Hi. I discovered this link for the BG1 NPC Project Music Pack (http://forums.gibberlings3.net/index.php?app=downloads&showcat=11) that @Shin posted in a separate discussion. I followed the link to the download and didn't notice any mention of compatibility with BGEE. Does anyone know if it works with the most recent version of the BG1NPC prerelease?
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BG1 NPC Project Music Pack compatible with BGEE?
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[XP Mod] TeamBG's Level 40 Rule Set/High Level Abilities
This mod enables you to reach level 40 in Baldur's Gate: Enhanced Edition. There are two files that you need to make this work.
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=180 Level 40 Rules Set this is allowing you to go to level 40 in BG:EE.
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=181 High Level Abilities this is needed in order to not break your game. These abilities are omitted in BG:EE and you must install this if you use my Level 40 Rule Set or another rule set/EXP cap removing mod.
These are both betas. I need feedback mainly on the High Level Abilities mod to make sure everything works and there are no other files missing.
Install:
To install the Level 40 Rule Set just open up the rar archive-open the level 40 folder and drop those files in your Override folder. You may need to create this which should be in you 766 folder.
To install the High Level Abilities mod put it in your game folder and double click on the executable mod file and follow the install instructions. This is a Weidu mod after all which is necessary to get the text for the abilities.
http://www.baldursgatemods.com/forums/index.php?board=139.0 Feedback message board
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!
TeamBG http://www.teambg.org/ "Still Building Worlds"
Current Versions:
Level 40 @ Version 3. Updated the Luabbr.2da to include the new kits. 5/19/13
HLA's @ Version 1.06. Added missing creature files for druid transformation into an earth and fire elementals.
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=180 Level 40 Rules Set this is allowing you to go to level 40 in BG:EE.
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=181 High Level Abilities this is needed in order to not break your game. These abilities are omitted in BG:EE and you must install this if you use my Level 40 Rule Set or another rule set/EXP cap removing mod.
These are both betas. I need feedback mainly on the High Level Abilities mod to make sure everything works and there are no other files missing.
Install:
To install the Level 40 Rule Set just open up the rar archive-open the level 40 folder and drop those files in your Override folder. You may need to create this which should be in you 766 folder.
To install the High Level Abilities mod put it in your game folder and double click on the executable mod file and follow the install instructions. This is a Weidu mod after all which is necessary to get the text for the abilities.
http://www.baldursgatemods.com/forums/index.php?board=139.0 Feedback message board
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!
TeamBG http://www.teambg.org/ "Still Building Worlds"
Current Versions:
Level 40 @ Version 3. Updated the Luabbr.2da to include the new kits. 5/19/13
HLA's @ Version 1.06. Added missing creature files for druid transformation into an earth and fire elementals.
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Character Mods
Hello guys,
I'm somewhat kinda new to the modding game. However, I have made a few character mods for Baldur's Gate 2. I suggested the idea and somebody responded that with the amount of them out, they'd want something new.
So, does anybody have an idea for a character that I could make that would have something unique about them?
I'm somewhat kinda new to the modding game. However, I have made a few character mods for Baldur's Gate 2. I suggested the idea and somebody responded that with the amount of them out, they'd want something new.
So, does anybody have an idea for a character that I could make that would have something unique about them?
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No restrictions
After having to do manually remove the race & alignment restrictions once again, I decided to do a little weidu mod to do it for me and upload it for future use. Feel free to make use of it.
1st component removes class/alignment restrictions. As far as I can tell, creating evil/neutral rangers/paladins doesn't make them fallen. Should work on every IE game.
2nd component removes race/class restrictions. This extends to allowing humans to multi-class and others to dual-class. Should work on every IE game.
3rd component unlocks (at lvl 21 for all classes) all of the ToB high level abilities in IWD:EE. Might cause issues if installed in other IE games.
Installation:
Extract in your game folder, run setup-norest.exe
Conflicts:
Won't modify kits from mods. 3rd component probably will clash with anything that adds HLAs to vanilla classes.
1st component removes class/alignment restrictions. As far as I can tell, creating evil/neutral rangers/paladins doesn't make them fallen. Should work on every IE game.
2nd component removes race/class restrictions. This extends to allowing humans to multi-class and others to dual-class. Should work on every IE game.
3rd component unlocks (at lvl 21 for all classes) all of the ToB high level abilities in IWD:EE. Might cause issues if installed in other IE games.
Installation:
Extract in your game folder, run setup-norest.exe
Conflicts:
Won't modify kits from mods. 3rd component probably will clash with anything that adds HLAs to vanilla classes.
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Steam Users please note
move your game out of steam, for many reasons, into something like this C:\Games\BGEE2 if you want to play with mods.
some mods will work with steam, but many wouldnt. Or there may be mechanics glitches you may not notice are actually there if you keep it in steam if you decide to keep it in steam because steam likes to "update" stuff.
ive been told to do this by a few helpful individuals and it has resolved all my mod issues
some mods will work with steam, but many wouldnt. Or there may be mechanics glitches you may not notice are actually there if you keep it in steam if you decide to keep it in steam because steam likes to "update" stuff.
ive been told to do this by a few helpful individuals and it has resolved all my mod issues
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Sylvanus Windrunner Soundset ( BG:EE & BG:EE 2 )
Hello everybody.
I was a part of the old BG's and now I want to finally get a full playthrough of BG:EE and BG:EE2.
However, the character soundsets that come with the game bore me. None of them match the type of character I'm wanting.
I've already looked over several guides on how to create my own soundset, but it's just not as easy as it used to be, which is extremely disappointing.
I'm wanting to get a soundset of the old Sylvanus Windrunner (The Dark Lady) from Warcraft. There's a soundset available for the original BG, but I don't think that'll work with BG:EE / BG:EE2.
If anybody could kindly put the soundset together for me, that would be amazing and I would hugely appreciate it. I don't have any way of paying for it as of right now, but if you'd like, I could always start up a game on either BG:EE or BG:EE2 with you.
In case someone does this for me, here are the sounds I would like to have in the soundset (I do not require every sound, but if you could keep Drangerd.wav, which is one of her jokes, in the soundset, I would love it, but again, not required.)
http://www.sorcerers.net/Games/dl.php?s=BG2&f=BG2/DarkRanger.rar
![image]()
Thank you, in advance.
I was a part of the old BG's and now I want to finally get a full playthrough of BG:EE and BG:EE2.
However, the character soundsets that come with the game bore me. None of them match the type of character I'm wanting.
I've already looked over several guides on how to create my own soundset, but it's just not as easy as it used to be, which is extremely disappointing.
I'm wanting to get a soundset of the old Sylvanus Windrunner (The Dark Lady) from Warcraft. There's a soundset available for the original BG, but I don't think that'll work with BG:EE / BG:EE2.
If anybody could kindly put the soundset together for me, that would be amazing and I would hugely appreciate it. I don't have any way of paying for it as of right now, but if you'd like, I could always start up a game on either BG:EE or BG:EE2 with you.
In case someone does this for me, here are the sounds I would like to have in the soundset (I do not require every sound, but if you could keep Drangerd.wav, which is one of her jokes, in the soundset, I would love it, but again, not required.)
http://www.sorcerers.net/Games/dl.php?s=BG2&f=BG2/DarkRanger.rar

Thank you, in advance.
