Baldur's Gate 3

Baldur's Gate 3

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Most hoped for mods in Sept?
There's not a lot of mods that spring to mind except for these:

- Random extra monster placements. Some parts of the maps have lots of empty spaces, like north of the toll house, the nautiloid crash site, the harper secret stash. It'd be nice to sometimes have something random there, maybe even trying to hide if we openly approach.
- Random treasure placement. I'd like it if similarly powerful stuff were swapped around sometimes, maybe even put elsewhere a bit.

What other mods are we hoping for?
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Showing 1-15 of 17 comments
lordmilier Jun 12, 2024 @ 4:35am 
Thought there was no level editor being added so my understanding is that none of this will be possible at least via the tool they are adding at least.
Morion Jun 12, 2024 @ 4:38am 
-Human Variant (Current mods are either unstable like for respec or limited to one chosen feat for every human which is not fun for me as I use several human characters in party).
-Additional Bosses to test your party strength
-Higher starter level
-Custom graphic portrait
-Ability to export characters to modded campaigns

List is from most possible options to things that we will never see ;)
Originally posted by brendan_in_china:
There's not a lot of mods that spring to mind except for these:

- Random extra monster placements. Some parts of the maps have lots of empty spaces, like north of the toll house, the nautiloid crash site, the harper secret stash. It'd be nice to sometimes have something random there, maybe even trying to hide if we openly approach.
- Random treasure placement. I'd like it if similarly powerful stuff were swapped around sometimes, maybe even put elsewhere a bit.

What other mods are we hoping for?
There's already a loot randomizer on the nexus...haven't tried it, so can't say much about the exact features.
There won't be level editing, so the official mod tools robably won't allow the first one, though. There are however some mods that add some stuff to the maps, so the first one ironically might be possible as an inofficial mod..



Originally posted by Morion:
-Human Variant (Current mods are either unstable like for respec or limited to one chosen feat for every human which is not fun for me as I use several human characters in party).
It's possible from what I understand the official tools might not make a difference here, as it is a compatibility problem, editing the starting choices.
Originally posted by Morion:
-Additional Bosses to test your party strength
Again, No Level editing, so a bit unlikely via official mod tools
Originally posted by Morion:
-Higher starter level
I mean...I've seen mods that minimize the XP you need for the first few levels, so you'll be level 4 or 5 as soon as you are on the beach...that might be as good as it gets
Originally posted by Morion:
-Custom graphic portrait
How would that even work? You'd have to make a seperate portrait for every single option during character creation, for what? Maybe I misunderstand what you mean...
Originally posted by Morion:
-Ability to export characters to modded campaigns
There won't be modded campaigns, as there will be no levelediting and no dialogue editing with the official tools...
Last edited by 1337_h4x0r_xXx_deathlord666_xXx; Jun 12, 2024 @ 5:57am
Morion Jun 12, 2024 @ 6:39am 
Hmmm

Originally posted by 1337_h4x0r_xXx_deathlord666_xXx:

Originally posted by Morion:
-Human Variant (Current mods are either unstable like for respec or limited to one chosen feat for every human which is not fun for me as I use several human characters in party).
It's possible from what I understand the official tools might not make a difference here, as it is a compatibility problem, editing the starting choices.
It is weird, that game does not allow for additional feat at lvl1 for one race. Well, there is one mod that is working fine from tech point of view, but modder decision is overcomplicated for me by giving choice of three bonuses and cutting some feats to several smaller bonuses. Maybe there will be a mod working as expected even without that update ;)

But currently it would be fun to have anything that would change carry weight bonus as it is most useless thing in BG3.

Originally posted by 1337_h4x0r_xXx_deathlord666_xXx:
Originally posted by Morion:
-Additional Bosses to test your party strength
Again, No Level editing, so a bit unlikely via official mod tools

Originally posted by Morion:
-Ability to export characters to modded campaigns
There won't be modded campaigns, as there will be no levelediting and no dialogue editing with the official tools...
To be honest, entire update 7 looks like totally useless without that. I mean, what their official tool will offert that modder cannot do right now? Greatest thing in NwN were fan campaigns/maps. With that limitation Larian looks like they never tried older DnD games...

Originally posted by 1337_h4x0r_xXx_deathlord666_xXx:
Originally posted by Morion:
-Higher starter level
I mean...I've seen mods that minimize the XP you need for the first few levels, so you'll be level 4 or 5 as soon as you are on the beach...that might be as good as it gets
I know that but as it working by exp required to lvlup it is either overwriten by unlock level curve, or is breaking that mod. I am checking small addition to unlock level curve that is halving required exp. As this mod does not contain anything else it looks like a good material to learn about that and to create my own version. (I want it as first levels in DnD 5e are boring for me so starting new game feels like pain).

Originally posted by 1337_h4x0r_xXx_deathlord666_xXx:
Originally posted by Morion:
-Custom graphic portrait
How would that even work? You'd have to make a seperate portrait for every single option during character creation, for what? Maybe I misunderstand what you mean...
Only for characters that player wants. It could work that it has 3d portrait visible, but when player upload graphic for character, 3d model is hidden by image like in queue in turn base mode or in left side menu (or in characer sheet). Yeah, probably it wont be created even if possible, I heard that people, who played old BG games etc, are minority in playerbase anyway.
brendan_in_china Jun 12, 2024 @ 6:41am 
Oh well, dashed dreams. Thanks for the clarifications anyway.

