A work-in-progress mod to add Destiny 2 exotics into Baldur's Gate 3 as Legendary equipment
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 are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
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 not 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
Big shout-out to the BG3 modding community for making modding much easier with these tools:
BG3 Modder's Multitool - developed by ShinyHobo BG3 Mod Manager - developed by LaughingLeader LSLib - developed by Norbyte
Another shout-out to the following mod, which this relies on:
Baldur's Gate 3 Mod Fixer - credited to Norbyte
Lastly, a monumental thank you to Bungie for creating Destiny 2. Without them, this mod would simply not exist. All of the equipment in this mod is heavily inspired by items existing within Destiny 2. All credit should go to Bungie for the ideas and concepts behind these items--I'm just a person who thought "I would love to Thundercrash a Mindflayer" and ran with the idea.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 0.7.0.1
Removed ForceRecompile.txt from mod
Version 0.7.0
Removed dependency on ModFixer
Added consumable arrows based on Volatile & Ignitions. These are considered "rare" arrows and will appear in vendor shops where exotics are sold. They can also be randomly found in the wild where "rare" arrows are found.
Added: Primed for Ignition arrows: On a successful attack, applies the status Primed For Ignition to the target.
Added: Volatile arrows: On a successful attack, applies the status Volatile to the target.
Starfire Protocol Fusion Harness passive now works with fire-based cantrips
Celestial Nighthawk: Hawkeye Hack's Ignition is now much more likely to trigger compared to typical Ignitions. Range of Hawkeye Hack's Ignitions increased from 2m to 4m . New DC tiers are:
Levels 1 - 5: DC 30 Levels 6 - 10: DC 35 Levels 11 - 15: DC 40 Levels 16+: DC 45
Ignition: Reworked Ignitions. Under the hood, there are now 3 different types of Ignitions and 1 cooldown. Previously there were 2 types of Ignitions and 1 cooldown:
Ignition: Your typical ignition. Target explodes in a small aoe that gets more effective as you level up.
Primed To Ignite: Used by Starfire Protocol. Causes the target to explode at the start of their next turn, ignoring cooldowns set by other Ignitions. Uses the same damage and DC tiers as Ignition but acts as a separate Ignition for the sake of status stacking.
Super Ignition (New): Used by Celestial Nighthawk's Hawkeye Hack. This Ignition has a much higher DC check. Uses the same damage as Ignition but acts as a separate Ignition for the sake of status stacking.
Ignition Cooldown: Any Ignition sets this status to prevent over-igniting enemies from the same kind of the ignition
Dunemarchers: Electric Discharge has been overhauled! It now comes in two flavors: Electric Discharge (Armed) and Electric Discharge (Unarmed) Shoutout to PjWrox for recommending this to work with Unarmed builds.
For both versions, the damage dealt and DC now scale with your level. Note the DC only applies to the chain lightning, which also benefits from the new damage tiers. Here are the new tiers:
Levels 1 - 5: 1d4 Lightning Damage, Dex DC 15 Levels 6 - 10: 1d6 Lightning Damage, Dex DC 18 Levels 11 - 15: 1d8 Lightning Damage, Dex DC 21 Levels 16+: 1d10 Lightning Damage, Dex DC 24
Additionally, the Armed version now requires you to be proficient with your equpped weapon and to be able to use weapon actions. The Unarmed version no has requirements but will use your fist instead of your equipped weapon.
Version 0.6.1
Added Gyrfalcon's Hauberk to vendor shops (Previously could only be found in the tutorial chest)
Version 0.6.0
Added Gyrfalcon's Hauberk
General: Added a new suite of "Paracausal" Passives that provide scaling bonuses to various aspects of your character. The new passives are:
Paracausal Armor - Adds to your AC as you level up. The tiers are as follows:
Levels 1 - 4: AC + 0 Levels 5 - 8: AC + 1 Levels 9 - 12: AC + 2 Levels 13 - 16: AC + 3 Levels 16+: AC + 4
Paracausal Adept (Skill) - Grants proficiency in a given skill if you aren't already proficient.
Paracausal Ward (Ability) - Grants proficiency for a given Saving Throw if you aren't already proficient.
