Modular Armor for Baldurs Gate 3

Suggested Price: $0.00

Edit armor stats, like ac, weight and even the stealth debuff on armor.

Description

Features

  • Edit base armour class
  • Choose which ability is used for AC. Want armour that uses Intelligence instead of Dexterity? Go for it.
    • Not the UI doesn’t update to match the changed ability, but the ac is still applied
  • Change the ability modifier cap, including removing the cap. Want heavy armor to allow 5 ac from dex? or clothing to restrict ac bonus from stats to 1? Me neither, but you can do that if you wanted.
  • Change required proficiency independently of armour type. Your heavy armour doesn’t have to require heavy armour proficiency.
  • Change armour type. This changes the tooltip classification; whether it affects particular feats or spells still needs testing.
  • Add or remove disadvantage on stealth checks.
  • Edit prices and weights. Note that merchants use a multiplier of base value, adjusted by your charisma and relationship to determine item value. This mod only edits base value.
  • Add or remove equipment tags. Most don’t seem to do anything noticeable, but they’re included for other mods that might use them.
  • Shareable and saveable presets. Save your rebalanced equipment as a JSON file which you can manually upload and/or share with others.
  • The preset system includes a “set to default” system. You can choose which preset counts as your default. It uses vanilla initially. When a save loads with the mod installed for the first time, it also saves the loaded definitions as a protected Modded defaults preset.
  • Edit entire categories of equipment or individual definitions. Includes armour, shields, helmets, gloves and boots.
    • You cannot edit separate equipment instances. So every item using the same definition will share the same stats, including equipment used by NPCs. If you say give the base robe definition 15 AC, all robes will inherit that change. If you only edit the deifniton for Galse unique robe, it will only affect that robe. But if you had a copy of Gales robe somehow, both would have the same stats.
    • rings, amulets and cloaks cloaks etc.. arn’t really intended to have some of these changes and can behave oddly.
  • Boots, helmets, shields and gloves use the “Additional equipped AC bonus”, instead of the base AC field and cannot benefit from ability based ac bonuses, like armor does.
  • Camp clothes, cloaks, jewlery and underwear are not covered by this mod, as the engine doesn’t treat them the same way as armor.

Looking for modular weapons?
https://digineaux.com/product/no-title/ ‎
https://www.nexusmods.com/baldursgate3/mods/25803

Dependencies

Installation

Download it from here:
https://digineaux.com/product/modular-armor-for-baldurs-gate-3/ 
or
https://www.nexusmods.com/baldursgate3/mods/25869

  1. Install Script Extender and MCM first.
  2. Import this release ZIP into BG3 Mod Manager, or extract ModularArmor.pak directly into %LOCALAPPDATA%\Larian Studios\Baldur’s Gate 3\Mods.
    1. Keep the .pak directly in the Mods folder.
    2. If updating, replace the previous package for this mod.
  3. Activate Modular Armor and place it after MCM in your active load order. Save and export the load order to the game.
  4. Launch the game and load a save. Open MCM with Insert, or through the Escape menu, then select this mod’s menu.
  5. Edit your equipment and click Apply and reload equipment, or enable automatic apply.

You may need to unequip and re-equip to get equipment or the UI to update some changes.

Compatibility notes

  • For equipment added or edited by other mods, activate Modded defaults to use their loaded stats as your starting point. You can also select it as your default preset.
  • Profiles: committed equipment settings, the active preset and the default preset are remembered per save file. MCM profiles store the automatic-apply preference.
  • Multiplayer: In theory this should work in multiplayer using the host’s settings. But multiplayer hasn’t been tested.

Engine Restrictions

  • If the AC from equipped armor is lower than your unarmored AC, the game will use your unarmored AC. This is mostly a good thing, unless you wanted to use armor to debuff a wearers AC.
  • Some equipment was obviously never intended to have certain stats or tags, so expect things to behave weirdly if you go too crazy.
  • Changing armour type doesn’t change the item’s model or equipment slot. You cannot turn a breastplate into an equippable shield this way. However some invalid combinations can cause the model to become invisible or otherwise bug out.
  • Changing camp clothing doesn’t make its cosmetic slot apply combat stats.
  • When you choose an ability other than Dexterity for AC, the game’s tooltip may stop displaying the ability modifier cap. The AC bonus from the ability is still reflected in other parts of the UI.
  • Most equipment tags don’t seem to do anything noticeable and likely weren’t implemented for normal equipment. They’re still included for other mod developers or vanilla edge cases I’m unaware of.

Presets:

“Active preset” and “Default preset” are remembered per save file. Save the game to keep your choices.

  1. Create a named preset in the mod’s Presets menu.
  2. The sharer navigates to the following folder in their file browser: %LOCALAPPDATA%\Larian Studios\Baldur’s Gate 3\Script Extender\ModularArmor\presets\saved
  3. Find the preset .json file they want to share and send it to the other player. Email and Discord are common methods.
  4. The receiving player places the file in their saved folder at the same path.
  5. The receiving player loads their save game and opens the mod menu.
  6. Select the preset from the list and click Set selected as current preset.

Armour and weapon presets use separate formats. Put armour presets in the armour mod’s folder.

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