So, sit back, grab your camp supplies, and read on to learn about how all the magic happens in today’s modder interview.
Hey Volitio, thank you so much for agreeing to an interview! Would you be able to tell us a little bit about yourself?
Hello, and thank you for having me! I'm a Software Engineer from Brazil, and I've been modding Baldur's Gate 3 recently. I really enjoy creating script-related mods, though I've also modded other games in the past, mainly by making replacers for textures or sounds.
I'm a big fan of FromSoftware games, but modding them can feel clunky from both the author's and user's perspectives. On the other hand, Baldur's Gate 3 is not only one of the best CRPGs of all time but also offers an excellent developer experience for modders—and I'm not even talking about the recently released toolkit! The community has built solid mod support for the game, especially thanks to Norbyte (Script Extender, LSLib) and LaughingLeader (Baldur's Gate 3 Mod Manager, LSLib), who brought their expertise over from previous Larian titles such as Divinity: Original Sin.
How did you get into Baldur's Gate 3, and why did you decide to start making mods for it?
Although I have not played the other Baldur's Gate titles, I've been following Baldur's Gate 3 since its announcement since I really enjoyed playing Divinity: Original Sin 2, and it felt like Larian could take on creating good, modern CRPGs with decent budgets.
I read pretty much every Community Update during the Early Access days, but I only got around to playing it a couple of patches after launch, as I generally avoid playing Early Access or launch releases. I added mods during my first playthrough, and by my second, I was editing a few of them for personal use. From there, I began creating my own mods.
Can you talk me through your typical workflow?
I have written a high-level overview on how to design and implement Script Extender mods, and it has lots of useful tips and advice, but I'll sum it up here.
My typical workflow is divided into three main stages: ideation, design, and implementation.
I usually get my ideas from playing the game and observing what could be improved or altered for a better experience. What I like to identify are things such as tedious mechanics, missing features, or general quality-of-life improvements. I note down potential ideas as they come, without worrying too much about feasibility at this point.
For example, Fix Stragglers was created because getting companions unstuck is one of the most tedious tasks in the vanilla game.
With an idea in place, I start fleshing out the details of how it would work within the game. I like to outline these details before writing any code, which helps me clarify the scope and prevent scope/feature creep.
This involves thinking through some design questions, such as:
- What's the purpose of the mod? What problem does it solve?
- How will it fit into the game's mechanics without disrupting the balance or immersion?
- What are the specific features? What should the mod do in different scenarios?
- Are there any specific settings or configuration options that would enhance the mod's usability?
- What potential edge cases or interactions should I account for?
Brainstorming these details allows you to make intentional, informed decisions that shape the overall experience and functionality of what you're building.
For the implementation stage, after I set up the project structure (with symlinking, etc) and write the initial code, I start iterating in-game to come up with a working prototype. If the mod is feasible, I refine the code and seek to fulfil the design requirements.
Modding is like a puzzle, and you'll have to find the right pieces to make it work. Sometimes, you'll have to make your own pieces, and to me, that is the beauty and art of modding! You might find that the problem-solving can be quite addictive.
You mentioned the toolkit for the game earlier. Has it unlocked any more possibilities for you?
As a Script Extender (SE) modder, the toolkit doesn't directly affect my workflow, and I've not been using it. Scripting via Lua with SE is also much more powerful and easier than the native Osiris scripting available in the toolkit.
However, the so-called unlocked/extended toolkit can greatly open up possibilities that were previously unavailable even to Script Extender mods, such as level editing, and some additional dialogue/cutscene manipulation. Since Larian has not publicly addressed the unlocked toolkit situation, I won't be using it myself for the time being.
Do you have any more mods in the pipeline?
Not really, at the moment. I've pretty much already created all the mods I wanted, and I'm not actively pursuing new ideas. My focus has shifted more towards refining and maintaining my existing mods and adding new SE functionality to them, especially the Mod Configuration Menu (MCM).
MCM has recently been upgraded with mod dependency checks that surpass those offered by BG3MM and Vortex, the two leading mod managers for Baldur's Gate 3. Additionally, I have added an IMGUI notification framework to MCM for modders to use that could arguably be a mod on its own. There are plenty of other changes and enhancements I plan to implement for MCM, including proper keybinding support, which I'm currently working on.
If something catches my interest, I might consider jumping in. For now, I'm taking a break from new projects.
Do you have anything else you’d like to share with the community or shoutouts you’d like to make?
Once again, I'd like to thank Norbyte and LaughingLeader for all their work for the community throughout the years. Baldur's Gate 3 modding would be much more limited without their contributions, which go well beyond just scripting. If anyone is interested in modding, the BG3 Modding Community Discord server is a great place to look for help, and we're always starving for scripting newcomers. And, of course, thank you, Nexus and Modsetti, for the interview!
Well folks, that wraps up today's chat with the mastermind behind some mods I (and I’m sure many of you readers) honestly couldn't play BG3 without!
Know another amazing modder we should spotlight? Drop SlugGirl a message - we'd love to share their story!
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