Baldur's Gate 3
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  • Deadly Sins NOTES

    Please note


    Please do not use both versions .pak is the same but they both use same uuid etc, so they should overwrite each other but why try to break it
    The mod overrides the games basic weapon attacks with melee and ranged weapons. Attacks while dual wielding costs only 1 action point but attacks with both main hand and off hand weapon. Needs at least one bonus action to work but does not get consumed
    Your underwear and for every playable character will be modified, depending on the version you use but should add it's bonuses on top of other underwear mods, if you don't want the extra action point, bonus action point and 50% hp, just go commando :o
    All assets and spells are from the game, but if you feel I used your idea, that's fair I have played wi...

  • how to change the eyes to non-glow :)

    i sometimes get asked why certain eye colours look different on my heads: (i'm looking at you elf eye colours)

    my heads use the glow enabled tiefling eye material because that's what i personally want.

    i'd offer an alternative version with "normal" eyes for elves etc if i didn't already have 4 variations of the main mod :(



    soo, instead let me quickly tell you can how can change this yourself:


    1. unpack my mod

    drag the .pak mod file inside the zip onto the blue field in the modder's multitool and then open Unpacked Mods under shortcuts.

    2. opening all relevant files

    navigate to HW_HeadEdits -> Public -> HW_HeadEdits -> Content -> Assets -> Characters. choose the head yo...

  • Addon Drop Items

    The following addons drop the listed items and require the associated mods to function. Using an addon without it's associated mod will cause
    the spawn to drop 1 gold instead.

    Ancient Weapons:
    - Sower of Chaos
    - Dagger of the Infamous Wizard
    - Sickle of the Whisperwind Clan
    - Shortbow of War
    - Handaxe of the Forest Elf

    Comically Large Spoon:
    - Guess what this one drops!...

  • Addon Drop Items

    The following addons drop the listed items and require the associated mods to function. Using an addon without it's associated mod will cause the spawn to drop 1 gold instead.

    Ancient Weapons:
    - Sower of Chaos
    - Dagger of the Infamous Wizard
    - Sickle of the Whisperwind Clan
    - Shortbow of War
    - Handaxe of the Forest Elf

    Comically Large Spoon:
    - Guess what this one drops!...

  • Doppelganger Details

    If you transform into one of the following types, the listed effects will be provided with it:


    Construct
    * Cannot be healed via normal spells, has a 2HP/level regeneration
    * Immunity to Psychic
    * Vulnerability to Lightning
    * Cannot be Charmed
    * Has the Heat Metal ability/spell

    Goblin
    * Has the Goblin Warcry ability/spell
    * Has the Fury of the Small passive (addtl damage to larger races)

    Branded
    * Advantage on Death saving throws
    * +1 bonus to saving throws
    * +1 to Sleight of Hand
    * -1d4 to enemy attack rolls

    Plant
    * Immunity to Lightning and Psychic
    * Vulnerability to Fire
    * Has the Entangle ability/spell
    * Can Speak with Animals

    Myconi...

  • How to replace the cinematic model

    What you are going to need:

    1) BG3 Modder's Multitool
    2) Norbyte's ExportTool
    3) Any text editor of your choice

    NOTE:
    If this is your first time doing something like that, you must unpack game files using MM first.
    Open MM, go to Utilities > Game File Operations > Unpack Game files and unpack Shared.pak.

    If you want to replace it with Old School Tattoo guitar:

    Open MM and press the "Search index" button.
    Paste d4198661-d450-1005-7ac5-1ce32ed3462b to the search field to locate the RootTemplates file (screenshot).
    Copy this file and paste it to SteamLibrary\steamapps\common\Baldurs Gate 3\Data\Public\Shared\RootTemplates (create the folder if it doesn't exist).

  • Tool localization

    If you are reading this article, thank you for your help! every user who uses the tool and leaves feedback helps the development and improvement of the tool itself.

    That said, if you're here to help localize the tool in your language it's simple:

    The tool localization files are contained in the data/Localizations folder of the tool, they are in .json format.
    If you want to create your own localization file, copy the current en_US.json file to another folder, open it and translate it into your language following these guidelines:

    The file is structured like this

    {
    "item_1":"some text",
    "item_2":"some awesome\ntext",
    "item_3": "some best {0} awesome text",
    "item_4": "the best awesome {0} text in...

  • Races

    RACES:

    - Each race should be similarly viable in terms of strength.

    - Races should all provide either power, utility, fun, or a combination.

    - Regardless of what race you decide to choose, you should feel the weight of that choice in gameplay.

    - All changes to Race bonuses are applied to NPCs as well wherever possible.

