About this mod
Makes the equipped shield appear on the character's back and is invisible in cutscenes.
In addition, for all weapon categories existing in the game, the mounting positions in the sheathed and unsheathed states are adjusted appropriately, and the attack motion is also adjusted appropriately.
- Permissions and credits
- Changelogs
Restored Visible Shields - Invisible in cutscenes, which are now Lost Technology.
Last update for this mod: 2023-08-16
Visible Shields - Invisible in cutscenes was a mod that visually displayed a shield on the character's back when equipped.
However, this caused the shield's position to be displayed incorrectly in the cutscene, so the problem was solved by making the shield invisible in the cutscene.
However, due to Larian's recent updates, this mod no longer works in newer games.
There are currently no visual shield mods available on Nexusmods that address this issue.
I got back into the game this year, and was very disappointed that this mod no longer worked.
So I decided to recreate it myself!
Download the mod and paste it under the Data directory in the path where the game is installed.
(Mod Orginizer 2, Vortex users should install it appropriately.)
------------------------------------------------------------------------------------------------------
Dummy Spells for ControllerUI Radial Menu
Gamepad 2 Row Status Sidebar
ShieldsVisibleButNotCutscene2024Again
------------------------------------------------------------------------------------------------------
When the game is updated, the mod may become broken, as has happened in the past.
Considering the situation where I cannot update, I will write a tutorial on making this mod at the end of the description.
I expect it will also work for the new shields added by the mod.
This is limited to cases where the new shield added through the mod was created by inheriting a shield that exists in the existing vanilla game.
Includes the EquipmentTypes.lsx file, which is a file that adjusts the mounting position of the weapon in sheathed and unsheathed states and modifies the weapon's attack motion.
My little tweak to this is included.
- If only the shield is equipped on the left hand and the right hand is empty, the shield will not be visible on the left hand when making an unarmed attack. (for Monk)
For this specific situation, I attempted to apply the Unarmed Attack motion, but due to incorrect shield positioning when equipped with a left-handed shield + right-handed weapon, I concluded that this was not possible.
Give up the attack motion. This is the best you can do for Unarmed Monk.
- In the vanilla game, certain weapon groups had buggy mounting positions and strange attack motions, so adjustments were made to all 33 weapon groups (including dummy weapon category Slings and Darts).
Adjust the mounting position in sheathed and unsheathed states (most natural)
Modify the weapon's attack motion (most natural)
- I reviewed all 33 weapon groups for one-handed, two-handed, and dual-wielding situations.
Learned the DUAL WIELDER Feats and performed the dual-wielding situational test for non-light weapons.
- Approximately 6 to 8 hours were invested in this adjustment. Trust me! I fixed the part that Larian missed.
It is not compatible with other mods that overwrite EquipmentTypes.lsx as a loose file, such as Weapons on Hip and Visible Shields.
However, it may be compatible with mods installed via BG3ModManager in .pak format, such as ARSENAL OVERHAUL -- Weapon Viability Enhanced. (Depending on the mod, it may not be compatible.)
This is because this method does not overwrite the entire EquipmentTypes.lsx, but only inserts specific parts or overwrites only specific weapons through code.
ARSENAL OVERHAUL -- Weapon Viability Enhanced mod adds versatile two-handed properties to just one Morningstar weapon category and changes the two-handed attack motion.
If you use a program like Mod Organizer 2 or Vortex, make sure it overwrites my mod by placing ARSENAL mod on below. (So that only Morning Star is overwritten)
If you don't like the Unarmed Monk shield tweak, edit the EquipmentTypes.lsx file directly.
<node id="EquipmentType">
<attribute id="BoneMainUnsheathed" type="FixedString" value="Dummy_Sheath_Shield"/>
<attribute id="BoneOffHandUnsheathed" type="FixedString" value="Dummy_L_Hand"/>
<attribute id="Name" type="FixedString" value="Shield"/>
<attribute id="BoneMainSheathed" type="FixedString" value="Dummy_Sheath_Shield"/>
<attribute id="BoneOffHandSheathed" type="FixedString" value="Dummy_Sheath_Shield"/>
<attribute id="SoundAttackType" type="FixedString" value="Shield"/>
<attribute id="SoundEquipmentType" type="FixedString" value="Shield"/>
<attribute id="UUID" type="guid" value="fac6dd3a-6ceb-40fc-91e8-6f39c33cd98a"/>
<attribute id="WeaponType_OneHanded" type="FixedString" value="Shield1H"/>
<attribute id="WeaponType_TwoHanded" type="FixedString" value="Shield1H"/>
</node>
***** <attribute id="BoneMainUnsheathed" type="FixedString" value="Dummy_Sheath_Shield"/>
Just change the above as shown below.
<attribute id="BoneMainUnsheathed" type="FixedString" value="Dummy_R_Hand"/> *****
***** <attribute id="UUID" type="guid" value="fac6dd3a-6ceb-40fc-91e8-6f39c33cd98a"/>
This syntax is a fix to make it visually visible that the shield is mounted on the back in the field. Do not change this. *****
------------------------------------------------------------------------------------------------------
I had no idea how the Lost Technology Visible Shields - Invisible in cutscenes mod worked.
When I looked at the internal files of this mod, there were 4 Armor.txt files.
However, I could not understand the principle by looking at these 4 Armor.txt files.
So, using BG3-Modders-Multitool, I extracted 4 vanilla unmodified Armor.txt files from the latest game version (as of 2024-05-19).
As a result of comparing the vanilla unmodified Armor.txt files and the Armor.txt files of the existing mod,
Each of the numerous Shield items in the 4 Armor.txt files
data "DefaultBoosts" "HiddenDuringCinematic()"
I found that a property called was added.
Therefore, I also performed the task of adding the corresponding properties for all Shields to the 4 vanilla unmodified Armor.txt files of the latest game version (2024-05-19).
According to Baldur's Gate 3 Wiki (https://baldursgate3.wiki.fextralife.com), there are 38 shields in vanilla in-game.
However, the in-game name is ABSOLUTE'S PROTECTOR / ABSOLUTE'S WARBOARD.
In the Armor.txt file, it is written as MAG_Absolute_Protecter_Shield / ARM_Drow_Shield_Absolute.
It was difficult to accurately track and modify 38 shields.
While working on this, I couldn't find all 38 shields.
Then, I discovered that items are defined by inheriting the properties of their parent base item.
new entry "MAG_Absolute_Protecter_Shield"
type "Armor"
using "ARM_Shield_1"
data "RootTemplate" "53b3317f-5a52-41c0-89ea-c6ef31adc4f7"
data "ArmorClass" "2"
data "Boosts" "UnlockSpell(Shout_MAG_FireShield_Chill)"
data "PassivesOnEquip" "MAG_AbsoluteProtector_Shield_Passive;MAG_ShieldRiposte_Passive"
data "Unique" "1"
If you look at this, you can see that MAG_Absolute_Protecter_Shield is defined by inheriting ARM_Shield_1.
If you examine the 4 Armor.txt files, you can find the following inheritance structure.
0._Body
1._Shield
2. ARM_Shield
3. ARM_Shield_D ARM_Shield_1 _Shield_Magic ARM_WoodWoad_Shield
4. All shields in the game
_Body is the prototype of all armor items in the game. (It is differentiated into all armor items such as shield, helmet, armor, cape, gloves, shoes, and amulet.)
_Shield is the prototype of shield items created by inheriting _Body.
ARM_Shield is the prototype of shield items created by inheriting _Shield, and is a prototype that contains various details that can be generated and applied as it is a shield category.
ARM_Shield is differentiated into four distinctive sub-objects.
Every shield in the game is defined according to this inheritance rule.
Therefore, about _Shield, the prototype of all shield items
The data "DefaultBoosts" "HiddenDuringCinematic()" property has been added.
As a result, all the shields I tested in-game were changed to not be visible in cutscenes.
If you come across a specific shield that is not hidden in a cutscene, please let me know by posting in the Bug tab.
Below is a list of the vanilla unmodified Armor.txt files I referenced.
Gustav\Public\Gustav\Stats\Generated\Data\Armor.txt
Gustav\Public\GustavDev\Stats\Generated\Data\Armor.txt
Gustav\Public\Honour\Stats\Generated\Data\Armor.txt (This is a new file compared to last year.)
Shared\Public\Shared\Stats\Generated\Data\Armor.txt
Shared\Public\SharedDev\Stats\Generated\Data\Armor.txt
***** The Gustav\Public\Honour\Stats\Generated\Data\Armor.txt file does not directly define armor.
Excluding this, the armor defined in the remaining 4 Armor.txt files is used to adjust only certain values, such as rarity, limited to honor difficulty.
Therefore, you do not need to reference Gustav\Public\Honour\Stats\Generated\Data\Armor.txt. *****
------------------------------------------------------------------------------------------------------
Tutorial for future modders in case I leave the game.
1. Download BG3-Modders-Multitool.
https://github.com/ShinyHobo/BG3-Modders-Multitool/releases
2. Refer to the corresponding github and complete the configuration of BG3-Modders-Multitool.
This means specifying the path to bg3.exe.
3. Execute “Search Index” on the main screen of BG3-Modders-Multitool.
It takes a considerable amount of time to index all Baldur's Gate 3 pak files that are over 140GB. (approximately within 10 minutes)
4. When indexing is complete, the index search window will pop up.
Search for Armor.txt
5. Extract and obtain the vanilla unmodified Armor.txt from the search results.
Shared\Public\Shared\Stats\Generated\Data\Armor.txt
An UnpackedData folder will be created in the directory where BG3-Modders-Multitool is installed and you will find the Armor.txt file inside it.
6. In the Armor.txt file,
find
new entry "_Shield"
and add this attribute the same way my mod did it.
data "DefaultBoosts" "HiddenDuringCinematic()"