Baldur's Gate 3

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About this mod

Adds all generic +0/+1/+2 weapons & armors from the files into treasure tables, including splint & plate armors and new weapon types.

Permissions and credits

Problems in vanilla
- The armor you steal off of Lae'zel rivals the best armors the game has in EA.              
- If you pick a fighter, then the armor you start with is only 1 AC away from that.           
- Heavy armor proficiency is only good for a 16 AC Chain Mail at best.                            

Changes fixing ^
- You can now find non-EA weapons and armors already in the files.                              
        - Splint & plate armor, +2 weapons, +1/+2 armor variants, slings, darts, flails, etc.

        - Sold by traders, inside chests, crates, and barrels; all randomly generated.          
- Starting equipment is more basic, so you can experience the full range of upgrades. 

Huge thanks to u/Pale-Aurora for compiling images of armors & weapons over at this reddit post.
I've attached relevant equipment sets from that here for convenience, with their permission.
(Some of these have different colors and models now. Will have to update images at some point.)

Remember to disable gameplay stats tracking from the launcher
settings, otherwise Larian will probably get misleading statistics.

(Credit to AlanaSP for compatibility images!)

 Candor              /               Vortex              /              BG3MM
   (Add the zip, install selected)                      (Follow these instructions)                       (Extract .pak into Mods folder,
                                                                                                                                                 then activate and save order)


1. Extract                                                                                                                                                                      
2. Copy .pak into "/AppData/Local/Larian Studios/Baldur's Gate 3/Mods"                                                          
3. Copy this into "/AppData/Local/Larian Studios/Baldur's Gate 3/PlayerProfiles/{Profile}/modsettings.lsx"
    (can open with e.g. notepad) under "<node id="Mods"> <children>", after the first "</node>":              

<node id="ModuleShortDesc">
  <attribute id="Folder" type="LSWString" value="Gear"/>
  <attribute id="MD5" type="LSString" value=""/>
  <attribute id="Name" type="FixedString" value="Enhanced Gear Progression"/>
  <attribute id="UUID" type="FixedString" value="85ab9358-e6b3-95e9-27dd-9a591a6471b9"/>
  <attribute id="Version" type="int32" value="37013959437451264"/>

Containers that normally have valuables, like chests, are
more likely to have equipment than regular crates and barrels.
Containers that are always empty won't have new items.

The type of equipment found also varies, and is split up into 3 tiers.

Minor      (95%)     -  Clothing, lower lv. armor, no +1/+2 weapons.         
Medium  (5%*)     -  Regular lv. armor, 20% chance for +1 weapons.     
Major      (0.2%*)  -  Higher lv. armor, 40% for +1 weapons, 10% for +2.

* Much more likely for certain containers and traders.

Armor you find naturally gets better as your party levels.
If you're lucky you may find some above your current level, and vice versa.
Traders will also sell these at prices appropriate for each level.

You can also find secondary armor (helmets, gloves, boots, etc).
Including the default circlet and belt.

As well as various types of clothing, including gale's robes, daisy's dress, etc.

Most +0/+1 weapons are already in the game, some exclusively sold by traders.
They can now all be found in containers as well, including +2 variants.
New types include slings, darts, flails, and hand crossbows.

Chance per equipment found* from this mod
+0 (20%)                      
+1 (0.55%) at level 2+
+2 (0.08%) at level 3+

* Excluding special containers (e.g. traders / treasure chests).

Update: Since Patch #7, all of these have unique models, and some even unique animations.
Starting Equipment

Note that I haven't modified any description, yet the chain shirt mentions the nautiloid.
I'm guessing this way of balancing starting equipment is something the developers had planned,
but hadn't finished for EA - the scale mail, for example, is missing a damaged model.

Cleric: Chain Shirt (13+2) -> Damaged Chain Shirt (12+2)
Fighter: Scale Mail (14+2) -> Damaged Scale Mail (13+2)

Origin Characters
Lae'zel: Githyanki Half Plate (15+2) -> Damaged Githyanki Half Plate (13+2)


Q: You made these assets?
A: No, they're already in the game files.

Q: Can I use this in an existing save?
A: Yes, unlooted containers generate loot when you
open them, and traders restock when you long rest.

Q: How do I know if I've installed the mod correctly?
A: Can check in character creation on clerics if they
use the damaged armor (knee exposed on females).

Q: Can I use Customizable Starting Equipment with this?
A: Yes, rename "Shared" in that path to "Gear". That overrides
"Equipment.txt" from this mod, so only yours will apply.

Q: What happens if I unlock XP and get to level 5+?
A: The mod will simply keep treating its loot tables as if you
were level 4, so things don't get completely unbalanced.


Mod should work fine with anything apart from mods/patches also modifying:

- /Public/{module}/Stats/Generated/Data/Armor.txt                                                                 
        - ARM_{X}_Body, ARM_{X}_Body_1, ARM_{X}_Body_2                                                        
                - Padded, Leather, StuddedLeather, Hide, ChainShirt, ScaleMail,                              
                  Breastplate, HalfPlate, RingMail, ChainMail, Splint, Plate                                        
                  (Adjusts price and minLevel)                                                                                      
- ARM_ChainMail_Body, ARM_Splint_Body, ARM_Plate_Body                                   
(Adds disadvantage on stealth rolls)                                                                       
        - ARM_{X}_Body_Destroyed                                                                                                   
                - ChainShirt, ScaleMail                                                                                                   
                  (Adjusts price and AC by +1)                                                                                       
- /Public/{module}/Stats/Generated/Equipment.txt                                                                   
        - EQP_CC_{X}                                                                                                                         
                - Cleric, Fighter                                                                                                                 
                  (Adjusts armors to damaged variants)                                                                       
        - EQ_Laezel                                                                                                                               
          (Adjusts armor to damaged variant)                                                                                   
- /Public/{module}/Stats/Generated/TreasureTable.txt                                                             
        - Makes changes to basically all but a few tables; too many to mention here.                
          (Adds new subtables for potential weapons/armors)