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Immersive Races 1.0 — Baldur's Gate 3

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lexo1000
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Immersive Races 1.0 — Baldur's Gate 3

Post by lexo1000 »

Devs oversized (or downsized sometimes) all creatures for some reason. This mod fixes that by applying correct values in a lore-friendly way.

Humanoids

Image

Aberrations

Image

Beasts

Image

Fey

Image

Fiends

Image

Monstrosities

Image

Undeads

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  • Edits height & weight of all creatures
  • Creates missing races
► Show Spoiler
  • Moves some creatures to different type in concordance with 2024 Monsters Manual
► Show Spoiler
  • Edits race descriptions taken from 2024 Monster Manual + Monsters of the Multiverse (english & french only)
  • Adds missing subraces to some unique characters
► Show Spoiler
  • Change the race of some key characters
► Show Spoiler
Sheet with all values

Sources:
Forgotten Realms Wiki
5e.tools
Last edited by lexo1000 on October 14th, 2025, 20:57, edited 46 times in total.
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Post by Oyster Sauce »

Scary

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Post by Lyx0081 »

Great mod! I figured out how to add custom/modded races to the list, but is there a way to reduce the spam in the script extender console?
it just feels redundant and makes it harder/more annoying to use the console
► Show Spoiler
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Post by lexo1000 »

Yeah I still need to optimize the script.
Last edited by lexo1000 on October 14th, 2025, 05:49, edited 1 time in total.
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Post by Lancaster »

Do this'll work with pretty much all custom hair & beards?
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Post by CheesusCrust »

that looks so ******* ********, why would anyone make an elf smaller and shorter than a human and even a fantasy midget
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Post by Lancaster »

CheesusCrust wrote: October 14th, 2025, 06:15
that looks so ******* ********, why would anyone make an elf smaller and shorter than a human and even a fantasy midget
Appears to be more faithful to FR lore. I just hope the granny panties are optional.
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Post by Demonic Fate »

I imagine that the vanilla scaling is optimized to look better on camera and/or during cutscenes without requiring dynamic camera angles based on the PC's race.

If you play a forest gnome Tav with this mod, will he always be visible in dialogue? I expect that you'd often just see the top of his head. Not necessarily bad, it would be quite funny tbh.
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Post by CheesusCrust »

Lancaster wrote: October 14th, 2025, 06:32
CheesusCrust wrote: October 14th, 2025, 06:15
that looks so ******* ********, why would anyone make an elf smaller and shorter than a human and even a fantasy midget
Appears to be more faithful to FR lore. I just hope the granny panties are optional.
man who cares about lore if it looks dumb as ****

but yeah, granny panties are ****
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Post by lexo1000 »

CheesusCrust wrote: October 14th, 2025, 07:42
Lancaster wrote: October 14th, 2025, 06:32
CheesusCrust wrote: October 14th, 2025, 06:15


that looks so ******* ********, why would anyone make an elf smaller and shorter than a human and even a fantasy midget
Appears to be more faithful to FR lore. I just hope the granny panties are optional.
man who cares about lore if it looks dumb as ****

but yeah, granny panties are ****
And who cares about your stupid comments? Feel free not install it and let people who care about lore do their own opinion.
Last edited by lexo1000 on October 14th, 2025, 08:59, edited 2 times in total.
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Post by lexo1000 »

Demonic Fate wrote: October 14th, 2025, 07:34
I imagine that the vanilla scaling is optimized to look better on camera and/or during cutscenes without requiring dynamic camera angles based on the PC's race.

If you play a forest gnome Tav with this mod, will he always be visible in dialogue? I expect that you'd often just see the top of his head. Not necessarily bad, it would be quite funny tbh.
Hi,
new scales do not apply to cinematics, gameplay only.
Last edited by lexo1000 on October 14th, 2025, 08:59, edited 1 time in total.
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Post by CheesusCrust »

lexo1000 wrote: October 14th, 2025, 08:56
CheesusCrust wrote: October 14th, 2025, 07:42
Lancaster wrote: October 14th, 2025, 06:32

Appears to be more faithful to FR lore. I just hope the granny panties are optional.
man who cares about lore if it looks dumb as ****

but yeah, granny panties are ****
And who cares about your stupid comments? Feel free not install it and let people who care about lore do their own opinion.
if you don't care so much why you wasted time to type a response, genius
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Post by Demonic Fate »

lexo1000 wrote: October 14th, 2025, 08:58
Demonic Fate wrote: October 14th, 2025, 07:34
I imagine that the vanilla scaling is optimized to look better on camera and/or during cutscenes without requiring dynamic camera angles based on the PC's race.

