0 of 0

File information

Last updated

Original upload

Created by

Eumeta

Uploaded by

mjthefirst

Virus scan

Safe to use

93 comments

  1. mjthefirst
    mjthefirst
    • supporter
    • 26 kudos
    Sticky
    Apologies for the sudden hidden status. There were problems with the codes before ver 1.3 release:
    + The bad news: the previous versions functionally didn't work as advertised, but maliciously harmed your QoL .The game is extremely good at recovering data from missing parts. This means brute force deleting clutter entries in trader inventories will be reverted upon loading a new save. What's worse, you probably noticed your game being stuck at 0% on loading, or ~ 33 % on returning to menu, or outright ctds if enough entries are deleted. This is the unintended consequences of my code. I wasn't aware of this until euph reported some oddities with the game.
    + The good news: The new updates of version 1.3 dealt with the issues above , you should no longer experience those disruption.

    For people wondering why I removed 1.4 beta: It doesn't work like it should, and I have no luck trying to make it work, so back to 1.3
    1. euph
      euph
      • premium
      • 31 kudos
      Well, that was an interesting ride to be sure. I'm glad what I reported helped you figure out what was going on :)
      Once again, thanks for your work.
  2. yangyangmeiiii
    yangyangmeiiii
    • premium
    • 37 kudos
    I've noticed that the names of items already added in MCM are in English. Do these English-named items work well for Chinese players? When you're adding new items, should you input their English names or Chinese names? 
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      Unfortunately no, you need to add their names in Chinese into the MCM if you're playing in Chinese localisation.
      The alternative is that i'd need to dissect the Chinese localisation file, then match all the English names to their Chinese counterpart, then add a separate option bar for non-English player, which would take a while, come back in, say 3 days, i have no idea how it would play out though, since i only know English
    2. yangyangmeiiii
      yangyangmeiiii
      • premium
      • 37 kudos
      Thank you for your answers! I can add the content in Chinese myself.
  3. micheallv
    micheallv
    • member
    • 2 kudos
    I encountered the same problem
    the reset list option just completely wipe the entire original list and it seem to lock permanently cause i just redownload the mod and the list still blank

    i only dowload the :TCB MCM
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      I'm contacting Volitio about this, at the moment consider the option broken, all the data are still there but somehow it doesn't show ingame and in MCM profiles
  4. NaIlkaiserBeretta
    NaIlkaiserBeretta
    • member
    • 0 kudos
    how do i add item to list i tried type in Dagger and press enter in the new element box and...nothing happen
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      Did you have "Include sold items" ticked while playing ? by default it's not and the mod only works for useless clutter, enabling that option extends its scope to other common items
    2. NaIlkaiserBeretta
      NaIlkaiserBeretta
      • member
      • 0 kudos
      nope just redownload and did what you wrote the dagger or Dagger and press enter in the new element box and it does nothing, also the reset list option just completely wipe the entire original list and it seem to lock permanently cause i just redownload the mod and the list still blank,oh well i'll just give up on this and use the auto loot seller mod seem like less of a headache, man why the hell they doesnt have the merchant do auto reset their inventory after each long rest into the base game is beyond retarded.
    3. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      There's something wrong with MCM then, just tried what you did and MCM blared out errors. I'll see if its author can handle the issue
  5. Melsara
    Melsara
    • member
    • 0 kudos
    If I were to add "Goblin Scimitar" or "Goblin Bow" or whatever their staff's name is to the list of items this mod deletes from vendors, would that work, theoretically?  Or are they a case of each one having their own game ID, which would prevent them from stacking, if they weren't already equipment that just doesn't stack anyway?

