7 BG3 Quest Mods That Add New Endings, Extended Companion Arcs and Story Branches Larian Left Unfinished

Larian confirmed Patch 8 as the final content update for Baldur’s Gate 3. For a game where the community has catalogued hundreds of cut dialogue lines, unused companion approval mechanics, and quest branches that never made it past beta, that announcement landed like a starting signal for the modding community. Within weeks of official mod tools arriving, creators started finishing what Larian couldn’t — or didn’t.

The Nexus Mods library now hosts over 65 quest mods for BG3. Most are too rough or too narrow to reshape a second playthrough. These seven are the ones that add real story weight: a three-act spanning questline, a companion with multiple endings, two custom campaigns, and three mods that unlock story branches Larian built but never shipped. If you’ve already cleared the main campaign and want reasons to go back, this is where to start. If you’re new to the game and just want to understand the foundations before layering mods on top, our BG3 Beginner’s Guide 2026 covers the systems you’ll need to know first.

Patch compatibility verified as of Patch 8. Mod development status is accurate as of April 2026 — WIP mods may update between now and when you read this, so check the Nexus page for the latest.

7 Best BG3 Quest Mods at a Glance

ModWhat It AddsActs CoveredNew Save?Status
Fangs and SkullsFull questline, 2 new maps, new spells1, 2, 3NoReleased (v1, Apr 2025)
The BloodletterDrow warlock companion, questline, multiple endings1, 2, 3NoActive development
The Grand TheaterCustom campaign area, Red Wizards questline3 adjacentNoActive development
ForsakenWoW-inspired custom campaign (Chapter 1)StandaloneYesTeaser (Ch. 1 only)
Alfira Joins the PartyBard companion, recruitable in Act 11, 2NoActive development
Recruit Karlach EarlierUnlocks cut dialogue, unused scenes with Wyll1, 2YesReleased (Sep 2024)
Paladins Have GodsDeity selection, full god dialogue branchesAllNoReleased, stable

Which Mod Fits Your Playstyle?

Not every quest mod fits every type of player. The table below maps player priorities to the mods that actually serve them — the same advice doesn’t apply across the board.

Player TypePriorityStart WithSkip
Casual / story firstNew content with minimal setup frictionPaladins Have Gods, AlfiraForsaken (new save required, standalone)
CompletionistEvery unused line and cut sceneRecruit Karlach Earlier, Paladins Have GodsGrand Theater (endgame only)
Hardcore / wants full companion arcsQuestlines that span all three actsThe Bloodletter, Fangs and SkullsForsaken (still a teaser)
Lore explorerNew areas and narrative spacesForsaken, The Grand TheaterRecruit Karlach (dialogue only, no new areas)
Fangs and Skulls BG3 mod new dungeon encounter with demonic miniboss
Fangs and Skulls adds 2 new maps and a questline threading through all three acts, with new spells and encounters built to feel like official content.

1. Fangs and Skulls — A Full Questline Across All Three Acts

Released in April 2025 and confirmed Patch 8 compatible, Fangs and Skulls is the most complete quest mod currently available for BG3. It adds two new maps — one each in Acts 2 and 3 — and a main questline that threads through all three acts, connecting to figures from Baldur’s Gate’s history: old companions who have since turned into foes. That last detail matters. This isn’t a mod that drops a standalone quest in a void. It uses the game’s existing lore as a foundation and adds consequence on top of it.

Beyond the main quest, the mod ships with a new vendor, additional encounters, new equipment, and two new spells: Conjure Fiend (level 3, available to Warlocks, Wizards, and Sorcerers) and Conjure Animals (Druids and Rangers). The spells are a deliberate design choice — they give magic-focused builds reasons to engage rather than making the new content feel hostile to melee playstyles.

Act 1 guides are available on the mod page. Act 2 and 3 guides were still being added at time of writing. Install this without a new save. It works on existing playthroughs.

When NOT to install: If you’re deep in Act 3 with no intention of revisiting Acts 2 and 3 zones. The questline builds across all three acts, so late-game installs miss roughly two thirds of the content.

2. The Bloodletter — A Companion With Multiple Endings

The Bloodletter adds Veilyn, a drow warlock, as a full party companion recruitable from Act 1. What separates this from a cosmetic hireling mod is the scope of what’s planned and already partially delivered: a questline that evolves across all three acts, environmental reactivity to NPCs and events, custom dialogue, and — critically — multiple endings based on the choices you make with him. You can also play Veilyn as a fully new origin character instead of a companion, which is the kind of depth that makes this more DLC-adjacent than mod-adjacent [2].

The honest caveat: voice acting isn’t in yet. The mod developer has it on the roadmap alongside new locations and romance options, but right now Veilyn communicates through text dialogue only — the same way all base game companions did in early access. That’s not a dealbreaker, but it’s worth knowing before you set expectations. Community reception has been strong enough that the project has active casting calls open for voice actors.

The mod doesn’t overwrite the main story — Veilyn runs parallel to it, intersecting at points the developer chooses. If you want a companion whose personal quest feels like it belongs in the base game rather than stapled onto it, this is the closest thing currently available.

When NOT to install: If unvoiced companions break immersion for you. Wait for a later version if that’s a hard requirement — the dev is actively building toward it.

3. The Grand Theater — Endgame Custom Campaign Near Baldur’s Gate

The Grand Theater drops a new location on the outskirts of Baldur’s Gate city limits. On the surface, it’s a theater that has opened its doors to audiences — underneath, the Red Wizards of Thay are running something darker. The modder describes it as a custom campaign rather than a quest addon, and the combat encounters that are in so far bear that out: they’re built to endgame difficulty standards, not filler fights. The writing keeps pace with the production quality of the setting [1].

This is still in active development. Version 1.1 is Patch 8 ready. What’s there already is good enough that it earned coverage from major gaming press outlets while still unfinished — a reasonable signal that the quality floor is high. The Red Wizards connection is a lore-appropriate thread for late-game BG3 given the Netherese and Thayan rivalry woven through the base game.

When NOT to install: If you want a complete story with a clear ending. What’s live is a strong opening without a full resolution yet. Install it knowing you’re playing an episodic release.

4. Forsaken — A WoW-Inspired Custom Campaign (Chapter 1)

Forsaken is the most technically ambitious mod on this list and the most clearly labeled as unfinished. Created by SquallyDaBeanz and available on Nexus Mods (mod ID 14844), it recreates the Forsaken starting zone from World of Warcraft Classic — specifically the Deathknell region of Tirisfal Glades — using BG3’s engine [3][5].

The current Chapter 1 release takes about an hour to complete and brings your character to level 2. It includes five original quests, a custom hamlet with unique NPCs, a party campsite, and a dungeon with combat encounters. The quest content, enemy names, and NPC dialogue are drawn directly from the WoW Forsaken experience, translated into BG3’s dialogue and encounter systems. For anyone who played WoW in 2004–2006, the authenticity is striking. For anyone who didn’t, it’s still a well-constructed short campaign in BG3’s framework.

The bigger picture: the plan is full Tirisfal Glades as Act 1, with Silverpine Forest and Hillsbrad Foothills potentially following. There’s no committed timetable. Forsaken is the mod you bookmark, not the one you install expecting immediate feature-completeness.

When NOT to install: On an existing save. Forsaken requires a new character. Treat it as a separate short campaign, not an addon to your current run.

5. Alfira Joins the Party — The Bard Companion Larian Never Finished

The evidence that Alfira was intended as a full companion is in the game files. Dataminers found an unused approval rating system attached to her character — the same framework Larian used to track your relationship with Shadowheart, Astarion, and the rest of the base companions. The mod by adriant1978 picks up where Larian stopped [4].

After helping Alfira finish her song at the Druid Grove, she’ll appear at your camp during a long rest and can join your party for the rest of the game. She has her own moveset, can be leveled, respecced, and multiclassed — mechanically she behaves like any other companion. What’s missing is the dialogue system Larian never built: no party banter during conversations, no combat barks, no reactive lines to story events. She’s a bard slot in your party, not yet a relationship. The mod is a work in progress, which means that may change.

For Dark Urge runs specifically: the mod includes an optional file that handles Alfira’s usual story role and keeps her recruitable through Acts 1 and 2. She currently leaves the party after Act 2 — full Act 3 support is still in development.

When NOT to install: If companion reactivity is what you’re after. Without banter, Alfira reads as an extremely capable hireling. The mod is best appreciated by players who already like her character and want to see her in more fights, not those expecting full companion dialogue systems.

6. Recruit Karlach Earlier — Unlock the Lines Larian Cut

This is the purest cut-content restoration mod on the list. Normally, Karlach joins the party in Act 1 after a specific quest sequence. This mod lets you recruit her from the beach near Astarion right after you land, and more importantly, it unlocks the early companion dialogue Larian recorded but never made accessible through normal gameplay.

