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party of 6+??
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Baldur's Gate II Tweak Pack v12 Available for Download
The BG2 Tweak Pack is a WeiDU compilation of fixes, cosmetic changes, and tweaks. Some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 12 introduces the Two-Handed Axes and Sensible Entrance Point tweaks as well as some bug fixes.
v12 changelog:
- Added two new components: Two-Handed Axes and Sensible Entrance Points
- Unlimited Jewelry and Gem Stacks now alters the Nashkel shopkeep to take the Winter Wolf pelts one at a time instead of the whole stack (only applies to Tutu/BGT/BGEE games)
- Shapeshifter Rebalancing will now add the new druid-available spells to joinable NPC spellbooks, precluding the wait for a level-up for them to become available
- Alter Weapon Proficiency System: Rebalanced Weapon Proficiencies
should now be a lot more dynamic and (hopefully) work in other languages. This should also solve the bug of ninja-tos not getting their descriptions updated on BGEE. - Fixed a bug where two High Watcher Oisigs could spawn in the Multiple Strongholds: No Restrictions component
- Various components now better account for new BGEE 2da files
- Cespenar and Cromwell now account for the alternate items in the various two-handed weapon components and the P&P protection items
- Exotic Item Component now adds Power Word: Sleep again
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Level 1 NPCs?
I was thinking of picking up the EE versions to replace my BGT in wineskin wrapper install for OSX. I saw most of the mods I like on the list, but didn't see Level 1 NPCs. Is not compatible? Is there something similar?
Mods I usually use are:
Ascension
BG2 Fixpack
BG1 NPC
BG1 Unfinished Business
BG2 UB
Dungeon Be Gone
SCS
Song & Silence
Divine Remix
Rogue Rebalancing
SCSII
BG2 Tweaks
Refinements
Level 1 NPCs
and various NPC mods.
Looks like only Level 1 and Refinements aren't compatible?
Mods I usually use are:
Ascension
BG2 Fixpack
BG1 NPC
BG1 Unfinished Business
BG2 UB
Dungeon Be Gone
SCS
Song & Silence
Divine Remix
Rogue Rebalancing
SCSII
BG2 Tweaks
Refinements
Level 1 NPCs
and various NPC mods.
Looks like only Level 1 and Refinements aren't compatible?
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BG1 Unfinished Business v14 [BETA] (with BGEE compatibility) - UPDATED 2015-02-28
Hello all,
A beta of BG1 Unfinished Business (BG1UB) v14 with BGEE compatibility is available over at Pocket Plane.
http://forums.pocketplane.net/index.php/topic,29319.0.html
BG1UB Homepage: http://pocketplane.net/bg1ub
The beta needs testing. So please post bug reports here or at Pocket Plane.
Note: Some of the BG1UB components are blocked from installing, as they are included in or superceded by BGEE. Here is a list of components that can be installed on BGEE:
Ice Island Level Two Restoration
The Mysterious Vial
Finishable Kagain Caravan Quest
Coran and the Wyverns
Kivan and Tazok
Branwen and Tranzig
Place Entar Silvershield in His Home
Scar and the Sashenstar's Daughter
Quoningar, the Cleric
Shilo Chen and the Ogre-Magi
Edie, the Merchant League Applicant
Creature Corrections
Creature Restorations
Creature Name Restorations
Minor Dialog Restorations
Store, Tavern and Inn Fixes and Restorations*
Item Corrections and Restorations
**Prism and the Emeralds Tweak
**Duke Eltan in the Harbor Master's Building
***Nim Furlwing Encounter
*Most of this component is already included in BGEE.
**New component for v13.1
***New component for v14
NOTE: if you're installing both BG1UB and BG1NPC, BG1NPC has its own versions of the following components: Finishable Kagain Caravan Quest, Coran and the Wyverns, Kivan and Tazok, Branwen and Tranzig. If you install BG1UB first, do NOT install these components since BG1NPC does not detect BG1UB. If you install BG1UB after BG1NPC, it will detect BG1NPC and skip these components.
A beta of BG1 Unfinished Business (BG1UB) v14 with BGEE compatibility is available over at Pocket Plane.
http://forums.pocketplane.net/index.php/topic,29319.0.html
BG1UB Homepage: http://pocketplane.net/bg1ub
The beta needs testing. So please post bug reports here or at Pocket Plane.
Note: Some of the BG1UB components are blocked from installing, as they are included in or superceded by BGEE. Here is a list of components that can be installed on BGEE:
Ice Island Level Two Restoration
The Mysterious Vial
Finishable Kagain Caravan Quest
Coran and the Wyverns
Kivan and Tazok
Branwen and Tranzig
Place Entar Silvershield in His Home
Scar and the Sashenstar's Daughter
Quoningar, the Cleric
Shilo Chen and the Ogre-Magi
Edie, the Merchant League Applicant
Creature Corrections
Creature Restorations
Creature Name Restorations
Minor Dialog Restorations
Store, Tavern and Inn Fixes and Restorations*
Item Corrections and Restorations
**Prism and the Emeralds Tweak
**Duke Eltan in the Harbor Master's Building
***Nim Furlwing Encounter
*Most of this component is already included in BGEE.
**New component for v13.1
***New component for v14
NOTE: if you're installing both BG1UB and BG1NPC, BG1NPC has its own versions of the following components: Finishable Kagain Caravan Quest, Coran and the Wyverns, Kivan and Tazok, Branwen and Tranzig. If you install BG1UB first, do NOT install these components since BG1NPC does not detect BG1UB. If you install BG1UB after BG1NPC, it will detect BG1NPC and skip these components.
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New to Mods help
Im new to mods but not to IWD im wondering what people consider essential mods and what most people reccomend. I personally like quest and story copntent over new items as i dont want to break the game.
Any suggestions greatly appreciated.
Any suggestions greatly appreciated.
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Random questions I have regarding modding
Rather than making a new thread every time I have a modding related question I figure I'll just repurpose this one.
At the moment it concerns an issue I'm having with getting quests to appear in the journal (see below).
