Baldur's Gate 3

Baldur's Gate 3

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Mr.Smiles Dec 31, 2023 @ 6:20am
Workshop!?
Are they going to implement a workshop for BG3 or are we going to be forced to use the nexus (no hate, it's a great site I just want as little hassle as possible)?
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Showing 1-11 of 11 comments
アンジェル Dec 31, 2023 @ 6:24am 
Originally posted by Mr.Smiles:
Workshop!?
Are they going to implement a workshop for BG3 or are we going to be forced to use the nexus (no hate, it's a great site I just want as little hassle as possible)?

It is on the to do list with no ETA.
G.wenn.y Dec 31, 2023 @ 6:50am 
Vortex is a great option to deploy mods from Nexus with no hassle.
Scorpiova Dec 31, 2023 @ 6:51am 
My guess, we will get Workshop with the definitive edition, but that is just a guess. I can't remember when the workshops for DOS and DOS2 were added. If anyone knows that, then they would have the best guess.
harken23 (Banned) Dec 31, 2023 @ 7:08am 
Use the BG3 Mod Manager instead of Vortex. Should be easy to find from Nexus, or I think it lives on Github.

There are already hundreds there, with more every day, so a Workshop may be hard to implement with that many in existence.
Last edited by harken23; Dec 31, 2023 @ 7:10am
id795078477 Dec 31, 2023 @ 7:13am 
I'm not sure where the "hassle" is coming from ... when it is about the mods.
The only hassles that exist are coming from the game. Because:

1. Updates still royally screw mods. Usual workaround is to disable updates (not pretty if some new update adds a lot of juicy stuff like patch 5 did)
2. The game stopped native support for pak removal, i.e. without additional troubles it's impossible to uninstall mods mid-game
3. Multiplayer with mods is still a nightmare

I think that official mods support could resolve all of these if implemented properly. As for now - the only thing required for successful modding is the ability to read.
Last edited by id795078477; Dec 31, 2023 @ 7:13am
Ironwu Dec 31, 2023 @ 7:26am 
Not for a long, long time. If ever. Currently, Mods can totally break the game and corrupt saves and files due to the way many Mods are implemented.

So, don't hold your breath on this one.
seeker1 Dec 31, 2023 @ 7:50am 
I just want to point out Larian did not say "we will support and utilize the Steam Workshop". They said "official mod support is coming". It could be something else entirely. What I really hope that MEANS is more "console level"/scripting access to the game for all. Right now, some of the best mods for the game, and ironically the best fix for some of the borked ones too, is Norbyte Script Extender. It also "powers" the Compatibility Framework which allows spell mods and subclass mods to better "cohabit" with each other. But it doesn't run on Mac, but I think the Linux folks can use it through WINE and Proton. There is a Mac Mod Manager which I use. not quite as powerful as the Windows BG3 Mod Manager, but it does most of what I need. The Windows one directly integrates with Script Extender.

I THINK the main issue causing most of the current problems I and others have is the BG3 mod fixer. Some people are still using it separately. You should disable and delete it. Mods created certain issues on release that are gone now. The infamous "weird island" at startup. That was fixed by the fixer, but is no longer needed in recent patches. Problem is, some mod makers embedded the mod fixer into their mods, and have never taken out, so it could be in other PAKs even if you don't know that. And it is creating issues with getting the epilogue and I suspect some other things too (e.g. Minthara).

For a short while, Patch 5 did something annoying. It asked "you have certain mods enabled in this save which are not not present, do you want to load this save," and the problem is, even if you answered YES, it still treated it as NO. Now I get the issue. It IS indeed the case that if some mods are present in a save and you load it with them disabled, there could be crashes and problems. But most, no. Anyway, that got hotfixed. Sure made life a lot easier when I come across the mods that are problematic and I want to take out of my savefiles.

Here's one good rule of thumb. If the mod alters a class or subclass, and you want to disable it, make sure all characters are respecced out of it. Save, reload without it, continue as normal. This avoids a crash on load.

What Owlcat did with Pathfinder: WotR is essentially implement a simple mod manager into the game itself. As with many other things, it was iffy, but there was one cool aspect. It checked if mods that were present had updates and notified you if they did and needed updates. That's what "official support" could look like. Here's hoping.
Last edited by seeker1; Dec 31, 2023 @ 7:52am
Kal Dec 31, 2023 @ 7:55am 
Nexus site is trash as are the people who run it.
Wokelander Dec 31, 2023 @ 7:59am 
Originally posted by Mr.Smiles:
Are they going to implement a workshop for BG3 or are we going to be forced to use the nexus (no hate, it's a great site I just want as little hassle as possible)?

Honestly, Steam workshop is more of a hassle than installing mods through the BG3 mod manager
Foxtrot39 Dec 31, 2023 @ 8:03am 
Unless the game has its definitive edition out I dont think mod support will come as patch/bugfix will break them and just cause more issues than postponing until the game is less likely gonna get more updates (outside speculation of post game DLC but I really dont know if its gonna be one for multiple good reasons despite Withers word's implication)
Fang Dec 31, 2023 @ 8:09am 
The workshop is far from perfect. Games with more extensive modding communities often need to post instructions where you edit certain files or download something seperately because the workshop doesn't support the install procedure.

For this game you need a script extender and an extra mod that fixes other mods for the release version.

Workshop could be nice if it works properly but... Yeah I don't know how well it will work for BG3.
Last edited by Fang; Dec 31, 2023 @ 8:10am
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Date Posted: Dec 31, 2023 @ 6:20am
Posts: 11