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Realms Restored 2.0 — Baldur's Gate 3

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ModdersHQ
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Realms Restored 2.0 — Baldur's Gate 3

Post by ModdersHQ »

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Say goodbye to ugly heads, beardless Dwarves and a city full of people from distant lands!
Gone are the pink haired snowflakes, hairy Duergar, men in makeup and flirty ponytails.
Over 1500 NPCs changed!

With this mod, we aim to make it easier to distinguish — for example, the visual difference between a Wood Elf and a High Elf. Their unique racial features can now shine through, free from the muddled mix of colors that once turned everyone into a Californian rainbow soup.
The best way to enjoy the full experience of Realms Restored is to have Aesthetics, Heads, Swaps, Names, Voices and Dynamic Crowds installed ALL together.
But do feel free to read through what each mod entry does, so you can decide for yourself what you do or do not want in your game.


Overview
Step into a realm where every NPC is represented with lore-friendly, subrace and gender-specific designs.
NOTE: this mod works very well with No Alphabets. Multiple NPC entries were not edited out because they would conflict with NA. Consider installing with NA right away!



Quick Links

Description


INDEX
  1. Aesthetics {CORE MOD}
    1. NPC Changes
    2. Skin: Color
    3. Skin: Vitiligo
    4. Eye Color
    5. Hair Color
    6. Hair Styles
    7. Beards
    8. Makeup
    9. Lore-friendly Improvments
    10. CC Improvements
  2. Heads {CORE MOD}
  3. Swaps {Requires Aesthetics}
  4. NPC Name Changes Add-On
  5. Voiced NPC Overhauls Add-On


FEATURES

Aesthetics

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This is the core mod that changes NPC Color complexions, Hair styles, Beards, Makeup amongst Other Things!

NPC Changes:
  • Sarevok : His Chult appearance has been altered to look Calishite and resemble his portrait from Baldur’s Gate 2. Image
    Image
  • Cazador : His Kara-Turan appearance has been altered to look like a Sword Coast Elf.
  • Major visual changes for Rath, Florrick, Isobel, Araj and others.
  • Mild visual updates to Kagha, Rugan, Lakrissa, Nere and others.
  • Raphael wears a fancier suit and has a minor colour complexion update.
  • Options to restore NPCs are available in NPC Restoration Tab.
  • Many other NPCs were changed as well! Head to RR Showcase to see more examples.
► Breakdown of SKIN COLOR, VITILIGO, EYE COLOR, HAIR COLOR, HAIRSTYLES, BEARDS & MAKEUP

Lore-friendly Improvements
  • The Society of Brilliance now consists of Underdark only races. Lady Esther became a Drow Half-Elf and Delverdenn – previously a Shield Dwarf – is now a Duergar ore specialist.
  • Followers of Umberlee have expanded their title naming system across all ranks in temple hierarchy, including Tide Rider, Puissant Undertow and Dread Wave of Fury with Name Change Add-On. Their outfits now include tight thin pants in most cases as well.
  • Two female Dwarves in the entire game now have beards! A rare sight to behold!
  • Female citizens from Rivington and Baldur’s Gate now can be seen wearing way more skirts!
  • Drow residing in Moonrise Towers have actually glowing red eyes. Image
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  • Vampire Spawn are now all Human, Half-Elf or Elf. Image
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CC Improvements
Character Creation page received some updates:
  • Dark Urge is now the default character pick when starting a New Game.
  • Dark Urge is a Human Male, including his appearance in the Intro cinematic. Image
    Image
  • Default CC Presets were reworked to no longer start with Chult Humans, Chult Dwarves or other miss-coloured complexions. Those are essentially changes that CC & Polymorph Deblacker mod does, but already built in inside Aesthetics. You can still install CC & Polymorph mod on top of Realms Restored.
  • Default selections for Skin, Eye and Hair colours now represent appropriate Race and Subrace selections, same as those used in the core Aesthetics mod. You can still access all colours through the “Show All” checkmark. [NOT IMPLEMENTED YET]


    Elven colours and no-beards: Image
    ► NPC Example, Aesthetics ONLY
    Please note, while Aesthetics is a mod that greatly improves colour complexions of NPCs and helps distinguish race and subrace visuals, it's still not perfect per se.
    ► Aesthetics ONLY



    Heads

    Image

    This is a core mod that replaces vanilla head models and/or textures where appropriate.

    Head replacements may seem subjective, but they significantly enhance the aesthetics and geographical lore of Faerun and its regions. Gone are the ugly, the androgynous and the overwhelming influx of individuals from distant lands present in the city. We've selected youthful heads, which can be aged with the maturity slider; head options no longer over-represent features from Chult or Kara-Tur. We believe that the new set of heads better showcases Baldur’s Gate as a land and also allows players to easier tell fantasy races apart.
    • With only a few exceptions, androgynous, purposefully made plain-or-ugly, Kara-Turan or Chultan heads were replaced.

      ImageImage
    • Head textures updated to smooth out overly weathered or wrinkled appearances.
    • Freckles on Elves, Drow and Gith are gone.
    • We’ve allowed subtle Eye Glow on a set of eye colours for Elves, Drow and Half-Elves, which highlights their connection to magic and emphasizes their non-human appearances. Tieflings retain the ability to have flaming eyes as well.
      Image
    • Vanilla Heads (unless from Chult or Kara-Tur) are added back to the CC selection, so you can still access it when making a Tav / Durge. [NOT IMPLEMENTED YET]
  • To see visual list of Head Comparisons head to RR CC Showcase.

Image Not only does Heads mod enhances the overall visual aesthetic across different kinds of races, it also expands the visual diversity of NPCs. You’ll encounter far fewer duplicate faces among notable characters, making each one feel more distinct and memorable.
► NPC Example, Tiefling M 4



Unique Drow Heads Standalone Add-On
Drow got a new set of heads, mostly distinct from Elves.
  • Their features are sharper and on a meaner side in general. If you do not wish to see Drow portrayed in a manner that makes them automatically more evil looking – just skip this Add-on and Drow will have exactly the same faces as Elves.
  • To see visual list of Head Comparisons head to RR CC Showcase.


► Gith Heads are NOT IMPLEMENTED YET



Swaps

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This is an optional mod that selectively changes Race, Sex, Body type and in some cases Maturity of NPCs.

Midgets in leading roles, too many Half-Orcs and a sad lack of straight, Human couples plagues the vanilla game. This mod fixes all that and more! Turn Baldur’s gate back to the “mostly human” city that lore dictates. Note: we didn't just turn NPCs into humans; instead, we made changes on a case-by-case basis, with some NPCs becoming different races even if they were human originally.
  • Gnomes and Halflings no longer hog physically aggressive / leadership roles nor are they torturers.
  • Interracial and inter-fantasy racial couples are now mostly Human, with rare exceptions made for Elf and Human pairs.
  • Hirelings are now more attractive and have more palatable races: e.g. the paladin is now a Strong Human instead of a Half-Orc.
  • Bugbears and Hobgoblins turned Human where appropriate.
  • NPCs have been Race or Age swapped based on their voice / dialogue / role. Swaps include Young → Old and Old → Young.
  • We did not transform everyone to Humans exclusively. Instead, we took careful approach with swapping NPCs according to what would make sense in a set scenario, some NPCs actually were turned into other races despite them already being human before.
  • Mute Female NPCs taking up guard / mercenary / Flaming Fist positions have been turned into Men. Voiced NPCs will be dealt with in a separate De-girlboss mod.
  • More instances of Male Strong body type were introduced for a better visual diversity. Very rare instances of barbaric Female Strong were introduced as well, mostly in place of Female Half-Orcs.
  • More than 400 NPCs were affected by Swaps!

