Digineaux

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  • Attribute Scaling Matrix

    Attribute Scaling Matrix

    Choose how each Verho attribute affects your character. Attribute Scaling Matrix gives you a configurable table of effects for Strength, Dexterity, Constitution, Intelligence, Force and Resistance. Set each attribute’s contribution, save and switch between shareable presets, and use the optional Digineaux overhaul as a ready-made starting point.

    How it works

    • Attribute matrix: assign a decimal value for each effect and attribute. The value is applied once per point of that attribute. For example, setting 0.05 movement per DEX gives 5% at 100 DEX or 0.05% per DEX. The settings have detailed tooltip explanations in game if you are using the MCM mod.
    • Vanilla attribute settings: independently set the original HP, mana, weapon-scaling and Resistance contributions. Leave them at their defaults to retain vanilla attribute behavior.
    • Presets: select, rename, save, load, delete and share named settings. Presets apply globally across characters.
    • Stat Details: the inventory overview can show the effects currently changed by your settings, with search, categories, descriptions and per-attribute breakdowns. Attribute descriptions in the inventory and level-up menu list their assigned effects.

    Percent values are entered in percentage points: 0.2 means 0.2% per attribute point. Some effects use different units, such as HP per point, units of secret-detection radius or a flat addition to the peak damage multiplier. Their descriptions explain the calculation and any limits.

    Presets

    Vanilla attributes

    Vanilla attributes is the default preset. It leaves the additional Matrix effects at zero and uses the game’s original attribute contributions. Installing the mod does not automatically apply the Digineaux overhaul.

    Digineaux overhaul (optional)

    This is an included, optional preset that I personally played with and balanced. It helps make each stat relevant for most playstyles and massively boosts the otherwise pointless CON and RES stats.

    • STR — damage: +0.1% to all weapon damage and +0.002 to the peak damage multiplier per point. STR also adds +0.3% spell damage and +0.05% jump strength per point. In vanilla this gives weapon damage for the msot powerful weapons and hp, making it stupidly overpowered. Now it’s more specialized in the damage role, with a nice exploration/evasion boost.
    • DEX — speed and mobility: +0.05% movement, +0.8% casting speed, +0.05% ranged weapon damage, +0.1% thrown damage, and +1% slow buildup decay per point. DEX also extends the peak damage timing window by 0.25% per point. This helps allow ranged and consumable weapons stay relevent while synergizing with mobility to keep foes at bay. It is designed to encourage and reward the mor tactile combat mechanics.
    • INT — observation and exploration: +0.3% experience, +0.05 units of secret detection radius, +0.1% gold gain and +1% bonus loot-roll chance per point. INT also extends the peak timing window by 0.25% per point. Uniquely, this is more of a long term investment, than an imemdate combat buff. gold, loot and consumables means mroe levels, more consumables and more upgrading and buying equipment, for indirect combat buffs. more int you have earlier, the stronger you will be by end game.
    • Force — spellcasting: +0.8% spell damage, +3% spell targeting range, +1% summon duration, +1% stun buildup decay and +0.2% buff duration per point. Makes spellcasting relevant as a specialty. in vanilla spells do less damage than weapons, despite having far less range, damage and uses.
    • Resistance — recovery and miscellaneous: +3 HP and +3 mana regeneration per minute, +0.3% outgoing status buildup, +1% poison buildup decay, +0.5% guard and +0.3% fall-damage reduction per point. Resistance also adds +0.4% buff duration. Making this far more of a defesnive specialty, encouraging slower paced tactical play. This stat benefits from long term exploration with it’s regen and high levels might even allow you to discard your potions all together.
    • CON — health and reserves: +10 maximum HP, +20 maximum mana, +0.5% fall-damage reduction, +0.4% buff duration and +1% bleed buildup decay per point. Still a bit a boring, but much more useful and worth spending elvels on.

    The Digineaux preset disables the vanilla attribute-based HP and mana gains and the native Resistance-based status protection. It keeps the vanilla STR, DEX and INT weapon-grade scaling at 1, so weapon letter grades continue to work normally.

