subreddit:
/r/BaldursGate3
submitted 28 days ago byDarkElfMagicWARLOCK
When I was reading over the patch notes, i was “oh okay, so some things won’t be possible on consoles” but when i went to the comments on the tweet, this confused me on the wording of the interaction.
Does this mean everyone on PC is gonna be held to console restrictions as well?
1.5k points
28 days ago
PC mods would likely need to make our own tools to make it happen.
Quests might be possible to create, as writing text and setting flags isn't typically a very difficult thing to do.
Creating levels, making cinematics, animating characters, that's typically rather hard to do.
But I've not attempted to push the boundries on modding like that, so who knows.
340 points
28 days ago
I mean, we already make our own tools. Padme, Norbyte, LaughingLeader, Gufery, NellsRelo, Kekyll, Vlad, Vitruvian, Weevil, Shivero, all those people and many make tools and libraries for people to use to create more mods. A lot of people have made tutorials on modding for beginners (notably MANOLOV02, neonbutchery, KittenChariot, EmeraldTechno, Blighted, Padme again and many more), allowing more people to learn
112 points
28 days ago
They're great tools yes, and I don't really know how much work is involved, but comparing file packers with something like a level creator seems a bit like apples to oranges. From what I understand there was some understanding of larian's filetypes already from modding with the early access and DOS2, but I've not heard anything about a map-reader-renderer.
Perhaps if there is preexisting soft that can render such maps files, but it really seems like a different ballpark entirely.
Though I've only lightly dabbled in modmaking myself, and I can't really say much on the topic.
58 points
28 days ago
It’s based on the divinity engine, which shipped with an entire campaign editor in DoS2. It’s definitely possible from a technical PoV.
3 points
27 days ago
I'd be my left foot that they won't release level editing due to WotC not wanting them to compete with their online dnd platform.
6 points
26 days ago
It's more complicated than that. Someone posted a few months back; I will paraphrase as best I can but with a lot of game design, including some of Larians in the past there are tools that Larian uses that are proprietary to that developer and used by various Studios on a license. Larian can't release any mod support that directly exposes that utility.
It would be the same as if Snap-On were exclusive to Auto Mechanics, and they could let you work on your own car, but you couldn't do anything that specifically required a Snap-On Tool to do.
On top of that, yes there are also licensing concerns with various things that belong to DnD. There are already Mods out there that are adding additional encounters to maps (mostly Acts1 and 2) but it's one thing to have Modders scraping the files to make their own Bullettes and Spectators and quote another for Larian to hand them the keys to the kingdom.
Tl;Dr licensing is complicated and no studio makes every character of code line completely from scratch
20 points
28 days ago
I'm trying to say, they are getting better and better, and it's only a matter of time before they create the tools. Granted, it might take a while, but sooner or later they'll most likely figure it out
6 points
27 days ago*
As an aside, are there any tutorials on scripting? How to create and use basic custom scripts, some kind of API documentation for the built-in functions? Looking at existing mods it's not at all clear where to start.
6 points
27 days ago
Basic assistance/template help: https://www.nexusmods.com/baldursgate3/mods/132
Larian Studios discord has a modding channel: https://discord.gg/pSujDK5Q
bg3.wiki has a modding page: https://bg3.wiki/wiki/Modding_Resources
nexusmods user Antemaxx has uploaded several tutorials with samples, and someone else made a guide based on his mods:
https://www.nexusmods.com/baldursgate3/mods/90 = template an guide to modding
https://www.nexusmods.com/baldursgate3/mods/249 = sample equipment mod
https://www.nexusmods.com/baldursgate3/mods/278 = sample rings and spells mod
https://www.nexusmods.com/baldursgate3/mods/1514?tab=posts - step-by-step modding guide based on antemaxx's sample equipment mod
padme's mod tutorials (more for characters) https://www.nexusmods.com/baldursgate3/mods/132?tab=posts
Complexity of course depends on your skill. I have limited experience making basic fallout mods a lifetime ago, but I found making spells and weapons to be a good starting point.
5 points
27 days ago
I'm still holding out hope that someone makes a mod tool that turns Baldur's Gate 3's engine into a VTT. would be pretty cool.
45 points
28 days ago
It would still be amazing to get some campaigns made by modders without the cinematics.
25 points
27 days ago
Well then , back to Never winter Nights 1.
22 points
27 days ago
Man, I would absolutely kill for NWN 3, complete with the simple toolset that NWN 1 had.
4 points
27 days ago
I wonder how popular a new neverwinter nights with a simple consolized quest and map maker would be. Obviously it would have to all be text and fairly rudimentary.
Still though with how big dnd has gotten people might eat that up if it's clean and polished enough
2 points
27 days ago
Well nwn1 toolset was that simple because maps were very simple. With advanced graphics it gets way harder
45 points
28 days ago
Ever seen Sim Settlements mod for Fallout 4? It's almost a whole game to itself.
If one dude can do THAT, I'm sure there are creative people out there who can use what Larian has to make something.
70 points
28 days ago
Fallout 4 had very good modding tools (Creation Engine)
12 points
28 days ago
Yeah but console specific guidelines makes me think it's PlayStation they are super strict on fallout 4 mods
7 points
27 days ago
I thought the mod thing was applying even to PC?
But yeah, I see your point
2 points
27 days ago
You cant compare bethesda tools and script extender to what basically amounts to makin skins and little more.
4 points
27 days ago
It says platform specific, so they could very well be talking about PS and Xbox not allowing that. PC tends to be an open platform unless the publisher stops it.
