When I get home, I will try taking the original intro and see if I could get it to play as the intro. I miss the original. My question is if we could possibly mod in the movies that have been removed, such as gnoll stronghold. It isn't important, but it is a big complaint to many. I could deal with it, but it would be great to have them.
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getting the original movies in enhanced edition
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[Mod] BG:EE Kitpack V1.62 3/1/13
Click Here to see the full list of kits added and to download the the mod from spellhold studios
*****A massive thanks to @neoesprit for all his help and feedback with this mod so far, it is much appreciated and he has helped to make it much more well rounded. Also thanks to @kamigoroshi for helping with lore, background information and kit ideas*****
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12/1/13 - V1.61
Strings should change appropriately depending on the game version the mod is installed on.
Some of the thief kits at least should install on BGT games, due to the lack of thiefskl.2da and thiefscl.2da some kits will not be installed.
Bugfixes for the hivemaster kit including proper stat increases and paperdoll.
Balancing for the scout.
---------------------------------------------------------
This is a kitpack for BG:EE that should also be mostly compatible with and suitable for BG2 (no custom HLA's yet).
In all it adds 7 cleric kits, 3 thief kits, 2 paladin kits, 4 fighter, 2 druid, 2 ranger and 2 bard kits
----------------------------------------------------------
Things to note (read here if you are having problems)
1. You must have weidu installed and ready to go to use this mod.
2. To prevent problems you should install any new components and reinstall all of the old components in the same install.
3.Converting NPC's to new kits will only work if you do it in the same install as the new kit itself (Weidu keeps the new kit number in memory throughout the install and this is needed to ensure the NPC's get updated correctly.)
4. If you install more than 6 of the cleric kits not all of them will be visible at character creation - this is a limitation of the game that only overhaul can fix and not a bug with the mod
5. If you are part way through a game and install a new version of the mod your kits may be changed due to the mod adding new content, this can be changed back in shadowkeeper and is sadly something that I have no way of preventing at the moment.
6. If your installer comes up saying "I have only been given 23 things to append but 25stweap.2da has 26 lines" or something similar, this is due to an inconsistency in an earlier version of the kitpack that has now been rectified. It is easily fixed by doing the following:
a) Delete 25stweap.2da from your override folder.
b) Reinstall your mods, making sure to use the very latest version of the kitpack
c) Enjoy the game, this problem should not occur again
-----------------------------------------------------------------
This has been tested to some extent by myself and others but all feedback is good feedback, I am certain there are little things I have done wrong or missed out. I am going for balance within this mod, I realise you can;t achieve perfect balance between classes but I don't want any paper tigers, glass cannons or cookie cutters
*****A massive thanks to @neoesprit for all his help and feedback with this mod so far, it is much appreciated and he has helped to make it much more well rounded. Also thanks to @kamigoroshi for helping with lore, background information and kit ideas*****
-----------------------------------------
12/1/13 - V1.61
Strings should change appropriately depending on the game version the mod is installed on.
Some of the thief kits at least should install on BGT games, due to the lack of thiefskl.2da and thiefscl.2da some kits will not be installed.
Bugfixes for the hivemaster kit including proper stat increases and paperdoll.
Balancing for the scout.
---------------------------------------------------------
This is a kitpack for BG:EE that should also be mostly compatible with and suitable for BG2 (no custom HLA's yet).
In all it adds 7 cleric kits, 3 thief kits, 2 paladin kits, 4 fighter, 2 druid, 2 ranger and 2 bard kits
----------------------------------------------------------
Things to note (read here if you are having problems)
1. You must have weidu installed and ready to go to use this mod.
2. To prevent problems you should install any new components and reinstall all of the old components in the same install.
3.Converting NPC's to new kits will only work if you do it in the same install as the new kit itself (Weidu keeps the new kit number in memory throughout the install and this is needed to ensure the NPC's get updated correctly.)
4. If you install more than 6 of the cleric kits not all of them will be visible at character creation - this is a limitation of the game that only overhaul can fix and not a bug with the mod
5. If you are part way through a game and install a new version of the mod your kits may be changed due to the mod adding new content, this can be changed back in shadowkeeper and is sadly something that I have no way of preventing at the moment.
6. If your installer comes up saying "I have only been given 23 things to append but 25stweap.2da has 26 lines" or something similar, this is due to an inconsistency in an earlier version of the kitpack that has now been rectified. It is easily fixed by doing the following:
a) Delete 25stweap.2da from your override folder.
b) Reinstall your mods, making sure to use the very latest version of the kitpack
c) Enjoy the game, this problem should not occur again
-----------------------------------------------------------------
This has been tested to some extent by myself and others but all feedback is good feedback, I am certain there are little things I have done wrong or missed out. I am going for balance within this mod, I realise you can;t achieve perfect balance between classes but I don't want any paper tigers, glass cannons or cookie cutters
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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
The first release of Tome and Blood is now available in beta!
To install, just extract that attached .rar to your BGEE or BG2EE install and run.
Mod Description
[spoiler]
OVERVIEW
Tome and Blood is a mod designed to revise, overhaul and diversify Mages and Sorcerers.
COMPATIBILITY
Tome and Blood is designed to work with either of the Enhanced Editions.
CORE REVISIONS
This component does the following:
- Allows Gnomes to become Sorcerers and Dragon Disciples.
- Allows Sorcerers, Specialists and Mages to use Crossbows and Clubs.
- Significantly changes all existing Mage and Sorcerer kits with a focus on making them all balanced.
NEW KITS
This set of components adds 7 new Sorcerer kits to the game. Each kit has a set of Bloodline Spells, which are spells that any sorcerer created with that kit automatically knows, as well as several small buffs. Of note now is that all sorcerers suffer a casting speed penalty whenever they cast spells, although the severity of this penalty varies from kit to kit.
[/spoiler]
A more exhaustive list of the features of this mod are available in the Readme, available in the files section of this post.
Please feel free to post comments or suggestions in this thread.
To install, just extract that attached .rar to your BGEE or BG2EE install and run.
Mod Description
[spoiler]
OVERVIEW
Tome and Blood is a mod designed to revise, overhaul and diversify Mages and Sorcerers.
COMPATIBILITY
Tome and Blood is designed to work with either of the Enhanced Editions.
CORE REVISIONS
This component does the following:
- Allows Gnomes to become Sorcerers and Dragon Disciples.
- Allows Sorcerers, Specialists and Mages to use Crossbows and Clubs.
- Significantly changes all existing Mage and Sorcerer kits with a focus on making them all balanced.
NEW KITS
This set of components adds 7 new Sorcerer kits to the game. Each kit has a set of Bloodline Spells, which are spells that any sorcerer created with that kit automatically knows, as well as several small buffs. Of note now is that all sorcerers suffer a casting speed penalty whenever they cast spells, although the severity of this penalty varies from kit to kit.
[/spoiler]
A more exhaustive list of the features of this mod are available in the Readme, available in the files section of this post.
Please feel free to post comments or suggestions in this thread.
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Boo Quest Crash
The quest in which Minsc loses Boo, in Unfinished Business, invariably crashes just as I finish the riddling with the sorceress and she finishes casting spells in Minsc. Has anyone encountered it? By now it looks like I'll just have to reload a save prior to starting this quest and uninstall that particular part of the mod.
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please edit my friends save file of Baldur's Gate EE
http://ktos999.republika.pl/BALDUR.SAV
he is a dwarf but he did 2handed weapons + hammers (but there are no such hammers in game) can someone edit this so he can have hammers + 1handed or hammers and dual?
thanks!
i would do this but i dont have bg:ee and ee keeper doesn't work
he is a dwarf but he did 2handed weapons + hammers (but there are no such hammers in game) can someone edit this so he can have hammers + 1handed or hammers and dual?
thanks!
i would do this but i dont have bg:ee and ee keeper doesn't work
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Favored Soul
This is an update of the kit created by @dib here: http://forum.baldursgate.com/discussion/30543/mod-favoured-soul
All I have done so far is update Weidu and lib. I plan to improve the kit, as far as possible, but it'll take me a while to go through everything.
Also, do NOT install this in IWD:EE. It really messes up dialog.tlk IWD:EE support is planned for the future, but I want to see how far I can take this concept first.
In the meantime, give @dib credit for all of his/her hard work!
All I have done so far is update Weidu and lib. I plan to improve the kit, as far as possible, but it'll take me a while to go through everything.
Also, do NOT install this in IWD:EE. It really messes up dialog.tlk IWD:EE support is planned for the future, but I want to see how far I can take this concept first.
In the meantime, give @dib credit for all of his/her hard work!
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Baldur's Gate II Tweak Pack v12 Available for Download
The BG2 Tweak Pack is a WeiDU compilation of fixes, cosmetic changes, and tweaks. Some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 12 introduces the Two-Handed Axes and Sensible Entrance Point tweaks as well as some bug fixes.
v12 changelog:
- Added two new components: Two-Handed Axes and Sensible Entrance Points
- Unlimited Jewelry and Gem Stacks now alters the Nashkel shopkeep to take the Winter Wolf pelts one at a time instead of the whole stack (only applies to Tutu/BGT/BGEE games)
- Shapeshifter Rebalancing will now add the new druid-available spells to joinable NPC spellbooks, precluding the wait for a level-up for them to become available
- Alter Weapon Proficiency System: Rebalanced Weapon Proficiencies
should now be a lot more dynamic and (hopefully) work in other languages. This should also solve the bug of ninja-tos not getting their descriptions updated on BGEE. - Fixed a bug where two High Watcher Oisigs could spawn in the Multiple Strongholds: No Restrictions component
- Various components now better account for new BGEE 2da files
- Cespenar and Cromwell now account for the alternate items in the various two-handed weapon components and the P&P protection items
- Exotic Item Component now adds Power Word: Sleep again
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[Item Mod] More Style for Mages: Ranged Wizard's Staffs, Circlets, Robe Visual Tweaks, Now in IWD:EE

This mod aims to make mages in the game to appear more stylish. For that end it adds mage-specific staffs with ranged attacks and circlets, plus it also tweaks all robes, so that player can choose their look. The idea of this mod began in the Narbucchad's Demise Wizard's Staff thread, after I discovered the ranged staff animation within the game files.
Since version 1.3, BG:EE and BG2:EE content has been combined into one single mod. It will recognize the game and skip the content of the other. There are a lot of components now, so I will try to describe them here as clearly as possible.
Mod components are following:
WIZARD’S STAFF FOR BG1
STAFF OF WIZARDRY FOR BG2
STAFF OF WIZARDRY FOR IWD
CUSTOM INVENTORY ANIMATION FOR SOW
STAFF OF THE MAGI WITH RANGED ATTACK
CIRCLETS
CUSTOM INVENTORY ANIMATION FOR CIRCLETS IN BG1
CIRCLET OF REVELATION FOR BG1
VISUAL TWEAKS FOR ROBES
ROBE COLORSETS FROM COSMETIC CHANGES MOD
Navigation:
UPDATE LOGS
INSTALLATION
SCREENSHOTS

This adds 7 Staffs with +1 enchantment, to the High Hedge stock and Xithiss in the Black Pits, after the first upgrade of his stock.. Each one has different color, mainly to fit different color styles of NPC mages. They have unique paperdoll animations which I have accidentally discovered some time ago, but lacked an inventory paperdoll, which I drew myself. I have also edited few existing icon bams to fit colors of individual staffs and created energy projectiles which all fit the color of their staffs' gems (See the screenshot below).
With the WeiDU install (the last rar file), proper descriptions and names are added. If you wish to use an override install (the first rar file), the description uses related string, but is rather vague and incorrect.