    At 100 points, for example, the preset provides +10% all-weapon damage from STR, +5% ranged damage and +10% thrown damage from DEX, +0.2 to the peak multiplier from STR, and +300% spell targeting range from Force. Spell targeting range affects supported projectile lifetimes and maximum distances. Bonus loot is made through additional independent rolls of the enemy’s regular item table, so an extra roll can still produce no item.

    Requirements

    BepInEx 5 is required. The mod was built for Verho: Curse of Faces and tested with BepInEx 5.4.23.5 on Windows x64. Harmony is included with BepInEx. Download BepInEx from the official 5.4.23.5 release.

    For the tested setup, BepInEx must use HideManagerGameObject = true under [Chainloader] in BepInEx/config/BepInEx.cfg. This is a BepInEx configuration setting.

    MCM is optional. Without it, the mod loads and runs using BepInEx configuration. With it, standard settings are available through the in game menu, along with the Matrix preset actions. MCM is not required to install, launch or use the mod.

    Eye of Secrets Passive is optional and only needed if you want to use secret-detection radius scaling feature.

    Installation

    Use Verho Mod Manager to import the mod ZIP, or install it manually:

    1. Close Verho. Back up your saves if you want a recovery copy. They are stored under %USERPROFILE%/AppData/LocalLow/Kasur Games/Verho.
    2. Install BepInEx 5 if it is not already installed, then start the game once and close it to let BepInEx create its configuration.
    3. Extract the Attribute Scaling Matrix ZIP into the folder containing Verho.exe, merging the included BepInEx folder.
    4. Launch Verho. The mod creates its configuration and the Vanilla attributes default preset automatically. MCM is needed only if you want its in-game configuration interface.

    The DLL should be at BepInEx/plugins/AttributeScalingMatrix/Verho.AttributeMatrix.dll. Keep one copy of the mod DLL under BepInEx/plugins.

    Changing settings without MCM

    Close the game before editing configuration files. The main BepInEx settings file is BepInEx/config/local.verho.attributematrix.cfg. Presets are stored in BepInEx/config/AttributeScalingMatrix/presets/. Use the standard settings entries to adjust values, or copy and share a preset file with another player. The next game launch reads the saved configuration.

    When MCM is installed, choose a preset from the preset dropdown and apply it. Editing the numeric settings does not save them to the preset file automatically: use the preset actions to save or load the named settings.

    Compatibility notes

    • Settings apply globally across characters.
    • The Matrix changes attribute-derived values. It does not remove the game’s stat requirements; use my stat requirements mod if you want those changed.
    • Higher maximum HP or mana does not refill current resources. They should properly preserve max hp and mana buffs from the ingame consumables and accross respecs. I didn’t notice nay issues during my playthroughs.

    Uninstall

    Close Verho and remove BepInEx/plugins/AttributeScalingMatrix/Verho.AttributeMatrix.dll, or disable/remove the package through Verho Mod Manager. Configuration and preset files can be kept for a future reinstall or deleted separately. MCM and BepInEx can remain installed for other mods.

  • Verho Weapon Upgrade Sync and Catchup

    Verho Weapon Upgrade Sync and Catchup

    Upgrade one weapon and bring your other weapons up to the same level for free. Weapon Upgrade Catch Up covers your inventory and optionally your storage chest, and catches up newly picked-up weapons too.

    For example, upgrading a sword from +3 to +4 also raises your other +0, +1, +2 and +3 weapons to +4. You only pay the normal gold and material cost for the sword you selected. Weapons already above that level stay where they are.

    How it works

    • Upgrade sync: complete an upgrade at a blacksmith to catch up your other lower-level weapons.
    • Storage: weapons in your player storage chest can catch up too. They stay in storage; nothing is moved or duplicated.
    • Pickups: newly picked-up world weapons match the highest upgradeable weapon you already own. Drops that already have a higher level keep it.
    • Weapon types: ordinary, spectral, offhand and New Game Plus weapons are covered, provided they support upgrades.
    • Reforging: the three special +10 weapon transformations are supported, including weapons in storage. Equipped copies follow the replacement.
    • Sync now: catch up an existing collection without buying another upgrade.

