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About this mod
Provides an in-game graphical interface, accessible via main and ESC menus, allowing players to easily manage mod settings, keybindings, and custom IMGUI widgets.
- Requirements
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Off-site requirements
Mod name Notes Baldur's Gate 3 Script Extender v23+ Strongly recommended to install via BG3MM/GitHub; SE autoupdates itself. Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets
Author notes
Mod authors and translators may enable donation points for any mods using this framework as a dependency, and may freely use examples provided to help build integration with this mod.
The mod's code is licensed under AGPLv3. For details, refer to the GitHub link in the description.
The licensing terms on Nexus complement these permissions. In cases of overlap, the stricter of the two licensing terms should apply.
File credits
MCM has code adapted from Compatibility Framework (related to JSON loading), BG3ModManager (dependency checks), and Volition Cabinet (printing and config bootstrapping), all under the MIT License, as well as BG3SE (Lua test helpers), which is licensed under the MIT License with an additional Commons Clause. It also uses a port of ReactiveX made by Bjorn Swenson and Paweł Kierzkowski, and adapted by Aahz. Copies of these licenses have been included in the relevant sections of this mod.
I extend my gratitude to Norbyte, LL, Focus and the CL team for making their code available under such open and permissive licenses, enabling seamless collaboration across the modding community!Donation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Ukrainian
- Turkish
- Spanish
- Russian
- Mandarin
- Korean
- Japanese
- Italian
- German
- French
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Translations available on the Nexus
Language Name Japanese Author:hawchangJA Mod Configuration Menu - Japanese Spanish Author:Gonzy42 Mod Configuration Menu - Spanish (Actualizado 1.28.2) Italian Author:Rahl81 Mod Configuration Menu ITA Mandarin Author:Mihceal Mod Configuration Menu (MCM)-chs Russian Author:Aks_kun Mod Configuration Menu (MCM) - Russian Korean Author:Noahppa Mod Configuration Menu (MCM)-kr Ukrainian Author:Ne Dragon Mod Configuration Menu (MCM) - Ukrainian translation Spanish Author:Sora GodFallen Mod Configuration Menu Spanish Mandarin Author:shijiezhidi Mod Configuration Menu CHS German Author:Paul Denton Mod Configuration Menu (MCM) - German Translation French Author:Thraximundar2772 Mod Configuration Menu - Version FR Turkish Author:TheWinderst Mod Configuration Menu Turkish Translation 1.5.1 Korean Author:yoonmoonsick Mod Configuration Menu Korean - Changelogs
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Version 1.29.0
- Added new 'collapsed by default' option to start the MCM sidebar collapsed
- Added new safeguard option to reposition the MCM window if it goes outside the screen boundaries
- (Multiplayer) Fixed MCM not initializing for connecting players
- (Multiplayer) Fixed dynamic MCM content not loading for other players
- MCM will now request configs from the server if for some reason it has not loaded correctly
- Clicking a mod in the sidebar will now reattach it to the MCM window if it was previously detached
- Slightly decreased separator text padding
- Improved rendering of empty mod descriptions
- Adjusted minimum size of detached windows
- Fixed MCM not initializing with character creation
- Fixed weird collapsing behavior when clicking on a mod in the sidebar related to restoration of last used mod page
- Fixed restoration of last used mod page sometimes not working depending on interaction with mod tabs
- Fixed 'open on start' setting not being respected when restoring last used mod page
- Tweaked Noesis search logic to avoid multiple calls upon pressing ESC
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Version 1.28.2
- Another attempt at fixing text input fields
- Fixed keybinding callback registration with non existent actionId propagating errors to other mods
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Version 1.28.1
- Fixed text input fields refocusing every time text is changed
- [API] Fixed default (true) behavior for event emission for global MCM table functions
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Version 1.28.0
- Added PreventAction option to keybinding_v2 (default: true)
- Improved performance of Noesis widget search - Thanks Norbyte for this!
- Improved handling of floating point precision errors
- Fixed IMGUI widgets throwing (handled) exceptions
- Updated load order health checks with new vanilla paks
- Added lil easter egg
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Version 1.27.0
- Updated/forwarded changes for Patch 8. SE v23 is required.