If you play a forest gnome Tav with this mod, will he always be visible in dialogue? I expect that you'd often just see the top of his head. Not necessarily bad, it would be quite funny tbh.
Hi,
new scales do not apply to cinematics, gameplay only.
Thanks. Not clear on what you mean by "cinematics" - pre-rendered scenes like the intro movie are not what I meant, obviously.

For example, in the scripted scene when Lae'zel first intercepts you in the Nautiloid, is her scale retouched according to the mod? Is Tav's?
Last edited by Demonic Fate on October 14th, 2025, 11:05, edited 1 time in total.
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Post by rusty_shackleford »

CheesusCrust wrote: October 14th, 2025, 06:15
that looks so ******* ********, why would anyone make an elf smaller and shorter than a human and even a fantasy midget
drow are manlets
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Post by lexo1000 »

Demonic Fate wrote: October 14th, 2025, 11:05
lexo1000 wrote: October 14th, 2025, 08:58
Demonic Fate wrote: October 14th, 2025, 07:34
I imagine that the vanilla scaling is optimized to look better on camera and/or during cutscenes without requiring dynamic camera angles based on the PC's race.

If you play a forest gnome Tav with this mod, will he always be visible in dialogue? I expect that you'd often just see the top of his head. Not necessarily bad, it would be quite funny tbh.
Hi,
new scales do not apply to cinematics, gameplay only.
Thanks. Not clear on what you mean by "cinematics" - pre-rendered scenes like the intro movie are not what I meant, obviously.

For example, in the scripted scene when Lae'zel first intercepts you in the Nautiloid, is her scale retouched according to the mod? Is Tav's?
Yes I talk about scripted scenes.
Last edited by lexo1000 on October 14th, 2025, 18:41, edited 1 time in total.
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Post by Mortadela_Viva »

CheesusCrust wrote: October 14th, 2025, 06:15
that looks so ******* ********, why would anyone make an elf smaller and shorter than a human and even a fantasy midget
That's what happens when you don't get your daily vitamin D from the sun
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Post by CheesusCrust »

Mortadela_Viva wrote: October 14th, 2025, 11:24
CheesusCrust wrote: October 14th, 2025, 06:15
that looks so ******* ********, why would anyone make an elf smaller and shorter than a human and even a fantasy midget
That's what happens when you don't get your daily vitamin D from the sun
meanwhile them duergars compared to the rest of the midgets
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Post by rusty_shackleford »

Elves being extra tall superhumans is tolkien, most early D&D stuff is only influenced by tolkien insofar it could help sell product, this continues into anything grandfathered into modern day D&D
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Post by Lancaster »

Cool mod! Just out of curiosity, are female Drow taller than the males, and will toggling between a standard frame & large frame make a difference?
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Post by lexo1000 »

Lancaster wrote: October 15th, 2025, 10:01
Cool mod! Just out of curiosity, are female Drow taller than the males, and will toggling between a standard frame & large frame make a difference?
Scales apply to models so strong bodies are still taller than normals.
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Post by loregamer »

I wonder how difficult it would be to implement a Mod Configuration Menu for this mod so things could be adjustable

Probably easier to just make patches that change the size values
Last edited by loregamer on October 15th, 2025, 19:10, edited 1 time in total.
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Post by lexo1000 »

Hum good idea. I'll investigate.
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Post by VerMods »

loregamer wrote: October 15th, 2025, 19:09
I wonder how difficult it would be to implement a Mod Configuration Menu for this mod so things could be adjustable

Probably easier to just make patches that change the size values
That would be awesome, probably too much work, but would be cool to have a sliding scale between lore accurate and vanilla.

Edit: This also probably pairs really well with the Smaller Torches mod from nexus.
Last edited by VerMods on October 28th, 2025, 06:47, edited 1 time in total.
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Post by Brother Michael »

lexo1000 wrote: October 14th, 2025, 08:58
Demonic Fate wrote: October 14th, 2025, 07:34
I imagine that the vanilla scaling is optimized to look better on camera and/or during cutscenes without requiring dynamic camera angles based on the PC's race.

If you play a forest gnome Tav with this mod, will he always be visible in dialogue? I expect that you'd often just see the top of his head. Not necessarily bad, it would be quite funny tbh.
Hi,
new scales do not apply to cinematics, gameplay only.
Is this a limitation or is it deliberate?
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Post by lexo1000 »

Limitation
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Post by Lancaster »

@lexo1000 could you use a similar concept to give Karlach a smaller frame?
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Post by Karmic Acumen »

Is there a chance this overrides any base game enlarge effects? Because I'm using giant rage and my character reverts back to normal size after the growing animation. I don't think any other mods in my load order do this.
Last edited by Karmic Acumen on April 17th, 2026, 22:34, edited 1 time in total.
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Post by lexo1000 »

Please use the last version on Nexus. I didn't update the RPGHQ page yet.