    Free catch up upgrades do not replay separate purchase dialogues or award separate upgrade achievements. So the settings allow you to exclude the 3 secret weapon upgrades. you could also set the the gloabl limit to +9 if you prefer.

    Requirements

    Built for and tested on the Windows x64 Steam version of Verho, build 21853371.

    BepInEx 5 is required. Tested with 5.4.23.5 on windows. Download BepInEx from the official release page. Harmony is included in that download.

    Verho Mod Configuration Menu, version 26.10.25.2125 or newer, is a soft requirement. without it you will need to edit the settings file directly manually.

    Installation

    Use My Verho Mod Manager, or follow the manual steps below.

    1. Close Verho and back up your saves just in case (the mod manager can help you with this). They are under %USERPROFILE%/AppData/LocalLow/Kasur Games/Verho.
    2. Open the folder containing Verho.exe.
    3. If BepInEx is not already installed, extract its ZIP into that folder. Start the game once to generate its config, then close it.
    4. Open BepInEx/config/BepInEx.cfg in a plain text editor. Under [Chainloader], set HideManagerGameObject = true. Preserve other settings and avoid duplicate sections.
    5. Extract WeaponUpgradeCatchUp.zip into the game folder, merging the BepInEx folders and replacing the previous version if prompted.
    6. Start Verho and load your character. The default settings enable upgrade sync, storage sync and pickup catch-up.

    The loader setting should look like this:

    [Chainloader]
    HideManagerGameObject = true

    The installed DLL should be at BepInEx/plugins/WeaponUpgradeCatchUp/Verho.WeaponUpgradeCatchUp.dll. Keep only one copy under BepInEx/plugins.

    Changing the settings

    You can manually edit the file if you don’t want to use the mod manager or mcm. Make sure the game is closed and edit the file at: BepInEx/config/local.verho.weaponupgradecatchup.cfg.

    • Enable mod: turn catch-up on or off. Default: on.
    • Sync on upgrade: catch up other weapons after a blacksmith upgrade. Default: on.
    • Include storage chest: also update stored weapons during upgrades and Sync now. Default: on.
    • Sync weapon pickups: catch up weapons when you pick them up in the world. Default: on.
    • Pickup reference: use your highest carried weapon, or your highest carried or stored weapon. Default: carried or stored. This is separate from the storage-sync toggle.
    • Maximum catch-up level: limit levels added by the mod to a value from +0 to +10. Default: +10.
    • Notifications: choose Off, Summary or Detailed. Default: Summary. Detailed shows weapon names, locations and old/new levels over successive pages. Native pickup notices remain.

    Enable Advanced to see two more settings:

    • Catch-up gap: keep automatically raised weapons zero, one or two levels behind the reference. Default: zero. The maximum level is applied after the gap.
    • Automatic reforging: allow the special +10 transformations. Turn this off to stop automatic upgrades for those weapons at +9 and buy the final upgrade yourself. Default: on.

    These limits never lower existing weapons, reduce a pre-upgraded drop, or limit the weapon you are paying to upgrade.

    Compatibility notes

    • Existing characters are supported. You do not need to start a new game.
    • Buying weapons from shops, receiving scripted gifts, withdrawing weapons from storage and loading a character do not themselves trigger pickup catch-up. Use Sync now or your next blacksmith upgrade if needed.

    Uninstall

    Close Verho and delete BepInEx/plugins/WeaponUpgradeCatchUp/Verho.WeaponUpgradeCatchUp.dll, then restart the game. If using Verho Mod Manager, disable or uninstall the mod there and use Play Verho to update the deployed files.

    Upgrade levels already saved on your character remain after uninstalling. Disabling the mod or changing its settings does not undo them either. Restore a save backup from before the upgrades if you want to reverse those changes.

    You can keep BepInEx/config/local.verho.weaponupgradecatchup.cfg for a future reinstall, or delete it to start with default settings next time. BepInEx and MCM can stay installed for your other mods.

