Baldur's Gate 3

About this mod

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
Changelogs
Donations
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.