Waypoint Inside Emerald Grove

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Volitio

commuting is OVER
Waypoint Inside Emerald Grove allows you to finally have a waypoint INSIDE the Emerald Grove. Works on Multiplayer.
This mod works out of the box, but you can also configure it with a JSON file and pick from three different new locations: next to Dammon and Ethel (default), next to Arron, OR next to the Sacred Pool. See the settings breakdown in the Configuration section below for more details.

Clickbaity summary 😳?? It actually works by teleporting you after using the Emerald Grove Environs waypoint. Well, you can still teleport to the original Environs waypoint location if you teleport to it while sneaking. The mod should also replace the "Emerald Grove Environs"  name with "Emerald Grove"It will only replace the vanilla behavior once you've entered the Grove for the first time.
Did you know that the Environs waypoint also gets blocked when the Grove becomes inaccessible, despite being located well outside of it? Why can't we have a waypoint inside the Grove, then, Larian? (that's one less edge case I need to handle, thank you!🤝)

It would be neat if some artist could add some waypoint graffiti to that rock's texture, it begs to have an ancient sigil circle in there, but I bet it is not a unique texture.
Installation

  • Download the .zip file and install using BG3MM (recommended), or use Vortex.

RequirementsMod Fixer
BG3 Script Extender (you can easily install it with BG3MM through its Tools tab or by pressing CTRL+SHIFT+ALT+T while its window is focused)

Configuration
When you load a save with the mod for the first time, it will automatically create a waypoint_inside_emerald_grove_config.json file with default options.

You can easily navigate to it on Windows by pressing WIN+R and entering

explorer %LocalAppData%\Larian Studios\Baldur's Gate 3\Script Extender\WaypointInsideEmeraldGrove

Open the JSON file with any text editor, even regular Notepad will work. Here's what each option inside does (order doesn't matter):

"GENERAL":
"enabled": Set to true to enable the mod, false to disable it without uninstalling. Enabled by default.

"FEATURES":
"new_waypoint_destination"     : Which new destination to use. Options: "THE HOLLOW", "ARRON", "SACRED POOL". "THE HOLLOW" by default.
"original_waypoint_if_sneaking": Set to true to use the original waypoint if the player is hiding/sneaking. Enabled by default.

"DEBUG":
"level": Set the debug level. 0 for no debug, 1 for minimal, and 2 for verbose logs. 0 by default.

After saving your changes while the game is running, load a save to reflect your changes.

Compatibility
This mod should be compatible with most game versions and other mods and should be uninstall-friendly.

Special Thanks
Thanks to Eralyne for the help with flags (to check player progression); to alterNERDtive for helping troubleshoot my localization setup and ultimately playtesting this locale when I gave up trying to make it work on my machine (that's why the GIF shows Environs); and to Norbyte for the Script Extender.

Source CodeThe source code is available on GitHub or by unpacking the .pak file. Endorse on Nexus and give it a star on GitHub if you liked it!

My mods
Waypoint Inside Emerald Grove - 'adds' a waypoint inside Emerald Grove
Auto Send Read Books To Camp** - send read books to camp chest automatically
Auto Use Soap - automatically use soap after combat/entering camp
Send Wares To Trader- automatically send all party members' wares to a character that initiates a trade
Preemptively Label Containers** - automatically tag nearby containers with 'Empty' or their item countSmart Autosaving - create conditional autosaves at set intervals
Auto Send Food To Camp - send food to camp chest automatically
Auto Lockpicking - initiate lockpicking automatically