Inspired by the game V Rising by Stunlock Studios, which has you start as a Vampire! Now you can start your story as a Vampire instead of relying on some random vampire NPC.

Vampires Rising ➤ Starting a new playthrough, and you only want the vanilla progression...
2025-05-02 10:49:51 +0000 UTC
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Normally, don't show this type of stuff and just choose to suffer in silence. But since I've spent two days now trying to fix this, Mod Tool figured I'd show how that is going. When this tool decides to work, it's one of my favorite tools out there, just below Unreal Engine 5. When it doesn't, it makes me miss just doing everything 3rd-Party.
Originally, I couldn't upload public files and could only do private ones since I was trying to update some small mods while I get stuff ready for the Fantastical Multiverse, Fantastical Compendiu...
2025-04-17 19:35:45 +0000 UTC
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Good News
Bad News
Additional News
Fantastical Multiverse 1.6
I'm currently verifying the state of Fantastical Multiverse 1.6 as I'm pretty sure you won't need Improved UI anymore, but other race modders are reporting that passive selection after level 1 isn't working. So I'm going to go through the public files already available.
Fantastical Multiverse 1.9
I've run into an issue where none of my passive selectives on the Fantastical Multiverse (1.9) aren't showing but not sure if this was a problem when I transferred it to the Patch 8 Playtest, s...
2025-04-15 20:29:40 +0000 UTC
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During the showcase you’ll see why I changed all the scale colors from just being in the skin color list.
Standalone Mod Name: Kobolds of the Multiverse
Version: 1.9
Completed Goals for 1.9 Kobolds
For those wondering what is available asset-wise for Armor/Clothes for Kobolds. This mod will be compatible with Fantastical Multiverse as I plan to do all the armor and weapons in this mod so I will make sure to add lines for races that aren't supported typically with the gear I make.
Kobolds will likely have a Camp Clothes version of variants of the armor you're seeing in the video. I'll be using these assets as a starting point for the armor Kobolds will have. As you can see there isn't much to start with.
2025-03-18 22:12:20 +0000 UTC
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Sucked it up and knocked it out. Kobolds will be able to change all 3 sections of the body.
Horns
Primary Body
Underbelly
11 Default Looks - Edits the entire body will be found in the skin option.
88 Primary Body Colors - Edits top body, found in skin options
104 Underbelly Options - requires passive enabled as it uses a similar system to Rogue Tattoo to get around limitations.
88 Horn Color Options - Found in the hair section to get around limitations.
2025-03-15 16:35:43 +0000 UTC
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Enables the ability to select body art by overhauling the Dragoconic Bloodline selector whenever the Body Tattoos passive is selected. A framework so that players can swap through TattooAtlas options provided by whatever atlas is assigned to the body.
Requires: IMPUI (ImprovedUI)
Version: 1.0.0.11
Rogue Tattoo will support the following vanilla Baldur’s Gate 3 races by default:
Dwarf
Drow
Elf<...
2025-03-11 23:56:26 +0000 UTC
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Overhaul that restores the Human race back to the way it was in Early Access, which is the Player's Handbook 2014 version.
KNOWN ISSUES
You still gain the ASI from the classes, so you will also be able to gain the +2/+1 or the +1/+1/+1. This is because this feature is added to all the Class progressions, not the races. If you wish for that to be removed, there are already mods on the Nexus that do so. I won't be tackling this problem in this project.
This will conflict wi...
2025-03-11 02:59:55 +0000 UTC
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Rogue Tattoo will support the following vanilla Baldur’s Gate 3 races:
Dwarf
Drow
Elf
Gnome
Half-Elf
Halfling
Half-Orc
Human
Tiefling
I made a brand-new mod for vanilla races to showcase a future feature coming to pretty much most of the races in Fantastical Multiverse, so long as they have humanoid skin and not scales. Sorry, Dragonborn, Kobold, and Locathah players! I’ve been exc...
2025-03-05 08:31:53 +0000 UTC
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This mod showcase displays the body tattoo feature I’ve been working on originally for the Fantastical Multiverse update. I’ve separated a version that only covers vanilla races since Fantastical Multiverse won’t add this feature for vanilla races. I’m working on the last touches, so the mod fully works with vanilla races by adding the requirements into all the vanilla races presets. This won’t include support for Dragonborn.
