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Moonglasses - BG3 Toolkit Unlocker 1.2.0.452 β€” Baldur's Gate 3

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Moonglasses - BG3 Toolkit Unlocker 1.2.0.452 β€” Baldur's Gate 3

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ImageImageImage
Reuploaded from Nexus.



We have a thread of tutorials of tutorials & resources for the toolkit here



Overview
MoonGlasses is a tool that unlocks the full power of the BG3 editor. This tool allows for level creation, dialogue, cinematic timelines, new combat encounters, as well as everything the locked version has. Furthermore, it allows for new extensions and features to be created.

Some of the new things you can do:
  • Easily modify dialog nodes (auto-saving and managing your translation files and their versions).
  • Add voiceovers to dialog nodes.
  • Manage voiceover speakers.
  • Unlock the power of cinematic dialogs by enabling the Timeline Editor (currently, only "Full Copper" generation is available).
  • Create your own quests


Downloads
FilesVersionTypeDescription
πŸ“₯ [PATCH 7] Moonglasses - BG3 Unlocking Tool v1.2.0.452MainFor Patch 7 toolkit version.
γ…€
πŸ“₯ [PATCH 8] Moonglasses - BG3 Unlocking Tool PublicBeta-506MainPatch 8 toolkit version.
β–Ί Old Versions


Installation Instructions
  1. Download and extract the files
    γ…€
  2. Run unlock.bat, this unblocks all the .dll files that windows complains about
    γ…€
  3. Extract Steamworks file and MoonGlasses Folder into BG3 Editor root folder.
    γ…€
  4. Run the editor. If it crashes, the .dlls may be blocked, still. Right click them and go to properties. On the bottom make sure it doesn't say they're blocked.
    γ…€
  5. If you're still crashing, please uninstall the editor, make sure the folder is empty, reinstall it, then try again.
    γ…€
NOTE: You do NOT need SiegFre's unlocking tool to make MoonGlasses work. This is a separate entity.


Last edited by loregamer on April 29th, 2025, 21:12, edited 34 times in total.
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Post by loregamer »

πŸ“₯v0.1.0
  • Moving files from the \Mods\Editor to just \Mods is no longer required.
  • Resource file paths are corrected
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Post by loregamer »

Looks like there's still some bugs that the Nexus trannies are ironing out
Image
Last edited by loregamer on September 8th, 2024, 02:25, edited 1 time in total.
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Post by rusty_shackleford »

let me know when you finish porting the nwn expansion packs to bg3 engine
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Post by loregamer »

πŸ“₯v0.1.1
  • Fixes issue with localization server and resource importing.
Image
Last edited by loregamer on September 8th, 2024, 02:57, edited 2 times in total.
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Post by loregamer »

πŸ“₯v0.1.2
"Fixes issue with resource importing and prompt so that its clear where files need to go. Previously it was unclear where resources needed to be put in the BG3 directory to allow them to be successfully imported.

The default editor copies files automatically to a mod specific folder, but that functionality appears to be intentionally disabled in the developer version. Files need to be moved to the proper directory manually to be imported successfully. The folder is usually "Baldurs Gate 3/Data/Public/<mod-name>*", but the prompt should specify if the location is elsewhere."
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Post by Vergil »

loregamer wrote: ↑ September 8th, 2024, 22:22
πŸ“₯v0.1.2
"Fixes issue with resource importing and prompt so that its clear where files need to go. Previously it was unclear where resources needed to be put in the BG3 directory to allow them to be successfully imported.

The default editor copies files automatically to a mod specific folder, but that functionality appears to be intentionally disabled in the developer version. Files need to be moved to the proper directory manually to be imported successfully. The folder is usually "Baldurs Gate 3/Data/Public/<mod-name>*", but the prompt should specify if the location is elsewhere."
erm you're supposed to be doing zomboid right now
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Post by loregamer »

Vergil wrote: ↑ September 8th, 2024, 22:23
loregamer wrote: ↑ September 8th, 2024, 22:22
πŸ“₯v0.1.2
"Fixes issue with resource importing and prompt so that its clear where files need to go. Previously it was unclear where resources needed to be put in the BG3 directory to allow them to be successfully imported.

