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Realms Restored 4.2 — Baldur's Gate 3

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Realms Restored 4.2 — Baldur's Gate 3

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Say goodbye to ugly heads, beardless Dwarves and a city full of people from distant lands!
Gone are the pink haired snowflakes, hairy Duergar, men in makeup and flirty ponytails.
Over 1500 NPCs changed!

With this mod, we aim to make it easier to distinguish — for example, the visual difference between a Wood Elf and a High Elf. Their unique racial features can now shine through, free from the muddled mix of colors that once turned everyone into a Californian rainbow soup.
The best way to enjoy the full experience of Realms Restored is to have Aesthetics, Heads, Swaps, Names, Voices, Assorted Fixes, Undeviled Tieflings and Dynamic Crowds installed ALL together.
But do feel free to read through what each mod entry does, so you can decide for yourself what you do or do not want in your game.

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Overview
Step into a realm where every NPC is represented with lore-friendly, race-subrace and gender-specific aesthetic.

Roughly 1500 NPCs refined so that each fantasy race finally looks, sounds and dresses like itself, achieved through adjustments to their:
  • Complexion colours and style for:
    • Skin
    • Eyes
    • Hair
  • Beards
  • Makeup and Tattoos
  • Attire
  • Voices
  • And racial distribution
Hundreds of NPC redesigns that follow and highlight their:
  • Position
  • Lore importance
  • Maturity
  • Or region from where they fare
Full location-wide overhauls currently covering:
  • Umberlee Temple
  • House of Grief & Cloister of Sombre Embrace
  • Moonrise Towers
  • Last Light Inn
  • Wyrm's Rock Fortress coronation hall
  • House of Hope
  • Nautiloid tutorial area
Environmental art fixes for:
  • Banners
  • Statues
  • Paintings
  • Murals
  • Equipment assets
And discover a growing family of optional add-ons:
  • RR NoAlphabets patch
  • Mizora
  • Character Creation
  • Alternative Eye Glow
  • Voice overhauls for prominent NPCs
  • De-Girlboss (WIP)
NOTE: this mod works very well with No Alphabets, we even have an appropriate RR No Alphabets patch that improves on visual aesthetic of characters. Multiple NPC entries were not edited out in RR because they would conflict with NA. Consider installing with NA right away!



Quick Links

Description


INDEX
  1. Aesthetics {CORE MOD}
    1. Core Aesthetic Changes — Skin, Maturity, Eyes, Hair, Beards, Makeup
    2. Race-Specific Updates — Goblins, Cambions, Duergar, Githyanki, Vampire Spawn, Planar Allies & more
    3. Location-Based Updates — Last Light Inn, Cloister of Sombre Embrace, Umberlee Temple, Coronation Hall, House of Hope, Nautiloid & more
    4. Lore-Friendly Systemic Improvements
    5. Equipment & Clothing
    6. Act-Specific Split Entries
    7. CC Improvements
    8. Notable NPC Updates
    9. Asset Ports — 36 mods worth of hair, clothes & jewellery
  2. Heads {CORE MOD}
  3. Swaps {Requires Aesthetics}
  4. NPC Name Changes Add-On
  5. Voiced NPC Overhauls Add-On
  6. Assorted Fixes Add-On
  7. RR No Alphabets Add-On
  8. Undeviled Tieflings Add-On
  9. Character Creation Add-On
  10. Eye Glow Alt Add-On
  11. De-Girlboss Add-On
  12. Realms Restored: Mizora — Separate Mod



► AESTHETICS {CORE MOD}

This is the core mod that changes NPC visuals, drives race-wide overhauls, group edits, progression driven redesgins for characters in accordance with Fantasy Races Manifesto and more — all documented below.

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⚠ Disclaimer:
  • Aesthetics — handles the race-wide colour complexion base — skin, eye and hair selection dictated by subrace;
  • Swaps — targets per-NPC overrides layered on top of Aesthetics
We develop, test and curate Realms Restored with Swaps enabled — and we rarely edit the same NPC twice.

Aesthetics alone gets you the foundation of racial colours and provides appropriate edits for characters who's race was already fitting for their role in game. It's fine.
But our hand-picked NPC work — attire redesign, attention to the place and time where each NPC is present, additional unique updates — lives in Swaps on top of Aesthetics. If a character has a Swaps version, that's where the final character polish happens, unless covered by extra add-ons like Undeviled Tieflings.

You're free to enjoy this mod with just Aesthetics installed, but many NPCs won't be as refined as they are in Swaps.

Install both — that's the version we actually vouch for.




─ Core Aesthetic Changes

The bulk of Realms Restored: sweeping, race-aware adjustments to skin, eyes, hair, beards and makeup applied across thousands of NPC entries.

─ Skin : Colour
Sick of seeing brown High Elves, deep green Wood Elves and pink skinned Drow? We got rid of all that and more.
  • NPCs now feature subrace-specific skin tones, distributed in a lore-friendly, intuitive manner; see Stats Tab for colour distribution figures
    • E.g. Most High Elves get pale skin, with a smaller portion having light tan shades
    • E.g. Drow have darker skin colour
    • All Gur and their children are now more tan to match lore
    • & more
  • 833 NPCs now have more appropriate skin tones
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─ Skin : Vitiligo
Despite accusations from pRedditors, no one on RPGHQ had previously removed Vitiligo from BG3. So we decided to grant their wish and make it happen.
  • 19 NPCs now have flawless skin.
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─ Eye Colour
Is that a Blue-eyed Githyanki? Nope, not anymore!
  • Lore-accurate eye colour sets distributed by subrace and skin tone
    • E.g. Gith and Gold Dwarves can't have blue eyes
    • Where blue is allowed, it's more common on paler skin
  • 391 NPCs now have different eye colours; see Stats Tab for colour distribution figures
─ Hair Colour
Common folks are not likely to have dyes or glamour spells available to them to enhance their appearance, so we've washed away those special rainbow-haired snowflakes and made substantial adjustments to make each race stand out.
  • Hair colour based on skin tone and race; blonde/ginger more common among paler skin, etc
  • Unnatural hair colour and highlights removed, unless Tiefling or Rock Gnome
  • 592 NPCs had their hair colour altered, 144 NPCs had highlights removed
  • Elderly, circus performers and other appropriate NPCs kept as exceptions
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─ Hair Styles
Girls with shaved heads, effeminate men and High Elves with afros? Not on our watch!
  • Men and women have gender-appropriate hairstyles, with some unisex styles
  • Each race gets signature hairstyles where applicable
    • All Duergar are bald regardless of gender; a few males "blessed" with splotchy patches
    • Male Elves have longer / flowing hairstyles more often than Male Humans
    • Afros exclusive to Half-Orcs
  • 783 NPCs now look fashionably lore appropriate
  • Image Hair updated across the roster with new ported assets for extra variety
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─ Beards
You can't have accurate races when Dwarves have no beards and Elves start growing moustaches.
  • All male Dwarves & Duergar now sport bushy beards, or at least mustache. 77 proud Dwarves found their honour again
  • Better, longer and girthier beards were added for the Dwarven selection. They are available for players in CC and can be seen on NPCs in the game
  • Removed beards and moustaches from Githyanki, Elves, Drow and Halflings. 41 NPCs had their beards removed
    • Githyanki have about 11 NPCs total with neat facial hair, most of the space raiders are cleanly shaved
    • Sideburns and chops have been added to Male Halflings
  • Image Beards updated to use newly ported assets for extra variety
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─ Makeup & Tattoos
Half-Orcs are unlikely to use makeup and what's with all the fruity men having eyeshadow?
  • Half-Orcs no longer wear makeup unless it looks like face paint
  • Makeup is allowed only on women, except for simple non-gay eyeliners for men
  • On men, lip colour has been dampened massively and will no longer look like lipstick
  • Frequency of seeing graphic, modern looking makeup was reduced
  • Frequency of seeing face tattoos was drastically reduced
  • 104 NPCs had their makeup altered
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─ Maturity & Visible Age
Some NPCs in vanilla had the usual Larian mismatch where voice, head maturity and visible age looked like three different people. Old voices on baby faces, young and cheerful NPCs buried under old-man wrinkles — fixed where it looked off.
  • Maturity and visible age were adjusted where fitting, so voices, background, personality and role line up better with the face
  • NPCs that sounded old, tired or worn-down were made appropriately older, with stronger head maturity — wrinkles and weathering — where needed
  • NPCs with a more lively, youthful or cheerful aura had excess wrinkling toned down instead of looking prematurely ancient
  • This is not a blanket "make everyone young" pass. If an NPC sounded old, we made them old. If they gave off younger energy, we stopped making them look like a pensioner
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─ Balduran's Statue

The statue of Balduran is no longer an old man from Kara-Tur or Cazador — he is a heroic European with a new face and helmet. Thanks to @baconsoda for the edit.
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─ Race-Specific Updates

Instead of everyone sharing a generic base each race gets its own distinct look when applicable — skin tones, eye colours, hair styles, hair colours, and even clothing.

─ Drow
  • Aesthetic improvements across colours, eyes and features:
    • Eyelashes and eyebrows match hair colour
    • Longer, flowing hairstyles
    • Image Actually glowing red eyes for every drow in Moonrise Tower or area of low light e.g. Cloister of Sombre Embrace
      • Drow on the surface or in a well lit area do not have glowing red eyes e.g. courtesan twins at Sharess Caress
      • You can restore red eyes for all drow with an available add-on (see Downloads tab)
  • Unique Drow Heads add-on available for sharper, meaner features distinct from Elves (see Drow Heads)
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─ Tieflings
  • Less rainbow, more red and human'ish base skin tones
  • Horn placement consistency across NPCs
  • Dark hair is more prominent
  • Starting from 3.0 most tieflings are being covered in Undeviled Tieflings add-on (see here for more information and screens)
    • Less dark eye sclera
    • Less cambion skin ridges
    • Less tails
    • Less claws
    • Goat like irises on some NPC (WIP)
    • Scales on some NPC (WIP)
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Male Halflings
  • Added chops / sideburns for a more distinct masculine Halfling look
  • 21 NPCs updated
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─ Deep Gnomes
  • Small aesthetic pass
─ Shadar-Kai
  • Aesthetic updates
  • 2 NPCs updated
─ Duergar
  • Hair removed (Duergar are bald)
  • Eyebrow, eyelash and eye colour adjustments
  • Beards updated to use new ported assets for more visual variety
  • 24 NPCs updated
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─ Githyanki
  • Hair updates
  • Pants edits (dignifying those frog cheeks)
  • Gith children updates
  • Beards / moustaches randomly added to 11 Gith males
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─ Vampire Spawn
Overhauled across clothed, ritual and camp-ambush variants, with race template corrections so every spawn is tagged as a Vampire Spawn instead of Human.
  • All spawn are now Human, Half-Elf or Elf
  • Main spawn (Aurelia, Dalyria, Leon, Petras, Violet, Yousen) no longer have road-light red eyes outside of Cazador's ritual; teeth no longer bloody and rotten
  • Unfed spawn have red eyes and look more malnourished; main spawn retain their features
  • Gur children covered: Andrik, Chessa, Kass, Misha, Vanja. Others: Gondlemead, Hapdim, Sebastian, Wensleydale
  • Portrait & root template fixes (Sebastian and all Gur children were tagged as Human previously, now show up correctly as Vampire Spawn)
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─ Goblins
  • Messier, wilder hair across the board
  • Skin, eye and hair colours reworked to look visibly non-human
  • 75+ NPCs updated
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─ Cambions
Cambions no longer look like humans with horns glued on. Full race rework so they read as a distinct demonic species — applied to Mizora's Sisters, Raphael's House of Hope cambions, Nautiloid stand-ins and the Cambion Planar Ally summon.
  • Scales on the skin for some
  • Red skin in different hues and flame-leaning tones
  • Slightly different looking wings, different horn shapes
  • Dark and red-leaning hair colours
  • Variety of demonic, flaming eyes
  • Clothing that still fits the Cambion aesthetic but no longer reads as soulless, lazy copy-pasta
  • ALL female Cambions now use Tiefling skin with ridges and spikes, instead of the smooth Human skin they had before
  • 14+ NPCs updated, Mizora covered separately
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─ Planar Ally Summons
Improved aesthetic for summons of Planar Ally spell, which is a divine ritual used to request aid from an otherworldly entity. And creatures that come to aid you now look appropriate.
  • Cambion Planar Ally
  • Deva Planar Ally
  • Banite Planar Ally
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─ Location-Based Updates

Entire factions, temples, crowds and set-piece locations overhauled as a group so the place feels internally consistent and regionally plausible rather than a smattering of mismatched individuals.