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first time modder with a question about WeiDU
Okay, so I've made a list of all the mods I want to use for my first play-through of BGEE (a long list). I know that most, if not all, require WeiDU. Am I correct that I should first download and install WeiDU before attempting to add the mods?
Here is a list of the mods I plan to use, listed in the order that I'm thinking they should be installed. Please let me know if you'd recommend changing the order.
BG2 GUI for BG1
BG: EE Classic Movies
Wand Case
Barbed Club of Pain
Distinguishable Clubs
Distinguishable Javelins
More Style for Mages
BG1 Mini Quests and Encounters
BG1NPC Project
Unfinished Business
BG1NPC music pack
Xan’s friendship
Coran’s friendship pack
Adjantis expansion
Valerie
Isra
Vynd
Finch
Tenya
Indira
BGEE leveled spawns
BG2 Tweak Pack
SCS
Rogue Rebalancing
Song and silence
BP Series Scripts
Thanks.
Here is a list of the mods I plan to use, listed in the order that I'm thinking they should be installed. Please let me know if you'd recommend changing the order.
BG2 GUI for BG1
BG: EE Classic Movies
Wand Case
Barbed Club of Pain
Distinguishable Clubs
Distinguishable Javelins
More Style for Mages
BG1 Mini Quests and Encounters
BG1NPC Project
Unfinished Business
BG1NPC music pack
Xan’s friendship
Coran’s friendship pack
Adjantis expansion
Valerie
Isra
Vynd
Finch
Tenya
Indira
BGEE leveled spawns
BG2 Tweak Pack
SCS
Rogue Rebalancing
Song and silence
BP Series Scripts
Thanks.
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[mod] Don't wake up! (original unconscious/sleep behavior for BG1:EE and BG2:EE)
In BG2:EE update 1.3 sleep and unconsciousness inflicting effects were changed so that if a creature suffering from these effects were damaged they would wake up and the effect would wear off. At the moment all sleep inflicting items and spells (erroneously) do this, but the developers intend to refine this behavior a bit so that only specific spells and items inflict a sleep effect that can be broken by damage while others will inflict an unconsciousness that is not broken by damage.
The effect of this mod is to make all sleep and unconsciousness effects inflicted by items and spells last until their duration runs out. In other words this mod prevents creatures from waking up if they take damage while asleep. Since the developers also plan to eventually bring this behavior to BG1:EE, this mod will work on both BG1:EE (for when that gets updated) and BG2:EE, although it will need to be installed on each separately.
To install simply extract the all the contents of the zipped folder into your Baldur's Gate I: Enhanced Edition or Baldur's Gate II: Enhanced Edition directory (inside the folder with the baldur.exe) and run the "setup-UnconsciousRestore" file and follow the on screen instructions.
A huge thanks to @Troodon80 and @CrevsDaak for their help with the coding of this mod.
The effect of this mod is to make all sleep and unconsciousness effects inflicted by items and spells last until their duration runs out. In other words this mod prevents creatures from waking up if they take damage while asleep. Since the developers also plan to eventually bring this behavior to BG1:EE, this mod will work on both BG1:EE (for when that gets updated) and BG2:EE, although it will need to be installed on each separately.
To install simply extract the all the contents of the zipped folder into your Baldur's Gate I: Enhanced Edition or Baldur's Gate II: Enhanced Edition directory (inside the folder with the baldur.exe) and run the "setup-UnconsciousRestore" file and follow the on screen instructions.
A huge thanks to @Troodon80 and @CrevsDaak for their help with the coding of this mod.
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EEkeeper problem.
So I've installed BGee and IWDee on my new laptop and I've got a problem. Every time i start up EEkeeper i have to put in my installation and save folders before it starts, on my other laptop i did it once and then i never had to do it again. The only difference on the laptops is that this one is windows 8 and the other is windows 7, I'm using steam installation of BGee on both.
Any help? It's a bit annoying to browse my installation and save folder every single time.
Any help? It's a bit annoying to browse my installation and save folder every single time.
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PaintBG for all BG platforms
Not sure if it should be here or in the 'fan creations' section. We - artastrophe and me - have just released a portrait mod. All of the portraits were done by artastrophe from scratch. I did the scalling and WeiDU installer for BG1/BG2/BGT/Tutu (EE version is manual). The pack is available at SHS and here is the sample poster.
http://www.shsforums.net/topic/55680-day-1-of-12-paintbg-portrait-mod-released/page__pid__552156#entry552156
EDIT: version 2 poster
http://www.shsforums.net/topic/55680-day-1-of-12-paintbg-portrait-mod-released/page__pid__552156#entry552156
EDIT: version 2 poster
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UPDATED Wizard Slayer Overhaul (IWD:EE; BG:EE; BG2:EE)
UPDATED - make sure to read installation instructions
Since the existing rebalance of the wizard slayer isn't exactly what I was looking for, I made my own and figured I'd share
Here's the description:
WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns techniques that can disrupt spellcasting. He must remain fully devoted to his cause and cannot pursue additional professions.
Advantages:
- Gains 22% magic resistance at level 1.
- Gains additional 2% bonus to magic resistance per level.
- Gains the Nulify Magic ability at level 5 and additional uses at levels 10 and 20.
- Gains the Protect ability at level 8 and an additional use at level 20
Nulify Magic:
Upon activation, the wizard slayer can nulify magic in a 30ft area around . Any arcane or divine spellcasters caught in the area will experience 100% spell failure for 1 turn. This effect bypasses magic resistance and can't be saved against.
Protect:
For 1 turn the wizard slayer confers 20% magic resistance bonus to his party.
Disadvantages:
- Cannot use metal armor
- Cannot use ranged weapons
- Cannot dual class
Installation:
(skips steps 1 and 2 if you haven't installed previous versions of this mod)
1.If you have installed a previous version, find setup-ws2.exe in your game directory, run it and choose uninstall
2.Delete setup-ws2.exe, setup-ws2.tp2 and ws2 folder from your game directory
3.Extract the archive into your game directory,
4.Run setup-wso.exe
Conflicts:
1.Old version
2.Wizard Slayer Rebalancing
3.Any mod that changes the wizard slayer except (for the moment) HLA changes
Since the existing rebalance of the wizard slayer isn't exactly what I was looking for, I made my own and figured I'd share
Here's the description:
WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns techniques that can disrupt spellcasting. He must remain fully devoted to his cause and cannot pursue additional professions.
Advantages:
- Gains 22% magic resistance at level 1.
- Gains additional 2% bonus to magic resistance per level.
- Gains the Nulify Magic ability at level 5 and additional uses at levels 10 and 20.
- Gains the Protect ability at level 8 and an additional use at level 20
Nulify Magic:
Upon activation, the wizard slayer can nulify magic in a 30ft area around . Any arcane or divine spellcasters caught in the area will experience 100% spell failure for 1 turn. This effect bypasses magic resistance and can't be saved against.
Protect:
For 1 turn the wizard slayer confers 20% magic resistance bonus to his party.
Disadvantages:
- Cannot use metal armor
- Cannot use ranged weapons
- Cannot dual class
Installation:
(skips steps 1 and 2 if you haven't installed previous versions of this mod)
1.If you have installed a previous version, find setup-ws2.exe in your game directory, run it and choose uninstall
2.Delete setup-ws2.exe, setup-ws2.tp2 and ws2 folder from your game directory
3.Extract the archive into your game directory,
4.Run setup-wso.exe
Conflicts:
1.Old version
2.Wizard Slayer Rebalancing
3.Any mod that changes the wizard slayer except (for the moment) HLA changes
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Vampirism Glitch (heavy spoilers)
Not sure why I never thought to post this here.
