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BG3 Official Modding Toolkit - RELEASED & UNLOCKED

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gerey
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Post by gerey »

I am curious to see how WotC will react to this, if at all.

if there is indeed bad blood between Larian and WotC, and they did this as a "**** YOU" to those *****, I'm not sure if there is any legal recourse WotC could reach for, beyond accusing Larian of doing a shoddy job locking down the tools.

Also, depending on how the Nexus ****** react, either by removing the mod to unlock the tools, or by banning mods made with the tools, we may see the rise of a Nexus competitor, if only for BG3 mods.
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Post by loregamer »

gerey wrote: September 8th, 2024, 00:28
Also, depending on how the Nexus ****** react, either by removing the mod to unlock the tools, or by banning mods made with the tools, we may see the rise of a Nexus competitor, if only for BG3 mods.
I reckon Nexus might leave it up since they are threatened by https://mod.io/ being propped up by Larian.
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Post by rusty_shackleford »

question: can you just open the campaign data without having special data for it?

that is, get old EA copies of the data and see if there's anything in there that can be salvaged?
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Post by Statesman »

And here I was waiting for Patch 7 to finally play BG3. Guess I'll push it to my backlog, waiting to see how the modding scene develops.
jebacdrkac wrote: September 7th, 2024, 20:44
BG1 & BG2 in BG3 engine incoming? :king:
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Neverwinter-tier incoming rennaissance.
gerey wrote: September 7th, 2024, 20:53
I want a slur mod that lets me call every NPC I meet a slur, depending on their sex, race and skin color.
Playing-as-a-lore-friendly-drow.exe
Vergil wrote: September 7th, 2024, 21:06
Can you pirate the software yet
Yes. Thanks GOG
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Post by Unhelpful Contrarian »

gerey wrote: September 8th, 2024, 00:28
I am curious to see how WotC will react to this, if at all.

if there is indeed bad blood between Larian and WotC, and they did this as a "**** YOU" to those *****, I'm not sure if there is any legal recourse WotC could reach for, beyond accusing Larian of doing a shoddy job locking down the tools.

Also, depending on how the Nexus ****** react, either by removing the mod to unlock the tools, or by banning mods made with the tools, we may see the rise of a Nexus competitor, if only for BG3 mods.
All indications point that there was a major fallout between Larian and WOTC these just to much money on table from them to walk away from BG unless there were major issues behind the scene.

Wouldn’t be surprised if WOTC tried legal issues because it’s WOTC were talking about here.
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Post by Rand »

Shillitron wrote: September 6th, 2024, 21:57
To recap what Larian has done:

> Break every mod through their standard update procedure
> Introduce an extremely noisey and whiny Mod Manager into their game that's ****
> Spam you with 1000's of errors / confirmations / warnings if you dare to use a mod outside their ecosystem
> Revert modding back to the stone ages by killing mod ordering for dependency management and shared library usage. Every mod must come explicitly packaged with all dependencies and **** you if there's a file conflict upstream.

All for a new Mod Tool that is a glorified XML / JSON editor with a Level editor that is read only so that they can tease you with all the functionality you'll never get.

What drugs is Swen snorting this month?

BG3 modding community was more healthy before this update. They might of just killed modding.
Bethesda is ****, but when they update Skyrim, they let the important modders know ahead of time with the important changes so they can do the needed update A.S.A.P.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Rand »

gerey wrote: September 7th, 2024, 20:55
Leave the ******** in the game, I want to cast Powerword: Deadname on them.
Original D&D had a "**** trick" spell...
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Rand »

loregamer wrote: September 7th, 2024, 20:41
jebacdrkac wrote:
loregamer wrote:


Yeah it seems pretty accessible. We'll still need to **** out some tutorials, but you can edit NPCs and levels pretty easily
How about adding new maps, etc., or is that just delusional wishful thinking on my part?
Yeep. We can make new levels now
Image

Bros, when I said we are back, I meant it!
So is there anything Larian did that can't (theoretically) be done now?
You can change every part of the whole stock campaign or make a completely new one?
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by A Chinese opium den »

Shillitron wrote: September 6th, 2024, 21:57
To recap what Larian has done:

> Break every mod through their standard update procedure
> Introduce an extremely noisey and whiny Mod Manager into their game that's ****
> Spam you with 1000's of errors / confirmations / warnings if you dare to use a mod outside their ecosystem
> Revert modding back to the stone ages by killing mod ordering for dependency management and shared library usage. Every mod must come explicitly packaged with all dependencies and **** you if there's a file conflict upstream.

