Troubleshooting and Reporting Script Extender's implementation of IMGUI, the UI library used by MCM, has been improved, but is still in development. Therefore, some issues beyond my control may arise when using MCM with certain setups. Mods that depend on MCM should still work regardless of whether MCM shows up or not. Script Extender v18 likely improved compatibility with older GPUs.
If you're having trouble with MCM not appearing, please follow these steps to narrow down the issue:
Disable overlays (Nvidia/AMD/Discord/Rivatuner, etc; Steam might be fine).
Don't alt-tab before reaching the main menu.
Verify that the problem persists with no other DLL mods, such as WASD movement.
Delete the imgui.ini file at Baldurs Gate 3\bin\imgui.ini
Note that MCM only officially supports the latest BG3 version and the Release versions of SE. If you disabled SE autoupdates or are using the Devel channel and having problems, please switch back.
Reporting issues:
Provide SE console logs - it is almost impossible to debug problems without them. Ctrl + F12 should open the console.
Provide your system specs (GPU model, CPU model, OS).
Describe behavior under DirectX 11 and Vulkan. Please test both if possible.
Known SE issues:
Cursor lingering despite gamepad UI; Steam Input (game or desktop layouts) might have something to do with this, if you're willing to investigate.
UI not showing up: Don't alt-tab before reaching the main menu. Switch the rendering API: test both Vulkan and DirectX 11. You can switch it through Larian's launcher. Script Extender v19+ likely improved this.
Problems when using languages with large character sets, such as Chinese: UI elements may not display correctly or at higher resolutions. Consider switching to a language with a smaller character set, such as English.
If you enjoy MCM, consider politely asking other mod authors that use Script Extender to add integration! Tips and endorsements are also appreciated, thanks!
This is MCM's biggest update so far, with a lot of very important new features and fixes. I hope you enjoy it. As always, let me know if you face any problems. I've poured several hundred hours into developing MCM, and with my recent layoff, every bit of support helps keep this going. If you've enjoyed using MCM or my other mods, please consider donating or supporting me on Patreon; your support can make a huge difference! A heartfelt thank you to everyone who donated following my GPU failure 💜!
Hey just a heads up for anyone with a RTX 50 series.
Enabling Smooth Motion frame gen for BG3 causes MCM to fail to open. Tried most if not all the fixes mentioned and unfortunately nothing worked, tested on a RTX 5090. Though of course you can always disable it to open MCM, set your MCM settings, then restart with frame gen enabled.
Had me pretty confused on why my MCM suddenly stopped working!
Hi, I used this MCM mod, not sure what it did. Gives me a warning when I first entered, and then found out it removed everysingle mod and save file from my appdata/local/larian studio. Every single folder inside is not touched, but removed every single lsx, lsv, pak file. I am so shocked, where did they go?
Not load order, every single file is gone including the save .lsf, mod .pak, screenshot for the save and player profile8.lsv, all of them was gone. It only left with the correct folder name with empty folder there. That is the most weird thing I ever saw. Thanks for the feedback though. I was planning to restart the whole campagin, so it does not bite me that hard.
I was getting an error message saying that the MCM was disabled, possibly due to a conflict with UUIDs. So I tried loading it with just the MCM by itself, which worked fine. Then when I readded some class mods updated for Patch 8, it stopped working again (same error as before), so I think there's an incompatibility there, and because I'm not using anything that truly requires the MCM I'm trying to disable it to get rid of the error message on my startup screen -- but I'm having problems.
I think it might be breaking BG3MM somehow. I'm not sure why, but even after I deleted the MCM mod from my modlists, I get the "Mod Configuration Menu (Dependency)" error window in BG3MM. I can't remove the mod like it asks me to, because it's already gone, and when I save+export I still get the error. I double checked the mod jsons to see if they're still in the load orders, and they're all clear -- so I don't think they're the problem. I updated my SE to double check, and I even deleted BG3MM and downloaded the latest version several times. When that didn't work, I followed this guide for a clean remove: Just a reminder of how to cleanly remove mods :: Baldur's Gate 3 General Discussions
Then I tried removing the MCM subfolders created in the SE folder. That didn't work either. I have the latest version of BG3MM and the Script Extender, and I'm at a total loss as to how to fix this issue.
I tried to readd the MCM into my modlists to see if that would allow me to remove it again, but then save+export, my BG3MM window goes gray. Like all the options to save or load another become inaccessible, and I need to close the window to get it to work again. I'm not sure what else to do now. Do you have any instructions on how to completely remove the mod?
Unfortunately, I can't even test which class mods are breaking the MCM because I can't even get my BG3MM to work!
UPDATED: I had the same issue as you. What finally worked for me was:
1. I still have v1.28 of the MCM. So I rolled back to that. 2. I noted the Community Library was flagged as an issue and saw the newest version 2.2.8.8 was posted today. So downloaded and added to load order.
Exported to modsettings.lsx, and then I was able to get into my saved game.
Thanks everyone! It looks like it was CL 2.2.8.6 causing problems. I can confirm from my end that CL 2.2.8.8 works just fine with MCM 1.29. So, it looks like I can keep MCM installed for future mods, but I still wasn't able to figure out how to delete it from the BG3MM without causing the dependency popup! I followed the guide Volitio linked, and I even reinstalled the game from scratch. Does anyone know if the Community Library (CL) and/or Compatibility Framework (CF) has some weird interaction with the MCM or BG3MM?
I checked both their download pages, and none of them had the MCM as a requirement. My modlists without the CF and CL seemed to save, export, and load fine, but the lists that included the CF and CL gave me the dependency warnings on export if I had deleted the MCM inside the BG3MM (which I confirmed were removed from the Mods folder, and I even deleted modsettings.lsx for good measure). The strange thing is, none of them used to error like this before, since those modlists were for games that I played without the MCM.
I'm using the most up-to-date updates for them all: ===Mod Manager=== BG3MM v1.0.12.2 SE v23 === Load Order === 0. MCM v1.29 1. CL v2.2.8.8 2. CF v2.6.3.12 ...
Just wondering if anyone else can replicate this strange behavior with these mods whenever the MCM is removed.
I'm using Windows 11 -- I'm not sure if that makes a difference in figuring out where everyone's problems are coming from.
I saw that someone else was able to remove just fine with Vortex. Is anyone else able to replicate the issue with BG3MM?
**Edit I truly don't understand what's going on anymore. Before when I had it loaded and deactivated, my BG3 client would say that MCM was deactivated and that it needed to be reactivated. Then when I deleted it, it did the same thing!
Now, when I delete it, BG3MM gives me the dependency error BUT it launches in game just fine. And here's the other kicker -- if I keep it in BG3MM BUT deactivate it (confirmed in modsettings while my client is open), it still launches in my client as if it were active.
I give up! I don't understand what is going on anymore! ;_; It SOUNDS like there is some sort of caching issue going on, but I really can't say.
I don't know why the dependency popup didn't show before, because prior patches with BG3MM didn't do this. I recently updated my 5e Spells a few days ago, so I wonder if this is a newer requirement from there.
Edit: Bingo -- 5e Spells was recently integrated with MCM! Makes a ton of sense now why only some modlists that previously were fine suddenly had problems.
I've been playing successfully since Patch 8 launch (had some ImpUI and Caites mods issues, but I figured them out fast). So this evening I updated MCM to 1.29 and CL to 2.2.8.8 and suddenly started getting the Main Menu error. I fought with it for a bit rolling back the one, the other, then both but couldn't get it to let me load into the game. Finally I ended up settling on MCM 1.29 and CL 2.2.8.6 in order to get into the game. The real Irony is that, when I was working yesterday I was on MCM 1.2.8.2 and CL 2.2.8.5, but when I rolled back to that it didn't work. I had to use 1.2.9 and 2.2.8.6 It's the only combo that now runs for me.
No clue WHY that combo seems to work for me when it gives other people headaches, but now I'm paranoid about future updates of them.
Here's the kicker. This morning, I realized I'm not using ANY mods that require Community Library OR Compatibility Framework, so I removed them. I guess having them was a holdover from a pre-patch 7 mod I must have long ago removed.
So I am trying to install the mod and apparently the meta.lsx file inside the .pak file specifies the internal ID as BG3MCM. So because the file is named Mod Configuration Menu.pak instead of BG3MCM.pak, the game can't detect it properly and a warning that pops up and says that it's inactive in the load order. I'm going to try just changing the file name to BG3MCM.pak...
What are those? Is this a mod.io thing? Besides declaring SE as a dependency, publishing to mod.io still requires using the Toolkit to create and update mods. Adding SE (Lua code) to them is not really supported, and I'm not interested in doing that. They won't ever get published to consoles.
My game is crashing a lot lately, I've removed all my mods and have been adding them back in one by one to find the culprit and this seems to be it. I've got nothing else installed besides MCM and the latest version of script extender and when I start a new game I get at most a minute before it crashes to desktop without warning. Happens on both dx11 and Vulkan, I recently did a clean reinstall following instructions on removing previously used mods etc.
1134 comments
Script Extender's implementation of IMGUI, the UI library used by MCM, has been improved, but is still in development. Therefore, some issues beyond my control may arise when using MCM with certain setups. Mods that depend on MCM should still work regardless of whether MCM shows up or not. Script Extender v18 likely improved compatibility with older GPUs.
If you're having trouble with MCM not appearing, please follow these steps to narrow down the issue:
Reporting issues:
Known SE issues:
If you enjoy MCM, consider politely asking other mod authors that use Script Extender to add integration!
Tips and endorsements are also appreciated, thanks!
This is MCM's biggest update so far, with a lot of very important new features and fixes. I hope you enjoy it. As always, let me know if you face any problems.