  • Passive Eye of Secrets

    Passive Eye of Secrets

    Reveal secret walls and invisible objects without keeping the Eye of Secrets equipped. Walk close enough and the mod does the revealing for you. Optional filters for specificy requiring a certain weapon orr equiring the ey of secrets in inventory and customize the radius you want.

    Features

    • Automatically reveal nearby invisible objects and open ordinary illusory walls that respond to the Eye.
    • A spherical aura reveals in every direction, including beside and behind you. No need to point a weapon at the secret.
    • Choose a radius from 0.25 to 20 world units. The default is 3.
    • Works with any weapon in the default mode, without owning or equipping the Eye.
    • Optional inventory and selected-weapon modes, including a setting for whether the chosen weapon works while sheathed.
    • Settings are available in-game through Verho Mod Configuration Menu. The passive resumes after loading or changing areas.

    Requirements

    Built for and tested on the Windows Steam version of Verho: Curse of Faces, build 21853371. Other versions haven’t been verified.

    Installation

    Use My mod manager or follow the manual steps:

    1. Close the game and open the folder containing Verho.exe.
    2. Extract the BepInEx ZIP into that folder if it isn’t already installed.
    3. Open BepInEx/config/BepInEx.cfg in a plain text editor. Under [Chainloader], set HideManagerGameObject = true. If the file hasn’t generated yet, launch and close the game once, or create the file with those two lines.
    4. Install Verho Mod Configuration Menu. Its DLL belongs at BepInEx/plugins/ModMenu/Verho.ModMenu.dll.
    5. Extract the Eye of Secrets Passive ZIP into the game folder, choosing merge or replace when prompted. The mod DLL belongs at BepInEx/plugins/EyeOfSecretsPassive/Verho.EyeOfSecretsPassive.dll.

    Configure

    Use Enable passive to turn it on or off, and Reveal radius to change its range. Activation mode has three choices:

    • Always: the default. No particular weapon or Eye ownership required.
    • EyeInInventory: Only active while the eye is in your inventory. it doesnt need to be equipped.
    • SelectedWeapon: the weapon set in Selected weapon ID must be in either hand of your active weapon pair for the secret radius to be active. Active while sheathed controls whether sheathing turns it off.

    For SelectedWeapon mode, equip the weapon and check BepInEx/LogOutput.log for Active weapons: main=... or offhand=.... Enter its number in the menu. A selected ID of -1 means no weapon.

    You can configure the mods settings at BepInEx/config/local.verho.eyeofsecretspassive.cfg if you don’t want to install the MCM.

    Compatibility notes

    • Only secrets using the game’s normal Eye interactions are affected (illusory walls and invisble blue torches mostly). This doesn’t unlock keyed doors or hand out quest items.

    Uninstall

    Close the game and delete BepInEx/plugins/EyeOfSecretsPassive/Verho.EyeOfSecretsPassive.dll. BepInEx and MCM can stay installed for other mods. The added aura will be gone the next time you launch.

  • All statue shrines have a storage chest

    All statue shrines have a storage chest

    Shrine Storage Chests is a BepInEx 5 mod for Verho – Curse of Faces. It adds a functional storage chest near every Mask Statue Shrine (the bonfires where you level up and fast travel) outside Nameless Village (which already has one).

    No more sitting through two additonal load screens every time you wanna access your storage (normally you would have to teleport to the Nameless Village, do your storing and then teleport back to whatever area you were exploring).

    Install

    Use my mod manager at https://digineaux.com/verho-mod-manager/ or follow the manual steps below:

    1. Install BepInEx 5 Windows x64 into the folder containing Verho.exe, if it is not already installed.
    2. Close Verho and extract the downloaded ZIP into the game folder, merging the BepInEx directories.
    3. In BepInEx/config/BepInEx.cfg, set HideManagerGameObject = true in the [Chainloader] section.
    4. Start the game and load a character. The mod prepares the native chest during the initial menu load; you do not need to visit Nameless Village first.
  • Verho Mod Manager

    Verho Mod Manager

    Verho Mod Manager is a portable Windows application for Verho – Curse of Faces. It installs BepInEx, manages your mods, checks declared dependencies, edits mod settings and backs up your saves.