- Added localization for a troubleshooting string
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Version 1.26.0
- Added automatic restoration of last used mod page and subtab (enabled by default)
- Added BlockIfLevelNotStarted option (default: false) to keybinding_v2
- Reset button is now hidden if the setting's value is already the default value
- Removed deprecated auto-resize setting for MCM window
- Fixed MCM window toggle checks
- Changing MCM debug level now persists across subsequent initializations without requiring manual edits to the JSON
- Improved dummy space rendering logic to avoid empty space for non-rendered settings
- Improved group reattachment logic, should be a bit more reliable now
- Tweaked box color for slightly better visual contrast
- Updated a few locale strings for clarity
- [API] Fixed event emission for MCM_MOD_TAB_ACTIVATED
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Version 1.25.1
- Fixed regressions introduced to list_v2
- Improved list_v2 page number jumping
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Version 1.25.0
- Added CAPSLOCK as a toggle for the MCM sidebar
- Keybindings are now sorted by mod name and action name
- At least for now, auto resize is deprecated and has been reset to disabled
- Improved width calculation for sidebar expansion
- Fixed the developer-only flag not preventing callback dispatch
- Removed certain right pane properties that could inadvertently interfere with the layout in some cases
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Version 1.24.0
- Added invalid UUID detection to load order health checks. If you're experiencing issues with your load order resetting, activate *only MCM* and launch the game. MCM should warn you about mods with invalid UUIDs
- Localized load order health check messages
- [API] Added MCM.InsertModMenuTab
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Version 1.23.0
- Reworked layout to have a configurable, dynamic sidebar with expansion/collapse
- Finished VisibleIf implementation to actually use multiple conditions with LogicalOperator
- Added generic detach functionality for each mod
- Added size constraints to MCM window
- Improved keybinding input listener cancellation behavior
- Tweaked styling
- Fixed presentation of keybindings upon initialization
- Fixed a few unhandled null operations
- [API] Added `MCM.OpenModPage(tabName?, modUUID?)` to open the MCM window in the given mod page (defaults caller UUID if not provided) at the given tab (default/last tab if name is not provided)
- [API] Fixed MCM_MOD_SUBTAB_ACTIVATED and MCM window events not being fired in some cases
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Version 1.22.1
- Tweaked content rendering to allow independent scrolling
- Added window size constraints for MCM window
- Changed reset setting button icon
- Added handling for missing default Enabled state for keybindings
- Fixed mod content area having no width in some cases
- Fixed edge cases when updating settings
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Version 1.21.0
- Keybinding rendering now prevents UI breakdown if a single mod's keybinding table fails to render
- Improved server/client synchronization by updating MCM internal communication to broadcast internal setting changes
- Added more string nil/empty strings handling to prevent potential errors
- Added error logging and UI feedback for keybinding rendering failures
- Removed unnecessary registry updates during callback registration
- Fixed keybinding registration to always register actions while still tracking visibility
- [API] Enhanced MCM.Set and MCM.Reset with optional event emission control: MCM.Set(settingId, value, shouldEmitEvent)
- [API] Notifications: stabilized IMGUI window identifier generation to avoid JSON spam
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Version 1.20.0
- Added an enabled state toggle for individual keybindings. May be specified in the `Default` field of `keybinding_v2` settings
- Added `IsDeveloperOnly` option to `keybinding_v2` settings
- Added keybinding for closing the MCM window (disabled by default)
- Improved keybinding conflict notifications clarity
- Improved keybinding handling: Actions are now prevented for the last key press in a keybinding if the keybinding is being activated.
- Improved keybinding handling: No callbacks are executed if any conflicts are detected
- Fixed keybinding reset not persisting
- Temporarily removed description from keybinding search criteria
- [API] Exposed basic global client-side MCM methods for window opening and closing: `MCM.OpenMCMWindow` and `MCM.CloseMCMWindow`
- [API] Fixed `dontShowAgainButton` parameter for notifications not working in 1.19
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Version 1.19.1
- New Keybinding Manager: added a full-fledged hotkey system with an intuitive interface. Features conflict detection and allows mod authors to easily register callbacks for hotkeys - no need to manage key events.