─ Act 1 - Nautiloid
The prologue area finally gets a Realms Restored pass — background characters, stand-ins and corpses all brought in line with the rest of the game.
  • Losiir, the stand-in character used in place of Lae'zel when she's played as an Origin, given a visual update and no longer has pink hair
  • 2 Absolute Cultists updated
  • 4 Dead NPCs were made to actually look dead
  • 5 copy-paste Cambions updated in line with the Cambion race overhaul above
  • 1 Human in the pod updated
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─ Act 1 - Emerald Grove : Druids (WIP)
The grove's druid circle gets pulled in line with the rest of the cast — the vanilla rainbow swapped for grounded, lived-in colouring fit for people who make their home in the woods rather than a city salon.
  • Grove druids follow the core Aesthetics colour pass, with the rainbow palette stripped out
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─ Act 1 - Emerald Grove : Tieflings (WIP)
The tiefling refugees holed up in the grove get pulled out of the vanilla rainbow and into the RR red-and-human'ish palette, so the camp reads as one people rather than a colour swatch.
  • Tieflings given a consistent non-rainbow colour palette across the camp
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─ Act 1 - Waukeen's Rest
  • Flaming Fists in Waukeen's Rest updated, minor Tiefling touch-ups in the Grove
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    ↑ Combined look from AESTHETICS, HEADS, DE-GIRLBOSS and ASSORTED FIXES.
─ Act 1 - Mountain Pass
  • Non-interactable Flaming Fists race-swapped where appropriate and given armour upgrades
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─ Act 1 - Underdark (WIP)
  • Dhourn updated to look closer to his Early Access version
  • Petrified Drow updated to look dignified and properly Drow
  • Baelen Bonecloak is now bald'er
  • Duergar encountered in the Underdark follow the Duergar race pass
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─ Act 2 - Last Light Inn
  • Flaming Fists — named previously anonymous NPCs in the assault team, updated FFs stationed at the Inn as well
  • Harpers20+ NPCs visual improvements, dead / assault groups
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─ Act 2 - Moonrise Towers
  • Absolute cultists, mind torturers, various NPCs
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─ Act 3 - The ***** Queen Temple / Umberlee Temple Image
  • Dignified robes for followers of Umberlee using thin pants and covered décolletage
  • Outfits now have more colour variation on their scales
  • Slight variation across outfits via shoulderpads, bracers and/or footwear
  • More variety in metallic makeup
  • Multiple followers lost improperly duplicated makeup and body tattoos copied from Allandra Grey
  • Allandra Grey — being the mighty leader of the temple — retained her flashy dress with skin-showing cut, unique makeup and hairstyle
  • Their title naming system was also expanded across every rank in the temple hierarchy (Tide Rider, Puissant Undertow, Dread Wave of Fury…) with the Name Changes Add-On. Outfits now include tight thin pants in most cases
  • 17 Umberlee followers affected
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─ Act 3 - House of Grief & Cloister of Sombre Embrace Image
  • Men no longer wear Sharran dresses
  • Removed Female Strong Elven Justiciars
  • Dignified Sharran dresses using thin pants and covered décolletage
  • Removed deep skin tones previously added by Nexus modders to Sharrans
  • 25 Sharrans affected across Novices (8), Fidelians (4), Sentries (3), Justiciar Crusaders (2), Griefguards (2), Sentry Frederic, Mirie, Morann and 3 Wolf Dream NPCs
  • Extra Act 3 Cloister of Sombre Embrace updates in the 3.0 pass (more screenshots below)
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─ Act 3 - Wyrm's Rock Fortress : Coronation Hall
Coronation attendees (44 NPCs total: witnesses, patriars, bodyguards, FFs)
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↑ Combined look from AESTHETICS, HEADS, SWAPS and DE-GIRLBOSS.

─ Act 3 - Rivington (WIP)
The first taste of the Lower City gets a broad sweep — patrols, citizens and the drinking crowds all brought into line so the district feels lived-in rather than copy-pasted.
Flaming Fists (patrols improved, duplicates visually changed), named citizens, merchants, exterior drinkers, wine festival civilians, Elfsong patrons, drow courtesans (underwear / nude variants), indoor customers of Sharess' Caress, refugees, Harpers (~6 NPCs doppelgangers)
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↑ Includes changes from AESTHETICS and SWAPS.

─ Act 3 - South Span of Wyrm's Rock Fortress (WIP)
The bridge crossing into the city proper gets the same pass, so it lines up with the districts on either side rather than standing out as untouched vanilla.
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─ Act 3 - Lower City (WIP)
The heart of Baldur's Gate gets the crowd treatment — its citizens, merchants and hangers-on reworked so the capital finally looks like the mostly-human city the lore keeps insisting it is.
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↑ Includes changes from AESTHETICS and SWAPS.

─ Act 3 - House of Hope
Raphael's infernal estate has been overhauled top to bottom — debtors, their ghosts, petrified victims, and Haarlep's various forms all received visual updates, with a handful of gender swaps rolled into existing add-ons. All debtors received a personalised update supporting their dialogue / story, e.g if an NPC is scratching his skin to try and get out "rats that are crawling inside him", then he is visibly scratched and bruised.
  • Nubaldin race-swapped; the Archivist got an aesthetics update and is, in fact, more deviled now
  • 10 interactable Debtors updated, 2 moved into SWAPS
  • 6 Eternal Debtors (fight-only) updated; 5 F-to-M swaps, 1 moved into Undeviled Tieflings
  • 15 Soul Spirit Debtors (ghosts) updated with look/race discrepancies fixed; 4 moved into SWAPS, 3 into Undeviled Tieflings
  • 3 Petrified Debtors updated incl. a F-to-M swap; 1 to SWAPS, 1 to Undeviled Tieflings
  • 6 Cambions from the Raphael fight updated (see Cambion section above)
  • 4 Haarlep variants: M Haarlep properly reflects Raphael (slightly fresher, no stubble — « I'm a perfect copy. »); F Haarlep keeps the unique F Raphael face with softer styling. Both variants now have red eyes and black hair to match RR Raphael.
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─ Lore-Friendly Systemic Improvements

Broad, world-level tweaks that apply across groups of NPCs. Small things, collectively, doing the heavy lifting for immersion.
  • Society of Brilliance now consists of Underdark-only races. Lady Esther became a Drow Half-Elf and Delverdenn — previously a Shield Dwarf — is now a Duergar ore specialist.
  • Two female Dwarves in the entire game now have beards! A rare sight to behold.
  • Female citizens of Rivington and Baldur's Gate are now seen wearing way more skirts.
  • Vampire Spawn are now all Human, Half-Elf or Elf. Image
  • Flaming Fist ranks are now clearly distinguishable through their colours:
    • Blaze: saturated red, gold, silver; engraved FF shoulderpad always present
    • Manip: deep red, white, silver
    • Gauntlet: red-orange, dull gold and silver
    • Flaming Fist: vanilla palette
    • Fist Recruit: desaturated red, brown
  • Blacksmith attire variety — blacksmiths across the game now wear differentiated working clothes
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  • Children aesthetic updates (6+ NPCs) — freckles, face and hair touch-ups for better child models
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  • Hag's Lair vision NPCs (4 NPCs)
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  • Emperor Flashback NPCs (3 NPCs) updated
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  • Harpies in Act 1 look unique and different (4 NPCs)
  • Corpse and deceased entries updated to look, well, dead (29+ edits)
  • Decapitated Nere head and its icons now match Nere's Aesthetics look
  • Orin shapeshift during the Gortash painting session updated
  • Cazador neck seam fixed (it was there in vanilla too)
  • Mizora human form restored — straight up just grabbed this mod
  • Wulbren Bongle no longer has purple eyes
  • Non-interactable crowd entries edited in Sharess' Caress and Elfsong Tavern
  • Named previously unnamed NPCs — Flaming Fist (6 NPCs): Fist Ashhart, Fist Winnie, Fist Rohvanns, Fist Valewyn, Gauntlet Dawncrest, Fist Aelareth (Moonrise Towers). Civilians (2 NPCs): Lady Isolde, Clem (Baldur's Gate).
  • Portrait restorations and corrections for 21 NPCs
  • Character creation preset corrections (57 edits): facial hair and freckles removed from all presets for visual clarity; all Male Strong presets now match regular body presets; updates to skin, eye and hair colours



─ Equipment & Clothing

The wardrobe pass — skirts and dresses where there should be skirts, hair under helmets that used to hide a bald scalp, and a broad tidy-up of Larian's recolours and clipping across the whole roster.
  • Skirts and dresses added or updated for 100+ female NPCs
  • Helmet hair additions — appropriate hairstyles under helmets for NPCs that previously went bald under the visor
  • Outfit recolours and updates across the roster
  • Clipping fixes (many of Larian's original clipping problems were resolved along the way)
  • Piercings, headpieces and necklaces added where fitting
  • Image Armour, clothes and jewellery updated to use the newly ported assets for more visual variety
  • Multiple ladies upgraded with aprons on top of their skirts
  • Flaming Fists x 21 (F & M) received helmet hair and are no longer bald
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    Arron given a druidic outfit so he fits in at the grove.
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    Anders' armour changed so that Zevlor's is unique.




─ Act-Specific Split Entries

Some NPCs now look different across acts instead of wearing the same costume forever — via Osiris scripting that transforms them between levels.

Florrick
  • Act 1 (Waukeen's Rest) → dirty, grime-covered, sweaty entry fit for a character just rescued from fire
  • Act 2 (Last Light Inn) → cleaned up, default "pretty" entry
  • Act 3 (Wyrm's Rock) → bruised up, messed up, tears
  • Act 3 (Secret Encounter) → hood, slightly different set of clothes
  • Act 3 (Bad Ending) → unique visuals
  • Act 3 (End Location) → cleaned up, default "pretty" entry
  • Bruising applied while imprisoned in Wyrm's Rock
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    ► Vanilla Florrick for comparison — her looks never change in vanilla
Araj Oblodra
  • Act 2 (Moonrise Towers) → improved v2 version
  • Act 3 (Lower City) → no glowing red eyes on the surface, hood
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Mayrina
  • Act 1 (Teahouse) → bloodshot eyes from crying, tired and weathered look
  • Act 3 (Hag Survivor Group) → no more tears, cloak, different hair
Lakrissa
  • Act 1 through Act 2 → normal entry
  • Act 3 (Elfsong Tavern) → hair tied up, waitress outfit worn
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Cerys
  • Act 1 (Emerald Grove) → armoured attire, fit for battle
  • Act 2 (Last Light Inn) → injured arm, broken armour, visual signs of battle
  • Act 3 (Rivington) → cleaned up, casual clothing
Rolan, Lia, Cal
  • Act 1 through Act 2 → normal entries, robes or armours
  • Act 3 (Sorcerous Sundries) → upon acquiring the tower, all three get rich outfits showing off wealth and comfort
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    ↑ Screenshots include changes from UNDEVILED TIEFLINGS; the regular Aesthetics version has simpler outfits and no hair variety.



─ CC Improvements

The Character Creation page got a proper going-over — saner defaults, vanilla heads handed back to players, and Drow that no longer turn up as "Not Found".
  • Dark Urge is now the default character pick when starting a New Game.
  • Dark Urge is a Human Male, including his appearance in the intro cinematic. Image
    ⚠️ Disclaimer: thorough essay on why Durge only makes sense as a Human given his backstory — read here.
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  • Default CC presets reworked to no longer start with Chult Humans, Chult Dwarves or other miscoloured complexions.
  • Vanilla heads (minus those from Chult or Kara-Tur) are available again for players in CC. Female, Male and Male Strong entries for Human, Half-Elf, Elf and Drow.
  • Elven heads are allowed for Drow and Drow heads are allowed for Elves.
  • Heads used on named NPCs are marked with their NPC names (e.g. Tief M 4 head is named "Dammon").
    ► E.g. Elven CC head options
  • Drow heads no longer show up in CC as "Not Found" and have proper names.
  • Asmodeus F preset was correctly updated.
  • Hum M7 replacer slot has a new head.
  • Default selections for Skin, Eye and Hair colours now represent appropriate Race and Subrace selections, same as those used in the core Aesthetics mod. You can still access all colours through the "Show All" checkbox. [NOT IMPLEMENTED YET]



─ Notable NPC Updates

Restoration add-ons for many of these NPCs are in the NPC Restoration tab.

Where the named, camera-facing characters get their individual attention — the big re-sculpts up front, and the long tail of smaller role- and age-fitting tweaks collected in the spoilers below.

Major re-designs:
  • Mizora — full re-design covered in a separate mod, Realms Restored: Mizora, documented further down.
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  • Sarevok — his Chult appearance was altered to look Calishite and resemble his portrait from Baldur's Gate 2.
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  • Cazador — his Kara-Turan appearance was altered to look like a Sword Coast Elf.
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  • Raphael — fancier suit and a minor colour complexion update. A narcissistic devil would never deem to wear middle-class clothes.
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  • Viconia — new skin & hair colour edit, subtle red glow, whiter eyebrows/lashes. Robe, shield and mace now have dull silver accents instead of gold.
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  • Allandra Grey — the "Old Nightsong" head from Larian with a new texture set, less opaque makeup.
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  • Mystra — Gale's projection of Mystra now matches her main-world appearance; hair updated with new assets; skin made a bit paler; new dress; eye glow restored to violet.
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  • Ketheric — minor hair update, minor skin and eye colour update (eyes match Isobel's), dark veins and discoloration still present. Unique Myrkul cape is back.
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  • Isobel — unique spear [requires Assorted Fixes], cape removed so spear doesn't clip, camp clothes and hair changes during the night.
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  • Fist Marcus — wings now lighter to match Ser Aylin's (the implication being they were Ser Aylin's wings ripped off, so black made no sense) [requires Assorted Fixes].
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  • Orpheus — hair, skin and eye colour updates, subtle eye glow in the same fashion as Vlaakith, previously Elvish ears are now serrated Githyanki ears.
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  • Volo — appearance now consistent with his Magic: The Gathering card. Head materials make him slightly older, outfit matches MTG, notebook/journal strapped to his belt.
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  • Zevlor [add-on only] — appearance now consistent with his Magic: The Gathering card. New head with unique materials, unique hair to look closer to the MTG card, armour updated and recoloured.
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  • Florrick — hair updated with a new asset, head materials updated, jewellery updated. Human Florrick is available as an add-on (uses vanilla swamp-elf Florrick head, edited to have human ears).
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  • Voss — eye colour changed, damaged armour after Act 2.
  • Dolor — updated colours of skin, hair and eyes. Face piercings removed, beard improvement, bright red armour swapped into darker but still red armour.
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  • Dryad, Zethino — hair updated; skin, hair and eyes have a more vibrant summer colour scheme. Title changed from "Master of Love" to "Mistress of Love".
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  • Quil — now wearing pants instead of just underwear (top still missing, as per story). Optional add-on: Quil as Draconic Bloodline Tiefling.
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─ Asset Ports

Stealing just head models wasn't good enough. Hairs, beards, clothing, jewellery, masks and camp clothes from 36 mods have been ported into RR and assigned to NPCs for much greater visual variety. These assets can't be equipped and aren't available in CC unless you download the original mods.



► Heads {CORE MOD}

Core mod that replaces vanilla head models and/or textures where appropriate.

