Modding:Editing Equipment.txt: Difference between revisions
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== Tools You'll Need == | == Tools You'll Need == | ||
You should just need the '''BG3 Modder's Multitool''' for this, which you'll use to extract the existing Equipment.txt file from the game. You'll also need a text editor, Notepad++ | You should just need the '''[https://github.com/ShinyHobo/BG3-Modders-Multitool BG3 Modder's Multitool]''' for this, which you'll use to extract the existing Equipment.txt file from the game. You'll also need a text editor, [https://code.visualstudio.com/ VSCode] or [https://notepad-plus-plus.org/ Notepad++] are good options. | ||
== Extracting and Placing Equipment.txt == | == Extracting and Placing Equipment.txt == |
Revision as of 16:45, 13 January 2024
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To change the starting equipment for your game's classes, you can edit the Equipment.txt file. But how do you do that?
Tools You'll Need
You should just need the BG3 Modder's Multitool for this, which you'll use to extract the existing Equipment.txt file from the game. You'll also need a text editor, VSCode or Notepad++ are good options.
Extracting and Placing Equipment.txt
Open up your Modder's Multitool and open Search Index. Search for Equipment.txt. Scroll down to Shared\Public\Shared\Stats\Generated\Equipment.txt and open the file folder.
Now, in your Baldur's Gate 3 Data folder, create this file path: Data\Public\Shared\Stats\Generated
Copy the Equipment.txt from the first Generated folder to this newly created one. This new Equipment.txt will overwrite the base game settings for equipment.
Editing Equipment.txt
Before making any changes, we recommend making a copy of the Equipment.txt and naming it something like "Equipment - OG Copy.txt". This is so you can easily revert back to the default later if you so choose.
Now open up Equipment.txt in your text editor. It's a huge file, but you'll see something like this at the top.new equipment "_PC_Equipment"
new equipment "EQP_Unarmed"
add initialweaponset "Melee"
new equipment "EQP_CC_Barbarian"
add initialweaponset "Melee"
add equipmentgroup
add equipment entry "WPN_Greataxe"
add equipmentgroup
add equipment entry "OBJ_Potion_Healing"
add equipmentgroup
add equipment entry "OBJ_Potion_Healing"
add equipmentgroup
add equipment entry "OBJ_Scroll_Revivify"
add equipmentgroup
add equipment entry "ARM_Shoes_Barbarian"
add equipmentgroup
add equipment entry "ARM_Barbarian"
add equipmentgroup
add equipment entry "WPN_Handaxe"
add equipmentgroup
add equipment entry "WPN_Handaxe"
add equipmentgroup
add equipment entry "OBJ_Keychain"
add equipmentgroup
add equipment entry "OBJ_Bag_AlchemyPouch"
add equipmentgroup
add equipment entry "ARM_Camp_Body"
add equipmentgroup
add equipment entry "ARM_Camp_Shoes"
add equipmentgroup
add equipment entry "OBJ_Backpack_CampSupplies"
<!-- file continues -->
nnew equipment "_PC_Equipment"
new equipment "EQP_Unarmed"
add initialweaponset "Melee"
new equipment "EQP_CC_Barbarian"
add initialweaponset "Melee"
new equipment "EQP_CC_Barbarian2"
add initialweaponset "Melee"
add equipmentgroup
add equipment entry "WPN_Greataxe"
add equipmentgroup
add equipment entry "OBJ_Potion_Healing"
add equipmentgroup
add equipment entry "OBJ_Potion_Healing"
add equipmentgroup
add equipment entry "OBJ_Scroll_Revivify"
add equipmentgroup
add equipment entry "ARM_Shoes_Barbarian"
add equipmentgroup
add equipment entry "ARM_Barbarian"
add equipmentgroup
add equipment entry "WPN_Handaxe"
add equipmentgroup
add equipment entry "WPN_Handaxe"
add equipmentgroup
add equipment entry "OBJ_Keychain"
add equipmentgroup
add equipment entry "OBJ_Bag_AlchemyPouch"
add equipmentgroup
add equipment entry "ARM_Camp_Body"
add equipmentgroup
add equipment entry "ARM_Camp_Shoes"
add equipmentgroup
add equipment entry "OBJ_Backpack_CampSupplies"
<!-- file continues -->
The concept is the same for any class. Keep in mind that some classes have subclasses that each have their own unique equipment set, such as Sorcerer and Paladin. You will need to locate the specific subclass you want to change.