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Realms Restored 4.2 β€” Baldur's Gate 3

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Sunlite
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Post by Sunlite »

also does this only work with Patch 8? im currently still using 7, do i have to go to Patch 8 to use this? im guessing thisd be the case. or would it work with 7 too?
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Post by orinEsque »

Sunlite wrote: ↑ May 11th, 2025, 11:37
also does this only work with Patch 8? im currently still using 7, do i have to go to Patch 8 to use this? im guessing thisd be the case. or would it work with 7 too?
should be fine in both 7 and 8
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Post by Trickster »

Looks absolutely amazing and essential for playing. Definetely will use if for my first walkthrough with no alphabet people mod.
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Post by Mortadela_Viva »

2030
Baldur's Gate 3, downloaded
Trons, removed
Ugly people, beautified
Races, swapped
Girlbosses, completely overwritten
Purple squid wanting my character, BANNED
Companions more interested in gay sex with people they met 5 minutes ago than removing giant worm in their brain, tamed
Ready to play a mod that recreates Neverwinter Nights campaigns
Simple as

Image
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Post by Oyster Sauce »

This Redcap Blood Sage tried turning into a wolf...

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loregamer
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Post by loregamer »

wtf
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orinEsque
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Post by orinEsque »

Oyster Sauce wrote: ↑ May 11th, 2025, 19:38
This Redcap Blood Sage tried turning into a wolf...

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This is weird, i don't recall touching the redcaps...
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Post by Oyster Sauce »

orinEsque wrote: ↑ May 11th, 2025, 20:14
Oyster Sauce wrote: ↑ May 11th, 2025, 19:38
This Redcap Blood Sage tried turning into a wolf...

Image
This is weird, i don't recall touching the redcaps...
Could just be a BG3 glitch where it thinks it's still a sheep

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Post by Envuen »

I'm gonna make a strategic post here because if anything then it will be useful for showcasing the proper mod order for all of the essentials :P
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Post by Oyster Sauce »

Envuen wrote: ↑ May 11th, 2025, 20:31
I'm gonna make a strategic post here because if anything then it will be useful for showcasing the proper mod order for all of the essentials :P
I just guessed
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Post by W1llus »

Have the mods installed checking out all the changes. Out of curiosity since I'm no DND expert were Mephistopheles tieflings not blue before or is that a late 5e edition thing? Because the default for them is now a pale ish color. Same goes for Zariel tieflings were they not originally yellow? the non-binary option is still in the ui im guessing there's a different mod to take that out.
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Post by GhostCow »

Mortadela_Viva wrote: ↑ May 11th, 2025, 17:42
2030
Baldur's Gate 3, downloaded
Trons, removed
Ugly people, beautified
Races, swapped
Girlbosses, completely overwritten
Purple squid wanting my character, BANNED
Companions more interested in gay sex with people they met 5 minutes ago than removing giant worm in their brain, tamed
Ready to play a mod that recreates Neverwinter Nights campaigns
Simple as

Image
This but completely new companions
β˜†HQ Defense Forceβ˜†
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Post by tacticalmeme »

Random thought I just had, would it make any sense to swap some of the refugees from Elturel so that they're not all tieflings? I'll admit I don't know much (if any) Forgotten Realms lore besides what's presented in BG3 so I don't know if this is a reasonable idea at all. My understanding based on what little information is given in the game is that Elturel was destroyed or something just prior to the start of the story and the survivors are fleeing, but surely Elturel wasn't populated entirely by tieflings right? Lore reasons aside, I just don't like tieflings because queers really seem to gravitate towards them for some reason and I would feel less annoyed about the game pushing me to help them at every turn if at least some of them were normal.
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Post by orinEsque »

