Quantcast
Channel: Modding — Beamdog Forums
Viewing all 11774 articles
Browse latest View live

Help Requested: New Modder's Attempt at Making Monk Mod

$
0
0
Hello all. I posted this in the BG 1 modding section, but reasoned that many of my questions are general to modding and many more people read this forum.

Anyways, the reason I'm doing this is that the monk has always annoyed me in Baldur's Gate because it seems to be entirely based on some version of the Shaolin warrior monks but the Shaolin monks use weapons (currently, historically, and in movies), and as far as I know training in just about every melee weapon known to them at the time was a key part of their training, and it's one reason the various Chinese martial arts today have so many weapon styles (weapons are way better than hands for fighting and people trained in them to fight, not just compete). Yes, they also trained in unarmed combat but for some reason that ended up as this Monk class that can barely hold a sword.

Also low-level Monks are really weak. They're supposed to be a mighty front-line warriors but you instead have to keep any monks you have cowering in the back throwing rocks like spell-less wizards. This wasn't as much of a problem in BG 2 since you start at a higher level, but once BG:EE added the monk and then made one of their main new characters a monk it really showed. I like Rasaad but he's basically a wasted party slot for most of BG 1 for everything except his story/writing.

So I looked for a mod to change this and not finding one I decided to make one. I'd never modded before but I searched around these forums and read what modding information I could find and dove in. Some of the stuff I read was out-dated and there were some broken links, but also some useful information and eventually I stumbled upon the latest version of Near Infinity and got started poking around.

So here's my attempt at a mod to turn monks into weapon-using warrior monks (just like the real warrior monks) and to make them better at low levels, thus allowing both players to make such a character but even more importantly to give people a reason to actually take Rasaad in BG 1. I also wanted to remove some Monk abilities so it's still somewhat balanced.



Here's what I've done already:

1) Allowed Monks to be of Neutral Alignment (Edited ALIGNMNT.2DA : Changed all non-chaotic alignments to value of 1 for normal Monks and did that for Neutral Evil/Neutral Good for Evil and Good Monk kits). Because Monks are relatively zen and neutralness seems to fit.

2) Allowed Monks and Kits to be all races (Edited CLSRCREQ.2DA : Changed Monks and kits to 1 for all races. Then edited KITABLE.2DA : changed all races to K_MN_H for Monk.) Because why not? Anyone could train as a monk.

2a) Added Cleric animation for Monks of other races so a Half Orc Monk looks like a Half Orc Cleric (instead of looking like a Human Monk). To do this I had to delve into my INI Folder. I found files 6500.INI (Monk Male Human) and 6510.INI (Monk Female Human). I made five copies of each (numbered 6501.INI through 6505.INI for male, and 6511.INI through 6515.INI for female) and changed the name of one copy to Monk_Male_Elf, one copy to Monk_Male_Dwarf, etc. until I had one copy for the 5 non-human races for male and 5 non-human races for female. Half-Elves just look like Elves. Then I found the 5 files for those races for Cleric_Male (6001.INI through 6005.INI) and the 5 files for those races for Cleric_Female (6011.INI through 6015.INI). I copied the contents of each file (except for the name at the top) and pasted them into each new Monk file of the same name. So I replaced the contents of 6501: Monk_Male_Elf with the contents of file 6001: Cleric_Male_Elf.

3) Gave Monks more weapon proficiency points. (Edited PROFS.2DA : Gave Monks 6 at first level with a rate of 1). Because warrior monks spend much of each day training with weapons. No sex, no entertainment, and no alcohol means lots of training.

4) Allowed Monks to place a maximum of 3 weapon proficiency points for all Melee weapons, but no shields or missile weapons (Edited WEAPPROF.2DA). Warrior monks train melee weapons, but historically no missile weapons or shields. They would not use a single weapon every day like a fighter, but would rather be expected to be proficient in many different types.

5) Allowed Monks only one point in each weapon at level 1. (Edited PROFSMAX.2DA and changeed Monk at first level to 1.) Shaolin Monks were expected in the beginning to be proficient at 4 weapons: staff, spear, and two kinds of swords. I figure that's four plus one point in single weapon and one point in 2H weapon, so six points at start-up but only one point allowed in each weapon.

