Baldur's Gate 3
0 of 0

File information

Last updated

Original upload

Created by

Baladeur

Uploaded by

BaIadeur

Virus scan

Safe to use

Tags for this mod

About this mod

Paladins can now choose a deity during character creation.
Their starting armor is now classified as heavy armor.

Requirements
Permissions and credits
Changelogs
Summary :

With Patch 9, we are finally able to play paladins, and it feels great! But I noticed, like many others, that paladins didn't get to choose a deity unlike the cleric. Now, in 5e, a paladin's power come from their oath rather than their gods, but for the sake of roleplay, I still wanted to pick a deity. So here comes this pretty basic mods that allows paladins to choose their deity during character creation!

Also comes with a bonus tweak: paladin starting gear is now using the stats from the chain mail instead of the scale mail. This means that the paladin now starts with a heavy armor at 16 AC, as per the 5e ruleset, and isn't punished if they chose to reduce their dexterity.


Requirements :

To run properly, this mod requires Patch 3 Mod Fixer installed. Don't worry about the name, it still allows mods to work on patch 9.

You can also add ImprovedUI but it isn't mandatory. However, without it installed, when starting a new game or loading an existing game with new mods installed you'll see the following message :




It'll only show once per game/each time you install new mods, you can safely ignore it.




Installation :

This mod should be compatible with most mod managers.
I recommend using BG3 Mod Manager to install it.

If you want to install it manually, drop PaladinTweaks.pak in your Mods folder.

%appdata%/Local/Larian Studios/Baldur's Gate 3/Mods

Then, edit your modsettings.lsx file so it looks something like this :

<?xml version="1.0" encoding="UTF-8"?>
<save>
  <version major="4" minor="0" revision="8" build="2" />
  <region id="ModuleSettings">
    <node id="root">
      <children>
        <node id="ModOrder">
          <children>
            <node id="Module">
              <attribute id="UUID" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1" type="FixedString" />
            </node>
            <node id="Module">
              <attribute id="UUID" value="f7d2319e-332c-4e5c-9f19-725d6bd09d46" type="FixedString" />
            </node>
          </children>
        </node>
        <node id="Mods">
          <children>
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="Gustav" type="LSString" />
              <attribute id="MD5" value="" type="LSString" />
              <attribute id="Name" value="Story" type="LSString" />
              <attribute id="UUID" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1" type="FixedString" />
              <attribute id="Version64" value="36029157796225741" type="int64" />
            </node>
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="PaladinTweaks" type="LSString" />
              <attribute id="MD5" value="" type="LSString" />
              <attribute id="Name" value="PaladinTweaks" type="LSString" />
              <attribute id="UUID" value="f7d2319e-332c-4e5c-9f19-725d6bd09d46" type="FixedString" />
              <attribute id="Version64" value="36028839968636928" type="int64" />
            </node>
          </children>
        </node>
      </children>
    </node>
  </region>
</save>

If you don't plan on using any other mods, copy pasting the code above should do the trick.
However, If you're not sure what you're doing and want to play with more mods, I suggest using a mod manager : the modsettings.lsx needs to be edited for pretty much every mod and the slightest typo can completely prevent the game from working.


Side notes :

Obviously, with Patch 9 dropping less than 24h ago, I haven't had the chance to playtest paladins with every deities, and definitely not through the entire EA either. Unsure yet how deity dialogues with paladins will play out. Same as cleric? Hidden unused data?

Fun fact, Paladins already had the HasGod attribute that clerics have, unlike the rest of the classes. It was simply set to false.
I only had to set it to true ,editone entry in the armor list and edit 2 strings meaning this mod technically only changes 4 lines of code.

Credits/Thanks :

-ShinyHobo for Baldur's Gate 3 Modder's Multitool
-LaughingLeader for BG3 Mod Manager
-Norbyte for LSLib
-Figs999 for Patch 3 Mod Fixer
-Djmr for ImprovedUI