At the moment it concerns an issue I'm having with getting quests to appear in the journal (see below).
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monster party.
I recall, when I played Temple of Elemental Evil, I went back and modded it so I could play as the villain.
she was some sort of demigod plant... thing. It was a blast.
what problems would folks foresee with having a party of monster types to play IWDee with?
I was thinking... beholder instead of sorceror, minotaur instead of barbarian, spectral knight instead of cavalier, etc.
obviously something like a beholder couldn't use weapons... but I could give it the ability to polymorph.
there are obvious things that would need to change, like swapping empty hands that could hold weapons for the scripted weapons most monsters get, adding level tables, etc. probably easiest to mod the animation and abilities for a standard player class (so it looks and behaves like a beholder, but could gain levels and learn new spells, etc)
but are there unobvious problems people can think of?
she was some sort of demigod plant... thing. It was a blast.
what problems would folks foresee with having a party of monster types to play IWDee with?
I was thinking... beholder instead of sorceror, minotaur instead of barbarian, spectral knight instead of cavalier, etc.
obviously something like a beholder couldn't use weapons... but I could give it the ability to polymorph.
there are obvious things that would need to change, like swapping empty hands that could hold weapons for the scripted weapons most monsters get, adding level tables, etc. probably easiest to mod the animation and abilities for a standard player class (so it looks and behaves like a beholder, but could gain levels and learn new spells, etc)
but are there unobvious problems people can think of?
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Can't get custom item description BAMs to display in BGEE
They show up correctly in vanilla BG2, but in BGEE nothing is displayed when item description screen opens. Is this a known issue with engine currently, or am I doing something wrong or not doing something I should?
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Blazing BAMS
Here you can find some item BAMS I converted a few years back. Includes a gif index for easy indentification. http://www.users.totalise.co.uk/~bluerift/BlazingBams.zip
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EE Keeper for OS X via Wineskin -- UPDATED to 1.0.3.0
Hello all,
I've created a Wineskin wrapper for @Troodon80's EE Keeper, and I'm happy to share it with other Mac users out there.
Link to the main EE Keeper thread: http://forum.baldursgate.com/discussion/16497/ee-keeper-updated-to-v1-0-2/p1
Download links for OSX versions:
The "Installation Directory" is the folder which contains the CHITIN.KEY file. On OSX versions of BGEE/BG2EE/IWDEE, this folder is actually inside the game's app package.
The "User Save Data Directory" is the folder where the game's "save" and "portrait" folders can be found. The Beamdog install creates a link to this folder in your Documents folders. I'm not sure if other installs do this. If not, the folder can be found in your Library folder (which is hidden by default in OSX).
Purchased from Beamdog
[spoiler]Installation Folder:
Purchased from Mac App Store:
[spoiler]Installation Folder:
[/spoiler]
Purchased from Steam:
[spoiler]Installation Folder:
[/spoiler]
Purchased from GOG:
[spoiler]Installation Folder:
[/spoiler]
Many thanks to @Troodon80 for all the work on EE Keeper!
UPDATE 03-DEC-2013: EE Keeper version 1.0.2.2 has been released with Unicode character support. The Wineskin wrappers have been updated to this latest version.
UPDATE 26-JAN-2014: EE Keeper version 1.0.2.3 has been released with a fix for saved games in the Pocket Plane. The Wineskin wrappers have been updated to this latest version.
UPDATE 18-JUN-2014: EE Keeper for OSX version 1.0.2.4 has been released.
UPDATE 09-NOV-2014: EE Keeper for OSX version 1.0.2.6 has been released.
UPDATE 28-FEB-2015: EE Keeper for OSX version 1.0.2.8 has been released.
UPDATE 21-MAR-2015: EE Keeper for OSX version 1.0.2.9 has been released.
UPDATE 28-MAY-2015: Updated folder location information.
UPDATE 23-JUN-2015: EE Keeper for OSX version 1.0.3.0 has been released.
I've created a Wineskin wrapper for @Troodon80's EE Keeper, and I'm happy to share it with other Mac users out there.
Link to the main EE Keeper thread: http://forum.baldursgate.com/discussion/16497/ee-keeper-updated-to-v1-0-2/p1
Download links for OSX versions:
- Version 1.0.3.0: https://github.com/AstroBryGuy/EEKeeper-OSX/releases/download/1.0.3.0/EEKeeper-OSX-1.0.3.0.zip
- Version 1.0.2.9: https://dl.dropboxusercontent.com/u/80058200/EEKeeper-OSX-v1.0.2.9.zip
- Version 1.0.2.8: https://dl.dropboxusercontent.com/u/80058200/EEKeeper_OSX_1.0.2.8.zip
- Version 1.0.2.6: https://dl.dropboxusercontent.com/u/80058200/EEKeeper_OSX_1.0.2.6.zip
- Version 1.0.2.4: https://dl.dropboxusercontent.com/u/80058200/EEKeeper_1.0.2.4_OSX.zip
- Version 1.0.2.3: https://dl.dropboxusercontent.com/u/80058200/EEKeeper_1.0.2.3_OSX.zip
- Version 1.0.2.2: https://dl.dropboxusercontent.com/u/80058200/EEKeeper_1.0.2.2_OSX.zip
- Version 1.0.2.1: https://dl.dropboxusercontent.com/u/80058200/EEKeeper1.0.2.1-OSX.zip
The "Installation Directory" is the folder which contains the CHITIN.KEY file. On OSX versions of BGEE/BG2EE/IWDEE, this folder is actually inside the game's app package.
The "User Save Data Directory" is the folder where the game's "save" and "portrait" folders can be found. The Beamdog install creates a link to this folder in your Documents folders. I'm not sure if other installs do this. If not, the folder can be found in your Library folder (which is hidden by default in OSX).
