Data, inspection, validation, and mod-authoring toolkit for Baldur's Gate 3
Project description
BG3 Forge
BG3 Forge is an open-source data and mod-authoring toolkit for Baldur's Gate 3. It reads an installed copy of the game into a connected, developer-friendly model, then uses the same foundations to generate, package, and validate mods.
Why?
Building anything on top of BG3 data today means scraping community wikis (incomplete, unversioned, rate-limited) or hand-rolling a pipeline of unpacking tools, format converters, and one-off scripts — and redoing it after every game patch.
BG3 Forge replaces that with a reproducible, offline pipeline that reads the original data directly from your installed copy of the game: pak archives, stats, localization, templates, and icons in, clean datasets and a typed Python API out. Same input, byte-identical output, every time.
Library first, CLI second. Every feature is implemented as a reusable
Python module; the bg3forge command is a thin layer of glue on top. Other
projects can import the library directly instead of invoking external
scripts.
What this gives the community
- Find answers in the installed game.
bg3forge lookupresolves names, UUIDs, localization handles, and the relationships between items, spells, passives, statuses, characters, classes, and progressions. - Catch broken mods before upload.
bg3forge lintchecks a mod's manifest, formats, UUIDs, localization, and — when an install is available — its references to base-game content. - Build new content programmatically. The
ModAPI creates armor, weapons, consumables, passives, statuses, spells, and class spell-list additions, then packages them into a loadable.pak. - Power other community tools. The typed Python API and deterministic exporters provide a reusable engine for GUIs, planners, databases, bots, and mod-authoring pipelines.
- Publish resolved data for non-Python users. Release tooling produces patch-labeled SQLite, JSON, and CSV bundles for wiki editors, theorycrafters, and tool authors.
Forge complements LSLib, BG3 Modders Multitool, BG3 Mod Manager, Script Extender, and the BG3 Community Library. It is the programmatic data and authoring layer alongside them, not a replacement for them.
What it looks like
BG3 Forge doesn't just unpack files — it understands the data. Values are resolved across sources (stats inheritance, RootTemplates, localization, atlases) so you never need to know where they came from:
from bg3forge import Game
game = Game() # auto-locates the install (or pass path= / data_dir=)
sword = game.items["WPN_Longsword"] # or any magic item's stats name
sword.display_name # localized name, via RootTemplate + .loca
sword.description # localized description
sword.icon # atlas icon name
sword.rarity # from stats, `using` inheritance applied
sword.requirements # ["Str 13"]
sword.tags # [Tag(...)] named, localized, from the template chain
sword.owner_templates # RootTemplates whose Stats point at this entry
sword.passives # [Passive(...)] granted on equip
sword.statuses # [Status(...)] applied on equip
sword.spells # [Spell(...)] unlocked by the item's boosts
# ...and the graph works backwards, too:
game.passives["ExtraAttack"].items # items granting a passive
game.spells["Projectile_Fireball"].items # items unlocking a spell
game.statuses["BURNING"].items # items applying a status
game.tags["LONGSWORD"].items # items carrying a tag (by name or UUID)
game.spells["Shout_Rage"].progressions # class/level progressions that grant it
game.classes["Wizard"].spell_list # the pool wizards learn/transcribe from
game.races["Elf"].subraces # the race tree (High Elf, Wood Elf, ...)
# Dialogs are indexed, not eagerly parsed (there are ~9,400 of them):
game.dialogs.find("Karlach") # search archived paths — free
dialog = game.dialogs.load(path) # parses just this one file
game.dialogs.lines(path) # (speaker, localized text) pairs
game.timelines.for_dialog(dialog) # the cinematic staging the dialog
# Quests join the graph too:
quest = game.quests["PLA_ZhentShipment"]
quest.title # localized quest title
quest.steps[0].description # localized journal entry
quest.goals # Osiris goal scripts driving the quest
quest.category.display_name # journal section, localized
quest.objectives[0].markers # objective -> map marker join
game.quest_markers # localized map markers
# Compiled Osiris stories are large, so they parse one file at a time:
story_path = game.story.paths[0]
story = game.story.load(story_path)
story.header.version # "1.15"
story.goals[0].name # compiled goal metadata
story.databases[0].name # database name/signature metadata
game.uncompiled_goals() # source goals absent from all compiled stories
# ...and so do characters:
goblin = game.characters["GOB_Warrior_Melee"]
goblin.display_name # localized, via its template
goblin.strength, goblin.vitality # stat block with `using` inheritance
goblin.passives # [Passive(...)]
goblin.equipment_items # loadout resolved into Item models
game.passives["SavageAttacks"].characters # reverse: who has this passive
game.items.find("longsword") # search by name / display name
for spell in game.spells:
print(f"[{spell.level}] {spell.display_name}: {spell.damage}")
Everything resolves lazily: constructing Game() reads nothing,
collections load on first access, and each relationship is resolved once
and cached on the instance. You only pay for the data you actually touch.
