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chazwarp923

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chazwarp923

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  1. DerpyShadowz
    DerpyShadowz
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    Some info people might find helpful when running into issues using this that I have found. I've used MO2 for years for Skyrim/Fallout so its my go-to for modding other games if a plugin exists. I am running 600~ mods using this.

    For this to work correctly, every mod you install that has a .pak file should install with the .pak file inside a PAK_FILES folder, 99% of times this works automatically, but the other 1% you will have to manually create that folder structure.

    The main folder for the mod must contain an info.json file for the mod to be added to the load order correctly, which is generated when launching the game. For reference, the left window is your load order and is the order in which mods are added to the modsettings.lsx file, This file can be found within the profiles folder for MO2, not the original Larian appdata folder. (This is not the same as the in-game load order so you should disregard whatever you see in-game, You are using MO2 not the in-game mod manager)

    The mod folder should look like this

    [PAK_FILES]
    info.json
    meta.ini <- This file is not relevant to functionality of the mod itself and just contains nexus info for MO2

    Loose files such as mods that only contain a generated folder do not need an info.json to load.

    This is where issues arise, Some mods don't inherently get shipped with an info.json file, but when you launch the game, this plugin will automatically try to generate one for the mod. It does this by temporarily extracting the .pak file of the mod and reading the relevant data. For the most part this works flawlessly.

    When it fails is if the .pak file for the mod contains no meta.lsx file, This is rare but some mods ive tried related to dialogue fixes dont seem to have them. What also makes this process fail is if the file path for the mod becomes too long during the temporary extract process. This is also rare but it can happen, I only became aware of this when trying to copy the MO2 instance elsewhere and windows complained about a file path being too long and unable to copy it, which i traced back to the temporary extract folder for this plugin, which is when i noticed the info.json for that particular mod was incorrect.

    When these issues happen, an info.json will be created within the mod folder, however if you open it using something like notepad++ etc you will find the info fields only say "Override_Mod", this is how you know the info.json failed. When this happens that mod wont get added to the load order.

    A work-around i've been using for the filename too long issue is to use the BG3 Modders Multi-tool, You can extract the .pak file, repack it again and it will create a usable info.json file. You can either extract and move the files manually or move the archive to the MO2 downloads folder and re-install the mod the usual way. I tried using this tool to create meta.lsx files for mods that didnt have them but it resulted in the load order file resetting so i opted to skip using those mods instead.

    TLDR: If your mod installs with a .pak file but doesnt come with an info.json file, Launch the game and check if the generated info.json's for them are made properly. Optionally check the modsettings.lsx file in the MO2 profiles folder to manually verify load order.
  2. xToxicToasTx
    xToxicToasTx
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    Unfortunately, when using root builder, it doesn't load "Root/Data"

    I'm trying to get Unique Tav to work but it won't load anything related to it. Workaround is to use BG3MM so it's not that big of an issue but I would love to use only MO2.

    Edit: Omg nvm I'm an idiot. I set the folders up incorrectly.
  3. ims21c
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    I'm back to BG3 Modding after about a year.


    The plugin version 2.3 has a very big flaw.

    When you install .pak files through MO2,
    the MO2 plugin automatically sorts the order of the .pak files.
    This cannot be fixed.

    In plugin versions 1.2 ~ 2.1,
    you could register BG3 Mod Manager through an external program registration in MO2,
    run BG3 Mod Manager in a virtualized state,
    and modify the order of the .pak files in the virtualized state.

    It's great that you can register and sort .pak files without BG3 Mod Manager in plugin version 2.3,
    but it doesn't make sense that you can't change the order at will.

    When installing a mod, you often install multiple .paks.
    According to the usage of plugin 2.3,
    does it mean that you have to install one mod in MO2 by dividing it into the number of .pak files?

    Additionally, in-game mod.io mods are disabled every time the game is launched,
    because they are not installed mods in MO2, so plugin version 2.3 does not recognize them and excludes them from modsetting.lsx.

    Until this issue is fixed, I will use plugins from version 1.2 to 2.1 and manually sort the order of .pak files by registering BG3 Mod Manager in MO2.


