Update for new patch? I hear Mod manager is not working with patch 7 and using a manual older version causes a bunch of menu stuff to be shown as "Not found", haven't gone deeper.
I hope you come back to update and add to this, good modder. It has a lot of potential. It's a must-have for my playthroughs, and I'd be delighted if you added more, or possibly posted your modding process. Hope you have a great day! <3
Does this also replace zoomer broccoli hair, side shave, frizzy afros, dreadlocks, corn rows, etc with more appropriate medieval/renaissance fantasy styles? The amount of idiocy in character design in this game makes it look like it was made by SBI themselves.
Would be content even with a simple copy paste of the existing normal hairstyles over these atrocious zoomer hair styles. Less is more.
so for some reason, it turns two elves in the grove white, when they are supposed to be black, and im wondering what the reason is? and is there i way i can just have the dwarf changes, because thats honestly all i want and care about.
Because elves are their own separate race, they're not white/black/asian. They're elves. They have their own distinct appearance which is usually gold-hued skin and elongated, elegant features. Really only their hair and eye color differs. *High elves
Wood elves usually have darker skin but also bear the same traditional features as their cousins.
It’s really quite intuitive. Turning elves into pointy-eared humans or dwarves into stocky humans diminishes their uniqueness. Elves have distinct traits that don’t fit into human racial categories. Making fantastical races resemble human phenotypes doesn’t add diversity - it does the opposite, and the obvious ideological intent further diminishes immersion. The true richness of these races lies in their differences. A character like Halsin faces the same issue: he’s a wood elf depicted as white-ish and brawny when he probably should have been coppery and lean. However, his exaggerated, steroidal look was likely chosen to play into his bear theme. The overly human appearance of elves was a subject of significant criticism during Early Access - but it was completely ignored until mods like this emerged.
If somebody makes a game set in feudal fantasy China/Orient and most of the characters looked as such nobody would question it, in fact the opposite would draw all sorts of outrage. But for some bizarre reason in the last 10 years its' become racist to have a medieval fantasy European realm look European at all. Some of us like immersion, others don't I suppose. It's odd you people dont seem to get offended about a show like Avatar not having white people in it, I suppose diversity truly only is expected to go one way.
Yes, it'd be nice if he split the dwarf changes from the human changes. The city is a major trading hub, so pocs aren't that immersion breaking but nexus might be too overzealous purging a standalone mod.
...the forgotten realms isn't europe tho, it's a world with elves dwarfs dragons and alien space frogs. not to mention that baldurs gate is a trading city that has people from literally every part of the world, it would be weirder if there wasn't people from all walks of life
I agree with vortex5000, there are fantasy continents based on Asia and beyond. I see no problem when my race isn't in some video game. This mod is perfect for someone who wants to enjoy the story in their own way.
I'm going to briefly wade into this debate, but I hope this doesn't turn into flaming, as I think it is an important topic for world-building in fiction.
Saying "because there are equivalents of China then there should be Chinese in Baldur's Gate" is belied by the fact "China" in Faerun is on the other side of the world from Baldur's Gate. Faerun's technology level could broadly be described as "Late Renaissance." Most international travel still occurs via sailing ships and horses. A minority of highly skilled wizards can travel long distances by magic.
Allow me to provide a comparison from real life. China and Europe both existed during the historical European Renaissance, on opposite sides of the world. Nevertheless, international trading cities like Venice and Genoa were not filled with Chinese. They weren't even filled with all that many Arabs or blacks, despite North Africa being a short trip away. It seems slightly silly to say, "Because Not!China and Not!Africa exist in Faerun, Baldur's Gate should have the same level of diversity as a modern American city." Consider, for example, that most European cities were 90%+ "white" (however you define it) for most of the 20th century... despite airplanes and steamships and trains having taken over as dominant forms of travel.
Just some things to consider when you're thinking about designing your own fantasy worlds.
Forgotten realms isn't Europe, it's a fantasy setting, but regardless you can suspend your disbelief for magic, dragons, space frogs and tadpoles that live in your brain without killing you, but other races is going too far?
"You can accept dragons, elves, and talking trees, but you can't accept a 2021 BMW 5 Series 530i with optional heated seating?"
