Larian Studios
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 15/10/20 03:23 AM
[Linked Image]
Enhance your character creation experience with more choices...


I hope everyone likes the mod, hopefully we will get these options natively down the road during early access but for those who cant wait can go wild. BUT please consider that if there is anything wrong before posting a report to larian remember your game is not running without modification as i dont want them to be bombarded with potential bug reports related to mods. Also you can disable telemetry if you are concerned about the data they are receiving.

This mod should be bug free other than clipping here and there, and pretty much all options will remain on your character even once the mod has been uninstalled.

<3 Alana

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Mod Contents

Human Male
Added 10 Face Options
Added Gale Face Option
Added Wyll Face Option
Added 1 Hairstyles

Human Female
Added 3 Face Options
Added 4 Hairstyles
Added 3 Shadowheart Hairstyles

Elf Male
Added 1 Face Option
Added 5 Half-Elf Face Options
Added Astarion Face Option
Added 1 Hairstyle

ElfFemale
Added 2 Face Options
Added 5 Half-Elf Face Options
Added Shadowheart Face Option
Added 4 Hairstyles
Added 3 Shadowheart Hairstyles

Drow Male
Added 1 Face Option
Added 5 Half-Elf Face Options
Added Astarion Face Option
Added 1 Hairstyle

Drow Female
Added 2 Face Options
Added 5 Half-Elf Face Options
Added Shadowheart Face Option
Added 4 Hairstyles
Added 3 Shadowheart Hairstyles

Half-Elf Male
Added 7 Elf Face Option
Added Astarion Face Option
Added 1 Hairstyle

Half-Elf Female
Added 1 Face Option
Added 7 Elf Face Options
Added Shadowheart Face Option
Added 4 Hairstyles
Added 3 Shadowheart Hairstyles

Dwarf Male
Added 3 Hairstyles

Dwarf Female
Added 2 Face Options

u]Githyanki Male[/u]
Added 1 Face Option

Githyanki Female
Added Lae'zel Face Option

Tiefling Male
Added 3 Head Options
Added Zevlor Head Option
Added 18 Hairstyles
Added 7 Horn Options

Tiefling Female
Added 1 Head Option
Added 21 Hairstyles
Added 3 Shadowheart Hairstyles
Added 4 Horn Options

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Wanna Make Your Own Edits?

Check out this post by JesusDied on how to make your own changes to the file - Click Here

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Image Gallery
Click For Images

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Download

Nexus Download Link

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How To Install

Extract the "Data" folder inside the .zip to your Baldur's Gate 3 Directory, If a previous version was downloaded just overwrite the file with the new one.

Posted By: Newtinmpls Re: Modding Baldur's Gate 3 - 15/10/20 04:10 AM
Wow...

Sounds delightful!
Posted By: Arideya Re: Modding Baldur's Gate 3 - 15/10/20 04:12 AM
THANK YOU!!
Posted By: Firesnakearies Re: Modding Baldur's Gate 3 - 15/10/20 04:44 AM
Great job! Thanks for your hard work!
Posted By: gumboots Re: Modding Baldur's Gate 3 - 15/10/20 05:11 AM
Awesome!
Thanks for your efforts, i've been trying to make this exact mod all morning.
Posted By: Abits Re: Modding Baldur's Gate 3 - 15/10/20 05:17 AM
Amazing. Thanks
Posted By: pinklily Re: Modding Baldur's Gate 3 - 15/10/20 05:29 AM
This is great! Also it proves it's silly these options weren't already available. Thanks so much for making this.
Also, is there a specific program you use to unpack the files? I've been trying to figure out how to root around in the files, myself.
Posted By: KillerRabbit Re: Modding Baldur's Gate 3 - 15/10/20 05:29 AM
Nice! Thanks!

Anyone willing to tell me what I would need to do to do this with half elves? I assume this means Tiefling

<attribute id="RaceUUID" type="guid" value="b6dccbed-30f3-424b-a181-c4540cf38197"/>

What would half elf be?
Posted By: Dark_Ansem Re: Modding Baldur's Gate 3 - 15/10/20 07:30 AM
Well, a mod in early access, delightful
Posted By: Gaidax Re: Modding Baldur's Gate 3 - 15/10/20 08:15 AM
I think they should just add this baseline, especially seeing grove tieflings sport some great hairstyles that are for some reason not available to tiefling players, like that tiefling bard, for example.
Posted By: Goldberry Re: Modding Baldur's Gate 3 - 15/10/20 08:39 AM
Excellent work! And so ahead of time! Bravo laugh
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 15/10/20 10:06 AM
Originally Posted by Gaidax
I think they should just add this baseline, especially seeing grove tieflings sport some great hairstyles that are for some reason not available to tiefling players, like that tiefling bard, for example.


I agree i think they probably will eventually or add more race specific hair since its been one of the things people have requested. Only reason i made the mod so we can enjoy the amazing hair meshes until they decide to add it themselves
Posted By: Divine Star Re: Modding Baldur's Gate 3 - 15/10/20 11:09 AM
Thank you so much!
Posted By: Hawke Re: Modding Baldur's Gate 3 - 15/10/20 11:21 AM
Congrats for releasing the first mod afaik,
We really need a modding subforum now!
Posted By: eikona Re: Modding Baldur's Gate 3 - 15/10/20 11:36 AM
Is it possible to unlock the gendered hair too?
Posted By: uglygirlnextdoor Re: Modding Baldur's Gate 3 - 15/10/20 11:54 AM
Hei just tested your mod, awesome work there! I am not gonna ask if you may do it for the other races as well I will be a good girl and just compliment your extra work XD
Posted By: Hawke Re: Modding Baldur's Gate 3 - 15/10/20 11:55 AM
Someone has to tell the Dragon Age modding scenes that it's possible to add new hair and this game will sell additional millions of copies. wink
Posted By: Tiuva Re: Modding Baldur's Gate 3 - 15/10/20 01:17 PM
Oooooh, lovely! Thank you so much, looking forward to trying it out! laugh
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 15/10/20 02:10 PM
if people want all options unlocked for all races that i can do that or anything in particular request let me know, i did do some head swaps too but due to the body being slightly different it requires some additional tweaking to fix seems. cross gendered hair swaps will also need tweaking due to the position of the hair as the male character model is taller.
Posted By: vometia Re: Modding Baldur's Gate 3 - 15/10/20 02:18 PM
Originally Posted by Hawke
Congrats for releasing the first mod afaik,
We really need a modding subforum now!

I have mentioned it but I need the devs to sanction it first. I'd like to see modding officially supported here but they might not want to encourage it while they're gathering telemetry from the EA.

As it is, I'm currently banging my head against a wall trying to get it to import my Collada files so a home for idiots' guides can't come soon enough IMHO!
Posted By: _Vic_ Re: Modding Baldur's Gate 3 - 15/10/20 02:20 PM
Thanks so much
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 15/10/20 02:21 PM
your welcome smile
Posted By: uglygirlnextdoor Re: Modding Baldur's Gate 3 - 15/10/20 02:36 PM
any mod you are willing to release that wont break the game please do, happy drow will test it proudly
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 15/10/20 02:40 PM
i mean it just depends on what people want in regards to mods as i havent got a clue as i only really done mod because i wanted more options for myself and wanted to share lol
Posted By: SunTzu Re: Modding Baldur's Gate 3 - 15/10/20 02:43 PM
10/10 Tiefling Master Race.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 15/10/20 02:45 PM
Originally Posted by SunTzu
10/10 Tiefling Master Race.


agreed laugh
Posted By: mfr Re: Modding Baldur's Gate 3 - 15/10/20 02:49 PM
Magic!
Posted By: Aloija Re: Modding Baldur's Gate 3 - 15/10/20 02:54 PM
Thank you for the wonderful mod!
It would be great to have all (of almost all) available faces for all races.
It seems, elves, half elves, humans and tieflings heads should be compatible.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 15/10/20 03:16 PM
Originally Posted by Aloija
Thank you for the wonderful mod!
It would be great to have all (of almost all) available faces for all races.
It seems, elves, half elves, humans and tieflings heads should be compatible.


i can swap them but there is some slight gaps around the neck seems which i need to look into as i had already tested this with one of my modded tiefling characters.

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Small update finally found the ID for these horns that i have been looking for so i have updated the file just download and extract to game directory and just overwrite the old fille. check original post for picture.
Posted By: Arideya Re: Modding Baldur's Gate 3 - 15/10/20 04:49 PM
Originally Posted by Hawke
Someone has to tell the Dragon Age modding scenes that it's possible to add new hair and this game will sell additional millions of copies. wink



I've already been sneaking into Inquisition reddit and promoting the game there :3 I think I converted some people that were on the fence of getting EA. Although please no more SIMS hairs made out of concrete.

Edit: pretty sure I saw somewhere that the devs are planning to have all hairs for everyone, gendered included. (I am still looking at those beautiful dreadlocks the males sport)
Posted By: eikona Re: Modding Baldur's Gate 3 - 15/10/20 05:48 PM
Originally Posted by Arideya


Edit: pretty sure I saw somewhere that the devs are planning to have all hairs for everyone, gendered included. (I am still looking at those beautiful dreadlocks the males sport)


This is exactly why I was asking if gendered hairs could be unlocked. laugh That long full dreadlock in a waterfall ponytail is just awesome.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 15/10/20 06:47 PM
Originally Posted by eikona
Originally Posted by Arideya


Edit: pretty sure I saw somewhere that the devs are planning to have all hairs for everyone, gendered included. (I am still looking at those beautiful dreadlocks the males sport)


This is exactly why I was asking if gendered hairs could be unlocked. laugh That long full dreadlock in a waterfall ponytail is just awesome.



i look into it once i have update the female tiefling which is next on my list, then i will look at making hair options universal for all races.

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Another update this time i have added even more horns for the male so now their is a total of 7 horns as well as a hair style that clips a little but hey it was there.
Posted By: Divine Star Re: Modding Baldur's Gate 3 - 15/10/20 09:57 PM
I'd love head swaps. There are some really pretty HE heads that I would love to see for other races, if it's possible. Still, regardless, my Tiefling looks awesome. I thank you so much.
Posted By: Dulany67 Re: Modding Baldur's Gate 3 - 15/10/20 10:00 PM
Good job!
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 15/10/20 10:14 PM
my next release im trying to organise the file so it make my life easier as well as trying to add a bunch of additions for other races, i have also got the companions faces and hair to work too so stay tuned

Gonna fix my main post images and stuff tomorrow dunno whats going on with imgur -_-
Posted By: vometia Re: Modding Baldur's Gate 3 - 16/10/20 03:39 AM
Originally Posted by AlanaSP
Gonna fix my main post images and stuff tomorrow dunno whats going on with imgur -_-

There's a limit on how many images can be included per post; I'd need to look into it to be certain what's the deal with it though.

Also as a random recommendation, that is a lot of images so you might prefer to use jpeg; or rather those of us with rubbish download speeds might prefer it! I know jpeg is the cassette tape of digitised images but it's much smaller than png.
Posted By: eikona Re: Modding Baldur's Gate 3 - 16/10/20 04:15 AM
You are indeed awesome. <3
Posted By: LoneSky Re: Modding Baldur's Gate 3 - 16/10/20 06:54 AM
Thanks for starting the mod era in BG3!

Now I'm not using a Tiefling, so this mod won't help, but there has to be a start somewhere. I'm stuck with Ranger & Wood Elf, at least until I can get other companions than what we have now.

But I'd like to see a mod which allows changing starting proficiencies and stats like DEX and so on of Shadowheart, Gale and Lae'zel. For some reasons we are forced to play them with their part useless, bad builds, and for story reasons so far I kept them in party, but soon will start a full party of custom characters instead or just quit doing early access.

This game will be unplayable for me without mods, just as expected it to be. Too many things are just annoying and no hope any will be fixed: party UI is a complete mess, companion builds can't be adjusted to create a party that complements each other, character creation head options are limited and is "forcing" me to play just a single race, and the rest of game needs so many things tweaked that without mod tools never will be done.

So instead of looking forward to chapter 2 or what not, all I want is Mod Tools. I'm sure this game will be done one day, will be fine as it is for some players, but too many things will just stay as they are, which means unplayable to me.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 16/10/20 06:17 PM
another update this took longer than i expected but i have completely re-done the mod from the ground up as i wanted to organise the original file to make my life easier in the future. I have also added a bunch of other things to the mod as well as the Origin character options. im going to be looking at what other options i can bring to the other races so stay tuned. if you wanna get hold of me im usually in the official larian discord server on the general mod discussion smile
Posted By: Tzelanit Re: Modding Baldur's Gate 3 - 16/10/20 06:30 PM
Of course I may be completely off-base here because I don't know anything but the technicals, but I can't think that modding things is going to be healthy for the EA environment.
How is Larian going to pull metrics from our game data if it's been modified?
They're clearly working on establishing a baseline and tracking what the most popular character creation options are.
If the data comes back as incomplete or indecipherable somehow because changes have been made, this is going to do more harm than good during the data collection process.

Don't get me wrong, I'll 100% use this if it's live after official release on Steam, but as of right now it might be harmful to the process.
Posted By: Arideya Re: Modding Baldur's Gate 3 - 16/10/20 06:58 PM
Originally Posted by Tzelanit
Of course I may be completely off-base here because I don't know anything but the technicals, but I can't think that modding things is going to be healthy for the EA environment.
How is Larian going to pull metrics from our game data if it's been modified?
They're clearly working on establishing a baseline and tracking what the most popular character creation options are.
If the data comes back as incomplete or indecipherable somehow because changes have been made, this is going to do more harm than good during the data collection process.

Don't get me wrong, I'll 100% use this if it's live after official release on Steam, but as of right now it might be harmful to the process.


Pretty sure hairs are harmless as they are only cosmetic and from what I understand Larian was going to add them anyways. I do see the problem with playing as Origin characters though.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 16/10/20 07:06 PM
if you are worried about the EA data just turn off your telemetry. I mean all this mod does is adds a pointer so that the character create ui allows you to chose the options that are already there in game same with the origin face and hair. I also dont see a cosmetic mod really anything of a problem as all the data is in game as is, i mean its for that reason im only releasing cosmetic mods out of respect for the developers as you can enable the origin characters to the start the game with as well as other things.
Posted By: Vaylentine Re: Modding Baldur's Gate 3 - 16/10/20 07:08 PM
Really cool, thanks for the effort.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 16/10/20 09:53 PM
hotfix pushed out as it was brought to my attention about hair options being named as head ^_^ so i have fixed this and is in the 2.0.1 version
Posted By: vometia Re: Modding Baldur's Gate 3 - 16/10/20 10:28 PM
Originally Posted by Tzelanit
Of course I may be completely off-base here because I don't know anything but the technicals, but I can't think that modding things is going to be healthy for the EA environment.
How is Larian going to pull metrics from our game data if it's been modified?
They're clearly working on establishing a baseline and tracking what the most popular character creation options are.
If the data comes back as incomplete or indecipherable somehow because changes have been made, this is going to do more harm than good during the data collection process.

Don't get me wrong, I'll 100% use this if it's live after official release on Steam, but as of right now it might be harmful to the process.

It's a known issue which is why the modding forums aren't yet open. Stuff like this should be fairly harmless though, IMHO; and while I haven't yet got any official feedback, I suspect it's very likely that the devs/QA people/etc will have considered the likelihood that some people will try to mod the game from day one. So my personal opinion is stuff like this is okay: it's not like anyone is creating major add-ons with scripting and stuff like that.
Posted By: Tzelanit Re: Modding Baldur's Gate 3 - 16/10/20 11:50 PM
Originally Posted by vometia
Originally Posted by Tzelanit
Of course I may be completely off-base here because I don't know anything but the technicals, but I can't think that modding things is going to be healthy for the EA environment.
How is Larian going to pull metrics from our game data if it's been modified?
They're clearly working on establishing a baseline and tracking what the most popular character creation options are.
If the data comes back as incomplete or indecipherable somehow because changes have been made, this is going to do more harm than good during the data collection process.

Don't get me wrong, I'll 100% use this if it's live after official release on Steam, but as of right now it might be harmful to the process.

It's a known issue which is why the modding forums aren't yet open. Stuff like this should be fairly harmless though, IMHO; and while I haven't yet got any official feedback, I suspect it's very likely that the devs/QA people/etc will have considered the likelihood that some people will try to mod the game from day one. So my personal opinion is stuff like this is okay: it's not like anyone is creating major add-ons with scripting and stuff like that.


Makes sense. I didn't think it'd be a huge deal, but I just want the final product to be as good as possible so my "now hold on just a minute" switch got flipped, lol.
Posted By: eikona Re: Modding Baldur's Gate 3 - 17/10/20 02:48 AM
Originally Posted by vometia

It's a known issue which is why the modding forums aren't yet open. Stuff like this should be fairly harmless though, IMHO; and while I haven't yet got any official feedback, I suspect it's very likely that the devs/QA people/etc will have considered the likelihood that some people will try to mod the game from day one. So my personal opinion is stuff like this is okay: it's not like anyone is creating major add-ons with scripting and stuff like that.


There is data to be collected though. I mean, if a significant number of people are using a particular mod, then it tells Larian that what's in game is insufficient, and gives them an idea of what players would prefer to see. Like tieflings not being weirdly limited on hairstyles.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 17/10/20 05:27 AM
Originally Posted by eikona
Originally Posted by vometia

It's a known issue which is why the modding forums aren't yet open. Stuff like this should be fairly harmless though, IMHO; and while I haven't yet got any official feedback, I suspect it's very likely that the devs/QA people/etc will have considered the likelihood that some people will try to mod the game from day one. So my personal opinion is stuff like this is okay: it's not like anyone is creating major add-ons with scripting and stuff like that.


There is data to be collected though. I mean, if a significant number of people are using a particular mod, then it tells Larian that what's in game is insufficient, and gives them an idea of what players would prefer to see. Like tieflings not being weirdly limited on hairstyles.


Well technically they should see what options people pick with the mod as they are all vanilla ID for the models. As i assume they receive the data for the specific option rather than the id used.

Would be interesting to find out for sure tho
Posted By: Lucketmi Re: Modding Baldur's Gate 3 - 17/10/20 06:48 AM
For some reason after downloading, Gith face 3 is gone? Have it happend to anyone?
Posted By: Padme4000 Re: Modding Baldur's Gate 3 - 17/10/20 10:19 AM
This is a brilliant mod thank you so much <3 Do you think you'd be able to add the Half Elf/Drow Female Head 2 to Elves/Drows? A friend of mine really wants to play as a Drow but personally would like to use that head for them. I tried attempting it via mesh swap but I don't think the materials get applied properly this way, As I was going to do that until you add them as I saw you mentioning you were planning on it? Or did I misread that.

Thank you again <3
Posted By: Firesnakearies Re: Modding Baldur's Gate 3 - 17/10/20 10:30 AM
Wow you've added so much! Thanks a lot for doing all this.
Posted By: Divine Star Re: Modding Baldur's Gate 3 - 17/10/20 11:38 AM
The Asterion face for Drow came clutch. Now I can have a hot Drow man and this makes me too happy. I can't thank you enough for opening these up for is!
Posted By: Abits Re: Modding Baldur's Gate 3 - 17/10/20 11:41 AM
It's not mentioned on the list, but there are also new female tiefling faces which is awesome
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 17/10/20 11:51 AM
Originally Posted by Lucketmi
For some reason after downloading, Gith face 3 is gone? Have it happend to anyone?


I will take a look see if i have accidentally broken it, i will be releasing a new version tonight anyways so if i have messed it up i will fix for todays release
Posted By: mfr Re: Modding Baldur's Gate 3 - 17/10/20 11:58 AM
Originally Posted by AlanaSP
Originally Posted by eikona
Originally Posted by vometia

It's a known issue which is why the modding forums aren't yet open. Stuff like this should be fairly harmless though, IMHO; and while I haven't yet got any official feedback, I suspect it's very likely that the devs/QA people/etc will have considered the likelihood that some people will try to mod the game from day one. So my personal opinion is stuff like this is okay: it's not like anyone is creating major add-ons with scripting and stuff like that.


There is data to be collected though. I mean, if a significant number of people are using a particular mod, then it tells Larian that what's in game is insufficient, and gives them an idea of what players would prefer to see. Like tieflings not being weirdly limited on hairstyles.


Well technically they should see what options people pick with the mod as they are all vanilla ID for the models. As i assume they receive the data for the specific option rather than the id used.

Would be interesting to find out for sure tho

Larian did comment on the lack of outrageous character designs a little time ago, so your mods should be helping with this!
Posted By: Druid_NPC Re: Modding Baldur's Gate 3 - 17/10/20 01:03 PM
I love you.

Edit: Please add some more faces to Drow females.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 17/10/20 02:03 PM
Originally Posted by Druid_NPC
I love you.

Edit: Please add some more faces to Drow females.


Check back later 😸
Posted By: Lucketmi Re: Modding Baldur's Gate 3 - 17/10/20 04:14 PM
Thank you very much, your mod is a god sent, i was rly disapointed with the options, now im pumped to play all over again!
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 17/10/20 10:32 PM
Update 3 is now live adding new hairstyles, new face options as well as allowing elves & half-elves shared heads for more elf goodness smile.

Zevlor tiefling face option doesnt allow you to change the color of his eyes however he does have a rather burning stare :P
Posted By: Abits Re: Modding Baldur's Gate 3 - 17/10/20 10:54 PM
Damn I already spend too much time at the character creator now this?
Posted By: JesusDied Re: Modding Baldur's Gate 3 - 17/10/20 11:01 PM
Much appreciated. Options for female tieflings in particular were very lacking. Especially in hairstyle department in which they had the least options out of all races.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 17/10/20 11:38 PM
Just realised i uploaded the file before i fixed one of my mistakes as tiefling options had been setup wrong. this is now fixed and the correct version is now available
Posted By: ju871212 Re: Modding Baldur's Gate 3 - 18/10/20 01:09 AM
Thank you and it's possible add Remira face for human race?




[img]https://imgur.com/5z8BVUI[/img]



Posted By: Divine Star Re: Modding Baldur's Gate 3 - 18/10/20 01:21 AM
I refresh the Baldur's Gate forum page just to see when you've updated this thread. Awesome work yet again and thank you so much. I'm having so much fun making characters XD.
Posted By: gumboots Re: Modding Baldur's Gate 3 - 18/10/20 01:28 AM
Amazing!
I've just downloaded the latest version and there are some face options showing up under the hair section for tieflings.
Thanks for the hard work smile
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 18/10/20 02:48 AM
Originally Posted by gumboots
Amazing!
I've just downloaded the latest version and there are some face options showing up under the hair section for tieflings.
Thanks for the hard work smile



thanks for letting me know i have just uploaded an update that fixes this as well as adds couple of things for dwarfs

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update : uploaded the correct version i think i should sleep considering its 4am :')
Posted By: Lucketmi Re: Modding Baldur's Gate 3 - 18/10/20 04:27 AM
You are making gods work! and the Gith head 3 is back for me! btw sorry if is to much to ask, cant you give some elf faces to the tiefling? again, just AMAZING!
Posted By: Black_Elk Re: Modding Baldur's Gate 3 - 18/10/20 04:48 AM
Hero! Next level!

Thanks!
Posted By: ReynardFawkes Re: Modding Baldur's Gate 3 - 18/10/20 07:16 AM
Thank you so much!
Posted By: DanteYoda Re: Modding Baldur's Gate 3 - 18/10/20 07:57 AM
Why no Halflings frown
Posted By: Ghost214 Re: Modding Baldur's Gate 3 - 18/10/20 08:05 AM
Thanks for this - would it be possible to add the human heads number 2 and 3 to all the elf races and tieflings?
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 18/10/20 11:03 AM

Originally Posted by DanteYoda
Why no Halflings frown


Havent got round to them yet
Posted By: JesusDied Re: Modding Baldur's Gate 3 - 18/10/20 04:16 PM
It is possible and very easy to do (figured out how to do these things for myself). However, the issue is that you will have human ears, which elves and tieflings don't have. So it would look weird. Elven faces for tieflings are much better options since they both have pointy ears so it won't look off when you have elven heads for tieflings.
I would share my file, but since the mod isn't originally mine, I can't do it. Here is the tutorial if you wish on how to do those things yourself (hopefully, it is easy to follow):
[Linked Image]

Edit: Fixed a few grammar mistakes.
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 18/10/20 04:46 PM
Originally Posted by JesusDied
It is possible and very easy to do (figured out how to do these things for myself). However, the issue is that you will have human ears, which elves and tieflings don't have. So it would look weird. Elven faces for tieflings are much better option since they both have pointy ears so it won't look off when you had elven heads for tieflings.
I would share my file, but since the mod isn't originally mine, I can't do it. Here is the tutorial if you wish on how to do those things yourself (hopefully, it is easy to follow):

P. S. Don't forget to backup your file before doing anything. Just in case you mess it up.



Great post on editing the file i hope i made it super easy for anyone to do it for themselves since i basically marked up everything with comments to make it easier to read encase people wanted to modify it for themselves and not just have thousands of lines of code that literally has no easy way to quick glance and see this is human this is elf etc. im most likely gonna make a fork of the file with custom edited stuff as well as just having silly options like swapping heads etc. i was messing around with some of the creatures and such as an example :')

Edit - Just added a link to your post in the main post smile
Posted By: JesusDied Re: Modding Baldur's Gate 3 - 18/10/20 05:11 PM
Originally Posted by AlanaSP
Great post on editing the file i hope i made it super easy for anyone to do it for themselves since i basically marked up everything with comments to make it easier to read encase people wanted to modify it for themselves and not just have thousands of lines of code that literally has no easy way to quick glance and see this is human this is elf etc. im most likely gonna make a fork of the file with custom edited stuff as well as just having silly options like swapping heads etc. i was messing around with some of the creatures and such as an example :')

Edit - Just added a link to your post in the main post smile


Yes. I didn't want to annoy you for every little specific thing that perhaps just I wanted to be added. So, I started fiddling around with your file until I figured out how to do it myself. Much appreciated for making this a possibility. EA character creator is very lacking. Especially when it came to female tiefling. Thanks again.
Posted By: Hawke Re: Modding Baldur's Gate 3 - 18/10/20 06:50 PM
You should upload the mod to the nexus since it's the most popular site for modding
https://www.nexusmods.com/baldursgate3
Posted By: Lucketmi Re: Modding Baldur's Gate 3 - 18/10/20 07:20 PM
First, im not that tech savy when it comes to forums so im sure there is a better way to do this!

Second, i love the Mod made by AlanaSP, and the guide JesusDied made, now i have tiefling i wanted!

That said, even tho i think it does not have a fix, the horns float in some heads...[img]https://imgur.com/7gDV98v[/img]

Is there any fixes?
Posted By: JesusDied Re: Modding Baldur's Gate 3 - 18/10/20 10:14 PM
Originally Posted by Lucketmi
First, im not that tech savy when it comes to forums so im sure there is a better way to do this!

Second, i love the Mod made by AlanaSP, and the guide JesusDied made, now i have tiefling i wanted!

That said, even tho i think it does not have a fix, the horns float in some heads...[img]https://imgur.com/7gDV98v[/img]

Is there any fixes?


Sadly, this would require more advanced modding in reshaping the mesh of that head since the forehead is too flat. The only alternative for that would be trying to see if there is a certain horn shape that somewhat fits it. Or finding a hairstyle that will hide it. Otherwise, I'm afraid that you will have to settle for another face. Sorry for not being more helpful.
Posted By: Lucketmi Re: Modding Baldur's Gate 3 - 18/10/20 11:01 PM
Yeah, exactly what i expected, its okay, still amazing mod!!
Posted By: gumboots Re: Modding Baldur's Gate 3 - 19/10/20 06:55 AM
Originally Posted by JesusDied
It is possible and very easy to do (figured out how to do these things for myself). However, the issue is that you will have human ears, which elves and tieflings don't have. So it would look weird. Elven faces for tieflings are much better options since they both have pointy ears so it won't look off when you have elven heads for tieflings.
I would share my file, but since the mod isn't originally mine, I can't do it. Here is the tutorial if you wish on how to do those things yourself (hopefully, it is easy to follow):
-snip-

Perhaps i'm missing something but using this method i'm unable to use the modded face option on its original race anymore, does it need a seperate UUID?
Posted By: ThisIsUlb Re: Modding Baldur's Gate 3 - 19/10/20 07:10 AM
Hey, first off: Thanks a lot for this mod, this is awesome!
I am struggling a bit to add/edit in new stuff though, maybe someone can point me to where I mess up?

For example, I am trying to add the female tiefling head 2 as a new female elf head with this code:

Code

		   <node id="CharacterCreationAppearanceVisual"><!--Tiefling Head2-->
                    <attribute id="DisplayName" type="FixedString" value="Tiefling Head2"/>
                    <attribute id="Gender" type="uint8" value="1"/>
                    <attribute id="RaceUUID" type="guid" value="6c038dcb-7eb5-431d-84f8-cecfaf1c0c5a"/>
                    <attribute id="RootTemplate" type="guid" value="00000000-0000-0000-0000-000000000000"/>
                    <attribute id="SlotName" type="FixedString" value="Head"/>
	            <attribute id="UUID" type="guid" value="a0f108fa-0288-4bba-9fda-e668e19e523b"/>
                    <attribute id="VisualResource" type="guid" value="afb26b92-f5ea-bf44-6dcf-c9172481781f"/>
                    </node>


The first 6 lines are from another elf - female head while the last two are taken from the tiefling - female head2.
The problem is the head doesn't show up in the game.
If I replace the UUID value with one of the modded heads that are already there (for example I use the UUID for the Shadowheart head that this mod adds to female elves, then female tiefling head2 will show up instead of Shadowheart's head in game.
So this narrows it down to the UUID line of the original tiefling head being the issue, but I just can't figure out what exactly the problem is or even where these UUID values are defined in the game files?

Posted By: Mister Monster Re: Modding Baldur's Gate 3 - 19/10/20 07:25 AM
THANK YOU!
Posted By: Figulus Re: Modding Baldur's Gate 3 - 19/10/20 07:39 AM
I don't suppose there's any chance you could do a regular male head no.6 but with the scars of the mercenary Aradin?

Cool if ya can't , just a thought. smile
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 19/10/20 07:44 AM
Originally Posted by ThisIsUlb
Hey, first off: Thanks a lot for this mod, this is awesome!
I am struggling a bit to add/edit in new stuff though, maybe someone can point me to where I mess up?

For example, I am trying to add the female tiefling head 2 as a new female elf head with this code:

Code

		   <node id="CharacterCreationAppearanceVisual"><!--Tiefling Head2-->
                    <attribute id="DisplayName" type="FixedString" value="Tiefling Head2"/>
                    <attribute id="Gender" type="uint8" value="1"/>
                    <attribute id="RaceUUID" type="guid" value="6c038dcb-7eb5-431d-84f8-cecfaf1c0c5a"/>
                    <attribute id="RootTemplate" type="guid" value="00000000-0000-0000-0000-000000000000"/>
                    <attribute id="SlotName" type="FixedString" value="Head"/>
	            <attribute id="UUID" type="guid" value="a0f108fa-0288-4bba-9fda-e668e19e523b"/>
                    <attribute id="VisualResource" type="guid" value="afb26b92-f5ea-bf44-6dcf-c9172481781f"/>
                    </node>


The first 6 lines are from another elf - female head while the last two are taken from the tiefling - female head2.
The problem is the head doesn't show up in the game.
If I replace the UUID value with one of the modded heads that are already there (for example I use the UUID for the Shadowheart head that this mod adds to female elves, then female tiefling head2 will show up instead of Shadowheart's head in game.
So this narrows it down to the UUID line of the original tiefling head being the issue, but I just can't figure out what exactly the problem is or even where these UUID values are defined in the game files?




Code
        <node id="CharacterCreationAppearanceVisual">
                    <attribute id="DisplayName" type="FixedString" value="★ Tiefling Head 2"/>
                    <attribute id="Gender" type="uint8" value="1"/>
                    <attribute id="RaceUUID" type="guid" value="6c038dcb-7eb5-431d-84f8-cecfaf1c0c5a"/>
                    <attribute id="RootTemplate" type="guid" value="00000000-0000-0000-0000-000000000000"/>
                    <attribute id="SlotName" type="FixedString" value="Head"/>
                    <attribute id="UUID" type="guid" value="0c81fa16-19fe-4d9b-9e28-dc903bfdcf6b"/>
                    <attribute id="VisualResource" type="guid" value="afb26b92-f5ea-bf44-6dcf-c9172481781f"/>
                </node>


Copy this code into your file and it should work, To understand why basically the UUID is a unique id string so that the game can reference the entry since we are adding a id for something new we just need to create a new unique id - https://guidgenerator.com/online-guid-generator.aspx , if the UUID is repeated it doesnt show up in the options due to the ID being taken already.