Purchased from Beamdog
[spoiler]Installation Folder:
- BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition\Game Data\00777\Baldur's Gate - Enhanced Edition.app\Contents\Resources
- BG2EE: Z:\Applications\Baldur's Gate II - Enhanced Edition\Game Data\00782\BaldursGateIIEnhancedEdition.app\Contents\Resources
- IWDEE: Z:\Applications\Icewind Dale - Enhanced Edition\Game Data\00799\IcewindDale.app\Contents\Resources
- BGEE: Z:\Users\USERNAME\Documents\Baldur's Gate - Enhanced Edition\
- BG2EE: Z:\Users\USERNAME\Documents\Baldur's Gate II - Enhanced Edition\
- IWDEE: Z:\Users\USERNAME\Documents\Icewind Dale - Enhanced Edition\
Purchased from Mac App Store:
[spoiler]Installation Folder:
- BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources
- BG2EE: Z:\Applications\BaldursGateIIEnhancedEdition.app\Contents\Resources
- IWDEE: Z:\Applications\IcewindDale.app\Contents\Resources
- BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
- BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
- IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
[/spoiler]
Purchased from Steam:
[spoiler]Installation Folder:
- BGEE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Baldur's Gate - Enhanced Edition.app\Contents\Resources
- BG2EE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate II - Enhanced Edition\BaldursGateIIEnhancedEdition.app\Contents\Resources
- IWDEE: Z:\Library\Application Support\Steam\SteamApps\common\Icewind Dale Enhanced Edition\IcewindDale.app\Contents\Resources
- BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
- BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
- IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
[/spoiler]
Purchased from GOG:
[spoiler]Installation Folder:
- BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources\game\Baldur's Gate - Enhanced Edition.app\Contents\Resources
- BG2EE: Z:\Applications\Baldur's Gate II Enhanced Edition.app\Contents\Resources\game\BaldursGateIIEnhancedEdition.app\Contents\Resources
- IWDEE: Z:\Applications\Icewind Dale Enhanced Edition.app\Contents\Resources\game\IcewindDale.app\Contents\Resources
- BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
- BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
- IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
[/spoiler]
Many thanks to @Troodon80 for all the work on EE Keeper!
UPDATE 03-DEC-2013: EE Keeper version 1.0.2.2 has been released with Unicode character support. The Wineskin wrappers have been updated to this latest version.
UPDATE 26-JAN-2014: EE Keeper version 1.0.2.3 has been released with a fix for saved games in the Pocket Plane. The Wineskin wrappers have been updated to this latest version.
UPDATE 18-JUN-2014: EE Keeper for OSX version 1.0.2.4 has been released.
UPDATE 09-NOV-2014: EE Keeper for OSX version 1.0.2.6 has been released.
UPDATE 28-FEB-2015: EE Keeper for OSX version 1.0.2.8 has been released.
UPDATE 21-MAR-2015: EE Keeper for OSX version 1.0.2.9 has been released.
UPDATE 28-MAY-2015: Updated folder location information.
UPDATE 23-JUN-2015: EE Keeper for OSX version 1.0.3.0 has been released.
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The Undying Mod BG2:EE Compatible
This mod is an NPC/Quest/Store mod. There are two NPCs who will join your party, Callisto and Ninafer.
Callisto is a Chaotic Evil Berserker elf who is looking for action because she is bored with Amn. She has quests that you can take that are not timer dependent.
Ninafer is a Lawful Neutral Fighter/Mage elf who is looking for action as well. She has spent most of her life sheltered in an elven city and she is looking to know more about the world outside her city.
The NPCs will banter with your character and the other joinable NPCs in the party as well as interact with others in the world.
There are a couple of minor quests to under take.
There are a couple of new stores with new items.
A new inn, the Dwarven Hammer can be found in the Slums.
Optional installs include smarter creature scripts and Harder enemies who have been beefed up.
Forums: http://www.baldursgatemods.com/forums/index.php?board=36.0
Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=8
Callisto is a Chaotic Evil Berserker elf who is looking for action because she is bored with Amn. She has quests that you can take that are not timer dependent.
Ninafer is a Lawful Neutral Fighter/Mage elf who is looking for action as well. She has spent most of her life sheltered in an elven city and she is looking to know more about the world outside her city.
The NPCs will banter with your character and the other joinable NPCs in the party as well as interact with others in the world.
There are a couple of minor quests to under take.
There are a couple of new stores with new items.
A new inn, the Dwarven Hammer can be found in the Slums.
Optional installs include smarter creature scripts and Harder enemies who have been beefed up.
Forums: http://www.baldursgatemods.com/forums/index.php?board=36.0
Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=8
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Convenience Script - Instant store access, Easy prebuffing, Bard song, Find traps
Convenience Script Mod
for IWD:EE
This mod adds a player script which provides basic attack and skill functionality as well as hotkeys to activate some special convenience features. The convenience features can only be activated out of combat.
Characters with stealth ability will automatically enter stealth when out of combat.
Bards will automatically sing their bard song every 6 seconds (bypassing the skill icon) if they are not taking another action. True-class bards will sing Tymora's Melody once they have it. Skalds will sing their skald song. To sing another song, you must use the skill icon.
Attack Functionality:
Warriors will approach enemies and attack. Non-warriors will attack enemies within weapon range but will not approach distant enemies. Characters will not stop detecting traps, singing a bardsong, or turning undead to attack, but they will break invisibility or stealth. To keep a character in stealth, toggle off AI.
Hotkeys:
"K" - Opens a store, allowing you to sell items immediately without trekking back to town. A party leader with 20 charisma should be able to buy and sell items at *almost* the same price. Also, the store has no price depreciation. You should activate this hotkey with only the party leader selected.
"B" - Gives selected characters instant casting with no recovery for 6 seconds, for your prebuffing convenience.
"T" - Gives selected thieves the Find Traps effect. Use this multiple times to find traps faster, without the need to juggle stealth and detect traps modes.
Notes:
If you want to use a Jester, replace "SPCL542A" with "SPCL751A". This should replace skald support with jester support.
