I just thought of a better idea. How about I make it create a meta.lsx loose file override in the mod folder if it has GustavX as a dependency?Crazed Weevil wrote: β April 28th, 2025, 06:07s for suggestions one would be a sanity check on GustavX dependencies, if possible have MO2 spot/list problematic mods before starting the game with them.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Stealthy Mod Organizer 2 Plugin 0.4 β Baldur's Gate 3
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So then it wouldn't have any dependencies and could be run like a normal loose file override? How would that effect the load order? Or wouldn't that matter?loregamer wrote: β April 30th, 2025, 02:44I just thought of a better idea. How about I make it create a meta.lsx loose file override in the mod folder if it has GustavX as a dependency?Crazed Weevil wrote: β April 28th, 2025, 06:07s for suggestions one would be a sanity check on GustavX dependencies, if possible have MO2 spot/list problematic mods before starting the game with them.
Here is a list of mods I tried that don't work due to dependency:
5e Spells (2.2.1) - note: current version added GustavX as dependency, previous version (2.2.0.2) still works
Advanced Character Sheet
Better Hotbar 2 (Vova's Edition) - note: classic version works
Booming Blade BUGFIX
Faerun Colors (Dye & Colour Set)
Hexblade's Curse BUGFIX
Origin Mirror Unlock
Shadow Blade BUGFIX
5eSpells is annoying as I was using that to add some good Warlock spells
It would work as it currently does but the plugin would be overriding the mod meta.lsx files too, not just GustavX. So we wouldn't be getting rid of load order. Something something it just worksCrazed Weevil wrote: β April 30th, 2025, 06:10So then it wouldn't have any dependencies and could be run like a normal loose file override? How would that effect the load order? Or wouldn't that matter?
I got a test version made and it's seemingly working, but I need to wrap up Realms Restored 2.0 and test it
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Fixed crashing for mods with GustavX as a dependency
We now create a loose version of the mod meta.lsx file and remove GustavX as a dependency if it exists. So this resolves the circular dependency issue and should make ALL mods compatible
Give this one a try, brother @Crazed Weevil
Last edited by loregamer on April 30th, 2025, 18:05, edited 2 times in total.
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Wait, I gotta fix something
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Too late!
It loads all the mods now (had to delete the .json file from them first though so it would redo them from stratch and create the 'Mod' directory for them) and 5eSpells at least works. Haven't tested the others yet.
Got a problem with Script Extender now though, but it might not be the plugin, as of course Script Extender just decided to an update to v24. Now idea what updates it has and I can't find anything about it, but none of the SE_CONFIG files are being copied to the AppData folder anymore it seems. It keeps acting like it's the first time I'm running MCM. I can see it create the files, and I can see MO2 copying them into the overwrite folder when I shut the game down, but it doesn't seem to want to put them back anymore.
- Added a logger class so you can send me your errors
- Fixed meta.lsx and info json not being created on Mod Install
- Optimized stuff a bit
- Fixed some mods incorrectly getting mapped as "Override_Mod" in their info json file
Should be good to go now @Crazed Weevil. I triple dog dare you to even ATTEMPT breaking this! No really try and break it so I can v1 this
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loregamer wrote: β April 30th, 2025, 06:33It would work as it currently does but the plugin would be overriding the mod meta.lsx files too, not just GustavX. So we wouldn't be getting rid of load order. Something something it just worksCrazed Weevil wrote: β April 30th, 2025, 06:10So then it wouldn't have any dependencies and could be run like a normal loose file override? How would that effect the load order? Or wouldn't that matter?
I got a test version made and it's seemingly working, but I need to wrap up Realms Restored 2.0 and test it

Edit: you're a legend though
Last edited by DUMBO77 on April 30th, 2025, 19:51, edited 1 time in total.
Ohhh that's weird, I'll take a lookCrazed Weevil wrote: β April 30th, 2025, 19:25Got a problem with Script Extender now though, but it might not be the plugin, as of course Script Extender just decided to an update to v24. Now idea what updates it has and I can't find anything about it, but none of the SE_CONFIG files are being copied to the AppData folder anymore it seems. It keeps acting like it's the first time I'm running MCM. I can see it create the files, and I can see MO2 copying them into the overwrite folder when I shut the game down, but it doesn't seem to want to put them back anymore.
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Pls respondVergil wrote: β April 28th, 2025, 06:13Does this not horrendously **** things up if you don't have the same mods though? What happens if I put on a modded outfit someone else doesn't have installed?loregamer wrote: β April 26th, 2025, 15:38You'll be able to join each other in multiplayer or join lobbies with mods the host doesn't have installed, for the same reason you can connect to lobbies without everyone having the Dice DLC.
Testing required tbh
Mods that don't add new entries and items should def be okay though
Mods that don't add new entries and items should def be okay though
Last edited by loregamer on April 30th, 2025, 20:19, edited 1 time in total.