    What it does

    • Install BepInEx automatically. Download and install the supported BepInEx 5.4.23.5 Windows x64 build, with a SHA-256 check before installation.
    • Install and remove mods. Add supported ZIP packages or DLLs, import mods already installed in the game, and enable, disable or uninstall individual packages.
    • Check dependencies. Detect missing required mods, minimum-version requirements, duplicate plugin IDs, declared incompatibilities and overlapping package files.
    • Edit mod settings. Open standard BepInEx settings from each mod row, with descriptions, defaults, dropdowns and numeric limits where the mod declares them.
    • Manage saves. Back up and restore complete save collections, create named save sets, and import or export save backups as ZIPs.
    • Open a mod’s files. Each row has buttons for its containing folder and README. READMEs open through your normal Windows application.
    • Work with several mods at once. Use Ctrl and Shift selection, then right-click to enable, disable or uninstall the selection.

    Getting started

    1. Extract the download into an empty folder. Keep all extracted files together.
    2. Close Verho and run Verho.ModManager.exe.
    3. The manager attempts to connect to your game folder once on startup. Use Browse and Connect in App settings if the app doesn’t automatically find your Verho installation.
    4. If the game already has mods or BepInEx settings, choose Import installed mods to bring them into the list.
    5. Use Install BepInEx if it is not already installed.
    6. Add your mod ZIPs or DLLs by dragging them into the mod list window or browsing to them via the Install mod button.
    7. Review dependency warnings in the top left, if any.
    8. Click Play Verho when ready. The manager deploys enabled mods, backs up saves and launches the game.

    List changes are remembered automatically. Use Play Verho to apply them to the game; launching Verho elsewhere uses the last deployed mod files.

    Disabling and uninstalling

    Untick a mod to disable it while keeping its package in the manager. Tick it again to enable it without reinstalling.

    Uninstall a mod to remove its entry and delete its stored package and README. Install its ZIP or DLL again if you want it back. Settings, original downloads and existing backups are kept. If a file is locked, deletion can be retried through Refresh checks or by restarting the manager.

    Both actions take effect in the game on the next Verho launch. Neither changes an already running game.

    Clear choices when game files differ

    If game plugins have changed since the last deployment, the manager lists the mismatches before launching. Each file has separate Game directory and Current mod manager list details. Pending list edits and unticked mods are labelled separately from unexpected game folder changes.

    • Overwrite mod manager with game files: import the game’s installed plugins and settings, replacing pending list changes.
    • Overwrite game files with mod manager list: deploy your enabled mods and current settings, backing up existing game files first.
    • Close window and don’t launch the game: leave both sides unchanged.

    Save backups and separate playthroughs

    The Saves tab manages complete save collections, including character slots and their shared indexes. You can create a named set from your current saves, start an empty set for another playthrough, or restore a backup. Restoring or switching saves creates a recovery backup first. You can also link a save set so the manager offers to switch to it when you launch.

    Close Verho and let Steam Cloud finish syncing before restoring or switching saves. The manager does not edit individual characters or merge save slots.

    Portable storage

    Settings, stored mods and backups live in VerhoModManagerData beside the application. Game, mod and backup folders use readable names. Each fresh portable installation starts independently, with no automatic migration from older manager data. Moving the whole folder, including its data, carries that installation with it.

    Installed BepInEx files and deployed mods still go into the game folder. Verho’s live character saves stay in their normal location.

    Compatibility notes

    Dependency checks read declarations from mod DLLs without running their code. They cannot detect undeclared requirements or every gameplay conflict, and dependency mods are not downloaded automatically. This release supports ZIP and DLL mod packages; RAR, 7z and preloader-only packages are not supported. It does not include an online mod catalogue.

    The settings editor supports standard BepInEx configuration files. A mod may need to run once to generate its settings. Unsupported custom setting types remain read-only.