6) Removed Find Traps and Gave all monks detect Illusion (Edited THIEFSCL.2DA : Set values for 100 for Monks and Kits for Detect Illusion, Hide in Shadows, and Move Silently. Value 0 for everything else.) I reasoned Monks would never have seen traps in their monasteries.

7) Gave Monks more points to apply to thief skills each level. (Edited THIEFSKL.2DA. Set start points to 40 and Level points to 25 for Monks.) I reasoned Monks should be pretty good at sneaking around and seeing through illusions.

8) Gave Monks an additional AC bonus of 3 points (Edited SPCL822.SPL. Selected all abilities (all named Melee). Selected View/Edit two times. Then edited AC Value. Started at 6 for the top one and went down 1 value point each time.) At lower levels monks should still be decent enough at dodging that they don't just walk up and die against any bum with a sword.

9) Gave Monks the same hitdice (hitpoints) as Barbarians. (Edited HPCLASS.2DA and changed monks to HPBARB). Monks are tough warriors who spend all day training. They should have far more hitpoints than your average cleric.

10) Replaced the movement speed bonus with a crushing resistance bonus of 5%. (Edited SPCL812 and SPCL813- Changed to crushing resistance bonus. Set value to 5.) I figured monks shouldn't be any faster at running. They have no armor, but in Baldur's Gate heavy armor doesn't slow one down. Crushing resistance makes total sense though.

11) Removed immunity to disease, haste, slow, charm and normal weapons. Also removed magic resistance. (Edited SPCL814, SPCL817, SPCL819, and SPCL821. Clicked on Edit tab at top. Scrolled down to Spell Abilities. Highlighted the abilities and clicked remove.) I figured Monks should be just as susceptible to magic as anyone else (except for illusions and their +2 to saves), and if anything a life spent in a monastery should make them more susceptible to diseases. Plus with everything I'm giving them I need to remove something to keep things fair.



Here's what I know how to do and haven't completed yet.

1) I'm going to remove the Deflect Missile Bonus by adding the opposite (adding a 1 AC penalty against Missile attacks every three levels) for the Monk and both kits. Also make the Monk table go out to level 50 Max like the two kits do, and clean up and remove all the abilities that the monks are no longer using.

2) I'm going to finish editing every melee item to allow monks to use it and remove the ability for monks to use any missile items. (In the ITM folder if I click on an item and then click on the 'Edit' tab at the top the 8th line down under that tab says "Unusable by" and I can check or uncheck boxes if I select that.)

3) I'm going to modify the following files under Dialog.tlk to reflect the new abilities :
32299 -Short Monk description
31984- Sun Soul Monk Kit Description
91981- Dark Moon Monk Kit Description
24234- Monk Class Description

4) I'm going to make Rasaad (when he's not in your party) and the Dark Moon Monks have the right hit points, armor class, and abilities for their levels reflecting the new changes by editing the RASAAD and RSDMNK creature files in the CRE folder. Haven't done it yet though. I'll probably also edit their thief skills to to give them detect illusion and move silently though I assume that doesn't do anything since they probably aren't scripted to use those abilities.



I now know how to do everything I wanted! Thanks for the help (both here and in other threads). Once I finish all the editing then I'll figure out how to use WeiDU to make it an actual installable mod.


So any suggestions and any help are still appreciated.

Thank you.

Where do you place the "override" folder? BG:EE Steam version...

$
0
0
Hey,

So... I'm trying to install some GUI Mods (don't recall the exact names) and apparently all I need to do is drop the downloaded files into the "override" folder. This folder did not exist, so I created one and moved the files into it, but that didn't seem to work so I'm a little confused at this point.

Right now the folder is at: C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition\override

Is this the right location? If so, what might I being doing wrong? Any help would be greatly appreciated. Thanks.

[How to] Making kit mods for the EE!

$
0
0

How to: Making kit mods for the Enhanced Editions!

First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.)

Second, be sure you register your own modding signature here, so none of your files clash with other mod's. Skip this if you have done so already.

Third, to make a kit mod, you need to have some things done by your own, they are:
  • The spells for the abilities of the kit, both the innate abilities and the passive abilities are coded as spells (mind the permanent duration effect on the latter).
  • The CLAB*.2DA, this is the file that applies and gives the spells at level up.
  • The LU*.2DA table, needed for High Level Abilities, works like the CLAB*.2DA but has a different way of listing the entries.
  • (optional) The HP*.2DA table, if you want, you can determine your kit's hit point gain rate with this table.
  • (optional) new icons for the new Innate abilities/spells.