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Penis'd ****Oyster Sauce wrote: β April 30th, 2025, 20:18Pls respondVergil wrote: β April 28th, 2025, 06:13Does this not horrendously **** things up if you don't have the same mods though? What happens if I put on a modded outfit someone else doesn't have installed?loregamer wrote: β April 26th, 2025, 15:38You'll be able to join each other in multiplayer or join lobbies with mods the host doesn't have installed, for the same reason you can connect to lobbies without everyone having the Dice DLC.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
Question is are you going to gargle the truth or swallow?
Everything loads OK as far as I can tell. Still got the MCM / Script Extender settings problem though.loregamer wrote: β April 30th, 2025, 20:13Ohhh that's weird, I'll take a lookCrazed Weevil wrote: β April 30th, 2025, 19:25Got a problem with Script Extender now though, but it might not be the plugin, as of course Script Extender just decided to an update to v24. Now idea what updates it has and I can't find anything about it, but none of the SE_CONFIG files are being copied to the AppData folder anymore it seems. It keeps acting like it's the first time I'm running MCM. I can see it create the files, and I can see MO2 copying them into the overwrite folder when I shut the game down, but it doesn't seem to want to put them back anymore.
I'm going to try installing a fresh copy of MO2 and see if that fixes it.
One question though: it this suppose to create a 'Mod' folder and meta.lsx file for each mod in the load order now? I thought it was only going to do that for GustavX dependent mods, but it's doing it for every mod with a PAK file (except Realms Restored Aesthetics, Heads, Drow & Swaps interestingly
Last edited by Crazed Weevil on April 30th, 2025, 20:35, edited 1 time in total.
New BG3 hotfix today. Is it so that SK and MCM needs continous updates for those, or do the hotfixes normally don't affect their functionality? I know for most mods something like this hotfix shouldn't matter, but SK relates to certain fundemental code in BG3 right? I don't know if that makes it more prone to hotfixes or less.. The hotfix makes some changes to modding specifically
Sry if I'm just wasting space here
βΊ Show Spoiler
βΊ Show Spoiler
I feel like I can't really recall a hotfix that completely broke all mods the same way a major patch does. Should be okayAuld_SnawBeard wrote: β April 30th, 2025, 20:56New BG3 hotfix today. Is it so that SK and MCM needs continous updates for those, or do the hotfixes normally don't affect their functionality? I know for most mods something like this hotfix shouldn't matter, but SK relates to certain fundemental code in BG3 right? I don't know if that makes it more prone to hotfixes or less.. The hotfix makes some changes to modding specifically
βΊ Show SpoilerSry if I'm just wasting space hereβΊ Show Spoiler
Also, Larian basically fellates ***** modders and gives them months of prep time now so MCM and script extender shouldn't break
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There is nothing that can go wrong with running a second separate MO2+LoregamerPlugin+RootBuilder right? MO2, the plugin and rootbuilder is completely portable, so two instances wouldn't interfere with each other right?
I still have my MO2 with the first patch8 stealth-plugin, and it works far more than not. "Don't fix something that's not broke", but I also want to test the new one
I still have my MO2 with the first patch8 stealth-plugin, and it works far more than not. "Don't fix something that's not broke", but I also want to test the new one
Shouldn't conflict at all!Auld_SnawBeard wrote: β April 30th, 2025, 21:38There is nothing that can go wrong with running a second separate MO2+LoregamerPlugin+RootBuilder right? MO2, the plugin and rootbuilder is completely portable, so two instances wouldn't interfere with each other right?
I still have my MO2 with the first patch8 stealth-plugin, and it works far more than not. "Don't fix something that's not broke", but I also want to test the new one![]()
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Human barbarian with triple digits in every attribute about to invade lobbies full of tiefling hexadins like itβs a second Aryan migrationloregamer wrote: β April 26th, 2025, 15:41It would be funny if you guys joined random libtard lobbies and then disrupted them with mods installed
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I've had several, both that crashes the game and those that either don't work, only works partially, or even reduces the functionality of other mods. I prefer the ones that make me crash tbh. But they haven't been important enough to warrant not just removing them from the list. So I'll keep that list as is right now and start building a new one with updated Stealty'sloregamer wrote: β April 30th, 2025, 21:42Shouldn't conflict at all!Auld_SnawBeard wrote: β April 30th, 2025, 21:38There is nothing that can go wrong with running a second separate MO2+LoregamerPlugin+RootBuilder right? MO2, the plugin and rootbuilder is completely portable, so two instances wouldn't interfere with each other right?
