A. Heads: Unfortunately, no. There are two reasons for this. Firstly, compatibility, on the technical side this race makes use of the Male and Female Githyanki armatures; this means that heads used by this race need to specifically be fitted for the Githyanki body, which is to say, only Githyanki heads can be patched. Secondly, style, I had a very simple goal in mind for the visuals of this race, to be nasty and undead. There are very few head mods available that fit that criteria. I am however absolutely open to and welcome modders making and publishing undead styled heads that are designed to be used with this race mod!
Hairs: I am more than happy to patch for hair mods though once again the issue of compatibility is at hand, the hair mods need to support male/female Githyanki bodies to be usable for this race! Feel free to leave a request for a hair mod you might want patched, though I cannot guarantee that every mod will be patched for.
Q. Why the Githyanki Body? A. Simply put, I just really like it, especially the scrawniness of the masc body, I feel like it perfectly encapsulates the build of an undead character. I do not plan to change this, I like it the way it is.
Q. How can I play as a Tiefling (Horns and Tails)? A. Through the use of Labotor's Half-Tiefs and Padme's Patches for CC Mods you can enable horns and tails for all the undead subraces! You will need the main file from Half-Tiefs and 'Patches for CC Races.lsx' and 'Half-Tiefs Modded Races Tail Patch' from Padme's mod to enable them. For extra horns you can also use Aloija's Horns of Faerun with Padme's 'Horns of Faerun Patch' to enable them on the Undead!
There is an optional patch for PseudoKociara's wonderful Some New Horns which requires the original mod but also requires Half-Tiefs + Padme's Patches for CC mods as listed above, otherwise you will have no access to horn colours.
Q. How can I change the Make Up/Tattoo Textures?
A. Under the miscellaneous files you can find the 'Ghastly Ghouls Loose Data' file. If you're familiar with customizing Unique Tav you will be familiar with this process! All you need to do is drop the Generated folder into your Baldur's Gate 3/Data directory.
From there you can navigate into Generated\Public\UndeadRace\[PAK]_UndeadRace, here you can find two folders 'Body' and '_SharedAssets'. The Body folder contains the body textures for each of the subraces that you can replace if you wish, but under the _SharedAssets folder you will find several textures.
There are 6 Body Tattoo files each for the male/female bodies of the Ghoul/Wight/Mummy subraces (Liches do not support body tattoos), and you will also find 'Skin_Atlas_Head_SHR_Makeup_A_MSK2' and 'Skin_Atlas_Head_SHR_Tattoo_A_MSK1' you can freely replace these with any makeup/tattoo texture that you like, just rename your texture files to match, and replace the files in the folder!
WELCOME TO THE HIGHLY ANTICIPATED COMPLETELY UNANNOUNCED VERSION 3, THE BONE ZONE UPDATE
Many people asked, skeletons please? And I finally decided, yeah skeletons, sure. This update primarily adds in new body 3 and body 4 options for all of the 4 subraces that allow you to play as a skeleton!
Body 3 is a standard regular bone coloured skeleton, while Body 4 is a special skeleton that can be coloured using the horn colour options, because of this Padme's CC Race patches are REQUIRED or you will not have access to horn colours on the undead. There is currently no skeleton option for guardians as I ran into some issues.
There is a caveat with the body 4 coloured skeleton due to shader limitation, it is lacking the vert cut feature. This is what allows the game to remove body parts when certain armours and clothings are equipped, so that they don't clip through the models. Because of this there may be some very minor clipping on some outfits, I have done everything I can to minimize this.
I have also included manual edits to many vanilla armours and clothing to add double sided textures to models, so that you can't see through the inside of your skeleton's outfit. Because of this, this mod is currently incompatible with other mods that add on to vanilla armour/clothing root templates, most notably Labotor'sSatyr's and Johauna's Half-Dragon. This is only likely to cause an issue if you're doing a multi-tav or multi player run, I would like to make a patch for this, but it is a lot of tedious work.
The secondary feature to this update is hopefully the final adjustment to Lich phylactery summons. Your Phylactery is now chosen in the initial CC screen, each option gives you the corresponding summoning spell. The Phylactery is now added directly to your inventory after summoning, no need to mess with a bag (it seems this was causing many players to unintentionally lose their phylactery)
Lich spells/buffs are no longer bound directly to your phylactery, they should now just be added directly to your character with no need to move around a little first. The Phylactery now only removes/prevents the separation debuff. The buffs and spells you receive are unchanged.
