We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/

Quick Start Modlist 1.0 — Baldur's Gate 3

Looking for the download?
This mod's files are on ModHQ.
Go to mod page
Share things you've made or found for games here.

Moderator: Mod Janitor

Ignore Topic
User avatar
OtoshiGami
Posts: 47
Joined: Dec 20, '23

Geolocation

Quick Start Modlist 1.0 — Baldur's Gate 3

Post by OtoshiGami »

The objective of this mod list is to streamline the gameplay and remove a lot of the randomness/obtuse design.
Also better Roleplay with character designs that don't make you gag and have appropriate sounding voices.

Tested & completed on Patch 8 #4.1.1.7209685

Most mods here are the ones I just used to complete the game.

Notable Exceptions are:

I used Pact bound mod but swapped that out for Warlock 2024 PHB since it was more up to date.
I used Tutorial Skip but placed EA Nautiloid for first timers.
Added in Dyes Tracker
Added in Meta Magic Enhanced, Extended and Merged mods

I unpaked and redid a good few of these mods to make my own custom changes.

Changes this mod list makes to the base game:

1. Most mods on ModHQ for appearance were used - bottom of load order
2. Thousands Of Bug Fixes
3. Essentials like Native Mod Loader, WASD & Native Camera Tweaks
4. Replaced Music in game with BG 2 Music starting from the main menu
5. Extra Loot immersively placed all over the game
6. CC Mods that add faces, colors etc. were cut down a bit – mostly cursed looking options gone.
7. OIO Redone with some cringe dialogue changed.
8. Customizible difficulty – combat extender + absolute's lab
9. Double Subclass and all class dialogue options available
10. Unique Starting gear for shadowheart
11. Expansion up to Level 20
12. Feats every 3 levels + LV 20
13. Date as many characters as you'd like with no consequence
14. No Party Limit – Can limit members in combat too. I suggest using only 4. Maybe 5 in early game.
15. No Spell Prep
16. Auto Ko on bosses with later plot relevence
17. Oath-breaker Paladin can't use divine spells
18. Karlach is also BT1 instead and is a sorcerer instead. Her model can warp from time to time.
19. She will be first met at the start just before astarion too.
20. Wizard spells were put into a ritual/utility container. You will get spells like knock, Fly, Speak with Dead/Animals etc. on all characters. These spells were removed from as many spell lists as I could find as well. I can't stand Gale and didn't want to use him.
21. Gale & Astarion have different Voices to make them tolerable
22. No shovel needed; Auto dig loot that you succeed at the roll on
23. Inspirations capped at 3
24. Short Rest at 3 so you can explore longer; optional file for 1 for a more intended progression. Delete the original mod and replace it with the optional one. #137 in load order.


Many more changes and additions. Just about everything is modular.

Tip: Respec as soon as you get any playable character.
Kill the two nautiloid victims near shadowheart's pod to reach lv 4.

Setup:

Choose between :

Tutorial Exit or Early Access Nautiloid – If you want an expanded Nautiloid or to skip it. #29 & 30 in load order. Delete the one you don't want.
Lynia Orin mod – Lynia has a bug that makes Mizora human model a bit messed up. Switch to Aza orin mod if you want to fix this but it changes Orin a bit more.

Change values in Expansion MCM in order to get good XP Curve; Level 20 is easily reachable if you do a lot of side activities.
But Max Level is a good bit later than in base game. Basegame MAX XP was 100,000. Mine is set at 233,000.

Cahoot's config for absolute lab was used. Make your own local version in the MCM ingame and turn off all level scaling.
Another mod handles that. It is called NPCLevelCurve (#531 in load order) and should not be active/used until you get to Act III or reach level 12. Your choice. Use MCM to disable it.

Game Crashes (Vanilla):

Moonrise Towers
Sharess' Caress
Watcher's Tower before final fight

Don't stay in these areas too long and especially if you have your entire party of 8+ with you. Any other crash I got were not from my mods as far as I could tell. If you don't like any part of them then just don't use them. Be warned that many that touch progression of characters/classes will cause the game to crash if removed mid game. Same with battle encounter mods like Death March. My worst crashes were my own fault. I did not have my level curve set properly and changed them mid game. Afterward the game would crash on every respec for most of my characters after level 12. Leveling up to 20 worked fine though. Act III in general is still not stable by any means even without mods.


Final note :


If you have any questions on how something is functioning I'll try my best to make it work for you. My Durge is a four elements monk that is basically the avatar with my mod list. I did remove mods that made it a bit too easy for my run. These include:

Feats that were too strong
No Lv 7-9 spells in Expansion besides upcasting.
Interesting Origins + Extraordinary Potential mods

If you don't like a certain change or edit to a mod I made, you can easily find the mod and delete or replace it with the original version.

Installation Instructions:

Majority of this is drag and drop into BGMM.

Most of The rest go into data or bin folder in your root directory :
Baldurs Gate 3 (4.1.1.7209685)/Bin
Baldurs Gate 3 (4.1.1.7209685)/Data

Just merge my files into each of those folders.

Use the separate "2026 Campaign 2 Load Order" download. It goes into the order folder of the Modmanager root directory.
BG 3 ModManager\Orders

And finally the Script Extender configs goes here:
AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender

Just merge the files in my folder with that folder to get the settings for things like Combat Extender, Expansion, and any MCM mod.
Last edited by OtoshiGami on June 12th, 2026, 07:20, edited 15 times in total.