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BG3 mod data
- Lua 78.8%
- Python 19.6%
- Shell 1.6%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
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| docs | ||
| game-logs | ||
| Gustav/Stats/Generated | ||
| GustavDev/Stats/Generated | ||
| mods/chaos-reinforcements | ||
| Shared/Stats/Generated | ||
| SharedDev/Stats/Generated | ||
| tools | ||
| .gitignore | ||
| AGENTS.md | ||
| README.md | ||
BG3 'mod'
Clone this repo as Data/Public inside the BG3 install (Steam -> right-click game ->
Manage -> Browse Local Files -> Data). Editing game files directly instead of using
.pak mods keeps achievements alive for the stats-side changes; the Script Extender
feature (below) ships as one pak via tools/pack_mod.sh and does flag saves as modded.
The 10 biggest things implemented
- Chaos reinforcements engine (Script Extender Lua mod, the centrepiece): ongoing fights get surprise reinforcement waves - level-budgeted, stacking spawn chance, faction-correct, in any encounter.
- Class-built squads, not stat blocks: mobs are composed as real 5e builds - fighter, barbarian, monk, rogue, paladin, ranger, cleric, druid, bard, wizard, sorcerer, warlock, hexblade (class-gated ones only appear at party level 5+).
- Real class features: spell slots + spell kits, two-weapon fighting, Great Weapon Fighting/Master, divine smites, wild shape, monk flurry, eldritch blast ladder, hexblade charisma melee.
- Rolled spell kits: cleric/druid known spells are re-rolled every level at template generation, weighted by a priority design (
docs/spells-categories.md) - two lvl-6 clerics never share a toolkit. - Spell registry gate (
tools/spell_registry.py): every spell we assign is validated by game id, real BG3 spell level and class list, so wrong-class spells can never reach a mob. - Level-tiered gear: weapon/armor quality bands follow level (plate only at 8+ with proficiency), healers always carry 1-h + shield, humanoids get potions/consumables - and they actually drink them (in-game verified).
- Bosses and pack leaders: packs roll a leader (~10%), leaders/bosses get capped +1 magic gear; low-level parties are protected by level ceilings.
- Race-coherent spawns: a goblin ambush reinforces with goblins, a drow patrol with drow - one donor race per wave, matching the fight.
- Placement smarts: never spawns at a campsite, quiet windows after save-loads, no false-aggro fizzles, orphaned/over-level spawns are cleaned up on a retry ladder.
- Old-school balance tweaks still live: 10x carry weight, 3 short rests, level cap 50 with tuned XP curves, custom armors/weapons/passives, buffed pets and companions.
Testing in-game: console commands !chaos, !chaos_status, !chaos_wolf, !chaos_root,
!chaos_force (see docs/console-commands.md); details and design notes in docs/.