NPC Swaps Examples
► Table of Race Swaps Examples
► Table of Name Changes Examples

Vanilla Bug Fixes
It looks like a Half-Orc, acts like a Half-Orc, smells like a Half-Orc but the UI is telling me it’s a Gnome!?
  • Race text has been changed to match the NPC’s actual race.
  • 50 NPCs affected.


Dynamic Human Crowds Standalone Add-On
  • This mod replaces BG city Midgets → Humans and adds more color variety to the crowds' clothing.
  • Choose between 60% or 80% Human crowds.



Name Changes Standalone Add-On
  • Some names were altered to better fit their race, gender and/or to remove excessive silliness.
  • This is a Standalone mod that can be used in tandem with regular Aesthetics and / or Heads enhancement mods.
  • If you’re using Swaps alongside Aesthetics and Heads already, be sure to put the Swaps mod under the Name Changes mod in the BG3 Mod Manager (Unofficial). Swaps has a set of baked in Name Changes to go accordingly with whatever swaps had occurred, so Swaps should always have higher priority.


Voiced NPC Overhauls

NPC was a stupid gnome before. Before Video


By @Lancaster :
  • Laila is now a bearded man called Lestor, because 3 sleazy gents loitering outside of a brothel makes more logical sense in a medieval society. [Implemented in RR Aesthetics]
  • Carmen Pennygood now has a softer voice to match her half-elf looks. [Separate Download >>> RR Voices]
  • Gimblebock now has a deeper voice to match his dwarfiness. [Separate Download >>> RR Voices]
  • Alternate Githyanki Voices is inspired by the 80's miniseries V and it implements a phaser effect to all Gith Voices. [Separate Download >>> Here]

🖼️SCR

For more screenshots and comparisons, see this post.

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📥Downloads


UPDATE your BG3 Mod Manager to latest version before downloading!

FilesVersionTypeDescription
📥 Aesthetics 2.0MandatoryCore mod that changes NPC notable Heads, Skin Color, Hair styles, Beards and Makeup.
📥 Heads 2.1MandatoryCore mod that replaces vanilla head models
📥 Name Changes 2.0Add-onAlter silly names to better fit race, gender and/or remove silliness.
📥 Unique Drow Heads2.1Add-onGive Drow a new set of heads, mostly distinct from Elves.
📥 Swaps 2.0Add-on*Highly Recommended* Changes Race, Sex, Body type and Maturity of deserving NPCs.
📥 Voices2.0Add-on*Highly Recommended* Voice overhauls for NPCs. Currently: Gimblegock, Carmen Pennygood
Pick ONE:ㅤ
📥 Human Crowds 60% 1.0Add-onTurn 60% of Dynamic Crowds into Human.
📥 Human Crowds 80% 1.0Add-onTurn 80% of Dynamic Crowds into Human.
Translations:ㅤ
Image French1.0Add-onby @Tipfy
Image Russian1.0Add-onby @ishowpudge
Translator's Resource:ㅤ
🔧 English.xml from NPCNames 2.0Add-onInstructions in Translate Tab
🔧 English.xml from Aesthetics2.0Add-onNeeds a unique AestheticsLoca mod, separate from Aesthetics mod. Needs higher mod priority
🔧 English.xml from Swaps 2.0Add-onNeeds a unique SwapsLoca mod, separate from Swaps mod. Needs higher mod priority

❗ RR Voices would be entry [6]

Load order should look like this:
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Looking for a previous version?
Check "Old Downloads" Tab >>> HERE

🔄NPCRestore


Restoration won't be available for NPCs with vanilla Chult / Karaturan looks.
NameVersionDescription
📥 Restore Alfira 2.0Vanilla face, textures, colors and outfit
📥 Restore He Who Was 1.0Vanilla outfit and face tattoo
📥 Restore Mystra1.0Vanilla head, colors and outfit
📥 Restore Nere1.0Vanilla head, colors and Mizora hair
📥 Restore Korilla & Hope1.0Turn them back to Dwarves
📥 ALT Isobel1.0Only restore Grey Hair and remove ponytail
📥 ALT Arnell1.0Restore Arnell to his RR 1.0 looks *younger parents*
📥 ALT Emmeline1.0Restore Emmeline to her RR 1.0 looks *younger parents*

Install


INSTALLATION

Index
  1. Install Prerequisites
  2. Installing the Mods
  3. Uninstalling

1. Install Prerequisites
  1. Install a mod manager for BG3

2. Installing the Mods
  1. Simply drop the zip files onto the right hand panel of the BG3 Mod Manager.
  2. Once there, drag all the Realms Restored mods to the left hand panel.

    Load Order
    1. IMPORTANT: If you wants Swaps, move it below ALL the other Realms Restored Mods.
    2. No Alphabets is an critical part of restoring the realm, so place ALL No Alphabet mods UNDER Realms Restored Mods in the mod list, and in the very bottom if you are confused.
      Image
  3. Go to File > Export Order to Game.
  4. Go to File > Refresh Mod Updates.
  5. If upon refresh your mods end up on the right hand panel, repeat step 2 onwards.



Uninstalling Realms Restored

It IS SAFE to uninstall Realms Restored at any point in your game.
  1. Go into BG3 Mod Manager
  2. Permanently Delete all the Realms Restored modules you added. NOTE: it is not enough to simply disable RR mods, you have to delete them permanently.

Troubleshoot


TROUBLESHOOTING


Common Issues
  1. BG3 Mod Manager says "No mods imported. Does the file contain a .pak?"
  2. My Load order is not sticking in the in-game mod Manager
  3. Heads/Hair floating away from body
  4. Can't Change Voice in Magic Mirror or Character Creation screen
  5. Can't speak to NPCs
  6. Can't click on anything in game
  7. Can't click on anything in game but I have installed all of the above!
  8. How do I get rid of the message at character creation?
  9. What mod order should I have?
  10. NPC voice is female but body is still male sometimes
  11. NPC voice is male but body is female sometimes?
  12. Graphics glitches/ flashing ray and tears coming off Aylin/ other NPCs


Issue: BG3 Mod Manager says "No mods imported. Does the file contain a .pak?"

Fix: Update Bg3 Mod Manager to latest version



Issue: My Load order is not sticking in the in-game mod Manager

Fix: In-game mod Manager just displays mods alphabetically and has nothing to do with the real Load Order. Don't worry.



Issue: Heads/Hair floating away from body

Fix: Set your Animation Level of Detail to "High"



Issue: Can't Change Voice in Magic Mirror or Character Creation screen

Fix: Disable NoAlphabets CCreator and bully @loregamer until he fixes it.