They might of just killed modding.
So fvcking based... :salute:
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Post by loregamer »

My suggestion to you bros using the toolkit is to make a Mod Organizer 2 instance and launch the toolkit through that. That way, you aren't cluttering your game folder and can keep things somewhat organized.

What I'm doing is just making changes directly to GustavDev now that we have write permissions, and then moving things around to be for the modded project and compiling the PAK file after. Is easier tbh

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Post by rusty_shackleford »

loregamer wrote: September 8th, 2024, 06:27
My suggestion to you bros using the toolkit is to make a Mod Organizer 2 instance and launch the toolkit through that. That way, you aren't cluttering your game folder and can keep things somewhat organized.
I just use overlayfs like any true linuxchad
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Post by Shillitron »

loregamer wrote: September 8th, 2024, 06:27
My suggestion to you bros using the toolkit is to make a Mod Organizer 2 instance and launch the toolkit through that. That way, you aren't cluttering your game folder and can keep things somewhat organized.

What I'm doing is just making changes directly to GustavDev now that we have write permissions, and then moving things around to be for the modded project and compiling the PAK file after. Is easier tbh

Image
Does BG3 have any concept of Cell data - or is modifying an area "All or nothing" ?

Can you use multiple different mods that modify pieces of act 1 or is everything gonna have to be scripts that spawn **** in dynamically or mods that chunk things up into multiple areas? :Inspector:
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Post by rusty_shackleford »

Shillitron wrote: September 8th, 2024, 13:01
Does BG3 have any concept of Cell data - or is modifying an area "All or nothing" ?
All or nothing, it's why once the zone is actually loaded you can teleport between areas so fast without any sort of loading.
Everything that doesn't require a new loading screen is on the same zone. For example, in DOS2, the area where you visit the gods in the first chapter is in the same zone as the island itself.

I suspect the AI suspends if you aren't within a certain range, but I could be wrong.
Last edited by rusty_shackleford on September 8th, 2024, 13:14, edited 1 time in total.
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Post by Rand »

So it's effectively enforced cathedral modding?
You all have to work together.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Shillitron »

rusty_shackleford wrote: September 8th, 2024, 13:13
Shillitron wrote: September 8th, 2024, 13:01
Does BG3 have any concept of Cell data - or is modifying an area "All or nothing" ?
All or nothing, it's why once the zone is actually loaded you can teleport between areas so fast without any sort of loading.
Everything that doesn't require a new loading screen is on the same zone.

I don't agree that it's 100% true that "load at start" = "all or nothing" . It could be load at start and be configurable cells or could be streamed in and be all referenced from one single level asset.

It all comes down to asset references really and how granular a "level object" is. Have you checked?
Last edited by Shillitron on September 8th, 2024, 14:25, edited 1 time in total.
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Post by rusty_shackleford »

Shillitron wrote: September 8th, 2024, 14:25
rusty_shackleford wrote: September 8th, 2024, 13:13
Shillitron wrote: September 8th, 2024, 13:01
Does BG3 have any concept of Cell data - or is modifying an area "All or nothing" ?
All or nothing, it's why once the zone is actually loaded you can teleport between areas so fast without any sort of loading.
Everything that doesn't require a new loading screen is on the same zone.

I don't agree that it's 100% true that "load at start" = "all or nothing" . It could be load at start and be configurable cells or could be streamed in and be all referenced from one single level asset.

It all comes down to asset references really and how granular a "level object" is. Have you checked?
unless it changed from dos2, what I said is correct
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Post by BLofbr »

Lol. Is it now possible to add the cut content, like belts and upper city?
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Post by TKVNC »

Has anyone taken the cracked version for a spin? How does it compare to things like the Creation Kit / GECK / FCS (Kenshi) / DA Toolkit, NWN Toolset - that kinda thing?
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Post by OnTilt »

This is very exciting. I might actually try modding again. If this is everything it seems to be, BG3 is going to have a long lifespan for modding.
You cannot reason a person out of a position he did not reason himself into in the first place.
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Post by TKVNC »

OnTilt wrote: September 8th, 2024, 15:15
This is very exciting. I might actually try modding again. If this is everything it seems to be, BG3 is going to have a long lifespan for modding.
Potentially, based on what I've seen (albeit with zero actual proof) it may be possible to completely rewrite certain quests, and encounters...
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Post by loregamer »

I think the best way we can investigate what the tool can do is googling tutorials for the DOS2 toolkit
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Post by TKVNC »

loregamer wrote: September 8th, 2024, 15:25
I think the best way we can investigate what the tool can do is googling tutorials for the DOS2 toolkit
That, or just messing about with it; I have to finish a few games, and I'm knee deep in finishing some Kenshi mods, all while having massively limited time atm - but all in due time.
Last edited by TKVNC on September 8th, 2024, 15:28, edited 1 time in total.
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Post by Daxa »

Rand wrote: September 8th, 2024, 13:56
So it's effectively enforced cathedral modding?
You all have to work together.
As it should be. Holy ****, I’m so happy about this news. BG3 can be saved, it can become a forever game, just like tetris Skyrim.
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Post by BLofbr »

A small question, dont know if it really matters but uhm, here i go. Is it possible to use the mod kit to datamine for items that was ingame but got removed earlier ingame from Like Past EA and then the last 1 year or 2 to release date? i check some sources there are items that are not obtainable through the game but through like third party, or cheat codes.
Last edited by BLofbr on September 8th, 2024, 16:21, edited 2 times in total.
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Post by Kowe »

BLofbr wrote: September 8th, 2024, 16:16
A small question, dont know if it really matters but uhm, here i go. Is it possible to use the mod kit to datamine for items that was ingame but got removed earlier ingame from Like Past EA and then the last 1 year or 2 to release date? i check some sources there are items that are not obtainable through the game but through like third party, or cheat codes.
If the files are still somewhere in the game folders, sure. They can have kept them but made it so they are unused for the whole game.
If they removed files, then an earlier build has to be found and the scrapped content be ported to the toolkit. There shouldn't be any major differences that they changed around file types or something like that.
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Post by SniperChris »

Finarfin wrote: September 7th, 2024, 14:43
Alright you modtroons, time to unpozz this shitshow even harder.
Just for calling us ****** I'm not gonna do nothing. :mad:
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Post by BannedForBeingSane »

What I really want is more interactions with characters who were underdeveloped like Minthara. Also, Halsin can now be an actual character instead of a gay fantasy.
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Post by BannedForBeingSane »

OnTilt wrote: September 8th, 2024, 15:15
This is very exciting. I might actually try modding again. If this is everything it seems to be, BG3 is going to have a long lifespan for modding.
This is huge. Basically, people can now make ANY D&D game they want, with the Larian engine.

You can remake the Eye of the Beholder trilogy.

You can remake Baldur's Gate 1 and 2.

You can make your very own D&D campaign storyline with your own NPCs and whatnot.

They literally gave away D&D game engine for 'free'.

So, the question is ... what can or will WotC do about that? Can they force Larian to patch the game so that the devkit cannot work? Will they add DRM to make it impossible to override such a version?

Will they even care?
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Post by SniperChris »

loregamer wrote: September 7th, 2024, 19:25
We are so unbelievably back
Image

Image
Speaking of Shart's Mission - is it ever confirmed who was part of her team or how she got to steal the artifact from the Gith in the first place? Was the Emperor still working for Gortash at this point and part of her kill team? Or had he somehow gotten into the artifact before Shart stole it?
rusty_shackleford wrote: September 7th, 2024, 19:38
There's no way swen didn't want people to crack this with how easy it was to bypass. Lends a lot more weight to the "wotc tried ******* them over" theory.
I think this confirms the theory WOTC did not want competition for their Virtual Tabletop which is supposed to release next year and specifically barred Larian from releasing the feature. We know WOTC was ******* with them late in development (making them change the Racial attributes just before launch).
Last edited by SniperChris on September 11th, 2024, 03:44, edited 1 time in total.
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Post by UltraFan123 »

BannedForBeingSane wrote: September 11th, 2024, 03:42
So, the question is ... what can or will WotC do about that? Can they force Larian to patch the game so that the devkit cannot work? Will they add DRM to make it impossible to override such a version?

Will they even care?
I'm still of the belief that Larian may not care that much because of the rumored fallout they had with WotC.

Now WotC themselves may indeed care because a thriving modding community with the BG3 engine will definitely get in the way of their plans to monopolize the virtual DnD market, but I doubt they will be able to force Larian to do something about it tbh.