For the spells, I recommend making the with NearInfity, unless you are good enough with WeiDU to edit them on-the-run. When working on spells to be applied to the character and treated as Passive Abilities (like a Kensai's AC bonus at level one), be sure to put the Timing to instant/permanent (9).


When you are creating the CLAB*.2DA, I recommend making it 50 columns long (up to level 50), since BG2Tweaks has a component to extend the levels up to that point, and it avoids possible bugs with other mods that read the CLAB table. A CLAB*.2DA file should look like this (this one was cut because of its length):
2DA         V1.0
****
1 2 3 4 5 6 7
ABILITY1 GA_SPCL213 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212
ABILITY2 GA_SPCL212 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213
ABILITY3 GA_SPCL212 **** **** **** **** **** ****
ABILITY4 GA_SPCL212 **** **** **** **** **** ****
ABILITY5 GA_SPCL212 **** **** **** **** **** ****
ABILITY6 AP_SPCL241 **** **** **** **** **** ****
ABILITY7 AP_SPCL242 **** **** **** **** **** ****
This is a Paladin CLAB (the Inquisitor's I think). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus.

If you need more rows, just add them manually with NearInfinity (or with your favourite text editor) with an ABILITY8 (and then 9, 10, etc) name on column 1 (up to column 50).

For the LU*.2DA, you can just give WeiDU the name of the vanilla LU*.2DA file you want to use, or create your own.

Here's an example of a LU*.2DA:
2DA V1.0
*
ABILITY ICON STRREF MIN_LEV MAX_LEVEL NUM_ALLOWED PREREQUISITE EXCLUDED_BY ALIGN_REST
1 GA_SPPR721 * * 16 99 1 * * *
2 GA_SPPR722 * * 16 99 1 * * *
3 GA_SPPR723 * * 16 99 1 * * *
4 GA_SPPR725 * * 16 99 1 * * *
5 GA_SPPR726 * * 16 99 1 * GA_SPPR727 ALL_EVIL
6 GA_SPPR727 * * 16 99 1 * GA_SPPR726 ALL_GOOD
7 GA_SPPR728 * * 16 99 1 * * *
8 GA_SPPR729 * * 16 99 1 * * *
9 GA_SPPR730 * * 16 99 1 * * *
10 AP_SPCL928 * * 1 99 1 * * *
11 AP_SPCL929 * * 1 99 1 AP_SPCL928 * *
12 AP_SPCL930 * * 1 99 1 AP_SPCL929 * *
13 GA_SPWI920 * * 32 99 1 * * *
14 GA_SPWI921 * * 32 99 1 * * *
15 GA_SPWI922 * * 32 99 1 * * *
16 GA_SPWI923 * * 32 99 1 * GA_SPWI924 ALL_EVIL
17 GA_SPWI924 * * 32 99 1 * GA_SPWI923 ALL_GOOD
18 GA_SPWI925 * * 32 99 1 * * *
19 * * * * * * * * *
20 * * * * * * * * *
21 * * * * * * * * *
22 * * * * * * * * *
23 * * * * * * * * *
24 * * * * * * * * *
The GA_ and AP_ stuff from CLAB*.2DA files is the same here.

The MIN_LEV is the level the character has to be in order to pick the High Level Ability, and MAX_LEVEL is the level where you cannot choose this HLA anymore (don't use this unless it's necessary, just put 99 or preferably 127).

ALL_EVIL and ALL_GOOD are exclusion flags (ALL_NEUTRAL also works), here they are used for the Planetar/Deva summoning spells (since this one is a Cleric/Mage's LU files).

PREREQUISITE is the HLA you must have selected before so you can choose, for example, the "Extra level 7 Slot" requires the player to have chooses "Extra level 6 Slot" before.

EXCLUDED_BY is also used for the Planetar/Deva summoning spells, but this one does something different, if the ability denoted under EXCLUDED_BY was chosen, the player won't be able to pick the spell marked on EXCLUDED_BY later.

