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Stealthy Mod Organizer 2 Plugin 0.4 β€” Baldur's Gate 3

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loregamer
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Post by loregamer »

Crazed Weevil wrote: ↑ April 28th, 2025, 06:07
s 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.
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?
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Post by Crazed Weevil »

loregamer wrote: ↑ April 30th, 2025, 02:44
Crazed Weevil wrote: ↑ April 28th, 2025, 06:07
s 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.
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?
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?

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 :(
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Post by loregamer »

Crazed Weevil wrote: ↑ April 30th, 2025, 06:10
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?
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 works

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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Post by loregamer »

πŸ“₯v0.2
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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Post by loregamer »

Wait, I gotta fix something
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Post by Crazed Weevil »

loregamer wrote: ↑ April 30th, 2025, 18:11
Wait, I gotta fix something
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.
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Post by loregamer »

πŸ“₯v0.3
  • 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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Post by DUMBO77 »

loregamer wrote: ↑ April 30th, 2025, 06:33
Crazed Weevil wrote: ↑ April 30th, 2025, 06:10
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?
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 works

I got a test version made and it's seemingly working, but I need to wrap up Realms Restored 2.0 and test it
Image

Edit: you're a legend though :salute:
Last edited by DUMBO77 on April 30th, 2025, 19:51, edited 1 time in total.
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Post by loregamer »

Crazed Weevil wrote: ↑ April 30th, 2025, 19:25
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.
Ohhh that's weird, I'll take a look
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Post by Oyster Sauce »

Vergil wrote: ↑ April 28th, 2025, 06:13
loregamer wrote: ↑ April 26th, 2025, 15:38
You'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.
Does 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?
Pls respond
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Post by loregamer »

Testing required tbh

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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Post by Vergil »

Oyster Sauce wrote: ↑ April 30th, 2025, 20:18
Vergil wrote: ↑ April 28th, 2025, 06:13
loregamer wrote: ↑ April 26th, 2025, 15:38
You'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.
Does 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?
Pls respond
Penis'd ****
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Crazed Weevil »

loregamer wrote: ↑ April 30th, 2025, 20:13
Crazed Weevil wrote: ↑ April 30th, 2025, 19:25
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.
Ohhh that's weird, I'll take a look
Everything loads OK as far as I can tell. Still got the MCM / Script Extender settings problem though.

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 :scratch-pipe: )...
Last edited by Crazed Weevil on April 30th, 2025, 20:35, edited 1 time in total.
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Post by Auld_SnawBeard »

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
β–Ί Show Spoiler
Sry if I'm just wasting space here
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Post by loregamer »

Auld_SnawBeard wrote: ↑ April 30th, 2025, 20:56
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
β–Ί Show Spoiler
Sry if I'm just wasting space here
I feel like I can't really recall a hotfix that completely broke all mods the same way a major patch does. Should be okay

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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Post by Auld_SnawBeard »

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 :old2:
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Post by loregamer »

Auld_SnawBeard wrote: ↑ April 30th, 2025, 21:38
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 :old2:
Shouldn't conflict at all! :salute: 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
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Post by Brother Michael »

loregamer wrote: ↑ April 26th, 2025, 15:41
It would be funny if you guys joined random libtard lobbies and then disrupted them with mods installed
IMG_4148.jpeg
Human barbarian with triple digits in every attribute about to invade lobbies full of tiefling hexadins like it’s a second Aryan migration
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Post by Auld_SnawBeard »

loregamer wrote: ↑ April 30th, 2025, 21:42
Auld_SnawBeard wrote: ↑ April 30th, 2025, 21:38
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 :old2:
Shouldn't conflict at all! :salute: 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'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's :geek:
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Post by daobacai »

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]
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Post by loregamer »

daobacai wrote: ↑ April 30th, 2025, 23:10
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]
****, I didn't even test that. I will fix
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Post by Auld_SnawBeard »

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.
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Post by loregamer »

Auld_SnawBeard wrote: ↑ May 1st, 2025, 00:18
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)?
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 think
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Post by daobacai »

Does this incredible plugin support the creation and installation of FOMODs
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Post by loregamer »

daobacai wrote: ↑ May 1st, 2025, 01:08
Does this incredible plugin support the creation and installation of FOMODs
That's a good question. I'll look into it another day
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Post by Crazed Weevil »

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.
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Post by Auld_SnawBeard »

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:
β–Ί Show Spoiler
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. :scratch-pipe:
Last edited by Auld_SnawBeard on May 1st, 2025, 17:50, edited 1 time in total.
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Post by Crazed Weevil »

Auld_SnawBeard wrote: ↑ May 1st, 2025, 17:49
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:
β–Ί Show Spoiler
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. :scratch-pipe:
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.
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Post by Auld_SnawBeard »

And there was my error. Thanks :pipe-hat:
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Post by loregamer »

Gonna fix these up tonight

cracks fingers, drinks sip of coffee, pushes glasses up nose bridge
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