About this mod
Added Sarevok's armor set to the Tutorial Chest and his loot list. Modified and added Sarevok's Deathbringer Assault on armor.
- Requirements
- Permissions and credits
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Translations
- Russian
- Korean
- Changelogs
This mod was created out of interest and for learning purposes. I incorporated all the available data and applied the modding techniques I've learned. Through my tests, the mod appears to function as intended. If any major issues arise, please let me know. While I'll do my best to address them, I cannot guarantee the time or expertise to rectify every concern. For installation, I recommend using the BG3 Mod Manager.
Added Sarevok's armor set to the Tutorial Chest and his loot list.
If you don't want to get them from these two sources, you can use any method calling UUID to get them:
"dea74e9c-3709-4db0-a3e6-085404200d7d",--Sarevok's Wretched Armor
"9ee1e66d-fb6e-4584-b975-2764c2bbe422",--Sarevok's Gloves
"09d6e23d-388c-48d1-b8b4-e4818f1608a5",--Sarevok's Boots
"099bd277-adf1-4ae1-b678-4027acaf3508",--Sarevok's Horned Helmet
Additionally, if you choose to install the Growth file or remove it midway, you will need to re-equip all equipped items from this mod after reloading your save to ensure that the passives work correctly according to the file you have chosen.
The following are the unlock levels for the passives:

- During the preparation phase of Deathbringer Assault, equipping a versatile weapon in one hand causes it to be held in the off-hand, raising an empty right hand; the original preparation animation for Divine Smite can make the character raise the left hand holding the weapon, but using the modified Divine Smite results in the same issue. I have not yet identified the root cause of this phenomenon and will fix it when I find the problem in the future.
- Some effects may cause invisible parts to show outlines. It's recommended to use this with mods that reduce the display of effects or to choose to use older versions of edited models.
- In rare cases, the armor unexpectedly appears with bloodstains. I am currently unable to determine whether this is caused by the shader or some other issue.
- Only data for Sarevok's helmet and armor existed in the game, so I added the rest of the equipment data. I'm uncertain if the attributes and skills I've chosen are the most fitting.
- I merged the items into the existing list. This means that when you defeat Sarevok, you can obtain the original version of Sarevok's Horned Helmet. The items share the same effects but differ slightly in color schemes. If you wish to only obtain the set from Sarevok's loot list and do not want the original helmet to appear in the loot list, please install the Immersive file from the miscellaneous section (this file will forcibly overwrite Sarevok's loot list, which may conflict with other mods that use the same list).
- I utilized the NPC's model data. Now, all races based on Human BodyTypes 1/2/3/4 and Dwarf BodyTypes 1/2 can display armor properly.
- I modified Sarevok's Deathbringer assault spell to be more player-friendly, as its original version was tailored for boss battles. The spell's trigger acts as a passive armor effect, but can be deactivated if preferred.
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This mod uses templates from Sample Equipment Mod (Full Version Mod), big thanks to AnteMaxx.
Big thanks to the creators of Norbyte's ExportTool and ShinyHobo's Modder's Multitool. Without their genius work, I wouldn't have known where to start.
- v1.7.3
Removed outdated modfixer-related files (thanks for its previous contribution) to avoid any potential issues. Rebuilt the treasure table for the new immersive file.
Currently, the game has integrated modfixer functionality, so mods containig related files have been re-uploaded to prevent any unexpected issues in Patch 7. I have rebuilt the treasure table, which typically should not make any difference to the main mod. I did this mainly to ensure that the immersive file no longer conflicts with other mods that call these two loot lists (the TUT chest and Sarevok's loot list) and to make it easy to deactivate the mod in the mod manager to remove its effect (the contents of the TUT chest are determined once the character gets close and it generates; if your save has already generated the chest in the Nautiloid, activating or deactivating the mod will not change its contents).
Please note that when you install the immersive file from the miscellaneous section, you will no longer be able to obtain the original horned helmet. So when you decide to use the immersive option for the Pauldrons (yes, this will also remove the Pauldrons from the TUT chest), make sure you have installed the main mod.
Additionally, the new immersive file needs to be loaded after the main file and the Pauldrons file. Please refer to the reference order at the bottom of the page for more details.