Issue: Can't speak to NPCs

Fix: You forgot to install .NET (not framework) as part of your BG3 Mod Manager installation.



Issue: Can't click on anything in game

Fix: You may need the install latest version of Script Extender for some other mods you installed.. Note: None of our mods use Script Extender.



Issue: Can't click on anything in game but I have installed all of the above!

Fix: This may be due to either one of these reasons:
  1. You are sailing the high seas and your game is outdated.
  2. You may be running your game on an older DirectX version. BG3 Mod Manager can cause crashes if you use versions older than DX11. Try using Vortex mod manager instead.


Issue: How do I get rid of the message at character creation?

Fix: Install ImprovedUI



Issue: What mod order should I have?
NPC voice is female but body is still male sometimes
NPC voice is male but body is female sometimes?

Fix:
  1. Make sure to "Export Load Order" in your mod manager before starting your game.
  2. Your mod loading order is incorrect. Lower down on list = higher priority. Put Swaps below other RR mods and No Alphabets Mods even further down.
    Image


Issue: Graphics glitches/ flashing ray and tears coming off Aylin/ other NPCs

Fix: You are likely you are using BG3 Mod Manager without DirectX11. Use DX11 or use Vertex mod manager instead of BG3MM
Can also be related to your game being an older version.

❓FAQs


FAQs & RECOMMENDATIONS

Technical Questions↴
  1. Do I need to install Better Baldur's Aesthetics?
  2. Do I need to install Character Creator and Polymorph Deblacker?
  3. Do I need to add portraits?
  4. What other anti-woke mods are superseded by this mod?
  5. How do I order the various anti-woke mods in BG3 Mod Manager?
  6. Can you pack No Alphabets and Realms Aesthetics etc into a single mod?
  7. How do I make my edits overwrite specific NPCs in RR?
  8. Will external mods like Hijimare's work with Realms Restored?
  9. Do regular aesthetic mods for Tav like the various head, eyes, hairs, etc work with Realms Restored?
  10. Do I need to start a New Game for this to work?
  11. Is there a Mod Manager for Linux users?
  12. Will this work in Multiplayer?
  13. Where can I find other mods that remove identity politics? Image
Lore / Aesthetics Questions↴
  1. Why aren’t tieflings blue or purple anymore?
  2. Why do some heads look so similar?
  3. Insert_NPC was changed, why?
  4. Don't all Selunites have white hair?
  5. Why are some NPCs wearing veils?
  6. Why did you change Raphael's clothes?


Technical FAQs⤴

Q : Do I need to install Better Baldur's Aesthetics (BBA)?

A: No. BBA is redundant with this mod and is also outdated.



Q : Do I need to add portraits?

A : No. Portraits were generated for all changed NPCs in RR using Modding Toolkit.



Q : Do I need to install Character Creator and Polymorph Deblacker?

A: You do not have to. RR covers CC and Polymorph changes on it's own. But if you are used to CC and Polymorph mod and want to keep it, just make sure to put it below Realms Restored mods.



Q : What other mods anti-woke mods are superseded by this mod?

A :: Here is a list of mods whose functionality is fully covered by RealmsRestored:
  1. Better Baldur's Aesthetics
  2. Character Creator and Polymorph Deblacker
  3. Immersive Heads
  4. Immersive CC Portraits
  5. BBA Portraits


Q : How do I order the various anti-woke mods on this side in BG3 Mod Manager?

A :: In the following order, with RR at the top of the list and dignify at the bottom:
  1. Realms Restored Mods
  2. No Alphabets Mods
  3. Even Better Romance
  4. Wylls of Toril
  5. Dignify


Q : Can you pack No Alphabets and Realms Aesthetics etc into a single mod?

A : No, it is easier to find bugs when mod parts are separate and combining mods will also bloat up mod sizes and reduce modularity.



Q : How do I make my edits overwrite specific NPCs in RR?

A : There's a tutorial on Foundry on how to edit NPCs, it should tell you how to extract specific NPCs' visuals. Find and open your CharacterVisuals, the "Name" attribute may have a 3 digit number at the end, e.g. _000. Set this to _018. if the 3 digit number doesn't exist just add it e.g. "S_WYR_retardedNPC_018". Turn it into a mod. Instructions also in Foundry.



Q : Will external mods like Hijimare's work with Realms Restored?

A : Maybe. Users have reported that Hijimare's mods supposedly work fine as long as it is placed in the bottom of your mod list. If you are encountering issues despite that, the culprit will be : Realm's Restored overwriting any mod that has a suffix in the NPC "Name" attribute less than 012. So your best bet is to ask the mod authors to make a patch for Realms Restored to give theirs edits a CharacterVisuals "Name" attribute suffix of 018 or more. Or you can do this yourself.



Q : Will regular aesthetic mods for Tav like the various head, eyes, hairs, etc work with Realms Restored?

A : Yes, as long as the mod isn't overriding existing heads they should not affect RR and work fine for Tav.



Q : Do I need to start a new game for this to work?

A : No. It will take immediate effect no matter where you load your game. And you can remove this mod or any part of it mid game as well.



Q : Is there a Mod Manager for Linux users?

A : Yes: Lampray



Q : Will this work in Multiplayer?

A : Yes. But remember, all participants must have the exact same mods and the exact same mod order for the multiplayer game to work.



Q : Where can I find other mods that remove identity politics?

A : Check out https://modhq.org/, it's part of this website! Also, @loregamer has some good recommendations in HQ's RECOMMENDED MODS




Lore / Aesthetics FAQs⤴

Q : Why aren’t tieflings blue or purple anymore?

A : Tieflings aesthetic used in RR was heavily inspired by early editions of D&D, where red shades are dominant. While blue and purple tieflings still exist, their saturation has been significantly reduced.



Q : Why do some heads look so similar?

A : Many quality-made heads on Nexus are created by tweaking the same handful of vanilla heads that were already decent. In short, a lot of modded heads started out with the same base model before further edits. Additionally, we've used mods from the same authors or head packs multiple times, which gives them a stylistically similar look. We'll be expanding the Heads section with new additions once heads with more variety become available.



Q : Insert_NPC was changed, why?

A : The short answer is personal preference. If you prefer the original, vanilla version, we do offer NPC Restoration as an option.



Q : Don't all Selunites have white hair?

A : No. See examples: [1] [2] [3] It's a simple and popular visual trick used to separate le good vs le evil guys.



Q : Why are some NPCs wearing veils?

A : Swapping Dragonborns to humans messes up facial animations badly when NPCs are speaking, so we added veils to "cover up" the issue. And then added it to some non Dragonborn NPCs as well to avoid making only dragonborn swaps have veils or masks.



Q : Why did you change Raphael's clothes?

A : A narcissistic devil would never deem to wear middle class clothes.