Posted By: Mclyde Re: Modding Baldur's Gate 3 - 19/10/20 08:08 AM
hello, first thanks a lot for the mod.

And, do you think it's possible to do a kind of similar work on starting outfit ?

Posted By: gumboots Re: Modding Baldur's Gate 3 - 19/10/20 08:21 AM
Originally Posted by AlanaSP

Copy this code into your file and it should work, To understand why basically the UUID is a unique id string so that the game can reference the entry since we are adding a id for something new we just need to create a new unique id - https://guidgenerator.com/online-guid-generator.aspx , if the UUID is repeated it doesnt show up in the options due to the ID being taken already.


Ah thank you, i wasn't sure if you could just randomly create a number or if there was some logic behind it, this clears it up.
Posted By: Kendaric Re: Modding Baldur's Gate 3 - 19/10/20 08:35 AM
Originally Posted by Mclyde


And, do you think it's possible to do a kind of similar work on starting outfit ?



I was about to ask the same smile

I suspect it wouldn't be possible though, at least not in the way it works with heads since we have only one option for a starting outfit per class. While it would probably be possible to mod what starting gear a class has, it won't let us choose between various armors.
I might be completely wrong though...
Posted By: Cafe Re: Modding Baldur's Gate 3 - 19/10/20 08:42 AM
thank you, this is really nice
Posted By: ThisIsUlb Re: Modding Baldur's Gate 3 - 19/10/20 09:54 AM
Originally Posted by AlanaSP

Copy this code into your file and it should work, To understand why basically the UUID is a unique id string so that the game can reference the entry since we are adding a id for something new we just need to create a new unique id - https://guidgenerator.com/online-guid-generator.aspx , if the UUID is repeated it doesnt show up in the options due to the ID being taken already.


Thank you so much! You are awesome! smile
Posted By: Mclyde Re: Modding Baldur's Gate 3 - 19/10/20 09:56 AM
Originally Posted by Kendaric
While it would probably be possible to mod what starting gear a class has, it won't let us choose between various armors.
I might be completely wrong though...


Yea that's what i meant. Just changing the starter outfits for each class for more "interesting" ones visually. SInce allowing us to choose the starting outfit would be a whole other lvl of work.



Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 19/10/20 03:09 PM
So version 3.2 is now out and is available via nexus mods. Currently the mod now contains entries for all early access options which accounts for 165 options across the base playable races. At this point im looking at what to start next, i may start a new thread with a poll or something with some ideas but until there is a content update then this mod is pretty much done. Im also considering a spin off fork with custom stuff as well as looking into seeing if there are locked options for beards and tattoos and possible make mods for those.

thanks to everyone for the super kind responses, if you guys have more suggestions on what you wanna see next whether its this mod or an alternative then let me know smile
Posted By: Habo Re: Modding Baldur's Gate 3 - 19/10/20 04:11 PM
Hey guys!
Sorry for the noob question, but I have a problem with the insertation.
I installed the game with steam and I have varias different folders for the game installation but I can't find the "Data" folder in any of them!
I also searched my whole PC for the "CharacterCreationAppearanceVisuals.lsx" to find the original location but it didn't show any results..

Where is my mistake? What did I do wrong?
Can anyone help?

Posted By: vometia Re: Modding Baldur's Gate 3 - 19/10/20 04:20 PM
Originally Posted by Habo
Hey guys!
Sorry for the noob question, but I have a problem with the insertation.
I installed the game with steam and I have varias different folders for the game installation but I can't find the "Data" folder in any of them!
I also searched my whole PC for the "CharacterCreationAppearanceVisuals.lsx" to find the original location but it didn't show any results..

Where is my mistake? What did I do wrong?
Can anyone help?

The data folder should be in your Steam directory under steamapps\common\Baldur's Gate 3 (I'm not sure about the apostrophe, I entered the name manually for my installation). You won't find the lsx file as it's normally stored in a pak archive which makes it invisible to Windows searches, but the mod will override it as long as you install it in the correct place.
Posted By: Habo Re: Modding Baldur's Gate 3 - 19/10/20 04:27 PM
Oh thank you verry verry much! It worked!
You literally saved us! 😍
Posted By: eikona Re: Modding Baldur's Gate 3 - 19/10/20 05:16 PM
Originally Posted by AlanaSP
So version 3.2 is now out and is available via nexus mods. Currently the mod now contains entries for all early access options which accounts for 165 options across the base playable races. At this point im looking at what to start next, i may start a new thread with a poll or something with some ideas but until there is a content update then this mod is pretty much done. Im also considering a spin off fork with custom stuff as well as looking into seeing if there are locked options for beards and tattoos and possible make mods for those.

thanks to everyone for the super kind responses, if you guys have more suggestions on what you wanna see next whether its this mod or an alternative then let me know smile


Tattoos!! I have been dying for some good tattoos. I would have already been fiddling with adding my own, but I've been just too busy with medical problems and doctor's visits to figure out if there is a way to add entirely visuals.

In fact I sent Larian feedback on their launcher about how their tattoos were lame, and they failed by providing no piercing/facial jewelry options., lol
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 19/10/20 05:51 PM
Originally Posted by eikona
Originally Posted by AlanaSP
So version 3.2 is now out and is available via nexus mods. Currently the mod now contains entries for all early access options which accounts for 165 options across the base playable races. At this point im looking at what to start next, i may start a new thread with a poll or something with some ideas but until there is a content update then this mod is pretty much done. Im also considering a spin off fork with custom stuff as well as looking into seeing if there are locked options for beards and tattoos and possible make mods for those.

thanks to everyone for the super kind responses, if you guys have more suggestions on what you wanna see next whether its this mod or an alternative then let me know smile


Tattoos!! I have been dying for some good tattoos. I would have already been fiddling with adding my own, but I've been just too busy with medical problems and doctor's visits to figure out if there is a way to add entirely visuals.

In fact I sent Larian feedback on their launcher about how their tattoos were lame, and they failed by providing no piercing/facial jewelry options., lol


There is jewellery references in the files so maybe down the line i believe the character customisation will be a tad more in-depth by the end of early access.
Posted By: KoalaBe Re: Modding Baldur's Gate 3 - 19/10/20 07:43 PM
Hi, this mod looks like it'll be so amazing and took a lot of time thank you so much for this! I was waiting to get the game until they released some more updates but now I might give it a shot. I did want to ask though by saying that "now contains all early access options" does this mean that you've been able to add in some of the male hairstyles for the females? Or that by using the mod we could go in a try to fit them on the female heads? Thanks again for working so hard on this it must have taken awhile you're amazing!
Posted By: AlanaSP Re: Modding Baldur's Gate 3 - 19/10/20 07:50 PM
Originally Posted by KoalaBe
Hi, this mod looks like it'll be so amazing and took a lot of time thank you so much for this! I was waiting to get the game until they released some more updates but now I might give it a shot. I did want to ask though by saying that "now contains all early access options" does this mean that you've been able to add in some of the male hairstyles for the females? Or that by using the mod we could go in a try to fit them on the female heads? Thanks again for working so hard on this it must have taken awhile you're amazing!


currently it only adds the additional options in the game files for each specific race that doesnt need modification so basically whatever you choose will stick regardless of uninstall. im currently looking into hair options across genders however at this moment i havent included due to hair being not aligned with the females smaller frame. this will come eventually but im more looking it to understand how everything works at this moment in time as im also looking into accessories which are also in the file but no defined slot in the character customizer.
Posted By: Rapid Re: Modding Baldur's Gate 3 - 19/10/20 11:11 PM
Originally Posted by JesusDied
It is possible and very easy to do (figured out how to do these things for myself). However, the issue is that you will have human ears, which elves and tieflings don't have. So it would look weird. Elven faces for tieflings are much better options since they both have pointy ears so it won't look off when you have elven heads for tieflings.
I would share my file, but since the mod isn't originally mine, I can't do it. Here is the tutorial if you wish on how to do those things yourself (hopefully, it is easy to follow):

Edit: Fixed a few grammar mistakes.


So I followed these steps pretty much exactly trying to get Gale's face available on a Half-Elf, but when I load up the game it just says "nothing available" for every head. Any suggestions?
Posted By: vometia Modding Baldur's Gate 3 - 19/10/20 11:44 PM
There have been a number of discussions and comments about modding BG3 recently. I have asked for Larian's official line on this and have received the following reply; thanks to Jess for the clarification. I guess it won't hurt to reply here but what follows (the bolded bit is the Discord announcement) is the current position.

"Modding is not currently supported by Larian and it will not be for the duration of Early Access. We know you are going to do it anyway, but please mod at your own risk. With the nature of Early Access many things are subject to sudden change and if you encounter issues creating or applying mods, our support team will not be able to assist you."

So, if people are looking for a spot to talk about modding BG3, they are welcome to head to the Discord and chat in the channel there. And then once we get to full release we can discuss creating a modding section for BG3 on the forums.
Posted By: Razdemi Re: Modding Baldur's Gate 3 - 20/10/20 02:28 AM
since these are just files used from in the game already, I imagine that they work in co-op as well?
Posted By: eikona Re: Modding Baldur's Gate 3 - 20/10/20 02:40 AM
Originally Posted by Razdemi
since these are just files used from in the game already, I imagine that they work in co-op as well?


My husband and I tested it. You can use it on your game and it looks fine, but the other person/people in co-op see you as having default appearance.
Posted By: Dark_Ansem Re: Modding Baldur's Gate 3 - 20/10/20 10:09 AM
Not unreasonable of course.
Posted By: KoalaBe Re: Modding Baldur's Gate 3 - 20/10/20 12:34 PM
Originally Posted by AlanaSP
Originally Posted by KoalaBe
Hi, this mod looks like it'll be so amazing and took a lot of time thank you so much for this! I was waiting to get the game until they released some more updates but now I might give it a shot. I did want to ask though by saying that "now contains all early access options" does this mean that you've been able to add in some of the male hairstyles for the females? Or that by using the mod we could go in a try to fit them on the female heads? Thanks again for working so hard on this it must have taken awhile you're amazing!


currently it only adds the additional options in the game files for each specific race that doesnt need modification so basically whatever you choose will stick regardless of uninstall. im currently looking into hair options across genders however at this moment i havent included due to hair being not aligned with the females smaller frame. this will come eventually but im more looking it to understand how everything works at this moment in time as im also looking into accessories which are also in the file but no defined slot in the character customizer.


Gotcha! And that's totally understandable, thanks again for all your work so far and hopefully we can get some better understanding of it in the future laugh
Posted By: Kadajko Re: Modding Baldur's Gate 3 - 20/10/20 01:32 PM
Nice mod, need to make sure to save this Shadowheart face, I like the old version, that is in this mod better than the new one.
For comparison:
https://imgur.com/a/YhphRha

Posted By: Razdemi Re: Modding Baldur's Gate 3 - 20/10/20 06:47 PM
Originally Posted by eikona
Originally Posted by Razdemi
since these are just files used from in the game already, I imagine that they work in co-op as well?


My husband and I tested it. You can use it on your game and it looks fine, but the other person/people in co-op see you as having default appearance.



hmm bummer frown
Posted By: Lucketmi Re: Modding Baldur's Gate 3 - 20/10/20 07:23 PM
Mods of BG3 are already in the making, although simple, they can vastly increase (IMO) the player experience!
Giving players more option, so, i think Larian should consider taking a look at Nexus, especialy mods like:
- Custom Character Enhancer - AlanaSP
- Playable Goblins - ShinyHobo
- XPartySize - logoswork
- More Short Rests - logoswork

Im NOT saying they should just make this mods official content at release, BUT i am saying, these mods takle a lot of suggestions/feedbacks/concerns, the Early Access playerbase have!
I hope together with the comunity, Larian can make one of the best DnD 5e experience on PC, just like playing the tabletop game with your friends!

!!![DISCLAIMER]!!!

SO, okay, looks like you guys didnt understand me, maybe i did a bad job explaining myself, im not saying the mods are better then the content we are getting it, im not saying that they should look at them as gospel to what the comunity wants, im not saying the mods cant break a game.

The idea i had is Larian could use nexus as another source of feedback, just as they are alredy doing it with the forum, review sites and everything! They said they were gathering feedback through those sources, im not saying the the modders are doing a better work and Larian should stop what they are doing it now and focus on what the modders are doing.

I only think the nexus could be used as another souce of feedback thats all, i hope they focus on their idea first, as the Larian studios say, THE GAME WILL BE READY WHEN ITS READY.

And i love that outlook, but maybe i didnt express myself right, noted.
Posted By: Sadurian Re: Modding Baldur's Gate 3 - 20/10/20 07:27 PM
Not everyone wants to load those Mods, though. They are an ideal compromise between not wanting the developers distracted into adding content or features that might delay release or break the budget, and those who want the features included in the Mods to have them available.

I, for example, have no interest in playing a goblin so would prefer the developers to work on other areas. That said, I don't want those who really want a playable goblin to miss on what they want. Mods are a nice middle ground.
Posted By: Lucketmi Re: Modding Baldur's Gate 3 - 20/10/20 07:43 PM
Originally Posted by Sadurian
Not everyone wants to load those Mods, though. They are an ideal compromise between not wanting the developers distracted into adding content or features that might delay release or break the budget, and those who want the features included in the Mods to have them available.

I, for example, have no interest in playing a goblin so would prefer the developers to work on other areas. That said, I don't want those who really want a playable goblin to miss on what they want. Mods are a nice middle ground.


Not rly my point, my point is giving the players options, Larian will release the full Players Handbook content, they already said that, also, they said they're looking at other dnd books for content, but isnt their priority, my point is, the comunity alredy post some feedback on the forum, Character Creation and Party size come to mind, the game still young, they dont rly have the Full act 1 done! they have it playable, thats all, the game is to realease at least in a year from now, and this is the earliest.
Im just trying to give them some points, if the mod comunity can make, thats awesome, i play bethesda games so...
Posted By: Stabbey Re: Modding Baldur's Gate 3 - 20/10/20 08:49 PM
Mods are great, but there's a difference in depth between some of these mods which have been done in three weeks, and content which by the time of release will have been worked on for three years.

The Playable Goblins mod will not have any NPC's or characters react to Custom Character goblins freely wandering around the streets of Baldur's Gate, though, because that's a lot of content and reactivity which needs to be put into the game, which costs time and money.

The expanded Party Size will most likely not rebalance every encounter in the game for the higher player size, nor will it make it easier to move around in combat.
Posted By: robertthebard Re: Modding Baldur's Gate 3 - 20/10/20 08:56 PM
The community doesn't have to answer to WotC/Hasbro about what content goes into their mods, until or unless WotC/Hasbro sends them a cease and desist notice. The community doesn't have milestones to meet for content that is supposed to be in the core game either, meaning content that has been approved by WotC/Hasbro. Comparing what the company can do with what the community can do is apples to oranges. The community isn't responsible if something in the mod leaves the game unplayable, and I have seen mods, installed some even, that have broken games in the past. What Larian should do is exactly what they're doing; focus on the product that they have designed, and make any changes that their team has found need to be made through the various channels, be that direct feedback, or gameplay metric tracking. Pulling a team off of their currently assigned duties to look at what the modders are doing shouldn't be on their list of priorities at this stage of development, and frankly, I'm surprise that they allow mods, since some of them can change the game significantly from what they're currently testing.

Now, it could be that they are allowing them for the express purpose of doing something along the lines of what you suggest as well. "We'll see what mods come up, and if we can work them in, somehow", or some such. Some items shouldn't be all that hard to do, but as you mention, this is supposed to be playable, and it isn't like we're testing it weeks before release. They need time to iron out bugs, polish, possibly even voiced dialog that we're currently missing. Working on cutscenes, and lip sync, fixing clipping details in cutscenes and elsewhere, etc. etc. There's a lot of stuff on their plate, including however many more chapters there are to the game.
Posted By: Tzelanit Re: Modding Baldur's Gate 3 - 20/10/20 09:15 PM
I mean, I don't see why Larian would devote any energy into doing anything other than what they've already planned for.
If people want to use mods, great, they'll be available. If they don't, great, they don't have to.

You like the ideas of those things being integrated into the game. I don't, and I'd prefer that Larian stuck with their original vision of it.
Not sure why you feel as though mods would have to be official. This post is confusing.
Posted By: Tuco Re: Modding Baldur's Gate 3 - 20/10/20 09:30 PM
Let's not pretend that several of these "modded" implementations aren't basically half broken and deeply dysfunctional when put to proper test.