- MCM now has 100% localization support
- Fixed MCM window being broken/having inconsistent behavior after changing regions
- Fixed an issue where MCM window opacity wouldn't reset when dynamic opacity was turned off
- Fixed the small MCM window problem
- (1.19.1) Improved UI mod processing code to prevent single mod failures from breaking entire menu
- Added a disclaimer to tabs with custom IMGUI content (InsertModTab) when in the main menu
- Improved list_v2 validation
- Improved tooltips styling
- SE required version bumped to 22
- [API] Added MCM.SetListElement to set the value of a specific list_v2 element
- [API] Notification API: fixed dontShowAgainButton param not being respected
- [API] Enhanced client context MCM table injection
- [API] Swapped InsertListV2Suggestions param order for consistency
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Version 1.18.0
- [API] Added a function for mods to inject a list of elements to be displayed as 'suggestions' when adding elements to a list_v2 setting. This can help creating a dynamic 'enum' setting.
- [API] Mods can now define 'ModDescription' in their blueprints to override the meta.lsx value
- Improved MCM inactive message
- Fixed empty descriptions not being properly ignored by MCM
- Fixed settings' values/VisibleIf inconsistencies after running 'reset' on the SE console. (Region changes are still problematic)
- Fixed `Optional` blueprint values not being properly saved by MCM
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Version 1.17.1
- Minor UX improvements for ListV2
- Improved error message for missing version information in dependency checks, fix typo
- Added nil check to sidestep SE issue related to shared builtin globals and prevent runtime errors
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Version 1.17.0
- [API] Added new `list_v2` input type, which allows more granular control over lists of strings, with the ability to enable/disable individual items and also the entire list, with proper pagination and search functionality. `list` input type is now deprecated. Auto Send Food To Camp has been updated with this new input type.
- [API] Added `MCM.GetList` global for convenience, returning a table according to enabled items in a `list_v2` setting. Returns empty table if list is disabled or setting is not a `list_v2`.
- [API] Added `MCM.Reset` global to reset a setting to its default value.
- [API] MCM will now correctly retrieve mods' `ModTable` strings to inject `MCM` and `NotificationManager` tables, which fixes issues with mods that didn't have those tables in their global environment.
- Changed "Continue" main menu button so that it doesn't open the buggy mod issues window
- Deprecation warnings setting is now used & other minor logging improvements
- Minor styling improvements
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Version 1.16.0
- Exposed a new Notification framework/API to mods. This allows mods to create notifications with custom title, message, duration, whether to show only once, etc. This will be available in the client context for all mods if MCM is loaded. See the wiki for details.
- Added native text wrapping to MCM, which is dynamic and better than the previous fixed-width wrapping;
- Fixed funny behavior with the MCM button size in the main menu;
- Added more safeguards to dependency evaluation;
- Improved inactive MCM button label;
- Minor miscellaneous nil checks and logging/error handling improvements.
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Version 1.15.1
- Icons now have sizes that match the window resolution
- Implementing notification framework, internal use only for now; added 'don't show again' option to notifications
- Improved inactive MCM button label
- Misc minor fixes
- Switched to DX10+ DDS compression for atlases
- [API] added `Optional` field to blueprint schema, warning mods that don't have this field and don't have MCM as dependency
- 1.15.1 fixed a typo when checking notifications preferences
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Version 1.14.3
- Fixed toolkit mods triggering warning for GustavDev dependency
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Version 1.14.2
- Skip dependency check if SE has no mod version information
- Improve checks for skipping vanilla pak dependencies (thanks LL!)
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Version 1.14.1
- Fixed checking dependencies for disabled mods
- Fixed warning icons not appearing
- Sidestep old MMT bug where dependencies versions were overwritten with the main mod's version
- Removed some logs
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Version 1.14.0
- MCM will now check users' load order for missing or outdated dependencies (not exclusive to MCM, will check any mods)
- Improved ESC menu listener
- Added feedback when MCM is installed but inactive
- Added warning about 'No Press Any Key Menu' compatibility
- Fixed ESC menu button temporary spam label not getting reverted
- [API] Mod events are now emitted in both contexts
- [API] All MCM mods will now have a `MCM` global table available to them, which contains useful MCM-related functions. Currently, holds `MCM.Get` and `MCM.Set` functions, e.g.: `MCM.Get("settingID")` and `MCM.Set("settingID", value)`. No more need to use `Mods.BG3MCM...` or define global functions yourself.
