Baldur's Gate 3

Baldur's Gate 3

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BEST MODS MEGATHREAD
Please post your favorite mods (or, at least, names of them) below so I, or others, can have a fresh run through.

Thanks!
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Showing 1-15 of 17 comments
SkebbZ Oct 16, 2024 @ 4:28am 
Basically all of these.[next.nexusmods.com]
5eSpells
Expansion
Combat Extender (with CXAI)
Many More Monsters
Velkrana's Undead Encounters
Most of these[next.nexusmods.com] for QoL
Various subclass mods with Community Library + Compatibility Framework
Various added items
Faces of Faerun and various hair mods
Fantastical Multiverse for more races
アンジェル Oct 16, 2024 @ 4:32am 
Originally posted by ᠌ ᠌ ᠌ ᠌:
BEST MODS MEGATHREAD
Please post your favorite mods (or, at least, names of them) below so I, or others, can have a fresh run through.

Thanks!

I like the Native Camera Tweaks for better screenshots alongside with ReShade. Please do yourself a favour and work with backups for mods and the game.
https://steamcommunity.com/app/1086940/discussions/0/4696782945526623592/
EricHVela Oct 16, 2024 @ 5:29am 
I used Transmog Enhanced[www.nexusmods.com]. (Required script extender.)

In tabletop, nobody mentions changing appearance when getting better gear. So, I try to keep everyone's appearance that same as how the characters first appeared. (I do that in all games when available, only changing appearance when it makes sense to do so like warmer clothing in cold areas and getting out of tutorial prison clothes and such.)
アンジェル Oct 16, 2024 @ 5:32am 
Originally posted by EricHVela:
I used Transmog Enhanced[www.nexusmods.com]. (Required script extender.)

In tabletop, nobody mentions changing appearance when getting better gear. So, I try to keep everyone's appearance that same as how the characters first appeared. (I do that in all games when available, only changing appearance when it makes sense to do so like warmer clothing in cold areas and getting out of tutorial prison clothes and such.)

True. Especially when using drawn avatars/pictures it would be a hassle to update them whenever getting new equipment..
x_equals_speed Oct 16, 2024 @ 5:48am 
I think "Mystic" is the single mod that added the most to my playthrough. It was nice to get to try a class that was playtested but never released and the mod implements a lot of new abilities with very few bugs.
seeker1 Oct 16, 2024 @ 6:25am 
Some I've used don't work in Patch 7 anymore. Some are only in the "official" mod site, some are at Nexus, I'm using both.

I used to love 5E Spells, but it required script extender to populate spell lists, especially for modded classes. There was a Spell List addon, but ... twas wonky. (I can't use script extender.)

Mystra's Spells has 95% of what was in 5E spells (may be one or two missing; can't seem to find Conjure Volley, doesn't have the handful of 7th-9th level spells it added) and a whole bunch more. The weird thing is it has different icons for all those spells, so if you got used to the previous icon ... has one bug I've seen so far, Raulothim's Psychic Lance does AoE damage including to friendlies (and it's not supposed to, it's single target only).

There is a bug with Unlock Level Curve, seems to mess with Druid wildshapes especially for Moon druids, you can get most of them back with the Druid Wildshape Overhaul mod. (Sadly not the Myrmidon forms.) Otherwise, it works fine. You will need to use an XP adjuster mod with it or you will never hit level 20. You can use it to just multi to 12/8 in two classes, if you find it too "OP". The game has no lvl 7-9 spells; 5E Spells did add a handful, but I'm not terribly missing Finger of Death, Dominate Monster, Feeblemind, Foresight, and PW:Kill.

Party Limit Adjuster is my new replacement for Party Limit Begone. It's cool, comes with "spells" to reduce your party to 4 right before sleeping, or boarding a certain boat that would otherwise bug out. I stick with a party of 6. Habit, I guess. There are difficulty mods I use with these two to try and compensate, also using the Honor features unlocker for Custom Tactician mode.

Alfira Joins the Party - she's ALMOST like a new companion, but don't expect any story/dialogue interactions. That said, actually, I've found in all three acts you can set a camping spot for her, and she will spontaneously play music that has other companions coming over to listen.