The way I'm designing these, only chest armor will grant Paracausal Armor while all other armor will grant either Paracausal Adept or Paracausal Ward. I have something else in mind for capes and accessories but that's very much a "down the road" thing
General: Updated various armors to use new visuals
Armamentarium: I updated this use the visuals of a Heavy Armor but it is still considered Medium Armor
Starfire Protocol: Big thank you to Srychalis for helping me find the in-game model for this. Found via their mod: https://www.nexusmods.com/baldursgate3/mods/4116
Armamentarium: And Another Thing will now account for Extra Attack. Extra Attack will get consumed first, allowing you to still use the Bonus Action variant of Throw granted from And Another Thing as long as you have a Bonus Action to use
Dev Note: Just curious, have you tried Enraged Throw + Armamentarium yet?
Astrocyte Verse: Reduced Volatile Blink's upfront damage from 1d6 to 1d4 Dev Note: To align this with D2's Dark Blink, I was considering removing the upfront damage altogether. However, since applying Volatile is tied to a DC check, I'd like for this to guarantee it does something to an enemy. With the above change to Volatile, reducing the upfront damage here feels like a good compromise
Ignition & Primed For Ignition: Damage dice and DC now scales with your level. Description text updated to reflect this. New damage tiers are:
Levels 1 - 4: 1d6 Fire, half on save (DC 12) Levels 5 - 10: 1d8 Fire, half on save (DC 14) Levels 11 - 16: 1d10 Fire, half on save (DC 16) Levels 17+: 1d12 Fire, half on save (DC 18)
Precious Scars: Unlocks "Help" as a bonus action
Promethium Spur: Embers of Light now only triggers once per turn
Dev Note: Creating multiple Rifts in a single round is a bit much, especially with mid to late game action economy, so this should still keep it really useful while making when the Rift is made a bit more intentional
Rift Test Robes: Removed the robes "Rift Test" from vendors/chests
Dev Note: These were just for testing and not intended to be in the mod forever. Any existing Rift Test robes should be fine to use but they should stop appearing in shops/chests going forward
Sunbracers: Number of targets now scales with your level. Description text updated to reflect this. New tiers are:
Vesper of Radius: Increased radius of Planetary Torrent's death explosion from 2 to 3
Vesper of Radius's Planetary Torrent: Damage dice and DC now scales with your level. Description text updated to reflect this. New damage tiers are:
Levels 1 - 4: 1d4 Lightning, half on save (DC 10) Levels 5 - 10: 1d6 Lightning, half on save (DC 12) Levels 11 - 16: 1d8 Lightning, half on save (DC 14) Levels 17+: 1d10 Lightning, half on save (DC 16)
Volatile: Increased detonation radius from 2 to 3. Also, damage dice and DC now scales with your level. Description text updated to reflect this. New damage tiers are:
Levels 1 - 4: 1d4 Psychic, half on save (DC 12) Levels 5 - 10: 1d6 Psychic, half on save (DC 14) Levels 11 - 16: 1d8 Psychic, half on save (DC 16) Levels 17+: 1d10 Psychic, half on save (DC 18)
Version 0.5.2
ACD/0 Feedback Fence: Cleaned up description text
Version 0.5.1
ACD/0 Feedback Fence: Added a fix for Fury Conductors to not detonate due to stepping on surfaces you create (Thanks to JackFrosted for reporting this!)
Dev Note: Fury Conductors has a hidden perk where an ally can detonate the Lightning AOE if they damage you. It doesn't do this in Destiny but I thought it was a cool idea to include. Long story short, this was too vague and things were being interpreted as "ally damage" when they shouldn't be. I tightened up this check to hopefully make ally detonations more intentional
Version 0.5.0
Added An Insurmountable Skullfort
Added Eternal Warrior
Added Mk. 44 Stand Asides
Added Peregrine Greaves
ACD/0 Feedback Fence: Cleaned up description text
Dunemarchers: Cleaned up how damage is applied to targets. You should no longer see "miss" when it actually does damage
Dunermarchers: Gave Electric Discharge a prepare sound effect
Dunemarchers: Updated Electric Discharge's description text
Liar's Handshake: Removed CROSS_COUNTER_CD status from portrait, overhead, and combat log
Rifts: Healing Rifts will now correctly heal you based on 1d4 + Character Level (Thanks to cadaniels for reporting this!)
Version 0.4.1
General: Updated most "area of effect" damage to now do at least 1 damage on a successful save (Ignitions, Volatile Detonations, Planetary Torrent, etc.)