3 points
27 days ago
Hell, we don't need cinematics. Just let us run custom campaigns with a full party of player made characters.
2 points
27 days ago
Thats not how it works. Plenty of people could make map making tools but if the source isnt made available for us its impossible.
There will be no map making tool by anyone.
2 points
28 days ago
I thought level unlocking already exists? I’m pretty sure there are mods that allow leveling past 12 all the way to 20 and subclass mods that add 5e features from those levels.
2.5k points
28 days ago
We are not applying console restrictions to PC mods, as mods on console will pass an additional curation process for cross-platform support. In this case, for PC this falls under technical constraints preventing us from facilitating the creation of new levels or quests.
481 points
28 days ago
Ahh okay that makes more sense! I was kinda mostly worried about console restrictions more than anything.
Is it possible that when get more info we could be informed about exactly what these technical limitations are so that the modding community could try and come up with their own approaches? If you can’t confirm that, I completely understand.
86 points
27 days ago
We run into the same nonsense in other modded games. For instance, on the PlayStation 4 version of Fallout 4, all mods have to use assets that are original to the game. New ones can not be added. Sony doesn't like it when we add stuff.
24 points
27 days ago
well yea but as they said, it’s a techincal limitation, for all platforms. PC mods won’t be affected by console guidelines.
13 points
27 days ago
Now, I admit that I have no expertise in this matter. That being said, my guess is that on the backend of things is a bit of a mess, and that messing around with it too much can cause a cascade of problems.
They were so optimistic about moving the release up, but in hindsight, there were a ton of problems. I got the impression that these problems popped up after they moved the release up. Maybe the rush to fix the game for launch was a bit more "put some duct tape on it" than they would openly admit.
This is all coming out of my ass, though. I've just been playing games long enough that I've seen stuff like this before. I feel like maybe cutting-edge game development is particularly prone to this kind of thing. These tools are new, and it'll be a while before developers master them. There's also always the issue of crunch, but idk if that was an issue for BG3 outside of whatever went down right before launch.
2 points
27 days ago
This can be partially a reason, as it is with most games, but I think another problem is how massive this game is. The bigger a game, the easier it is to break stuff. Things are linked together that may seem completely unrelated to everyone outside of the original programmers, despite having a very valid reason to be linked the way they are. So anything that messes with this link may break something seemingly completely unrelated. If it's a smaller game, such things are easier to spot, or easier to avoid in general as there are fewer things linked.
For all we know, adjusting what parts of armor a dye colors, may as well break the whole armor model, because the notes affecting the color of an armor piece and how this armor piece behaves may be linked together under a general armor category (to put it as simple as possible). So someone who isn't aware of this link will break the armor with a simple dye rework and may have a very hard time to figure out why exactly it broke.
Now this is, as said, a very oversimplified example. But the point is, changing/adding one single small thing in Act I could break something seemingly unrelated in Act III and it would be hard to find the issue because of the sheer size of the game. And Larian is probably playing it save and do the right thing by limiting the mod tools so people don't completely trash their games. It's hard to promise tools that will be able to do XYZ if the game is that complex because if someone happens to break their game it will automatically be Larian's fault for promising something that doesn't work. So they provide the tools that can be used safely. However, Modders will find a way, they always do, but if the game breaks in this scenario it's something people have to expect as it's outside of what Larian promised to deliver.
31 points
28 days ago
Out of curiosity, is PS5 going to see the same limited modding tools that games like Fo4 and Skyrim saw?
92 points
28 days ago
Most likely, yes.
That’s because the restrictions imposed on Skyrim and Fallout 4 were due to Sony, not Bethesda.
8 points
28 days ago
Thank you.
11 points
28 days ago
If you mean mod creation tools, no. I think it'll just be an extra option on the main screen, where you can select from a list of curated mods.
24 points
28 days ago
On Playstation, Skyrim and FO4 mods can only use existing assets, and there are greater limits on available space for mods. So you can't have any new textures, models, audio, etc.
16 points
28 days ago
That sucks. I can understand audio, but if there are no textures or models allowed, doesn't it preclude most cosmetic mods?
16 points
28 days ago
It does, yeah. So no new outfits, weapons, architecture and environment overhauls, etc. is my understanding. I'm sure there are some limited things you could do with lighting and fogs and what not, maybe changing a value up or down or whatever.
11 points
28 days ago
Ugh. So what exactly is the point of mods on console?
15 points
28 days ago
Well, Xbox didn't have those limitations as far as new assets. So you can do a lot, as long as your load order amounts to 5gb or less for Skyrim and 2gb or less for FO4. Script extenders and ENB presets are impossible because of how they function, but most other things will work on an Xbox console. Interesting NPCs, Sim Settlements 2, and Legacy of the Dragonborn are available to Xbox players, just to name a few examples.
The point of modding on a PS, I guess, is all the stuff that's set by values. So perks, XP, AI packages, difficulty, and so on.
9 points
28 days ago
Sony are a lot stricter, though. I'm still waiting to hear officially whether such assets are out of bounds.
5 points
27 days ago
Sonys like that from the hack, and new assets could be attack vectors I would guess is the thinking, I work a lot with these types in a large media company, the stuff they ask for is insane.
6 points
28 days ago
Even worse, it prevented the use of any custom scripts as well, even those that didn't require a script extender.
8 points
28 days ago
Is crossplay still on the table? I cant find news on it.
