- This mod requires Norbyte's BG3 Script Extender. You can install it following the instructions on its page, or install through Laughing Leader's Mod Manager
- Locate your Profile Folder. You can click on the
Open Profile Folder
on the launcher - Download the latest
RAW.pak
file from Releases and place it on theMods
folder inside the Profile folder opened previously, creating theMods
folder if it doesn't exist (the complete path should look something like\Users\{USER_NAME}\AppData\Local\Larian Studios\Baldur's Gate 3\Mods
) - Next, you need to setup your mod's profile:
- I recommend using Laughing Leader's Mod Manager to set up your mod profile
- If you wish to manually set it up, download the
modsettings.lsx
file on the root of this project (or access it here) and place it on the Public Player Profile (the complete path should look something like\Users\{USER_NAME}\AppData\Local\Larian Studios\Baldur's Gate 3\PlayerProfiles\Public
). You should replace the file that already exists there
- To turn on/off the mod features or customize them, copy the
ModOptions.json
file to theScript Extender
folder inside the Profile folder, creating it if necessary. The complete path should look something like\Users\{USER_NAME}\AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender
- You only need to set the configuration file if you want to alter the default behavior. Therefore, there is no need to download and set the file up if you are not going to change any of its values. All features are enabled by default
- Simply change the
enabled
fromtrue
tofalse
on whichever feature you want to turn off. For customizable features, keepenabled
astrue
and change thevalue
for a valid one specified by the option's description - All dependencies of enabled features will be automatically turned on to avoid inconsistencies or bugs in your game
Option | Dependencies | Default | Description |
---|---|---|---|
attunement |
- | 3 | Sets a limit to the amount of magic items a character can have attuned at once (choose a value between 1 and 10). |
barbarian |
- | - | Changes to Reckless Attack. |
barbarian_berserker |
- | - | Removes Throw as a bonus action from Frenzy. |
barbarian_wildMagic |
- | - | Allows Wild Magic results to be used on the first turn and adjusts Shadowy Tendrils targeting. |
concentration_failsafe |
- | - | Gives the player a toggleable passive that stops them from casting concentration spells while already concentrating. |
defaultActions |
- | - | Changes to Jump and Shove. Introduces Distract and Dodge as player actions. |
downed |
- | - | Healing a downed character allows them to play their turn normally. |
extraAttack |
defaultActions |
- | Removes Extra Attack stacking from multiple sources and allow Shove to be used as part of it. |
familiars |
- | - | Replaces familiar attacks with Distract and adjust their stats. |
feats |
defaultActions |
- | Changes to Shield Master. |
freeWeaponEquip |
- | - | The first weapon equipped in a turn doesn't cost an Action Point. |
fighter_battleMaster |
- | - | Adjust Feinting Attack Use Cost. |
highGround |
- | - | Removes the High Ground bonus to attack rolls. |
initiative |
- | - | Changes Initiative Dice Roll from 1d4 to 1d20. |
intangibleSummons |
- | - | Changes to Flaming Sphere, Guardian of Faith and Spiritual Weapon to make them invulnerable and ignored by the AI. |
prone |
- | - | Changes the advantage and disadvantage conditions while Prone. |
rogue |
throw |
- | Changes to Cunning Action and Sneak Attack. |
rogue_thief |
rogue ,stabilize |
- | Changes to Fast Hands and Second-Story Work. |
shortRest |
- | - | Short Rest becomes an active downtime period. |
skillCheck_critFail |
- | - | Disables the possibility of a critical fail on skill checks by setting a minimum of 2 on rolls. |
spells |
- | - | Various changes to spells and statuses applied by spells. |
spells_bonusAction |
- | - | Enforces the spell casted as a bonus action rule stopping casting other leveled spells on the same turn. |
spells_duration |
- | - | Removes statuses that last up to 1 hour on Short Rest. |
spells_onApplyAndOnTurn |
- | - | Changes the damage application timing of spells like Cloud of Daggers, Moonbeam and Spirit Guardians. |
spells_surfaceRemoval |
- | - | Removes surface interaction for spells that are not AoE. |
spells_wildshape |
- | - | Allows concentration spells to be reactivated during Wildshape. |
stabilize |
- | - | Changes Help to only stabilize a character, healing once out of combat. |
throw |
twoWeaponFighting |
- | Changes to the throw action and introduction of the throwing weapon spell. |
twoWeaponFighting |
- | - | Removes automatic off-hand attacks and only allows them after attacking with a weapon while dual wielding. |
weaponSets |
- | - | Disable Weapon Sets. Equipping a ranged weapon unequips melee weapons and vice-versa. |
weaponSpells |
- | - | Removes weapon spells/passives from basic weapons, such as Cleave, Overwhelm, Piercing Shot and Topple. |
- If you want to make sure your configurations are being loaded properly, turn on the Debug Console for the Script Extender by creating a
ScriptExtenderSettings.json
file on the same folder the extender was installed (\steamapps\common\Baldurs Gate 3\bin
). The file should contain the following:
{
"CreateConsole": true
}
- Upon entering the game with this file, a console will open alongside the game. You should see something similar to this, indicating your Mod Options loaded properly and are applied (don't close the console, or your game will close as well. Just remove the
ScriptExtenderSettings.json
afterwards if you no longer want it to open alongside your game)
- Be aware that some updates won't work on existing save files and might require new games to work
- To update your mod version, simply follow the same steps on the First installation section, replacing the old
.pak
with the new one - There is no need to change anything in your
modsettings.lsx
file when updating your mod version
- Again, Laughing Leader's Mod Manager takes care of that, but if you want to do it manually:
- To use multiple mods, you'll need to manually edit your
modsettings.lsx
file to include all mods (you can use Notepad++, VSCode, Sublime or any other text editor to edit.lsx
files) - The file already has an example commented in (the parts between
<!-- -->
), with an example on how to include a generic mod. - On the
<node id="ModOrder">
, you'll notice commented block (between<!-- -->
). Uncomment by removing the<!--
at the beginning and-->
at the end and change the atributevalue
with theUUID
of the other mod - Next, on the
<node id="Mods">
, there will also be a commented block. Uncomment it and replace the attributesFolder
,Name
,UUID
andVersion
with the ones available from the other mod - The
ModOrder
is of your choosing. As a rule of thumb, place the mods you want to have priority on the bottom of the mod order. To change the load order, you need to swap the entire<node id="Module"> ... </node>
at the top with each other - More mods can be added by including new nodes inside
<node id="ModOrder">
and<node id="Mods">