Changelog
v2:
added support for skald song
bards should now keep song active while attacking. (non-warriors now use AttackOneRound instead of AttackReevaluate)
v3:
script added to scripts folder not override... it should actually work now... oops!
by ManiacalFreak
for IWD:EE
This mod adds a player script which provides basic attack and skill functionality as well as hotkeys to activate some special convenience features. The convenience features can only be activated out of combat.
Characters with stealth ability will automatically enter stealth when out of combat.
Bards will automatically sing their bard song every 6 seconds (bypassing the skill icon) if they are not taking another action. True-class bards will sing Tymora's Melody once they have it. Skalds will sing their skald song. To sing another song, you must use the skill icon.
Attack Functionality:
Warriors will approach enemies and attack. Non-warriors will attack enemies within weapon range but will not approach distant enemies. Characters will not stop detecting traps, singing a bardsong, or turning undead to attack, but they will break invisibility or stealth. To keep a character in stealth, toggle off AI.
Hotkeys:
"K" - Opens a store, allowing you to sell items immediately without trekking back to town. A party leader with 20 charisma should be able to buy and sell items at *almost* the same price. Also, the store has no price depreciation. You should activate this hotkey with only the party leader selected.
"B" - Gives selected characters instant casting with no recovery for 6 seconds, for your prebuffing convenience.
"T" - Gives selected thieves the Find Traps effect. Use this multiple times to find traps faster, without the need to juggle stealth and detect traps modes.
Notes:
If you want to use a Jester, replace "SPCL542A" with "SPCL751A". This should replace skald support with jester support.
Changelog
v2:
added support for skald song
bards should now keep song active while attacking. (non-warriors now use AttackOneRound instead of AttackReevaluate)
v3:
script added to scripts folder not override... it should actually work now... oops!
by ManiacalFreak
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Xulaye for BG2:EE?
Has anyone tried using Xulaye in BG2:EE? Is the mod compatible? Any bugs to be wary of?
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Incremental THAC0 bonus affecting ability to hit creatures immune to normal weapons
I am trying to figure out a way to implement the original Kensai Kit from Oriental Adventures 1st edition
The challenge remains trying to implement the Kensai's incremental THAC0 bonuses specifically the part that allows this bonus "to hit creatures that normally can be hit only by magical weapons" i.e. Monk Fists
I attempted to modify the enchantment and magical flags of various items, but testing my theory using a flesh golem was unsuccessful as they can only be hit by an item flagged as "magical" regardless of the enchantment value.
Could I use the apply effect on equip item (182) effect? and create an EFF file?
or THAC0 vs type bonus (178) and use SPECIFC.IDS (Magic - 101)?
Override creature data (342)?
Any ideas?
The challenge remains trying to implement the Kensai's incremental THAC0 bonuses specifically the part that allows this bonus "to hit creatures that normally can be hit only by magical weapons" i.e. Monk Fists
I attempted to modify the enchantment and magical flags of various items, but testing my theory using a flesh golem was unsuccessful as they can only be hit by an item flagged as "magical" regardless of the enchantment value.
Could I use the apply effect on equip item (182) effect? and create an EFF file?
or THAC0 vs type bonus (178) and use SPECIFC.IDS (Magic - 101)?
Override creature data (342)?
Any ideas?
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[MOD]Monk Overhaul
This started as a small mod to increase the progression of the Monk Fist's magical enchantment but during the course of my googling I found Kish's Oversight mod that included unique High Level Abilities for the Monk, so I thought I would throw them all together (with Kish's permission) ready to be used in the Enhanced Editions.
The Details:
[spoiler]Monk Overhaul
Monk High Level Abilites by Kish
This component was created by Kish for the Oversight mod (http://www.gibberlings3.net/oversight/) and ever-so-slightly modified by me for BG2EE compatability.
"In unmodded Throne of Bhaal, monks have access to the same pool of High Level Abilities as fighters. This seems lame. This component will give monks their own set of High Level Abilities instead, most of which should be quite familiar to anyone who has played through Throne of Bhaal before.
Shadowless Kick
This kick throws the target back, knocks the target unconscious, and deals 4d8 points of damage.
Tiger Strike
A more powerful form of Shadowless Kick, this power ensures every blow for the next round is a critical hit. In addition, every blow for the next two rounds throws the target back and knocks the target unconscious.
Prerequisite: Shadowless Kick.
Dragon Fist
With a blow, the monk strips away the magical protections of the target.
Faster Than The Eye
By concentrating briefly on another area within 4000 feet, the monk can instantly transport herself there.
Prerequisite: Feet of the Wind.
Flip Resistances
The monk's magic resistance converts into physical damage resistance for a number of rounds equal to twice the monk's level. The monk also becomes immune to backstab for the same duration.
Solar Stance
Solar Stance renders nearby enemies more vulnerable, reducing the saving throws of any within 60 feet of the monk by 4. It creates a cloud of glittering golden particles that fill the air for twenty feet around the monk, revealing invisible creatures. All enemies in the cloud must roll a successful saving throw vs. spell or be blinded (-4 to attack rolls, saving throws, and Armor Class) until the dust fades, after 4 rounds. Also, a blast of fire emanates from the monk, scorching and throwing back everyone in a 30-foot radius, though the stance protects the monk from the flames.
Prerequisite: Tiger Strike.
Lunar Stance
A monk who strikes this stance gains a +5 bonus to Saving Throws vs. Death, a + 2 bonus to luck, and becomes immune to Slay, Imprisonment, Petrification, Level Drain, Disintegrate, and Time Stop. The duration of this power is four rounds.
Prerequisite: Solar Stance.
Shadow Stance
This stance causes the monk to instantly become both invisible, as per the spell Improved Invisibility, and immune to divination spells such as True Seeing. This power lasts for 23 rounds.
Prerequisite: Lunar Stance.
Feet of the Wind
Each time this ability is chosen, it greatly and permanently increases the monk's movement rate.
Second Wind
By concentrating briefly, the monk can shrug off even the worst of wounds, once per day. The effect of this power is to fully heal the monk instantly.
Prerequisite: Flip Resistances.
