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Created by

DemonG

Uploaded by

Quasarum

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About this mod

Adds a ring with spells that can move any item or character and rotate any item in all 3 dimensions.
And also in groups. And also preventing items from being removed from the ground in camps. And also saving/loading item presets between game saves.

Requirements
Permissions and credits
Changelogs
It works.
Mod adds three rings to the Tutorial Chest and traders (Aaron, Quartermaster, Danthelon)  with spells that can help player decorate camp or do some silly stuff.
Mod mostly focuses on moving items around, not characters. Sorry. Character movement was improved and rotation added in 1.10.

New in 1.10:
  • Character rotation. On Y axis (changing Yaw, around itself while standing, blue icon. Pitch and Roll won't work). Now its finally possible to precisely rotate a character with Increase/Decrease Yaw spells. Note: do it after moving character to desired position. First cast/click of this rotation method after any movement of character is bugged, character will rotate to unpredictable direction. Further casts/clicks will properly rotate character by Rotate Step amount of degrees. Just try it out.
  • Group Rotation Switch. Changes between two types of rotation for group of items: around center of selection and on each item's axes. Switch is present on UI widget, in MCM menu and in Group Utils spell container on Group Ring.
  • Character movement with this mod's functions was modified, now if two (or more) characters were moved with some of this mod's spells, they can clip into each other. Or just stand much closer than it was possible before. Basically, movement spells now change some parameters on characters, but for making them stand real close with those spells it needed to be cast on both (or more) characters at least once in a gameplay session. State doesn't persist through saves.
  • Mod is now compatible with No Annoying VFX, Less Annoying Magic Effects and probably other such mods. Selection effects (MultiEffectInfos instances) were decoupled from base game and unless other mod utterly changes/deletes very base effect files, my mod will be fine and selection effect will be shown properly.

Old stuff in 1.8:
  • UI for basic object manipulation
  • New single target spell (for first ring) for selecting an object, it opens new UI widget automatically. 
  • Group selection spell from second ring was updated, now it too opens UI widget for objects manipulation (if 1 or more items were picked up with that spell).
  • Widget actions are the same as on rings, including some utility spells. No tooltips though, just refer to tooltips for those spells that are in the Utilities of the rings. 
  • Big Deselect button on the widget. Automatic deselection happens too if group/single target counterpart spell was used after. It just works.
  • Movement actions on widged can affect characters and items, rotation - only items, scaling - only items, utility - only items too. Again, this mod focuses mostly on items.
  • Items size changes saved automatically too.

Old stuff in 1.6:
  • MCM support. MCM is a very convenient mod for settings and such. In my mod it allows to quickly change steps for scaling/rotating/moving spells and more.
  • MCM independency. My mod works fine without MCM, so MCM is not required for my mod to work! But come on, its very convenient tool.
  • Scaling spells. Yes, now my mod has item resizing, to any size! Copying, pasting, restoring default scale, changing scale steps included. For resizing to persist through saves use 'Save Scale' spells. New size/scale now saved automatically.
  • Dialogue/Cutscene visibility. Now player can make any placed item visible in cutscene/dialogue. Yeah, i found a method to do it. Dunno how unsafe it is, but it works.
  • True Pickup. Somewhat unsafe implementation that allows picking up ANY item. Unlike PickUp Everything mod, this 'True' version doesn't copy item but allows to directly pick it up. I.e. with it now possible to pick up a waypoint. And bring it into next act, activate it (it gets deactivated when act changes) and waypoint would appear in the list again.. Consequences of doing that are wild and unpredictable, game wasn't designed for it. But it is possible now.
  • Clearing ownership spells. Requested feature, just clears ownership from red items so it is possible to move/take items and it won't be a crime. Obviously a cheat.
  • Duplicating item. Loading a preset of items is spawning new copies anyways, so why not. Obviously a cheat too.