And it doesn't only read the game — Forge writes mods back into it. A
Mod composes the same models into a loadable .pak, retail-verified in
a Patch 8 game all the way from equip boosts to custom spells appearing
in the class level-up picker:
from bg3forge import Mod
mod = Mod("MyArmors", author="you")
mod.new_armor(
"ARM_Sunforged",
armor_class=21,
stats_using="_Armor", # inherit stats from a base entry
parent_template="<base-template-uuid>", # reuse an existing item's visuals
display_name="Sunforged Plate", # a localization handle is minted for you
boosts=["Ability(Strength,2)"], # applied on equip
)
mod.build("MyArmors.pak")
See Mod authoring below for the full API.
And from the command line:
$ bg3forge export json -o export
exported 12842 items
exported 4051 spells
exported 1876 passives
exported 2410 statuses
(Counts are illustrative — they depend on your game version.)
$ bg3forge list Shared.pak
$ bg3forge search "journal" # find archived paths across all paks — fast
$ bg3forge unpack -p "*/Stats/*" -o extracted
$ bg3forge spells -f json -o spells.json
$ bg3forge items -f csv -o items.csv
$ bg3forge export sqlite -o export
$ bg3forge icons Icons_Items.lsx Icons_Items.dds -o icons -f webp
$ bg3forge convert Weapons.lsf Weapons.lsx
$ bg3forge patches --update
$ bg3forge doctor # diagnose the install and environment
$ bg3forge validate # parse everything, report any file that fails
$ bg3forge lint MyMod.pak # check your own mod's consistency
$ bg3forge --data-dir "…/Data" lint MyMod.pak # …and resolve its base-game references
$ bg3forge lookup WPN_Longsword # resolve a name/UUID/handle + cross-refs
$ bg3forge benchmark # repeatable stage timings + peak RSS
doctor answers "is it my setup or the tool?" before anything else:
$ bg3forge doctor
✓ Python — 3.11.15
✓ Native LZ4 — available
✓ BG3 installation — /home/you/.steam/steam/steamapps/common/Baldurs Gate 3
✓ Pak archives — 34 readable (v18), 12 part files
✓ Shared.pak — present
✓ Game data version — 4.1.1.4859133 (module GustavDev)
✓ English localization — present
Warnings
--------
None
Installation
pip install bg3forge # core: zero dependencies
pip install "bg3forge[all]" # native LZ4, zstd, icon pipeline, YAML
Version note: BG3 Forge 0.2.0 includes the mod-authoring layer, progression/class/race graph, mod linting, resolved-data releases, and forgiving lookup workflow documented here. Development on
mainmay move ahead after release; pinbg3forge>=0.2,<0.3for the stable 0.2 API.
The core library has no required dependencies — it includes a pure-Python LZ4 block codec, so it installs and runs anywhere Python does. Every extra is either a speedup or feature-specific; none is required for correctness, so you only add what you use.
| Extra | Enables |
|---|---|
lz4 |
native-speed LZ4 (pure-Python fallback works, just slower) |
zstd |
reading zstd-compressed pak entries |
icons |
DDS atlas decoding, PNG/WebP icon export (Pillow) |
yaml |
YAML exporter (PyYAML) |
Which should I install?
- Embedding bg3forge in your own project → bare
bg3forge, then add only the extras your code path needs. The zero-dependency core keeps you from forcing native packages (Pillow, lz4, …) onto your users, and it installs in minimal or locked-down environments where compiled wheels aren't available. - CLI, unpacking the full game →
bg3forge[lz4]at minimum; native LZ4 is a large speedup over ~150 GB of archives. - Working with icons → add
[icons](Pillow). - Want everything in one command →
[all].
The extras (lz4, zstd, icons) are native/compiled packages, so a
smaller install also means less to build, less to audit, and fewer places
an install can fail.
Embedding BG3 Forge
BG3 Forge is built to be built on. If you're making a mod-planning site, a data browser, a Discord bot, a GUI over the game data, or your own authoring pipeline, embed the library instead of shelling out to the CLI — every command is a thin wrapper over an importable module.
