Larian's mod manager is to be ignored. Always.Vilemyr wrote: ↑ January 12th, 2026, 15:38Mod manager gave a red warning because of version mismatch but if it doesnt matter I take your word.orinEsque wrote: ↑ January 12th, 2026, 13:09Nope nothing needs updating for RR NA patch. I checked.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Realms Restored 4.2 — Baldur's Gate 3
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It was BG3ModManager, the red error disappeared after I closed and reopened it.orinEsque wrote: ↑ January 12th, 2026, 16:09Larian's mod manager is to be ignored. Always.Vilemyr wrote: ↑ January 12th, 2026, 15:38Mod manager gave a red warning because of version mismatch but if it doesnt matter I take your word.orinEsque wrote: ↑ January 12th, 2026, 13:09
Nope nothing needs updating for RR NA patch. I checked.
BG3MM inconsistently (though correctly) shows that mod requirements have a version number mismatch. I'll put up an update later today, but it's not a big deal. You can just ignore itVilemyr wrote: ↑ January 12th, 2026, 17:09It was BG3ModManager, the red error disappeared after I closed and reopened it.
Jingle Jangle Jingle
Some of the harpers from act 2 and absolute members from the moonshine towers still show their previous models (actually almost all), I don't what could be the cause I did put the mods at the very end just in case, maybe the mod Trials of Tav, the roguelike mod is responsible ?
edit : its not I just removed it to try and still see the old vanilla models
edit : its not I just removed it to try and still see the old vanilla models
Last edited by Calumininium on January 13th, 2026, 00:48, edited 1 time in total.
can you try with all your other mods disabled?Calumininium wrote: ↑ January 13th, 2026, 00:36Some of the harpers from act 2 and absolute members from the moonshine towers still show their previous models (actually almost all), I don't what could be the cause I did put the mods at the very end just in case, maybe the mod Trials of Tav, the roguelike mod is responsible ?
edit : its not I just removed it to try and still see the old vanilla models
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Will do, but it will take some time on a new save because this one will go down the drain.orinEsque wrote: ↑ January 13th, 2026, 02:31can you try with all your other mods disabled?Calumininium wrote: ↑ January 13th, 2026, 00:36Some of the harpers from act 2 and absolute members from the moonshine towers still show their previous models (actually almost all), I don't what could be the cause I did put the mods at the very end just in case, maybe the mod Trials of Tav, the roguelike mod is responsible ?
edit : its not I just removed it to try and still see the old vanilla models
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rusty_shackleford
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@orinEsque @loregamer surely there's a debug console you guys can enable to do testing faster than manual saves?
Thank you for your attention to this matter!
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You can go into modding tools due, but you're level 1 and no flags are set. So it's annoying to do it.rusty_shackleford wrote: ↑ January 13th, 2026, 02:57@orinEsque @loregamer surely there's a debug console you guys can enable to do testing faster than manual saves?
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It was one of my mods I can't really tell which one because I use a bunch of them but none are about npc it's weird, maybe one with new cosmetics or new loots anyway I won't be using them anymore thank you having no uglies in my game is much more important than some loots or haircutsorinEsque wrote: ↑ January 13th, 2026, 03:16You can go into modding tools due, but you're level 1 and no flags are set. So it's annoying to do it.rusty_shackleford wrote: ↑ January 13th, 2026, 02:57@orinEsque @loregamer surely there's a debug console you guys can enable to do testing faster than manual saves?
Last edited by Calumininium on January 13th, 2026, 05:36, edited 3 times in total.
Anything that changes voices is a good start.Calumininium wrote: ↑ January 13th, 2026, 05:26It was one of my mods I can't really tell which one because I use a bunch of them but none are about npc it's weird, maybe one with new cosmetics or new loots anyway I won't be using them anymore thank you having no uglies in my game is much more important than some loots or haircutsorinEsque wrote: ↑ January 13th, 2026, 03:16You can go into modding tools due, but you're level 1 and no flags are set. So it's annoying to do it.rusty_shackleford wrote: ↑ January 13th, 2026, 02:57@orinEsque @loregamer surely there's a debug console you guys can enable to do testing faster than manual saves?