    - No one race should tower over the others in a way that makes them the defacto best pick.

    HIGH ELF:

    Weave Surge

    When casting Cantrips, you will ocassionally experience a sudden surge of Wild Magic.

    WOOD ELF:

    Elven Haste

    Your Movement Speed increases by 3m/10ft.

    ASMODEUS TIEFLING:

    Breath of Nessus

    Gain ba...

  • Feats

    FEATS:

    - Feats are obtained at levels 4, 8, and 12 for all classes.

    - Aside from Ability Improvement, all Feats may only be taken one time.

    - Each choice of Feat should serve as an exceptionally powerful, potentially build defining characteristic of your character.

    - Feats should enable the specialization into one particular playstyle, or serve as a method to create multifaceted, hybrid style builds.

    - All Feats should, as a baseline, be mechanically interesting, fun to engage with, and have arguments to be made for taking any one of them.

    ABILITY IMPROVEMENT:

    - Gain two additional Ability Points.

    ACCORD OF THE ARCANE:

    - Learn any two Cantrips, and four Spells, up to a maximum level...

  • How the mod works

    This mod requires Paramonov95's REL v3 and Rilissimo's REL generator to function.
    Why REL ? Technically it can be run with the generator alone, but it can't delete pre-generated items from containers in vanilla or in the integrated mods, and REL does that
    Why generator ? The mod requires data only the generator can output at the time you press the 'Generate' button, it will not work without.

    Note that it doesn't alter REL's treasuretable drop chance of any item/container. So using REL with or without REL_SE is essentially the same in functionality. What it does is to take half (by default) of all the items from REL and inject 1 (or none) of them into:
    +Traders, when you ask them to trade, once per long rest
    +Non-empty bosses and chests for the first time...

  • Druid Progression

    CLASS: DRUID

    Level 1:


    Cantrips (2 / Druid)
    Spells (All / Druid Level 1)
    Wildshape Charge (3)
    Spell Slots (Level 1 / 2)
    Wildshape

    Bear
    Wolf
    Cat

    Level 2:


    Spell Slots (Level 1 / 2)
    Passives (2)

    Passives are detailed after class and subclass progressions.

    Level 3:


    Spells (All / Druid Level 2)
    Spell Slots (Level 2 / 2)
    Subclass Progression

    Subclasses are detailed after class progression.

    Level 4:


    Spell Slots (Level 2 / 2)
    Feat (1)

    Level 5:


    Cantrips (1 / Druid)
    Spells (All / Druid Level 3)
    Spell Slots (Level 3 / 2)
    Wildshape...

  • How the config and MCM menu works

    The only REL_SE file meant for configuration is REL_SE_Config.txt, if you don't use MCM. All other files are meant to be read and written by the script only.
    Check the Documentation tab for the latest version of the config file. Either copy paste it to your config, or delete your current one, a new config will be made once a save is loaded.

    Below is the explainations of what each configurable variables in the config file do:
    *all rates assume you have given the value in percentage, so cosmetic=50 means it's 50/50 to drop, you can add decimals into them, maximum is 15, more can be added but the script round them to 15th anyway.

    Dicesize / Dice size : determine the maximum number randomly generated, it's always between 1 and Dicesize
    Cosmetic: the dr...

  • Fighter Progression

    CLASS: FIGHTER

    Level 1:


    Superiority Dice (3)
    Second Wind

    Once per combat encounter, upon reaching 50% of your total Hit Points, recover +1d8 Hit Points.
    Manoeuvres (2)


    Level 2:


    Passives (2)

    Passives are detailed after class and subclass progressions.

    Level 3:


    Subclass Progression

    Subclasses are detailed after class progression.

    Level 4:


    Feat (1)

    Level 5:


    Extra Attack

    Make an additional attack for free.
    Action Surge

    Gain an additional Action.
    Manoeuvres (2)


    Level 6:


    Passives (2)

    Passives a...

  • Monk Progression

    CLASS: MONK

    Level 1:


    Ki (1)
    Flurry of Blows

    Spend a Ki point and a Bonus Action to deliver two quick strikes.
    Martial Arts

    Attacks with Monk weapons deal additional damage, unless their standard damage is higher. The damage of these attacks scale with either your Strength or Dexterity. You can make an additional attack as a Bonus Action.

    Level 2:


    Ki (1)
    Passives (2)

    Passives are detailed after class and subclass progressions.

    Level 3:


    Ki (1)
    Subclass Progression

    Subclasses are detailed after class progression.