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Version 1.13.0
- Updated for Patch 7 - don't try to use with older patches (SE v20+ required)
- Hid senseless 'third-party mods' warnings from main menu buttons
- 1.13.0.1 fixed a build issue
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Version 1.12.0
- Made deprecation warnings less verbose, added option to disable them in the debug tab
- Fixed main menu button not working if you can see IMGUI elements (e.g. via shortcuts or ESC menu)
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Version 1.11.0
- [API] Replaced net messages with proper `ModEvents` within MCM where applicable. Authors are encouraged to replace their net messages listeners with mod events subscribers, as net messages are now deprecated. See: https://wiki.bg3.community/en/Tutorials/Mod-Frameworks/mod-configuration-menu#listening-to-mcm-events
- [API] Fixed `MCMAPI:SetSettingValue` not updating the UI when called from a mod, depending on its context.
- Bumped SE required version to v19
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Version 1.10.0
- Added an MCM button to the main menu
- MCM can now be opened and mods configured from the main menu (inserted custom/bespoke UI from mods is still only available after loading a save)
- Fixed a rare issue that could cause a random locale string to overwrite all description texts
- Fixed tooltip localization
- Improved checks to prevent multiple insertions of custom mod content
- Minor multiplayer fixes
- Improved logging
- Removed debug sections/settings from MCM blueprint. If you're an author, refer to the MCM Demo in the documentation, or even other mods that use MCM as examples.
- [API] Fixed client context returning outdated values
- SE required version bumped to 18
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Version 1.9.0
- Fixed not being able to change keybinding settings' values for mods other than MCM
- Added fallbacks for missing icons
- Handled a few more blueprint parsing edge cases
- Tweaked default values for MCM options
- [API] Added `SectionDescription`, which can display a description text before the section's settings
- [API] Made blueprint parsing a bit smarter
- [API] Improved error handling and reporting to provide more useful information
- [API] Made the metaschema JSON more rigorous so that validation can catch more errors
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Version 1.8.0
- Added vanilla icons throughout MCM. Thanks a lot to Aahz for porting these icons!
- Added a menu bar to the MCM window with some info/help buttons
- Tweaked column proportions so they are more consistent across different resolutions. Newly introduced icons will be a bit off due to SE scaling though, sorry
- Fixed `text` input type moving the cursor to the start of the field while typing, causing the text to be entered in reverse order
- Fixed mod sorting not considering custom `ModName` from mods' blueprints
- Improved localization support
- [API] Improved schema wording
- [API] MCM now provides vanilla icons to be used inside IMGUI, and dependent mods can use them freely, thanks to Aahz. Proper documentation will be provided later.
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Version 1.7.0
- Redesigned the MCM window to have a dual-pane layout. Thanks a lot to MattifusP for the contribution!
- New tentative fix for MCM custom button not working
- [API] Added `MCM_MOD_TAB_ACTIVATED` event, fired when a mod's config tab is opened
- [API] Added `IsCollapsible` Option for Sections, which makes them collapsible
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Version 1.6.1
- Tentative fix for exceptions related to the new button that could cause the mod to stop working
- [API] Added `VisibleIf` introduced in 1.6.0 to Tabs as well; thanks MattifusP
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Version 1.6.0
- Added a button for MCM to the ESC menu. Thanks Norbyte for the Noesis help!
