If you are asked to provide Script Extender log but doesn;t know what that is: Find ScriptExtenderSettings.json in your BG3/bin installation folder, where BG3.exe application is Edit it so the file has 2 extra lines between the starting '{' and the ending '}' "LogDirectory": "My Documents", "LogRuntime": trueThis will create a folder in BG3/bin called My Documents storing all logs made by the script extender whenever you exit the game If you want to see real-time logging add another line between those 2 above "CreateConsole": true,This will create a SE console window whenever you launch BG3, note that closing this window also closes the game
PATCH 8 INFO According to feedback the mod works fine on patch 8, now to wait if there's actually no problem or it's a slow burning one that'll crop up in the future
Yes it kept making my game freeze during combat and i tried various older MCMs and it still would not work. Ended up unistalling REL SE and then it worked fine. I tried looking at my loot lists in the files as well to try and find a list v2 but it was blank even though i have tons of mods equipment mods. The list V2 issue I believe only happened I switched from the most recent MCM. At first I was getting the blacklist and cosmetic error, so I switched to the older MCM (tried many) all of them no longer had the blacklist/ cosmetic issues but did have the v2 issue.
I spoke to Volitio (MCM author) about this and he suspect whatever version MCM you used was very outdated. For reference, what's the latest version of MCM you have in your load order that caused this issue ?
So I originally tried it with the newest MCM and newest REL SE and I kept getting the blacklist and cosmetic errors. So I switched through to the previous versions, did that multiple times going further and further back until going to version 1.25 beta. That is when the blacklist and cosmetic bugs stopped but the listv2 started. I even jumped around to version before 1.25. At this point I don't care what version of either MCM or REL SE I have to use. Just need help figuring this out. Is there a way to fix the blacklist and cosmetic bugs yet?
Thanks for getting back to me, I really appreciate all the help I can get!
send the REL_SE setting file to me then ? i'll see if it happens on my end, what exactly is the blacklist and cosmetic error you saw ? you only posted the listv2 error
Hello again, so I think the issue may of fixed itself. For now at least.. I downloaded the newest version of this and I believe I’m using version 1.25 of MCM, for whatever reason the list v2 thing that I was talking about is no longer in a red a font and my game is no longer freezing during combat. I downloaded the infinite turn fix mod the other day so maybe that has to do with it? Regardless I did have another question, so I’ve been using the ancient mega pack mod that has REL within it. I see under requirements for this mod it says REL is required, do you know if the REL within the ancient mega pack is enough to work with this mod ? I think that between the two it’s working but kind of hard to tell as I haven’t made that drastic of a change in the loot settings. Is there a way to tell otherwise? And would I need the loot list for ancient mega pack or would it just automatically work since it already has REL programmed into it? I did try to find my loot lists but the txt in my files is just blank even though I have many equipment mods that are working. Is there any other place to find the actual loot list? thanks for the help!
I did have another question, so I’ve been using the ancient mega pack mod that has REL within it. I see under requirements for this mod it says REL is required, do you know if the REL within the ancient mega pack is enough to work with this mod ? I think that between the two it’s working but kind of hard to tell as I haven’t made that drastic of a change in the loot settings. Is there a way to tell otherwise? And would I need the loot list for ancient mega pack or would it just automatically work since it already has REL programmed into it? I did try to find my loot lists but the txt in my files is just blank even though I have many equipment mods that are working. Is there any other place to find the actual loot list?
+ Any of Paramonov's REL works just fine, mod.io version also works last time i checked + No, you need to run REL Generator, found on Nexus, it reads them items from other mods and put them into files REL_SE can use, note that reviewing everything is reccomended, since the its author seems to no longer active, and at its present state the tool have some misidentification issues regarding item rarity and type (handaxe for gloves, etc.) + The loot list is stored in AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender\LootList.txt, if it's empty, then you either haven't run the Generator, or the Generator gave every item to REL instead
I guess I actually spoke too soon. I thought it was working since it didn’t freeze but I looked at my script extender console and it kept saying something along the lines of being “out of items and too add more items to the queue via generator”. I thought I wouldn’t need the generator since the main mod pack I want to change the drop rate of is the ancient mega pack and that already has REL within it ? Sorry for another long message but how exactly do I go about dealing with this ? Seems like no matter what I do there’s always something going wrong and when I originally tried to download the generator It would not work.. Have tried to find the loot lists txt also and the one I find is just blank. If you could point me in the direction of how to get the generator working or whatever I need to make this I work, I would greatly appreciate it.
i have noted in my description that this mod would absolutely be useless without the Generator providing it items what error does the generator give you ? can i see a screenshot ?
