In just two days, someone was able to unlock the developer mode of Baldur's Gate 3 modding tools. This opened up the possibility for custom levels and campaigns
Two days after Larian released Patch 7 of Baldur's Gate 3 - a massive update which included official mod tools, an in-game mod viewer and modder Siegfre uploaded BG3 Toolkit unlocked. This mod activates the disabled features of toolkit, such as a level editor. This mod is still in its early stages, but it could lead to the creation of custom areas or standalone campaigns using the engine from Baldur's Gate 3.
Larian made it clear that, in the run-up to the release of BG3’s modding tools for users, they would allow them extensive freedom. However, some things were off limits. Swen Vincke, Larian's CEO, told me this year at the GDC that the company was a game developer, not a tool company. He explained that the company didn't have the bandwidth to support all its development tools in the hands end users.
Baldur's Gate 3 mods are also complicated by the eventual console support. Separate processes and approvals from Sony and Microsoft will likely be required. The official tools can only be used to tweak other aspects of BG3’s campaign including classes, items and balance, as well as adding new NPCs. This has already proved popular.
According to the readme of BG3 Toolkit unlocked, the mod "unlocks the disabled features and enables writing permissions for BG3 Toolkit including level editing, saving editing, and much more." It is clear that the tools Larian released were only a slightly modified version its Divinity Engine 4.0 Editor, with advanced and unsupported functions locked down by default.
The level editor is the most important feature here. Modders can add new areas to Baldur’s Gate 3’s existing campaign or create new standalone modules and campaigns. The first doesn't thrill me as much as I might think. Larian has made it clear that the majority of areas or plotlines removed from BG3 such as the Red War College or Candlekeep were removed because of quality and pacing, not a lack of time or money.
I'm reminded of the M478 restoration mod for Star Wars Knights of the Old Republic. Kotor 2's Restored Content mod is one of the greatest achievements in videogame modding. It restores story-critical content that was cut from the game. M4-78, on the other hand, reimplements a planet that was cut late in the development process, but I have always found it to be an annoyance. Not all content cut will make a game more enjoyable. Similar efforts for BG3 could add dead weight to an already long and dense RPG.
But are they completely new modules or campaigns? This has a lot of potential. New adventures built on the foundations from one of the greatest CRPGs ever made. I think the deciding factor will be how easy it is to use the tools. Neverwinter Nights by BioWare, a Dungeons & Dragons role-playing game released in 2002, has one the coolest mod scenes. It's a smorgasbord with user-made campaigns, ranging from experimental shorts to epics of Baldur's gate-size that took years to create.
The Neverwinter Nights Aurora Toolset's main feature is that it's not only powerful and flexible, but also extremely easy to use. It's not necessary to be a technical expert to start building a dungeon. This opens the door to creative people who lack the technical skills to create a game. The tools that came along with Neverwinter Nights 2 and Original Sin 2 demanded more of users, which is why they lacked this broad appeal. Rogueknight333, a prolific NwN modder, has stated that once a modding toolkit reaches a certain level of complexity and difficulty, it's probably better to use Unity, Godot or Unreal for making your own independent game.
Modders will also face challenges due to the cinematic presentation of Baldur's Gate 3 and its graphical fidelity. It will be difficult to create new models and textures to blend in with BG3 because of the zoomed-in dialogues.
Baldur's Gate 3 has a fan base that is larger than the Beatles and, I've heard, bigger than Jesus. That's a large number of rabid players who may be willing to take on the challenges in the level editor. Siegfre mod's DIY nature seems to be a win for Larian, as well as its modding community: You can use the advanced features of the editor on your own, and Larian will not have to support them or ensure that the creations fit the mod browser. Mod authors can also host their mods on ModDB or Nexus.
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