tbc, its just my old save I get no error message when testing saves from a new game I started this morning. does this still matter if it only effects my game started two patches ago? idk? Overall I think bg3 could work on their mod support a little bit because this is odd and inconsistent.Beagle Appreciator wrote: β December 17th, 2023, 11:24Actually I just realized its only my old Save that shows that invalid story error. I made a new game progressed until beach saved and quit game and restarted bg3 and loaded that new save and no invalid story message. I have the script extender off and it for me is not needed. I have also tried turning of mod fixer and it appears to not be needed either.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Alternate Wyll Revamped 2.4 β Baldur's Gate 3
Looking for the download?
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Last edited by Beagle Appreciator on December 17th, 2023, 11:52, edited 3 times in total.
Last edited by orinEsque on December 17th, 2023, 11:59, edited 1 time in total.
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
Yeah that will be fine. but what does it indicate about that save beyond me perhaps no longer using a mod that I forgot to reinstall? (is there a way to probe the save file to see what mods were used?) is my saved corrupted or something bad? just leaving these questions in case somebody knows. Also is BBA compatible with all the other mods on here?
Last edited by Beagle Appreciator on December 17th, 2023, 22:44, edited 1 time in total.
PM me your save, i can try and diagnose it for you.Beagle Appreciator wrote: β December 17th, 2023, 22:43Yeah that will be fine. but what does it indicate about that save beyond me perhaps no longer using a mod that I forgot to reinstall? (is there a way to probe the save file to see what mods were used?) is my saved corrupted or something bad? just leaving these questions in case somebody knows. Also is BBA compatible with all the other mods on here?
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
Hi Beagle, I'm posting this publicly so others can read as well. I loaded the save you sent me. I got no error message. The save itself is definitely not corrupt. I would check your mod setup again, perhaps one of your other mods are our of date.Beagle Appreciator wrote: β December 17th, 2023, 22:43Yeah that will be fine. but what does it indicate about that save beyond me perhaps no longer using a mod that I forgot to reinstall? (is there a way to probe the save file to see what mods were used?) is my saved corrupted or something bad? just leaving these questions in case somebody knows. Also is BBA compatible with all the other mods on here?
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
Validated files and everything is fine now. I think I messed something up when manually installing files before finding a Linux compatible mod manager. Or more likely now that I think about it when BG3mm crashed midway installing mods (and I didn't feel like continuing the effort of getting that manager working after) it might not have done so safely. Thanks for all your help frens!
Last edited by Beagle Appreciator on December 18th, 2023, 07:18, edited 1 time in total.
Did you install .NET or dotnet as it says on the instructions for BG3 mod manager installation?
Last edited by orinEsque on December 28th, 2023, 00:35, edited 1 time in total.
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
Hi
I had to install so pak mod recompiler from nexus mod then it worked . PS: i had to censor genitals or pic upload wont work.
I had to install so pak mod recompiler from nexus mod then it worked . PS: i had to censor genitals or pic upload wont work.
"mod recompiler"? not "mod fixer"?tracekira wrote: β December 28th, 2023, 01:23Hi
I had to install so pak mod recompiler from nexus mod then it worked . PS: i had to censor genitals or pic upload wont work.
Last edited by orinEsque on December 28th, 2023, 01:38, edited 1 time in total.
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wait whattracekira wrote: β December 28th, 2023, 01:23PS: i had to censor genitals or pic upload wont work.
postimage is automatically censoring images now?
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Is it intended that Wyll's portrait doesn't update in his "demon" form? When the placeholder portrait for his human form updated properly on levelup I had assumed that the same would happen on a levelup or respec after he'd transformed into a "demon".
I was thinking that if there's something that prevents that from happening while he's in his demonic form, there must be something preventing it, since it appears to be the default behavior of the game, likely a flag set or imposed by the scene/conversation in which he transforms. I tried doing a search based on dialogue strings, but I couldn't find anything, even after converting a lot of files from .lsf to .lsx to make them searchable as .txt-files.
Because I'm thinking that if that flag could be stopped from firing, his portrait will hopefully keep updating as it should, instead of being permanently overridden.
But I simply don't have the space to extract all the .pak-files and convert all the .lsf-files to .lsx and then search through them until I find the scenes/dialogues so I can look for the triggers or flags. But I thought I'd share my thoughts in case anyone else does and can, because it might be a good way to approach fixing this.
I was thinking that if there's something that prevents that from happening while he's in his demonic form, there must be something preventing it, since it appears to be the default behavior of the game, likely a flag set or imposed by the scene/conversation in which he transforms. I tried doing a search based on dialogue strings, but I couldn't find anything, even after converting a lot of files from .lsf to .lsx to make them searchable as .txt-files.
Because I'm thinking that if that flag could be stopped from firing, his portrait will hopefully keep updating as it should, instead of being permanently overridden.
But I simply don't have the space to extract all the .pak-files and convert all the .lsf-files to .lsx and then search through them until I find the scenes/dialogues so I can look for the triggers or flags. But I thought I'd share my thoughts in case anyone else does and can, because it might be a good way to approach fixing this.
Last edited by Luckmann on December 28th, 2023, 07:17, edited 1 time in total.
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His Demon form portrait is static, not sure why but Larian seems to have coded it this way. I might look into it as a sort of polishing up of this mod once the new head is done.Luckmann wrote: β December 28th, 2023, 07:16Is it intended that Wyll's portrait doesn't update in his "demon" form? When the placeholder portrait for his human form updated properly on levelup I had assumed that the same would happen on a levelup or respec after he'd transformed into a "demon".
I was thinking that if there's something that prevents that from happening while he's in his demonic form, there must be something preventing it, since it appears to be the default behavior of the game, likely a flag set or imposed by the scene/conversation in which he transforms. I tried doing a search based on dialogue strings, but I couldn't find anything, even after converting a lot of files from .lsf to .lsx to make them searchable as .txt-files.
Because I'm thinking that if that flag could be stopped from firing, his portrait will hopefully keep updating as it should, instead of being permanently overridden.
But I simply don't have the space to extract all the .pak-files and convert all the .lsf-files to .lsx and then search through them until I find the scenes/dialogues so I can look for the triggers or flags. But I thought I'd share my thoughts in case anyone else does and can, because it might be a good way to approach fixing this.
My guess would be the original portrait uses some code that references the character visuals file, while the demon form references the static image as is normal for world npcs.
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Here we go:

