This mod was converted for use in the Toolkit, so I can further build on it via it. I have tried to make this as seamless as possible for you switching to these new versions.
However when switching to the latest version of the mod please make sure to remove the pak of the original mod if you got it from here previously.
Patch 6 of the mod will remain under old versions.
Uninstalling
As of Patch 7 you can safely disable this mod and continue your saves. As with Patch 7 comes easier time disabling mods and continuing saves.
However the best advise is always to be cautious when doing so. As some mods may still have issues. But from my tests removing item mods even my masks mod it would just disable the item and let me continue my save.
Hi, I love this mod & have used a custom dye since my second playthrough. However, since around Patch 4, I'm no longer able to uninstall this mod and continue a playthrough; if I remove it, the game crashes on load back to main menu every time. This is true even if I destroy any known dye bottles before uninstalling the mod (either by chasm or by a a summoned box which then disappears after a few seconds). I suspect this is because other merchants in the world still have copies of the dye bottles that I haven't destroyed; item-creating mods like this have been reported to give trouble on uninstall for a few patches now.
Can you confirm if there is an alternate way to remove all copies of the dye bottles, even from merchant inventories, before trying to uninstall; or do you know of any other way to uninstall this mod? I wanted to send an unmodded copy of a save file to Larian as part of an unrelated bug report, but this is the last mod I can't detach.
Hey there, try Mod uninstaller It has helped me uninstall different mods that adds items to the world. Some of them have worked even with items added to merchants. But it isn't perfect. If you're at a point in the story where you can't go back to a different region (say you're in Act 3 and there are modded items in merchants of Act 1 region that you can't come back to) the mod would have difficulty deleting those records from those merchants.
Still, it's the best way I know of to uninstall mods safely. Be sure to read on the requirements and instructions
Hi, thanks for replying! Unfortunately, I still seem to be having issues uninstalling this mod post-Patch 7. Any time I try to launch a save with the mod disabled, I get a pop-up that says this mod "must be enabled" to load the game. If I try to load anyway without enabling it, the save still fails and I still crash back to the main menu with a 302 error.
This is true if I use the new in-game installer for the Patch 7 version of your mod, if I use a third-party installer like Vortex or BGMM, or if I use your older Patch 6 version. I wanted to create some custom dyes from your template, so I originally thought it was my modified .pak, but the error persists even if I use your vanilla files. BG3 still simply will not let me load in if these items are missing.
If you have any ideas for something else I can try, I'd love to know!
Edit: Kellhus2019's suggestion of Mod Installer above did work for me; it successfully deleted the items and though I got the warning while loading a fresh save, it was able to boot fully into the save afterwards and I could continue playing. However, it requires the installation of three additional separate utilities/mods to work, and I'd rather use a simpler solution if one is available.
That error message in Patch 7 is sadly over zealous I can attest that removing it is safe as I have done it myself in Patch 7 with all my dyes mods, as well as my outfit mods and continued playing without them.
Normally all you need to do is click Start Game. though if yours is getting an error that must be something else causing it.
edit: I can try looking into why, but the mod no longer has it existing in vendors or tutorial chests
I have this mod thru the new ingame manager and just updated I got the ones out of the tutorial chest before updating and now can't use them. I get error that is it's invalid combo with my gloves. So maybe need a new dyes bag? Could you add these dyes to the tutorial chest?
This mod was converted for use in the Toolkit, so I can further build on it via it. I have tried to make this as seamless as possible for you switching to these new versions.
However when switching to the latest version of the mod please make sure to remove the pak of the original mod if you got it from here previously.
Patch 6 of the mod will remain under old versions.
Uninstalling
As of Patch 7 you can safely disable this mod and continue your saves. As with Patch 7 comes easier time disabling mods and continuing saves.
However the best advise is always to be cautious when doing so. As some mods may still have issues. But from my tests removing item mods even my masks mod it would just disable the item and let me continue my save.
Every file in the template has notes on how to use it, each how to in my templates describes different things, if it is the only one in the file it is just for reminders. Though I had plans to update it to explain that.
