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No Alphabets 7.1 β€” Baldur's Gate 3

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Post by orinEsque »

edgesky wrote: ↑ April 7th, 2026, 23:20
Any DVQR compatibility? the author stated that any voice changer mod can be compatible so long as it follows the mod structure,
You can if you or the mod author modifies the folder structure of that voice mod to match the folder structure of whatever DVQR - {Chararacter} pak file you are using or just replace .wem files in the DVQR - {Character} mod folder.

Basically all of them would need to be changed to do this but at that point you might as well make your OPUS version standalone (meaning including these vanilla files and changing soundbank .lsf references of VORBIS to AK_WEM_OPUS)
I use high quality factor to compress all the audio. NA maintains full compatibility for patch 8 +. No lazy overrides.

So what means is: Yes it's already compatible. Just move No Alphabets Voice below DVQR.
Last edited by orinEsque on April 8th, 2026, 12:15, edited 2 times in total.
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Post by Karmic Acumen »

I have a question that I'm not sure is fit for this thread or the realms restored support section.

What do I have to do to change the default appearance of the gold dwarf? I am going crazy here, I had somehow managed to change the annoying african hair to the default that's in the picture from in lexo's Immersive Races mod , but I had to change my load order and lost the one where it worked. Now it's stuck on the ****** african hair option again, and the skin is a bit too red/dark too. Everything else in Immersive Races, no Alphabets and realms restored works fine.

I also removed any hair or head mods with override files other than Realms Resotred and No Alphabets and it still doesn't change the default gold dwarf preset. I made sure to use the proper load order for them from the RR thread, and put them lower in the load order than everything else CC-related.

I know it's a minor matter, it's easy to edit him to look how I want, but it really bugs me.
Last edited by Karmic Acumen on April 11th, 2026, 23:27, edited 2 times in total.
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Post by loregamer »

Karmic Acumen wrote: ↑ April 11th, 2026, 21:49
I have a question that I'm not sure is fit for this thread or the realms restored support section.

What do I have to do to change the default appearance of the gold dwarf? I am going crazy here, I had somehow managed to change the annoying african hair to the default that's in the picture from in lexo's Immersive Races mod , but I had to change my load order and lost the one where it worked. Now it's stuck on the ****** african hair option again, and the skin is a bit too red/dark too. Everything else in Immersive Races, no Alphabets and realms restored works fine.

I also removed any hair or head mods with override files other than Realms Resotred and No Alphabets and it still doesn't change the default gold dwarf preset. I made sure to use the proper load order for them from the RR thread, and put them lower in the load order than everything else CC-related.

I know it's a minor matter, it's easy to edit him to look how I want, but it really bugs me.
Can you send load order?
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Post by Karmic Acumen »

loregamer wrote: ↑ April 12th, 2026, 02:20
Karmic Acumen wrote: ↑ April 11th, 2026, 21:49
I have a question that I'm not sure is fit for this thread or the realms restored support section.

What do I have to do to change the default appearance of the gold dwarf? I am going crazy here, I had somehow managed to change the annoying african hair to the default that's in the picture from in lexo's Immersive Races mod , but I had to change my load order and lost the one where it worked. Now it's stuck on the ****** african hair option again, and the skin is a bit too red/dark too. Everything else in Immersive Races, no Alphabets and realms restored works fine.

I also removed any hair or head mods with override files other than Realms Resotred and No Alphabets and it still doesn't change the default gold dwarf preset. I made sure to use the proper load order for them from the RR thread, and put them lower in the load order than everything else CC-related.

I know it's a minor matter, it's easy to edit him to look how I want, but it really bugs me.
Can you send load order?
Right, sorry, knew I was forgetting something. Here it is.

And here's the override folder.
β–Ί Show Spoiler
Last edited by Karmic Acumen on April 12th, 2026, 03:02, edited 2 times in total.
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Post by MaxwellStreets »

Just wanted to say thanks for making this :heart:
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Post by orinEsque »

Karmic Acumen wrote: ↑ April 11th, 2026, 21:49
I have a question that I'm not sure is fit for this thread or the realms restored support section.

What do I have to do to change the default appearance of the gold dwarf? I am going crazy here, I had somehow managed to change the annoying african hair to the default that's in the picture from in lexo's Immersive Races mod , but I had to change my load order and lost the one where it worked. Now it's stuck on the ****** african hair option again, and the skin is a bit too red/dark too. Everything else in Immersive Races, no Alphabets and realms restored works fine.

