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bg3modmanager's Introduction

LaughingLeader's Baldur's Gate 3 Mod Manager

A mod manager for Baldur's Gate 3.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have .NET Framework 4.7.2 and .NET 7.0.13 installed.
  3. Grab the latest release.
  4. The BG3 Mod Manager is portable, so extract it to a non-protected folder (don't extract it to your Program Files).
  5. Upon running BG3ModManager.exe, pathways to the game data and exe should be automatically detected.
    If this fails, manually set the pathways in Settings -> Preferences, click 'Save', then click the 'Refresh' button so the campaign mod data is loaded.
    Preferences Window
  6. Organize your active mods for the profile Public, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. This updates the modsettings.lsx file that the game reads. Exporting Load Orders

Important Tips

  • Make sure you don't have any subfolders in your mods folder (%LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Mods). This causes the game to reset your modsettings.lsx!
  • Ensure the Game Data Path is set in Settings -> Preferences to the game's data folder, where all the various .pak files are (Gustav.pak etc).
  • Make sure you have a campaign selected (i.e. "Main"). The game must have a campaign exported to the modsettings.lsx, or it will fail to load the main menu scene / have other issues.
  • If your modsettings.lsx still resets when loading into the game, this means that one or more of your mods are encountering an error, and the game is clearing the load order.

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.
  • A "Version Generator" tool is available under the Tools menu, for generating the correct number for major/minor/revision/build numbers.

Custom Tags

Notes

  • Mod projects in the Data folder are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

If you're feeling generous, an easy way to show support is by tipping me a coffee:

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits

bg3modmanager's People

Contributors

camillehbp avatar feliperenault avatar laughingleader avatar liareth avatar

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bg3modmanager's Issues

Multiple use of the same hotkeys

Some hotkey are used more then once.

Ctrl + M:
File -> Import Mod…
Tools -> Extract Selected Mod To…

Ctrl + L:
File -> Export Order To Text File…
Settings -> Toggle Light/Dark Mode

[Bug]: None of the mods re importing

Operating System

11

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

4.1.1.36645567

Bug Summary

I've downloaded the Dice mods and attempted to import them, but none of them are actually showing up. I've hit the refresh button a few times but nothing is there.

Links

No response

Theres no .exe

I'm trying to use the new updated version of BG3MM but there's no .exe or app in which I can begin to use it.

nevermind, found it. apologies.

[Bug]: Mod loader is deleting the Gustav mod lines

BG3 Mod Manager Version

1.0.8.1

BG3 Game Version

1.0

Bug Summary

Whenever we export or save the mod order, the manager completely deletes the Gustav mod lines. This makes the game crash right after the Larian logo.

Fix: Add the lines manually.

This Fix isn't optimal when a lot of players won't know what to look for, where to place the code, or even think about keeping a backup of modsettings.lsx in order to copy these lines into the proper place.

Lines that are being deleted:

<node id="ModuleShortDesc"> <attribute id="Folder" type="LSString" value="GustavDev"/> <attribute id="MD5" type="LSString" value=""/> <attribute id="Name" type="LSString" value="GustavDev"/> <attribute id="UUID" type="FixedString" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8"/> <attribute id="Version64" type="int64" value="36028797018963968"/> </node>

Links

No response

[Bug]:

BG3 Mod Manager Version

current

BG3 Game Version

launch

Bug Summary

cant get the modd manger to laod a twice. Every time I download it it runs ok but if I close it, then the program refuses to run again. it like its invisible or something. i can close it or task amnger it but in no way dose it run again. i keep having to download a new version of the current release and run it ONCE for it to work

Links

No response

Error when saving load order

Hello. I am getting an error when attempting to save my load order. I am attaching a picture of the error message.
bg3moderror

[Bug]: modsettings.lsx removes mods when game is launched

BG3 Mod Manager Version

1.0.8.1

BG3 Game Version

4.1.1.3624901

Bug Summary

This is the complete opposite of the gustav errors that other users have reported. Exporting the load order seems to work as intended and edits modsettings.lsx. However, as soon as the game is launched, the file reverts to only showing the gustav lines with all other mod lines being deleted.

Any guidance would be appreciated. Please keep in mind I'm a complete novice at all this.

Links

No response

[Bug]: Weird gustav error and cant drag to active mods

BG3 Mod Manager Version

1.0.8.1

BG3 Game Version

Release

Bug Summary

are you on GOG? (at OP)

I am, and have the same issues

**Screenshots:

https://imgur.com/a/95EgnhD**

I also think i fixed the order but it didnt help, i also added photos of all of my dot net instillations, i cant get 4.7.2 runtime because i have 6 and 7, could be that.

