Category: Mods

  • Modular Weapons for Baldurs Gate 3

    Modular Weapons for Baldurs Gate 3

    Also available on Nexus Mods

    Modular Weapons lets you change weapon properties and stats. Finally your longswords can be finesse weapons, your flails have extended reach and your poop knives deal poison damage or just make your greatclubs throwable and dual wieldable with slashing and psychic damage because why not?

    Looking for modular armor?
    https://digineaux.com/product/modular-armor-for-baldurs-gate-3/
    https://www.nexusmods.com/baldursgate3/mods/25869


    Dual wield staves with bonus slash and acid damage, which have a range of 30, worth over 9k gold and 30kg https://youtu.be/EKLo765Qdz0

    Features

    • Edit base damage dice size and quantity, including versatile damage. Engine prevents changing base damage type or arbitrary dice sizes
    • Edit, add or remove Damage riders, include type. A weapon can hold up to 32, not that id reccomend it.
    • Add or remove properties like finesse, light and thrown. Includes all engine properties, though most are unused in vanilla and don’t see to do antyhing.
      • Yes this means you can make greatclubs throwing weapons, longs swords dual wiedlable and daggers versatile if you wanted to for soem reason. The animations might look odd with soem combinations but so far everything ive tried works.
    • Switch between martial or simple proficiency
    • Change attack range for mele and ranged weapons. Ranged weapons can fire outside their base range with disadvantage, you can edit this range seperately. Weapon abilities mostly inherit this range too.
    • Edit prices and weights
    • Shareable and saveable presets. Save your rebalanced weapons as a text 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 default values. it uses vanilla as a default. When a save loads with the mod installed for the first time it also saves loaded deifnitons as a preset you cna use as a default for modded weapon definitons.
    • Edit entire categories of weapons or individual weapon definitons. For example generic longswords and gith longswords can have totally different stats.
      • You cannot edit seperate weapon instances. So all egenric longswords will share the same stats an all gith longswords will share the same stats

    Dependencies

    Installation

    1. Close Baldur’s Gate 3. Install Script Extender and MCM first.
    2. Import this release ZIP into BG3 Mod Manager, or extract ModularWeapons.pak directly into %LOCALAPPDATA%\Larian Studios\Baldur’s Gate 3\Mods
      1. Keep the .pak directly in the Mods folder.
      2. If updating, remove the previous WeaponTagsPOC.pak
    3. Activate Modular Weapons 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 mods menu.

    You may need to unequip and re-equip to get weapons or ui to update some changes. But most things update immedately after applying changes in the mod menu.

    Closing MCM keeps drafts for the current session; loading a save or switching MCM profiles discards unapplied drafts.

    Compatibility notes

    • For weapons added by mods and/or weapons edited by mods, be sure to set the modded preset as your default preset. otherwise clicking “reset to defaults” on a weapon entry might set it to vanilla stats, instead of the stats from the other mod.
    • Profiles: settings belong to the selected MCM profile and can affect multiple saves using that profile.
    • Multiplayer: In theory this should work in multiplayer, using the hosts settings. But i havn’t tested it.

    Engine Restrictions

    • Some weapons were obviously never intended to have certain stats or tags etc.. So expects things to behave weirdly if you go too crazy. That said, during my testing, the engine has been pretty good at handling modifed weapons.
    • Some tags dont seem to do anything noticeable and likely wern’t implmented by larian (Lance, Heavy, Loading etc…) I still included them for compatibility with mods that do implment them or vanilla edgcases im unaware of.

    Presets:

    “Active preset” and “Default preset” is remembered per save file.

    Presets can be easily shared between players or backed up,

    1. The sharer navigates to the following folder in their file browser: %LOCALAPPDATA%\Larian Studios\Baldur’s Gate 3\Script Extender\ModularWeapons\presets\saved
    2. Find the preset .json file they want to share and send it to the other player (email and discord are common methods).
    3. The receiving player, simply places the file in their “saved” folder at the same path.
    4. Receving player loads their save game and opens the mod menu
    5. Select the preset from the list and then click “Set selected as current preset”.
  • Stat Requirements Removed for Verho: Curse of Faces

    Stat Requirements Removed for Verho: Curse of Faces

    Stat Requirements Removed for Verho: Curse of Faces

    4 seperate files that can be used together or on their own in any combination. Each sets it’s assigned attribute requiremnts for weapons to 0. The spell file of course setting spell requirments to 0.

