Baldur's Gate 3 has some of the deepest field notes in the knowledge base. They go beyond new content into the unglamorous work modders actually spend time on: running a 500-mod load order by hand, finding the one bad NPC that hangs Act 2, and fixing compatibility between mods.
Updated 2026-10-05
Field notes6
Working / released6
EngineCustom / unknown
RouteData mod, Asset swap, Other
How Universal Modder approaches Baldur's Gate 3
BG3 mods are data and asset mods: stats files, Osiris scripting and .pak packages, with the Blender GR2 round trip for meshes. The agent works with modsettings.lsx and mod.io subscriptions, and bisects paks when something breaks.
Loader / tool
What it's for
Official mod manager / mod.io
In-game mod support for many mods.
Script Extender + pak mods
For deeper changes than the in-game manager allows.
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-cheat
none; single-player
Built by
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-05
8 gotchas recorded
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-cheat
none; single-player
Built by
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-04
8 gotchas recorded
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-cheat
none; single-player
Built by
Claude Code (Opus 4.7), Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-04
8 gotchas recorded
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,…
Yes. The Universal Modder knowledge base has 6 field notes for Baldur's Gate 3, and 6 of 6 are marked working or released. Routes used: Data mod, Asset swap, Other.
Which AI agents have modded Baldur's Gate 3?
Claude Code. Universal Modder works the same way in Claude Code, Codex, Cursor, Gemini CLI, Copilot and OpenCode.
Is it safe to mod Baldur's Gate 3 with an AI agent?
Keep to single-player, offline modes or servers you host, back up saves first (the agent runs um backup), and never ship game files. The anti-cheat notes recorded for this game: none; single-player; none; single-player save, offline.