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I would not mod BG3 until Modding was officially supported.
i saw that option but did not used it.
What? Do you know how most BG3 Mods are implemented?
I said NOTHING about the folks that are providing the Mods. My only issue is the WAY that the Mods are being implemented. Using DLL Injectors to change software is inherently dangerous and simply should not be done.
If you think otherwise, that is fine. You have a position. But to actually act against someone who has a different position? Well, I think that says more about you than me.
Anyway, that's my last word on the subject. I've had my say. I will go away now.
Just my thoughts.
For the OP, mods do work.
https://steamcommunity.com/sharedfiles/filedetails/?id=3035891702
Perhaps they find the memory that controls X, and they change it and see the desired results.
Then the next patch or hotfix comes along, and that memory location no longer controls X. And now the mod crashes because the mod tries to modify that location.
This will be a constant problem for a game that doesn't provide an official modding API, which the studio would then make their hotfixes and patches preserve the features exposed in the API.
Whether they plan to provide such API is yet to be seen, perhaps they will or they won't. But I wouldn't expect it at this phase int eh games release lifecycle.
I recommend you mod your game your self. In most cases it is nothing but editing text files and placing them in the correct location. You can even extract the garbage they have on Nexus and look at what they did. Just know that that method is not exactly the same as what I am suggesting but it is easy to convert over since they are the same animal. This is my old tutorial from the beginning of EA but it will get you started once you look at the files.
This is just an example
Baseline moding is very simple. I also recommend using notepad++ when doing this.
Download the extractor tool from; https://github.com/Norbyte/lslib/releases
Old version was Release v1.15.6 a newer version is used now.
For this example copy the file Shared.PAK out of the BG3\Data folder to your My Documents folder.
Now using the extract tool you just downloaded run ConverterApp.exe and select the [PAK / LSV] Tab.
In the Input line select the Shared.PAK file you put in your My Documents Folder.
In the Output file path select your My Documents folder as well.
This will create two folders, one Public and one Mods folder.
For this leason you will only need items in the public folder.
In that folder navigate down to the [Public\Shared\Stats\Generated] and you will find a file called Equipment.txt
Note the folder structure it is under. Recreate that folder structure in you game folder; BG3\data folder.
Like this: BG3\data\Public\Shared\Stats\Generated. The folder will not exist so you will need to make them.
Next copy only the Equipment.txt file over to that location.
This file will now override the same file from the Shared.Pak file.
You can now edit that file and add or remove starting equipment.
What to add. Well everything you are looking for is in the Public\Shared\Stats\Generated\Data folder from the extracted files.
You will find Weapons.txt, Armor.txt, and other Items in that folder.
Just use the entry name as like the example below, under the class starting gear you want to change, then save the Equipment.txt file.
You have now performed your file BG3 game mod.
Example"
new equipment "EQP_CC_Fighter"
add initialweaponset "Melee"
add equipmentgroup
add equipment entry "WPN_Greatsword"
add equipmentgroup
add equipment entry "WPN_HandCrossbow"
If you break it now wories, just delete the file or the whole public folder and it will no longer affect your game.
Sorry, but, he is kinda right. Not supported. But when launching the game for the first time it creates a mod directory, just say I was wrong and everything will be fine.