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Updated the Russian translation link. Sorry for the delay rooskis
Jingle Jangle Jingle
The rooskies rejoice, comrade!loregamer wrote: ↑ January 14th, 2026, 14:26Updated the Russian translation link. Sorry for the delay rooskis

Where now the horse and the rider? Where is the horn that was blowing?
Where is the helm and the hauberk, and the bright hair flowing?
They have passed like rain on the mountain, like a wind in the meadow
Where is the helm and the hauberk, and the bright hair flowing?
They have passed like rain on the mountain, like a wind in the meadow
VERY IMPORTANT ANNOUNCEMENT
We here at moddershq are celebrating Martin Luther King day with the perfect AI generated video to celebrate Diversity, Equity and Inclusion. BEHOLD!!!
We here at moddershq are celebrating Martin Luther King day with the perfect AI generated video to celebrate Diversity, Equity and Inclusion. BEHOLD!!!
Like my mods? Buy me a beer at ㅤPayPalㅤ or Subscribe at ㅤSUBSCRIBESTAR ㅤ
orinEsque wrote: ↑ January 19th, 2026, 23:48VERY IMPORTANT ANNOUNCEMENT
We here at moddershq are celebrating Martin Luther King day with the perfect AI generated video to celebrate Diversity, Equity and Inclusion. BEHOLD!!!
"I CAN'T BREATHE, A̶͕̯̖͉̪̭̍̀͋̒ͅÁ̶̧͉̯̘̽̃͐A̸͈̦̜̗͒̑͛̉͜A̵̬̺̻̯̹̼̅̚Ạ̴̡̧͈͙̙̝̾̀̄̐̚͜A̸̧̬͍̹͈̍̂̏̎̎͂͘Å̷̢͛͊͝A̸̻̳̞̅̓̅A̷͚͚̙͙̪̿̊̅̅̓͌̈͠A̷̡̢͚̲̲̒̃̆͂̒A̸̮̋͛͐̆͝Ḁ̸̠͔̩̫̤̮̲̀͐̉̚͘̚͝Á̴̬̙̭̑̆̋̑̃͒͝A̸͈̰̣̯͚͎̖̥͝A̷̛͍̲̖̫̘̐̐̅̐̀̚͠ͅȦ̵̲͇͚̞Ả̷̭̰͂͑̉̀͗̓̚Ą̸̠̦͓̞̩̘̓̽̐̌͐̎͊͝À̴̛̺͙̮̆̓̾ͅA̴̗͔̮̞̥̮̒͝ͅ"
best lyrics ever heard in Forgotten Realms
SUPER!!!orinEsque wrote: ↑ January 19th, 2026, 23:48VERY IMPORTANT ANNOUNCEMENT
We here at moddershq are celebrating Martin Luther King day with the perfect AI generated video to celebrate Diversity, Equity and Inclusion. BEHOLD!!!
Last edited by Talext on January 20th, 2026, 08:52, edited 1 time in total.
The microwave:A-Kira wrote: ↑ January 20th, 2026, 18:43I wonder what kind of machine used for de-girlbossing though![]()
Put stale girlboss on plate -> nuke for 69 seconds -> ding! -> steaming hot Chad ready to lead.
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The fact he says it BEFORE being dunked in is what kills me.CheesusCrust wrote: ↑ January 20th, 2026, 06:45orinEsque wrote: ↑ January 19th, 2026, 23:48VERY IMPORTANT ANNOUNCEMENT
We here at moddershq are celebrating Martin Luther King day with the perfect AI generated video to celebrate Diversity, Equity and Inclusion. BEHOLD!!!
"I CAN'T BREATHE, A̶͕̯̖͉̪̭̍̀͋̒ͅÁ̶̧͉̯̘̽̃͐A̸͈̦̜̗͒̑͛̉͜A̵̬̺̻̯̹̼̅̚Ạ̴̡̧͈͙̙̝̾̀̄̐̚͜A̸̧̬͍̹͈̍̂̏̎̎͂͘Å̷̢͛͊͝A̸̻̳̞̅̓̅A̷͚͚̙͙̪̿̊̅̅̓͌̈͠A̷̡̢͚̲̲̒̃̆͂̒A̸̮̋͛͐̆͝Ḁ̸̠͔̩̫̤̮̲̀͐̉̚͘̚͝Á̴̬̙̭̑̆̋̑̃͒͝A̸͈̰̣̯͚͎̖̥͝A̷̛͍̲̖̫̘̐̐̅̐̀̚͠ͅȦ̵̲͇͚̞Ả̷̭̰͂͑̉̀͗̓̚Ą̸̠̦͓̞̩̘̓̽̐̌͐̎͊͝À̴̛̺͙̮̆̓̾ͅA̴̗͔̮̞̥̮̒͝ͅ"
best lyrics ever heard in Forgotten Realms![]()
FYI about Virtual Textures :
That unfortunately excludes Mac players, but it'd be great to have a SE-VT version of the RR suite of mods so we can have more room for other mods with 'classic' VTs if we need.