- v1.7.2
Completion of loot models, fixes for some identified issues, and detailed adjustments to optional and miscellaneous files.
this update completes the missing loot models. (previously, I was unaware of this field's function and that items placed in the world or held by characters had a dedicated model)
Fixed the issue where Aura of Murder caused neutral NPCs to flee when activated. Fixed the problem of shoulder model distortion for hum_bodytype 2 caused by incorrect skeletal binding.
Due to the file structure, this update and the loot model completion affect almost all optional and miscellaneous files. I also took this opportunity to adjust some icons in the optional files that depend on the main file, ensuring that the icons display correctly when using optional files. Therefore, if you decide to update to version 1.7.2, please download the latest versions of the optional files to customize your role-playing experience (if these files have been updated).

Past changes:
- v1.7.1
reallocated the UUID for Deathbringer Assault's spell animation to prevent Human Bodytype 1 from invoking animations belonging to Orin when dual-wielding daggers.
This is a minor update intended to clear up some tasks that I've been postponing. If this issue does not cause you any trouble, then an update is not necessary.
Miscellaneous
three experimental modification files have been added to the miscellaneous section. Gloves modifies the glove material to metal and adds spikes similar to those on the pauldrons; Gloves noSpikes only modifies the glove material without adding spikes; Pauldrons adds a new equipment item to the tutorial box and Sarevok's Treasure Table that features just the armor's pauldrons, with no attributes. This item can be equipped in the cloak slot and is solely for aesthetic purposes.
These miscellaneous files are intended for experimental purposes only and should not be considered standalone mod files. They need to be loaded after the main file in the mods list.
"077124b8-8713-4144-bb84-90f8e8ce99a8",--Sarevok's Pauldrons

- v1.7
Fixed visual issues when Dragonborn equip armor. Added VFX for the preparation and release of Deathbringer Assault. Made Deathbringer's Legacy more in line with its additional described effects.
Attempted to edit and fix the clipping (on collars) and holes (on sleeves) issues of the armor on two Dragonborn bodytypes. Since I am not proficient in model editing, this part took me a long time to debug. There are subtle differences in how they are presented in editing software and in the game, and I have tried my best to prevent bizarre clipping phenomena. It should be noted that I still have not found a way to edit models without losing physical effects; in this edit, I merely made part of the mesh invisible and added a non-physical mesh to fill in the invisible parts. Added VFX for the release of Deathbringer's Legacy and the release of Deathbringer Assault, now using them should have more noticeable visual effects. Made the state of Deathbringer's Legacy have the advantage in checks and saves and resistance to damage as described in its skill description (this part will also be updated as part of the Growth optional file).



Optional Files
Due to this main file update, both the `Growth` and `remove shoulders` need to be updated in conjunction to match the new equipment traits and visual effects.
Additionally, a new Hide Spikes file will be introduced to hide the spikes on the armor's elbows. This part uses the same method as hiding the shoulder pads, so the spikes will show outlines under specific VFX. It should be placed after the main file in the mod load list.
- v1.6.1
Some passive icons display fixes. Fixed the issue where you could still get 1 Murderous Strike after disabling Deathbringer's Legacy.
Previously in the Growth optional file, I added a series of passive icons to inform users which passives they could benefit from. During testing, I seem to have forgotten to hide these icons for users who choose not to install this file. In fact, if the Growth file is not installed, the passives on the equipment are all active by default. So, this minor update will make passive icons not appear when Growth is not installed. Of course, there are still two passive icons that will be displayed when activated, depending on whether you choose to toggle those passives on or off. Additionally, it fixes the issue where you could still get 1 Murderous Strike after disabling the chest piece passive, as well as the issue of displaying a passive icon that should have been hidden after releasing Deathbringer Assault.
This fix will involve two files: the main file SarevokSet.pak and the optional file SarevokSet - Growth.pak. If you have installed the corresponding files, you can download the new files and overwrite them.
Miscellaneous
Added an override file for the mod's main treasure table. This file removes the Sarevok's armor set from the tutorial chest on the Nautiloid, and also removes the original horned helmet from Sarevok's loot list to provide a more immersive mod experience. Since this file will overwrite the existing mod files, if you no longer wish to use it, you need to delete its mod file. Simply moving it to the Inactive Mods list will not deactivate it.
- v1.6
Updated armor physics effects. Fixed unexpected helmet texture calls.