I would like to create my own reusable dye that uses a colour scheme from one of vanilla armours. The problem is, I don't know how to get those colour values from an item. I guess I have to find the item in the game files but I have no idea where to start. Do you know where I should look? Can you please point me in the right direction.
Gale in purple is disgraceful. :D Mystra's color is blue. So i do him the favor and let him wear blue. Makes him looks way better. ;)
But still: Even if the mods is old and some would scream it's outdated, i just found it and got it. Some of the combinations are still good for other companions and Tavs of course. ;)
The mod isn't outdated. Not sure why that is being said. I am glad you're enjoying it
edit: to explain the code for dyes themselves hasn't changed which means Dye mods aren't outdated. I will be updating to put them into bags so as to not clog the vendors as much though.
79 comments
This mod was converted for use in the Toolkit, so I can further build on it via it. I have tried to make this as seamless as possible for you switching to these new versions.
However when switching to the latest version of the mod please make sure to remove the pak of the original mod if you got it from here previously.
Patch 6 of the mod will remain under old versions.
Uninstalling
As of Patch 7 you can safely disable this mod and continue your saves. As with Patch 7 comes easier time disabling mods and continuing saves.
However the best advise is always to be cautious when doing so. As some mods may still have issues. But from my tests removing item mods even my masks mod it would just disable the item and let me continue my save.
Can you confirm if there is an alternate way to remove all copies of the dye bottles, even from merchant inventories, before trying to uninstall; or do you know of any other way to uninstall this mod? I wanted to send an unmodded copy of a save file to Larian as part of an unrelated bug report, but this is the last mod I can't detach.
It has helped me uninstall different mods that adds items to the world. Some of them have worked even with items added to merchants. But it isn't perfect. If you're at a point in the story where you can't go back to a different region (say you're in Act 3 and there are modded items in merchants of Act 1 region that you can't come back to) the mod would have difficulty deleting those records from those merchants.
Still, it's the best way I know of to uninstall mods safely. Be sure to read on the requirements and instructions
This is true if I use the new in-game installer for the Patch 7 version of your mod, if I use a third-party installer like Vortex or BGMM, or if I use your older Patch 6 version. I wanted to create some custom dyes from your template, so I originally thought it was my modified .pak, but the error persists even if I use your vanilla files. BG3 still simply will not let me load in if these items are missing.
If you have any ideas for something else I can try, I'd love to know!
Edit: Kellhus2019's suggestion of Mod Installer above did work for me; it successfully deleted the items and though I got the warning while loading a fresh save, it was able to boot fully into the save afterwards and I could continue playing. However, it requires the installation of three additional separate utilities/mods to work, and I'd rather use a simpler solution if one is available.
Normally all you need to do is click Start Game. though if yours is getting an error that must be something else causing it.
edit: I can try looking into why, but the mod no longer has it existing in vendors or tutorial chests
Thank you for reporting this.
edit: okay some did have issues, but yeah fix seems like a new bag.
And Thank you for responding so fast.
This mod was converted for use in the Toolkit, so I can further build on it via it. I have tried to make this as seamless as possible for you switching to these new versions.
However when switching to the latest version of the mod please make sure to remove the pak of the original mod if you got it from here previously.
Patch 6 of the mod will remain under old versions.
Uninstalling
As of Patch 7 you can safely disable this mod and continue your saves. As with Patch 7 comes easier time disabling mods and continuing saves.
However the best advise is always to be cautious when doing so. As some mods may still have issues. But from my tests removing item mods even my masks mod it would just disable the item and let me continue my save.
However you can use this guide alongside my template AstralSprout's Custom Dye Mod Guide
I would like to create my own reusable dye that uses a colour scheme from one of vanilla armours. The problem is, I don't know how to get those colour values from an item. I guess I have to find the item in the game files but I have no idea where to start. Do you know where I should look? Can you please point me in the right direction.
But still: Even if the mods is old and some would scream it's outdated, i just found it and got it. Some of the combinations are still good for other companions and Tavs of course. ;)
edit: to explain the code for dyes themselves hasn't changed which means Dye mods aren't outdated. I will be updating to put them into bags so as to not clog the vendors as much though.