A fantasy world has internal rules. This is why I referenced modes of travel. I gave Europe as an easy to understand analog because, like Europe, Faerun is on the other side of the world from Kara-Tur (the Forgotten Realms' equivalent of China). People don't just pop out of the uterus with randomized physical features. They look like their parents. The "other races" (I'm assuming you mean human races?) you're talking about come from countries that are not close to Baldur's Gate. Elves, Gnomes, Dwarves, etc. do have nations and kingdoms close to Baldur's Gate. The closest non-European land to Baldur's Gate is Calimshan (which is the Forgotten Realms' Levant/Arabia). Baldur's Gate is supposed to have a walled ghetto called "Little Calimshan," but it sadly was not included in the game.
Addendum: I'm including a map for ease of review. For reference, Kara-Tur is so far away it doesn't even appear on the map. It's to the east of Thay (beyond a few more countries and mountain ranges). It doesn't even appear on most maps for the Forgotten Realms.
It’s not really a medieval fantasy imo. It’s more like they’re going through an Industrial Revolution, don’t you think? Like that’s a big thing about the setting of this game.
It's one of those fantasy industrial revolutions where there are Nautilus-like submarines alongside sailing ships. However, even if we were to say it was the equivalent of the industrial revolution, major cities in Europe remained +90% European until the second half of the 20th century.
Considering the comment bellow, I have literally zero intention to delve into the discussion, but, before installing the mod, I'd like to understand what exactly changed as of "some characters race changed". For that, I'd like to hear from the modder, if possible. In the mod's description, it only mentions changing characteristcs of a given character of a given race (e.g.: a previously unbearded dwarf is now bearded), not changing any race (e.g.: a previously dwarf is now a human). Those are two completely different things.
Would you consider uploading an unmerged version of this so people can pick which aspects they want? Like only give dwarves beards or only change npcs hair?
The goal isn’t just to fix Dwarf beards. There’s a whole host of issues addressed by the mod, including Githyanki hairstyles, Half-Orc hair bugs (turns out Jaheira’s son just had an extra line in the code accidentally turning off his coded hair color), etc.
Thank you for the work you've done. At least the dwarves are starting to look like themselves. There are two wonderful beard modsBig Dwarven Beards andmore beards for Dwarves. Could you implement them in your mod ? That would be really great. There are wonderful beards for women that greatly contributes to the immersion of the game.
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Would be content even with a simple copy paste of the existing normal hairstyles over these atrocious zoomer hair styles. Less is more.
Wood elves usually have darker skin but also bear the same traditional features as their cousins.
The city is a major trading hub, so pocs aren't that immersion breaking but nexus might be too overzealous purging a standalone mod.
Saying "because there are equivalents of China then there should be Chinese in Baldur's Gate" is belied by the fact "China" in Faerun is on the other side of the world from Baldur's Gate. Faerun's technology level could broadly be described as "Late Renaissance." Most international travel still occurs via sailing ships and horses. A minority of highly skilled wizards can travel long distances by magic.
Allow me to provide a comparison from real life. China and Europe both existed during the historical European Renaissance, on opposite sides of the world. Nevertheless, international trading cities like Venice and Genoa were not filled with Chinese. They weren't even filled with all that many Arabs or blacks, despite North Africa being a short trip away. It seems slightly silly to say, "Because Not!China and Not!Africa exist in Faerun, Baldur's Gate should have the same level of diversity as a modern American city." Consider, for example, that most European cities were 90%+ "white" (however you define it) for most of the 20th century... despite airplanes and steamships and trains having taken over as dominant forms of travel.
Just some things to consider when you're thinking about designing your own fantasy worlds.
A fantasy world has internal rules. This is why I referenced modes of travel. I gave Europe as an easy to understand analog because, like Europe, Faerun is on the other side of the world from Kara-Tur (the Forgotten Realms' equivalent of China). People don't just pop out of the uterus with randomized physical features. They look like their parents. The "other races" (I'm assuming you mean human races?) you're talking about come from countries that are not close to Baldur's Gate. Elves, Gnomes, Dwarves, etc. do have nations and kingdoms close to Baldur's Gate. The closest non-European land to Baldur's Gate is Calimshan (which is the Forgotten Realms' Levant/Arabia). Baldur's Gate is supposed to have a walled ghetto called "Little Calimshan," but it sadly was not included in the game.
Addendum: I'm including a map for ease of review. For reference, Kara-Tur is so far away it doesn't even appear on the map. It's to the east of Thay (beyond a few more countries and mountain ranges). It doesn't even appear on most maps for the Forgotten Realms.
Just wanted my dwarf boys to have facial hair.
At least the dwarves are starting to look like themselves. There are two wonderful beard mods Big Dwarven Beards and more beards for Dwarves. Could you implement them in your mod ? That would be really great. There are wonderful beards for women that greatly contributes to the immersion of the game.