Head replacements are subjective but significantly enhance the aesthetics and geographical lore of Faerun. Gone are the ugly, the androgynous and the overwhelming influx from distant lands. Youthful heads that age via the maturity slider; no more over-representation of Chult or Kara-Tur features. The new set lets players tell fantasy races apart.
  • With only a few exceptions, androgynous, purposefully plain-or-ugly, Kara-Turan or Chultan heads were replaced.
    ImageImage
  • Head textures updated to smooth out overly weathered or wrinkled appearances.
  • Freckles on Elves, Drow and Gith are gone.
  • Subtle eye glow allowed on a set of eye colours for Elves, Drow and Half-Elves, highlighting their connection to magic and their non-human appearances. Tieflings retain the ability to have flaming eyes.
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  • Vanilla heads (unless from Chult or Kara-Tur) are added back to the CC selection, so you can still access them when making a Tav / Durge.
  • To see a visual list of Head Comparisons, head to RR CC Showcase.
Image Not only does Heads enhance the overall visual aesthetic across races, it also expands the visual diversity of NPCs. You'll encounter far fewer duplicate faces among notable characters.
► NPC Example, Tiefling M 4



► Unique Drow Heads Standalone Add-On
Drow get their own set of heads, pulled away from the Elf mould — sharper, meaner, and mostly distinct from the Elf faces they used to share.
  • Features are sharper and on a meaner side in general. If you do not wish to see Drow portrayed as automatically more evil-looking, just skip this add-on and Drow will have exactly the same faces as Elves.
  • Eye glow restored on Drow heads — available on colours Elf, Demonic and Flame.
    Image Image
  • Glow available both on every new Drow head in the add-on and on every Drow head in the Elven section.
  • To see a visual list of Head Comparisons, head to RR CC Showcase.



► Swaps {Requires Aesthetics}

Optional mod that selectively changes Race, Sex, Body type and in some cases Maturity of NPCs.

Midgets in leading roles, too many Half-Orcs and a sad lack of straight Human couples plagued the vanilla game. This mod turns Baldur's Gate back into the "mostly human" city lore dictates — case-by-case, some NPCs even becoming different races despite starting as human.
  • Gnomes and Halflings no longer hog physically aggressive / leadership roles and are not torturers.
  • Interracial and inter-fantasy-racial couples are now mostly Human, with rare Elf-Human exceptions.
  • Hirelings more attractive and more palatable: e.g. the paladin is now a Strong Human instead of a Half-Orc.
  • Bugbears and Hobgoblins turned Human where appropriate.
  • NPCs Race- or Age-swapped based on voice / dialogue / role. Swaps include Young → Old and Old → Young.
  • Mute Female NPCs in guard / mercenary / Flaming Fist positions turned into Men. Voiced NPCs handled in the separate De-Girlboss mod.
  • More Male Strong body type for visual diversity. Rare barbaric Female Strong, mostly replacing Female Half-Orcs.
  • More than 400 NPCs were affected by Swaps.

NPC Swaps Examples
► Table of Race Swaps Examples
► Table of Name Changes Examples
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Vanilla Bug Fixes
It looks like a Half-Orc, acts like a Half-Orc, smells like a Half-Orc but the UI is telling me it's a Gnome!?
  • Race text has been changed to match the NPC's actual race.
  • 50 NPCs affected.



► Dynamic Human Crowds Standalone Add-On

Stops the procedural city crowds being a sea of Midgets — swaps the bulk of them for Humans and loosens up their clothing palette while it's at it.
  • Replaces BG city Midgets → Humans in the crowd generators and adds more colour variety to the crowds' clothing.
  • Choose between 60% or 80% Human crowds.
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► Name Changes Standalone Add-On

Renames NPCs whose names didn't fit their race or gender — or were simply too silly to keep a straight face through — plus a proper title hierarchy for Umberlee's followers.
  • Some names were altered to better fit their race, gender and/or to remove excessive silliness.
  • Followers of Umberlee have expanded titles across the entire temple hierarchy (Tide Rider, Puissant Undertow, Dread Wave of Fury and more) in this add-on.
  • Title changes in 3.0: Auntie Ethel — "Sister of the Seeing Pearl" → "Mother of the Croaking Bog"; Dryad Zethino — "Master of Love" → "Mistress of Love"; Nym Orlith — (none) → "Courtesan".
  • Standalone — works alongside Aesthetics and/or Heads.
  • ⚠ If you also use Swaps, put Swaps under Name Changes in BG3 Mod Manager. Swaps has baked-in name changes tied to its swaps, so it must have higher priority.


► Voiced NPC Overhauls

Re-voiced NPCs whose vanilla delivery clashed with their RR look — re-pitched, softened, deepened or recast outright.

NPC was a stupid gnome before. Before Video

By @Lancaster:
  • Carmen Pennygood — softer voice to match her half-elf looks (previously a Chult dwarf)
  • Gimblebock — deeper voice to match his dwarfiness (previously a gnome)
  • Laila is now a bearded man called Lestor [Implemented in RR Aesthetics]
  • Alternate Githyanki Voices is inspired by the 80's miniseries V and it implements a phaser effect to all Gith Voices [Separate Download >>> Here]
RR Voices 3.0 additions — voiced overhauls added for:
  • Brigid
  • Cheeky Nora
  • Dark Breaker Mikki Korri
  • Fenamia Viney
  • Fist Eostre
  • Fist of Bane Aminah
  • Graine Jodhpur
  • Hogi Nunners
  • Leary Dowse
  • Linsella
  • Monifa Diallo
  • Porter Oveer
  • Rilia
  • Sadar Illanov
  • Sister Yannis
  • Surixana
  • Taraji
  • Thuldra Thuldrin
  • Zeffy Softbluff
Optional per-character voice packs (3.0)
  • Florrick — gentler voice (Pitch 0 or Pitch 2)
  • Zevlor — deeper voice pack
  • Cazador — smoother voice pack
  • Lady Esther — younger voice



► Assorted Fixes Standalone Add-On

Environmental art updates — deity banners, statues, temple mosaics, wall trim, tabards, paintings and murals — so religious iconography and civic art actually match the Baldurian region.

Deity Banners, Statues & Overall Aesthetic
  • Helm — banner and statue colours (white, gold & blue → steel & red)
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  • Tyr — banner and statue colours (white, blue & gold → purple, white, blue & bronze)
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  • Mystra — banner and statue colour changed from red to blue with red; statue's face made gentler
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  • Selune — banner and statue colours (dark blue & gold, silver → light blue & silver); Selune lever updated to be silver; Selune's worshipper belongings updated to silver; wall decals and carpets updated from gold to silver; Selune's statue in the Stormshore Tabernacle has a unique texture; mosaic in Ruined Temple of Selune is blue with a moonstone instead of green
    Image
  • Harpers — banner recolour (dark crescent on light background → light crescent on dark background)
    Image
Architecture & Objects
  • Act 3 — blue wall trim colour → lighter stone trim colour
  • Flaming Fist symbol — altered from black to orange shade on banners, FF pin, FF tabards (F & M)
    Image
  • Sharran Gloves — texture update to remove yellow metal tint; gloves are back on Viconia
  • Stained glass from the temple of Lathander, Stormshore Tabernacle sign and Emerald Grove mural now represent people of the Sword Coast
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Noble Paintings
  • 10 paintings updated to showcase the predominantly human nobility of the Baldurian region
  • 2 simple additions of eye-colour variety
  • Githyanki noble? Half-Orc noble? No, thank you.
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Painting of Raphael
  • Horns now match his in-game model
  • Eyes changed to red, matching RR Raphael aesthetic
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Thorm Family
  • New Thorm family painting added to Moonrise Tower
  • Ketheric Thorm mural in the crypt updated to remove the Cazador doppelganger
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► RR No Alphabets Standalone Add-On

Patches No Alphabets to use Realms Restored assets. NPCs — primarily Ser Aylin — edited to look more unique and in line with RR.

Ser Aylin has a new head, uniquely edited entries, night-time camp clothes and a unique sword matching his aesthetic.
  • Image Ser Aylin update:
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    • New head model, new materials
    • All entries updated (prison, helmet, no helmet)
    • Dirt and grime removed from Ser Aylin, but present in Moonrise Towers after the last Act battle
    • Wears camp clothes during the night
      Image
    • Sword is now unique — model ported from Moonblade Of Selune, materials altered to remove cracks, changed and reduced glowmap, adjusted colours to match armour
      Image
    • Timeline fixes (match angles in cutscenes caused by different BT, match eye glow and sword appearance)
      Image Image
    • Deva summons edited (3 NPCs)
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Other RR No Alphabets NPCs updated
  • Tulor edit
  • Nocturne updated
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  • Sebastienne updated
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  • Gardener Phillipa updated
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  • Lucretious updated (optional add-on: Morrigan as Lucretious)
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► Undeviled Tieflings Standalone Add-On

Edits Tiefling NPCs to look more human and less devilish — no tails, no claws, less dark sclera. Experimental.

NPCs covered
  • Rolan
  • Lia
  • Cal
  • Guex
  • Amek
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↑ Group showcase — all five Undeviled NPCs side by side.

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↑ Rolan, Lia and Cal in their Act 3 Sorcerous Sundries outfits — the regular Aesthetics version has simpler outfits and no hair variety.

4.0 — House of Hope additions
  • 1 Eternal Debtor
  • 1 Petrified Debtor
  • 1 Non-interactable debtor from Raphael's fight
  • 3 Soul Spirit Debtors (ghosts)



► Character Creation Standalone Add-On

Makes only certain skin and eye colours show for specific subraces, making it easier to create a character in line with RR aesthetics. Does not remove colours — hidden ones stay accessible in the "Show All" tab.

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► Eye Glow Alt Standalone Add-On

Eye glow presets tweaked from the harsh pinpoint-around-the-pupil glow to a faint circular line on the outer edge — a deliberately softer alternative to vanilla Tiefling/Dragonborn glow. All gemstones (topaz, emerald, sapphire, obsidian, opal), all pinks and purples (minus drow pink/purple), one teal and one white gain a similar circular glow. Barely visible in bright scenes, mostly visible in shadows.

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► De-Girlboss Standalone Add-On

Gender-swaps girlboss characters into Male. See the separate mod thread for details.

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► Visual Table: VANILLA vs AESTHETICS vs SWAPS vs DE-GIRLBOSS



► Realms Restored: Mizora Separate Mod

A full Mizora re-design paired with the Cambion race rework, plus a customisation system so deep we moved it to a separate "REALMS RESTORED: MIZORA" mod.
  • Human skin changed to Tiefling skin, to maintain Cambion ridges, spikes and improve the overall devil-like appearance
  • Multiple outfits that look less like "normal human" fashion and more in line with the overall "alternative fashion" of her earlier concept art
  • Added forehead roots for horns
  • Human form for Mizora updated to look like a noble lady, matching the current aesthetic of nobles present at Wyrm's Rock Fortress [PRESENT IN AESTHETICS]
  • Eyelash and eyebrow colours better match hair colour
  • You may create your own Mizora from:
    • 4 outfit options, 7 outfit colour options
    • 5 skin colour options
    • 6 hair colour options, 6 hair style options, 1 option to add classic hair on top
    • 8 bangs style options, 2 permanent fringe style options
    • 4 eye style options, 4 eye glow style options, 2 unique eye style options, 7 eye colour options
    • ...bringing the total number of possible unique visual variations to more than 36,126,720 options!
  • Image See the RR Mizora forum post for details.
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Basic RR Aesthetics Cambion Mizora comes with less customisation:
  • Human skin changed to Tiefling to maintain ridges and spikes
  • Added forehead roots for horns
  • Human form matches nobles at Wyrm's Rock Fortress
  • Eyelash/eyebrow colours match hair
  • Eye glow slightly increased to match other Cambions
  • Cloak now correctly matches her hair colour

🖼️SCR

For the full REALMS RESTORED SHOWCASE (hundreds of comparison shots covering every act, overhaul and add-on), see THIS POST.
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📥Downloads

❗ FLOATING HEADS? Set Animation level of detail to HIGH in your settings ❗

⭐Main Files

UPDATE your BG3 Mod Manager to the latest version before downloading!
FilesVersionTypeDescription
📥 Aesthetics 4.2MandatoryCore mod that changes NPC notable Heads, Skin Color, Hair styles, Beards and Makeup
📥 Heads 3.1MandatoryCore mod that replaces vanilla head models
📥 Name Changes 3.0OptionalUpdates names to better fit race, gender and/or remove excessive silliness
📥 Unique Drow Heads2.2OptionalGive Drow a new set of heads, mostly distinct from Elves
📥 Swaps 4.0Optional*Recommended* Changes Race, Sex, Body type and Maturity of deserving NPCs; personilised approach to NPCs
📥 Voices3.0Optional*Recommended* Voice overhauls for NPCs.
Pick ONE:ㅤ
📥 Human Crowds 60% 1.0OptionalTurn 60% of Dynamic Crowds into Human.
📥 Human Crowds 80% 1.0OptionalTurn 80% of Dynamic Crowds into Human.
📥 Assorted Fixes 2.0Add-on*Recommended* Deity Banners, Statues, Architecture & Object updates
Load order should look like this:
Image

NOTE: We suggest putting Realms Restored early in your load order and letting other mods take precedence. Treat this mod as What Vanilla Should've Been
Looking for a previous version?
Check "Old Downloads" Tab >>> HERE

➕Add-Ons

FilesVersionTypeDescription
Add-Ons:ㅤ
📥 Character Creation 1.1Add-onCurates color selections for specific races and subraces in Character Creation
📥 Undeviled Tieflings 2.0Add-on*Recommended* Edits of Tiefling NPCs making them look more human and less devilish. No tails, no claws, less dark sclera.
📥 Eye Glow Alt 1.0Add-onAlternate eye glow, more faint
📥 Red Eye Drow 1.0Add-onMakes Araj's Act 3 surface appearance and Professor Limeleech have red eyes. See info here
📥 Red Eye Vampire Spawn 1.0Add-onMakes all the vampire spawn have the same eyes as Astarion. See info here
Patches:ㅤ
📥 RR_NoAlphabets 1.0Patch*Recommended* Realms Restored aesthetic patch for the No Alphabets mod
Others:ㅤ
📥 Durge Gear 1.0Add-onAdds a chest containing the Dark Urge outfit from RR to the Tutorial Chest
📥 Mystra Dress VT 1.0.1Add-onRestores Mystra dress back to its VT version
Load order should look something like this (Put the add-ons underneath the main RR mods and patches underneath the mod it's patching):
Image

