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Alithea Ancunin and Satan

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SatanModding

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  1. ropya
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    Very cool mod.
    Just to make sure I, understanding it correctly...
    Is it not possible to have the idle animations on, but the stay still in camp off?
    The way Im reading it, is turning one on turns the other on, and the same with turning one off.
    Or am I misreading that?

    Or am I completely misunderstanding the mod?
    Does having the Play Idle allow the companions to activate the idles when they stop moving?
    Or does turning on the passive lock them in place to allow the idles to activate?
    Ie, to get them to move about in the world the passive needs to be turned off?
    1. SatanModding
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      Thank you for your comment.

      This is a bit of a technical limitation so apologies for the long text.
      When toggling "Stay Still" I technically remove a flag that tells the companion that they are "in Camp"
      When they are "in Camp" they follow certain protocols like going back to their tent and playing their regular idle animations.

      When we toggle "Stay Still" we remove the "in Camp" flag and the character behaves as they would outside of camp (mostly)

      If I would allow you to toggle "Play Idle animations" on without forcing "Stay Still"
      then the companions would play their regular idle animations and overlap with our ones.
      This can lead to, for example them shoving their face in a book, because the book reading animation and another animation overlap
      
      For more information about how the idle animations work in camp and in the "overworld" please refer to the descriptions on the mod page.
      If you have more questions I am happy to clarify
  2. hoIywater
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    Thought I'd come on by for anyone who is still getting inexplicable crashes with this mod.

    The .pak file of this mod (at time of 1.0.0.0) contains Mod Fixer. If you're using BG3MM and drop it into your load order, there'll be an icon which indicates this. It would seem that the presence of it, despite Larian's posts indicating the game will block it automatically, the game will still bug out for a lot of users and will be the culprit behind all the crashes and loading errors -- there are posts about this all the time from mods that have/had the ForceRecompile.txt file there.

    Luckily for you, there's a (relatively) simple way to remove it from pretty much any mod that has it, even if you're like me who has never configured mods before touching BG3.

    You can apply the following solution to any mod that has ModFixer in it !

    I cannot guarantee every mod with ModFixer will function after removing that file, perhaps the actual modders themselves can answer that definitively. From what I've observed from other mods and discussions about the issue, I'm gathering that the .txt file doesn't interfere with the reading of any code whatsoever ever since Patch 7 made the Mod Fixer redundant, therefore my assumed conclusion is that it's safe to purge in Patch 7.


    Steps -
    1. Grab yourself the Baldur's Gate 3 Multitool, the main github page will have another link from the author on how to set up directories to the game - https://github.com/ShinyHobo/BG3-Modders-Multitool/releases

    2. Download the latest release from this mod (or any mod you want to get Mod Fixer rid from)

    3. Have the Multitool open and 7zip / any .zip program you may have, drag and drop the .pak file into the big blue box that says 'Drop mod workspace folder or a mod .pak here'

    4. Go to whatever directory you set unpacked mods to go to, it'll be in [LOCATION ON PC]\bg3-modders-multitool\UnpackedMods

    5. Start sifting through the unpacked folder of the mod. This mod in particular (as of 1.0.0.0) has the name set to 'PleaseStay'. You're looking for ForceRecompile.txt in particular, normally it can be found in the following path;
    • [MOD NAME]\Mods\Gustav\Story\RawFiles\Goals > ForceRecompile.txt
    For this mod in particular, the path seems to be \PleaseStay\Mods\PleaseStay\Story\RawFiles\Goals > ForceRecompile.txt

    6. Get rid of the file.

        You could delete the entire Story folder, provided there is nothing else in those paths.

    7. Now return to viewing the UnpackedMods folder [ \bg3-modders-multitool\UnpackedMods ]. Drag the folder 'PleaseStay' from this directory only back into the big blue box on the Multitool and it should create a new .zip file, or depending on your configuration of the tool itself, it'll drop the new .pak straight into the BG3 Mods folder.