Reddit ask for help post with photos:

BG3 mod manger not working
Mods / Modding
Hey guys, every time i used bg3 mod manager first i get this missing mod pop up
even if i don't, I also can't drag inactive mods to active?

Any idea? I really just want to mod the game and not use nexus.

Also my profile is automatically public. I'm using GOG.

2023-08-06 02_23_39-Baldur's Gate 3 Mod Manager 1 0 8 1

2023-08-06 02_30_46-

2023-08-06 02_31_12-Baldur's Gate 3 Mod Manager 1 0 8 1 2023-08-06 02_31_30-Baldur's Gate 3 Mod Manager 1 0 8 1

2023-08-06 02_32_35-Preferences

I hope this is right:

2023-08-06 02_45_26-Preferences

2023-08-06 02_52_36-Baldur's Gate 3 Mod Manager 1 0 8 1

Mod settings i havent exported though:

2023-08-06 03_07_34-C__Users_bouta_AppData_Local_Larian Studios_Baldur's Gate 3_PlayerProfiles_Publi

Links

Screenshots:
https://imgur.com/a/95EgnhD

Mod's not working help

I'm moving the mods over to the active spot on Baldur's Gate 3 manager and when i go in game to use them they aren't active. I've tried numerous times to figure out what I'm doing wrong but can't figure it out. I am starting to get frustrated with the mods not working as intended and would like some form of help on how to use the Mod Manager properly. I am launching the game on DirectX 11 and not Vulkan because it keeps crashing on my computer if I try to use Vulkan. Don't know if that has anything to do with it but thought I would mention it anyway incase it does.

Thank you for your time,
MasterNoob4200.

about ready to give up on this

Hi there,

Struggling mightily trying to figure out this mod manager. Everytime I start the game, none of the mods I've manually installed in the documents/mod folder are activated. Everytime i exit the game and refresh in the mod manager, it tells me the mods were inactive. I have tried saving the load order, manually setting both the game .exe folder and mods folder through preferences, and saving and exporting. The readme file on github is not very helpful in troubleshooting unfortunately. Is there any assistance you can provide?

Apologies for the tone of the above message- I'm extremely frustrated right now trying to troubleshoot with essentially no information, as it seem that I've done everything possible to make this work.

[Bug]: Unable to Delete Mod (File Does Not Exist/Overwritten File)

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

Full Release Hotfix 2

Bug Summary

In the course of testing a mod, I constantly overwrite the .zip containing the .pak file

This seems to break the entry in Mod Manager infrequently- it cannot be deleted, and when trying to go to the file location, it says it does not exist.

This also happens when you delete the file via Windows Explorer, but that makes more sense.

The only solution is to reimport the mod so that the program 'catches' it again, then it can be removed

Links

No response

[Bug]: How to ignore overwrite?

BG3 Mod Manager Version

1.0.9.0

BG3 Game Version

4.1.1.3630146

Bug Summary

After the update, because another mod also overwrites the game folder, the Full Release Mod Fixer is automatically ignored and cannot be found in the list

Links

No response

Linux Tips

Hello, this is not at Issue per se but wanted this out there for anyone running Baldur's Gate 3 in Linux and wanting to use this for mods.

Installation

For me this was not a problem, installed easily just using wine to run the installer. I might have already installed the required version of .net beforehand, but this is not hard if you use winetricks.

Settings

Here is where you can make a mistake because it's not going to auto detect the paths correctly.

Game Data Path - this is not where your profiles are located, it's the actual literal game data folder. For the steam version the location will be like this assuming you're running a runtime version of steam and not a flatpak version:

Z:\home\<user>\.steam\steam\steamapps\common\Baldurs Gate 3\Data

For mine it is Z:\home\chris\.steam\steam\steamapps\common\Baldurs Gate 3\Data

If you get this path wrong, it won't detect the Gustav entry that is required for the game to work correctly, and it will be missing from modsettings.lsx. This will make the game unplayable, but you can either delete or rename that file to fix.

The path to this again for default linux steam is

/home/<user>/.local/share/Steam/steamapps/compatdata/1086940/pfx/drive_c/users/steamuser/AppData/Local/Larian Studios/Baldur's Gate 3/PlayerProfiles/Public/modsettings.lsx

If you use a different version you can use find to locate it find ~/ -name 'modsettings.lsx'
The steam appid for BG3 is 1086940, so that should be universal.

