Baldur's Gate 3 console mod list is extremely disappointing as it should be easy to win

Baldur's Gate 3 has an incredibly active modding community. Well, at least on PC. New races, class overhauls, hundreds of visual packs, and entire systems exist as fans continue to expand Larian's world long after launch. So when console players finally got access to mod support, the expectation was simple: while console modding would likely be more limited, racing mods should be an easy win. PC modders have already solved this problem, as there are dozens of fully playable, lore-authentic races on the Nexus. In comparison, console gamers get a long list of creative solutions.

These solutions are not due to a lack of modder interest. On the contrary, Baldur's Gate 3 modders have worked hard to ensure that console players can enjoy the content within the platform's limitations, but the underlying problem remains that the console's limitations make it nearly impossible to properly implement the race. The result is a strange, frustrating loophole: the most requested and highly effective mods remain out of reach for a large portion of the player base, even though they should be one of the easiest ways to extend the life of a console game.

How Baldur's Gate 3 Console Mods Really Work

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Before looking at what's missing, it's best to understand what console gamers are dealing with. Baldur's Gate Race 3 mods on PC rewrite core assets: models, skeletons, animations, character creation items, UI categories, tagging systems, and race-specific variable hooks. None of this is allowed on console. There are actually some extra hoops console mods have to jump through. Console mods for a console must meet these rules:

  • They cannot add, modify or remove shaders

  • Mods that increase the amount of nudity or violence already present in the game are prohibited

  • All console mods have to go through internal testing by Larian, Sony and Microsoft – that's why console mods take longer to get approved or rejected.

  • Mods must not interfere with running the game or managing mods

  • Mods that crash the game are disqualified

  • Avoid unsupported file formats (.exe, .dll)

BG3 Bard playing instrument

With stricter requirements comes exclusion. Larian explained before BG3 Patch 8 that the technical requirements for the inclusion of modified races means that console players will not be able to access the racing mods. This effectively removes the ability to add playable races in a straightforward manner. To avoid this, many modders resort to a system of polymorphs or disguises. Instead of adding a race, they give the player an item or passive ability that temporarily transforms them into a preset model. It's smart and it works. But it's not the same as a fully supported race. These limits explain why the console scene looks the way it does: imaginative solutions, impressive efforts, but ultimately limited by the platform itself.

Dungeons And Dragons Alarielle Aasimar Cleric of Amaunator by Lily Abdullin-1

If the console supported real racing mods, it is a favorite of many fans Dungeons & Dragons races would fit into them without any problems BG3's systems. Some of these races are already available on PC:

  • Aasimar – Strong lore grounding, light themed abilities, natural synergy with Paladins and Clerics. Aasimars is already playable on PC, but some players have been looking forward to it on console.

  • Shifters – Polymorph abilities that could work similarly to the Disguise Self spell.

  • Goliaths – as popular D&D many console players would adopt Goliath via mods – just like their PC counterparts.

  • Genasi – Elemental subraces that overlap with game effects BG3 is already using

  • Kalashtar – Perfect integration with already implemented psionic systems.

What Race Mods are Baldur's Gate 3 Console Players Actually Getting?

Baldur's Gate 3 mods and modders have done a heroic job of bringing racing-like experiences to consoles, but the technical limitations dictate the design, not the other way around. Below is an overview of the main “racial” options currently available:

  • ASE – 10 monster races (Bugbear, Drider, Intellect Devourer, etc.): This is one of the most ambitious console-compatible options. Adds ten creature forms, each with unique animations, passives, and dialogue tags. However, they are not races in the traditional sense of the word – they are disguises induced by the equipment of special underwear. All of them BG3armor becomes invisible, character creation is bypassed, and form switching must be done manually. Despite these limitations, this is one of the things that consoles have to a true racing package. However, it is still basically a workaround rather than an actual implementation.
  • ASE – Devils (Cambions and Succubi/Incubi): Another disguise based mod filling the racing mod gap. Players can choose from dozens of skins, including versions inspired by characters like Raphael or Mizora, and get themed spells and passives. The imagination is strong, but the technical execution is limited by the rules of the console. This is the theme of the entire console modding scene: the idea works, the infrastructure doesn't.
  • ASE – Automaton (inspired by Warforged/Steel Watcher): If anyone has ever wanted to play as a Steelwatcher, this is the mod for them. This is one of the most impressive cloaking console mods with custom passives, unique abilities, roleplay markers and multiple skins. The animation fits surprisingly well, but again, it's not a real race. It's a disguise with stat modifications.
  • ASE – Kobolds / Goblins / Undead / Ghosts: These provide fun fantasy options with multiple presets and quality-of-life features, but all rely on the same skin structure. Console players can become kobolds, change into goblins, or temporarily inhabit ghost forms. None of them work through actual character creation, and none can be fully integrated into game systems like race mods on PC.
  • Kuo-Toa (the only true console race): Here is an extraordinary value. The Kuo-Toa mod is the only one that actually creates a fully playable race with its own spells, deity, and Dreamkeeper abilities. It is the only example of a true racing mod that has passed console certification. The reason Kuo-Toa is the only racing mod that works is because it uses the game asset Kuo-Toa.
bg3-kuo-toa

Console gamers deserve more – and console mods need better tools

The problem is not lack of interest. It's structural. Console modification for Baldur's Gate 3 it is limited by what Sony and Microsoft allow, what Larian allows through its framework, and what modders can implement without overwriting the core assets. Herein lies another frustration: Baldur's Gate 3 it is practically built for the racial variety. Systems exist. The property exists. Passion exists. PC modders have already demonstrated how easily the game can support them, but console players simply don't have access to this layer of mods.

bg3 mods page

BG3 remains one of the most moddable modern fantasy RPGs, and bringing mod support to consoles was an extraordinary step, but racing mods shouldn't be the hill this feature dies on. If anything deserves an update, it's this: giving console players the tools PC modders already rely on, or at least the ability to implement real races into character creation. BG3 is a game defined by choice. Support for console mods should reflect this, not limit it.


Baldur's Gate 3 Cover Art Label Pages

Baldur's Gate 3

9/10

Released

August 3, 2023

ESRB

M for Mature: Blood and gore, partial nudity, sexual content, strong language, violence


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