Baldur's Gate 3

Baldur's Gate 3

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Kalledon Feb 23, 2024 @ 9:55am
Workshop & Mods?
Have we gotten any indication that Steam will get a workshop for modding on BG3? Clearly modding is active, and Larian has had no problem with DOS having a workshop for modding. I'm unclear why BG3 STILL doesn't have a workshop.
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Showing 1-14 of 14 comments
76561198007484948 Feb 23, 2024 @ 10:30am 
I hope it arrives soon, once all the bugs have bene ironed out and the Developers finally release the Modding tools. When is that likely to happen? I honestly don;t know but don't expect anything in2024...
Mormacil Feb 23, 2024 @ 10:32am 
Larian says modding support will arrive within 2024 but at least several months away at the earliest. As they're making their own system that will support consoles I doubt they will support workshop at all. They're gonna roll out their own system while probably also allowing uncurated mods outside of their tooling but it makes no sense to also make a workshop.
Originally posted by sunseekers_:
I hope it arrives soon, once all the bugs have bene ironed out and the Developers finally release the Modding tools. When is that likely to happen? I honestly don;t know but don't expect anything in2024...
They literally said this week mod support will arrive before the end of the year on all platforms.
Last edited by Mormacil; Feb 23, 2024 @ 10:32am
76561198007484948 Feb 23, 2024 @ 10:37am 
Originally posted by Mormacil:
Larian says modding support will arrive within 2024 but at least several months away at the earliest. As they're making their own system that will support consoles I doubt they will support workshop at all. They're gonna roll out their own system while probably also allowing uncurated mods outside of their tooling but it makes no sense to also make a workshop.

They literally said this week mod support will arrive before the end of the year on all platforms.

OH I do hope so. Actually I would prefer either a Stewm Workshop or else a place Larian seet up where you can go and easily download and install Mods - they are all just far too fiddly and difficult to do from Nexus (everything I have tried has gone wrong plus I download one and then ti tells me I need to download and install another one, I do that then it tells me to download and install a 3rd which is now incompatable with the original one I wanted to install and there is a clash somewhere...)
Cake Feb 23, 2024 @ 11:06am 
as Mormacil saying above, Larian told about modding on Forum and Discord like this

Originally posted by Larian's manager:
About Patch 6 and modding, wanted to share this here with you all:

Patch 6 seemingly introduced a range of issues, and we have plans to release a hotfix shortly that should resolve some further bugs, glitches, and crashes.

We are actively working on further fixes that cover several community-submitted issues with Patch 6, and really do appreciate your patience as we prepare to deliver this.

MODDING
Thank you for continuing to send in your bug reports, and for sharing feedback with our support team.

Alongside our investigations, your support tickets have helped us identify a discrepancy within the Hotfix #18 build, which meant that, unlike previous hotfixes, the Script Extender modification was no longer compatible with the latest game version.

We absolutely love that we have such an active modding community across our titles, and have enjoyed seeing that passion grow even stronger with Baldur’s Gate 3. We want to continue making sure you’re getting the best possible experience, which is why we frequently patch the game, although this does inevitably mean that each new patch or hotfix has the potential to become incompatible with your favourite mods.

We know this sucks, we know you want to play with mods, and we want to make this right.

We are working on official mod support, and have been for a while. We want the very best for you, which includes establishing a pipeline that lets mod authors release their mods across different platforms.

Together with the platform holders, we are working on making this a reality, and are forming a team to support mod curation. We’re aiming to offer modding support for things like classes, UI, customisation, spells, and certain assets and game mechanics.

As this is no small task, we hope to introduce the initial stages of modding support in our next big patch, which is still several months away. Frustrated as you might be now, we’re keen to work with you on this - and have plans to reach out to popular mod authors to talk further and work together to avoid issues in the future.
Razorblade Feb 23, 2024 @ 11:08am 
Have you ever noticed that there's no "upload mod" button on the Steam Workshop? It's not a simple file hosting website like Nexus; it's a closed ecosystem that requires custom, developer-made tools to upload to. Larian has to develop those tools; it's not just hitting a checkbox that says "Enable Workshop."

Moreover, the user base of the Steam Workshop trends incredibly casual; if their mods break, they will largely be confused and angry. Until Larian decides they are finished making moderate to large engine changes, or can come up with a mod loading system that is can be fully isolated from updates, it does not serve them to officially endorse modding.

Having to go to an external website, having to download third-party tools, etc. screams "mod at your own risk," which is the message Larian wants the playerbase to have at this moment in the game's development (even then, a lot of stupid people don't understand that). Plastering a Workshop on the game's Steam page, meanwhile, says "casuals are welcome; modding is safe and easy." This is the wrong message to give before you have worked out any stability issues.

