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Changelog
LaughingLeader edited this page Jul 9, 2022
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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
- 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.