Baldur's Gate 3

Baldur's Gate 3

View Stats:
Glory Feb 20, 2024 @ 11:06pm
nexus mods
if i download mods what will happen to my current saves
< >
Showing 1-7 of 7 comments
アンジェル Feb 20, 2024 @ 11:25pm 
Originally posted by Glory:
nexus mods
if i download mods what will happen to my current saves

Nothing.
Glory Feb 20, 2024 @ 11:27pm 
do mods only take effect when u start a new save
アンジェル Feb 20, 2024 @ 11:29pm 
Originally posted by Glory:
do mods only take effect when u start a new save

No. They take effect as soon as you load a game with them.
If you just download mods, nothing will happen. If you load your game with them, any savegames you make with them might be affected. For details refer to the mods descriptions.

For beginners in modding I recommend these information to prepare
https://steamcommunity.com/sharedfiles/filedetails/?id=3126703693
https://steamcommunity.com/sharedfiles/filedetails/?id=3159316443
Glory Feb 21, 2024 @ 12:04am 
ok cool
Boombastic Feb 21, 2024 @ 2:51am 
"nothing" is not correct. You have to be careful what mods you use , specially do they have a "clean" uninstall routine and do they conflict with other mods in case you use them and decide to remove them at a later point. It might happen that they "brick" your save and you cannot load it anymore. I know 2 of them that I used where that happened.

Also, if you start a new game with mods installed, you will probably need the "Mod Fixer" mod otherwise you will not be able to create your char. So, instead of Mod fixer, start a new game without mods and install the mods only after the char creation. You don't really need the Mod Fixer in this case (at least not for most of the mods)

After the hotfix18, mods that are dependent on BG3SE or NativeMod are anyway not working properly so I would advise to wait (or use the revert to patch 6 workaround)
Last edited by Boombastic; Feb 21, 2024 @ 4:44am
seeker1 Feb 21, 2024 @ 4:42am 
I personally don't think the Mod Fixer is needed anymore. I believe the issue it "fixed" no longer exists. Though it may possibly still exist with very old mods. With very old mods, a new game starts off Tav on some weird island with d00ds on it. Though I think Script Extender fixes this problem too - at least if it's working.

Basically, I would agree. At best, only use mod fixer if starting a new game. You really should disable or better delete it afterwards, as it really has no purpose after that, and can create other issues or problems. And one other thing - alas, sometimes mod makers embed it inside their own mods.

OP, read the guides posted above, but I'll just reinforce one point. Using mods MIGHT create save dependencies. Be aware of this. IF they do, and you disable them, loading saves created with those mods will crash your game.
Last edited by seeker1; Feb 21, 2024 @ 4:44am
SlicerDicer Feb 21, 2024 @ 9:20am 
i am not sure i my game would be considered heavily modded or not. I am/was running 23 mods. currently (post hotfix 18) the mods based on "native mods" and "script extender" are not working. So i had to remove Native Mods and the mods based on them in order for the game to run. I did get and error that the script extender was missing.

If you load a save that is missing you get a warning that the game might go unstable. Sometimes true, sometimes not.

Rather than load my saves of my two current playthrough i decided to start a 3rd playthrough. There are still plenty of mods that work. I do miss the mod that turns withers into a vendor. nice qol change. especially for my durge murder hobo run :steamthumbsup:
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Feb 20, 2024 @ 11:06pm
Posts: 7