  • Verho Mod Configuration Menu

    Verho Mod Configuration Menu

    Verho Mod Configuration Menu brings your mod settings into the game. Choose a mod, change its settings, and apply them from the main menu or pause menu. It works with ordinary BepInEx settings automatically. Modders can add named tabs, descriptions, custom action buttons and text prompts when they want more control over their menu.

    Features

    • An edge-to-edge menu with compact, full-width settings rows.
    • A collapsible mod selector at the top left and search in the top bar.
    • Scrollable settings and optional mod-defined tabs, with horizontal scrolling when the tabs overflow.
    • Toggles, choice dropdowns and text inputs with a blinking insertion caret.
    • Per-setting defaults and a ? button for descriptions and help.
    • A draft of your changes: Apply changes validates and saves them; closing the menu discards unapplied edits.
    • Custom action buttons supplied by mods, with optional availability checks and confirmation prompts.
    • Settings stay in each mod’s own BepInEx configuration file.

    Download

    The ZIP includes the menu DLL, player instructions, a modder integration guide and example source code. BepInEx and the mods shown in the screenshots are separate downloads.

    Installation

    Use My mod manager or follow the manual steps:

    1. Close Verho.
    2. Install BepInEx 5 x64 in the game folder if you have not installed it already. Run the game once to generate its configuration, then close it.
    3. Open BepInEx/config/BepInEx.cfg. Under [Chainloader], set HideManagerGameObject = true.
    4. Extract the menu ZIP into the folder containing Verho.exe. The DLL should be at BepInEx/plugins/ModMenu/Verho.ModMenu.dll.
    5. Start Verho and select Mod Settings. Look below the main menu buttons, or below Exit in the pause menu.

    Using the menu

    Select a mod from the top-left dropdown. Search for a setting, choose a tab if the mod provides them, or use All settings. Long lists scroll. The Advanced button reveals settings marked advanced by their author.

    Edit the values you want to change, then select Apply changes. Use Default to stage a setting’s original value. Select ? to read its description and any allowed values. The red X, Escape or Back closes the menu and discards unapplied changes. Applied changes remain saved.

    Switching tabs preserves your draft. Apply saves pending changes across the selected mod’s configuration file. Apply or discard pending changes before switching mods or running an action.

    Action buttons run immediately. The owning mod decides what they do and may ask for confirmation. The preset controls shown above belong to Attribute Scaling Matrix; the configuration menu provides the interface for them.

    For modders

    Basic integration uses ordinary Config.Bind settings on your BepInEx plugin. These appear automatically without a menu dependency. Supported settings include Boolean, numeric, string, enum and BepInEx keyboard-shortcut values; unsupported types appear read only.

    The optional Verho.ModMenu API adds display names, ordering, advanced and read-only flags, restart notices, tabs and extra configuration files. Mods can register custom action buttons and open cancellable text prompts. The included ModMenuModders.md guide covers integration, minimum feature versions and examples.

  • Ban Factions in Conquest of Elysium

    Ban Factions in Conquest of Elysium

    When an AIs faction/class is set to random in the lobby screen, it will not be able to pick any of the banned factions. This does not affect players who randomise their faction, nor does it hide factions from manual selection for players or AI.

    Installation

    1. Extract the zip file wherever you want.
    2. Copy or move the folder for the factions you want to ban into your mods folder
      1. C:\Users\YourUsername\AppData\Roaming\coe5\mods
      2. If it doesn’t exist, create it. Make sure hidden files are visible.
    3. Start the game and enable the mods in the modding menu.

    Compatibility:

    This should work with custom factions. I tested it with my in development mindflayer faction.Read below.
    Beware that trying to ban a faction from a mod that isn’t currently enabled and active, will cause the modloader to fail and kick you to the desktop.

    Known Issues:

    • With “Unique random players” enabled, if there are fewer available factions than AI set to random, the game will likely crash (around 5/6 times during testing). This seems to be an engine bug, likely the devs never anticipated such a scenario and thus did’t create a saftey check for it.
    • It is cumbersome to manage many different factions. But the modding tools provide no way for me to create convenient in game options. so we are stuck enabling each faction one at a time seperately, or editing the mod files.

