Open Tundrafire opened 1 year ago
The mods that are highlighted are mods that have base game file overrides - Those overrides persist even if the mod is "disabled", due to the way the game loads paks (they're treated like patches, so they don't have to be "active" for the file overrides to get loaded).
This is likely to cause issues in multiplayer if you each have different file overrides, such as somebody having a meta.lsx override while another does not.
Additionally, you need the "Mod Fixer" mod to be able to use mods period, otherwise the game breaks when it recompiles the story.
Like to say i'm having the exact same issue as the above poster. My friends and i have the exact same mods 5e Spells Patch 3 Fixer
When loading into the game it will kick the person out just before the game is fully loaded up. But if we remove the mods, and play normally it works just fine. So not sure whats causing the issue, exactly or why its not working in multi-player but seems to be exclusively effect online play.
Defiantly something happening just not sure what it is exactly.
Edit: also these work fine single player only in multiplayer the issue arises.
Edit 2: also tried the full release fixer, and no luck same issue.
In multiplayer, everyone should have the exact same mods, but you should also be careful not to have override mods (or data folder overrides) that can cause a desync if the other person is lacking those changes as well.
I have the same issue, we have the same load order, same mods (sent a zip and the modsettings file), same game version. It loads them in the lobby for a millisecond then kicked out to the lobby list, with no error. Works fine in singleplayer.
Could it be that the servers are not getting any lists of mods from any of us, so it counts as not having the same mods? Because I've seen older threads of people using Candor to fix this, and Candor made use of the info.json from the mods rar as well.
Could it be that the servers are not getting any lists of mods from any of us, so it counts as not having the same mods? Because I've seen older threads of people using Candor to fix this, and Candor made use of the info.json from the mods rar as well.
Everyone should have the same modsettings.lsx (meaning, the same load order / same mods being activated). If people have a different load order, that could be an issue when trying to connect.
Divinity: Original Sin 2 had a peer-to-peer system for transferring mods to people trying to connect.
For BG3, it wouldn't surprise me if this system is disabled or no longer in the game, due to mods being unsupported (no in-game mod menu, we need a hacky workaround to make the game work with mods, etc). If that's the case, missing mods or not having the exact same load order could be a cause for being immediately kicked when trying to connect.
Try to ensure that everybody has the exact same mods, and the exact same modsettings.lsx. You can right click the Export button for a shortcut to where the file is, for easier sharing.
Additionally, make sure you don't have any subfolders in your mods folder, as this causes the game to revert the modsettings.lsx and disable all mods.
Yeah I have the exact same issue. Even checked the steam altered files... and we confirmed that everything should be the same... even the mods that don't appear on the modloader. Definitely made sure to have the same exact modsettings as well before loading up the game as well as after loading up the game. However, the issue still persists despite having the exact same versions, same mods, and same load order. It is terribly strange that it sometimes works without certain mods such as improvedUI. I'm worried that it might be a desync with the overridden mods but I have no actual clue which mods are overriding files because my mod manager doesn't seem to have the overrides section like I've seen some other people in the forums have, nor the yellow highlighted mods.
The mods that are highlighted are mods that have base game file overrides - Those overrides persist even if the mod is "disabled", due to the way the game loads paks (they're treated like patches, so they don't have to be "active" for the file overrides to get loaded).
This is likely to cause issues in multiplayer if you each have different file overrides, such as somebody having a meta.lsx override while another does not.
Wouldn't be a good idea to move disabled mods to a different folder outside of the games mod folder?
Anyone happen to find a working solution for this?
Has this been resolved? I am having he same issues.
Has this been resolved? I am having he same issues.
Nop it's not, that's why they are currently creating a real modding kit for the game, it will allow such weird behaviour, at least it should. Just wait for the update to get released, that's the only thing to do if you want to play vanilla online and modded solo, or things like that (different mods for solo save and multiplayer save cause the same issue)
BG3 Mod Manager Version
1.0.9.0
BG3 Game Version
Full Relaase Hotfix 2
Bug Summary
Our mods are working just fine in single player, but the moment we go to multiplayer, we cannot join each others lobby. We have tried mods the exact same. In different orders. Some off and on. And all the other ways that we could try and troubleshoot it on our own. But nothing is working. Though the moment we turn off the Manager, it works just fine. We are concerned that the BG3 Mod Manager might be bugged, or not working, for Multiplayer.
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