Game Executable Path - This is easier to figure out, should be almost the same as the first entry:

Z:\home\<user>\.steam\steam\steamapps\common\Baldurs Gate 3\bin

Here is a screenshot of my current config. The Z is what wine uses for your root linux path.

Screenshot from 2023-07-22 14-16-23

BG3 plays pretty well in Linux, I didn't have any issues using the Vulkan version and installing it with Steam Play using Proton Experimental.

[Bug]: Cannot select Main campaign

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

Full Release Hotifx 4

Bug Summary

As the title suggests I cannot select "Main" campaign even though I set the game data path correctly. There is only a selection for "gustavDev". Not sure if it is related but I noticed that since recently, no matter which mod I add, when I start a new game I am loaded to some dev scene instead of character creation.

Links

https://imgur.com/a/ldgV0tE

[Bug]: Error saving settings and game crash

Operating System

windows 10

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

full release hotfix 4

Bug Summary

My game was working correctly with the mod manager until this morning, now it crashes instantly after getting into the game and the mod manager keeps giving me this error and resetting everything. I have the mod manager installed in my downloads folder, and completely deleting it and reinstalling worked once and now it's having the same issues no matter what I do. I do have the full release mod fixer installed but I don't think the mod manager is recognizing it since I don't see it in the list of active mods at all. It may be another mod's fault and not the mod manager itself, but I wanted to post this just to be sure since I saw some other people having the same problems. Thanks!

Links

Screenshot 2023-08-16 192625

[Bug]: Unable to Create a Working Story - with any mod

BG3 Mod Manager Version

1.0.9.0

BG3 Game Version

v4.1.1.3630146

Bug Summary

I've been getting the "Unable to create a working story. Your add-on setup might be invalid." issue whenever I try to load an ongoing savegame file or start a new game with any mod installed through the manager (alongside the Full Release Mod Fixer) - even mods as simple as minor UI changes.

All features of those mods appear to work correctly in game, but this warning may be of some concern to individuals, since it's hard to tell exactly whether or not something is breaking.

