"Getting sidetracked doesn’t feel too unnatural": Baldur's Gate 3 Act Two Expansion modder on how they seamlessly fit a "detour" to fight an army into the RPG's
A modder released a custom campaign for Baldur’s Gate 3, inserting a detour between Acts Two and Three to explore The Chionthar Wilds while an army advances, aiming to ease tension before the finale.
Midway through September, modder SquallyDaBeanz launched a beta version of a custom campaign for Baldur’s Gate 3, designed as an additional chapter positioned between the game’s second and third acts. The mod sends players and their party through The Chionthar Wilds while the Absolute’s Army marches toward Baldur’s Gate, offering a narrative detour before the final act. SquallyDaBeanz emphasized that the mod does not aim to compete with the game’s established story structure but instead provides a similar pacing shift, akin to the game’s opening act. They noted that while urgency increases as the mod progresses, players can explore a large area where side content remains optional but thematically connected to the main quest.
SquallyDaBeanz explained in an interview with Nexus Mods that the mod’s design mirrors the base game’s narrative flow, avoiding competition with key story moments like Moonrise. They described entering Rivington in Act Three as a deliberate detour, serving as a tension release after Act Two’s climax. The modder highlighted that their goal was to replicate this pacing shift by allowing players to explore The Chionthar Wilds, where not all content is critical but still ties into the overarching narrative. They ensured that urgency ramps up again as players approach the mod’s finale, preparing them for the transition back into Act Three.
The modder acknowledged significant challenges in developing the custom campaign, citing persistent toolkit bugs in Baldur’s Gate 3’s official modding tools despite their release two years prior. SquallyDaBeanz credited the modding community for creating many features for free but noted that undocumented limitations and unresolved bugs hindered progress. They emphasized that much of the development relied on trial and error or reverse-engineering Larian’s base game systems, with limited documentation still available. Community contributions, such as resources created by members like Lizardphunk, have since improved the situation.
SquallyDaBeanz, who had prior modding experience from projects like the Skyrim Morrowind remake Skywind, described the expansion as a steep learning curve. They had previously focused on level design and set dressing but had to master new skills, including scripting, enemy behaviors, item creation, and cutscene integration. The modder admitted that some of these elements still require refinement. They are now preparing for a 1.0 release, with plans to implement fixes and balance changes based on community feedback and gameplay reports from the beta version.