SamuKata
DungeonsAndSouls
DungeonsAndSouls

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[NEWS] Road to 2.0 {Fantastical Multiverse} #3

Official Mod Manager (Mod.io) & Direction Shift

While I've been working on Fantastical Multiverse 2.0 I've released a handful of mods to mod.io (Official Mod Support for Baldur's Gate 3). Most of them haven't even been released to consoles yet and I released these 2-3 months ago. I've done this to see how everything works with getting the projects out to all platforms but a project can be in the queue for a while it seems. Making it kinda pointless to prioritise mod.io releases. Especially with some of my larger projects. I'll still be working on them through the official mod tool but I think my focus will be less worried about mod.io till 2.0 is ready to be released on there. So my focus will be to try to get updates on Nexusmods & here and then as I finish up the parts I'm working on for 2.0 I will then release it there.

The good news is I'm able to merge 1.6 work with 2.0 portions for 3rd-Party so I can create 1.9 content. With the merge, I can then release that here & then to Nexusmods a lot sooner.

This is something I'm actively doing today.

1.6 Migration

1.9 & 2.0 will require a new game. As some of the Root Templates for 1.6 were replaced. Root Template files are essential to a save so if this is changed this will break the save that has the old file. For those who have 1.6 playthroughs as of yesterday, I've actively been checking each file and then placing it on this Legacy Nexus page so you can access those versions of the mod here or now on this Nexusmods page. If you wish to continue your 1.5 - 1.6 playthroughs I'd finish those with the files you currently have before moving on.

1.9 will be compatible with 2.0 because it uses the same UUID and root templates. I should never need to change these since I'm using the official modding tool as the core way that I create mods.

I'm currently going through each file making sure the 1.6 version is fine before uploading it to the Legacy page.

Fantastical Multiverse & Species of the Multiverse

My current focus with 1.9 is to merge and make playable my Official Mod Tool finished work with the stuff that still needs to be ported or transferred. To do this, I will merge files from both into a new file with the same UUID and Root Templates as the Official Mod Tool versions.
This process will be similar to Forspoken Alpha's release but I won't have 2 files for Species of the Multiverse files & Fantastical Multiverse due to it being a little less complex than Forspoken.

For example, I might need to still port a spell or status effect into the official mod tool but the spell is already done in the 3rd-Party version of Fantastical Multiverse. So I'll just put that file into the 1.9 version so that way it can be finished and ready for release.

Another example is that I have a bunch of heads or private parts already made for the race especially a race that is in 1.6 but I haven't fully ported all the heads & private parts into the official modding tool so I can just merge those into this 1.9 file so that race can be ready now rather than later and can be separated into a Species of the Multiverse file and then into the 1.9 single file of Fantastical Multiverse & Fantastical Faerun.

Just to further clarify this will have these mods and races available on here and Nexusmods a lot sooner than the 2.0 release on Mod.io.

Species of the Multiverse

These files will be the standalone files that only have one race. They won't need anything else aside from Improved UI to work. They will contain everything else they will need to function. So if you wanted Shadar-kai and Goblin only you would need to download the files named:

Goblins of the Multiverse

Shadar-kai of the Multiverse

To recap from the prior post:

New Things to expect with 1.9:

Some races will remain not merged right away with 1.9 and won't be going to Nexusmods. This is because I still need to make the armor mod for them so I'll just host them here in an Alpha state till I have time to separate armor from them or make armor for them. Just to clarify this armor will be the vanilla armor found in the game files but will have stats to fit the ones that are available to the other races. These are the races that will be in Alpha Release 1.9:

Fantastical Multiverse & Fantastical Faerun

From now on I will only host the large pack files on the Fantastical Multiverse original nexus page. I will provide links to the standalone pages but only race packs will be found on Fantastical Multiverse.

Name of Each Pack:

Fantastical Multiverse: Contains all races.

Fantastical Faerun: Contains only official 5E species.

