Baldur's Gate 3

Baldur's Gate 3

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Purromi Dec 28, 2024 @ 11:15am
dungeon / rogue mode?
Hi.
Do we have some mod that changes the game to a dungeon crawler? i mean. Without campain but with dungeons to explore.
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Showing 1-8 of 8 comments
Raz Dec 28, 2024 @ 11:17am 
There is a rogue-like mod, but not a dungeon crawler for exploration, no.
Purromi Dec 28, 2024 @ 11:19am 
it's possible to mod the maps? and create our own campain/maps/modes? Want to know if there's a chance it will come in future
Last edited by Purromi; Dec 28, 2024 @ 11:19am
Mike Garrison Dec 28, 2024 @ 11:20am 
Rumor has it that WotC did not want BG3 to become a tool for DMs to make their own stories or for players to play the game as a "roguelike", because they saw that as competition to other tools they want to sell to D&D players.
seeker1 Dec 28, 2024 @ 11:20am 
Trials of Tav, now recently updated and reloaded, I'm not sure if the original creator is still working on it, but some other modder (presumably with their permission) just updated it.

You literally have to start Trials of Tav as an entirely new and separate campaign from the main story. Because it's a total conversion. It essentially gets rid of the story and as you said, turns the game into a roguelike dungeon crwaler.

It's not my cup of tea, I'm more interested in stuff like Spelljammer that add quests, dialogue, NPCs, and areas to the main campaign then things that convert it to a roguelike ,,, but different strokes for different folks.

Things like that Spelljammer mod are being made with "Moonglasses," essentially an unauthorized hack of the Toolkit that unlocks features not normally available to users, including creating new map areas, quests, and content like that.

Some other stuff made by it is also starting to appear, in the form of complete redos of your camp layouts, and of the layout of your room in the Elfsong tavern.
Last edited by seeker1; Dec 28, 2024 @ 11:27am
Raz Dec 28, 2024 @ 11:51am 
Originally posted by Mike Garrison:
Rumor has it that WotC did not want BG3 to become a tool for DMs to make their own stories or for players to play the game as a "roguelike", because they saw that as competition to other tools they want to sell to D&D players.

Yes, and Larian gave us the tools to do it anyways. By "mistake". People already made a roguelike mode, and have campaigns in the works.
seeker1 Dec 28, 2024 @ 12:10pm 
I do not know if Larian deliberately left the keys for the locks on the Toolkit out in the open, but they don't seem to have made it very hard to be unlocked, nor seem to be taking active efforts to dissuade stuff made by "Moonglasses" from being released, and this is the key point, don't seem to care if content made by the hacked Toolkit is being hosted at mod.io, because that Spelljammer mod is there.

Now the author doesn't come out and openly SAY it, but it's obvious "Moonglasses" was used to make it.

Trials of Tav, at least the first iteration, was released entirely prior to the release of Patch 7 and the Toolkit, so I think it's a total conversion that was literally done by the original author from scratch.
Last edited by seeker1; Dec 28, 2024 @ 12:11pm
Originally posted by Raz:
Originally posted by Mike Garrison:
Rumor has it that WotC did not want BG3 to become a tool for DMs to make their own stories or for players to play the game as a "roguelike", because they saw that as competition to other tools they want to sell to D&D players.

Yes, and Larian gave us the tools to do it anyways. By "mistake". People already made a roguelike mode, and have campaigns in the works.
Rumors based on nothing but speculation and the assumption that Larian had some kind of falling out with WotC, which Swen Vincke denied.
I don't claim, to know what exactly happened, or why Larian decided to not release the full toolkit, but there are plenty of possible scenarios, without having to claim any of them as the definitive explanation. Most likely it's a combination of many factors that lead to that decision.
The most likely explanation of why they "left the keys to the locks" out in the open is, that they don't really care if someone uses it, but it gives Larian the freedom of not having to officially support the whole toolkit. After all they only have to support, whatever they officially released.
seeker1 Dec 28, 2024 @ 1:24pm 
Correct. I agree that's the best explanation. Or at least the major contributory factor.

If the Spelljammer mod, or the Veilyn the Bloodletter mod, or the Elfsong Tavern mod - three current accessible things I know were made with it - crash your game (*), Larian can just shrug and say. "Not made with official toolkit, not officially hosted, not officially supported, contact the mod author, we only support things made with the official tools".

(*) The Veilyn mod does crash MY game, because it seems to be Mac-unfriendly for reasons even the authors don't know, but any case it looks like folks on Windows are using it just fine.

Spelljammer is the only one I know of that actually contains actual additional areas you can explore, with actual encounters, quests, a space town you can visit, you can even have random encounters in space. Still a WIP, the main thing the areas in it do not have are minimaps, the author says they are still working on that.

The Bloodletter mod supposedly has personal quests for Veilyn that you can help him with, and he's a true additional companion with text dialogue interactions, though no voicing or cutscenes, yet. They intend to make him an additional romance and eventually add voicing (whether this will be AI based or not is unclear). So it's also additional content, although at least so far I don't think it's adding any map areas. (Don't know for sure is I can't use it.)

BTW, I don't own Solasta, but I believe if you contact Tactical Adventures about any problems/issues/crashes with the custom adventures/campaigns/dungeons made with their Toolkit, they basically tell you, not our problem, contact the author of the dungeon.
Last edited by seeker1; Dec 28, 2024 @ 1:26pm
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Date Posted: Dec 28, 2024 @ 11:15am
Posts: 8