Page 70 of 83
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 12th, 2026, 16:09
by orinEsque
Larian's mod manager is to be ignored. Always.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 12th, 2026, 17:09
by Vilemyr
It was BG3ModManager, the red error disappeared after I closed and reopened it.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 12th, 2026, 17:12
by loregamer
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
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 13th, 2026, 00:36
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
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 13th, 2026, 02:31
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?
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 13th, 2026, 02:55
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.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 13th, 2026, 02:57
by rusty_shackleford
@orinEsque @loregamer surely there's a debug console you guys can enable to do testing faster than manual saves?
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 13th, 2026, 03:16
by orinEsque
You can go into modding tools due, but you're level 1 and no flags are set. So it's annoying to do it.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 13th, 2026, 05:26
by Calumininium
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
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 13th, 2026, 11:39
by orinEsque
Calumininium wrote: ↑
January 13th, 2026, 05:26
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.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 14th, 2026, 14:26
by loregamer
Updated the Russian translation link. Sorry for the delay rooskis
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 15th, 2026, 13:32
by Face
The rooskies rejoice, comrade!

Realms Restored 3.0 — Baldur's Gate 3
Posted: January 18th, 2026, 14:01
by nordicist
Incredible work. Thank you.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 19th, 2026, 23:48
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!!!
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 20th, 2026, 06:45
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

Realms Restored 3.0 — Baldur's Gate 3
Posted: January 20th, 2026, 08:51
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!!!

Realms Restored 3.0 — Baldur's Gate 3
Posted: January 20th, 2026, 18:43
by A-Kira
I wonder what kind of machine used for de-girlbossing though

Realms Restored 3.0 — Baldur's Gate 3
Posted: January 20th, 2026, 18:51
by orinEsque
The microwave:
Put stale girlboss on plate -> nuke for 69 seconds -> ding! -> steaming hot Chad ready to lead.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 20th, 2026, 19:51
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
The fact he says it BEFORE being dunked in is what kills me.

Realms Restored 3.0 — Baldur's Gate 3
Posted: January 22nd, 2026, 17:53
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.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 23rd, 2026, 19:47
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.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 23rd, 2026, 20:07
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:
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.

Realms Restored 3.0 — Baldur's Gate 3
Posted: January 24th, 2026, 15:50
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
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 25th, 2026, 20:28
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?
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 25th, 2026, 20:31
by orinEsque
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.
Realms Restored 3.0 — Baldur's Gate 3
Posted: January 26th, 2026, 05:32
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!!!
Realms Restored 3.0 — Baldur's Gate 3
Posted: February 5th, 2026, 03:13
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.)
Realms Restored 3.0 — Baldur's Gate 3
Posted: February 5th, 2026, 03:19
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.
@loregamer
Realms Restored 3.0 — Baldur's Gate 3
Posted: February 5th, 2026, 03:25
by jaymeh
I meant to say Shadowheart Tweaked, not Really Shadowheart. My bad.
Realms Restored 3.0 — Baldur's Gate 3
Posted: February 6th, 2026, 11:51
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