As a dependency. The zero-dependency core makes Forge safe to depend on: it won't force native packages (Pillow, lz4, …) onto your users, and it installs anywhere Python does. Add only the extras your code path needs.
# pyproject.toml
dependencies = ["bg3forge>=0.2,<0.3"] # pin the minor while pre-1.0
Bundled into a standalone tool. Because the core has no compiled dependencies, Forge freezes cleanly into a single executable (PyInstaller, etc.) — nothing fragile to match against your users' machines. Ship a GUI or CLI with the game-data engine baked in.
Typed. The package ships a py.typed marker (PEP 561), so your type
checker sees Forge's annotations — game.find_files(...) resolves to
dict[str, Path], not Any.
API stability. Pre-1.0, the public API may change at minor
versions (0.2 → 0.3); patch releases won't break it. Pin >=0.2,<0.3 and
watch the changelog. Everything exported from bg3forge (and the
documented bg3forge.lint / bg3forge.validate / bg3forge.doctor
entry points) is public surface; names with a leading underscore are not.
A favor. If you ship something built on BG3 Forge, a credit and a link back are appreciated — and please keep the LSLib credit in the chain (see Acknowledgements). If you hit a rough edge in the API, open an issue; consumer feedback is how the surface gets better.
Features
Asset extraction (bg3forge.pak)
- Read LSPK
.pakarchives directly (v15/v16/v18, multi-part archives, LZ4/zlib/zstd entries) —PakReader - Incremental extraction with a content-hash manifest: re-runs only write
files whose archived bytes changed —
Extractor - Automatic patch detection via data-directory fingerprint snapshots —
PatchDetector - Selective extraction with glob patterns (
-p "*/Stats/*") PakWriterfor building archives (fixtures, repacking)
Game data parsing (bg3forge.parsers)
- Stats
.txt(weapons, armor, objects, spells, passives, statuses, interrupts) with fullusinginheritance resolution —StatsCollection - Localization
.locabinary archives with handle→text lookup and version precedence —Localization - LSX node trees (XML) —
parse_lsx/write_lsx - LSF node trees (binary, versions 1–7 incl. current BG3 keyed-node
output; zlib/LZ4-frame/zstd section compression) —
parse_lsf/write_lsf - LSJ node trees (JSON, e.g. editor-side dialogs) —
parse_lsj. All three serializations parse into the same document structure, andparse_resourcesniffs the format, so downstream code never cares which one the game shipped - RootTemplates (
.lsxor.lsf) withParentTemplateIdinheritance —RootTemplateIndex(see Mod authoring for building new ones);game.item_templates.by_treasure_table("TUT_Chest_Potions")finds the containers that fill from a treasure table (and their spawn UUIDs) - Progressions (class/race level tables) and referenced spell lists —
parse_progressions/parse_spell_lists - Class & race descriptions —
game.classes/game.races: the origin joins (learnable spell pools,ParentGuidclass/race trees, progression-table links) —parse_class_descriptions/parse_races - Treasure tables —
parse_treasure_tables - Tag registry (
Tags/*.lsx|.lsf) — UUID/name lookup with categories and localized display strings —TagRegistry - Dialogs (
Story/DialogsBinary/**.lsf) — node graphs with constructors, speakers, flow edges, and text handles —parse_dialog - Quest journal (
Story/Journal/) — quest catalog with steps, rewards, objectives, categories, localized titles/descriptions, and map markers —parse_quests/parse_markers - Osiris goal scripts (
Story/RawFiles/Goals/*.txt) — metadata level: sections, rule counts, and which quests/steps each goal's logic touches —parse_goal - Compiled Osiris stories (
Story/story.div.osi, versions 1.13–1.15) — metadata-level traversal of headers, types, functions, databases, goals, and rules —parse_osiris - Equipment sets (
Stats/Generated/Equipment.txt) — character loadouts with weapon sets and slot groups —parse_equipment_sets bg3forge convertconverts.lsf↔.lsxfrom the command line — no lslib/divine required
Mod authoring
The inverse of everything above: generate a mod programmatically. A Mod
mints stable UUIDs and localization handles, lays files out under the
folder convention BG3 expects, and packs a .pak — writing only to the
output path you choose, never to your install.
