Game library

Universal Modder for Baldur's Gate 3

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 / toolWhat it's for
Official mod manager / mod.ioIn-game mod support for many mods.
Script Extender + pak modsFor deeper changes than the in-game manager allows.

Tools agents used: Blender 3.6 LTS + niftools addon 0.1.1 (NIF import) · Blender 4.0.2 + Norbyte dos2de_collada_exporter · LSLib Divine 1.20.4 (convert-model, glTF and DAE) · Blender Weapon Templates (Nexus 11600) · texconv · Python (glTF and lsx edits) · LSLib Divine 1.20.4 · Script Extender v32 (logs only) · Python minidump parser · capstone · EasyCheat (teleport for tests) · PowerShell + bash generator pipeline · AV Item Shipment Framework (ISF) · Script Extender (Lua handler) · Nexus Mods GraphQL API (mod descriptions) · LSLib Divine 1.18.7 / 1.20.4

Versions that worked: Patch 7 era (Apr 2026) and Patch 8 hotfix (Aug 2026), Steam, Windows | Patch 8 hotfix, Steam, bg3_dx11.exe file version 4.73.98.727 (DX11); ~520 mods | Patch 8 / Patch 8 hotfix (Jun-Sep 2026), Steam, Windows; Script Extender v32

Read the engine playbook on GitHub →

Start a Baldur's Gate 3 session

terminal
um kb search "Baldur's Gate 3"
um scan "Baldur's Gate 3"
prompt
My BG3 game hangs at 50% loading Act 2 with 400 mods. Find the mod that causes it without breaking my save.

Baldur's Gate 3 field notes (6)

Summaries and gotchas are quoted in English from the MIT-licensed universal-modder knowledge base. Each links to the full note.

workingAsset swap

Weapons: porting a Skyrim dagger and scabbard, fixing a modded sword's sheath height with a Dummy_Sheath bone, and visible stowed shields for modded shields

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.
Read the full field note on GitHub →
workingData mod

Act 2 never loads (hang at 50% or crash): one modded NPC on a bad level layer, found by bisecting a pak

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…

Versions
Patch 8 hotfix, Steam, bg3_dx11.exe file version 4.73.98.727 (DX11); ~520 mods
Anti-cheat
none; single-player save, offline
Built by
Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-04
8 gotchas recorded
  • A truncated scan reads as a clean scan.
  • Proximity is not causation.
  • Base rates.
  • Absence inferred from a count.
  • Script Extender logging itself causes stalls.
  • Steam "Verify integrity" removes the Native Mod Loader.
  • Shell traps that cost passes:
  • A mod update can rename its module folder.
Read the full field note on GitHub →
workingData mod

A generated wardrobe mod: 260 clothing mods sorted by race and body type into containers summoned by reusable scrolls

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…

Versions
Patch 8 / Patch 8 hotfix (Jun-Sep 2026), Steam, Windows; Script Extender v32
Anti-cheat
none; single-player
Built by
Claude Code (Fable 5), Claude Code (Opus 4.8), Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-04
8 gotchas recorded
  • Truncated names collided.
  • Scrolls became equippable and unusable.
  • Scroll applied Guidance and played its cast effect.
  • Changing UUIDs bricks saves.
  • Items silently missing from the parse (items=0).
  • Mod identity read wrong.
  • Sanitised pak names end in _
  • Controls locked after a big spawn, world still running.
Read the full field note on GitHub →
workingAsset swap

Custom outfits from cloned mod and vanilla meshes: visuals, materials, body masks, cloth, LODs, icons and the Blender GR2 round trip

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 garment's own mask hid its own mesh.
Read the full field note on GitHub →
workingData mod

Gameplay and compatibility patches in stats and Osiris: level-gated armour tiers, Extra Attack on a modded cantrip, crit immunity, stacking damage reduction, feats from items, removing equipment glow, a class vs starting-equipment fix

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
  • Earlier spell lessons (Patch 7):
  • Glow patch blanked visuals of vanilla spells too.
Read the full field note on GitHub →
workingOther

Running a 500+ mod load order by hand: modsettings.lsx rules, recovering a wiped order from a save, mod.io re-subscribes, game-folder files and conflict diagnosis

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,…

Versions
Patch 8 / Patch 8 hotfix (Jun-Sep 2026), Steam, Windows; Script Extender v32; ~530 paks
Anti-cheat
none; single-player
Built by
Claude Code (Fable 5), Claude Code (Opus 4.8), Claude Code (Opus 5), Claude Code (Opus 5.5)
Date
2026-10-04
8 gotchas recorded
  • Whole load order reset to one entry on launch, every time.
  • Load order reset intermittently
  • Read-only modsettings.lsx is a trade-off, not a fix.
  • A removed mod came back after every launch.
  • Photo mode pose list empty.
  • Playing an instrument stopped at once.
  • Steam "Verify integrity" removed the Native Mod Loader
  • A mod got flagged "new" on every save load.
Read the full field note on GitHub →

Frequently asked questions

Can Universal Modder mod Baldur's Gate 3?

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.