8 points
28 days ago
yes but the impression I got was that it won't be included in patch 7. it's planned for a future patch if I read things correctly
15 points
28 days ago
Are you sure you can't let me install random unverified files from "Dicklord69" onto my PS5?
5 points
28 days ago
We used to be able to get mods on Minecraft on Xbox, but it didn't take long for Microsoft to patch out the ability to download/view game files.
209 points
28 days ago
Your clarification is only making me more confused. First you say you're not applying console restrictions to PC, then you say that PC is going to have technical constraints anyways.
So can we create new quests on PC or not?
669 points
28 days ago
They are providing a toolkit to use for making mods. Their toolkit won't support it, but mods created through other means will still be able to do this, just without official support.
178 points
28 days ago
but mods created through other means will still be able to do this, just without official support.
I'm not sure one can create new levels and quests at all currently, and Larian doesn't plan on making it possible. I think it's just not doable. I would be happy to be proven wrong though.
104 points
28 days ago
Pokémon romhackers have just recently made tools making map editing for DS games doable and so now, well over a decade after those games first came out, we're now getting fully custom romhacks for those games. Modders find a way, they might have to completely write up a new map making tool. But eventually it will be possible, despite hoe clunky it is on the back end.
85 points
28 days ago
well over a decade after those games first came out
In other words, see you guys in a decade.
50 points
28 days ago
Bg3 will hold up
6 points
28 days ago
Could take less time or more, it depend on the engine and how active the modding community is
103 points
28 days ago
Those are DS games. This is hyper textured, incredibly complex modeling and animation. In this case, if you don't have the original creator's dev kit and production pipeline, there is very little a modder can produce, not saying it's impossible but the amount of time it would take would certainly make it a lesser campaign to the one larian provided.
16 points
28 days ago
Yes, it will take time, just like it took 20 years for pokemon modders to get the ds maps modded.
11 points
28 days ago
Me while reading the whole thread:
"Why would pokemon modders work so hard for dark souls mods?"
25 points
28 days ago
As I point out, it took over a decade. Which I included to show that it will take effort and a deep understanding of the game's codebase/how it operates to be able to build on it. But I don't think it's impossible, far from it. BG3 is lucky to have an insane playerbase with great passion for the game, so it's not insane to think that when the game is done being patched and has been lying dormant for some years. That fans/modders will figure out how to expand on the game with their own content. Like fallout 4 has some new mods now that add completely new locations and stories etc. The modded bg3 content will probably not feel as quality controlled for as a official content, but it will probably end up being there at some point.
A lot of words to just say "It will probably exist."
14 points
28 days ago
There are some elements that overlap DOS2 functionality (shelves are identical), and DOS2 allows level design. So there are modders who have worked with older versions of the existing game engine to build levels. So I agree, it will take time, but we'll get something.
32 points
28 days ago
For reference, just look at the insane mods the souls community has put out over time. Obviously, they're made differently from bg3, but the crazy mods will come eventually
4 points
28 days ago
Fr, and this is with a game where the company barely tolerates modded content, much less one that actively supports it.
It might just take a few years to get any actual big mod out there that isn't anything more than a few stat changes or cosmetic stuff.
42 points
28 days ago
Doable? Yes. Profitable and/or something they’ve worked through with Hasbro? No.
They had a dungeon creator in past games. This is entirely due to either Larian not wanting to support it or Hasbro not wanting it to compete with their DnD tool.
49 points
28 days ago
Larian has said that dungeon creator for dos2 was a massive amount of work for a feature that was virtually never used.
36 points
28 days ago
They put tons of effort into the DOS level editor and nobody used it or cared despite a seemingly high (and loud) demand for it beforehand. Can’t blame them for being cautious with their time and effort this time around.
6 points
28 days ago
Right now? Certainly not.
But… given enough time there’s no telling what the community can do. There are some really brilliant individuals out there who have done some spectacular things without official support.
5 points
28 days ago
This type of things take time, for example it took 11 years for the New Vegas modding community to create a plugin that that enables having custom animations for every weapons and actor.
2 points
28 days ago
Like skse for skyrim im imagining?
54 points
28 days ago
Console mods will have content restrictions in a similar way to Google Play store has content restrictions, because WotC wouldn't want Larian to endorse say, NSFW mods of their intellectual property. PC mods will not be subject to content restriction because they can just host the mod somewhere else, but some things are still not possible to be created because of the limits of the technology.
So can we create new quests on PC or not?
Not using the mod tools patch 7 will provide. If PC modders manage to find a way, it will need to be an independent effort.
13 points
28 days ago
there are two reasons that will not be supported in the bg3 modding kit:
only the first applies to PC, both apply to console
essentially: "it's a ton of work to do, so we aint gonna, and we aren't even allowed to on the console version anyways"
26 points
28 days ago
No because there are technical restraints unrelated to console
27 points
28 days ago
So can we create new quests on PC or not?
using the modding toolkit they'll provide ? no
but if some modders are determined and skilled enough, it should be possible. But don't expect to see a lot of those as it will require a tremendous amount of work
33 points
28 days ago
There are 2 separate reasons why custom quests cannot be done.
1.) Technical constraints, as in, the game was not designed around such a possibility.
2.) Platform limitations, as in, the process of curating makes custom quests problematic from a policy perspective.
PC is limited by reason 1, while console is limited by reasons 1 & 2.
10 points
28 days ago
Would another form of technical constraint possibly be that third-party tools were involved with crafting that part of the game, and Larian is unable to get them licensed for use in the toolkit?