Fantastical Etharis: Contains only Grim Hollow species.

Fantastical Malipala: Contains only my homebrew species.

Fantastical Eorzea: Contains only the cross-over FFXIV species I created.

Fantastical Ebon Tides: Contains only Ebon Tide species.

What's going on with 2.0?

[NEWS] Road to 2.0 {Fantastical Multiverse} #3 [NEWS] Road to 2.0 {Fantastical Multiverse} #3 [NEWS] Road to 2.0 {Fantastical Multiverse} #3 [NEWS] Road to 2.0 {Fantastical Multiverse} #3 [NEWS] Road to 2.0 {Fantastical Multiverse} #3

Comments

Still nothing?

Jesus Castro

Makes sense all around. Thanks!

Krendius Fox

They won't be seperate in this update as this would take alot longer than I've already had to take. So for 1.9 they'll be one choice that edits everything but every Kobold vanilla color options is available in these color options. It's still planned to add support for colors for the legacy version but it will likely stop with the update 1.9 is getting so I can focus on 2.0 plus content.

Dungeons N Souls

Two questions: For kobolds, will their skin, underbelly, and horns be separately customizable? And also, for the legacy version, is it possible to change/edit the color options for them? IE: if I wanted to make one to match Durge's default color scheme, or look like Popper.

Krendius Fox

Goliath news coming soon. I have to finish adding the additional body marking color options.

Dungeons N Souls

I'm looking forward to this! Where are you at on this, but more specifically the 2024 Goliath?

Matthew Conant

I'm hoping for early 2025 as 5E Armory is a mod I'd like to work more actively on since it will introduce a lot of my favorite sourcebook magic items that aren't in the game, +3 armor variants for races that don't have much armor so at least you can have better stats as you progress for races like Kobold, Locothah. My plan for Bugbear is to at least start with variants of body-compatible Bugbear gear so it would be separate from vanilla but be as good or with better gear stats than what is found in Baldur's Gate 3. The only issue is next month I will be entering my Game Design final portfolio projects which might consume a lot of my time since I'll be in a team and balancing my job and my schedule around my teammates based on their availability will likely reduce the flexibility I have with working on larger projects for at least 4 months. So I'll probably focus on more of the class mod projects and spell mod projects because it's easier to release content for those than the armor projects.

Dungeons N Souls

Sorry to sound like a needy fan, but i can't help my curiosity, with 2025ish, you mean early 2025? Or end 2025?

dylan gosseye

I'm so hyped. Literally my favorite mod for bg3

The D

I should have the first portions of the updates out by tomorrow night or Monday. I've been trying to see if there is anything I can do for 1.6 playthroughs and trying to finalize some additional fixes for species. Which should be wrapped up tonight and then I'll finish separating the first few races I've been getting ready to release for 1.9.

Dungeons N Souls

Bugbear will likely get clothes worked on around 2.2 because that's when I'll likely focus more on the 5E Armory project. So I wouldn't expect that until like 2025ish in all honesty. For now, they'll have the invisible body patch that at least helps when wearing full armor that doesn't reveal the body, and I heard some of the reshape for Dragonborn armor is compatible. The issue is the Bugbear body overall is slightly bigger than even Dragonborn so it's not 100% compatible with armor. I tweaked some of the furs on the body and should be going in testing tonight so I can see if it resolves the issue any better I was just finishing a test to see if the eyebrows that I've edited can support color change when you change your hair color.

Dungeons N Souls

I have been waiting to start a baldur's gate 3 campaign. But i only wanted to play as a bugbear. Do you have any idea when the armor mod for the bugbear will be done?

dylan gosseye

This is awesome! I’m looking forward to what you do with the kobold armor and clothes!

Ryan Schenewerk

Are you merging the content today or releasing it today? Wording had me confused.

The D

Thank you as always!

Dr Bear PhD

Looking forward to the 1.9 release :)

The D


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