Baldur's Gate 3 cover
Baldur's Gate 3 screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Adventure

Baldur's Gate 3

Hotfix #28 Now Live!

Hey everyone,

Another small hotfix for all platforms is coming your way today! Hotfix #28 addresses a few crashes and blockers, integrates a handful of gameplay bug fixes, and resolves some issues with the Mod Manager.

This hotfix also fixes an issue with multiplayer, where some players were getting caught in an enable–disable loop in the Mod Verification Window when trying to disable a mod that the host doesn't have.

MODDING



  • On PS5, the 'Continue' button will now work the same as the 'Load Game' screen in that it won't allow you to start a game if there are any mod issues.
  • On console, when loading a savegame that has unresolved mod issues, the Mod Verification Window will no longer keep asking you to re-download or uninstall mods when the action has already been taken.
  • Resolved an issue with mod dependencies not being loaded in the correct order after enabling/disabling some mods.

Mod Manager



  • Fixed the animated downloading bar not appearing in the Mod Verification Window after you click 'Download'.
  • Fixed the horizontal scrollbar on the Mod Details page not being vertically centred between the arrows that flank it.
  • Fixed a bug preventing you from opening the Mod Manager on PC when using a controller.
  • Fixed the button prompts in the Mod Details page not updating correctly when using a controller.
  • Fixed the filter tags in the Mod Manager not appearing in localised languages and made sure that the English string is shown as a backup in case there's an issue with fetching the translation.
  • The mod browser scrollbar now resets to the top when you navigate to a previous or next page.
  • On PS5, the Mod Manager now correctly reports the amount of remaining memory after uninstalling a mod.
  • Fixed a crash that could occur when changing pages in the Mod Manager.
  • Fixed clients on a multiplayer game getting caught in an enable–disable loop in the Mod Verification Window when trying to disable a mod that the host doesn't have.
  • Updated the 'Explicit Content' filter's name to 'Mature Content'.
  • Updated the name of the Mod Issues window to 'Mod Verification Window' to more accurately reflect what the window is for, and updated its description.


GAME


Gameplay



  • Improved loading times for players with many mods installed.
  • You can no longer add items to your wares even if they cannot become wares (e.g. pact weapons) by selecting them along with another item that can become a ware. This prevents a trade exploit where you could sell your wares and the bound items would not leave your inventory. Any more of these up your sleeves?
  • Fixed Honour Mode features, like Legendary Actions, carrying over to non-Honour-Mode games if you'd previously loaded an Honour Mode save.
  • On PS5, fixed the DualSense lightbar updating colours every single frame of the game when a new user logs in with a new controller.
  • Resolved an issue with Wyll opting for negative greeting nodes even when he does like you.
  • Fixed the character models becoming offset in the Trade UI when switching between trade and barter when using a controller.

Crashes and Blockers



  • Fixed a crash when trying to load into a playthrough rather than a particular savegame within that playthrough.
  • Fixed a crash that could occur when loading a savegame.
  • On PS5, fixed a potential crash when going full disco on the DualSense lightbar.

Community Update #29 Playing With Mods

Why hello there! You’re looking great, have you done something with your hair or just reconfigured your entire face to look like a fish?

If your mods are any indication, the answer is yes and then some. It’s not even a month since Patch 7 dropped on PC - complete with our official modding toolkit - and already you’ve uploaded over 1,000 mods and racked up more than 15 million downloads!

We’ve watched as you’ve customised your dice with flames and iridescent pearl, lightened the load of gold in your packs, and adjusted your party limit from 4 to 16 - because who needs personal space anyway?

And now, those of you on console and Mac can finally join in, with Patch 7 rolling out to these platforms starting today. Keep reading to learn how to kick off your modded run, plus check out some of the most popular mods ready for you to explore.

Today’s update also brings Hotfix #26 and Hotfix #27 to all platforms - if you want to check out the patch notes in full, point your eyes in this direction. But far from being our last patch, you can still expect to see crossplay and a photo mode for Baldur’s Gate 3 in the future.

Over 15 Million Community-Made Mods Downloaded - and Counting!



What better way to celebrate the inevitable chaos set to ensue than with another animated short made in collaboration with Spud Gun Studios, the masterminds behind Mashed. This time, our brave heroes are facing off against the latest threat to Baldur’s Gate: Mods!


Giant space hamsters? Old news. It’s rabbits you’ve got to worry about now.


Patch 7 & Modding Information

Looking to revisit the latest patch notes or want to try your hand at modding?
Check out the links below!




Playing With Baldur’s Gate 3 Mods



If you’re thinking about starting a modded run and want to know what you’re getting into, whether you’re playing on console, Mac, or PC, then this is the guide for you!

Where do I even start?



So you want to enhance your journey to Baldur’s Gate with a little community-made magic?

While the Baldur’s Gate 3 Toolkit used to create mods is only available on PC, a whole selection of player-created mods are now available on console and Mac!

How are mods chosen for release on other platforms?



Only mods made with and uploaded using the Baldur’s Gate 3 Toolkit and which pass internal testing can be eligible for release on the console and Mac in-game mod browser.

Technical limitations on certain platforms mean that some PC mods will not be available for Mac or console. Our team will need to test all mods requested to be brought to these platforms to confirm whether they can be made available.

Mod Authors can let us know if they’d like to see their mod available on console and Mac during the upload process. Our Community Team will then check whether the mod adheres to our modding guidelines, before sending over batches of mods to undergo internal checks that look at the mod’s basic functionality, usability, and stability.

If all looks good, the mods will then be made available on these platforms!

Will more mods be made available on console and Mac?



Yes! There are currently, uh, 69 mods that have passed internal testing, and we’ll be adding more as we go. Making mods available on platforms other than PC will be a continuously reviewed process that may change to include additional functionality in the future. Mods ready for both Mac and console that have passed testing will be released in batches, so keep an eye out on your in-game mod browser to see when new mods are added.


Please note: Not all PC mods will make it to consoles or Mac, and we kindly ask that you do not build upon an existing mod or port another mod author’s mods in an attempt to make them available in the in-game mod manager.

Mod authors work hard to create their mods, whether they upload them via our Toolkit or third-party sites. Please respect their time and work!

To read up on what mods you can expect for console and Mac, please click here!



Navigating The In-Game Mod Manager



Browsing Mods In-Game

  1. Discover mods by heading to the in-game Mod Manager when you start the game!

  2. On the Browse tab, use the filters to browse through a range of different mods.

  3. Please read the mod Description carefully. You may need to take additional steps for the mod to work correctly, such as downloading a separate mod or adjusting in-game settings.

  4. Hit the download button to install a mod, wait for it to download, and get ready to play!

Managing Your Mods

  1. Head to the Installed tab to view your installed mods.

  2. Disable or enable mods by checking the box to the right of the mod.

  3. Disabling some mods might affect your existing saves, so it’s a good idea to keep this in mind when you install mods!




Synchronising Mods

Whether you’re loading a modded savegame or planning on playing Multiplayer with your mods enabled, you’ll need the same version of mods installed.

Say hello to the Verification Window! This window is designed to give you all the information and opportunity to synchronise the mods you currently have installed/enabled to the savegame or multiplayer game that you’re trying to join.

When loading a savegame from either the main menu or when joining a Multiplayer session through direct connect from the lobby or by selecting a server, this window will be triggered.

Support Guide: How to enable Direct Connections.


When the Verification Window is shown, you might be presented with a few different options, which we’ve detailed in the table below.

[table equalcells=1]
[tr]
[td]Download[/td]
[td]You’ll see the option to download a mod if you don’t already have it installed, but the Multiplayer session or savegame has that mod enabled.[/td]
[/tr]
[tr]
[td]Enable[/td]
[td]If you don’t have a mod currently enabled, but the Multiplayer session does, you’ll see the option to enable it.[/td]
[/tr]
[tr]
[td]Update[/td]
[td]You’ll see the option to update a mod if you have the mod enabled, but the Multiplayer session has a newer version.[/td]
[/tr]
[tr]
[td]Downgrade[/td]
[td]You’ll see the option to downgrade a mod if you have the mod enabled, but the Multiplayer session has an older version.[/td]
[/tr]
[tr]
[td]New Mods[/td]
[td]Mods listed under New Mods are ones that you have enabled but are not enabled in the Multiplayer session you are joining.[/td]
[/tr]
[tr]
[td]Third-Party[/td]
[td]Mods listed as Third-party are mods that are not available via the in-game mod browser.[/td]
[/tr]


Cross-saves and Patch 7

With Patch 7 now rolling out to Mac and console players, cross-saves will once again be compatible. If you have PC saves that include curated mods (mods that have been approved for console or Mac), these should now work on your platform, and you will be prompted to download these mods when you try to use a cross-save on another platform.

If you have been playing with mods on PC that were not approved for console, the cross-save using these mods cannot be loaded on console.

Platform-based Achievements

Achievements are automatically disabled when you’re using mods, so keep this in mind if you’re still planning on completing your Baldur’s Gate 3 achievements!

Troubleshooting Mods

When you download and play with files that modify your game, you change the way your game behaves, which can create conflicts with the way your game is designed to run.

While console mods undergo basic stability testing, they are community-made, and changes to the game, such as a new update or mods with certain dependencies or conflicts, can impact how your mods function.