    *edit* Is EnableSoldDeletion at the top of TCB.txt for deleting everything common you sell to a vendor?  Or does it just do everything including uncommon and higher?
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      If I were to add "Goblin Scimitar" or "Goblin Bow" or whatever their staff's name is to the list of items this mod deletes from vendors, would that work, theoretically?  Or are they a case of each one having their own game ID, which would prevent them from stacking, if they weren't already equipment that just doesn't stack anyway?
      The mod checks for the exact match of the item name, not its ID, so 10 different objects having the same name would also get deleted if you type the name into the mod.
      Is EnableSoldDeletion at the top of TCB.txt for deleting everything common you sell to a vendor?  Or does it just do everything including uncommon and higher?
      Yes, to have it delete everything above common, enable DisableCommonRestriction option
  6. sillysia
    sillysia
    • supporter
    • 0 kudos
    Probably a stupid question, but are the optional files supposed to be installed in addition to one of the two main files?
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      they replace whichever main file you have installed
      The option MCM is if you want to use multiple text fields over 1 excel-like list (main MCM version) for removing unwanted items
      The 'no common' is as described, it's hard-coded so no menu
    2. sillysia
      sillysia
      • supporter
      • 0 kudos
      Thanks for getting back to me!  I can't for the life of me get this mod to work since Patch 7 hit. This mod is at the bottom of my load order currently and I've spent the last half hour trying everything I can think of to get it to work - as far as I can tell I have an almost identical set of mods from before the patch hit. I tried every possible version of this mod but none have worked. Even the no common one isn't working.

      The game definitely registers the mod is in my load order, the MCM mod lets me add and remove items, but the list does not affect any vendor inventory. The error

      "bg3se : : esv : : lua : : OsirisCallbackManager : : RunHandler () : Osiris event handler failed: [string "TraderClutterBegone/Server/TraderClutterBegon ... "]:2: attempt to concatenate a nil value (global 'ID')
      stack traceback:
      TraderClutterBegone/Server/TraderClutterBegone. lua:2: in function <TraderClutterBegone/Server/TraderClutterBegone. lua:1>"

      I hate to be a bother, I normally troubleshoot my own s#*! since I know it's probably my own mods interacting with this mod, but do you have any idea what this error might be referring to?
    3. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      This is odd, which file did you end up installing and at which point this error occured ? (i can see you downloaded them all so idk)
      Also Nexus tells me you didn't download the script extender requirement, evidently you did since you have the error log.
      NVM found the issue, should be fixed (no common version) now
    4. sillysia
      sillysia
      • supporter
      • 0 kudos
      Yeah I kinda stupidly thought if one version wasn't working maybe I could find a different one that is. (No luck...) MCM is the one I usually play with though.

      I kinda bricked my whole save trying to fix it yesterday, I literally have no idea how but I guess my mods didn't like being moved around in the load order. I'm going to try to purge my mod list for a new save and try again. I also got a Trade Clutter/MCM dependency error, which was confusing as I 100% had MCM running.

      I wonder if it might be some weird interaction with the remnants of different versions of this mod I installed, but IDK if I'll be able to fix it if that's case.
    5. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      It used to clash with a mod that adds 5k gold to traders on interaction, so it's possible another clash appears with another mod, can you name the mods that use Script Extender so i can be sure that's not the case ?
    6. sillysia
      sillysia
      • supporter
      • 0 kudos
      For sure.
      The teleport and waypoint manager adds a ring to some vendors, but that's the only one I can think of that affects the trade screen.

      Also here's another thing the console mentions about this mod, idk if it's an error or just a heads up:

      [Mod Configuration Menu][WARN][C]: Mod 'TraderClutterBegone' 1.0.0.0 requires MCM but does not have MCM as a dependency. Please contact Eumeta to add MCM as a dependency in the meta.lsx file, or add `"Optional": true` to the blueprint.
      See https://wiki.bg3.community/en/Tutorials/General/Basic/adding-mod-dependencies for more information
  7. Rosth
    Rosth
    • member
    • 5 kudos
    Sometimes after you exit/reenter the dialogue with a trader you end up with 0 weight / 0 gold items that clutter their inventory, however you
    cannot remove and/or buy them. They sometimes eventually disappear on their own but I'm not exactly sure what causes it.
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      can you send me a screenshot of those objects, plus the script extender log ?
      Did any error occur during the time ?
      Is this a Patch 7 thing (You did not have did problem in previous patches ?) ?
    2. Rosth
      Rosth
      • member
      • 5 kudos
      https://imgur.com/a/x0yts7E
      All items after water are 0 weight / 0 gold, but otherwise no in-game errors / weird behaviour with the trader. Unfortunately I didn't have logging enabled, will send a log when I catch this next time. This is indeed a patch 7 thing, I don't recall ever having this issue before.
      Edit: it's kind of weird because sometimes these items disappear after you close and re-open the trade dialogue.
    3. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      aye, i'll see stuff on my end, it'll have to wait until i can reach the grove on a patch 7 playthrough
    4. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      I can't reproduce your problem, the mod works normally on my end.
      Do you have any mod that make changes to trader via script ?
    5. Rosth
      Rosth
      • member
      • 5 kudos
      Hello again, since then I've started a new campaign again, and had no (major) issues. I think the problem I was having was either due to the fact that I've tested it on an old lategame save from act3 when all trade inventories were filled to the brim with all kinds of items, so maybe the script was having a hard time removing all of them at once OR it was due to the fact that I was doing it during patch 6/7 transition period and there was an unrelated issue with MCM / Script Extender. All good on a new playthrough so far though.

      Minor issues I've mentioned just in case:
      1) the stacks sometimes are not removed all at once, i.e. if I sell 50 small potions of healing at once, the next time I open the trade menu, the trader would have 45 potions of healing, repeat that again and he would have 35, so on and so forth. Overall not an issue since eventually all items end up being removed correctly.
      2) when opening the menu to give Gale a magic artefact to consume in act 1, the game treats him as a trader, and so it removes any items added to the list from his inventory.
      3) some items like Green Dye, one of the drink items (Stagswift Tonic if I remember correctly) are not removed even if they are added to the list (with the spelling definitely being correct). Overall I've seen at worst maybe up to 5 of such items.
    6. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      1) I'll see if adding stack detection and deletion helps
      2) And blacklist Gale
      3) I'll check on the Dye, never tried selling them
      Thanks for the extended feedback

  8. EnielasSong
    EnielasSong
    • member
    • 27 kudos
    hey there, i read some ofthe previous posts, but it didn't help me. I just don't understand how the problem was solves. I have the same issue now.

    i just talked to Dammon at Last Light Inn. Sadly he still had clutter from regular items and after ending the dialogue i had this red warning message.

    
    This mod creates a TCB.txt in the script extender folder,,,,
    I have the MCM version. Sadly it refuses to create that file for me.

    What is the problem here?
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      the MCM version do things internally through MCM, you should not see any TCB.txt from it, nor do you need one in the first place.
      As for the error, what happens when you reset the list via MCM ? (Add to deletion list option)
    2. EnielasSong
      EnielasSong
      • member
      • 27 kudos
      Good to know i don't need the file then.

      If i click the Add to deletion list optionm i get a long list of things i can remove with a red cross each.
    3. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      yep that's the one, does the error occur after you have reset that setting ? there should be a button for it that says 'reset'
    4. EnielasSong
      EnielasSong
      • member
      • 27 kudos
      I don't know exactly what i did, but it works now. The error message after closing the shop, disappeared.

      I did nothing but resetting and adding a few items to the List like Goblin Bows etc..^^ Seems it wotks again, thanks. :D
  9. EnielasSong
    EnielasSong
    • member
    • 27 kudos
    Okeee, i have a dumb question. We are told to use the Auto Seller List with caution. But i don't see much instruction on -how- to use it.  I myself use the MCM version without this file so far.

    So do i get it right, if i assume, that all the items in that list will be marked as junk and sold automatically?
    What if i don't want to sell certain items automatically? How do i tell it, not to sell soap or water for example?
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
       
      But i don't see much instruction on -how- to use it.  I myself use the MCM version without this file so far.

