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https://github.com/LaughingLeader/BG3ModManager

A mod manager for Baldur's Gate 3.
https://github.com/LaughingLeader/BG3ModManager

Last synced: 23 days ago
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A mod manager for Baldur's Gate 3.

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LaughingLeader's Baldur's Gate 3 Mod Manager
=======

A mod manager for [Baldur's Gate 3](https://store.steampowered.com/app/1086940/Baldurs_Gate_3/).

**This is the only official source for the BG3 Mod Manager.** There is no "official website" beyond this repository.

# Setup

1. Run the game once if you haven't already, so a profile and the mods folders get created.
2. Make sure you have [.NET Framework 4.7.2](https://dotnet.microsoft.com/download/dotnet-framework/net472) and [.NET 7.0.13](https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-7.0.13-windows-x64-installer) installed.
3. [Grab the latest release.](https://github.com/LaughingLeader/BG3ModManager/releases/latest/download/BG3ModManager_Latest.zip)
4. The BG3 Mod Manager is portable, so extract it to a non-protected folder (don't extract it to your Program Files).
5. Upon running `BG3ModManager.exe`, 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.*
![Preferences Window](/Screenshots/PreferencesWindow_GameDataPath.png?raw=true "Making sure the Game Data Path is set.")
6. 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 the `modsettings.lsx` file that the game reads.
[![Exporting Load Orders](https://i.imgur.com/m9IBQrj.png)](https://i.imgur.com/m9IBQrj.png)

# Important Tips
* 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 your `modsettings.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.

# Current Features:

* 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.

## Features for Mod Authors

* 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.

[![Custom Tags](https://i.imgur.com/bxkVqssl.jpg)](https://i.imgur.com/bxkVqss.png)

# Notes

* 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.

# Links

* [Latest Release](https://github.com/LaughingLeader/BG3ModManager/releases/latest)
* [Changelog](https://github.com/LaughingLeader/BG3ModManager/wiki/Changelog)
* [Leader's Lair Discord](https://discord.gg/j5gp6MD)

# Support

If you're feeling generous, an easy way to show support is by tipping me a coffee:

[![Tip Me a Coffee](https://i.imgur.com/NkmwXff.png)](https://ko-fi.com/LaughingLeader)

All coffee goes toward fueling future and current development efforts. Thanks!

# Building From Source
## External Libraries
* [lslib](https://github.com/Norbyte/lslib)
* [tolk](https://github.com/dkager/tolk)

# Credits

* Thanks to [Norbyte](https://github.com/Norbyte) for creating [LSLib](https://github.com/Norbyte/lslib), which allows various features of the manager (getting data from paks, reading lsb files, just to name a few).
* [Baldur's Gate 3](https://store.steampowered.com/app/1086940/Baldurs_Gate_3/), a wonderful game from [Larian Studios](http://larian.com/)