TL;DR: Larian has to develop tools to make a Workshop possible, and modding your game is not yet something they advise, given stability issues regarding updates.
seeker1 Feb 23, 2024 @ 12:10pm 
I know they don't advise it, but I go ahead and do it anyway, and have been doing it for months. Looks like when Patch 6 lands, for me. most of the updates I need will be ready and kinks /HFs ironed out. Maybe there's something to say for delays after all.

I have no problem using Nexus mods.

I do have a problem using Script Extender, which doesn't run on Macs, and thus no mods that utilize it; and what makes me happy about that announcement is they may be opening up what SE gives access to, so it will no longer be necessary -- great for Mac mod users.

Also, if I could purge that POS "Mod Fixer" from all my mods with fire, all issues I'm having would go away. Looks like official support will make that freaking hack go away, too.

Steam Workshop would do nothing for me, though I get Steam Deck and GeForce Now users would benefit from it. OTOH, it wouldn't do anything for folks on consoles, like PS5 or Xbox, either.
Last edited by seeker1; Feb 23, 2024 @ 12:12pm
Chroniver Feb 23, 2024 @ 12:21pm 
Obviously there's also personal issues and rig dependent issues, but modding has been remarkably stable for me in this game.

I run 50 mods with only a general awareness of load orders and with many mods that are out of date.

Yet I could simply press the launch button and the game would load earlier when just having a look (game not played since patch 5).

Only thing you need to be aware of when modding is which mod you actually really want and what type of mods make a huge impact and what type doesn't. It's something you learn over the years.

I have 1 new subclass installed. You don't just go an install 50 different subclass mods, that's asking for trouble. Fifty hairstyles on the other hand is unlikely to give many issues.
Last edited by Chroniver; Feb 23, 2024 @ 12:21pm
seeker1 Feb 23, 2024 @ 1:24pm 
So, there's one problem right now with subclass mods.

If you have the Compatibility Framework, you can add 2 or more different subclass mods to a class, and they will coexist fine. But, that in turn requires Script Extender, which I can't use on Macs.

So ... without CF, if I add 2 subclass mods to, say, the fighter class, the second will overwrite the first. I can't have more than one at a time. Now, I've found my solutions for this; through trial and error I've figured out which subclass mods I like for any given class, and it's only that one I load. You normally can have no more than a 4th subclass. The others have to go dormant.

The one cool thing is "combo pack" mods that add multiple subclasses to a class allow you to get around this. Alternate Monk mod actually adds like 8 new subclasses for monks, and because it does all of them in one package, they all work fine. This is also true for the mod that adds multiple new 5E Cleric domains.

Alas: you ALSO need Compatibility Framework to add two or more spell list adding mods to your spell lists. And there's only two I actually both want to use ... 5E Spells Addon, and the Pathfinder 2E spells addon. That latter one actually adds 7th and 8th level Pathfinder spells to the game ... very tasty if you are using unlock level curve.

But again, since I'm forced into a "one or the other" situation by lack of being able to use CF, I just use 5E Spells Addon. To me that's more important, so I've let the PF2E spells go dormant.
Thornberg84 Feb 23, 2024 @ 1:37pm 
yes must have easy way to get all those beautiful mods i see everyone use
hannibal_pjv Feb 23, 2024 @ 2:55pm 
I still guide sure that it will arrive with definite edition at the end of this year or somewhere 2025…
76561198007484948 Feb 24, 2024 @ 6:27am 
Finger's crossed. There are some great mods out there on Nexus currently which I find quite impossible to install and run...
Λ-Amko-Λ Feb 26, 2024 @ 10:46am 
jaa im waiting till they put workshop and mostly when most bugs are fixed/fingers cross.... i liked Nexus but lately they started to ban moders for stupid reasons...still good site but...do no...
Kalledon Feb 27, 2024 @ 5:12am 
Honestly, all I want is a party size mod so I can run around with ALL of the characters and not have to keep swapping them around.
Boombastic Feb 27, 2024 @ 5:24am 
Originally posted by Kalledon:
Honestly, all I want is a party size mod so I can run around with ALL of the characters and not have to keep swapping them around.
well, there are working mods for that already and they work well if you consider some issues in some situations like taking the boat to the forge and back and dismiss all the extra companions before taking the boat.
Last edited by Boombastic; Feb 27, 2024 @ 5:25am
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Date Posted: Feb 23, 2024 @ 9:55am
Posts: 14