And the .dds: https://f.rpghq.org/R8zLabauqCqY.dds?n= ... action.dds
I've ripped this straight out of the game as it runs in active memory, which turned out to be trivial. Unfortunately, it does seem like the game simply doesn't generate a devil-Wyll portrait at all. I was nursing a faint hope that they were simply overriding the generated portrait with the static one, given that the game seems to run all kinds of garbage that isn't necessarily on display (here's an intensely creepy one - why the **** is this .dds running in active memory in BG3?).
One idea I got was to replace the regular Wyll with devil-Wyll, so I simply replaced HUM_M_NKD_Head_Wyll.GR2 with HUM_M_NKD_Head_Wyll_Devil.GR2, but that didn't work, it seems to have simply broken his regular head, making the game load the default gorilla one. Is there some information contained in the GR2 format that needs to be changed, maybe?
If someone can make a "simple" modlet of this mod that makes Wyll always use a horned devil-version of himself, the game should (I think) generate a proper portrait (from before Wyll "really" turns), which I should then be able to rip out for us, so we can then use that as a static portrait for the mod proper, unless there's something intrinsic to the models themselves that acts as a stopper for making the game not do that.
Edit: And here's how the above .DDS looks after I replaced all the existing .DDS portrait files in the mod and repackaging it:

It's just a matter of dump-and-rename, seems to be working without issue.
Edit 2: I spoke to soon. For whatever reason, replacing the .DDS-files seem to have reverted the head model of Wyll. I have no idea why, as nothing I did even touched that. Why the **** is the game like this?

And the .dds: https://f.rpghq.org/R8zLabauqCqY.dds?n= ... action.dds
I've ripped this straight out of the game as it runs in active memory, which turned out to be trivial. Unfortunately, it does seem like the game simply doesn't generate a devil-Wyll portrait at all. I was nursing a faint hope that they were simply overriding the generated portrait with the static one, given that the game seems to run all kinds of garbage that isn't necessarily on display (here's an intensely creepy one - why the **** is this .dds running in active memory in BG3?).
One idea I got was to replace the regular Wyll with devil-Wyll, so I simply replaced HUM_M_NKD_Head_Wyll.GR2 with HUM_M_NKD_Head_Wyll_Devil.GR2, but that didn't work, it seems to have simply broken his regular head, making the game load the default gorilla one. Is there some information contained in the GR2 format that needs to be changed, maybe?
If someone can make a "simple" modlet of this mod that makes Wyll always use a horned devil-version of himself, the game should (I think) generate a proper portrait (from before Wyll "really" turns), which I should then be able to rip out for us, so we can then use that as a static portrait for the mod proper, unless there's something intrinsic to the models themselves that acts as a stopper for making the game not do that.
Edit: And here's how the above .DDS looks after I replaced all the existing .DDS portrait files in the mod and repackaging it:

It's just a matter of dump-and-rename, seems to be working without issue.
Edit 2: I spoke to soon. For whatever reason, replacing the .DDS-files seem to have reverted the head model of Wyll. I have no idea why, as nothing I did even touched that. Why the **** is the game like this?
Last edited by Luckmann on December 28th, 2023, 15:18, edited 5 times in total.
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Luckmann
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You all owe me a beer.

And the .DDS: https://f.rpghq.org/5XZnFYaAhEt3.dds?n= ... l wyll.dds
What I did was to combine the powers of an outdated mod that unlocks NPC options for the character creator with a conflicting mod that allows origin characters to be modified freely, and then turning off the transformation that Wyll was subject to, using the Script Extender console (using Osi.RemoveTransforms("S_Player_Wyll_c774d764-4a17-48dc-b470-32ace9ce447d"), for reference). I could then modify and respec normie-Wyll, adjusting eyes and hair and so on, and give him the head of devil-Wyll, and make the game - the game not thinking the transformation was in effect - generate a portrait.
I could then use Ninja Ripper 1.7.1 (thank you Ty6) to rip out all active textures from working memory.

And the .DDS: https://f.rpghq.org/5XZnFYaAhEt3.dds?n= ... l wyll.dds
What I did was to combine the powers of an outdated mod that unlocks NPC options for the character creator with a conflicting mod that allows origin characters to be modified freely, and then turning off the transformation that Wyll was subject to, using the Script Extender console (using Osi.RemoveTransforms("S_Player_Wyll_c774d764-4a17-48dc-b470-32ace9ce447d"), for reference). I could then modify and respec normie-Wyll, adjusting eyes and hair and so on, and give him the head of devil-Wyll, and make the game - the game not thinking the transformation was in effect - generate a portrait.
I could then use Ninja Ripper 1.7.1 (thank you Ty6) to rip out all active textures from working memory.
Last edited by Luckmann on December 28th, 2023, 15:28, edited 1 time in total.
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Awesome I can already think of some uses of this Ninja Ripper! Also I should be able to replace aesthetics of normal wyll with devil version using the character visual file, get an ingame portrait generated, and use that.Luckmann wrote: β December 28th, 2023, 15:15You all owe me a beer.
And the .DDS: https://f.rpghq.org/5XZnFYaAhEt3.dds?n= ... l wyll.dds
What I did was to combine the powers of an outdated mod that unlocks NPC options for the character creator with a conflicting mod that allows origin characters to be modified freely, and then turning off the transformation that Wyll was subject to, using the Script Extender console (using Osi.RemoveTransforms("S_Player_Wyll_c774d764-4a17-48dc-b470-32ace9ce447d"), for reference). I could then modify and respec normie-Wyll, adjusting eyes and hair and so on, and give him the head of devil-Wyll, and make the game - the game not thinking the transformation was in effect - generate a portrait.
I could then use Ninja Ripper 1.7.1 (thank you Ty6) to rip out all active textures from working memory.
p.s. I think I know how to fix the start game portrait as well... haven't gotten around to implementing it yet.
Last edited by orinEsque on December 28th, 2023, 17:03, edited 2 times in total.
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Luckmann
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What start game portrait? AFAIK all the portraits on the character creation screen are prefabricated, not generated dynamically, and they carry in for the first level, which is why I ripped out a white normie-Wyll too.orinEsque wrote: β December 28th, 2023, 17:00p.s. I think I know how to fix the start game portrait as well... haven't gotten around to implementing it yet.
Last edited by Luckmann on December 28th, 2023, 18:25, edited 1 time in total.
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I managed to get it all working. Apparently I needed to up the "priority" when creating the .pak in order for everything to be replaced properly. I set the priority to 11 and the models and all the replacement .DDS-files seem to work.
Uploaded for those that doesn't want to wait for an 'official' update by Orinesque:
https://f.rpghq.org/w3s3hQezwlG7.pak?n= ... d-v2.3.pak
I named it v2.3 just to differentiate it from v2.2, but unless Orin actually adopts it it shouldn't be considered part of version history, so anyone that's a file hoarder/librarian should keep that in mind and probably consider this some kind of one-off fork.
Uploaded for those that doesn't want to wait for an 'official' update by Orinesque:
https://f.rpghq.org/w3s3hQezwlG7.pak?n= ... d-v2.3.pak
I named it v2.3 just to differentiate it from v2.2, but unless Orin actually adopts it it shouldn't be considered part of version history, so anyone that's a file hoarder/librarian should keep that in mind and probably consider this some kind of one-off fork.
Last edited by Luckmann on December 29th, 2023, 12:11, edited 1 time in total.
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If you look earlier in the thread, people made a bunch of alternative loading screens for white wyll as well. Would be cool if someone collected them togetherLuckmann wrote: β December 29th, 2023, 12:10I managed to get it all working. Apparently I needed to up the "priority" when creating the .pak in order for everything to be replaced properly. I set the priority to 11 and the models and all the replacement .DDS-files seem to work.
Uploaded for those that doesn't want to wait for an 'official' update by Orinesque:
https://f.rpghq.org/w3s3hQezwlG7.pak?n= ... d-v2.3.pak
I named it v2.3 just to differentiate it from v2.2, but unless Orin actually adopts it it shouldn't be considered part of version history, so anyone that's a file hoarder/librarian should keep that in mind and probably consider this some kind of one-off fork.
Wait till I fix Wyll, he will have a new head that doesn't have weird lip movements.Ty6 wrote: β December 29th, 2023, 14:34If you look earlier in the thread, people made a bunch of alternative loading screens for white wyll as well. Would be cool if someone collected them togetherLuckmann wrote: β December 29th, 2023, 12:10I managed to get it all working. Apparently I needed to up the "priority" when creating the .pak in order for everything to be replaced properly. I set the priority to 11 and the models and all the replacement .DDS-files seem to work.
Uploaded for those that doesn't want to wait for an 'official' update by Orinesque:
https://f.rpghq.org/w3s3hQezwlG7.pak?n= ... d-v2.3.pak
I named it v2.3 just to differentiate it from v2.2, but unless Orin actually adopts it it shouldn't be considered part of version history, so anyone that's a file hoarder/librarian should keep that in mind and probably consider this some kind of one-off fork.![]()
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
So I was browsing Nexus right after I was on this thread, and I saw a funny mod: https://www.nexusmods.com/baldursgate3/mods/5476
Someone's decided to make black shadowheart.
Someone's decided to make black shadowheart.
AAHAHAHAH, that's the laziest black shadowheardtI've ever seen... ah it's a better troll than ArunnyE's white wyll.citard wrote: β December 30th, 2023, 00:09So I was browsing Nexus right after I was on this thread, and I saw a funny mod: https://www.nexusmods.com/baldursgate3/mods/5476
Someone's decided to make black shadowheart.
Last edited by orinEsque on December 30th, 2023, 00:11, edited 1 time in total.
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
niggerheartorinEsque wrote: β December 30th, 2023, 00:10AAHAHAHAH, that's the laziest black shadowheardtI've ever seen... ah it's a better troll than ArunnyE's white wyll.citard wrote: β December 30th, 2023, 00:09So I was browsing Nexus right after I was on this thread, and I saw a funny mod: https://www.nexusmods.com/baldursgate3/mods/5476
Someone's decided to make black shadowheart.
Looks like Blackface to me. When will Nexusmods ban such blatant bigotry?orinEsque wrote: β December 30th, 2023, 00:10AAHAHAHAH, that's the laziest black shadowheardtI've ever seen... ah it's a better troll than ArunnyE's white wyll.citard wrote: β December 30th, 2023, 00:09So I was browsing Nexus right after I was on this thread, and I saw a funny mod: https://www.nexusmods.com/baldursgate3/mods/5476
Someone's decided to make black shadowheart.
clearly wiggerheartcitard wrote: β December 30th, 2023, 01:15niggerheartorinEsque wrote: β December 30th, 2023, 00:10AAHAHAHAH, that's the laziest black shadowheardtI've ever seen... ah it's a better troll than ArunnyE's white wyll.citard wrote: β December 30th, 2023, 00:09So I was browsing Nexus right after I was on this thread, and I saw a funny mod: https://www.nexusmods.com/baldursgate3/mods/5476
Someone's decided to make black shadowheart.
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
that wound on her hand was only 1% of her ****** word pass. a true lady shar's blessing
devout sharrans get the ****** word pass from mommy Shar herself regardless of their skin toneCheesusCrust wrote: β December 30th, 2023, 06:52that wound on her hand was only 1% of her ****** word pass. a true lady shar's blessing
Blender Reindition (ignore texture/pores on him, its just to help me sculpt his face)