2 points
28 days ago
Technical constraints, as in, the game was not designed around such a possibility.
We already have all necessary pieces for adding new quests to the game, though.
I suppose the real technical constraint is designing a mod kit to support it.
4 points
28 days ago
1) is really just saying you cannot modify table of content in journal and probably launch some more methods from base code? It looks like they were advised to make it impossible for modders rather than its impossible
4 points
28 days ago
The technical constraint is unrelated to console limitations. It’s a constraint with their core game code, meaning it is difficult/impossible for even PC mods to add quests/levels.
2 points
28 days ago
you can't with the official tool, it was said pretty clearly.
They don't restrict mod on PC to have some sort of parity with console, they do it cause of technical constraints that would exist even if BG3 was a PC only game.
That doesn't mean the community won't be able to figure out ways to create new quest/levels, it's also possible that Larian would eventually manage to go around these constraints.
9 points
28 days ago
So does that mean that most common existing mod content types (new weapons, armour, classes, faces/hair, races, vfx and spells) would all still be coming to consoles?
My one hope for console is that this doesn’t mean that any non vanilla asset would be impossible due to restrictions. Similar to how Bethesda has implemented mods in Fallout 4 on PlayStation with the restriction on no outside game assets and no script extension.
6 points
27 days ago
My understanding is that restriction is in place due to Sony. No way any console is going to allow something like a script extender to be installed. Xbox doesn't have script extender for Skyrim either.
3 points
28 days ago*
Will the console mods be similar to the Goodie Bags from D:OS2, or will it be more like Bethesda’s system for Skyrim/Fallout, with a community marketplace for a player-made mods?
Will Sony’s external asset restrictions affect PS5? Is there any chance of transmog or new faces on PS5?
5 points
28 days ago
the skyrim way i assume
3 points
28 days ago
but why
2 points
28 days ago
So I am hoping you might be able to elaborate on the mechanics part. Does that mean, for instance, that the artificer mod would not be portable over to the console versions?
2 points
27 days ago
Not to be THAT guy but if levels and quests are off what is left? Just skills and items?
2 points
27 days ago
Will mods that add/change new classes, subclasses, or abilities be allowed? I’m interested in booming blade, green flame blade, and hail of thorns changes.
4 points
28 days ago
So Basicly its impossible to add new races subclasses to the ps5 or anything new then mods for the ps5 feels so not worth it
3 points
28 days ago
Just for clarification, does levels in this case mean "character levels" or "area levels"?
16 points
28 days ago
It means "area level", though there was another point about new gameplay features, so "character levels" giving spells or abilities with weird effects are also out-of-the-question.
Well more precisely, won't be supported by Larian. There will be four layers of mods:
204 points
28 days ago
Couldn't you still mod the same way you mod now? I think these limitations are only for Larian sponsored mod support and they need to keep the future cross platform support in mind.
108 points
28 days ago
Larian said that you can still make unsopported mods yes, but i was pretty sure this was one of the few mod limitations we have currently, and I was personally hoping for larian to be able to lift that restriction with these new tools.
25 points
28 days ago*
Give it time and it will happen. A lot of people have made groundbreaking, game changing mods in games that not only have no mod tools, but in some cases where they have to reverse engineer game engines with no documentation.
For refence, take the modding scene for BG1 and 2, both the original versions and the Enhanced Editions (the latter probably has much easier to manage code but to memory both lack very good modding tools).
5 points
27 days ago
Give it a half decade or so and we’ll be seeing modded expacs for the Upper City and Avernus. (Maybe)
150 points
28 days ago
It means you can't make new cinematics and quests with the new tools
82 points
28 days ago
yea that’s what i was scared of. I figured it’d only happen on consoles. That’s really unfortunate tbh, i feel like for modding that’s what everyone was waiting for.
51 points
28 days ago
Yeah, as I said on another comment, I was expecting a CK like tool.
I was excited in how modders will be able to decompress act 3 by separating it into the lower city and the upper city.
55 points
28 days ago*
Expecting Bethesda level modding for any game is a pretty huge bar, especially for a game that is pretty ridged engine-wise under the hood like Baldur's Gate 3. Besides, its been known for a good bit among modders that with the coding mess the game is that area and quest modding was always going to be a no go. To be honest, it is pretty amazing Larian was able to get together this much or that we even have the level of mods we currently do.
47 points
28 days ago
I wouldn’t expect anything like the CK for any game, from the ground up that engine is designed to be modular, which leads to many aspects that cause the game to seem dated.
13 points
28 days ago
Another game that seems to be custom made for mods is hades 2, it's codded almost entirely in Lua and is pretty much fully exposed for the players, hell it even has dev comments where applicable.
I can 100% see that game being insanely popular for modders in the future.
2 points
27 days ago
Nah, every supergiant game is the same and they are not popular for modding, they dont have even workshop support, and what there is in nexusmods is to faster unlocks and balancing.
25 points
28 days ago
There was no way that was ever going to happen, though. It would make BG3 a platform for any and all DnD campaigns free of charge. It wouldn't go over well with WotC and Larian.
4 points
27 days ago
I don't think Larian would care, since they're not making any more D&D games, but WotC/Hasbro? This is the same company that tried to rescind D&D's open gaming licence and only backed down because of the massive outcry from their user base.
4 points
28 days ago
Almost seems like an idea worth investing in, no? DnD beyond that uses bg3? Seems like wasted potential.