I still have my MO2 with the first patch8 stealth-plugin, and it works far more than not. "Don't fix something that's not broke", but I also want to test the new one![]()
I guess you can update once you run into a mod that crashes your game and/or doesn't load, since those will be fixed
I updated my plugin to version V0.3, but when I tried to rename an installed MOD, I received the following error:
[2025-04-30 23:05:58.006 E] failed to update mod list: UnicodeEncodeError: 'ascii' codec can't encode characters in position 64-70: ordinal not in range(128)
[2025-04-30 23:05:58.006 E]
[2025-04-30 23:05:58.006 E] At:
[2025-04-30 23:05:58.006 E] G:\1-MOD Manager/Mod.Organizer-2.5.2/plugins\basic_games\games\baldursgate3\bg3_log.py(24): info
[2025-04-30 23:05:58.006 E] G:\1-MOD Manager/Mod.Organizer-2.5.2/plugins\basic_games\games\game_baldursgate3.py(247): onModStateChanged
[2025-04-30 23:05:58.006 E]
[2025-04-30 23:05:58.006 E] failed to update mod list: UnicodeEncodeError: 'ascii' codec can't encode characters in position 64-70: ordinal not in range(128)
[2025-04-30 23:05:58.006 E]
[2025-04-30 23:05:58.006 E] At:
[2025-04-30 23:05:58.006 E] G:\1-MOD Manager/Mod.Organizer-2.5.2/plugins\basic_games\games\baldursgate3\bg3_log.py(24): info
[2025-04-30 23:05:58.006 E] G:\1-MOD Manager/Mod.Organizer-2.5.2/plugins\basic_games\games\game_baldursgate3.py(247): onModStateChanged
[2025-04-30 23:05:58.006 E]
****, I didn't even test that. I will fixdaobacai wrote: β April 30th, 2025, 23:10I updated my plugin to version V0.3, but when I tried to rename an installed MOD, I received the following error:
[2025-04-30 23:05:58.006 E] failed to update mod list: UnicodeEncodeError: 'ascii' codec can't encode characters in position 64-70: ordinal not in range(128)
[2025-04-30 23:05:58.006 E]
[2025-04-30 23:05:58.006 E] At:
[2025-04-30 23:05:58.006 E] G:\1-MOD Manager/Mod.Organizer-2.5.2/plugins\basic_games\games\baldursgate3\bg3_log.py(24): info
[2025-04-30 23:05:58.006 E] G:\1-MOD Manager/Mod.Organizer-2.5.2/plugins\basic_games\games\game_baldursgate3.py(247): onModStateChanged
[2025-04-30 23:05:58.006 E]
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Is it possible to implement some kind of load-order list functionality through the Stealthy plugin? Like import/explort load-order list and have it sort whatever is in the downloaded-section of MO2 that corresponds with the list over to the installed-section in sorted order (including category-dividers)?
Last edited by Auld_SnawBeard on May 1st, 2025, 00:18, edited 1 time in total.
Not like Skyrim. This was the first thing I looked into but MO2's plugin api doesn't support adding a tab like Plugins I thinkAuld_SnawBeard wrote: β May 1st, 2025, 00:18Is it possible to implement some kind of load-order list functionality through the Stealthy plugin? Like import/explort load-order list and have it sort whatever is in the downloaded-section of MO2 that corresponds with the list over to the installed-section in sorted order (including category-dividers)?
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Does this incredible plugin support the creation and installation of FOMODs
That's a good question. I'll look into it another daydaobacai wrote: β May 1st, 2025, 01:08Does this incredible plugin support the creation and installation of FOMODs
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Well I did a fresh installation of MO2, installing the mods again and it still doesn't want to copy the SE_CONFIG files across. Looking at the log file it generates I can't see any mention of it trying to copy the SE_CONFIG files into AppData, but it does have an entry about copying them from AppData to SE_CONFIG when the game closes.
When I install Root Builder 5.0.5 in MO2 2.5.2 Stealthy 0.3 I get the following warning each time I start up:
I've done several re-installs. I used the same MO2 installer and Root Builder files on my Stealthy 0.1 build with no such error after applying Root Builder. MO2 starts up just fine, Root Builder is present and I was able to set it up, the game starts up fine vanilla, and also with the mods I've tried so far. 
βΊ Show Spoiler
Last edited by Auld_SnawBeard on May 1st, 2025, 17:50, edited 1 time in total.
I don't think there should be have '__init__.py' in the main plugin folder, which that error seems to suggest is there. There isn't on any of my installations. There should be one in the 'RootBuilder' folder, and there is a blank one in the Baldur's Gate 3 plugin's folder though.Auld_SnawBeard wrote: β May 1st, 2025, 17:49When I install Root Builder 5.0.5 in MO2 2.5.2 Stealthy 0.3 I get the following warning each time I start up:I've done several re-installs. I used the same MO2 installer and Root Builder files on my Stealthy 0.1 build with no such error after applying Root Builder. MO2 starts up just fine, Root Builder is present and I was able to set it up, the game starts up fine vanilla, and also with the mods I've tried so far.βΊ Show Spoiler![]()
Gonna fix these up tonight
cracks fingers, drinks sip of coffee, pushes glasses up nose bridge
cracks fingers, drinks sip of coffee, pushes glasses up nose bridge
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