    8. If it did the former, install the tweaked mod as per usual and hopefully it will not crash or destroy your entire game anymore. You can verify whether or not ModFixer is still present easily in BG3MM; the icon indicating such will no longer be there.

    TL;DR -
    Mod Fixer appears as a file called 'ForceRecompile.txt' in a Mod which has it.
    The presence of it is the diagnosed culprit of any crashes or game breaking despite Larian telling us that the file itself is blocked from being read by the game.
        Source; reading through several post pages of mods made back in ~early 2023

    You can apply the following solution to any mod that has Mod Fixer in it !
    1. Download the BG3 Multitool (github link provided)
    2. Drag .pak file of desired mod into Multitool
    3. Navigate to the UnpackedMods folder of the Multitool and open unpacked file
    4. Follow typical path to find the ForceRecompile.txt file;
    • [MOD NAME]\Mods\Gustav\Story\RawFiles\Goals > ForceRecompile.txt
    • FOR THIS MOD: \PleaseStay\Mods\PleaseStay\Story\RawFiles\Goals > ForceRecompile.txt
    5. Delete it
    6. Go back to viewing the UnpackedMods folder, drag the PleaseStay mod into the Multitool to repack it
    7. Download the mod as per usual (unless your Multitool is set to automatically put the .pak file into the BG3 Mods folder)
    8. ???
    9. Profit ! No more crashes (maybe)

    At least this worked for me. I didn't actually notice this mod had Mod Fixer at first (I was installing mods in batches) until my game started getting funky on next load. Hasn't been that way since I got rid of it along with every other instance of it in other mods.

    Hope this helped someone !
    edit: formatting
    1. mrbrickyard
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      Very nice!  Thanks!
    2. lola13098
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      youre an angel for this <3
    3. rapidzzen7
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      crazy! I'm glad i found this! I was looking at modding so many new mods in my new patch 7 playthrough.. oh no this has mod fixer skip. Then I found this, this opens the door for so many mods, thanks heaps for your effort!
    4. AddictX360
      AddictX360
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      This ended up saving my ass, thank you!
  3. blightings
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    does this still work for patch 8 / is it being tested? now that photomode is out, i'd like to use the stay still commands again for posing. i think i removed it some time ago because it had modfixer (?) thank you!
    1. earthboyJAK
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      I only just discovered this mod today after searching for a way to get the whole camp close together so they can get approval for a nighttime cutscene. After testing it out, it seems to still work beautifully!
    2. blightings
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      cool, thanks for the reply :)
    3. ellenaut
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      It's not working for me :(
  4. SunshineandKittens
    SunshineandKittens
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    Hello! This mod is kick ass for AOE buffs! I really appreciate it!

    I am curious, is the stay-still portion supposed to last through long rests? It seems like sometimes it does and sometimes it doesn't. I know it is removed when a companion goes down but, it still seems inconsistent. I just want to make sure that I'm not doing something wrong. Thank you!
    1. AlitheaAncunin
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      Thank you, I'm glad you find it useful and sorry for the late response, I haven't touched anything BG3 in weeks due to real life responsibilities.
      As far as I remember, it should be persistent during long rests or when reloading a save. Only time it should deactivate on its own is when you enter combat but even then it reactivates after.

      Do you use other mods that may interfere? Does it randomly happen? Has there been a camp event when it happens? Are all companions affected?
    2. SunshineandKittens
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      It's all good, real-life stuff always comes first! I have mods like Perma Status that may impact the same bits with my current run but, the only thing I had last run was an AOE  Longstrider spell. I hadn't thought about camp events causing it, it just seemed random. I'll pay closer attention next time I get to play! 
  5. Harrpager
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    WARNING: do not make the mistake that I did! PLEASE read the description of this mod. Because I uninstalled improperly Lae'zel is now never at her tent in camp ever again in my save. She is just always standing by the campfire. Very unfortunate. Do as the description says before uninstalling the mod so you don't end up with the same issue! 
  6. jakeit2
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    Hello. I am trying to get this mod to work as it is failing to load, even on creating a new save. It kicks me back to the main menu. Does the mod have any conflicts with other mods? I know it works for patch 7 as reading the other posts. I haven't tried using the in game mod manager yet.

