Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
Folks disabling it say (usually) the Hotfix 16 issues go away. Though I agree it can continue to be used if you have Script Extender, too.
But the reality is, if you have SE, you don't need it anymore.
And if only I could use SE myself, I'd stop complaining about mod authors that have embedded it in other mods. Cuz I also can't see which ones that is.
Also, BTW, ignore whatever you choose to, but there are lots of people who say it prevents the game's Epilogue from playing. (I also think for me it is creating one other issue but that is harder to nail down.) Just because it doesn't override story files doesn't mean it can't create issues.
I know what it does. It forces a recompilation of the story. That's what it does, and doing that can create problems with the game. At least the way "fixer" does it.
I know what it does yes.
It recompiles the story,
- whether this is needed or not
- whether another mod has already done it or not
- whether it helps or breaks things.
- whether the way the story compiles due to official game updates or not
It's a blind uncaring and unguided missile shot at something that may or may not need to be shot in the first place.
A hammer that turns everything into a nail even when the board has changed due to the product it was made for having been changed
When an unofficial mod breaks things when applied to an official game that doesn't have official mod support yet then yes, it is very much the mod that's too blame.
Sometime David is the ahole and not Goliath. Don't be one David's sheep. he strays, a lot.
https://www.reddit.com/r/BaldursGate3/comments/15k1qht/just_got_a_cool_bug_when_starting_a_new_game/
The core of your statement is not wrong. The numbers is.
Mod Fixer is still needed. Mod Fixer does not cause your bugs.
If you “delete” Mod Fixer and “don’t notice any issues” then that would be because lots of mods come with the Mod Fixer files bundled into them.
121 pages of Bug Reports. Fact.
https://www.nexusmods.com/baldursgate3/mods/141?tab=bugs
Now look - I get it - people can often be wrong about which mods are causing their bugs, and that happens. But 121 pages of bug reports? That is a lot, lot of smoke, for what might be some actual fire.
Now, let's go to the mod's main forums. 2,148 posts. Not everybody uses the Bug Reports forum, sometimes they complain about issues there. Go through the posts there. I would say roughly 50% are complaining about issues and problems it creates. (aka bugs).
https://www.nexusmods.com/baldursgate3/mods/141?tab=posts
That is a lot of complaints.
Now, is it necessary if you have Script Extender v12 or higher? Norbyte says no.
https://github.com/Norbyte/bg3se/issues/186
Only one contradicting post there - and it appears to be from a Vortex user. So, possibly, maybe necessary if you are using Vortex and, I suspect, some very old mods.
Once again, the only issue it fixes, if it is ever experienced, is that some older mods will send you to (as the dude put it) "naked army in LSD-land" during character creation in a new game. After you've started a new game, there are no other issues it fixes. Ever. Fact.
And other than that Vortex user, I haven't seen anybody else contradict what Norbyte claims about having Script Extender v12 or higher, ALSO solving that same issue.
I will grant as SE itself seems to go AWOL due to updates, you might need to be sure it is working after patches & hotfixes, too, and update it when needed.
Correct. Many mod makers DO embed it inside their mods. The thing is, I wish they wouldn't. After all, why not just list it as a Requirement, and then have you go get it as a Required file (if you choose to)? They do that with SE, VFX libraries, Community Library, and other required files.
I say that as: BTW it DOES ♥♥♥♥♥♥♥ CREATE ISSUES FOR ME, IT BLOCKS THE EPILOGUE. Among other things. It is ALSO APPARENTLY creating quest item bugs and now blocking kissing animations. And as a Mac user who can't use BG3 Mod Manager, I can't even "tell" which mods contain it or don't. If I could, I would just disable everything that does. Sorry, this ticks me off so much, I won't not reply to this.
If you think it's necessary, go get it. Use it separately. I don't think it is, but whatever. I just want mod authors to STOP EMBEDDING IT.
Although I definitely want to play the game again I'm going to wait until the first vestiges of mod support drop next patch.
Incorrect.
--------------------------
Version 1
SubGoalCombiner SGC_AND
INITSECTION
KBSECTION
IF
NRD_KillStory(_)
THEN
NRD_BadCall(_NONEXISTENT, _REF);
EXITSECTION
ENDEXITSECTION
----------------------
SE was fixed a couple of days after patch 6, but then an untested hotfix messed it up again. The game was then patched a day or so later with another hotfix to resolve that for modders.
SE automatically updates, you don't have to manually download a new version from the one created last November.