Phylacteries can now be resummoned by respec-ing your tav once again, this also allows you to swap phylactery/spell set whenever you like. Respec-ing wont remove your previous phylactery however so feel free to toss it around or something.
ONCE AGAIN, DO NOT UPDATE THIS MOD MID SAVE AS IT WILL CAUSE ISSUES, ESPECIALLY IF YOU ARE CURRENTLY PLAYING AS A LICH.
There may be some very minor clipping on the legs of some armours with the bandages on the Mummy bodies, if it proves to be enough of an issue I will attempt to properly fix, but please be aware that I cannot test every outfit
Liches currently do not support body tattoos and are also lacking Vitiligo and Freckles on their bodies, this is due to the body shader I used for the glowing chest, there is no other alternative that supports glowing and Vitiligo/Freckles so there is currently no solution for this.
Some of the kiss animations might look a little funny with the toothier/skull heads, not much I can do about this! Consequence of being a floating skull.
Currently, the Undead Subrace disguise options are working just fine however they are lacking the appropriate portraits (currently appears as Drow) I do not know how to fix this, but once I find a solution it will be done.
Undead subraces have NOT been tested on hirelings and at this current moment I will not be troubleshooting hireling related issues, as undead hirelings are currently not a supported part of this mod.
Hello, first, I want to say that this mod really is spectacular, however I do have a request and a complaint, even tho the latter is more directed to the BG3 modding community as whole. The request is about the Mummy subrace, more specifically about bandages: Could it be possible to have the option to remove them and/or have them cover the whole body in character creation? kinda like how vanilla DBs can be with or without tails? Also, could it be possible to have the partially bandaged head without bandages as an option as well? It's one of the best imo, but the bandages clip a bit with headpieces, hair and beards making them look a little odd...
As for the other matter, the only thing I'm not enjoying about "this mod" is the Gith body type, not becouse it's bad or anything, but becouse there is almost zero support for it, all non-Gith specific modded equippement is either invisible, just like the vanilla version, or exactly the same model used by other races bts 1 and 2, wich makes your character look goofy af. Gith need more support, especially the male bodytype.
You caught me at a very good time with this comment, as I am literally just finishing up the Version 3 update, I can certainly add in a bandage-less version of the loose mummy head that's fine and easy enough. Making the mummy bandages selectable in the CC might cause some problems, but as a compromise I can include an optional file that removes the perma mummy bandages like the lich float remover if that works for you.
And trust me, I feel you on the lack of Gith Masc armour but that is simply the way things are, making armours that fit every body type is a lot of work and I don't blame authors for leaving out the less used races.
Hello i wanted to play an barehand character (using grappling, etc) and was thinking about using claws of the ghoul, but it seems to be usable only one per fight.
Do you think it would be overpowered if it was counted as unarmed , usable more than once and usable with extra attack from level 5.
I'm curious about your opinion, but thanks for your mod ! i just finished 2 days ago to translate in french your mod (because the last one was awfully translated with google translate) i took 3:30 hours but worth it haha.
I've tried in the past to make the claws/bite count run off unarmed but it causes a lot of issues, like it completely replacing the unarmed attack option and causing incompatibilities with other features in game that then run off of the unarmed attacks, so unfortunately for now it has to stay as it is.
I was playing as Lich. And my Phylactery disappeared after the tutorial. Until I respect I still had the abilities, I just didn't have any of the Resistances. After respec I lost the abilities and even changing race doesn't fix it.. I am on Honor mode so I can't load back.
Very sorry for these issues, I'm in the middle of making an update that will hopefully resolve all these phylactery vanishing woes soon.
If you're using script extender at all you can spawn a replacement one in using in the SE console: Osi.TemplateAddTo("PhylacteryIDGoesHere", GetHostCharacter(), 1, 1)
The phylactery IDs are as follows: '13985b58-4b76-493b-81e3-38e4aa112534' Silver 'e4694cd8-72a9-419f-b55e-6bb741436a5b' Obsidian '6012844e-3883-4985-96c4-c87ba7eed4c7' Amethyst '89ea8f48-e29b-4233-94ca-be1555b450c3' Crystal '6bc30d67-a94d-4d6b-9c49-72715efe83ad' Ebony
380 comments
A. Heads: Unfortunately, no. There are two reasons for this. Firstly, compatibility, on the technical side this race makes use of the Male and Female Githyanki armatures; this means that heads used by this race need to specifically be fitted for the Githyanki body, which is to say, only Githyanki heads can be patched.