Stunning Blow
The monk has one more use of the Stunning Blow ability per day.
Quivering Palm
The monk has one more use of the Quivering Palm ability per day."
Monk Fist Overhaul
This component offers two choices of monk fist magical enchantment progression.
Option 1:
+1 fists at 3rd level
+2 fists at 9th level
+3 fists at 12th level
+4 fists at 15th level
+5 fists at 25th level
This option is obviously very overpowered compared to vanilla progression, I made it mainly as an option for those that want to ensure that they will be able hit anything they are likely to encounter.
Option 2:
+1 fists at 5th level
+2 fists at 10th level
+3 fists at 15th level
+4 fists at 20th level
+5 fists at 25th level
This option I feel is more balanced between faster progression and what vanilla monks get. This option requires the Enhanced Edition.[/spoiler]
Edit: v1.1 - Small update, hadn't tested in BGEE, fixed the fist names so they work regardless of game.
Edit: v1.2 - Bugfix, stupid mistake on the early monk fists, forgot to check a box, cheers @Forliezen for the heads up
The Details:
[spoiler]Monk Overhaul
Monk High Level Abilites by Kish
This component was created by Kish for the Oversight mod (http://www.gibberlings3.net/oversight/) and ever-so-slightly modified by me for BG2EE compatability.
"In unmodded Throne of Bhaal, monks have access to the same pool of High Level Abilities as fighters. This seems lame. This component will give monks their own set of High Level Abilities instead, most of which should be quite familiar to anyone who has played through Throne of Bhaal before.
Shadowless Kick
This kick throws the target back, knocks the target unconscious, and deals 4d8 points of damage.
Tiger Strike
A more powerful form of Shadowless Kick, this power ensures every blow for the next round is a critical hit. In addition, every blow for the next two rounds throws the target back and knocks the target unconscious.
Prerequisite: Shadowless Kick.
Dragon Fist
With a blow, the monk strips away the magical protections of the target.
Faster Than The Eye
By concentrating briefly on another area within 4000 feet, the monk can instantly transport herself there.
Prerequisite: Feet of the Wind.
Flip Resistances
The monk's magic resistance converts into physical damage resistance for a number of rounds equal to twice the monk's level. The monk also becomes immune to backstab for the same duration.
Solar Stance
Solar Stance renders nearby enemies more vulnerable, reducing the saving throws of any within 60 feet of the monk by 4. It creates a cloud of glittering golden particles that fill the air for twenty feet around the monk, revealing invisible creatures. All enemies in the cloud must roll a successful saving throw vs. spell or be blinded (-4 to attack rolls, saving throws, and Armor Class) until the dust fades, after 4 rounds. Also, a blast of fire emanates from the monk, scorching and throwing back everyone in a 30-foot radius, though the stance protects the monk from the flames.
Prerequisite: Tiger Strike.
Lunar Stance
A monk who strikes this stance gains a +5 bonus to Saving Throws vs. Death, a + 2 bonus to luck, and becomes immune to Slay, Imprisonment, Petrification, Level Drain, Disintegrate, and Time Stop. The duration of this power is four rounds.
Prerequisite: Solar Stance.
Shadow Stance
This stance causes the monk to instantly become both invisible, as per the spell Improved Invisibility, and immune to divination spells such as True Seeing. This power lasts for 23 rounds.
Prerequisite: Lunar Stance.
Feet of the Wind
Each time this ability is chosen, it greatly and permanently increases the monk's movement rate.
Second Wind
By concentrating briefly, the monk can shrug off even the worst of wounds, once per day. The effect of this power is to fully heal the monk instantly.
Prerequisite: Flip Resistances.
Stunning Blow
The monk has one more use of the Stunning Blow ability per day.
Quivering Palm
The monk has one more use of the Quivering Palm ability per day."
Monk Fist Overhaul
This component offers two choices of monk fist magical enchantment progression.
Option 1:
+1 fists at 3rd level
+2 fists at 9th level
+3 fists at 12th level
+4 fists at 15th level
+5 fists at 25th level
This option is obviously very overpowered compared to vanilla progression, I made it mainly as an option for those that want to ensure that they will be able hit anything they are likely to encounter.
Option 2:
+1 fists at 5th level
+2 fists at 10th level
+3 fists at 15th level
+4 fists at 20th level
+5 fists at 25th level
This option I feel is more balanced between faster progression and what vanilla monks get. This option requires the Enhanced Edition.[/spoiler]
Edit: v1.1 - Small update, hadn't tested in BGEE, fixed the fist names so they work regardless of game.
Edit: v1.2 - Bugfix, stupid mistake on the early monk fists, forgot to check a box, cheers @Forliezen for the heads up
↧
Stronger Creatures - Simple Difficulty Mod
I based this off of "Mix-Mod" but it is much simpler. Enemies will receive bonuses to HP, THAC0, and AC depending on their general race attribute (e.g. humanoids get +3 THAC0 and AC and a 50% HP bonus, while giants get +3 THAC0, +1 AC, and tripled HP)
Hopefully this will make the game a bit harder... perhaps even on Insane difficulty with the XP bonus or with power-gamey characters.
Let me know what you guys think.
Hopefully this will make the game a bit harder... perhaps even on Insane difficulty with the XP bonus or with power-gamey characters.
Let me know what you guys think.
↧
[Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1
Hello dear friends.
I've just finished testing my latest mod.
WHAT'S THIS MOD?
This mod is a slight rebalancing of the shapeshifter's skills. I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.
This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger.
I tested it but I will continue to modify the contents if bugs or balance issues are found.
DOWNLOAD LINK: --> http://www.mediafire.com/download/z30wb0pbdsz5863/Saradas Revisioned Shapeshifter v1_1.zip
Edit: now compatible with BG1:EE as well
I've just finished testing my latest mod.
WHAT'S THIS MOD?
This mod is a slight rebalancing of the shapeshifter's skills. I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.
This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger.
I tested it but I will continue to modify the contents if bugs or balance issues are found.