The default editor copies files automatically to a mod specific folder, but that functionality appears to be intentionally disabled in the developer version. Files need to be moved to the proper directory manually to be imported successfully. The folder is usually "Baldurs Gate 3/Data/Public/<mod-name>*", but the prompt should specify if the location is elsewhere."
erm you're supposed to be doing zomboid right now
It's ok I'm in loading screen after loading screen
Image
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Post by loregamer »

πŸ“₯v0.1.3
Fixes issue with saving not working for the dialog editor.
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Post by loregamer »

πŸ“₯v0.1.4
  • Fixes missing model resource import options (.GR2)
  • Fixes missing audio resource import options (.WAV)
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SoLong
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Post by SoLong »

Why precisely is Larian releasing a neutered modkit anyway? It'll be cracked eventually (seen this thread) and only makes them look like control freaks.

"You will let ze trannies remain in ze game, bigot!"

Edit: Also, these retards should know by now that modding is a great way to extend a game's longevity.
Last edited by SoLong on September 13th, 2024, 15:35, edited 1 time in total.
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Post by Bruuth »

loregamer wrote: ↑ September 8th, 2024, 02:25
Looks like there's still some bugs that the Nexus trannies are ironing out
Image
Seems dot.net code atleast on some parts. Hopefully this gets fully reverse engineered and gets linux port at some point. Thou what would probably need whole game engine to be ported on linux. Which is not impossible as there is allready vulkan implementation for the game. Thou what i would assume the "linux port" would be basically linux-ui wrapper for the underlying code and engine using vulkan. Thou not if the modkit uses vulkan or directx or if you are able to switch between. Thou yet again you could just run this over on wine + dxvk and would probably work just fine.
Last edited by Bruuth on September 14th, 2024, 16:08, edited 1 time in total.
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Post by loregamer »

Bruuth wrote: ↑ September 14th, 2024, 15:59
Seems dot.net code atleast on some parts. Hopefully this gets fully reverse engineered and gets linux port at some point. Thou what would probably need whole game engine to be ported on linux. Which is not impossible as there is allready vulkan implementation for the game. Thou what i would assume the "linux port" would be basically linux-ui wrapper for the underlying code and engine using vulkan. Thou not if the modkit uses vulkan or directx or if you are able to switch between. Thou yet again you could just run this over on wine + dxvk and would probably work just fine.
I dost agree with what thou speakest, brother.
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Post by ArcaneLurker »

loregamer wrote: ↑ September 14th, 2024, 17:09
Bruuth wrote: ↑ September 14th, 2024, 15:59
Seems dot.net code atleast on some parts. Hopefully this gets fully reverse engineered and gets linux port at some point. Thou what would probably need whole game engine to be ported on linux. Which is not impossible as there is allready vulkan implementation for the game. Thou what i would assume the "linux port" would be basically linux-ui wrapper for the underlying code and engine using vulkan. Thou not if the modkit uses vulkan or directx or if you are able to switch between. Thou yet again you could just run this over on wine + dxvk and would probably work just fine.
I dost agree with what thou speakest, brother.
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Post by Statesman »

MoonGlasses v1001
Tool made by Discord users Siegfre, Fetish and Frizi that allows Dialog modifications to be saved.

Installation:
  1. Copy and paste all files in this folder into "Baldurs Gate 3 Toolkit" base folder.
  2. Make sure that the .dlls are all unblocked. Right click them and press Properties, then scroll to the bottom and verify there isn't a text that says "Windows has blocked this". If it's there, you can check
    a box to unblock it.
Download
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Post by loregamer »

πŸ“₯v0.2.0
  • Fixes the dialog saving/loading issues due to the localization module.
  • Adds changes to two additional dll files.
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Post by Finarfin »

Hyborian wrote: ↑ September 16th, 2024, 16:36
Custom Avernus map.

Could this potentially mean that we get an avernus campaign?
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Post by Envuen »

Finarfin wrote: ↑ September 16th, 2024, 16:52
Could this potentially mean that we get an avernus campaign?
Someone will 100% make the "Save Karlach" questline, no doubt about that.
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Post by Finarfin »

Envuen wrote: ↑ September 16th, 2024, 17:08
Finarfin wrote: ↑ September 16th, 2024, 16:52
Could this potentially mean that we get an avernus campaign?
Someone will 100% make the "Save Karlach" questline, no doubt about that.
Yes please. Aside from the reddit talk, pegging, I don't mind her at all. Maybe someone could even de-redditfy her dialogue some day.
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Post by DagothGeas5 »

Finarfin wrote: ↑ September 16th, 2024, 17:21
Envuen wrote: ↑ September 16th, 2024, 17:08
Finarfin wrote: ↑ September 16th, 2024, 16:52
Could this potentially mean that we get an avernus campaign?
Someone will 100% make the "Save Karlach" questline, no doubt about that.
Yes please. Aside from the reddit talk, pegging, I don't mind her at all. Maybe someone could even de-redditfy her dialogue some day.
I really hope so. When I met her in Early Access she grew on me, I do not recognize her now.
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Post by ArcaneLurker »

DagothGeas5 wrote: ↑ September 16th, 2024, 17:35
Finarfin wrote: ↑ September 16th, 2024, 17:21
Envuen wrote: ↑ September 16th, 2024, 17:08


Someone will 100% make the "Save Karlach" questline, no doubt about that.
Yes please. Aside from the reddit talk, pegging, I don't mind her at all. Maybe someone could even de-redditfy her dialogue some day.
I really hope so. When I met her in Early Access she grew on me, I do not recognize her now.
This is how she looked in EA
Image

I just thought she was a generic NPC
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Post by DagothGeas5 »

ArcaneLurker wrote: ↑ September 16th, 2024, 17:41
DagothGeas5 wrote: ↑ September 16th, 2024, 17:35
Finarfin wrote: ↑ September 16th, 2024, 17:21


Yes please. Aside from the reddit talk, pegging, I don't mind her at all. Maybe someone could even de-redditfy her dialogue some day.
I really hope so. When I met her in Early Access she grew on me, I do not recognize her now.
This is how she looked in EA
Image

I just thought she was a generic NPC
Same here, but she did make an impression on me with the dynamic and how I was really going to kill her yet the dialogue felt to naturally move until there were doubts on the paladins. It felt as if she was going to become a companion, and she even refused and said we "might meet" again in Baldur's Gate. Everything about the interactions we had was out of the ordinary for me and it made me intrigued about her.
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Post by Daxa »

Finarfin wrote: ↑ September 16th, 2024, 16:52
Hyborian wrote: ↑ September 16th, 2024, 16:36
Custom Avernus map.

Could this potentially mean that we get an avernus campaign?
i now want someone to Port the entire "descent into avernus" directly into BG3. i want to smite zariel Bald head.
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Post by Finarfin »

Daxa wrote: ↑ September 16th, 2024, 19:19
Finarfin wrote: ↑ September 16th, 2024, 16:52
Hyborian wrote: ↑ September 16th, 2024, 16:36
Custom Avernus map.

Could this potentially mean that we get an avernus campaign?
i now want someone to Port the entire "descent into avernus" directly into BG3. i want to smite zariel Bald head.
I'm still pissed Larian and FOTC used the bad ending of the "Descent into Avernus" campaign. We could've heard about the redeemed Archangel Zariel and how Bel got back into power and shit.
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Post by loregamer »

Will back this up later today. Seems like an add-on that helps manipulate dialogue

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