This component adds 7 Staffs of different color variations into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them. Since version 1.3, they are also available in the Black Pits 2, in the stock of the un-named Illithid.

In BG2, they are called Staffs of Wizardry and are +3 weapons. But the main difference from BG1 is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally.
Warning:
Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage.
Activated staffs have following abilities:
[spoiler]Staff of Abjuration
- 25% chance of casting Spell Thrust, on successful hit
- can cast Minor Spell Turning once per day
Staff of Conjuration
- 25% chance of casting Summon Insect, on successful hit (like the priest spell)
- can cast Monster Summoning III once per day
Staff of Divination
- 25% chance of casting Know Enemy, on successful hit
Know Enemy: Lowers AC, THACO and saving throws at -4 each for 2 turns
- can cast Oracle once per day
Staff of Enchantment
- 25% chance of casting Hold Person, on successful hit
- can cast Domination once per day
Staff of Illusions
- 25% chance of casting Blackout, on successful hit
Blackout: Target is effected by Blindness and Deafness for two hours (Save vs. Spell negates the effect)
- can cast Shadow Door once per day
Staff of Invocation
- 25% chance of casting Lightning Bolt, on successful hit (only effects the target)
- can cast Cloudkill once per day
Staff of Necromancy
- 25% chance of casting Vampiric Touch, on successful hit
- can cast Animate Dead once per day
Staff of Alternation
- 25% chance of casting Slow, on successful hit
- can cast Teleport once per day (similar to Dimension Door, but is cast instantly)
Staff of Wild Magic
- 24% chance of casting one of the "on hit" spells of the other staffs, on successful hit
- can cast Wildstrike once per day
Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds
Staff of Dragon Power
- 25% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage)
- can cast Dragon Fear once per day
Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead.
Staff of Wizardry (Empowered)
- Wielder can cast any 5th-level spell, once per day[/spoiler]
Since version 1.3, Staffs of Wizardry can be upgraded by Cespenar in ToB. There are seven gems called "Shard of Netheril" scattered in ToB maps, which can be combined with Staffs of Wizardry. If you want to know, where exactly, see spoiler below:
[spoiler]Fist floor of Watcher's Keep - container with candle in the back room
Fourth floor of Watcher's Keep - tomb of the demilich
Saradush - underground with vampires - secret room opened by tortured spirit
Yaga-Shura's Lair - guarded container with skull wardstone
Dead body of Draconis
Room of the Lich in the Sendai's Enclave
Stock of Amkethran Tavern[/spoiler]
Upgraded staffs have +5 enchantment and have increased on-hit chance to cast spell to 35%. They also gain one additional 8th-level spell (Note that this spell doesn't have tooltip, since maximum of tooltips for an item has been exceeded, so the tooltip displays only the name of the staff. However, when spell is cast, it shows proper name in the dialog window. I will try to resolve this in the future.)
Additional spells are:
[spoiler]-Staff of Abjuration +5: Pierce Shield
-Staff of Conjuration +5: Conjure Swamp
Conjure Swamp: Covers 30 ft. area with toxic swamp. Everyone within takes 6d4 acid damage per round nad must save vs. spell at -4 penalty or be slowed.
-Staff of Divination +5: Prediction
Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds.
-Staff of Enchantment +5: Thrall
Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections.
-Staff of Illusions +5: Simulacrum
-Staff of Invocation +5: Incendiary Cloud
-Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting
-Staff of Alternation +5: Mass Polymorph Other
Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty.
-Staff of Wild Magic +5: Wild Sphere
Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds
-Staff of Dragon Power +5: Lesser Dragon Form
Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by @viader and his Extended Animations Resource Pack.
-Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day[/spoiler]

Staffs of Wizardry for IWD:EE are very similar as for BG2:EE. The differences are, that the staffs (which are available in Orrick's shop) are only of +1 enchantment when bought and they will get to +3 only after the "activation" when the wielder is over 250 000 XP. Then, the staff can be upgraded to +5 the same way, when he reaches 1 000 000 XP. All spells and abilities remain same.

This component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original.

This component adds ranged attack to the Staff of the Magi. You can choose melee or ranged the same way as it works for Staffs of Wizardry. The projectile has yellow color.

In BG1, circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock (and to Xithiss in BP as well). They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drew for them (they are an individual component).
In BG2, these circlets are not within the game files anymore, so I took them unchanged from BG1 and put them into the stock of Garlena, the helmite, on the top of Watcher's Keep. Only Circlet of the Archmagi and Eilistraee's Boon +1 were added. Unlike BG:EE, circlets have original inventory animations.
In IWD, Circlet of the Archmagi and Eilistraee's Boon +1 are added to Orrick's shop.

This component adds missing inventory animations for circlets in BG1, drawn by myself. Look at screenshots, if you want to see how they look.

This item allows mages to become specialists the same way as Staffs of Wizardry in BG2 work. But because Wizard's Staffs in BG1 don't offer such option, I made this one to make it possible in BG1. The circlet is available in Thalantyr's stock and can be used multiple times. But it only works for non-specialist mages (including dual and multis), so once mage becomes a specialist, he cannot use it to change his specialization. The effect is permanent.

Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. This allows to set the favourite look for your wizard (and overcome some graphical glitches - elven female horribly colored leg comes to mind...).
Robe tweaks come in two versions (there are two folders in the rar file, and two choices in the WeiDU install). One version keeps all original set colors of robes and the other removes them, which makes them use character's colors instead.
Note, that as a side effect, I had to make all robes automatically identified.
Since version 1.3, robes remain in armor slot, so they don't need to be equipped again.

This component allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod. They are also tweaked so you can change their visual type.

v1.0 of BG:EE, v1.0 of BG2:EE
-Staffs, circlets and visual tweaks for robes added
v1.1
-BG:EE and BG2:EE mods combined into single mod
v1.2
-Dialog bug of SoW for multi-classes fixed
-Various typos fixed
-Melee characteristic of SoW fixed
-Speed factor of SoW fixed
-Added own projectiles for WS and SoW
-Robes remain in armor slots after changing
-Blue SoW colorset slightly tweaked
v1.3
-SoW can be upgraded by Cespenar
-On-hit chance of SoW increased from 15% to 25%
-Circlet of Revelation added to BG:EE
-Added ranged attack to the Staff of the Magi
-SoW available in the Black Pits 2
v1.35
-Enchantment level of staffs fixed
-Thrall spell fixed
v1.36
-Polish translation added (credits to @Cahir)
v1.4
-Compatible with IWD:EE
v1.41
-Fixed invalid strings for some of SoW's on-hit effects in IWD:EE

Extract the "MSFM WeiDU Install.rar" file below in the game's core folder of either BG:EE or BG2:EE (the one with a file "chitin.key" in it) and run "setup-MSFM.exe". All parts can be installed individually.
You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs.
I hope you enjoy it.

Wizard's Staffs and circlets in BG:EE:
[spoiler]

Staffs of Wizardry in BG2:EE:
[spoiler]



Circlets in BG2:EE:
[spoiler]

Robe Tweaks:
[spoiler]


Last but not least, this mod would not be what it is without help of @KidCarnival and his ideas. Special thanks also goes to @Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. Of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod and @viader, whose work on extended animations I used for this mod.
(OP edited 23.11.2014)
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Javelins Weidu
Some people noticed that there where Javelins in the gamefiles. They work but the coding was not finished.
To make unloved items more loveable, I first put some work in Clubs. Now the spears are next, by fixing the ranged version, the JAVELIN . there is one in the game files, and it works. But the coding was not consistent with spears and trowing axes. I fixed that and put it in stores that sell spears (and in the missle store of the Black Pits).
Its Weidu, Try it out (it should work)
Its not for BG2:EE at the moment. soon it will be.
If you want to use it in bg2ee, you can delete the stores in the tp2. And replace them with the stores where you want to put them in.
If there is need for magical and/or returning javelins. I can make them!
Leave a Like or comment if you try it, because I have no way to now if there are downloaders. I like to know if my mods are used!
To make unloved items more loveable, I first put some work in Clubs. Now the spears are next, by fixing the ranged version, the JAVELIN . there is one in the game files, and it works. But the coding was not consistent with spears and trowing axes. I fixed that and put it in stores that sell spears (and in the missle store of the Black Pits).
Its Weidu, Try it out (it should work)
Its not for BG2:EE at the moment. soon it will be.
If you want to use it in bg2ee, you can delete the stores in the tp2. And replace them with the stores where you want to put them in.
If there is need for magical and/or returning javelins. I can make them!
Leave a Like or comment if you try it, because I have no way to now if there are downloaders. I like to know if my mods are used!
↧
↧
Question about ported engine features form IwD:EE to BG2:EE
I wanted to know if IwD:EE's .ini spawns and IwD's extended random loot tables are implemented in the latest version of BG2:EE, are they? @Dee, @ScottBrooks?
↧
Awesome Soundsets Vol. 2 for BG1EE, BG2EE, and IWDEE with subtitles

Author: Smeagolheart
Version: 1.0
Overview
The "Awesome Soundsets Volumes" mods are collections of sound sets with subtitles that can be used for player characters in Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.
This collection features all 42 soundsets Icewind Dale 2 soundsets to be used by characters in the Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.
The Icewind Dale 2 soundsets feature some recycled soundsets from Icewind Dale. Each soundset in this mod includes additional sounds for critical hit and miss and sometimes alternate sounds for standard actions.
[spoiler]

[/spoiler]
Technical
There are currently 33 sounds w/ subtitles possible in IWDEE, 25 possible in BGEE, and 29 in BG2EE. The default soundsets in IWDEE feature 25/33 sounds and BGEE default soundsets only use 15/25 sounds. Soundsets added with this mod use up to the maximum number of sounds - depending on if appropriate sounds are available.
The weidu installer will install the correct number of sounds possible with subtitles for each different installation.
The Final Word
If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer.
If you are interested in contributing to this mod please post here: http://www.shsforums.net/topic/57784-help-wanted-typing-for-soundset-mod/#entry573903

