Baldur's Gate 3

Baldur's Gate 3

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Joao Sergio Jul 14, 2023 @ 6:45am
How hard is to mod the game?
Even in tabletop dungeons & dragons modding is a big thing (homebrew). I'm specting a lot of demand for mods since everyone has their own way to play the game.
I came from Solasta and modding was a big part of the game.
It is hard to mod BG3?
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Showing 1-15 of 19 comments
Ghost Jul 14, 2023 @ 6:50am 
If you mean making mods, it depends on what you want to do. Basic stuff is often very simple but time consuming and can be tedious.

Installing mods, fairly basic. Just make sure to read and follow the instructions and that the mod is for the right version.
Last edited by Ghost; Jul 14, 2023 @ 6:50am
Joao Sergio Jul 14, 2023 @ 6:55am 
Originally posted by Maronchan:
Go to the Nexus, have fun with all the mods.
I mean if I want to make a mod.
Don't having a background in coding.
Is it hard to learn?
for example, creating a new subclass
Joao Sergio Jul 14, 2023 @ 6:57am 
Originally posted by Maronchan:
Originally posted by Ghost:
Once the tools to make campaigns come out, then there will be plenty to do.

Do you have any news about it?
I really want this feature
Ghost Jul 14, 2023 @ 7:04am 
Messing up the quotes a bit there - but yes, as Maronchan states, pretty similar to DOS2.

Larian discord is a good idea: https://discord.com/invite/larianstudios

Mod tool: https://github.com/Norbyte/lslib/releases/tag/v1.16.1
*Some of the tutorials may link to an older version of this

Some tutorials:
Padme's collection
https://www.nexusmods.com/baldursgate3/mods/132

Weapons and Armour
https://www.nexusmods.com/baldursgate3/mods/90

Customizing class, list editing
https://www.reddit.com/r/BaldursGate3/comments/jb7xs3/modding_a_custom_class_in_10_minutes_or_less/

Increasing party size
https://www.reddit.com/r/BaldursGate3/comments/jcapm0/mod_increase_the_party_size_limit_in_3_minutes_or/
Last edited by Ghost; Jul 14, 2023 @ 7:30am
Joao Sergio Jul 14, 2023 @ 7:06am 
That was great man
Thanks a lot
Rusted Metal Jul 14, 2023 @ 7:07am 
Originally posted by Joao Sergio:
Originally posted by Maronchan:
Go to the Nexus, have fun with all the mods.
I mean if I want to make a mod.
Don't having a background in coding.
Is it hard to learn?
for example, creating a new subclass

No you don't need to know any coding,

Spells are super easy to make.

This is what a spell looks like as you can tell it's pretty easy to understand what everything does.

new entry "Projectile_FireBolt" type "SpellData" data "SpellType" "Projectile" data "Level" "0" data "SpellSchool" "Evocation" data "SpellProperties" "GROUND:SurfaceChange(Ignite);GROUND:SurfaceChange(Melt)" data "TargetFloor" "-1" data "TargetRadius" "18" data "SpellRoll" "Attack(AttackType.RangedSpellAttack)" data "SpellSuccess" "DealDamage(LevelMapValue(D10Cantrip),Fire)" data "SpellFail" "IF(HasPassive('PotentCantrip',context.Source)):DealDamage((LevelMapValue(D10Cantrip))/2,Fire)" data "TargetConditions" "not Self() and not Dead()" data "ProjectileCount" "1" data "Trajectories" "792ba497-a6ea-46bc-81cb-deb78e4dd9d3" data "Icon" "Spell_Evocation_FireBolt" data "DisplayName" "Shared_Projectile_FireBolt_DisplayName" data "Description" "Shared_Projectile_FireBolt_Description" data "TooltipDamageList" "DealDamage(LevelMapValue(D10Cantrip),Fire)" data "TooltipAttackSave" "RangedSpellAttack" data "PrepareSound" "Spell_Prepare_Damage_Fire_Gen_L1to3" data "PrepareLoopSound" "Spell_Prepare_Damage_Fire_Gen_L1to3_Loop" data "CastSound" "Spell_Cast_Damage_Fire_FireBolt_L1to3" data "PreviewCursor" "Cast" data "CastTextEvent" "Cast" data "CycleConditions" "Enemy() and not Dead()" data "UseCosts" "ActionPoint:1" data "SpellAnimation" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;38cdb41c-2eec-4e03-bb31-83cff0346c35,,;85414f5f-b448-4dda-9370-1b6c4b38b561,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178,,;,,;eadedcce-d01b-4fbb-a1ae-d218f13aa5d6,,;,,;,," data "VerbalIntent" "Damage" data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;IsSpell;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold;IsHarmful" data "HitAnimationType" "MagicalDamage_External" data "PrepareEffect" "c88e9cfa-df92-477a-ae75-cbfb932350b4" data "CastEffect" "e235ca47-1bf5-4587-9475-cf191b6005f9" data "DamageType" "Fire"

Subclasses are alittle more difficult to make an require a bit more know how to do and alot longer then creating a spell.

