/BG3ModManager

A mod manager for Baldur's Gate 3.

Primary LanguageC#MIT LicenseMIT

LaughingLeader's Baldur's Gate 3 Mod Manager

A mod manager for Baldur's Gate 3.

This is the only official source for the BG3 Mod Manager. There is no "official website" beyond this repository.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have .NET Framework 4.7.2 and .NET 7.0.13 installed.
  3. Grab the latest release.
  4. The BG3 Mod Manager is portable, so extract it to a non-protected folder (don't extract it to your Program Files).
  5. Upon running BG3ModManager.exe, pathways to the game data and exe should be automatically detected.
    If this fails, manually set the pathways in Settings -> Preferences, click 'Save', then click the 'Refresh' button so the campaign mod data is loaded.
    Preferences Window
  6. Organize your active mods for the profile Public, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. This updates the modsettings.lsx file that the game reads. Exporting Load Orders

Important Tips

  • Make sure you don't have any subfolders in your mods folder (%LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Mods). This causes the game to reset your modsettings.lsx!
  • Ensure the Game Data Path is set in Settings -> Preferences to the game's data folder, where all the various .pak files are (Gustav.pak etc).
  • Make sure you have a campaign selected (i.e. "Main"). The game must have a campaign exported to the modsettings.lsx, or it will fail to load the main menu scene / have other issues.
  • If your modsettings.lsx still resets when loading into the game, this means that one or more of your mods are encountering an error, and the game is clearing the load order.

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.
  • A "Version Generator" tool is available under the Tools menu, for generating the correct number for major/minor/revision/build numbers.

Custom Tags

Notes

  • Mod projects in the Data folder are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

If you're feeling generous, an easy way to show support is by tipping me a coffee:

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits