and this mod are the only ones that I'm aware of that add dyeable to the normally non-dyeable, would you ever consider a new mod that will actually dye shields?

    Thank you for the work, and I'll still be marking this for use in my next playthrough regardless.
    1. bluesatin
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      Would you ever consider releasing a version for just the dyeable instruments without anything else?
      I'll have a look at doing that, it shouldn't be massively difficult to split that part out. It's a good idea now that I've added some more things to this mod that are more likely to cause compatibility issues or add things that people don't really want and just want the dye support.
      Since you and this mod are the only ones that I'm aware of that add dyeable to the normally non-dyeable, would you ever consider a new mod that will actually dye shields?
      That was actually what I was originally wanting to do when I started looking into how to make the dye-maps originally, I think it'd probably be on the next mod I would want to make after I've at least finished adding a couple more things to this mod (And I still need to figure out a thematically appropriate and interesting feature for Lohse's Lute, but I've been struggling to think of an interesting trigger and effect that are some sort of trade-off rather than a direct buff).

      I think if I start working on it, I'll make sure to wait for after the next major patch, in case it's one thing that Larian adds themselves. As from what I remember, the Shields are setup to actually accept dyes but there's just no dye-maps actually attached to them, so it seems like they might have been planning to do it but never actually implemented them at release.

      Although I imagine it might be a lot of work to get the shields looking half-decent (since there's a lot of them). And I imagine that like with some of the instruments (the Violin in particular), their base-textures might not be very well setup for blending with the dye-maps. Which means I'd also have to start messing with the base-textures, and I'm not sure how you do that cleanly, as my first test at doing it with the Violin caused some wonky appearance problems. I just need to spend some time figuring out the method of doing it properly by messing with the material definition files that link up all the textures and defines how they all blend together etc.
    2. bahbus
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      As from what I remember, the Shields are setup to actually accept dyes but there's just no dye-maps actually attached to them
      Yep yep. They either meant to or, like, copy pasta'd "is dyeable" across all armors and forgot that it would apply to shields.

      If you ever do start on them, I wish you luck and hope that the base textures are happy to blend. I can code, but I'm useless when it comes to anything graphics related.
    3. bluesatin
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      Yep yep. They either meant to or, like, copy pasta'd "is dyeable" across all armors and forgot that it would apply to shields.
      Oh now you mention it, it might have just been that. I remember there being quite a few things specifically referencing armour, and it'd make sense shields might have been set to inherit from some type of armour as their base somewhere along the line, and it'd be easy to overlook disabling the dyeable flags. That gives me some encouragement to at least taking a look and start preparing all the references/extracted textures.

      Thanks for the reminder by the way, it gives me some more motivation to at least have a look into it.

      Hope you have a lovely week! :)
    4. bahbus
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      Hope you have a lovely week! :)
      You too!

      Plus, with what I just saw about the upcoming modding toolset, it sounds like your life is about to get waaaay easier if you aren't already apart of the closed alpha!
    5. ladyadara
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      I would love for instruments to be dyeable.
    6. bluesatin
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      Just as an update, I've added a standalone dye-support version of the mod into the 'Optional Files' download section, for those just wanting that portion of the mod without all the other changes.

      Hopefully I didn't forget anything and included all the files actually needed, if there's any issues let me know. :)
    7. ladyadara
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      I think I'm confused. Is this only for the instruments in this mod or does it work with all? It won't dye any of my instruments.
    8. bluesatin
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      Knew I'd forget a file, it worked when I quickly tested it due to my custom personal change mod still being enabled; but I forgot to include the stat file that adds all the instruments to the dyeable item-combo category (so they had the correct textures/materials, you just couldn't actually combine them with a dye).

      Hopefully the new standalone dye-support version (0.1.0.6) should have fixed that and they should be dyeable now. :)
    9. bluesatin
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      Just as a heads up for the people interested, I got around to making the dye-maps for shields:
      BG3 - Dye Support for Shields
  10. vicotia
    vicotia
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    Hi! I don't know if it's just me and my load order or smth else, but for some reason Tutorial Chest addon in version 4.0 is making my load order reset. Previous versions of the same addon worked just fine for me. I apologize if that's on my side, but I thought I'd let you know 
    1. bluesatin
      bluesatin
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      For reference, the old version of that add-on should still be listed at the bottom of the download page in case it's completely breaking things. 

      And thanks for the heads up, knowing about issues is always useful (and is most likely something I messed up, I think the new version I uploaded today included the dependency requirement of the base mod in it's meta.xml file).

      1) And when you say it's resetting your load order, do you mean when you save the order and then boot the game, it just resets each time?

      2) What mod-loader are you using out of curiosity?
    2. vicotia
      vicotia
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      Thank you so much for the reply! I will use older version for now, but it's not really that big of a deal. 
      1) Yes, this is what I meant - whenever I place the mod in the load order and save+export it to the game, and start the game, all of my mods are disabled and the load order is resetted. Also, it seemed to be not just placing the mod in active tab - but also just having it in my mods folder. But I used the addon together with main mod - all most recent versions.
      2)LaughingLeader's BG3 Mod Manager! ^^
    3. bluesatin
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      Thanks for the extra info, useful to have (especially about it also happening even when the mod is installed, but disabled).

      Thinking about it, that sounds more like I've messed up the formatting of a file or something and it's an invalid mod file. I think if the game tries to load/parse an invalid mod file and fails, it ends up disabling them all as a safety measure to get the game to boot.

      I'll try take a look at it tomorrow, especially since I noticed that I messed something else up with the Leaky Cask Drum again. I ended up with someone triggering it and they started exploding like 20x a second repeatedly, like it was some sort of Fist of the North Star special attack.
    4. girlstandstill
      girlstandstill
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      This same thing happened to me with the tutorial add on version. It was working with all of my mods up until I updated the tutorial chest version. The modsettings file would reflect everything just fine when I looked at it but when I booted up the game my load order was reset & the only thing on the modsettings file was the gustav bit, all other mods had disappeared. I removed the tutorial version & everything worked fine like normal, my modsettings wasn't reset. 
    5. bluesatin
      bluesatin
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      Just for reference, hopefully the newer tutorial-chest add-on version should no longer cause that issue and thanks everyone for quickly reporting the issue, and including useful details to help me identify and diagnose the issue, I don't usually run the optional bits so I can more easily overlook issues with them.

      I gave up trying to actually specify the main-mod as a dependency (which seemed to be what was causing the issue), I assume you might have to link exact mod versions or something; and I don't want to be constantly updating the optional add-on to match the main-mod version etc.

      The update to the optional add-on should only really change the mod-name and change the tutorial-chest instruments to be worth 1gp as well (so the new version isn't super required, the original version is still up just in case). Wanted to prevent any large gold-boosts people might get accidentally due to having a bunch of the uncommon instruments at the start of the game or whatever.
    6. BigBozat
      BigBozat
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      fwiw, these kinds of issues -- with all mods getting disabled & resetting, so saves won't load -- usually mean a borked file structure OR meta.