Version History
V1.0 Initial Release 21 Dec 2014
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[Mod] Deidre and Joluv in BG:EE
Deidre and Joluv in BG:EE Version 1
Information:
Deidre and Joluv, the bonus merchants from Baldur's Gate2, make a stop in Baldur's Gate before they head to Amn. These merchants bring along their treasure trove of goods from the far off places they have visited. Their items are exotic, magical and expensive. What they sell is not for everyone's tastes along the Sword Coast. Their feelings won't be hurt if you don't buy from them.
Deidre is found in the Elfsong Tavern and Joluv can be found at the Sorcerous Sundries.
The items are the same items you find in Baldur's Gate 2 with the exception of Jerrod's Mace. It had a +5 vs demons but looking over the effects, the item had a non-existent wamacea.eff and wamaceb.eff reference that didn't exist in BG2. I removed that part of the mace so as not to cause possible crashing.
More information can be found here: http://www.baldursgatemods.com/forums/index.php?topic=7815.0
*******************************
Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE. We have a large source of tutorials on how to mod and modding tools!
We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE mods to us. Free area on the message board and space to download your mod.
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http://teambg.info/ A site that takes you back into the history of IE modding.
Information:
Deidre and Joluv, the bonus merchants from Baldur's Gate2, make a stop in Baldur's Gate before they head to Amn. These merchants bring along their treasure trove of goods from the far off places they have visited. Their items are exotic, magical and expensive. What they sell is not for everyone's tastes along the Sword Coast. Their feelings won't be hurt if you don't buy from them.
Deidre is found in the Elfsong Tavern and Joluv can be found at the Sorcerous Sundries.
The items are the same items you find in Baldur's Gate 2 with the exception of Jerrod's Mace. It had a +5 vs demons but looking over the effects, the item had a non-existent wamacea.eff and wamaceb.eff reference that didn't exist in BG2. I removed that part of the mace so as not to cause possible crashing.
More information can be found here: http://www.baldursgatemods.com/forums/index.php?topic=7815.0
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BG2 Tweaks Romance Cheats
So, I just got the BG2 Tweaks mod after reading that it could be used to remove race restrictions from the romances. Lately I've had a hankering to play a Dwarf Wizard Slayer and would really like to be able to partake in a romance comes BG2. After going through all the other options the mod gives you (many of which I decided to add to my game) it got to the Romance Cheats section of the installer and just skipped it saying it wasn't compatible with my game. Is this common for a BG:EE and BG2:EE install? Does this portion of the mod not work with BG1/2:EE? If so, are there any plans to have this work with the EE versions of the game?
A timely response would be much appretiated.
A timely response would be much appretiated.
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The Undying Mod BG2:EE Compatible
This mod is an NPC/Quest/Store mod. There are two NPCs who will join your party, Callisto and Ninafer.
Callisto is a Chaotic Evil Berserker elf who is looking for action because she is bored with Amn. She has quests that you can take that are not timer dependent.
Ninafer is a Lawful Neutral Fighter/Mage elf who is looking for action as well. She has spent most of her life sheltered in an elven city and she is looking to know more about the world outside her city.
The NPCs will banter with your character and the other joinable NPCs in the party as well as interact with others in the world.
There are a couple of minor quests to under take.
There are a couple of new stores with new items.
A new inn, the Dwarven Hammer can be found in the Slums.
Optional installs include smarter creature scripts and Harder enemies who have been beefed up.
Forums: http://www.baldursgatemods.com/forums/index.php?board=36.0
Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=8
Callisto is a Chaotic Evil Berserker elf who is looking for action because she is bored with Amn. She has quests that you can take that are not timer dependent.
Ninafer is a Lawful Neutral Fighter/Mage elf who is looking for action as well. She has spent most of her life sheltered in an elven city and she is looking to know more about the world outside her city.
The NPCs will banter with your character and the other joinable NPCs in the party as well as interact with others in the world.
There are a couple of minor quests to under take.
There are a couple of new stores with new items.
A new inn, the Dwarven Hammer can be found in the Slums.
Optional installs include smarter creature scripts and Harder enemies who have been beefed up.
Forums: http://www.baldursgatemods.com/forums/index.php?board=36.0
Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=8
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SCALES of BALANCE! Post-hac kits and tweaks
IGNORE the files attached to this post, get the mod here:
https://github.com/subtledoctor/Scales-of-Balance/blob/master/v1/Scales of Balance v1-6.zip
("View the full file" to download the .zip archive.)
If that doesn't work, try downloading it from here:
https://dl.dropboxusercontent.com/u/86011511/Scales of Balance v1-6.zip
What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.
This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.
I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is totally compatible with RR and aTweaks. I love those mods and this is very much meant to be applied on top of them - not instead of them. Of course, other mods that change the same areas of the game will be incompatible in a conceptual sense. (Some specific compatibility notes are at the end of this post.)
In such cases, just choose which mod - or which components of each mod - is to your liking. My mod components are totally compartmentalized, so you can generally mix and match with other mods. (But note that my item tweaks are specifically built to be usable with Item Revisions and other item mods. No conflict there.
SoB should be installed late in the order.
Probably last or close to last. That's why I call it a "post-hac tweak mod!" (See installation notes at the end of this post.)
Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.
The components:
1) ITEMS REFORGED
[spoiler]Component 1a: ITEM ENCHANTMENT STANDARDIZATION. The main function of this component is a cosmetic one: eliminate every "+1" etc. in item titles. BUT, this could create confusion: how will a player know what weapon can hit what enemy? That too is streamlined.
All generic "items +1" will become "high-quality items." They retain their +1 enchantment behind the scenes because of the exceptional skill and advanced alloys that went into forging them. This includes poisoned arrows and bolts.
Generic "items +2" and "items +3" will become "enchanted items." They will have the same stats and prices as vanilla items +2, and will be considered +2 for purposes of what they can hit. This includes special extra-damage missiles (fire, ice, lightning, etc.).
All named items will be considered +3 for purposes of what they can hit. But their stats will not change. So, Varscona will do the same damage, but will now be effective against Karoug. This includes Sunstone bullets.
Artifact-level and upgraded weapons will be +5 for purposes of what they can hit.
Component 1b: WEAPON TWEAKS:
- Spears do 1d8+1 damage, per PnP.
- Quarterstaves seem better suited to defensive parrying than many other weapons, so they get an inherent -1 AC bonus.
- Daggers get base 1.5 APR. A thief dual-wielding daggers should be a reasonable and interesting choice.
- Axes do "slashing or crushing" damage.
- Short swords do "slashing or piercing" damage.
- Crossbow bolts do 2d4 damage.
- Arrows do 1d5 damage from shortbows; longbows add +2 damage and comp. longbows add +4, with base APR reduced to 3/2.
- Sling bullets do blunt damage.
- Darts have 5/2 APR instead of 3.[/spoiler]
2) MISCELLANEOUS TWEAKS
[spoiler]Component 2a: TWEAKS TO STATS & SAVES: I've changed STR, DEX, CON, and WIS bonuses so that every point added above 13 or so results in a tangible benefit. E.g. for DEX, 13 gives -1 AC; 14 gives +1 missile thac0; 15 gives another -1 AC; etc.
The tables:
STR
14: +1 dmg
15: +1 dmg
16: +2 dmg
17: +1 thac0, +2 dmg
18: +1 thac0, +3 dmg
18/00: +2 thac0, +4 dmg
19: +2 thac0, +5 dmg
20: +2 thac0, +6 dmg
21: +3 thac0, +6 dmg
22: +3 thac0, +7 dmg
DEX
12: -1 reaction
13: -1 reaction, -1 AC
14: -1 reaction, -1 AC, -1 ranged thac0
15: -1 reaction, -2 AC, -1 ranged thac0
16: -2 reaction, -2 AC, -2 ranged thac0
17: -2 reaction, -3 AC, -2 ranged thac0
18: -3 reaction, -3 AC, -3 ranged thac0
19: -3 reaction, -4 AC, -3 ranged thac0
20: -4 reaction, -4 AC, -4 ranged thac0
21: -4 reaction, -5 AC, -4 ranged thac0
22: -5 reaction, -5 AC, -5 ranged thac0
CON
12: min roll =2
13: min roll =2, warriors' hp +1
14: min roll =3, warriors' hp +1
15: min roll =3, warriors' hp +2, others' hp +1
16: min roll =4, warriors' hp +2, others' hp +1
17: min roll =4, warriors' hp +3, others' hp +2
18: min roll =4, warriors' hp +3, others' hp +2, regen =60
19: min roll =4, warriors' hp +4, others' hp +2, regen =60
20: min roll =4, warriors' hp +4, others' hp +2, regen =50
21: min roll =4, warriors' hp +4, others' hp +2, regen =40
22: min roll =4, warriors' hp +4, others' hp +2, regen =30
This also sets the minimum for every stat for every class to 7. More consistent rolls, at the price of no dump stats.
SAVING THROW TABLES are just made more sensible, nothing earth-shaking. Wizards save well against spells, priests save well against death, rogues save well against breath, etc This post is getting too long for the forums, so just look at the files in /SoB/misc to see what the values are.
Component 2b: HIT POINT TWEAKS: This makes characters less delicate in the early game, giving 2 hit dice at first level. Thereafter, they only gain more hit dice until 8th level, instead of 9th/10th. So the last hit die is front-loaded. To balance this, hit dice are dropped a bit: priests get d6 instead of d8, and warriors get d8 instead of d10. (Yeah - we're going back to BECMI rules!) Warning, this increases the difficulty, as your warriors will be finishing SoA with around 100hp instead of ~150.
Component 2c: XP TWEAKS: XP advancement and thac0/spell/skill advancement are two ends of the same rope; you only need to pull on one end to get the desired effect, but for some reason the 2e rules pull both. I've streamlined it to a fast path and a slow path. Fighters, thieves, bards, and clerics are on the faster table; paladins, rangers, druids and wizards are on the slower table. (No more thieves with more hp than fighters with the same XP!) Advancement is a bit faster than vanilla in the middle levels, and then gets progressively slower at epic levels. You'll be at or near level 20 with 3 million XP, like in vanilla; but won't hit level 30 until 8 million XP.
This also switches the druid spellcasting table to match the priest one (since the PnP druid XP and spell tables were only for Grand/Hierophant Druids who settle down in a grove and stop adventuring).
Component 2d: MODIFIED SPELLCASTING TABLES: For wizards and clerics this is a small change, giving them slightly more spells to cast at very low levels. For Rangers and Paladins this stretches out the table, giving more spells at low levels (starting at level 3), fewer spells at middle levels, and slightly more at high levels, with paladins eventually reaching level 5 spells. For bards, the changes are very slight until epic levels (20+), when bards get a few 7th and 8th levels spells.
Component 2e: APR ON SPEC. (EE v1.3 only) This sets all classes to get extra APR from proficiencies. You can use this apart from any other Scales of Balance components: in an otherwise-unmodded game, its only effect will be to allow Swashbucklers and Haer'Dalis to get the extra APR from specialization.
Component 2f: PROFICIENCY OVERHAUL. Collapses the weapon proficiency system from 5 *s to, effectively, 3. It shaves a * off the top by simply removing "high mastery" and making the 4th * grandmastery. And it shaves a * off the bottom by having classes begin at 1st level with certain proficiencies. It liberalizes what classes can advance, and how far, according to the themes of their kits.
- FIGHTER: begins proficient in all non-exotic weapons, and in all four styles. Can advance to GM (4 *s) in martial/soldier weapons (2H sword, bastard sword, war hammer, spear/halberd, flail, and mace) and to mastery (3 *s) in simple/rogue weapons and ranged weapons.
- BERSERKER: begins proficient in all non-exotic weapons, and can reach mastery (3 *s) in all weapons. Can only become proficient (1 *) in weapons styles or ranged weapons.
- KENSAI: can reach 4 *s in their chosen weapon, and only 1 in anything else. Begins specialized on their chosen weapon and proficient in SWS, 2HW, and DW.
- CORSAIR: begins proficient in all swords/blades, and in SWS and DW. Can get 4 *s in light swords/blades, 2 in most other weapons, none in heavy weapons.