Old HOT stuff:
Ring of Save/Load! For saving and loading whole sets (i call them presets, dunno if it is correct)
  • Pick Group of items - same spell as on Group Ring. To save a set of items they are needed to be selected first, right
  • Save Selected Items - spell saves selected items onto player's drive. Save path is %LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Script Extender\RingOfMoveAnything. (e.g. C:\Users\CoolUserName\AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender\RingOfMoveAnything ) Save format is simple .json, could be opened and edited with any text editor. Naming of files is important: for loading mod searches for files RingOfMoveAnything_1.json .. RingOfMoveAnything_99.json (up to 100 currently). When saving, mod saves preset as first available number in name (i.e. files RingOfMoveAnything_1.json through RingOfMoveAnything_10.json exist, and also RingOfMoveAnything_21.json exists, preset will be saved as RingOfMoveAnything_11.json).
  • Choose Next/Previous Saved Items Preset - goes through existing files in that folder and selects next or prev file to be used with loading spell.
  • Load selected preset - creates set of items on spot where player points at, at their relative positions as they were saved. Items will be arranged just how they were when they were saved! Also immediately selects all loaded items for group manipulation, hence Ring of Save/Load works well with Group Ring. And, unfortunately, items often appear somewhat underground or above ground, so correction might be needed with movement spells.
  • Save/Load Utils: just useful util spells for including/excluding singular item into group, deleselecting whole group (e.g. preset is loaded and there's no need for corrective movement), changing group selection radius.



Old cool stuff:
Group Ring! For manipulating items in group.
  • Items selected in group have greenish glow around them.
  • Pick Group of items - spell with initial zone 3 selects a group of items when pointed at. Targeting circle for the spell is not precise, and actual selection zone is a bit smaller than it seems. Both selection zone and targeting circle (power of script extender!) could be increased/decreased with spells in Group Utils. Point at which spell was casted is taken as group's center, further manipulations take it into account. Using spell always drops previous selection.
  • Move Group of Items - teleports whole group of selected items to new position, inheriting their relative positions in group (basically, item A that was 1 meter to the left from item B will still be the same 1 meter to the left when they are moved)
  • Spells for manual moving selected items on 3 axes, works the same as spells for singular item, but for group. Spells for changing movement step for these are in Group Utils.
  • Spells for manual rotation of whole group of selected items on one of three planes. Work differently than spells for single item. Do not rotate each item around their respective axes, but only rotate whole group around center. Rotation on XZ plane (around Y axis) probably most useful, other two are just for giggles probably.
  • Group Utils - spell container with many useful spells for working with group of items. Such as
    • Include/Exclude single item into/from selected group. When including an item into a non-existing group (no other items selected), that item becomes center of the group.
    • Include as Anchor - silly spell that includes an item into the group. When an Anchor is dragged around by in-game means, all other items in the group will follow it.
    • Deselect whole group - simply drops selection.
    • Zone pick radius, move step, rotation step - all those could be changed with spells in Utils.
    • Delete whole group spell. Use with caution.
    • Stop Declutter for for Group and Allow Declutter for Group - first one prevents all selected items from being decluttered (removed from the camp's ground and put into Traveller's Chest when visiting other region), and other allows it again if needed. Persists through saves. Might lead to potential save bloat, use with caution. Before leaving to Act II/III maybe clean your camps?



Initial Old cool stuff:
  • Movable - makes ANY item moveable by normal in-game means. Cast this one on something and drag it like any other item. Try casting the spell on arterial mesh on Nautiloid and drag it. 
  •  Gravity ON/OFF - these two spells turn gravity of target item on and off respectively. For example it's useful for any kind of crates that has gravity on by default and don't behave well with following spells.
  • X/Y/Z axis plus/minus - these directly move targeted item or character on respective axes. Y axis is up and down. Now those can move characters too. Unfortunately, it does NOT help much with adjustments of positions of characters relative to each other (e.g. for needs of Emotes mod). Game has inner checks for collisions, so when characters are too close to each other, it would rather slightly move target away from other character.
    
