For the option of using a pak mod, you would essentially include a file (in the correct path in the mod's Public folder, .\Public\ModName\Stats\Generated\Equipment.txt) that creates an entry with the exact same name as the one used in the loose file version, with all your changes, and the individual entry would be overriden instead of the full file.
This has the benefit of very rarely needing alterations with updates, but does require learning how to properly format a pak mod. It's also easier to turn off and on, as it doesn't directly replace the in game file.
As for characters not using range weapons, that can likely be fixed by adding the 'add initialweaponset "Ranged"' or similar lines right after the name.
Download an "all items" mod, like ImMph's here: https://www.nexusmods.com/baldursgate3/mods/856, and actually load up a save to look. Then you can try to identify the stuff by name or stats in reverse.
There are also display vids like this (more on that same channel I think) if you don't want to see them in your own game but the above method is better IMO
bueno ya conseguí que funcionara, solo debes ubicar "armor.txt" dentro del mod que vas a usar y copiar exactamente el contenido al lado de "new entry" de la ropa que vas a usar y pegarlo en tu "equipment.txt". Si son .paks tendrás que desempaquetarlos, trabajarlos, empaquetarlos de nuevo y al final cargar tu mod por debajo en el orden de carga.
I'm really lost as to what I'm doing wrong. What I want to do is replace the Fighter starting gear with the Flaming Fist scalemail armor. So I've put the Equipment.txt in \Steam\steamapps\common\Baldurs Gate 3\Data\Public\Shared\Stats\Generated and edited it as thus:
Have I made a mistake somewhere, missed something? Because when I start a new character, they're still wearing the basic Fighter armor, in CC and when starting the game.
Hmm, Shadowheart outfit changed from her baseline equipment will still reset to bandit cloths and leather boots on the beach and I have tried to search it up in the txt files to no avail. Is it possible to change in the txt files or it's a failsafe feature baked into base game?
Thank you for the quick reply. I have heard several people talking about it being possible based on videos they have seen. I would hazard a guess that they did it with cheat engine since we both have no luck on this matter with txt files.
This annoyed me so much as well. So I tried googling more than I should. Unfortunately cannot do anything about it. It's coded in. See wiki page. So if you happen to change her equipment at the start, she will get re-equipped to the bandit stuff after the crash.
Thank you, this is such a helpful resource <3!! Sorry to bother you with a question, but I'm working on modifying the Dream Guardian's starting armor ("EQP_Daisy"), and was wondering if it's possible to give the Guardian different starting armor depending on the chosen body type? For example, to set the starting armor for if body 1 is chosen, then have it change to a different starting armor if body 2 is chosen. Would I be able to do that solely through editing the Equipment.txt, or would I need to modify other file(s) to do that? Thank you <3!
Sorry for the late reply, but this might be helpful for others as well. Unfortunately you cannot change the Dream Guardian armour for different types of races. When you modify the Equipment text file, it will apply to all races. You can try this mod maybe?
"56a26829-5103-49e7-8f5a-b88381a86903",--MAG_Umberlee_Robe_A (Wavemother's Robe) --> I found this on UUID item list and edit the txt. file about equipment . I edit "Bard" equipment but it didn't show up, Is there anything wrong? I just want my Tav's can wear Wavemother's Robe to start the game QAQ
Thank you so much for this! I made my own pak version for personal use instead as I noticed my changes were overriden by some mods (I assume one of my mods overridden some of the starting equipment for some reason) and I use custom subclasses. They even equip the modded jewellery I assigned and "instruments" from Discordant Instruments mod! But I do notice when I put ranged equipment, they only equip one not 2 for hand crossbows :(. The extra bow doesn't even show in inventory. Even tried swapping starting weapon to ranged and no luck.
You can. I recommend unpacking the modded class and find their equipment text file and edit it there. Then you can pack it back up. If you do this, if there is an update for the class mod, your changes will revert. To prevent this, I recommend to recreate the folder structure of the class mod to your game file location* generally like the below bolded. You can unpack the mod to find out more. *Baldurs Gate 3\*Data\*Public\Mod_Name\Stats\Generated then grab the mod's Equipment text file and put it inside the Generated folder you made.
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This has the benefit of very rarely needing alterations with updates, but does require learning how to properly format a pak mod. It's also easier to turn off and on, as it doesn't directly replace the in game file.
As for characters not using range weapons, that can likely be fixed by adding the 'add initialweaponset "Ranged"' or similar lines right after the name.
new equipment "EQP_CC_Fighter"
add initialweaponset "Melee"
add equipmentgroup
add equipment entry "WPN_Longsword"
add equipmentgroup
add equipment entry "WPN_Shortbow"
add equipmentgroup
add equipment entry "ARM_Boots_Metal_C"
add equipmentgroup
add equipment entry "OBJ_Potion_Healing"
add equipmentgroup
add equipment entry "OBJ_Potion_Healing"
add equipmentgroup
add equipment entry "ARM_ScaleMail_FlamingFist"
add equipmentgroup
add equipment entry "OBJ_Scroll_Revivify"
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"
Have I made a mistake somewhere, missed something? Because when I start a new character, they're still wearing the basic Fighter armor, in CC and when starting the game.
MAG_LC_Umberlee_Regeneration_Robe
*Baldurs Gate 3\*Data\*Public\Mod_Name\Stats\Generated
then grab the mod's Equipment text file and put it inside the Generated folder you made.