DOWNLOAD LINK: --> http://www.mediafire.com/download/z30wb0pbdsz5863/Saradas Revisioned Shapeshifter v1_1.zip
Edit: now compatible with BG1:EE as well
↧
↧
Soulmarine's BG:EE Wood GUI

ALL DOWNLOADS & UPDATES RELATED TO BG:EE WOOD GUI MOD
Soon... Currently Working on IWD:EE Frostwood Gui Mod
BGEE Wood GUI - INVENTORY WIP
![image]()
BGEE Wood GUI - INVENTORY ALTERNATIVE WIP
![image]()
BGEE Wood GUI - WORLDMAP WIP

↧
WeiDU parsing: issue with require_predicate or component
I'm trying to link certain components with ADD_KIT that are necessary for the custom kit. I'd like to install these components only if the kit was installed, but the way it's set up right now, these files will be added regardless of whether or not the kit was added. I get parsing issues if I try to add lines (i.e. COPY ~whatever~ ~override~) between BEGIN and END of ADD_KIT.
I'm trying something like:
BEGIN ~X~
SUBCOMPONENT ~Y~
REQUIRE_PREDICATE ~Z~
But this is where I'm lost. I don't know how to use REQUIRE_PREDICATE (or COMPONENT) other than for GAME_IS, and I'd really like these components to always install with the kit and not give a choice, seeing as they're necessary for the kit to work.
How do I use WeiDU to check if a component is installed and then automatically install a corresponding component? Thanks!
P.S. I've got Bladesinger and Priestess of Lloth kits complete now, just need to polish them up before release. I really appreciate any help.
Edit: not sure if I got it or not.
I used:
ACTION_IF FILE_EXISTS ~override/EMCLABLL.2da~
THEN BEGIN
I'm just not sure if ADD_KIT adds the custom CLAB file that you indicate the class should use.
I'm trying something like:
BEGIN ~X~
SUBCOMPONENT ~Y~
REQUIRE_PREDICATE ~Z~
But this is where I'm lost. I don't know how to use REQUIRE_PREDICATE (or COMPONENT) other than for GAME_IS, and I'd really like these components to always install with the kit and not give a choice, seeing as they're necessary for the kit to work.
How do I use WeiDU to check if a component is installed and then automatically install a corresponding component? Thanks!
P.S. I've got Bladesinger and Priestess of Lloth kits complete now, just need to polish them up before release. I really appreciate any help.
Edit: not sure if I got it or not.
I used:
ACTION_IF FILE_EXISTS ~override/EMCLABLL.2da~
THEN BEGIN
I'm just not sure if ADD_KIT adds the custom CLAB file that you indicate the class should use.
↧
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 now 100+ different possible combinations to just 1 spell per essence and 1 spell per shape for the user to deal with.
Implementation Specifics:
[spoiler]
- Can cast but not learn from Scrolls.
- Can equip any armor, but can only cast Invocations in "Light" armor.
- Can cast their invocations while equipped with a buckler or shields, however shields will slow down their spellcasting, larger the shield, slower they cast.
- 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.
- Gains Warrior bonus APR for proficient weapons - excluding Eldritch Blast touch-attacks.
- 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 starts at 1d6, and increases another 1d6 at level 3, 5, 8, 11, 14, 18, 22, 26, and 30, 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 gain +2 Thac0 each Essence known, to compensate for true touch-attack accuracy not being possible, as well as a +3 bonus to offset non-proficiency.
- Eldritch Claw and Glaive strike as a +0 Magical Weapon at level 1, gaining a +1 Enchantment bonus(Thac0 only) at level 3, 6 ,9, 12, and 15. Eldritch Touch attack strike as +6 magical weapons.
- The default Eldritch Blast damage type is currently "magic", due to technical difficulties.
- Invocations are chosen through select-spell special abilities, do try not to choose the same one more than once. Each of these abilities can be right-clicked to view a list and short description of all invocations that they offer.
- One Invocation can be switched out per level up through level 21.
- 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.
- Priest 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. It should remove mod-added spells, if they are added to Spells.IDS.
- Infuse Item ability omitted.
[/spoiler]
Invocations, list + short descriptions:
[spoiler]
- Shapes -
Start: Eldritch Blast: Ranged touch attack.
Start: Eldritch Blow: Melee touch attack.
Least: Eldritch Claw: Create a magical blade, 1d3 slashing, 2 APR, minor Eldritch Blast when it strikes. You are considered Specialized with the claw.
Least: Hideous Blow -> Eldritch Weapon: Delivers the Eldritch Blast through your equipped weapon, melee or ranged. Will dispel other Eldritch attack abilities.
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 Glaive: Create a magical halberd, 1d10 slashing, 1 APR, minor Eldritch Blast when it strikes. You are considered Specialized with the claw.
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, self-target "fireball" effect.
- Essences -
Start: Eldritch Blast: Nothing but damage.
Least: Frightful Blast: Save vs. Spell or Panic (1 Round). 6+HD immune. Turn Undead.
Least: Beshadowed Blast: Save vs. Spell or Blind (1 Round).
Lesser: Permeating Blast: Magic damage, single target blasts have small AoE effect, AoE blasts are party friendly and offer no save for half damage.
Lesser: Hellrime Blast: Cold+Piercing damage, Save vs. Spell or -4 AC and Thac0(4 Rounds). 1 point of Cold damage, rest is piercing, to avoid item-destruction deaths.
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)(4 Rounds).
Greater: Vitriolic Blast: Acid damage, extra 2d6 acid damage per round (1+1 round per 5 levels) Save vs. Death for half. 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: 40% miss chance for all missile attacks, also has a chance to stop Acid and Flame arrow spells, and Magic Stone spell.
Spiderstride: Increased movement speed and immunity to Entangle, Grease, and Web.
See the Unseen: Infravision, +2 Thac0, Dispel Invisibility and low-level illusions each time it is cast. Non interruptive instant cast.
Baleful Utterance: Knock
Summon Swarm: Deals 1 damage per round to target creature and each creature within its melee range.
