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1. Auto Loot seller
2. Containers Extended/Bags Bags Bags
3. Choose your stats potion (As I love to roll my Stats isntead of using boring point buy)
And yeah...there are barely any games I play unmodded, and quite often when I buy a new game my first step is to go to nexusmods to see which mods are available.
There hasn't been a single game in over 30 years of gaming, that didn't have things I didn't like, or simply were meh etc, and there's nowadays almost always a mod that fixes that.
Honestly those do sound useful and the last one more True D&D. That's why I'm trying to avoid save scumming. I only reset battles because those are more RNG then dialog dice roll.
I assume it's pretty bug free and stable?
I never ran into problems with it, so I'd say it's pretty stable, but I only use this one function and it has a ton of cheat options...can't talk about those, as I never use them xD
What has been somewhat heartening for me is a bunch of mods that required it, like Full Custom Companions, now are available in forms that don't require it anymore. So both console users and me can use it too. (Also Linux and Steamdeck.) Yay also for Polyamory Mod, romance who you like, as many as you like, LOL.
Now there's another side to the Mac mod situation, I won't belabor it again, but fortunately, there's a very good Mac mod manager at GitHub. (Also another at Nexus, but I've found it lacks some features, even if it's newer.) I can tell you one really cool thing that gave me some features you could only do with extender was Debug Book, which is almost as good as access to the debug console.
What surprises me is the sheer amount of mods of that first type appearing at mod.io, although there are strange gaps. C'mon folks, move over some of the Nexus paladin oaths, like Oath of the Watchers. Time for a mod.io version. Dangit, I just checked out a new homebrew one at mod.io, Oath of the Open Sea, and it crashes the bloody game. Grrrrr. Gonna stick to using the only one at mod.io I like and works, Oath of Resolve.
But now, what I'm really seeing is an abundance of real game changers. By that, I mean truly change the very nature of the game in some fundamental ways. Now again, some of these types were at Nexus, but usually required extender.
Things that up the difficulty based on party size.
Things that add encounters and enemies to the game.
Finally, the ability to create custom hirelings of any custom mod race.
Getting Alfira as almost a full companion (and not just a hireling)
Some things are showing up that iMHO are because of "Moonglasses," the hacked toolkit, and in this category I'd put the new 5E Spelljammer mod, which adds entire new areas and quests to the game. It's a bit rough, the new areas have no minimaps and it's still a "WIP," but ... well, it's the beginning. The other thing made with "Moonglasses" was the Veilyn the Bloodletter custom companion mod. Also looks like a "WIP" but alas I can't get the dang thing to run.
Now, something like that just showed up at mod.io. Disguise Self as Origins. It looks really interesting, essentially it allows Tav to use the Disguise Self spell to appear as any of the origin companions. But it's not just a visual transformation. Apparently, Tav can get the Origin playthrough dialogue they would normally get by appearing as them. In essence, this seems like a way to experience the content of a Durge playthrough or other Origin playthrough ... without, in fact, doing such a playthrough ... again, I'd put this in the game changer category. I've never been motivated to play AS any of the Origins, but I'd consider trying THIS out because you can be Tav for most of the game but maybe experience origin-specific content in certain places.
I say that, of course, having just downloaded it, and probably being blissfully unaware it will crash the hell out of the game. LOL. But we'll see.
Even before official modding, mods kept me playing the game during a time when the main story was a drag. Almost every issue you could have with the game - there's a mod to fix it.
For example: Githyanki are aliens. They should have all their racial abilities innately. Githyanki Unleashed with Githyanki Parry, Psychic Resistance, and additional Proficiency is the only correct way to play a Githyanki OC (as well as Lae'zel). Bred in the strength of Mother Gith, they should reflect it. Especially in a game they are tailor made for in hunting down their mortal enemies. Having gith in your party should have provided a clear edge over the course of the game.
Subnautica: added more slots to the hotbar
X:Rebirth: a tweak to show character stats, so you don't have to go through that repetitious mini-game to find out about them.
X4: let me buy any/all paint job options for cheap.
I haven't done any for this game, though.
I do dabble in making my own mods from time to time. I haven't done any for BG3, but I did a few for BGS games, and I never support anything but nexusmods for a couple of reasons:
First and foremost: I only have a pc. I have no consoles, I have no mac.
Ergo I can't test or support my mods on any other platforms. Limiting my mods to Nexusmods, at least filters those systems out to a certain degree, so I don't have to bother with users from other Systems I can't support.
I'm sorry, for users like you, but I'm providing something I spent a lot of time in, completely free of charge. I reserve the right to do with it however I please.
Even if I did offer my mods on a different platform we get to the next problem: Managing Mod versions, comments, bug reports etc over multiple platforms increases my workload.