    Edit: Just figured out it wasn't on the mod.io so that's fine. Still testing to get this to work but I'm going to wait for the next update as well.
    1. SatanModding
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      Getting kicked back to the main menu is usually because you have removed a mod. This causes the game to not be able to reference the content that used to be installed by the mod.

      On a new save, this could also be caused by mods that aren't ready for patch 7 yet.
      Does this issue also occur if you only install our mod? If not, then one of your other mods likely causes issues.
    2. jakeit2
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      Sorry for the late reply. I tried with only your mod and it still kicks me out to the main menu. Would any overrides affect the mod? Like I have BetterHints, Immersive Loading Screens, and Fem Wyll stuff.
    3. SatanModding
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      Apologies, when I meant "Just install our mod" I meant without any overrides etc.
      I am not familiar with all of those mods, so if one of them is broken, it could cause your game to not load.

      If you still have issues, could you visit our community discord, so we can troubleshoot this?
      Discord is better at exchanging images etc.

      I hope we can figure this out!

      https://discord.gg/bg3mods
    4. jakeit2
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      Thanks for the info. I going to test everything on my other machine to see if it works on there too.

      Edit: My other machine doesn't have the same mods or overrides as my current machine so it'll be easier to test. Could you send another discord invite, as the one provided is expired.
    5. AlitheaAncunin
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    6. jakeit2
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      Okay. Apparently it keeps saying the link is invalid. It's fine since I just tested my game with just the mod on my other machine and it worked fine. So it definitely has to do with my other mods, so after my current playthrough, I'll just test through each of the mods to figure out what is conflicting with it.

      Edit: It might be becoming invalid due to me not checking here like I should be and that's my fault. 
    7. AlitheaAncunin
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      That the link isn't working is rather weird, I generated it only a few hours ago. Alternatively you can try the 'Open Faerûn Owlbear' image on the main mod page, which also is a link to our discord :)

      Thanks for confirming that our mod worked on your other machine though. If you ever figure out what conflicts, I'd appreciate if you'd let us know.
    8. jakeit2
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      Thanks for letting me know. Unfortunately its doing the same thing when clicking on the image. It might be a issue with me, but might not be as well. 
  7. kmcsjr
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    Could you add set camp position to the companions and Tav like you have it for Hirelings? I'd like my romance partner as well as others to go places. If that works is there a shot at making it a non aggressive spell so you could direct camp followers to specific locations?
    1. AlitheaAncunin
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      Apologies for the late reply, unfortunately I have no idea what you are asking. We did not set a camp position for Hirelings, they work like companions.
      Romanced or not, as long as you can control a character, you can position them where you want at camp, trigger the passive 'stay still in camp' and they will stay still in camp.
      We do not have plans to add any spells to direct other characters than the one you control.
    2. kmcsjr
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      I was hoping to reset where a companion thinks they should stand. So they never go to their own tent. Instead they go to a specific spot each time you go to a particular camp. But, since asking the question, I've realized it would be complicated and not necessary
    3. AlitheaAncunin
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      Oh, I see. Thanks for clarifying. It's nothing we want to include in our mod. It would probably make more sense to be added to one of the camp overhaul mods. 
  8. yanaaR
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    Where are the sitting animations that are displayed in the screenshots? When I toggle the idle animations on, the character will stand on top of the chair and play the animation. 
    1. AlitheaAncunin
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      Hi, apologies for the late reply. I finally had time to sit down and verify that the animations still trigger correctly. And they do. 
      Most of the animations are meant to play while the characters stands. Some of them will have the character sit on the floor. So every animation plays above their feet, so to speak.
      Only exception is one of three reading animations, which is the one you see in my screenshots. You have to be patient and lucky to get them align with others just right.

      There may be changes in the future if my Co-Author and I find the time.