Earthen Grasp: Summons a jelly-animation to attack and entangle its target on a failed save.
One's Own Luck: Improves a single save, based on level. +1(L1), up to +5(L9).
Leaps and Bounds: Evasion ability and immunity to Knockback.
Lesser:
Charm: Same as spell, except usable once per creature per 24hrs.
The Dead Walk: Animate Dead Spell(BG version) with 1 Turn duration, Undead constantly degrade and lose 1 Max HP per second.
Flee the Scene: 1 Round Mislead + Teleport.
Stony Grasp: Similar to Earthen Grasp but with a -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.
Walk Unseen: Invisibility.
Fell Flight: Spiderstride + Immunity to Hold, Sleep, and Unconsciousness.
Battlecaster: Allows casting in all Chain and Splint mail armors.
Greater:
Chilling Tentacles: Attacks up to 4 different creatures within its area for 1d6+4 crushing damage each round, attempting to grapple them(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 + 6 acid damage per round. -25% fire resist to 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).
Demonic Grace: Fell Flight + Immunity to Paralysis and Stun.
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: Shadow Walk with nearby allies(1 Round). Restores 5% 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, Spiderstride, Fell Flight, Demonic Grace, See the Unseen, Leaps and Bounds, 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, whether it has activated or not.
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]
HLA'S:
[spoiler]
- Lord of All Essences: Apply 2 blast essences to a single Eldritch attack, each at half-strength.
- Blast Focusing (Secondary Blast Essence): Primary Blast effects gains a -6 save penalty. Frightful blast has no level cap. Requires Lord of All Essences.
- Hellfire Blast (Secondary Blast Essence): Deals maximum damage for each blast die. Requires Lord of All Essences.
- Eldritch Implosion (Blast Shape): Collapse creatures into an implosion, dealing damage every 2 seconds for 1 round. Damage dealt: 1d6+1/level. 4 Round Cooldown. Requires Lord of All Essences.
- Commander of All Essences: Summon a magical creature based on your blast essence for 1 turn, the Party may only have one such creature alive at a time:
Eldritch - Gauth
Frightful - Nishruu
Beshadowed - Dust Elemental
Permeating - Djinni
Hellrime - Ice Elemental
Brimstone - Fire Elemental
Bewitching - Umber Hulk
Noxious - Mummy
Vitriolic - Mustard Jelly
Binding - Lightning(Air) Elemental
Utterdark - Vampire
- Verminlord: Insects, Beetles, Ankhegs, Carrion Crawlers, and Spiders now see you as their master, and will not attack or distract you, even when conjured by others. If known, the Charm invocation will now affect vermin as well, permanently with no save. Requires Tenacious Plague.
- Dark Transient: Activates your Flee the Scene Invocation with improved and/or altered effects:
Unlimited range teleport, normal range party-wide teleport, or unlimited range party wide teleport to your location. Requires Flee the Scene.
- Energy Resistance(Acid, Cold, Electricity, Fire): May take those not chosen at level 10.
- Alchemy: Same as rogue HLA.
- Scribe Scroll: Same as rogue HLA.
- Craft Wand: Similar to Scribe scroll, low- and mid-level wands, 10 charges.
- Battlecaster: Same as the Lesser Invocation. Can be taken without or to replace the lesser invocation, allowing another to be chosen.
- Armored Caster: Allows casting in all armor. Requires Battlecaster.
- Eldritch Sculptor: Eldritch Blast and Blow improved to 2 APR.
- Claw Mastery: Grandmaster Proficiency for Eldritch Claws and Two-Weapon Style.
- Glaive Mastery: Grandmaster Proficiency for Edlritch Glaive and Two-Handed Style.
- Maximize Chain: Upgrade Eldritch Chain to hit all secondary targets at full strength, instead of half strength.
- Extend Chain: Upgrade Eldritch Chain to hit one additional secondary target. Can be taken twice.
- Extra Invocation: One extra invocation of any tier.
[/spoiler]
This kit only fully works for IWDEE currently.
Due to a bug introduced in the 1.3 patch, the kit is limited to Cleric Proficiencies in BG2EE, and non-kitted, single class Clerics will also receive the warrior APR bonuses from specialization and level, until this has been fixed. The kit should otherwise work though.
The kit will not function in BGEE, many abilities now rely on the new IWDEE opcodes, files and flags that still have not migrated to BGEE.
Implementation Specifics:
[spoiler]
- Can cast but not learn from Scrolls.
- Can equip any armor, but can only cast Invocations in "Light" armor.
- Can cast their invocations while equipped with a buckler or shields, however shields will slow down their spellcasting, larger the shield, slower they cast.
- 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.
- Gains Warrior bonus APR for proficient weapons - excluding Eldritch Blast touch-attacks.
- 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 starts at 1d6, and increases another 1d6 at level 3, 5, 8, 11, 14, 18, 22, 26, and 30, 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 gain +2 Thac0 each Essence known, to compensate for true touch-attack accuracy not being possible, as well as a +3 bonus to offset non-proficiency.
- Eldritch Claw and Glaive strike as a +0 Magical Weapon at level 1, gaining a +1 Enchantment bonus(Thac0 only) at level 3, 6 ,9, 12, and 15. Eldritch Touch attack strike as +6 magical weapons.
- The default Eldritch Blast damage type is currently "magic", due to technical difficulties.
- Invocations are chosen through select-spell special abilities, do try not to choose the same one more than once. Each of these abilities can be right-clicked to view a list and short description of all invocations that they offer.
- One Invocation can be switched out per level up through level 21.
- 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.
- Priest 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. It should remove mod-added spells, if they are added to Spells.IDS.
- Infuse Item ability omitted.
[/spoiler]
Invocations, list + short descriptions:
[spoiler]
- Shapes -
Start: Eldritch Blast: Ranged touch attack.
Start: Eldritch Blow: Melee touch attack.