I also removed any hair or head mods with override files other than Realms Resotred and No Alphabets and it still doesn't change the default gold dwarf preset. I made sure to use the proper load order for them from the RR thread, and put them lower in the load order than everything else CC-related.

I know it's a minor matter, it's easy to edit him to look how I want, but it really bugs me.
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Post by Karmic Acumen »

orinEsque wrote: ↑ April 13th, 2026, 21:13
When in doubt put your based mods in the bottom of your list. they'll then take priority
Bottom as in still above the Compatibility Framework?

EDIT

**** me, this worked. The load order article on the BG3 modding wiki lied to me. Well, now I guess I'll hunt down the mod that was doing this one by one.

Thanks for the (in hindsight embarassingly obvious) solution.

EDIT 2

Yeah, it was a bust. I thought I narrowed it down to Allandra's patch for glowing eyes, then to the patches for CC head assets more generally, but when I moved the RR/Alphabets mods back to the middle of the load order and moved those patches above them, it started happening again anyway, even WITHOUT any specifically head-related mods after them. So it seems like a whole bunch of mods really hate for the default dwarf look to be changed, even though they don't interfere with any of the others. Oh well, I'll play with all the RR and No Alphabets stuff at the end' load order and hope for the best.
Last edited by Karmic Acumen on April 14th, 2026, 08:43, edited 5 times in total.
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Post by ImpCityAngel »

orinEsque wrote: ↑ April 13th, 2026, 21:13
Karmic Acumen wrote: ↑ April 11th, 2026, 21:49
I have a question that I'm not sure is fit for this thread or the realms restored support section.

What do I have to do to change the default appearance of the gold dwarf? I am going crazy here, I had somehow managed to change the annoying african hair to the default that's in the picture from in lexo's Immersive Races mod , but I had to change my load order and lost the one where it worked. Now it's stuck on the ****** african hair option again, and the skin is a bit too red/dark too. Everything else in Immersive Races, no Alphabets and realms restored works fine.

I also removed any hair or head mods with override files other than Realms Resotred and No Alphabets and it still doesn't change the default gold dwarf preset. I made sure to use the proper load order for them from the RR thread, and put them lower in the load order than everything else CC-related.

I know it's a minor matter, it's easy to edit him to look how I want, but it really bugs me.
When in doubt put your based mods in the bottom of your list. they'll then take priority
It worked! Thank you so much!
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Post by ImpCityAngel »

Something has been on my mind for a while. You know how when you meet Vlaakith, she tells you to go inside the dice and kill the heretic inside?
β–Ί Show Spoiler
So what logical reason would she have to say "kill them"? Should this be changed?
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Post by orinEsque »

ImpCityAngel wrote: ↑ April 17th, 2026, 11:58
Something has been on my mind for a while. You know how when you meet Vlaakith, she tells you to go inside the dice and kill the heretic inside?
β–Ί Show Spoiler
So what logical reason would she have to say "kill them"? Should this be changed?
Unless she knows about Balduran too.
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Post by Luckmann »

ImpCityAngel wrote: ↑ April 17th, 2026, 11:58
Something has been on my mind for a while. You know how when you meet Vlaakith, she tells you to go inside the dice and kill the heretic inside?
β–Ί Show Spoiler
So what logical reason would she have to say "kill them"? Should this be changed?
While I generally oppose the usage of singular "they/them" because it adds needless ambiguity when there is none, in this case the nature of the occupant - or even the number of occupants within - may be truly unknown to Viconia, including their genders, nevermind the fact that illithids, as most aberrations, are generally considered genderless. While it would be perfectly permissible and arguably far more appropriate to refer to illithids as "its", the usage of "them" here is not wholly without merit, and I would argue further that any ambiguity - which the game has far too little of - that it lends adds to the narrative rather than detracts from it.
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Post by Prardenciflar »