- MARKSMAN: begins proficient in missile weapons and swords/simple weapons. Can reach 4 *s in bows/crossbows, 2 *s in anything else.
- PALADINS: begin proficient in and can reach 3 *s in non-exotic weapons.
- RANGERS: begin proficient in ranger weapons (light swords, axe, spear, dagger, staff, club, bows, sling), as well as DW, and can add 2 more *s to those or to any other weapon.
- ARCHER/SLINGER: like Marksman.
- HARRIER: same as ranger, plus begins proficient in SWS. Can reach 4 *s with staff and bows.
- BEASTMASTER: begins like other rangers; can reach 4 *s in staff, club, sling; only 2 in any other weapons.
- STALKER: can reach 4 *s in short sword, dagger; only 2 *s in other weapons.
- THIEVES: begin proficient in rogue weapons and DW; can reach 2 *s in rogue weapons and SWS, and 3 *s in DW. They gain 1 * each 4 levels.
- ASSASSIN: can reach 3 *s in dagger.
- SCOUT/SWASHBUCKLER: can reach 3 *s in long sword and short sword; they also begin proficient in SWS.
- SNIPER: can reach 4 *s in bows, crossbows, slings; only 1 * in other weapons and styles.
- BARDS: begin proficient in most one-handed weapons, and can reach 2 *s. Can put 1 * into any style.
- BLADE: can reach 3 *s in light bladed weapons, none in other weapons.
- SKALD: can reach 3 *s in any one-handed weapon. Can put 1 * into any style.
- JONGLEUR: can reach 4 *s in daggers and darts; only 2 *s in others. Begins proficient in SWS.
- CLERICS: begin proficient in cleric weapons. They can reach 2 *s in cleric weapons as well as 2HW and S&S styles. They gain one * each 5 levels.
- DRUIDS: begin proficient in druid weapons. They can reach 2 *s in druid weapons and 1 * in 2HW, SWS, and DW styles.
- WIZARDS: begin proficient in staff, dagger, club, dart, and sling. They do not advance at all.
- MONKS: begin proficient in club, sling, and dagger. They do not advance. Unarmed attacks do normal, non-lethal damage; but monks may power up their fists to do crushing and magical damage, at will.
Proficiency benefits (cumulative totals):
** = +1 thac0, +1 dmg, +.5 APR
*** = +2 thac0, +2 dmg, +1 APR
**** = +4 thac0, +3 dmg, +1.5 APR
Additionally, warriors will get an extra 1/2 APR at level 15. So take a fighter and a paladin for example: at 3rd level with 2 *s they have 1.5 APR; at 6th level they can have 3 *s, bringing them to 2 APR. At 9th level the fighter can reach 4 pips, coming to 2.5 APR; and at high levels the fighter will have 3 APR and the paladin will have 2.5.
If you use APR on Spec, then at high levels a fighter will have 3 APR; rangers and paladins will have 2.5 APR; swashbucklers and blades and skalds will have 2 APR, most thieves, bards, clerics will have 1.5 APR, and mages will stay at 1 APR. This is, IMO, a more pleasing slope in combat ability, from fighters (best) to wizards (useless).
WEAPON STYLES will be slightly rebalanced as well. This bit is EE-only. (Values represent the total combined benefit)
Single-Weapon Style:
*: -1 AC, +1 thac0
**: -2 AC, +2 thac0, +5% chance crit
Sword & Shield Style:
*: -1 melee AC, -2 missile AC
**: -2 melee AC, -4 missile AC
Two-Hand Weapon Style:
*: +2 damage
**: +4 damage, +5% chance crit
Dual-Wielding: no change.
PROFICIENCY GROUPING:
A little further toward "flattening" the proficiency system:
- Two-handed swords and bastard swords are combined into a "greatswords" proficiency.
- Scimitars, katanas, and wakizashi are combined into a "curved swords" proficiency.
- Spears and halberds are combined into a "polearms" proficiency.
- Daggers and darts are combined into a "knives" proficiency.
- Long bows and short bows are combined into a "bows" proficiency.
- Clubs are truly universal, simple weapons: everyone can use them and everyone is proficient from level 1.
- Crossbows are usable by everyone except druids. But no one can reach Grand Mastery except Marksmen.
THAC0 TWEAKS: Rogues' thac0 is buffed, making it equal to clerics. Their progression is smoothed out, no more jumping by 2. Warriors are a bit better at level 1 (thac0 19) and a bit worse at level 20 (thac0 3), to offset the effects of the proficiency tweaks.
IMPORTANT: this has a limitation when dual-classing: when you reach a high enough level to regain your first class, all proficiencies in the first class are reduced to one star. Any advancement achieved in the second class will remain, however. And the overall limit to future advancement will be the higher of the two classes.
Component 2g: MULTICLASS REVISIONS. Some liberalizing of multiclassing rules.
- Enables humans to multiclass.
- Enables elves to be bards, fighter/clerics, cleric/thieves, cleric/rangers, and cleric/mages.
- Enables half-elves to be cleric/thieves.
- Enables dwarves to be cleric/thieves.
- Enables halflings to be fighter/clerics and cleric/thieves.
To slightly balance this increased freedom and make humans more special, demihumans will have more stat penalties: -2 for their weakest stat, and -1 for the 2nd-weakest (Except half-elves). So the racial maximums would be:
- Elves: 19 Dex, 17 Str, 16 Con
- Half-elf: 19 Dex, 17 Con
- Dwarf: 19 Con, 17 Cha, 16 Dex
- Halfling: 19 Dex, 17 Int, 16 Str
- Gnome: 19 Int, 17 Str, 16 Wis
- Half-orc: 19 Str, 17 Int, 16 Cha
Multiclass ranger/clerics will automatically be granted one of two kits: Woodscout of Mielikki, or Forestwalker of Rillifane Rallathil (elves only). Single-class rangers will not be about to dial-class to cleric unless the find a religious totem of Mielikki and use it to become a Woodscout, abandoning further progression in their current kit.
This component adds six other multiclass kits, which can be obtained by using the appropriate tome or totem and having the right race/class combinations:
- Elven Bladesinger, a fighter/mage kit
- Spellfilcher, a mage/thief kit
- Nightrunner of Mask, a cleric/thief kit
- Misadventurer of Brandobaris, a halfling cleric/thief kit
- Hearthguard of Arvoreen, a halfling fighter/cleric kit
- Alaghor of Clangeddin, a dwarf fighter/cleric kit[/spoiler]
3) DRUIDS REDRAWN
[spoiler]This focuses on shapechanging. In PnP it can accomplish all sorts of things (trickery, camouflage, etc.) but in BG it only matters for combat. The shapechanging abilities all come at the same time, and they are not very good or fun. So:
Component 3a: ENHANCED SHAPESHIFTING.
TRUECLASS DRUIDS can change into shapes born of the natural world. It begins with a canine form - man's best friend! But as the druid gains experience, he can take on the form of beings more powerful and more alien.
- 1st level: wolf
- 3rd level: bear
- 6th level: lion
- 9th level: giant spider
- 12th level: wyvern
- 15th level: giant troll
- HLA: shambling mound
LYCANTHROPIC DRUIDS become very comfortable in their canine form, so comfortable that they infect themselves with lycanthropy to enhance it. Over time their wolfish forms become more powerful.
- 1st level: wolf
- 3rd level: dire wolf
- 6th level: werewolf hybrid form
- 9th level: werewolf 2x/day
- 13th level: greater werewolf
- HLA: greater wolfwere
(I guess those first two forms are a nerf, since the vanilla Shapeshifter can turn into a werewolf from level one. (Which is ridiculous.) To balance I'll let him wear leather armor.)
AVENGER DRUIDS form a deep connection with nature - not with the animals and plants that we usually think of as 'natural,' but with the fundamental mystical forces that course through all life. They become able to shapeshift into forms of the basic elements that make up the world. First is earth, close as it is to our physical bodies; but in time, the Avenger can learn to take more exotic forms like air, and even pure fire.
- 6th level: earth elemental
- 10th level: air elemental
- 15th level: fire elemental
- HLA: greater elemental forms[/spoiler]
4) WIZARDS REWIRED
[spoiler]The point here is to make wizards a bit more fun and useful at low levels, and give generalists some benefits relative to specialists. I do this by adding cantrips: innate spell abilities at a very low level that wizards can cast even when they are out of memorized spells.
Component 4a: CANTRIPS. Each specialist will have a single cantrip relating to their field and will be able to cast it once every 18 seconds. Generalists can cast any of the 8 cantrips, once every 12 seconds. Here's the list:
Invocation: Minor Missile (target: d3 magic damage)
Illusion: Bedazzle (target: save or -3 AC & thac0 penalties for 12 seconds)
Enchantment: Befuddle (target: save or stunned for 6 seconds)
Abjuration: Protective Shell (self: 1 skin, 30 second duration)
Transmutation: Trip (target: save or become Entangled for 12 seconds)
Conjuration: Summon Rabbit
Necromancy: Stiffen Bones (target: save or slowed for 12 seconds)
Divination: Anticipation (self: -3 AC bonus, 18 sec)
To further balance single-class generalist mages against others with more spellcasting or other abilities, they will have a -1 casting speed advantage over specialists, and a -2 casting speed advantage over sorcerers.[/spoiler]
5) FIGHTERS REFINISHED
[spoiler]TRUECLASS FIGHTERS are underpowered relative to kitted fighters. So I propose to give trueclass fighters bonuses relating to weapon proficiency. They will begin with proficiency in all four styles. Also, trueclass fighters are the only kit that have the training to achieve grandmastery (with a few specific exceptions like archers and kensai). Finally kensai are supposed to choose one weapon and train with it exclusively, so I fixed that.
Component 5a: WARRIOR TWEAKS.
BERSERKERS and WIZARD SLAYERS are limited to 3 *s in weapons. Berserkers are further limited to 1 * in fighting styles. Berserk Rage does NOT protect from level drain, Maze, or Imprison; but Berserk Rage DOES grant +1 APR.
BARBARIANS' and MONKS' movement bonus is changed from a permanent characteristic to an at-will ability called Quickstride. Now if they want to walk slowly to keep the group together, they can.
RANGERS get the Quickstride ability at 10th level.
Finally, RANGERS are limited to medium armor (splint or lighter).
Component 5b: KENSAI REVISION. At character creation, Kensai will begin with an innate spell ability that will let them choose a weapon (once only! careful!). Upon casting, they are changed to a sub-kit which can reach GM in that weapon, and can only be proficient in others.
Their thac0/damage bonuses become just damage bonuses, because it fits the theme and they have great thac0 anyway and I'm lactose-intolerant. Their AC bonuses get better over time, to compensate. Finally, upon choosing a weapon focus, the Kensai will receive a weapon from the Candlekeep armory. In some instances (weaker weapons like staff, spear, dagger) it will be a +1 magical weapon.
Component 5c: Add THE CORSAIR, which is a fighter version of the swashbuckler (which was a fighter kit as well as a thief kit in the 2e books).
Advantages:
- AC bonuses every 5 levels
- can reach grandmastery in light blades (long sword, scimitar, short sword, dagger)
- begins with proficiency in single-weapon style and dual-wielding
- Swashbuckling: a variant of Defensive Stance: -1 AC per 2 levels, but 1/2 movement rate
Disadvantages:
- limited to leather armors
- can only specialize in missile weapons
- cannot even become proficient in heavy weapons
- cannot use shields
- cannot dual-class to thief (just play a swashbuckler!)
Component 5d: Add THE MARKSMAN, which is basically the Archer kit moved over to the fighter base class. Why should archers be into nature? Why cast druid spells? I never understood that. It's a weapon-based kit, it's better placed in the weapon-based class.
Advantages:
- can get GM (5 *s) with bows and crossbows
- +1 thac0/dmg bonus w/ missile weapons at levels 1, 3, 6, 10, 15, 21.
- gains 3 called shot abilities: targets must save or be Tripped (slow for 3 rounds), Pinned (movement = 0 for three rounds) or Disarmed (-3 penalty to thac0 & AC for three rounds).
Disadvantages:
- can only specialize in melee weapons
- limited to splint mail
This component will also add a HALFLING SLINGER kit, which will be a ranger kit if you have EE or TOBex, or a fighter kit in vanilla BG2. The Slinger's called shots are Trip, Disarm, and Stun. Finally, this component turns the Archer ranger into an elf-only ELVEN ARCHER, with magical called shots: Entangle, Sleep, and Faerie Fire (which prevents invisibility and gives the target an AC penalty).[/spoiler]
6) RANGERS REARRANGED
[spoiler]Component 6a: Add the HARRIER, a woodland freedom fighter. Think Robin Hood. It's sort of a 'secular ranger,' a woodsy warrior without special powers from Mielikki.
Advantages:
- can get Mastery (3 *s) in light blades (long sword, scimitar, short sword, dagger), quarterstaff, and bows
- begins proficienct in single-weapon style and two-handed weapon style
- from 8th level, may set snares once per day
Disadvantages:
- no spellcasting
- no animal charm
- limited to splint mail
Component 6b: Add the MAGE HUNTER kit - what the Wizard Slayer should have been.
Advantages:
- can cast the following: Shocking Touch & Deafness (as level 1 spells), Minor Spell Deflection & Remove Magic (as level 2), Spell Thrust, Breach, Non-Detection (as level 3)
Disadvantages:
- penalties to STR and CON, similar to the Avenger
The STALKER loses its special wizard spells. (Frankly I'm not sure why this kit has them anyway. Maybe disable druid spellcasting altogether, since this is the 'urban' ranger and backstab is very powerful.) Also:
- can get Mastery (3 *s) with short swords and daggers.
