For testing purposes, ConjureAnyItemTableManyShieldSpawn may contain shield prototypes that cannot actually be equipped. Please rest assured that this is not a bug.
This looks great! With the other shield on back mods I read comment saying it damaged save files in one way or another. How is this mod when added/removed mid playthrough?
Can you do something similar with staffs so they act like walking sticks? I mean, who the Hell has ever slung a staff on their back? Thanks, love the mod.
Can I use this mod to overwrite the visible shields mod in ongoing save files ? Or would i need to make new save files? Disabeling the old mod makes the game unstable.
Seems like this approach (loose files, directly editing the records) will have compatibility issues. Would it be possible to patch the records using the script extender?
I just tried packaging it myself with ExportTool by packing it similarly as I found other mods packed when I extracted them with the same tool. Just tested it and it works well for me in game. If you like, I can send you the .pak version of your mod so you can upload it under FILES section.
Btw, I can see why you consider it no priority as you are using MO2 for mod management and it is great for management of loose files. However when using BG3ModManager instead, .pak files are the way to go, so some users will always want them.
Sure thing, glad to be of help. As far as I can see I can not upload files directly myself. Apparently all I could upload would be images and videos. I send you the file via a one time use email, so it might end up in the spam folder, but it should reach you. Otherwise let me know and I sent it again with another mail.
As for learning about how to convert to .pak: If you download the ExportTool zip archive and extract it, you find it contains a ConverterApp.exe. The executable opens a GUI where you can choose "PAK / LSV Tools" tab. This tab contains rather self explanatory functionalities for both extracting and creating .pak files. For extracting you only have to specifiy source and target path. For creating you can additionally choose a compression format, but don't mind that too much - the default compression (LZ4 HC) works well as my testing suggests. I advise to start by extracting the file I sent you or some other mods .pak file and then repack it yourself, so you can see if it works. If it does, then you know the process and effectively also the correct archive structure.
No worries, I already resent from a new address - a more regular mail provider this time. Probably Google mail servers are somewhat sensitive when it comes to one time use mails sending archives.
thank you. You can delete your personal email address from the posts tab. Thanks to your efforts, I was able to upload the .pak file of the mod. Thank you. Have a nice day bro!
This mod here is the best weapon placement mod so far as it actually plays the proper animations for hip sheathed shortswords and rapiers. I wish he did the longswords too lol. Hoping and praying for ranged weapon and melee at the same time. I know it's possible because there was a visual bug in character creation during early access that displayed both at the same time. Oh well, heres hoping!
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Edit: put it at the bottom of the load order and it is working correctly now
I just tried packaging it myself with ExportTool by packing it similarly as I found other mods packed when I extracted them with the same tool. Just tested it and it works well for me in game. If you like, I can send you the .pak version of your mod so you can upload it under FILES section.
Btw, I can see why you consider it no priority as you are using MO2 for mod management and it is great for management of loose files. However when using BG3ModManager instead, .pak files are the way to go, so some users will always want them.
Do you have permission to upload your files to the mod page?
I'm not very familiar with nexusmods.
I can look at your files and learn the process of converting a loose file into a mod in pak format.
Thank you.
As for learning about how to convert to .pak:
If you download the ExportTool zip archive and extract it, you find it contains a ConverterApp.exe. The executable opens a GUI where you can choose "PAK / LSV Tools" tab. This tab contains rather self explanatory functionalities for both extracting and creating .pak files. For extracting you only have to specifiy source and target path. For creating you can additionally choose a compression format, but don't mind that too much - the default compression (LZ4 HC) works well as my testing suggests. I advise to start by extracting the file I sent you or some other mods .pak file and then repack it yourself, so you can see if it works. If it does, then you know the process and effectively also the correct archive structure.
Probably Google mail servers are somewhat sensitive when it comes to one time use mails sending archives.
Thanks to your efforts, I was able to upload the .pak file of the mod. Thank you. Have a nice day bro!