Playing with a modded save sometimes means that issues can occur, such as:


  • Failing to load past a certain percentage when starting a save
  • Crashing on launch
  • Issues with the UI, including missing options or overlapping menus
  • Shader issues, including missing makeup or face textures
  • A land of naked avatars during Character Creation


If you run into an issue while using mods, you can help our support team track bugs by identifying whether the problem is with the game itself or a mod you may have installed. Understanding the distinction means we can offer you better official game support. However, we are unable to directly manage or fix any community-created mods.

Reporting Supported Mods: If you’ve noticed a mod that violates our guidelines, you can report it using the reporting functionality on the mod listing.



Try these steps:

  • Navigate to the in-game Mod Manager and un-check your installed mods. With the mods disabled, see if the issue persists.
  • If the issue no longer persists, and therefore seems related to a particular mod, you can reach out to the mod author and leave them a comment on the mod listing that explains some more about the issue you’re experiencing.
  • If the issue persists without the mod installed and you believe the issue is with the base game, please report it to our support team using this report form.


Please note: If you are using third-party mods on PC, uninstalling and reinstalling the game will not remove all mod files. Please follow the steps outlined here to remove third-party mods!



Mods To Get You Started



Patch 7 releases on console with more than 60 community-made mods available and ready to download! Here are some of our favourites to get you started.

Adjustable Party Limit by PixellBytes
Available on: PC, Mac, and Console

A favourite for many, this mod by PixellBytes allows you to leave no companion behind as you journey through the Sword Coast!

Adding spells that allow you to adjust the number of companions in your party, you’ll now have the opportunity to bring along up to 15 other party members. This mod also works in Multiplayer, but you’ll need to make sure everyone has the same mods loaded!



ImpUI (ImprovedUI) by Djmr
Available on: PC, Mac, and Console

Djmr’s ImpUI provides support for UI mods, and acts as a dependency for layout tweaks to the Character Creation screen, so this is a great one to have in your arsenal if you’d like to experiment with your character’s appearance!

The ‘Chin’ category here is used by the Kay’s Hair Extensions mod, with ImpUI.



Mods that are required to make another work are referred to as a dependency. These mods can be seen in the mod listing and should be automatically downloaded and enabled when you download a mod that requires it as a dependency.



FaerunColors by TechRoot
Available on: PC, Mac, and Console

Complete with more than 80 dyes that aim to represent Deities and famous entities from Faerun, TechRoot’s mod allows you to switch up the colourways of your favourite garments with a range of dyes that you’ll be able to find in your camp chest!



Faces of Faerun by Aloija
Available on: PC
Dependency Mod Required: ImpUI (ImprovedUI)

If vanilla isn’t your flavour, then Aloija’s mod could be the one for you!

This mod adds a range of alternative heads for Character Creation and uses ImpUI, mentioned earlier in this list, to allow you to access and customise the available heads.



Kay’s Hair Extensions by perseidipity
Available on: PC
Dependency Mod Required: ImpUI (ImprovedUI)

Are Gale’s locks not voluminous enough for you? Then Kay’s Hair Extensions mods could be the perfect option for you! This mod includes a range of hair pieces that have been meticulously cut and snipped from existing vanilla hairstyles, allowing you to mix and match styles to create unique looks.



UnlockLevelCurve by Dustbag
Available on: PC, Mac, and Console

If you’re interested in multiclassing and want to continue your journey beyond Level 12, Dustbag’s UnlockLevelCurve mod allows you to continue to climb through levels 13-20, as well as provides more resources, spell slots and class features!



All Camp Clothes and Dyes by KatLix
Available on: PC

Head to camp and let out your passion for fashion with KatLix’s All Camp Clothes and Dyes mod, which offers you containers containing all camp clothes, all origin clothes, all underwear and shoes, as well as dyes and dye removers.



Weightless Gold by Curious_George
Available on: PC, Mac, and Console

If your pockets have been weighing you down and causing you to strut around the Sword Coast, this mod changes the weight of gold to 0, so you can go about your day without dragging your feet!

Want to really go fast? Weightless Consumables by Belinn is another great mod also available on console that makes a number of consumables entirely weightless.



Leicarna's Piercings: Crystals by Leicarna
Available on: PC

Leicarna’s mod adorns the ears of all vanilla races (except dragonborn), with glitz and glam in the form of four new piercing sets with multiple colour variations that can be added during Character Creation.



Better Inventory UI by Caites
Available on: PC, Mac, and Console
Dependency Mod Required: ImpUI (ImprovedUI)


This mod by Caites adds a range of icons to help distinguish read and unread books, throwable items, consumable drinks and alchemy components, better identify instruments from weapons, highlights camp clothing from that of armour, as well as usable items.

This mod also has an add-on mod that can be downloaded to add new icons and categorise food, dyes, healing potions, arrows, and story-related items!



New to the world of modding? Feeling overwhelmed, frightened, yet desperate to give Astarion a beard? We’ve also prepped a video walking through some of the best starter mods, on the newly launched Larian: Channel from Hell which promises exclusive behind-the-scenes looks, developer interviews, and more regularly scheduled chaos: https://youtu.be/DQYMwztczUs

Hotfix #27 Now Live!

Hey everyone,

Along with Patch 7 rolling out today to those on console and Mac, we are releasing an additional hotfix on all platforms that addresses some issues and generally further improves your modding experience!

Console and Mac players! Today’s update brings to you the following:


Thank you for continuing to share your Patch 7 experience with us! We’re continuing to work on resolving some of the issues you have reported, including the “Connection Failed—Error” when joining a multiplayer game through Steam. For this particular issue, our support team has put together a workaround that you can follow to avoid running into this issue while we continue to investigate it.

If you’ve experienced an issue while playing Patch 7 and have confirmed via troubleshooting that the issue persists without mods installed, please follow the steps here to contact our support team.

Patch 7 & Modding Information

Looking to revisit the latest patch notes or want to try your hand at modding?
Check out the links below!



MODDING



Mod Manager



  • The 'Trending' filter now correctly shows the trending mods.
  • Fixed an issue preventing you from immediately starting a modded multiplayer game after installing the required mods via the Mod Issues window.
  • Fixed an issue on controller preventing you from loading a modded game after disabling the mod in the Mod Issues window.
  • Fixed the Load Game interface registering the input of the arrow keys and the enter key in the background while the Mod Issues window is open.
  • Fixed a crash when disabling a mod that adds a weapon with an OnEquip passive.
  • Made sure 'Uninstall'/'Unsubscribe' show up correctly on the Mod Details page and the Installed tab, and added a label for mods you're subscribed to on the Browser tab on controller.
  • Improved the messaging for when multiple mods fail to download through the Mod Manager.
  • Made the Mod Issues window wider.
  • Updated the mod.io login screen to improve spacing across different languages.
  • Fixed the alignment of the warnings in the Mod Issues window when accessed via the Load Game button, and added confirmation for installed as well as subscribed mods on controller.
  • Fixed the position of the download bar on controller and fixed the button prompt order on the Mod Details page.
  • Improved the alignment and spacing on the account creation and login screens in the Mod Manager.
  • Fixed UI elements overlapping the Report button when you're not logged into mod.io.
  • Fixed the Memory Used element in the Mod Manager sometimes displaying the size of a mod instead of the actual memory used.
  • Added the third-party mods warning to the Main Menu on consoles and improved its appearance, particularly on split screen.
  • Closing the Mod Details page to go back to the browser will now maintain selection on the mod you just viewed.
  • The scroll bar in your Installed Mods list will no longer jump to the top after you uninstall a mod.
  • Hid the Memory Used text when opening an image on the Mod Details page.
  • Fixed the Memory Used text not showing the correct value in certain cases.
  • Removed an unnecessary vertical scrollbar that would appear when there were more than four images on the Mod Details page.
  • Going to the main menu and then reopening the Mod Manager while a mod is downloading will now correctly indicate that it's still downloading instead of displaying the 'Download' button again.
  • The scrollbar in the mod browser will now jump to the top when you go to a new page.
  • Fixed the 'Uninstall' button sometimes not working on the Mod Details page.
  • Fixed the wrong email address causing a password error when trying to log into the Mod Manager, requiring you to retype your password even if that was correct.
  • Fixed an issue with the Mod Manager's page selector, which would return to Page 1 if you clicked on a page beyond Page 9.
  • The Mod Issues window will no longer warn you about unresolved issues for mods in the New Mods Detected section.
  • When you successfully create or log into a Larian Account via the Mod Manager, you'll now immediately get led to the mod.io splash screen.
  • Improved the loading speed of thumbnails in the Mod Manager.
  • The tab key now works in the account creation and login screens.
  • Opening the Mod Details page from your Installed tab and then going back to the Installed tab will now maintain selection on the mod you just viewed.
  • The reasons for reporting a mod are now radio buttons instead of checkboxes.
  • The search filters in the Mod Manager are now enabled by default on keyboard and mouse.
  • Fixed the 'Update' button still appearing after you update to the latest version of a mod.
  • Fixed two sounds playing instead of one when changing pages in the Mod Manager on controller.
  • Fixed a button getting cut off on the Japanese localisation of the Mod Manager's splash screen.
  • Fixed the Mod Issues window displaying misleading warnings for mods that have yet to fully load.
  • Added a scrollbar to the Mod Details page on controller so you can now read longer descriptions, and fixed some UI elements getting cut off on certain aspect ratios on keyboard and mouse.
  • Fixed the aspect ratio of mod images in the Mod Manager.
  • The Mod Issues window now shows a spinning wheel while mod information is loading.
  • Fixed the mod loading order when enabling or disabling mods or when loading an unordered modsettings file.
  • Fixed incorrect mod names appearing in the Mod Issues window when loading a savegame with additional third-party mods enabled.
  • Fixed the wrong button prompt showing up on controller on the Mod Details page.


