This mod works so far and I really like it. But it bugs me that everytime I restart the game or reload a save file, I get a screen saying something altered the mod since last loading the save file, and it recommends me to disable the mod. Is this the normal behavior? And how can I bypass it? Thx for any help
PS: as for the mod loader, I'm using the MO2 with the BG3 plugin
Anybody looking for a mod with similar functionality that works with patch 7 should look at hawchangJA's "Inspiration Cap" here on nexus mods, or at mod.io.
Gonna teach you guys how to fish ... Credit to Kestralys on Nexus https://github.com/ShinyHobo/BG3-Modders-Multitool 1. Download Baldur's Gate 3 Modder's Multitool and follow instructions for setup 2. Open (the Mod you're working on) zip folder and drop (the Mod you're working on)onto Multitool workspace 3. Open unpacked (the Mod you're working on) folder and navigate to Mods\(the Mod you're working on) 4. Delete Story folder 5. Drop edited (the Mod you're working on) folder onto Multitool workspace to repak 6. Depending on how you set up Multitool, it will either: A. create a new zipped folder of (the Mod you're working on), now without Mod Fixer, that you can install, or B. place the repacked .pak file directly into your mods folder 7. Be sure and save, then export load order You can now remove mod fixer from other mods that have it as well. Have fun catching fish on your own now :) You just need to open the packed mod, remove ForceRecompile.txt file from the Story folder
I don't see a Story folder in this file when I use the Multitool - is there another thing we should remove or was this just in general for repack (awesome instructions btw!)
It is true that you cannot load your saves without this mod, if you used it. Though what I did is I just didn't delete it xD And I guess it works, I still have 18 inspiration points. I don't think it still requires Mod Fixer so there's no need to edit the .pak
Can we please get an update for this mod that works with patch 7? At the time of writing, even having the mod installed (whether it's disabled or enabled in the in-game MM) will prevent saves from being loaded and new campaigns from being started.
I can't resume any of my pre-patch playthroughs as a result.
FYI, I used this mod on one of my saves. When patch 7 came out I just removed all my mods and did a clean reinstall of the game. Never reinstalled this mod as it doesn't seem to be compatible anymore, and I can load all my saves just fine. My inspiration points were still sitting at 5 from prior use of the mod, everything appears to work (only had a quick play around, just enough to go into a dialogue and use an inspiration point with no trouble - haven't tested getting them).
If you're willing to get your hands a tiny bit dirty, you can do what I did and use the "BG3 modders multitool" by ShinyHobo to edit the mod to whatever amount you want (I did 10)!
Great mod, thanks! All works except it conflicts with Highlight everything mod and cancels it out. For some reason. Highlight mod does not show in loading order, so I can't play with mixing their order. No idea where they conflict...
For whatever reason, this is the one mod that didn't seem to want to work with Vortex. I had to download the BG3MM and set the load order that way for it to work.
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PS: as for the mod loader, I'm using the MO2 with the BG3 plugin
https://github.com/ShinyHobo/BG3-Modders-Multitool
1. Download Baldur's Gate 3 Modder's Multitool and follow instructions for setup
2. Open (the Mod you're working on) zip folder and drop (the Mod you're working on)onto Multitool workspace
3. Open unpacked (the Mod you're working on) folder and navigate to Mods\(the Mod you're working on)
4. Delete Story folder
5. Drop edited (the Mod you're working on) folder onto Multitool workspace to repak
6. Depending on how you set up Multitool, it will either:
A. create a new zipped folder of (the Mod you're working on), now without Mod Fixer, that you can install, or
B. place the repacked .pak file directly into your mods folder
7. Be sure and save, then export load order
You can now remove mod fixer from other mods that have it as well. Have fun catching fish on your own now :)
You just need to open the packed mod, remove ForceRecompile.txt file from the Story folder
At the time of writing, even having the mod installed (whether it's disabled or enabled in the in-game MM) will prevent saves from being loaded and new campaigns from being started.
I can't resume any of my pre-patch playthroughs as a result.
All works except it conflicts with Highlight everything mod and cancels it out. For some reason. Highlight mod does not show in loading order, so I can't play with mixing their order. No idea where they conflict...