Crashes when dragging mods to activate

as title says here is my log file
[MainWindowViewModel.cs:SetGamePathways(1035)] Larian documents folder set to 'C:\Users\John\AppData\Local\Larian Studios\Baldur's Gate 3'.
[MainWindowViewModel.cs:RefreshAsync(1957)] Refreshing data asynchronously...
[MainWindowViewModel.cs:LoadModsAsync(1262)] Loading mods from 'C:\Users\John\AppData\Local\Larian Studios\Baldur's Gate 3\Mods'.
[DivinityModDataLoader.cs:LoadModPackageDataAsync(637)] Mod Packages: 1
[DivinityModDataLoader.cs:LoadModPackageDataAsync(660)] Split mod loading into 12 partitions.
[DivinityModDataLoader.cs:LoadModPackageDataAsync(663)] Took 0.12 second(s) to load mod paks.
[DivinityModDataLoader.cs:LoadModFromModInfo(2010)] Added base mod: Name(DiceSet_01) UUID(e842840a-2449-588c-b0c4-22122cfce31b) Author() Version(36028797018963968)
[DivinityModDataLoader.cs:LoadModFromModInfo(2010)] Added base mod: Name(DiceSet_02) UUID(b176a0ac-d79f-ed9d-5a87-5c2c80874e10) Author() Version(36028797018963968)
[DivinityModDataLoader.cs:LoadModFromModInfo(2010)] Added base mod: Name(DiceSet_03) UUID(e0a4d990-7b9b-8fa9-d7c6-04017c6cf5b1) Author() Version(36028797018963968)
[DivinityModDataLoader.cs:LoadModFromModInfo(2010)] Added base mod: Name(GustavDev) UUID(28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8) Author() Version(144115832324585265)
[DivinityModDataLoader.cs:LoadModFromModInfo(2010)] Added base mod: Name(Gustav) UUID(991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1) Author() Version(36029301681017806)
[DivinityModDataLoader.cs:LoadModFromModInfo(2010)] Added base mod: Name(Shared) UUID(ed539163-bb70-431b-96a7-f5b2eda5376b) Author() Version(36029297386049870)
[DivinityModDataLoader.cs:LoadModFromModInfo(2010)] Added base mod: Name(SharedDev) UUID(3d0c5ff8-c95d-c907-ff3e-34b204f1c630) Author() Version(36028797022598504)
[DivinityModDataLoader.cs:LoadBuiltinModsAsync(2050)] Took 0.02 seconds(s) to load builtin mods.
[MainWindowViewModel.cs:LoadModsAsync(1301)] Loaded '8' mods.
[MainWindowViewModel.cs:LoadProfilesAsync(1341)] Loading profiles from 'C:\Users\John\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles'.
[MainWindowViewModel.cs:LoadProfilesAsync(1344)] Loaded '1' profiles.
[MainWindowViewModel.cs:LoadProfilesAsync(1347)] Public | df967444-0ef3-25cd-b83f-896d4e1d7d64
[DivinityModDataLoader.cs:GetSelectedProfileUUIDAsync(1217)] Loading playerprofiles at 'C:\Users\John\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\playerprofiles8.lsf'
[DivinityModDataLoader.cs:GetSelectedProfileUUIDAsync(1225)] ActiveProfile | 'df967444-0ef3-25cd-b83f-896d4e1d7d64'
[MainWindowViewModel.cs:LoadExternalLoadOrdersAsync(2172)] Attempting to load saved load orders from 'C:\Users\John\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public'.
[MainWindowViewModel.cs:RefreshAsync(2013)] No saved orders found.
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(Gustav) UUID(991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1)
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(GustavDev) UUID(28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8)
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(Shared) UUID(ed539163-bb70-431b-96a7-f5b2eda5376b)
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(SharedDev) UUID(3d0c5ff8-c95d-c907-ff3e-34b204f1c630)
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(FW3) UUID(e5c9077e-1fca-4f24-b55d-464f512c98a8)
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(Engine) UUID(9dff4c3b-fda7-43de-a763-ce1383039999)
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(Game) UUID(Game)
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(DiceSet_01) UUID(e842840a-2449-588c-b0c4-22122cfce31b)
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(DiceSet_02) UUID(b176a0ac-d79f-ed9d-5a87-5c2c80874e10)
[MainWindowViewModel.cs:LoadAppConfig(4206)] Ignored mod added: Name(DiceSet_03) UUID(e0a4d990-7b9b-8fa9-d7c6-04017c6cf5b1)
[MainWindowViewModel.cs:BuildModOrderList(1397)] UUID 28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8 is missing from the profile's active mod list.
[MainWindowViewModel.cs:BuildModOrderList(1413)] Profile order:
[MainWindowViewModel.cs:BuildModOrderList(1428)] Setting next order index to [0/0].
[MainWindowViewModel.cs:LoadModOrder(1638)] Loading mod order 'Current'.
[MainWindowViewModel.cs:RefreshAsync(2123)] Finalizing refresh operation.
[MainWindowViewModel.cs:OnMainProgressComplete(2594)] Main progress is complete.
[MainWindow.xaml.cs:AlertBar_Show(428)] Saved settings to 'Data\settings.json'.
[MainWindow.xaml.cs:AlertBar_Show(428)] Saved settings to 'Data\settings.json'.
[MainWindow.xaml.cs:AlertBar_Show(428)] Saved settings to 'Data\settings.json'.

[Bug]: Won't launch after rebinding "Launch Game" key

BG3 Mod Manager Version

1.0.8.1

BG3 Game Version

Hotfix 1

Bug Summary

After changing the "Launch Game" keybind to "G" (no modifiers), the mod manager won't launch. Removing the keybind file gets it working again.

Links

No response

[Bug]: can't drag mod to activite window

recording-2023-08-05-12-29-11.webm

BG3 Mod Manager Version

1.0.8.1

BG3 Game Version

Hotfix#1

Bug Summary

I am unable to drag inactive mods into the activation area, which is preventing the desired mod functionalities from being enabled in my game.

Links

No response

[Bug]:

Operating System

Windows 10

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

Full Release

Bug Summary

I am noticing that none of my mods are taking effect. I drag from right column into the left. I click save order and export to game. then i launch, and nothing happens.

Links

No response

[Bug]: Whenever downloading mod manager it creates a duplicate and loose files

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

Full Release Hotfix 3

Bug Summary

So I'm unsure if I did something or something is wrong with my game, but for some reason when I download the mog manager it makes 2 of them. One that works perfectly fine and is normally but another that gives a whole bunch of errors.

When I go to extract it one has it in the folder. But for some reason it makes a duplicate of all the files and the program. When trying to put the loose files into the folder to maybe replace those it starts making more for some reason.

Really dont know what I did but hoping someone can help.