Toolkit



  • In the UUID Object Editor, fixed the formula bar not correctly updating to reflect the text selected in the SpellList column.
  • Fixed a crash when deleting a visual texture that shares a GTex with another visual texture and when trying to preview this still-existing visual texture with no GTex.
  • Prevented the splash screen from being modded, which could let you bypass accepting terms and conditions.
  • Fixed a crash when opening the Project Settings window when a mod is also in the downloaded folder.
  • Fixed the Root Template Manager selecting more than one item when changing folder. This could cause it to, for example, delete more than one item when clicking the 'Delete Selected' button.


GAME


Gameplay



  • Reminded characters how to use ladders.
  • Fixed items disappearing when sending a container with a stackable item inside to a companion that has a stackable item of the same type in the main inventory.
  • Fixed items inside a container not scattering when you destroy the container.
  • Fixed BOOOAL being invisible when starting combat.
  • Fixed some horizontal lines appearing when Ambient Occlusion is on.
  • The Ruleset options are now available in the Custom Mode settings if you select the mode via the multiplayer lobby.


Crashes and Blockers



  • Fixed a crash related to missing equipment for new modded classes.
  • Fixed an occasional crash when returning to the main menu from the multiplayer lobby.
  • Fixed a potential soft-blocker caused by falling beneath an elevator in the Mind Flayer Colony and getting stuck there. Characters who slip through the gaps will now die and become Soul Echoes.
  • Fixed a crash when trying to load into a playthrough instead of a particular savegame within that playthrough.


Cinematics



  • Wyll will no longer be squatting over an invisible throne during his evil ending cinematic.
  • Fixed an NPC popping into place before meeting his grizzly end in the Dark Urge evil ending cinematic.
  • Fixed some camera bugs when talking to His Majesty. Also fixed a case where His Majesty would appear unambiguously headless, revealing his glowing, hollow insides.
  • Fixed some camera bugs and freeze-frames during Karlach's evil ending cinematic.
  • Fixed some minor visual bugs during the Dark Urge evil cinematic atop the Netherbrain, including Karlach baring her bottom teeth for an uncomfortably long time.


Writing



  • The Shattered Flail's description now indicates that it doesn't trigger other passives that react to healing.
  • Fixed several typos and other minor text issues across the game.

Hotfix #26 Now Live!

Hey folks,

We’ve got a short and sweet PC hotfix releasing today that is resolving a game crash, as well as restoring your ability to switch back to a non-Honour-Mode save without fighting for your life with enemies retaining their Honour Mode Legendary Actions. Whoopsies.

With October less than two weeks away, console and Mac players can expect Patch 7 to arrive soon! This release will also bring some further minor tweaks and fixes for the in-game Mod Manager on PC.

Thank you for taking the time to share your feedback on Patch 7! If you’re still noticing a few incompatibility issues with mods, give our troubleshooting a go and try uninstalling your mods to confirm whether the issue persists without them installed. If you continue to have issues after uninstalling all mods, you can reach out to our support team by clicking here.

Whether you’re making the most out of the new in-game Mod Manager or continuing to use third-party mods alongside it, please remember to be kind and patient to mod authors.
Not all of your favourite mods may be available to install in-game, and it’s important to note that attempting to port or recreate another person’s mods using the Baldur’s Gate 3 Toolkit is not permitted. Give our modding guidelines a read by viewing them here.

Hotfix #26



Mod Manager



  • Resolved some issues with mod filters not working as intended.
  • Fixed an unexpected crash when navigating the in-game Mod Manager.

Game



  • Honour Mode enemies should no longer retain their Legendary Actions when switching from an Honour Mode save to a non-Honour-Mode save.


Patch #7 Now Live!

Hey gang,

Are you ready to embrace evil? Do you yearn to see the consequences of unleashing your inner jerk?

Great! Because Patch 7 releases on PC, today! And with it come new evil ending cinematics, along with Honour Mode improvements and new Legendary Actions, split screen improvements, a new way to mod your game, and a whole bunch of gameplay improvements and bug fixes.

Mac and console players, this is one of those patches that is so packed with changes and new features - including official modding support for all platforms - that it’s going to take a little longer to get this patch through all the necessary technical checks and requirements and into your hands. Although later than we originally expected, Patch 7 is headed to console and Mac in October, and we will keep you updated with our progress!

Unfortunately, this does mean that console players will not be able to load cross-saves if they come from Patch 7 on PC - and multiplayer between PC and Mac will not be possible. We are still working on bringing crossplay to Baldur’s Gate 3, and like Patch 7, this requires a lot of work and testing before we're prepared to release it into the wild.

We’ve still got a few more patches up our sleeve for Baldur’s Gate 3 - which will include both crossplay and photo mode, alongside other fixes and updates. But eventually all stories must come to an end. As Swen said during last week’s PAX West panel in Seattle - our final live panel for Baldur’s Gate 3 - it’s time for the team to go back to our cave and hang the armour on the wall while we focus on bringing you our next project.

In case you missed it, you can catch up on the panel here for a fond look-back at the making of Baldur’s Gate 3, as well as answers to some of your most infernally burning questions.

Patch 7 is certainly a big ‘un, and we’ve been busy tackling feedback and game bugs thanks to the help of mod authors who’ve been testing and populating the modding hub, as well as players who have been sharing their experience with Patch 7 during the Closed Beta. Thank you to all of you who had the opportunity to take part. The playtest has now ended and we’ll be taking this experience and carrying learnings from it into the future!

Patch 7 is approximately 11.6GB on PC, and will require 160GB of free space to install. If you find yourself without the space to install the update, we recommend uninstalling Baldur’s Gate 3 and then re-downloading the patched version!

As with any patch, some third-party mods may still become incompatible after our latest update. Please try uninstalling your mods and confirm whether the issue persists without them installed. If you continue to have issues after uninstalling all mods, do reach out to our support team. Please also remember to be patient with mod authors as they make any relevant adjustments to their mods!

We know many third-party mods utilise Script Extender, and as part of the Toolkit and patch testing with mod authors, efforts to help support compatibility with Patch 7 should mean that mods that require Script Extender will continue to work.

A big thank you to Norbyte, creator of Script Extender, and to all of the mod authors who have contributed to the Toolkit with their feedback! We couldn’t have done it without you.

And with that, let’s take a look at this thing!



Does Corruption Call Your Name?




The Sword Coast is yours to command, to rule like no other.

Whether you embraced absolute power, carried out your father’s will, played as an Origin character or were generally a menace to society, you’ll find Patch 7 now introduces 13 new cinematics that offer varying conclusions to your most evil playthroughs.

If you’re a streamer who is very demure, very mindful, and you use the 'Show Cinematic Nudity' option in the game's settings, it’s worth noting that we’ve now renamed this option to 'Show Sexual and Violent Cinematics' and updated its description to more accurately indicate what it does. This setting toggles explicit content plus a few select moments of extreme violence that may be distressing to some. We might have also embraced corruption a little too much because the new evil ending cinematics have been included in this setting. They really are that evil.

This setting does not affect your adventure, your choices, or your access to romance options; however, it does block sexual content with nudity and particularly violent scenes with gore.


Well, she got her dragon. But at what cost?

Whether you’re starting a new game or loading an old save to relive your battle with the Netherbrain, you’ll get to see these new cinematics depending on the choices you make.

It’s a One-Night Kinda Thing



We remember clearly stating in Community Update #28 that if you are playing as the Dark Urge, a certain bard would now be able to join the party as a controllable character at camp if there’s an empty slot, TEMPORARILY.

It would seem some of you didn’t pick up what we were putting down.

There are no new companions. There is only death.


The day the music died.

New Honour Mode Legendary Actions





To add to the nightmare fuel, we’ve also made some improvements to Honour Mode combat, like giving Malus Thorm a new Legendary Action called Grasping Appendage. Gross.

A New Way to Mod Baldur’s Gate 3



We’re also bringing you another way to mod your Baldur’s Gate 3 saves, with Patch 7 introducing our very own in-game Mod Manager and modding Toolkit, which can be downloaded on Steam for PC players!

With this new and supported way to create and install mods, you should see improvements in compatibility and accessibility, and can rest more assured that your supported mods work wherever you’re playing Baldur's Gate 3, which will include consoles a little down the line.

In-Game Mod Manager




Browse Baldur’s Gate 3 mods straight from the game!

Mods that are created and uploaded via our Toolkit can be browsed and installed directly from the game itself.


Enable or disable mods from the Installed tab.

Manage your mods for multiplayer parties by ensuring you have the same mods installed and enabled.


View and manage your installed mods.

Baldur’s Gate 3 Toolkit




Baldur’s Gate 3 Toolkit - Project Selection.

The Baldur’s Gate 3 Toolkit is a separate application on the Steam store that you can download for free that allows you to create mods specifically for Baldur’s Gate 3.


Scripting Changes using Osiris.

Baldur’s Gate 3 will also now officially support some scripted mods using Osiris, our in-house scripting language. This means mod authors will be able to reload their own scripts, handle build errors, and also carry out basic debugging.


Publish a mod straight from the Toolkit!

Whether you want to mod Baldur’s Gate 3 with supported or third-party mods and mod managers - you’ll always have that choice, but if you would like to give our Toolkit a go and try your hand at making a mod with our very own tools, head on over to your Library and select the option to view Tools. If you own Baldur's Gate 3 you should have the Baldur's Gate 3 Toolkit automatically added to your Library.