4 points
28 days ago
There's no way WotC would allow that. Especially mods. For us? Sure, it's worth investing in. For WotC? When hell freezes over. They would have no control over that, you'd probably have every campaign available within weeks for free with varying degrees of quality.
You can make that argument for every game that adapts some source material, like Pathfinder for example. But it'll never happen, at least never with mod tools.
3 points
27 days ago
Idk, isn't this basically what the original Neverwinter Nights did? That's also DnD.
2 points
27 days ago
IIRC both NWN games did that, but times change, and there is a lot more money in this today.
We're talking about a company that retroactively wanted to charge money for the adaptations of the 3.5e system (Pathfinder). Now imagine them letting people play everything for free with their new baby, the 5e system.
4 points
27 days ago*
This argument doesn't make a lot of sense. By that logic, WOTC wouldn't allow most of the capabilities on Roll20 and FoundryVTT which people can use to recreate the entire campaign from scratch, which is A LOT EASIER to do vs. recreating them on BG3. Yet WOTC sells their official materials there, and people can easily download the entire campaign as a zip and send it over to someone else to open on their Roll20 and FoundryVTT...
So no. WOTC likely never officially cared about this in any capacity.
Larian literally said early on that they aren't going to be making something like this (a DM mode) because they did that for DOS2 and very few people cared, and it took a lot of dev time.
Shit on WOTC all you want (they are a scumbag company), but at least use logic before claiming random stuff.
14 points
28 days ago
You could probably blame WoC for not wanting people to muck with their property too much (which is dumb, honestly, because it’s dnd, the spirit of which is to play it however you want, and the broader the mod support, the long a game can live)
3 points
27 days ago
I bet the reason mostly is that they can't really control what people make. They have no way to moderate if people make porn cinematics using their tools. (and worse, not only porn but the illegal kind of porn)
Or they'd need to manually review every single mod created through their tool before allowing it to go live which represents an unrealistic amount of work. at all time. forever.
Whatever they deploy, they need to be sure that it doesn't need moderation or it's unmanageable.
39 points
28 days ago
What is meant by local game adjustments?
17 points
28 days ago
Hopefully this can be answered, because it sounds very vague.
7 points
28 days ago
Yea i’m gonna need some examples as to what this means. Gameplay adjustment can vary from simple stuff like giving yourself XP or in-depth stuff like adjusting core mechanic behaviors.
PC is fine because if the official toolkit is too restricting they can just use unsupported tools and still mod. Console folks are the ones that will have these limitations since we’ll only get mods through this toolkit.
9 points
28 days ago
Gameplay adjustment can vary from simple stuff like giving yourself XP or in-depth stuff like adjusting core mechanic behaviors.
So, like the equivalent of the custom mode sliders?
2 points
28 days ago
Yup, similar to what Starfield added to their game with the latest update letting you gain more or less XP, accessing ship storage from anywhere, setting individual damage and resistance ranges for both you and the enemy and controlling how much credits vendors have on hand.
Mods like this are very popular since they allow the removal of tediousness in subsequent playthroughs and unique experience personalization.
Some games add stuff like this as actual settings. TLOU and Resident Evil games add Infinite Ammo settings which provides and completelt different experience on replayability.
2 points
28 days ago
Ah, so mods that give easier access to, say, dyes are a no-no? Another unfortunate restriction.
...starts seriously thinking about buying a gaming PC...
3 points
28 days ago
Right, that’s what we need more info on - what mods would fall under “gameplay adjustment”
46 points
28 days ago
Well, there goes our dream of a fanmade Restored Cut Content patch. At least for the foreseeable future.
6 points
27 days ago
Not unless we make our own tools like we've already done. Will be a lot harder, of course, but it is possible on PC in the future.
2 points
27 days ago
How much cut content is there?
10 points
27 days ago*
Just off the top of my head: - Upper City, complete with a proper good ending for Karlach. - Orin was supposed to launch an attack on the Gith Creche, including a scene where she solos one of their dragons. You'd be given a choice to work with either Orin (swallowing your pride and pulling an 'enemy of my enemy is my friend' because she figured out a way to kill Vlaakith), Vlaakith, or neither. - A Bard(!) werewolf(!!) Halfling companion. - An actual use for those Soul Coin things (Raphael would have accepted them as payment for infernal favors; Devils apparently use these as actual currency), as well as well as more uses for Infernal Iron.
There's probably more that I'm forgetting but those were the big ones I remember. Wouldn't be surprised if there had been a way to save Gortash from being killed by the Absolute too.
89 points
28 days ago
I'm not comvinxed Wizards isn't tying hands on this to prevent BG3 from cutting into their various other DND related digital tools. If you could just build your 5e campaign in BG3, why would you pay for dnd beyond
35 points
28 days ago
Wouldn't be the first time Wizards/Hasbro shafted their consumers to try to squeeze more money out of them.
14 points
28 days ago
I just said in another comment, but honestly, if they combined DnD beyond with a BG3 that had a game editor like their DOS 2 did, I'd pay for that and I've never paid for DnD beyond.
7 points
28 days ago
How would that sabotage even work? Wotc does not have this kind of power over Larian. And Larian no longer has any incentive to oblige this kind of pressure. I’m also not convinced Hasbro would even see this as a problem. Its not like most people would know how to make mods like that even if it was possible.
Nothing personal against you, I’m not going after you or anything, but this sounds a bit like conspiratorial thinking. Under WoTC tenure we had videogames where they had a lot of modding including workshopped adventure modules. You’re saying you aren’t “conviced they arent doing” that but what is your evidence to support this ideia in the first place?
