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Welcome to Baldur's Gate 3 Modding, the official home of documentation on the Baldur's Gate 3 Toolkit and all things modding.
Getting Started
If this is your first time using the Toolkit, we suggest starting with these guides:
- Installing the Toolkit: How to install the Toolkit and make sure it's set up correctly.
- Creating a New Mod: How to create your first mod project and take the first basic steps in the Toolkit.
- Publishing a Mod: How to publish your mod locally and to mod.io.
For guides on how to navigate and use the Editor, see:
- Navigation: A short tutorial walking you through the absolute basics of the Editor and some of its main windows.
- Shortcuts and Tips: Some extra functions and tips to make your time using the Editor a bit smoother, including in-game debug functionality.
- Overriding Resources: A quick overview of the Resource Manager and its panels, and how to change an existing resource by overriding it.
Guides by Topic
Looking for something more specific? We have several guides on more granular topics.
Classes and Subclasses
- Adding Classes and Subclasses: How to add classes and subclasses to the game.
Spells and Skills
- Making a Basic Spell: How to make a simple target-based spell.
- Making a Projectile Spell: How to make a more complex projectile spell.
- Projectiles: A breakdown of projectiles – trajectory type, rotation mode, velocity mode, and spell data.
Equipment
Aimed at those creating 3D assets and textures for use in the game. These guides cover some best practices for creating those assets, and which assets are needed.
- Creating Armour: How to prepare the model, materials, and textures for new armour.
- Creating Weapons: How to create the assets for new weapons.
Once you have assets ready to be imported, follow these guides on how to import those assets into the Editor and set up the stats.
- Adding Armour: How to import new armour you've created and set it up for in-game use.
- Adding Weapons [coming soon]
Hair and Beards
- Assets: An asset-creation guide that describes specifications for meshes, textures, and materials and how to import them into the Editor for further use.
- Character Creation: This guide assumes you have already imported the necessary assets from Part 1, and describes how to set up hairstyles and beards to work across the various races.
- Helmet Hair: A guide on the helmet hair system. It describes how to create helmet hair, where it's used, and how to set it up for hairstyles you add. This guide also includes some basic information on how to create headwear assets.
- Skinning and Snapping: A guide on skinning and snapping for hair and beards, including the joint naming conventions to use.
Scripting
- Scripting: A hub for all our pages on scripting.
- Introduction to Osiris: An introduction to the Osiris scripting language, with links to the other pages we have on Osiris.
- Introduction to Anubis: An introduction to the Anubis scripting language, with links to the other pages we have on Anubis.
- Journal: An overview of the journal, with links to the other pages we have on the journal, including guides on adding quests to the journal and documentation about the journal structure, quest rewards, quest flags, related Osiris calls, and DB helpers.
UI
- Setting Up
- Extending UI
- Generating Icons for Character Creation
- Adding Skill and Item Icons
- Adding Dice
VFX
- Part 1: Making Effects
- Part 2: Creating Resources
- Part 3: Assigning and Testing Effects
- Part 4: Advanced Information
Animation
- Creating Shortnames: How to add or edit Shortnames using the UUID Editor to make player animations retarget correctly on different rigs.
Localisation
- Adding Localisation: How to work with localised strings and edit existing ones.