Translate


HOW TO TRANSLATE THIS MOD

Required Applications
  1. Notepad++ or something similar (https://notepad-plus-plus.org/)
  2. Norbyte's LSLib Export tool (https://github.com/Norbyte/lslib/releases)
  3. ShinyHobo's Multi-Tool (https://github.com/ShinyHobo/BG3-Modders-Multitool)
  4. BG3 Localization Helper - My little tool to make your life easier.
Note: The following instructions were written for NoAlphabets so the examples throughout will have NoAlphabets in it as an example. For this mod please use the loca files provided in the Translator's Resource section for convenience.
1. Extract Language Pak
We will assume you are extracting a French pak file
  1. Find your localization file under a path similar to: Baldurs Gate 3\Data\Localization\French\french.pak (this can be english.pak, italian.pak etc)
  2. Copy the file to a location that does NOT have an empty space in the path. And is not a system folder.
  3. Open LSLib and navigate to the PAK/LSV Tools Tab
  4. Under "Extract package" section, in the Package Path field, copy and paste the location and filename of your french.pak file
  5. Under Destination path, paste in the name of the folder where you want to extract the package. Let's go with C:\Desktop\French
  6. Hit Extract Package
  7. Download and unzip the NoAlphabets Lingo mod from the Downloads Tab. Inside you will find the NoAlphabetsLingo.pak
  8. Use the exact same methods as above to extract this packaged into for example C:\Desktop\NoAlphabetsLingo folder.
2. Get a human readable xml file
  1. You can now navigate to C:\Desktop\French\Localization\French. There you will see a "french.loca"
  2. Open LSLib and navigate to the Localization Tab
  3. Under Input file path, copy and paste the location and filename of your loca file, in this case, C:\Desktop\French\Localization\French\french.loca
  4. Under Output file path, paste the exact same path, but replace the file name from french.loca to french.xml
  5. Hit Convert

3. Extracting changed lines in your language
  1. Open BG3_Localization_Helper-vX.X.exe
  2. Go to the XML comparison tab.
  3. Old XML File: Path to your extracted french.xml [If you already have a translation just use your own french.xml]
  4. New XML File: Path to your No Alphabets' english.xml
  5. Output File: C:\Desktop\NoAlphabetsLingo-FR\Mods\NoAlphabetsLingo-FR\Localization\French\french.xml
  6. Leave the "Include modifications" box unchecked.
  7. Click Compare Files
    Image
    This creates a french.xml file with the correct folder structure which only contains the equivalent French lines that No Alphabets changed.
  8. If you translated before and there is an update that changes existing lines, you can compare the old version of No Alphabets' english.xml to the new No Alphabets' english.xml and check the "Include modifications" box to isolate changes to previously modified lines as well as new lines.
4. Editing the xml file
  1. Now open the newly created french.xml file extracted french.xml, which only contains specific in-game text, in notepad++ or similar application.
  2. It will look like this::

    Code: Select all

    <?xml version="1.0"?>
    <contentList xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
    	<content contentuid="h798o7982132132" version="1">Hon hon hon, baguette.</content>
    </contentList>
    Contentuid, otherwise known as handle, will be same across languages and must NOT be changed. Only change the part where it says "Hon hon hon, Baguette".
5. Increase line version number
Once you are done editing, you need to increase the version number of each individual line. For example, I've ramped up the version number to 99 below.

Code: Select all

<?xml version="1.0"?>
<contentList xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<content contentuid="h798o7982132132" version="99">Hon hon hon, Baguette.</content>
</contentList>
  • Open BG3_Localization_Helper-vX.X.exe
  • Go to Version Fixer tab
  • Input File: Path to your modified french.xml
  • Same as above
  • Each time you click the Fix Version button it will increase the version number of each line by 1. Click it as many times as you like. Imo maybe 10 times, just in case Larian does some changes.
6.Packing your translated Lingo mod
  1. Your french.xml should be in a folder like so: Desktop\NoAlphabetsLingo-FR\Mods\NoAlphabetsLingo-FR\Localization\French
  2. Copy the meta.lsx from my Desktop\NoAlphabetsLingo\Mods\NoAlphabetsLingo to Desktop\NoAlphabetsLingo-FR\Mods\NoAlphabetsLingo-FR
  3. Open meta.lsx and search for "orinEsque", add your name to it. e.g. "orinEsque, you"
  4. You should also change the UUID with a fresh new one. You can generate a new one using BG3 Multimodder's tool
    Image
  5. In the same file look for NoAlphabetsLingo, and change it to NoAlphabetsLingo-FR. Must match the folder name in bold in this case NoAlphabetsLingo-FR.
    This is what the English version looks like.
    Image
  6. Now open BG3 Multimodder's tool, drop the entire NoAlphabetsLingo-FR folder to the blue area where it says "Drop mod workspace folder or a mod .pak here". And you will now get a NoAlphabetsLingo-FR.zip file.
5.Uploading
  1. Get vault access from Rusty: viewtopic.php?t=816-hq-vault
  2. Upload your file as a new mod, so people can give you feedback.
  3. Let me know, I'll give link to your mod page.

Changelog



RR 2.0 FULL changelog can be found >>> HERE

Heads 2.1
  • Duplicates removed.
  • Heads renamed appropriately, e.g Vanilla F Elf 5 >>> Araj.
Drow Heads 2.1
  • Duplicates removed.
  • Eye glow on Drow heads has been restored. Available on colours Elf, Demonic and Flame.
Image Image
Glow available both on every new Drow head in the add-on and on every Drow head in Elven section.


Bugs


Fucking nothing it's perfect you asshole retard idiot
► IT'S PERFECT

Stats


NOTE: Figures display HEX colours from Character creation UI which can considerably vary from in-game appearances.

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Fig 1. Percentage Distribution of Skin Color by Subrace. This figure includes all NPCs that have preset skin tones whether they were changed or not. It also includes some with non-preset skin tones that we classified as inappropriate for the race/region.


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Fig 2. Percentage Distribution of Eye Color by Subrace. This figure includes all NPCs that have preset eye colors whether they were changed or not. It also includes some with non-preset eye color that didn't fit the race/skin tone.


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Fig 3. Percentage Distribution of Hair Color by Subrace. This figure includes all NPCs that have preset hair color whether they were changed or not. It also includes some with non-preset hair color that we classified as inappropriate for the race.

Credits


Cheers to the 45 of the finest Nexus and Patreon Modders we stole heads, presets, textures, outfits and CC colors from:

Aloija, Alahria, arideyya, AzazelWasTaken, AzuratC1, badwitch69, bambi009, CaptainGilmer, Cerberry, commanderstrawberry, CoralineKoralina, Dufresne12, FadeSpiritz, HeartsWires, horography, jerinski, KinntheGreen, kylin3, Karto6ka2692, labotor, Lethez, Lynia, Lyuuka, lokelaniii, loulette, Mandragorasprouts, NachoPango, Nikijima, mrjack900, myky24, PiInTheSky, Peppermintarts, plaemon, PseudoKociara, Psychotter, ReallyLazyIcarus, samplevi, Sithembile, surodmg, tashaweeds, TheAlmightyPebble, Toarie, Vessnelle, weavebitch, weeviljester, Z4hr4

Image Dufresne12, Lethez and loulette are extra precious, thank you for having open permissions on your mods! Image

Bless your hearts!
► Table of all Heads, Textures and Alterations


HONORABLE MENTIONS:

@Makirige , @ArcaneLurker : for their help with asset development that didn't make it to the final release.

Other ModdersHQ members ( @Kowe, @Crusaderknight20 , @Tipfy ) and RPGHQ users : for suggestions and brainstorming ideas.