➕Add-Ons: Characters

FilesVersionTypeDescription
Characters:ㅤ
📥 RR_Mizora_ALT 1.0Add-on*Recommended* Highly customisable rework of Cambion Mizora
📥 MTG Zevlor 1.0.0.1Add-on*Recommended* Makes Zevlor consistent with his Magic The Gathering card
📥 MTG Zevlor - Orin the Red Patch 1.1PatchPatch to alter the Zevlor painting to be consistent with Orin the Red mod
📥 Florrick as Human 1.0Add-onTurns Counsellor Florrick into a human
📥 Morrigan As Lucretious 1.0Add-onTurns Lucretious into Morrigan. Requires No Alphabets
📥 Quil as a Draconic Bloodline Tiefling 1.0Add-onTurns Quil Grootslang from a Dragonborn to a Tiefling

➕Add-Ons: Voices

FilesVersionTypeDescription
Voices:ㅤ
📥 Cazador - Smoother Voice 1.0Add-onSmoothens Cazador's voice
📥 Florrick - Gentler Voice (Pitch 0) 1.0Add-onSoftens Florrick's voice
📥 Florrick - Gentler Voice (Pitch 2) 1.0Add-onSoftens Florrick's voice
📥 Lady Esther - Younger Voice 1.0Add-onMakes Lady Esther sound younger
📥 Zevlor - Deeper Voice 1.0Add-onDeepens Zevlor's voice

🌐Translations

FilesVersionTypeDescription
Translations:ㅤ
Image French4.1Add-onby @Tipfy
Image Russian3.0Add-onby @danG
Translator's Resource
See Translation tab for guide on translating
🔧 English.xml from Aesthetics4.1Add-onEnglish.xml for the Aesthetics mod
🔧 English.xml from Heads 3.0Add-onEnglish.xml for the Heads mod.
🔧 English.xml from Drow 2.2Add-on
🔧 English.xml from NPC Names 3.0Add-on
🔧 English.xml from Swaps 4.0Add-on
🔧 English.xml from Assorted Fixes v2.0Add-on

🔄NPCRestore


Restoration won't be available for NPCs with vanilla Chult / Karaturan looks.
NameVersionDescription
📥 Restore Alfira 2.0Vanilla face, textures, colors and outfit
📥 Restore Arron 2.0Vanilla race, face, textures, colors and outfit
📥 Restore Dryad 1.0Vanilla face, textures, colors and outfit
📥 Restore He Who Was 1.0Vanilla outfit and face tattoo
📥 Restore Isobel1.0Vanilla head, colors, and outfit
📥 Restore Ketheric1.0Vanilla head, colors, and outfit
📥 Restore Mystra1.0Vanilla head, colors and outfit
📥 Restore Nere1.0Vanilla head, colors and Mizora hair
📥 Restore Orpheus1.0Vanilla face, textures, colors and outfit
📥 Restore Volo 1.0Vanilla face, textures, colors and outfit
📥 Restore Korilla & Hope1.0Turn them back to Dwarves
📥 ALT Isobel2.0Grey hair for Isobel, camp version visual included
📥 ALT Arnell1.0Restore Arnell to his RR 1.0 looks *younger parents*
📥 ALT Emmeline1.0Restore Emmeline to her RR 1.0 looks *younger parents*
📥 Arron V21.0Realms Restored V2 version of Arron
📥 Florrick V21.0Realms Restored V2 version of Florrick
📥 Mystra V21.0Realms Restored V2 version of Mystra

Install


INSTALLATION

Index
  1. Install Prerequisites
  2. Installing the Mods
  3. Uninstalling
1. Install Prerequisites
  1. Install a mod manager for BG3
2. Installing the Mods
  1. Simply drop the zip files onto the right-hand panel of the BG3 Mod Manager.
  2. Once there, drag all the Realms Restored mods to the left-hand panel.

    Load Order
    1. IMPORTANT: If you want Swaps, move it below ALL the other Realms Restored Mods.
    2. No Alphabets is a critical part of restoring the realm, so place ALL No Alphabets mods UNDER Realms Restored mods in the mod list, and at the very bottom if you are confused.
      Image
  3. Go to File > Export Order to Game.
  4. Go to File > Refresh Mod Updates.
  5. If upon refresh your mods end up on the right-hand panel, repeat step 2 onwards.


Uninstalling Realms Restored

It IS SAFE to uninstall Realms Restored at any point in your game.
  1. Go into BG3 Mod Manager
  2. Permanently Delete all the Realms Restored modules you added. NOTE: it is not enough to simply disable RR mods, you have to delete them permanently.

Troubleshoot


TROUBLESHOOTING


Common Issues
  1. BG3 Mod Manager says "No mods imported. Does the file contain a .pak?"
  2. My Load order is not sticking in the in-game mod Manager
  3. Heads/Hair floating away from body
  4. Can't Change Voice in Magic Mirror or Character Creation screen
  5. Can't speak to NPCs
  6. Can't click on anything in game
  7. Can't click on anything in game but I have installed all of the above!
  8. How do I get rid of the message at character creation?
  9. What mod order should I have?
  10. NPC voice is female but body is still male sometimes
  11. NPC voice is male but body is female sometimes?
  12. Graphics glitches/ flashing ray and tears coming off Aylin/ other NPCs


Issue: BG3 Mod Manager says "No mods imported. Does the file contain a .pak?"

Fix: Update BG3 Mod Manager to the latest version.



Issue: My Load order is not sticking in the in-game mod Manager

Fix: The in-game mod Manager just displays mods alphabetically and has nothing to do with the real Load Order. Don't worry.



Issue: Heads/Hair floating away from body

Fix: Set your Animation Level of Detail to "High".



Issue: Can't Change Voice in Magic Mirror or Character Creation screen

Fix: Disable NoAlphabets CCreator and bully @loregamer until he fixes it.



Issue: Can't speak to NPCs

Fix: You forgot to install .NET (not framework) as part of your BG3 Mod Manager installation.



Issue: Can't click on anything in game

Fix: You may need to install the latest version of Script Extender for some other mods you installed. Note: None of our mods use Script Extender.



Issue: Can't click on anything in game but I have installed all of the above!

Fix: This may be due to either one of these reasons:
  1. You are sailing the high seas and your game is outdated.
  2. You may be running your game on an older DirectX version. BG3 Mod Manager can cause crashes if you use versions older than DX11. Try using Vortex mod manager instead.


Issue: How do I get rid of the message at character creation?

Fix: Install ImprovedUI.



Issue: What mod order should I have?
NPC voice is female but body is still male sometimes
NPC voice is male but body is female sometimes?

Fix:
  1. Make sure to "Export Load Order" in your mod manager before starting your game.
  2. Your mod loading order is incorrect. Lower down on the list = higher priority. Put Swaps below other RR mods and No Alphabets mods even further down.
    Image


Issue: Graphics glitches/ flashing ray and tears coming off Aylin/ other NPCs

Fix: You are likely using BG3 Mod Manager without DirectX11. Use DX11 or use Vortex mod manager instead of BG3MM. Can also be related to your game being an older version.

❓FAQs


FAQs & RECOMMENDATIONS

Technical Questions↴
  1. Do I need to install Better Baldur's Aesthetics?
  2. Do I need to install Character Creator and Polymorph Deblacker?
  3. Do I need to add portraits?
  4. What other anti-woke mods are superseded by this mod?
  5. How do I order the various anti-woke mods in BG3 Mod Manager?
  6. Can you pack No Alphabets and Realms Aesthetics etc into a single mod?
  7. How do I make my edits overwrite specific NPCs in RR?
  8. Will external mods like Hijimare's work with Realms Restored?
  9. Do regular aesthetic mods for Tav like the various head, eyes, hairs, etc work with Realms Restored?
  10. Do I need to start a New Game for this to work?
  11. Is there a Mod Manager for Linux users?
  12. Will this work in Multiplayer?
  13. Where can I find other mods that remove identity politics? Image
Lore / Aesthetics Questions↴
  1. Why aren't tieflings blue or purple anymore?
  2. Why do some heads look so similar?
  3. Insert_NPC was changed, why?
  4. Don't all Selunites have white hair?
  5. Why are some NPCs wearing veils?
  6. Why did you change Raphael's clothes?
  7. Why is Dark Urge a Human Male by default?


Technical FAQs⤴

Q : Do I need to install Better Baldur's Aesthetics (BBA)?

A: No. BBA is redundant with this mod and is also outdated.



Q : Do I need to add portraits?

A : No. Portraits were generated for all changed NPCs in RR using the Modding Toolkit.



Q : Do I need to install Character Creator and Polymorph Deblacker?

A: You do not have to. RR covers CC and Polymorph changes on its own. Keep CC & Polymorph if you want — just put it below Realms Restored in load order.



Q : What other anti-woke mods are superseded by this mod?

A : Here is a list of mods whose functionality is fully covered by Realms Restored:
  1. Better Baldur's Aesthetics
  2. Character Creator and Polymorph Deblacker
  3. Immersive Heads
  4. Immersive CC Portraits
  5. BBA Portraits


Q : How do I order the various anti-woke mods on this side in BG3 Mod Manager?

A : In the following order, with RR at the top of the list and dignify at the bottom:
  1. Realms Restored Mods
  2. No Alphabets Mods
  3. Even Better Romance
  4. Wylls of Toril
  5. Dignify


Q : Can you pack No Alphabets and Realms Aesthetics etc into a single mod?

A : No — bugs are easier to isolate when parts are separate, and combining bloats sizes and kills modularity.



Q : How do I make my edits overwrite specific NPCs in RR?

A : There's a Foundry tutorial on editing NPCs that covers visual extraction. Open your CharacterVisuals — the "Name" attribute may end in a 3-digit number (e.g. _000). Set it to _018; if missing, add it (e.g. "S_WYR_retardedNPC_018"). Pack as a mod. More in Foundry.



Q : Will external mods like Hijimare's work with Realms Restored?

A : Yes. Just make sure you put the mod lower in your load order than Realms Restored.



Q : Will regular aesthetic mods for Tav like the various head, eyes, hairs, etc work with Realms Restored?

A : Yes, as long as the mod isn't overriding existing heads. They work fine for Tav.



Q : Do I need to start a new game for this to work?

A : No. It takes effect immediately on any save, and can be removed (any part) mid-game.



Q : Is there a Mod Manager for Linux users?

A : Yes: Lampray.



Q : Will this work in Multiplayer?

A : Yes. All participants must have the exact same mods and mod order.



Q : Where can I find other mods that remove identity politics?

A : Check out https://modhq.org/ (part of this website), and @loregamer's HQ's RECOMMENDED MODS.



Lore / Aesthetics FAQs⤴

Q : Why aren't tieflings blue or purple anymore?

A : Heavily inspired by early-edition D&D, where red shades are dominant. Blue and purple still exist, their saturation significantly reduced.



Q : Why do some heads look so similar?

A : Many quality Nexus heads are made by tweaking the same handful of decent vanilla heads, so many modded heads start from the same base model. We also lean on mods from the same authors / head packs, giving a stylistically similar look. We'll expand Heads once more varied sources become available.



Q : Insert_NPC was changed, why?

A : The short answer is personal preference. If you prefer the original, vanilla version, we do offer NPC Restoration as an option.



Q : Don't all Selunites have white hair?

A : No. Examples: [1] [2] [3]. Simple popular visual trick to separate le good vs le evil guys.



Q : Why are some NPCs wearing veils?

A : Swapping Dragonborns to humans wrecks facial animations when they speak, so veils "cover up" the issue. We added them to some non-Dragonborn NPCs too, so veils aren't a dead giveaway for a Dragonborn swap.



Q : Why did you change Raphael's clothes?

A : A narcissistic devil would never deem to wear middle-class clothes.



Q : Why is Dark Urge a Human Male by default?

A : ⚠️ Heavy spoilers ahead. Baldur's Gate is a human-dominated city per lore, and Durge's backstory only really makes sense with a human. A thorough essay laying out the lore reasoning is posted here.

Translate


HOW TO TRANSLATE THIS MOD

Required Applications
  1. Notepad++ or similar (https://notepad-plus-plus.org/)
  2. Norbyte's LSLib Export tool (https://github.com/Norbyte/lslib/releases)
  3. ShinyHobo's Multi-Tool (https://github.com/ShinyHobo/BG3-Modders-Multitool)
  4. BG3 Localization Helper — little tool to make your life easier.
Note: the walkthrough below was originally written for NoAlphabets, so the examples mention it by name. For RR please use the loca files provided in the Translator's Resource section above for convenience.

─ 1. Extract Language Pak
Example with a French pak (works the same for english.pak, italian.pak etc.):
  1. Your file lives at e.g. Baldurs Gate 3\Data\Localization\French\french.pak
  2. Copy it somewhere with no spaces in the path (not a system folder).
  3. In LSLib → PAK/LSV Tools, paste that path under "Extract package", set Destination path (e.g. C:\Desktop\French), hit Extract Package.
  4. Download & unzip the NoAlphabets Lingo mod from the Downloads tab; extract NoAlphabetsLingo.pak the same way (e.g. C:\Desktop\NoAlphabetsLingo).
─ 2. Get a human-readable xml file
  1. Navigate to C:\Desktop\French\Localization\French — you'll see "french.loca".
  2. In LSLib → Localization Tab, Input file = that french.loca, Output file = same path with .xml extension, hit Convert.
─ 3. Extract changed lines in your language
  1. Open BG3_Localization_Helper → XML comparison tab.
  2. Old XML = your extracted french.xml (or your existing translation). New XML = No Alphabets' english.xml. Output = C:\Desktop\NoAlphabetsLingo-FR\Mods\NoAlphabetsLingo-FR\Localization\French\french.xml.
  3. Leave "Include modifications" unchecked → Compare Files.
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    This produces a french.xml with the correct folder structure and only the lines No Alphabets changed.
  4. For an update to an existing translation, re-compare the old vs. new No Alphabets english.xml and tick "Include modifications" to catch re-edited lines too.
─ 4. Edit the xml file
Open french.xml in Notepad++. Example:

Code: Select all

<?xml version="1.0"?>
<contentList xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<content contentuid="h798o7982132132" version="1">Hon hon hon, baguette.</content>
</contentList>
Contentuid (handle) is shared across languages — do NOT change it. Only change the inner text.