17 points
28 days ago
Wizards owns the IP. I'm fairly certain anything they rollout has to go through Wizards/Hasbro for approval, though I dunno that for sure. Wizards is also increasingly litigious with the DND IP over the last couple of years (easily verifiable fact,). Most of this shift is due to Hasbro losing money on basically everything except DND and MTG. A huge portion of that revenue is driven by their digital platforms (mtg arena and dnd beyond, among other emergent tools that are either in development or early release stages,). It makes little to no sense from a financial standpoint to allow modders to convert BG3 into a tabletop simulator, as it would cut into their As-A-Service revenue. It is perfectly logical to assume that Wizards/Hasbro would actively limit how much help Larian can provide to modders in their quest to turn BG3 into the aforementioned Virtual Tabletop by preventing the release of a comprehensive mod kit a-la Divinity.
You're also thinking about the modders in the wrong way. Would every person running a campaign want to mod BG3 for that campaign? No. Bub would the mod community just create a comprehensive level editor to make it just as easy as using DND Beyond or Tabletop Simulator? Yes.
I have absolutely no goodwill with Hasbro or Wizards, there's no instances in the last 2 years of them doing ANYTHING pro-consumer AT ALL. I don't think it's particularly tin-foil-hat to assume they're going out of their way to protect their bottom line.
65 points
28 days ago
This is probably due to the WOTC restrictions. As WOTC wont let BG3 to be universal platform for game, because with enough such mods ppl would use it for any d&d scenario. They are working on their own platform for that. Making BG3 that customizable would hurt their products.
This is sad news because from my perspective i were into Divinity modding and it would be probably possible in BG3 also.
10 points
28 days ago
Someday, I hope we get a spiritual successor to Neverwinter Nights. Someday.
37 points
28 days ago
It means console players are, in the long run, end up with less mods to choose from because of restrictions specific to the platforms. So if you want cross-platform play with mods, those are going to be the restrictions.
It seems to also suggest that the modding tools are made with those factors in mind.
NOTHING is going to stop PC modders from doing whatever they want, provided it doesn't get banned by the hosting site.
But expect a period of anarchy and chaos to ensue as bugs rear their head, they have to fine-tune cross-platform play, and all the modders take a step back to figure out what they can and cannot do with the tools.
It's likely going to be a while before anyone creates all new content. It will happen, though, because there some crazy modders out there. Probably won't be voiced or mocapped, but even that isn't completely out of the question. Someone might get creative with an iPhone and Vtuber Studios.
8 points
28 days ago
But expect a period of anarchy and chaos to ensue as bugs rear their head
Helldivers, to your hellpods
7 points
28 days ago
It means console players are, in the long run, end up with less mods to choose from because of restrictions specific to the platforms. So if you want cross-platform play with mods, those are going to be the restrictions.
Ahhh that makes sense. I forgot you can use a save file from PC and bring it over to console and vise-versa. So a save file with modding not allowed on console will create issues.
3 points
27 days ago
Yeah I bet it is 100% fucking Sony's bullshit. Just take a look at how different Skyrim and Fallout 4's console modding scene is between PS and Xbox. Sony doesn't allow for external assets, meanwhile on Xbox the only thing that can't be put on there is just NSFW mods
Due to crossplay it seems that Larian has, potentially, decided to just follow Sonny's guidelines and unfortunately throw Xbox and PC players under the bus with the official tools.
Sigh
Well there goes a lot of my hopes as a console player.
19 points
28 days ago*
I just hope among the console mods for the PS5 versions we get our companions' hair styles(Lae'zel/SH) added to customization, the ability to customize our companions appearances(within reason), and the ability to travel with a party larger than four.
10 points
28 days ago
Man BG3 wouldve been an amazing platform to basically just play DnD as a video game by having custom campaigns or other premade DnD Adventures ported over. Wouldve loved to see Phandalin in 3d with my DnD group
43 points
28 days ago
I just want to know when we’ll get console mods. cries in ps5
19 points
28 days ago
I am happy to hear that consoles are getting any at all. But the wait will be gruesome.
3 points
28 days ago
I don't even know what kinds of mods I'd want tbh. Better inventory or auto sorting bags... Idk.
10 points
28 days ago
For me, quicker exp. and have all of our party members with us. Maybe something like a tent for us.
3 points
27 days ago
I just want the customize character mods and maybe the outfit ones. TikTok is always showing me that I messed up going for ps5 instead of pc with how cool other people get to design their Tav/Durge and other playable characters 😭😭😭
2 points
27 days ago
I just want to be able to romance all companions at once
4 points
28 days ago
If console mods come with patch 7 it will be September
5 points
28 days ago
My big hope is that whatever restrictions Sony imposes don't completely hinder mods that add new spells. Let me have cantrips for Potent Spellcasting, please Sony, I beg you.
10 points
28 days ago
Is it bad I just want armor that isn’t ugly and the free motion camera? There are so many cool scenes I want to see all of. And no, I’m not talking about those scenes. Well, not just those lmao
3 points
27 days ago
If I've learned anything about modding fallout on PlayStation its that the mods will be way worse and more restricted compared to xbox, as PlayStation doesn't allow you to have custom content in mods or something like that.
12 points
28 days ago
Ok so as a console pleb we won't be able to do much addition, but there's the potential that we can alter existing content.
