Baldur's Gate 3 Official Mod Support Arrives in September, Alpha Begins Today

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  • Baldur's Gate 3 Official Mod Support Arrives in September, Alpha Begins Today

    It's time to see if the community can cook up stuff even more wild than Larian.
    A female character with dark hair holding a glowing object in her hands.

    Official modding support for Baldur's Gate 3 will arrive this September. That month is when the next major update for Baldur's Gate 3 will be released and with it will come the "officially sanctioned toolkit for giving Lae'zel a mullet."

    The Baldur's Gate 3 Toolkit is available for testing right now. Assuming all goes well, it will be officially released as part of Patch 7 in September. Unfortunately for most everyone is the fact that the Toolkit is only available to a small team of mod authors from the Baldur's Gate 3 community. This is a closed alpha release today.

    Larian will be inviting additional mod authors over time. In July, Larian will kick off a closed beta for roughly 1,0000 players that will allow anyone on PC to register for a chance to join.

    These waves of alpha and beta tests will let Larian work on polishing up the Toolkit for its full release in September.

    What will the Baldur’s Gate 3 Toolkit consist of?

    Beyond game code architecture for managing mods, we will release a subset of our internal development tools as part of the Baldur’s Gate 3 Toolkit. This will let you:
    • Access the editor to create your own mods.
    • Upload mods directly to mod.io servers.
    • Load levels read-only to look at all the local entities, as well as the setup, and test your mods in-game while creating them.
    • Get access to our internal editors for supported asset types such as textures and visual models, allowing you to override them directly in your mod through the developer interface.
    • Publish your mod via the editor where it will be moderated and made visible in the in-game browser, or pack your mod locally to upload to a third-party site.
    • Mod UIs through file editing. We will provide documentation that will explain how our internals are set up to solve mod loading/compatibility issues.
    • Within Baldur’s Gate 3 itself, you’ll be able to:
      • Download and manage your mods directly.
      • Manage multiplayer and save game files through a verification UI.​
    It seems like mods built with the Toolkit will be made available through Mod.io, which will allow for mod to be supported across both PC and consoles. PC users will get mod support first with console and Mac players coming "shortly after." Not all mods will be playable on consoles though, only those that have been curated and approved by Larian. Specifics on the curation process will come later.

    In addition, not all mods will be available on Mod.io, even for PC players. This is due to Baldur's Gate 3 still having to adhere to the stipulations set in place by the Dungeons & Dragons license. Larian says that they want to "strike a balance that allows for extensive modding while keeping the guidelines in mind, and to open the door for mods to reach as many players as possible while ensuring they work seamlessly across different platforms."

    The big question there is: What about NSFW stuff?

    Larian says that "some" NSFW mods may not be supported through Mod.io. They aren't closing that door completely, but given how horny everyone already is in the base game, I would have to imagine that those NSFW mods that are limited would have to be pretty damn extreme. Larian also notes that "certain script-heavy modifications" may also not be supported. That said, they also note that you can still just get all of those "unofficial" mods elsewhere if you really want to.

    Patch 7 will also add in "improved evil endings." There may be other changes included in Patch 7, but it's still months away and no full changelog was provided yet.
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