[Bug]: Error: Load order has been reset externally
Operating System
Windows 10
BG3 Mod Manager Version
1.0.11.0
BG3 Game Version
Full Release Patch 7
Bug Summary
Unable to save the load order in the mod manager because it opens the Error: Load order has been reset externally dialog. It is only possible to activate mods through the current native MM and when activating mods manually through the internal MM, I receive the "Unable to Create a Working Story" dialog, even with SE and Mod Fixer active. (This wasn't happening until I tried to import the mods through Mod Manager).
I went back to Patch 6, rolling back BG3MM to the previous version (1.0.10.0) and now even in the old version the problem persists.
Links
No response
Running into the same thing. Edit: Realized (I think...) that it's just because of the new official mod toolkit. It automatically disables all mods, which of course resets the load order. Seems like you have to go in and manually enable the mods in-game.
Running into the same thing. Edit: Realized (I think...) that it's just because of the new official mod toolkit. It automatically disables all mods, which of course resets the load order. Seems like you have to go in and manually enable the mods in-game.
Yep, but when I manually enable it I can't play because the Unable to Create a Working Story dialog always appears, making it impossible to load my saves or start a new game.
I'm having the same issue now too 😞
Operating System
Windows 11
BG3 Mod Manager Version
1.0.11.0
BG3 Game Version
Patch 6, HF #25 v4.1.1.5022896
Bug Summary
In my case, I never updated to Patch 7; I'm still on Patch 6. I updated BG3MM to fix my profile loading issue and then went to save/export my mod list. Got the mod order reset error shown here:
But this is the same mod list I was using immediately prior to updating. I thought it might have to do with the new modsettings syntax for Patch 7, so I went back to an older modsettings.lsx and updated that manually, but even still I'm having a complete external wipe of my mods list on game load. I haven't tried rolling back to BG3MM 1.0.10.0 yet.
Same problem. I rollin back to BG3MM 1.0.10.0. but this problem persisted. I can't play with mods on patch 6 or patch 7 now.
I have used both patch 7 and patch 6 and have this problem
I'm not entirely sure that this is an BG3MM issue actually because I had the same exact problem so what I did was go into the in game mod manager and I checked/activated all mods (they show up there even if you didn't use the in game MM to download them) AND, this is the important part, I made a note of every mod in that list that could not be checked/activated.
Then I went back into my mods folder and deleted all of those mods, and now that I opened BG3MM I found that my mods were active whereas before it would just reset every time I started the program. and I was able to create a load order (the in game MM just installs and loads alphabetically it seems) and it did save that load order even after closing an restarting BG3MM and it removed that "load order externally reset" warning, sooo I to me that says that some mods are actually the cause of this, can't be 100% sure of course, modding is fickle, bit this is what worked for me.
This, I think, is unrelated to MM.. Saving load order -> modsettings file has all changes and all is good. Starting game - modsettings file resets upon starting the game. So something at game start resets the file, thus no mods are loaded. Anyone knows why?
I had the same issue as above even after rolling back to Patch 6 but managed to get it working perfectly fine again. I deleted BG3MM (1.0.11.0) -> Redownloaded (1.0.10.0) -> Re-added the mods and loaded Mod Order from file. Booted the game and my pre-patch-7 save works as before with all mods working correctly.
If I re-update back to 1.0.11.0 the issue starts again even while being on patch 6.
I did the same steps as @ErikaNovus and with 1.0.10.0, everything plays nicely with Patch 6 again!
@BlueCheese85 Maybe it's something to do with how BG3MM got updated to interact with the Larian Mod Manager? Because I never updated to Patch 7, I didn't actually have an in-game mod manager to uncheck/deactivate mods with. If it's expecting the user to have to manually re-enable mods in that way then yeah, kind of a problem for Patch 6 lol.
Many mods are likely broken in patch 7, since it's a big patch with a lot of changes. If your modsettings.lsx is resetting when loading into the main menu, that's likely the standard BG3 thing where it resets the load order when it has mod-loading errors.
I tested patch 7 with a new toolkit mod, and mods downloaded through the in-game manager, and using BG3MM worked fine, alongside using the in-game manager to enable/disable mods. Just make sure to refresh in BG3MM if you change the load order / download mods in-game.
@LaughingLeader What do you think might be causing the reset when using Patch 6-made mods on a Patch 6 game?
