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Wings Version 0.8d

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There shall be wings! If the accomplishment be not for me, 'tis for some other. The spirit cannot die; and man, who shall know all and shall have wings...
- Leonardo da Vinci


This mod adds quite a bit of extra content for everyone's favourite wingless wonder, Aerie. Still in development but posted for people to test and for people to offer suggestions or ideas, which would all be much appreciated (really - I have no idea what I'm doing. This is my first... well, technically second mod after the one that gave Aerie a cameo role in BG1, which could probably do with a bit of trimming and tidying up all the dialogue and things as well at some point. I basically have ideas, then I take a metaphorical hammer to the game and keep banging until it does what I want):

BG2EEWings08d.

What's added:

- A personal quest for Aerie that see's her confront those responsible for her long captivity. (Still in progress - only the first part of it is done so far).

- A few small, minor character encounters, such as a new NPC in the circus tent (after beating Kalah) that Aerie can interact with. A few others scattered around Amn as well.

- Aerie now has a chance to acquire her own familiar to do her bidding!

- A friendship path for Aerie. PC's not eligible to romance her may still pursue a friendship, learning all sorts about her past. PC's who are eligible to romance her will receive three new banters before the usual romance starts, but if they end the romance at any time will still have the option of pursuing a friendship instead.

- It's not all niceness and hugs however. Evil Bhaalspawns who do evil things may have Aerie become their enemy.

- Several fun banters documenting the blosoming friendship between Aerie and Imoen. I think about five in SoA right now, and two new ones in ToB. Of course, it's always possible I'll add new banters with some other NPC's as well, but just Imoen for now.

- OPTIONAL: Restore missing banters. There are a few banters already present in Aerie's banter file that never appear in gameplay as they lack a set of trigger conditions. This just changes that.

- You may notice Aerie has a new portrait... well, the same portrait, just lighter. I just changed the lighting from sunset to middle of the day. I also changed her avatar to restore the fairer skin and hair she had orginally. After over a decade of it being established that Aerie is fair/pale, which is referenced a few times in the game, Beamdog changed her skin and hair to match her picture. But I think the warm lighting in the portrait was misleading in her case. It's a very small change, really, but it adds a bit more variety to how NPC's look and is supposedly more typical of avariel anyway, and I don't see any need for Aerie to be different. So the new portrait is just there for people who would like it to more closely match her avatar. It's the smallest change, but it gets the longest paragraph.

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[GUI Mod] BG2:EE GUI in BG:EE

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This mod allows you to play BG:EE with the BG2:EE GUI. It works with version 1.3 of BG:EE.

There are two versions of this mod, one for Windows and Mac, and second for iPads and Androids. There are also two versions of GUI tweaks, one for BG2:EE and the other for BG:EE with this mod installed.

To install this mod, download it from my shs page and copy all files into your override folder.

Note: Make sure to install "Window Edges" after "Tweaks".

Note 2: Do not install "Window Edges" if you play with scaled interface on. They don't fit.

http://www.shsforums.net/files/file/1082-bg2ee-gui-in-bgee/

BG2:EE GUI in BG:EE:
[spoiler]image
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image[/spoiler]

BG2:EE GUI tweaks:
[spoiler]image
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image[/spoiler]

Finch v4.0 BETA 7 for Tutu, BG:EE and BGT!

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I have tested the mod myself on Tutu, BG:EE and BGT, and it should work fine. However I would appreciate some additional testing and feedback. In particular, the mod needs to be more thoroughly tested for languages other than English.

Known issues for which there is no solution (at least for now):
1) the large portrait in BG:EE is a bit blurry. Unfortunately an higher resolution image is not currently available.
2) Finch's Glasses don't do anything (other than wasting a charge) if activated from the "USE ITEM" icon (they work as usual if you right click on the unidentified item and select "SCROLL"). Unfortunately the Glasses behaviour is hardcoded, so there is nothing I can do about that.

[spoiler=Previous Versions]Download Link: Finch v4.0 BETA

Download Link: Finch v4.0 BETA 2

Download Link: Finch v4.0 BETA 3

Download Link: Finch v4.0 BETA 4

Download Link: Finch v4.0 BETA 5

Download Link: Finch v4.0 BETA 6[/spoiler]
Download Link: Finch v4.0 BETA 7

Some BG:EE screenshots:

[spoiler=Record Screen]image[/spoiler]

[spoiler=Inventory]image[/spoiler]

[spoiler=A Banter]image[/spoiler]

[BG:EE]Dark Horizons Released

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Current
Dark Horizons for Baldur's Gate:Enhanced Edition released.

This is a large tactical quest and encounters mod. As you journey along the Sword Coast you will encounter undesirables trying to do harm to you. Not only that, but an organization for good, Section, has been contracted by someone to send its operatives to hunt you down. They don't want you alive, they want you dead. Your first encounter is behind the very walls of Candlekeep and it won't end until you defeat Section and their overseers at Oversight. If you are lucky, you may survive. And perhaps you may pick up a new friend or friends along the way.

There are a lot of new items to be found and new stores to shop at. There is an item upgrade store located at the Friendly Arm Inn. There are two new NPCs who will join your party. This mod would work best with my Level 40/HLAs mod for BG:EE.

Visit the forum: http://www.baldursgatemods.com/forums/index.php?board=101.0
Download the mod: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=189




Old--------------------
I'm working on Dark Horizons for BG:EE. I'm thinking it won't be too painful of a process to convert. There will be some new things though.

I already have a dragon quest, but in this version you will fight an actual dragon.
A few more bounty hunters and other lowlife. The Sword Coast is supposed to be a dangerous place after all.
I will be making use of some of the powerful spells and enemy scripting, so some fights will be hard. I've always considered this mod a tactical mod after all.

This will be part one. Part one I want to get released ASAP.

Part two I will finally add in the NPCs. At the moment they will have a few dialogs, nothing elaborate like you find in BG2 mods.

In development, Kerick NPC mod for BGEE.