I really hope you gonna answer me sometime soon, I have problems with the mod and now even enemies barely drop anything. First off, ritual and gacha stuff doesnt work. Ritual quite literally does nothing, Ive tried on multiple different containers and sometimes 1 item just gets poofed or nothing happens. Reroll kinda works, gold get taken and the loot distributed tag is gone, but the chest is always empty anyways. I wanted to set up loot so that we get a lot of items (we have about 1000+ extra magic items including other mods so ye), but today's session dropped us nothing. Please help mate.
i'll need to see your log at the time you were trying ritual and gacha. or just full log in general, additionally your MCM settings file of REL_SE i can't help you without them.
I frantically looked at REL mod and generator stuff, and now I use REL Full Vanilla, generated the items that are not static (some other mods), and it now all works, drops, gacha, and rituals, on the other hand, id like to ask, if I set the dice roll to 5/10, its basically 50% to drop something right? as long as my uncommon/rare/vrare/legendary stuff is total 100
that's nice to know! what 'dice roll' are you refering to ? if it's dice size then it's there for edge cases wherea a roll that is decidedly 1 tier with a small size can become 1 tier higher due to rounding error if you set all 4 tiers to add up to 100% you always get something when REL_SE in involved, if you want 50/50 then adjust them so their total is 50%
1, regardless of the dice size, if you want to change the number of loot, find options with Multiloot in their name to adjust, by default all of them are 1, if you set to 5 with your total chances = 100%, you always get 5 items
After updating MCM, all the content in the blacklist disappeared. Additionally, checking 'Enable Weighted Drops' does not bring up the subsequent options. Rolling back to the previous MCM version fixes the issue. Is this an MCM problem, or does the MCM module for REL SE need to be updated?
It seems to be an issue with the MCM update. I rolled back to MCM version 1.19, and it works fine now. It shouldn't have anything to do with REL SE or translation. Sorry for the inconvenience.
i just tested with MCM 1.25 BETA + The blacklist reset button and the 'Enable Weighted Drops' subsequent options work + the Cosmetic error is confirmed
It seems to be an MCM update issue, i'll see if i can fix the cosmetic thing on my end error doesn't show up if i use hot-loaded file instead of pak , i'll reupload the latest version to make sure
can confirm blacklist works now. only remaining is
[Mod Configuration Menu][WARN][C]: Missing value for setting 'Cosmetic drop rate' required for visibility condition in mod 'REL_SE'. Please contact Eumeta.
posts 6 lines of it then moves on. this mgiht be it in the blueprint?
{ "Id": "Cosmetic", "Name": "Cosmetic drop rate", "Type": "slider_float", "Default": 10, "Description": "The general chance of dropping a cosmetic item while looting. \n\nThis is reduced for chests, and is independent from other drop rates", "Options": { "Min": 0, "Max": 100 } }
MCM has a very poor framework for dependencies even though it rolls out 15 init files. I ran a check on where it usually crashes and got this.
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 [MCM DEBUG] Loading: Server/MCMServer.lua bg3se::lua::State::LoadScript(): Failed to execute script: [string "BG3MCM/Server/MCMServer.lua"]:2: attempt to index a nil value (global '_Class') stack traceback: BG3MCM/Server/MCMServer.lua:2: in main chunk [C++ Code]: in field 'Include' builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6> (...tail calls...) BG3MCM/Shared/SafeRequire.lua:9: in function <BG3MCM/Shared/SafeRequire.lua:7> [C++ Code]: in function 'pcall' BG3MCM/Shared/SafeRequire.lua:7: in global 'RequireFiles' BG3MCM/Shared/_Init.lua:2: in main chunk [C++ Code]: in field 'Include' builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6> (...tail calls...) BG3MCM/BootstrapClient.lua:1: in main chunk [C++ Code]: in field 'Include' builtin://Libs/ModLoader.lua:71: in method 'LoadBootstrap' builtin://BuiltinLibrary.lua:29: in function <builtin://BuiltinLibrary.lua:28> [MCM DEBUG] Loading: Server/EventHandlers.lua [MCM DEBUG] Loading: Server/SubscribedEvents.lua bg3se::lua::State::LoadScript(): Failed to execute script: [string "BG3MCM/Server/SubscribedEvents.lua"]:3: attempt to index a nil value (global 'CommandRegistry') stack traceback: BG3MCM/Server/SubscribedEvents.lua:3: in main chunk [C++ Code]: in field 'Include' builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6> (...tail calls...) BG3MCM/Shared/SafeRequire.lua:9: in function <BG3MCM/Shared/SafeRequire.lua:7> [C++ Code]: in function 'pcall' BG3MCM/Shared/SafeRequire.lua:7: in global 'RequireFiles' BG3MCM/Shared/_Init.lua:2: in main chunk [C++ Code]: in field 'Include' builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6> (...tail calls...) BG3MCM/BootstrapClient.lua:1: in main chunk [C++ Code]: in field 'Include' builtin://Libs/ModLoader.lua:71: in method 'LoadBootstrap' builtin://BuiltinLibrary.lua:29: in function <builtin://BuiltinLibrary.lua:28> bg3se::lua::State::LoadScript(): Failed to execute script: [string "BG3MCM/Shared/_Init.lua"]:8: attempt to call a nil value (field 'SubscribeToEvents') stack traceback: BG3MCM/Shared/_Init.lua:8: in main chunk [C++ Code]: in field 'Include' builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6> (...tail calls...) BG3MCM/BootstrapClient.lua:1: in main chunk [C++ Code]: in field 'Include' builtin://Libs/ModLoader.lua:71: in method 'LoadBootstrap' builtin://BuiltinLibrary.lua:29: in function <builtin://BuiltinLibrary.lua:28> [MCM DEBUG] Loading: Server/MCMServer.lua [MCM DEBUG] Loading: Server/EventHandlers.lua [MCM DEBUG] Loading: Server/SubscribedEvents.lua bg3se::lua::State::LoadScript(): Failed to execute script: [string "BG3MCM/Client/_Init.lua"]:8: attempt to call a nil value (field 'SubscribeToEvents') stack traceback: BG3MCM/Client/_Init.lua:8: in main chunk [C++ Code]: in field 'Include' builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6> (...tail calls...) BG3MCM/BootstrapClient.lua:2: in main chunk [C++ Code]: in field 'Include' builtin://Libs/ModLoader.lua:71: in method 'LoadBootstrap' builtin://BuiltinLibrary.lua:29: in function <builtin://BuiltinLibrary.lua:28> ecl::ScriptExtender::OnGameStateChanged(): Loaded module
Hey,I try to set the blacklist, but it show nothing exclude exclusion list(blank). I also press the Reset Loot List button , but it seems nothing change.
Is there a way to remove both moded and vanilla items from containers and only have container loot be random? Now it looks like containers both modded and vanilla have their intended loot and radnom items generate on top of it
this cannot be done, not in the way you mean. if i remove all items before you open the container, then REL_SE will spawn your loot, which is 100% modded items. Vanilla items are added to the container when you enter the sub-region it's in, so they're already there before you touch the container. The default setting is a modded item (if rolled successfully) will be added to the container regardless of what's already in there. There's a setting to disable this for unique items already in the chest, but no wiping all items.
Hello, it seems that the Chinese localization file has failed. I was wondering if you could create a localization XML file for Mcm in the original mod? This would make it more convenient for translators to create translation PAKs for your mod! Additionally, this mod works perfectly in Patch 8! Your other mod, Clone Enemy, also functions without any issues. My version of SE is v23.
is there any way to have common items spawn more then uncommon ones every 2nd and third corpse has an uncommon item its filling up my inventory lol. and I doubt theres that many uncommon items in realism to make them so common accross the sword coast.
REL_SE doesn't have any control over common items nor is it designed to include them If you see uncommon items too often then perhaps lower their drop rates ? bear in mind that it would have no impact on uncommon items added by the game system, only to REL_SE
sad day, insane the amount i pickup i seriously doubt like realism/lore wise theres more uncommon items on the sword coast to supply the sword coast for 25 generations of uncommon items then there are every day average items XD
lmao some playthroughs i had so many items i started Act 2 with imba legendary kits from trading in all the useless equipments for higher tier ones, eh it's definitely not lore-friendly, but i run uber difficulty mods so yeah.
Also, I hope there could be a feature that adjusts the drop rate based on the mob’s level via a formula. If it’s too troublesome, that’s fine—the original system of scaling drop rates with the player’s level is already quite good. However, it creates a loophole where players avoid looting early on and only start collecting items after leveling up.But this is also a valid playstyle, so it's just a suggestion.
i can do that, problem is how it would interact with the level-based drop rate, safest bet would be each being exclusive to the other, how would that sound to you ?
I didn't overthink it—my initial concept was simply making them mutually exclusive1. Interaction through additive/multiplicative calculations could work too, though it doesn't feel strictly necessary. Honestly, this mechanic plays also really fun now. Intentionally avoiding looting early-game to save up for better late-game rewards creates a unique strategic layer.I'm so glad I didn't skip this mod just because it seemed troublesome at first. Thanks again!
Hello! I have two questions) I have a lot of items integrated and I want to get them all for completing the game, I configured the MSM for myself so that everything works out. 1. BUT, I don't know how many spawn points there are for REL SE (I saw a page in Articles that there are 110 of them in Act 1), and if you know how many of these points there are, I would be very grateful for the information. 2. And the second question, if the loot list runs out of items of a certain rarity, how will the mod work? For example, if uncommon items run out in the loot list, will the mod give out items of a different rarity instead? If not, is it possible to configure this? Because the loot list has approximately the same number of items of a certain rarity, but the drop chance settings are different.
1. It depends on how you configure the MCM, at baseline all chests , hidden stashes are possible spawn points, which should add up to around 150-ish, you can include enemy corpses, or set everything as possible spawn points too, The 'points' are not based on locations, but on the item's name, once i add a name in, every object having that name counts as a possible spawn point too, so i really don't know the exact count 2. it's a trickle down situation, if the mod decides you get a rare item but there's no rare item present, it'll move down a tier -> select an uncommon item instead, there's no setting for this
995 comments
Find ScriptExtenderSettings.json in your BG3/bin installation folder, where BG3.exe application is
Edit it so the file has 2 extra lines between the starting '{' and the ending '}'
"LogDirectory": "My Documents",
This will create a folder in BG3/bin called My Documents storing all logs made by the script extender whenever you exit the game"LogRuntime": true
If you want to see real-time logging add another line between those 2 above
"CreateConsole": true,
This will create a SE console window whenever you launch BG3, note that closing this window also closes the gamePATCH 8 INFO
According to feedback the mod works fine on patch 8, now to wait if there's actually no problem or it's a slow burning one that'll crop up in the future
[Mod Configuration Menu][WARN][C]: No validator found for setting type: list_v2. Please contact the mod author about this issue.[Mod Configuration Menu][WARN][C]: Invalid value for setting 'BlackList' (value: { "elements" : [ { "enabled" : true, "name" : "Adventure Backpack" }, { "enabled" : true, "name" : "Assassin's Pouch" }, { "enabled" : true, "name" : "Bombardier's Satchel" }, { "enabled" : true, "name" : "Boundless Quiver" }, { "enabled" : true, "name" : "Collector's Scroll Tome" }, { "enabled" : true, "name" : "Extradimensional Storage" }, { "enabled" : true, "name" : "Fortified Elixir Case" }, { "enabled" : true, "name" : "Fortified Potion Case" }, { "enabled" : true, "name" : "Master Sorting Pack" }, { "enabled" : true, "name" : "Rack of Dyes" }, { "enabled" : true, "name" : "Reader's Book Stack" }, { "enabled" : true, "name" : "Reader's Book Stack" }, { "enabled" : true, "name" : "Trinket Lockbox" }, { "enabled" : true, "name" : "Trunk of Armament" }, { "enabled" : true, "name" : "Trunk of Protection" }, { "enabled" : true, "name" : "Vanity Wardrobe" } ], "enabled" : true}), resetting it to default value from the blueprint ({ "elements" : [ { "enabled" : true, "name" : "Adventure Backpack" }, { "enabled" : true, "name" : "Assassin's Pouch" }, { "enabled" : true, "name" : "Bombardier's Satchel" }, { "enabled" : true, "name" : "Boundless Quiver" }, { "enabled" : true, "name" : "Collector's Scroll Tome" }, { "enabled" : true, "name" : "Extradimensional Storage" }, { "enabled" : true, "name" : "Fortified Elixir Case" }, { "enabled" : true, "name" : "Fortified Potion Case" }, { "enabled" : true, "name" : "Master Sorting Pack" }, { "enabled" : true, "name" : "Rack of Dyes" }, { "enabled" : true, "name" : "Reader's Book Stack" }, { "enabled" : true, "name" : "Reader's Book Stack" }, { "enabled" : true, "name" : "Trinket Lockbox" }, { "enabled" : true, "name" : "Trunk of Armament" }, { "enabled" : true, "name" : "Trunk of Protection" }, { "enabled" : true, "name" : "Vanity Wardrobe" } ], "enabled" : true}).