Secondly, style, I had a very simple goal in mind for the visuals of this race, to be nasty and undead. There are very few head mods available that fit that criteria. I am however absolutely open to and welcome modders making and publishing undead styled heads that are designed to be used with this race mod!
Hairs: I am more than happy to patch for hair mods though once again the issue of compatibility is at hand, the hair mods need to support male/female Githyanki bodies to be usable for this race! Feel free to leave a request for a hair mod you might want patched, though I cannot guarantee that every mod will be patched for.
Q. Why the Githyanki Body?
A. Simply put, I just really like it, especially the scrawniness of the masc body, I feel like it perfectly encapsulates the build of an undead character. I do not plan to change this, I like it the way it is.
Q. How can I play as a Tiefling (Horns and Tails)?
A. Through the use of Labotor's Half-Tiefs and Padme's Patches for CC Mods you can enable horns and tails for all the undead subraces!
You will need the main file from Half-Tiefs and 'Patches for CC Races.lsx' and 'Half-Tiefs Modded Races Tail Patch' from Padme's mod to enable them. For extra horns you can also use Aloija's Horns of Faerun with Padme's 'Horns of Faerun Patch' to enable them on the Undead!
There is an optional patch for PseudoKociara's wonderful Some New Horns which requires the original mod but also requires Half-Tiefs + Padme's Patches for CC mods as listed above, otherwise you will have no access to horn colours.
Q. How can I change the Make Up/Tattoo Textures?
A. Under the miscellaneous files you can find the 'Ghastly Ghouls Loose Data' file. If you're familiar with customizing Unique Tav you will be familiar with this process! All you need to do is drop the Generated folder into your Baldur's Gate 3/Data directory.
From there you can navigate into Generated\Public\UndeadRace\[PAK]_UndeadRace, here you can find two folders 'Body' and '_SharedAssets'. The Body folder contains the body textures for each of the subraces that you can replace if you wish, but under the _SharedAssets folder you will find several textures.
There are 6 Body Tattoo files each for the male/female bodies of the Ghoul/Wight/Mummy subraces (Liches do not support body tattoos), and you will also find 'Skin_Atlas_Head_SHR_Makeup_A_MSK2' and 'Skin_Atlas_Head_SHR_Tattoo_A_MSK1' you can freely replace these with any makeup/tattoo texture that you like, just rename your texture files to match, and replace the files in the folder!
WELCOME TO THE
HIGHLY ANTICIPATEDCOMPLETELY UNANNOUNCED VERSION 3, THE BONE ZONE UPDATEMany people asked, skeletons please? And I finally decided, yeah skeletons, sure.
This update primarily adds in new body 3 and body 4 options for all of the 4 subraces that allow you to play as a skeleton!
Body 3 is a standard regular bone coloured skeleton, while Body 4 is a special skeleton that can be coloured using the horn colour options, because of this Padme's CC Race patches are REQUIRED or you will not have access to horn colours on the undead. There is currently no skeleton option for guardians as I ran into some issues.
There is a caveat with the body 4 coloured skeleton due to shader limitation, it is lacking the vert cut feature. This is what allows the game to remove body parts when certain armours and clothings are equipped, so that they don't clip through the models. Because of this there may be some very minor clipping on some outfits, I have done everything I can to minimize this.
I have also included manual edits to many vanilla armours and clothing to add double sided textures to models, so that you can't see through the inside of your skeleton's outfit. Because of this, this mod is currently incompatible with other mods that add on to vanilla armour/clothing root templates, most notably Labotor's Satyr's and Johauna's Half-Dragon. This is only likely to cause an issue if you're doing a multi-tav or multi player run, I would like to make a patch for this, but it is a lot of tedious work.