To download the Toolkit and the Data DLC necessary for mod creation, you’ll need to make sure that DLC is enabled through the Baldur’s Gate 3 store page, and check that ‘Tools’ is checked in your Steam Library to make the application visible once installed!

You can do this by:

  • Going to your Steam Library
  • Right-clicking on Baldur’s Gate 3
  • Selecting properties, then DLC
  • In the Install column, check that Toolkit Data DLC is checked



To make sure Tools is selected as showing, use the dropdown navigation above your Library search bar.



Getting Started With Modding



To help you get set up with supported mods, we’ll be posting a Community Update in the not-so-distant future that’ll go into some more detail on both creating and using supported mods, so make sure to keep an eye out!

In the meantime, we’ve prepared some further guides to help kickstart your modding adventure:


For more helpful information on creating your own mods, don’t forget to refer back to the Getting Started guide!

As Swen also mentioned during the panel at PAX, we want to spotlight your creations on our new YouTube channel, Larian: Channel From Hell, so make sure to keep an eye out for regular mod features, and if you’d like to find out more or get involved, join the Larian Studios Discord server!

Bug Fixing & Gameplay Improvements

While Patch 7 brings a deluge of new features, improvements, and more, it’s also delivering plenty of bug fixes!

Once again, these patch notes turned out to be too long for Steam, so please head over to the main Baldur's Gate 3 website to read the full patch notes!

Take a look at some of the highlights:

HIGHLIGHTS



  • Introducing 'Evil Endings': Brand new cinematic endings for the truly villainous playthroughs.
  • Added our very own Mod Manager, which lets you browse, install, and use mods created by the community.
  • Revamped split screen gameplay: When playing on split screen, the two halves of the screen will now dynamically merge together when player characters come close to each other in-game, and dynamically split back up when the characters move apart. This revamp comes alongside many other improvements and polishes to improve the overall split screen experience.

Honour Mode Combat



  • If Dror Ragzlin finds himself inside the spider pit, he'll try his best to befriend the spiders residing there with a new spell called Arachnid Compulsion so they can band together to fight the real enemy - you.
  • The Bulette has a new condition called Diamond Scales and a new Legendary Action called Shredding Scales.
  • Malus Thorm has a new Legendary Action called Grasping Appendage.
  • Added a new aura and spell for Spectators: Panicked Sentinel and Ocular Nightmare, respectively.
  • Ch'r'ai Tska'an, the leader of the githyanki ambush in Act II, has a new Legendary Action called Soul Sacrifice.
  • Ch'r'ai Har'rak, the githyanki leader at the Knights of the Shield Hideout, has a new Legendary Action called Tu'narath's Embrace.
  • Ptaris has a new Legendary Action called Ptarian Dogma.

UI



  • Updated the Reactions UI so that you only have to toggle the Reactions you want to use and then confirm them. (This saves you from having to select 'Do not react' multiple times!)
  • Added a new Equipment Options menu to the Character Sheet on controller.
  • The panel that opens to 'Donate' magic items to Gale will now also show items in your Traveller's Chest. It also now indicates which items are currently equipped.
  • We noticed some of you hiccoughing bubbles, so the action for washing yourself with soap and sponges is now called 'Use' instead of 'Consume'.
  • Fixed your player character's name getting reverted to 'Custom' during Character Creation if you moved on to create your Dream Guardian and then went back to edit the player character again.
  • Fixed the wrong spell Ability showing up when selecting a Feat during Level Up.

Art



  • Added a new loading screen in Act III, showing the busy streets of Baldur's Gate.
  • Fixed the skirt part of the Adamantine Splint Armour missing for female dwarves.
  • Fixed the Adamantine Scale Mail clipping on large male characters.

Gameplay



  • You can now start Custom Mode games using Honour Mode mechanics when starting a new playthrough. You'll be able to do this via the 'Ruleset' dropdown.
  • The kuo-toa that promised to build you an army will now support you in the final battle. Unless they all died in Act I.
  • The help that the Gondians promised for the final battle will now arrive in the form of a friendly Steel Watcher. Apologies from Zanner Toobin for the delay.
  • The hair colour options in Character Creation will now remain accessible after you choose the bald hairstyle, so that you can continue fiddling around with eyebrow colours.
  • Overhead dialogues that support multiple player characters can now involve characters assigned to different players. (They were limited to characters controlled by a single player until now.) This means that there will be more banter among player characters in multiplayer games.
  • Group Hide will no longer affect summons that aren't linked to the group in the Party Line.
  • Changed the behaviour for selecting camp supplies for a Long Rest. When selecting camp supplies that are stacked, the game now only takes what it needs from the stack.
  • You can no longer cheese the Leap of Faith trial at the Gauntlet of Shar by just clicking the final platform and letting your character pathfind their way there. Shar threatened to smite us if we didn't fix this one.
  • Fixed a bug where resurrecting Lae'zel on the beach in Act I would cause her to appear in the Party Line but not in the world, preventing you from leaving Act I.
  • Patched up some savegames where Gale still had his Necrotic Aura when he shouldn't on load.
  • Fixed Minthara's body sometimes turning invisible on the Level Up screen. (We sorta liked the floating-head-and-hands look, but hey.)

Animation



  • Astarion now has idle animations at camp that aren't just him reading a book.
  • Added a new idle animation for Minsc at camp - Boo may or may not have taught him some tai chi.
  • Karlach will no longer brush the shaved side of her head.
  • Polished the appearance of neck kisses in lovey-dovey scenes with Shadowheart on the Sharran path for characters with large body types and dragonborn characters.

Writing and Flow



  • Dotted some dialogue options and voiced lines into a handful of dialogues across the game, particularly to account for edge-case flows. These changes are described in more detail in the main patch notes below.
  • Added three new Narrator lines for Dark Urge characters to add a bit more reactivity across the game. These additions are described in more detail in the main patch notes below.
  • Resolved an issue that had been rendering some romance party banters inaccessible while adventuring.
  • Fixed a flow issue where Avatar Lae'zel did not have the option to leave and ascend or stay on Faerûn after the Netherbrain is defeated.
  • Added a dialogue option asking for a kiss in more paths of Wyll's epilogue dialogue.
  • If you're in holographic form in the epilogue, Wyll won't automatically assume he's talking to Lae'zel.
  • A bug that had been preventing Wyll’s romance greeting from triggering has now been fixed, so players in Act III who have a stable, loving, and committed relationship with Wyll will now see his romance greeting triggering correctly.
  • Fixed priorities on Wyll’s greetings so that low approval greetings will now trigger accordingly for players with low approval.
  • Companions should now be more sympathetic to Astarion fleeing from the sun.
  • Added a new dialogue in which Karlach will react to Dammon if she finds him dead after he told her that he can help her.
  • In Act II, Minthara will now react to you having knocked her out in Act I.

Scripting



  • Fixed several issues (related to resurrecting characters via Withers, restructuring the party at night, and automatic camp night scenes) that would trap you in an eternal slumber, unable to end a Long Rest.
  • Fixed a bug causing Shadowheart to keep repeating one line when you talk to her after she's resurrected by Withers from the Shadowfell.
  • Fixed a small flow issue preventing you from commenting on Gale's last name.
  • Fixed several occurrences of Wyll still having an exclamation mark above his head when he already told you everything he had to say.
  • When playing as the Dark Urge, Minthara will no longer act as though you accepted Bhaal when you've been stripped of his influence.
  • Fixed a broken kissing scene after you gave Shadowheart the Idol of Shar.
  • Fixed an issue where Jaheira would stop following the party after spending a night outside of the party.
  • Fixed the rune tablets on the nautiloid sometimes not triggering the Narrator's lines.
  • Clerics of Lathander should now recognise his symbol on a Lathanderian amulet.
  • Ensured the avatar is prioritised as the main speaker in dialogues related to the hag's Act I surrender.
  • Minthara does, in fact, now have something to say about Orin after you kill her.
  • Made the romance scene at night with Wyll in Act III unskippable if it triggers to avoid accidentally skipping it and not being able to finish the romance arc.
  • If Avatar Karlach and Wyll are partners and go to the Hells together, he'll now act accordingly during the epilogue.
  • Fixed Karlach's scene in Avernus not playing if you decided to go with her when playing as Wyll.
  • A bug has been fixed so that Wyll will now talk to his father if Ansur is defeated after the pact with Mizora is broken but Ravengard is saved from the Iron Throne despite this, to decide on his title.
  • Lae'zel will now wait a little longer for you at the site of her recruitment if you tell her you'll be back.
  • Improved Lae'zel's idle camp behaviours to align a bit better with the other companions'.
  • Fixed the fade-to-black after Karlach's scene in Avernus at the end of the game, which would give you a very brief glimpse of Game Developer Land.
  • Breaking up with Karlach by speaking with another companion you're dating the morning after her romance scene won't block her dialogue anymore.
  • Reinstated Gale's last line in his detailed explanation of ceremorphosis and tweaked a dialogue option to react to it.
  • Now that you can give Gale magic items from the Traveller's Chest, he will leave again if you refuse to do so.
  • Patched up some savegames that had a bug that would prevent the dialogue between Gale and Mystra at the end of the game from triggering.
  • Fixed a bug that let you kiss Gale even if he was in a disguised form before confronting the Netherbrain.. Also fixed this dialogue with him cutting off before you could give him a smooch.
  • Reworked the script that determines whether a character is too busy to talk. This will prevent bugs like Minthara's dialogue not triggering at Moonrise Towers after you rescue her, and knock-on effects as a result of this, like not being able to rest or fast travel.