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Kerick
NPC mod for Baldur’s Gate Enhanced Edition
Human - Chaotic Neutral - Male - Thief
By Ravenslight
Coding by Shadowhawk
Original Portraits by Isandir
Voice work undecided

Kerick is used to making his living as an assassin for hire, and bodyguard to the “soft bellies” among the local noble classes of Baldur’s Gate. He seldom talks about himself or his past, even when pressed. Kerick loves women, and as many of them as will let him. He enjoys the chase. Despite the fact that he actively pursues any woman that catches his eye, he always treats them with deference and respect, high born or low. As with most people, his views on men, women, love, and life in general, are heavily colored by his past.

I see Kerick as a discordant combination of gentleman and rogue. A chameleon, who can easily move among and be accepted by those around him as he wishes. A talent that has served him well in his dealings with both the upper classes of Baldur’s Gate and the seedier inhabitants as well. He has no compunctions about taking advantage of that talent. His weakness is a true innocent. This weakness has not often stood in his way, as he rarely sees people as such.

Kerick on reputation:

Reputation is important to Kerick as he believes that only a fool would allow their reputation to drop so low as to draw unwanted attention to themselves. He believes that one is always better able to accomplish ones goals if they can move freely within society, hated or hunted by no one. Whether or not ones true intentions are noble, how others perceive you should always remain nonthreatening. Especially if that is far from the truth. He will not long follow a leader who continually draws negative attention to themselves. He is far too fond of his own hide.

Kerick on the gods others worship:

Kerick has no problem with others that have a strong faith. Even those who have dedicated their lives to their god. He himself however, believes the gods have their own agendas and the only true interest they have in those who follow them is how they can be used to further their own cause. He believes that those who choose to follow a god are deluding themselves if they believe that their god truly cares what happens to them personally.

The romance:

This mod provides a branching romance option for any elven, half-elven or human female PC of neutral to good alignment. If the PC is the kind that likes to kick puppies and kill innocents, she won’t hold his romantic interest for long, but he will put up with most of your decisions as his boss. He works for you, you make the decisions.

If Kerick takes an interest in a woman, he tends to be fairly up front about it. If your protagonist is not interested in such shenanigans, she can easily tell him that she is only interested in a business relationship via the PIDs at any time. He will respect your wishes.

Rating:

Ratings are always subjective and based on personal perceptions, but I would personally rate the content within this mod as mature.

To see more beautiful portraits crafted by Isandir, please follow this link.
http://isandir.com/

DLTCEP help

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I'm trying to use DLTCEP to create items and spells (since i've only just started i'm just making an experimental "shield of Dexterity" a +2 large shield that gives +1 Dex and +1 APR). But whenever I try and save my Item it says "You opened it read only!". I've noticed that I can export it either as a TBG or TP2 Item (which i'm pretty sure needs to go into the override folder) but it cant be called in via cluaconsole. I was wondering if anyone knew how i could save/export it and then summon it into the game.

EDIT: I'm running version 7.5c through the 7.5c Wineskin for Mac (Link to thread i got it from http://forum.baldursgate.com/discussion/16903/dltcep-7-5c-wrapper

[Multi-Stronghold-Bard's Playhouse not triggering]

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Hoping someone more code-savvy than myself may help me out here. (Or with better google-fu, for my own techniques proved inneficient against the websearches.)

So i recently purchased BG2 EE (aaah, so much nostalgia!) off steam. Despite the few bugs its been awesome so far, but ive just run into a slight snag with the BGTweaks Multiple Stronghold feature. As im not playing a bard, im including it here, instead of in the bugs mods.

So i just save [The NPC's hide] from [That place you get from the Five Flagons] and im not receiving the deed, and as such, Samuel Thunderbump doesnt trigger when i get back to the 5Flagons. Ive tried creating the deed through the console but no avail.

Anyone knows what console code to use to trigger the questlines/Get Samuel Thunderbump to show up and acknowledge my character and/or get R-S to give me the deed?

Many, many thanks, and 17.23 brownie points to whoever can solve my problem.

[MOD] Starlight - new weapons and spells for IWD:EE [WIP]

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Features

New weapons inspired by "imagine magic weapon" thread
New spells
Enhanced old spells and abilities

New weapons

A new NPC in Kuldahar\Lonelywood John Avaritia now sales new weapons and spells.

Blue Rhino
+2 halberd with +2 to criticals
Needs 19 dex

Red Bear
+3 axe with DND3 "Cleave" feat implementation:
Each time an enemy is killed by this weapon, its wielder gets +1 apr for 3 sec and automatically attacks nearby enemy.

Green Mantis
+3 Greatsword wich can't get a critical hit, but has 5% chance to do double damage.

Sequencer Sword
Each time you hit an enemy, there is a 10% chance to gain an ability to cast "Spell Sequencer".
You can have only one ability at the moment.
For Ranger, Bard and Paladin

Spray Sword (wanted to name it Rainbow Peafowl but it doesn't sound)
A +2 shortsword with 10% to cast "Color Spray" on hit

Gray Turtle
A +1 shortsword with +3 AC bonus

Purple Frog
+2 longsword with unique ability "Teleport Other". Twice a day you can teleport an enemy you choose in distance of 15 (?) to your party.

Illmerica
A +2 kinetic spear that can attack from a distance of 10. Physical bonus doesn't apply to damage.

Battering Ram
+3 hammer with 15% chance to cast an unique ability "Knockdown". An enemy of same or smaller size as you is unconsious for 3 seconds.Undead are stuck for 3 seconds. Enemies with circle larger than yours are immune to knockdown.

Shusui
A +3 magical katana which origin is unknown. Has a 10% chance to cast unique ability on hit that deals damage to enemy equal to 10% of enemy's current HP.

Haganemushi
A +3 wakizashi which origin are uknown. Has a chance to cast unique ability on hit that decrease enemy's THAC0 for seconds.
Percentage and duration of debuff will be set after twsting

Tsunami
A +2 wakizashi with 10% chance to cast a spell "Smashing Wave" on hit.

New and enhanced spells

Most of spells will be created as in Spell Revisions, Gibberlings Three Mod created by Demivrgvs
If those authors will be against this implementation, spells will be deleted from mod

Wizard spells

LVL1

True Strike
Range: Self
Duration: 1 round

Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.

Grease
This spell will additionaly decrease a fire resistance by 15% for greased enemies. Debuffs won't stack.


LVL2

Keen Edge
Range: Self
Duration: 10 turns

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.


Druid spells

LVL2
Fire Trap
A magical trap, acts as glyph of warding but does a fire damage.

LVL3
Gust of Wind - Acts as Zone of Sweet Air plus creatures near the caster must save or be blown away.

Know Opponent - replaces Know Alignment; reduces target's AC by 2 and physical resistance by 10%

LVL4
Smashing Wave - additionaly an enemy hitted by this spell gets a +15% fire resistance and -15% lighting resistance for 6 seconds

Ranger Spells

LVL1
Blades of Fire (as in Kit Revisions)
Level: 1
School: Transmutation
Sphere: Combat
Range: Personal
Duration: 6 rounds
For the duration of this spell, caster's melee weapons deal an extra 1d6 points of fire damage. Multiple castings of this spell are not cumulative.

List may be improved with another ideas.

Other tweaks

A paladin's ability "Smite Evil" will be replaced with DND3 feat of same name. (As in Kit Revisions)
"Smite Evil: During the round when this ability is activated the paladin gains +2 bonus to attack rolls, and any melee hit against an evil creature causes 1d6 additional points of magic damage. For every 4 levels, the additional damage increases by 1d6, up to 6d6 at 20th level."

A John Avaritia can sell wizard scrolls up to 8 lvl but at 150% of original price.
John Avaritia sells Arrows of Piercing x1

John Avaritia will listen to your suggestions...

Current progress - 40%

How do I change the wizardslayer kit to remove the magic item restriction?

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How do I change the wizardslayer kit to remove the magic item restriction? I'm not a modded per se, but i have fiddled with near infinity and the various keepers.... So I am not afraid to use those tools if needed.

New Excellent BAMs for Baldur's Gate. [New Item Icons!]

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I am Wondering who and or whom is interested in lending me permission to use their or 'free game' Excellent BAMs.

I have created my Own BAMs before and I will shar them with you as they 'crop-o-gate'. Although I'm curious as to if I can create a thread where I can display my BAMs and also be granted use or creative input for some excellent BAMs created by the 'local' Baldur's Gate / Infinity Engine community.

So without further fan fair or ado here we are with my ['current'] BAMs!
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Osprey's Unique Purple Two-Handed Sword +1!
(More Information on the Redesigned Non-Player Character: Osprey - http://forum.baldursgate.com/discussion/32091/new-expansion-pack-baldurs-gate-path-of-the-lost-odyssey#latest )

[BAM Origin Story: "I Created Osprey's Unique Purple Two-Handed Sword +1 BAM [Item Icon] myself on Bamworkshop and Earlier Bamworkshop II (It is not compatible with the Original Baldur's Gate), plus I also was editing screen shots with Microsoft Paint then scaling the inflated art pixels down into an importable size for Bamworkshop 1.107. Afterwards I imported the new BAM file into [my] Baldur's Gate Override file and hooked it up (via Nearinfinity) to the custom Two-Handed Sword +1 for Osprey tested and tweaked the file into a bug-free format and then BAM! (puns :-P )

That is the 'short' story of ISW2HO05, or also know as Osprey's Two-Handed Sword +1!"]
DeviantART Source: http://withinamnesia.deviantart.com/art/Osprey-s-Unique-Purple-Two-Handed-Sword-1-506562065?q=gallery:withinamnesia/46496241&qo=0
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*SECTION UNDER CONSTRUCTION* ['Beep-Boop', *Low Hum of Dial-Up Internet Connection Sound Continually Looping*]

____________________________________________________________________________________________________________

So does anyone have anything topic relate to mention and or suggest or do you guys have a question? I would love to talk and discus BAMs, Stories and 'Excellent Ideas':-P. So please feel free to comment and leave your own opinion on whatever pertains to the thread topic!

Also.. I have this Golden Axe that I made 'many many many MANY moons ago' on Corel Draw that I have yet to 'add to the collection'...
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Additionally here are some Exceptional [and or] Inspirational Community Crafted Drow Adamantite Equipment for 'you guys' from Baldur's Gate: Dark Side of the Sword Coast - 'The Unofficial Second Expansion'
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They Inspired Me to Download and 'Fire Up' Bamworkshop I and II [Thus: Osprey's Unique Purple Two-Handed Sword +1].

New Expansion Pack [Baldur's Gate Path of the Lost Odyssey]

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*This Post Will Be Expanded in the Future so Stay Tuned!*

This is a 'Trajection' of mine that I wish to pursue as an adventure in the undertaking.
*The Finite Details and Problems will be worked out at a later date.*
This is a Compilation of [My Own Unique ('100% Authentic, Real it is!') Ideas / Concepts for my Own Content along with (If everything Works Out my my Content First + Community Negotiations)] Previous Modifications 'Tweaked' and given [Updated + Refined Original and New] Unique Content, e.g. [Updated + New] Unique Maps with [Loads of] Research and T.L.C.
-New Custom Content that I would like in the Game [Baldur's Gate] and Some Optional Features, Quests NPCs etc. e.g Ankheg Matriarch Quest Chain.
Basically this is an Expansion Pack that [Focuses on my Own Content Plus wants to give] the 'A' Quality Mods a Chance to Shine with a New 'Professional' Coat of New Features and Unique 'Twists'. That is my Ambition and I hope that it Works! [There will be Problems; Yes! (That is what Passion is for, Others Quit when 'it' is Not Easy; but the Passionate Stay).]

(Updated: 2:52 PM 21/05/2014)

*Goes to Work*

Stay Tuned Friends!

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Update: One (1.1) [??:?? ?? ??/05/2014]
I'm Currently Looking for every great modification to Baldur's Gate and as it stands there is a great chance for these 'Great Mods.' to be implemented into the Expansion Pack.