Anyway, lovers and what not. I went to the statue of amaunator and put the two items in to revive my lover (Aerie) after she got turned to a vampire. So, the items disappear and the statue's torches light up. All is well and good. Unfortunately Aerie's body appears, but she is on the floor, dead. No scene comes up in which she revives and tells you she is all well and good (or whatever she does; first time playing game). What do?
I can't target here with anything, so I can't revive her. If I try to set her HP in shadowkeeper as non-zero shadowkeeper forces it back to 0 (for some weird reason).
Past that I can't think of anything.
Below are the mods I have installed. There's quite a lot of them. I would only bother looking if you think the answer might be in there. I looked and didn't see it.
[Spoiler]
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DDRAWFIX/DDRAWFIX.TP2~ #0 #0 // DDrawFix -> Force DirectDraw Emulation: v1.0
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #115 // Paws from Shapeshifting Can Not Be Dispelled: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~BGGRAPHICS/SETUP-BGGRAPHICS.TP2~ #0 #0 // BGT Extended Night and Baldur's Gate Map Fixes: v1.6
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #1 // The BG1 NPC Project Music Pack -> Install Regular Audio Only: v5
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_120121
~SETUP-BGSPAWN.TP2~ #0 #0 // BGSpawn system based on levels & party members (NOTE: Baldur's Gate Trilogy - BGT required): 1.12
~SETUP-BGSPAWN.TP2~ #0 #1 // Choose the time between re-spawns: 1.12
~SETUP-BGSPAWN.TP2~ #0 #2 // Vampiric Wolf Lord (inspired to DavidW Wolf of Ulcaster) NOTE: this changes some Vampiric Wolf in the game. It's used by BGSpawn-system: 1.12
~SETUP-BGSPAWN.TP2~ #0 #3 // BGSpawn random encounters between areas (NOTE: Baldur's Gate Trilogy - BGT required): 1.12
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: V13
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: V13
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): V13
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v25
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v25
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v25
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v25
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v25
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v25
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v25
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v25
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v25
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v25
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v25
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v25
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v25
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v25
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v25
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v25
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v25
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v25
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v25
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v25
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v25
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v25
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v25
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v25
~SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v25
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magical weapons with Fine ones -> Fine weapons are immune to the iron crisis: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3070 // Move Vhailor's Helm into Throne of Bhaal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3090 // Move the Robe of Vecna into Throne of Bhaal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4162 // Increase the price of a license to practise magic in Athkatla -> License costs 20,000 gp: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4170 // Increase the price asked by Gaelan Bayle -> Gaelan wants 40,000 gold pieces: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #800 // Import more items into Shadows of Amn (WARNING: This can be considered a cheat): 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #901 // Random activated traps in the pirate cave -> Install-time randomisation: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1200 // Arkion reacts to player's reputation: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1501 // Altered item shattering -> Remove item shattering: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1700 // Salk's Pen-and-Paper ruleset corrections: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1900 // Restore BG2 XP bonus for traps, locks, and scrolls: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2002 // Protagonist's biography modifications -> Set BG2 biography upon Shadows of Amn transition: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2500 // Access Ulgoth's Beard west of Wyrm's Crossing only: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2600 // Prevent access to Durlag's Tower from adjacent areas: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2800 // Reputation Resets at Beginning of BG2: 11 (5 Feb 12)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v16
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended)
~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars
~1PP/1PP.TP2~ #0 #113 // 1ppv4: Smart Avatar & Armour Switching
~1PP/1PP.TP2~ #0 #114 // 1ppv4: Softer Spell Effects
~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches
~1PP/1PP.TP2~ #0 #201 // 1ppv4: Consistent spell and scroll icons
~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks
~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations
~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves
~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields
~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)
~1PP/1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core)
~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core)
~1PP/1PP.TP2~ #0 #209 // 1ppv4: Attachable wings (core)
~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)
~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries
~SETUP-XPMOD.TP2~ #0 #0 // Creature XP Reduction -> Reduce to 75%
~SETUP-XPMOD.TP2~ #0 #6 // Locks, Traps and Spells XP Reduction -> Reduce to 50%
~SETUP-XPMOD.TP2~ #0 #11 // Quest XP Reduction -> Reduce to 75%
// Recently Uninstalled: ~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music
~SETUP-BGTMUSIC.TP2~ #0 #1 // Baldur's Gate Trilogy - Music -> Hybrid Baldur's Gate/Shadows of Amn/Throne of Bhaal Music
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v 3.06
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2[/spoiler]
Can I console command this? Or can I shadowkeeper this in some other way?
I attached the file if anyone wants to look at it.
Any help would be greatly appreciated.
Anyway, lovers and what not. I went to the statue of amaunator and put the two items in to revive my lover (Aerie) after she got turned to a vampire. So, the items disappear and the statue's torches light up. All is well and good. Unfortunately Aerie's body appears, but she is on the floor, dead. No scene comes up in which she revives and tells you she is all well and good (or whatever she does; first time playing game). What do?
I can't target here with anything, so I can't revive her. If I try to set her HP in shadowkeeper as non-zero shadowkeeper forces it back to 0 (for some weird reason).
Past that I can't think of anything.
Below are the mods I have installed. There's quite a lot of them. I would only bother looking if you think the answer might be in there. I looked and didn't see it.