Performance



  • Continued to make performance and stability optimisations across the game and implemented many under-the-hood code fixes.
  • Optimised performance. This will have a more noticeable impact in areas with large numbers of NPCs (like the Lower City) and will reduce peak memory usage when loading levels for the first time. It will also be noticeable when managing lots of loot (e.g. when transferring everything from a camp chest to a character's inventory).

Cinematics



  • Reworked and revamped the cutscene that plays when you interact with Ansur's bones in the Wyrmway.
  • Polished facial expressions and emotions across companion dialogues, including to the facial animations of your character during some kissing cinematics, including with the Vampire Lord Astarion.


(Continue reading the FULL Patch Notes here!)

Closed Beta Delay & Patch 7 Highlights

Hey gang,

Well, the Patch 7 Closed Beta was set to begin today, but while preparing the build for you, we were once more humbled by the classic lesson taught to every game dev while playing bug-fix whack-a-mole: if you fix one bug over here, another one might still pop up over there.

This happened with one of the fixes we wanted to introduce in Patch 7, which has caused passive rolls to stop working. We’re trying to figure out how we got here, so while we do that, we’ll be pushing the Closed Beta back to later this week.

On the plus side, if you haven’t yet registered for your chance to take part in the beta, you still have time! You can register to be randomly selected by visiting the Baldur’s Gate 3 store page on Steam.

To tide you over, we wanted to share with you a list of highlights from the Patch 7 notes, which include over 1,000 fixes and improvements!

As well as the new Evil Ending cinematics, split screen improvements, and the Modding Toolkit, these fixes include: making the way you use soap a bit clearer (we were noticing too many suspicious teeth marks on the bars), dissipating Gale’s Necrotic Aura when it should dissipate (terrible vibes), and making sure Jaheira doesn’t stop following the party after a Long Rest (she just needed a longer rest).

Also, by popular demand, you will now be able to turn on the Honour Mode mechanics in a Custom Mode playthrough! Select the option in the Ruleset dropdown menu and you’re set for new exciting battle mechanics without the pressure of Honour Mode.

For more information and some visual sneak peeks, you can also check out our latest Community Update!

Remember that Patch 7 will only be live in the Closed Beta on Steam for the time being, and we still expect to release it live to all players in September.

Spoilers: As always, some of these entries might contain spoilers, so proceed with caution!


HIGHLIGHTS



  • Introducing 'Evil Endings': Brand new cinematic endings for the truly villainous playthroughs.
  • Added our very own Mod Manager, which lets you browse, install, and use mods created by the community.
  • Revamped split screen gameplay: When playing on split screen, the two halves of the screen will now dynamically merge together when player characters come close to each other in-game, and dynamically split back up when the characters move apart. This revamp comes alongside many other improvements and polishes to improve the overall split screen experience.

Honour Mode Combat



  • If Dror Ragzlin finds himself inside the spider pit, he'll try his best to befriend the spiders residing there with a new spell called Arachnid Compulsion so they can band together to fight the real enemy - you.
  • The Bulette has a new condition called Diamond Scales and a new Legendary Action called Shredding Scales.
  • Malus Thorm has a new Legendary Action called Grasping Appendage.
  • Added a new aura and spell for Spectators: Panicked Sentinel and Ocular Nightmare, respectively.
  • Ch'r'ai Tska'an, the leader of the githyanki ambush in Act II, has a new Legendary Action called Soul Sacrifice.
  • Ch'r'ai Har'rak, the githyanki leader at the Knights of the Shield Hideout, has a new Legendary Action called Tu'narath's Embrace.
  • Ptaris has a new Legendary Action called Ptarian Dogma.

UI



  • Revised and reorganised the in-game video options to be more logical and robust. You now have an Upscaling Type drop-down, an Upscaling Mode drop-down, and an Upscaling Sharpness slider, followed immediately by the options that are affected by them.
  • Updated the Reactions UI so that you only have to toggle the Reactions you want to use and then confirm them. (This saves you from having to select 'Do not react' multiple times!)
  • Added a new Equipment Options menu to the Character Sheet on controller.
  • The panel that opens to 'Donate' magic items to Gale will now also show items in your Traveller's Chest. It also now indicates which items are currently equipped.
  • We noticed some of you hiccoughing bubbles, so the action for washing yourself with soap and sponges is now called 'Use' instead of 'Consume'.
  • Fixed your player character's name getting reverted to 'Custom' during Character Creation if you moved on to create your Dream Guardian and then went back to edit the player character again.
  • Fixed the wrong spell Ability showing up when selecting a Feat during Level Up.

Art



  • Added a new loading screen in Act III, showing the busy streets of Baldur's Gate.
  • Fixed the skirt part of the Adamantine Splint Armour missing for female dwarves.
  • Fixed the Adamantine Scale Mail clipping on large male characters.

Gameplay



  • You can now start Custom Mode games using Honour Mode mechanics when starting a new playthrough. You'll be able to do this via the 'Ruleset' dropdown.
  • The kuo-toa that promised to build you an army will now support you in the final battle. Unless they all died in Act I.
  • The help that the Gondians promised for the final battle will now arrive in the form of a friendly Steel Watcher. Apologies from Zanner Toobin for the delay.
  • The hair colour options in Character Creation will now remain accessible after you choose the bald hairstyle, so that you can continue fiddling around with eyebrow colours.
  • Overhead dialogues that support multiple player characters can now involve characters assigned to different players. (They were limited to characters controlled by a single player until now.) This means that there will be more banter among player characters in multiplayer games.
  • Group Hide will no longer affect summons that aren't linked to the group in the Party Line.
  • Changed the behaviour for selecting camp supplies for a Long Rest. When selecting camp supplies that are stacked, the game now only takes what it needs from the stack.
  • You can no longer cheese the Leap of Faith trial at the Gauntlet of Shar by just clicking the final platform and letting your character pathfind their way there. Shar threatened to smite us if we didn't fix this one.
  • Fixed a bug where resurrecting Lae'zel on the beach in Act I would cause her to appear in the Party Line but not in the world, preventing you from leaving Act I.
  • Patched up some savegames where Gale still had his Necrotic Aura when he shouldn't on load.
  • Fixed Minthara's body sometimes turning invisible on the Level Up screen. (We sorta liked the floating-head-and-hands look, but hey.)

Animation



  • Astarion now has idle animations at camp that aren't just him reading a book.
  • Added a new idle animation for Minsc at camp - Boo may or may not have taught him some tai chi.
  • Karlach will no longer brush the shaved side of her head.
  • Polished the appearance of neck kisses in lovey-dovey scenes with Shadowheart on the Sharran path for characters with large body types and dragonborn characters.

Writing and Flow



  • Dotted some dialogue options and voiced lines into dialogues across the game to add some more overall reactivity, particularly to account for edge-case flows.
  • Dotted more Dark Urge reactivity (dialogue options and Narrator lines) into dialogues across the game.
  • Resolved an issue that had been rendering some romance party banters inaccessible while adventuring.
  • Avatar Lae'zel can now decide what she wants to do at the end of the game after the brain is defeated even if she wasn't the avatar making the choices in the main dialogue.
  • Added a dialogue option asking for a kiss in more paths of Wyll's epilogue dialogue.
  • If you're in holographic form in the epilogue, Wyll won't automatically assume he's talking to Lae'zel.
  • Gave Wyll a new greeting for romance partners in Act III and characters with really low approval.
  • Companions should now be more sympathetic to Astarion fleeing from the sun.
  • Added a new dialogue in which Karlach will react to Dammon if she finds him dead after he told her that he can help her.
  • Minthara will now react if you knock her out in Act I.

Scripting



  • Fixed several issues (related to resurrecting characters via Withers, restructuring the party at night, and automatic camp night scenes) that would trap you in an eternal slumber, unable to end a Long Rest.
  • Fixed a bug causing Shadowheart to keep repeating one line when you talk to her after she's resurrected by Withers from the Shadowfell.
  • Fixed a small flow issue preventing you from commenting on Gale's last name.
  • Fixed several occurrences of Wyll still having an exclamation mark above his head when he already told you everything he had to say.
  • When playing as the Dark Urge, Minthara will no longer act as though you accepted Bhaal when you've been stripped of his influence.
  • Fixed a broken kissing scene after you gave Shadowheart the Idol of Shar.
  • Fixed an issue where Jaheira would stop following the party after spending a night outside of the party.
  • Fixed the rune tablets on the nautiloid sometimes not triggering the Narrator's lines.
  • Clerics of Lathander should now recognise his symbol on a Lathanderian amulet.
  • Ensured the avatar is prioritised as the main speaker in dialogues related to the hag's Act I surrender.
  • Minthara does, in fact, now have something to say about Orin after you kill her.
  • Made the romance scene at night with Wyll in Act III unskippable if it triggers to avoid accidentally skipping it and not being able to finish the romance arc.
  • If Avatar Karlach and Wyll are partners and go to the Hells together, he'll now act accordingly during the epilogue.
  • Fixed Karlach's scene in Avernus not playing if you decided to go with her when playing as Wyll.
  • A bug has been fixed so that Wyll will now talk to his father if Ansur is defeated after the pact with Mizora is broken but Ravengard is saved from the Iron Throne despite this, to decide on his title.
  • Lae'zel will now wait a little longer for you at the site of her recruitment if you tell her you'll be back.
  • Improved Lae'zel's idle camp behaviours to align a bit better with the other companions'.
  • Fixed the fade-to-black after Karlach's scene in Avernus at the end of the game, which would give you a very brief glimpse of Game Developer Land.
  • Breaking up with Karlach by speaking with another companion you're dating the morning after her romance scene won't block her dialogue anymore.
  • Reinstated Gale's last line in his detailed explanation of ceremorphosis and tweaked a dialogue option to react to it.
  • Now that you can give Gale magic items from the Traveller's Chest, he will leave again if you refuse to do so.
  • Patched up some savegames that had a bug that would prevent the dialogue between Gale and Mystra at the end of the game from triggering.
  • Fixed a bug that let you kiss Gale even if he was in a disguised form before confronting the Netherbrain.. Also fixed this dialogue with him cutting off before you could give him a smooch.
  • Reworked the script that determines whether a character is too busy to talk. This will prevent bugs like Minthara's dialogue not triggering at Moonrise Towers after you rescue her, and knock-on effects as a result of this, like not being able to rest or fast travel.

