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BG3 Official Modding Toolkit - RELEASED & UNLOCKED

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Post by BannedForBeingSane »

UltraFan123 wrote: September 11th, 2024, 03:53
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.
Yeah, that's what I am wondering. What CAN WotC do at this point? The devkit is out there. So they cannot undo that. It's basically like someone leaked the game's code to the public. You CANNOT undo that.

So the question is, 'Can they (WotC) do anything that makes this devkit obsolete/useless?'
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Post by SniperChris »

BannedForBeingSane wrote: September 11th, 2024, 03:42
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?
I suspect there's a whole army of (dozens of) people lining up to remake BG1 and BG2, so I'm more excited to see creative endeavors. I want to see someone add The Upper City and Little Calimshan and all of the other parts of the city that were understandably cut for time. Hopefully, amateur writers are smart enough to take some classic tabletop RPG scenarios and adapt them to the setting. The Enemy Within, A Night at the Opera, etc. (God knows the last few major Bethesda content mods have suffered from some... less than stellar writing. I haven't had time to finish Fallout: London yet).

As you can see from this map, aside from cutting out the Upper City, Larian seriously compacted the outer city to the point where it was basically just Rivington, and totally changed the location of Wyrm's Crossing.

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Post by UltraFan123 »

BannedForBeingSane wrote: September 11th, 2024, 03:58
UltraFan123 wrote: September 11th, 2024, 03:53
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.
Yeah, that's what I am wondering. What CAN WotC do at this point? The devkit is out there. So they cannot undo that. It's basically like someone leaked the game's code to the public. You CANNOT undo that.

So the question is, 'Can they (WotC) do anything that makes this devkit obsolete/useless?'
I'm not a software expert, so the only thing that comes to my mind is perhaps creating a "patch" or "updated version of BG3" that is secretly incompatible with the devkit. But the only ones that could probably do that are Larian, not WotC. :Inspector:

And even then, that would only work for the ones that added this hypothetical update/patch to their copy of the game, which is something that can be reversed by re-installing a previous version of BG3.
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Post by Oyster Sauce »

Day 3 of this thing being cracked and nobody's posted any showcase proof of concept videos so I'm assuming it isn't as big of a deal as first believed
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Post by loregamer »

Oyster Sauce wrote: September 11th, 2024, 05:38
Day 3 of this thing being cracked and nobody's posted any showcase proof of concept videos so I'm assuming it isn't as big of a deal as first believed
The potential is there, just a matter of if anyone’s gonna do anything. The modding tools for KCD are extremely extensive, but no one used them since they waited too long to release it.



Last edited by loregamer on September 11th, 2024, 05:44, edited 1 time in total.
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Post by gerey »

Oyster Sauce wrote: September 11th, 2024, 05:38
Day 3 of this thing being cracked and nobody's posted any showcase proof of concept videos so I'm assuming it isn't as big of a deal as first believed
From what I've heard many of the functionalities of the tools (like the dialogue editor) can't be yet used because they demand a connection to Larian's internal servers, which will require the community to first implement workarounds.

Larian pretty much only bothered making the "official" part of the tools functional, and released the rest as is.
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Post by rusty_shackleford »

The problem is that much like the DOS2 toolkit, it's not easy to use and not that well documented.

Construction Kit & NWN editor both grew out of purposely making a tool that was easy for users to make content in, if you remember.
Last edited by rusty_shackleford on September 11th, 2024, 06:47, edited 1 time in total.
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Post by jebacdrkac »

BannedForBeingSane wrote: September 11th, 2024, 03:42
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?
People will just revert to older version, in that regard there is nothing they can do.once the file is on the web its over
They can definitely trying suing the **** out of the first modder who makes something with cracked tool and by doing so send a message to others
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Post by UltraFan123 »

I do hope that the game's popularity is big enough that many potential modders are willing to endure the modding toolkit's learning curve. Not only for the awesome mods we would have, but also to give WotC the middle finger it deserves.
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Post by gerey »

rusty_shackleford wrote: September 11th, 2024, 06:47
The problem is that much like the DOS2 toolkit, it's not easy to use and not that well documented.
I've seen the modding ******** discussing this, the issue is that program expects to be connected to Larian's internal serves in certain cases, hence why some features don't work or are buggy. The dialogue editor specifically doesn't work because it's trying to send the string to a localization database on Larian's servers, which it obviously can't, so the ****** need to figure out a way to either remove that requirement or spoof the program into thinking it's sending the text strings to a server.
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Post by rusty_shackleford »

gerey wrote: September 11th, 2024, 07:20
rusty_shackleford wrote: September 11th, 2024, 06:47
The problem is that much like the DOS2 toolkit, it's not easy to use and not that well documented.
I've seen the modding ******** discussing this, the issue is that program expects to be connected to Larian's internal serves in certain cases, hence why some features don't work or are buggy. The dialogue editor specifically doesn't work because it's trying to send the string to a localization database on Larian's servers, which it obviously can't, so the ****** need to figure out a way to either remove that requirement or spoof the program into thinking it's sending the text strings to a server.
The localization one should be trivial to bypass.
Much of the editor is written in .NET which is only slightly more difficult to decompile than python bytecode.
Last edited by rusty_shackleford on September 11th, 2024, 07:22, edited 1 time in total.
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Post by Statesman »

gerey wrote: September 11th, 2024, 07:20
rusty_shackleford wrote: September 11th, 2024, 06:47
The problem is that much like the DOS2 toolkit, it's not easy to use and not that well documented.
I've seen the modding ******** discussing this, the issue is that program expects to be connected to Larian's internal serves in certain cases, hence why some features don't work or are buggy. The dialogue editor specifically doesn't work because it's trying to send the string to a localization database on Larian's servers, which it obviously can't, so the ****** need to figure out a way to either remove that requirement or spoof the program into thinking it's sending the text strings to a server.
English dialog edits already work, other languages SOON.

https://s1.gifyu.com/images/S1Yj7.gif
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Post by loregamer »

Statesman wrote: September 11th, 2024, 20:06
gerey wrote: September 11th, 2024, 07:20
rusty_shackleford wrote: September 11th, 2024, 06:47
The problem is that much like the DOS2 toolkit, it's not easy to use and not that well documented.
I've seen the modding ******** discussing this, the issue is that program expects to be connected to Larian's internal serves in certain cases, hence why some features don't work or are buggy. The dialogue editor specifically doesn't work because it's trying to send the string to a localization database on Larian's servers, which it obviously can't, so the ****** need to figure out a way to either remove that requirement or spoof the program into thinking it's sending the text strings to a server.
English dialog edits already work, other languages SOON.

https://s1.gifyu.com/images/S1Yj7.gif
Gonna need one of you ****** to write a guide up in the Tutorials thread
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Post by loregamer »

rusty_shackleford wrote: September 11th, 2024, 07:21
The localization one should be trivial to bypass.
Much of the editor is written in .NET which is only slightly more difficult to decompile than python bytecode.
Can you make a toolkit patcher that requires the user to write ****** to use? Thanks.
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Post by Daxa »

:yuck:
Recently, someone made the "first" custom cutscene mod, and it's a whole romance scene. 

Brightest Star - A New Act 3 Romance Scene For Wyll (WCU)

don't know if this was posted here yet, but can it be used to study how it was made?
Last edited by loregamer on September 18th, 2024, 19:21, edited 1 time in total.
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Post by loregamer »

Daxa wrote: September 18th, 2024, 19:09
:yuck:
Recently, someone made the "first" custom cutscene mod, and it's a whole romance scene. 

https://www.nexusmods.com/baldursgate3/mods/12174

don't know if this was posted here yet, but can it be used to study how it was made?
Didn’t even use the toolkit. Probably sucks
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Post by loregamer »

HQ schizos, please submit a bunch of images to the Wyll romance cutscene mod with Wylls of Toril on :heart:
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Post by Finarfin »

Daxa wrote: September 18th, 2024, 19:09
:yuck:
Recently, someone made the "first" custom cutscene mod, and it's a whole romance scene. 

Brightest Star - A New Act 3 Romance Scene For Wyll (WCU)

don't know if this was posted here yet, but can it be used to study how it was made?
>****** modder
>wyll mod
>6 ******* seconds of wyll just making a pained expression, only to cut the silence with some really weird angry/loud sounding wyll

****** why are these modders so awfully gay? First, there was that one modder that added the "Elfsong Tavern Song" back but with his own gay ****** cover and now this,
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Post by Finarfin »

Can anyone make a Tony Soprano Narrator mod?
Cmon @loregamer you know you want that too. It would make it way better.
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Post by Element »

UltraFan123 wrote: July 16th, 2024, 18:00
gerey wrote: July 16th, 2024, 17:51
And with Unity self-destructing it's only going to get worse.
This may be wishful thinking, but I genuinely do hope that the lost of trust in both Unity and Unreal engines may encourage game developers to create their own engines.
There's Godot and Flax, though I dont know much about the later. Pace of development seems to blistering relative to Godot. There is also a trend of every new programming language spawning a project to make its own game engine - bevy for rust, mach for zig etc. Something will probably appear for odin as well. Afaik the appearance of cross platform graphics libraries has simplified the process. Triple A stuff is likely out of reach, but devs not aiming for that will have stuff to work with.

Edit: oh and there's that fork of Lumberyard as well. OE3D or something like that.
Last edited by Element on September 18th, 2024, 20:21, edited 1 time in total.
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Post by Nessa »

Element wrote: September 18th, 2024, 19:50
There's Godot and Flax, though I dont know much about the later. Pace of development seems to blistering relative to Godot. There is also a trend of every new programming language spawning a project to make its own game engine - bevy for rust, mach for zig etc. Something will probably appear for odin as well. Afaik the appearance of cross platform graphics libraries has simplified the process. Triple A stuff is likely out of reach, but devs not aiming for that will have stuff to work with.
It's only one company, but we left Unity in the dust when they went bonkers. Godot seems decent. I know a couple people starting to work with it now. It's definitely getting easier and with AAA stuff on it's way out (at least in terms of viability) I think it's a great time for smaller devs to make a debut.
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Post by rusty_shackleford »

unreal engine being the most popular engine thanks to unity shooting themselves in the face is basically the death of modding
I'm not saying the games can't be modded, but especially without any help from the developers it's really ******* time consuming and most people aren't gonna do it
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Post by loregamer »

rusty_shackleford wrote: September 18th, 2024, 20:18
unreal engine being the most popular engine thanks to unity shooting themselves in the face is basically the death of modding
I'm not saying the games can't be modded, but especially without any help from the developers it's really ******* time consuming and most people aren't gonna do it
It’s fine, AI will become so advanced that we will be able to make our own games
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Post by jebacdrkac »

Daxa wrote: September 18th, 2024, 19:09
:yuck:
Recently, someone made the "first" custom cutscene mod, and it's a whole romance scene. 

Brightest Star - A New Act 3 Romance Scene For Wyll (WCU)

don't know if this was posted here yet, but can it be used to study how it was made?

Image
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Post by Unhelpful Contrarian »

Daxa wrote: September 18th, 2024, 19:09
:yuck:
Recently, someone made the "first" custom cutscene mod, and it's a whole romance scene. 

Brightest Star - A New Act 3 Romance Scene For Wyll (WCU)

don't know if this was posted here yet, but can it be used to study how it was made?
Of course. Hope your prepared for the most degenerate **** that mankind can ever conceive.
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Post by Brother Michael »

jebacdrkac wrote: September 18th, 2024, 20:59
Daxa wrote: September 18th, 2024, 19:09
:yuck:
Recently, someone made the "first" custom cutscene mod, and it's a whole romance scene. 

Brightest Star - A New Act 3 Romance Scene For Wyll (WCU)

don't know if this was posted here yet, but can it be used to study how it was made?

Image
They forgot to take their prep…
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Post by Nessa »

rusty_shackleford wrote: September 18th, 2024, 20:18
unreal engine being the most popular engine thanks to unity shooting themselves in the face is basically the death of modding
I'm not saying the games can't be modded, but especially without any help from the developers it's really ******* time consuming and most people aren't gonna do it
You know how much trouble we went through to get Skyrim modded and still go through? People will do it. :lol: Just look at dopey Arthmoor still slogging away at Starfail. If some moron is dumb enough to mod THAT, modding isn't going anywhere. :lol: Unreal isn't the only engine in town anyway. (In fact my company ruled them out. They're not as insane as Unity but are far from reliable.) A little fun sidenote here, the CEO of Unity that made all these idiotic decisions? Used to be the CEO of none other than... EA.

A lot of other engines have high modability and the devs that work with modders are quite popular too.

For myself, it's rare I'll even play a game that isn't moddable on some level from the start. That's the first thing I check. Moddable? Potentially viable. Otherwise, pass usually. :lol:
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Post by destinyhntr »

Vergil wrote: September 7th, 2024, 20:59
loregamer wrote: September 7th, 2024, 19:55
Oyster Sauce wrote:
Do you feel like creating/altering reactivity, levels, npcs, etc, will be approachable for most people or is it pretty complicated?
Yeah it seems pretty accessible. We'll still need to **** out some tutorials, but you can edit NPCs and levels pretty easily
Oh good my male Shadowheart mod will be easy to make now.
Turn all the female characters into women men. The male players here can live in their woman-free fantasy, the female players can have more romance options XD
Last edited by destinyhntr on September 18th, 2024, 21:33, edited 1 time in total.
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Post by Vergil »

destinyhntr wrote: September 18th, 2024, 21:24
Turn all the female characters into women.
:turtle:
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by destinyhntr »

Vergil wrote: September 18th, 2024, 21:25
destinyhntr wrote: September 18th, 2024, 21:24
Turn all the female characters into women.
:turtle:
Dang it. Now it's too late to change it :mad: My point stands