[Spoiler]
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DDRAWFIX/DDRAWFIX.TP2~ #0 #0 // DDrawFix -> Force DirectDraw Emulation: v1.0
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #115 // Paws from Shapeshifting Can Not Be Dispelled: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~BGGRAPHICS/SETUP-BGGRAPHICS.TP2~ #0 #0 // BGT Extended Night and Baldur's Gate Map Fixes: v1.6
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #1 // The BG1 NPC Project Music Pack -> Install Regular Audio Only: v5
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_120121
~SETUP-BGSPAWN.TP2~ #0 #0 // BGSpawn system based on levels & party members (NOTE: Baldur's Gate Trilogy - BGT required): 1.12
~SETUP-BGSPAWN.TP2~ #0 #1 // Choose the time between re-spawns: 1.12
~SETUP-BGSPAWN.TP2~ #0 #2 // Vampiric Wolf Lord (inspired to DavidW Wolf of Ulcaster) NOTE: this changes some Vampiric Wolf in the game. It's used by BGSpawn-system: 1.12
~SETUP-BGSPAWN.TP2~ #0 #3 // BGSpawn random encounters between areas (NOTE: Baldur's Gate Trilogy - BGT required): 1.12
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: V13
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: V13
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): V13
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v25
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v25
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v25
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v25
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v25
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v25
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v25
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v25
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v25
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v25
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v25
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v25
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v25
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v25
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v25
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v25
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v25
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v25
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v25
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v25
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v25
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v25
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v25
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v25
~SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v25
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magical weapons with Fine ones -> Fine weapons are immune to the iron crisis: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3070 // Move Vhailor's Helm into Throne of Bhaal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3090 // Move the Robe of Vecna into Throne of Bhaal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4162 // Increase the price of a license to practise magic in Athkatla -> License costs 20,000 gp: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4170 // Increase the price asked by Gaelan Bayle -> Gaelan wants 40,000 gold pieces: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #800 // Import more items into Shadows of Amn (WARNING: This can be considered a cheat): 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #901 // Random activated traps in the pirate cave -> Install-time randomisation: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1200 // Arkion reacts to player's reputation: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1501 // Altered item shattering -> Remove item shattering: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1700 // Salk's Pen-and-Paper ruleset corrections: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1900 // Restore BG2 XP bonus for traps, locks, and scrolls: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2002 // Protagonist's biography modifications -> Set BG2 biography upon Shadows of Amn transition: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2500 // Access Ulgoth's Beard west of Wyrm's Crossing only: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2600 // Prevent access to Durlag's Tower from adjacent areas: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2800 // Reputation Resets at Beginning of BG2: 11 (5 Feb 12)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v16
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended)
~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars
~1PP/1PP.TP2~ #0 #113 // 1ppv4: Smart Avatar & Armour Switching
~1PP/1PP.TP2~ #0 #114 // 1ppv4: Softer Spell Effects
~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches
~1PP/1PP.TP2~ #0 #201 // 1ppv4: Consistent spell and scroll icons
~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks
~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations
~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves
~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields
~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)
~1PP/1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core)
~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core)
~1PP/1PP.TP2~ #0 #209 // 1ppv4: Attachable wings (core)
~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)
~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries
~SETUP-XPMOD.TP2~ #0 #0 // Creature XP Reduction -> Reduce to 75%
~SETUP-XPMOD.TP2~ #0 #6 // Locks, Traps and Spells XP Reduction -> Reduce to 50%
~SETUP-XPMOD.TP2~ #0 #11 // Quest XP Reduction -> Reduce to 75%
// Recently Uninstalled: ~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music
~SETUP-BGTMUSIC.TP2~ #0 #1 // Baldur's Gate Trilogy - Music -> Hybrid Baldur's Gate/Shadows of Amn/Throne of Bhaal Music
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v 3.06
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2[/spoiler]
Can I console command this? Or can I shadowkeeper this in some other way?
I attached the file if anyone wants to look at it.
Any help would be greatly appreciated.
↧
[Kit Idea] The Warlock (Sorcerer Kit)
While playing around with kits and working on ideas for a possible SoA NPC mod (separate from my already-planned expansion of Helarine to SoA), I thought it would be interesting to have a kit for a darker side of the sorcerer class (without necessarily being evil). I went through a few ideas that ended up falling apart, then decided to convert the existing D@D 3.5e warlock into a sorcerer kit.
Well, while I did base my ideas off the Warlock class's abilities, being a sorcerer kit for a different edtion it doesn't quite match the Warlock class, but I tried to keep with the theme of a dark and powerful spellcaster.
As with many of my mod ideas, I'm not 100% sure this can be created in the BGEE engine. So before I get started on figuring out how to code new abilities and such, I'd like to know what people think of the kit idea. As it stands, I feel like it's a little unorganized in progression (I mostly just put things in places where they looked nice in my text editor) and more than a little overpowered (at ToB max level, you get 9 free spells, most of which improve with level). So I'm open to suggestions on progression and toning down the awesomeness to a playable level.
--------------------------------
Warlock (Sorcerer Kit)
Advantages:
- The warlock gains 3 lore per level instead of 1.
- At level 1, the warlock gains a -1 bonus to AC. This bonus improves by 1 at levels 3, 9, 12, 15, and 21.
- At level 1, the warlock gains the ability to use Eldritch Blast two times per day. The warlock gains one addition use per day at levels 6, 15, and 21.
- At level 3, the warlock gains the ability to use Frightful Blast once per day.
- At level 9, the warlock gains the ability to use Eldritch Chain once per day.
- At level 12, the warlock gains 5% resistance to elemental damage (acid, cold, electricity, fire, and sonic). This bonus increases by 5% at levels 18, 27, and 30.
- At level 18, the warlock gains the ability to use Brimstone Blast once per day.
- At level 24, the warlock gains the ability to use Bewitching Blast once per day.
Disadvantages:
- Can only cast two spells per day per spell level.
- Restricted to any chaotic or any evil alignment.
Eldritch Blast
This supernatural ability strikes one target within medium range for 2d6 + 1d3/level magical damage.
Frightful Blast
This supernatural ability acts as the Horror spell, with an additional -1 penalty on saving throws for every 3 levels of the warlock (rounded down).
Eldritch Chain
As Eldritch Blast, but also affects any creature within 15 feet of the target.
Brimstone Blast
As Eldritch Blast, only half of the damage is fire damage. In addition, the target must save vs. spell or take 1d8 fire damage for one round for every 3 levels of the warlock (rounded down).
Bewitching Blast
Target is dominated with no saving throw or protection from magic resistance for one round for every 3 levels of the warlock (rounded down). (This ability does not work on plot-critical enemies or enemies immune to domination.)
-----------------------------------
Progression Table by Level
lv1 - lore bonus, AC -1, Eldritch blast x2
lv3 - AC -2, Frightful Blast
lv6 - Eldritch Blast x3
lv9 - AC -3, Eldritch Chain - (BGEE max level without mods)
lv12 - AC -4, 5% energy resistance
lv15 - AC -5, Eldritch Blast x4 - (SoA max level is 17 without mods)
lv18 - 10% energy resistance, Brimstone Blast
lv21 - AC -6, Eldritch Blast x5
lv24 - Bewitching Blast
lv27 - 15% energy resistance
lv30 - 20% energy resistance
Well, while I did base my ideas off the Warlock class's abilities, being a sorcerer kit for a different edtion it doesn't quite match the Warlock class, but I tried to keep with the theme of a dark and powerful spellcaster.
As with many of my mod ideas, I'm not 100% sure this can be created in the BGEE engine. So before I get started on figuring out how to code new abilities and such, I'd like to know what people think of the kit idea. As it stands, I feel like it's a little unorganized in progression (I mostly just put things in places where they looked nice in my text editor) and more than a little overpowered (at ToB max level, you get 9 free spells, most of which improve with level). So I'm open to suggestions on progression and toning down the awesomeness to a playable level.
--------------------------------
Warlock (Sorcerer Kit)
Advantages:
- The warlock gains 3 lore per level instead of 1.
- At level 1, the warlock gains a -1 bonus to AC. This bonus improves by 1 at levels 3, 9, 12, 15, and 21.
- At level 1, the warlock gains the ability to use Eldritch Blast two times per day. The warlock gains one addition use per day at levels 6, 15, and 21.
- At level 3, the warlock gains the ability to use Frightful Blast once per day.
- At level 9, the warlock gains the ability to use Eldritch Chain once per day.
- At level 12, the warlock gains 5% resistance to elemental damage (acid, cold, electricity, fire, and sonic). This bonus increases by 5% at levels 18, 27, and 30.
- At level 18, the warlock gains the ability to use Brimstone Blast once per day.
- At level 24, the warlock gains the ability to use Bewitching Blast once per day.
Disadvantages:
- Can only cast two spells per day per spell level.
- Restricted to any chaotic or any evil alignment.
Eldritch Blast
This supernatural ability strikes one target within medium range for 2d6 + 1d3/level magical damage.
Frightful Blast
This supernatural ability acts as the Horror spell, with an additional -1 penalty on saving throws for every 3 levels of the warlock (rounded down).
Eldritch Chain
As Eldritch Blast, but also affects any creature within 15 feet of the target.
Brimstone Blast
As Eldritch Blast, only half of the damage is fire damage. In addition, the target must save vs. spell or take 1d8 fire damage for one round for every 3 levels of the warlock (rounded down).
Bewitching Blast
Target is dominated with no saving throw or protection from magic resistance for one round for every 3 levels of the warlock (rounded down). (This ability does not work on plot-critical enemies or enemies immune to domination.)
-----------------------------------
Progression Table by Level
lv1 - lore bonus, AC -1, Eldritch blast x2
lv3 - AC -2, Frightful Blast
lv6 - Eldritch Blast x3
lv9 - AC -3, Eldritch Chain - (BGEE max level without mods)
lv12 - AC -4, 5% energy resistance
lv15 - AC -5, Eldritch Blast x4 - (SoA max level is 17 without mods)
lv18 - 10% energy resistance, Brimstone Blast
lv21 - AC -6, Eldritch Blast x5
lv24 - Bewitching Blast
lv27 - 15% energy resistance
lv30 - 20% energy resistance
↧
↧
[MOD]Infamy v.4 *beta*
I decided to separate a part of my Classes Reborn mod into it's own mod, partly because people may want to play it without my mod, and partly because I'd like feedback on this one aspect in advance.
The biggest problem with reputation isn't necessarily how it is implemented (meaning, gaining or losing rep) but what reputation actually means. The game implies low rep is evil and everyone treats you like crap while high rep is saintly and everyone wants to shine your boots. Funny thing is, life don't work that way. You go into a meat shop in North Jersey, and the police would pay full price while the mafia would get a nice discount. But who has what reputation?
So, this mod meshes together Charisma and a modified approach on reputation. I'll hit each point.
First, reputation is fleeting. If Jon Gotti was alive today and walked into a store, most people wouldn't recognize him. If you want to keep your rep up, you have to work at it. So, I have implemented a slowly diminishing value for good AND bad rep. Over time, everything goes back to 10 unless you work on keeping it up.
Second, bad rep is no longer bad. The concept of evil is ridiculous and even more in a video game. Morality is relative. Low rep means you are a bad ass, and not just bad. It turns from Despised to Infamous. You get the same benefits at the store and ALL NPCs have better reactions. Many will just want to know what is up with this guy.
What gives you bad reactions? Obscureness, unreknownism, being nobody. Stores don't know who you are, so they jack up the prices a bit. NPCs really wonder if you are worth hanging out with if you are unknown, so they have slightly more unfavorable reactions.
What this means is that a lot of what made you bad isn't as bad (killing an innocent drops you 4 points instead of 10) and donating to a church with a rep 9 and lower actually makes you more Infamous (clearly you have ulterior motives).
Secondly, charisma is now implemented much more. It is done in a 3eish way, where every 2 points over 10 is a +1 and under 10 is a -1. It also effects the number of followers you have. People won't follow you if you have 3 charisma...unless, you are famous or notorious. So, followers will stick with you while you have a balance of charisma AND either positive or negative reputation.
The number of followers isn't a simple, block these slots to limit party members. What happens is that they join your party and almost immediately after they see that this isn't working for them, they leave. They use their standard I am leaving your party dialog and should be rerecruitable once you are in a "better place".
Also, happiness with your reputation is also a factor, but in a different way. Good people want to be known as awesome and evil as badasses. Neutral want to not be known at all. So, a neutral character will complain if you are moving too far in one direction or another. Best bet is to either do something on the other side, or chill a bit as your reputation dies down.
However, if you push too far and piss them off, they will leave if your charisma is not high enough. Each point in charisma offsets 1 point in reputation that is on their unhappy side. Meaning, you sexy enough and charming enough, you can make your followers do whatever you want (though they will complain their butts off).
This is my first release and obviously will need some balancing. This will work with any mod that doesn't touch the files it touches, but why play with this mod if you are using another mod to do something else. So, if you install it last, it will overwrite other mods that touch these files. Also, it replies heavily on baldur.bcs script (adding almost 2500 lines of code), which reminds me I should update it for baldur25, but will do that later.
Forgot to mention, assassins will hunt you down similar to flaming fist if your rep is 19+. They do it at the same locations. This will be changed as I'll have them do it in non-city areas. They are on the same 3 day timer. I'll add more as I think about it. They are just carbon copies of the Flaming Fist and still need some work done.
Hopefully a few people will check this out and let me know what you think.
The biggest problem with reputation isn't necessarily how it is implemented (meaning, gaining or losing rep) but what reputation actually means. The game implies low rep is evil and everyone treats you like crap while high rep is saintly and everyone wants to shine your boots. Funny thing is, life don't work that way. You go into a meat shop in North Jersey, and the police would pay full price while the mafia would get a nice discount. But who has what reputation?
So, this mod meshes together Charisma and a modified approach on reputation. I'll hit each point.
First, reputation is fleeting. If Jon Gotti was alive today and walked into a store, most people wouldn't recognize him. If you want to keep your rep up, you have to work at it. So, I have implemented a slowly diminishing value for good AND bad rep. Over time, everything goes back to 10 unless you work on keeping it up.
Second, bad rep is no longer bad. The concept of evil is ridiculous and even more in a video game. Morality is relative. Low rep means you are a bad ass, and not just bad. It turns from Despised to Infamous. You get the same benefits at the store and ALL NPCs have better reactions. Many will just want to know what is up with this guy.
What gives you bad reactions? Obscureness, unreknownism, being nobody. Stores don't know who you are, so they jack up the prices a bit. NPCs really wonder if you are worth hanging out with if you are unknown, so they have slightly more unfavorable reactions.
What this means is that a lot of what made you bad isn't as bad (killing an innocent drops you 4 points instead of 10) and donating to a church with a rep 9 and lower actually makes you more Infamous (clearly you have ulterior motives).
Secondly, charisma is now implemented much more. It is done in a 3eish way, where every 2 points over 10 is a +1 and under 10 is a -1. It also effects the number of followers you have. People won't follow you if you have 3 charisma...unless, you are famous or notorious. So, followers will stick with you while you have a balance of charisma AND either positive or negative reputation.
The number of followers isn't a simple, block these slots to limit party members. What happens is that they join your party and almost immediately after they see that this isn't working for them, they leave. They use their standard I am leaving your party dialog and should be rerecruitable once you are in a "better place".
Also, happiness with your reputation is also a factor, but in a different way. Good people want to be known as awesome and evil as badasses. Neutral want to not be known at all. So, a neutral character will complain if you are moving too far in one direction or another. Best bet is to either do something on the other side, or chill a bit as your reputation dies down.
However, if you push too far and piss them off, they will leave if your charisma is not high enough. Each point in charisma offsets 1 point in reputation that is on their unhappy side. Meaning, you sexy enough and charming enough, you can make your followers do whatever you want (though they will complain their butts off).
This is my first release and obviously will need some balancing. This will work with any mod that doesn't touch the files it touches, but why play with this mod if you are using another mod to do something else. So, if you install it last, it will overwrite other mods that touch these files. Also, it replies heavily on baldur.bcs script (adding almost 2500 lines of code), which reminds me I should update it for baldur25, but will do that later.
Forgot to mention, assassins will hunt you down similar to flaming fist if your rep is 19+. They do it at the same locations. This will be changed as I'll have them do it in non-city areas. They are on the same 3 day timer. I'll add more as I think about it. They are just carbon copies of the Flaming Fist and still need some work done.