- reduced druid spellcasting.
Component 6c: Add the BARBARIAN RANGER kit, which is pretty much what it sounds like. Idea courtesy of @SharGuidesMyHand. [/spoiler]
7) PALADINS REPOSITIONED
[spoiler]Mostly minor and cosmetic changes here.
Component 7a: The trueclass paladin becomes a PALADIN OF TYR. Minor changes such as switching out the gazillion castings of Prot. from Evil for a few castings of Prot. from Evil 10' Radius.
The INQUISITOR OF HELM will replace the, um, Inquisitor.
- absurd Dispel Magic ability removed
- Oracle from 1st level (upgraded to dispel all illusions < 9th level)
- Minor Globe of Invulnerability at 5th level
- Breach at 10th level
- Spell Turning at 15th level
The NECROBANE OF KELEMVOR will function a lot like an Undead Hunter.
The PARAGON OF TORM will function a lot like a Cavalier. Where Paladins and Necrobanes can Protect from Evil any allies within 10 feet, the Paragon can only cast it upon himself.
(By the way these names, and those of clerics below, are all taken from original source material, specifically the 2e book "Warriors and Priests of the Realms.")[/spoiler]
8) CLERICS RECALIBRATED
[spoiler] Just some more variety for clerics, with fairly basic differentiating abilities (~3-4 special abilities per kit). Some spells will be restricted from each kit, but nothing so technically advanced or compatibility-breaking as DR's sphere system.
Component 8a: Alter Springlord of Lathander
- immune to level drain
- may cast Boon of Lathander on someone else once per day
- innate Lathander's Restoration at 12th level
The 'Priest of Helm' is titled 'Watcher.'
The 'Priest of Talos' is titled 'Stormrider.'
Component 8b: add the Moon Knight of Selune
- innate Free Action at 1st level
- innate Fire Shield: Blue at 7th level
- innate Mislead at 12th level
Component 8c: add the Silkwhisper of Sune
- +3 bonus to CHA
- innate Charm Person at 1st level
- innate Emotion: Despair at 7th level
- innate Nature's Beauty at 13th level
Component 8d: add the Monitor of Mystra
- may memorize and cast the following wizard spells: Magic Missile, Vocalize, Minor Spell Sequencer, Remove Magic, Minor Spell Deflection, Secret Word, Greater Malison, Spell Sequencer, Breach, Lower Resistance, Contingency, Spell Deflection, Ruby Ray of Reversal, Spell Trigger
Component 8e: add the Gloryblood of Tempus
- may specialize (2 *s) in weapons and styles
- +1 thac0 bonus at levels 3, 6, 10, 15, 21
Component 8f: add the Darkcloak of Shar
- innate Blindness at 1st level
- innate Power Word: Sleep at 5th level
- innate Feeblemind at 12th level
Component 8g: add the Beastheart of Malar
- innate Beast Claw at will
- innate Animal Summoning from 6th level
- maybe, shapeshift to greater werewolf at 13th level
Component 8h: add the Fastpaws of Baervan Wildwanderer
- immunity to Entangle
- innate Barkskin at level 3
- innate Call Woodland Being at level 7
- innate Conjure Animals from level 12
- restricted to gnomes (and honorary gnomes!) [/spoiler]
9) THIEVES RETHUNK
[spoiler]Component 9a: add the SCOUT kit, as an alternative implementation of the Swashbuckler.
Advantages:
- AC and thac0 bonuses
- may specialize (2 pips) in weapons
- begins proficient in single-weapon style, and may specialize in it
Disadvantages:
- cannot backstab
The Scout gets traps but no backstab, and the Swashbuckler will get (some) backstab but no traps.
Component 9b: add the SNIPER. Whether you need to snipe a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is who to call.
Advantages:
- thaco/damage bonuses with ranged weapons, like an Archer
- mastery with bows/crossbows
- the following Called Shots: Trip, Pin, and Blind
Disadvantages:
- no dual-wielding
- reduced skill points [/spoiler]
10) BARDS REBORN
[spoiler]BLADES are... flawed. Absurd, in fact. From the Complete Book of Bards: "Blades have reputations as the most deadly weapon masters in the land. This is generally far from the truth... Blades don't understand offensive and defensive weapon maneuvers." Bioware's kit is a munchkin joke. It must be erased.
Component 10a: Replace the Blade with the JONGLEUR, an acrobat and knife-wielding expert.
Advantages:
- may reach mastery (3 pips) in darts and daggers
- begins proficient in, and may specialize in, single-weapon style and dual-wielding
- AC bonuses every 6 levels
Disadvantages:
- leather armors only
- may not become proficient in heavy weapons or sword and shield style
Modify SKALDS to be the main offensive combat-oriented bards.
Advantages:
- thac0 bonuses every 5 levels
- may specialize (2 *s) in weapons
- Skald song
Disadvantages:
- no pickpocketing
- 1 fewer spell per level
Component 10b: add theCHORISTER LORESINGER OF MILIL, actually a priest of the deity of song and poetry, whose skills manifest in the bard class.
Advantages:
- may cast select cleric spells
- bard song Blesses companions
- at 5th level song also has a chance to Slow nearby undead
- at 9th level song also Protects allies from Evil
- at 13th level song also has a chance to Hold nearby undead
Disadvantages:
- reduced pickpocketing
Component 10c: add the GALLANT, a bard dedicated to the pursuit of Romance and adventure.
Advantages:
- thac0 bonuses each six levels
- bonuses to saves vs. death at levels 1, 3, 6, 10, 15, and 21
- may cast Death Ward innately once per day
- may cast Heart of Valor, combining the spells Aid and Protection from Evil
Disadvantages:
- no pickpocketing
- may cast one fewer spell per level per day
I highly recommend also using the 'IWDification' mod, which turns trueclass bards into song specialists. Then each kit, including the pure bard, will have its own unique strengths. [/spoiler]
11) NPCs REKITTED
[spoiler]NPC kit options:
- Minsc = Barbarian Ranger
- Khalid = Harrier
- Xan = fighter/mage
- Branwen = Gloryblood
- Kivan = Stalker or Archer
- Coran = Sniper or Scout
- Safana = Swashbuckler
- Montaron = Assassin
- Faldorn = Avenger
- Eldoth = Jongleur
- Viconia = Darkcloak or cleric/thief
- Yoshimo = Swashbuckler
- Valygar = Mage Hunter
- Haer'Dalis = Skald
- Nalia = Loresinger
- Aerie = Fastpaws [/spoiler]
A note on installation:
- Install SoB after item mods, after kit-adding mods (but remember the limit of 10 kits per class!), and after BG2Tweaks. It should be installed before Refinements (except the druid component) and before SCS.
Notes on compatibility:
- Kit Revisions does similar things as a lot of my 'basic tweaks,' but in different and more extensive ways. Best to use one or the other.
- The Divine Remix spell spheres system is now optional; DO NOT use it with this mod, they are not compatible.
- You can only have 10 total kits for each class visible on the selection screen. So note the overlaps with other mods. E.g. DR and SoB both have priests of Shar, Tempus, Selune, Sune.
- There is also some conceptual overlap between DR's Forest Runner and my Harrier; and between DR's Bowslinger and my Elven Archer.
- Likewise with Song & Silence, another excellent mod. You probably want to choose between S&S's Sharpshooter and my Sniper; and between S&S's Chorister and my Loresinger; and between S&S's Acrobat and my Jongleur.
Huge thanks to Galactygon, Smeagolheart, Crevsdaak, kjeron, Camdawg, Mike1072, Demivrgvs, kreso, and The Imp for advice and help with the code. And to everyone participating in this Dev thread, for helping to sort through my good and bad ideas and make sure the best ones get implemented.
Finally, I'll repeat myself since it's at the bottom of the post: DO NOT use the files attached below, they are outdated. Download from the link at the top of the post.
https://github.com/subtledoctor/Scales-of-Balance/blob/master/v1/Scales of Balance v1-6.zip
("View the full file" to download the .zip archive.)
If that doesn't work, try downloading it from here:
https://dl.dropboxusercontent.com/u/86011511/Scales of Balance v1-6.zip
What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.
This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.
I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is totally compatible with RR and aTweaks. I love those mods and this is very much meant to be applied on top of them - not instead of them. Of course, other mods that change the same areas of the game will be incompatible in a conceptual sense. (Some specific compatibility notes are at the end of this post.)
In such cases, just choose which mod - or which components of each mod - is to your liking. My mod components are totally compartmentalized, so you can generally mix and match with other mods. (But note that my item tweaks are specifically built to be usable with Item Revisions and other item mods. No conflict there.
SoB should be installed late in the order.
Probably last or close to last. That's why I call it a "post-hac tweak mod!" (See installation notes at the end of this post.)
Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.
The components:
1) ITEMS REFORGED
[spoiler]Component 1a: ITEM ENCHANTMENT STANDARDIZATION. The main function of this component is a cosmetic one: eliminate every "+1" etc. in item titles. BUT, this could create confusion: how will a player know what weapon can hit what enemy? That too is streamlined.
All generic "items +1" will become "high-quality items." They retain their +1 enchantment behind the scenes because of the exceptional skill and advanced alloys that went into forging them. This includes poisoned arrows and bolts.
Generic "items +2" and "items +3" will become "enchanted items." They will have the same stats and prices as vanilla items +2, and will be considered +2 for purposes of what they can hit. This includes special extra-damage missiles (fire, ice, lightning, etc.).
All named items will be considered +3 for purposes of what they can hit. But their stats will not change. So, Varscona will do the same damage, but will now be effective against Karoug. This includes Sunstone bullets.
Artifact-level and upgraded weapons will be +5 for purposes of what they can hit.
Component 1b: WEAPON TWEAKS:
- Spears do 1d8+1 damage, per PnP.
- Quarterstaves seem better suited to defensive parrying than many other weapons, so they get an inherent -1 AC bonus.
- Daggers get base 1.5 APR. A thief dual-wielding daggers should be a reasonable and interesting choice.
- Axes do "slashing or crushing" damage.
- Short swords do "slashing or piercing" damage.
- Crossbow bolts do 2d4 damage.
- Arrows do 1d5 damage from shortbows; longbows add +2 damage and comp. longbows add +4, with base APR reduced to 3/2.
- Sling bullets do blunt damage.
- Darts have 5/2 APR instead of 3.[/spoiler]
2) MISCELLANEOUS TWEAKS
[spoiler]Component 2a: TWEAKS TO STATS & SAVES: I've changed STR, DEX, CON, and WIS bonuses so that every point added above 13 or so results in a tangible benefit. E.g. for DEX, 13 gives -1 AC; 14 gives +1 missile thac0; 15 gives another -1 AC; etc.
The tables:
STR
14: +1 dmg
15: +1 dmg
16: +2 dmg
17: +1 thac0, +2 dmg
18: +1 thac0, +3 dmg
18/00: +2 thac0, +4 dmg
19: +2 thac0, +5 dmg
20: +2 thac0, +6 dmg
21: +3 thac0, +6 dmg
22: +3 thac0, +7 dmg
DEX
12: -1 reaction
13: -1 reaction, -1 AC
14: -1 reaction, -1 AC, -1 ranged thac0
15: -1 reaction, -2 AC, -1 ranged thac0
16: -2 reaction, -2 AC, -2 ranged thac0
17: -2 reaction, -3 AC, -2 ranged thac0
18: -3 reaction, -3 AC, -3 ranged thac0
19: -3 reaction, -4 AC, -3 ranged thac0
20: -4 reaction, -4 AC, -4 ranged thac0
21: -4 reaction, -5 AC, -4 ranged thac0
22: -5 reaction, -5 AC, -5 ranged thac0
CON
12: min roll =2
13: min roll =2, warriors' hp +1
14: min roll =3, warriors' hp +1
15: min roll =3, warriors' hp +2, others' hp +1
16: min roll =4, warriors' hp +2, others' hp +1
17: min roll =4, warriors' hp +3, others' hp +2
18: min roll =4, warriors' hp +3, others' hp +2, regen =60
19: min roll =4, warriors' hp +4, others' hp +2, regen =60
20: min roll =4, warriors' hp +4, others' hp +2, regen =50
21: min roll =4, warriors' hp +4, others' hp +2, regen =40
22: min roll =4, warriors' hp +4, others' hp +2, regen =30
This also sets the minimum for every stat for every class to 7. More consistent rolls, at the price of no dump stats.
SAVING THROW TABLES are just made more sensible, nothing earth-shaking. Wizards save well against spells, priests save well against death, rogues save well against breath, etc This post is getting too long for the forums, so just look at the files in /SoB/misc to see what the values are.
Component 2b: HIT POINT TWEAKS: This makes characters less delicate in the early game, giving 2 hit dice at first level. Thereafter, they only gain more hit dice until 8th level, instead of 9th/10th. So the last hit die is front-loaded. To balance this, hit dice are dropped a bit: priests get d6 instead of d8, and warriors get d8 instead of d10. (Yeah - we're going back to BECMI rules!) Warning, this increases the difficulty, as your warriors will be finishing SoA with around 100hp instead of ~150.
Component 2c: XP TWEAKS: XP advancement and thac0/spell/skill advancement are two ends of the same rope; you only need to pull on one end to get the desired effect, but for some reason the 2e rules pull both. I've streamlined it to a fast path and a slow path. Fighters, thieves, bards, and clerics are on the faster table; paladins, rangers, druids and wizards are on the slower table. (No more thieves with more hp than fighters with the same XP!) Advancement is a bit faster than vanilla in the middle levels, and then gets progressively slower at epic levels. You'll be at or near level 20 with 3 million XP, like in vanilla; but won't hit level 30 until 8 million XP.