Least: Eldritch Claw: Create a magical blade, 1d3 slashing, 2 APR, minor Eldritch Blast when it strikes. You are considered Specialized with the claw.
Least: Hideous Blow -> Eldritch Weapon: Delivers the Eldritch Blast through your equipped weapon, melee or ranged. Will dispel other Eldritch attack abilities.
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 Glaive: Create a magical halberd, 1d10 slashing, 1 APR, minor Eldritch Blast when it strikes. You are considered Specialized with the claw.
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, self-target "fireball" effect.
- Essences -
Start: Eldritch Blast: Nothing but damage.
Least: Frightful Blast: Save vs. Spell or Panic (1 Round). 6+HD immune. Turn Undead.
Least: Beshadowed Blast: Save vs. Spell or Blind (1 Round).
Lesser: Permeating Blast: Magic damage, single target blasts have small AoE effect, AoE blasts are party friendly and offer no save for half damage.
Lesser: Hellrime Blast: Cold+Piercing damage, Save vs. Spell or -4 AC and Thac0(4 Rounds). 1 point of Cold damage, rest is piercing, to avoid item-destruction deaths.
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)(4 Rounds).
Greater: Vitriolic Blast: Acid damage, extra 2d6 acid damage per round (1+1 round per 5 levels) Save vs. Death for half. 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: 40% miss chance for all missile attacks, also has a chance to stop Acid and Flame arrow spells, and Magic Stone spell.
Spiderstride: Increased movement speed and immunity to Entangle, Grease, and Web.
See the Unseen: Infravision, +2 Thac0, Dispel Invisibility and low-level illusions each time it is cast. Non interruptive instant cast.
Baleful Utterance: Knock
Summon Swarm: Deals 1 damage per round to target creature and each creature within its melee range.
Earthen Grasp: Summons a jelly-animation to attack and entangle its target on a failed save.
One's Own Luck: Improves a single save, based on level. +1(L1), up to +5(L9).
Leaps and Bounds: Evasion ability and immunity to Knockback.
Lesser:
Charm: Same as spell, except usable once per creature per 24hrs.
The Dead Walk: Animate Dead Spell(BG version) with 1 Turn duration, Undead constantly degrade and lose 1 Max HP per second.
Flee the Scene: 1 Round Mislead + Teleport.
Stony Grasp: Similar to Earthen Grasp but with a -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.
Walk Unseen: Invisibility.
Fell Flight: Spiderstride + Immunity to Hold, Sleep, and Unconsciousness.
Battlecaster: Allows casting in all Chain and Splint mail armors.
Greater:
Chilling Tentacles: Attacks up to 4 different creatures within its area for 1d6+4 crushing damage each round, attempting to grapple them(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 + 6 acid damage per round. -25% fire resist to 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).
Demonic Grace: Fell Flight + Immunity to Paralysis and Stun.
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: Shadow Walk with nearby allies(1 Round). Restores 5% 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, Spiderstride, Fell Flight, Demonic Grace, See the Unseen, Leaps and Bounds, 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, whether it has activated or not.
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.
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HLA'S:
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- Lord of All Essences: Apply 2 blast essences to a single Eldritch attack, each at half-strength.
- Blast Focusing (Secondary Blast Essence): Primary Blast effects gains a -6 save penalty. Frightful blast has no level cap. Requires Lord of All Essences.
- Hellfire Blast (Secondary Blast Essence): Deals maximum damage for each blast die. Requires Lord of All Essences.
- Eldritch Implosion (Blast Shape): Collapse creatures into an implosion, dealing damage every 2 seconds for 1 round. Damage dealt: 1d6+1/level. 4 Round Cooldown. Requires Lord of All Essences.
- Commander of All Essences: Summon a magical creature based on your blast essence for 1 turn, the Party may only have one such creature alive at a time:
Eldritch - Gauth
Frightful - Nishruu
Beshadowed - Dust Elemental
Permeating - Djinni
Hellrime - Ice Elemental
Brimstone - Fire Elemental
Bewitching - Umber Hulk
Noxious - Mummy
Vitriolic - Mustard Jelly
Binding - Lightning(Air) Elemental
Utterdark - Vampire
- Verminlord: Insects, Beetles, Ankhegs, Carrion Crawlers, and Spiders now see you as their master, and will not attack or distract you, even when conjured by others. If known, the Charm invocation will now affect vermin as well, permanently with no save. Requires Tenacious Plague.
- Dark Transient: Activates your Flee the Scene Invocation with improved and/or altered effects:
Unlimited range teleport, normal range party-wide teleport, or unlimited range party wide teleport to your location. Requires Flee the Scene.
- Energy Resistance(Acid, Cold, Electricity, Fire): May take those not chosen at level 10.
- Alchemy: Same as rogue HLA.
- Scribe Scroll: Same as rogue HLA.
- Craft Wand: Similar to Scribe scroll, low- and mid-level wands, 10 charges.
- Battlecaster: Same as the Lesser Invocation. Can be taken without or to replace the lesser invocation, allowing another to be chosen.
- Armored Caster: Allows casting in all armor. Requires Battlecaster.
- Eldritch Sculptor: Eldritch Blast and Blow improved to 2 APR.
- Claw Mastery: Grandmaster Proficiency for Eldritch Claws and Two-Weapon Style.
- Glaive Mastery: Grandmaster Proficiency for Edlritch Glaive and Two-Handed Style.
- Maximize Chain: Upgrade Eldritch Chain to hit all secondary targets at full strength, instead of half strength.
- Extend Chain: Upgrade Eldritch Chain to hit one additional secondary target. Can be taken twice.
- Extra Invocation: One extra invocation of any tier.
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This kit only fully works for IWDEE currently.
Due to a bug introduced in the 1.3 patch, the kit is limited to Cleric Proficiencies in BG2EE, and non-kitted, single class Clerics will also receive the warrior APR bonuses from specialization and level, until this has been fixed. The kit should otherwise work though.
The kit will not function in BGEE, many abilities now rely on the new IWDEE opcodes, files and flags that still have not migrated to BGEE.
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