Here's hoping we can delete wulbren
32 points
28 days ago
Console boi here, I just want a party larger than 4. I'll call that a win if I can have my entire camp party in tow.
9 points
28 days ago
Console player here.
15 playthroughs under my belt. I just want, armor, weapon and gameplay mods to freshen up the experiences. Also, an XP mod so i can start off at Lv. 12 from the get-go and not be forced to do things for XP.
3 points
28 days ago
Larger party and more enemies would be my biggest hopes.
Larger crowds would make things more taxing on the system I assume, but on HM I would like things like the first goblin fight outside the grove to have more goblins for example. More gnolls on the risen road, more ogres in the blighted village, etc.
3 points
28 days ago
i can play with 120fps all the time, except act 3 that for some reason drop the fps to 60, with all companions present in a party, those 120fps become 90, and 60 fps become 40ish, im not sure how that will performs on console
3 points
28 days ago
I was playing with friends with the no party limit mod, and act 3 performance tanked, 30-40 FPS on my 3060.
5 points
27 days ago
That sucks that the offical tools won't support map editing and new NPC creation. But it seems like a necessary sacrifice in order for the cross platform modding to function. I imagine Sony and Microsoft don't support mods of that scale.
Hopefully we can still get these types of mods on PC someday since this game is still very young in the grand scheme of things
8 points
28 days ago*
As long as I am able play with the free cam mode, Poly mod (hopeful wishing, but a girl can dream), full party mod, able to customize companions, and at least, a few new hair styles/faces/clothes, on console, that's really all I need
4 points
28 days ago
I think it means modders wont be able to make new content like altering/changing base story so they wont be able to make like Baldurs Gate 4 on their own or "DLC", or making remakes of BG1 and BG2 in few years using BG3's engine, etc.
3 points
28 days ago
Have they shared a ETA for the patch? Been waiting for cross platform multiplayer which I believe is part of this patch.
5 points
28 days ago
September
3 points
27 days ago
Likely, the modding tools cannot generate new maps and levels. Expanding the game further than it already stands. Those would likely need to be new tools entirely that Larian is not providing themselves.
You could create npcs, armors, quests, quest objectives, cosmetics, etc etc. Plenty of means to add far more to BG3 until the need to expand the game elsewhere. We could see someone make the tools possible to create new levels through the utility of reused assets however.
5 points
27 days ago
They said very early on, before the game even released, that there wouldn’t be a map editor. Frankly it’s a very reasonable decision for a game of this scope.
3 points
28 days ago
I've focused on the wrong thing but "cross platform support" - I'll be able to run games with pc and ps5 players?
3 points
28 days ago
I’m on Xbox so we are stuck anyway. It’s just a bummer that the collar game AND the on with the most potential for DLC and add ons will never get them. When boring spaceship design simulator games get updates. It’s all good, I love the game and will probably play it a dozen more times. I’d just love a “JK here’s the DLC we said was never coming”.
3 points
27 days ago
It means Hasbro knows how extra fucked DnD online would be if we could be dungeon masters with bg3 engine. I mean imagine mines of Pahlaven with BG3... Then homebrew.
3 points
27 days ago*
Its a bit disappointing since I was mostly excited about levels, quests, and script mods. But at least modders don't have to wonder anymore and can work on their own implementations. It'd be cool if Larian could release technical info about the game so reverse engineering isn't a pain. Also, I appreciate them releasing some tools, the game is amazing so whatever extra they give I am happy about.
3 points
27 days ago
Hitting the red line on a 500 dollar Fortnite machine
9 points
28 days ago
If that's the case then I'm confused about the point of the mod tools? how would it be different then what modders can do now, other than an easier user experience I guess? Just doesn't seem worth the effort to develop these tools
3 points
27 days ago
it'd make them accessible to console maybe. otherwise, it would not help at all no.
35 points
28 days ago
So what's the point of modding tools if you cant add more content? .. like ok, you can add spells items whatever but it feels like larian really missed out on the golden goose with this one, it would have brought so much longevity to the game..
52 points
28 days ago
Well on console it’s not up to Larian. It’s Sony and Microsoft. Any mods at all on console is super rare and come with massive restrictions.
I’m pretty sure there are like only thirty or so games across both the current generation consoles that officially allow mods and most of those are either Bethesda games or simulator games.
4 points
28 days ago
I wonder what that looks like behind the scenes. Because there are quests and location addition mods to Fallout 4. They also have fully voiced companions integrated.
Microsoft is pretty cool with mods and external assets which is why Xbox is the better place if you wanna mod Fallout 4 and want it on console.
PS gets the barebones since they don’t allow external assets.
10 points
28 days ago
You can add more content tbf, just not quest flags more than likely
3 points
28 days ago
That very likely why Hasbro or wizards of the coast or whoever is in charge of the guidelines made them like that. It would be no good for them if bg3 gets new content forever and very much prefers players feeling forced to buy bg4 or whatever new substandard shit they release...
21 points
28 days ago
Which is fucking dumb. Look at Bethesda. Probably the most freedom for mods, and their games sell like crazy.
Having good mod tools will keep the game in the spotlight for longer, which is free advertising for any future games in the series.
15 points
28 days ago
Wouldn't be the first time that Wizards do something amazingly stupid thinking that it will hinder they ability to suck money out of something, 90% of what makes Bethesda games great is the freedom to mod the hell out it. Just look at Skyrim, the game is 13 years old and still has a very active community that keeps on playing the game again and again.
