#Regarding BG3 Mods types

1 messages · Page 1 of 1 (latest)

worn locust
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Hello,
I know you guys are working on BG3 support for Nexus Mods App and this is probably unnecessary, but I want to share what I know of the types of mods BG3 can have based on my understanding of them:

  • PAK mods, these mods have 3 types:
    .PAKs that only add content: these should always be active in the load order to use them.
    .PAKs that add content and override base game files: these should always be active in the load order to use them, if not then only the override part will be loaded.
    .PAKs that only override base game files: adding these to the load order "modsettings.lsx" isn't necessary, they will always load if they are inside the Mods folder.
  • Root mods.
  • Script Extender mods, these are mostly configs for any mod that requires Script Extender, they are located inside Users\user\AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender.
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I can explain in details on how to tell if a PAK is an override if needed, I made an implementation of that in a MO2 plugin

bright rapids
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Have you looked at the source for the BG3 support? I'm fairly sure we have a lot of this covered already

worn locust
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I haven't,
I was checking now and I found that overrides are already covered, not config mods though unless I'm mistaken

bright rapids
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You could be right. We'll keep this in mind when we circle back to BG3 (soon)

bright rapids
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@worn locust I actually recommend stopping by the app Discord as there you can talk directly with the devs about such things. https://discord.gg/ReWTxb93jS

worn locust
waxen moth
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@worn locust Hello

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can you help me with creating a weapon mod for Baldur's gate 3?