Please List Other Mods than These:
- Dark Side of the Sword Coast
- Stone of Askavar
- Dark Horizons
- The Grey Clan Episode One: In Candle Light
- BG1 Unfinished Business
- Fields of the Dead
- BG 1 Adventure Pack
- BG 1 CoM Forge/Item Upgrade
- The Vault
- Ease-of-use Pack by Tioma
- Slime Quest

- Team BG's Weapon Pack
- Team BG's Armour Pack
- North Side of the Sword Coast
- Sword Coast Stratagems
- Firewalker by Jason Higgins
- TUTU
- BG Mini-Quests and Encounters
- Russian Bonus for Baldur's Gate I
- BG Mini-Quests and Encounters
- Back to Baldur's Gate
- Drizzt Saga

Also I'm Aware of These Mods:

Revised World Map
http://forum.baldursgate.com/discussion/16446/revised-world-map-test/p1

Here is the Working File that I'm Personally Using: "Known Great Mods" (As a Download Below).

Take Care Friends and Have Fun!

(Extra: Please Help Me Out on Creating this 'Community' Expansion Pack; I Would Most Like the Support.)

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Update: Two (1.2) [9:09 PM 20/05/2014]
I wish to also make my own '100% Custom' content and THEN see if I can get the 'A' quality Mods some time in the sun.

Here are Two Maps that I made Today [Actually one file but I Screenshot'ed and Cropped the two different map 'types' beside one another into more 'bite [or byte] sized' pieces with two different programs]

Baldur's Gate Path of the Lost Odyssey Alpha Map:
-21 New Areas
-Fields of the Dead
-Expanded Gnoll Stronghold [If Beam Dog Does Not]
-The Bronze Mines of the Sword Coast
-The City Arylon
-Mintarn Islands
-Greenest
-More Wilderness Areas
-More Settlements
-More Islands!
-Damn it! I Forgot the Ankheg Matriarch Quest Locations! ARRRRRG! (I guess that is why it is Called the ALPHA Map) Drink Milk Guys; preferably Goat's Milk it is better for you.

Update Two Out... For Now!

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Update: Three (1.3) [2:38 PM 21/05/2014]
Production Plan! I'm Coping my Production Plan that I Gave in a Below Comment Reply for Updating here to make Finding Content Easier for my Readers.

"As for Content [A Production Plan] Goes; here is how I Plan for 'it to go' (2:36 PM 21/05/2014):

1.) Research and Conceptualize Original Content / Brainstorm + Play Baldur's Gate + Mods for Inspiration.
2.) Learn, Improve and Research my 'Production' Skills e.g. Blender + Team BG Tools.
3.) [Workin' Time] Over the coarse of [Insert 'X' Years Here] Time I Will Work and Develop my Original Content
4.) Internally Test and Improve my Content via Adding and Removing Content to make 'It' Better.
5.) Public Beta Release, Q & A, 'Work out Bugs' Time and general Open Mindedness for New or Better Ideas.
6.) More Work 'Ironing Out' my Original ['Improved'] Content. (Community Feed Back = Change / Improvement.)
7.) Ask for Permission to Use, Integrate and or Update ('Good') Modifications via their Original Creators.
8.)
- If Allowed: Work With the Original Creators for Inspiration and Refinement.
- If Not Allowed: Ask for a Compatibly Allowance and (if every thing works out) a Recommendation 'Link' Included into My/Our Content as an Optional Feature.
9.) Refine, Refine, Refine; Continue Steps 4 and 5 + 'Resource Dump' of 'Professional Refinement'.
10.) Work at Publishing... Find Monetary, Find Lawyers, Find IP Owners; Negotiation Time.
11.) Publishing Time [Left Blank for now]
12.) Repeat Step 5. + If New Content 'Happens': Repeat Step 3,4,5 and 6. If (A+) Mods Happen repeat Steps: 7,8 and 9.

For now friends, just throw your comments here and ask some critical questions, no matter how harsh; One Cannot see both sides if one always stands on the sunny side of things.

So Please Don't Assume my Abilities nor Claims; for now just Hope and give Inspiration if you Want / Will.

Take care on that Mundane Battlefield!"

Update: Three (1.3) Over and Out... For Now (Dunt-Dunnn).

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Update: Four (1.4) [10:29 PM 22/05/2014]
"How in the Nine Hells are you Going to Release this 'Expansion' ahmmn?!"- 'Giving a harsh 'Drogulative' look'.

Here is the plan so Far (10:24 PM 22/05/2014) [Quoted from a Below Comment to Dee]

"I see a few possible ways this 'Expansion' could be Released to the Public:

Step One: [Non-Professional Alpha Release]
Options:
A.) Internal Development of 'Roughed Out' Unique Content with Semi-Community Testing. Create Solid Content, 'win over the hearts' of the 'desired' modders, see if I can give them some 'time in the spotlight'.
Add Updated + Improved 'Permission-ed' Mods into the Rough State Release for Rigorous Community Testing.
B.) General Life Altering Bull ca rp Happens and results in Delays with Option A.)
C.) I Die and Nothing Happens.

Step Two: [Rise to Power or Plunder]
Options:
A.) Education, Experience and Adventure in the Video Game Industry. Years Later: Create and Expand a Personal 'Video Game Developing' Company for 'Other Projects' of mine + New ones that I 'befriend' along the way. Start Focusing on 'Professional Development' and 'Very Fine Construction' of the 'Expansion'.
B.) General Life Altering Bull ca rp Happens and results in Delays with Option A.)
C.) I Die and No 'Professional Release'; all that is left is an empty, hollow Ambition and a Roughed Out Spine of way could have been...

