Baldur's Gate 3 compte parmi les notes de terrain les plus fouillées de la base de connaissances. Elles vont au-delà du nouveau contenu et couvrent le travail ingrat qui occupe vraiment les moddeurs : gérer à la main un ordre de chargement de 500 mods, trouver le seul PNJ défectueux qui bloque l’acte 2 et corriger la compatibilité entre mods.
Mis à jour 2026-10-05
Notes de terrain6
Fonctionnel / publié6
MoteurMaison / inconnu
ApprocheMod de données, Remplacement d’assets, Autre
Comment Universal Modder aborde Baldur's Gate 3
Les mods de BG3 portent sur les données et les assets : fichiers de stats, scripts Osiris et paquets .pak, avec un aller-retour Blender GR2 pour les maillages. L’agent travaille avec modsettings.lsx et les abonnements mod.io, et procède par bissection des paks quand quelque chose casse.
Loader / outil
À quoi il sert
Gestionnaire de mods officiel / mod.io
Prise en charge des mods directement dans le jeu, pour beaucoup d’entre eux.
Script Extender + mods pak
Pour des changements plus profonds que ce que permet le gestionnaire du jeu.
Three weapon jobs in one personal mod. (1) The dagger and scabbard from the Skyrim SE mod "Hravna - Dagger of the North" by Danp (for personal use) became a usable BG3 dagger plus a worn scabbard that sits where the sheathed dagger lands on the hip, with the Bandit belt from wesslen's BG3 mod "Modular Equipment" as its strap. (2) The Deathwyrm longsword…
Versions
Patch 7 era (Apr 2026) and Patch 8 hotfix (Aug 2026), Steam, Windows
Anti-triche
none; single-player
Réalisé par
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-05
8 pièges documentés
Weapon or scabbard lying flat on the floor, "following the character like a windsock".
Scabbard far behind the character, underground.
Scabbard on the wrong hip.
Scabbard and sheathed blade drift apart when walking.
Dagger invisible after conform.
Sword invisible after conforming to a vanilla longsword "to borrow one bone".
Sword invisible after adding a Dummy_Sheath JOINT in the DAE.
Bone moved the hand pose instead of the stowed pose.
Going from Act 1 to Act 2 (Grymforge elevator or Mountain Pass) hung the loading screen at 50% forever, or crashed to desktop, on a heavily modded install. Eight static scans of all 524 paks found nothing. The cause was a single character that the Many More Monsters mod places in the Act 2 level `SCL_Main_A` and assigns to the vanilla level layer "Haven…
A generator reads ~260 installed clothing, armour and weapon mods, decides for every wearable which race and body-type combinations it actually supports, and writes one mod ("ClothingSorter") whose containers hold only compatible items: per body type (32 containers), per category (melee, ranged, shields, other), per mod and per author. Nothing is spawned…
A personal item mod for Baldur's Gate 3 with about a dozen wearables (dresses, underwear, heels with stockings, a bag worn in the cloak slot, a nightgown with cloth physics, pyjamas cut down from a vanilla camp outfit, a soft-dependency armour) built from pieces of other mods and vanilla meshes, with our own edits made in Blender. Everything is data and…
Versions
Patch 7 era (Apr 2026) to Patch 8 hotfix (Sep 2026), Steam, Windows
Anti-triche
none; single-player
Réalisé par
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-04
8 pièges documentés
Underwear rendered nothing, even pointing at vanilla visuals.
Edits had no effect.
Item exists but is invisible everywhere.
Invisible after a re-export.
Removed parts still there, some untextured.
Cloned dress renders but has no cloth physics.
Item disappears at a distance / all LODs draw at once.
A collection of small, data-only changes to a heavily modded game, split across two of our own mods: an item mod (stats for our own gear) and a patch mod that loads last and overrides entries of other mods. Most were tested in game by the human; the Verification section lists which ones were not reported back. The recurring lesson: copy the exact form of…
Versions
Patch 7 era (Apr 2026) to Patch 8 hotfix (Aug 2026), Steam, Windows
Anti-triche
none; single-player
Réalisé par
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-04
8 pièges documentés
Our damage reduction applied but did not stack.
"IF(CharacterLevelGreaterThan()) is invalid in Boosts" was wrong.
Higher tier gave lower-rank effects at level 3.
Armour showed as "Clothing", added Dex to AC.
Spell from a usable item could not be cast, auto-deselected.
A marker spell kept its parent's status and cast effect
How a ~530-mod Baldur's Gate 3 install was kept working without a mod manager: what `modsettings.lsx` and `meta.lsx` must look like, how the game identifies a module, how to rebuild a lost load order from a save, why the in-game manager and mod.io kept undoing changes, which files a modded game folder holds, and how two conflicts (photo mode poses gone,…
Oui. La base de connaissances de Universal Modder contient 6 notes de terrain sur Baldur's Gate 3, et 6 sur 6 sont marquées fonctionnelles ou publiées. Approches utilisées : Mod de données, Remplacement d’assets, Autre.
Quels agents IA ont moddé Baldur's Gate 3 ?
Claude Code. Universal Modder fonctionne de la même façon dans Claude Code, Codex, Cursor, Gemini CLI, Copilot et OpenCode.
Est-il sûr de modder Baldur's Gate 3 avec un agent IA ?
Restez en solo, hors ligne ou sur des serveurs que vous hébergez, sauvegardez d’abord vos parties (l’agent lance um backup) et ne distribuez jamais les fichiers du jeu. Remarques anti-triche notées pour ce jeu : none; single-player; none; single-player save, offline.