Credits

Aesthetics - ImageorinEsque, ImageSilver
Heads - Imageloregamer, ImageSilver
Unique Drow Heads - Imageloregamer, ImageSilver, ImageorinEsque
Swaps - ImageorinEsque, ImageSilver
Name Changes - ImageSilver, ImageorinEsque
Human Crowds 60% & 80% - ImageorinEsque
Voice Work - ImageLancaster

Disclaimer: Any user not specifically named here or in the credits tab, had no input in this mod.




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All proceeds go to funding Elevenlabs and other AI subscriptions until we run out of mods we want to make!
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Last edited by ModdersHQ on May 17th, 2025, 22:32, edited 110 times in total.
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ModdersHQ
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Post by ModdersHQ »

NOTE: Screenshots may wary slightly from the release version of Realms Restored since those have been taken over the course of mod development. Further updates and highlights incoming.

RR Screenshot Showcase

Cazador, Sarevok, Raphael

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► Cazador
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► Sarevok
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► Raphael

Isobel, Alfira, Mystra

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Viconia, Allandra

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Aesthetics vs Aesthetics + Heads

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VS
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VS
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NPC Highlights

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► Emerald Grove, Druids
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► Act 1 NPCs
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► Harpers
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► Drow

Swaps Highlights

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*Nettie was covered in "Swaps" instead of "Aesthetics"

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Sharran Overhaul

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► More Screens

Bitch Queen Temple Overhaul

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► More Screens

Lots of NPCs from Act 3 (BG city & Rivington)

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► More Screens

BG City Highlights

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Rivington

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Ladies in skirts & Dresses

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DGB Gone

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RR CC Showcase

ELF M

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ELF F

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TIEF F

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DROW M

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DROW F

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HUM M

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HELF M

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etc

More screenshots incoming. I'm too tired. (Silver)


RR Swaps and Name Change Tables

Full Table of vanilla Name Changes w/o Swaps

► Show Table

Full Table of Swaps (including Race, Sex, BT, Maturity & Name Changes)

► Show Table
Last edited by ModdersHQ on May 6th, 2025, 00:00, edited 3 times in total.
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Post by orinEsque »

I pressed a button and modded the nigger away.
If any of you think any of us are autistic enough to manually change 1,500 NPCs and race swap another 400 on top—yeah, no. (We’re pretty autistic, but not that autistic.)

So instead, I made a tool. It scans every NPC for “undesired aesthetics” and swaps them out for a set of preferred ones—fully aware of gender, subrace, and even skin tone. For example, you can set it so that pale-skinned NPCs have a higher chance of blue eyes.

While I was buried in code, Silver was off researching how each subrace should look and came back with, of course, more and more and more things for me to implement. Thanks to her autistic-level of detail, our input spreadsheets went super complex super fast.

Even makeup got complicated. It started with “let’s not give any makeup to men” and somehow evolved into “let’s assign different makeup sets by race and gender.” Sounds like a nightmare, but once the tool was set up, Silver could make changes, I’d press a button, and just like that—Baldur’s Gate was looking awesome.

And just so we're clear, Reddit: the de-nigger part of the mod was made by two women and features more racial diversity than the entire Nexus Mods team.


Goodbye midgets, you won’t be missed
We had an insane amount of fun playing BG3 multiplayer with No Alphabets and BBA turned on—absolute chaos, in the best way. But then we hit Act 3 and the abysmally low number of humans had us going: Excuse me? WTF!?
So Silver went running around BG3 with cheat speed, hunting down every NPC that needed de-midgeting. She was supposed to handle this part solo… but she found over 400. FFS, Larian.
So, I put my programmer socks back on and handled nearly all the swaps. Once that was done, Silver came in with all her beautiful unique edits using the toolkit. (Thanks, Larian, for the modding toolkit—seriously). With Swaps mod in place the game is so so so much better than it was. I should go actually play it now :hmm:

We cured Vitiligo
You Reddit cunts accused me of removing Vitiligo all this time, so it's high time I actually did it.

A Note about races
This is a RACE-ist mod . We fix fantasy races and woke slop. While this mod makes most humans white, BG remains a Mediterranean-like city with Turkey (Amn) and Middle East (Calimshan) just south of it. So there are tanned and middle eastern toned people, and sometimes with appropriately foreign faces as well. You'll also find one or two merchants from foreign lands (Karatur) and even some Chults that are visiting as part of the Zhentarim network. The latter is a bit of a stretch but there was a head model to use, so we used it. This author is a fedora tipping centrist that differentiates between black individuals and niggers. But also: Nigger. If that triggered you, you can go whine to your wife's boyfriend.
Last edited by orinEsque on April 24th, 2025, 12:06, edited 5 times in total.
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Post by loregamer »

Happy Easter! :knight-cross:

Allow me to regale you all with a very NEFARIOUS decision we made in the development of this mod.





:wise: :bounce: WHY WE STOLE HEADS FROM NEXUS MOD AUTHORS :bounce: :wise:
Very early, we made the STUNNING and BRAVE decision to not work from scratch on new head models and instead reuse and alter ones from existing mods.

“Why steal others’ work! Why not do it yourself!”

Ultimately, it boils down to, “Because we can, should, and it’s based.” But I’ll write up a more detailed explanation on why.



1. Who the hell has time for that
If we were working with a different game, like Skyrim, where we could create heads using CharGen or RaceMenu and then export the face, this part of the mod would have been a one-day task. Unfortunately, it cannot be overstated how irritatingly long it would take to completely redesign and recreate the full range of heads in Blender.

In this mod’s predecessor, Baldur’s Better Aesthetics, NPCs with certain head models had theirs switched to another vanilla one. This worked, but it resulted in most NPCs looking the same. We wanted to be sure that the new mod has more diversity (hehe) in the amount of heads, hair colors, hair styles, etc. We want NPCs look more unique. So, our decided approach was to replace the head models we found unimmersive with, well, immersive ones.

I start learning Blender to fix the LODs and alter some of these heads manually to have different ears so we weren't able to just drop and replace them, but I’m pretty sure if we had to recruit a whole team of epic racists to edit heads from scratch and implement into the game, then the mod would never come out, nor would the heads have consistent quality. There’s a reason that all those big head packs you see on Nexus have a few good ones out of the sea of slop.



2. Why reinvent the wheel
In the years of me autistically downloading mods, I’ve always thought frequently about this section from the Wrye Notes: Open Modding paper:
New Work vs Duplication
The Cathedral view vastly reduces duplication of effort – instead promoting either improvements in, or extensions of the original, or the creation of entirely new, complementary works. One doesn't have go far in reviewing one's mod library to see quite a few of these examples of mods that extend or fix earlier mods. E.g.: LGNPC, Adventure, Join All Houses, CharGen, Inferno's Island, Kivan's patches, alchemy sorters, etc.



Perfection vs Stagnation
The Cathedral view tends towards perfection, while the Parlor view tends towards repetition and stagnation. Repetition, because earlier useful works that have been closed off have to be recreated. Stagnation, because this fails to lead to improvements, and more importantly because few modders are interested in replicating something that has already been done before. (Especially since, if they knew of the original, they probably have a copy of the original mod, and hence have no personal need to recreate it.