Step Three: ['Professional' Release]
Options:
A.) VERY Do-able: Free Release with Minimal Effort in the 'Law End' of things. Company Non-Resourceful.
'Fair' Near-Professional After Launch Support. No Bonus Net Profit.
B.) Fairly Do-able: Free Release with Fair Effort in the 'Law End' of things. Monetary Resources Semi-Successfully Found; I become in dept but fulfilled. 'Excellent' Near-Professional After Launch Support. No Bonus Net Profit.
C.) Hard, but Do-able: Published Release with Extreme Effort put in the 'Law End' of things. Resources Fully Successful, with or without a Personal Company; Full 'Launch' and Professional After Launch Support. Modders get Fair Percent of Net Profit. The Rest goes Toward Company Expansion.
D.) Option C.) But the 'Law End' of things 'fell through the floor' and was unsuccessful with securing the 'rights' for a Professional Publish. Although the 'Expansion' has Professional Support and my Personal Company is backing the Development; a free Launch happens with Professional After Launch Support. Modders get nothing.
E.) I Die before Full Development and Project is Unfinished. No 'Professional' Release. No Future IPs, Just third party Memories and Mysteries.
F.) Option D.) Around Ten Years after Step Three is Completed: Baldur's Gate becomes 'abandon ware'; Expansion Rights Secured, new non-filler unique excellent quality content is added. New System Compatibly is Included and Packaged with New Features / Content. Full 'Launch'; Professional After Launch Support. Alive Modders get Fair Percent of Net Profit. Dead Modders' Families get Fair Percent.
G.) Free Launch Happens, I die before I can Secure Rights to publish a Full 'Launch' of the 'Expansion'. No 'Professional' Launch. Modders get nothing.

That is what I have going around my head; well the short version that is. I hope that above clears 'things' up, if not please ask questions; I would be more than happy to reply (Hopefully in a timely fashion).

Take care my Friend(s) and Readers alike, and Thank You Dee for the Support. No matter what a person will say to you face to face; we are all Very Emotionally Insecure in our own ways and Any Support goes Miles in the Long Run. Especially with Myself with this 'Bucket List' of an Ambitious Work.

See You Later."

Update: Four Discontinued

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Update: Five (1.5) (2:12 PM 23/05/2014)
Production and Fan Confidence ['Pulled' from a Below Comment]

How I Currently Plan on the 'Production' of the this 'Expansion': (2:10 PM 23/05/2014)

"Picture these Events that I Currently Plan (23/05/2014):

1.) Tinker Around with Concept Art and Design [Internal] with some 'Releases' of 'Roughed Out' Ideas / Concepts to you Guys. [Over all Time Frame (Through out the 'Expansion's' Development.]

2.) Any where from 8 to 20 Months [Time May Vary] from now to start the 'Very Rough, Rough Production' with a 'Sea' of Concept Behind Me. [Internal: with Screenshots, [Videos] and General Progress Reports.]

3.) [Time Unknown] After "Very Rough, Rough Production", Start 'Rough Refinement' either
A.) Do it all myself with 'Open Ended' Change 'Logs'; Community Feed Back Open.
B.) Me and My 'Friends' Do Option A.)
C.) Release Super 'Ca rp' 'Expansion' 'Mod' and let every one down but get new Ideas.
D.) [Open For new Ideas as time 'Chugs' Along.]

4.) Polish, Polish, Polish. [I could Elaborate but I would need specifics of which I plan not to assume; and I will 'Cross that Bridge when it Comes'.] [Internal]

5.) Release 'Roughed Out Version' to the General Public. [Estimated Time of Release: 2-10 years from Now.] [Public]

6.) Professional Support Acquired! [If Not, I will just need more time or I would have 'Kicked the Bucket']
-[Intentionally Left Blank.] (e.g. My Personal Development Company (Other Game Produced Beforehand).
[Internal]

9.) Expansion Gets New 'Professional' Content. [Intentionally Left Blank.] [Internal]

8.) Super Professional Polish Time [Intentionally Left Blank.] [Internal]

9.) Polish Until "The Time Comes" [Intentionally Left Blank.] [Internal]

10.) 'Professional Launch' [Estimated Time of Release: 8-15+ years from Now. (Time may Vary).]
Options:
A.) If 'Rights' Secured: Full Professional Launch. Net Profit Divided Fairly: Bonus; not Required.
B.) If 'Rights' Not Secured: Free Professional Launch. Dept: Worth it. [Public]

'This' Is my Current (23/05/2014) 'Idea' of 'Things'.

Note: 'Expansion' Planned (23/05/2014) Development Stages: =

'Rough Unfinished' 'Mod' Release to the General Public for Testing Purposes.
V
Next: Unknown Amount of Time Passes; Years Even.
V
Professional Development Resources Acquired [e.g. My Personal Company with Past Experience].
V
Professional Development Begins and Ends Possibly Years Later.
V
Time to Ask for 'Rights' with 'Work in Hand'.
V
Open Beta [Time Unknown].
V
Professional Launch: With Profit or Not.
V
Professional After-Launch Support.
V
Encourages / Supports / Lends Assets to the Modding Community [If there is one].
V
New Horizons Await!

Does this Make Any Sense? Where is it 'Weak' and or do you have any Questions? I Plan to Replay if So [Hopefully in a timely Manner :P].

Take Care Friend and Have a Nice: Day / Night / Noon / Morning.

[Yes, Yes I Built the 'Great Wall of China' Here...]"

Update: Five Out.

---------------------------------------------------------------------------------------------

Update: Six (1.6) (2:57 PM 23/05/2014)

Here is a Progress Report from the Front!

Files Attached:

Unfinished "New Items" Sheet. There is a A Larger Separate 'All Items' One with a Table and More Information and then there is a Third File with Lore and Extra Things but for now it will be the Unfinished One with JUST SOME [Minority] of the New Items.
I know I'm giving the 'Crappy End of The Stick' out First but eh; all in good time.

There is also a Screenshot [Censored] that has the 'Current' actually now out dated 'Expansion' Master File.

---------------------------------------------------------------------------------------------

Update: Seven (1.7) (6:25 PM 03/01/2015) [Belated]

I have some new progress Images and the links to their 'master threads'.
Resigned Osprey the Fighter / Mage:
image
'Master Thread': http://forum.baldursgate.com/discussion/37893/new-non-player-character-osprey-the-fighter-mage?new=1
New Masterwork Armour!
image
'Master Thread': http://forum.baldursgate.com/discussion/38326/new-masterwork-armour-big-table-included#latest

Wow, I really should update more often.. But hey I'm working on three projects all at once plus working a job!

---------------------------------------------------------------------------------------------

Update: Eight (1.8) (2:25 AM 05/01/2015)

I have been working on some Armour Ideas for Baldur's Gate: Path of the Lost Odyssey. Behold!
image
"I plan to remodel all of the items to have 3D models for their BAMs [Icons] instead of blurry painted ones. Also I plan to re-sketch and or fix some discrepancies or down right errors with some items in-depth sketch (e.g. Doomplate +3)" - http://withinamnesia.deviantart.com/art/Armour-Imported-From-Baldur-s-Gate-II-505041833

(This is a lot better pace than one Update Every 6 months..) Also How does one input Spoilers? (I want to compact this 'mega' post).. Also any questions? Please ASK! Away!

Also Larger Parties and Garrisons (Larger Parties MUCH later): http://forum.baldursgate.com/discussion/38269/larger-parties-garrisons-now-with-drawings#latest

---------------------------------------------------------------------------------------------
With the Best of Intentions:

Within Amnesia

"Spite and Assumption Only Lead to Paths of Self-Inflicted Blight and Destruction" -Within Amnesia 2013.

Can't install spell revisions.

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Hi, I wanted to install spell revisions but it doesn't work. It just skips all the options whatever I do and tells me that it's made for BG2 and it won't work with other games.

I'm sure it should work on BG2EE since I've seen people talk about it and how great it is. I've tried looking for answers but I couldn't find any. Please help!

[Mods] Awesome Soundsets Mods Master Thread. Custom Soundsets for BGEE, BG2EE and IWDEE

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image
-Overview-
The "Awesome Soundsets Volumes" 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.

-Here are all the collections I've made-
So far I've made 4 collections that add an additional 74 soundsets to your games.
Download links and descriptions are below.

Volume 1: Baldur's Gate 1 NPC Soundsets

[spoiler]
image

Ajantis Ilvarstarr: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jason Marsden
Alora: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Amber Hood
Coran: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Brian George
Eldoth Kron: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Neil Ross
Faldorn: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Heidi Shannon
Garrick: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Dee Bradley Baker
Khalid: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jim Meskimen
Quayle: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Safana: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Diane Pershing
Shar-Teel Dosan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jennifer Darling
Skie Silvershield: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Grey DeLisle
Tiax: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: John Mariano
Xan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Xzar: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Frank Welker
Yeslick Orothair: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Bill Farmer

Pictures
imageimageimageimageimageimageimageimageimageimageimageimageimageimageimage
[/spoiler]

Volume 2: IWD2 Soundsets

[spoiler]
image
42 Soundsets from Icewind Dale 2
[/spoiler]

Volume 3: Planescape Torment NPC Soundsets

[spoiler]
image

Annah-of-the-Shadows: (c) 1999 Interplay Entertainment, voice actor: Sheena Easton
Dak'kon: (c) 1999 Interplay Entertainment, voice actor: Mitch Pileggi
Fall-From-Grace: (c) 1999 Interplay Entertainment, voice actor: Jennifer Hale
Ignus: (c) 1999 Interplay Entertainment, voice actor: Charles Adler
Morte: (c) 1999 Interplay Entertainment, voice actor: Rob Paulsen
The Nameless One: (c) 1999 Interplay Entertainment, voice actor: Michael T. Weiss
Vhailor: (c) 1999 Interplay Entertainment, voice actor: Keith David

Pictures

[/spoiler]

Volume 4: Monkey Island Soundsets

[spoiler]
image

Cutthroat Bill: (c) 1998 Lucasarts voice actor: Gregg Berger
Elaine's Cook: (c) 2002 LucasArts, voice actor: Patrick Pinney
Edward Van Helgen: (c) 1998 Lucasarts, voice actor: Michael Sorich
Guybrush Threepwood : (c) 1998 LucasArts, voice actor: Dominic Armato
LeChuck and LeChuckie: (c) 1998 LucasArts and 200voice actor: Earl Boen
Mort the Gravedigger: (c) 1998 LucasArts, voice actor: Roger Behr
Murray: (c) 1998 LucasArts, voice actor: Denny Delk.
Pirate #1: (c) 1998 Lucasarts, voice actor: George DelHoyo
Rene Rottingham: (c) 1998 Lucasarts, voice actor: Tom Kane
Wally: (c) 1998 Lucasarts, voice actor: Neil Ross

Pictures

[/spoiler]

Here's a link to a mod shell so that you can make your own soundset collections with subtitles
[spoiler]
Awesome Soundsets Vol. 0 Soundset Mod Shell
image
[/spoiler]

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 these mods or have suggestions, please post below

"Awesome Soundsets" Volumes feature up to 33 sounds w/ subtitles in IWDEE, 25 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. Using weidu you can also add and remove individual soundsets as you like.

This thread can be used to request soundsets, commentary, to report problems or even just to let me know that you like these.

Help making a Half-Orc Bard

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Hello,

I have a silly request but hopefully it won't be a demanding one. Basically I'd like some help making a Half-Orc Bard. I realize this would require a bit of editing so I found a program called EEKeeper which seems good, but maybe there is a more ideal method?

I tried making a human bard then editing his race to Half Orc, this works but does not automatically adjust stats like base health and strength. If somebody could give me some guidance on what the proper stat changes should be I'd appreciate it.

Me and some friends tried D&D5e over Skype a few days ago and I thought it would be fun to drop the Chaotic Evil, 300lbs obese Half-Orc-Bard "Norbert Nippleberry" into the world of Baldur's Gate. I'll attach part of his character sheet if anybody is curious about the monstrosity.

Op Code 60

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Any chance in changing this to a signed INT so that we can assig n it negative values?

Any way to restore Imoen's old sprite?

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Been playing EE for awhile, rather enjoying most of the improvements. However, I do miss Imone's unique sprite from the original game. I've searched through EE keeper in an attempt to switch her sprite from "thief" to her old unique one, but I cannot find it anywhere, so I'm assuming it's been removed. Is there any way to restore it?

EDIT: Okay, after messing around a bit, I guess Imoen never had a unique sprite. It seems that she simply used the default female thief sprite from the original BG2. For some reason, the devs decided to replace the original BGII female thief sprite with the BG1 version for EE (which is hooded and more covered). So I suppose my question now is, would it be possible to replace the BG2EE female thief sprite with the original BG2 one and if so, how would one go about that?