from bg3forge import Mod
mod = Mod("SunforgedArmors", author="you")
mod.new_armor(
"ARM_Sunforged_Plate",
armor_class=21,
stats_using="_Armor", # inherit stats from a base entry
parent_template="<base-template-uuid>", # reuse an existing item's visuals
display_name="Sunforged Plate", # localized; a handle is minted for you
description="Warm to the touch.",
icon="Item_Plate_Body",
boosts=["Ability(Strength,2)"], # applied on equip
grants_spells=["Target_Fireball"], # added as UnlockSpell(...)
treasure="TUT_Chest_Potions", # drops from the tutorial chest
)
status = mod.new_status("SUN_BLESSING", # a custom status...
boosts=["Ability(Strength,2)"], display_name="Sun's Blessing")
mod.new_potion("OBJ_Sunforged_Brew", # ...applied by drinking this
status=status, treasure="TUT_Chest_Potions")
spell = mod.new_spell("Projectile_Sunbolt", # a custom spell cloned from
using="Projectile_FireBolt", # a retail base (visuals/sounds
display_name="Sunbolt", # inherit; effects override)
spell_success=["DealDamage(2d10,Fire,Magical)"])
mod.new_scroll("OBJ_Scroll_Sunbolt", # ...cast from a scroll by anyone
spell=spell) # (wizards can also Learn it once the
mod.build("SunforgedArmors.pak") # spell joins their list — see below)
(Also available: new_weapon, new_elixir, new_passive, and
place_in_treasure — each one keyword-level sugar over the same
pipeline.)
To make a custom spell a real class spell — offered in the level-up
picker, prepared lists, and wizard transcription — bridge the read and
write sides with add_class_spell. It reads the class's current spell
lists from your installed game and ships them back extended, skipping
lists of the wrong level (level=0 targets the cantrip lists):
from bg3forge import Game, Mod, add_class_spell
game, mod = Game(), Mod("SunstepForBards")
spell = mod.new_spell("Target_Sunstep", using="Target_MistyStep",
display_name="Sunstep", icon="Spell_Conjuration_DimensionDoor")
add_class_spell(game, mod, "Bard", spell, level=2)
mod.build("SunstepForBards.pak")
Rebuilding the same mod reproduces byte-identical identifiers (UUID5 from the mod name). Under the hood it composes the write primitives:
- Stats content —
write_stats/write_stats_document - Item templates —
build_root_template_node/build_templates_document(withParentTemplateIdto reuse visuals, andon_useconsume/cast actions for consumables) - Module manifest —
build_meta_document(+parse_meta) - Spell lists —
build_spell_list_node/build_spell_lists_document(behindreplace_spell_list/add_class_spell) - Version64 —
pack_version64/unpack_version64 - plus the existing
.locawriter andPakWriter
Retail-verified in a Patch 8 game: items drop from base-game chests
with resolved stats, text, and icons; equip boosts, custom passives, and
custom statuses apply; potions and scrolls consume and cast; a custom
spell cast from its scroll; a wizard learned a custom spell from its
scroll (transcribe dialog, gold cost, spellbook cast); and custom spells
appeared in the class level-up picker — a leveled spell for a Sorcerer
and a cantrip — chosen and cast like any base-game spell. See
docs/mod-authoring.md for the load-test steps
and docs/baseline.md for the verified results.
Icon pipeline (bg3forge.assets)
- Parse texture atlas definitions (
IconUVListLSX) - Slice icons out of DDS atlases, preserving original quality
- Export individual PNG or WebP files
- Automatically match icons on items/spells to the atlas containing them —
match_icons
Data export (bg3forge.exporters)
JSON, SQLite, CSV, Markdown, and YAML — all deterministic: identical inputs produce byte-identical exports.
from bg3forge.exporters import export_sqlite
export_sqlite(game.spells, "bg3.db", table="spells")
High-level API
Game ties it all together: it reads stats, localization, root templates,
tags, atlases, and treasure tables straight out of the installed .pak
archives (no extraction step needed) or from a previously extracted tree,
and joins them into typed models (Item, Spell, Passive, Status,
Tag, ClassDescription, Race) with resolved inheritance and
localized display text. Dialogs are
exposed through a lazy DialogIndex (game.dialogs) that lists from the
pak indexes and parses per file on demand.