Astrocyte Verse: Removed verbal component flag from Volatile Blink
Astrocyte Verse: Added somatic component flag to Volatile Blink
Dunemarchers: Updated Electric Discharge's saving throw to use an Attack Roll instead of a Dexterity Saving Throw. This means it should now stack with other melee buffs (including Liar's Handshake)
Liar's Handshake: Updated Cross Counter to apply more consistently
Dev Note: There's a hidden cooldown to prevent Cross Counter from applying too often. I made this cooldown a bit smarter so we'll see how it plays out
Rifts: Removed "light source" tag from Rifts. They should now no longer react to things that interact with sources of light
Version 0.4.0
Added Armamentarium
Cuirass of the Falling Star: Updated Thundercrash to only be usable while in Combat or Turn-Based Mode. Description text updated to reflect this.
Dev Note: Under the hood, Thundercrash is a juiced-up "Jump". A "Jump" will be used by allied party members as a means of traversal if it's available. Removing the "Jump" aspect of this spell results in the animations not playing out consistently so I needed to put those back in while limiting when Thundercrash is actually available to use, otherwise your party members may use Tcrash when you don't expect them to. This temporary fix isn't ideal but it at least allows Tcrash to be usable again while a better fix gets worked on
Astrocyte Verse: Reduced distance of Volatile Blink from 18m to 6m
Dev Note: I got some feedback that this felt too good to use and often trivialized encounters as it let you be too safe from danger. To mitigate that, I reduced the travel distance greatly. IMO, this fits better as a "blink" as it's usually a short-ranged teleport but let me know if this feels too hard of a swing in the other direction
Version 0.3.2
Promethium Spur: Updated resource handles
Version 0.3.1
General: Updated build version. The new numbering system will be [Major Release].[Minor Release].[Revision]. Major releases will be used for significant milestones like sweeping overhauls to systems and significant backend changes, Minor releases will be used for new/overhauled exotics. Revisions will be used for text changes or bug fixes
General: Update most "bonus damage" effects to also add the bonus to unarmed strikes
Cuirass of the Falling Star: Gave NPC party members a heads up that, while Thundercrash is a fun traversal tool, you only get one per short rest. Use it wisely, everyone! (Looking at you, Karlach)
Vesper of Radius: Updated description text
Version 0.0.3
General: Updated Value of gear from 77 to 777
Sunbracers: Updated Helium Spirals perk description to reflect additional targets
Dunemarchers: Renamed "Electrical Discharge" to "Electric Discharge"
Helm of Saint-14: Updated Ward of Dawn summon text
Added One-Eyed Mask
Added Promethium Spur
Added Sanguine Alchemy
Added Secant Filaments
Added Starfire Protocol
Added The Stag
Added Vesper of Radius
Version 0.0.2
General: Changed rarity from "VeryRare" to "Legendary"
Sunbracers: Helium Spirals Fire Bolt free cast now adds # of free cast targets to 2 on kill, 4 on critical kill
Added: Precious Scars
Added: Celestial Nighthawk
Added: Radiant Dance Machines
Version 0.0.1
Initial upload to NexusMods
A work-in-progress mod to add Destiny 2 exotics into Baldur's Gate 3. These exotics are brought over as Legendary, non-unique items using assets available within BG3. I tried my best to make the exotics as close to Destiny 2 as I reasonably could but also homebrewed some features where needed. As a result, they'll be a bit all over the place in terms of balance and implementation.
My focus for now is on adding armor. Eventually, I'll add in the ability to only equip one exotic at a time. Until then, enjoy the chaos!
Here are the exotics currently available in this mod, along with a short description:
ACD/0 Feedback Fence: Dealing melee damage grants 1 stack of Fury Conductors, up to a maximum of 6 stacks. Each stack reduces incoming Bludgeoning, Slashing and Piercing damage by your Proficiency Bonus. Upon taking damage from an enemy or non-zero damage from an ally, your stacks are consumed, dealing lightning damage per each stack consumed
An Insurmountable Skullfort: Lightning or Thunder final blows trigger health regeneration and restore a level 1 spellslot. Critical final blows improve these effects
Armamentarium: Using Throw grants Throw as a bonus action
Assassin's Cowl: Getting a melee kill restores hit points and grants invisibility. Critical melee kills improve this effect
Astrocyte Verse: Unlocks Volatile Blink. Teleport to the target location, leaving an explosion of energy behind you. Enemies caught in the explosion take 1d6 damage and become Volatile (On next hit, explodes dealing 1d4 damage in a small area)
Celestial Nighthawk: Unlocks Hawkeye Hack. A modified Golden Gun that shoots a single high-damaging shot. Target instantly Ignites (small aoe of fire damage)
Cuirass of the Falling Star: Unlocks Thundercrash. Hurtle through the air like a missile and crash into targets, inflicting meteoric damage and leaving an electrified surface at the point of impact
Dunemarchers: Moving 5m grants Linear Actuators, unlocking Electric Discharge. Channel your static charge through your weapon/fist to deliver a chain of lightning to enemies, possibly applying Shocked. Chains may hit the same target multiple times. Damage scales as you level.
