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Realms Restored 4.2 — Baldur's Gate 3

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Post by orinEsque »

Vilemyr wrote: January 12th, 2026, 15:38
orinEsque wrote: January 12th, 2026, 13:09
Vilemyr wrote: January 12th, 2026, 12:56
No Alphabets patch need to be patched up to 7.0
Nope nothing needs updating for RR NA patch. I checked.
Mod manager gave a red warning because of version mismatch but if it doesnt matter I take your word.
Larian's mod manager is to be ignored. Always.
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Post by Vilemyr »

orinEsque wrote: January 12th, 2026, 16:09
Vilemyr wrote: January 12th, 2026, 15:38
orinEsque wrote: January 12th, 2026, 13:09


Nope nothing needs updating for RR NA patch. I checked.
Mod manager gave a red warning because of version mismatch but if it doesnt matter I take your word.
Larian's mod manager is to be ignored. Always.
It was BG3ModManager, the red error disappeared after I closed and reopened it.
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Post by loregamer »

orinEsque wrote: January 12th, 2026, 16:09
Larian's mod manager is to be ignored. Always.
Vilemyr wrote: January 12th, 2026, 17:09
It was BG3ModManager, the red error disappeared after I closed and reopened it.
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 it
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Post by Calumininium »

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
Last edited by Calumininium on January 13th, 2026, 00:48, edited 1 time in total.
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Post by orinEsque »

Calumininium wrote: January 13th, 2026, 00:36
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
can you try with all your other mods disabled?
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Post by Calumininium »

orinEsque wrote: January 13th, 2026, 02:31
Calumininium wrote: January 13th, 2026, 00:36
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
can you try with all your other mods disabled?
Will do, but it will take some time on a new save because this one will go down the drain.
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Post by rusty_shackleford »

@orinEsque @loregamer surely there's a debug console you guys can enable to do testing faster than manual saves?
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Post by orinEsque »

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?
You can go into modding tools due, but you're level 1 and no flags are set. So it's annoying to do it.
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Post by Calumininium »

orinEsque wrote: January 13th, 2026, 03:16
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?
You can go into modding tools due, but you're level 1 and no flags are set. So it's annoying to do it.
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 haircuts
Last edited by Calumininium on January 13th, 2026, 05:36, edited 3 times in total.
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Post by orinEsque »

Calumininium wrote: January 13th, 2026, 05:26
orinEsque wrote: January 13th, 2026, 03:16
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?
You can go into modding tools due, but you're level 1 and no flags are set. So it's annoying to do it.
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 haircuts
Anything that changes voices is a good start.
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Post by loregamer »

Updated the Russian translation link. Sorry for the delay rooskis
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Post by Face »

loregamer wrote: January 14th, 2026, 14:26
Updated the Russian translation link. Sorry for the delay rooskis
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Post by nordicist »

Incredible work. Thank you.
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Post by orinEsque »

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!!!

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Post by CheesusCrust »

orinEsque wrote: January 19th, 2026, 23:48
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!!!


"I CAN'T BREATHE, A̶͕̯̖͉̪̭̍̀͋̒ͅÁ̶̧͉̯̘̽̃͐A̸͈̦̜̗͒̑͛̉͜A̵̬̺̻̯̹̼̅̚Ạ̴̡̧͈͙̙̝̾̀̄̐̚͜A̸̧̬͍̹͈̍̂̏̎̎͂͘Å̷̢͛͊͝A̸̻̳̞̅̓̅A̷͚͚̙͙̪̿̊̅̅̓͌̈͠A̷̡̢͚̲̲̒̃̆͂̒A̸̮̋͛͐̆͝Ḁ̸̠͔̩̫̤̮̲̀͐̉̚͘̚͝Á̴̬̙̭̑̆̋̑̃͒͝A̸͈̰̣̯͚͎̖̥͝A̷̛͍̲̖̫̘̐̐̅̐̀̚͠ͅȦ̵̲͇͚̞Ả̷̭̰͂͑̉̀͗̓̚Ą̸̠̦͓̞̩̘̓̽̐̌͐̎͊͝À̴̛̺͙̮̆̓̾ͅA̴̗͔̮̞̥̮̒͝ͅ"

best lyrics ever heard in Forgotten Realms :music:
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Post by Talext »

orinEsque wrote: January 19th, 2026, 23:48
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!!!

SUPER!!! 👍
Last edited by Talext on January 20th, 2026, 08:52, edited 1 time in total.
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Post by A-Kira »

I wonder what kind of machine used for de-girlbossing though :scratch-pipe:
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Post by orinEsque »

A-Kira wrote: January 20th, 2026, 18:43
I wonder what kind of machine used for de-girlbossing though :scratch-pipe:
The microwave:
Put stale girlboss on plate -> nuke for 69 seconds -> ding! -> steaming hot Chad ready to lead.
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Post by Magick »

CheesusCrust wrote: January 20th, 2026, 06:45
orinEsque wrote: January 19th, 2026, 23:48
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!!!


"I CAN'T BREATHE, A̶͕̯̖͉̪̭̍̀͋̒ͅÁ̶̧͉̯̘̽̃͐A̸͈̦̜̗͒̑͛̉͜A̵̬̺̻̯̹̼̅̚Ạ̴̡̧͈͙̙̝̾̀̄̐̚͜A̸̧̬͍̹͈̍̂̏̎̎͂͘Å̷̢͛͊͝A̸̻̳̞̅̓̅A̷͚͚̙͙̪̿̊̅̅̓͌̈͠A̷̡̢͚̲̲̒̃̆͂̒A̸̮̋͛͐̆͝Ḁ̸̠͔̩̫̤̮̲̀͐̉̚͘̚͝Á̴̬̙̭̑̆̋̑̃͒͝A̸͈̰̣̯͚͎̖̥͝A̷̛͍̲̖̫̘̐̐̅̐̀̚͠ͅȦ̵̲͇͚̞Ả̷̭̰͂͑̉̀͗̓̚Ą̸̠̦͓̞̩̘̓̽̐̌͐̎͊͝À̴̛̺͙̮̆̓̾ͅA̴̗͔̮̞̥̮̒͝ͅ"

best lyrics ever heard in Forgotten Realms :music:
The fact he says it BEFORE being dunked in is what kills me. :lol:
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Post by HyalineAmaranth »

FYI about Virtual Textures :
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.
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)

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.
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Post by orinEsque »

HyalineAmaranth wrote: January 22nd, 2026, 17:53
FYI about Virtual Textures :
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.
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)

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.
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Post by Luckmann »

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:
Image

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. :D
Last edited by Luckmann on January 23rd, 2026, 20:08, edited 2 times in total.
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Post by loregamer »

HyalineAmaranth wrote: January 22nd, 2026, 17:53
FYI about Virtual Textures :
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.
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)

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.
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 sharing
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Post by Vilemyr »

Big new mod got released: https://www.nexusmods.com/baldursgate3/mods/16830
Any interest in working your magics for the Early Access NPCs?
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Post by orinEsque »

Vilemyr wrote: January 25th, 2026, 20:28
Big new mod got released: https://www.nexusmods.com/baldursgate3/mods/16830
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.
Last edited by orinEsque on January 25th, 2026, 21:46, edited 2 times in total.
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Post by Face »

orinEsque wrote: January 19th, 2026, 23:48
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!!!

Image
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
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Post by jaymeh »

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.
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Post by orinEsque »

jaymeh wrote: February 5th, 2026, 03:13
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.
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Post by jaymeh »

I meant to say Shadowheart Tweaked, not Really Shadowheart. My bad.
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Post by A-Kira »

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