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Changelog
LaughingLeader edited this page Aug 29, 2023
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Since the BG3ModManager is a fork of the Divinity Mod Manager, important changes in the parent program will carry over to this one.
Divinity Mod Manager Changelog
- Fix for relative paths starting in _Lib instead of where the exe is.
- Fix for relative paths starting in _Lib instead of where the exe is.
- Quick fix for certain paths being relative to the "current working directory".
- Fixed relative file loading being relative to the current working directory, instead of relative to the exe.
- Fixed importing 7z archives.
- Fixed imported override mods being added to the inactive list.
-
Public/Game/GUI/Assets/Tooltipsis now ignored as an "override" folder (ex. BagsBagsBags shouldn't be highlighted now). Additional paths can be set in IgnoredMods.json. - Fixed adding fallback base mod data if Data path is wrong.
- Re-enabled Script Extender features (experimental).
- Removed the Tools -> Download Script Extender option (outdated currently).
- The selected profile will now always default to "Public", since other profiles aren't used by the game.
- If the game data folder is still not found, the campaign data should default to the GustavDev entry in "IgnoredMods.json".
- The "Save Window Location" preferences option is now disabled by default, due to some specific monitor setuping having an issue. This can be altered in
Data\settings.jsonif it needs to be changed externally. - Added a hint for the
-continueGamelaunch param, under Preferences -> Advanced. This game launch param makes the game load your last save automatically. - Manually checking for updates will now display an alert to indicate that it's working.
- Updated lslib version.
- Added support for displaying override mods (.paks that ony override files and have no metadata).
- Added support for rearranging override mods that also include their own metadata / files.
- Added a "Save Window Settings" option to the preferences window.
- Added a "Skip Launcher" option to the preferences window (defaults to being enabled), in lieue of Hotfix #2 forcing the launcher open when opening the game exe.
- Added a dialog window to set the game installation directory if the mod manager is unable to find it through Steam/GoG.
- Added a warning if the game data folder is not correctly set.
- Imported mods no longer require a refresh to be visible.
- Fixed the DX11 setting not actually being implemented.
- Fixed an issue where deleted mods weren't being removed from the UI.
- Fixed (Definitive Edition) being visible in mod tooltips.
- Made only the main Larian campaign mod display in the Campaign selection box.
- Fixed dependencies of the main campaign getting added to the load order, which could result in issues.
- Add automatic migration for past profiles from the old campaign mod Gustav to GustavDev (Main).
- Updated lslib to the latest release (1.18.0).
- Updated to the lastest upstream (Divinity Mod Manager).
- Fixed keybindings not being visible.
- Fixed profile-loading not using the last profile.
- Fixed duplicate dependencies being added to the mod order when exporting.
- Fixed importing zips failing with the "Cannot determine compressed stream type" error.
- Fixed .zip files not being visible in the Import Mods dialog window for "All formats".
- Fixed .json files in mod zips being imported as load orders, when running the File -> Import Mods command.
- Updated to the latest patch and LSLib (fixes playerProfiles errors).
- Non-Larian mods located in the Data folder will now be visible, like regular mods.
- Mods ending in a _number.pak (like MyMod_2022.pak) will no longer be ignored if they're not a "partial" pak (Textures_1.pak, Textures_2.pak etc).
- Mod tooltips will now always show, even if the mod description is empty.
- Mods can now be "imported" by file (.pak), which essentially just copies them to the documents mods folder.
- Fixed line breaks in certain settings tooltips being displayed as

. - Disabled the first mod in the active mod list always being selected. This was initially done so you could easily nagivate with a keyboard, but simply pressing tab (or left/right) will shift focus to a list, and allow arrow key navigation.
- Pressing the up or down arrow keys, when no mods are selected, will now select the first item in the active list.
- Quick fix for the enter key no longer moving mods between the active or inactive list.
- Updated to the latest Patch 7 changes:
- Larian changed Baldur Gate 3's folder from
Documents\Larian Studios\Baldur's Gate 3toAppData\Local\Larian Studios\Baldur's Gate 3. - The launcher preferences folder went from
AppData\Local\LarianStudios\Launcher\Settings\preferences.jsonto ``AppData\Local\Larian Studios\Launcher\Settings\preferences.json`.
- Larian changed Baldur Gate 3's folder from
- Updated various libraries.
- Updated LSLib usage (ModPathVisitor needed a game set).
- Load order files are now saved in the exported .zip, when exporting mod orders to an archive.
- CTRL + S should now work in the preferences window.
- Quick tweak to support mods using the id "Version" for their version node (technically a typo nowadays, since it should be "Version64").
- Fixed incorrect conversion for the revision part of a version number (0xFFFF vs 0x7FFFF, thanks Zerd).
- Updated package dependencies.
- Fix for the wrong node name being checked when loading mod versions (Version->Version64).
- Fix for the "active profile" not being saved.
- Tweak to make sure profile6.lsf is loaded when loading profiles (new Patch6 profile file, otherwise the previous ones are checked).
- Disabled some unused settings for BG3 (GM-related).
- Disabled the "Mods Require the Script Extender" warning, due to it not being quite ready yet for Patch 6.
- Fix for the active profile export error.
- Larian changed the player profile file again to playerprofiles6.lsf for Patch 6, so new folder setups are lacking the previous playerprofiles.lsb or playerprofiles5.lsb.
Various minor updates.
- Updated to the latest game version.
- Updated lslib usage/version.
- Updated to latest Divinity Mod Manager build.
- Updated profile loading to reflect the new Patch 5 changes (profile5.lsb, playerProfiles5.lsb).
- Updated modsettings.lsx template for the new Patch 5 changes (Version64 for instance).
- Mods whose version is 1 or 268435456 (old 1.0.0.0 value) will now be exported with 36028797018963968 (new format's value). Might fix some things, or be completely inconsequential.
- Implemented a custom update window that can render markdown (and this changelog, but you won't see that until after this update).
- The name column is no longer auto-resized in the active mods list if you've manually resized it.
- The Extender Settings tab is now always visible, even if the extender isn't installed.
- The BG3 Script Extender can now be downloaded/installed with the usual Tools button.
- Updated version display to support the new uint64 change for version numbers.
- Fixed the "Download Extender" button not working (#12).
- Fixed startup issue when no GMCampaigns folder is available (#13). Even though this isn't available (yet?) for BG3, this change was important to get startup to work properly.
- Updated LSLib to fix pak extraction from the latest game update.
- Merged in changes from main repo (Divinity Mod Manager).
- Fix for bg3_dx11.exe not launching if "Enable DirectX Mode" is set.
- Set the process working directory when launching the game exe. This should allow hooks to work (DXGI.dll from the script extender for instance).
- Added a new tools window under Tools -> Toggle Version Generator. Mod authors can use this window to generate proper version numbers for their mods.
- Added progress messages for each mod loading stage (documents mods, editor mods, base game mods, etc).
Initial release.