@LaughingLeader Luckily I was able to export my load order from BG3MM to the game without any problems (Patch 7 now), however I still can't load my saves or start a new game as I get the pop-up message "Unable to Create a Working Story"
Could this be from mods with Script Extender or Mod Fixer? Broken mods? Yesterday I opened the game with only a few mods enabled and had no problems, but when enabling all of them I get this message (I even removed the mods that require SE and Mod Fixer, and strangely, the pop-up message kept appearing. At one point not even the mods that were working before worked anymore). This problem is certainly not with your MM, I now need to find out what is causing this message.
@ErikaNovus Thank you!!! You are a genius! Thank you
From what I gathered so far is that there can be mods which appear totally fine, but there's something wrong in their meta.lsx. I don't know yet what exactly, but by recreating the meta.lsx properly I can make the reset error disappear and the mod also shows up fine ingame.
Based on my tests it's the GUID. It must now be a real GUID. Some mods were treating it as a string and so far that was fine.
Edit: And the smallest error makes the game delete the load order and mod selection. Some recovery option on BG3MM start-up might help. BG3MM should also be able to check the GUID of a mod.
From what I gathered so far is that there can be mods which appear totally fine, but there's something wrong in their meta.lsx. I don't know yet what exactly, but by recreating the meta.lsx properly I can make the reset error disappear and the mod also shows up fine ingame.
@drallcom3 thanks for investigating. for me the game seems to not like the 5e spells mod, giving me errors when it's in the load order. i wonder if there could be a quick fix by manually editing the 5e meta.lsx. sadly i dont understand this stuff well enough
edit: not sure if 5e spells is actually the issue, or if all other mods incorrectly show up as "5e spells" in the internal mod loader, because there are like 20 instances (imgur) of it the game wants me to check mark before loading my save and then i get the error that the save file could not be loaded.
edit2: the game seems to always overwrite the mod manager load order no matter how many mods i enable. guess i'll wait for a fix.
edit3: added links and cleaned up my post
Ok so I figured out the issue I had. When I was at patch 7, I downloaded the IGMM unlocked level curve of patch 7. Then on load it was confused with patch6 one, and when it loaded, it deleted the entire modsettings as it had version mismatch.
Some of these things can be unnecessary as I had other problems (stuck at 100% loading) because of so many different tries... What I did:
- Uninstalled the game.
- Went to BG3 folder and deleted all files there (leftovers and perhaps some manually added mods).
- deleted the entire mod folder (saved a copy).
- Re-downloaded all mods (had them in folder so I didnt need to redownload)
- Then added them like 5 by 5 and launched game to see what breaks it - check if modsettings is reset when in main menu.
- What I found - unlocked level curve for patch 7 was the issue, after I de-updated it to older version, everything worked.
Advice - first try to delete all mods that you installed on IGMM patch 7, if you dont remember delete all mods and just enter everything few by few. Mine didnt work until I deleted everything because perhaps I had some manually installed mods, but that might not be the case for you.
In any case, I'm fully back now to before the patch with the mods and everything.
I nuked all of my mods, and BG3MM and it mostly works now. Out of date mods are causing me a little grief, but they're not preventing the game from working, though I'm only using cosmetic mods.
@LaughingLeader Luckily I was able to export my load order from BG3MM to the game without any problems (Patch 7 now), however I still can't load my saves or start a new game as I get the pop-up message "Unable to Create a Working Story"
Could this be from mods with Script Extender or Mod Fixer? Broken mods? Yesterday I opened the game with only a few mods enabled and had no problems, but when enabling all of them I get this message (I even removed the mods that require SE and Mod Fixer, and strangely, the pop-up message kept appearing. At one point not even the mods that were working before worked anymore). This problem is certainly not with your MM, I now need to find out what is causing this message.
Mods that have a "Mod Fixer" are the reason for the working story error. Mod Fixers need to be removed now, since Larian finally made Osiris story compilation work (Mod Fixer was a workaround for that not working). Keep in mind that the "Mod Fixer" mods, if they have that brown highlight, will still have that "fix" active even when deactivated, due to the way the game works (it loads files from the GustavDev folder within the pak, because GustavDev is the Larian campaign mod).
So those paks should be removed from the Mods folder, to prevent the game from loading their files when deactivated.
Edit: And the smallest error makes the game delete the load order and mod selection. Some recovery option on BG3MM start-up might help. BG3MM should also be able to check the GUID of a mod.
Save your order as something other than "Current" (File -> Save Order As...), and it'll be a separate json file you can keep using (Current = modsettings.lsx).
Mods that have a "Mod Fixer" are the reason for the working story error. Mod Fixers need to be removed now, since Larian finally made Osiris story compilation work (Mod Fixer was a workaround for that not working). Keep in mind that the "Mod Fixer" mods, if they have that brown highlight, will still have that "fix" active even when deactivated, due to the way the game works (it loads files from the GustavDev folder within the pak, because GustavDev is the Larian campaign mod).