    Thanks for the update.
  4. b1n4ry768
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    Hey so I don't know if its me but when I try and run vulkan or the bg3 mod manager through MO2 it takes forever, like when I start the game through MO2 it has a few minuet wait then it works but when I end the task it remains stuck on "application is locked" for nearly an hour and becomes unresponsive. Anyone know why or?
  5. splitpaws
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    Ok ive been moving my loadorder from the bg3 mod manager to mo2 as im used to it from skyrim and such. But launching from mo2 loads no mods as far as i can see, what am i doing wrong?
  6. Jax765
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    How does MO2 handle mods like No Intro? With BG3MM, you have to set it as inactive, otherwise you'll keep getting warnings when loading a save (though it'll still skip the intro even when disabled).
  7. WarriorKitten
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    Unfortunately this doesn't seem to work for all mods. I installing MCM, but it reports in-game that MCM is inactive in the load order, or a mod has an invalid UUID.

    I checked the MCM, and it does have a PAK_FILES folder and a valid info.json (as far as I can tell)
  8. DarthAwesome117
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    Whenever I launch MO2 get a pop-up that says:
    failed to initialize plugin
    D:/ModOrganizer/plugins/basicgames: AttributeError: 'BaldursGate3Game' object has no attribute '_register_feature'

    At:

    D:ModOrganizer/plugins\basic_games\games\game_baldursgate3.py(49): init

    I can then press ok, and MO2 launches but I can't use BG3 through it.
    1. chazwarp923
      chazwarp923
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      What version of the plugin are you using, and what version of Mod Organizer?
    2. WarriorKitten
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      I'm also experiencing this issue. Plugin downloaded as of today, version...  2.3.0. MO2 version 2.5.0

      I just updated to 2.5.2 to see if that'd fix the issue and... It did indeed fix the issue. Huh. Fair enough LOL
  9. mosawo
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    Hello chazwarp923.
    First of all, I want to say thank you for this great mod. It will improved my quality of life. Thank you sooo much!
    Now I'm having some trouble. Could you give me some advice?

    <Title>
     Every time I start BG3, two log files are created in the Overwrite folder.

    <Details>
    One file starts with "gold" and the other with "network". Please see the attached image.
    It's a bit annoying that files are created in Overwrite every time. Does the same thing happen there? Is there anything I can do?
    I don't know whether these are created by the BG3-MO2 plugin, RootBuilder, or BG3SE.
    I have used MO2 for hundreds of hours in Skyrim. However, I cannot call myself a veteran. I'm sure there are many things I don't know.
    I have been playing BG3 for about a year using BG3MM.

    <My environment>
    BG3 (GOG): latest version
    MO2: latest version
    Baldur's Gate 3 - Mod Organizer 2 Plugin: latest version (installed manually)
    Kezyma's Root Builder for Mod Organizer: latest version (installed manually)
    BG3 Script Extender: latest version (installed on MO2)
    - I've confirmed on the title screen that BG3SE has been installed correctly.
    - There are no other mods at the moment. I am trying to change Modmanager from BG3MM to MO2.

  10. genderneutralnoun
    genderneutralnoun
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    What is the earliest version of MO2 this plugin supports? I have to use 2.4.4 due to the tools I'm using to mod on Fedora Linux. It's giving me this error in the log about being unable to load the plugin: [error.cpp:24] Failed to import module game_baldursgate3.py: No module named 'PyQt6'Any help you could provide would be great!
    1. chazwarp923
      chazwarp923
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      The current version only supports MO2.5 and up. I'll see if I can find the time to make a version that supports 2.4.4 as it theoretically shouldn't be too hard.
    2. genderneutralnoun
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      Thank you!
  11. bigb0ssa
    bigb0ssa
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    I'm having an issue running the latest version where, if I run any executable from MO2 and then close it, MO2 freezes. It doesn't let me 'Unlock' MO2 or resume anything after closing any executable opened through it. I have to force close MO2 and reopen it to be able to do anything further.
    1. chazwarp923
      chazwarp923
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      I need logs from MO2 to debug. Feel free to PM me them