Hopefully a few people will check this out and let me know what you think.
↧
Tower of Deception for BG2EE
Heya! Not sure if you remember a small but amazing mod called Tower of Deception. In a rush of updating my own mods, I kinda made sure it work on EE. You can find it here: http://forums.blackwyrmlair.net/index.php?showtopic=5221&st=0&#entry50955
Cheers!
Cheers!
↧
Class/Kit Attempt: Warlock
I have tried to recreate the Warlock class from 3.5. The primary goal of this was to discover a way to create modular spells, being able to choose an essence and shape for the eldritch blast in a convenient manner for the user. Cutting down the 80 different possible combinations to just 2 sets of 10 essence spells and 8 shape spells.
I ultimately decided to make it a Druid kit, mostly due to various hard-coded features that needed to be worked around, mainly needing a spell-book and scroll use.
- Can cast but not learn from Scrolls.
- Can equip any armor or shield, but can only cast Invocations in "Light" armor and bucklers.
- Can become proficient in a variety of weapons, specifically excluded from heavy, two-handed, or exotic weapons(Two-handed Sword, Bastard Sword, Katana, Halberd, Flail/Morning-star, and Longbow), though they can still equip these weapons. Can only take Single Weapon Style Proficiency.
- All Invocations may be cast at-will, unlimited times per day. A "Refresh" ability will always be in the last slot of the spell-select menu, to memorize any newly learned Invocations, and just in case anything else manages to drain them, like excessive level draining.
- Blast damage scales at 1d6 per 2 levels, 1d6(L1), up to 10d6(L19), with either a to-hit requirement or allowing a
save vs. spell for half damage(evasion also considered).
- Eldritch Blast, Eldritch Blow(a melee variant), and Eldritch Chain all utilize Magically created weapons, requiring that they actually "hit" their target. To simulate the better accuracy of touch-attacks bypassing most forms of AC, they have had their critical threat range progressively reduced as Thac0 improves, but do not deal any extra damage on critical hits. This is the default behavior, but can be reverted to normal accuracy/crits by the second installation component.
- The default Eldritch Blast damage is supposed to be untyped, so it uses an undefined damage type, which worked fine in BGEE, but in IWDEE and now BG2EE it is displayed as uncolored fire damage in the message window(I could not get the new dmgtype 2da to work). It is still functional, just a display issue.
- Invocations are chosen through select-spell special abilities, do try not to choose the same one more than once.
- One Invocation can be switched out at any level a new one is not granted. Currently these opportunities stack and remain until used.
- Damage Reduction implemented as resistance to Physical Damage types (Crushing, Piercing, Slashing, Missile), ranging from 10%(L3) to 34%(L30).
- Energy Resistance implemented similarly, still doesn't apply until level 10, but it increases every level instead of
every 10 levels. Starts at 10%(L10), up to 30%(L30).
- Fiendish Resilience is at-will and permanent, but dispellable. It provides a constitution boost, using the
regeneration of high Constitution values to represent its effects, so the amount healed is reduced to about 10% of the original short-duration ability. Starts at 20Con(L8), up to 25Con(L18).
- 24 hour duration invocations were made permanent, dispellable, on/off toggles.
- Druids spells are removed each level on a 1-second delay. Pregenerated Characters will have to remove them with an ability in their special abilities menu for level 1. Neither remove non-vanilla spells yet.
- Infuse Item ability omitted.
Invocations, list + short descriptions:
[spoiler]
Blast Shapes:
Start: Eldritch Blast: Ranged touch attack.
Start: Eldritch Blow: Melee touch attack.
Least: Hideous Blow -> Eldritch Weapon: Delivers the Eldritch Blast through your equipped weapon, melee or ranged. Will dispel the magical weapons of Eldritch Blast/Blow/Chain.
Least: Eldritch Burst: Very short and small AoE, save vs. spell for half. Will hit yourself if the target is too close(unarmed/dagger range).
Lesser: Eldritch Chain: Party friendly Chain-lightning effect for the Eldritch Blast. +1 target per 5 levels.
Lesser: Eldritch Ward: Protective Ward, +AC, Elemental Resistance, or Immunities depending on Blast Essence. Will end if any other Blast shape is used.
Greater: Eldritch Cone: Indiscriminate Cone shape for the Eldritch Blast.
Greater: Wall of Perilous Flames -> Wall of Eldritch Flames: Made this a blast shape by turning the "half supernatural" part of this invocation to be tied to your current Blast Essence, but the total damage is the same as the original (2d6 + level per round).
Dark: Eldritch Doom: Party Friendly, ranged "Fireball".
Blast Essences:
Start: Eldritch Blast: Nothing but damage.
Least: Frightful Blast: Save vs. Spell or Panic (1 Round). 6+HD immune.
Least: Beshadowed Blast: Save vs. Spell or Blind (1 Round).
Lesser: Hellrime Blast: Cold damage, Save vs. Spell or -4 AC and Thac0(4 Rounds). Be warned cold deaths can destroy items.
Lesser: Brimstone Blast: Fire damage, Save vs Spell or 2d6 fire damage per round (1+1 round per 5 levels).
Greater: Bewitching Blast: Save vs. Spell or Confused (1 Round).
Greater: Noxious Blast: Disease(Poison) damage, Save vs. Spell or Nauseated(Disease:Slow)(1 Round).
Greater: Vitriolic Blast: Acid damage, Save vs. Spell or 2d6 acid damage per round (1+1 round per 5 levels). Ignores Magic Resistance.
Dark: Binding Blast: Electrical damage, Save vs. Spell or Stun (1 Round).
Dark: Utterdark Blast: Negative Energy(Poison) damage, Save vs. Spell or 2 levels drained. Heals undead. Poison damage used since everything necessary should have immunity to it.
Least:
Entropic Warding: 20% miss chance for all missile attacks, also has a chance to stop Acid and Flame arrow spells, and Magic Stone spell.
Spiderwalk: Functions as immunity to Entangle, Grease, and Web.
See the Unseen: Infravision. Dispel Invisibility each time it is cast. Non interruptive instant cast.
Baleful Utterance: Knock
Summon Swarm: Functions as an indiscriminate, low-level Chain-Insects, but its targeting is completely random. Hits up to 6 times.
Earthen Grasp: Summons a jelly-animation to attack target, 1d6 damage, and entangles on a failed save.
One's Own Luck: Improves a single save, based on level. +1(L1), up to +5(L9).
Lesser:
Charm: Same as spell.
The Dead Walk: Animate Dead Spell(BG version) with 1 Turn duration.
Flee the Scene: 1 Round Mislead + Teleport.
Stony Grasp: Same as Earthen Grasp, but higher damage (2d4), -4 save penalty, and can entangle large creatures.
Voracious Dispelling: I have tried to get this to function as close to the original as possible, however damage is a
constant 1d4 per source instead of cumulative spell-level.(laziness/simplicity)
Walk Unseen: Invisibility.
Greater:
Chilling Tentacles: 5d8 Crushing damage(1d4+4 * 1d4) per round, only 1 grapple attempt(1 round paralyze)(save vs. death). Large Creatures immune to the grappling. 2d6 cold damage per round.(4 Rounds).
Devour Magic: Same as Voracious, a constant 5 temp. HP per source instead of cumulative spell level.