tacticalmeme wrote: ↑ May 11th, 2025, 22:32
Random thought I just had, would it make any sense to swap some of the refugees from Elturel so that they're not all tieflings? I'll admit I don't know much (if any) Forgotten Realms lore besides what's presented in BG3 so I don't know if this is a reasonable idea at all. My understanding based on what little information is given in the game is that Elturel was destroyed or something just prior to the start of the story and the survivors are fleeing, but surely Elturel wasn't populated entirely by tieflings right? Lore reasons aside, I just don't like tieflings because queers really seem to gravitate towards them for some reason and I would feel less annoyed about the game pushing me to help them at every turn if at least some of them were normal.
it's not "destroyed" per se, more like it went into hell and back. And the people that got touched by the demon realm (i.e. tieflings) are now shunned by the citizens that are still normal. So that's why the tieflings are exiles. I would much rather call them exiles.
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Post by tacticalmeme »

orinEsque wrote: ↑ May 11th, 2025, 22:39
tacticalmeme wrote: ↑ May 11th, 2025, 22:32
Random thought I just had, would it make any sense to swap some of the refugees from Elturel so that they're not all tieflings? I'll admit I don't know much (if any) Forgotten Realms lore besides what's presented in BG3 so I don't know if this is a reasonable idea at all. My understanding based on what little information is given in the game is that Elturel was destroyed or something just prior to the start of the story and the survivors are fleeing, but surely Elturel wasn't populated entirely by tieflings right? Lore reasons aside, I just don't like tieflings because queers really seem to gravitate towards them for some reason and I would feel less annoyed about the game pushing me to help them at every turn if at least some of them were normal.
it's not "destroyed" per se, more like it went into hell and back. And the people that got touched by the demon realm (i.e. tieflings) are now shunned by the citizens that are still normal. So that's why the tieflings are exiles. I would much rather call them exiles.
Yeah calling them exiles makes a lot more sense, it feels dishonest to call them refugees with that in mind. I always assumed they were simply fleeing the city, so the writers probably framed it that way on purpose. Unfortunately that also answers my question about replacing them with humans or other races, since there's a lore reason for their presence replacing them is out of the scope of this mod. Maybe I'll have to look into doing it myself in the future :pipe-thinking:
Last edited by tacticalmeme on May 11th, 2025, 22:54, edited 1 time in total.
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Post by PaxVenire »

ModdersHQ wrote: ↑ May 8th, 2025, 22:36
Heads Update
Duplicates removed.
Heads renamed appropriately, e.g Vanilla F Elf 5 >>> Araj.
The renaming of the heads don't reflect for me upon updating to 2.1. I still see Arfur, Fist Marcus, Rugan, etc.
Last edited by PaxVenire on May 12th, 2025, 05:36, edited 1 time in total.
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Post by orinEsque »

Seldanna wrote: ↑ May 3rd, 2025, 17:05
HuntTool0987 wrote: ↑ May 3rd, 2025, 16:58
Seldanna wrote: ↑ May 3rd, 2025, 16:43
I have both Realms Restored and Wyll of Neverwinter 3.0, I'm not getting the same skin glitch. Have you tried it without improved ui? I got rid of that for myself because even the slim version was causing issues for me in the character creator, not specifically the same skin issue but might be worth trying anyway.
Just tried it. Unfortunately, that didn't solve it.
Yeah I realized I still had 2.0 files leftover in my save, I fixed my install of 3.0 and I'm getting the bug now too.
Clear your mods folder completely. The try again.
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Post by loregamer »

PaxVenire wrote: ↑ May 12th, 2025, 05:36
The renaming of the heads don't reflect for me upon updating to 2.1. I still see Arfur, Fist Marcus, Rugan, etc.
We didn't rename everything, only inaccurate ones

If they have an NPC name, they're named that way intentionally to indicate that the head is used on an NPC uniquely
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Post by Nobere »

I am finishing Act 1 on my new playthrough and I thought I should report a number of the bugs I have encountered.

Munchkin Flashback.
On a few occasions when talking to former midget druids (Arron, Nettie, & Olodan) the camera is focused low, like it is still focused on the original height of the NPC.
Side note, I liked what you did to Olodan.

No Sparkley-glowley when speaking to the dead.
If you cast Speak with Dead on an NPC with one of the new heads the glowing Eyes/Mouth effect does not happen.
This is especially noticeable on the numerous dead Drow.