    Level 4:


    Ki (1)
    Feat (1)

    Level 5:


    Ki (1)

  • Paladin Progression

    CLASS: PALADIN

    Level 1:


    Spells (All / Paladin Level 1)
    Spell Slots (Level 1 / 1)
    Channel Oath Charges (3)
    Crusader’s Smite Charges (3)
    Divine Smite
    Smite Selection (1)
    Subclass Progression

    Subclasses are detailed after class progression.

    Level 2:


    Spell Slots (Level 1 / 1)
    Passives (2)

    Passives are detailed after class and subclass progressions.

    Level 3:


    Spell Slots (Level 1 / 1)
    Smite Selection (1)
    Subclass Progression

    Subclasses are detailed after class progression.

    Level 4:


    Spell Slots (Level 1 / 1)
    Feat (1)

    Level 5:


    Spell Slots (Le...

  • Ranger Progression

    CLASS: RANGER

    Level 1:


    Natural Focus (3)

    Spells (1 / Ranger)
    Spell Slots (Level 1 / 1)
    Hunters Mark

    Expend a charge of Natural Focus to deal an additional 1-6 damage to a target of your choice, so long as Concentration is maintained.

    Level 2:


    Spells (1 / Ranger)
    Spell Slots (Level 1 / 1)
    Passives (2)

    Passives are detailed after class and subclass progressions.

    Level 3:


    Spells (1 / Ranger)
    Spell Slots (Level 1 / 1)
    Subclass Progression

    Subclasses are detailed after class progression.

    Level 4:


    Spells (1 / Ranger)
    Spell Slots (Level 1 / 1)
    Feat (1)

    Level 5:...

  • Rogue Progression

    CLASS: ROGUE

    Level 1:


    Lucky Dice (3)
    Sneak Attack

    Deal additional damage to a target once per turn when an ally is beside them, or if you have Advantage. This value grows as you level. When an enemy takes damage from Sneak Attack, it will not proc on them again until the end of their next turn.
    Lucky Roll

    Spend your Lucky Dice in order to gain Advantage on failed rolls. When spent on an Attack Roll, can cause you to proc Sneak Attack.
    Nimble Movement

    You may Sneak, Dash, and Disengage as a Bonus Action. This may be toggled at any time.

    Level 2:


    Passives (2)

    Passives are detailed after class and subclass progressions.

    Level 3:


    S...

  • Sorcerer Progression

    CLASS: SORCERER

    Level 1:


    Cantrips (2 / Sorcerer)
    Spells (2 / Sorcerer)
    Sorcerer Points (1)
    Spell Slots (Level 1 / 2)
    Creationary

    Gain the ability to convert Sorcery Points into Spell Slots and vice versa. Conversions do not just restore points, but also increase your maximum. When creating Spell Slots, you may have up to 50% additional slots than you normally would be able to hold. For example, you may convert until you have six level one Spell Slots, instead of the usual max of four. Additionally, you may create Spell Slots up to one level higher than what you are able to naturally hold. For example, at level one, you may create Level Two spell slots, should you have the Sorcery Points in order to do so.

    Leve...

  • Warlock Progression

    CLASS: WARLOCK

    Level 1:


    Cantrips (2 / Warlock)
    Spells (2 / Warlock)
    Warlock Spell Slots (2)
    Eldritch Secrets

    Unlock Eldritch Blast
    Subclass Progression

    Subclasses are detailed after class progression.

    Level 2:


    Spells (2 / Warlock)
    Passives (2)

    Passives are detailed after class and subclass progressions.

    Level 3:


    Spells (2 / Warlock)
    Subclass Progression

    Subclasses are detailed after class progression.

    Level 4:


    Spells (2 / Warlock)
    Feat (1)

    Level 5:


    Cantrips (1 / Warlock)
    Spells (2 / Warlock)
    Warlock Spell Slots (1)
    Mystic A...

  • Wizard Progression

    CLASS: WIZARD

    Level 1:


    Cantrips (2 / Wizard)
    Spells (2 / Wizard)
    Arcane Recovery Charge (1)
    Spell Slots (Level 1 / 2)
    Arcane Recovery

    Level 2:


    Spells (2 / Wizard)
    Arcane Recovery Charge (1)
    Spell Slots (Level 1 / 2)
    Passives (2)

    Passives are detailed after class and subclass progressions.

    Level 3:


    Spells (2 / Wizard)
    Arcane Recovery Charge (1)
    Spell Slots (Level 2 / 2)
    Subclass Progression

    Subclasses are detailed after class progression.

    Level 4:


    Spells (2 / Wizard)
    Arcane Recovery Charge (1)
    Spell Slots (Level 2 / 2)
    Feat (1)

    Level 5:

    <...