Collections support list iteration, name lookup, and search:
game = Game(path="/path/to/Baldurs Gate 3") # or data_dir= / extracted_dir=
game = Game(language="German") # localization language
game.spells["Projectile_Fireball"] # lookup by stats name
game.items.find("amulet") # search names + display names
game.items.get("WPN_Maybe", default=None) # tolerant lookup
game.item_templates # RootTemplates + placed global items
levels = game.progressions.by_table(table_uuid) # ordered level records
levels[0].passives # resolved Passive models
levels[0].spells # automatic AddSpells grants
levels[0].selectable_spells # SelectSpells choices
game.export_icons( # read atlases from paks, write WebP
{item.icon for item in game.items if item.icon}, "assets/icons"
)
game.item_templates mirrors the runtime's item-template view. It includes
stable story-facing objects from Mods/*/{Globals,Levels}/*/Items and resolves
their TemplateName references back through the RootTemplate inheritance
chain. Use game.templates when only canonical RootTemplates are wanted.
Models form a relationship graph rather than isolated records. Forward
edges resolve an object's references (item.passives, item.spells,
item.statuses, item.owner_templates, item.tags); reverse edges
answer "who references me?" (passive.items, spell.items,
status.items, passive.progressions, spell.progressions, backed by
one-pass indexes built on first use). Progression spell grants and choices
stay distinct: AddSpells feeds progression.spells while
SelectSpells feeds progression.selectable_spells. All
edges resolve lazily and are cached per instance — treat them as
read-only snapshots. The raw resolved stats stay available via
obj.data when you need a field the typed model doesn't surface.
The install is auto-located via $BG3_PATH and well-known Steam/GOG paths
on Windows, macOS, and Linux.
Goals
- Work completely offline
- Never depend on community wikis
- Stay compatible with new BG3 patches (patch detection + incremental extraction)
- Produce deterministic exports
- Make BG3 data easy to consume for websites, tools, and mods
- Pay for complexity only when the data demands it — see the design principles
Project layout
src/bg3forge/
├── pak/ # LSPK reader/writer, incremental extractor, patch detection
├── parsers/ # stats, loca, lsx, lsf, lsj, osiris, roottemplates,
│ # tags, dialogs, progressions, spell lists, classes,
│ # races, treasure
├── assets/ # texture atlases, icon extraction
├── exporters/ # json, sqlite, csv, markdown, yaml
├── cli/ # thin argparse front-end
├── models.py # typed domain models (Item, Spell, Passive, Status)
├── game.py # Game facade, relationship graph, DialogIndex
├── locate.py # install discovery
├── doctor.py # install/environment diagnostics
├── validate.py # format-coverage sweep
└── benchmark.py # repeatable pipeline measurements
Roadmap
- ✅ PAK reader/writer (LSPK v15–v18, multi-part, incremental extraction)
- ✅ Patch detection
- ✅ Stats parser with
usinginheritance - ✅ Localization (
.loca) parser - ✅ LSX parser/writer
- ✅ LSF (binary) parser/writer +
bg3forge convert - ✅ RootTemplate parser with parent-template inheritance
- ✅ Placed item templates with
TemplateName→ RootTemplate inheritance - ✅ Atlas definitions + icon extraction (PNG/WebP)
- ✅ Progressions and treasure tables
- ✅ JSON / SQLite / CSV / Markdown / YAML exporters
- ✅ Typed Python API with cross-source resolution
- ✅ Relationship graph (forward + reverse edges, lazy + cached)
- ✅
bg3forge doctor— install/environment diagnostics with game version detection - ✅
bg3forge validate— format coverage sweep with per-file failures - ✅
bg3forge benchmark— repeatable stage timings and peak RSS - ✅ Validated against a full retail install — every recognized file parses cleanly; see docs/baseline.md for the numbers (~14.6 s for the full pipeline, 826 MB peak)
- ✅ Tag registry (
game.tags) — tag UUIDs resolve to named, localizedTagobjects, with the reversetag.itemsedge - ✅ Dialog metadata (
game.dialogs) — lazy indexed access to dialog graphs: speakers, flow edges, localized lines - ✅ Timeline (cinematic) index (
game.timelines) with dialog↔timeline linkage; internals unmodeled so far - ✅ LSJ (JSON) resource format — the third serialization, covering editor-side dialogs
- ✅ Quest journal (
game.quests,game.quest_markers,game.objectives,game.quest_categories) — the complete journal layer: localized quests, steps, objectives (with marker links), categories, and quest↔goal cross-links - ✅ Osiris goal metadata (
game.goals) — lazy index over the shipped quest-logic source, with quest references extracted - ✅ Compiled Osiris metadata (
game.story) — lazystory.div.osiindex with goal/database/function signatures, rule counts, validation, and source↔compiled goal cross-checking - ✅ Characters (