Tenacious Plague: Similar to Insect Plague spell, except 2d6 magic damage per round. (3 Rounds).
Caustic Mire: Grease + 1 acid damage per second. -25% fire resist to non-fire-immune creatures. (3 Rounds).
Painful Slumber: Permanent Sleep + 10% HP damage on-hit-wake.
Nightmares Made Real: Self-centered area of Illusions(Blindness and Invisibility to all(no save)), Enemies must Save vs Spell or 1d6 damage and entangle each round. (1 Turn).
Dark:
Dark Discorporation: Polymorph self into swarm of bats. Swarm immunities/ vulnerabilities, auto-hit attack all enemies within your swarm for 4d6 nonlethal damage.
Retributive Invisibility: Improved Invisibility, 4d6 damage and stun to surrounding creatures if dispelled. Save vs.spell for half and avoid stun.
Word of Changing: Polymorph other.(Permanent)
Dark Foresight: +4 AC, Thac0, Save vs. Spell and Breath, Immunity to Backstab/Sneak Attack, and Time Stop. Prepare 1 Least, Lesser, or Greater Invocation in a Contingency.
Path of Shadow: Party Shadow Walk (1 Round). Restores 10% HP.
The following Invocations are Permanent but Dispellable, and function as a on/off toggle(if for whatever reason you want to remove them yourself): Entropic Warding, Spiderwalk, See the Unseen, One's Own Luck, and Dark Foresight. All Essences function this way as well, but are automatically deactivated when you activate another. Eldritch Ward functions similarly, except that Wards for different essences will switch out instead of deactivating.
Dark Foresight has to be deactivated and then reactivated to create a new Contingency, this is intentional, along with its full-round cast time.
Eldritch Essences may be switched out instantly without disrupting spellcasting. Other abilities that should be always "on", such as see invisibility(See the Unseen) or their detect magic ability, can also be cast instantly without disrupting or interfering with spellcasting as often as desired.
[/spoiler]
This kit only works for IWDEE currently.
I ultimately decided to make it a Druid kit, mostly due to various hard-coded features that needed to be worked around, mainly needing a spell-book and scroll use.
- Can cast but not learn from Scrolls.
- Can equip any armor or shield, but can only cast Invocations in "Light" armor and bucklers.
- Can become proficient in a variety of weapons, specifically excluded from heavy, two-handed, or exotic weapons(Two-handed Sword, Bastard Sword, Katana, Halberd, Flail/Morning-star, and Longbow), though they can still equip these weapons. Can only take Single Weapon Style Proficiency.
- All Invocations may be cast at-will, unlimited times per day. A "Refresh" ability will always be in the last slot of the spell-select menu, to memorize any newly learned Invocations, and just in case anything else manages to drain them, like excessive level draining.
- Blast damage scales at 1d6 per 2 levels, 1d6(L1), up to 10d6(L19), with either a to-hit requirement or allowing a
save vs. spell for half damage(evasion also considered).
- Eldritch Blast, Eldritch Blow(a melee variant), and Eldritch Chain all utilize Magically created weapons, requiring that they actually "hit" their target. To simulate the better accuracy of touch-attacks bypassing most forms of AC, they have had their critical threat range progressively reduced as Thac0 improves, but do not deal any extra damage on critical hits. This is the default behavior, but can be reverted to normal accuracy/crits by the second installation component.
- The default Eldritch Blast damage is supposed to be untyped, so it uses an undefined damage type, which worked fine in BGEE, but in IWDEE and now BG2EE it is displayed as uncolored fire damage in the message window(I could not get the new dmgtype 2da to work). It is still functional, just a display issue.
- Invocations are chosen through select-spell special abilities, do try not to choose the same one more than once.
- One Invocation can be switched out at any level a new one is not granted. Currently these opportunities stack and remain until used.
- Damage Reduction implemented as resistance to Physical Damage types (Crushing, Piercing, Slashing, Missile), ranging from 10%(L3) to 34%(L30).
- Energy Resistance implemented similarly, still doesn't apply until level 10, but it increases every level instead of
every 10 levels. Starts at 10%(L10), up to 30%(L30).
- Fiendish Resilience is at-will and permanent, but dispellable. It provides a constitution boost, using the
regeneration of high Constitution values to represent its effects, so the amount healed is reduced to about 10% of the original short-duration ability. Starts at 20Con(L8), up to 25Con(L18).
- 24 hour duration invocations were made permanent, dispellable, on/off toggles.
- Druids spells are removed each level on a 1-second delay. Pregenerated Characters will have to remove them with an ability in their special abilities menu for level 1. Neither remove non-vanilla spells yet.
- Infuse Item ability omitted.
Invocations, list + short descriptions:
[spoiler]
Blast Shapes:
Start: Eldritch Blast: Ranged touch attack.
Start: Eldritch Blow: Melee touch attack.
Least: Hideous Blow -> Eldritch Weapon: Delivers the Eldritch Blast through your equipped weapon, melee or ranged. Will dispel the magical weapons of Eldritch Blast/Blow/Chain.
Least: Eldritch Burst: Very short and small AoE, save vs. spell for half. Will hit yourself if the target is too close(unarmed/dagger range).
Lesser: Eldritch Chain: Party friendly Chain-lightning effect for the Eldritch Blast. +1 target per 5 levels.
Lesser: Eldritch Ward: Protective Ward, +AC, Elemental Resistance, or Immunities depending on Blast Essence. Will end if any other Blast shape is used.
Greater: Eldritch Cone: Indiscriminate Cone shape for the Eldritch Blast.
Greater: Wall of Perilous Flames -> Wall of Eldritch Flames: Made this a blast shape by turning the "half supernatural" part of this invocation to be tied to your current Blast Essence, but the total damage is the same as the original (2d6 + level per round).
Dark: Eldritch Doom: Party Friendly, ranged "Fireball".
Blast Essences:
Start: Eldritch Blast: Nothing but damage.
Least: Frightful Blast: Save vs. Spell or Panic (1 Round). 6+HD immune.
Least: Beshadowed Blast: Save vs. Spell or Blind (1 Round).
Lesser: Hellrime Blast: Cold damage, Save vs. Spell or -4 AC and Thac0(4 Rounds). Be warned cold deaths can destroy items.
Lesser: Brimstone Blast: Fire damage, Save vs Spell or 2d6 fire damage per round (1+1 round per 5 levels).
Greater: Bewitching Blast: Save vs. Spell or Confused (1 Round).
Greater: Noxious Blast: Disease(Poison) damage, Save vs. Spell or Nauseated(Disease:Slow)(1 Round).
Greater: Vitriolic Blast: Acid damage, Save vs. Spell or 2d6 acid damage per round (1+1 round per 5 levels). Ignores Magic Resistance.
Dark: Binding Blast: Electrical damage, Save vs. Spell or Stun (1 Round).
Dark: Utterdark Blast: Negative Energy(Poison) damage, Save vs. Spell or 2 levels drained. Heals undead. Poison damage used since everything necessary should have immunity to it.
Least:
Entropic Warding: 20% miss chance for all missile attacks, also has a chance to stop Acid and Flame arrow spells, and Magic Stone spell.
Spiderwalk: Functions as immunity to Entangle, Grease, and Web.
See the Unseen: Infravision. Dispel Invisibility each time it is cast. Non interruptive instant cast.