No more ghost face.
The ghost monk you talk to when using the Sentient Amulet no longer has a "ghost face"

Thanks for everything you do, I am enjoying this new playthrough.
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Post by orinEsque »

Nobere wrote: ↑ May 13th, 2025, 01:19
I am finishing Act 1 on my new playthrough and I thought I should report a number of the bugs I have encountered.

Munchkin Flashback.
On a few occasions when talking to former midget druids (Arron, Nettie, & Olodan) the camera is focused low, like it is still focused on the original height of the NPC.
Side note, I liked what you did to Olodan.

No Sparkley-glowley when speaking to the dead.
If you cast Speak with Dead on an NPC with one of the new heads the glowing Eyes/Mouth effect does not happen.
This is especially noticeable on the numerous dead Drow.

No more ghost face.
The ghost monk you talk to when using the Sentient Amulet no longer has a "ghost face"

Thanks for everything you do, I am enjoying this new playthrough.
Thanks!

I tried and failed to get olodan's camera to move somewhere higher, didn't work. We might add a restore option just for olodan, but i think it's a small price to pay to not see the titties of a crazy midget grant, so maybe will keep her in the main Aesthetics.

I'll try and figure out how to prevent the resurrect dead eyes.

I need to add ghost monk to exceptions. He shouldn't have had any changes, that i can recall :scratch:
Last edited by orinEsque on May 13th, 2025, 01:36, edited 1 time in total.
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Post by A-Kira »

Hey guys. is it safe to edit Gortash? Wanna make him looks more like "handsome young man" that he is supposed to be, but can't find the info if he was edited already
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Post by orinEsque »

A-Kira wrote: ↑ May 13th, 2025, 06:33
Hey guys. is it safe to edit Gortash? Wanna make him looks more like "handsome young man" that he is supposed to be, but can't find the info if he was edited already
You can always put your favourite NPC mod under RR on your mod list and it will show up.

Also we're gonna appropriate that outfit from "handsome young man" for next patch. But give him a better head. Current one looks like he got stung by a bee.
Last edited by orinEsque on May 13th, 2025, 14:24, edited 1 time in total.
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Post by Demonic Fate »

Hey guys,

so, for an Embrace Durge playthrough, I wanted to use Halfling Head 3, because he looks exactly like the kind of mean little psycho who will shank you in an instant because you looked at him the wrong way, or because it's slightly easier than asking nicely, or just because you seem like someone who deserves a knife in the belly:
β–Ί Show Spoiler
That head actually "belongs" to a minor Guild cutthroat in vanilla.

But in Realms Restored, halfling head 3 has been changed so it doesn't have any built-in scars. I imagine this allows randomly-generated halflings to have more faces available, without giving everybody the exact same scars, which is good. However:

1) Did that particular NPC dude lose his scars in RR? (Besides his job description, the Guild canonically organizes knife fights, so it wouldn't be right to clean him up.)

2) Would it be possible to add the vanilla scarred head alongside the clean RR one, so that it can be used by that particular NPC and by the character creator? And I suppose this question applies to all vanilla heads that have been changed - leave the original available as a CC option?
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Post by Demonic Fate »

Oh, an an unrelated tip you might want to include in the OP uninstall instructions:

To uninstall RR, it not sufficient to DISABLE it in BG3ModManager. That will get rid of parts of the mod, but a bunch of visual assets will remain active unless you actually DELETE the mod. Took me an embarrassingly long time to realize that.
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Post by loregamer »

Demonic Fate wrote: ↑ May 14th, 2025, 13:03
1) Did that particular NPC dude lose his scars in RR? (Besides his job description, the Guild canonically organizes knife fights, so it wouldn't be right to clean him up.)
Yes, we changed the texture so he wouldn't have a built in scar.