The secondary feature to this update is
hopefullythe final adjustment to Lich phylactery summons. Your Phylactery is now chosen in the initial CC screen, each option gives you the corresponding summoning spell. The Phylactery is now added directly to your inventory after summoning, no need to mess with a bag (it seems this was causing many players to unintentionally lose their phylactery)Lich spells/buffs are no longer bound directly to your phylactery, they should now just be added directly to your character with no need to move around a little first. The Phylactery now only removes/prevents the separation debuff. The buffs and spells you receive are unchanged.
Phylacteries can now be resummoned by respec-ing your tav once again, this also allows you to swap phylactery/spell set whenever you like. Respec-ing wont remove your previous phylactery however so feel free to toss it around or something.
ONCE AGAIN, DO NOT UPDATE THIS MOD MID SAVE AS IT WILL CAUSE ISSUES, ESPECIALLY IF YOU ARE CURRENTLY PLAYING AS A LICH.
As for the other matter, the only thing I'm not enjoying about "this mod" is the Gith body type, not becouse it's bad or anything, but becouse there is almost zero support for it, all non-Gith specific modded equippement is either invisible, just like the vanilla version, or exactly the same model used by other races bts 1 and 2, wich makes your character look goofy af. Gith need more support, especially the male bodytype.
And trust me, I feel you on the lack of Gith Masc armour but that is simply the way things are, making armours that fit every body type is a lot of work and I don't blame authors for leaving out the less used races.
Do you think it would be overpowered if it was counted as unarmed , usable more than once and usable with extra attack from level 5.
I'm curious about your opinion, but thanks for your mod ! i just finished 2 days ago to translate in french your mod (because the last one was awfully translated with google translate) i took 3:30 hours but worth it haha.
https://www.nexusmods.com/baldursgate3/mods/5085
I am on Honor mode so I can't load back.
If you're using script extender at all you can spawn a replacement one in using in the SE console:
Osi.TemplateAddTo("PhylacteryIDGoesHere", GetHostCharacter(), 1, 1)
The phylactery IDs are as follows:
'13985b58-4b76-493b-81e3-38e4aa112534' Silver
'e4694cd8-72a9-419f-b55e-6bb741436a5b' Obsidian
'6012844e-3883-4985-96c4-c87ba7eed4c7' Amethyst
'89ea8f48-e29b-4233-94ca-be1555b450c3' Crystal
'6bc30d67-a94d-4d6b-9c49-72715efe83ad' Ebony
Here is my load order in case you need it.
IndexNameAuthorFileNameTagsDependenciesURL
0Party Limit Begone UniversalSildurPartyLimitBegoneUniversal_1d6c4030-67b9-4b0a-b3ab-caf6dd73d1af.pak
3JWL Crafting FrameworkJewelsJWL_CraftingFramework_5593c5cd-b273-4048-ae87-635c1d487a5e.pak
45eSpellsDiZ5eSpells_fb5f528d-4d48-4bf2-a668-2274d3cfba96.pak
5CommunityLibraryBG3 CommunityCommunityLibrary_396c5966-09b0-40a1-af3f-93a5e9ce71c0.pakAPI, Core, Library
6HonourHonour_b77b6210-ac50-4cb1-a3d5-5702fb9c744c.pakGustavDev
7TagFrameworkBG3-Community-TeamTagFramework_2cba831e-bc5e-4ed5-b831-b5c4580b02b0.pakTemplate
8MaxLvlDummiesProxaMaxLvlDummies_30c91838-e543-4357-ad19-d80ec19bfd9e.pakClasses