Custom kit and item questions

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Hey, I've looked everywhere and can't find the specific answers to my questions,so hopefully someone here can help out a Baldur's Gate veteran new to modding.
First off, I installed the latest WeiDU, but relied solely on DLTCEP for my purposes. By modifying the .2da's, I was able to create a rough draft Bladesinger kit. It's supposed to be a Fighter/Mage kit available to elves, but to simplify it for now I made it a fighter kit with all spell casting being innate.

W̶h̶i̶l̶e̶ ̶t̶h̶e̶r̶e̶ ̶a̶r̶e̶ ̶m̶a̶n̶y̶,̶ ̶m̶a̶n̶y̶ ̶i̶s̶s̶u̶e̶s̶ ̶w̶i̶t̶h̶ ̶m̶y̶ ̶k̶i̶t̶ ̶i̶t̶s̶e̶l̶f̶,̶ ̶w̶h̶a̶t̶ ̶I̶ ̶c̶a̶n̶'̶t̶ ̶f̶i̶g̶u̶r̶e̶ ̶o̶u̶t̶ ̶f̶i̶r̶s̶t̶ ̶i̶s̶ ̶h̶o̶w̶ ̶t̶o̶ ̶a̶l̶l̶o̶w̶ ̶m̶y̶ ̶c̶u̶s̶t̶o̶m̶ ̶k̶i̶t̶ ̶t̶o̶ ̶w̶i̶e̶l̶d̶ ̶a̶ ̶c̶u̶s̶t̶o̶m̶ ̶w̶e̶a̶p̶o̶n̶.̶ ̶W̶i̶t̶h̶i̶n̶ ̶t̶h̶e̶ ̶k̶i̶t̶l̶i̶s̶t̶.̶2̶d̶a̶,̶ ̶I̶'̶v̶e̶ ̶t̶r̶i̶e̶d̶ ̶c̶h̶a̶n̶g̶i̶n̶g̶ ̶m̶y̶ ̶B̶l̶a̶d̶e̶s̶i̶n̶g̶e̶r̶'̶s̶ ̶"̶U̶N̶U̶S̶A̶B̶L̶E̶"̶ ̶v̶a̶l̶u̶e̶ ̶f̶r̶o̶m̶ ̶0̶x̶0̶0̶0̶0̶4̶0̶0̶0̶ ̶t̶o̶ ̶0̶x̶0̶0̶0̶0̶0̶0̶0̶1̶ ̶w̶i̶t̶h̶o̶u̶t̶ ̶a̶n̶y̶ ̶n̶o̶t̶i̶c̶e̶a̶b̶l̶e̶ ̶d̶i̶f̶f̶e̶r̶e̶n̶c̶e̶;̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶f̶i̶r̶s̶t̶ ̶v̶a̶l̶u̶e̶ ̶m̶y̶ ̶k̶i̶t̶ ̶s̶h̶o̶u̶l̶d̶ ̶h̶a̶v̶e̶ ̶t̶h̶e̶ ̶i̶t̶e̶m̶ ̶r̶e̶s̶t̶r̶i̶c̶t̶i̶o̶n̶s̶ ̶o̶f̶ ̶a̶ ̶t̶r̶u̶e̶ ̶c̶l̶a̶s̶s̶ ̶f̶i̶g̶h̶t̶e̶r̶,̶ ̶a̶n̶d̶ ̶y̶e̶t̶ ̶m̶y̶ ̶c̶u̶s̶t̶o̶m̶ ̶w̶e̶a̶p̶o̶n̶ ̶u̶s̶a̶b̶l̶e̶ ̶b̶y̶ ̶o̶n̶l̶y̶ ̶e̶l̶v̶e̶n̶ ̶s̶i̶n̶g̶l̶e̶ ̶o̶r̶ ̶m̶u̶l̶t̶i̶ ̶f̶i̶g̶h̶t̶e̶r̶s̶ ̶i̶s̶ ̶u̶n̶u̶s̶a̶b̶l̶e̶.̶ ̶O̶b̶v̶i̶o̶u̶s̶l̶y̶ ̶D̶L̶T̶C̶E̶P̶ ̶o̶n̶l̶y̶ ̶h̶a̶s̶ ̶c̶h̶e̶c̶k̶ ̶b̶o̶x̶e̶s̶ ̶f̶o̶r̶ ̶o̶r̶i̶g̶i̶n̶a̶l̶ ̶k̶i̶t̶s̶ ̶s̶o̶ ̶I̶ ̶d̶o̶n̶'̶t̶ ̶s̶e̶e̶ ̶a̶n̶y̶ ̶s̶i̶m̶p̶l̶e̶ ̶w̶a̶y̶ ̶o̶f̶ ̶a̶d̶d̶i̶n̶g̶ ̶m̶y̶ ̶k̶i̶t̶ ̶t̶o̶ ̶t̶h̶e̶ ̶U̶S̶A̶B̶L̶E̶ ̶B̶Y̶ ̶l̶i̶s̶t̶.̶

