Non-SE Compatibility: The non-SE version was specifically created for Mod.io users and console players to enable cross-platform play, The Non-SE version should be used if you plan on playing cross-platform.
Script Extender Compatibility: The SE version is exclusively on Nexus Mods and offers the most stable and conflict-free experience but is not cross-platform compatible.
Compatibility (Only for the Non-SE version):
AMP/REL Users: Compatibility for AMP/REL was added in v 1.0.0.19, when loading AMP/REL and FED, FED needs to be placed under AMP/REL in the load order to work - See Image on the description page. (I will not be balancing the drop rates between AMP/REL and FED combined.)(AMP/REL does NOT add my items into the randomized loot pool.)
Other Mod Conflicts: This mod may conflict with mods that alter the core files for characters or items, there is a list on the description page on known mods that have compatibility issues.
Why do I need FED?
Other equipment mods often add items to existing treasure tables, which can cause conflicts or make items less likely to appear.
FED creates new treasure tables in new and pre-existing locations, giving more control over where items are found and avoiding conflicts with other mods.
Can I use your Equipment mods without FED?
Yes, you can use my equipment mods without FED. You may get an error like this - Image, and you just need to click "Don't Show Again". Or you can download FED and go into the in-game mod manager and disable the mod by unchecking the box.
If you use the equipment mods without FED, they will not spawn anywhere besides the Tutorial Chest. AMP/REL does NOT add my equipment mods to the randomized loot pool.
For anyone playing with a mod list full of new magic items, and struggling to get the game to feel balanced, Zerd's RAW has an option to add attunement to BG3. You can match the tabletop limit of 3 items, or follow the Listonomicon example of a 5-item limit, or any more or less you think you need. To save you time unpacking every mod on Nexus so you can add modded items to the attunement list, I have made a file for this mod (and others) you can download/use/copy/modify/whatever.
The version number will only change for the Script Extender (SE) version if the base (non-SE) version is also updated. This ensures compatibility with my equipment mods and prevents version mismatches. If there are changes to the SE version but not the base mod, those changes will be detailed here and in the changelog with a date stating the changes.
Version 1.0.0.21 (Only applies to SE version)
March 8th 2025 - Re-uploaded to fix Ration Pack Loca
March 11th 2025 - Fixed the following item drops - Shattered Sun Vest, Oakheart Talisman, Blightwood Embrace, Tangledroot Treads, and Briarwood Cuirass.
March 11th 2025 - Fix for duplicate items spawning when loading into a saved game - Thanks to Cahoot for coming up with the fix.
March 17th 2025 - Attempt to fix Tried to sync variable for nonexistent error causing CTD (Unable to test since I'm traveling)
March 11th Update - Note that existing unlooted items on corpses will behave a bit weird if updated in existing playthroughs which are using the SE version of FED - how the sequence of events goes will be:
An item remains on a corpse, but the system hasn't yet recorded its presence.
You take the item, then reload your game or take a long rest.
Because the system doesn't have a record of that specific item on that specific enemy, FED will place a duplicate of the item back onto the corpse. The system now records the item's presence.
You take the duplicated item, then reload your game.
Since the system now has a record of that item on that enemy, no further duplicates will appear on the corpse.
Just a quick question, my friend just picked up the PS5 version and I was gonna do a second campaign with them. I've currently got the SE version installed for my primary campaign. If I switch to the non SE version will that do anything untoward when playing the primary campaign?
I can easily maintain a cross play safe mod list, just wondering if I need to bother. Cheers
Hi i'm using Ancient Mega Pack + REL and your mod together and seems that everything works well but i'm also using Containers Extended, so is this load order correct? I'm asking since the mod author on AMP states to Load Containers Extended before AMP to avoid potential issues
No idea about containers extended. Looking at the mod, it re-writes a lot of vanilla items so I would probably avoid it or follow AMP's load order, but I can't be certain.
Hello, Is your mod compatible with elven armory mods? Such as https://www.nexusmods.com/baldursgate3/mods/6384I am asking because both of mods add items to containers I wonder if they are OK to use together.
Hello I am running a boatload of mods for a run right now and the items aren't showing up in the tutorial chest, will the items still show up properly? So far only the Absolutes items are popping up.
Hello! I installed the updated mod and now I have duplicated items everywhere. How can I fix this? I tried deleting all the settings in the App Data folder, turning off SE, turning it on again, it doesn't help
Hi quick question, I recently started a new playthrough because of your mods and could see a lot of "unable to place item" in the console when starting a new game. Is this normal behavior or do I have mod conflicts that I need to sort out? I don't recall having any mods that alter encounters or loot.
Just here to confirm that, among the items Gale can consume from this mod or linked ones (and i have with me so far), are:
Robe of the Arcane Duelist
From the mods i have that aren't allowed to be given to Gale:
Ember's Fist ring Verdant Ward Cloak Amulet of the berserker's heart Ring of the Faithful initiate Ring of the bloody frenzy Amulet of the Lion's Wrath Nimblefoot boots Gauntlets of the divine herald Shadowskin Jerkin Armor Ring of the Primal Hunter Circlet of prismatic ressonance Staff of the unyelding tree Grimoire of the whispers
If any of these were presumed to be viable to feed Gale, they don't.
I didn't add anything in regards to gale being able to absorb the items, the items that can or cannot be absorbed are using the parent items template which is why this occurs. Not really a priority for my to change.
275 comments
- Non-SE Compatibility: The non-SE version was specifically created for Mod.io users and console players to enable cross-platform play, The Non-SE version should be used if you plan on playing cross-platform.
- Script Extender Compatibility: The SE version is exclusively on Nexus Mods and offers the most stable and conflict-free experience but is not cross-platform compatible.
Compatibility (Only for the Non-SE version):
- AMP/REL Users: Compatibility for AMP/REL was added in v 1.0.0.19, when loading AMP/REL and FED, FED needs to be placed under AMP/REL in the load order to work - See Image on the description page. (I will not be balancing the drop rates between AMP/REL and FED combined.)(AMP/REL does NOT add my items into the randomized loot pool.)
- Other Mod Conflicts: This mod may conflict with mods that alter the core files for characters or items, there is a list on the description page on known mods that have compatibility issues.
Why do I need FED?
- Other equipment mods often add items to existing treasure tables, which can cause conflicts or make items less likely to appear.
- FED creates new treasure tables in new and pre-existing locations, giving more control over where items are found and avoiding conflicts with other mods.
Can I use your Equipment mods without FED?Version 1.0.0.21 (Only applies to SE version)
- March 8th 2025 - Re-uploaded to fix Ration Pack Loca
- March 11th 2025 - Fixed the following item drops - Shattered Sun Vest, Oakheart Talisman, Blightwood Embrace, Tangledroot Treads, and Briarwood Cuirass.
- March 11th 2025 - Fix for duplicate items spawning when loading into a saved game - Thanks to Cahoot for coming up with the fix.
- March 17th 2025 - Attempt to fix Tried to sync variable for nonexistent error causing CTD (Unable to test since I'm traveling)
March 11th Update - Note that existing unlooted items on corpses will behave a bit weird if updated in existing playthroughs which are using the SE version of FED - how the sequence of events goes will be:I can easily maintain a cross play safe mod list, just wondering if I need to bother. Cheers
Is your mod compatible with elven armory mods?
Such as
https://www.nexusmods.com/baldursgate3/mods/6384I am asking because both of mods add items to containers I wonder if they are OK to use together.
So far only the Absolutes items are popping up.
Robe of the Arcane Duelist
From the mods i have that aren't allowed to be given to Gale:
Ember's Fist ring
Verdant Ward Cloak
Amulet of the berserker's heart
Ring of the Faithful initiate
Ring of the bloody frenzy
Amulet of the Lion's Wrath
Nimblefoot boots
Gauntlets of the divine herald
Shadowskin Jerkin Armor
Ring of the Primal Hunter
Circlet of prismatic ressonance
Staff of the unyelding tree
Grimoire of the whispers
If any of these were presumed to be viable to feed Gale, they don't.