Luckmann wrote: ↑ April 17th, 2026, 12:48
ImpCityAngel wrote: ↑ April 17th, 2026, 11:58
Something has been on my mind for a while. You know how when you meet Vlaakith, she tells you to go inside the dice and kill the heretic inside?
β–Ί Show Spoiler
So what logical reason would she have to say "kill them"? Should this be changed?
While I generally oppose the usage of singular "they/them" because it adds needless ambiguity when there is none, in this case the nature of the occupant - or even the number of occupants within - may be truly unknown to Viconia, including their genders, nevermind the fact that illithids, as most aberrations, are generally considered genderless. While it would be perfectly permissible and arguably far more appropriate to refer to illithids as "its", the usage of "them" here is not wholly without merit, and I would argue further that any ambiguity - which the game has far too little of - that it lends adds to the narrative rather than detracts from it.
Yeah I'd assumed Vlaakith wanted the player to kill The Emperor, rather than Orpheus, so 'them' makes sense, idk if Vlaakith even knew who had infiltrated the prism.
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Post by LemonDemonGirl »

Mind Flayers don't need 'those parts' since they reproduce via tadpole
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Post by ImpCityAngel »

Prardenciflar wrote: ↑ April 17th, 2026, 17:25
Luckmann wrote: ↑ April 17th, 2026, 12:48
ImpCityAngel wrote: ↑ April 17th, 2026, 11:58
Something has been on my mind for a while. You know how when you meet Vlaakith, she tells you to go inside the dice and kill the heretic inside?
β–Ί Show Spoiler
So what logical reason would she have to say "kill them"? Should this be changed?
While I generally oppose the usage of singular "they/them" because it adds needless ambiguity when there is none, in this case the nature of the occupant - or even the number of occupants within - may be truly unknown to Viconia, including their genders, nevermind the fact that illithids, as most aberrations, are generally considered genderless. While it would be perfectly permissible and arguably far more appropriate to refer to illithids as "its", the usage of "them" here is not wholly without merit, and I would argue further that any ambiguity - which the game has far too little of - that it lends adds to the narrative rather than detracts from it.
Yeah I'd assumed Vlaakith wanted the player to kill The Emperor, rather than Orpheus, so 'them' makes sense, idk if Vlaakith even knew who had infiltrated the prism.
If she did, she could probably have said "kill it", since she suspected that the Emperor would have used Orpheus to his own ends. However, she did mention a "prisoner" which is technically what Orpheus is. Do what you will if you are reading this, NA team.
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Post by UltraFan123 »

It's indeed true that illithids reproduce through parasitism and thus don't need reproductive organs like most humanoids do.

However, in some editions an individual illithid that just happened to have been created in the body of a female may refer to itself as a "she" or something like that.

Having said all that, I still sustain that anyone whose gender is ambiguous should be referred as a "he" until it's known with absolute certainty that the recipient is a female being.
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Post by rusty_shackleford »

they're aliums that should be killed, don't think about it too much
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Post by Seristina »

UltraFan123 wrote: ↑ April 24th, 2026, 00:16
It's indeed true that illithids reproduce through parasitism and thus don't need reproductive organs like most humanoids do.

However, in some editions an individual illithid that just happened to have been created in the body of a female may refer to itself as a "she" or something like that.

Having said all that, I still sustain that anyone whose gender is ambiguous should be referred as a "he" until it's known with absolute certainty that the recipient is a female being.
I treat people on the internet that way. Unless the person has a clearly female screen-name, he's a dude until and unless determined otherwise. :wise:

This approach can still have entertaining consequences - though if you're a dude and getting upset for me thinking you're a girl because you have a girly name, that's on you.

I once had it happen that someone had one of those generic word+lots-of-numbers names and threw a hissy fit when I referred to her as 'he'. "Excuse me, I'm a girrrrrl!" Yeah, well, I don't know you, and if you pick a botty name for yourself, you should be glad to even get any pronoun attached to yourself other than a soulless mind flayer's 'it'.
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Post by ProhodilMimo »

orinEsque wrote: ↑ March 21st, 2026, 22:29
Niggler wrote: ↑ March 21st, 2026, 21:48
Is there a module that only removes ***** ****? I'm not really that irked about the gay **** but all the ***** **** they jammed in broke my immersion, especially when I bust my *** romancing Shadowheart, get her to eat the noblestalk to find her lost male friend just to see him turn ****** then yap at SH for misgendering "her". I know y'all don't like gay **** (I can't really blame you because of all the virtue signaling forced into the game and it can be cringe at times, I understand that) but maybe you can make a submod that only fixes the ******** and removes the body type ********.
It doesn't exist. Openly gay / openly lesbian NPCs have no place in a medieval world. Also the point of the mod is: No Alphabets, not some alphabets.