The whole paper is worth a read. For us to have built this part of the mod from scratch would be redoing the work that other modders have already done. Work that they would NEVER use to replace goofy ass “Elves” like this:
Image Image

Keep in mind, we picked out ~110 highest quality heads and edits we found and turned them into a single pack. @Silver had to meticulously comb through hundreds of head models from various Nexus mods, and then carefully select the ones that were of decent quality and would make sense to distribute to all NPCs. It looks pretty fucking good when you see the final product.

The results are pretty much impossible to replicate because of Nexus's self-imposed permission restrictions. That and disallowing anyone to mod the sacred people of color. Conforming would mean Baldur’s Gate 3 would never be able to reach its actual visual potential.



3. Modding is being bottlenecked by permission policies
These were all heads that would fit great on the NPCs. But this is kind of quality is impossible to exist on a platform like Nexus.

And I don't mean just because it makes elves white again.

All the authors we poached head models from have closed permission policies. Nexus has empowered these faggots too much by letting them get any patches or expansions of mods taken down with impunity. Instead of adopting a Cathedral approach and encouraging open permissions, Nexus will go out of their way to ban anyone who doesn’t bend the knee.

So, what we’re left with is numerous high quality heads already existing with the potential to improve the character aesthetics of the entire game. But because of Nexus empowering closed permissions, you can only apply it to your own character. And you have to download huge, multi-gigabyte packs of other heads you aren’t using, too! Lest you face the wrath of the BG3 tranny clique and its army of supporters!

And again, even if we did this exact mod but from scratch, people would see we replaced big lipped African Elf heads with immersive European looking heads, and it’d be taken down in an instant.

Fortunately, we’re not on Nexus, are we? :bounce:



4. It’s funny
I’ve always had a hard time reconciling how mod authors are so vicious and nasty about people using “THEIR” work, when they are modding a game and assets they don’t own in the first place. It’s hilarious. Some of them are even deluded to think they have copyright ownership, so they file illegal DMCA claims that websites often just cave to. Us having a modding environment bothers them, I’m sure. :smug:

Ultimately, this mod only exists because we are breaking all the current modding "ethics" and "conventions".

My official statement is this: We are showing that Cathedral Modding and just saying fuck it about if it's socially acceptable yields higher quality results that are impossible to replicate. To the mod authors reading this, get rekt nigga
And it’s funny that a lot of these tranny authors have to watch their head models be used for making Elves look less black.







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Last edited by loregamer on May 16th, 2025, 18:30, edited 13 times in total.
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Silver
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Post by Silver »

Hello and welcome.
Let's get straight to the point:
The colour schemes for each race are INSPIRED by early editions of D&D, but with artistic liberties and BIAS taken to visually distinguish races and subraces at a glance.
This colour scheme is not the definitive canon; rather, it's a practical approach to categorising shades in a way that minimises repetition between races and subraces, ensuring the greatest visual diversity and creating unqiue looks for NPCs.
If you're interested in a more detailed breakdown of racial colours and want to understand the reasoning behind them, you can check out the full race-to-subrace categorisation below.


HEADS:

GENERAL IDEA: All head changes are subjective. What one person finds beautiful, another might find mundane, and vice versa. However, a general pattern emerged in the changes that led to the final head replacers pack.
Where applicable, heads remained vanilla or were subject to minor edits, such as smoothing textures (where faces were too wrinkly, weathered and mature) or tweaking the original model (balancing out cartoony proportions). Heads that were too unfitting (in our opinion) or were overly androgynous had to go as well. We tried our best to match similar head visuals with one another. And yes, at times heads are quite similar – that’s because most of the edits swimming in the Nexus pool are deviations of same ol’ (best looking) vanilla heads or heads that they take from one modder to another including only the most minor of tweaks and claiming it as a new head.

Humans kept the most variety in their heads, while Half-Elves and Elves typically feature softer traits along with perfect skin. Drow heads were chosen to emphasise their "evil dominant" nature, with sharper, more angular features and a "resting-bitch-face" vibe. Tieflings, meanwhile, have a "devilish" look, like angled brows and face-grooves, matching their BG3 bodies.


HUMANS:


GENERAL IDEA: As you can see on the chart in Statistics (link), Humans underwent one of the most significant changes in the skin department. The adjustment was made to better represent the region of Baldur's Gate and its fantasy demographic. While it’s certainly possible to encounter merchants or adventurers from Chult and Kara-Tur in the area, and especially in the city itself, the sheer volume of such characters would not be the same as in the vanilla game. As a result, deep and dark skin tones, as well as yellow and gold-leaning hues, were removed from the distribution.

Hair and eye colours were also readjusted, with those of fair, alabaster complexions having a higher chance of light hair and eyes, while those with a tanner complexion are more likely to have dark hair and eyes.


HIGH ELVES:


SKIN: Pale, ivory, and porcelain shades dominate. Light tan complexions are the darkest on the scale. High Elves possess unique skin tones that are exclusive to them — pale shades that would appear sickly on humans, as well as fair complexions with tints of pink and purple. This selection is designed to evoke an ethereal feeling the moment a High Elf is spotted in a crowd.
23 NEW skin tones were added to the High Elf kit, including 14 UNIQUE to High Elves only.

EYES: The eye colours of High Elves are split into shades of Blue, Green, soft Pink and Purple tones, along with vibrant Jewel tones and saturated, bright hues that are exclusive to Elves.
7 High Elf only and 17 Elf only striking and mesmerising jewel tones for eyes.

HAIR: High Elves' hair colours are limited to two categories: Light and Medium. Future updates to RR may introduce additional unique hues.
There are 5 Elf and Drow exclusive shades of Silver and White hair.


WOOD ELVES:


SKIN: Primarily sun-kissed with shades of bronze complexions ranging from Light to Medium tan, with subtle to slightly more saturated hues of Green and Copper. Gone are the swampy, Shrek-green Wood Elves and the burnt orange tones. Their complexion now consists primarily of flesh tones, with only slight tints of green and copper instead.
10 UNIQUE to Wood Elves skin tones.

EYES: Wood Elves predominantly have shades of Green, Brown and Hazel eyes, with occasional warm, vibrant jewel tones like Citrine or Topaz.
10 Wood Elf only saturated and luscious eye shades.

HAIR: Wood Elves have a broader spectrum of hair colours. While Ginger, Brown, and Black are the dominant shades, there’s still room for occasional Blonde or Copper Red tones.
Additionally, there are 2 Wood Elf only shades of bright, saturated Red-Orange hues.


DROW:


SKIN: This is an example where artistic liberty was taken in sorting the Drow skin category. While it’s canon that Deep Elves had obsidian, pitch-black skin, these tones appeared somewhat unrealistic when applied to all NPCs in the game, often looking more like shoe polish than the mysterious, shadowy aura Drow are meant to evoke. With that in mind, we revised the Drow skin tones, removing shades with heavy tints of Pink, Purple or Green, and limiting very light or pale shades. The current selection features Medium to Dark, saturated shades of Grey, Grey-Blue and Grey-Purple. Seldarine Drow have access to slightly paler shades, due to their nature as Surface Drow and the possibility of having Human ancestry in their blood.
► Shoe polish drow
Now, there are 49 UNIQUE Drow skin tones in the game, including the bulk of those to be newly introduced. Some subtle differences have been applied between Lolth-sworn and Seldarine Drow.
There are plans for a future Standalone Add-On made to represent the true, gloomy and murky, ink-black skin tones of the Drow, where no compromise will be made.

