While Baldur’s Gate 3 takes place in the land of Faerûn, Dungeons and Dragons is home to a whole multiverse of lands, characters, and history. This means that the Baldur’s Gate 3 races you can play as focus on the Sword Coast, but not anymore, as a colossal mod for the RPG game gives you over 50 races to choose from across the DnD multiverse, and it’s incredible. With many players coming to the end of their first Baldur’s Gate 3 playthrough, now’s the perfect time to emerge as a completely different character thanks to this mod.
One Baldur’s Gate 3 mod already lets you play as an honest-to-goodness skeleton in Larian’s excellent adventure, but this is next level. Fantastical Multiverse from modder ‘DungeonsAndSouls’ has seen a 1.0 update now that BG3 is out of early access, and it includes a staggering 54 races from across the DnD multiverse and beyond.
“Playable races from Legacy, Grim Hollow, and my Homebrew have been adapted to be relevant for any class in any world in the multiverse,” DungeonsAndSouls writes. “All races are revised or made compatible with the new era of DnD if they are not officially updated to the One DnD format or Monster’s of Multiverse Fantastical Race already.
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- Elf (Revised Unearthed Arcana 2024 PHB) 3 Subraces
- Pallid Elf
- Sea Elf
- Shadar-kai
- Avariel
- Grugach
- Tiefling(Revised Unearthed Arcana 2024 PHB) 9 Subraces
- Githyanki (MoTM)
- Dwarf (Revised Unearthed Arcana 2024 PHB)
- Duergar (MoTM)
- Half-Elf(Mark of Detection)
- Half-Elf(Mark of the Storm)
- Gnome(Revised Unearthed Arcana 2024 PHB)
- Dragonborn(Revised Unearthed Arcana 2024 PHB)
- Dragonborn (Gem Dragonborn (FIZBAN’S))
- Half-Orc (Mark of Finding)
- Goliath(Revised Unearthed Arcana 2024 PHB + MoTM)
- Orc(Revised Unearthed Arcana 2024 PHB)
- Aasimar(MoTM)
- Genasi(Air, Earth, Fire, Water)(MoTM)
- Bugbear(MoTM)
- Changeling(MoTM)
- Firbolg(MoTM)
- Githzerai(MoTM)
- Goblin(MoTM)
- Kobold(VGTM + MoTM)
- Minotaur(MoTM)
- Shifter(MoTM)
- Triton(MoTM)
- Yuan-ti(Pureblood + MoTM)
- Kender
- Astral Elf
- Lineages(Dhampir, Hexblood, Reborn)
- Kalashtar
- Verdan
- Vedalken
- Locathah
- Laneshi(Grim Hollow)
- Ogresh(Grim Hollow)
- Downcast(Grim Hollow)
- Dreamers(Grim Hollow)
- The Disembodied(Grim Hollow)
- Krsnik(D&S)
- Moroi(D&S)
- Mušḫuššu (D&S)
- Tydelvian(D&S)
- Lunari(Hemato-Kai + Crepusriel) (D&S)
- Gwŷddpāla(D&S)
- Nephilim(D&S)
- Malformed(D&S)
- Hyur(FFXIV x D&S)
- Elezen(FFXIV x D&S)
- Roegadyn(FFXIV x D&S)
- Garlean(FFXIV x D&S)
Already? I thought with all the cutscenes and fully animated models, custom models for races would take way longer
As long as there’s a shared skeleton, you can make any model work with any animation that has the same skeleton.
So all that was needed to be done was to figure out what skeleton the animations were looking for and then set up an equivalent skeleton for the modded race. Then you can just reuse the same animations the game does.
I think he was implying full integration with relevant racial dialogs