Baldur's Gate 3

Baldur's Gate 3

View Stats:
Mod.io or Nexus
I am returning to the game after being away for awhile and plan on adding a bunch of classes, etc and I noticed the Mod.io mod manager has a bunch of them. Do you all use mod.io now or still use nexus mods?
< >
Showing 1-15 of 15 comments
Raz May 8 @ 10:55am 
I use both. There are mods you cannot get on Nexus and then there are mods that are on both but easier to maintain by using Mod.Io since I can just boot up the game, click Update on said mod and it downloads the update than my having to go and do it manually.
Mod.io not a fan of nexus but thats personal preference.
Originally posted by Raz:
I use both. There are mods you cannot get on Nexus and then there are mods that are on both but easier to maintain by using Mod.Io since I can just boot up the game, click Update on said mod and it downloads the update than my having to go and do it manually.
Would you happen to know if the UnlockLevelCurve from Mod.io will work with nexus classes?
Raz May 8 @ 11:27am 
Originally posted by Shirayuki:
Would you happen to know if the UnlockLevelCurve from Mod.io will work with nexus classes?

I don't use any mod that makes the level of the party go past Lv12. Don't like them. I would assume they would because the classes aren't generally looking for a specific mod for level unlocks, just that you can go past Lv12.
Originally posted by Raz:
Originally posted by Shirayuki:
Would you happen to know if the UnlockLevelCurve from Mod.io will work with nexus classes?

I don't use any mod that makes the level of the party go past Lv12. Don't like them. I would assume they would because the classes aren't generally looking for a specific mod for level unlocks, just that you can go past Lv12.
A few of the class mods I have downloaded require going past 12 so I'm just not sure if there's a specific one I should use
Raz May 8 @ 11:41am 
Originally posted by Shirayuki:
A few of the class mods I have downloaded require going past 12 so I'm just not sure if there's a specific one I should use

They do not require going past Lv12, they have support for it/abilities past Lv12. I have multiple classes installed that have abilities past Lv12, they just cannot access/use them for lack of Spellslots such as the Spellswords Elemental Smites. Cannot use 3rd and 4th Elemental Smites despite being on my Skill sheet due to not having the higher tier spell slots that go with them.

Just install whatever Level Unlocker is mentioned in requirements, if one is mentioned, or grab the one from Nexus and see what happens.
Last edited by Raz; May 8 @ 11:42am
Pan Darius Cassandra (Banned) May 8 @ 11:44am 
Mod.io is easier because it's all in-game. I kinda hate Nexxus and all the hoops you have to jump through.

There's so many mods available in the game I feel absolutely no need to go to Nexxus.
Originally posted by Pan Darius Cassandra:
Mod.io is easier because it's all in-game. I kinda hate Nexxus and all the hoops you have to jump through.

There's so many mods available in the game I feel absolutely no need to go to Nexxus.
Currently I'm just using nexus for things like Feats every 2 levels so it works with all modded classes, etc
Mosey May 8 @ 12:15pm 
You can use both, it's not an either/or situation. You just have to be a little more careful about file conflicts.
seeker1 May 8 @ 12:56pm 
I use both.

As to which classes level to 20: Check the mod description. Some mod classes will level past 12, some won't, One other thing to be mindful of: some lack dummy levels so you may need to multi-class at 11 instead of 12 or you'll get "stuck" and not able to take a 2nd multi class without respec'ing.

Nexus mods may require to pay attention to load order, and may require script extender (mod.io mods don't). They may be less likely to be Patch 8 compatible, especially if they have not been recently updated.
Originally posted by Shirayuki:
I am returning to the game after being away for awhile and plan on adding a bunch of classes, etc and I noticed the Mod.io mod manager has a bunch of them. Do you all use mod.io now or still use nexus mods?

Both are good. But complex mods that use Script Extender are only on Nexus.
So, it really depends if you want those mods or not.

I usually do a mix of both honestly.
I install the ones i want from nexus with BG3MM and use the ingame mod hub for stuff that is not on nexus.
Last edited by ★REM★; May 8 @ 1:28pm
Kazuma May 8 @ 1:54pm 
mod io is the better choice
a lot of people saying mod.io. Trust me its way easier to manage stuff through nexus and the bg3mm. The ingame system is wonky at times and even after removing mods from the bg3mm, sometimes the game flags them as the version from mod.io and subscribes, leading to unintentional mods and load order issues upon loading saves. If you are going to use mod.io, do it outside of the game and use the bg3mm.
If you have experience messing around with nexus then youll find a lot more stuff there, but honestly they both suck
Lotus86 May 10 @ 9:08am 
Originally posted by ★REM★:
Originally posted by Shirayuki:
I am returning to the game after being away for awhile and plan on adding a bunch of classes, etc and I noticed the Mod.io mod manager has a bunch of them. Do you all use mod.io now or still use nexus mods?

Both are good. But complex mods that use Script Extender are only on Nexus.
So, it really depends if you want those mods or not.

I usually do a mix of both honestly.
I install the ones i want from nexus with BG3MM and use the ingame mod hub for stuff that is not on nexus.

Same here!
< >
Showing 1-15 of 15 comments
Per page: 1530 50