If Larian was the one doing "playable goblin", for instance, you'd have people having any sort of complaints about the game not properly recognizing and/or treating the player as one.
Posted By: Sadurian Re: Modding Baldur's Gate 3 - 20/10/20 09:43 PM
Mods are the 'third-party engine spares' of the CRPG world. They might work as well as the original game developer's version would have, or they might clog up your engine and set fire to the brake leads. Caveat Emptor indeed.

Of course, the analogy only works if the original manufacturer didn't make their own version of those spares. So... not really a good analogy after all.


Posted By: Lucketmi Re: Modding Baldur's Gate 3 - 20/10/20 09:45 PM
Originally Posted by Stabbey
Mods are great, but there's a difference in depth between some of these mods which have been done in three weeks, and content which by the time of release will have been worked on for three years.

The Playable Goblins mod will not have any NPC's or characters react to Custom Character goblins freely wandering around the streets of Baldur's Gate, though, because that's a lot of content and reactivity which needs to be put into the game, which costs time and money.

The expanded Party Size will most likely not rebalance every encounter in the game for the higher player size, nor will it make it easier to move around in combat.

Looks like a lot of ppl think im ''calling out'' Larian, im not, i love their work on BG3 EA, im just saying, they could use the Nexus as another place to gather feedback, just they are doing here, and the reviews on Steam and GOG as they said
Posted By: Blade238 Re: Modding Baldur's Gate 3 - 20/10/20 09:53 PM
I prefer they just give good modding tools at launch and say have at it.
Posted By: Kendaric Re: Modding Baldur's Gate 3 - 20/10/20 10:05 PM
The only mod I use currently is AlanaSP's Custom Character Creation mod, but I basically consider that one essential for my enjoyment of the game since I dislike most of the head options we have as default.

I do hope for a mod that brings the game closer to real 5e rules eventually, e.g. changes the cantrips to not create a surface effect, restore their official damage values, changes hide & disengage to actions, etc.
Posted By: GaryOD Re: Modding Baldur's Gate 3 - 20/10/20 10:07 PM
Originally Posted by Sadurian
Not everyone wants to load those Mods, though. They are an ideal compromise between not wanting the developers distracted into adding content or features that might delay release or break the budget, and those who want the features included in the Mods to have them available.
I, for example, have no interest in playing a goblin so would prefer the developers to work on other areas. That said, I don't want those who really want a playable goblin to miss on what they want. Mods are a nice middle ground.


That seems a tad unfair view to have. If your not interested in it then Larian should leave it to mods? They should only work on and add what you want in the game?
Posted By: Sadurian Re: Modding Baldur's Gate 3 - 20/10/20 10:17 PM
Originally Posted by GaryOD
Originally Posted by Sadurian
Not everyone wants to load those Mods, though. They are an ideal compromise between not wanting the developers distracted into adding content or features that might delay release or break the budget, and those who want the features included in the Mods to have them available.
I, for example, have no interest in playing a goblin so would prefer the developers to work on other areas. That said, I don't want those who really want a playable goblin to miss on what they want. Mods are a nice middle ground.


That seems a tad unfair view to have. If your not interested in it then Larian should leave it to mods? They should only work on and add what you want in the game?

Of course I would want that. My ideal game is one that is crafted to my particular specifications. However, given that I know my personal choices are not going to implemented by the Larian team, what I express as my hopes for the game are simply my own opinions and are unlikely to have any impact on the final game. I would hope that everyone can similarly express their views on what they want.

This forum is discussing opinions. I am not stopping anyone else from expressing their own views and nor am I saying that my views should override anyone else's. I am not even stamping my feet and demanding everyone acknowledges me as being right. Your implication seems to be that I should not say what I want, which is not what a debating forum is all about.

Give us your own opinions.
Posted By: FatePeddler Re: Modding Baldur's Gate 3 - 21/10/20 12:52 AM
Originally Posted by Sadurian
Not everyone wants to load those Mods, though. They are an ideal compromise between not wanting the developers distracted into adding content or features that might delay release or break the budget, and those who want the features included in the Mods to have them available.

I, for example, have no interest in playing a goblin so would prefer the developers to work on other areas. That said, I don't want those who really want a playable goblin to miss on what they want. Mods are a nice middle ground.


This is exactly why mods exist in the first place.

When the game is released, and if they are popular enough, Larian *could* put them into the main game. However putting them in now is a waste of time and resources imo. The game still needs to be made and completed.
Posted By: Gaidax Re: Modding Baldur's Gate 3 - 21/10/20 03:38 AM
I think mods are nice and all, but Larian first and foremost need to concentrate on delivering base game. Then after all said and done and mods are officially supported, maybe they can consider integrating some that make the most sense and do not turn the game upside down. It's all nice and dandy, but I imagine playing as a goblin would have quite a few context issues there without reworking a lot of content ingame.
Posted By: Horrorscope Re: Modding Baldur's Gate 3 - 21/10/20 04:18 AM
The rebalance mod is interesting to see if going more core is better than what the default is now.
Posted By: Merry Mayhem Re: Modding Baldur's Gate 3 - 21/10/20 12:51 PM
So the modders are already working on BG3.

DnD Rebalancing

I am a bit torn, if you start playing with mods, would that effect the data Larian is seeing?

Mods will effect play so can color feedback so do you need to post what mods you are using when you give feedback?

Also I do not want Larian to become another Bethesda where the attitude is just let Modders fix our games. I want Larian to use the 5e rules and would rather let modders break those.
Posted By: Madoric Re: Modding Baldur's Gate 3 - 21/10/20 01:10 PM
Originally Posted by Merry Mayhem
So the modders are already working on BG3.

DnD Rebalancing

I am a bit torn, if you start playing with mods, would that effect the data Larian is seeing?

Mods will effect play so can color feedback so do you need to post what mods you are using when you give feedback?

Also I do not want Larian to become another Bethesda where the attitude is just let Modders fix our games. I want Larian to use the 5e rules and would rather let modders break those.


I hope it does not go the way of Bethesda either. I'm very interested to try using this mod (I don't use mod much in games). I played Solasta who stuck to DnD 5e rule combat and it's fun!
Posted By: frequentic Re: Modding Baldur's Gate 3 - 21/10/20 02:20 PM
Originally Posted by Merry Mayhem
So the modders are already working on BG3.

DnD Rebalancing

I am a bit torn, if you start playing with mods, would that effect the data Larian is seeing?

Mods will effect play so can color feedback so do you need to post what mods you are using when you give feedback?

Also I do not want Larian to become another Bethesda where the attitude is just let Modders fix our games. I want Larian to use the 5e rules and would rather let modders break those.


You should probably turn off the feedback option (launcher options) and not send crash reports if you're running non-cosmetic mods.
Posted By: Lucketmi Re: Modding Baldur's Gate 3 - 21/10/20 04:38 PM
Originally Posted by vometia
There have been a number of discussions and comments about modding BG3 recently. I have asked for Larian's official line on this and have received the following reply; thanks to Jess for the clarification. I guess it won't hurt to reply here but what follows (the bolded bit is the Discord announcement) is the current position.

"Modding is not currently supported by Larian and it will not be for the duration of Early Access. We know you are going to do it anyway, but please mod at your own risk. With the nature of Early Access many things are subject to sudden change and if you encounter issues creating or applying mods, our support team will not be able to assist you."

So, if people are looking for a spot to talk about modding BG3, they are welcome to head to the Discord and chat in the channel there. And then once we get to full release we can discuss creating a modding section for BG3 on the forums.


Thank you for the feedback, i wanted to start a discussion, although i got misunderstood, i still feel like it was worth the talk! thanks to Larian and Vometia for the work in the early access and in moderating the forums! Is good to have a stance from the studio itself!

Thanks again !
Posted By: Vhaldez Re: Modding Baldur's Gate 3 - 22/10/20 04:42 PM
https://www.youtube.com/watch?v=WpVf1DJC4S8

Spoilers for datamine based on what this mod reveals about gnomes;

### Differences:

#### Forest Gnomes
The PHB gives Forest Gnomes two additional talents: _Natural Illusionists_ and _Speak with
Small Beasts_. _Natural Illusionists_ is implemented as expected, however, _Speak with Small
Beasts_ has been added as a proficiency in the Animal Handling skill. This talent is intended
to give Gnomes the ability to communicate **simple ideas**, so Animal Handling seemed like the
best fit.

#### Rock Gnomes
Rock Gnomes have two additional talents: _Artificer's Lore_ and _Tinker_. I'll be frank: I
have no idea how to handle _Tinker_, and opted not to add it until I figure out what would
make sense. As for _Artificer's Lore_, I've given it a blanket History proficiency, which
isn't ideal, but the alternative would likely involve created a passive that then gives a
bonus to History in specific scenarios.

_Artificer's Lore_ huh? are we getting Artificers after all or is this a scrapped idea?


Edited because the link to the Youtube embed did not work.
Posted By: Roxeus Re: Modding Baldur's Gate 3 - 23/10/20 05:07 AM
OMG sos la creadora D;!! no podes hacer un video como instalarlo me marea mucho la de nexus ;C es que lo coloco creo como dice readme pero nunca lo acepta :c donde va exactamente ?
Posted By: Roxeus Re: Modding Baldur's Gate 3 - 23/10/20 05:34 AM
Pero que joya Alana vi los comentarios como instalarlos el primer mod BG3 te quedo impecable !!! que gran trabajo sería difícil incorporar alf elf 5 en tiefling D; me encanto !!!
Posted By: Tysere Re: Modding Baldur's Gate 3 - 23/10/20 07:15 AM
Originally Posted by eikona
Originally Posted by Razdemi
since these are just files used from in the game already, I imagine that they work in co-op as well?


My husband and I tested it. You can use it on your game and it looks fine, but the other person/people in co-op see you as having default appearance.


My bf and I have this mod, it works just fine in Co-Op. We've tested it with him, unknowingly, installing it wrong. He could see my mod appearance. We can also confirm it for sure works/is properly visible if everyone in the co-op game has the mod. So if you want to run it in co-op, just make sure everyone has it installed correctly.
Posted By: 0Muttley0 Re: Modding Baldur's Gate 3 - 24/10/20 07:53 AM
I'm using both the gnome mod and the goblin mod.

I have made myself a custom party of 4 short arses. Gnome/Halfling/Dwarf/Goblin
Posted By: nation Re: Modding Baldur's Gate 3 - 24/10/20 04:01 PM
Originally Posted by robertthebard
The community doesn't have to answer to WotC/Hasbro about what content goes into their mods, until or unless WotC/Hasbro sends them a cease and desist notice. The community doesn't have milestones to meet for content that is supposed to be in the core game either, meaning content that has been approved by WotC/Hasbro.
+1 i think this is a good point to be made. i hope im wrong, but from a business perspective i have a sneaking suspicion that wotc may have some concerns or issues with mods being implemented depending on their content (ie. cosmetic mods v mods that add races or class options that arent in the base game) than the community may realize. i could understand wotc preference to limit how much 5e content that could be modded into the base game outside what larian/wotc officially releases, but with that said i do hope that modders are given some love since they do produce alot of great content for the community.
Posted By: Abits Re: Modding Baldur's Gate 3 - 24/10/20 05:45 PM
Unless someone is profiting from mods, which at least right now is definitely not the case, I don't see how this hurts Larian or WOTC. The opposite is true. People actually making changes to the game that Larian can't or won't do, and thus improving it for people who wish it. It's a win win situation
Posted By: 0Muttley0 Re: Modding Baldur's Gate 3 - 24/10/20 06:56 PM
Originally Posted by Abits
Unless someone is profiting from mods, which at least right now is definitely not the case, I don't see how this hurts Larian or WOTC. The opposite is true. People actually making changes to the game that Larian can't or won't do, and thus improving it for people who wish it. It's a win win situation



The modders may not profit, but if WOTC were to lose profits as a result of free content elswhere, they would have every right to issue a cease and desist.
Posted By: SacredWitness Re: Modding Baldur's Gate 3 - 24/10/20 08:02 PM
Originally Posted by 0Muttley0
The modders may not profit, but if WOTC were to lose profits as a result of free content elswhere, they would have every right to issue a cease and desist.


Not really. In the US, the Supreme Court affirmed the First Sale Doctrine applies to software. You don't own the right to that software. As in, you can't resell it as BG3 and steal profits from Larian and Wizards. But, you do own your own individual copy. What you do to your own copy of the game is none of their business. (Almost) zero. (Obvious caveats, such as not doing illegal stuff such as using it to hack their servers, etc.) Further you have every right to form relationships with others. This means it's your right to share the modifications you made to your game with other like-minded people. AFAIK, that's the latest state of things with regards to rights and software. There's been no big case to push ownership rights of individual copies back towards companies.
Posted By: Padme4000 Re: Modding Baldur's Gate 3 - 25/10/20 12:34 PM
I can confirm also when everyone has the mod installed all players see it, myself and two friends have this installed and could see the faces/hair we chose for our characters in this mod.
Posted By: Druid_NPC Re: Modding Baldur's Gate 3 - 25/10/20 12:39 PM
Originally Posted by SacredWitness
Originally Posted by 0Muttley0
The modders may not profit, but if WOTC were to lose profits as a result of free content elswhere, they would have every right to issue a cease and desist.


Not really. In the US, the Supreme Court affirmed the First Sale Doctrine applies to software. You don't own the right to that software. As in, you can't resell it as BG3 and steal profits from Larian and Wizards. But, you do own your own individual copy. What you do to your own copy of the game is none of their business. (Almost) zero. (Obvious caveats, such as not doing illegal stuff such as using it to hack their servers, etc.) Further you have every right to form relationships with others. This means it's your right to share the modifications you made to your game with other like-minded people. AFAIK, that's the latest state of things with regards to rights and software. There's been no big case to push ownership rights of individual copies back towards companies.
And thank God for that.
Posted By: ThisIsUlb Re: Modding Baldur's Gate 3 - 25/10/20 12:50 PM
@AlanaSP

Do you know if Raphael's head and his/the cambion horns are compatible with tieflings and where those would to be found?
I've been looking through the files but couldn't find anything so far..
Posted By: Abits Re: Modding Baldur's Gate 3 - 25/10/20 02:08 PM
Originally Posted by SacredWitness
Originally Posted by 0Muttley0
The modders may not profit, but if WOTC were to lose profits as a result of free content elswhere, they would have every right to issue a cease and desist.


Not really. In the US, the Supreme Court affirmed the First Sale Doctrine applies to software. You don't own the right to that software. As in, you can't resell it as BG3 and steal profits from Larian and Wizards. But, you do own your own individual copy. What you do to your own copy of the game is none of their business. (Almost) zero. (Obvious caveats, such as not doing illegal stuff such as using it to hack their servers, etc.) Further you have every right to form relationships with others. This means it's your right to share the modifications you made to your game with other like-minded people. AFAIK, that's the latest state of things with regards to rights and software. There's been no big case to push ownership rights of individual copies back towards companies.

But I doubt you can ask for money for mods..
Posted By: nation Re: Modding Baldur's Gate 3 - 25/10/20 02:44 PM
Originally Posted by SacredWitness
Originally Posted by 0Muttley0
The modders may not profit, but if WOTC were to lose profits as a result of free content elswhere, they would have every right to issue a cease and desist.


Not really. In the US, the Supreme Court affirmed the First Sale Doctrine applies to software. You don't own the right to that software. As in, you can't resell it as BG3 and steal profits from Larian and Wizards. But, you do own your own individual copy. What you do to your own copy of the game is none of their business. (Almost) zero. (Obvious caveats, such as not doing illegal stuff such as using it to hack their servers, etc.) Further you have every right to form relationships with others. This means it's your right to share the modifications you made to your game with other like-minded people. AFAIK, that's the latest state of things with regards to rights and software. There's been no big case to push ownership rights of individual copies back towards companies.
thanks for the insight - as someone who isnt familiar with the legal details of video game sales and post sale modding, its much appreciated and largely allays the fears i initially had. admittingly, my concerns were primarily stemming from wotc's history of issues with contracted third-parties taking liberties with the IP or outside companies creating content too closely related to the IPs (mtg v hex), so heres to hoping there are no such concerns here related to software rights.
Posted By: 0Muttley0 Re: Modding Baldur's Gate 3 - 25/10/20 02:55 PM
It's not the software they would be issuing a cease and desist order over. But their IP. You make an alteration to software that allows end users to access Wizards' IP, and that then in turn led to people buying their products less because there is an 'alternative' means of consuming their products for free and that caused a loss of profits they would be able to ask that person to stop giving their IP away.
Posted By: vometia Re: Modding Baldur's Gate 3 - 25/10/20 03:26 PM
Originally Posted by nation
+1 i think this is a good point to be made. i hope im wrong, but from a business perspective i have a sneaking suspicion that wotc may have some concerns or issues with mods being implemented depending on their content (ie. cosmetic mods v mods that add races or class options that arent in the base game) than the community may realize. i could understand wotc preference to limit how much 5e content that could be modded into the base game outside what larian/wotc officially releases, but with that said i do hope that modders are given some love since they do produce alot of great content for the community.