Performance



  • Continued to make performance and stability optimisations across the game and implemented many under-the-hood code fixes.
  • Optimised performance. This will have a more noticeable impact in areas with large numbers of NPCs (like the Lower City) and will reduce peak memory usage when loading levels for the first time. It will also be noticeable when managing lots of loot (e.g. when transferring everything from a camp chest to a character's inventory).

Cinematics



  • Reworked and revamped the cutscene that plays when you interact with Ansur's bones in the Wyrmway.
  • Polished facial expressions and emotions across companion dialogues, including to the facial animations of your character during some kissing cinematics, including with the Vampire Lord Astarion.


Note: Please bear in mind these are just some highlights from Patch 7 and we will share the full patch notes once Patch 7 is live for everyone.


Community Update #28 Closed Beta

Ah, the summer. Outside the temperature is rising, the chemical aroma of sunscreen is inescapable, and your dad is on his third day wearing the same sweat-stained tank top. What better time than now to retreat indoors and catch up on the latest updates arriving in Baldur’s Gate 3?

Coming to you this September, Patch 7 rolls out the perfect escape with split screen updates, brand new cinematics for evil endings, plenty of bug fixes, plus our official modding toolkit which we talked more about in our last Community Update!

Let’s take a look! And as always, beware - spoilers lay ahead.

Split Screen Updates





Dynamic split screen mode is incoming! With our next update, friends will no longer be eternally confined to their side of the screen - because the power of friendship transcends all obstacles, including screen partitions.

When playing in co-op, you’ll now have the option to have split screens merge into a single screen when you near one another. You can access this directly from the HUD and within the game settings, both in and out of combat.



Honour Mode Improvements



We’re continuing to make improvements to combat in Honour Mode too. With Patch 7, even more creatures have been bestowed additional Legendary Actions, including the bulette, everyone’s favourite neighbourhood surgeon, Malus Thorm, and githyanki Ch'r'ai Tska'an, Ch'r'ai Har'rak, and Ptaris.

Dror Ragzlin will now also be able to use a new spell called Arachnid Compulsion to rally the spiders that reside in the nearby pit to fight the real enemy - you.

Baldur’s Gate 3 Modding Toolkit



With this update also comes our official modding toolkit! Come September, you'll be able to load up your game with a range of new game mods, and even try your hand at making some yourself.

We recommend giving our Modding FAQ a look for more information on what modding support means for Baldur’s Gate 3.

We’re currently working with Baldur’s Gate 3 Mod Authors during our Closed Alpha, who have been busy testing out the toolkit. To find out what some of the Mod Authors have been working on during the Closed Alpha, keep reading!

The Toolkit itself will give you everything you need to edit or create entirely new content, including:


  • Items - Equipment like weapons and armours, consumables, and miscellaneous items.

  • Cosmetics - Including different hair, beards, and other textures.

  • Classes and Subclasses - Creating new variants or modifying existing ones to edit abilities, powers, and skills.

  • Races - These can be created and edited to determine overall appearance, as well as their individual powers and abilities.

  • Dice Skins - You’ll also have the ability to edit or redesign the appearance of your dice skins!

  • User Interface - Including extensions and restyling of the game UI.

  • Quality of Life Improvements - Such as mods that edit or improve gameplay that don’t rely on unsupported elements.


Evil Endings



And, of course, Patch 7 will also be bringing several new cinematics that offer your more evil playthroughs a grander finale!

From avatar Origin characters, including the Dark Urge, to the multiple different pathways that you can take as your own player character, each new cinematic is yours to discover through nefarious means.

While we don’t want to give everything away just yet, you can feast your eyes on the teasers below - and be on the lookout for more heading your way soon!


Would you lie with me and just forget the world?


My sugarboo, I’m levitating.

Dark Urge Bug Fixes



Along with the new evil ending cinematics coming this patch, we’ve introduced a number of improvements and bug fixes for our Dark Urge players - ironing out camera pops, missing inspiration, VFX, and a few other issues.

For instance, a bug has now been fixed where combat sometimes fails to trigger in the event that you decide to murder one of your companions as the Dark Urge and attack the party. This will now lead to combat with the rest of the gang. And Minthara will now respond accordingly if you’ve been stripped of Bhaal’s influence.

We may have also let a certain bard now join the party as a controllable character if there’s an empty slot, temporarily, of course.

“But will we be able to kiss Gortash?” we hear you plead. “We want to kiss Gortash!”

Listen, he’s a complicated guy who’s busy contemplating the minutia of death cult office politics. Babygurl doesn’t have time to kiss.

Origin Character Bug Fixes



This update will also see improvements made to some cinematics, endgame dialogues, and Origin characters - specifically things like clipping issues, a couple of broken triggers for quests, dialogues, and romances, the odd case of retrograde amnesia, and persistent exclamation marks.

Oh, and the Blade of Frontiers will no longer absent-mindedly swing his sword mere inches from the aorta of shorter races who try to recruit him.

Let’s look at some of the highlights!

Wyll Highlights



Patch 7 includes a heap of fixes for Wyll, ranging from improvements to his dialogue reactivity to fixes for romance scenes.

If you’ve experienced issues triggering the romance scene with Wyll, this update will fix that. Should your relationship be headed in that direction, the cutscene in question will now trigger when you speak to Wyll at camp before your Long Rest.

A bug that had been preventing his romance greeting from triggering has also been fixed, so players in Act III who have a stable, loving, and committed relationship with Wyll will now see his romance greeting triggering correctly.


We’ve fixed Wyll’s dialogue reactivity during the epilogue for partnered players who have either joined Karlach in the Hells or Lae'zel in the rebellion, and we also determined there simply weren’t enough opportunities to kiss Wyll during the epilogue. This update rectifies that with the option to ask for a kiss in more paths of Wyll’s epilogue dialogue.

And if you're in holographic form during the epilogue, he’ll no longer automatically assume he's talking to Lae'zel, which was weird.

Astarion Highlights



In Patch 7, we’ve made improvements to the facial animations of your character during some kissing cinematics, including with the ascended Astarion.



We’ve also made tweaks to how Origin characters react within certain cutscenes, to enhance their emotional impact. For example, companions will show Astarion more empathy when he loses his ability to withstand sunlight.

Lae’zel Highlights



Lae’zel will now wait a little longer at her recruitment site if you tell her you’ll be returning. And once she’s set up at camp, she will also cycle through more varied idle animations.

This update will also put an end to an annoying issue where resurrecting Lae'zel on the beach in Act I would cause her to appear in the Party Line but not in the world, blocking you from leaving Act I.

Karlach Highlights



Along with some more general fixes for Karlach, she will now react to Dammon if she finds him dead after he has told her that he can help her.



That sketchy fade-to-black that follows her final scene in Avernus, which also unintentionally gave you a very brief glimpse of the region in gameplay mode, was a visual bug that has also been fixed.

The dialogue block caused by choosing to stay with a different companion the morning after your second romance scene with Karlach is no more.

Also, she’ll no longer brush the shaved side of her head during her camp idle animation.
Wrong side, Karlach.

Gale Highlights



With a few tweaks to camera angles and fixes to animation pops, repeated dialogue, and missing VFX, we’ve polished up Gale and his scenes and further refined his donation UI.

That panel that opens when donating magical items to Gale? This will now show all items eligible for donation - including those on your person, your party’s inventories, and your Traveller’s Chest.

This is part of the work that began with Hotfix #16 to improve the donation UI and update a player’s ability to access certain quest-related items, which has now been completed. We’re reinstating the intended behaviour that was removed in Hotfix #17 as a temporary bug fix to missing UI functionality. So if you now deny Gale a magic item three times in a row with magical items either on your person, your party's inventories, or now from your Traveller’s Chest, he will leave your party.

Alternatively, selecting “I’m not giving you anything. Not now, not ever” will still cause Gale to leave your party forever.

We’ve also patched up a bug that was preventing the final dialogue between Gale and Mystra from triggering, as well as a scene in the endgame that would cut off before you could kiss.

Shadowheart Highlights



In addition to fixing a few of her animation bugs, this update fixes a number of quest issues for Shadowheart.

A bug that saw the Spear of Night either not being received, or being spoken about as if it hadn’t already been acquired, is no more. Another bout of amnesia has also been fixed, in which Shadowheart occasionally thought Viconia was still alive after killing her. The 'Daughter of Darkness' quest should also now close properly if you choose to surrender Shadowheart to Viconia.

And yes, we’ve tweaked a few kissing scenes for her too, fixing a broken romance cutscene that should have triggered after giving Shadowheart the Idol of Shar, and a kissing animation that will no longer kick in before the dialogue option is chosen. We’ve also polished up the appearance of neck kissing. In the words of Michelangelo, no great work of art is ever finished, and so too is our approach to the art of snogging.

