0 of 0

File information

Last updated

Original upload

Created by

TumblingLemmings

Uploaded by

TumblingLemmings

Virus scan

Safe to use

About this mod

Buffs dual wielding by allowing main-hand attack to trigger off-hand attack without spending bonus actions.

Permissions and credits
Changelogs
Better Dual Wielding
Patch 7 Compatible
Now compatible with Artificer class and all subclasses



TLDR:
By default it gives you a free off-hand attack for each main-hand attack you do with a small damage buff. Many alternative options available.
Description:
Dual wielding/Two-Weapon fighting feels quite weak in D&D 5e and Baldur's Gate 3.
This mod aims to buff dual wielding weapons in a vanilla way by
changing the following:
  • When you make a main-hand attack, you automatically attack with your off-hand without spending any bonus action. Make sure the dual wield attack toggle below your melee/ranged toggles is on.
  • If you do not have the Two-Weapon Fighting style(The passive ability from fighters, rangers, bards, paladins etc.) or Dual Wielder feat:
    After you use up your bonus action(s) (off-hand attacking or jumping etc.) before you even make a main-hand attack, the game disables dual wielding for the turn, and you cannot automatically attack with your off-hand in main-hand attacks anymore. Thus you cannot take advantage of the action economy of this mod, unless you use main-hand attack first before bonus action like jumping. This is still much better than vanilla. This is due to a limitation with the game, but I think it turns out to be a good way to motivate people to get TWF/DW to get free off-hand attacks even after using bonus action:
  • If you do have the Two-Weapon Fighting style or Dual Wielder feat:
    If your dual wielding toggle is turned off either by you or forced by the game: After a main-hand attack, the off-hand attack action is modified to 0 cost for one attack, and is highlighted by glowing icon visually similar to the extra attack at lvl5. Note that the off-hand attack would be in the common actions panel and not be in the bonus action section any more when it's modified to be free. You might want to toggle dual wielding off, for example, if your enemy only has 1 HP left and you don't want to waste a full attack on them. The mod also remembers up to 3 off-hand attacks for you, so you don't have to do off-hand attack immediately after main-hand attack, making combinations such as main-main-off-off attacks possible.
    If your dual wielding toggle is turned on:  You might catch the off-hand attack icon glow then stop. If you used an action, such as a special attack move, that doesn't normally trigger off-hand strike, then it will behave as if the toggle is off. Refer to the previous point.
    Furthermore, if you're dual wielding both melee and ranged, you're given the choice between free off-hand melee or ranged attack, allowing you to mix melee & ranged attacks. Functionally you can role play as, for example, someone dual wielding a sword and a hand crossbow.
  • The Dual Wielder feat additionally adds ProficiencyBonus/2 (rounded down) damage to each melee attack (I didn't modify the vanilla tool-tip but check the combat log). Considering the proficiency bonus in the game goes from 1~4, this is a buff of 0~2 damage to each attack made by either main-hand or off-hand weapon while you have the feat.

Optional Nerfs/Buffs not included by default:
Dual wielding is very strong with this mod, especially dual hand crossbows with sharpshooter feat. But different people have different opinions, so I've implemented many nerf/buffs that you can pick and choose.

Implemented optionals:
  • O1: Spell Blade. Allow free off-hand attack after spell cast when you have TWF or DW feat.
  • O2: Buff Dual Wielder feat. Dual Wielder feat additionally allows you to add 1 to either Strength or Dexterity.
  • O3: Vanilla Damage. Removed proficiency bonus to damage.
  • O4: Nerf Damage. Removed proficiency bonus to damage. Further, when dual wielding, your attacks have -2 damage penalty.
  • O5, O6: Nerf Bonus Attacks. Increase bonus action cost of off-hand attacks not done through this mod's mechanic, so that practically no one can use it besides thieves.
  • O7: Vanilla Ranged Mechanic. Use vanilla mechanics for ranged dual wielding.

Personally I think main mod + O4 is relatively balanced.
Load optional files after main mod to use them. Optional files are compatible with each other and require no special load order as long as they load after the main mod, unless stated otherwise in file description.

Alternative versions descriptions:
Under miscellaneous files there are alternative balancings available that are separate from rest of the mod and not compatible with the main mod, O1, and O7.
Alt version:
Melee only. Instead of the mechanic detailed above, you get one free off-hand attack per action point used to attack.
Lite version:
Simply removed bonus action point cost when attacking with dual wielding toggle on.
In this lite version there's nothing to mitigate the problem where the game does not let you do dual wielding attacks after using up your bonus action. Everything is vanilla with dual wielding toggle off.


Mods Recommendations:
Other mods that may enhance your dual wielding experience:
Off-hand and Ranged Bind Weapon for Pact of the Blade
Light On Both Weapons - Extended and Limitless
Dual Wielding Overhaul (Similar mechanics to this mod with a different implementation, not compatible with this mod)
Dual Wielding Master (GWM-like buff to melee dual wielding, not compatible with this mod)
QOL - Weapon Utilities
Weapon Skills While Dual Wield
Weapon buffs on off-hand weapon (elemental weapons etc.) --- Coming

Planned but currently unimplemented feature:
If anyone figures out how to prevent the game from disabling the dual wielding toggle after using up bonus action, please let me know! (It might involve having to use script extender)


Compatibility:
This mod is designed to be compatible with anything that doesn't change main-hand/off-hand standard attack actions, the Two-Weapon Fighting style, and the Dual Wielder feat. Since this mod changes nothing but those 4 mechanics, you can safely load this mod at the bottom (so that it overwrites other mods), if that's needed.
For Artificer:
The artillerist hand cannon attack costs a bonus action point by the Artificer mod for some reason. I'm not sure where they are going with this so right now the mod doesn't work with artillerist's hand cannon attack.


Installation:
This is a standard .pak mod, so any mod manager should be fine. You can also install it manually by following the standard procedure, if you know what you're doing.

Uninstallation:
Make a save file out of combat and wait at least 6 seconds(so that the (invisible)status effects this mod added in can expire). Then you can safely remove the mod, even mid play-through. If you try to load a save with the modded status effect active after uninstalling the mod it will crash the game.
You should be able to ignore the different mod settings warning if you did things correctly.
LITE version of the mod can be safely added/removed any time.
If the game warns about missing mods and doesn't let you continue, look at Different Mod Settings Fix (Tutorial). Should not be needed anymore, but I'll keep this line here just in case.


Credits:
This mod is initially inspired by the Two-Weapon Fighting Homebrew mod by BirdzlittleHelper.