  • Pitch/Yaw/Roll +-15 - these spells are rotating item in place by 15 degrees one way or another. 15 because 3 casts for 45 degrees turn and 6 casts for 90 degrees. Rotation does NOT work on characters at all.
    
  • Ring's Utils:
      
    • Last Item Return - if last item moved or rotated by spells in 3 and 4 got moved out of bonds or something, cast this one and it would appear over caster's head. Only works on last affected by the spells item.
    • Copy & Paste - set of spells in Utils spell container that could be used to copy position&rotation of one item and paste it to other items. Example sage: tilt one of the torches in your camp, copy pos&rot, paste rotation to every single torch. Tilt them all.
    • Move and Rotation step changes - set of spells in Utils spell container that could be used to change step value for movement and rotation spells from 3 and 4 of this list. It has message. Step changes for rotation has 3 pairs - 1°, 5° and 15°. For item movement it has only one pair of changing by 0.5 at time, but decreasing it from default 0.5 results in 0.25 step and 0.1 step, then wraps to 10. Just try it and see how it works.
    • Put Lock ON/OFF - when Lock is put ON on an item, it prevents item from moving by spells from this mod or by dragging it through normal in-game means. For now, lock preventing the mod's spells from affecting an item only persists in current game session, but unmovable property for in-game means persists through saves (it can be removed by Put Lock OFF spell or Movable spell).
    • Delete target item - use with caution.
    • Stop Declutter for target item and Allow Declutter for target item - first one prevents target item from being decluttered (removed from the camp's ground and put into Traveller's Chest when visiting other region), and other allows it again if needed. Persists through saves. Might lead to potential save bloat, use with caution. Before leaving to Act II/III maybe clean your camps?





Where to get:
1) Tutorial Chest. You can use Tutorial Chest Summoning to get it.
2) (added in 1.1) Sold by Arron (Act 1), Quartermaster (Act 2), Danthelon and Carmen Pennygood (Act 3).

The mod works as intended. Feel free to unpack it and look how it is done. All mod permissions were open from get go btw.

Installation:
1. Download the mod.
2. Throw .pak file to %LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Mods\ folder like almost any other mod.
3. Activate the mod in preffered way, be it through third-party mod manager or in Patch 7+ BG3 main menu mod manager.
4. That's it. Mod works, nor hotfixes nor patch 7 didn't break it.

Big Thanks:


Thanks for inspiration and tutorials and tools and more:
PickUp Everything - this mod and comments to it inspired me in the first place to check if it's possible to rotate items. My mod works really well with that one.
Modder's Multitool - saved me a lot of time during constant testing, great tool.
AnteMaxx's sample mods - without them I wouldn't create my mod at all.
Remove Broken Objects - this mod inspired me to look into how it is possible to work with multiple items at once.
Save & Restore Stash - this wonderful mod was a great help and inspiration of how to save/load data in .json files.
Koko's Save File - used this unmodded save for testing anti-declutter spell in Act 3.
FridgeTroll - who made new icons for this mod and was so kind to share them with me!  Check out their mods too!
game-icons.net - this icon constructor, easy to use, great customizability. I used it to make more icons for my mod!
Debug Spells - used this mod a lot for testing my spells.
Rings of All Status Effects - this mod helped me choosing visual highlighting for group selection.
MCM - MCM.


Modding channels of Larian Studios discord. Although I don't talk there myself, but it was helpful to me nonetheless.
Especially Aahz and other awesome modders who worked with IMGUI, their experience was big reason to how this mod works (and works at all, lol).
Claude by Anthropic - new code done mostly with help of AI. Third Ring icon is by AI too, mod now deservingly has a tag "AI-generated content". Honestly, code is just a big ugly bloat full of holes. But it works, and I'm using the mod myself. Oh, and my english is bad too. But I love moving items around in Larian's games.

No Thanks:
Idea of .dds and .DDS not being the same thing.