Modding:Editing Equipment.txt

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Revision as of 16:45, 13 January 2024 by EmeraldTechno (talk | contribs)
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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 -->
This equipment entry sets the starting equipment for Barbarian. Here's an edited example, where Barbarian is set to spawn in with nothing but their underwear:
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 -->
As you can see, EQP_CC_Barbarian has been changed to match EQP_Unarmed, which will cause them to spawn in with nothing. The original EQP_CC_Barbarian has been renamed to EQP_CC_Barbarian2, so that if we want to later revert the Barbarian back to default equipment, we can simply delete our EQP_CC_Barbarian entry and rename EQP_CC_Barbarian2 to EQP_CC_Barbarian.

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.