Legends of Faerun lets you summon some NPCs to help you. Ridiculously OP, of course, but that never stops me. You can summon lvl4-12 versions of Dame Aylin, Mizora, Isobel, Elminster, and Mystra. (The latter two are just lvl12 wizards, sorry, Mystra has no godlike abilities, and Mizora is basically just a warlock with some cambion abilities.) From an RP perspective, I see no reason not to summon Isobel and Aylin in Act 3; after I rescue Aylin, they promise to help me, and didn't say "but only in the endgame". Now Mizora's not supposed to help you if you break Wyll's pact, BUT ... the way I interpret a certain line ...

Race mods: I've tried out BeastFolk (Kitsune), Aasimar, and Planetouched. There's a Genie race mod, doesn't seem to be fully finished yet.

Equipment mods: there's some neat gear for Drow and Githyanki, you know who THOSE are for.

Class and subclass mods: one quick note, you USED to need script extender and community library to have more than one additional subclass for main classes, post Patch 7 this is no longer true. Same thing for spell addons.
Classes - Mind Weaver (watch out for Astral instabilities, NEEDS VFX addons to work), Dragon Knight, Witch, Mystic, Kithrak, and Duskblade. Some of these are locked to level 12 and you will need to multi if using ULC. Also have tried Artificer. avoiding the new Homebrew version. It adds firearms to the game.
Subclasses - Bard College of Spirits, Sun Soul Monk, Pirate Rogue, Rage of the Pit Barbarian (custom made for Karlach), Druid Circle of the Sea.

This is what gives the game replay value for me. I've just gotta try anything, and modders have definitely NOT abandoned this game.
seeker1 Oct 16, 2024 @ 6:48am 
Originally posted by x_equals_speed:
I think "Mystic" is the single mod that added the most to my playthrough. It was nice to get to try a class that was playtested but never released and the mod implements a lot of new abilities with very few bugs.

The Mystic is awesome. Has some custom gear for it, you used to be able to get that in the Tutorial chest, but now it's scattered around various vendors.

It uses a different system from other spellcasters; there's a pool of psi points, and their abilities use psi points, "upcating" consumes more points. When you pick a psionic discipline you get usually 5 abilities associated with it. Again, the 'higher' the ability, the more psi points it consumes. Usually the max is 7-8 points. Psi points refresh on LR.

It's really hard to play given the smorgasbord of choices, especially if you use the Expansion. It has like 8 subclasses, because I prefer a "pure caster" sort of mystic I choose Order of Awakened. There's an insane number of disciplines to pick from, but I think the most thematic are Psychic Assault, Psychic Disruption, and Mastery of Force, which lets you telekinetically push/move/shove enemies. It CAN level to 20 but you'll have to keep picking lots of disciplines.

Why I like the Mind Weaver is it's a psionic class also, but a lot easier to build. (There's also the Psion at Nexus but I found it terribly bugged). It uses the more conventional spell level/slot system. Its psionic spells are unique to it but some seem copied over from illithid powers or 5E psychic spells, or are just psychic versions of other spells (like fireball).

But with Mind Weaver you have to use Astral Anomaly suppression or anomalies trigger when you use ANY spell (hell, I had them trigger in camp when I used the pseudo-spell to summon the Tutorial chest). They are basically Wild Magic surges, and 90% of the time they are bad ones. You have a limited number of uses of that suppression, but I'm not sure the limits. Again I chose a "pure caster" Mind Weaver, the Astral Seer, independent of other anomalies it's "signature" lvl6 spell Glacial Starstrike has a chance of freezing the caster in place for a turn.

Oh, and the custom gear for the class is on three Act 2 merchants. No problem that two are Talli and Lann Tarv. But, the third is the Hoarding Merregon! The good news, as I almost always kill it, is that it will drop those two items.
Last edited by seeker1; Oct 16, 2024 @ 7:51am
★REM★ Oct 16, 2024 @ 7:08am 
Too many to list, but very mandatory..

