Comments (4)
Hi,
The extender can load unpacked files from the Data
directory (same way the game does), so you don't need to build a .pak for development.
The reset
console command reloads all Lua files, and for unpacked files it'll load the most recent version found on disk.
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@Norbyte
hey do you mind providing a example?
i added this to the modsettings.lsx
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSString" value="MyMod"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="LSString" value="MyMod"/>
<attribute id="UUID" type="FixedString" value="e439f487-3c71-467f-95ee-945b317dca3a"/>
<attribute id="Version64" type="int64" value="36028797018963968"/>
</node>
</children>
made a folder in BG3/Data called MyMod
Folder Structure is
steamapps/common/Baldurs Gate 3
❯ ls Data/**/*.* | where {|x| not $x.name ends-with .pak} | where name =~ MyMod
╭────┬─────────────────────────────────────────────────────────────────────┬──────┬──────────┬────────────────╮
│ # │ name │ type │ size │ modified │
├────┼─────────────────────────────────────────────────────────────────────┼──────┼──────────┼────────────────┤
│ 0 │ Data/MyMod/Mods/MyMod/ScriptExtender/Config.json │ file │ 83 B │ a day ago │
│ 1 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/BoostComponentTests.lua │ file │ 1.7 KiB │ 23 minutes ago │
│ 2 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/BootstrapClient.lua │ file │ 1.1 KiB │ 23 minutes ago │
│ 3 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/BootstrapServer.lua │ file │ 5.8 KiB │ 23 minutes ago │
│ 4 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/CharacterComponentTests.lu │ file │ 14.5 KiB │ 23 minutes ago │
│ │ a │ │ │ │
│ 5 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/CharacterTests.lua │ file │ 9.2 KiB │ 23 minutes ago │
│ 6 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/ComponentTests.lua │ file │ 1.3 KiB │ 23 minutes ago │
│ 7 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/ItemComponentTests.lua │ file │ 10.2 KiB │ 23 minutes ago │
│ 8 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/ResourceTests.lua │ file │ 12.4 KiB │ 23 minutes ago │
│ 9 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/StatTests.lua │ file │ 6.0 KiB │ 23 minutes ago │
│ 10 │ Data/MyMod/Mods/MyMod/ScriptExtender/Lua/TestHelpers.lua │ file │ 3.1 KiB │ 23 minutes ago │
│ 11 │ Data/MyMod/Mods/MyMod/meta.lsx │ file │ 2.2 KiB │ a day ago │
│ 12 │ Data/MyMod/Mods/MyMod/modsettings.lsx │ file │ 1.5 KiB │ a day ago │
yet it doesnt work, even the modsettings.lsx gets overwritten each time in the playerprofile folder, i must be missing something stupid, really would appreciate a example
from bg3se.
Mod should be in Data/Mods/MyMod
, not Data/MyMod/Mods/MyMod
from bg3se.
Perfect, thanks!, and the modsettings.lsx reset was caused by guid mismatch i think, thank you very much!
from bg3se.
Related Issues (20)
- Script Extender doesn't installing to BGMM on steamdeck HOT 2
- Multiplayer and Long Rest Issues
- Exporting Lua functions to Osiris chapter missing HOT 1
- Ext.Stats. There is no support for modifiers which contains space character HOT 2
- StatsLoaded event wasn't triggered HOT 1
- cant update to v14, stuck on v13 HOT 1
- SE won't install properly; think it may have something to do with how I installed it
- DWrite.dll does not exist in most recent release. HOT 1
- latest release does not contain DWrite.dll HOT 2
- MessageBox Listener not working HOT 3
- BG3SE won't update after installing DWrite.dll fresh. HOT 4
- Mod manager doesn't detect correctly Script Extender HOT 1
- Game fails to launch with v14 and v15 HOT 14
- Script Extender update failed; Unable to download manifest: (6) Couldn't resolve host name HOT 5
- Fresh installed game, SE detected version is v10 HOT 2
- Update failure HOT 1
- Failed to apply Script Extender update HOT 3
- Script Extender Updater Error HOT 3
- Override function parameters on before listeners
- SE doesn't start but launch the bg3 process without starting the game HOT 4
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