game.characters) — NPC stat blocks joined to templates: abilities, passives, tags, and equipment resolved to items - ✅ Equipment sets (
game.equipment) - ✅ First real consumer integration — item, passive, status, template, and icon datasets generated entirely through BG3 Forge; the integration drove placed-template coverage and direct in-pak icon export
- ✅ PyPI release — 0.1.0 is available
- ✅ Typed progression graph (
game.progressions) — classes/races → level records → grantedAddSpellsand selectableSelectSpells, resolved spell lists and passives, with reverse links onSpell/Passive - ✅ Class & race origin joins (
game.classes,game.races) — learnable spell pools, prepared-vs-selection flags, theParentGuidrace tree, and tag links; retail-verified against all 70 class and 156 race records - ✅ Mod authoring — a
Modcapstone assembles stats, RootTemplate (_merged.lsf),meta.lsx, localization, treasure tables, and spell lists into a.pak: armor, weapons, consumables (potions/elixirs/ scrolls), and custom passives, statuses, and spells — deliverable as equipment grants, castable scrolls, wizard-transcribable scrolls, and class level-up choices down to cantrips; retail-verified in a Patch 8 game for every delivery path - ⏳ Virtual texture (GTS/GTP) atlas support
- ⏳ GR2 model metadata
- ⏳ Full Osiris rule decompilation — compiled-story metadata (goals,
databases, function signatures, rule counts) is exposed; reconstructing
executable rule logic back to readable source is a separate, much
larger project with no current consumer — read the shipped
.txtgoals (game.goals) for logic today
Where this is going — community direction
The library and the parsers are mature; the focus now is on getting BG3 Forge's output to the people who need it, most of whom don't write Python:
- 🔜 A definitive data export — the resolved item/spell/passive/status/ character datasets published as downloadable SQLite + CSV bundles, so wiki editors, planner sites, and spreadsheet theorycrafters can consume Forge's data without running anything. Generated locally from a real install (see docs/data-release.md) and attached to the GitHub release. Patch 8 was the game's final patch, so this is a stable dataset with a long shelf life — not a snapshot a future patch will invalidate.
- ✅
bg3forge lint— point it at your own mod.pakand get its internal consistency checked: is themeta.lsxmodule manifest present and itsFolderconsistent (the #1 "mod doesn't show up" bug, and it applies to any mod — assets and scripts included), does everything parse, are UUIDs well-formed, doDisplayNamehandles have.locaentries, and — with--data-dirpointing at an install — dousingchains and equip references (passives/statuses/unlocked spells) resolve against the base game. Catches the mistakes that ship broken mods, before upload. - ✅
bg3forge lookup <query>— resolve a stats name, a template/tag UUID, or anh…localization handle to its display name, description, UUID, icon, and cross-references (what an item grants; which items or progressions grant a spell/passive/status), the lookup modders do constantly. A partial name returns ranked suggestions.
Development
pip install -e ".[dev]"
pytest
The test suite builds real LSPK/.loca/LSF fixtures in memory, so it
runs without a game install. See CONTRIBUTING.md for
setup, style, and pull-request guidelines, and
docs/retail-testing.md for running the
validation sweep against a real install.
Acknowledgements
BG3 Forge stands on a decade of community reverse-engineering work, and some debts deserve naming:
- LSLib by Norbyte — the reference implementation for Larian's file formats. BG3 Forge is an independent implementation (no LSLib code is used), but our LSPK, LSF, and compiled-Osiris struct layouts follow LSLib's serializers and are verified against them; where the two disagree, LSLib is presumed right. If you need GR2 models, granular editing, or the widest format coverage, use LSLib — it is the standard for a reason.
- bg3.wiki and the wider modding community — the documentation of formats, conventions, and folder layouts that makes independent implementations possible at all.
- The ecosystem this fits into: BG3 Modders Multitool (ShinyHobo), BG3 Mod Manager (LaughingLeader), Script Extender (Norbyte), and the BG3 Community Library. Forge complements these — it is the data layer for reading the game and generating content programmatically, not a replacement for any of them.
- Larian Studios — for the game, and for shipping it in formats a determined community could learn to read.
If you build something on BG3 Forge, a credit and a link back are appreciated (and please keep the LSLib credit alongside it).
Legal
BG3 Forge reads data from your own legally purchased copy of Baldur's Gate 3. It ships no game assets and is not affiliated with Larian Studios.
License
MIT
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