This also switches the druid spellcasting table to match the priest one (since the PnP druid XP and spell tables were only for Grand/Hierophant Druids who settle down in a grove and stop adventuring).
Component 2d: MODIFIED SPELLCASTING TABLES: For wizards and clerics this is a small change, giving them slightly more spells to cast at very low levels. For Rangers and Paladins this stretches out the table, giving more spells at low levels (starting at level 3), fewer spells at middle levels, and slightly more at high levels, with paladins eventually reaching level 5 spells. For bards, the changes are very slight until epic levels (20+), when bards get a few 7th and 8th levels spells.
Component 2e: APR ON SPEC. (EE v1.3 only) This sets all classes to get extra APR from proficiencies. You can use this apart from any other Scales of Balance components: in an otherwise-unmodded game, its only effect will be to allow Swashbucklers and Haer'Dalis to get the extra APR from specialization.
Component 2f: PROFICIENCY OVERHAUL. Collapses the weapon proficiency system from 5 *s to, effectively, 3. It shaves a * off the top by simply removing "high mastery" and making the 4th * grandmastery. And it shaves a * off the bottom by having classes begin at 1st level with certain proficiencies. It liberalizes what classes can advance, and how far, according to the themes of their kits.
- FIGHTER: begins proficient in all non-exotic weapons, and in all four styles. Can advance to GM (4 *s) in martial/soldier weapons (2H sword, bastard sword, war hammer, spear/halberd, flail, and mace) and to mastery (3 *s) in simple/rogue weapons and ranged weapons.
- BERSERKER: begins proficient in all non-exotic weapons, and can reach mastery (3 *s) in all weapons. Can only become proficient (1 *) in weapons styles or ranged weapons.
- KENSAI: can reach 4 *s in their chosen weapon, and only 1 in anything else. Begins specialized on their chosen weapon and proficient in SWS, 2HW, and DW.
- CORSAIR: begins proficient in all swords/blades, and in SWS and DW. Can get 4 *s in light swords/blades, 2 in most other weapons, none in heavy weapons.
- MARKSMAN: begins proficient in missile weapons and swords/simple weapons. Can reach 4 *s in bows/crossbows, 2 *s in anything else.
- PALADINS: begin proficient in and can reach 3 *s in non-exotic weapons.
- RANGERS: begin proficient in ranger weapons (light swords, axe, spear, dagger, staff, club, bows, sling), as well as DW, and can add 2 more *s to those or to any other weapon.
- ARCHER/SLINGER: like Marksman.
- HARRIER: same as ranger, plus begins proficient in SWS. Can reach 4 *s with staff and bows.
- BEASTMASTER: begins like other rangers; can reach 4 *s in staff, club, sling; only 2 in any other weapons.
- STALKER: can reach 4 *s in short sword, dagger; only 2 *s in other weapons.
- THIEVES: begin proficient in rogue weapons and DW; can reach 2 *s in rogue weapons and SWS, and 3 *s in DW. They gain 1 * each 4 levels.
- ASSASSIN: can reach 3 *s in dagger.
- SCOUT/SWASHBUCKLER: can reach 3 *s in long sword and short sword; they also begin proficient in SWS.
- SNIPER: can reach 4 *s in bows, crossbows, slings; only 1 * in other weapons and styles.
- BARDS: begin proficient in most one-handed weapons, and can reach 2 *s. Can put 1 * into any style.
- BLADE: can reach 3 *s in light bladed weapons, none in other weapons.
- SKALD: can reach 3 *s in any one-handed weapon. Can put 1 * into any style.
- JONGLEUR: can reach 4 *s in daggers and darts; only 2 *s in others. Begins proficient in SWS.
- CLERICS: begin proficient in cleric weapons. They can reach 2 *s in cleric weapons as well as 2HW and S&S styles. They gain one * each 5 levels.
- DRUIDS: begin proficient in druid weapons. They can reach 2 *s in druid weapons and 1 * in 2HW, SWS, and DW styles.
- WIZARDS: begin proficient in staff, dagger, club, dart, and sling. They do not advance at all.
- MONKS: begin proficient in club, sling, and dagger. They do not advance. Unarmed attacks do normal, non-lethal damage; but monks may power up their fists to do crushing and magical damage, at will.
Proficiency benefits (cumulative totals):
** = +1 thac0, +1 dmg, +.5 APR
*** = +2 thac0, +2 dmg, +1 APR
**** = +4 thac0, +3 dmg, +1.5 APR
Additionally, warriors will get an extra 1/2 APR at level 15. So take a fighter and a paladin for example: at 3rd level with 2 *s they have 1.5 APR; at 6th level they can have 3 *s, bringing them to 2 APR. At 9th level the fighter can reach 4 pips, coming to 2.5 APR; and at high levels the fighter will have 3 APR and the paladin will have 2.5.
If you use APR on Spec, then at high levels a fighter will have 3 APR; rangers and paladins will have 2.5 APR; swashbucklers and blades and skalds will have 2 APR, most thieves, bards, clerics will have 1.5 APR, and mages will stay at 1 APR. This is, IMO, a more pleasing slope in combat ability, from fighters (best) to wizards (useless).
WEAPON STYLES will be slightly rebalanced as well. This bit is EE-only. (Values represent the total combined benefit)
Single-Weapon Style:
*: -1 AC, +1 thac0
**: -2 AC, +2 thac0, +5% chance crit
Sword & Shield Style:
*: -1 melee AC, -2 missile AC
**: -2 melee AC, -4 missile AC
Two-Hand Weapon Style:
*: +2 damage
**: +4 damage, +5% chance crit
Dual-Wielding: no change.
PROFICIENCY GROUPING:
A little further toward "flattening" the proficiency system:
- Two-handed swords and bastard swords are combined into a "greatswords" proficiency.
- Scimitars, katanas, and wakizashi are combined into a "curved swords" proficiency.
- Spears and halberds are combined into a "polearms" proficiency.
- Daggers and darts are combined into a "knives" proficiency.
- Long bows and short bows are combined into a "bows" proficiency.
- Clubs are truly universal, simple weapons: everyone can use them and everyone is proficient from level 1.
- Crossbows are usable by everyone except druids. But no one can reach Grand Mastery except Marksmen.
THAC0 TWEAKS: Rogues' thac0 is buffed, making it equal to clerics. Their progression is smoothed out, no more jumping by 2. Warriors are a bit better at level 1 (thac0 19) and a bit worse at level 20 (thac0 3), to offset the effects of the proficiency tweaks.
Component 2g: MULTICLASS REVISIONS. Some liberalizing of multiclassing rules.
- Enables humans to multiclass.
- Enables elves to be bards, fighter/clerics, cleric/thieves, cleric/rangers, and cleric/mages.
- Enables half-elves to be cleric/thieves.
- Enables dwarves to be cleric/thieves.
- Enables halflings to be fighter/clerics and cleric/thieves.
To slightly balance this increased freedom and make humans more special, demihumans will have more stat penalties: -2 for their weakest stat, and -1 for the 2nd-weakest (Except half-elves). So the racial maximums would be:
- Elves: 19 Dex, 17 Str, 16 Con
- Half-elf: 19 Dex, 17 Con
- Dwarf: 19 Con, 17 Cha, 16 Dex
- Halfling: 19 Dex, 17 Int, 16 Str
- Gnome: 19 Int, 17 Str, 16 Wis
- Half-orc: 19 Str, 17 Int, 16 Cha
Multiclass ranger/clerics will automatically be granted one of two kits: Woodscout of Mielikki, or Forestwalker of Rillifane Rallathil (elves only). Single-class rangers will not be about to dial-class to cleric unless the find a religious totem of Mielikki and use it to become a Woodscout, abandoning further progression in their current kit.
This component adds six other multiclass kits, which can be obtained by using the appropriate tome or totem and having the right race/class combinations:
- Elven Bladesinger, a fighter/mage kit
- Spellfilcher, a mage/thief kit
- Nightrunner of Mask, a cleric/thief kit
- Misadventurer of Brandobaris, a halfling cleric/thief kit
- Hearthguard of Arvoreen, a halfling fighter/cleric kit
- Alaghor of Clangeddin, a dwarf fighter/cleric kit[/spoiler]
3) DRUIDS REDRAWN
[spoiler]This focuses on shapechanging. In PnP it can accomplish all sorts of things (trickery, camouflage, etc.) but in BG it only matters for combat. The shapechanging abilities all come at the same time, and they are not very good or fun. So:
Component 3a: ENHANCED SHAPESHIFTING.
TRUECLASS DRUIDS can change into shapes born of the natural world. It begins with a canine form - man's best friend! But as the druid gains experience, he can take on the form of beings more powerful and more alien.
- 1st level: wolf
- 3rd level: bear
- 6th level: lion
- 9th level: giant spider
- 12th level: wyvern
- 15th level: giant troll
- HLA: shambling mound
LYCANTHROPIC DRUIDS become very comfortable in their canine form, so comfortable that they infect themselves with lycanthropy to enhance it. Over time their wolfish forms become more powerful.
- 1st level: wolf
- 3rd level: dire wolf
- 6th level: werewolf hybrid form
- 9th level: werewolf 2x/day
- 13th level: greater werewolf
- HLA: greater wolfwere
(I guess those first two forms are a nerf, since the vanilla Shapeshifter can turn into a werewolf from level one. (Which is ridiculous.) To balance I'll let him wear leather armor.)
AVENGER DRUIDS form a deep connection with nature - not with the animals and plants that we usually think of as 'natural,' but with the fundamental mystical forces that course through all life. They become able to shapeshift into forms of the basic elements that make up the world. First is earth, close as it is to our physical bodies; but in time, the Avenger can learn to take more exotic forms like air, and even pure fire.
- 6th level: earth elemental
- 10th level: air elemental
- 15th level: fire elemental
- HLA: greater elemental forms[/spoiler]
4) WIZARDS REWIRED
[spoiler]The point here is to make wizards a bit more fun and useful at low levels, and give generalists some benefits relative to specialists. I do this by adding cantrips: innate spell abilities at a very low level that wizards can cast even when they are out of memorized spells.
Component 4a: CANTRIPS. Each specialist will have a single cantrip relating to their field and will be able to cast it once every 18 seconds. Generalists can cast any of the 8 cantrips, once every 12 seconds. Here's the list:
Invocation: Minor Missile (target: d3 magic damage)
Illusion: Bedazzle (target: save or -3 AC & thac0 penalties for 12 seconds)
Enchantment: Befuddle (target: save or stunned for 6 seconds)
Abjuration: Protective Shell (self: 1 skin, 30 second duration)
Transmutation: Trip (target: save or become Entangled for 12 seconds)
Conjuration: Summon Rabbit
Necromancy: Stiffen Bones (target: save or slowed for 12 seconds)
Divination: Anticipation (self: -3 AC bonus, 18 sec)
To further balance single-class generalist mages against others with more spellcasting or other abilities, they will have a -1 casting speed advantage over specialists, and a -2 casting speed advantage over sorcerers.[/spoiler]
5) FIGHTERS REFINISHED
[spoiler]TRUECLASS FIGHTERS are underpowered relative to kitted fighters. So I propose to give trueclass fighters bonuses relating to weapon proficiency. They will begin with proficiency in all four styles. Also, trueclass fighters are the only kit that have the training to achieve grandmastery (with a few specific exceptions like archers and kensai). Finally kensai are supposed to choose one weapon and train with it exclusively, so I fixed that.
Component 5a: WARRIOR TWEAKS.
BERSERKERS and WIZARD SLAYERS are limited to 3 *s in weapons. Berserkers are further limited to 1 * in fighting styles. Berserk Rage does NOT protect from level drain, Maze, or Imprison; but Berserk Rage DOES grant +1 APR.
BARBARIANS' and MONKS' movement bonus is changed from a permanent characteristic to an at-will ability called Quickstride. Now if they want to walk slowly to keep the group together, they can.
RANGERS get the Quickstride ability at 10th level.
Finally, RANGERS are limited to medium armor (splint or lighter).
Component 5b: KENSAI REVISION. At character creation, Kensai will begin with an innate spell ability that will let them choose a weapon (once only! careful!). Upon casting, they are changed to a sub-kit which can reach GM in that weapon, and can only be proficient in others.
Their thac0/damage bonuses become just damage bonuses, because it fits the theme and they have great thac0 anyway and I'm lactose-intolerant. Their AC bonuses get better over time, to compensate. Finally, upon choosing a weapon focus, the Kensai will receive a weapon from the Candlekeep armory. In some instances (weaker weapons like staff, spear, dagger) it will be a +1 magical weapon.
Component 5c: Add THE CORSAIR, which is a fighter version of the swashbuckler (which was a fighter kit as well as a thief kit in the 2e books).
Advantages:
- AC bonuses every 5 levels
- can reach grandmastery in light blades (long sword, scimitar, short sword, dagger)
- begins with proficiency in single-weapon style and dual-wielding
- Swashbuckling: a variant of Defensive Stance: -1 AC per 2 levels, but 1/2 movement rate
Disadvantages:
- limited to leather armors
- can only specialize in missile weapons
- cannot even become proficient in heavy weapons
- cannot use shields
- cannot dual-class to thief (just play a swashbuckler!)
Component 5d: Add THE MARKSMAN, which is basically the Archer kit moved over to the fighter base class. Why should archers be into nature? Why cast druid spells? I never understood that. It's a weapon-based kit, it's better placed in the weapon-based class.
