Baldur's Gate 3

Baldur's Gate 3

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regarding mod.io
idk if people have experience with mod.io or not but it's clunky and slow in my personal experience with it in DRG, not to mention in DRG it has limit of 50 mods max, so idk if it would be the same for BD3

having to pack the mod using mod.io toolkit to make them work too gonna make many, many mods become unusable for a period, going through their process to be approved instead of just leaving them alone is creepy for a single player game modding.

officially supporting mods is good, but cramming a third party mod managing service, that blocks mods that doesn't use their tools, into the game, is just a#s.

if you want console players to be able to use mod through mod io? cool, just give PC player the option to opt out.

i have never heard any of my friends complaining about the game is breaking because of cramming too many mods into it, everything was working just fine, mod io is going to limit the freedom people have to mod the game how they want to
Last edited by マソソソ ₒ❤; Jun 3, 2024 @ 11:00pm
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Showing 1-7 of 7 comments
V_guessWho Jun 4, 2024 @ 3:40am 
I have only bad experience with mod.io
Horrendous download speeds, awful updating, just overall buggy/unreliable on way it works/
it doesn't even clean up old versions from local properly, so your drive space gets bloated with multiple versions of mods until you manually delete them yourself
hannibal_pjv Jun 4, 2024 @ 5:40am 
It may be the only option. They have to use moderated platform, so that there will not be official mods that broke WOTC copyrigts to anything official D&D related stuff, like official races, official character classes etc. Aka Larian can not officially support Copyright protected content stealing!
We can have player created races, and player related classes as long as they don`t break WOTC Copyright. Unofficial Modding is completely different thing, but those mods can allways get broken down with any updates, unlike the official ones.
So there are many good reasons why they use mod.io even if it is not the optimal technically!
Last edited by hannibal_pjv; Jun 8, 2024 @ 3:19am
SaloAtLarian Jun 7, 2024 @ 8:31am 
Hey! Appreciate the feedback about mod.io. To answer some of your concerns: We will never prevent modding outside of our own official pipeline, but implementing our own will improve compatibility and give us the opportunity to ensure they’ll work wherever you’re playing Baldur's Gate 3. That said, you will still be able to mod your game on PC using third-party mods, but we’ll only be able to officially support mods through mod.io
Originally posted by SaloAtLarian:
Hey! Appreciate the feedback about mod.io. To answer some of your concerns: We will never prevent modding outside of our own official pipeline, but implementing our own will improve compatibility and give us the opportunity to ensure they’ll work wherever you’re playing Baldur's Gate 3. That said, you will still be able to mod your game on PC using third-party mods, but we’ll only be able to officially support mods through mod.io
Thanks for your clarification, good to see an official name in these Forums!
Another common question/concern is, if users also need to make a mod.io account or if one gets automatically created via steam connection. Some people seem to be against that Idea.
It would be great if we could have some clarification on that topic, as the community update only mentions having to have a mod.io account for managing/uploading your mods.
bcursor Sep 7, 2024 @ 2:39pm 
I prefer steam mods over mod.io but console players cannot use steam mods so I understand.
ebolaconundrum Sep 8, 2024 @ 12:50am 
I'm a little surprised everyone didn't know they would use mod.io given the explained why they would when they announced official nodding support months ago.

I'd assume when you tell the tools to publish it nonlocally for the first time you have to make the mod.io account and the tools do the packaging for you. Have to see when I get a chance to do some nodding though.
Deus Sep 8, 2024 @ 10:23am 
Does anyone know why a silly mod like "grease everything everywhere all at once" occupies 4KB on the Nexus but asks for 25MB on mod.io?
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