Running Toolkit via MO2 - File Management Simulator 2024
Mod Organiser 2, as the name would imply, is a mod organising tool, one that is specifically designed for users who experiment with mods. What sets MO2 apart from other mod managers is that it keeps your game's data folder and your mods separate, instead it utilises a virtual folder system to create a modded directory that only exists while the game is running. Sort of like running a virtual machine, only on a smaller scale. MO2 also as a feature that enables it to 'catch' files generated by a program and store them in a separate directory, this is very helpful for using the Toolkit as we can use it to prevent project files from polluting BG3's data folder as well as give us better control over where our project files end up. So without further ado, lets get started with the guide.
Download and install the latest version of MO2 here on GitHub or here on Nexus Mods. then download the BG3 support plugin here
For instructions on installing MO2, I recommend GamerPoets' video guide, this video showcases MO2 being set up for Skyrim, but the process is exactly the same for BG3 (note that you will have to install the BG3 support plugin before you are able to create an instance for it). You do not need to watch the video past the 4:00 min mark.
Time for some file management, in your mod list, right click and select the 'Create empty mod' option, this will be the folder that we are going to store our toolkit generated files in, so give it a fun name (I personally go with 'Toolkit Dumping Ground').
Open the "modify executables" window (the green and blue gears at the top of the screen), click the 'add an executable' option (the plus sign), select 'from file' navigate to 'Glasses.exe' and hit 'open'. Now that Glasses.exe is linked in MO2, we need to change the settings. Leave the 'Start in' and 'arguments section empty, we don't need to touch them, instead head down to the option that says 'Create files in mod instead of overwrite (*)', tick the box, and select the folder we made in step 3. Now whenever the Toolkit creates a file it will instead be created and stored inside the folder we have just selected. By default, MO2 will place files created by any executable it runs in the 'overwrite' folder, but its better to keep things in their own folder (as it can be easy to accidently clear the overwrite folder). If you have done this correctly, your window should look like this:
You can create as many folders like this as you like, such as ones for specific projects, just remember that you need to manually change the mod folder MO2 is using each time you create a project specific folder.
Now just hit 'apply' then 'ok' and you're good to run the toolkit! Go to the dropdown menu left of the 'run' button, select 'Glasses', then hit the 'run' button and the toolkit should launch as normal. Have fun!
From then on the toolkit runs just the same, just remember that your modded directory does not actually exist on your hard drive, and only temporally exists from within the application while its running. If you save a pak file in 'steamapps\common\Baldurs Gate 3\Data' from with in MO2s virtual folder, its actually being saved in the 'Toolkit Dumping Ground' folder (or what ever you called it). Another important thing to note, is that MO2 will also load whatever is in your game's data directory, for this reason I recommend having your Source Asset folder inside your game's actual data directory (especially if you wish to hotload files). I also suggest following Padme4000's recommendation and having one universal Source Asset folder as opposed to project specific ones, (see her guide here for why )
One other important thing to mention is that The BG3 support plugin is not an official plugin, if you are having issues with it please seek help on the mod page over official MO2 channels first.
Come stare at .lsf files with us in the BG3 Modding Community Discord, and support me on Patreon.