Eternal Warrior: Lightning or Thunder final blows grants Resolute (Stacking 1d4 Lightning and Thunder damage buff and temporary hit points). While this buff is active, you become immune to Critical Hits
Felwinter's Helm: Weapon final blows create a burst of energy that makes nearby enemies Vulnerable to Bludgeoning, Piercing and Slashing damage until the start of their next turn. Critical weapon final blows extend the duration to 2 turns and also make targets Vulnerable to Fire, Cold and Lightning damage
Gemini Jester: Dodging an attack causes the attacker to become Blinded until the start of their next turn
Gyrfalcon's Hauberk: Damaging an enemy while you are Invisible grants Volatile Infusion (weapon attacks make the target Volatile). Weapon final blows while you are Invisible grants you bonus weapon damage and also grants yourself and nearby allies a small amount of temporary hit points
Helm of Saint-14: Unlocks Ward of Dawn. Drops a protective bubble on the ground at your location. Allies in the bubble gain Armor of Light (Resistance) and Blessing of Light (Temp HP and bonus Radiant weapon damage), while enemies in the bubble become Blinded
Liar's Handshake: Dealing or taking melee damage grants Cross Counter (Your next melee attack is an automatic critical hit and heals you for 1d6 hit points)
Mk. 44 Stand Asides: Using a Rush ability (Rush Attack, Force Tunnel, etc) at max health grants you temporary hit points. Hitting at least two enemies restores 1 Action Point.
Omnioculous: Unlocks Smoke Bomb. Throw a smoke bomb that grants allies Beyond The Veil (Invisibility + Resistance)
One-Eyed Mask: Enemies that dare to attack you become Marked For Vengeance for 3 turns. Track down and destroy them to gain Vengeance (Temporary Hit Points). Only one target can be tracked at a time
Peregrine Greaves: Your Rush abilities (Rush Attack, Force Tunnel, etc) deal a bonus 1d6 damage
Precious Scars: Final blows create a small burst of healing. Using the Help action on allies grants Kintsugi (Aura that grants temporary hit points to self and allies. Last 2 turns or until aura source loses their temporary hit points)
Promethium Spur: Final blows while standing in a Rift creates a combination Healing and Empowering Rift at the target's location
Radiant Dance Machines: When an attack misses you, you gain The Dance. Forces the next attack against you to be made with disadvantage. Lasts for 2 turns or until an attack misses you. Kills while this buff is active extends the duration by 1
Sanguine Alchemy: Standing in an Empowering Rift adds 1d4+Level damage to your equipped weapons. Kills in any Rift allow you to cast another Rift as a bonus action
Secant Filaments: Standing in an Empowering Rift grants you Devour (On a kill, restore half your total hit points and sets duration of Devour to 3 turns) as well as bonus Necrotic damage to your equipped weapons
Starfire Protocol: While standing in an Empowering Rift, damaging an enemy with a fire spell or cantrip applies Primed For Ignition (at the start of their next turn, explode dealing 1d6 fire damage in a small area)
ST0MP-EE5: Doubles movement and jump distance. Ignores fall damage
Sunbracers: On a melee kill, grants a free cast of Fire Bolt with 2 additional targets. Critical melee kills add 4 additional targets. The number of targets increases as you level up
Synthoceps: Increases melee damage by 1d4 + Str/Dex (whichever is higher) if there are at least 3 enemies within 8m of you
The Stag: Standing in a Rift grants you and nearby allies a flat damage reduction equal to 2 times your level
Vesper of Radius: While standing in a Rift, enemies that are also in a Rift take 1d4 Lightning at the start of each round of combat. Enemies that die in a Rift explode, dealing 1d4 Lightning damage in a small area
Wormhusk Crown: Dodging an attack restores a small amount of hit points
These exotics can be found in the following treasure tables:
Lastly, a monumental thank you to Bungie for creating Destiny 2. Without them, this mod would simply not exist. All of the equipment in this mod is heavily inspired by items existing within Destiny 2. All credit should go to Bungie for the ideas and concepts behind these items--I'm just a person who thought "I would love to Thundercrash a Mindflayer" and ran with the idea.