So those paks should be removed from the Mods folder, to prevent the game from loading their files when deactivated.
Oh, got it! Thank u for the quick reply and update, you're awesome.
And thank you to everyone who shared possible solutions and help for us.
The problem is in GustavDev and it is Patch 7 specific. As long as GustavDev is present in modsettings.lsx, LL MM doesn't work. If removed, LL MM works again, but BG3 fails because the game has no content. Maybe, this is caused by version mismatch, I see GustavDev version is 36028797018963968 in modsettings, but it is 145100393449790344 in src/GUI/Resources/IgnoredMods.json
@LaughingLeader ^^^
Also, modsettings.lsx seems to be taken over by in-game Mod Manager, and it always removes the ModOrder section, as well as third-party mods. Only when I clicked on those mods in a prompt when loading my save, those mods were added back, without the ModOrder section.
I had the same issue as above even after rolling back to Patch 6 but managed to get it working perfectly fine again. I deleted BG3MM (1.0.11.0) -> Redownloaded (1.0.10.0) -> Re-added the mods and loaded Mod Order from file. Booted the game and my pre-patch-7 save works as before with all mods working correctly.
If I re-update back to 1.0.11.0 the issue starts again even while being on patch 6.
You are amazing, this rollback solution worked for me!
Also, modsettings.lsx seems to be taken over by in-game Mod Manager, and it always removes the ModOrder section, as well as third-party mods. Only when I clicked on those mods in a prompt when loading my save, those mods were added back, without the ModOrder section.
Update to the latest version of BG3MM, if you're on BG3 Patch 7. The latest update has all the changes they made to modsettings supported.
Update to the latest version of BG3MM, if you're on BG3 Patch 7. The latest update has all the changes they made to modsettings supported.
sadly i'm still getting the "active load order has been reset externally" error in mod manager, even after removing all "override" mods and reinstalling the game on patch 7
Alright after some further digging it is definitely not BG3MM that's was causing this for me at least, it's the UUID in the meta.lsx in some mods that need to be generated. Mods that have this faulty UUID causes errors in the in-game mod manager which in turn causes it to just deactivate all mods and reset modsettings.lsx and that of course also affects BG3MM.
As I said in my previous post, I made note of every mod that I could not activate in the in-game manager and then removed them and got things working again. And then I unpacked all those mods that was giving me problems, generated UUID's, repacked and now I can use them again and BG3MM works as intended, no problems.
Also, mod fixer is no longer needed (larian themselves confirmed) mods that have fixer built into them can still be used as the game will simply block it or you can unpack mods that have it and simply remove it, that's what I did to all mods I had installed and everything works fine.
I'm a bit lost, I replayed patch 6 with an old version of the mod manager. I have the mod fixer and some brown mods (which need the mod fixer?). How can I switch to the patch 7 version?
Alright after some further digging it is definitely not BG3MM that's was causing this for me at least, it's the UUID in the meta.lsx in some mods that need to be generated. Mods that have this faulty UUID causes errors in the in-game mod manager which in turn causes it to just deactivate all mods and reset modsettings.lsx and that of course also affects BG3MM.
As I said in my previous post, I made note of every mod that I could not activate in the in-game manager and then removed them and got things working again. And then I unpacked all those mods that was giving me problems, generated UUID's, repacked and now I can use them again and BG3MM works as intended, no problems.
Also, mod fixer is no longer needed (larian themselves confirmed) mods that have fixer built into them can still be used as the game will simply block it or you can unpack mods that have it and simply remove it, that's what I did to all mods I had installed and everything works fine.
How would one go about generating new UUID's for the mods? Via BG3 Multitool?
I had the same issue as above even after rolling back to Patch 6 but managed to get it working perfectly fine again. I deleted BG3MM (1.0.11.0) -> Redownloaded (1.0.10.0) -> Re-added the mods and loaded Mod Order from file. Booted the game and my pre-patch-7 save works as before with all mods working correctly.
If I re-update back to 1.0.11.0 the issue starts again even while being on patch 6.
how do i delete the new version of BG3MM? i've deleted and saved my mods elsewhere i just cant for the life of me figure out how to get the older version of the mod manager and i cant find a clear answer anywhere else
@Exclesa There's a couple of options for new UUIDs:
- Website generator
- BG3 Mini Tool (when generating metadata)
- In VSCode with BG3 Mod Helper (my preferred way)
@midsummerfae You can find previous versions in the Releases section.