I'll start with the caveats that IANAL and I don't have any insider knowledge on what Larian's business strategy is wrt this general area.

However, I would be very surprised if mods ended up being in conflict with business interests as Larian have been promoting modding since being their own publisher and have been rather conspicuously not indulging in EA-style nickel-and-diming for minor content. I don't know WotC at all and wouldn't like to comment either way about them, but I would be quite surprised if Larian entered into an agreement that involved doing a 180⁰ turn on the player involvement that they've been fostering for years.

As for anyone trying to monetise mods, it's an absolute minefield especially when looked at from an international perspective which is why modding tends to be free and the various T&Cs I've seen to date explicitly preclude charging money for them. Just the copyright ownership itself is probably at best highly impractical to resolve once money starts changing hands. Which is why it tends to be a hobbyist venture, though "hobbyist" certainly doesn't imply amateurism as I've seen a lot of very polished stuff released over the years.
Posted By: nation Re: Modding Baldur's Gate 3 - 25/10/20 04:11 PM
thx for the response! much appreciated - i think we are of the same wave length so plz know that my line of questioning is just genuine curiosity and i would agree that such a business decision would be a departure larians history. that being said, i would be eager to hear larians comments on the matter - if just to reaffirm that no such issues are anticipated, but can understand if such an item is not a priority topic with the community given the ea state of the game
Posted By: vometia Re: Modding Baldur's Gate 3 - 25/10/20 04:58 PM
Originally Posted by nation
thx for the response! much appreciated - i think we are of the same wave length so plz know that my line of questioning is just genuine curiosity and i would agree that such a business decision would be a departure larians history. that being said, i would be eager to hear larians comments on the matter - if just to reaffirm that no such issues are anticipated, but can understand if such an item is not a priority topic with the community given the ea state of the game

I know what you mean. I can't add anything that isn't already stated in the OP; just that modding will be a thing (I think... that's said without the relevant quote immediately to hand) but not before the full release happens, whenever that is. Right now they have their hands full processing feedback as well as technical reports and so on, so I would consider it very unlikely that any announcement about modding will be forthcoming for the foreseeable future. The state of things at the moment is that players can do so at their own risk but that there is no official support, neither for modding nor for games that have been modded.
Posted By: SacredWitness Re: Modding Baldur's Gate 3 - 25/10/20 05:44 PM
Originally Posted by Abits

But I doubt you can ask for money for mods..

Correct. I'm pretty sure that would require explicit permission.
Posted By: Dapoolp Re: Modding Baldur's Gate 3 - 25/10/20 05:55 PM
Originally Posted by SacredWitness
Originally Posted by Abits

But I doubt you can ask for money for mods..

Correct. I'm pretty sure that would require explicit permission.



You can't ask for money but people can freely support your work, in fact it's pretty much the same but it's not in regards of laws.
The only thing they can do is to probitit direct support link but they can't block people asking you where they can give you some money to thanks you.
Posted By: vometia Re: Modding Baldur's Gate 3 - 25/10/20 06:16 PM
Originally Posted by Dapoolp
...they can't block people asking you where they can give you some money to thanks you.

Actually they can, and probably should. Soliciting or offering payments for something whose legal situation is unclear has the potential to become very complicated and I would certainly intervene if I saw something like that until I had clear guidance from the legal department.

Having considered this matter for a moment I think it's best that I close this discussion until I have an official answer. Please do not pre-empt it by bringing it up elsewhere; thanks. Sorry to those who just wish to discuss modding but as the subject has turned to monetisation I think it is best to wait for someone who can comment more authoritatively than I can.
Posted By: vometia Re: Modding Baldur's Gate 3 - 26/10/20 09:50 AM
I've decided to re-open this but please no more talk about monetisation and how to sidestep the rules: we don't even know what they are yet.
Posted By: Dapoolp Re: Modding Baldur's Gate 3 - 26/10/20 11:26 AM
Originally Posted by vometia
I've decided to re-open this but please no more talk about monetisation and how to sidestep the rules: we don't even know what they are yet.


Actually we do, it's not the first game with modding possibility, but ok.
Posted By: Abits Re: Modding Baldur's Gate 3 - 26/10/20 11:28 AM
I'm sorry I started with that thing, I didn't mean to cause trouble for anyone.

Anyway, one thing we can say for sure is that even at this stage the game has some mod support. you have a modsetting file in your documents folder, and it doesn't really work well right now but it exists. It could be just a leftover from Dos, but could also mean Larian fully intend on supporting mods somewhere down the line
Posted By: vometia Re: Modding Baldur's Gate 3 - 26/10/20 11:49 AM
Originally Posted by Abits
Anyway, one thing we can say for sure is that even at this stage the game has some mod support. you have a modsetting file in your documents folder, and it doesn't really work well right now but it exists. It could be just a leftover from Dos, but could also mean Larian fully intend on supporting mods somewhere down the line

They have stated that modding will be available once we see the full release; though there are few more details than that at present.

A certain amount of modding does work now and updates to stats, model-swapping and other stuff can be implemented as loose files in the installation folder, though it seems that not everything works consistently (or indeed at all) so it's all a bit "on your own head be it" at the moment. And as others have said, it's probably best to turn off feedback especially if some really game-changing alterations have been made.
Posted By: Abits Re: Modding Baldur's Gate 3 - 26/10/20 12:01 PM
Originally Posted by vometia
Originally Posted by Abits
Anyway, one thing we can say for sure is that even at this stage the game has some mod support. you have a modsetting file in your documents folder, and it doesn't really work well right now but it exists. It could be just a leftover from Dos, but could also mean Larian fully intend on supporting mods somewhere down the line

They have stated that modding will be available once we see the full release; though there are few more details than that at present.

A certain amount of modding does work now and updates to stats, model-swapping and other stuff can be implemented as loose files in the installation folder, though it seems that not everything works consistently (or indeed at all) so it's all a bit "on your own head be it" at the moment. And as others have said, it's probably best to turn off feedback especially if some really game-changing alterations have been made.

yeah, this is my experience as well. it's not the most complicated game to mod I ever played, but the experience is not as easy as it is in DOS2 for example.
Posted By: Dapoolp Re: Modding Baldur's Gate 3 - 26/10/20 01:00 PM
I guess the mod support is not fully implemented in the current state, maybe they will make it simplier for the release, like LUA/XML modding in WoW.
I haven't take a look how it is right now, it's more like Pathfinder: Kingmaker with C# coding & custom libraries ?
Posted By: Abits Re: Modding Baldur's Gate 3 - 26/10/20 01:42 PM
I have no idea. I just know it's easier in theory to install mods in bg3 than it was in pathfinder
Posted By: SacredWitness Re: Modding Baldur's Gate 3 - 27/10/20 10:10 AM
Most spell assignments, character creation models, and so on are driven by text-based files. There is no kind of "deep" customization available yet. You can implement new abilities, but that's only so far as their DSL spec lets you. You couldn't do something completely new the engine doesn't currently account for.
Posted By: Soul-Scar Re: Modding Baldur's Gate 3 - 30/10/20 12:38 AM
Mod at your own risk has always been the case. There will be mods on release or shortly after to change whatever mechanics people have issue with. Currently I think its better to let the devs get on with it rather than mod things in and out that will likely be changed anyway.
Posted By: Abits Re: Modding Baldur's Gate 3 - 30/10/20 06:14 AM
Originally Posted by Soul-Scar
Mod at your own risk has always been the case. There will be mods on release or shortly after to change whatever mechanics people have issue with. Currently I think its better to let the devs get on with it rather than mod things in and out that will likely be changed anyway.

True. I don't intend to install any mod that changes gameplay significantly for that reason, and because I generally think the gameplay is fine as it is. However, just browsing the Nexus is a must for everyone who is worried about aspects of gameplay. As support for mods will only increase with the full release, I strongly believe mods are the golden road to making everyone happy (at least regarding to gameplay).

The only gameplay related things that might be impossible to mod are perhaps things like day/night cycles and RTwP, but everything else seem very possible, so if you can get over these there is a big chance you'll be satisfied.
Posted By: frequentic Re: Modding Baldur's Gate 3 - 30/10/20 08:22 AM
Originally Posted by Soul-Scar
Mod at your own risk has always been the case. There will be mods on release or shortly after to change whatever mechanics people have issue with. Currently I think its better to let the devs get on with it rather than mod things in and out that will likely be changed anyway.


On the other hand. Minor gameplay mods such as remove multiple damage ticks when moving through fire/acid/poison gives you a sense of how the game would play if that one mechanic would change.

I will most likely try out the bigger rules overhaul to see how the game plays as well (in relation to enemies, hp, etc.)
Posted By: Cravon Re: Modding Baldur's Gate 3 - 31/10/20 10:18 AM
I don't want to Mod BG3, but is there a place to record or see the combat logs? I'd like to see the rolls and information in there because There seems to be a LOT of Critical Misses, which would indicate rolling a 1. If that's the case, I think their D20 random number generator is not seeding correctly or is flat out broken.
Posted By: SacredWitness Re: Modding Baldur's Gate 3 - 31/10/20 10:56 AM
This is more likely a problem of perception. No given sample can guarantee the randomness of the roller. Keep in mind randomness doesn't guarantee an even distribution per se. It's random. That's the whole point.
Posted By: mrfuji3 Re: Modding Baldur's Gate 3 - 31/10/20 04:07 PM
Originally Posted by Cravon
I don't want to Mod BG3, but is there a place to record or see the combat logs? I'd like to see the rolls and information in there because There seems to be a LOT of Critical Misses, which would indicate rolling a 1. If that's the case, I think their D20 random number generator is not seeding correctly or is flat out broken.

Click the little "double arrow" on the right edge of the screen, near the bottom. That will expand the combat log.
There are a few threads about this where people have recorded hundreds to thousands of roles to test this: see e.g., https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=717185&page=9

Keep in mind confirmation bias. You probably notice large miss streaks (because you get frustrated) more often than large hit streaks.
Posted By: Flint Re: Modding Baldur's Gate 3 - 31/10/20 06:41 PM
As a fanatic map maker is the Divinity 2 map editor compatible with BG3? Can I expect a map editor to be released before the end of Early Acces? I know mod tools most def. aren't according to OP.
Posted By: vometia Re: Modding Baldur's Gate 3 - 01/11/20 01:44 PM
Originally Posted by Flint
As a fanatic map maker is the Divinity 2 map editor compatible with BG3? Can I expect a map editor to be released before the end of Early Acces? I know mod tools most def. aren't according to OP.

Norbyte's tools are: you can unpack game data (and repack it if you must, though it's not necessary to get it working in-game), convert from LSF to XML and back to edit data, and convert between GR2 and Collada to edit models. There's some other stuff his stuff does that I haven't looked at, too.

Maps are something I've never previously looked at (well okay, I have, but the last time was either Oblivion or Fallout 3, so hardly relevant here!), so I have absolutely no idea about any of that. I dare say it may be possible to coerce the DOS2 editor to do something but I suspect it might be a rather protracted exercise in frustration. I honestly haven't a clue what might come of it though.
Posted By: DanteYoda Re: Modding Baldur's Gate 3 - 03/11/20 06:11 AM
Mods can open this game up so much.. Neverwinter was popular because of modding, Skyrim and Fallout 4 are household names now because of mods.. Seriously Bethesda even started their own mod area.. Saying mods aren't good for gaming is crazy.

This game could have modded classes, races, modules, maps, you name it, it can thrive with it.

With enough mods DMs could use this as a 3d representation of the tabletop game. like NWN was.
Posted By: Abits Re: Modding Baldur's Gate 3 - 03/11/20 06:24 AM
Amazing stuff going on at the mod nexus. We already have new clothes, some of them made with new models. Right now we have almost 80 mods, which is much more than most of the games on the site. Great things are about to come
Posted By: vometia Re: Modding Baldur's Gate 3 - 03/11/20 07:20 AM
Originally Posted by Abits
Amazing stuff going on at the mod nexus. We already have new clothes, some of them made with new models. Right now we have almost 80 mods, which is much more than most of the games on the site. Great things are about to come

Stuff like new models are certainly possible: I've done a few bits and pieces myself, though some of the stuff that's been uploaded is just as-yet-unused models from the game files, so there's a risk that people may see the same stuff appear in the full release and bits of it need fixing. But that's the nature of mods and nobody goes into it with their eyes closed. Well okay, most don't!

I would imagine that the official situation remains unchanged, and there's pretty much no chance that the modding toolkit will make an appearance before the actual release but it'll be worth me checking in periodically to see when mods can be "supported" on the forums.
Posted By: Abits Re: Modding Baldur's Gate 3 - 03/11/20 07:22 AM
I just marvel at the possibilities right now. Even if there's not many interesting mods right now, the amount of them just makes me very optimistic about the future.
Posted By: Kendaric Re: Modding Baldur's Gate 3 - 03/11/20 08:19 AM
Originally Posted by Abits
I just marvel at the possibilities right now. Even if there's not many interesting mods right now, the amount of them just makes me very optimistic about the future.


I guess that depends on your definition of "interesting" wink

There are at least 4 for must-have mods for me and a bunch of "nice to have but I'm too lazy to integrate them". For EA it's quite impressive actually and I'm definitely looking forward to what the future may bring.
Posted By: Abits Re: Modding Baldur's Gate 3 - 03/11/20 09:02 AM
Originally Posted by Kendaric
Originally Posted by Abits
I just marvel at the possibilities right now. Even if there's not many interesting mods right now, the amount of them just makes me very optimistic about the future.


I guess that depends on your definition of "interesting" wink

There are at least 4 for must-have mods for me and a bunch of "nice to have but I'm too lazy to integrate them". For EA it's quite impressive actually and I'm definitely looking forward to what the future may bring.

You said it. you should always remember this is an ea wer'e talking about with no support from developers. The hardships of installing certain mods seem like they're not here to stay.
Posted By: kanisatha Re: Modding Baldur's Gate 3 - 03/11/20 06:48 PM
I agree that it is too early to say where the modding scene will go for this game. However, for me, mods adding in new clothing or even new classes or races and the like are just superficial fluff. I would need mods that change fundamental characteristics of the game.
Posted By: Abits Re: Modding Baldur's Gate 3 - 03/11/20 07:29 PM
Originally Posted by kanisatha
I agree that it is too early to say where the modding scene will go for this game. However, for me, mods adding in new clothing or even new classes or races and the like are just superficial fluff. I would need mods that change fundamental characteristics of the game.

Like quests and story bits?
Posted By: kanisatha Re: Modding Baldur's Gate 3 - 03/11/20 10:30 PM
Originally Posted by Abits
Originally Posted by kanisatha
I agree that it is too early to say where the modding scene will go for this game. However, for me, mods adding in new clothing or even new classes or races and the like are just superficial fluff. I would need mods that change fundamental characteristics of the game.

Like quests and story bits?

Yes some of that, especially if the "good" side of things ends up weak/lame. But also gameplay and mechanics. Of course my #1 mod would be a RTwP mod, but that I don't hold out much hope for. So beyond that I would want mods for:
Up to six person party
Gathering and moving the party the way most other games do it
Get rid of most environmental elemental effects
No party lock at end of Act 1
A true pause function during exploration (in single-player)
Reduce DC of dialogue skill/ability checks
Get rid of HP bloat of enemies

Oh, and if what I hear is true that Lathander is not among the good gods available in the game for clerics and paladins, I would LOVE a mod adding in Lathander. Paladin of Lathander is my all-time favorite character to play in D&D.