Additionally, I’ve set the foundation for other mod authors making custom races to be able to...
2025-03-05 06:44:51 +0000 UTC
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Video showcasing Goblins being mostly finished. Showcasing one of the main things currently stopping this release which is the female goblin animation I put in the animation set by accident in the wrong place so going to fix that after I get home from work. All the male and female goblin cinematic animations have been merged so they won't completely rely on Halfling animations. I also finished all the animations that needed to be merged for the female Goblin I just accidentally placed the animation used for the profile picture in the wrong ...
2025-01-04 17:37:18 +0000 UTC
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While I'm waiting for a fresh install of BG3 and the Official Mod Manager I'm just going to launch the Legacy Page as it's mostly set up now. Some of the races are missing from 1.6 updates and that's because I was in the middle of updating to 1.7 updates so they could be compatible with Icons displaying once I finished 1.7 Fantastical Compendium. As of yesterday night, I haven't been able to launch the Official Mod Tool. I'm currently troubleshooting that. Hopefully, a clean reinstall to both Baldur's Gate 3 and the Official Mod Tool resolve...
2024-12-03 19:36:17 +0000 UTC
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Here are some of the 200 eye options you will have available with the update to Legacy Edition Fantastical Multiverse [Version 1.6-1.7 for Old Playthroughs] & Fantastical Multiverse [Version 1.9 for New Playthroughs]. Going to get some sleep and then hopefully before work, I'll have time to finish the larger post explaining how these updates will work and what will be included in them plus when to expect the launch of each version. :) Tomorrow I'll also count how many Kobold color options are available lol.
Eye colors will be nam...
2024-11-30 12:00:00 +0000 UTC
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Quick video showing that the eyebrows will now adjust to whatever hair you're using. :) The fur is still WIP and might be fully fixed and rolled out in update 2.1 but I now know I either need to find a compatible hair texture or just redo the material settings for the material in the official tool for all the body fur.
2024-11-30 09:37:41 +0000 UTC
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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...
2024-11-14 22:47:53 +0000 UTC
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Sorry for the delay again! This wait though will be worth it! Yesterday I figured out how to get around the texture issues with bestial species: Kobold, & Locathah have been tested in the editor! This should even work for Minotaurs! I have to create each custom color preset and then set it up so it shows up for you. I haven't set up all the Kobold colors I've made though the ones above the 3 I selected are the humanoid colors that aren't compatible with Kobolds. I will look for a way to remove the human ones after 2.0 though. You'll hav...
2024-10-02 00:02:33 +0000 UTC
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Here's more news and reveals for 2.0!
More Icons
Still working on adding more icons for each race, thanks to TheCeruleanWitch making these lovely icons I was able to add more of the icons. Ran into an issue that was blocking me from updating the icons but got around it so should have most of not all set back up and displaying correctly. Regardless if they don't show up it won't stop the project from releasing though as that's an easier fix and doesn't actually impact your playthroughs.
2024-09-22 18:51:48 +0000 UTC
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Fantastical Multiverse 2.0 and the standalone single-race files have been delayed with the planned release. Unfortunately, this is taking alot longer than I had hoped but I'm also not trying to ship another Fantastical Multiverse 1.0 so I'm close to being done but there is just enough critical stuff that needs to be rebuilt, & fixed before I ship Fantastical Multiverse and the Species of the Multiverse standalone files. I should have this still done before September, and apologize that I wasn't able to get this done by the 17th. Luckily ...
2024-09-19 15:53:19 +0000 UTC
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Windrider overhauls the Jump action to only cost movement based on the distance traveled. If you have the movement, you can jump that distance! It scales with your strength as well still so the distance you can launch yourself will increase the higher the strength you have. I currently have the range capped at 9 m, but you can jump multiple times if you're a monk or any class that has increased movement! Save that bonus action for a potion and launch yourself
Vanilla Jump
Resource Cost: 3m of movement ...
2024-09-08 14:17:33 +0000 UTC
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This is a collection of rules that I use in my One-Shots and Campaigns for Dungeons & Dragons whenever I DM. It will contain house rules and rules from the 2014 & 2024 editions of Dungeons & Dragons sourcebooks. Some of the rules are recommended to be used with Honour mode, Tactician mode, or a mod that increases the difficulty of Baldur's Gate 3 but you're free to use them ultimately however you wish but they may make the game easier if it is used in a mode that isn't Honour or Tactician. Some of the rules have been separate...