Not really sure what's so exciting about patch 7 then. Maybe just fix up borked Jaheira?
lordmilier Jun 12, 2024 @ 6:42am 
Originally posted by brendan_in_china:
Oh well, dashed dreams. Thanks for the clarifications anyway.

Not really sure what's so exciting about patch 7 then. Maybe just fix up borked Jaheira?
New endings that´s it modding tool is gone be useless.
seeker1 Jun 12, 2024 @ 6:53am 
Originally posted by brendan_in_china:
- Random extra monster placements. Some parts of the maps have lots of empty spaces, like north of the toll house, the nautiloid crash site, the harper secret stash. It'd be nice tosometimes have something random there, maybe even trying to hide if we openly approach.

There's a few mods already that add encounters to maps, like Valkrana's Undead Encounters, although they add fixed encounters. (I personally hate random encounters, so that kind of thing I like better.)

I'd put a wishlist, but at the top of mine is just being able to use script extender based mods on a Mac. I think this could change in September, but it depends on how they open up access to scripting, and what they've said about this so far is unclear.

From what I read, they WILL do it, but "script heavy" mods (whatever EXACTLY that means) may not go into the "pipeline" (i.e. get hosted on mod.io). Opening up scripting more could also expand the range of mods that could be made, such as new interactive companions, romances, and changing dialogue.

It's sorta hard to know what exactly to wish for, it depends on what the mod tools look like in September. We know they won't include a DM tool or full campaign editor, but it's not clear in every case what they can't do otherwise. They probably will get me into making mods and not just using them, so I can start making the things I want instead of begging modders on Nexus to make them.
Last edited by seeker1; Jun 12, 2024 @ 6:58am
Detective Costeau Jun 12, 2024 @ 7:05am 
Honestly, it'll be interesting to see how much the mod tools allow for tweaking existing mods (for personal use, not going to start trying to claim credit for other people's work or anything).
There's a lot of mods on nexus to add new equipment, for instance, and a lot of them do look cool and plug holes in the game's itemization, but there's also a strong tendency to make new weapons +3 weapons with +1d6 elemental damage, better crit range, and just generally massively overpowered.
It would be cool to be able to make some new weapons that aren't brokenly overpowered if all I want is a magic battleaxe that looks nice but doesn't completely break the game.
seeker1 Jun 12, 2024 @ 7:15am 
Weapons customization is definitely something I'm looking forward to. I agree a lot of weapon mods are overpowered, but that's something I personally don't complain about. LOL. It's just that I keep seeing weapons on Nexus that are what I'm looking for, but they aren't the kind of weapon I want. "That's awesome, but I wish that property came on a battle axe." Etc. Etc.

Again, we are kind of halfway there. The Weapons Oil mod lets you change weapons somewhat. But they don't change the name of the item. So you can make a generic battleae a +3 flaming battleaxe, but it still says "battleaxe" and looks the same. And it doesn't seem possible to add properties like hellfire cleave to it. But ... obviously it CAN be done, I see modders doing it, I just don't want to take a class on advanced modding to do it myself. Give me some tools with a good UI to do it.

I never made any campaigns with the Aurora Toolset, but I can tell you I spent hours building custom weapons and items.
Maraxus Jun 12, 2024 @ 7:26am 
Looking forward to QoL fixes. I am a sucker for polish.
Originally posted by Morion:
Only for characters that player wants. It could work that it has 3d portrait visible, but when player upload graphic for character, 3d model is hidden by image like in queue in turn base mode or in left side menu (or in characer sheet). Yeah, probably it wont be created even if possible, I heard that people, who played old BG games etc, are minority in playerbase anyway.
To be hoonest I see those portraits as a crutch, because old games didn't have the fidelity on character models/sprites to allow for a dynamic portrait. And I was thinking that the portrait should actually reflect what the char would look like, which would mean a custom generated portrait from the current choices in the character builder/armor etc.
So this looks like a completely different thing, much simpler, but a bit superfluous in my eyes. Not wanting to bash it etc, just giving my opinion. ^^
cirugo Jun 12, 2024 @ 10:24am 
I'd like to see transmog and be able to change up things on the on the standard characters (like the hair on Astarion)
alanc9 Jun 12, 2024 @ 10:26am 
Yeah, playing the original games doesn't mean that you'd find portraits useful. I don't have a use case for a portrait which doesn't look like the actual character. It was different when the character models weren't very detailed, but that hasn't been true in AAA games for a decade or two.
Last edited by alanc9; Jun 12, 2024 @ 10:26am
Originally posted by cirugo:
I'd like to see transmog and be able to change up things on the on the standard characters (like the hair on Astarion)
done and done :P
https://www.nexusmods.com/baldursgate3/mods/2922
https://www.nexusmods.com/baldursgate3/mods/899
Morion Jun 12, 2024 @ 1:26pm 
I am almost happy! If that mod:
https://www.nexusmods.com/baldursgate3/mods/3938?tab=posts
Would be able to target only human race it would nice for a human variant :D Maybe there will be a time when VH will be available through the mods

And with that mod https://www.nexusmods.com/baldursgate3/mods/3958?tab=description it is possible to play Variant even right now, just get the blank feat for other races :)
Last edited by Morion; Jun 12, 2024 @ 1:42pm
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Date Posted: Jun 12, 2024 @ 4:28am
Posts: 17