Uuid; @@ -76,7 +104,7 @@ private async Task<IEnumerable<Diagnostic>> DiagnosePakModulesAsync(Loadout.Read 76 104 var matchingDeps = metaFileTuples.Where( 77 105 x => 78 106 x.Item2.Exception is null && 79 -
<ItemGroup> <ResourceCompile Include="BG3Extender.rc" /> @@ -734,6 +735,7 @@ <None Include="GameDefinitions\RootTemplates.inl" /> <None Include="GameDefinitions\Render.inl" /> <None Include="Lua\Libs\Log.inl" /> <None Include="GameDefinitions\AllSpark.inl" /> </ItemGroup> <Item...
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(Platform)'=='Game Debug|x64'">Create</PrecompiledHeader> </ClCompile> </ItemGroup> <ItemGroup> <None Include="..\CHANGELOG.md" /> <None Include="cpp.hint" /> <None Include="Exports.def" /> <None Include="Extender\Client\IMGUI\DX11.inl" /> <ClCompile Include="Ext...
Ext.Vars.SyncModVariables([moduleUuid]) can be called to perform an immediate synchronization of all mod variable changes.Utility functionsExt.Require(path) RThe Ext.Require function is the extender's version of the Lua built-in require function. The function checks if the file at Mods/<...
<!--<Target Name="PostBuild" AfterTargets="PostBuildEvent"> <ItemGroup> 15 changes: 7 additions & 8 deletions 15 src/Core/Enums/AlertType.cs Original file line numberDiff line numberDiff line change @@ -1,10 +1,9 @@ 0 comments on commit 7d8c565 Please sign in to comment. Foot...
That mod indeed does work differently in regards to the load order and modsettings.lsx. Any mod that has all the proper images of new items also has to have a GUI folder. In the PAK file of my mod, the item icons are located here: Public\Game\GUI\Assets\Tooltips\ItemIcons. ...
<attribute id="Selectors" type="LSString" value="AddSpells(YOUR SPELLLIST ITEM'S GUID HERE)"/> <attribute id="TableUUID" type="guid" value="A NEWLY GENERATED GUID HERE"/> <attribute id="UUID" type="guid" value="A NEWLY GENERATED GUID HERE"/> </node> </node> </region> </...