Larian's official discord has a modding section.
Originally posted by Maronchan:
Originally posted by Ghost:
If you mean making mods, it depends on what you want to do. Basic stuff is often very time consuming and can be tedious.

Installing mods, fairly basic. Just make sure to read and follow the instructions and that the mod is for the right version.
Thing is, the mods that need to be made, are already done and waiting for 1.0 to update. There really isn't much more that can be done other than adding more classes/skills, or some armor/weapon skins.
Once the tools to make campaigns come out, then there will be plenty to do.

Oh I know some mods we dont have yet.
We still dont have a mod that restores the original Throw mechanic to what it originally was (fun) and we need a mod that gives permanent "enlarge" spell buff on a character (no concentration, just a permanent buff) to make up for the lack of muscular body type on Dragonborn (My dragon should be at least as big as Halsin, come on.)

But yeah. To be fair. Modders have added so much to the game its crazy. And I expect way more after launch, as im sure a number of modders dont want to bother or werent interested, but at launch we could start to see new modders take over.



As for how easy it is to mod the game, you download vortex from nexusmods, you go to bg3. you click the button that says "download collections" and then all you do it spend the next 20 minutes clicking "download, yes". deploy mods, launch the game with vortex, boom. I obviously suggest downloading 1 normal mod first, installing it with vortex and making sure it works in game that way you are sure its all configured correctly before you download a collection of 50 mods all at once.
Joao Sergio Jul 14, 2023 @ 7:18am 
Originally posted by Rusted Metal:

This is what a spell looks like as you can tell it's pretty easy to understand what everything does.
So I just need to edit this parameter to edit the spell. Nice.

I play DnD since 2015 and use a lot of homebrews. For example, all fighters gain the balletmaster's maneuvers at level 2 instead of an action surge. And gain action surge instead of the extra feat at level 6.

I will try to create these homebrews
Ssin Jul 14, 2023 @ 7:23am 
pirate135246 Jul 14, 2023 @ 7:27am 
larian will likely add a gm mode later down the line like they did with dos 2
Joao Sergio Jul 14, 2023 @ 7:37am 
Originally posted by pirate135246:
larian will likely add a gm mode later down the line like they did with dos 2

This is all I want. Even more them the base game.
Creating maps and campaigns is great. I love to create them and share them.
On top of that the ability to be a GM in real time like a VTT is awesome.
Kyojiro Kagenuma Jan 23, 2024 @ 9:25am 
Originally posted by Ghost:
Messing up the quotes a bit there - but yes, as Maronchan states, pretty similar to DOS2.

Larian discord is a good idea: https://discord.com/invite/larianstudios

Mod tool: https://github.com/Norbyte/lslib/releases/tag/v1.16.1
*Some of the tutorials may link to an older version of this

Some tutorials:
Padme's collection
https://www.nexusmods.com/baldursgate3/mods/132

Weapons and Armour
https://www.nexusmods.com/baldursgate3/mods/90

Customizing class, list editing
https://www.reddit.com/r/BaldursGate3/comments/jb7xs3/modding_a_custom_class_in_10_minutes_or_less/

Increasing party size
https://www.reddit.com/r/BaldursGate3/comments/jcapm0/mod_increase_the_party_size_limit_in_3_minutes_or/


Hi, let's say I have no Familiarity in modding at all and was thinking of making a companion mod with Alfira, how would one do that?
The Met4l God Jan 23, 2024 @ 9:36am 
Last time I tried to mod a game, I found it rather irritating/tedious due to the lack of comments in the code. For standard coding practices, sure don't add comments, but for custom algorithms or whatever in a game that allows modding I was expecting some kind of notes in an object's code.
seeker1 Jan 23, 2024 @ 9:37am 
It'd be impressive, as I haven't seen anybody yet able to create a fully interactive new companion (as interactive as, say, the six origins, or even the four post origins).