I̶n̶ ̶a̶d̶d̶i̶t̶i̶o̶n̶,̶ ̶I̶ ̶h̶a̶d̶ ̶n̶o̶ ̶p̶r̶o̶b̶l̶e̶m̶ ̶e̶d̶i̶t̶i̶n̶g̶ ̶t̶h̶e̶ ̶s̶t̶r̶i̶n̶g̶ ̶r̶e̶f̶e̶r̶e̶n̶c̶e̶s̶ ̶r̶e̶q̶u̶i̶r̶e̶d̶ ̶t̶o̶ ̶g̶i̶v̶e̶ ̶m̶y̶ ̶k̶i̶t̶ ̶i̶t̶'̶s̶ ̶l̶o̶w̶e̶r̶ ̶&̶ ̶m̶i̶x̶e̶d̶ ̶t̶i̶t̶l̶e̶s̶ ̶a̶n̶d̶ ̶d̶e̶s̶c̶r̶i̶p̶t̶i̶o̶n̶,̶ ̶b̶u̶t̶ ̶w̶h̶e̶n̶ ̶I̶ ̶t̶r̶y̶ ̶a̶ ̶s̶i̶m̶i̶l̶a̶r̶ ̶m̶e̶t̶h̶o̶d̶ ̶f̶o̶r̶ ̶m̶y̶ ̶c̶u̶s̶t̶o̶m̶ ̶i̶t̶e̶m̶,̶ ̶I̶'̶m̶ ̶s̶t̶i̶l̶l̶ ̶s̶e̶e̶i̶n̶g̶ ̶t̶h̶e̶ ̶o̶r̶i̶g̶i̶n̶a̶l̶ ̶i̶t̶e̶m̶'̶s̶ ̶d̶e̶s̶c̶r̶i̶p̶t̶i̶o̶n̶ ̶i̶n̶ ̶g̶a̶m̶e̶.̶ ̶I̶ ̶s̶t̶a̶r̶t̶e̶d̶ ̶w̶i̶t̶h̶ ̶a̶ ̶s̶w̶o̶r̶d̶ ̶a̶n̶y̶ ̶s̶w̶o̶r̶d̶-̶u̶s̶e̶r̶ ̶c̶o̶u̶l̶d̶ ̶w̶i̶e̶l̶d̶,̶ ̶a̶n̶d̶ ̶m̶o̶d̶i̶f̶i̶e̶d̶ ̶i̶t̶'̶s̶ ̶i̶d̶e̶n̶t̶i̶f̶i̶e̶d̶ ̶s̶t̶r̶i̶n̶g̶s̶.̶ ̶E̶v̶e̶r̶y̶ ̶t̶i̶m̶e̶ ̶I̶ ̶m̶a̶k̶e̶ ̶a̶ ̶c̶h̶a̶n̶g̶e̶ ̶i̶n̶ ̶D̶L̶T̶C̶E̶P̶ ̶I̶ ̶c̶a̶n̶ ̶s̶e̶e̶ ̶i̶t̶ ̶i̶n̶ ̶N̶I̶,̶ ̶a̶n̶d̶ ̶v̶i̶c̶e̶ ̶v̶e̶r̶s̶a̶,̶ ̶y̶e̶t̶ ̶m̶y̶ ̶S̶e̶l̶d̶a̶r̶i̶n̶e̶'̶s̶ ̶F̶u̶r̶y̶ ̶+̶6̶ ̶s̶t̶i̶l̶l̶ ̶r̶e̶a̶d̶s̶ ̶a̶s̶ ̶V̶a̶r̶s̶c̶o̶n̶a̶ ̶+̶2̶ ̶i̶n̶ ̶g̶a̶m̶e̶,̶ ̶d̶e̶s̶p̶i̶t̶e̶ ̶h̶a̶v̶i̶n̶g̶ ̶c̶o̶m̶p̶l̶e̶t̶e̶l̶y̶ ̶o̶v̶e̶r̶w̶r̶i̶t̶t̶e̶n̶ ̶t̶h̶a̶t̶ ̶d̶i̶a̶l̶o̶g̶.̶ ̶C̶r̶e̶a̶t̶i̶n̶g̶ ̶b̶r̶a̶n̶d̶ ̶n̶e̶w̶ ̶s̶t̶r̶i̶n̶g̶s̶ ̶j̶u̶s̶t̶ ̶g̶i̶v̶e̶s̶ ̶m̶e̶ ̶i̶n̶v̶a̶l̶i̶d̶ ̶r̶e̶f̶e̶r̶e̶n̶c̶e̶s̶.̶
A̶n̶y̶ ̶h̶e̶l̶p̶ ̶w̶o̶u̶l̶d̶ ̶b̶e̶ ̶g̶r̶e̶a̶t̶l̶y̶ ̶a̶p̶p̶r̶e̶c̶i̶a̶t̶e̶d̶,̶ ̶t̶h̶a̶n̶k̶s̶!̶

edit: I did get it to equip by selecting every class in DLTCEP, only excluding evil & neutral alignments and non-elf races, but now I'll never know exactly what did it and why....

edit: well now I feel really sillly, I solved my problem and located the duplicate strrefs, I had dialog.tlk copies just about everywhere, and I was able to rewrite them successfully after finding one that didn't crash my game.

Since I solved all my own problems, feel free to tell me how I can make this a mage, or better yet, F/M kit, or WeiDU compatible. Any suggestions are welcome.

Mods that have to be ported to bg:ee

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Is there anyone considering to port hard times to ee?

And what about unfinished bussiness? :)

SCALES of BALANCE! Post-hac kits and tweaks

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IGNORE the files attached to this post, get the mod here:

https://github.com/subtledoctor/Scales-of-Balance/blob/master/v1/Scales of Balance v1-6-1.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 v1-6-1.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 the CHORISTER 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.

Review: The Sellswords

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The Sellswords takes you to Menzoberranzan where you have to help your old "Friend" Jarlaxle to overturn the matron Mother. In general I would say the writing is good sans for the part that the drows seem to be a little to friendly and trusting in you. The scripting also works very well and I encountered no errors but no one really reacts to you attacking others. Even your quest giver Kimmuriel doesn't give a flying f if you kill the two mind flayers you have to convince to help you right after doing so.

Now to my main problem with most bigger quest mods. They tend to give you way to overpowered items and way to much XP. This mod is relatively modest in that regard but you still can expect arround 400k XP with a 6 member party and difficulty wise most of the fights are way to easy considering that you can access the area only in chapter 6. Rewards wise you get around 20k gold and quite some gems. You will also find a lot of high level spells and some of the best consumables. Most notably 120 Arrows of dispelling. You can also buy additional ones and also Arrows of Detonation.

Then there are 2 new pieces of equipment and a new wand. The Matron's Chainmal which is moderately useful and is something you would expect from such a quest. It has a AC of 2 and gives +1 Dexterity.

Then there is the Scimitar+4, Wraith. This one is quite powerful with 1d8+4, +1d4 fire damage, 1hp/round regeneration and 1 Strength and can only be used by evil characters. While it is quite powerful it is appreciated that it fills somewhat of a niche and the vanilla game gives powerful weapons for easier quests.

The wand is the Matron's wand and is basically a Finger of Death wand.

Overall a nice mod that gives a bit to much XP for its difficulty but I would recommend it.
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