Operating System Linux via Bottles (Wine) BG3 Mod Manager Version 1.0.10.0 BG3 Game Version Full Release Patch 5 Bug Summary When trying to import a mod I get the following error in the log and UI reports the mod has no pak file (it does...
I have resolved my issue. I had FIPS mode enabled via GPO. I noticed that was causing an issue with the mod manager after enabling logs and seeing the following lines: [DivinityModDataLoader.cs:LoadBuiltinModsAsync(2121)] Error parsing base game mods: System.TypeInitializationException: The t...
116,752 Version 1 Download: Manual 11 items Last updated 09 September 20244:47AM Original upload 02 March 20244:24PM Created by FocusBG3 Uploaded by Margerard Virus scan Safe to use Tags for this mod Modder's Resource Tag this mod ...
Added a warning message for when you attempt to load a savegame made with mods that are no longer available, which would cause a crash. The game now also only calculates whether a savegame has missing mods when it is selected in the UI. Fixed a blocker that would prevent you from selec...
If not, does a quick save/quick load after starting SoD possibly fix? I know the transition is imperfect for any mod NPC sometimes. If both fail, I will just put in a tiny bit of code to rename her Emily manually. When I tested it via import, I didn't get your result and ...
The extender does not run on game versions older than patch 5. New extender versions are only released for the latest game version (currently patch 7). There is red text in the console Check if the error also appears when you have no mods loaded (only the script extender). If the error...
ext.OnGameSessionLoading(); ext.OnGameSessionLoaded(); ext.OnResetCompleted(); }); ext.LuaReset(resetMsg.bootstrap_scripts()); break; } case net::MessageWrapper::kS2CSyncStat: { // FIXME - not supported for now // auto stats = GetStaticSymbols().GetStats(); // stats->SyncObjectFro...
I added a folder browser in the latest update that will open if the data path isn't set, so that should help resolve that problem. It should also have a red error message if there's no game data folder to parse, when mods are loading. The readme does have this line in the setup...
Edit: I deleted the dwrite.dll file from my Bin folder, and now I'm no longer getting the error when I launch the game. Perhaps it's an issue with the auto updater? Not sure. Deleting the DWrite means no more script, so it's hard to determine if it's an issue with it itself ...
[*]Save and export yourloadorder. MCM will now automatically pick up and be available to any mods that mayuseit. [/list] You will see a buttonforMCM in the ESC menu in-game. It can also be opened with the INSERT key by default.[size=4][b] ...