May be some others I can't think of right now.
Posted By: Abits Re: Modding Baldur's Gate 3 - 04/11/20 12:00 PM
Originally Posted by kanisatha

Yes some of that, especially if the "good" side of things ends up weak/lame. But also gameplay and mechanics. Of course my #1 mod would be a RTwP mod, but that I don't hold out much hope for. So beyond that I would want mods for:
Up to six person party
Gathering and moving the party the way most other games do it
Get rid of most environmental elemental effects
No party lock at end of Act 1
A true pause function during exploration (in single-player)
Reduce DC of dialogue skill/ability checks
Get rid of HP bloat of enemies

Oh, and if what I hear is true that Lathander is not among the good gods available in the game for clerics and paladins, I would LOVE a mod adding in Lathander. Paladin of Lathander is my all-time favorite character to play in D&D.

May be some others I can't think of right now.

You're in luck sir, some of these are already available, so even if it's kinda hard to implement them now, you can bet your ass they'll be available in full release
Posted By: kanisatha Re: Modding Baldur's Gate 3 - 04/11/20 01:25 PM
Originally Posted by Abits
Originally Posted by kanisatha

Yes some of that, especially if the "good" side of things ends up weak/lame. But also gameplay and mechanics. Of course my #1 mod would be a RTwP mod, but that I don't hold out much hope for. So beyond that I would want mods for:
Up to six person party
Gathering and moving the party the way most other games do it
Get rid of most environmental elemental effects
No party lock at end of Act 1
A true pause function during exploration (in single-player)
Reduce DC of dialogue skill/ability checks
Get rid of HP bloat of enemies

Oh, and if what I hear is true that Lathander is not among the good gods available in the game for clerics and paladins, I would LOVE a mod adding in Lathander. Paladin of Lathander is my all-time favorite character to play in D&D.

May be some others I can't think of right now.

You're in luck sir, some of these are already available, so even if it's kinda hard to implement them now, you can bet your ass they'll be available in full release

I sure hope so. These would be somewhat the minimum I would need (either as changes made to the game or as mods) to be able to have an enjoyable experience playing the game. That's why I am not a fan of the game right now, but have not walked away from the game either because I remain cautiously hopeful these things will materialize somehow.
Posted By: etonbears Re: Modding Baldur's Gate 3 - 08/11/20 11:58 PM
Originally Posted by kanisatha
Originally Posted by Abits
Originally Posted by kanisatha
I agree that it is too early to say where the modding scene will go for this game. However, for me, mods adding in new clothing or even new classes or races and the like are just superficial fluff. I would need mods that change fundamental characteristics of the game.

Like quests and story bits?

Yes some of that, especially if the "good" side of things ends up weak/lame. But also gameplay and mechanics. Of course my #1 mod would be a RTwP mod, but that I don't hold out much hope for. So beyond that I would want mods for:
Up to six person party
Gathering and moving the party the way most other games do it
Get rid of most environmental elemental effects
No party lock at end of Act 1
A true pause function during exploration (in single-player)
Reduce DC of dialogue skill/ability checks
Get rid of HP bloat of enemies

Oh, and if what I hear is true that Lathander is not among the good gods available in the game for clerics and paladins, I would LOVE a mod adding in Lathander. Paladin of Lathander is my all-time favorite character to play in D&D.

May be some others I can't think of right now.


Looking at what has been possible for DOS2, I have to say that I'd guess no-one will do a rtwp makeover. Various claims have been made that DOS2 has a rtwp mod, but I have not found one on either the Steam workshop or Nexus.

The closest I have found is realtime combat in DOS2 Arena Mode. When asked about realtime for the campaign, the modder stated that it would require so much work that it was unlikely to happen. Clearly, some games do attract modders capable and willing to sink extreme amounts of time into makeovers, but there isn't so much evidence of this with Larian.

Mods types I would expect, based on DOS2 examples are :
- User Interface/Control mods ( including party size and maybe organization/movement )
- Data manipulation mods ( that change stats and chances of things happening like HP, DCs, damage )
- Additional classes and character capabilities
- Cosmetic changes

Some of what you want may appear, some not. There seem to be a lot of mods that make DOS2 easier or harder in some way or other; you might find some combination of BG3 mods that allows you to enjoy the game mechanics.

As for good/evil gaming and the existing companions in EA, this is not as clear-cut as in years past. You can certainly BE evil in the game by acting as a complete jerk, and randomly stealing/killing, as you can in many games, but in EA, the good/evil positioning is not always so obvious.

There are a number of "situations", both large and small, where you can choose to support one faction or another. If you like playing traditional paladins, you will probably find it easy to choose; not so much if you are a more neutral sort of player.

The evil companions are also not so obviously evil. Each of the companions takes a position, from heroic through to brutally pragmatic, and they have their own relationships within the world, but their reactions to your choices are not quite the simplistic good/evil you might expect, and I have not found it particularly difficult to have whichever combination I want in the party.

Overall, the EA game-space is interestingly designed, and the story elements are a reasonably complex weave that looks like it will produce an interesting game, provided you can overlook the weakness of some of the 5e rules and combat ( personal opinion, I can't judge if you would share it ).
Posted By: hrsr Re: Modding Baldur's Gate 3 - 09/11/20 08:29 PM
Originally Posted by Merry Mayhem
So the modders are already working on BG3.

DnD Rebalancing

I am a bit torn, if you start playing with mods, would that effect the data Larian is seeing?

Mods will effect play so can color feedback so do you need to post what mods you are using when you give feedback?

Also I do not want Larian to become another Bethesda where the attitude is just let Modders fix our games. I want Larian to use the 5e rules and would rather let modders break those.


wierd if i acces the link from these forums, its allright but if accesed ( the mod ) from within nexusmods.com my browser loads @ infinity...strange, i bookmarked the page @ nexus through the link here aparently for me its innacesable from nexusmods...at any rate.
Posted By: Commodore_Tyrs Re: Modding Baldur's Gate 3 - 09/11/20 08:39 PM
One great thing to mod in would be Guild administration features for established guilds that would like to play. There are not many guilds yet that have decided to add this game to their roster, but when they do come they will do so with many loyal members and they tend to play together for very long periods of time so its a great way for the game to grow it's player base with dependable adventurers (customers in Larian-speak).
Posted By: kanisatha Re: Modding Baldur's Gate 3 - 09/11/20 10:23 PM
Originally Posted by etonbears
Overall, the EA game-space is interestingly designed, and the story elements are a reasonably complex weave that looks like it will produce an interesting game, provided you can overlook the weakness of some of the 5e rules and combat ( personal opinion, I can't judge if you would share it ).

Yes, the availability of mods is what I am now heavily counting on to make the game palatable for me.

The one area of the game that I am very okay with is BG3's deviations from D&D rules. I am 110% with Vincke when he says sometimes you need to deviate from the PnP rules to make the game be interesting and fun to play as a video game. Personally I'd be happy if they deviate from most D&D rules and mechanics, because I don't care for D&D that much anymore. My interest in BG3 is primarily as a Forgotten Realms game and not as a D&D game.
Posted By: Jhelzei Re: Modding Baldur's Gate 3 - 15/11/20 07:39 AM
So, um, how does one go about actually installing a mod? I've got a .pak file, where do I put it?
Posted By: Abits Re: Modding Baldur's Gate 3 - 15/11/20 11:29 AM
Originally Posted by Jhelzei
So, um, how does one go about actually installing a mod? I've got a .pak file, where do I put it?

Depends on the mod. Some of them go into the game's data folder, other go to mods folder in your Documents folder. Some require you to edit some files for the mod to work. Where did you get that mod?
Posted By: Bukke Re: Modding Baldur's Gate 3 - 15/11/20 11:30 AM
Many mods from the regular modding sites usually come with installation instructions. Have you tried checking those?
Posted By: Abits Re: Modding Baldur's Gate 3 - 15/11/20 11:49 AM
Originally Posted by Bukke
Many mods from the regular modding sites usually come with installation instructions. Have you tried checking those?

This. Because mods are not officially supported at this point, it is very important to read the mod's readme file because it is not very straightforward process at the moment
Posted By: Ellenhard Re: Modding Baldur's Gate 3 - 19/11/20 08:44 PM
For everyone who was waiting for a paladin class to appear, there is a mod at last on Nexus: https://www.nexusmods.com/baldursgate3/mods/122?tab=description

Datamining has shown an unsatisfactory level of writing for specific paladin dialog as it is now (not much thought given, generic, too shallow for me), but still, I would be happy to try this one after most of the current bugs would be fixed.
Posted By: vometia Re: Modding Baldur's Gate 3 - 20/11/20 04:22 PM
Originally Posted by Abits
Originally Posted by Bukke
Many mods from the regular modding sites usually come with installation instructions. Have you tried checking those?

This. Because mods are not officially supported at this point, it is very important to read the mod's readme file because it is not very straightforward process at the moment

I should add this to my to-do list. Modding will be supported and the forums exist (which I know for certain as I created them, in case anyone needs confirmation) but are just waiting to be green-lighted. Which isn't my decision and is on hold as long as the EA feedback is prioritised. But just throwing that out there so it's known to be a thing.

But in the meantime I should probably collate some information about the how, why, why not and so on. People want to know how to install stuff and should know the consequences of doing so.
Posted By: darkcharl Re: Modding Baldur's Gate 3 - 03/12/20 05:28 PM
Related to the subject of support for modding, as of Patch 3 most/all mods happen to be broken. Seems like a few of the mods can still be made to work through injecting into Shared.pak but it might be an example for how the interfaces and requirements for mods might change during EA/development. I assume that Larian has other concerns at this point that needs their focus but totally expect them to support modding on the long run, the foundation is definitely there and they are great!
Posted By: DanteYoda Re: Modding Baldur's Gate 3 - 03/12/20 11:58 PM
Originally Posted by darkcharl
Related to the subject of support for modding, as of Patch 3 most/all mods happen to be broken. Seems like a few of the mods can still be made to work through injecting into Shared.pak but it might be an example for how the interfaces and requirements for mods might change during EA/development. I assume that Larian has other concerns at this point that needs their focus but totally expect them to support modding on the long run, the foundation is definitely there and they are great!


Yes i came here to ask why myself, were we having too much fun? I've all but lost interest in BG3 now the modding scene is gone.

I'm sure it'll be back over time though i guess i'll wait to play until its fixed.
Posted By: T2aV Re: Modding Baldur's Gate 3 - 04/12/20 10:33 AM
Loose Mod files seem to work no problem, its the handling of .pak files, even when the .pak file does nothing lol
Posted By: Dark_Ansem Re: Modding Baldur's Gate 3 - 04/12/20 10:59 PM
Originally Posted by vometia
Originally Posted by Abits
Originally Posted by Bukke
Many mods from the regular modding sites usually come with installation instructions. Have you tried checking those?

This. Because mods are not officially supported at this point, it is very important to read the mod's readme file because it is not very straightforward process at the moment

I should add this to my to-do list. Modding will be supported and the forums exist (which I know for certain as I created them, in case anyone needs confirmation) but are just waiting to be green-lighted. Which isn't my decision and is on hold as long as the EA feedback is prioritised. But just throwing that out there so it's known to be a thing.

But in the meantime I should probably collate some information about the how, why, why not and so on. People want to know how to install stuff and should know the consequences of doing so.


We just don't know the extent sadly. Hope the DOS2 shortcomings are fixed
Posted By: vometia Re: Modding Baldur's Gate 3 - 05/12/20 07:06 AM
A particular problem is anything that modifies XML files: either the modded version containing out of date info will be loaded or the new one will be prioritised which doesn't include the modded stuff (I don't know in enough detail how the game decides which to load) so the changes added by the mod need to be re-merged. I just did mine using context diffs which went smoothly enough (well, ish: one of them needed to be done manually) but until anything that makes similar changes is updated it won't work...
Posted By: ATearInTheVeil Re: Modding Baldur's Gate 3 - 12/12/20 05:32 AM

Originally Posted by JesusDied
It is possible and very easy to do (figured out how to do these things for myself). However, the issue is that you will have human ears, which elves and tieflings don't have. So it would look weird. Elven faces for tieflings are much better options since they both have pointy ears so it won't look off when you have elven heads for tieflings.
I would share my file, but since the mod isn't originally mine, I can't do it. Here is the tutorial if you wish on how to do those things yourself (hopefully, it is easy to follow):
[Linked Image]

Edit: Fixed a few grammar mistakes.


So I go to my Baldur's Gate 3 directory (under steamapps) and I get as far as data. There are none of the subsequent files after data. Also, I can't open most of the pak files and, the ones I can open, are in a script that I can't read at all. I've spent so much time trying to figure it out on my own.

Can someone help me? I'm trying to get the female, half-elf head 2 as an available head option for the Tiefling race.
Posted By: fylimar Re: Modding Baldur's Gate 3 - 14/12/20 05:13 PM
I don't get the mod to work. I put the files in Data but nothing happens. Can someone help?
Posted By: Azarielle Re: Modding Baldur's Gate 3 - 14/12/20 10:02 PM
It's a bit tricky to get it to work right now after the patch. I've somehow made it and this is my recipe using Vortex:


- install both improved UI and enhancer through Vortex
- install ModFixer per instructions (not through Vortex- although to be honest I unpacked with Vortex and then deactivated, should work both ways though)
- in Vortex arrange mod order for the profile you're playing 1st being UI then enhancer, ModFixer has to be unticked in there
- do not mess with ModSettings file

For me that works very well (not using multiplayer though), so hope that helps someone. I've also tried the "old way" by manually unpacking but that didn't work at all.
Posted By: fylimar Re: Modding Baldur's Gate 3 - 15/12/20 07:05 AM
Originally Posted by Azarielle
It's a bit tricky to get it to work right now after the patch. I've somehow made it and this is my recipe using Vortex:


- install both improved UI and enhancer through Vortex
- install ModFixer per instructions (not through Vortex- although to be honest I unpacked with Vortex and then deactivated, should work both ways though)
- in Vortex arrange mod order for the profile you're playing 1st being UI then enhancer, ModFixer has to be unticked in there
- do not mess with ModSettings file

For me that works very well (not using multiplayer though), so hope that helps someone. I've also tried the "old way" by manually unpacking but that didn't work at all.



Thank you. I'm pretty new to the game, so I have to see, if I can manage to do that. I had trouble finding Vortex until I realised, that this is not a BG3 specific mod. Now I have to hunt down the rest. smile

Edit: ok, I have everything, but it's not working. I have no idea, if the Vortex thingy is working correctly. Can I maybe get a bit more detailed infos? I must be doing something wrong here. I have installed the Enhancer and the Improved UI via Vortex and the ModFIxer manually in Documents-Larian-BG3-Mods - nothing happens.

Edit again: It somehow works now, I just closed Vortex and opened it again - really strange. But thatnks again for the help,
Posted By: firebird71 Re: Modding Baldur's Gate 3 - 15/12/20 04:25 PM
Originally Posted by fylimar
Originally Posted by Azarielle
It's a bit tricky to get it to work right now after the patch. I've somehow made it and this is my recipe using Vortex:


- install both improved UI and enhancer through Vortex
- install ModFixer per instructions (not through Vortex- although to be honest I unpacked with Vortex and then deactivated, should work both ways though)
- in Vortex arrange mod order for the profile you're playing 1st being UI then enhancer, ModFixer has to be unticked in there
- do not mess with ModSettings file

For me that works very well (not using multiplayer though), so hope that helps someone. I've also tried the "old way" by manually unpacking but that didn't work at all.



Thank you. I'm pretty new to the game, so I have to see, if I can manage to do that. I had trouble finding Vortex until I realised, that this is not a BG3 specific mod. Now I have to hunt down the rest. smile

Edit: ok, I have everything, but it's not working. I have no idea, if the Vortex thingy is working correctly. Can I maybe get a bit more detailed infos? I must be doing something wrong here. I have installed the Enhancer and the Improved UI via Vortex and the ModFIxer manually in Documents-Larian-BG3-Mods - nothing happens.

Edit again: It somehow works now, I just closed Vortex and opened it again - really strange. But thatnks again for the help,



If it stops working again, I suggest checking your modsettings file. Sometimes, launching the game wipes it. No idea why it does that.
Posted By: Black_Elk Re: Modding Baldur's Gate 3 - 24/12/20 03:59 AM
Originally Posted by vometia
I should add this to my to-do list. Modding will be supported and the forums exist (which I know for certain as I created them, in case anyone needs confirmation) but are just waiting to be green-lighted. Which isn't my decision and is on hold as long as the EA feedback is prioritised. But just throwing that out there so it's known to be a thing.

But in the meantime I should probably collate some information about the how, why, why not and so on. People want to know how to install stuff and should know the consequences of doing so.