I adjusted the called model files and repainted some textures, allowing parts that do not need to be shown to be hidden (in most cases) without editing the original model. Thus, the fabric can maintain its original physical effects. Unfortunately, I found that the original model used for human body type 3 does not have physical effects on the front cloth. However, thankfully, after updating the calls, the cloth on the buttocks displayed the expected physical effects without any annoying light and shadow issues. It's important to note that since the mesh on the model wasn't actually deleted, some spell effects or wet conditions may reveal a transparent outline of this mesh. This is hard to avoid without editing the model. It's recommended to use this mod in conjunction with one that reduces persistent spell effects for the best experience.
When I initially covered textures in the early stages of the mod, I mistakenly included textures that didn't belong to it, so neither Sarevok's helmet nor the armor I created successfully called the intended textures. The resulting look wasn't too out of place, which is why I didn't notice this issue. Since the original intent of this mod was to obtain Sarevok's original equipment, I have fixed this problem. However, for those who like the current look, don't worry, I will upload the overlay file that caused this error to the miscellaneous section. Installing it with Vortex or manually overwriting it in the game directory will achieve the pre-fix texture effect.
- v1.5
Updated the effects and animations of Deathbringer Assault. Some icon assets have been updated.
The values of Deathbringer Assault now vary based on your main hand weapon, meaning any additional damage applied to the weapon will also affect it. Deathbringer Assault should now correctly display skill animations for more races and weapon types. I have attempted a wide range of configurations, and without official modding tool support, it is challenging to verify which files and fields are being utilized by the game. In my tests, there have been no instances of skill animations not playing for any race and weapon type combinations. In fact, even if you do find any, it would be difficult for me to troubleshoot how to implement a fix, as this is a current technical limitation for me.
Adjusted the file structure to allow it to cover optional files that unlock equipment effects based on character level. Some icon assets have been updated to better match the game's expected icon effects.
Optional Files
Added optional files that allow equipment effects to unlock based on character level. These should be loaded after the mod's main file and before the equipment type optional files.
Updated the equipment type optional files to accommodate the new version of equipment configuration. If you previously installed these optional files, please do not load the old versions after updating the main file, as this will cause equipment effects to become confused.
- v1.4
Separated the configurations for armor and shoulderpads. Adjusted the proportions of shoulderpads for Human BodyType 1.
Now, you can use optional overlay files to hide the shoulderpads.
- v1.3
Added visual appearance of armour for Human BodyType 1/3, Dwarf BodyType 1/2.
As of now, all the models that could be found have been modified and implemented. Human BodyType4 has complete physics (as it was originally applied to Sarevok). The remaining BodyTypes (Human 1/2/3, Dwarf 1/2) have two versions, one with incomplete physics and one without (which doesn't affect Human BodyType4). For the issues caused by having incomplete physics, please refer to the 1.2 version notes for details.
- v1.2
Added visual appearances for Human BodyType 2.
This update including versions with no physics effects and versions with partial physics effects. Cloth without physics effects will adhere to the armor and won't exhibit cloth movement effects when in motion. (Cloth with physics effects may have material shading issues, which are more noticeable in dimly lit scenes.)
- v1.1
Applied more discovered models, gloves and boots now correctly visible on more bodytypes.
The only armor model I found in the game data was altered from another unimplemented armor piece, specifically tailored for Sarevok's bodytype (Human male bodytype 4). Modifying the model was slightly challenging for me.
Aura Of Murder should now be properly removed when unequipping boots.
If you load a save where the boots are already equipped, you'll need to toggle them or deactivate the corresponding passive from the spellbook to dismiss the aura.
Main File
- SarevokSet.pak
- SarevokSet - Growth.pak
- SarevokSet - Unarmoured.pak
- SarevokSet - LightArmor.pak
- SarevokSet - MediumArmor.pak
- SarevokSet - HeavyArmor.pak
- SarevokSet - remove shoulders.pak
- SarevokSet - Hide Spikes.pak
---Choose one of the following files; if multiple are loaded, only the last one loaded will take effect.
- SarevokSet - Gloves.pak
- SarevokSet - Gloves A.pak (Gloves noSpikes)
- SarevokSet - Pauldrons.pak
- SarevokSet - Immersive.pak (
In fact, even if this file is not loaded, it will forcibly override the main file's treasure table. If you wish to disable it, the file must be deleted.Needs to be loaded after the main file and the Pauldrons file)
- SarevokSet - Helmet Legacy