Instead of having to monitor one site, I suddenly have to monitor 2 or 3 sites. I have better things to do then to first having to collate comments, bug reports etc. before reacting to them. And dropping nexusmods is just not something I want to do.
Speaking of Neusmods: Nexusmods offers some features I simply haven't seen on other sites, like bug tracking, versioning etc, that help me keep organized.
And lastly...Nexusmods has a reward program. Every download earns me points, that I can exchange for Games or even have paid out via Paypal.
It's not really payment, as it's relatively minor...It paid for my lifetime premium membership, and maybe 2 or 3 games in the last 10 years or so. So it's really not that much, but it is more then I ever got through donations.
Now I'm not doing it for money, obviously...but it's still nice to have a tiny little bit of compensation and a little bit of extra here and there. No other site offers something like that.
Taking all that together, for me from a modder point of view, nexusmods is the far superior option, and quite honestly I don't care to much if it is convenient for the user.
I'm not providing a paid service. I'm sharing my work free of charge...take it or leave it. :P
The only hurdle it seems for people who wrote Nexus mods by whatever manual method is that now to host them at mod.io they have to redo them in the Toolkit. One example I know, and it appears to be taking some time, is Feats Extra. He had to redo all his feats in the Toolkit, and it's taking some time and effort. But the bottom line is once it's done - Feats Extra will work everywhere. Macs, Windows, consoles, Linux, Steamdeck. There's no need to "support multiple platforms".
I also know extender has capabilities you can't replicate in the Toolkit's access to Osiris scripting. That may not be true for the hacked "Moonglass" version. Dunno. But this is why the guy who did Full Custom Companions at Nexus had to do a "lite" version of his mod for mod.io. Some stuff wouldn't carry over without extender.
On your other points - I agree mod.io doesn't appear to have a system for making monetary donations to modders. They can't force payment for their mods, and there is no organized donation system. That said, some modders can and do politely ask for donations in the description and suggest a way to go somewhere else where you can donate to them. That appears to be perfectly fine. Mod.io doesn't stop that.
I also agree Nexus all in all is a better hosting platform. There's just a very generic "comments" section at mod.io for mods and many modders don't even enable it. But those comment sections are un-moderated (that pissed off the guy who does Cheater's Scroll) and Nexus of course divides bug reports from discussion forums; mod.io dumps it all in the same place.
At the end of the day, as a mod user - on a Mac, I can't even use the Toolkit though I very much WANT to - was the same deal with using extender - I can only rely on what modders make for me. I try and be polite in pointing out bug reports. MOST are very good at finding and fixing those bugs. I also sometimes politely request changes or feature updates. I find if you ask nicely, they often will. But I get I'm not the boss of them, nor am I paying them. So yes, I have asked some modders at Nexus if they will move mods over to mod.io. Notably, the Beastfolk and Planetouched race mods, because until they move over to Patch 7/mod.io, their race mods have no icons.
They said they couldn't, right now, and that's fine. I politely request. I make demands of nobody. But again I find if you make requests that are polite and reasonable, you often can get what you want. I was one of the people who asked the author of Full Custom Companions to move his mod over to mod.io, and he did, retitling it Custom Companions Lite, because it had to lose some extender-based features.
That may be as it may, but when I talk about supporting a mod it's not just about making it work somehow, or hope that it just works. It's about being able to test myself. Being able to reproduce bugs, should one arise etc.
So while it's good, that it usually just works as is, that wasn't really what I was talking about.
I haven't looked into the BG3 Script extender at all, but usually people use these things exactly because it adds features, that wouldn't be possible without it.
Most people who mod at that level are very aware of keeping requirements as low as possible.
It's also very possible, that the toolkit opened possibilities that wouldn't have been there before, especially as Larian to my awareness were working with modders when preparing the Toolkit for release.
So it only makes sense that some mods might have been easy to move from Script extender to toolkit, but it still can also mean that not all functionality made it into the toolkit.
The problem with donations is, almost nobody donates, and if they do, they only donate to the big modders. I have a single mod that reached a million downloads, most others are in the thousands to tenthousands range. Yet this one mod with aover a million unique downloads I got a single 10€ donation even with nexusmods commendable way of making it very easy to donate to modders.
That's why I absolutely love their passive rewards system. Yes, it's still absolutely meager what you get, but at least there's something, and it's directly related to how successful your mods are.
True enough. Most modders tend to be relatively open to polite request. Sadly probably almost every modder on the other hand has experienced at least 10 rude, entitled demands for every polite request, so being able to moderate your comments section is, as you mentioned, another really essential feature of nexusmods.
And while I personally still wouldn't go to the extend of hosting my mods on an additional site myself due to requests, I had a few, where other modders asked me if they could rehost my mods for xbox for example, which I usually allow, under the condition of giving proper credits, and them being responsible for supporting it in case of problems.
(You also can still get some at Nexus, too. That requires an external mod manager.)