Baldur's Gate 3
0 of 0

File information

Last updated

Original upload

Created by

Volitio

Uploaded by

Volitio

Virus scan

Safe to use

Tags for this mod

About this mod

Allows uninstalling mods via MCM window or SE console, making it possible to remove them from the load order.

Requirements
Permissions and credits
Translations
  • Spanish
Changelogs
Donations
Mod Uninstaller (MU) is a mod that allows purging all items and statuses for selected mods from your save directly from MCM, with no integration/compatibility patches needed from other mods. This allows you to remove these mods from your load order mid-playthrough.

Just open Mod Uninstaller's tab on MCM -> click to parse mod data -> select the mod you want to purge -> click uninstall.
You'll then be able to save, exit the game and remove the mod(s) you've uninstalled with MU.


Installation

  • Download the .zip file and install using BG3MM (recommended) or Vortex.

Requirements
- Mod Configuration Menu
- Volition Cabinet 1.7.0+

- BG3 Script Extender (you can easily install it with BG3MM through its Tools tab or by pressing CTRL+SHIFT+ALT+T while its window is focused)


Uninstalling mods in vanilla BG3
Uninstalling a mod in BG3 can be challenging because mods often distribute items across various parts of the game, such as containers or trader inventories. Simply disabling a mod and loading a save can lead to issues, as the game attempts to access data that no longer exists. This mod addresses this issue by enabling you to remove all items associated with a mod before disabling it.

Here are some broad categories that are problematic when uninstalling mods:
Spoiler:  
Show

- Items: Items added by mods pose a problem since they can be moved to many places, such as characters, containers, or simply placed in the game world. This is especially problematic if player has moved on from the area where the items were placed or just can't remember/find where these items are, not to mention that deleting such items manually is still a laborious process and requires a lot of trial and error to check if all items were indeed removed.
- Statuses: Mods can add new statuses or modify existing ones. Removing such mods can cause issues with entities such as characters or containers that have these statuses, in a similar fashion to items.
- Classes/leveling: Mods can add new classes or modify existing ones. Removing such mods can cause issues with characters that have these classes or have leveled up with these classes. It is way easier to just respec the characters to something vanilla. Note that this group also includes subclasses, spells, feats, and other character progression related features; your best bet is to respec to vanilla content and stay on level 1 until you are sure that all modded content is removed. Mod Uninstaller does not handle this type of content and will rather advise users to respec characters manually.


Uninstalling mods with Mod Uninstaller
When uninstalling a mod and it doesn't have bespoke uninstallation instructions, you can follow these steps:
0. Save manually first, just to play it safe. SE can't create manual saves, so you'll have to do it yourself :P. If you enable Log Runtime in SE settings, you'll also have stored logs for items removed that you can check later if ever needed.
1. Verify what kind of content the mod adds based on the mod's description and the list above, and deal with it accordingly:
  • If the mod adds classes/leveling features, respec all characters that have any of these features. Make sure they only have vanilla classes and subclasses.
  • If the mod adds items, use Mod Uninstaller to remove all items and statuses added by the mod.
2. Save and exit the game;
3. You may now remove the mod from your load order and load the save you created.

A few notes on Mod Uninstaller's functionality:
  • Mod Uninstaller reads and parses your load order during runtime and does not require integration from other mods. It automatically filters all mods that have new items or statuses for you to select and uninstall.
  • Modded containers will have their items moved to the camp chest before being deleted.
  • Vanilla items are not queued for removal, even if modified by mods, so they shouldn't be accidentally deleted.
  • A minority of mods may try to reapply statuses constantly, and that might prevent them from being uninstalled. It might be possible to fix this, but authors should be aware of this and provide a way to remove their content. This does not affect the capability of uninstalling mods that only add items.

Special thanks
Thanks to Aahz for some help with formatting the templates tables, and overall for scripting discussions!
Also thanks Dazzle UI for the Trash Xmark Alt SVG vector (CC Attribution License).

My mods
Waypoint Inside Emerald Grove - adds an actual waypoint inside Emerald Grove
Auto Send Read Books To Camp - send read books to camp chest automatically
Auto Use Soap - automatically use soap after combat/entering camp
Send Wares To Trader - automatically send all party members' wares to a character that initiates a trade
Preemptively Label Containers - automatically tag nearby containers with 'Empty' or their item count
Smart Autosaving - create conditional autosaves at set intervals
Auto Send Food To Camp - send food to camp chest automatically
Auto Lockpicking - initiate lockpicking automatically

Tools/Resources
Mod Uninstaller - allows uninstalling mods that add items/statuses
Mod Configuration Menu -
offers a graphical interface for easy management of mod settings
Volition Cabinet - library mod for my other mods
AV Item Shipment Framework - allows authors to easily send items to player/camp chest
fun fact: uninstalling mods was supposed to be a feature for ISF-integrated mods, but I was able to generalize it for all mods.