    Adding custom factions to the bannable list:

    I have not extensively tested this or figured out a reliable way to get modded a factions ID. But it worked for my in development mindflayer mod, by assuming it was index 500. I have no idea why that worked.

    1. Navigate to the mod folder
      1. if installed manually from this site, this is the mods folder mention int he installation
      2. The steam version is at: Steam/steamapps/workshop/content/1606340/3802526523/
    2. Open the .c5m file in a local text editor like notepad or visual studio code (not in a cloud editor like google docs or onedrive, they will mess with the formatting)
    3. Add the following lines anywhere under the description line:
      1. selectclass ClassIndexNumber
      2. aiclass -1
    4. You can also start a line with # to write a comment to remind yourself what class the entry is for.
  • Configurable Wild Magic

    Choose how often your Wild Magic triggers and how Tides of Chaos affects it in Baldurs Gate 3. Configure separate rules for cantrips, leveled spells, rituals, automatic spells, and spells granted by equipment or racial progression. The mod uses BG3’s native Wild Magic rolls and outcome groups and applies to characters with the Wild Magic passive.

    Features

    •  Five cast categories with independent surge DCs, outside-combat toggles, and Tides settings.
    • Optional persistant modifer, so you can replicate pseudo random rolls. Like every time the wild magic roll fails, the DC is lowered by 1.
    • Set the base DC for each casting type seperately. so you could set rituals to -1 so they never get triggered, cantrips to 20 for 1/20, while having levled spells at 11 for 50% chance.
    • Optional chance for a casting type to replenish tides of chaos after it is exhausted. This is displayed in the ombat log as a wild magic surge so you can view the roll. But it isn’t treated as an actual surge. just a bit of a hacky workaround to have it displayed in the ingame log.
    • A passive added to wild mages, whos tooltips displays current DCs for each of the casting types, including any active modifiers.
    • Toggle whether long rests reset the persistent counter
    • Respects the game’s story suppression of Wild Magic. You can toggle this off, but i don’t reccomend it. it can allow surges to occur in cutscenes or for scripted events applying magic to the character to potentially be treated as spellcasts and roll the wild magic check.
    • Fixes a vanilla bug where rapidly casting spells would cause wild magic check to be performed only on the last spell cast, instead of every spell.
    • MCM settings, JSON configuration, and Script Extender console commands.
    • Multiplayer support (not tested, but theoretically works): The host’s settings control multiplayer; display values are synchronized to clients.

    Install or update

    1. Extract this ZIP to a temporary folder.
    2. Install Script Extender v29 or newer. Install MCM separately if you want its settings interface.
    3. In BG3 Mod Manager, import WackyWildMagicConfigurable.pak, then move Wacky Wild Magic: Configurable to the active list.
    4. Disable older Wacky Wild Magic variants. This mod overrides the WildMagic passive; place it after compatible mods that also override that passive. Other Wild Magic overhauls may conflict.
    5. Export the load order to the game, then launch BG3 and load your save.

    You can install it manually or with Vortex, but neither is reccomended.

    It should be safe to use updated version on existing saves. But not with saves using version 1 or 2 of the mod. only future versions of the configurable mod.

    Compatibility

    It should be compatible with mods that edit the wildmagic spell list and most mods that alter tides of chaos. Anything that directly edits how wild magic rolls are triggered or calculated is unlikely to be compatible and may even cause crashes or savebreaking bugs. Should also be compatible with existing saves and multiplayer.

    Configure

    With MCM, open mod configuration menu from the ingame main menu. MCM values take precedence over JSON settings when available.

    Without MCM, create the folder below and copy settings.example.json into it as settings.json (found in the .zip):
    %LOCALAPPDATA%\Larian Studios\Baldur’s Gate 3\Script Extender\WackyWildMagicConfigurable\settings.json
    Edit the file, then reload your save or run !wwmc reload in the Script Extender server console. The example file includes every supported setting ID.

  • Modular Armor for Baldurs Gate 3

    Modular Armor for Baldurs Gate 3

    Also available on Nexus Mods

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

    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/modular-weapons-for-baldurs-gate-3/
    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.

  • 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”.