Make it so that on modded realm you have seperate save than on official realm. This way modders would have to play in their realm to have access to all the loot they got (from games or mods) while not having that in Official Realm.
The modded realm and whitelisting system are basically the best possible solution for allowing people to do whatever they want while maintaining the integrity of the game for people who want to play the game without worrying about bullhockey.
And you are absolutely correct in not allowing modders to 2-way with the backend. Disasters have happened in past games, and will happen in any others that allow it. That stuff should be read-only through an API.
Hi there! I'm brand new to the forums here, so I apologise in advance if this is the incorrect place to seek help in but my husband and I are at our utter wits end. I've searched Google, I asked on the discord, we've scoured and played with ini settings, permissions, wiped mods, reinstalled them, uninstalled and reinstalled the game-you name it and we've likely tried it.
So to start this off, my husband hosts a local non-dedicated modded server for us. We keep the mods up to date. However, we've had issues with it from day 1, all of which have been for me. So the issue is that any non-vanilla structures can't be placed, it simply shows the placement of it and then doesn't appear if placed. Here's the weird part though, most of the time if it CAN be placed it will instead place something else entirely different (Modded structure as well). I've discovered that if I pick up the random item that it picked, it will (usually, not always) place down the original structure.
Initially we thought it could be an Automated Ark issue, so we removed it entirely from our game. And would you believe it? The issue had resolved for me! Except...It came back after logging on the next day, so clearly we had infact not solved the problem still. Second part to this is that this isn't just the problem for myself. I tested it in singleplayer and there was no issues whatsoever, however if I made a non-ded server and had my husband join then HE started having the exact same issues, mostly where he couldn't place any structures down at all, even in my tribe and admin/permissions turned on (It didnt seem to put random items down although I dont think we tested it enough). From what I see, it could be a hosting issue?
This is a classic sign of the mod was corrupted on updating or installation. Your best bet is to uninstall the mod and reinstall it on the server, and if that doesn't fix it, then you will need to load the client and remove the mod and install it again. I suggest if you need to remove the Mod from the client, and you rely on it for a Single Player game, then exit the game first and load it back up and install the mod before playing the map.
We already uninstalled all the mods and then reinstalled them and nothing changed. I even uninstalled my whole game and reinstalled it, which I'll check for any change when my husband gets home to start the server up. We even deleted our whole previous server and made a new one and still are having the issues.
Does it let you un-check "Modded" when you are uploading it? I had this problem before, but I haven't since I got a new drive and re-installed the game. (I'm not saying that's what should be done, but that's when mine fixed)
This glitch doesn't seem to really have anything to do with the gallery from what I can tell. It's the game itself falsely tagging saved content as having custom content. It may have something to do with having the Online Features Access turned on. As since I've been playing with this turned off. I can save households/lots just fine.
All my Sims are using poses replacements and just one or another are being flagged. Some of my friends are not using this CC but still having the same problem. So I think it's not the point.
I believe that happened to me because long time ago I used to have some skins and eyes replacements but for some reason my gallery was recognizing with CC even if I'm not using anymore.
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Please only contact me via PM when asked to do so.
Default replacement textures get flagged as CC, which is kind of fair enough but also kind of ridiculous. It's random as to what it will not flag (eg. default replacement skintone textures) and what it will flag (eg. default replacement eye textures). Further, even if you use no CC on a lot but a sim that is wearing an item flagged as CC is living on or even visiting the lot at the time you upload, the lot will get flagged as "modded". This indiscriminate flagging of sims and lots as "modded", even when they're standing next to something that is actually modded but are not modded themselves, is just plain bad coding and shows that the changes were not tested when the patch was released.
Example of this in my game - I made a lot that only contained the new rooms that came with Romantic Garden Stuff. Absolutely no CC was used in building the lot, only the rooms from the game library. A sim that had no CC other than default replacement underwear textures was actively visiting the lot (ie. I was controlling it). When I uploaded the lot to my library so that I could re-use the park later, it flagged it as modded. This is definitely overzealous game code because the sim does not get uploaded with the lot and thus the lot should be absolutely unaffected by whatever content is present on the sim.
ok, so i have BG3 modded and it crashes when i select certain races, human from the base game, and certain sub classes, cant remember which one's off the top of my head, here are soem screen shots of my load order. what changes do i need to make or mods needed or removed, or reordered. thanks in advance for any help given.
Also: Try to take only 1 or 2 class mods. Just the mods you need for now to play the game again. And the next time you play the game you uninstall these mods and make 1 or 2 NEW class mods. Same with races.
- I really would uninstall ALL Mods in the BG3 ModManager. Don't forget "Refresh & SaveOrder" . Go to AppData/Local/LarianStudios/BaldursGate3/Mods look if everything is gone here. Than also delete the ModSettings File (in Profile Folder).
- Now repair the whole game with the repair function in Steam.
- Make a Overview with Bookmarks / TextFile / whatever, with all the Mods you want to install. Look at this Link again I gave you ( -Y78w06QuSLVno/edit )
- Now install the Mods ... but take your time
i figured out why i couldnt level up Gale, i respeced him to artificer, one of the mods i have, but when i respeced him back to wizard everythign was fine, no crashing. now to figure out why artificer is crashing my game
A little trick I do:
- I uninstall every MOD. Also the modsettings-File.
- I repair the Game in Steam
- I start the game, I make a savegame at the camp, with a few companions.
- I install every Mod anew AND: Every 5 or 8 Mods I start the game and go to the savegame at the camp.
I'm not sure it was the artificer mod. I don't have that one and I am having the same problem with Gale at level 5. You might have solved it just because of the respec. I saw someone else attempted to fix this using the Feat ASI fix (but didn't say if that produced results). But certain feat selections might have been what caused this.
I made a modded world to build in, and I felt like I had to return to vanilla to build the basic landscape etc and then return to mod-mode to add aesthetic stuff. Would my world, created under a modded profile but with no mod-added blocks (I use Carpenter's Blocks) in it yet, be able to shift to vanilla intact?
OK, it was because I started building the world with A LOT of modded blocks, and then it began to overload and crash 5 seconds after I enter the world. I had to re create it. I haven't really started to build anything yet as of now.
Well, if you open the world with no mods installed, that should delete all the mod items, though if you're getting lag and crash issues with mod blocks, there's something else wrong. Post a crash report, it may be something simple.
I've got a good friend of mine who not only works for a Minecraft server hosting company but also is a mod dev, so I verified some of my current knowledge with him (and even learned a few things myself).
The GPU becomes an important factor when looking at other games, as most games aren't as CPU bound as something like Minecraft is. Speaking of Minecraft, if you intend to run shaders then the GPU suddenly becomes a lot more important. To keep up with most modern games plus the potential for shaders, I would start at the RTX 4060 and go up from there depending on where the budget falls. Some shaders tend to get very demanding, so going with a higher end GPU isn't necessarily a bad idea either. I find the 4070 is a nice sweet spot right now.
RAM is the next thing to discuss. Modded Minecraft runs best when you allocate 10GB of RAM to it, more tends to result in diminishing returns. You could certainly get away with 16GB if you don't plan on hosting any servers nor doing many other background tasks. However, if you're like me and you have 10+ Chrome tabs open, Discord, Spotify, and other random apps open as well, then I would bump up to 32GB to keep everything nice and smooth. Additionally, if you plan on hosting a server locally, you're going to want to allocate at least 6GB RAM to keep things running well. The more the merrier in this case. For these reasons, I would personally recommend 32GB that way you have the flexibility to multitask and host a local server.
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