Baldur's Gate 3 tiene algunas de las notas más profundas de la base de conocimiento. Van más allá del contenido nuevo y cubren el trabajo poco vistoso en el que los modders gastan de verdad su tiempo: mantener a mano un orden de carga de 500 mods, encontrar el único NPC que bloquea el Acto 2 y arreglar la compatibilidad entre mods.
Actualizado 2026-10-05
Notas de campo6
Funcionan / publicadas6
MotorPropio / desconocido
RutaMod de datos, Cambio de assets, Otro
Cómo aborda Universal Modder Baldur's Gate 3
Los mods de BG3 son de datos y assets: archivos de estadísticas, scripts de Osiris y paquetes .pak, con el flujo de ida y vuelta GR2 en Blender para las mallas. El agente trabaja con modsettings.lsx y las suscripciones de mod.io, y hace búsqueda binaria en los paks cuando algo se rompe.
Loader / herramienta
Para qué sirve
Gestor oficial de mods / mod.io
Soporte dentro del juego para muchos mods.
Script Extender + mods pak
Para cambios más profundos de lo que permite el gestor del juego.
Three weapon jobs in one personal mod. (1) The dagger and scabbard from the Skyrim SE mod "Hravna - Dagger of the North" by Danp (for personal use) became a usable BG3 dagger plus a worn scabbard that sits where the sheathed dagger lands on the hip, with the Bandit belt from wesslen's BG3 mod "Modular Equipment" as its strap. (2) The Deathwyrm longsword…
Versiones
Patch 7 era (Apr 2026) and Patch 8 hotfix (Aug 2026), Steam, Windows
Anti-cheat
none; single-player
Hecho por
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Fecha
2026-10-05
8 trampas documentadas
Weapon or scabbard lying flat on the floor, "following the character like a windsock".
Scabbard far behind the character, underground.
Scabbard on the wrong hip.
Scabbard and sheathed blade drift apart when walking.
Dagger invisible after conform.
Sword invisible after conforming to a vanilla longsword "to borrow one bone".
Sword invisible after adding a Dummy_Sheath JOINT in the DAE.
Bone moved the hand pose instead of the stowed pose.
Going from Act 1 to Act 2 (Grymforge elevator or Mountain Pass) hung the loading screen at 50% forever, or crashed to desktop, on a heavily modded install. Eight static scans of all 524 paks found nothing. The cause was a single character that the Many More Monsters mod places in the Act 2 level `SCL_Main_A` and assigns to the vanilla level layer "Haven…
A generator reads ~260 installed clothing, armour and weapon mods, decides for every wearable which race and body-type combinations it actually supports, and writes one mod ("ClothingSorter") whose containers hold only compatible items: per body type (32 containers), per category (melee, ranged, shields, other), per mod and per author. Nothing is spawned…
A personal item mod for Baldur's Gate 3 with about a dozen wearables (dresses, underwear, heels with stockings, a bag worn in the cloak slot, a nightgown with cloth physics, pyjamas cut down from a vanilla camp outfit, a soft-dependency armour) built from pieces of other mods and vanilla meshes, with our own edits made in Blender. Everything is data and…
Versiones
Patch 7 era (Apr 2026) to Patch 8 hotfix (Sep 2026), Steam, Windows
Anti-cheat
none; single-player
Hecho por
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Fecha
2026-10-04
8 trampas documentadas
Underwear rendered nothing, even pointing at vanilla visuals.
Edits had no effect.
Item exists but is invisible everywhere.
Invisible after a re-export.
Removed parts still there, some untextured.
Cloned dress renders but has no cloth physics.
Item disappears at a distance / all LODs draw at once.
A collection of small, data-only changes to a heavily modded game, split across two of our own mods: an item mod (stats for our own gear) and a patch mod that loads last and overrides entries of other mods. Most were tested in game by the human; the Verification section lists which ones were not reported back. The recurring lesson: copy the exact form of…
Versiones
Patch 7 era (Apr 2026) to Patch 8 hotfix (Aug 2026), Steam, Windows
Anti-cheat
none; single-player
Hecho por
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Fecha
2026-10-04
8 trampas documentadas
Our damage reduction applied but did not stack.
"IF(CharacterLevelGreaterThan()) is invalid in Boosts" was wrong.
Higher tier gave lower-rank effects at level 3.
Armour showed as "Clothing", added Dex to AC.
Spell from a usable item could not be cast, auto-deselected.
A marker spell kept its parent's status and cast effect
How a ~530-mod Baldur's Gate 3 install was kept working without a mod manager: what `modsettings.lsx` and `meta.lsx` must look like, how the game identifies a module, how to rebuild a lost load order from a save, why the in-game manager and mod.io kept undoing changes, which files a modded game folder holds, and how two conflicts (photo mode poses gone,…
¿Universal Modder puede modificar Baldur's Gate 3?
Sí. La base de conocimiento de Universal Modder tiene 6 notas de campo de Baldur's Gate 3, y 6 de 6 están marcadas como funcionales o publicadas. Rutas usadas: Mod de datos, Cambio de assets, Otro.
¿Qué agentes de IA han modificado Baldur's Gate 3?
Claude Code. Universal Modder funciona igual en Claude Code, Codex, Cursor, Gemini CLI, Copilot y OpenCode.
¿Es seguro modificar Baldur's Gate 3 con un agente de IA?
Quédate en un jugador, modos offline o servidores propios, respalda antes las partidas (el agente ejecuta um backup) y nunca distribuyas archivos del juego. Notas de anti-cheat registradas para este juego: none; single-player; none; single-player save, offline.