─ 5. Increase line version number
Bump each line's version after editing (e.g. version="99"). In BG3_Localization_Helper → Version Fixer tab, set Input File to your modified french.xml. Each click of "Fix Version" +1; do ~10 clicks as buffer against Larian updates.

─ 6. Pack your translated Lingo mod
  1. french.xml at: Desktop\NoAlphabetsLingo-FR\Mods\NoAlphabetsLingo-FR\Localization\French.
  2. Copy meta.lsx from the English workspace to Desktop\NoAlphabetsLingo-FR\Mods\NoAlphabetsLingo-FR. Open it, append your name after "orinEsque" (e.g. "orinEsque, you"), generate a fresh UUID with BG3 Multimodder's tool, rename every NoAlphabetsLingo reference to NoAlphabetsLingo-FR (must match folder name).
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  3. Drop the entire NoAlphabetsLingo-FR folder into BG3 Multimodder → get a NoAlphabetsLingo-FR.zip.
─ 7. Uploading
Get vault access from Rusty: viewtopic.php?t=816-hq-vault — upload as a new mod so people can give feedback. Let us know, we'll link your mod page.

Changelog



► VERSION CHANGELOGS

Each full changelog is posted as its own thread for readability. Links below.
  • RR 1.0 & 2.0 — initial release plus the Voice Mod, Major NPC edits (Viconia, Allandra, Mystra, Sarevok), Sharran & Umberlee Temple Overhauls, Vampire Spawn overhaul, maturity edits, hair/beards/tattoos/piercings pass, CC fixes, Demon Eyes fix.
  • RR 3.0 — ~750 unique NPC edits across all acts, Asset Ports from 36 mods, Balduran's Statue, Location-based passes (Waukeen's Rest, Mountain Pass, Underdark, Shadow Cursed Lands, Moonrise Towers, Coronation, Sombre Embrace, Lower City), Race-specific updates (Goblins, Vampire Spawn, Githyanki, Duergar), Timeline edits & Act-specific split entries, new add-ons: RR No Alphabets, Assorted Fixes, Undeviled Tieflings, Character Creation, Eye Glow Alt, De-Girlboss.
  • RR 4.0 — 61 NPC edits focused on Nautiloid and House of Hope, full Cambion race overhaul, Planar Ally summons, Assorted Fixes additions (Lathander stained glass, Noble paintings, Raphael painting, Thorm family), highly customisable Realms Restored: Mizora separate mod, bug fixes (Shadow-Cursed Elf rename, Isobel GreyHair, Jaheira makeup washed away). Aesthetics 4.0 is now VIRTUAL TEXTURE FREE.

Bugs


******* nothing it's perfect you ******* ****** idiot
► IT'S PERFECT

Stats


NOTE: Figures display HEX colours from Character Creation UI which can considerably vary from in-game appearances. Each figure includes all NPCs with preset tones (changed or not) plus some with non-preset tones we classified as inappropriate for the race/region.

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Fig 1. Skin Colour distribution by Subrace.

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Fig 2. Eye Colour distribution by Subrace.

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Fig 3. Hair Colour distribution by Subrace.

Credits


Cheers to 45 Nexus and Patreon modders we stole heads, presets, textures, outfits and CC colours from:

Aloija, Alahria, arideyya, AzazelWasTaken, AzuratC1, badwitch69, bambi009, CaptainGilmer, Cerberry, commanderstrawberry, CoralineKoralina, Dufresne12, FadeSpiritz, HeartsWires, horography, jerinski, KinntheGreen, kylin3, Karto6ka2692, labotor, Lethez, Lynia, Lyuuka, lokelaniii, loulette, Mandragorasprouts, NachoPango, Nikijima, mrjack900, myky24, PiInTheSky, Peppermintarts, plaemon, PseudoKociara, Psychotter, ReallyLazyIcarus, samplevi, Sithembile, surodmg, tashaweeds, TheAlmightyPebble, Toarie, Vessnelle, weavebitch, weeviljester, Z4hr4

Image Dufresne12, Lethez and loulette — thank you for open permissions! Image

Bless your hearts!

► Heads Mod Reference

A full per-slot table of every ported head and its source mod is hosted separately to keep this post readable:

HONOURABLE MENTIONS:

@Makirige, @Arcane‎Lurker: for their help with asset development that didn't make it to the final release.

Other ModdersHQ members (@Kowe, @Crusaderknight20, @Tipfy) and RPGHQ users: for suggestions and brainstorming ideas.


Credits
Aesthetics - ImageSilver, ImageorinEsque, Imageloregamer
Heads - Imageloregamer, ImageSilver
Unique Drow Heads - Imageloregamer, ImageSilver
Swaps & Name Changes - ImageSilver, ImageorinEsque, Imageloregamer
Human Crowds 60% & 80% - ImageorinEsque
Voice Work & De-Girlboss - ImageLancaster, ImageSilver, Imageloregamer
RR No Alphabets, Assorted Fixes & Undeviled Tieflings - ImageSilver, Imageloregamer
Character Creation - Imageloregamer
Eye Glow Alt - ImageSilver
Dark Urge Gear - ImageRubyMage

Disclaimer: Any user not specifically named here or in the credits tab, had no input in this mod.



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Last edited by loregamer on June 29th, 2026, 03:58, edited 173 times in total.
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Post by ModdersHQ »

NOTE: Screenshots may vary slightly from the release version of Realms Restored since they've been taken over the course of mod development (v1.0 through v4.0). Newer v3/v4 screenshots are shown first within each tab; v1/v2 legacy comparisons (jpg-format) follow in spoilers.

RR Screenshot Showcase
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Main Showcase

The best of Realms Restored — hand-picked shots across every act, racial overhaul and add-on.
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Race-Specific Updates

Race-wide passes — each subrace gets a dedicated pass covering skin, silhouette, palette and attire. Humanoid races lead; niche/monstrous races follow.

Drow

Underdark Drow given a dignity pass — Dhourn updated to look closer to his Early Access version, petrified Drow updated, Baelen Bonecloak is now bald'er.
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Araj Oblodra
Drow priestess with act-split entries (Act 2 red glowing eyes at Moonrise, Act 3 no glow + hood on the surface).
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↑ Araj's act-split demo is shown under Act-Specific Split Entries.

Tieflings (Act 1)

Tiefling race pass — lore-friendly skin/eye/hair distributions, refined horns, subtler makeup. The rainbow-spectrum Tieflings of vanilla now mostly carry red and human-ish colours.
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↑ Dammon, Rath and other named Grove Tieflings are shown under Group & Location > Act 1 — Emerald Grove. A less-devilish optional variant for select named Tieflings is under the sibling subtab Undeviled Tieflings (add-on).

Undeviled Tieflings (add-on)

Optional add-on: Rolan, Lia, Cal, Guex and Amek made more human and less devilish — no tails, no claws, less dark sclera. v4 adds 6 House of Hope debtors (1 Eternal + 1 Petrified + 1 Non-interactable + 3 Soul Spirit ghosts).
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↑ Rolan, Lia and Cal's act-split entries (featuring the Undeviled look) are shown under Act-Specific Split Entries. House of Hope Undeviled debtors are referenced under Group & Location > Act 3 — House of Hope (v4).

Duergar

24 Duergar NPCs — no hair, eyebrow/eyelash/eye-colour fixes, beards with more variety via ported assets.
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Nere
Duergar leader of the Absolute's Underdark forces.
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Vampire Spawn

All Vampire Spawn are now Human, Half-Elf or Elf. Teeth no longer bloody and rotten; unfed variants have red eyes. Main spawn (Aurelia, Dalyria, Leon, Petras, Violet, Yousen) + Gur children (Andrik, Chessa, Kass, Misha, Vanja) + Others (Gondlemead, Hapdim, Sebastian, Wensleydale).
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Goblins

75+ Goblin NPCs — messier hair, less-human skin/eye/hair palettes.
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Cambions (v4)

Cambions no longer look like humans with horns glued on. Scales, red skin in different hues, demonic eyes, varied wings and horns, Tiefling-based skin for females. 14 Cambions updated (15 with Mizora, who ships as her own separate mod).
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↑ Nautiloid-prologue Cambions are shown under Group & Location > Act 1 — Nautiloid (v4). Mizora's solo re-design is under Major Characters > Mizora.

Planar Ally Summons (v4)

Divine summons — Cambion, Deva and Banite Planar Ally variants refreshed so creatures crossing the planes at your request actually look the part.
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Group & Location-Based

Location-by-location passes — named groups, crowd rewrites and named NPCs per area, chronological by Act.

Act 1 — Nautiloid (v4)

The Nautiloid finally gets a Realms Restored pass — Losiir (Lae'zel stand-in, no longer pink-haired), 2 Absolute Cultists, 4 dead NPCs made to look dead, 5 copypasta Cambions reworked, and 1 Human in the pod.
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↑ Full Cambion race overhaul context: Race-Specific > Cambions (v4).

Act 1 — Waukeen's Rest

Flaming Fists at the burning coaching inn updated.
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↑ Includes changes from AESTHETICS, HEADS, DE-GIRLBOSS and ASSORTED FIXES.

Act 1 — Risen Road

Zhentarim traders and Paladins of Tyr patrolling the Risen Road between Waukeen's Rest and the Mountain Pass.

Rugan
Zhentarim caravan guard.
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Anders
Paladin of Tyr (hostile Tiefling-hunter).
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↑ Anders' armour-change showcase is under Equipment & Clothing > Individual Outfit Swaps.

Act 1 — Mountain Pass

Non-interactable Flaming Fists race-swapped where appropriate and given armour upgrades.
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Act 1 — Emerald Grove

Druids of the Grove circle, Tiefling refugees taking shelter, and the Grove's named inhabitants.

Rath
Grove druid (Tiefling → Wood Half-Elf via Swaps, matches his new head).
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Dammon
Tiefling blacksmith of the Grove.
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Tiefling refugees
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Druids
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↑ Nettie (moved back to Aesthetics) is shown under Lore-Friendly Systemic Improvements > Swaps Highlights.

Act 1 — Underdark

Dhourn updated to look closer to his Early Access version, petrified Drow updated, Baelen Bonecloak is now bald'er. 24 Duergar NPCs covered (no hair, eyebrow/eyelash/eye-colour fixes, new beard assets). Nere, Duergar leader of the Absolute's Underdark forces, also updated.

Underdark Drow
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Duergar (24 NPCs)
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Nere
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↑ Full race overhaul context: Race-Specific > Drow and Race-Specific > Duergar.

Act 2 — Shadow Cursed Lands

Last Light Inn Flaming Fists (assault team members named for the first time) and 20+ Harpers across dead/assault groups.
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Harpers — group pass (legacy v1-v2)
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Act 2 — Moonrise Towers

Absolute cultists, mind torturers, various NPCs. Includes 6 newly-named Flaming Fists (Ashhart, Winnie, Rohvanns, Valewyn, Gauntlet Dawncrest, Aelareth).
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Act 3 — Wyrm's Rock Coronation

44 NPCs total — witnesses, patriars, bodyguards, Flaming Fists.
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↑ Includes changes from AESTHETICS, HEADS, SWAPS and DE-GIRLBOSS.

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Act 3 — Sharran Temple

Cloister of Sombre Embrace — extra updates to Sharrans across Novices, Disciples, Dark Justiciars, Crusaders and Fidelians.
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Legacy Sharran Comparisons (v1-v2)
Dignified Sharran dresses using thin pants and covered décolletage, no Female Strong Elven Justiciars, no goth makeup.
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Act 3 — Umberlee Temple

Dignified robes, thin pants, covered décolletage, colour variation on scales, more outfit variety via shoulderpads/bracers/footwear, variety in metallic makeup. 17 Umberlee followers covered. Allandra Grey (leader) retained her unique flashy look, hairstyle and makeup.
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Act 3 — Lower City

Flaming Fist patrols (duplicates visually changed), named citizens, merchants, exterior drinkers, wine festival civilians, Elfsong patrons, drow courtesans (underwear / nude variants), indoor Sharess' Caress customers, refugees and ~6 Harper doppelgangers.
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↑ All Lower City screenshots include changes from AESTHETICS and SWAPS.

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BG City Highlights (legacy v1-v2)
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Act 3 — Sharess' Caress

Non-interactable crowd entries edited in Sharess' Caress and Elfsong Tavern.
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Act 3 — Rivington

Wine festival civilians, refugees, and the Rivington crowd.
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↑ Dryad Zethino (SCR-RIV-01) is shown under Major Characters > Dryad Zethino.

Act 3 — House of Hope (v4)

Raphael's infernal estate has been overhauled top to bottom — debtors, their ghosts, petrified victims, and Haarlep's various forms all received visual updates, with a handful of gender swaps rolled into existing add-ons. All debtors received a personalised update supporting their dialogue / story.

Nubaldin & Archivist
Nubaldin race-swapped; the Archivist got an Aesthetics update and is, if anything, more deviled now.
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Interactable Debtors (10)
2 entries moved into SWAPS.
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Eternal Debtors (6, fight-only)
5 F→M swaps; 1 moved into Undeviled Tieflings.
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Soul Spirit Debtors (15, ghosts)
Look/race discrepancies fixed; 4 entries into SWAPS, 3 into Undeviled Tieflings.
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Haarlep
Male Haarlep now properly reflects Raphael (slightly fresher, no stubble); Female Haarlep keeps the unique F Raphael face with softer styling. Both variants have red eyes and black hair to match RR Raphael.
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↑ House of Hope Cambions (from the Raphael fight) are shown under Race-Specific > Cambions (v4).

Lore-Friendly Systemic Improvements

Broad, world-level tweaks that apply across groups of NPCs — small things collectively doing the heavy lifting for immersion.