2024-09-07 15:39:43 +0000 UTC
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Origin Feats version 1.0.0.4 is now live and available on the official page!
Also can download it here if you prefer.
Origin Feats
Allows you to select a feat whenever a class reaches 2nd level. It aims to implement the House Rule that allows players to do the following:
Every character starts with 1 Feat. Races that provide feats at the start also gain a feat.
[Due to the limitations of Baldur's Gate 3 you gain a feat at level 2 instead of level 1.]
...
2024-09-07 03:38:59 +0000 UTC
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I'm currently updating the game and then need to install the public official toolkit as during Closed Beta the toolkit wouldn't let me publish mods after a patch that happened just before the official release so seeing if the official release has resolved this issue.
Patch 7 Changes for Modding
As of Patch 7, you no longer NRD_KillStory or Mod Fixer. I'll be updating this on my Nexusmods pages. If you have NRD_KillStory or Mod Fixer your game likely won't boot up and you'll be brought back to...
2024-09-05 19:17:18 +0000 UTC
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I've been making a lot of new presets while also putting all the passives I've created into the official modding tool. Adding more all body type hairs and beards, etc. I'll likely start putting in all the cosmetic options for each race next week while I finish getting everything mechanically up and running in the tool. Most of the passives, feats, etc. Have been put into the official modding tool so in the next couple of days I'll be reattaching them in the species progression. Going to try to get all the stat blocks set up and finished to...
2024-08-08 01:03:12 +0000 UTC
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Going to try to add Darakhul, Quickstep, Shade, Shadow Goblin & Umbral Human from Book of Ebon Tides into 2.0 update. They have pretty easy traits to make and should be able to use in-game models with no problem.
Going to attempt to add Bearfolk, Ratatosk, Ravenfolk, & Satarre to 3.0 updates.
Erina would be too much of a hassle thanks to the body conflicting with a lot of armor.
2024-08-01 20:48:39 +0000 UTC
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Patreon Changes
First I'd like to say thank you for everyone who is supporting me and I really appreciate the people who have been here since the beginning. I've made changes to tiers and added some new bonuses for Patreon members. The new bonuses should be released soon with the Alpha Release rewards. I'm aiming to have the first launch of Fantastical Faerûn out for my supporters before the end of July! Here is a list of changes to Patreon and Goals for Official Mods & Nexusmods.
2024-07-24 23:08:39 +0000 UTC
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Fantastical Compendium and Fantastical Goliath are now updated and live on Nexusmods. You can completely get rid of Fantastical Core as it is no longer needed to run any of the Fantastical Multiverse mods. In this video, you can now see that all races work just fine and don't CTD as every race has now been accounted for with this update.
Song: One Thousand Miles from the Enderal Soundtrack
Version: Fantastical Compendium 1.6.0.1
2024-07-24 17:34:07 +0000 UTC
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These are all the head options that will be available with Fantastical Dhampir version 1.6 in addition they'll have glowing back markings.
Getting ready to upload a bunch of files here as Fantastical Compendium 1.6 is now ready to go live with the final steps of Dhampir completed.
2024-07-23 08:19:20 +0000 UTC
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Say goodbye to Long Limbed having 4x of the melee range with the main hand attack. Long Limbed has been fixed so the following races will now have the intended range they are meant to have. In addition I also now have every type of spell covered. Apparently, 5E Spells Booming Blade & Green Flame Blade were using custom spell attack types so I now made it so that the Long Limbed trait will account for anything that is deemed a Cantrip and has melee range. This will basically make sure any homebrew spell or spell that doesn't use the stan...
2024-07-17 09:54:18 +0000 UTC
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So I've been thinking more and more on how I think I might want to approach doing Player's Handbook 2024 species. Not sure what y'all would prefer so I figured I'd just ask here. I'll be getting the digital copy of the Player's Handbook 2024 2 weeks before its release date so I should have plenty of time to make any of the changes from Unearthed Arcana. For those that don't know the new Player's Handbook will contain the following races:
- Human
- Elf
- Orc
- Dwarf
- Dragonborn
2024-07-17 01:39:54 +0000 UTC
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