That being said I may one day make a modular version for player choice reasons. but its not on my priority list.
I think modular version needed not even for choice reasons but for load order controlling reasons (including localization purposes) for people with a lot of mods, because this mod looks huge and does a lot of different technically unrelated things (1. removes alphabets as 1.1.major/1.2.minor NPCs dialogues changes, 2. changes Aylin/Nocturne/Sebastian as a full swap, 3. changes books/journals, 4. changes char creation and ui, 5. changes spells, 6. changes refugees ****, 7. changes some random ******** politics ****), so please put it onto your priority list, my based girl. I do wonder tho what IS on your priority list, isn't this mod complete as for what it changes?
Last edited by rusty_shackleford on May 24th, 2026, 16:53, edited 1 time in total.
Reason: Redacting
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Post by loregamer »

Brother why
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Post by orinEsque »

ProhodilMimo wrote: ↑ April 29th, 2026, 08:18
orinEsque wrote: ↑ March 21st, 2026, 22:29
Niggler wrote: ↑ March 21st, 2026, 21:48
Is there a module that only removes ***** ****? I'm not really that irked about the gay **** but all the ***** **** they jammed in broke my immersion, especially when I bust my *** romancing Shadowheart, get her to eat the noblestalk to find her lost male friend just to see him turn ****** then yap at SH for misgendering "her". I know y'all don't like gay **** (I can't really blame you because of all the virtue signaling forced into the game and it can be cringe at times, I understand that) but maybe you can make a submod that only fixes the ******** and removes the body type ********.
It doesn't exist. Openly gay / openly lesbian NPCs have no place in a medieval world. Also the point of the mod is: No Alphabets, not some alphabets.

That being said I may one day make a modular version for player choice reasons. but its not on my priority list.
I think modular version needed not even for choice reasons but for load order controlling reasons (including localization purposes) for people with a lot of mods, because this mod looks huge and does a lot of different technically unrelated things (1. removes alphabets as 1.1.major/1.2.minor NPCs dialogues changes, 2. changes Aylin/Nocturne/Sebastian as a full swap, 3. changes books/journals, 4. changes char creation and ui, 5. changes spells, 6. changes refugees ****, 7. changes some random ******** politics ****), so please put it onto your priority list, my based girl. I do wonder tho what IS on your priority list, isn't this mod complete as for what it changes?
no.

Image
Last edited by rusty_shackleford on May 24th, 2026, 16:53, edited 3 times in total.
Reason: Redacting
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Post by rusty_shackleford »

She's like 52
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Post by orinEsque »

That's your age!
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Post by ProhodilMimo »

because funni
I read some funny **** here in the comments about her "drinking tears" and **** and it was said semi-ironically, or you thought I said this **** super-seriously? LMAO silly guy

****, you're saying she's a MILF?! C-c-combo double-b-b-BASED :lol:

orinEsque wrote: ↑ April 30th, 2026, 02:44
ProhodilMimo wrote: ↑ April 29th, 2026, 08:18
orinEsque wrote: ↑ March 21st, 2026, 22:29


It doesn't exist. Openly gay / openly lesbian NPCs have no place in a medieval world. Also the point of the mod is: No Alphabets, not some alphabets.

That being said I may one day make a modular version for player choice reasons. but its not on my priority list.
I think modular version needed not even for choice reasons but for load order controlling reasons (including localization purposes) for people with a lot of mods, because this mod looks huge and does a lot of different technically unrelated things (1. removes alphabets as 1.1.major/1.2.minor NPCs dialogues changes, 2. changes Aylin/Nocturne/Sebastian as a full swap, 3. changes books/journals, 4. changes char creation and ui, 5. changes spells, 6. changes refugees ****, 7. changes some random ******** politics ****), so please put it onto your priority list, my based girl. I do wonder tho what IS on your priority list, isn't this mod complete as for what it changes?
no.

Image
ahahahah, she cringed :lol:
that's adorable, you're my favorite based girl now
I also imagine that you pout when you said "no"

anyway, you think about this modules ****, ok?

Let me clarify what I mean about load order controlling reasons, more concrete: I have a lot of mods already, and after reading what this mod does, it can potentially conflict with some other mods, and I didn't find "Compatibility" section - for example,
will https://www.nexusmods.com/baldursgate3/mods/2631 (Overexplained Interaction Options) conflict with this mod?
will https://www.nexusmods.com/baldursgate3/mods/366 (ImpUI) conflict with this mod?
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Post by orinEsque »

ProhodilMimo wrote: ↑

anyway, you think about this modules ****, ok?

Let me clarify what I mean about load order controlling reasons, more concrete: I have a lot of mods already, and after reading what this mod does, it can potentially conflict with some other mods, and I didn't find "Compatibility" section - for example,
will https://www.nexusmods.com/baldursgate3/mods/2631 (Overexplained Interaction Options) conflict with this mod?
will https://www.nexusmods.com/baldursgate3/mods/366 (ImpUI) conflict with this mod?
No conflict with impui.

Yes with overexplained interactions, but only a few lines and solution is to put NA below OEI and any mod you think will conflict with it.
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Post by ProhodilMimo »

orinEsque wrote: ↑ April 30th, 2026, 10:10
solution is to put NA below OEI and any mod you think will conflict with it
Good to know. Thanks for this nice mod btw.
I like how you swapped characters, but AI-audio sounds like it was made in 2023-2024, with AI-whistling artifacts of early AI-voice models (like aspiration/breathing while talking, can hear it on Sebastienne's example, and on Shadowheart's example), and Nocturne's voice lags on example video (around 17th second), and goes too high on sentence endings (another artifact of early AI-voice models). It's not bad overall, the idea behind the mod is what matters, but it can be better with newest tools. Just a suggestion, if you are willing to do this. Other suggestion would be making Nocturne's voice a little lower? Or making him a little more youthful visually, so existing tone of his voice match his looks.
Anyway, keep it up.
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Post by Russchwarz »

I usually never posts on mod pages, but I just registered here to say thank you, you are doing god's work, thank you for fixing ym favorite game
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Post by orinEsque »

ProhodilMimo wrote: ↑ April 30th, 2026, 15:28
orinEsque wrote: ↑ April 30th, 2026, 10:10
solution is to put NA below OEI and any mod you think will conflict with it
Good to know. Thanks for this nice mod btw.
I like how you swapped characters, but AI-audio sounds like it was made in 2023-2024, with AI-whistling artifacts of early AI-voice models (like aspiration/breathing while talking, can hear it on Sebastienne's example, and on Shadowheart's example), and Nocturne's voice lags on example video (around 17th second), and goes too high on sentence endings (another artifact of early AI-voice models). It's not bad overall, the idea behind the mod is what matters, but it can be better with newest tools. Just a suggestion, if you are willing to do this. Other suggestion would be making Nocturne's voice a little lower? Or making him a little more youthful visually, so existing tone of his voice match his looks.
Anyway, keep it up.
I understand the criticism, but currently i have no plans of perfecting this mod to autistic degrees, or separating out bits of the mod. Since my time is better spent elsewhere and actually fixing Aelen's missing pronoun lines, which i still have a list of.

I'm happy to point you to how you can separate out bits you don't like.
Last edited by orinEsque on May 16th, 2026, 05:04, edited 1 time in total.
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Post by probmfixn »

about to start a run, whats a good way to check if ive installed it properly in act 1?
EDIT: ok, i added ccreator to lampray to better tell if things are working and they very clearly are not. i have all 5 mods enabled and click deploy, i manually set the game config to what seems to be the appropriate locations, and i clicked the deploy button. when ran it opens no issue but once i go to character creator its the same ***** nonsense
Last edited by probmfixn on May 25th, 2026, 02:40, edited 2 times in total.
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Post by OtoshiGami »

probmfixn wrote: ↑ May 24th, 2026, 03:48
about to start a run, whats a good way to check if ive installed it properly in act 1?
EDIT: ok, i added ccreator to lampray to better tell if things are working and they very clearly are not. i have all 5 mods enabled and click deploy, i manually set the game config to what seems to be the appropriate locations, and i clicked the deploy button. when ran it opens no issue but once i go to character creator its the same ***** nonsense
Here's the load order I use for all of the mods:

https://imgur.com/a/tQjUk5n
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Post by probmfixn »

OtoshiGami wrote: ↑ May 25th, 2026, 17:42
Here's the load order I use for all of the mods:
https://imgur.com/a/tQjUk5n
huh, the front page says Aesthetics needs to be last but sure ill give that a go
EDIT: tried, didnt work
Last edited by probmfixn on May 26th, 2026, 00:05, edited 1 time in total.