- Fixed enum/combobox handles not being used
- [API] Added new `list` input type, allowing the use of a list of strings as input for a setting
- [API] Added new `Multiline` key to settings, allowing multiline boxes for the `text` input type
- [API] Added new `VisibleIf` key to sections and settings, allowing hiding a section or setting based on the value of other settings; thanks MattifusP for contributing to this feature
- [API] Added new `OldId` key to settings, allowing changing the ID of a setting without breaking compatibility with existing data; thanks MattifusP for contributing to this feature
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Version 1.5.0
- Added an option that allows restricting settings changes to the host only (useful for multiplayer)
- Added sound effects when toggling the MCM window (1.5.1 fixed this not actually triggering)
- Added localization to profile management bits
- Added styling that reflects the game's palette
- Added PT-BR translation
- Fixed problems with profile management logic
- Handled a lot of UI edge-cases, made MCM more independent of IMGUI
- Misc styling tweaks + fix for potential weird styling involving the profile management section
- [API] Added new net messages: MCM_Window_Ready to server when the MCM window has finished loading mods; MCM_User_Opened_Window and MCM_User_Closed_Window to server when a player opens or closes the MCM window
- [External] Script Extender v17 will now scale the UI according to the game's resolution AND add style to IMGUI reflecting the game scheme! v17 is required for MCM 1.5.0+
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Version 1.4.1
- NOTE: if using Preemptively Label Containers, update it to 3.0.1
- Fixed 'Open on start' option not getting disabled
- [API] Improved logging for missing settings
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Version 1.4.0
- Improved the modifier logic to prevent unexpected behavior with the toggle keybinding
- Added dynamic opacity option for MCM's window - thanks Hippo0o for the idea
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Version 1.3.0
- Fixed MCM's own settings requiring a save/reload or SE reset to take effect
- MCM own localization handles are now used
- MCM's window won't get focused on toggle anymore
- [API] Authors can now override the mod name used by MCM with a 'ModName' entry in the blueprint
- [External] SE has been updated with a tentative fix for DX11, so give it another try!
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Version 1.2.0
- Added increment buttons (-,+ / <,>) for int and slider_int widget types
- Added a little placeholder welcome message
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Version 1.1.0
- Added very rudimentary keybinding support (enough to allow changing the key that toggles MCM's window)
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Version 1.0.0
- Initial release.
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- Donations
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Straight donations accepted
It is a central location for mod configuration and can be accessed via the main and ESC menus, or pressing the Insert key (by default).
Are you a mod author? Check the documentation for integrating mods with the MCM; it's a simple process and there are a lot of features you definitely want to hear about!
Features
- Configuration made easy: MCM provides a simple and intuitive way to change mods' settings. No need to manually edit JSON files - although still allowed, just like in the old days!
- Instant setting saving and loading: Unlike the traditional way of handling settings, MCM-integrated mods update settings in real-time as they are changed, without requiring save reloads or SE commands;
- Load order health checking: MCM also checks your load order for missing/outdated dependencies and mods with invalid UUIDs.
- Keybinding management: easily assign keyboard bindings directly from the MCM window, with built-in conflict resolution.
- UI agnostic: MCM's core configuration code is designed to work independently of IMGUI. This means that even if IMGUI support were to be completely removed, MCM would still work. Users who can't see the current UI will still be able to use MCM's under-the-hood benefits to manage their settings, and also edit them through JSON files.
- Save-safe: MCM does not write anything to your save files - all modifications are done in-memory and then saved to JSON files. MCM can also be safely uninstalled without affecting your save files at any time, provided any mods that use it are disabled or uninstalled as well;
- Multiple profiles: MCM allows you to manage multiple configuration profiles, so you can have different settings for different playthroughs/characters;
- Reduced user error: MCM performs several settings validations, reducing the risk of user error when configuring mods, even if manually editing JSON files;
- Export and import settings: Mod settings are stored per-profile and per-mod JSON files under Script Extender\BG3MCM, making it easy to create backups and restore settings.
- Uncluttered UI: MCM consolidates all mod settings into one interface, reducing screen clutter.
- Robust: MCM has dozens of automated tests to ensure it works as expected, without halting;
- Localization support: MCM allows you to view settings in your preferred language, if translations are provided by mod authors/translators;
Installation
Installation is essentially the same as any other pak mod and can be performed with new and existing saves:
- In Baldur's Gate 3 Mod Manager, (or use Vortex at your own discretion), install/enable the Script Extender (SE) by clicking on the 'Tools' tab at the top left of the program and selecting 'Download and Extract the Script Extender'. Alternatively, press CTRL+SHIFT+ALT+T while BG3MM's window is focused;
- Import this mod's .zip file into the Mod Manager, then drag the mod from the right panel of the Mod Manager to the left panel; make sure to drag it to the top of your load order, as it needs to be placed above any mods that rely on this framework;
- Save and export your load order. MCM will now automatically pick up and be available to any mods that may use it.
You will see a button for MCM in the ESC menu in-game. It can also be opened with the INSERT key by default.