9Dice Set ExpansionKoriikDiceSkin01_ae620a20-a88b-433e-9d1a-bdd18317cc79.pak
10VolitionCabinetVolitioVolitionCabinet_f97b43be-7398-4ea5-8fe2-be7eb3d4b5ca.pak
11Valkrana's SpellbookSailor CatValkrana's Spellbook_9deeb371-f01e-41b4-b20e-c5eee0751b12.pak
12Valkrana's Skeleton Crew FeatSailor CatValkrana's Skeleton Crew Feat_d76ff1e5-e09e-4565-a9d2-a035037f6134.pak
13Valkrana's Limited Edition BoneSailor CatValkrana's Limited Edition Bone_04c9dcd5-9bc2-4560-8c41-a801bfbca5ed.pak
14Valkrana's Skeleton EmporiumSailor CatValkrana's Skeleton Emporium_e11672e2-408f-44ef-8058-85f65032953b.pak
15Valkrana's Undead EncountersSailor CatValkrana's Skeletal Encounters_4b83dd7a-0d18-4d6b-a6d3-e540a17c43de.pak
16Valkrana's Skeletal ChallengeSailor CatValkrana's Skeleton Crew Red_22065e82-dfbf-4dd7-98fb-7fe17741dab8.pak
17AD++ and Valkrana's Spellbook SubMod FixSailor CatADPPnVS Submod Fix_a9fbfcea-ff68-4884-85cb-90c6086cce25.pak
18Animate Dead++Sailor CatAnimate Dead++_f323b958-b845-4c79-b139-d39570658fbb.pak
19Animate Dead++ Spell List AddonSailor CatAnimate Dead++ Spell List Addon_7ea10fb3-ccd0-44dd-bda6-7e2fc8628fb7.pak
20Animate Dead++ Passives AddonSailor CatAnimate Dead++ Passives Addon_d3900e56-26b2-438a-8067-b3c6804d9e0b.pak
21aSubModOfADPPnVSisamuchuaSubModOfADPPnVS_40328aae-6efb-4b21-986b-356d00b5f948.pak
22DreadOverlordaheramDreadOverlord_2e686664-8fbb-4e08-9ec2-3eea5d0300ab.pak
23DreadOverlordAddOnaheramDreadOverlordAddOn_f2b1c8cc-2b82-4f61-83ad-edd83f5ba8fd.pak
24Incubate DeathSailor CatSkeletal Involucre_71cd0dee-b950-41aa-9105-1bc67bf1b6b0.pak
25PhalarAluveLegendarylautasantenniPhalarAluveLegendary_334a23f0-276a-465d-8544-961eeb637b84.pak
26Ghastly Ghouls: Playable Undead RaceGhouls0RulesUndeadRace_f3d4e722-e576-43ce-a585-cfffcfcbcf40.pak
27InstrumentsOfVileNecromancyCBInstrumentsOfVileNecromancy_80c63aa8-c561-44a8-abb0-d685f64280ea.pak
28Golden Death Dice AltRubenLimeGoldenSkull_1435a5c7-6993-4bae-af06-998b34d14406.pak
29DiceSet_06DiceSet_06_ee4989eb-aab8-968f-8674-812ea2f4bfd7.pak
30XPAddon(x2)ElmvickXPAddon(x2)_274601d8-a5d1-432a-b3ef-8dc9e554dacb.pak
31Aether's Black DyeAetherpointAethersBlackDye_53480625-d3e4-4cce-86c8-a8a793eb61d7.pak
32Arcanist FeatSailor CatArcanist Feat_10648c86-4837-498e-9a82-bc77f16e518c.pak
33Rebalance_FeatsSyrchalisRebalance_Feats_14132dd7-c606-42d7-8e3f-816a63bd7a14.pak
34Essential_FeatsSyrchalisEssential_Feats_ca3df55b-c576-41a1-87c4-3cf5f01922e4.pak
35LegendaryEquipTonedDonkeyTheBardLegendaryEquipToned_a5206fb2-bac3-4021-82b7-09824bd37e35.pak
36AV Item Shipment FrameworkAetherpoint, VolitioAVItemShipmentFramework_e6333436-9cf0-4464-aaf2-39246292575e.pakVolitionCabinet
37Extra GearpooteeweetPTW_Extra_Gear_2cd6c65a-71cc-4db6-bfb2-70116ccd2b94.pak
38Class Specialization FeatsIndecisionIncarnateClassSpecializationFeats_1c036a05-h3e4-3422-67bd-eadadf96c162.pak
39BetterGear_MoonDruidSyrchalisBetterGear_MoonDruid_d4d885b7-061d-4ca4-ab2b-77eb0af8555c.pak
OverrideImprovedUIAlanaSP,ShinyHobo,Djmr,ZeeImprovedUI_00000000-0000-0000-0000-ImprovedUI12.pak
OverrideImprovedUI Assets Gustav_ https://www.nexusmods.com/baldursgate3/mods/366
OverrideModFixer
OverrideTrips_ShadersTripsTrips_Shader_166bdea1-ec32-4cdb-bd75-98affd58dd92.pak