EYES: Due to the unique nature of Drow eyes, minor artistic liberties were taken when dividing their colours. Lolth-sworn Drow mostly preserve one of their most notable features — Ruby Red eyes. While it’s not the only shade available to them, it is certainly one of the most recognisable. Seldarine Drow – a fresh term coined by Larian to represent Surface Drow – refuse to worship the evil goddess Lolth and instead follow teachings of Eilistraee or other Seldarine pantheon gods; they almost never have red eyes. Instead, shades of light Grey and Purple are dominant.
3 Drow only Red and Purple eye shades.

HAIR: Different White and Off-White tones are available to both Drow subraces. There was a low percent of Red hair in the distribution, so don't freak out when you see a Drow with blood red hair.


HALF-ELVES:


GENERAL IDEA: There are no unique shades specific to Half-Elves for any category. Instead, each subrace is designed to feature a blend of Human traits and their respective Elven traits, without encompassing every Elven shade.
For example, a Wood Half-Elf might have a sun-kissed complexion with a slight green tint, but it won't have the more saturated green that a full Wood Elf might possess. Similarly, a Half-Elf might have vibrant blue eyes, which aren't typical for Humans, but the intensity of the blue won't match the deep elven blue.

The new colour scheme aims to make it easier to visually identify a Half-Elf (pointed ears aside), while still showing that the Elven blood isn't as dominant as it would be in a pure-blooded Elf.
With many of the heads for Helf being changed – both male and female – we did our best to ensure the ears were not as long, large or pointy as they would be on a full-blooded Elf. Unfortunately, this was not an easy task, and some heads may still be tweaked in future updates.


SHIELD DWARVES:


SKIN: Shield or Mountain Dwarves now have Pale to Light Tan skin, a feature that wasn’t present before, as about half of them previously had much darker tan shades.

EYES: Their eyes are now primarily Blue and Green, with occasional Light Grey. Brown and Black eyes are no longer present.

HAIR: Proud Mountain Dwarves are now almost entirely Redheads, with a few Light Brown shades mixed in as well.


GOLD DWARVES:


SKIN: Gold Dwarves should be easily distinguishable by their significantly Warmer, more Brown and more Tan skin compared to other Dwarves. However, their skin tones were never as dark as those of the people from Chult. The skin tone range has now been tightened to exclude overly light or dark shades, focusing instead on Warm, Golden tones for Hill Dwarves.

EYES: Their eyes were also easily recognizable, as they typically had darker and deeper shades of Brown and Hazel eyes.

HAIR: Gold Dwarves’ hair wasn’t as Red or Light as that of Shield Dwarves. Instead, they have Brown or Black hair, which greys naturally with age.


DUERGAR:


GENERAL IDEA: Dark Dwarves have a distinct and unique appearance, which was somewhat lost in the vanilla game. Both male and female Duergar are now Bald, with males occasionally sporting splotchy, uneven scalp hair. Their beards and what hair they can grow are Grey or White only, no Purples are allowed. Their eyes are now limited to Black or Deep Grey only. Additionally, their skin has been almost entirely revamped to feature Ashy, Desaturated Grey tones. To maintain visual variety, these grey tones include subtle tints of blue or purple.

Of the 50 skin tone shades available to Duergar, 46 are NEW and exclusive to them.


STRONGHEART HALFLINGS:


GENERAL IDEA: The range of complexions for Strongheart Halflings was largely the same as it was for Humans in the same region. There were some restrictions in the Hair department – with Brown, Blonde and Black shades being the most common, while their eyes tended to be either Green or Blue.


LIGHTFOOT HALFLINGS:


GENERAL IDEA: Hairfeet generally possess the same complexions as Humans, much like Strongheart Halflings. However, their overall colour palette is much warmer, with skin in Warm, Ruddy shades. Their Hair is mostly Black or Brown, and their Eyes are typically Black, Brown or Hazel. These were the most frequent features of Lightfoot Halflings, with other "humanly" shades being quite rare.
7 NEW shades of reddish-brown skin were added.


ROCK GNOMES:


GENERAL IDEA: Complexion for Rock Gnomes usually ranged from Light to Medium tan of warmer shades. Their Eye Colours followed a similar distribution to that of Humans. As for their Hair, while Rock Gnomes would typically find their locks uniformly greying and whitening upon reaching adulthood, we've kept a more fun variety available to them. The range of colours young Rock Gnomes would typically have, such as Rosy, Aquamarine and Lemony shades remain in the mix alongside more natural hues.
7 Rock Gnome only colourful Hair shades.


FOREST GNOMES:


GENERAL IDEA: Forest Gnomes had Skin in Earthy, Bark-like colours—saturated and desaturated Brown shades—ultimately resulting in a rather Tan, Deep complexion overall. Their Hair was in darker tones of Brown and Black, often quite lengthier compared to their other gnome brethren. And in stark contrast to the overall feel of having a variety of earthy, wooden tones, their Eyes could be of a striking Blue shade. Or, well, Brown.
To bring woody, bark-like colours to Forest Gnomes we’ve added 13 NEW skin tones.


DEEP GNOMES:


SKIN: Unlike the vanilla selection of Blue and Purple shades representing Deep Gnomes—colours much closer to Duergar or even Drow—they now have Medium to Deep brown, desaturated Grey-Brown skin tones.
8 NEW Dull Brown skin tones.

EYES: Their eye colour selection has been narrowed down to just Black and Grey.

HAIR: Much like the Duergar in this case, their males are completely bald, and this is now properly reflected on every Deep Gnome. Females, on the other hand, have hair in strictly Grey shades—not quite the Duergar or Drow selection, and certainly not the random Pink, Purple and Blue highlights you might have seen in the vanilla game.


TIEFLINGS:


SKIN: Say goodbye to the Skittles-like, rainbow-coded skin of Tieflings popularised by 5e and tumblr special-snowflake “artists”. Return to norm with a more grounded approach, where Human and Red shades dominate across all Tiefling subraces. The majority of Pink, Purple, Blue, Yellow, Green, Grey-Brown and Brown shades have been removed. While a small variety of skin tones with subtle hints-and-tints of different colours remain for visual interest (mostly Grey-Blue light tones), the overwhelming majority now consists of Human flesh tones and various shades of Red. Excluding some darker tones that made Tieflings look overcooked and burned.
38 UNIQUE shades were introduced for Tieflings.

EYES: Tieflings retain a variety of eye colours: they have access to Human eye tones, as well as the full Black sclera, Demonic flame-style eyes.
Future add-on might introduce an eye change that sticks closer to the 2e appearance of Tieflings – solid colours with no sclera or pupil at all.
62 eye shades with dark scleras and demonic flames are reserved for Tieflings only.

