924
editsAd placeholder
Modding:Editing Equipment.txt: Difference between revisions
Jump to navigation
Jump to search
no edit summary
(Created blank page) |
No edit summary |
||
Line 1: | Line 1: | ||
{{Modding box}}{{Modding sidebar}} | |||
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, Notepad++ or VSCode 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.<syntaxhighlight lang="xml"> | |||
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 --> | |||
</syntaxhighlight>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:<syntaxhighlight lang="xml"> | |||
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 --> | |||
</syntaxhighlight>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. | |||
{{Modding navbox}} |