Party Banter Improvements



Prior to this update, party banter between companion characters was limited to the characters controlled by a single player. In Patch 7, multiplayer parties will support banter between characters assigned to different players.

This patch also resolves issues that had been rendering some romance party banters inaccessible while adventuring.

Baldur’s Gate 3 Toolkit: Closed Alpha Progress



With the Baldur’s Gate 3 Toolkit, we’re hoping to make modding more accessible and convenient for everyone.

To help us expand on what the tool can offer, we invited Mod Authors to join a Closed Alpha where they have been busy building their Baldur’s Gate 3 mods using the official modding tools arriving in Patch 7, and we wanted to show off some of their creations!

Mod Author Padme4000 has been tinkering with the Baldur’s Gate 3 Toolkit during the Alpha, and has been able to bring her Dragonborn Scale Colours mod to life.

I really love making CC colours in the toolkit, as a visual person, being able to visually see my changes in the Toolkit by utilising the Character Visuals and switching the preset to view mine... it's beyond words.

- Mod Author, Padme4000.

I have a lot of health issues, so modding is a good creative outlet for those too since I can't do other things I used to love doing as much.

So on those days when my senses are overstimulated, I usually put my headset on with music that helps calm me and then do modding. But sometimes due to the text being information overload, I couldn't work too much on CC colours. But with the way it's done in the Baldur’s Gate 3 Toolkit, I have been able to work on CC colours in those times.

- Mod Author, Padme4000.



Also thanks to the Toolkit, my Horn/Makeup/Tattoo/Lip colours can now be compiled together much more easily. Especially since I add the same colours across them.



Another Mod Author, TechRoot, has also tried his hand at modifying colours in game:

FaerûnColors is a small mod that, despite being almost entirely visual, had to be written entirely in code. Transforming the exact tone of colours without seeing it is no easy task. Until now, I had to imagine it, transcribe it into code, and run the game multiple times to check the result.

Now, the toolkit allows me to select exactly the colour I want, where I want it, and see how another thousand colours I hadn't even thought of do look. I'm no longer writing; now I'm painting.

Tasks that used to be tedious, like creating icons and registering them within the game, have now been transformed into easily understandable and usable menus. This means I no longer need to struggle with multiple versions of the same icon in various code files, with the Toolkit, I can create the atlas in a single window without complications.

- Mod Author, TechRoot.



Mod Author, LostSoul, said:

With some "playing" to learn about the UI I was able to make my first (albeit a simple test mod) within one hour of installing the toolkit.

I have been grateful for Larian for giving mod authors the chance to learn and provide valuable feedback. It's when you actually try to learn and create a mod that you can identify where the improvements are most needed. And having mod authors with a range of interests and skills continues to be important in the development process.

- Mod Author, LostSoul.



Closed Beta - July 22nd



Are you interested in playtesting Patch 7? With all these bug fixes, updates to gameplay, and new features, we want to make sure we haven’t broken anything or introduced something that will make your computer explode. (We’re kidding, our legal representatives ensure.)

We mentioned in Community Update #26 that we were introducing additional internal playtesting, but we’d also like to test Patch 7 at scale, with a variety of different systems and savegames - this is where we would like your help!

Registration Now Open



Head to the Baldur’s Gate 3 store page here on Steam and register now for your chance to take part in the Patch 7 Closed Beta which will go live next week on July 22nd!

Entry to the playtest will be given to randomly selected registered players, and if you’re selected, we’ll let you know more about what to look out for, including partial patch notes, and how you can report any issues you might come across!

New Merch Online Now



You’ve been waiting for it, and now it’s here! Check out our new merch available online, including two new original t-shirt designs by Anna Hollinrake, the Baldur’s Gate 3 OST on cassette with exclusive bonus track, Down By The SynthWave, a gorgeously ornate mind flayer poster, and more!

It Ain’t Goodbye Just Yet!



It’s hard to believe it’s almost been an entire year since we launched Baldur’s Gate 3. But the journey isn’t over yet.

Patch 7 won’t be the final update for Baldur’s Gate 3. We still have a few things up our sleeve - including many community-requested features like crossplay and a photo mode to capture and share your unforgettable moments. And we’re working on a host of other enhancements, from gameplay tweaks and quality-of-life improvements to bug fixes and performance optimizations.

We’ll keep you looped in on when those are likely to hit a little further down the line. In the meantime, stay in touch with us on our socials, stay tuned, and don’t forget to wear sunscreen.

Community Update #27 Official Modding Support

Hey everyone,

We come bringing news of Patch 7!

Finally, we hear you say - but don’t get ready to throw yourself into our next patch just yet, we’ve got a lot of work to do to bring you our first iteration of modding tools, evil endings, plus a whole bunch of fixes, quality of life improvements, and more that we’ll go into detail about in a future Community Update!

Coming to you this September, the next major update for Baldur’s Gate 3 will also introduce an officially sanctioned toolkit for giving Lae’zel a mullet. I mean, sure, go for it. You only live once.

As we mentioned in our last Community Update, we want you to have the opportunity to test out Patch 7 and the Baldur’s Gate 3 Toolkit so you can share your feedback with us before it goes live!

Patch 7 testing is now being split into a two-phase process, which begins with working closely with a small team of mod authors from the community. This is our closed alpha stage, where they’ll be able to help us further develop the modding tools, and have a go at bringing their existing mods to life using our Baldur’s Gate 3 Toolkit.

The closed alpha is set to kick off today, June 3rd, and we’ll be inviting more mod authors to take part over time.

Come July, we’ll be opening registration for a further closed beta, capped at roughly 1,000 players, that anyone on PC can go ahead and sign up for - and we want you to test the mods created during the alpha!

With the intention of working through your feedback throughout the summer, it will give us time to polish off Patch 7 ready for release in September. In the meantime, we still have plenty coming your way, including some anniversary extravagance as we look back on the months since release. We’re also still pressing on with the development of an in-game photo mode, crossplay, and more fixes that will arrive later down the line!

Catch up on what’s coming in Patch 7 and view a teaser for the improved evil endings by reading our last Community Update here: https://larian.club/CU26

For now, we want to give you a little insight into what official modding tools mean for Baldur’s Gate 3, and have put together an FAQ that aims to answer some of your burning questions!

MODDING FAQ



Whether you are a seasoned modder excited to continue developing mods for Baldur’s Gate 3 or you are new to the scene and want to try your hand at bringing your ideas to life, our new modding pipeline aims to provide a convenient way for players and creators alike to access and manage mods across all platforms Baldur’s Gate 3 is released on, with improved compatibility, tools, and documentation.

First things first, what is a mod?



Whether you are turning fireballs pink, boosting the attack damage of a hand-wielded sausage, or bestowing all citizens of Faerûn with a personal handgun, modding lets you alter a game to change how it looks or behaves.

With the official Baldur's Gate 3 modding tools, you'll have what you need to add new weapons and armor, create new classes and subclasses, design new powerful spells, customise your game dice skins, and share your mods with a community of creators.

What does official support mean, as opposed to mods I’m using right now?



Updates to Baldur’s Gate 3 as well as conflicts between third-party mods can cause issues with game stability and prevent mods from working correctly. That’s where official support comes in.

We will never prevent modding outside of our own official pipeline, but implementing our own will improve compatibility and give us the opportunity to ensure they’ll work wherever you’re playing Baldur's Gate 3.

It’ll also ensure a smoother experience, at the cost of more script-focused modding, which can still be done outside of our pipeline. You’ll therefore have two choices for modding Baldur’s Gate 3, but we’ll only be able to officially support mods through mod.io.

Mod.io - what is it, and how does it work?



Mod.io allows us to bring modding support to all platforms, and provides the necessary infrastructure to allow you to download mods on both PC and Console, manage uploaded mods, host guides, and provide a level of content moderation to keep the community safe.

Will the support be rolled out in phases?



We are currently rolling out invites for the Baldur’s Gate 3 Toolkit on Steam to popular mod authors so they can explore the new modding environment, view the tools, and get familiar with the process of converting their mods and uploading them to the platform, or even try creating new ones.

At this early stage, participating mod authors will be able to provide us with direct feedback as we continue our internal development and testing. They will be using a live development environment, which means they’ll also get access to new features as they continue to be developed ahead of a full release.

Which platforms will be able to use and install mods?



Releasing first on PC, we expect to roll out the support to the wider community and various platforms shortly after - including for Mac players, as well as PlayStation and Xbox consoles.

Which platforms will be able to use the modding tools to create new mods?



Limitations in place on some platforms mean that while you will be able to browse, install, and use player-created mods, the official modding tools themselves will not be available to those playing on console.

PC players will have access to the Baldur’s Gate 3 Toolkit to create their own mods, and an internal curation process will determine which of these mods become available for those on console.

How are mods curated for PC and console?



On PC, general stability and Terms of Service checks will be carried out before a mod becomes available in the game’s browser. On console, an additional curation process confirms which of these PC mods become available for cross-platform support. While not all PC mods will become available for console, we’ll be sure to publish guidelines to help you understand what kind of content will pass our necessary checks - without blocking any unsupported creative mods on PC - so that we can continue supporting the modding community both inside and outside our official pipeline.

What mods won’t be available through mod.io?



Baldur’s Gate 3, as a Dungeons & Dragons game licensed by our partners, has certain guidelines in place to ensure the integrity of the game’s universe.

That said, we want to support as much creative freedom as possible.