need opinions. Mainly from females and ****. @CheesusCrust @Slavic Sorcerer @PixiGreen
things already on list: remove eyebags, remove scar, add a stubble, perhaps a little beard... yes i can add a beard mod as addon.

need opinions. Mainly from females and ****. @CheesusCrust @Slavic Sorcerer @PixiGreen
things already on list: remove eyebags, remove scar, add a stubble, perhaps a little beard... yes i can add a beard mod as addon.
Last edited by orinEsque on January 10th, 2024, 22:04, edited 7 times in total.
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
Is this Wyll?orinEsque wrote: β December 31st, 2023, 01:39Inspiration: idea is prince charming, but not emasculated, soy drinkers.
Blender Reindition (ignore texture/pores on him, its just to help me sculpt his face)
need opinions. Mainly from females and ****. @CheesusCrust @Slavic Sorcerer @PixiGreen
things already on list: remove eyebags, remove scar, add a stubble, perhaps a little beard... yes i can add a beard mod as addon.
much better. it's orinEsque's ******** free & ready-to-romance WyllGOW LIKE A BOSS wrote: β December 31st, 2023, 02:06Is this Wyll?orinEsque wrote: β December 31st, 2023, 01:39Inspiration: idea is prince charming, but not emasculated, soy drinkers.
Blender Reindition (ignore texture/pores on him, its just to help me sculpt his face)
need opinions. Mainly from females and ****. @CheesusCrust @Slavic Sorcerer @PixiGreen
things already on list: remove eyebags, remove scar, add a stubble, perhaps a little beard... yes i can add a beard mod as addon.
i myself have no complaints regarding head model on the screenshot (LOVE vanilla hair base and face features) and i agree having separated files for bearded and non-bearded options. and I'd stick to blue eyes, we already got a green-eyed companion in our camp (Shadowheart).
i actually like how he looks with them eyebags, scar and some pores, personally gives me feeling he's been exiled and depraved from luxurious noble life for six years, but again, need to see it with in-game lights on for better judgement. would've also added body scars here and there for immersion (dude has a folk hero background, but i see no proofs of having beef with giants, dragons and scary tax collectors except banter moments).
i know it's not a main concern yet, but like PixiGreen had stated, Wyll's artificial vanilla eye has little to do with "made of pure heliotrope" line. heliotrope aka bloodstone is black-red/black-greenish-red, why his prosthetic eye is white-grey AND with that weird octopus-style pupil is entirely unknown. I'd make it entirely black-red, leaving the stone's more obvious texture and making it glossy/polished. unless someone got better ideas.
edit (again): the only explanation for the grey sending stone is that heliotrope eye would look almost the same as devil form's eye in terms of color, black-red one eye and black-red another one. i say we maybe need to make the prosthetic eye blue-ish with red dots like the real gem does.

Last edited by CheesusCrust on December 31st, 2023, 18:12, edited 3 times in total.