Baleful Utterance: Knock
Summon Swarm: Functions as an indiscriminate, low-level Chain-Insects, but its targeting is completely random. Hits up to 6 times.
Earthen Grasp: Summons a jelly-animation to attack target, 1d6 damage, and entangles on a failed save.
One's Own Luck: Improves a single save, based on level. +1(L1), up to +5(L9).
Lesser:
Charm: Same as spell.
The Dead Walk: Animate Dead Spell(BG version) with 1 Turn duration.
Flee the Scene: 1 Round Mislead + Teleport.
Stony Grasp: Same as Earthen Grasp, but higher damage (2d4), -4 save penalty, and can entangle large creatures.
Voracious Dispelling: I have tried to get this to function as close to the original as possible, however damage is a
constant 1d4 per source instead of cumulative spell-level.(laziness/simplicity)
Walk Unseen: Invisibility.
Greater:
Chilling Tentacles: 5d8 Crushing damage(1d4+4 * 1d4) per round, only 1 grapple attempt(1 round paralyze)(save vs. death). Large Creatures immune to the grappling. 2d6 cold damage per round.(4 Rounds).
Devour Magic: Same as Voracious, a constant 5 temp. HP per source instead of cumulative spell level.
Tenacious Plague: Similar to Insect Plague spell, except 2d6 magic damage per round. (3 Rounds).
Caustic Mire: Grease + 1 acid damage per second. -25% fire resist to non-fire-immune creatures. (3 Rounds).
Painful Slumber: Permanent Sleep + 10% HP damage on-hit-wake.
Nightmares Made Real: Self-centered area of Illusions(Blindness and Invisibility to all(no save)), Enemies must Save vs Spell or 1d6 damage and entangle each round. (1 Turn).
Dark:
Dark Discorporation: Polymorph self into swarm of bats. Swarm immunities/ vulnerabilities, auto-hit attack all enemies within your swarm for 4d6 nonlethal damage.
Retributive Invisibility: Improved Invisibility, 4d6 damage and stun to surrounding creatures if dispelled. Save vs.spell for half and avoid stun.
Word of Changing: Polymorph other.(Permanent)
Dark Foresight: +4 AC, Thac0, Save vs. Spell and Breath, Immunity to Backstab/Sneak Attack, and Time Stop. Prepare 1 Least, Lesser, or Greater Invocation in a Contingency.
Path of Shadow: Party Shadow Walk (1 Round). Restores 10% HP.
The following Invocations are Permanent but Dispellable, and function as a on/off toggle(if for whatever reason you want to remove them yourself): Entropic Warding, Spiderwalk, See the Unseen, One's Own Luck, and Dark Foresight. All Essences function this way as well, but are automatically deactivated when you activate another. Eldritch Ward functions similarly, except that Wards for different essences will switch out instead of deactivating.
Dark Foresight has to be deactivated and then reactivated to create a new Contingency, this is intentional, along with its full-round cast time.
Eldritch Essences may be switched out instantly without disrupting spellcasting. Other abilities that should be always "on", such as see invisibility(See the Unseen) or their detect magic ability, can also be cast instantly without disrupting or interfering with spellcasting as often as desired.
[/spoiler]
This kit only works for IWDEE currently.
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Override Directory Locations
For those who aren't quite sure where their override folders should be, here's a nice nifty collection of all of the default locations for various devices. [Please note that many of these have merely been checked with Google and may be inaccurate]
Please note that you may have to substitute drive letters with your own.
The most likely locations are shown first.
Windows x64(64-bit) Steam: "C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\override"
Possible Alternative: "C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Data\override"
Windows x86(32-bit) Steam "C:\Program Files\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\override"
Possible Alternative: "C:\Program Files\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Data\override"
Windows x64(64-bit) Non-Steam "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\00766\override"
Possible Alternative 1: "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\override"
Possible Alternative 2: "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766\override"
Possible Alternative 3: "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\override"
Windows x86(32-bit) Non-Steam "C:\Program Files\Baldur's Gate Enhanced Edition\00766\override"
Possible Alternative 1: "C:\Program Files\Baldur's Gate Enhanced Edition\override"
Possible Alternative 2: "C:\Program Files\Baldur's Gate Enhanced Edition\Data\00766\override"
Possible Alternative 3: "C:\Program Files\Baldur's Gate Enhanced Edition\Data\override"
Mac OS X appears to require additional work and isn't a simple matter of dropping mods in so I'll provide a link to what seems to be a great guide. It includes folder locations.
"http://forum.baldursgate.com/discussion/16334/installing-mods-in-osx-a-quick-tutorial"
I'm unsure of how iPad modding works so if somebody could provide either folder locations or a link to another guide, I would appreciate it.
Also, more folder locations will be added as platform support is introduced.
Please note that you may have to substitute drive letters with your own.
The most likely locations are shown first.
Windows x64(64-bit) Steam: "C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\override"
Possible Alternative: "C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Data\override"
Windows x86(32-bit) Steam "C:\Program Files\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\override"
Possible Alternative: "C:\Program Files\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Data\override"
Windows x64(64-bit) Non-Steam "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\00766\override"
Possible Alternative 1: "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\override"
Possible Alternative 2: "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766\override"
Possible Alternative 3: "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\override"
Windows x86(32-bit) Non-Steam "C:\Program Files\Baldur's Gate Enhanced Edition\00766\override"
Possible Alternative 1: "C:\Program Files\Baldur's Gate Enhanced Edition\override"
Possible Alternative 2: "C:\Program Files\Baldur's Gate Enhanced Edition\Data\00766\override"
Possible Alternative 3: "C:\Program Files\Baldur's Gate Enhanced Edition\Data\override"
Mac OS X appears to require additional work and isn't a simple matter of dropping mods in so I'll provide a link to what seems to be a great guide. It includes folder locations.
"http://forum.baldursgate.com/discussion/16334/installing-mods-in-osx-a-quick-tutorial"
I'm unsure of how iPad modding works so if somebody could provide either folder locations or a link to another guide, I would appreciate it.
Also, more folder locations will be added as platform support is introduced.
↧
↧
No pause between casting?
How can this be done? I've never made a mod of any sort before, all I want is for my mages and such to cast without pause time between spells.
What would I need to change where? Can it be done with Shadowkeeper?
What would I need to change where? Can it be done with Shadowkeeper?
↧
Help with mods
Hey, im a veteran when it comes to playing Baldurs gate. And I have been using mods now and then.
I have run into a problem after I reinstalled my computer with windows 7, I can't seem to install mods anymore. I bought the game from Beamdog's site. When I try to use a setup from a mod in my Baldurs gate II directory it says something like "Not the game folder" or "Game not detected"
What am I missing?
Thanks for help in advance.
I have run into a problem after I reinstalled my computer with windows 7, I can't seem to install mods anymore. I bought the game from Beamdog's site. When I try to use a setup from a mod in my Baldurs gate II directory it says something like "Not the game folder" or "Game not detected"
What am I missing?
Thanks for help in advance.
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[Mods] Awesome Soundsets Mods Master Thread. Custom Soundsets for BGEE, BG2EE and IWDEE

-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]
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















[/spoiler]
Volume 2: IWD2 Soundsets
[spoiler]
42 Soundsets from Icewind Dale 2
[/spoiler]
Volume 3: Planescape Torment NPC Soundsets
[spoiler]
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]
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

[/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.
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