Advantages:
- can get GM (5 *s) with bows and crossbows
- +1 thac0/dmg bonus w/ missile weapons at levels 1, 3, 6, 10, 15, 21.
- gains 3 called shot abilities: targets must save or be Tripped (slow for 3 rounds), Pinned (movement = 0 for three rounds) or Disarmed (-3 penalty to thac0 & AC for three rounds).
Disadvantages:
- can only specialize in melee weapons
- limited to splint mail
This component will also add a HALFLING SLINGER kit, which will be a ranger kit if you have EE or TOBex, or a fighter kit in vanilla BG2. The Slinger's called shots are Trip, Disarm, and Stun. Finally, this component turns the Archer ranger into an elf-only ELVEN ARCHER, with magical called shots: Entangle, Sleep, and Faerie Fire (which prevents invisibility and gives the target an AC penalty).[/spoiler]
6) RANGERS REARRANGED
[spoiler]Component 6a: Add the HARRIER, a woodland freedom fighter. Think Robin Hood. It's sort of a 'secular ranger,' a woodsy warrior without special powers from Mielikki.
Advantages:
- can get Mastery (3 *s) in light blades (long sword, scimitar, short sword, dagger), quarterstaff, and bows
- begins proficienct in single-weapon style and two-handed weapon style
- from 8th level, may set snares once per day
Disadvantages:
- no spellcasting
- no animal charm
- limited to splint mail
Component 6b: Add the MAGE HUNTER kit - what the Wizard Slayer should have been.
Advantages:
- can cast the following: Shocking Touch & Deafness (as level 1 spells), Minor Spell Deflection & Remove Magic (as level 2), Spell Thrust, Breach, Non-Detection (as level 3)
Disadvantages:
- penalties to STR and CON, similar to the Avenger
The STALKER loses its special wizard spells. (Frankly I'm not sure why this kit has them anyway. Maybe disable druid spellcasting altogether, since this is the 'urban' ranger and backstab is very powerful.) Also:
- can get Mastery (3 *s) with short swords and daggers.
- reduced druid spellcasting.
Component 6c: Add the BARBARIAN RANGER kit, which is pretty much what it sounds like. Idea courtesy of @SharGuidesMyHand. [/spoiler]
7) PALADINS REPOSITIONED
[spoiler]Mostly minor and cosmetic changes here.
Component 7a: The trueclass paladin becomes a PALADIN OF TYR. Minor changes such as switching out the gazillion castings of Prot. from Evil for a few castings of Prot. from Evil 10' Radius.
The INQUISITOR OF HELM will replace the, um, Inquisitor.
- absurd Dispel Magic ability removed
- Oracle from 1st level (upgraded to dispel all illusions < 9th level)
- Minor Globe of Invulnerability at 5th level
- Breach at 10th level
- Spell Turning at 15th level
The NECROBANE OF KELEMVOR will function a lot like an Undead Hunter.
The PARAGON OF TORM will function a lot like a Cavalier. Where Paladins and Necrobanes can Protect from Evil any allies within 10 feet, the Paragon can only cast it upon himself.
(By the way these names, and those of clerics below, are all taken from original source material, specifically the 2e book "Warriors and Priests of the Realms.")[/spoiler]
8) CLERICS RECALIBRATED
[spoiler] Just some more variety for clerics, with fairly basic differentiating abilities (~3-4 special abilities per kit). Some spells will be restricted from each kit, but nothing so technically advanced or compatibility-breaking as DR's sphere system.
Component 8a: Alter Springlord of Lathander
- immune to level drain
- may cast Boon of Lathander on someone else once per day
- innate Lathander's Restoration at 12th level
The 'Priest of Helm' is titled 'Watcher.'
The 'Priest of Talos' is titled 'Stormrider.'
Component 8b: add the Moon Knight of Selune
- innate Free Action at 1st level
- innate Fire Shield: Blue at 7th level
- innate Mislead at 12th level
Component 8c: add the Silkwhisper of Sune
- +3 bonus to CHA
- innate Charm Person at 1st level
- innate Emotion: Despair at 7th level
- innate Nature's Beauty at 13th level
Component 8d: add the Monitor of Mystra
- may memorize and cast the following wizard spells: Magic Missile, Vocalize, Minor Spell Sequencer, Remove Magic, Minor Spell Deflection, Secret Word, Greater Malison, Spell Sequencer, Breach, Lower Resistance, Contingency, Spell Deflection, Ruby Ray of Reversal, Spell Trigger
Component 8e: add the Gloryblood of Tempus
- may specialize (2 *s) in weapons and styles
- +1 thac0 bonus at levels 3, 6, 10, 15, 21
Component 8f: add the Darkcloak of Shar
- innate Blindness at 1st level
- innate Power Word: Sleep at 5th level
- innate Feeblemind at 12th level
Component 8g: add the Beastheart of Malar
- innate Beast Claw at will
- innate Animal Summoning from 6th level
- maybe, shapeshift to greater werewolf at 13th level
Component 8h: add the Fastpaws of Baervan Wildwanderer
- immunity to Entangle
- innate Barkskin at level 3
- innate Call Woodland Being at level 7
- innate Conjure Animals from level 12
- restricted to gnomes (and honorary gnomes!) [/spoiler]
9) THIEVES RETHUNK
[spoiler]Component 9a: add the SCOUT kit, as an alternative implementation of the Swashbuckler.
Advantages:
- AC and thac0 bonuses
- may specialize (2 pips) in weapons
- begins proficient in single-weapon style, and may specialize in it
Disadvantages:
- cannot backstab
The Scout gets traps but no backstab, and the Swashbuckler will get (some) backstab but no traps.
Component 9b: add the SNIPER. Whether you need to snipe a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is who to call.
Advantages:
- thaco/damage bonuses with ranged weapons, like an Archer
- mastery with bows/crossbows
- the following Called Shots: Trip, Pin, and Blind
Disadvantages:
- no dual-wielding
- reduced skill points [/spoiler]
10) BARDS REBORN
[spoiler]BLADES are... flawed. Absurd, in fact. From the Complete Book of Bards: "Blades have reputations as the most deadly weapon masters in the land. This is generally far from the truth... Blades don't understand offensive and defensive weapon maneuvers." Bioware's kit is a munchkin joke. It must be erased.
Component 10a: Replace the Blade with the JONGLEUR, an acrobat and knife-wielding expert.
Advantages:
- may reach mastery (3 pips) in darts and daggers
- begins proficient in, and may specialize in, single-weapon style and dual-wielding
- AC bonuses every 6 levels
Disadvantages:
- leather armors only
- may not become proficient in heavy weapons or sword and shield style
Modify SKALDS to be the main offensive combat-oriented bards.
Advantages:
- thac0 bonuses every 5 levels
- may specialize (2 *s) in weapons
- Skald song
Disadvantages:
- no pickpocketing
- 1 fewer spell per level
Component 10b: add the
Advantages:
- may cast select cleric spells
- bard song Blesses companions
- at 5th level song also has a chance to Slow nearby undead
- at 9th level song also Protects allies from Evil
- at 13th level song also has a chance to Hold nearby undead
Disadvantages:
- reduced pickpocketing
Component 10c: add the GALLANT, a bard dedicated to the pursuit of Romance and adventure.
Advantages:
- thac0 bonuses each six levels
- bonuses to saves vs. death at levels 1, 3, 6, 10, 15, and 21
- may cast Death Ward innately once per day
- may cast Heart of Valor, combining the spells Aid and Protection from Evil
Disadvantages:
- no pickpocketing
- may cast one fewer spell per level per day
I highly recommend also using the 'IWDification' mod, which turns trueclass bards into song specialists. Then each kit, including the pure bard, will have its own unique strengths. [/spoiler]
11) NPCs REKITTED
[spoiler]NPC kit options:
- Minsc = Barbarian Ranger
- Khalid = Harrier
- Xan = fighter/mage
- Branwen = Gloryblood
- Kivan = Stalker or Archer
- Coran = Sniper or Scout
- Safana = Swashbuckler
- Montaron = Assassin
- Faldorn = Avenger
- Eldoth = Jongleur
- Viconia = Darkcloak or cleric/thief
- Yoshimo = Swashbuckler
- Valygar = Mage Hunter
- Haer'Dalis = Skald
- Nalia = Loresinger
- Aerie = Fastpaws [/spoiler]
A note on installation:
- Install SoB after item mods, after kit-adding mods (but remember the limit of 10 kits per class!), and after BG2Tweaks. It should be installed before Refinements (except the druid component) and before SCS.
Notes on compatibility:
- Kit Revisions does similar things as a lot of my 'basic tweaks,' but in different and more extensive ways. Best to use one or the other.
- The Divine Remix spell spheres system is now optional; DO NOT use it with this mod, they are not compatible.
- You can only have 10 total kits for each class visible on the selection screen. So note the overlaps with other mods. E.g. DR and SoB both have priests of Shar, Tempus, Selune, Sune.
- There is also some conceptual overlap between DR's Forest Runner and my Harrier; and between DR's Bowslinger and my Elven Archer.
- Likewise with Song & Silence, another excellent mod. You probably want to choose between S&S's Sharpshooter and my Sniper; and between S&S's Chorister and my Loresinger; and between S&S's Acrobat and my Jongleur.
Huge thanks to Galactygon, Smeagolheart, Crevsdaak, kjeron, Camdawg, Mike1072, Demivrgvs, kreso, and The Imp for advice and help with the code. And to everyone participating in this Dev thread, for helping to sort through my good and bad ideas and make sure the best ones get implemented.
Finally, I'll repeat myself since it's at the bottom of the post: DO NOT use the files attached below, they are outdated. Download from the link at the top of the post.
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A question about the Dace mod. Help, anyone?
Hi folks,
I decided to install the Dace mod, and she appears pretty good so far. Does talk a lot, though, but that's not necessarily a problem.
However, what I would like to know is this: does she have any personal quest content? If she does, I would like to know if there's a lot of it or not. I don't want to know more than that, though.
The reason I ask is that I don't seem to find any information on this in any of the readme files available, or in any forum thread. I know she has a friendship / romance path, but I would like to know if she has quest content - you know, things triggered at some point, stuff that you only come across if she's in your party.
I decided to install the Dace mod, and she appears pretty good so far. Does talk a lot, though, but that's not necessarily a problem.
However, what I would like to know is this: does she have any personal quest content? If she does, I would like to know if there's a lot of it or not. I don't want to know more than that, though.
The reason I ask is that I don't seem to find any information on this in any of the readme files available, or in any forum thread. I know she has a friendship / romance path, but I would like to know if she has quest content - you know, things triggered at some point, stuff that you only come across if she's in your party.
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[REQ] NearInfinity spell modding
Could someone make tutorial how to modify spells via NearInfinity ?
For example, I would like to prolongate timestop and add damage to color spray and faster cast time.
This feature will be added with future EEKeeper but I would like to make this for Christmass.
Thanks
For example, I would like to prolongate timestop and add damage to color spray and faster cast time.
This feature will be added with future EEKeeper but I would like to make this for Christmass.
Thanks
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IWDEE & BG2EE STORES.BIF file contains resource type 0 file
Whilst developing a utility for reading key and bif files i came across an oddity.
This applies to both IWDEE and BG2EE that have the STORES.BIF file.
I noticed when looking at IWDEE's STORES.bif file it has one file entry (which is fine) but the file entry for the one file in the bif has the resource type as 0.
![image]()
In the chitin.key file for IWDEE, the codified index for this resource index 162 shl 20 + 0 (bif entry for stores.bif is 162 bitwise shift left 20 + 0 for index) = 169869312 - again this is fine, as resource is listed in the chitin file, but does not have any name, and type is set as 0
![image]()
In the BG2EE STORES.BIF it lists a number of file entries, but the first entry also shows resource type of 0
![image]()
In the chitin.key file for BG2EE, the codified index for this first entry = 35651584 (34 shl 20 + 0) which again is correct but still shows a resource with no name and type set to 0. Because this STORES.BIF has more than 1 entry, you can also see the next file resource ARLED is correct (resource type 1014 = 0x3F6)
![image]()
looking at the resource type 0 file contents, its clear this resource is a store file (STORV1.0)
Is this resource an orphan? a bug/typo? or a leftover from original game files? or should this resource be interpreted as some special reference. Checked with near infinity as well to see how it viewed this first entry, and it also shows this as unknown resource (0h)
Not really a modding question, but figured this is the thread to ask this question.
Included are some screenshots to show the file entry and the chitin.key file from both IWDEE and BG2EE to help illustrate.
This applies to both IWDEE and BG2EE that have the STORES.BIF file.
I noticed when looking at IWDEE's STORES.bif file it has one file entry (which is fine) but the file entry for the one file in the bif has the resource type as 0.