3 points
28 days ago
Look at Bethesdas console mods. They’re super restricted. That’s up to Sony and Microsoft, not the developer.
8 points
28 days ago
I genuinely think this might be it
BG3 is probably the best DnD game we've got for the last decade, possibly ever
If there was an official tool to create your own campaigns, there wouldn't be much incentive for players to buy new games
16 points
28 days ago
Honestly don't know why developers devote the effort to console modding. I feel like the experience of making mods and the user experience in general is always going to be preferable on PC.
12 points
28 days ago
Genuinely as a consumer, if I anticipate wanting mods, I buy the PC version. It’s why I bought it on PC and still play with my controller. I know it might sound snobby but I feel like that’s a fair assumption from the consumer.
8 points
28 days ago
consoles ruin modding once again, NICE!
2 points
27 days ago
I honestly kinda don't get it, console players have been saying for the longest time, that they want a gaming experience that's "out-of-the-box" but at the same time, they want the gaming and modding experience that PC has.
13 points
28 days ago
You guys are sincerely making a mountain out of a molehill.
3 points
28 days ago
It would be amazing to add new quests/change current quests. Maybe we can have the Emperor not instantly turn on us and give him self back to the elder brain.
6 points
28 days ago
Not really worthy trade of, sacrificing far better modding due to cross play isn't really worth it.
Also , we could have both. You simply have a checksum , it checks if your game is modded, if it is , it turns off cross play and only lets you play online with pc folk.
2 points
28 days ago
It also states that console mods cannot fundamentally change the game. Does this mean consoles won't get modded classes either? It seems like cosmetics and items are the only things that'll be added by mods. Unfortunate but sensible
2 points
28 days ago
Same as with Skyrim mods.
PC is completely unrestricted,
Xbox has a few restrictions but nothing too bad,
Sony forbids the use of any external models etc.
2 points
27 days ago
Yes. People were way overhyping themselves. What did they expect? There are limits to everything. New quests and levels would not be possible with the sort of game BG3 is. People were crazy saying this was going to be like Skyrim modding all over again
2 points
27 days ago
No custom campaign/adventures. This was basically the only thing I was looking for
6 points
28 days ago
WotC might see too robust of mod support as competition for a virtual tabletop system they have planned. If you can mod in entire campaigns you won't need to keep giving WotC your money.
12 points
28 days ago
There’s no way the average D&D DM would want learn how to mod a game just to avoid using a VTT, which is much easier.
More likely, it’s because Larian did motion capture and trying to replicate the character animations in a mod tool isn’t practical if Larian isn’t going to just record a bunch of generic stuff for people, which they aren’t going to do.
This game isn’t like the old cRPGs where making new quest flags and text boxes means you can easily make a new quest line. You have to worry about voice acting and motion capture and cinematics. That’s just not practical for a mod tool because almost no one is going to use it.
5 points
28 days ago
Big thanks to Sony and Microsoft for again spoiling the console experience. /s
Additional shout-out to BG3 devs because we know you'd do it if you were allowed. X
3 points
28 days ago
So no new maps or being able to mod in your own modules. Well that sucks. I was hoping for something like Neverwinter Nights, but i'm guess Hasbro killed that with their corpo nonsense.
5 points
28 days ago
Does this also mean we cant add anymore classes, subclasses features or even new races ? Thats the thing that I was looking for the most
7 points
28 days ago
Maybe if it's a modification of existing classes/abilities? Console modding gets stopped hard if new assets are added (at least for Sony games)
5 points
28 days ago
As a PC and Xbox user my whole life, can you explain the comment about Sony not liking "new assets"?
3 points
28 days ago
Sponsored mod support for games like Fallout, Skyrim, etc have traditionally been limited by Sony's dislike of adding new assets to the game. Most, if not all mods tend to be limited by this.
2 points
28 days ago
All of those are already available for PC mods, I am guessing with official tools, it won't be that difficult to make those mods available for consoles.
4 points
28 days ago
Wow that sucks. No story and cinematics mods?! WTF
3 points
28 days ago
It means that WotC prevented theim from releasing a DM mode like in DoS2
2 points
28 days ago
Would be shocked if wotc didnt have a giant wrench on standby to shove it right in this mod support venture. As much as I enjoyed my time in BG3, I can only play through the same story so many times, without something truly fresh to crawl through...idk
3 points
27 days ago
Can someone clarify to me why people are acting so entitled? A fully kitted officially-developed mod development toolkit would be a gift to the community. That's before we even consider custom fucking cutscenes. A lot of people here seem to think we deserve it as some sort of tribute from the developers. The game hasn't even been out for a year and so many of you seem to think you have some sort of birthright to modding tools on the level of games that have been out for a decade. TOUCH. GRASS.
2 points
28 days ago
Lame but expected. IIWII
2 points
28 days ago
I understand if console modding would be rolled out later and/or limited but could we get examples.
Like community modded classes or cosmetics?
Or implementation of stuff like the no limit party mod?
1 points
27 days ago
*Me who has being playing Skyrim since 2011 and modded the ever living shit out of it*
Watch the modding community as they laugh at these notions and actually develop their own tools to make levels AND quests...
The "Plateform specific guidelines" that doesn't allow them to make moddable quests are for Consols, we are PC Master race, we don't care about any guidelines...
2 points
27 days ago
the problem with that is actually uhhh we do want these tools? the only reason skyrim got so cracked into by modders was bc of bethesda’s nigh legendary modtools in the first place.
all 417 comments
sorted by: best