We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Chat client updated, if you have issues using chat press CTRL + SHIFT + R to force a hard refresh.

[BG3] Immersive Aesthetics - Released

Game development hub. Projects, modding, and resources.

Moderator: Mod Janitor

Ignore Topic
User avatar
rusty_shackleford
Site Admin
Posts: 45468
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

drow should have never become a playable race
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Brother Michael
Posts: 895
Joined: Mar 11, '24

Geolocation

Post by Brother Michael »

This mod should have a version that keeps exactly one black person, using the mod tools to make him speak like a character from Boondocks or Don’t Be A Menace
User avatar
jebacdrkac
Posts: 316
Joined: Feb 18, '24

Geolocation

Post by jebacdrkac »

Brother Michael wrote: ↑ September 17th, 2024, 13:14
This mod should have a version that keeps exactly one black person, using the mod tools to make him speak like a character from Boondocks or Don’t Be A Menace
Duke Ravengard as Uncle Ruckus: the whole thing about kicking Wyll out because of a devil deal was bs; the real reason is because he is a *****
User avatar
fkirenicus
Posts: 783
Joined: Feb 29, '24

Geolocation

Adventurer's Guild

Post by fkirenicus »

rusty_shackleford wrote: ↑ September 17th, 2024, 00:10
drow should have never become a playable race
When that happened I thought at first it was cool and something that 2e was lacking. In retrospect, I do not allow neither drow nor deep gnomes or any other race of ECL +1 or more (and yes, this includes tieflings, aasimar, dragonborn...) - simply because they greatly upset the balance and dynamics of a group (and in case of dragonborn I find simply ridiculous and an extremely stupid addition to the game which should never have happened).
Yes, it works fine in NWN2 solo playing - no, it does not work in p&p D&D 3.5 with a group that actually must cooperate to survive (which includes IWD2. Any drow character there quickly becomes utterly usesless there as well).
Last edited by fkirenicus on September 17th, 2024, 16:02, edited 3 times in total.
User avatar
Brother Michael
Posts: 895
Joined: Mar 11, '24

Geolocation

Post by Brother Michael »

fkirenicus wrote: ↑ September 17th, 2024, 14:38
rusty_shackleford wrote: ↑ September 17th, 2024, 00:10
drow should have never become a playable race
When that happened I thought at first it was cool and something that 2e was lacking. In retrospect, I do not allow neither drow nor deep gnomes or any other race of ECL +1 or more - simply because they greatly upset the balance and dynamics of a group.
Yes, it works fine in NWN2 solo playing - no, it does not work in p&p D&D 3.5 with a group that actually must cooperate to survive.
It is your responsibility to **** up public ****** games by playing a chaotic evil character
User avatar
Boontaker
Posts: 991
Joined: Sep 5, '23

Geolocation

Adventurer's Guild

Post by Boontaker »

fkirenicus wrote: ↑ September 17th, 2024, 14:38
rusty_shackleford wrote: ↑ September 17th, 2024, 00:10
drow should have never become a playable race
When that happened I thought at first it was cool and something that 2e was lacking. In retrospect, I do not allow neither drow nor deep gnomes or any other race of ECL +1 or more - simply because they greatly upset the balance and dynamics of a group.
Yes, it works fine in NWN2 solo playing - no, it does not work in p&p D&D 3.5 with a group that actually must cooperate to survive.
Shitters not taking a free feat? Smh
User avatar
rusty_shackleford
Site Admin
Posts: 45468
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

I oppose drow because they're evil monsters, not for silly gameplay reason
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
fkirenicus
Posts: 783
Joined: Feb 29, '24

Geolocation

Adventurer's Guild

Post by fkirenicus »

rusty_shackleford wrote: ↑ September 17th, 2024, 15:13
I oppose drow because they're evil monsters, not for silly gameplay reason
Never heard of Eilistraee, I take it? :scratch:
But yes, generally drow only fit a game as NPCs, I've found.
User avatar
rusty_shackleford
Site Admin
Posts: 45468
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

fkirenicus wrote: ↑ September 17th, 2024, 15:56
rusty_shackleford wrote: ↑ September 17th, 2024, 15:13
I oppose drow because they're evil monsters, not for silly gameplay reason
Never heard of Eilistraee, I take it? :scratch:
But yes, generally drow only fit a game as NPCs, I've found.
not my fault if greenwood is a ******** coomer
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Boontaker
Posts: 991
Joined: Sep 5, '23

Geolocation

Adventurer's Guild

Post by Boontaker »

fkirenicus wrote: ↑ September 17th, 2024, 15:56
rusty_shackleford wrote: ↑ September 17th, 2024, 15:13
I oppose drow because they're evil monsters, not for silly gameplay reason
Never heard of Eilistraee, I take it? :scratch:
But yes, generally drow only fit a game as NPCs, I've found.
When players play drow it's just an elf with free spells, and another excuse to kill NPCs that comment on appearance. Never seen someone get punished for playing a drow
User avatar
LongSilver
Posts: 12
Joined: Jun 7, '24

Geolocation

Post by LongSilver »

Thanks so much for making this mod!

I'm a bit late for the party, is the mod ready/almost soon to be downloaded?

Also, it is bit of a minor, but always bothers me, will also change the default human appearance when creating a character? Yeah, is minor, but always break my immersion when I click the human race and see the Californication of the european fantasy human.
I left my face somewhere.
User avatar
Reichspepe
Posts: 1169
Joined: Sep 2, '23
Location: Prussia

Geolocation

Adventurer's Guild

Post by Reichspepe »

LongSilver wrote: ↑ October 19th, 2024, 21:00
Thanks so much for making this mod!

I'm a bit late for the party, is the mod ready/almost soon to be downloaded?

Also, it is bit of a minor, but always bothers me, will also change the default human appearance when creating a character? Yeah, is minor, but always break my immersion when I click the human race and see the Californication of the european fantasy human.
It won't, but there is a mod for that on this site.

viewtopic.php?p=146977#p146977
Last edited by Reichspepe on October 19th, 2024, 21:19, edited 1 time in total.
:knight-cross:
User avatar
LongSilver
Posts: 12
Joined: Jun 7, '24

Geolocation

Post by LongSilver »

Reichspepe wrote: ↑ October 19th, 2024, 21:19
LongSilver wrote: ↑ October 19th, 2024, 21:00
Thanks so much for making this mod!

I'm a bit late for the party, is the mod ready/almost soon to be downloaded?

Also, it is bit of a minor, but always bothers me, will also change the default human appearance when creating a character? Yeah, is minor, but always break my immersion when I click the human race and see the Californication of the european fantasy human.
It won't, but there is a mod for that on this site.

viewtopic.php?p=146977#p146977
Thanks! I salute you! :salute: :salute: :salute:

Modders doing the good work!
I left my face somewhere.
User avatar
Reichspepe
Posts: 1169
Joined: Sep 2, '23
Location: Prussia

Geolocation

Adventurer's Guild

Post by Reichspepe »

Any ETA on this mod? I would like to do another playthrough in the next few weeks or months. Please and thank you :smug:
:knight-cross:
User avatar
loregamer
Site Moderator
Posts: 5063
Joined: Dec 3, '23

Geolocation

Post by loregamer »

Reichspepe wrote: ↑ November 22nd, 2024, 17:01
Any ETA on this mod? I would like to do another playthrough in the next few weeks or months. Please and thank you :smug:
I’ll just spill the beans. The mod is around 80-85% done, but we have been holding off on releasing it til ModHQ 2.0 is up. Makes sense to drop that mod with the new site being up (and for other cheeky reasons I won’t disclose for now).

If you want, join the ModHQ Chatroom and you can test the mod. We have an early access group there.
Last edited by loregamer on November 22nd, 2024, 17:40, edited 1 time in total.
Jingle Jangle Jingle
User avatar
Reichspepe
Posts: 1169
Joined: Sep 2, '23
Location: Prussia

Geolocation

Adventurer's Guild

Post by Reichspepe »

loregamer wrote: ↑ November 22nd, 2024, 17:39
Reichspepe wrote: ↑ November 22nd, 2024, 17:01
Any ETA on this mod? I would like to do another playthrough in the next few weeks or months. Please and thank you :smug:
I’ll just spill the beans. The mod is around 80-85% done, but we have been holding off on releasing it til ModHQ 2.0 is up. Makes sense to drop that mod with the new site being up (and for other cheeky reasons I won’t disclose for now).

If you want, join the ModHQ Chatroom and you can test the mod. We have an early access group there.
Thanks for the info. I can't the next few days but I'll see if I can do some testing next week or the week after :salute:
:knight-cross:
User avatar
WesternWashed
Posts: 6
Joined: Nov 26, '24
Location: Agartha

Geolocation

Post by WesternWashed »

Brother Michael wrote: ↑ September 17th, 2024, 13:14
This mod should have a version that keeps exactly one black person, using the mod tools to make him speak like a character from Boondocks or Don’t Be A Menace
I vote for making it either Rags Deelarma or Pythonicus :lol:
User avatar
SniperChris
Posts: 252
Joined: Sep 1, '23

Geolocation

Post by SniperChris »

Glad to see you guys working on this! Looks promising!
User avatar
Krp4
Posts: 2
Joined: Jan 17, '25

Geolocation

Post by Krp4 »

Really looking forward to this!

Just one question. Are you guys planning on changing the races of NPCs as well. The demographics of this game seem kind of off. Humans should be a overwhelming majority, yet more uncommon races such as Elves, Dwarves, Half-Elves, Half-Orcs etc. are just as normal. Makes the more fantastical elements of the world lose it's punch and Identity. They just become another color of Human, which defeats the porpouse of Fantastical Races in and of itself.
User avatar
loregamer
Site Moderator
Posts: 5063
Joined: Dec 3, '23

Geolocation

Post by loregamer »

Krp4 wrote: ↑ January 17th, 2025, 19:07
Just one question. Are you guys planning on changing the races of NPCs as well. The demographics of this game seem kind of off. Humans should be a overwhelming majority, yet more uncommon races such as Elves, Dwarves, Half-Elves, Half-Orcs etc. are just as normal. Makes the more fantastical elements of the world lose it's punch and Identity. They just become another color of Human, which defeats the porpouse of Fantastical Races in and of itself.
Yes, @Silver has a spreadsheet of 413 NPCs that need potential race, gender, and/or name changes. The gender changes will likely be handled in a separate mod since it'd be a huge undertaking because of voice replacements, but racial changes are being handled.
Jingle Jangle Jingle
User avatar
Krp4
Posts: 2
Joined: Jan 17, '25

Geolocation

Post by Krp4 »

loregamer wrote: ↑ January 17th, 2025, 19:15
Krp4 wrote: ↑ January 17th, 2025, 19:07
Just one question. Are you guys planning on changing the races of NPCs as well. The demographics of this game seem kind of off. Humans should be a overwhelming majority, yet more uncommon races such as Elves, Dwarves, Half-Elves, Half-Orcs etc. are just as normal. Makes the more fantastical elements of the world lose it's punch and Identity. They just become another color of Human, which defeats the porpouse of Fantastical Races in and of itself.
Yes, @Silver has a spreadsheet of 413 NPCs that need potential race, gender, and/or name changes. The gender changes will likely be handled in a separate mod since it'd be a huge undertaking because of voice replacements, but racial changes are being handled.
Ohh that's great!! So there is even plans of making gender changes in a future mod? I'd love to help out if you guys need some more helping hands. I'm looking to get into modding and to help fixing BG3 seems like a great project.
User avatar
loregamer
Site Moderator
Posts: 5063
Joined: Dec 3, '23

Geolocation

Post by loregamer »

Krp4 wrote: ↑ January 17th, 2025, 19:36
loregamer wrote: ↑ January 17th, 2025, 19:15
Krp4 wrote: ↑ January 17th, 2025, 19:07
Just one question. Are you guys planning on changing the races of NPCs as well. The demographics of this game seem kind of off. Humans should be a overwhelming majority, yet more uncommon races such as Elves, Dwarves, Half-Elves, Half-Orcs etc. are just as normal. Makes the more fantastical elements of the world lose it's punch and Identity. They just become another color of Human, which defeats the porpouse of Fantastical Races in and of itself.
Yes, @Silver has a spreadsheet of 413 NPCs that need potential race, gender, and/or name changes. The gender changes will likely be handled in a separate mod since it'd be a huge undertaking because of voice replacements, but racial changes are being handled.
Ohh that's great!! So there is even plans of making gender changes in a future mod? I'd love to help out if you guys need some more helping hands. I'm looking to get into modding and to help fixing BG3 seems like a great project.
I’ll go consult the other modtroons. I forget who was working on it
Jingle Jangle Jingle
User avatar
loregamer
Site Moderator
Posts: 5063
Joined: Dec 3, '23

Geolocation

Post by loregamer »

Check ModHQ chatroom @Krp4
Jingle Jangle Jingle
User avatar
fkirenicus
Posts: 783
Joined: Feb 29, '24

Geolocation

Adventurer's Guild

Post by fkirenicus »

If you guys can fix the entire chapter 3 and the end of chapter 2 you deserve a Nobel peace prize. :salute:
User avatar
loregamer
Site Moderator
Posts: 5063
Joined: Dec 3, '23

Geolocation

Post by loregamer »

fkirenicus wrote: ↑ January 17th, 2025, 21:06
If you guys can fix the entire chapter 3 and the end of chapter 2 you deserve a Nobel peace prize. :salute:
We can make it tolerable... maybe
Jingle Jangle Jingle
User avatar
DagothGeas5
Posts: 2590
Joined: Dec 13, '23

Geolocation

Adventurer's Guild

Post by DagothGeas5 »

loregamer wrote: ↑ January 17th, 2025, 21:07
fkirenicus wrote: ↑ January 17th, 2025, 21:06
If you guys can fix the entire chapter 3 and the end of chapter 2 you deserve a Nobel peace prize. :salute:
We can make it tolerable... maybe
With how modding for this game is at this moment, do you think making custom companions with their own companion archs, maps, etc, would be possible? Last I checked I recall things being close to cracking how to add new lines of dialogue and map levels.
- Here to show my support for normal gaming.

Thank you for existing! :bounce:
User avatar
loregamer
Site Moderator
Posts: 5063
Joined: Dec 3, '23

Geolocation

Post by loregamer »

DagothGeas5 wrote: ↑ January 17th, 2025, 21:36
loregamer wrote: ↑ January 17th, 2025, 21:07
fkirenicus wrote: ↑ January 17th, 2025, 21:06
If you guys can fix the entire chapter 3 and the end of chapter 2 you deserve a Nobel peace prize. :salute:
We can make it tolerable... maybe
With how modding for this game is at this moment, do you think making custom companions with their own companion archs, maps, etc, would be possible? Last I checked I recall things being close to cracking how to add new lines of dialogue and map levels.
@Kowe would probably know more, but I'm pretty sure it's 100% possible. It's just nobody is using the toolkit for more than Camp Redesigns lmao
Jingle Jangle Jingle
User avatar
Kowe
Posts: 386
Joined: Feb 6, '24
Gender: Helicopter

Geolocation

Adventurer's Guild

Post by Kowe »

DagothGeas5 wrote: ↑ January 17th, 2025, 21:36
loregamer wrote: ↑ January 17th, 2025, 21:07
fkirenicus wrote: ↑ January 17th, 2025, 21:06
If you guys can fix the entire chapter 3 and the end of chapter 2 you deserve a Nobel peace prize. :salute:
We can make it tolerable... maybe
With how modding for this game is at this moment, do you think making custom companions with their own companion archs, maps, etc, would be possible? Last I checked I recall things being close to cracking how to add new lines of dialogue and map levels.
Yes, but all has to be done from scratch. Eh, not from the doggo. Leave him alone and do not use his remains if harmed.
Anyway, there is already a custom origin mod available, while somewhat bugged. Alfira has also been turned into a permanent companion.
Then there are modders making their own maps with showcases posted on various YouTube channels. Months ago, with the release of MoonGlasses, a video has been uploaded of an addition of objects to the Act 1a map, so the original levels can also be edited.
Therefore, yes, it is possible but requires a good amount of work. From Scripting, new Dialogues & Timelines, to possibly new Models and Textures, VFX/SFX and Maps. For comparison, the original companions have a few dozen of scripts, globally and act-based as well as ranging from 5k+ to 9k+ dialogue and voice lines. That is only part of the work.
Even custom campaigns can be created.
User avatar
DagothGeas5
Posts: 2590
Joined: Dec 13, '23

Geolocation

Adventurer's Guild

Post by DagothGeas5 »

Kowe wrote: ↑ January 17th, 2025, 22:04
DagothGeas5 wrote: ↑ January 17th, 2025, 21:36
loregamer wrote: ↑ January 17th, 2025, 21:07


We can make it tolerable... maybe
With how modding for this game is at this moment, do you think making custom companions with their own companion archs, maps, etc, would be possible? Last I checked I recall things being close to cracking how to add new lines of dialogue and map levels.
Yes, but all has to be done from scratch. Eh, not from the doggo. Leave him alone and do not use his remains if harmed.
Anyway, there is already a custom origin mod available, while somewhat bugged. Alfira has also been turned into a permanent companion.
Then there are modders making their own maps with showcases posted on various YouTube channels. Months ago, with the release of MoonGlasses, a video has been uploaded of an addition of objects to the Act 1a map, so the original levels can also be edited.
Therefore, yes, it is possible but requires a good amount of work. From Scripting, new Dialogues & Timelines, to possibly new Models and Textures, VFX/SFX and Maps. For comparison, the original companions have a few dozen of scripts, globally and act-based as well as ranging from 5k+ to 9k+ dialogue and voice lines. That is only part of the work.
Even custom campaigns can be created.
Sounds like a beast, but I might actually pick this back up again with this, even just to play around with. Thank you for the information and wonderful news to you both!
- Here to show my support for normal gaming.

Thank you for existing! :bounce:
User avatar
Tangerine
Posts: 3593
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

rusty_shackleford wrote: ↑ September 17th, 2024, 00:10
drow should have never become a playable race
It should, but you're attacked on sight, you get a UI popup on death mocking you for picking Drow, and the game uninstalls itself afterwards.