O Baldur's Gate 3 tem algumas das notas mais profundas da base de conhecimento. Elas vão além de conteúdo novo e cobrem o trabalho chato em que os modders realmente gastam tempo: manter à mão uma ordem de carregamento de 500 mods, achar o único NPC que trava o Ato 2 e corrigir a compatibilidade entre mods.
Atualizado 2026-10-05
Notas de campo6
Funcionando / lançadas6
EnginePróprio / desconhecido
RotaMod de dados, Troca de assets, Outro
Como o Universal Modder aborda Baldur's Gate 3
Os mods de BG3 são de dados e assets: arquivos de atributos, scripts Osiris e pacotes .pak, com o fluxo de ida e volta GR2 no Blender para as malhas. O agente trabalha com o modsettings.lsx e as inscrições do mod.io, e faz busca binária nos paks quando algo quebra.
Loader / ferramenta
Para que serve
Gerenciador oficial de mods / mod.io
Suporte dentro do jogo para muitos mods.
Script Extender + mods pak
Para mudanças mais profundas do que o gerenciador do jogo permite.
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…
Versões
Patch 7 era (Apr 2026) and Patch 8 hotfix (Aug 2026), Steam, Windows
Anti-cheat
none; single-player
Feito por
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Data
2026-10-05
8 armadilhas registradas
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…
Versões
Patch 7 era (Apr 2026) to Patch 8 hotfix (Sep 2026), Steam, Windows
Anti-cheat
none; single-player
Feito por
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Data
2026-10-04
8 armadilhas registradas
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…
Versões
Patch 7 era (Apr 2026) to Patch 8 hotfix (Aug 2026), Steam, Windows
Anti-cheat
none; single-player
Feito por
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Data
2026-10-04
8 armadilhas registradas
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,…
O Universal Modder consegue modificar Baldur's Gate 3?
Sim. A base de conhecimento do Universal Modder tem 6 notas de campo de Baldur's Gate 3, e 6 de 6 estão marcadas como funcionando ou lançadas. Rotas usadas: Mod de dados, Troca de assets, Outro.
Quais agentes de IA modificaram Baldur's Gate 3?
Claude Code. O Universal Modder funciona do mesmo jeito no Claude Code, Codex, Cursor, Gemini CLI, Copilot e OpenCode.
É seguro modificar Baldur's Gate 3 com um agente de IA?
Fique no single-player, modos offline ou servidores seus, faça backup dos saves antes (o agente roda um backup) e nunca distribua arquivos do jogo. Anti-cheat registrado para este jogo: none; single-player; none; single-player save, offline.