Thanks for getting back to me, I really appreciate all the help I can get!
Regardless I did have another question, so I’ve been using the ancient mega pack mod that has REL within it. I see under requirements for this mod it says REL is required, do you know if the REL within the ancient mega pack is enough to work with this mod ? I think that between the two it’s working but kind of hard to tell as I haven’t made that drastic of a change in the loot settings. Is there a way to tell otherwise? And would I need the loot list for ancient mega pack or would it just automatically work since it already has REL programmed into it? I did try to find my loot lists but the txt in my files is just blank even though I have many equipment mods that are working. Is there any other place to find the actual loot list?
thanks for the help!
+ No, you need to run REL Generator, found on Nexus, it reads them items from other mods and put them into files REL_SE can use, note that reviewing everything is reccomended, since the its author seems to no longer active, and at its present state the tool have some misidentification issues regarding item rarity and type (handaxe for gloves, etc.)
+ The loot list is stored in AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender\LootList.txt, if it's empty, then you either haven't run the Generator, or the Generator gave every item to REL instead
what error does the generator give you ? can i see a screenshot ?
Not sure what I have to change, ive seen people talking about this issue but am not totally sure what I need to fix to make the program work.
First off, ritual and gacha stuff doesnt work. Ritual quite literally does nothing, Ive tried on multiple different containers and sometimes 1 item just gets poofed or nothing happens. Reroll kinda works, gold get taken and the loot distributed tag is gone, but the chest is always empty anyways. I wanted to set up loot so that we get a lot of items (we have about 1000+ extra magic items including other mods so ye), but today's session dropped us nothing. Please help mate.
what 'dice roll' are you refering to ? if it's dice size then it's there for edge cases wherea a roll that is decidedly 1 tier with a small size can become 1 tier higher due to rounding error
if you set all 4 tiers to add up to 100% you always get something when REL_SE in involved, if you want 50/50 then adjust them so their total is 50%
+ The blacklist reset button and the 'Enable Weighted Drops' subsequent options work
+ the Cosmetic error is confirmed
It seems to be an MCM update issue, i'll see if i can fix the cosmetic thing on my end
error doesn't show up if i use hot-loaded file instead of pak , i'll reupload the latest version to make sure
[Mod Configuration Menu][WARN][C]: Missing value for setting 'Cosmetic drop rate' required for visibility condition in mod 'REL_SE'. Please contact Eumeta.
posts 6 lines of it then moves on. this mgiht be it in the blueprint?
{
"Id": "Cosmetic",
"Name": "Cosmetic drop rate",
"Type": "slider_float",
"Default": 10,
"Description": "The general chance of dropping a cosmetic item while looting. \n\nThis is reduced for chests, and is independent from other drop rates",
"Options": {
"Min": 0,
"Max": 100
}
}
and
"VisibleIf": {
"Conditions": [
{
"SettingId": "Cosmetic drop rate",
"ExpectedValue": 0,
"Operator": "!="
}
]
}
i think setting id isnt right? It pops up 6 times occurring as "Cosmetic drop rate"
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
[MCM DEBUG] Loading: Server/MCMServer.lua
bg3se::lua::State::LoadScript(): Failed to execute script: [string "BG3MCM/Server/MCMServer.lua"]:2: attempt to index a nil value (global '_Class')
stack traceback:
BG3MCM/Server/MCMServer.lua:2: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6>
(...tail calls...)