UI/IMGUI support in SE has been significantly improved since launch, but you may still face some issues that are beyond my control. If you don't see the MCM window, you can try these things:
- restart your game (don't alt-tab before reaching the main menu);
- disable overlays (Discord/AMD/NVIDIA/OBS/etc);
- toggle the rendering API to Vulkan/DX11.
Even if you still have issues with IMGUI, MCM will continue working as a config/JSON manager in the background if its window does not appear.
I have updated most of my mods to be integrated with MCM:
- Mod Uninstaller
- Fix Stragglers
- Configurable Party Limit
- Waypoint Inside Emerald Grove
- Preemptively Label Containers
- Auto Send Food To Camp
- Smart Autosaving
- Short Rest Cooldown
- Auto Use Soap
- Auto Lockpicking
- Auto Send Read Books To Camp
Consider politely asking authors of mods that use the Script Extender to integrate with MCM!
Here's MCM (older 1.0 version) in action with Fararagi's Configurable Movement Speed (pretend you can read the menu in this heavily-compressed GIF):

Reports & requests
It works in multiplayer, but it is recommended to decide on one player to do all the changes, preferably the host.
Please report any other issues using the Bugs tab.
Suggestions are welcome in the Forum or Posts tab.
Files location
Individual user settings can be located in the BG3MCM\Profiles\<PROFILE_NAME>\<MOD_NAME>\ folder. If you're feeling adventurous, here's a spoiler with an example of the full file structure:
explorer %LocalAppData%\Larian Studios\Baldur's Gate 3\Script Extender\BG3MCM
│mcm_params.json (Stores profile data, needed to be able to load profiles)
│mod_configuration_menu_config.json (Manages a few MCM settings before MCM can load its own settings)
└───Profiles
├───Default
│├───AutoSendFoodToCamp
││ settings.json (Stores current values for mod Auto Send Food To Camp)
│├───PreemptivelyLabelContainers
││ settings.json
│└───WaypointInsideEmeraldGrove
│ settings.json
├───Profile 1
│├───AutoSendFoodToCamp
││ settings.json
│└───WaypointInsideEmeraldGrove
│ settings.json
Special thanks
Similar to my experience with ISF, I'd like to thank the foundational work of Focus and Nells/Community Library team. While applied to a lesser extent in this context, their insights throughout ISF have made this (initially) month-long endeavor a much less daunting task. I will be forever grateful for their open-source contributions to the Baldur's Gate 3 modding scene. Of course, none of this would be possible without the work put into Script Extender & LSLib by Norbyte and his responsiveness to feedback and troubleshooting. It was a pleasure working asynchronously with you, gentlemen 🎩👌.
Also, a shoutout to Fallen for alpha testing this mod, to Skiz for being in the IMGUI trenches with me, to Aahz for some help with sidebar design and implementation (also osirisofinternet) and detach window code, state management involving client-side UI, and porting vanilla icons for usage inside IMGUI, to the F4MCM team for inspiration, to MattifusP for the contributions on GitHub and to many others in the modding community that shared support!
Source Code
The source code is available on GitHub or by unpacking the .pak file. Endorse on Nexus and give it a star on GitHub if you liked it!
Waypoint Inside Emerald Grove - adds an actual waypoint inside Emerald Grove
Fix Stragglers - automatically boosts/teleports companions who get stuck or fall behind
Configurable Party Limit - allows decreasing/increasing the party size with MCM
Reduce NPC Banter Repetitiveness - adds delays before NPC banter repeats
Auto Send Read Books To Camp - automatically sends read books to camp chest
Auto Use Soap - automatically uses soap after combat/entering camp
Preemptively Label Containers - automatically tags nearby containers with 'Empty' or their item count
Smart Autosaving - creates conditional autosaves at set intervals
Short Rest Cooldown - enforces configurable cooldown after using short rest
Auto Send Food To Camp - sends food to camp chest automatically
Auto Lockpicking - initiates lockpicking automatically
Tools/Resources
Mod Uninstaller - allows uninstalling mods that add items/statuses
Mod Configuration Menu - offers a graphical interface for easy management of mod settings
AV Item Shipment Framework - allows authors to easily send items to player/camp chests
Volition Cabinet - library mod for my other mods

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