I've poured several hundred hours into developing MCM, and with my recent layoff, every bit of support helps keep this going. If you've enjoyed using MCM or my other mods, please consider donating or supporting me on Patreon; your support can make a huge difference!
A heartfelt thank you to everyone who donated following my GPU failure 💜!
Enabling Smooth Motion frame gen for BG3 causes MCM to fail to open. Tried most if not all the fixes mentioned and unfortunately nothing worked, tested on a RTX 5090. Though of course you can always disable it to open MCM, set your MCM settings, then restart with frame gen enabled.
Had me pretty confused on why my MCM suddenly stopped working!
I used this MCM mod, not sure what it did. Gives me a warning when I first entered, and then found out it removed everysingle mod and save file from my appdata/local/larian studio. Every single folder inside is not touched, but removed every single lsx, lsv, pak file. I am so shocked, where did they go?
I think it might be breaking BG3MM somehow. I'm not sure why, but even after I deleted the MCM mod from my modlists, I get the "Mod Configuration Menu (Dependency)" error window in BG3MM. I can't remove the mod like it asks me to, because it's already gone, and when I save+export I still get the error. I double checked the mod jsons to see if they're still in the load orders, and they're all clear -- so I don't think they're the problem. I updated my SE to double check, and I even deleted BG3MM and downloaded the latest version several times. When that didn't work, I followed this guide for a clean remove:
Just a reminder of how to cleanly remove mods :: Baldur's Gate 3 General Discussions
Then I tried removing the MCM subfolders created in the SE folder. That didn't work either. I have the latest version of BG3MM and the Script Extender, and I'm at a total loss as to how to fix this issue.
I tried to readd the MCM into my modlists to see if that would allow me to remove it again, but then save+export, my BG3MM window goes gray. Like all the options to save or load another become inaccessible, and I need to close the window to get it to work again. I'm not sure what else to do now. Do you have any instructions on how to completely remove the mod?
Unfortunately, I can't even test which class mods are breaking the MCM because I can't even get my BG3MM to work!
To double check, press F5 on BG3MM after saving and exporting to ensure the load order looks like intended. Then open the game.
reverting to MCM 1.28.2 fixes said problem
1. I still have v1.28 of the MCM. So I rolled back to that.
2. I noted the Community Library was flagged as an issue and saw the newest version 2.2.8.8 was posted today. So downloaded and added to load order.
Exported to modsettings.lsx, and then I was able to get into my saved game.
Load order as below:
I second this, Community Library 2.2.8.6 was causing issues with mods for a lot of people, so if you have it you need to update to the latest version.
I checked both their download pages, and none of them had the MCM as a requirement. My modlists without the CF and CL seemed to save, export, and load fine, but the lists that included the CF and CL gave me the dependency warnings on export if I had deleted the MCM inside the BG3MM (which I confirmed were removed from the Mods folder, and I even deleted modsettings.lsx for good measure). The strange thing is, none of them used to error like this before, since those modlists were for games that I played without the MCM.
I'm using the most up-to-date updates for them all:
===Mod Manager===
BG3MM v1.0.12.2
SE v23
=== Load Order ===
0. MCM v1.29
1. CL v2.2.8.8
2. CF v2.6.3.12
...
Just wondering if anyone else can replicate this strange behavior with these mods whenever the MCM is removed.
https://imgur.com/a/wflEddA
I'm using Windows 11 -- I'm not sure if that makes a difference in figuring out where everyone's problems are coming from.
I saw that someone else was able to remove just fine with Vortex. Is anyone else able to replicate the issue with BG3MM?
**Edit
I truly don't understand what's going on anymore. Before when I had it loaded and deactivated, my BG3 client would say that MCM was deactivated and that it needed to be reactivated. Then when I deleted it, it did the same thing!
Now, when I delete it, BG3MM gives me the dependency error BUT it launches in game just fine.
And here's the other kicker -- if I keep it in BG3MM BUT deactivate it (confirmed in modsettings while my client is open), it still launches in my client as if it were active.
I give up! I don't understand what is going on anymore! ;_;
It SOUNDS like there is some sort of caching issue going on, but I really can't say.
I don't know why the dependency popup didn't show before, because prior patches with BG3MM didn't do this. I recently updated my 5e Spells a few days ago, so I wonder if this is a newer requirement from there.
Edit:
Bingo -- 5e Spells was recently integrated with MCM! Makes a ton of sense now why only some modlists that previously were fine suddenly had problems.
No clue WHY that combo seems to work for me when it gives other people headaches, but now I'm paranoid about future updates of them.
I'm using Vortex, if it matters.
Here's the kicker. This morning, I realized I'm not using ANY mods that require Community Library OR Compatibility Framework, so I removed them. I guess having them was a holdover from a pre-patch 7 mod I must have long ago removed.
So I removed them.
All is well. :P
Besides declaring SE as a dependency, publishing to mod.io still requires using the Toolkit to create and update mods. Adding SE (Lua code) to them is not really supported, and I'm not interested in doing that. They won't ever get published to consoles.