Specifically: extra lines during the first long rests and Grove moments that are typically skipped, a special scene where Karlach meets Wyll at the Druid Grove using previously unused voice lines, and a fix to the sequencing issue that caused the Wyll confrontation night scene to trigger before players even know who Wyll is. The mod makes the early Act 1 camp feel denser and more reactive — which is noticeable if you’ve already cleared Act 1 and know how sparse those first few rests normally are.

The requirement is a new save. The recruitment scripting is baked into level initialization, so mid-save installs don’t work. If you want to back up your current progress first, our guide on BG3 save file locations shows exactly where your saves are stored on PC.

When NOT to install: On an existing save — it won’t function correctly. Also worth noting: if Karlach isn’t a planned party member for your new run, this mod’s value drops significantly. Its payload is Karlach-specific content.

7. Paladins Have Gods — The Cleanest Story Branch Unlock in the Game

This is the most polished mod on this list. Paladins Have Gods enables a single variable — HasGod — that existed in BG3’s class files for Clerics but was disabled for Paladins. Larian built all the deity-specific dialogue for Paladins and then turned off the flag that triggers it. This mod turns it back on [10].

The result is that Paladins can now select a deity at character creation and access the full range of god-specific dialogue throughout the game. Conversations with Shadowheart as a Selûne-following Paladin play differently. The dialogue with Nettie when you identify as a Paladin of Selûne opens. The options that previously required a Paladin/Cleric multiclass to unlock are now available to single-class Paladins. All deities are available. Shar and Drow deity restrictions apply as in the base game.

Install mid-playthrough without issues. If you want to change your deity later, Withers handles it the same way he handles class respecs. This is the rare mod that functions like a Larian fix rather than a community addition — it enables content Larian built, rather than building new content on top of it.

When NOT to install: There’s no meaningful reason not to. If you play a Paladin in your next run and skip this mod, you’re playing a version of the game with intentional content blocked off for no clear reason.

Can You Run These Together?

Several of these mods are designed to coexist without conflicts. The stable combinations, based on community testing:

  • Paladins Have Gods + Alfira + Recruit Karlach Earlier: All three are companion and dialogue-layer mods that don’t touch the same scripts. Run all three on a new save and you get a significantly more populated early Act 1 camp.
  • The Bloodletter + Fangs and Skulls: No reported conflicts. Both add new content rather than modifying existing quests.
  • Paladins Have Gods + The Bloodletter + Fangs and Skulls: The most feature-complete combination for a single playthrough. All three work on existing saves except Recruit Karlach Earlier, which needs a new save.
  • Forsaken: Designed as a standalone campaign — run it separately, not layered with main-game mods.

If your game stops launching after a mod install, our BG3 won’t launch fix guide covers the most common causes, including mod order conflicts and PAK file issues.

Frequently Asked Questions

Do these mods disable Steam achievements?
In most cases, yes. Larian’s mod manager flags modded saves as ineligible for achievements. The exception is mods installed via the official in-game Larian mod browser, which may retain achievement eligibility depending on the specific mod. Check the mod’s Nexus page for the current status — this changes with patches.

Which of these mods work mid-playthrough, and which need a new save?
The biggest mods are more flexible here. Fangs and Skulls, The Bloodletter, The Grand Theater, Alfira, and Paladins Have Gods all install cleanly on existing saves. Recruit Karlach Earlier requires a new save because it modifies level initialization scripts that only fire at character creation. Forsaken is a standalone campaign and always requires a fresh start.

How stable are the WIP mods for a full playthrough?
The Bloodletter and The Grand Theater are the most actively developed. Community reports suggest both are playable without game-breaking issues, though occasional dialogue bugs appear. The developer update cadence on both has been consistent. Alfira is the most stable of the three WIP entries — it’s been in active use since before Patch 8 and the core recruitment mechanics are reliable.

Sources

  1. The Best Baldur’s Gate 3 Story and Quest Mods — TheGamer
  2. Baldur’s Gate 3 Mod Adds Unique Drow Warlock Companion — DSO Gaming
  3. Baldur’s Gate 3 Custom Campaign Remakes WoW Starting Zone — Game Rant
  4. Baldur’s Gate 3 Mod Makes Alfira a Playable Companion — TheGamer
  5. BG3 Modder Delivers First Chapter of WoW-Inspired Custom Campaign — Screen Rant
Michael R.
Michael R.

I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.