Baldur's Gate 3
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NellsRelo

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FPOD

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About this mod

This mod brings the Gnome races into a playable form in Baldurs Gate 3, including the subraces
of Forest, Rock(Heavily WIP), and Deep Gnomes(as implemented already by Larian), along with a
couple of fixes to the existing implementation of Darkvision and Superior Darkvision on Gnomes.

Requirements
Permissions and credits
Changelogs
Playable Gnome Mod

Note: Life and Work are both keeping me busy, leaving me with limited modding time. I'll do my best to make sure it's updated shortly after the game is fully released. Don't hesitate to create your own version - you're more than welcome to unpack and use this mod as a base if you'd like.

This mod brings the Gnome races into a playable form in Baldurs Gate 3, including the subraces of Forest, Rock(Heavily WIP), and Deep Gnomes(as implemented already by Larian), along with a couple of fixes to the existing implementation of Darkvision and Superior Darkvision on Gnomes. Of note, Rock Gnomes and Forest Gnomes will look identical - The assets for "Regular" and Deep Gnomes exist already, but there is no distinction for Rock Gnomes. For now, they share the assets for "Regular" Gnomes.

These are not 1:1 representations of Forest and Rock Gnomes as shown in the PHB, due to my own limited understanding of modding Baldur's Gate 3, however, I hope you enjoy running around as a Gnome!

Feel free to unpack and make any changes to this mod as you see fit.




Differences

Forest Gnomes
The PHB gives Forest Gnomes two additional talents: Natural Illusionists and Speak with Small Beasts. Natural Illusionists is implemented as expected, however, Speak with Small Beasts has been added as a proficiency in the Animal Handling skill. This talent is intended to give Gnomes the ability to communicate **simple ideas**, so Animal Handling seemed like the best fit.

Rock Gnomes
Rock Gnomes have two additional talents: Artificer's Lore and Tinker. I'll be frank: I have no idea how to handle Tinker, and opted not to add it until I figure out what would make sense. As for Artificer's Lore, I've given it a blanket History proficiency, which isn't ideal, but the alternative would likely involve created a passive that then gives a bonus to History in specific scenarios. 

Known Issues
  • Zooming in and out in the Character Editor doesn't work (This is fixed when using Better UI)
  • Progression text in the Character Panel will show errors (Not currently fixable due to localization limitations)

Installation
I recommend using Candor mod manager to install, as the process is highly simplified. However, you'll want to be sure you're using it to install any other mods you're using as well. Installation via Vortex is also supported

Candor
  1. Select Baldur's Gate 3 in Candor Mod Manager
  2. Select "Add Mods" and choose the .zip file containing this mod
  3. Check "PlayableGnomes" and hit "Install Selected Mods"
Manual
  1. Place the included .pak file into \Documents\Larian Studios\Baldur's Gate 3\Mods\
  2. Edit \Documents\Larian Studios\Baldur's Gate 3\PlayerProfiles\[Profile Name]\modsettings.lsx, ensuring your Mods node looks something like this:

<node id="Mods">
  <children>
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSWString" value="Gustav"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="FixedString" value="Gustav"/>
<attribute id="UUID" type="FixedString" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1"/>
<attribute id="Version" type="int32" value="268435456"/>
</node>
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSWString" value="PlayableGnomes"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="FixedString" value="PlayableGnomes"/>
<attribute id="UUID" type="FixedString" value="120cf0d0-480f-40df-94e1-65fc877cd3ab"/>
<attribute id="Version" type="int32" value="268435456"/>
</node>
  </children>
</node>

Acknowledgements
  • AlanaSP for allowing use of Candor/Vortex compatability images