In the chitin.key file for IWDEE, the codified index for this resource index 162 shl 20 + 0 (bif entry for stores.bif is 162 bitwise shift left 20 + 0 for index) = 169869312 - again this is fine, as resource is listed in the chitin file, but does not have any name, and type is set as 0

In the BG2EE STORES.BIF it lists a number of file entries, but the first entry also shows resource type of 0

In the chitin.key file for BG2EE, the codified index for this first entry = 35651584 (34 shl 20 + 0) which again is correct but still shows a resource with no name and type set to 0. Because this STORES.BIF has more than 1 entry, you can also see the next file resource ARLED is correct (resource type 1014 = 0x3F6)

looking at the resource type 0 file contents, its clear this resource is a store file (STORV1.0)
Is this resource an orphan? a bug/typo? or a leftover from original game files? or should this resource be interpreted as some special reference. Checked with near infinity as well to see how it viewed this first entry, and it also shows this as unknown resource (0h)
Not really a modding question, but figured this is the thread to ask this question.
Included are some screenshots to show the file entry and the chitin.key file from both IWDEE and BG2EE to help illustrate.
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Mods on 1.3 Linux version
Hi,
Is there any FAQ on how to install mods on Linux (and I don't mean WINE)?
And what mods currently work well with 1.3 version?
Is there any FAQ on how to install mods on Linux (and I don't mean WINE)?
And what mods currently work well with 1.3 version?
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Longer Road working in BG2EE
I've managed to get Longer Road, the mod that allows Irenicus to join your party in ToB, working with BG2EE. Couldn't have been simpler. Download the mod from here: http://iegmc.shphockey.com/longerroad/LongerRoad_v1.5.1.zip and extract to your BG2EE directory.
Open setup-longerroad.tp2 in notepad.
Comment the "REQUIRE_FILE" lines near the top by adding "//" so that they read:
//REQUIRE_FILE ~Data/25Dialog.bif~ @2
//REQUIRE_FILE ~Data/25Scripts.bif~ @2
Save.
Now install! You'll know it's working if when you start a new game of ToB, Ellesime almost immediately appears to talk to you. Just to be safe, don't click the stone heads until she appears.
You have to have a combined INT+WIS of 24 and choose the right (slightly odd) dialogue options with Ellesime in order to get a necesseray tem. Note that Irenicus is hilariously OP. He's a level 30 mage with an item that gives him +4 spells at every level, +1 INT and permanent haste. He's also immune to petrify and charm.
Please note that I have only playtested it up to the point when Irenicus joins. I'm actually playing through SoA right now so won't be testing further until I've got to ToB. I'm playing with SCS, Tweaks, Atweaks, BP Ascension, UB, Kelsey and Banter Mods. I installed Longer Road last. One of the mods I have prevented the Longer Road music from installing but no other problems that I can see so far.
Open setup-longerroad.tp2 in notepad.
Comment the "REQUIRE_FILE" lines near the top by adding "//" so that they read:
//REQUIRE_FILE ~Data/25Dialog.bif~ @2
//REQUIRE_FILE ~Data/25Scripts.bif~ @2
Save.
Now install! You'll know it's working if when you start a new game of ToB, Ellesime almost immediately appears to talk to you. Just to be safe, don't click the stone heads until she appears.
You have to have a combined INT+WIS of 24 and choose the right (slightly odd) dialogue options with Ellesime in order to get a necesseray tem. Note that Irenicus is hilariously OP. He's a level 30 mage with an item that gives him +4 spells at every level, +1 INT and permanent haste. He's also immune to petrify and charm.
Please note that I have only playtested it up to the point when Irenicus joins. I'm actually playing through SoA right now so won't be testing further until I've got to ToB. I'm playing with SCS, Tweaks, Atweaks, BP Ascension, UB, Kelsey and Banter Mods. I installed Longer Road last. One of the mods I have prevented the Longer Road music from installing but no other problems that I can see so far.
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