An official modding forum would for sure breathe some life into the EA I think. Just to get an idea of what kind of assets and art stuff people might be able to create for it eventually. Might distill around what people still want vs what we think might coming down the pike? Looking at Nexus is actually kind of encouraging for me, and might be to others too for positive feedback loops and all. I don't tend to download mods for games until someone manages to aggregate stuff into larger bundles, and doing while the game is still being built feels a bit odd, but would be cool to see what people get up to if there was a forum. I felt like BG helped to build nascent design and art making communities back in the day, just with Portraits and Voice sets and Weidu, so it would be cool to see Larian do something in a similar spirit
Posted By: Ghost214 Re: Modding Baldur's Gate 3 - 05/01/21 06:43 AM
is it possible that this folder is hidden? i get the the Data folder, then don't see ...Public/Shared/CharacterCreation
Posted By: DragonMaster69 Re: Modding Baldur's Gate 3 - 05/01/21 09:16 AM
Originally Posted by AlanaSP
if people want all options unlocked for all races that i can do that or anything in particular request let me know, i did do some head swaps too but due to the body being slightly different it requires some additional tweaking to fix seems. cross gendered hair swaps will also need tweaking due to the position of the hair as the male character model is taller.

Thanks for the great mod and I plan on trying it out as well. Can't wait for Larian to sanction mods even though we are in early access maybe it will give them some more ideas. As for myself not ready to start a new PC due to the fact with my luck I'll start one and they'll have a big update which will render my games useless. Now if I knew we weren't having an update this month I would go forward with a new game
Posted By: Despair Re: Modding Baldur's Gate 3 - 10/01/21 02:37 AM
AlanaSP's mods are beautiful.

I signed up for premium on Nexus, installed Vortex and from NexusMods.com, installed and deployed IMPROVED UI - PATCH 11, CUSTOMIZER - MAIN and CUSTOMIZER - INFERNAL EYES ADDON in this order to my game profile on Vortex, and when I select a new campaign it looks like this.

https://ibb.co/pZv3MbN

https://ibb.co/7vpTvVQ

Some weeks ago Larian chided us for going vanilla with our MC appearances choices. Well darlings, your options are not as good as AnalaSP's. People like me who can't figure out what files to manually modify, let alone locate the right files to modify, will continue showing vanilla choices in your analytics.

At this point I probably have to save my saved games, uninstall and reinstall everything.
Posted By: Ghost214 Re: Modding Baldur's Gate 3 - 10/01/21 03:57 AM
Hi - I'm trying to mod hair meshes in BG3 and have scoured the forums for how to find the files and import/export, etc. If anyone is willing to help - i've been to https://github.com/Norbyte/lslib - and found Norbytes tools (which i think puts me on the right track) but I can't find a guide or steps on how to use them to export the meshes from the game to blender - mod them and put them back. I find A LOT of piecemeal info, but nothing that i've come across tells you step by step what to do. Any help would be greatly appreciated
Posted By: Starlights Re: Modding Baldur's Gate 3 - 10/01/21 04:20 AM
Originally Posted by Roxeus
OMG sos la creadora D;!! no podes hacer un video como instalarlo me marea mucho la de nexus ;C es que lo coloco creo como dice readme pero nunca lo acepta :c donde va exactamente ?

Oh, quería escribir una guía sobre cómo instalar estos mods.

Básicamente, toma la información del "readme" y la pega (o vuelve a escribir) en el archivo "modsettings.lsx".

Ese archivo está en el directorio Baldur's gate 3 / PlayProfile / <su perfil> /modsettings.lsx

El archivo <mod> .pak va en el directorio Baldur's gate 3 / Mods / <drop here>

Aquí hay una captura de pantalla de mi archivo:

[Linked Image from i.imgur.com]
Posted By: Dark_Ansem Re: Modding Baldur's Gate 3 - 22/01/21 04:47 PM
Did modding resume after the latest patch? or something else coming?
Posted By: Scribe Re: Modding Baldur's Gate 3 - 19/02/21 04:19 PM
Can anyone tell me where objects are defined? I'm looking for barrels specifically.

I've found spells and items properties.
Posted By: Scribe Re: Modding Baldur's Gate 3 - 20/02/21 02:18 AM
I believe I found it.

UnpackedData\Shared\Public\Shared\Stats\Generated\Data\Spell_Projectile.txt

The explosion for barrel's, is a spell projectile it seems.
Posted By: The_BlauerDragon Re: Modding Baldur's Gate 3 - 24/02/21 04:26 AM
I'm actually hoping that the next patch will undue the damage I've done to my game file trying to install some of the mods on the market. It seems I have some loose .pak files somewhere. I kept getting slammed into the skybox with 4 motionless humans (three of them bald, identical twins). I tried new profiles, but the problems followed with them. I tried deleting my mods to no avail (some of them just won't delete, it seems). I uninstalled and reinstalled the game... that got it working again, but made the Larilauncher disappear... and I can still see the mod files sitting in the folder, just waiting to strike.
Posted By: The_BlauerDragon Re: Modding Baldur's Gate 3 - 25/02/21 05:41 AM
Update: I still have no launcher (have to go in through the bin folder)... Any new profile without mods activated works perfectly. ANY mod that I activate drops me to the skybox testing area immediately when starting a new game. Tried to get GoG Galaxy to verify/fix the game files and it locked tighter than a drum at 92%. Restarted it and it is now locked on (scanning game files). No matter, it isn't like that launcher was working anyway. I know that it is far too early to be poking around under the hood and expecting anything good to come of it, but I do have to wonder if the end game is going to be kinder and gentler for novices like me who're trying to pull things off the Nexus and spice up their experiences. Anyone care to hazard a guess? Also, if anyone is curious or wanting to help me save what is left of my hair, I have tried manual install, Vortex, Candor, and LaughingLeader's Mod Manager. I tried the patch3modfixer and the nrd_killstory approach. If there's another way out there, I have not located it yet, but I'm looking.
Posted By: Etruscan Re: Modding Baldur's Gate 3 - 26/02/21 06:50 PM
Bit of a digression here; I have zero experience of using mods because I play games on my work Mac and I could never find any for the other game I play, Total War Warhammer.

Are there likely to be Mods available for Mac? I'm getting the feeling that I will be reliant on mods to make this game enjoyable for me, given that it seems fairly cast in iron they are not going to amend party control, combat, etc. mechanics. I know Mac gamers are a minority but would love to find a means to try some out, eventually.
Posted By: S2PHANE Re: Modding Baldur's Gate 3 - 01/03/21 11:16 PM
They should really add the option to edit your armor color. Such a small change but it would mean so much. Setting up and figuring out the mod is such a nuisance.
Posted By: Dark_Ansem Re: Modding Baldur's Gate 3 - 05/03/21 11:19 AM
so, it's probably a late to the party addition but I believe that XCOM2 War of the Chosen is exactly what a mod toolset should be able to do. I'ts pretty much possible to do everything, next to nothing is hardcoded. The toolset itself is quite daunting, but the possibilities and the fact that xcom 2 mods keep being released to this day are quite great. it's not like Skyrim's toolset, quite easy to use but also quite limited when it came to hardcoded matters.
Posted By: andreasrylander Re: Modding Baldur's Gate 3 - 10/03/21 08:25 PM
Considering that we're unlikely to get a game faithful to the 5th edition rules, I *REALLY HOPE* that modding it will be possible to a very large extent. <3
Posted By: GristlyKnuckle Re: Modding Baldur's Gate 3 - 15/03/21 11:25 AM
Mods are annoying. People should accept the judgement of the game-makers and not try to foment these illegitimate customizations. You play the game. Hopefully your friends can be convinced to play the game in your party. You beat the game. And then you find something else to do. People who disagree with this are people who are in love with a fantasy about what gaming could be, not what it is.

It's like if I'm reading a story and I want to change the plot. I can re-write parts of the story and try to convince people to accept my story instead of the official one. I could write my own story that no one would ever read. Or I could just resign myself to the fact that the sort of audience that reads books prefers what the authors write, not what I could add to it.
Posted By: Wolfenring Re: Modding Baldur's Gate 3 - 15/03/21 01:49 PM
I think mods are great and important, fans can do a lot of things better as the manufacturer has clearly confirmed 100 times, check out nexus
Posted By: acatlas Re: Modding Baldur's Gate 3 - 15/03/21 10:28 PM
Adding mods to add additional things to the game that currently are not implimented is great. And people do like playing the game different ways. Like different options for armor and gear. More Subraces not included, Additional Classes/Subclasses that wont be in the full game. Everyones got there flavor preferences. There is suppose to be a DM mode eventually according to the pre-release info which I would hold off on too much till we see that it would be nice to see alot of the mods updated for patch 4 however depending how long larion takes for news on the next patch...Fingers crossed that they are more communicative this time with the upcoming patch.
Posted By: Baldurs-Gate-Fan Re: Modding Baldur's Gate 3 - 17/03/21 01:50 PM
Does anyone know if someone working on a DnD mod for the game? And can it be ready at launch or isn’t that possible cause of unreleased content?
Posted By: Dark_Ansem Re: Modding Baldur's Gate 3 - 17/03/21 09:39 PM
Originally Posted by Baldurs-Gate-Fan
Does anyone know if someone working on a DnD mod for the game? And can it be ready at launch or isn’t that possible cause of unreleased content?

What do you mean, a "dnd" mod?
Posted By: mrfuji3 Re: Modding Baldur's Gate 3 - 17/03/21 09:47 PM
Originally Posted by Dark_Ansem
Originally Posted by Baldurs-Gate-Fan
Does anyone know if someone working on a DnD mod for the game? And can it be ready at launch or isn’t that possible cause of unreleased content?

What do you mean, a "dnd" mod?
I believe that user is currently suspended, but I imagine they want a mod that makes BG3 more faithful to 5e rules.

A couple people on the forums have expressed interest in doing this. E.g., @Scribe (earlier on this page) was learning what things in BG3 could be modded to more closely match 5e.
I assume that such a mod would not be ready at launch because it would likely conflict with many things in Act 2+ and wouldn't cover all the things we'd gain access to at levels 5+ (fireballs not creating surfaces for example).
Posted By: Kylu Re: Modding Baldur's Gate 3 - 19/03/21 01:01 AM
Originally Posted by GristlyKnuckle
Mods are annoying. People should accept the judgement of the game-makers and not try to foment these illegitimate customizations. You play the game. Hopefully your friends can be convinced to play the game in your party. You beat the game. And then you find something else to do. People who disagree with this are people who are in love with a fantasy about what gaming could be, not what it is.

It's like if I'm reading a story and I want to change the plot. I can re-write parts of the story and try to convince people to accept my story instead of the official one. I could write my own story that no one would ever read. Or I could just resign myself to the fact that the sort of audience that reads books prefers what the authors write, not what I could add to it.

Yep, Vanilla is great. Mods are best used when after a few plays throughs when you'd like to experiment with a few things. Some people want side characters and quests fleshed out, some want items added that they feel should &/or will enhance the game. Mods cover a multitude of different "needs". Most people don't add mods to cheat they just want a few sprinkles on their ice cream.
Posted By: Kylu Re: Modding Baldur's Gate 3 - 19/03/21 01:10 AM
Kinda a double post BUT not aimed as a rebuttal, more of my "insight" as a long time game player (Started playing games in the mid 80's). Mods have the ability to fix &/or add to games that the Game Developers either don't have the time OR just can't be bothered "fixing" as an example I'm going to use the game Ark Survival Evolved, that game was ok before mods and had a metric shit-ton of bugs. In my opinion the modding community didn't just enhance that game they bloody saved it and added stuff that the Game Developers added to their own game, even huge maps. Mods aren't the enemy. It's what you do or don't do with them that matters. So I'd like to take the time to thank ALL the modders that are working on mods for this game no matter how small or how EPIC.
Posted By: LaughingZero Re: Modding Baldur's Gate 3 - 25/03/21 12:40 AM
I'm in favour of mods. Having been able to mod quite a few games over the year, I find they greatly extend replay of games. Sometimes the mods add a new perspective to the game, allowing it to be played with more variety or in a different way than the developers imagined or had the time to incorporate into the game. Occasionally a modder will figure out a workaround for something tedious, just annoying or a fix for something that just doesn't seem to work right for some users.

Quite a few old games that are no longer in development have had new life added to them, again extending replay. And quite a few older games are being brought back to life and enhanced, remastered by studios.

Liking and using mods doesn't mean I don't value the developers and their talents and efforts. BG 3 even from the EA is shaping up to be an extensive and highly replayable game. And I've noticed that creativity usually generates more creativity. Many of these modders have a lot of talent.
Posted By: Merlex Re: Modding Baldur's Gate 3 - 27/03/21 05:23 PM
Originally Posted by GristlyKnuckle
Mods are annoying. People should accept the judgement of the game-makers and not try to foment these illegitimate customizations.

Yes master. wink All hail the Game Makers!

Originally Posted by GristlyKnuckle
You play the game. Hopefully your friends can be convinced to play the game in your party. You beat the game. And then you find something else to do. People who disagree with this are people who are in love with a fantasy about what gaming could be, not what it is.

Except I don't move on to something else often. Most of my gaming friends are dead. I'm older now, my family have different gaming tastes than me, so I play solo. I find a game I really like, and I play it to death. When sequels and expansions I like better come out, I'll move on to that. Thirty years of PC gaming and I currently own 12 games. Galactic Civilization 3, Civilizations 5 & 6, Master of Orion 2, Neverwinter Nights, Neverwinter Nights 2, Axis and Allies, all 3 Dragon Ages (I prefer DA 2 crazy ), Solasta, and Baldur's Gate 3.

Originally Posted by GristlyKnuckle
It's like if I'm reading a story and I want to change the plot. I can re-write parts of the story and try to convince people to accept my story instead of the official one. I could write my own story that no one would ever read. Or I could just resign myself to the fact that the sort of audience that reads books prefers what the authors write, not what I could add to it.

That's a fair point. I started using mod in NWN and NWN2 to add classes from D&D, that weren't in the games. And to play classic adventure modules from D&D. Some mods improve the AI so it's more of a challenge. With GC3, I added mods to add other races. I wanted to play a huge long game with a hundred homeworlds, the game came with a dozen. Mods add the Klingons, Romulans, Borg, Shadows, Centauri, Narn, MoO 2 races, and several custom races. I've been playing that playthrough, off and on for years. It's down to thirty something races now.

With BG3 I used mods to mainly fix certain problems. Wizards have always been my favorite D&D class. Larian at launch gave us 2 choices, the Evoker and the Abjurer. I prefer the battlefield controller style Wizard, but I also like the Battle Mage and Minion Master styles. Blasting is more for Sorcerers, and is the most boring way to play a Wizard for me. So until Larian releases the Enchanter, Illusionist, Diviner and Necromancer subclasses; I'm stuck with the Abjurer. But upon release the Abjurer was broken, and took 5 months until Larian fix it. There was a mod that did. And I used it until Larian fix it. Also the 5e Spells and 5e Cantrips mods add spells and cantrips essential for the Abjurer subclass. The Shield spell and Booming Blade cantrip to name 2. I also use mods to play a Paladin (my 2nd favorite 5e class) until Larian adds it. War, Tempest, and Death domain Cleric subclasses, Expanded Backgrounds, More 5e feats, ect. And I use the Level Up mod most of the time, since I cap out half way through ea. These mods add richness to my gaming experience. And since it is MY experience, and my money, I'll play as I choose.
Posted By: andreasrylander Re: Modding Baldur's Gate 3 - 27/03/21 05:29 PM
Originally Posted by Merlex
Originally Posted by GristlyKnuckle
Mods are annoying. People should accept the judgement of the game-makers and not try to foment these illegitimate customizations.

Yes master. wink All hail the Game Makers!

Originally Posted by GristlyKnuckle
You play the game. Hopefully your friends can be convinced to play the game in your party. You beat the game. And then you find something else to do. People who disagree with this are people who are in love with a fantasy about what gaming could be, not what it is.

Except I don't move on to something else often. Most of my gaming friends are dead. I'm older now, my family have different gaming tastes than me, so I play solo. I find a game I really like, and I play it to death. When sequels and expansions I like better come out, I'll move on to that. Thirty years of PC gaming and I currently own 12 games. Galactic Civilization 3, Civilizations 5 & 6, Master of Orion 2, Neverwinter Nights, Neverwinter Nights 2, Axis and Allies, all 3 Dragon Ages (I prefer DA 2 crazy ), Solasta, and Baldur's Gate 3.

