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'Please stop that': In the run-up to Baldur's Gate 3 modding support, Larian's head of publishing speaks out against 'threats and toxicity against our devs and community teams'

Patch 6 of Baldur's Gate 3 released recently, and it came with its fair share of bugs and issues, most of which are getting fixed in short order. One thing that had modders' hackles raised, however, was a double-tap that busted the game's script extender (required to run the lion's share of mods) twice: One expected breakage when the patch dropped, and a second less-anticipated break from a hotfix.

While you should never expect mods to work after a major patch, I can see how it'd be frustrating for some players to sit through a (self-inflicted) wait after a major update and get things working again, only for a 'smaller' one to put them back in the queue. 

Though I doubt modders ought to be Larian's main consideration when releasing a hotfix, it did strike the player base as odd, to say the least. In a response to this upset slice of its player base, Larian stated it'd be working on official mod support for the game, a «robust, cross-platform plan» that'll be coming later this year. 

While an announcement like this should come as a positive, it seems like a small portion of the game's community have still acted out—as per a statement from Larian's director of publishing Michael Dowse on Twitter. 

«We’ll be talking in depth about what our mod support will look like soon. Been working on it since launch. As always, we’ll discuss it in our way with our community. Threats and toxicity against our devs and community teams will only harm the conversation. Please stop that.»

Dowse continues: «This is a game that went from [around 2 million] players to way over 10 in a very short space of time, so it’s natural the conversation becomes muddier and complex. But in order to maintain the same level of dialogue, we need people to understand that these conversations take time.»

Which is fair. I can't imagine the unenviable task of untangling a deluge of feedback (something Dowse calls a «giant web of noise») that large—nor the task of making changes to a sprawling RPG like

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