OIO 8.0.0 is now a thing, no thanks to a certain new paladin subclass oathbreaking flag that got A WHOLE ASS NEW PAK ALL TO ITSELF I had to go find. (well okay to be fair there were a few more things in there in GustavX than that)
Anyhoo, all versions are updated, even the ones that shouldn't exist. Merry P8thmas!
In future development notes, now that The Last Big Patch is out, once the subsequent hotfix patches come out to iron out any remaining Patch 8 glitches BG3 is more or less "done". Once we're at that point I might start doing some more specific versions I've heretofore held off making mainly because I didn't want to be potentially having to update 15 different OIOs whenever Larian changed something.
In the meantime, if anybody ever wanted an oathbreaking-only version this mod asked for and got permission to do a Paladin-specific conversion, so that's one specific version I'm not going to have to worry about at least.
Does OIO 8 now specify which oath is being broken like Sandi's Oathbreak warning or if I wanted to have OIO and that feature I need to install both yours and theirs?
Never mind, played through an noticed it does and that the second mod isn't necessary have both features
OIO always has specified which oath is being broken when it's not all of them from the beginning, so I'm not really sure where you're getting the "now" from. Sandi's Oathbreak Warnings is just taking OIO (with permission, since I definitely wasn't going to get around to making an OIO Holier Than Thou version anytime soon) and cutting out all the non-Paladin stuff whilst also rephrasing Paladin things like [DevotionBrokeOath] into more nicely written formats like {Break Oath of Devotion}.
Also all mods like these are strictly speaking incompatible with each other, because you only get to make one change to a BG3 text field. So if multiple mods want to change the same line, you'd only get one of the mods' changes. This is why there are a bunch of different OIO versions and you only install one of them, instead of there being a mod to add arrows, a mod to add approvals, etc etc and you install as many ones as the features you want. You can't merge them, so it just wouldn't work that way.
Would this mod cause dialogue options to appear before they're intended to be shown? Such as a dialogue option that only appears if a specific NPC is killed being available before said NPC is dead?
We don't talk about Bruno! But also no, because the code that could make one got wiped out in the last refactor of the generator project I did a while back. The remnants are what they are at this point, alas.
Cannot remove this mod anymore without breaking saves. I dont think its the mods problem, the game automatically locks the savefile and shows an "adventure missing" pop up saying that the mod isnt detected and that "loading will not continue" with no option to ignore it. This never happened before, I could delete mods like these with no problem in the past, including this one. Larian pisses me off, it feels like every update is specifically designed to mess with players for no reason.
You literally make the most ambitious mod in terms of complexity, and I really appreciate it. But somehow the same you decided to include in-game strings for... what exactly? :D Sorry if this sounds rude, but this is really a bad design choice regarding the player experience. Who would want to see [string_because_why_not][string2_because_why_not_either]...? :D
Actually, you might be right. I just checked others, and I realized that it is due to the verbose version. However, it is a good thing I suppose after all. Thank you for notifying me.
This is me wondering if some youtuber started a playthrough with Verbose or something to spark this kinda out of the blue run of Verbose-related comments because tbh it's never even been close to the most downloaded OIO version, let alone the "main" one.
i installed the verbose version and it isnt working. i checked to make sure it actually installed (which it is). but every dialog hasnt had any tags show up yet. any help is appreciated
I think they mean they don't want it as a .pak file. Older version replaced the .loca file and it allowed you to see the new dialogue without it showing as a mod. That way you can play multiplayer without other people needing the mod. I am also hoping for the old style file.
846 comments
Anyhoo, all versions are updated, even the ones that shouldn't exist. Merry P8thmas!
In future development notes, now that The Last Big Patch is out, once the subsequent hotfix patches come out to iron out any remaining Patch 8 glitches BG3 is more or less "done". Once we're at that point I might start doing some more specific versions I've heretofore held off making mainly because I didn't want to be potentially having to update 15 different OIOs whenever Larian changed something.
In the meantime, if anybody ever wanted an oathbreaking-only version this mod asked for and got permission to do a Paladin-specific conversion, so that's one specific version I'm not going to have to worry about at least.
Does OIO 8 now specify which oath is being broken like Sandi's Oathbreak warning or if I wanted to have OIO and that feature I need to install both yours and theirs?
Never mind, played through an noticed it does and that the second mod isn't necessary have both featuresAlso all mods like these are strictly speaking incompatible with each other, because you only get to make one change to a BG3 text field. So if multiple mods want to change the same line, you'd only get one of the mods' changes. This is why there are a bunch of different OIO versions and you only install one of them, instead of there being a mod to add arrows, a mod to add approvals, etc etc and you install as many ones as the features you want. You can't merge them, so it just wouldn't work that way.
Such as a dialogue option that only appears if a specific NPC is killed being available before said NPC is dead?
But somehow the same you decided to include in-game strings for... what exactly? :D Sorry if this sounds rude, but this is really a bad design choice regarding the player experience. Who would want to see [string_because_why_not][string2_because_why_not_either]...? :DWould it be possible to make a full version without the flags though?
The [insert_tag_here] feel a bit weird in the dialogues.
DC, Approval, and especially the arrows, they’re awesome! I can’t imagine playing without them!
it works now