Considering there's already 17 vanilla VTs + the SE one, that leaves us with max 46 mods with VTs. Here's the documentation for SE-VTs : https://github.com/Norbyte/bg3se/blob/m ... extures.md (Template here https://www.nexusmods.com/baldursgate3/ ... escription)There are two ways that Virtual Textures will turn black: Hitting the VT Limit OR incorrectly implemented VTs.
The limit is roughly 64 Virtual Textures - this is an engine limitation, rather than a bug with VTs. This limit could be any of the following:
64 mods that use VTs,
64 Tilesets,
64 VT "sets" per tileset,
There is also a hard limit of 48 mods that can override VTs loaded at a time.,
On a more technical level:
The following acronyms apply:
GTP - Granite Tile Pagefile
GTS - Granite Tile Set
VT - Virtual Texture
GTS/GTP stores VTs,
VTs store 3 Textures in 3 Layers,
Each Texture has 4 Channels,
You can have up to 64 GTS files.
SE-mapped VTs have their texture data merged into a merged Tileset with no height limitation, which can bypass the limitation by loading them as a single VT.
That unfortunately excludes Mac players, but it'd be great to have a SE-VT version of the RR suite of mods so we can have more room for other mods with 'classic' VTs if we need.
Much appreciated. We'll likely concept VTs to regular texture... finding the right shader is always the painful part.HyalineAmaranth wrote: ↑ January 22nd, 2026, 17:53FYI about Virtual Textures :Considering there's already 17 vanilla VTs + the SE one, that leaves us with max 46 mods with VTs. Here's the documentation for SE-VTs : https://github.com/Norbyte/bg3se/blob/m ... extures.md (Template here https://www.nexusmods.com/baldursgate3/ ... escription)There are two ways that Virtual Textures will turn black: Hitting the VT Limit OR incorrectly implemented VTs.
The limit is roughly 64 Virtual Textures - this is an engine limitation, rather than a bug with VTs. This limit could be any of the following:
64 mods that use VTs,
64 Tilesets,
64 VT "sets" per tileset,
There is also a hard limit of 48 mods that can override VTs loaded at a time.,
On a more technical level:
The following acronyms apply:
GTP - Granite Tile Pagefile
GTS - Granite Tile Set
VT - Virtual Texture
GTS/GTP stores VTs,
VTs store 3 Textures in 3 Layers,
Each Texture has 4 Channels,
You can have up to 64 GTS files.
SE-mapped VTs have their texture data merged into a merged Tileset with no height limitation, which can bypass the limitation by loading them as a single VT.
That unfortunately excludes Mac players, but it'd be great to have a SE-VT version of the RR suite of mods so we can have more room for other mods with 'classic' VTs if we need.
Like my mods? Buy me a beer at ㅤPayPalㅤ or Subscribe at ㅤSUBSCRIBESTAR ㅤ
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Luckmann
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I am not sure if this is caused by Realms Restored or a vanilla bug (I have a vague recollection of something similar in one of our two previous runs) but since you have specifically asked if someone notices mismatched race assignment with bonuses:
I just ran across this undead human gentleman in the encounter around the monument/hidden Shar temple in central Reithwin:

This is an encounter that can be completely missed if someone does the whole Thaniel/Oliver thing before going to central Reithwin, btw.
Edit: I just realized that I wasn't clear on what the issue is that I noticed: He's got Halfling Luck and Brave.
I just ran across this undead human gentleman in the encounter around the monument/hidden Shar temple in central Reithwin:

This is an encounter that can be completely missed if someone does the whole Thaniel/Oliver thing before going to central Reithwin, btw.
Edit: I just realized that I wasn't clear on what the issue is that I noticed: He's got Halfling Luck and Brave.