Our goal with mod.io and our partners is to strike a balance that allows for extensive modding while keeping the guidelines in mind, and to open the door for mods to reach as many players as possible while ensuring they work seamlessly across different platforms. While some NSFW mods and certain script-heavy modifications may not be supported through the official pipeline, modding outside of our pipeline will still be an option.

For cross-platform support, direct level editing and changes to core game elements (like story, cinematics, dialogues, quests, and local gameplay adjustments) can’t be facilitated due to technical constraints and platform-specific guidelines.

We’ll be working with our partners to explore ways to expand modding possibilities within these constraints and provide clear guidelines to help everyone understand what is possible.

I want to do things your modding pipeline doesn’t support. How will mod.io handle unsupported mods?



Changes that won’t be officially supported within our pipeline, like scripting changes or NSFW mods that wouldn't pass the moderation process due to platform-specific restrictions, may still be packed locally with mod.io’s toolset and uploaded to other mod distribution platforms!

This means that those mods can still be downloaded manually, and the game’s browser will still
recognise them and allow you to manage them in the mod load order of the game. However,
because they would be local and alter unsupported systems, there will not be embedded
support for checking for updates and syncing to others in a multiplayer session. Additionally, we will not be able to provide full technical support in case of crashes.

We understand and appreciate the hard work and dedication of the modding community, and have no plans to limit modding to our official pipeline. We are committed to supporting the modding community as comprehensively as we can, and can’t wait to see what ideas you bring to life!

Will Larian Studios provide any guidance for unsupported mods?



We are currently seeing how far we can offer guidance for unsupported mods, which - at present - includes discussing whether we create official scripting API documentation, and whether we introduce internal testing for the Script Extender and other tools to support compatibility between patches where possible. However, while we can guide, we cannot offer support for mods outside of our pipeline.

Is there a long-term support plan for providing official modding support?



Outside of critical fixing post-release, we do not currently have the technical capacity to provide long-term support while also lending our focus to future projects.

What will the Baldur’s Gate 3 Toolkit consist of?



Beyond game code architecture for managing mods, we will release a subset of our internal development tools as part of the Baldur’s Gate 3 Toolkit. This will let you:

  • Access the editor to create your own mods.
  • Upload mods directly to mod.io servers.
  • Load levels read-only to look at all the local entities, as well as the setup, and test your mods in-game while creating them.
  • Get access to our internal editors for supported asset types such as textures and visual models, allowing you to override them directly in your mod through the developer interface.
  • Publish your mod via the editor where it will be moderated and made visible in the in-game browser, or pack your mod locally to upload to a third-party site.
  • Mod UIs through file editing. We will provide documentation that will explain how our internals are set up to solve mod loading/compatibility issues.
  • Within Baldur’s Gate 3 itself, you’ll be able to:

    • Download and manage your mods directly.
    • Manage multiplayer and save game files through a verification UI.

What’s included as part of mod.io?



Mod.io provides moderation tools that allow us to curate mods for console, as well as offers a hosting and distribution solution for your mods, which you will be able to access through mod.io, or through our website. You’ll also be able to subscribe or unsubscribe from mods in-game with our mod browser.

You’ll need a mod.io account to manage and create your mods, where you’ll be able to upload, tag them, as well as add screenshots, descriptions, and other stuff.

If you’d like to view the full FAQ, please head over to our Discord at: https://discord.gg/larianstudios

This is all very exciting stuff, and we’re looking forward to working with mod authors, and can’t wait to see what you create!

Community Update #26 Evil Endings, New Beginnings

Hey gang,

It’s been a whirlwind few months here at the Larian castle, attending some of the biggest awards ceremonies in our industry, and we are absolutely humbled by the recognition we’ve received from our players and our peers.



As you might have seen, last week we attended the BAFTA Games Awards 2024, donning our nicest pair of pants to accept awards recognising Baldur’s Gate 3 for Narrative, Music, Performer in a Supporting Role (Andrew Wincott as Raphael), the publicly-voted Players’ Choice award, and Best Game.

This is the fifth major Game of the Year trophy Baldur’s Gate 3 has been awarded since launch, alongside awards from Golden Joysticks, Game Developers Choice, DICE, and The Game Awards. As far as we can tell, that makes Baldur’s Gate 3 the first game in history to win GOTY at every major awards show. Needless to say, our heads are still spinning, our hearts two sizes too big, and our mums are thrilled. What a remarkable journey this has been, and we couldn’t have done it without you!

You folks were the first to have faith in us, and for that, we are eternally grateful. Every comment, livestream, meme, and piece of art you created throughout Baldur’s Gate 3’s development let us know we were on to something special long before any of this. Awards are of course appreciated, but it’s this community that has been the true source of our resilience while we were making this game. Whether you’ve been active since the halcyon days of the Astarion body pillow or are a long-time veteran of Early Access; whether you’ve participated in our Panel From Hell livestreams or discovered the game after launch, thank you for supporting Baldur’s Gate 3 and helping to nurture this community of wonderful weirdos. It’s meant the world to us.


Thank you, from the bottom of our hearts.
BAFTA Image credit: Getty Images for BAFTA


So, what's next for Baldur's Gate 3?



We still have a few tricks up our sleeve.

We’re working on our next game update, Patch 7, which will add improved evil endings to the game for even darker conclusions to your most sinister playthroughs, and yes, that includes you non-Durge players.

Without giving too much away, here’s a little teaser for what’s to come: be warned, there may be spoilers!


Got ‘em.


What’s the best way to get blood stains out?

These new cinematic cutscenes have also been given the musical treatment by our very own BAFTA award-winning composer, Borislav Slavov.

"Dark endings usually make the music colours go dark too. Here is a snippet of music from one of the upcoming new end scenes." - Bobby, Composer & Music Director.



https://www.youtube.com/watch?v=ZpFmSD0uLLo
This one gave us shivers!

Patch 7 also aims to fix several bugs that you have reported, including Jaheira’s unwillingness to follow the group and jump into combat, Wyll’s less-than-romantic greetings, as well as the mysteriously disappearing Narrator lines from the Gortash and Dark Urge confrontation, to name a few.

This next patch will also begin introducing our official modding tools, letting you change up visuals, animations, sounds, stats, and more to overhaul Baldur’s Gate 3 into the weird nightmare realm of your dreams.

Beyond Patch 7, we will continue focusing on bug fixes, performance enhancements, and stability improvements to ensure you have the best possible gaming experience.

And yes, we are also actively working on bringing Crossplay and a Photo Mode to Baldur’s Gate 3, but the work required to bring these to you means that these additions will likely be further down the road.

Learning from our journey with you



It’s no secret that game dev is one gigantic learning curve, but it’s these learnings and your feedback that help us improve, so we are introducing additional internal playtesting ahead of releases to support our regular QA process.

With Patch 7 being packed full of bug fixes and new features we’ve yet to go into detail on, there will also be a closed beta on PC where a select number of players worldwide will be given an opportunity to test the latest update - which we’ll talk about more in the coming weeks!

Looking to the future



Being given the chance to develop a game set in the Dungeons & Dragons universe has been a dream come true for all of us. But as Swen recently confirmed, we won't be introducing any major new narrative content to the story of Baldur's Gate 3 or its origin characters and companions, nor will we be making expansions or Baldur’s Gate 4.

As an independent studio since 1996, we value the freedom to follow our creativity wherever it leads. In this case, after six years in the Forgotten Realms and much discussion and rumination, we’ve decided to seize this opportunity to develop our own IPs. We’re currently working on two new projects and we couldn’t be more excited about what the future has in store.

It’s still early days - we’ll tell you more about those later down the line. But know that even as our focus turns to these new games, the sensibilities that brought you Baldur’s Gate 3 are alive and well here at the Larian castle. We’re fueled by the very same fire in our bellies, one that drives us to create immersive experiences shaped by your choices, and we can’t wait for you to join us on this next adventure.

If you have any worries about our change in direction, then perhaps this’ll help:

“I don’t know if we’re going to pull it off, but looking at our narrative, visual and gameplay plans, I think what we’re working on now will be our best work ever. I get excited like a kid watching the key imagery, want to show it to everyone now and grumble in frustration at having to wait until it’s actually all working. Yes, it’s hype but it’s hype because it really looks and feels good.” - Excited Swen, April 17th 2024.



Hotfix #25 Now Live!

Hello everyone,

We’ve got a new hotfix for you today, taking care of a handful of bugs and glitches. It would appear that Us is causing everybody a few sleepless nights, and that troublesome fleshy blob has been continuing to block some players from taking a Short Rest. We’ve given him some lessons in decorum, and leaving a party at the appropriate time, rather than hanging around like a loathsome houseguest, eating all the cheese from the fridge.

As with previous updates, if you’re experiencing any issues after installing this latest hotfix, please check whether the issue persists with all mods uninstalled. If you continue to experience this issue after uninstalling mods, please contact our support team and submit a full report to help us solve your issue.

We continue to work on further fixes and patches, but in the meantime, thank you for playing Baldur’s Gate 3!


FIXES



  • Fixed a rare code crash when loading the Act I region.
  • Fixed a rare code crash when hovering over enemies.
  • Fixed a potential crash when loading a savegame made while trading.
  • Fixed Us not wanting to leave the party after the tutorial, causing some more cases where Short Rest could get blocked. Also made further fixes to Us being in the party when it shouldn't be.
  • Fixed item splitting not working in trade when moving items from your companions' inventories.
  • Fixed the context menu not showing trade actions on items that are in a companion's inventory.