Links

image

fhbgdfjhg

dfhdsbfdsjhb
These are the errors it gives me. I've also uninstalled and reinstalled my game and it hasnt fixed it.

[Bug]: Exe file freezeing while in use

BG3 Mod Manager Version

1.0.9.0

BG3 Game Version

Full release Hotfix #2

Bug Summary

I just encountered strange situation when ModLoader started to freezing out of nowhere. It just happened randomly today when I launched the exe file.

Links

No response

[Bug]: No profile creation in full release of game

BG3 Mod Manager Version

1.0.8.1

BG3 Game Version

Release Version

Bug Summary

Can't make the mod load order work because there's no longer any profile creator option in the current full release of BG3

Links

No response

Mod Manager doesn't remember it's own window position

BG3MM always opens on the 'main' monitor, rather than the second monitor where I've dragged the window in order to use it. I'd like to be able to keep it on the screen I've moved it to, rather than have to alt-tab out of the game to snatch the window and drag it back to where it belongs.

Honestly not sure if being able to stay where I put it is intended, and thus this is a bug, or simply a feature that isn't available currently. Thought I'd mention it either way.

Steam Deck support?

BG3 Mod Manager Version

1.0.7.1

BG3 Game Version

update 18

Bug Summary

I tried to run it with proton versions but it doesnt work. is there any alternative way?

Links

No response

[Bug]: Active mods list became empty after launching the game

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

v4.1.1.3636828

Bug Summary

I saved the load order and exported it to the game, closed mod manager and launch the game. But I found out the mods were not working. I closed the game and launched the mod manager again, the active mods list became empty.

I believe the load order were correct because it was working before I add the #1 and #4 mod and they don't have any dependencies required.

Is there any log file for what happened and why the mods didn't work?

Thank you.

Links

Before launching the game: (Saved load order and exported to the game)
before

After launching the game:
after

[Bug]: Mod Manager always launches DX11 version

BG3 Mod Manager Version

1.0.9.0

BG3 Game Version

v4.1.1.3630146

Bug Summary

Using the mod manager to quickstart the game appears to always launch the DX11 version, regardless of whether the Enable DirectX 11 Mode settings option is checked.

Launching through the mod manager, regardless of whether the DX11 option is ticked or not:

a00fa5292025059bcebc4725f242b819

Launching the game through Steam and selecting Vulkan:

3722c18069e8c27ba18bda51a92917f5

Links

No response

[Bug]: Invalid `.csproj` configuration for the GUI project

BG3 Mod Manager Version

1.0.8.1

BG3 Game Version

v4.1.1.3624901

Bug Summary

The .csproj file in the GUI project references the Fody package with the 6.6.3 version. Yet the Nuget package from the solution installs with version 6.6.8. This causes the build to fail.

This is probably an artefact from an older version of Visual Studio. See this stackoverflow post.

Solution

Delete lines 582 to 594 from the GUI's .csproj file. I created a PR. :)

Links

Related PR

No response

[Bug]: Mods are working in Single Player, but not Multiplayer.

BG3 Mod Manager Version

1.0.9.0

BG3 Game Version

Full Relaase Hotfix 2

Bug Summary

Our mods are working just fine in single player, but the moment we go to multiplayer, we cannot join each others lobby. We have tried mods the exact same. In different orders. Some off and on. And all the other ways that we could try and troubleshoot it on our own. But nothing is working. Though the moment we turn off the Manager, it works just fine. We are concerned that the BG3 Mod Manager might be bugged, or not working, for Multiplayer.

Links

image

Linux version?

I was wondering if this is getting a Linux version. I've recently switched to Pop!_OS. I'm not a programmer (I'm a librarian), but I'm currently on mat leave and can help test one if it's in the works. I really loved this on Windows. Thank you for your hard work!

[Request] Support for dependency enforcement

Not proposing how this be accomplished, but a nice to have would be a way for mod authors to define mods that a mod is dependent upon, and that BG3 Mod Manager provide warnings prior to saving a load order if the dependency isn’t present.

[Bug]: Program not writing to "modsettings.lsx"

BG3 Mod Manager Version

1.0.9.0

BG3 Game Version

Build ID: 11894264

Bug Summary

Mods are added to the manager, moved to "active", and sorted into an order. However, when clicking "export to game". the modsettings.lsx file is not updated and remains in the default state.

Edit: I should note, I have checked that the game folder is not read-only, and ran the manager as an administrator.

Links

No response

Cannot import mods. Can't add .zip files

I download mods from nexus, they are .zip files.
When i try to import with File > Import - it doesn't see the .zip files. I change to . , chose the file , it gives an error:
Error extracting archive (check the log): Cannot determine compressed stream type. Supported Reader Formats: Zip, GZip, BZip2, Tar, Rar, LZip, XZ

The button to open log doesn't work. Could find any logs in program folder either.
I checked if i have .NET Framework 4.7.2 installed - i have.
Tried running as admin.
What am i doing wrong?

[Bug]: Can't drag mods, program crashes instead

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

Full Release Hotfix 2

Bug Summary

Whenever I keep trying to drag the mods from one side to another, it just keeps crashing. I've had to use a keybind for this but I also cannot fix the load order for mods.

Links

No response

[Bug]: DX11

BG3 Mod Manager Version

1.0.8.1

BG3 Game Version

Release latest

Bug Summary

only start with Vulkan cant chose DX11. Dx11 in Options didnt nothing.
Game crashes with Vulkan so i can only play with Dx11 but the modloader only load Vulkan.

Links

No response

[Bug]: Error saving settings

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

Full Release Hotfix 3

Bug Summary

Bg3 mod manager forgets pathing to the game data every time I launch it. When I go to save the new path, it comes up with this error path.
error

Links

No response

[Bug]: Exporting load order deletes gustav entry

BG3 Mod Manager Version

1.0.8.1

BG3 Game Version

Latest - full release

Bug Summary

When you export mod load order, it does that, but it also deletes the gustav entry in modsettings.lsx which makes the game crash on start up

Links

No response

[Bug]:

Operating System

Windows 11

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

Full Release Hotfix 4

Bug Summary

My profile option was empty,and after downloading the launcher again, this option remains empty.
image

Links

No response

Would you be so kind as to flesh out the instructions to build locally?

I see that you linked the two libraries you're using, and I fixed the reference to LSLib, along with updating the reference to the .NET SDK. However, I'm still getting a ton of errors, largely in this vein:

CSC : error CS5001: Program does not contain a static 'Main' method suitable for an entry point C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\BusyIndicator.xaml.cs(25,4): error CS0103: The name 'InitializeComponent' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(33,4): error CS0103: The name 'InitializeComponent' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Views\VerticalModLayout.xaml.cs(25,4): error CS0103: The name 'InitializeComponent' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\HyperlinkText.xaml.cs(41,7): error CS1061: 'HyperlinkText' does not contain a definition for 'Hyperlink' and no accessible extension method 'Hyperlink' accepting a first argument of type 'HyperlinkText' could be found (are you missing a using directive or an assembly reference?) C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Views\VersionGeneratorWindow.xaml.cs(48,4): error CS0103: The name 'InitializeComponent' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Views\AboutWindow.xaml.cs(24,4): error CS0103: The name 'InitializeComponent' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\HyperlinkText.xaml.cs(71,4): error CS0103: The name 'InitializeComponent' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\HyperlinkText.xaml.cs(73,4): error CS0120: An object reference is required for the non-static field, method, or property 'Hyperlink.RequestNavigate' C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(62,6): error CS0103: The name 'spStandard' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(63,6): error CS0103: The name 'spOutline' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(65,43): error CS0103: The name 'spStandard' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(70,6): error CS0103: The name 'spStandard' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(71,6): error CS0103: The name 'spOutline' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(73,43): error CS0103: The name 'spOutline' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(74,6): error CS0103: The name 'bdr' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(98,4): error CS0103: The name 'grdWrapper' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(99,4): error CS0103: The name 'key1' does not exist in the current context C:\Users\Valerie\RiderProjects\BG3ModManager\GUI\Controls\AlertBar.xaml.cs(100,4): error CS0103: The name 'key2' does not exist in the current context

If you could find the time to set up advice to get this to work on a new machine, I'd be very grateful!

[Bug]: Game stuck at 100% on loading screen before main menu

BG3 Mod Manager Version

1.0.9.1

BG3 Game Version

Full Release Hotfix 3

Bug Summary

Since the update, everytime I install a new mod, the game will be stuck at 100% in the first loading screen when you enter the game, If i remove all mods, the game will work fine, I tried with mods individually and the problem returns. I tried several things, such as deleting everything located in the larian studios file in AppData.

The only solution that i found, is deleting all the modmanager files, and doing the entire process of creating another modmanager file and setting all my mods again, the game will run fine until I install a new mod, then, the problem will return and again i will be stuck at 100% in loading screen forever

Links

Screenshot_27

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