      

  9. kmcsjr
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    !!!! So using these mods you get:
    a separate room with a double bed.
    you can climb in
    The command to stay there
    cute new sleeping positions.
    And SPOILER Spoiler:  Show


    It's not exactly immersive yet.... But!
    https://www.nexusmods.com/baldursgate3/mods/9731
    https://www.nexusmods.com/baldursgate3/mods/13786
    https://www.nexusmods.com/baldursgate3/mods/13318
     
    https://www.nexusmods.com/baldursgate3/mods/12809
  10. Kudurcultist
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    Can you use this on the main character as well? For example, I don't want my Tav to play idle animations when he is standing still. Is that possible with this mod?
    1. AlitheaAncunin
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      No, the mod does not prevent idle animations.
  11. It's been said this works with patch 7, but every time I try to load a save with it enabled, it won't load and goes back to the main menu. Am I doing something wrong? I have the latest version.
    1. AlitheaAncunin
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      It does work with patch 7. Does the issue persist if you try to load a save with only this mod installed?
    2. Sorry for the late reply. But yes, it does unfortunately :/ An alert comes up that says "we are unable to start a game/load this save, maybe due to mods you've installed. Please disable external mods and try again"
    3. AlitheaAncunin
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      No need to apologize :)

      Do you have SE installed?
      Are you using BG3mm or the in game mod manager?
      Can you start a new game with only this mod installed?
      If so, can you save and reload that?

      I'll also discuss it with my co-author while I wait for your answer.
    4. I do have SE installed. The latest version as far as I can tell. And thats the part i'm a bit confused about. I installed the mod using BG3MM but it won't show up unless I enable it with the in game manager too. I'll launch the save fine but the passives aren't there. So it's like the mod doesn't exist even if it's enabled. The game doesn't see it.
      And then if I enable it in the in-game manager, no game I try to load will work with it enabled. New game or otherwise. And with no other mods enabled it still gives the same error and pops back to the main menu. It just doesn't like the mod for some reason. I hope that makes sense. The other mods I had this struggle with wouldn't work unless the baked in mod fixer file was deleted. I have no idea why, as your logic is perfectly sound in that Larian should just block it and it should load. But it doesn't for some reason. Maybe my version of bg3 is just cursed lol
    5. AlitheaAncunin
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      SE auto updates unless you manually disabled the function, the latest is version 20. 

      Your explanation makes sense, the outcome not so much. To be open, I have not touched the in game mod manager once aside from closing the window that pops up when I want to load a save. But I did see issues surrounding it numerous times on the Larian discord as well as our cmty discord. Unfortunately I don't have a quick or easy solution for you but I will look into it. Meanwhile I'd suggest to try one or both discords for support.

      Well, it is spooky season. Perhaps your game is indeed cursed. Did you try verifying your files? 
    6. I have! Multiple times lol. I think I'll cut my losses for the time being unless a solution is found. Thank you for trying though! 
    7. AlitheaAncunin
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      I just learned that when a savegame doesn't load and you're back to the main menu it usually means that a mod has been removed.

      Also, did you try to start a new game, save, and reload without changing anything in between?
    8. I can start a new game, save, and reload without changing anything and the game works fine. The popping back to the main menu only happens if I try to enable this mod. Doesn't seem to matter if it's with other mods or alone. When this mod is enabled, I cannot start a new game, load a save, or anything. I can't get past the main menu. Then it'll tell me the game can't start a new game or load a save, possibly due to "a mod I have installed". Then it tells me to disable it and try again. Everything works fine if I don't have this mod enabled. 

      I discussed this with the creator of adorable decor when that mod caused the same issue and they said they had to "remove a tag" then reupload. The mod worked perfectly after that. Not sure if that means anything to you but maybe this mod is triggering something it's not meant to?
    9. AlitheaAncunin
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      Adorable decor and our mod have nothing in common. I can start new games and load old saves with or without our mod. Same for everyone else who tested it for me today. The mod can't trigger something without me and my co-author adding that to the code. Unfortunately I have no idea why it isn't working for you. 

      Your best bet would be to ask on Larians's discord. 
    10. That's fair! Just some weirdness on my end then I suppose. Thank you for trying anyways!