    Downloads

    Requirements:

    The mod was built for and tested on the windows steam version. But theoretically the GOG version should also work fine.

     BepInEx 5, Windows x64 | Tested with 5.4.23.5. Download from the official release page: (https://github.com/BepInEx/BepInEx/releases/tag/v5.4.23.5). Harmony is also required, but it’s included in the BepInEx download anyway.

    Installation

    1. Navigate to to the folder containing “Verho.exe” in the games files (make sure the game is not running).
    2. Extract the contents of the BepInEx .zip into the same folder.
    3. Open “BepInEx/config/BepInEx.cfg” with a plain text editor that supports idnention like windows notepad, notepad++ or a programming IDE like visual studio code.
    4. In that text file, under “[Chainloader]”, set HideManagerGameObject = true
      1. you may need to boot the game after installing Bepinex for the config to generate. You can also create the file manually with just those two lines.
    5. extract your desired No requirements .zip to the same folder as the game exe, choosing merge or replace files when prompted.
      1. repeat step 5 for each no requirments .zip you want.

    Uninstall

    Simply delete the mod from the “BepInEx/plugins” folder. Your stats will revert to defaults the enxt time you boot the game.
    If you currently have a weapon equiped you don’t meet requiremnts for minor bugs cna occur. so you should unequip your weapons and save before uninstalling.

  • Wizards Pocket Study

    Wizards Pocket Study

    Also available on Nexus Mods https://www.nexusmods.com/skyrimspecialedition/mods/14923

    This is a fully featured player home mod for Skyrim Special Edition and Anniversary (it probably works in oldrim and Enderal too, but i havn’t tested that). It’s a magic themed portable home, with everything the hoarding mage needs.

    The Bedroom

    • Contains haphazard arrays of the bookshelves.
    • A makeshift bedroom, clearly designed by a knowledge hungry drunkard.
    • Misc maps and documents strewn about the tables and some animated bookshelves and other surprises littered about to give the place gravitas.
    • At then end of the room are a series of teleporting doors, who gain more locations as your progress in the relevant factions.
    • In the main study area you have all the magical workbenches you could want, even a staff making altar.

    The Forge

    • The Forge is Dwemer themed, complete with an asthetic contraption feeding lava into your smelter and forge. The workbenches are similarly placed asthetically, but still very near eachother for convenience.
    • Some equipment is placed around the area as a display.
    • Unussally large manequins are placed around the circumference of the room, ready to show of your most prized peices.
    • In the centre of the room is a Dwemer sun providing a nice shadow casting light across the room.
    • Near that is your infinetly respawning Dummy. Feel free to test your newly made equipment on them and don’t fear their death. A single button push and a new dummy is spawned.
    • At the end of the room is a full set of standing stones for your convenience. If your going to test a new build you should have access to everything you need.

    The Nexus

    • The nexus joins these two rooms with magical dome, themed after the interior of a soulgem.
    • It has a variety of plants providing alchemy ingredients.
    • There is also 4 rows of manequins and weapon racks to display your arsenal.

    Additional Features

    • The home is easily accessed from anywhere using a scroll automatically added to your inventory upon starting the game or loading a save. Simply activate it and after a short animation you’l be whisked away safely to your new home.
    • Using the scroll again while in the pocket dimension will teleport you back to where you were when using the scroll to enter.
    • While inside your pocket study you can fast travel as normal, because i like convenience.
    • A networked storage system is in place. A single chest exists in each room which all access the same shared inventory, again for your convenience.

    Installation

    It is reccomended to install via Mod Organizer 2   https://www.modorganizer.org/

    Reccomended Mods by other Authors:

    • Disposable Corpses – The Dummies corpses can pile up. By default the game wont reset this cell often if at all. So it wont naturally despawn, unless you don’t eneter the house for long periods (in game weeks).
    • Unlimited Bookshelves – Many of the shelves require this mod to work. This mod also allows placing items on shelves, rather than only books.

    Compatibility –

    No known incompatibilities. Infact it even works in Enderal and anniversary edition.