BG3MCM/Shared/SafeRequire.lua:9: in function <BG3MCM/Shared/SafeRequire.lua:7>
[C++ Code]: in function 'pcall'
BG3MCM/Shared/SafeRequire.lua:7: in global 'RequireFiles'
BG3MCM/Shared/_Init.lua:2: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6>
(...tail calls...)
BG3MCM/BootstrapClient.lua:1: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/ModLoader.lua:71: in method 'LoadBootstrap'
builtin://BuiltinLibrary.lua:29: in function <builtin://BuiltinLibrary.lua:28>
[MCM DEBUG] Loading: Server/EventHandlers.lua
[MCM DEBUG] Loading: Server/SubscribedEvents.lua
bg3se::lua::State::LoadScript(): Failed to execute script: [string "BG3MCM/Server/SubscribedEvents.lua"]:3: attempt to index a nil value (global 'CommandRegistry')
stack traceback:
BG3MCM/Server/SubscribedEvents.lua:3: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6>
(...tail calls...)
BG3MCM/Shared/SafeRequire.lua:9: in function <BG3MCM/Shared/SafeRequire.lua:7>
[C++ Code]: in function 'pcall'
BG3MCM/Shared/SafeRequire.lua:7: in global 'RequireFiles'
BG3MCM/Shared/_Init.lua:2: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6>
(...tail calls...)
BG3MCM/BootstrapClient.lua:1: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/ModLoader.lua:71: in method 'LoadBootstrap'
builtin://BuiltinLibrary.lua:29: in function <builtin://BuiltinLibrary.lua:28>
bg3se::lua::State::LoadScript(): Failed to execute script: [string "BG3MCM/Shared/_Init.lua"]:8: attempt to call a nil value (field 'SubscribeToEvents')
stack traceback:
BG3MCM/Shared/_Init.lua:8: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6>
(...tail calls...)
BG3MCM/BootstrapClient.lua:1: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/ModLoader.lua:71: in method 'LoadBootstrap'
builtin://BuiltinLibrary.lua:29: in function <builtin://BuiltinLibrary.lua:28>
[MCM DEBUG] Loading: Server/MCMServer.lua
[MCM DEBUG] Loading: Server/EventHandlers.lua
[MCM DEBUG] Loading: Server/SubscribedEvents.lua
bg3se::lua::State::LoadScript(): Failed to execute script: [string "BG3MCM/Client/_Init.lua"]:8: attempt to call a nil value (field 'SubscribeToEvents')
stack traceback:
BG3MCM/Client/_Init.lua:8: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/FileLoader.lua:34: in function <builtin://Libs/FileLoader.lua:6>
(...tail calls...)
BG3MCM/BootstrapClient.lua:2: in main chunk
[C++ Code]: in field 'Include'
builtin://Libs/ModLoader.lua:71: in method 'LoadBootstrap'
builtin://BuiltinLibrary.lua:29: in function <builtin://BuiltinLibrary.lua:28>
ecl::ScriptExtender::OnGameStateChanged(): Loaded module
it stems from global _class activation time.
I also press the Reset Loot List button , but it seems nothing change.
I found some error in SE consloe window.
The default setting is a modded item (if rolled successfully) will be added to the container regardless of what's already in there. There's a setting to disable this for unique items already in the chest, but no wiping all items.
i'll update a file with all the handle IDs used in the game and the MCM UI later in the day
If you see uncommon items too often then perhaps lower their drop rates ? bear in mind that it would have no impact on uncommon items added by the game system, only to REL_SE
1. BUT, I don't know how many spawn points there are for REL SE (I saw a page in Articles that there are 110 of them in Act 1), and if you know how many of these points there are, I would be very grateful for the information.
2. And the second question, if the loot list runs out of items of a certain rarity, how will the mod work? For example, if uncommon items run out in the loot list, will the mod give out items of a different rarity instead? If not, is it possible to configure this? Because the loot list has approximately the same number of items of a certain rarity, but the drop chance settings are different.
I would be very glad for any help!
The 'points' are not based on locations, but on the item's name, once i add a name in, every object having that name counts as a possible spawn point too, so i really don't know the exact count
2. it's a trickle down situation, if the mod decides you get a rare item but there's no rare item present, it'll move down a tier -> select an uncommon item instead, there's no setting for this