Originally Posted by GristlyKnuckle
It's like if I'm reading a story and I want to change the plot. I can re-write parts of the story and try to convince people to accept my story instead of the official one. I could write my own story that no one would ever read. Or I could just resign myself to the fact that the sort of audience that reads books prefers what the authors write, not what I could add to it.

That's a fair point. I started using mod in NWN and NWN2 to add classes from D&D, that weren't in the games. And to play classic adventure modules from D&D. Some mods improve the AI so it's more of a challenge. With GC3, I added mods to add other races. I wanted to play a huge long game with a hundred homeworlds, the game came with a dozen. Mods add the Klingons, Romulans, Shadows, several custom races. I've been playing that playthrough, off and on for years. It's down to thirty something races now.

With BG3 I used mods to mainly fix certain problems. Wizards have always been my favorite D&D class. Larian at launch gave us 2 choices, the Evoker and the Abjurer. I prefer the battlefield controller style Wizard, but I also like the Battle Mage and Minion Master styles. Blasting is more for Sorcerers, and is the most boring way to play a Wizard for me. So until Larian releases the Enchanter, Illusionist, Diviner and Necromancer subclasses; I'm stuck with the Abjurer. But upon release the Abjurer was broken, and took 5 months until Larian fix it. There was a mod that did. And I used it until Larian fix it. Also the 5e Spells and 5e Cantrips mods add spells and cantrips essential for the Abjurer subclass. The Shield spell and Booming Blade cantrip to name 2. I also use mods to play a Paladin (my 2nd favorite 5e class) until Larian adds it. War, Tempest, and Death domain Cleric subclasses, Expanded Backgrounds, More 5e feats, ect. And I use the Level Up mod most of the time, since I cap out half way through ea. These mods add richness to my gaming experience. And since it is MY experience, and my money, I'll play as I choose.


Ooooh sounds awesome! Are the mods that already exist good so far? =)
Posted By: Merlex Re: Modding Baldur's Gate 3 - 27/03/21 06:08 PM
Originally Posted by andreasrylander
Ooooh sounds awesome! Are the mods that already exist good so far? =)

It's hit and miss. You have to be careful though. I would recommend not using any mods, that change the game files. I only use mods, that go into the Mod folder. After patch 4 for 2 weeks I couldn't use any mods. Then I found a new Mod Manager that worked. "https://github.com/LaughingLeader/BG3ModManager". Here's the list of Nexus mods that I use:

5e Spells, 5e Cantrips, Feats Extra, More Feats, Expanded Backgrounds, Dodge Action, Powerful Characters (I use the Legendary version), Level Up, Patch 3 Mod Fixer, Playable Paladin, Sorcerer, Expanded Cleric Domains, and the Bladesinger Subclass.

There is a conflict with the Level Up and 5e Spells mods, that takes away the Flaming Sphere spell. The 5e Spells mod turns it into a mini Fireball, that sets the ground on fire. The Level Up mod eliminates it from the spell list. So be warned. It's not a permanent change, remove the mod, it works as normal.
Posted By: andreasrylander Re: Modding Baldur's Gate 3 - 27/03/21 07:22 PM
Originally Posted by Merlex
Originally Posted by andreasrylander
Ooooh sounds awesome! Are the mods that already exist good so far? =)

It's hit and miss. You have to be careful though. I would recommend not using any mods, that change the game files. I only use mods, that go into the Mod folder. After patch 4 for 2 weeks I couldn't use any mods. Then I found a new Mod Manager that worked. https: //github.com/LaughingLeader/BG3ModManager. Here's the list of Nexus mods that I use:

5e Spells, 5e Cantrips, Feats Extra, More Feats, Expanded Backgrounds, Dodge Action, Powerful Characters (I use the Legendary version), Level Up, Patch 3 Mod Fixer, Playable Paladin, Sorcerer, Expanded Cleric Domains, and the Bladesinger Subclass.

There is a conflict with the Level Up and 5e Spells mods, that takes away the Flaming Sphere spell. The 5e Spells mod turns it into a mini Fireball, that sets the ground on fire. The Level Up mod eliminates it from the spell list. So be warned. It's not a permanent change, remove the mod, it works as normal.


Cool! And those mods are good? I mean, does it work well within the game? laugh
Posted By: LaughingZero Re: Modding Baldur's Gate 3 - 28/03/21 06:21 PM
No objection to mods. They extend gameplay considerably. Occasionally they 'fix' minor to major issues and complaints or just want to add variations to the game. Occasionally they make some tedious task easier in games or allow for skipping over actions that some find boring or irrelevant to their style of gameplay. Occasionally, they have perspectives that the developers don't have the time or are unable to implement, particularly modern games that are so complex now and have long production times.

Mods are optional. I don't understand when people who desire vanilla games complain about mods.

Hats off to these talented modders. There's been several games I"ve played where a group of modders add storylines to the game.

If I had the time and skill I'd probably be modding the games as well.
Posted By: acatlas Re: Modding Baldur's Gate 3 - 01/04/21 05:43 AM
Mods are a great addition to the game I would hope they add some elements that allow this into the dungeon master tools later on and tools that allow some modificaitons to things to make it easier than just coding options. Similar to nwn in how it implimented alot of options to change the base outlay. A class editor tool, Subclass editor tool. Item Maker, Story editor ect would be nice to see as options.

Id like to see someone update some of the basic stuff like all items stuff ect. Or an easier color palett modificaiton mod to gear.
Posted By: Atherion Re: Modding Baldur's Gate 3 - 03/04/21 01:28 AM
Do the mods require you to be on patch 3?
Posted By: andreasrylander Re: Modding Baldur's Gate 3 - 03/04/21 02:06 AM
Are there mods that implement a proper reaction system yet? Are those even possible?
Posted By: LordOodon Re: Modding Baldur's Gate 3 - 03/04/21 07:28 PM
Hey folks! Hope this is the right place to ask this.

I've been having trouble figuring out how to edit mod files for this game, and was hoping someone here could help me figure it out.

I've found a mod which I enjoy, adds a new playable race, character model, the whole shabang, however, I feel that the race's stats are vastly overpowered, and it sort of takes away from the experience.

The mod in question is the Playable Mind Flayer mod (in case that helps), and I'm simply struggling to edit the .pak file or the .json file (I'm fairly new to modding in general, only got my start in Stellaris).

If anyone could help me out, that'd be great, just reply or PM me I suppose.

Hope to hear from some of you soon!
Posted By: andreasrylander Re: Modding Baldur's Gate 3 - 08/04/21 02:53 PM
Is there an easy way of adding a feat to a human character in an editor? Just to sort of "force variant human"?
Posted By: DragonSnooz Re: Modding Baldur's Gate 3 - 08/04/21 04:13 PM
Originally Posted by andreasrylander
Is there an easy way of adding a feat to a human character in an editor? Just to sort of "force variant human"?
There is existing code to make variant human work. Half-elves already get to choose two ability scores to increase and feats are chosen in the ASI screen.
So it'd be something similar to giving humans a toggle to trade half-elf ability score choice for +1 to all scores. Then, in character creation, add a path to the feat selection screen.

The toggle would need to enable: Trade human ASI for half-elf choice & Move player to feat selection at some point in character creation. (Logically before creation of who the player dreams about).

I'd be surprised if there was any code blocking characters from having a feat at level 1.
Posted By: fylimar Re: Modding Baldur's Gate 3 - 08/04/21 04:15 PM
I have a question: Since Patch 4, whenever I try to use a mod, my UI went blank. Do I miss something? I did put the patch 3 fixer in the mod file.

Edit: It worked: I accidently didn't update to patch fixer 4. And I used Baldurs Gate 3 Mod Manager, which works really well.
Posted By: RBarbare Re: Modding Baldur's Gate 3 - 13/04/21 11:38 PM
Originally Posted by fylimar
I have a question: Since Patch 4, whenever I try to use a mod, my UI went blank. Do I miss something? I did put the patch 3 fixer in the mod file.

Edit: It worked: I accidently didn't update to patch fixer 4. And I used Baldurs Gate 3 Mod Manager, which works really well.

Where did you find patch fixer 4? From what I have read, there is no general patch fixer 4.

Also, stupid question: I found Baldurs Gate 3 Mod Manager but it isn't clear how to add mods to the list. Help?
Posted By: Commodore_Tyrs Re: Modding Baldur's Gate 3 - 27/04/21 06:47 PM
The Modding community MUST BE BIG for this game to succeed.

LARIAN must be willing to assist MODDERS do what they can do.
Posted By: Pandemonica Re: Modding Baldur's Gate 3 - 27/04/21 08:47 PM
Originally Posted by Commodore_Tyrs
The Modding community MUST BE BIG for this game to succeed.

LARIAN must be willing to assist MODDERS do what they can do.

I think they already are. I mean you can get mods right now, and there was just a news release (you would have to google it, it was some interview) about them continuing to support modders and offering a creation engine to make you own adventures and content. In todays environment with PC games, I think a developer would be crazy not to. Modding literally keeps games alive and popular. I generally get bored with games without mods pretty quickly.
Posted By: 0Muttley0 Re: Modding Baldur's Gate 3 - 03/05/21 02:22 PM
Originally Posted by Pandemonica
Originally Posted by Commodore_Tyrs
The Modding community MUST BE BIG for this game to succeed.

LARIAN must be willing to assist MODDERS do what they can do.

I think they already are. I mean you can get mods right now, and there was just a news release (you would have to google it, it was some interview) about them continuing to support modders and offering a creation engine to make you own adventures and content. In todays environment with PC games, I think a developer would be crazy not to. Modding literally keeps games alive and popular. I generally get bored with games without mods pretty quickly.


Google isnt finding it for me frown
Posted By: Merlex Re: Modding Baldur's Gate 3 - 03/05/21 08:55 PM
Originally Posted by RBarbare
Originally Posted by fylimar
I have a question: Since Patch 4, whenever I try to use a mod, my UI went blank. Do I miss something? I did put the patch 3 fixer in the mod file.

Edit: It worked: I accidently didn't update to patch fixer 4. And I used Baldurs Gate 3 Mod Manager, which works really well.

Where did you find patch fixer 4? From what I have read, there is no general patch fixer 4.

Also, stupid question: I found Baldurs Gate 3 Mod Manager but it isn't clear how to add mods to the list. Help?

Sorry I haven't been paying attention to these forums. I took a break from BG3 for about a month. Just drop you mod pak files in the mod folder. Start a new profile, close the game. Then open up the mod manager, load that profile. Drag the mods from right to left, in the order you want them to load. Export mod order to game. Exit the manager, start a new game.

As far as I know, there is no patch 4 mod fixer.
Posted By: kanisatha Re: Modding Baldur's Gate 3 - 04/05/21 01:03 PM
Originally Posted by Commodore_Tyrs
The Modding community MUST BE BIG for this game to succeed.

LARIAN must be willing to assist MODDERS do what they can do.
Yes I agree. I usually don't care for adding mods to my games. But in the case of this game, having certain mods available will be the only way I can see myself even remotely enjoying the game.
Posted By: The Composer Re: Modding Baldur's Gate 3 - 04/05/21 04:36 PM
There was mention of modding being supported at or some time after full release. For now it's also user-driven through more manual labour. The methods of modding the game yourself is mostly documented on the Larian discord at the moment afaik.

Larian isn't supporting modding issues for the duration of Early Access, so the efforts of making, and the potential stability / gameplay errors the player may experience is solely in their own hands at this point.
Posted By: InkTide Re: Modding Baldur's Gate 3 - 31/05/21 04:19 AM
Originally Posted by The Composer
the potential stability / gameplay errors the player may experience is solely in their own hands at this point.

This is the stance taken by pretty much all game publishers who don't simply ban mods from the outset. Modding support being talked about here is probably more along the lines of access to tools/assets so the modders don't have to decompile the game just to figure out how to change something, not support in the "technical issue support" sense.

Then again I could just be misreading the room.

In any case, games with robust systems to enable player expression of creativity have much better staying power, often remaining well played (and bought/sold) long after the traditional assumptions about a game's lifespan suggest they should be. Unfortunately for players and modders alike, as is generally the case with corporate structures, upper management and marketing departments that are actually capable of planning that far ahead are outcompeted in the short term by short term planners running headlong after the closest thing they can find to instant gratification. Avenues for user creativity become monetized, trivial benefits are locked behind fees, problems are created post-release so the 'solution' can be sold to players, etc. Management and marketing departments may completely ignore efforts to provide access to players because they can't stomach the short term loss of extremely low effort ways to instantly generate revenue (new skins sold for cash, for example), even if in the long run the game benefits more from a more open access to assets/features/etc. Management especially wants to preserve DLC schemes as much as possible, because it gives them an easy way to briefly inflate their sales numbers if shareholders come looking (or if they want to make themselves look better to get hired for an even higher level position elsewhere in the games industry, as evidenced by the staggering lack of employee promotion present in general in the software industry, creating an environment where the most common avenue for employees to get appreciable promotions or raises is to abandon their current employer for a new, less stingy one - that lack of corporate loyalty to employees is one of the reasons gamedev has such an abysmal turnover rate, which carries its own set of problems in regards to crippling a company's ability to plan in the long term from every part of their corporate hierarchy).

The existence and persistence of the indie gaming scene, especially since it is reliably competitive with large publishers these days, is pretty much a direct consequence of that top-down rot in the games industry. It's an issue inherent to corporations in capitalism, unfortunately - it notably happened to Apple over much of the last decade, happened to Microsoft from the late 1990s to early 2000s, and Intel is currently trying to dig itself out of it as we speak (and as AMD has, so far, been able to avoid much of the worst of it by keeping engineers in charge rather than marketers). The video games industry is a lot like that right now, especially in its efforts to preserve its current legal loophole of selling casinos to children, but on the plus side in general it's an industry that evolves very quickly relative to other software sub-industries, so change tends to be rapid.

In short, plan ahead. Hire people who know how to make things, show them some level of loyalty and respect, and never put the people whose primary focus is selling things in charge of making them. Help your customers make things, even if it means you lose out on some short term gains, because building the best relationship with your customers is more involved than buying a bunch of targeted advertisements and reaching into their wallets repeatedly. Alternatively, put the marketing department into executive positions and watch your product quality take a nosedive while you burn whatever community goodwill you have left just to keep the lights on as you start to run out of new marks to exploit and you can no longer hide behind a veneer of 'future growth' that consists of little more than reckless expansion that just ran out of places to recklessly expand into.

I'd also like to add that I don't hate marketing departments - I just hate when corporate leadership 'cuts costs' everywhere else and we end up with nothing actually worth marketing.
Posted By: fylimar Re: Modding Baldur's Gate 3 - 22/10/21 06:37 AM
Has anyone else the problem, that the game doesn't work with mods after the hotfix from yesterday? My character can't quicktravel or interact with other characters. AN unmodded profile works fine
Posted By: milkman Re: Modding Baldur's Gate 3 - 23/10/21 09:50 PM
I might be going off topic here compared to the recent discussion but feel this thread is the best place to put this question.

I downloaded the GR2 Converter (LSLib v.1.15.4) and found that it worked fine on older saves, but not on current ones, because of version 5 not supported.

So I got the source files into visual studio and it seems that they changed the compression method to something new. It currently supports ZLib ( method 1) and LZ4 (method 2). The new method read from the binary header resolves to method 12... anyone have any idea what they are up to?
Posted By: fylimar Re: Modding Baldur's Gate 3 - 25/10/21 06:58 AM
Btw - I managed to get mods to work again, I used a new profile and left out the Extra Hair Slot - that might have broke my game for some reason
Posted By: RagnarokCzD Re: Modding Baldur's Gate 3 - 25/10/21 07:43 AM
Originally Posted by fylimar
Extra Hair Slot
Slot .. you mean you could mix two hairstyles at once?
That would be awesome ... its something im hoping for a decade in many RPGs ...
Posted By: fylimar Re: Modding Baldur's Gate 3 - 25/10/21 05:49 PM
Originally Posted by RagnarokCzD
Originally Posted by fylimar
Extra Hair Slot
Slot .. you mean you could mix two hairstyles at once?
That would be awesome ... its something im hoping for a decade in many RPGs ...
That's the idea. My last character had that (and the one 9in my avatar - it's mix of hair 2 and Lae'zels hair). But for some reason, after the hotfix, it stopped working. I deinstalled all mods and reinstalled one after another and the otheres weren't the problem. I'm pretty sure, it will be working again - for now, I use new Mintharas hair for my character, since she doesn't need it in my playthroughs.
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