Somebody made Alfira into a Hireling as a mod. Closest I've seen. And thus as a Hireling, she has similar interactivity to the others (i.e. little).

I lack the skills to make mods, or even modify one. If I could do the latter, I would change the College of Spirits bard subclass mod to make the Tales from Beyond non-random, which would then make it perfect for me. I talked with the author, and he even suggested it.

BTW, if anybody with skills wants to tackle doing that, the author seems amenable to it, though he won't do it himself. Me, I just hate Wild Magic barbarians/sorcery, and it's the same reason I hate College of Spirits (as written), too random. So for now my bard is messing with College of Creation mod instead.

But returning to topic, installing mods in my opinion is very easy, and very safe, IF you follow the proper steps. Now on Macs we have one thing weighing against us using mods, as the tool that enables so many others, Script Extender, doesn't work on Macs. Still hasn't stopped me from using a whole bunch of others.

Making them - well, yeah, I heard Larian has resources on that on their own Discord, and even the bg3.wiki has some basic starting info on how to start making your own. I also know the Nexus forums has places for modders to get together and learn from each other and share resources; it's not just for mod users (like me).

The modding community is a real community, in that I mean modders are almost always willing to help out each other, share resources, work to make their stuff inter-compatible, or help people trying to get into making mods.
Last edited by seeker1; Jan 23, 2024 @ 9:42am
northernwater Jan 23, 2024 @ 9:39am 
Originally posted by Rusted Metal:
Originally posted by Joao Sergio:
I mean if I want to make a mod.
Don't having a background in coding.
Is it hard to learn?
for example, creating a new subclass

No you don't need to know any coding,

Spells are super easy to make.

This is what a spell looks like as you can tell it's pretty easy to understand what everything does.

new entry "Projectile_FireBolt" type "SpellData" data "SpellType" "Projectile" data "Level" "0" data "SpellSchool" "Evocation" data "SpellProperties" "GROUND:SurfaceChange(Ignite);GROUND:SurfaceChange(Melt)" data "TargetFloor" "-1" data "TargetRadius" "18" data "SpellRoll" "Attack(AttackType.RangedSpellAttack)" data "SpellSuccess" "DealDamage(LevelMapValue(D10Cantrip),Fire)" data "SpellFail" "IF(HasPassive('PotentCantrip',context.Source)):DealDamage((LevelMapValue(D10Cantrip))/2,Fire)" data "TargetConditions" "not Self() and not Dead()" data "ProjectileCount" "1" data "Trajectories" "792ba497-a6ea-46bc-81cb-deb78e4dd9d3" data "Icon" "Spell_Evocation_FireBolt" data "DisplayName" "Shared_Projectile_FireBolt_DisplayName" data "Description" "Shared_Projectile_FireBolt_Description" data "TooltipDamageList" "DealDamage(LevelMapValue(D10Cantrip),Fire)" data "TooltipAttackSave" "RangedSpellAttack" data "PrepareSound" "Spell_Prepare_Damage_Fire_Gen_L1to3" data "PrepareLoopSound" "Spell_Prepare_Damage_Fire_Gen_L1to3_Loop" data "CastSound" "Spell_Cast_Damage_Fire_FireBolt_L1to3" data "PreviewCursor" "Cast" data "CastTextEvent" "Cast" data "CycleConditions" "Enemy() and not Dead()" data "UseCosts" "ActionPoint:1" data "SpellAnimation" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;38cdb41c-2eec-4e03-bb31-83cff0346c35,,;85414f5f-b448-4dda-9370-1b6c4b38b561,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178,,;,,;eadedcce-d01b-4fbb-a1ae-d218f13aa5d6,,;,,;,," data "VerbalIntent" "Damage" data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;IsSpell;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold;IsHarmful" data "HitAnimationType" "MagicalDamage_External" data "PrepareEffect" "c88e9cfa-df92-477a-ae75-cbfb932350b4" data "CastEffect" "e235ca47-1bf5-4587-9475-cf191b6005f9" data "DamageType" "Fire"

Subclasses are alittle more difficult to make an require a bit more know how to do and alot longer then creating a spell.

Larian's official discord has a modding section.
Where do you find these game files? I have the LSLib toolkit for unpacking pak files but how do you find which file to look in?
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Date Posted: Jul 14, 2023 @ 6:45am
Posts: 19