Last edited by Luckmann on January 23rd, 2026, 20:08, edited 2 times in total.
Hi, my name is Tovi.
All journos must hang.
Join the RPG Codex Official™ Discord Server
MCA, much like Adolf Hitler, did nothing wrong.
All journos must hang.
Join the RPG Codex Official™ Discord Server
MCA, much like Adolf Hitler, did nothing wrong.
This explains a lot actually. I couldn't for the life of me figure out why Mystra's dress was turning black for me inconsistently while testing. Thanks for sharingHyalineAmaranth wrote: ↑ January 22nd, 2026, 17:53FYI about Virtual Textures :Considering there's already 17 vanilla VTs + the SE one, that leaves us with max 46 mods with VTs. Here's the documentation for SE-VTs : https://github.com/Norbyte/bg3se/blob/m ... extures.md (Template here https://www.nexusmods.com/baldursgate3/ ... escription)There are two ways that Virtual Textures will turn black: Hitting the VT Limit OR incorrectly implemented VTs.
The limit is roughly 64 Virtual Textures - this is an engine limitation, rather than a bug with VTs. This limit could be any of the following:
64 mods that use VTs,
64 Tilesets,
64 VT "sets" per tileset,
There is also a hard limit of 48 mods that can override VTs loaded at a time.,
On a more technical level:
The following acronyms apply:
GTP - Granite Tile Pagefile
GTS - Granite Tile Set
VT - Virtual Texture
GTS/GTP stores VTs,
VTs store 3 Textures in 3 Layers,
Each Texture has 4 Channels,
You can have up to 64 GTS files.
SE-mapped VTs have their texture data merged into a merged Tileset with no height limitation, which can bypass the limitation by loading them as a single VT.
That unfortunately excludes Mac players, but it'd be great to have a SE-VT version of the RR suite of mods so we can have more room for other mods with 'classic' VTs if we need.
Jingle Jangle Jingle
Big new mod got released: https://www.nexusmods.com/baldursgate3/mods/16830
Any interest in working your magics for the Early Access NPCs?
Any interest in working your magics for the Early Access NPCs?
Saw this earlier, i think the heads will automatically be replaced. Skin color and hair style is what needs checking. Since this is Early access restoration rather than some ****** magical unicorn mod, I personally won't mind it being fixed as part of RR if its actually needed.Vilemyr wrote: ↑ January 25th, 2026, 20:28Big new mod got released: https://www.nexusmods.com/baldursgate3/mods/16830
Any interest in working your magics for the Early Access NPCs?
Last edited by orinEsque on January 25th, 2026, 21:46, edited 2 times in total.
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orinEsque wrote: ↑ January 19th, 2026, 23:48VERY IMPORTANT ANNOUNCEMENT
We here at moddershq are celebrating Martin Luther King day with the perfect AI generated video to celebrate Diversity, Equity and Inclusion. BEHOLD!!!

Where now the horse and the rider? Where is the horn that was blowing?
Where is the helm and the hauberk, and the bright hair flowing?
They have passed like rain on the mountain, like a wind in the meadow
Where is the helm and the hauberk, and the bright hair flowing?
They have passed like rain on the mountain, like a wind in the meadow
Realms Restored Heads is incompatible with Really Shadowheart. When I enable the heads file, Shadowheart goes back to having a gigachad jawline. I tried placing Really Shadowheart under Heads and it didn't fix it. And it's definitely the heads file. I disabled and re-enabled every mod one-by-one. (Edit: I mean Shadowheart Tweaked, not Really Shadowheart.)
Last edited by jaymeh on February 5th, 2026, 03:27, edited 1 time in total.
@loregamerjaymeh wrote: ↑ February 5th, 2026, 03:13Realms Restored Heads is incompatible with Really Shadowheart. When I enable the heads file, Shadowheart goes back to having a gigachad jawline. I tried placing Really Shadowheart under Heads and it didn't fix it. And it's definitely the heads file. I disabled and re-enabled every mod one-by-one.
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I meant to say Shadowheart Tweaked, not Really Shadowheart. My bad.
My advice - find a loose files version (when you not installing it as a mod, but replace some files in your game directory) on Nexus, works like a charm. And overall, when you edit companions always prioritize loose files solutions