Demonic Fate wrote: ↑ May 14th, 2025, 13:03
2) Would it be possible to add the vanilla scarred head alongside the clean RR one, so that it can be used by that particular NPC and by the character creator? And I suppose this question applies to all vanilla heads that have been changed - leave the original available as a CC option?
Sure, gimme a few hours
Last edited by loregamer on May 14th, 2025, 16:53, edited 1 time in total.
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Post by Silver »

Demonic Fate wrote: ↑ May 14th, 2025, 13:03
Did that particular NPC dude lose his scars in RR?
It's not about THAT particular dude losing his scars, it's about Halfling M 3 head losing the scars.
Vanilla heads were tweaked all in the same fashion -- less wrinkles, less scars. If you (as in any person creating Tav in CC) want some maturity -- there's maturity slider, and if you want scars -- there are scar options. If you want even further unique customisations, unique tav mod also helps with that.

Sure, scars make sense with that one fella, though, most people just wouldn't know anything about guild or knife fights, but they might see it as "he's a criminal, he looks more ****** up and scarred" and let it pass. But when you meet multiple guys, multiple halflings, having scars all over their faces and they're... ale merchants? farmer folk? ... Yeah, that makes no sense.
Last edited by Silver on May 14th, 2025, 17:12, edited 2 times in total.
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Post by loregamer »

@Demonic Fate Here ya go boss. Give this a try I'm too lazy to do the post update and test and all that

πŸ“₯ RealmsRestored_Heads-v2.2-early.zip



Enjoy your halfling murderhobo playthrough :salute:
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Last edited by loregamer on May 14th, 2025, 17:57, edited 1 time in total.
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Post by Demonic Fate »

Silver wrote: ↑ May 14th, 2025, 17:09
Demonic Fate wrote: ↑ May 14th, 2025, 13:03
Did that particular NPC dude lose his scars in RR?
It's not about THAT particular dude losing his scars, it's about Halfling M 3 head losing the scars.
Vanilla heads were tweaked all in the same fashion -- less wrinkles, less scars. If you (as in any person creating Tav in CC) want some maturity -- there's maturity slider, and if you want scars -- there are scar options. If you want even further unique customisations, unique tav mod also helps with that.

Sure, scars make sense with that one fella, though, most people just wouldn't know anything about guild or knife fights, but they might see it as "he's a criminal, he looks more ****** up and scarred" and let it pass. But when you meet multiple guys, multiple halflings, having scars all over their faces and they're... ale merchants? farmer folk? ... Yeah, that makes no sense.
Yup, that's what I thought, and I agree with the reasoning. I'm only suggesting that since the variant already exists, might as well leave it available for the CCreator, and for that one specific NPC - there's no downside.
loregamer wrote: ↑ May 14th, 2025, 17:57
@Demonic Fate Here ya go boss. Give this a try I'm too lazy to do the post update and test and all that

πŸ“₯ RealmsRestored_Heads-v2.2-early.zip



Enjoy your halfling murderhobo playthrough :salute:
Image
Thanks! Unfortunately it doesn't seem to work. The preview is correctly visible, but the dude is still unscarred when selected. Nevermind, I just had to force-delete the 2.1 file, instead of just installing the new version. Now it works right! At least in the creator, I'll need to look out for Face 3 clones around the game.

I don't know if/how many other vanilla faces were changed in this manner, but if so the same consideration should apply to them - no point in deleting an option that already existed.
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Post by loregamer »

Demonic Fate wrote: ↑ May 14th, 2025, 19:07
I don't know if/how many other vanilla faces were changed in this manner, but if so the same consideration should apply to them - no point in deleting an option that already existed.
I'll probably just do these situationally since making an original and modded variant of a head that only had its texture change is a pain in the arse
Last edited by loregamer on May 14th, 2025, 19:10, edited 1 time in total.
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Post by Silver »

Demonic Fate wrote: ↑ May 14th, 2025, 19:07
I'm only suggesting that since the variant already exists, might as well leave it available for the CCreator, and for that one specific NPC - there's no downside.
Yeah, I brought it up to Loregamer previously too when he was doing restorals. But as he said, it's pain in the *** to separate heads that have overrides on them (in case of this halfling head, he has vanilla model, but an override in vanilla texture to remove scars), so I assume unless someone just asks for XYZ head to be restored, we won't restore them ALL in bulk. :sad: