Complete Weapon Overhaul and Rebalance of the Base Game's Weaponry. Fixing broken passives and broken abilities. Making Brand new passives for weapons that were too weak when the Character would be able to get it. Making the overall Sandbox more Diverse. No weapons got nerfed so your favorite weapon is still good, but with more good choices.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 1.13
Larethian's Wrath now upgrades with the Finesse Tag. Rupturing Blade Weapon attack now works correctly(the spell was loading before its base component) and now displays correct damage in tooltip. Adamantine Scimitar Searing Strike now shows correct damage in tool tip.
Version 1.12
Fixing Passives:
Patch 1.11 and 1.12 are focused on fixing a few broken passives and small bug fixes. (One weapon was using the wrong base game Passive and as such wasn't working correctly) Sylvan Scimitar now correctly has +1 Enchant, Lifestealing sword now working correctly, as well as a few prep files for an upcoming patch that puts all of the Removed/Beta Weapons back into the game.
Version 1.10
Balance Changes and Description Revisions
Version 1.09
Mod ID's Split to prevent overwriting one another in BG3MM
Version 1.08
Changed File paths on Main and JWL Compat file so they no longer overlap in Vortex. Some items got their Rarity changed to make them easier to see if they can be upgraded using JWL.
Version 1.06
Passive Fixes and Tool Tip Fixes
Version 1.05
Bunch of QoL Tweaks and Passive Typo's
Version 1.02
Made custom Githyanki Passive so as to not interfere with other mods. Tweaks Made to the Deva Maces in Act 3.
Version 1.0
Base Weapon OverHaul Release
Donations
No donations accepted
Ever come across a weapon that either has a unique skin or unique passive. But it is too weak for when you can actually access it? This mod aims to fix that. The unique weapons you get too late to be viable have had their power increased slightly or have had passives that aim to help bring them into a more viable state. The already strong weapons have had very slight (if any) changes primarily QoL changes.
To me the best weapon to show off what a unique weapon SHOULD be is the Phalar Aluve (as such it didnt recieve any changes). As its ability is uniquely strong and the Finesse and Versatile tags allow it to be used by many different builds.
As such many weapons got slight tweaks to give them either a Strong ability but can't be used very often, or a Weaker more utility based ability that can be used more often. The Adamantine weapons had their base weapon damage tweaked and given unique weapon abilities. The Pact/Bind weapons got either unique or less used spells to fit with their theme. And so much more.
What's Included? Complete weapon rebalance and tweaks. Weapons with broken abilities or passives getting their passives fixed. Changing only in game assets so this works well with other mods. Almost every Unique Item in the game got a slight buff and/or a unique passive that fits with the theme of the weapon. NOTE: No Weapons got nerfed. So if you enjoyed a certain weapon this mod won't hurt your existing builds.
Changelog: Check out the Documentation tab for a full list of changes made to items. Over 100 Items got slight changes and over 30 new passives added to the game.
Installation: NOTE: This mod doesn't add or alter any in game assets. As such it should work on previous saves and be able to be updated at any time. INSTALL ONLY ONE MAIN FILE: Simply Download via any mod manager and click install. It works with other mods as well as standalone. This mod limits its changes to base game items as such, things like 5e Spells or other ability modifier's shouldn't change any of the spells or passives used by this mod.
If Using the JWL Compatibility file load it AFTER the main file. And load BOTH after JWL Soul Crafting. Should Look Like: 1. JWL Crafting Framework 2. JWL Soul Crafting 3. Vanilla Weapon Overhaul (OR) Vanilla Overhaul-Arsenal Overhaul Compatible 4. Vanilla Weapon Overhaul JWL Soul Smithing Compat
If using other Unique Weapon Altering mods. Load the mod that has the weapon you want LAST in the order. IE. If you have a mod that Changes one specific Unique Item it can be safely loaded after this mod. If the mod changes the base items in the game like the longsword +1s to give them all the Finesse property Load it BEFORE this mod.
So in conclusion Load order with weapon mods is as follows. 1. Non-unique/Base weapon mods 2. Vanilla Weapon Overhaul 3. Specific Unique weapon mod.
Now has a Specific Arsenal Compat File that allows you to take full advantage of both mods.
Load Order Should look like
1. Arsenal Overhaul 2. Vanilla Weapon Overhaul 3. Vanilla Overhaul Arsenal Compat
Active Projects: Comback Handaxe: Finding how the trigger for the return item works to implement a boost to its throwing damage.