Baldur's Gate 3's Console Mod List is extremely disappointing for what should be an easy win

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

These solutions are not because modders lack interest. On the contrary, Baldur's Gate 3 modders have worked hard to ensure that console players can enjoy content within the platform's limitations, but the underlying problem remains that console restrictions make proper implementation of the contest nearly impossible. The result is a strange, frustrating gap: the most requested, impactful mods remain out of reach for a large portion of the player base, even though they should be one of the easiest paths to extending the game's life on console.

How Baldur's Gate 3's console mods actually 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 3's race mods on PC overwrite core assets: models, skeletons, animations, character creation entries, UI categories, tagging system, and race-specific variable hooks. On console, none of that is allowed. In fact, there are a few extra hoops that console modders have to jump through. Console mods for consoles must follow these rules:

  • They cannot add, change or remove shaders

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

  • All console mods must pass internal tests conducted by Larian, Sony and Microsoft – which is why console mods take longer to get approved or rejected

  • Mods must not interfere with game launch or mod management

  • Mods that crash the game are disqualified

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

BG3 Bard plays instruments

With stricter requirements comes exclusion. Larian explained earlier BG3 Patch 8 that the technical requirements to incorporate modded races means that console players will not have access to race mods. This effectively removes the ability to easily add playable races. To get around this, many modders resort to a polymorph or disguise system. Instead of adding a race, they give the player an item or passive ability that temporarily turns 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 effort, but ultimately limited by the platform itself.

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

If the console supported true race mods, many fan-favorites Dungeons & Dragons race would fit in seamlessly BG3s system. Some of these races are already available on PC:

  • Aasimar – Strong lore grounding, light themed abilities, natural synergy with Paladins and Clerics. Aasimars are already playable on PC, but some gamers were looking forward to them on console.

  • Shifters – Polymorph-leaning abilities that could have worked similarly to the Disguise Self spell.

  • Goliaths – As a popular D&D race, many console players would have embraced Goliaths via mods – just like their PC players have.

  • Genasi – Elemental subraces that overlap with in-game effects BG3 already using.

  • Kalashtar – Perfect connection to psionic systems already implemented.

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

Baldur's Gate 3 modders and modders have done heroic work to bring race-like experiences to consoles, but the technical limitations dictate the design, not the other way around. Below is an overview of the major “race” options currently available:

  • ASE – 10 monster races (Bugbear, Drider, Intellect Devourer, etc.): This is one of the most ambitious console-compatible options. It adds ten creature forms, each with unique animations, passives, and dialogue tags. But they're not races in the traditional sense – they're disguises triggered by equipping special underwear. All off BG3s armor becomes invisible, character creation is bypassed, and changing forms must be done manually. Despite these limitations, it's one of the closest things consoles have to a real racing package. It's still basically a workaround rather than a real implementation.
  • ASE – Devils (Cambions and Succubi/Incubi): Another disguise based mod that fills the gap in a racing mod. Players can choose from dozens of appearances, including character-inspired versions like Raphael or Mizora, and get themed spells and passives. The imagination is strong, but the technical execution is limited by console rules. This is the theme of the entire console modding scene: the idea works, the infrastructure doesn't.
  • ASE – Automaton (Warforged/Steel Watcher inspired): If anyone ever wanted to play as Steelwatcher, this is their mod. This is one of the most impressive disguise console mods with custom passives, unique abilities, RPG tags and multiple skins. The animations fit surprisingly well, but again, this isn't a real race. It's a disguise with stat tweaks.
  • ASE – Kobolds / Goblins / Undead / Ghosts: These provide fun fantasy options with multiple presets and quality of life features, but all rely on the same disguise toggle structure. Console players can become kobolds, change into trolls, or temporarily inhabit ghost forms. None of these work through real character creation, and none can be fully integrated into game systems like PC race mods.
  • Kuo-Toa (the only true console race): Here is the deviation. The Kuo-Toa mod is the only one that actually creates a fully playable race with their own spells, deity and Dream Guardian options. It is the only example of a true race mod that passed console certification. The reason Kuo-Toa is the only race mod that works is because it uses an in-game Kuo-Toa asset.
bg3-kuo-toa

Console gamers deserve more – and console mods need better tools

The problem is not a lack of interest. It is structural. Console modding for Baldur's Gate 3 limited by what Sony and Microsoft allow, what Larian enables through its framework, and what modders can build without overwriting core assets. Herein lies the added frustration: Baldur's Gate 3 is practically built for racial variation. The systems exist. The assets are there. The passion is there. PC modders have already proven how easily the game can support them, but console players simply aren't allowed to access that modding layer.

bg3 mods page

BG3 is still one of the most moddable modern fantasy RPGs, and bringing mod support to consoles was an extraordinary step, but race mods shouldn't be the death knell for this feature. If anything deserves to be updated next, it's this: give 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. Console mod support should reflect that, not limit it.


Baldur's Gate 3 Tag Page Cover Art

Baldur's Gate 3

9/10

Released

August 3, 2023

ESRB

M for Adult: Blood and Gore, partial nudity, sexual content, strong language, violence


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