HAIR: To maintain visual variety, Tieflings retained their Natural hair colours while also gaining access to more vibrant shades, such as Deep Reds, Purples and Blues.
11 NEW hair colours were added for Tieflings.


GITHYNKI:


SKIN: Meet the curious case of the Githyanki. In every D&D edition from 1st to 5th, their skin colour has consistently been described as simply "Yellow." Yet, we are often presented with variations of skin tones, including Green, Deep Brown, Reddish and even Albino. Even the poster child, Lae'Zel, sports straight-up Olive-Green skin. The majority of non-canon shades mentioned above were cut from distribution, leaving only a sliver of Yellow-Green tones to better match Lae'Zel's complexion and to not make her stand out as a single frog-lady amongst her people.
Since this version does not modify companions, there may be a future update that restores the Gith's true yellow skin—and only yellow.

For now, we have 12 exclusive to GIth only vanilla shades and 26 NEW skin tones were added to the mix as well.

EYES, HAIR AND HAIRSTYLES: The visual options for Gith are quite limited. Their eyes are always Black, and their hair is either Black or Deep Brown with warm, reddish undertones. Preferred hairstyles for Gith typically consist of topknots, updos, high ponytails, and braids—styles designed to keep hair away from the face, quite appropriate for a race of fighters and raiders.
All of these aspects have been addressed and fixed accordingly in the mod.


HALF-ORCS:


SKIN: While Half-Orcs were originally described as having mostly Greyish skin, Green tones have become closely associated with their appearance, partly due to the influence of Warhammer and WoW. As a result, Swampy Green shades remain in the roster, alongside Grey tones.
There are now 47 exclusively Half-Orc shades, with 33 NEW additions.

EYES: In this distribution, Half-Orcs predominantly have Brown eyes, with a smaller chance of Blue, Brown or Black eyes appearing.

HAIR: Their hair is mostly Dark—Black or Deep Brown—often slightly desaturated or with yellow-green tints. Blue, Red and Light hair colours have been completely removed.


End of Fantasy Races Manifesto.
Enjoy the experience of Realms Restored.

Thank you for your attention.
Kind regards, lore-autistic Silver.


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Last edited by Silver on April 21st, 2025, 17:15, edited 2 times in total.
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Post by rusty_shackleford »

First(I will delete any posts prior to this to be first)
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Post by Finarfin »

Jesus,that description is the length of three HQ reviews
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Post by Vergil »

Finarfin wrote: April 21st, 2025, 01:53
Jesus,that description is the length of three HQ reviews
Well self aggrandizement *was* the primary point after all.
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Post by rusty_shackleford »

loregamer wrote: April 21st, 2025, 01:48
Modding is plagued by closed permissions[/i]
Tag error
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Post by Reichspepe »

Praise da white lawd Jesus Christ! :knight-cross:

And the modders :scratch:
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Post by orinEsque »

@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
Last edited by orinEsque on April 21st, 2025, 02:12, edited 1 time in total.
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Post by loregamer »

I think I’ll still be Helf Male Head 5 every playthrough tbh
Last edited by loregamer on April 21st, 2025, 02:15, edited 1 time in total.
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Post by ArcaneLurker »

orinEsque wrote: April 21st, 2025, 02:11
@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
Last edited by ArcaneLurker on April 22nd, 2025, 12:04, edited 2 times in total.
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Post by loregamer »

Anyone wanna share their character in CC?
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Post by orinEsque »

ArcaneLurker wrote: April 21st, 2025, 02:17
orinEsque wrote: April 21st, 2025, 02:11
@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
So you are saying Silver came up with the name. Your input was not used though.
Last edited by orinEsque on April 22nd, 2025, 15:52, edited 2 times in total.
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loregamer
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Post by loregamer »

Or like… ingame screenshots too. That would be cool :?
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Vergil
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Post by Vergil »

orinEsque wrote: April 21st, 2025, 02:21
ArcaneLurker wrote: April 21st, 2025, 02:17
orinEsque wrote: April 21st, 2025, 02:11
@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
Image

I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
So you are saying Silver came up with the name. Your input was not used though.
Petty petty petty
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ArcaneLurker
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Post by ArcaneLurker »

orinEsque wrote: April 21st, 2025, 02:21
ArcaneLurker wrote: April 21st, 2025, 02:17
orinEsque wrote: April 21st, 2025, 02:11
@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
Image

I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
So you are saying Silver came up with the name. Your input was not used though.
I just said what I said to prompt a petty butthurt response tbh. Silver obviously came up with it.
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orinEsque
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Post by orinEsque »

ArcaneLurker wrote: April 21st, 2025, 02:24
orinEsque wrote: April 21st, 2025, 02:21
ArcaneLurker wrote: April 21st, 2025, 02:17



I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
So you are saying Silver came up with the name. Your input was not used though.
I just said what I said to prompt a petty butthurt response tbh. Silver obviously came up with it.
I wonder why you felt the need to do so :scratch:
Last edited by orinEsque on April 22nd, 2025, 15:53, edited 1 time in total.
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Vergil
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Post by Vergil »

Drow seem really dark. Should probably change that.
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arisen
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Post by arisen »

A personal smooch (no gay) to whoever suggested and un-furried Durge. Always wanted to show middle finger to his dragonborn fangirls littering my feed on Pinterest whenever I clicked on BG-related art. More than 400 midgets are the equivalent of more than 400 face slaps to the community. Warlocks of the Cunt are ought to pay RPGHQ team a hefty amount for the free manual labor.
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Post by Vergil »

Durge is dragonborn not a femgooner eboy unfortunately

Speaking of glaring flaws and inconsistencies with lore why is Isobels hair changed when a major plot point is Shadowheart's hair changing color when she changes to worshipping the same goddess? :scratch:
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Post by loregamer »

arisen wrote: April 21st, 2025, 04:45
A personal smooch (no gay) to whoever suggested and un-furried Durge. Always wanted to show middle finger to his dragonborn fangirls littering my feed on Pinterest whenever I clicked on BG-related art. More than 400 midgets are the equivalent of more than 400 face slaps to the community. Warlocks of the Cunt are ought to pay RPGHQ team a hefty amount for the free manual labor.
I'm so glad the body animations worked

Last edited by loregamer on April 21st, 2025, 05:04, edited 2 times in total.
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Post by loregamer »

I really like this Helf head but it was a nightmare to port. Pretty much all the heads from the mod were

Image

He originally had shark teeth I had to replace
Image
Image

Was worth it though
Image
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orinEsque
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Post by orinEsque »

loregamer wrote: April 21st, 2025, 04:55
arisen wrote: April 21st, 2025, 04:45
A personal smooch (no gay) to whoever suggested and un-furried Durge. Always wanted to show middle finger to his dragonborn fangirls littering my feed on Pinterest whenever I clicked on BG-related art. More than 400 midgets are the equivalent of more than 400 face slaps to the community. Warlocks of the Cunt are ought to pay RPGHQ team a hefty amount for the free manual labor.
I'm so glad the body animations worked

I'm gonna have to put slightly brown hair on default ingame durge as a fix for next patch to match cinematics. Plus ... its much nicer
Last edited by orinEsque on April 21st, 2025, 05:05, edited 1 time in total.
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