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Modding:Editing Equipment.txt: Difference between revisions

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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, 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.
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