Baldur's Gate 3

Baldur's Gate 3

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Modding a good idea?
Hey I am close to finishing my first playthrough, I might add a mod or two for my new one I am already planned.

But my question is, given that is relatively often updated atm (the game that is), wouldn't that just constantly break mods added? And depending on the mod, it might break the save itself.
Just wondering if it might be good idea to just wait until there isn't many updates and then mod it in my possible 3rd playthrough. Wondering if there is anybody that have any experience with modding BG3 so far and what hiccups or in generally what was experienced.
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Showing 1-15 of 16 comments
アンジェル Aug 21, 2023 @ 5:57am 
Originally posted by TheMetalfreak360:
Modding a good idea?
Hey I am close to finishing my first playthrough, I might add a mod or two for my new one I am already planned.

But my question is, given that is relatively often updated atm (the game that is), wouldn't that just constantly break mods added? And depending on the mod, it might break the save itself.
Just wondering if it might be good idea to just wait until there isn't many updates and then mod it in my possible 3rd playthrough. Wondering if there is anybody that have any experience with modding BG3 so far and what hiccups or in generally what was experienced.

The two sections before the end of this guide gives you advice I recommend for your modding endeavours
https://steamcommunity.com/sharedfiles/filedetails/?id=3022254866

Whether it is worth it, is up to you. Without the guide I would say: not worth the hassle unless you are as fast in finishing the game as you just did.
Razorwire Aug 21, 2023 @ 6:05am 
As someone who is currently modding the game Start with minor mods like cosmetics not mods that add giga sword 9000. Also be aware that updates can and will break your game depending on the mod.
NineChameleon Aug 21, 2023 @ 6:10am 
Originally posted by Razorwire:
As someone who is currently modding the game Start with minor mods like cosmetics not mods that add giga sword 9000. Also be aware that updates can and will break your game depending on the mod.

This. My personal take is to always finish a game once legit before modding. Once you've done that you're not missing out on anything. And even then cosmetics and what not are hardly giving you an advantage.

This game was in Early Access so long that mods dont break as often as you might think. Most are updated relatively quickly. Advice would be if you mod and a game is updated wait until the mods are all updated too before continuing that save.
Last edited by NineChameleon; Aug 21, 2023 @ 6:10am
VNTERMU7E Aug 21, 2023 @ 6:20am 
I would wait for the big patch to come, from my exp from other games, patches hate mods and some stuff wont be working (best case scenario). But if you go for it dont forget about mod that enables achivments within modded game
White Rider Aug 21, 2023 @ 6:23am 
I'm on my first run. I'm running 1 mod to add the melee cantrips from xanathar's guide. Green Flame Blade and Booming blade.
Not had any issues at all and don't expect there to be any tbh unless they actually add them into the base game as duplicate spell names might ♥♥♥♥ things up. Don't see them doing that though.
Tachyon Aug 21, 2023 @ 6:37am 
Mods break constantly on updates in every game I play that is modded. It's the way things go. Just wait until the mod is updated too.
hannibal_pjv Aug 21, 2023 @ 6:41am 
Wait one year. After that there will be less updates!
Then mods starts to make sense. Now it is a crash waiting to happen...
TheMetalfreak360 Aug 21, 2023 @ 7:05am 
Originally posted by hannibal_pjv:
Wait one year. After that there will be less updates!
Then mods starts to make sense. Now it is a crash waiting to happen...

Yeah I am more or less in that camp.
As I stated before, I am not going to add mods to a playthrough I am soon done with, just thinking ahead that I might add some, some that have catched my eye.
★REM★ Aug 21, 2023 @ 7:06am 
I play with 8 mods, they get updated super fast and most does not even need to be updated between patches.
Originally posted by TheMetalfreak360:
Hey I am close to finishing my first playthrough, I might add a mod or two for my new one I am already planned.

But my question is, given that is relatively often updated atm (the game that is), wouldn't that just constantly break mods added? And depending on the mod, it might break the save itself.
Just wondering if it might be good idea to just wait until there isn't many updates and then mod it in my possible 3rd playthrough. Wondering if there is anybody that have any experience with modding BG3 so far and what hiccups or in generally what was experienced.
Finnish your first playthrough non modded and then go ham.


At least thats what I generally do before I mod games.
Night Writer Aug 21, 2023 @ 7:24am 
To be very honest most of the mods for BG3 are cosmetic or cheat mods For instance.

Removing Level caps ( which at level 12 in this game you are already a Beast so why?)
Considering most CRPG DnD games have a level cap of 20 though, I can see why there might be concern and interest in this mod.

5th Ed Spells (Because many PnP spells were not brought into this game for obvious reasons)

The ability to run 6 party members, which is broken and bugged, and barely works according to the latest posts on the mod forum (this is one of the few mods I was really interested in) but wont try it because its too Janky to get working.

A few weapon overhauls, ( but none I found compelled to install)

The two I am using because I don't like the forced resting after each battle mechanic to recharge everything is Resource Recharge after combat, and More Spell Slots. Because I want to be able to cast more spells without Resting.

and I am using the Camera Tweaks mod because the camera in this game is awful.
Dragontoast Aug 21, 2023 @ 7:47am 
There will be official modding tools in time, they have confirmed it.
I recommend waiting for those tools to release because they will make it much easier for modders to do things that really change the game. New Zones, reworked encounters, new enemies, new classes, new races, etc.
Kithsakhai Aug 21, 2023 @ 7:49am 
Definitely leaning toward mods that add a lot of the missing 5e expanded content classes, subclasses, races and spells..always with he vain hope Larian gets approval from WotC to include the additional guide content officially
Last edited by Kithsakhai; Aug 21, 2023 @ 7:50am
mutantspicy Aug 21, 2023 @ 8:08am 
Personally I'm trying to hold out to see what is included in the upcoming Patch. Larian claims to be addressing user requests in this patch. Most of the mods I am interested in would be those mods that restore 5e core rules. Like nerfing haste, making jump movement based, adding dodge, making shove a std action, bringing back PHB racial system, etc. The mod I most have my sights on though is 5e spells and possibly extra feats, want to see what the missing 5e spells and feats will do in this game.
mutantspicy Aug 21, 2023 @ 8:09am 
Originally posted by Kithsakhai:
Definitely leaning toward mods that add a lot of the missing 5e expanded content classes, subclasses, races and spells..always with he vain hope Larian gets approval from WotC to include the additional guide content officially
I know Larian has said no planned DLC, but I also wonder if WOTC is interesting is selling expansions to the rule set just like they do IRL with book sales.
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Date Posted: Aug 21, 2023 @ 5:53am
Posts: 16