- ImpUI
- All Pavlek "Better" series
- AI Allies
- Silver Hair Packs
- NewCharacterCreationWIP
pirate135246 Oct 16, 2024 @ 7:26am 
the first and most important mod is the one that rebalances strength elixirs
Psychotic_Frog Oct 16, 2024 @ 7:28am 
Wouldn't play without those ones:
- Mark book as read (book you already checked are now green, no more wondering)
- No Alphabets (removes forced leftist politics)
- Basket of Equipment & scantily camp outfit (bunch of clothing options)
- Tasha's Cauldron of Faces (some races like female elves desperately needed heads that look good)
- Baldur's Better Aesthetics (restores beard to dwarves/duergar, removes gith facial hair, optionally rebalances NPCs to be more sword coast appropriate)
- Better Disguise Self Icons (different color by races to select them faster or color by gender to select them faster)
- Wylls of Toril (Alternative looks for Wyll, original design is bad)
- Bags Bags Bags (bags)
- More Reactive Companions (restores origin environmental dialog for companions if you're playing a custom Tav to make things more lively)

I have a bunch of others but I care less about them (hair packs, climbable beds, etc)
Lily Oct 16, 2024 @ 7:34am 
I'm personally quite fond of the mods that add more subclasses from the official content. I'd like to see more of those added. Some adjustments need to be made to some to better fit how the game mechanics work. Like if the subclass summons a creature or object that uses your bonus action to attack that needs to be removed and just function independently from the summoner to keep the game smooth since you can't make them act on your turn reliably.

Hexblade is a great one. Well made and works almost perfectly.

Giant's Barbarian is another great one but I have 2 criticisms of it.
1. When you become enlarged you're getting the 1d4 damage on top of the rage damage bonus. This wouldn't be a problem except at level 6 this subclass also gets a +1d6 to all attacks of the element of your choice.
2. The level 6 feature's Elemental damage doesn't apply to your thrown weapon attacks. This isn't as big of a deal since I'm still getting that 1d4 from being Big.

Other than that Giant's is fantastic. High recommend.

Bladesinger also is another really good one.

These are the most outstanding subclasses I've seen so far from the official mod manager. Twilight cleric is also pretty good but its Twilight sanctuary doesn't work how it does in table top. its nerfed pretty heavily which is a real shame. Also the curing of charm and frightened doesn't work.. Also party members don't get temp hit points sometimes and the temp hit points just vanish on one attack which isn't at all how it works in tabletop. The darkvision doesn't work either.. About the only thing that works as it should is the spell list and the Vigilant blessing. Which that alone makes it worth while honestly.

I like twilight cleric so hopefully the author fixes the issues it has.
Apex Artist Oct 16, 2024 @ 8:41am 
Originally posted by seeker1:
Alfira Joins the Party - she's ALMOST like a new companion, but don't expect any story/dialogue interactions. That said, actually, I've found in all three acts you can set a camping spot for her, and she will spontaneously play music that has other companions coming over to listen.

Legends of Faerun lets you summon some NPCs to help you. Ridiculously OP, of course, but that never stops me. You can summon lvl4-12 versions of Dame Aylin, Mizora, Isobel, Elminster, and Mystra. (The latter two are just lvl12 wizards, sorry, Mystra has no godlike abilities, and Mizora is basically just a warlock with some cambion abilities.) From an RP perspective, I see no reason not to summon Isobel and Aylin in Act 3; after I rescue Aylin, they promise to help me, and didn't say "but only in the endgame". Now Mizora's not supposed to help you if you break Wyll's pact, BUT ... the way I interpret a certain line ...

And here I thought I wasn't going to add any further mods to my current game, but having Alfira in camp playing music is too good to pass up, and also think with all the work/focus on saving Dame Aylin deserves being able to use her more in gameplay.

Also, how are Steam achievements handled for modded games? If they are blocked off, is there a mod to unblock them?
Last edited by Apex Artist; Oct 16, 2024 @ 8:41am
True 5e Range for bows
Uncapped levels
Uncapped party limit
Invisible Oct 16, 2024 @ 8:53am 
As there is no workshop, where to find these mods?
Last edited by Invisible; Oct 16, 2024 @ 8:53am
Mephistopheles Oct 16, 2024 @ 9:00am 
Originally posted by Apex Artist:
Also, how are Steam achievements handled for modded games? If they are blocked off, is there a mod to unblock them?

The only 2 options as of right now are-
Use Achievement Enabler from nexus.
Or
Use Norbyte's script extender with BG3MM and you can enable achievements through there.
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Date Posted: Oct 16, 2024 @ 3:58am
Posts: 17