Children

6+ child NPC models received freckles, face and hair touch-ups.
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Hag's Lair Vision NPCs

4 vision NPCs from the Auntie Ethel encounter updated.
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Emperor Flashback NPCs

3 NPCs from the Emperor's flashback scene updated.
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Blacksmith Attire Variety

Blacksmiths across the game now wear differentiated working clothes.
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Misc NPC Visual Improvements

General visual polish across the roster — hair colour corrections, skin tone matching for siblings/families, face updates, eye colour corrections, maturity adjustments, unique edits for specific characters.
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Balduran Statue

No longer an old Chinese man / Cazador — heroic European with a new face and helmet. Thanks to @baconsoda for the edit.
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De-Girlboss

Gender-swapped girlboss characters — 32 NPCs covered across all acts (Patriars and their bodyguards, Flaming Fists, Gauntlets, Blazes, Manipulators, Ladies, Cashguards). Ships as a separate companion mod so it can be opted in or out.

Collage highlights
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Lord Rune Linnacker (formerly Lady Ruth)
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Visual Table — Vanilla vs Aesthetics vs Swaps vs De-Girlboss
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↑ Auntie Ethel's 4 vision NPCs (also DGB) are shown under Hag's Lair Vision NPCs in this tabmenu. A lot of the coronation roster is DGB-affected — see Group & Location > Act 3 — Wyrm's Rock Coronation.

Swaps Highlights

NPC race, gender, body-type and maturity swaps — a systemic pass that corrects race/gender/body mismatches and adds maturity to characters whose dialogue implied older ages. See the full Swap Table at the bottom of this post.

Korilla (Dwarf → Wood Half-Elf)
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Nettie (Dwarf → Human)
Moved from Swaps back to Aesthetics in 3.0.
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Helsik (Dwarf → Human)
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Swaps "begone" showcase
NPCs no longer in Swaps — e.g. Aelar (should've been Wood Elf in Aesthetics, not Swaps), Aelis Siryasius (duplicate entry removed), Linsella (restored to Halfling), Highberry couple (restored to Halfling).
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RR No Alphabets

A patch for the No Alphabets mod — NPCs with out-of-setting names also get visual updates in line with Realms Restored. Ser Aylin (the flagship edit) has her own entry under Major Characters > Ser Aylin.

Nocturne
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Sebastienne
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Gardener Phillipa
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Lucretious
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Morrigan as Lucretious (optional add-on)
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Equipment & Clothing

Skirts, dresses, helmet hair, armour recolours and outfit variety across the roster.

Ladies in Skirts & Dresses (100+ NPCs)

Skirts, dresses, aprons and headwear added or updated for 100+ female NPCs.
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Individual Outfit Swaps

Arron — druidic outfit
Given a druidic outfit so he fits in at the grove.
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Anders — armour change
Armour changed so that Zevlor's remains unique.
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Major Characters

Primary named characters — heroes, allies, villains — with individual attention.

Cazador

Vampire Ascendant and master of Astarion's sire-line — Szarr Palace's tyrant.
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↑ Cazador's neck seam fix and smoother voice pack are listed in the description tab.

Sarevok

Sarevok's head (the only face sculpted by the RR team) is finally showing correctly (v2.0).
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Raphael

Fancier suit and a minor colour complexion update — a narcissistic devil would never deem to wear middle-class clothes.
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↑ The v4 Painting of Raphael is shown under Assorted Fixes > Paintings & Murals. House of Hope debtors and Haarlep under Group & Location > Act 3 — House of Hope (v4).

Ketheric Thorm

Minor hair/skin/eye update (eyes match Isobel's), dark veins preserved, unique Myrkul cape restored.
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↑ The v4 Thorm family painting and the updated Ketheric crypt mural (Cazador doppelganger removed) are shown under Assorted Fixes > Paintings & Murals.

Isobel

Unique spear (requires Assorted Fixes), cape removed so spear doesn't clip, camp clothes and hair changes during the night.
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Alfira

Tiefling bard of the Grove refugee camp — first-act face polish to match the revised Tiefling race pass.
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Mystra

Gale's projection now matches her appearance. Hair updated, skin paler, dress updated, eye glow restored to violet.
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↑ VT-heavy dress variant (optional patch) is under Add-Ons > Mystra Dress VT.

Viconia

New skin & hair colour edit, subtle red glow, whiter eyebrows/lashes; robe, shield and mace have dull silver accents instead of gold.
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Allandra Grey

Umberlee Temple leader — restored the "Old Nightsong" head with a new texture set; less opaque makeup. Allandra keeps the unique flashy look that differentiates her from the rest of her priestesses.
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↑ The 17 Umberlee followers around her are shown under Group & Location > Act 3 — Umberlee Temple.

Orpheus

Subtle eye glow like Vlaakith; previously elvish ears are now serrated Githyanki ears; hair/skin/eye updates.
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Volo

Head materials make him slightly older, outfit matches his MTG card, notebook strapped to his belt.
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Florrick

Aesthetics v3 head & hair
New ported hair (edited in Blender to avoid clipping), head materials updated, jewellery refreshed.
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Florrick as Human (add-on)
Uses vanilla swamp-elf Florrick head edited to have human ears.
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Act-split progression
Six different Florrick entries across acts — Waukeen's Rest (sweaty/grime), LLI (clean), Wyrm's Rock (bruised/tears), Secret Encounter (hooded), Bad Ending (unique), End Location (clean). Prison bruising applied while imprisoned.
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Zevlor

New head with unique materials, altered in Blender for Tiefling ears, unique hair, armour recoloured to match the MTG card. Shipped as an MTG-look add-on.
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Dolor

Updated skin/hair/eye colours, face piercings removed, beard improved, bright red armour swapped into darker red armour.
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↑ The Dolor/Figaro murder scene cinematic camera fix is under Act-Specific Split Entries.

Dryad Zethino

More vibrant summer colour scheme for skin/hair/eyes. Title change: Master of Love → Mistress of Love.
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Quil

Dignified — now wearing pants instead of just underwear, but top is still missing so she was still 'robbed', allegedly. Optional Draconic Bloodline Tiefling add-on available.
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Fist Marcus

Wings now lighter to match Ser Aylin's (implication being they were Ser Aylin's wings ripped off, so black made no sense). Requires Assorted Fixes.
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↑ Screenshot includes the Flaming Fist tabard edit from ASSORTED FIXES.

Ser Aylin

Aesthetics update
New head, new materials, all entries updated (prison, helmet, no helmet), camp clothes during the night, unique sword (Moonblade of Selune).
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Cinematic camera & cutscene fixes
Camera angles for the new body type, eye glow changed from purple to white, unique sword shown in cutscenes, helmet now equipped during the Lorroakan confrontation.
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Deva summons (3 NPCs)
Now have unique appearances matching their outside-combat look.
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↑ Ser Aylin is part of the RR No Alphabets patch. The other renamed NPCs (Nocturne, Sebastienne, Gardener Phillipa, Lucretious, Morrigan) are under Lore-Friendly Systemic Improvements > RR No Alphabets.

Mizora (separate mod, v4)

Mizora re-design — full Cambion race rework plus a customisation system (outfits, colours, hairstyles, eye styles, glow variants — over 36 million unique combinations). Shipped as the Realms Restored: Mizora standalone mod.
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↑ Her Cambion race overhaul (shared with the Sisters and House of Hope Cambions) is shown under Race-Specific > Cambions (v4).

Act-Specific Split Entries

NPCs that look different across acts via Osiris scripting, plus cinematic camera patches for non-midget bodies after Swaps.
↑ Florrick's full act-split progression is shown under Major Characters > Florrick. Ser Aylin's timeline-fix gifs are under Major Characters > Ser Aylin. Sister Yannis and Nettie camera fixes are text-only in the v3 changelog (no gifs).

Araj Oblodra (Act 2 Moonrise → Act 3 Lower City)
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Mayrina & Lakrissa
Mayrina: Act 1 Teahouse (bloodshot, crying) → Act 3 Hag Survivor Group (cloak, different hair). Lakrissa: Act 1-2 normal → Act 3 Elfsong (hair tied up, waitress outfit).
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Cerys (text-only in changelog)
Act 1 Emerald Grove (armoured) → Act 2 Last Light Inn (injured arm, broken armour) → Act 3 Rivington (clean, casual).

Rolan, Lia, Cal (Act 3 Sorcerous Sundries)
Upon acquiring the tower, all three get rich outfits showing wealth and comfort.
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Shadow Druids (cinematic camera fix)
Camera angle fixes for non-midget bodies.
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Creche Entrance (cinematic camera fix)
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Dolor / Figaro Murder Scene (cinematic camera fix)
Figaro physically lowered into chair to account for non-midget body.
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Assorted Fixes

Environmental assets — deity iconography, architecture, paintings and murals — the unsung labour that makes Faerûn feel coherent.

Deity Banners & Objects

Helm
Banner and statue colour improvements (white, gold, blue → steel, red).
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Tyr
Banner and statue colour improvements (white, blue, gold → purple, white, blue, bronze).
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Mystra
Banner/statue colour from red to blue with red; statue's face made gentler.
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Selune
Banners, statues and worshipper belongings updated to silver. Stormshore Tabernacle statue unique. Ruined Temple mosaic is blue (from green) with moonstone.
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Harpers
Banner recolour (dark crescent on light background → light crescent on dark background).
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Architecture & Flaming Fist symbol
Act 3 blue wall trim → lighter stone trim. FF symbol altered from black to orange on banners, FF pin and tabards (F & M).
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Paintings & Murals (v4)

Stained glass & murals
Lathander stained glass, Stormshore Tabernacle sign and Emerald Grove mural now represent Sword Coast people.
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Noble Paintings
10 paintings updated to showcase predominantly human nobility of the Baldurian region — no more Githyanki nobles or Half-Orc patriars. Plus 2 simple eye-colour additions.
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Painting of Raphael
Horns now match his in-game model, eyes changed to red to match the RR Raphael aesthetic.
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Thorm Family
New Thorm family painting added to Moonrise Tower. Ketheric Thorm mural in the crypt updated to remove the Cazador doppelganger (and perhaps hint at an ALT Ketheric update).
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Add-Ons

Strictly optional mods that ship alongside Realms Restored — install or skip as you like. Larger add-ons (De-Girlboss, Swaps, RR No Alphabets, Undeviled Tieflings, Assorted Fixes) are surfaced in their own top-level or Lore-Friendly sections.

Character Creation

Only certain skin and eye colours show for specific subraces, making it easier to create a character in line with RR aesthetics. Does not remove colours — hidden ones stay accessible in "Show All".
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Eye Glow Alt

Eye glow presets tweaked from pinpoint around the pupil to a circular line on the outer edge with a faint glow. All gemstone colours (topaz, emerald, sapphire, obsidian, opal), all pinks and purples (minus drow), one teal and one white get the similar circular glow.
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Mystra Dress VT (v4)

RR Aesthetics 4.0 is Virtual Texture free. Mystra's dress looks slightly different (less detail). If you want the original VT-heavy dress back, install the Mystra Dress VT patch. Freely installable/uninstallable whenever you hit VT limits in a modded game.
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Drow Heads Add-On (v2)

Unique Drow Heads add-on — duplicates removed, heads renamed appropriately. Eye glow on Drow heads restored (available on Elf, Demonic and Flame colours), both on every new Drow head in the add-on and on every Drow head in the Elven section.
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Aesthetics vs Heads (BEFORE/AFTER)

The Aesthetics core mod makes sweeping changes to skin, eyes, hair, beards and makeup on vanilla faces. Heads adds custom face models on top — a deeper transformation.

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VS
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VS
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RR CC Showcase

Full side-by-side grids of every CC head slot used by Realms Restored (Aesthetics + Heads + Unique Drow Heads).

ELF M

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CC options dropdown (v2)
Heads used on NPCs are marked with the NPC's name (e.g. Tief M 4 = "Dammon"). Elven heads are available for Drow and Drow heads for Elves.
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ELF F

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HELF M

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HELF F

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HUM M

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HUM M7 — new replacer head (v2)
A fresh head in the HUM M7 slot, replacing the vanilla entry.
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HUM F

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DROW M

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DROW F

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DWR M

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DWR F

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HFL M

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HFL F

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GNO M

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GNO F

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TIF (pending)

Accidentally forgot to make TIF screens, will update later.



RR Swaps and Name Change Tables

Full Table of vanilla Name Changes w/o Swaps

Old NameNew NameRaceSex
Turnip BubbsKaldor EmberforgeDwarfM
Lolo FuzzletoesLolo LittletoesHalflingF
BliggerilloBelbul DeepbloomHalflingM
NonabuneNona HilltoppleHalflingM
ThokkiTholda SteelgripDwarfF
OaknuzzleOarilethHigh ElfF
SlogSadrakHalf-OrcM
Fist RockbothemFist GoldmantleDwarfF
Fist GranitdatterFist GranitbeardDwarfF
Saer FleinerDame FleinerDwarfF
Earno DiggumsEarno GrimbrowDwarfM
Doora ThumbfootDoora SwiftwaterHalflingF
Wrilda GemfinderWrilda DipplepappleGnomeF
Sharran Novice BluenailSharran Novice StoneshieldDwarfF
GronchGronch BrightHalf-OrcM
YonksYosnarGnomeM
Ha-yoon KimHendrikje NikhimHumanF
Sauceman ChorizoSauceman ChorrinDwarfM
EarspoonEadrinDwarfM
Watchman GoodgeWatchman RainspearHumanM
Watchman FryWatchman GrevHumanM
Harper HangfarHarper DordekonDwarfM
PhostlethwaiteDobblidelGnomeM
MangoManeiraWood ElfF
Blades BakstirBilvin BakstirHalflingM
Mind Master KettelKetlara GrimbaneDuergarF
Duna DuckfensDunmara DarkfensDuergarF
**** 'Em All HolmwoodDamskol FrostveinDuergarM
Rogering PeglegRogzai Zau'AfinDrowM
Sallyanne CorksSallisra Vae'RaeDrowF
Annathorn RoseAnsharra RoseDrowF
JenniverJenningsHumanF
Beorn WunterbroodBlaze WunterbroodHumanM
Otterdance FentonOtto FentonHumanM
Fist EarthdiggerFist EarthenwearHumanM
Fist 'Edge' ArensenFist ArensenHumanM
Arkleia OlorilQuartermaster ArkleiaHumanF
Sadar IllanovSariel IllanorHumanM
Flaming Fist JacekFist Recruit JacekHumanM
Iados KallistaIda KallianHumanF
Sentry FrederichkSharran Crusader FredericHumanM
Fist BellaFist TrixHumanF
Gaheid SlickjawGaheidHumanM

Full Table of Swaps (Race, Sex, BT, Maturity & Name Changes)

Old NameNew NameOld RaceNew RaceOld GenderNew GenderMaturity Tweaks?
Lady Durinbold's BodyguardHalf-OrcHumanFFS
Lord Shattershield's BodyguardHalflingHumanMM
Lord Shattershield's AttendantGnomeShield DwarfMMYes
Waiter JaymesHalf-ElfStrongheart HalflingMM
Turnip BubbsTarin BabbDwarfHumanMM
DrussuvissillDrusilla VisselHalflingHumanFFYes
Dryfle DoonDryna DrexDwarfHumanFFYes
Hasmet HuddDwarfHumanMMYes
Vicar HumbletoesGnomeHumanMMYes
Grent GrintlyDwarfHumanMMYes
Glimmer WhistlebornGlimmer WhispersongHalflingHigh Half-ElfFFYes
LinsellaHalflingHumanFFYes
HelsikDwarfHumanFFYes
NettieDwarfHumanFF
ArronHalflingHumanMMYes
GimblebockGnomeShield DwarfMM
HopeDwarfWood Half-ElfFF
KorrillaDwarfWood Half-ElfFF
For the full table of 400+ swaps, see the v3 changelog.
Last edited by loregamer on June 28th, 2026, 22:29, edited 7 times in total.
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Post by orinEsque »

I pressed a button and modded the ****** away.
If any of you think any of us are autistic enough to manually change 1,500 NPCs and race swap another 400 on top—yeah, no. (We’re pretty autistic, but not that autistic.)

So instead, I made a tool. It scans every NPC for “undesired aesthetics” and swaps them out for a set of preferred ones—fully aware of gender, subrace, and even skin tone. For example, you can set it so that pale-skinned NPCs have a higher chance of blue eyes.

While I was buried in code, Silver was off researching how each subrace should look and came back with, of course, more and more and more things for me to implement. Thanks to her autistic-level of detail, our input spreadsheets went super complex super fast.

Even makeup got complicated. It started with “let’s not give any makeup to men” and somehow evolved into “let’s assign different makeup sets by race and gender.” Sounds like a nightmare, but once the tool was set up, Silver could make changes, I’d press a button, and just like that—Baldur’s Gate was looking awesome.

And just so we're clear, Reddit: the de-****** part of the mod was made by two women and features more racial diversity than the entire Nexus Mods team.


Goodbye midgets, you won’t be missed
We had an insane amount of fun playing BG3 multiplayer with No Alphabets and BBA turned on—absolute chaos, in the best way. But then we hit Act 3 and the abysmally low number of humans had us going: Excuse me? WTF!?
So Silver went running around BG3 with cheat speed, hunting down every NPC that needed de-midgeting. She was supposed to handle this part solo… but she found over 400. FFS, Larian.
So, I put my programmer socks back on and handled nearly all the swaps. Once that was done, Silver came in with all her beautiful unique edits using the toolkit. (Thanks, Larian, for the modding toolkit—seriously). With Swaps mod in place the game is so so so much better than it was. I should go actually play it now :hmm:

We cured Vitiligo
You Reddit ***** accused me of removing Vitiligo all this time, so it's high time I actually did it.

A Note about races
This is a RACE-ist mod . We fix fantasy races and woke slop. While this mod makes most humans white, BG remains a Mediterranean-like city with Turkey (Amn) and Middle East (Calimshan) just south of it. So there are tanned and middle eastern toned people, and sometimes with appropriately foreign faces as well. You'll also find one or two merchants from foreign lands (Karatur) and even some Chults that are visiting as part of the Zhentarim network. The latter is a bit of a stretch but there was a head model to use, so we used it. This author is a fedora tipping centrist that differentiates between black individuals and *******. But also: ******. If that triggered you, you can go whine to your wife's boyfriend.
Last edited by orinEsque on April 24th, 2025, 12:06, edited 5 times in total.
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Post by loregamer »

Happy Easter! :knight-cross:

Allow me to regale you all with a very NEFARIOUS decision we made in the development of this mod.





:wise: :bounce: WHY WE STOLE HEADS FROM NEXUS MOD AUTHORS :bounce: :wise:
Very early, we made the STUNNING and BRAVE decision to not work from scratch on new head models and instead reuse and alter ones from existing mods.

“Why steal others’ work! Why not do it yourself!”

Ultimately, it boils down to, “Because we can, should, and it’s based.” But I’ll write up a more detailed explanation on why.



1. Who the hell has time for that
If we were working with a different game, like Skyrim, where we could create heads using CharGen or RaceMenu and then export the face, this part of the mod would have been a one-day task. Unfortunately, it cannot be overstated how irritatingly long it would take to completely redesign and recreate the full range of heads in Blender.

In this mod’s predecessor, Baldur’s Better Aesthetics, NPCs with certain head models had theirs switched to another vanilla one. This worked, but it resulted in most NPCs looking the same. We wanted to be sure that the new mod has more diversity (hehe) in the amount of heads, hair colors, hair styles, etc. We want NPCs look more unique. So, our decided approach was to replace the head models we found unimmersive with, well, immersive ones.

I started learning Blender to fix the LODs and alter some of these heads manually to have different ears so we weren't able to just drop and replace them, but I’m pretty sure if we had to recruit a whole team of epic racists to edit heads from scratch and implement into the game, then the mod would never come out, nor would the heads have consistent quality. There’s a reason that all those big head packs you see on Nexus have a few good ones out of the sea of slop.



2. Why reinvent the wheel
In the years of me autistically downloading mods, I’ve always thought frequently about this section from the Wrye Notes: Open Modding paper:
New Work vs Duplication
The Cathedral view vastly reduces duplication of effort – instead promoting either improvements in, or extensions of the original, or the creation of entirely new, complementary works. One doesn't have go far in reviewing one's mod library to see quite a few of these examples of mods that extend or fix earlier mods. E.g.: LGNPC, Adventure, Join All Houses, CharGen, Inferno's Island, Kivan's patches, alchemy sorters, etc.



Perfection vs Stagnation
The Cathedral view tends towards perfection, while the Parlor view tends towards repetition and stagnation. Repetition, because earlier useful works that have been closed off have to be recreated. Stagnation, because this fails to lead to improvements, and more importantly because few modders are interested in replicating something that has already been done before. (Especially since, if they knew of the original, they probably have a copy of the original mod, and hence have no personal need to recreate it.

The whole paper is worth a read. For us to have built this part of the mod from scratch would be redoing the work that other modders have already done. Work that they would NEVER use to replace goofy *** “Elves” like this:
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Keep in mind, we picked out ~110 highest quality heads and edits we found and turned them into a single pack. @Silver had to meticulously comb through hundreds of head models from various Nexus mods, and then carefully select the ones that were of decent quality and would make sense to distribute to all NPCs. It looks pretty ******* good when you see the final product.

The results are pretty much impossible to replicate because of Nexus's self-imposed permission restrictions. That and disallowing anyone to mod the sacred people of color. Conforming would mean Baldur’s Gate 3 would never be able to reach its actual visual potential.



3. Modding is being bottlenecked by permission policies
These were all heads that would fit great on the NPCs. But this is kind of quality is impossible to exist on a platform like Nexus.

And I don't mean just because it makes elves white again.

All the authors we poached head models from have closed permission policies. Nexus has empowered these ******* too much by letting them get any patches or expansions of mods taken down with impunity. Instead of adopting a Cathedral approach and encouraging open permissions, Nexus will go out of their way to ban anyone who doesn’t bend the knee.

So, what we’re left with is numerous high quality heads already existing with the potential to improve the character aesthetics of the entire game. But because of Nexus empowering closed permissions, you can only apply it to your own character. And you have to download huge, multi-gigabyte packs of other heads you aren’t using, too! Lest you face the wrath of the BG3 ****** clique and its army of supporters!

And again, even if we did this exact mod but from scratch, people would see we replaced big lipped African Elf heads with immersive European looking heads, and it’d be taken down in an instant.

Fortunately, we’re not on Nexus, are we? :bounce:



4. It’s funny
I’ve always had a hard time reconciling how mod authors are so vicious and nasty about people using “THEIR” work, when they are modding a game and assets they don’t own in the first place. It’s hilarious. Some of them are even deluded to think they have copyright ownership, so they file illegal DMCA claims that websites often just cave to. Us having a modding environment bothers them, I’m sure. :smug:

Ultimately, this mod only exists because we are breaking all the current modding "ethics" and "conventions".

My official statement is this: We are showing that Cathedral Modding and just saying **** it about if it's socially acceptable yields higher quality results that are impossible to replicate. To the mod authors reading this, get rekt *****
And it’s funny that a lot of these ****** authors have to watch their head models be used for making Elves look less black.







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Last edited by loregamer on September 16th, 2025, 22:32, edited 14 times in total.
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Post by Silver »

Hello and welcome.
Let's get straight to the point:
The colour schemes for each race are INSPIRED by early editions of D&D, but with artistic liberties and BIAS taken to visually distinguish races and subraces at a glance.
This colour scheme is not the definitive canon; rather, it's a practical approach to categorising shades in a way that minimises repetition between races and subraces, ensuring the greatest visual diversity and creating unqiue looks for NPCs.
If you're interested in a more detailed breakdown of racial colours and want to understand the reasoning behind them, you can check out the full race-to-subrace categorisation below.


HEADS:

GENERAL IDEA: All head changes are subjective. What one person finds beautiful, another might find mundane, and vice versa. However, a general pattern emerged in the changes that led to the final head replacers pack.
Where applicable, heads remained vanilla or were subject to minor edits, such as smoothing textures (where faces were too wrinkly, weathered and mature) or tweaking the original model (balancing out cartoony proportions). Heads that were too unfitting (in our opinion) or were overly androgynous had to go as well. We tried our best to match similar head visuals with one another. And yes, at times heads are quite similar – that’s because most of the edits swimming in the Nexus pool are deviations of same ol’ (best looking) vanilla heads or heads that they take from one modder to another including only the most minor of tweaks and claiming it as a new head.

Humans kept the most variety in their heads, while Half-Elves and Elves typically feature softer traits along with perfect skin. Drow heads were chosen to emphasise their "evil dominant" nature, with sharper, more angular features and a "resting-*****-face" vibe. Tieflings, meanwhile, have a "devilish" look, like angled brows and face-grooves, matching their BG3 bodies.


HUMANS:


GENERAL IDEA: As you can see on the chart in Statistics (link), Humans underwent one of the most significant changes in the skin department. The adjustment was made to better represent the region of Baldur's Gate and its fantasy demographic. While it’s certainly possible to encounter merchants or adventurers from Chult and Kara-Tur in the area, and especially in the city itself, the sheer volume of such characters would not be the same as in the vanilla game. As a result, deep and dark skin tones, as well as yellow and gold-leaning hues, were removed from the distribution.

Hair and eye colours were also readjusted, with those of fair, alabaster complexions having a higher chance of light hair and eyes, while those with a tanner complexion are more likely to have dark hair and eyes.


HIGH ELVES:


SKIN: Pale, ivory, and porcelain shades dominate. Light tan complexions are the darkest on the scale. High Elves possess unique skin tones that are exclusive to them — pale shades that would appear sickly on humans, as well as fair complexions with tints of pink and purple. This selection is designed to evoke an ethereal feeling the moment a High Elf is spotted in a crowd.
23 NEW skin tones were added to the High Elf kit, including 14 UNIQUE to High Elves only.

EYES: The eye colours of High Elves are split into shades of Blue, Green, soft Pink and Purple tones, along with vibrant Jewel tones and saturated, bright hues that are exclusive to Elves.
7 High Elf only and 17 Elf only striking and mesmerising jewel tones for eyes.

HAIR: High Elves' hair colours are limited to two categories: Light and Medium. Future updates to RR may introduce additional unique hues.
There are 5 Elf and Drow exclusive shades of Silver and White hair.


WOOD ELVES:


SKIN: Primarily sun-kissed with shades of bronze complexions ranging from Light to Medium tan, with subtle to slightly more saturated hues of Green and Copper. Gone are the swampy, Shrek-green Wood Elves and the burnt orange tones. Their complexion now consists primarily of flesh tones, with only slight tints of green and copper instead.
10 UNIQUE to Wood Elves skin tones.

EYES: Wood Elves predominantly have shades of Green, Brown and Hazel eyes, with occasional warm, vibrant jewel tones like Citrine or Topaz.
10 Wood Elf only saturated and luscious eye shades.

HAIR: Wood Elves have a broader spectrum of hair colours. While Ginger, Brown, and Black are the dominant shades, there’s still room for occasional Blonde or Copper Red tones.
Additionally, there are 2 Wood Elf only shades of bright, saturated Red-Orange hues.


DROW:


SKIN: This is an example where artistic liberty was taken in sorting the Drow skin category. While it’s canon that Deep Elves had obsidian, pitch-black skin, these tones appeared somewhat unrealistic when applied to all NPCs in the game, often looking more like shoe polish than the mysterious, shadowy aura Drow are meant to evoke. With that in mind, we revised the Drow skin tones, removing shades with heavy tints of Pink, Purple or Green, and limiting very light or pale shades. The current selection features Medium to Dark, saturated shades of Grey, Grey-Blue and Grey-Purple. Seldarine Drow have access to slightly paler shades, due to their nature as Surface Drow and the possibility of having Human ancestry in their blood.
► Shoe polish drow
Now, there are 49 UNIQUE Drow skin tones in the game, including the bulk of those to be newly introduced. Some subtle differences have been applied between Lolth-sworn and Seldarine Drow.
There are plans for a future Standalone Add-On made to represent the true, gloomy and murky, ink-black skin tones of the Drow, where no compromise will be made.

EYES: Due to the unique nature of Drow eyes, minor artistic liberties were taken when dividing their colours. Lolth-sworn Drow mostly preserve one of their most notable features — Ruby Red eyes. While it’s not the only shade available to them, it is certainly one of the most recognisable. Seldarine Drow – a fresh term coined by Larian to represent Surface Drow – refuse to worship the evil goddess Lolth and instead follow teachings of Eilistraee or other Seldarine pantheon gods; they almost never have red eyes. Instead, shades of light Grey and Purple are dominant.
3 Drow only Red and Purple eye shades.

HAIR: Different White and Off-White tones are available to both Drow subraces. There was a low percent of Red hair in the distribution, so don't freak out when you see a Drow with blood red hair.


HALF-ELVES:


GENERAL IDEA: There are no unique shades specific to Half-Elves for any category. Instead, each subrace is designed to feature a blend of Human traits and their respective Elven traits, without encompassing every Elven shade.
For example, a Wood Half-Elf might have a sun-kissed complexion with a slight green tint, but it won't have the more saturated green that a full Wood Elf might possess. Similarly, a Half-Elf might have vibrant blue eyes, which aren't typical for Humans, but the intensity of the blue won't match the deep elven blue.

The new colour scheme aims to make it easier to visually identify a Half-Elf (pointed ears aside), while still showing that the Elven blood isn't as dominant as it would be in a pure-blooded Elf.
With many of the heads for Helf being changed – both male and female – we did our best to ensure the ears were not as long, large or pointy as they would be on a full-blooded Elf. Unfortunately, this was not an easy task, and some heads may still be tweaked in future updates.


SHIELD DWARVES:


SKIN: Shield or Mountain Dwarves now have Pale to Light Tan skin, a feature that wasn’t present before, as about half of them previously had much darker tan shades.

EYES: Their eyes are now primarily Blue and Green, with occasional Light Grey. Brown and Black eyes are no longer present.

HAIR: Proud Mountain Dwarves are now almost entirely Redheads, with a few Light Brown shades mixed in as well.


GOLD DWARVES:


SKIN: Gold Dwarves should be easily distinguishable by their significantly Warmer, more Brown and more Tan skin compared to other Dwarves. However, their skin tones were never as dark as those of the people from Chult. The skin tone range has now been tightened to exclude overly light or dark shades, focusing instead on Warm, Golden tones for Hill Dwarves.

EYES: Their eyes were also easily recognizable, as they typically had darker and deeper shades of Brown and Hazel eyes.

HAIR: Gold Dwarves’ hair wasn’t as Red or Light as that of Shield Dwarves. Instead, they have Brown or Black hair, which greys naturally with age.


DUERGAR:


GENERAL IDEA: Dark Dwarves have a distinct and unique appearance, which was somewhat lost in the vanilla game. Both male and female Duergar are now Bald, with males occasionally sporting splotchy, uneven scalp hair. Their beards and what hair they can grow are Grey or White only, no Purples are allowed. Their eyes are now limited to Black or Deep Grey only. Additionally, their skin has been almost entirely revamped to feature Ashy, Desaturated Grey tones. To maintain visual variety, these grey tones include subtle tints of blue or purple.

Of the 50 skin tone shades available to Duergar, 46 are NEW and exclusive to them.


STRONGHEART HALFLINGS:


GENERAL IDEA: The range of complexions for Strongheart Halflings was largely the same as it was for Humans in the same region. There were some restrictions in the Hair department – with Brown, Blonde and Black shades being the most common, while their eyes tended to be either Green or Blue.


LIGHTFOOT HALFLINGS:


GENERAL IDEA: Hairfeet generally possess the same complexions as Humans, much like Strongheart Halflings. However, their overall colour palette is much warmer, with skin in Warm, Ruddy shades. Their Hair is mostly Black or Brown, and their Eyes are typically Black, Brown or Hazel. These were the most frequent features of Lightfoot Halflings, with other "humanly" shades being quite rare.
7 NEW shades of reddish-brown skin were added.


ROCK GNOMES:


GENERAL IDEA: Complexion for Rock Gnomes usually ranged from Light to Medium tan of warmer shades. Their Eye Colours followed a similar distribution to that of Humans. As for their Hair, while Rock Gnomes would typically find their locks uniformly greying and whitening upon reaching adulthood, we've kept a more fun variety available to them. The range of colours young Rock Gnomes would typically have, such as Rosy, Aquamarine and Lemony shades remain in the mix alongside more natural hues.
7 Rock Gnome only colourful Hair shades.


FOREST GNOMES:


GENERAL IDEA: Forest Gnomes had Skin in Earthy, Bark-like colours—saturated and desaturated Brown shades—ultimately resulting in a rather Tan, Deep complexion overall. Their Hair was in darker tones of Brown and Black, often quite lengthier compared to their other gnome brethren. And in stark contrast to the overall feel of having a variety of earthy, wooden tones, their Eyes could be of a striking Blue shade. Or, well, Brown.
To bring woody, bark-like colours to Forest Gnomes we’ve added 13 NEW skin tones.


DEEP GNOMES:


SKIN: Unlike the vanilla selection of Blue and Purple shades representing Deep Gnomes—colours much closer to Duergar or even Drow—they now have Medium to Deep brown, desaturated Grey-Brown skin tones.
8 NEW Dull Brown skin tones.

EYES: Their eye colour selection has been narrowed down to just Black and Grey.

HAIR: Much like the Duergar in this case, their males are completely bald, and this is now properly reflected on every Deep Gnome. Females, on the other hand, have hair in strictly Grey shades—not quite the Duergar or Drow selection, and certainly not the random Pink, Purple and Blue highlights you might have seen in the vanilla game.


TIEFLINGS:


SKIN: Say goodbye to the Skittles-like, rainbow-coded skin of Tieflings popularised by 5e and tumblr special-snowflake “artists”. Return to norm with a more grounded approach, where Human and Red shades dominate across all Tiefling subraces. The majority of Pink, Purple, Blue, Yellow, Green, Grey-Brown and Brown shades have been removed. While a small variety of skin tones with subtle hints-and-tints of different colours remain for visual interest (mostly Grey-Blue light tones), the overwhelming majority now consists of Human flesh tones and various shades of Red. Excluding some darker tones that made Tieflings look overcooked and burned.
38 UNIQUE shades were introduced for Tieflings.

EYES: Tieflings retain a variety of eye colours: they have access to Human eye tones, as well as the full Black sclera, Demonic flame-style eyes.
Future add-on might introduce an eye change that sticks closer to the 2e appearance of Tieflings – solid colours with no sclera or pupil at all.
62 eye shades with dark scleras and demonic flames are reserved for Tieflings only.

HAIR: To maintain visual variety, Tieflings retained their Natural hair colours while also gaining access to more vibrant shades, such as Deep Reds, Purples and Blues.
11 NEW hair colours were added for Tieflings.


GITHYNKI:


SKIN: Meet the curious case of the Githyanki. In every D&D edition from 1st to 5th, their skin colour has consistently been described as simply "Yellow." Yet, we are often presented with variations of skin tones, including Green, Deep Brown, Reddish and even Albino. Even the poster child, Lae'Zel, sports straight-up Olive-Green skin. The majority of non-canon shades mentioned above were cut from distribution, leaving only a sliver of Yellow-Green tones to better match Lae'Zel's complexion and to not make her stand out as a single frog-lady amongst her people.
Since this version does not modify companions, there may be a future update that restores the Gith's true yellow skin—and only yellow.

For now, we have 12 exclusive to GIth only vanilla shades and 26 NEW skin tones were added to the mix as well.

EYES, HAIR AND HAIRSTYLES: The visual options for Gith are quite limited. Their eyes are always Black, and their hair is either Black or Deep Brown with warm, reddish undertones. Preferred hairstyles for Gith typically consist of topknots, updos, high ponytails, and braids—styles designed to keep hair away from the face, quite appropriate for a race of fighters and raiders.
All of these aspects have been addressed and fixed accordingly in the mod.


HALF-ORCS:


SKIN: While Half-Orcs were originally described as having mostly Greyish skin, Green tones have become closely associated with their appearance, partly due to the influence of Warhammer and WoW. As a result, Swampy Green shades remain in the roster, alongside Grey tones.
There are now 47 exclusively Half-Orc shades, with 33 NEW additions.

EYES: In this distribution, Half-Orcs predominantly have Brown eyes, with a smaller chance of Blue, Brown or Black eyes appearing.

HAIR: Their hair is mostly Dark—Black or Deep Brown—often slightly desaturated or with yellow-green tints. Blue, Red and Light hair colours have been completely removed.


End of Fantasy Races Manifesto.
Enjoy the experience of Realms Restored.

Thank you for your attention.
Kind regards, lore-autistic Silver.


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Last edited by Silver on April 21st, 2025, 17:15, edited 2 times in total.
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Post by Vergil »

You're welcome folks, enjoy
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by rusty_shackleford »

First(I will delete any posts prior to this to be first)
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
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Post by Finarfin »

Jesus,that description is the length of three HQ reviews
Steam code: 10514930
My Reviews:
El Matador RECOMMENDED
Dungeons of Sundaria NOT RECOMMENDED
VLADiK BRUTAL
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Ultimate Zombie Defense 2 INFORMATIONAL
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Vergil
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Post by Vergil »

Finarfin wrote: April 21st, 2025, 01:53
Jesus,that description is the length of three HQ reviews
Well self aggrandizement *was* the primary point after all.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by rusty_shackleford »

loregamer wrote: April 21st, 2025, 01:48
Modding is plagued by closed permissions[/i]
Tag error
Thank you for your attention to this matter!
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Post by Reichspepe »

Praise da white lawd Jesus Christ! :knight-cross:

And the modders :scratch:
:knight-cross:
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Post by ArcaneLurker »

I came up with the name btw
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
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Post by rusty_shackleford »

Thank you for your attention to this matter!
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Post by ArcaneLurker »

That's what I was going for
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Post by orinEsque »

@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
Last edited by orinEsque on April 21st, 2025, 02:12, edited 1 time in total.
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Post by Vergil »

Nah Arcane came up with the name.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by loregamer »

I think I’ll still be Helf Male Head 5 every playthrough tbh
Last edited by loregamer on April 21st, 2025, 02:15, edited 1 time in total.
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Post by ArcaneLurker »

orinEsque wrote: April 21st, 2025, 02:11
@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
Last edited by ArcaneLurker on April 22nd, 2025, 12:04, edited 2 times in total.
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Post by loregamer »

Anyone wanna share their character in CC?
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Post by orinEsque »

ArcaneLurker wrote: April 21st, 2025, 02:17
orinEsque wrote: April 21st, 2025, 02:11
@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
So you are saying Silver came up with the name. Your input was not used though.
Last edited by orinEsque on April 22nd, 2025, 15:52, edited 2 times in total.
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Post by loregamer »

Or like… ingame screenshots too. That would be cool :?
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Post by Vergil »

orinEsque wrote: April 21st, 2025, 02:21
ArcaneLurker wrote: April 21st, 2025, 02:17
orinEsque wrote: April 21st, 2025, 02:11
@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
Image

I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
So you are saying Silver came up with the name. Your input was not used though.
Petty petty petty
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by ArcaneLurker »

orinEsque wrote: April 21st, 2025, 02:21
ArcaneLurker wrote: April 21st, 2025, 02:17
orinEsque wrote: April 21st, 2025, 02:11
@loregamer Came up with Realms, @Lancaster Came up with Restoration which @Silver turned into Restored. FYI. Also I have no sense of humor.
Image

I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
So you are saying Silver came up with the name. Your input was not used though.
I just said what I said to prompt a petty butthurt response tbh. Silver obviously came up with it.
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
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Post by orinEsque »

ArcaneLurker wrote: April 21st, 2025, 02:24
orinEsque wrote: April 21st, 2025, 02:21
ArcaneLurker wrote: April 21st, 2025, 02:17



I think Loregamer came up with the best name here, but it was really Silver and myself.
It's okay, it's just a name. It doesn't mean anything.
So you are saying Silver came up with the name. Your input was not used though.
I just said what I said to prompt a petty butthurt response tbh. Silver obviously came up with it.
I wonder why you felt the need to do so :scratch:
Last edited by orinEsque on April 22nd, 2025, 15:53, edited 1 time in total.
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Post by Vergil »

Drow seem really dark. Should probably change that.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by arisen »

A personal smooch (no gay) to whoever suggested and un-furried Durge. Always wanted to show middle finger to his dragonborn fangirls littering my feed on Pinterest whenever I clicked on BG-related art. More than 400 midgets are the equivalent of more than 400 face slaps to the community. Warlocks of the **** are ought to pay RPGHQ team a hefty amount for the free manual labor.
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Post by Vergil »

Durge is dragonborn not a femgooner eboy unfortunately

Speaking of glaring flaws and inconsistencies with lore why is Isobels hair changed when a major plot point is Shadowheart's hair changing color when she changes to worshipping the same goddess? :scratch:
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by loregamer »

arisen wrote: April 21st, 2025, 04:45
A personal smooch (no gay) to whoever suggested and un-furried Durge. Always wanted to show middle finger to his dragonborn fangirls littering my feed on Pinterest whenever I clicked on BG-related art. More than 400 midgets are the equivalent of more than 400 face slaps to the community. Warlocks of the **** are ought to pay RPGHQ team a hefty amount for the free manual labor.
I'm so glad the body animations worked

Last edited by loregamer on April 21st, 2025, 05:04, edited 2 times in total.
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Post by loregamer »

I really like this Helf head but it was a nightmare to port. Pretty much all the heads from the mod were

Image

He originally had shark teeth I had to replace
Image
Image

Was worth it though
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Post by orinEsque »

loregamer wrote: April 21st, 2025, 04:55
arisen wrote: April 21st, 2025, 04:45
A personal smooch (no gay) to whoever suggested and un-furried Durge. Always wanted to show middle finger to his dragonborn fangirls littering my feed on Pinterest whenever I clicked on BG-related art. More than 400 midgets are the equivalent of more than 400 face slaps to the community. Warlocks of the **** are ought to pay RPGHQ team a hefty amount for the free manual labor.
I'm so glad the body animations worked

I'm gonna have to put slightly brown hair on default ingame durge as a fix for next patch to match cinematics. Plus ... its much nicer
Last edited by orinEsque on April 21st, 2025, 05:05, edited 1 time in total.
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