      That is because I don't use Auto Seller List. Since the number of items it covers is a lot, my "caution" just meant "look at the stuff in the list before copy paste". 
      So do i get it right, if i assume, that all the items in that list will be marked as junk and sold automatically?
      *Yes, exclusions are items with rarity greater than "common", the ones whose icons are outlined, unless you tick that option too
      What if i don't want to sell certain items automatically? How do i tell it, not to sell soap or water for example?
      It's easy for the text-based version since you can look everything up in a file, but with MCM I have to hide the default list (they share the same initial list). I can chuck the entire list as default into MCM menu, but that's a lot of scrolling. I'll upload another version, see if it's desirable
    2. EnielasSong
      EnielasSong
      • member
      • 27 kudos
      Yeah, a version that is easier to configure would be nice. I like to keep Water for applying wet condition on enemies and soap to get rid or dirt and blood. :D
    3. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      Huh, it DOES look more promising than just multiple lines, easy removal too
    4. EnielasSong
      EnielasSong
      • member
      • 27 kudos
      Ok, It's not easy to find.^^
    5. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      well I did warn you about scrolling
      I'll ask if the MCM author can make the list autosort in alphabetical order on loading
      For now just use whatever version you like
    6. EnielasSong
      EnielasSong
      • member
      • 27 kudos
      Thanks.

      Where does the list go once i deleted all the items that i don't want sold automatically? Simply into the Mod folder?
    7. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      It's in AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender\BG3MCM\Profiles\Default\[Mod name]\settings.json
    8. EnielasSong
      EnielasSong
      • member
      • 27 kudos
      It's in AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender\BG3MCM\Profiles\Default\[Mod name] ...i have found it so far. But i have 5 Mod name folders there. Does it go in Auto sell Loot ?

      Then do i have to open the settings.json file and copy the list into that file?
    9. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      you modify the json file of the mod you want to change, so should be TraderClutterBegone
      also i reuploaded the new version, default list has been alphabetically sorted
      for the json, add/remove what you want into/from the list named "Names", keep the same format, make sure the thing starts with [ and ends with ]
    10. EnielasSong
      EnielasSong
      • member
      • 27 kudos
      Ok, thanks. :)
  10. dlowell09
    dlowell09
    • member
    • 0 kudos
    I noticed this mod wasn't working for certain items. Most that were listed in the TCB file were being removed but a few were still getting through. I figured out the issue. When you add items to the TCB file, if you enter a return (new line), make sure there is still a space either at the end of one line or the start of the next. 

    Question: Is there anyway to make the "delete sold items" work without MCM?
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      yes, the non-MCM version has 2 options in TCB.txt: 'enable sold deletion' and 'disable common restriction'
      If you don't see it, just change TCB.txt name into something else and have the game generate a new TCB.txt
      file, it should show 2 options at the first 2 lines, then you can paste your item list back in.
    2. dlowell09
      dlowell09
      • member
      • 0 kudos
      Ah ok, that makes sense. So I see this:

      **EnableSoldDeletion=0**
      **DisableCommonRestriction=0**

      I want to change the first line to **EnableSoldDeletion=1** if I'm understanding correctly.
      The second line, if I changed it to **DisableCommonRestriction=1** that would delete all common items from vendors including common potions, etc. right?
    3. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      yep for 1st line
      no for 2nd line, the option is there to prevent items of uncommon rarity or above from being deleted even if you have the item name in the deletion list. Setting it to 0 removes that.
      The deletion only tagets items in TCB.txt. So common potions are safe unless you specifically write their names down.
  11. adamus67
    adamus67
    • member
    • 1 kudos
    SOLVED
    Neither version have worked for me the past couple weeks. My vendors are packed full of hundreds of common items. I don't have any other trader altering mods, but i will note that while not selling to a trader/not giving them the 1k gold for reputation they will get new items if i purchase the items without reputation. Those non 1k'd/reputationed traders will even level up their new items to always +1 level above my 'wizard level' with scrolls and other valuable items. But once i 1k/rep them they no longer get new items; although they still regain gold after adventuring for a while. For example i never 1k/rep'd the first trader Arron, but here i am after completing every square inch of Act 1/Mountain Pass and [SEMI SPOILER] just about to head through the Underdark elevator, Arron has level 5 scrolls; he's filled with all the gear i sold him at the very start of the game before i knew bout the 1k/rep trick, and i've kept buying new items off him, but he won't clear the clutter, and the traders i did 1k/rep won't get new items (two in underdark, and zhentarim). Anyone else having this specific issue?
    I have some item adding mods, that could have possibly messed with this clutter mod? 5eSpells+Scrolls, Secret Scrolls, Magical Instruments, Armor Sets Unleashed, More Throwable Consumables. Do you think having extra item mods would conflict with this mod if they don't alter any item names?
    I switched back to the latest MCM and entered items manually, that worked for a specific item, then selecting 'Include Sold Items' cleared everything after reopening the trader. Not sure why it wasn't working normally, maybe write permissions at some point? Perhaps running the mod manager as Admin while installing your mod through it would have sorted something out? Ah well, MCM works and i am in bliss. Thank you so much for all you've done so far with this mod!
    1. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
       that worked for a specific item, then selecting 'Include Sold Items' cleared everything after reopening the trader
      To confirm:
      +Only clutter items you typed into the MCM field gets removed, when you left the field as default, nothing was removed ?
      +When you said 'cleared everything', do you mean: the trader inventory is completely empty, or as in: the trader inventory is emptied of all clutters ?

      Regarding the crossed out part of your comment, TCB does not add new items to traders, it should be either BG3 or mods.
    2. adamus67
      adamus67
      • member
      • 1 kudos
      Yes to your first question, nothing removed with either mod by default, only when i specified a random food item it worked right away.
      No to the second question, i meant it cleared all the junk.
      The crossed out section was just brainstorming why either mod versions wouldn't be working out of the box for me. But alas the check MCM version with the include player sold check box did the trick.
      Also wanted to note that the mod isn't detecting previously sold items. I have to manually enter each items name in MCM for it to clear that item from the vendor.
    3. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      i can't actually make the mod or the game remember what you sold to each trader prior to the point of installing the mod.
      The work-around was that the mod scans the trader inventory 1 second after you press the trade dialogue, then it does so again 1 second after you close the trade menu. Any item the 2nd scan has but the 1st doesn gets deleted, but if the checkbox for disable common item restriction is off it'll only delete the common stuff you sold plus the clutter.
      I'm still figuring out how enabling that checkbox solved your issue, AFAIK it should be independent *shrugs*
    4. adamus67
      adamus67
      • member
      • 1 kudos
      Mod stopped working entirely, not sure what's goin on, going to one by one go through my 100 mods installed and see what's up, i've only got 4 or s that f*#@ with inventory and items, none ever f*#@ with characters, so i'm baffled.
    5. mjthefirst
      mjthefirst
      • supporter
      • 26 kudos
      Stopped working as in: It wouldn't work regardless of any save you load ? also regardless of what your MCM setting is , including resetting the list ?
    6. adamus67
      adamus67
      • member
      • 1 kudos
      I'm about to just start a new  character and see if it works. Your mod worked once with MCM for me, I'm just thinking out loud, it's clearly a me issue, i'm just posting here in case people come across the same google'ing n what now. I don't know why your mod just stopped working, but i'm gonna get to the bottom of it soon, as soon as my party gets done 'banging out Old Time Battles'.
    7. dlowell09
      dlowell09
      • member
      • 0 kudos
      Don't go one by one, use the 50-50 rule. Remove half of the mods, if the problem is fixed, you know it was one of those, and if not it is one that remains. You've just cut your potential list of suspects in half. Keep doing that until you narrow it down to the culprit.