A mod manager for Baldur's Gate 3.
- Run the game once if you haven't already, so a profile and the mods folders get created.
- Make sure you have Microsoft .NET Framework 4.7.2 installed.
- Grab the latest release.
- The BG3 Mod Manager is portable, so extract it to a non-protected folder (don't extract it to your Program Files).
- Upon opening the program, pathways to the game data and exe should be automatically detected.
If this fails, manually set the pathways in Settings -> Preferences, click 'Save', then click the 'Refresh' button so the campaign mod data is loaded.
- Organize your active mods for the profile
Public
, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. This updates themodsettings.lsx
file that the game reads.
- Make sure you don't have any subfolders in your mods folder (
%LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Mods
). This causes the game to reset yourmodsettings.lsx
! - Ensure the
Game Data Path
is set in Settings -> Preferences to the game's data folder, where all the various .pak files are (Gustav.pak etc). - Make sure you have a campaign selected (i.e. "Main"). The game must have a campaign exported to the
modsettings.lsx
, or it will fail to load the main menu scene / have other issues. - If your
modsettings.lsx
still resets when loading into the game, this means that one or more of your mods are encountering an error, and the game is clearing the load order.
- Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
- View details about each mod, including the description and dependencies.
- Save your mod load orders to external json files for sharing or backing things up.
- Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
- Filter mods by name and properties (author, mode, etc.).
- Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
- Import load orders from save files.
- Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
- Dark and light theme support.
- Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
- Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
- You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.
- A "Version Generator" tool is available under the Tools menu, for generating the correct number for major/minor/revision/build numbers.
- Mod projects in the Data folder are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
- New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
- Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.
If you're feeling generous, an easy way to show support is by tipping me a coffee:
All coffee goes toward fueling future and current development efforts. Thanks!
- Thanks to Norbyte for creating LSLib, which allows various features of the manager (getting data from paks, reading lsb files, just to name a few).
- Baldur's Gate 3, a wonderful game from Larian Studios