In the EE, the table can be 25 rows long, while in the original BG2 the maximum is still 24. If you want to add the 25th row on EE games only, IMO the best is to add this to your WeiDU code (before copying the 2da to the game):
APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"
The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
2DA      V1.0
0
SIDES ROLLS MODIFIER
1 6 0 6
2 6 0 6
3 6 0 6
4 6 0 6
5 6 0 6
6 6 0 6
7 6 0 6
8 6 0 6
9 6 0 6
10 6 0 6
11 6 0 2
12 6 0 2
13 6 0 2
14 6 0 2
15 6 0 2
16 6 0 2
17 6 0 2
18 6 0 2
19 6 0 2
20 6 0 2
21 6 0 2
22 6 0 2
23 6 0 2
24 6 0 2
25 6 0 2
26 6 0 2
27 6 0 2
28 6 0 2
29 6 0 2
30 6 0 2
31 6 0 2
32 6 0 2
33 6 0 2
34 6 0 2
35 6 0 2
36 6 0 2
37 6 0 2
38 6 0 2
39 6 0 2
40 6 0 2
It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level.

Fourth, you're going to need something to install the mod, and WeiDU is the best one when doing this! If you are copy/pasting this, replace all of the "7C#KIT" with your kit's internal name and the directories, version and author fields with the according information.
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used.

This'll be the component's name shown to the user. If you append to the style presented here it is very likely that people won't get confused with what they're installing.
BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"
This command includes the .tpa with the code that does the real work to install the kit.
INCLUDE "example/library/fl#add_kit_ee.tpa"
This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
ADD_KIT ~7C#KIT~
These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste to edit them.
~7C#KIT                1           1           1           1           1           1           1           1~
These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
~7C#KIT                0       9       0       0       0       0~
These are the stat modifiers at character creation. Both positive an negative values are accepted.
7C#KIT                0       0       0       0       0       0~
Stats requirement to dual-class TO this kit, not really necessary.
~7C#KIT                0       17      0       0       0       0~
Stats requirement to dual-class from this kit to another class.
~7C#KIT                0       15      0       0       0       0~
Alignments that can be chosen at character generation time with this kit selected.
//                     LG      LN      LE      NG      TN      NE      CG      CN      CE
~7C#KIT 0 1 1 1 1 1 1 1 1~
This next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
	//       F  C  M  T  D  R
~7C#KIT 1 1 1 0 0 0~
This is the path of your kit's own clab*.2da.
        ~example/7C#KIT.2da~
This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~

// this is the usability flag for the class followed by the class number
// (see the table KITLIST.2DA for more information)
~0x00080000 4~
// this is the name of the LU7C#K.2DA file, needed for HLAs and appended to LUABBR.2DA.
~7C#K~
// this are the item this kit is going to get at the start of ToB, appended column-wise to 25STWEAP.2DA.
// check with NearInfinity, EEKeeper or DLTCEP which items you want since you'll need their code name.
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~

SAY ~batman~ // this is the all-lower case version of the kit-name, TRA'ified strings are also accepted.
SAY ~Batman~ // this is the capitalized name of the kit.
SAY ~BATMAN: he is kewl~ // this is the description of the kit
// (please don't make it as silly as this one, use the vanilla ones as example)

LAF fl#add_kit_ee // launch_action_function start
INT_VAR
biography = 29492 // This is the biography, you can browse the dialog.tlk
// (with NearInfinity or DLTCEP) for the string you desire or just add your own.

briefdesc = RESOLVE_STR_REF ~short description of the kit goes here, TRA'ified strings also accepted, just remove the tildes around this string.~

// this is a bool check, if it's set to 1, the Kit can get Fallen, like a Paladin
// if it's set to 0 it does nothing in the game. It's default value is 0.
fallen = 0

// if you set fallen = 1, you might want to add a custom string for when the Kit's user becomes Fallen.
fallen_notice = RESOLVE_STR_REF (~this is the string which will be displayed when the Kit's user becomes fallen~)
STR_VAR

// this is the internal name of your kit. #This_is_a_must (unless you want to crash the installation).
// all the other stuff in this listing is optional, if it's there, it will be used
// and if it isn't, the class default value will be used instead. Remove the whole "example = ~3 8 1 92~" line.
kit_name = ~7C#KIT~

// this is the backstab progressions rate (one number/level, 40 levels), only for kits that need backstab
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~

// this file (CLSWPBON.2DA) contains three different fields of information, the first one is for the WPSTACK
// (the bonus APR from Specialization and higher and from levels 7 and 13 that fighters gain)
// if the number is 1, then it'll be enabled, if it's set to 0, it won't, enabled on Warrior classes by default.
// the second one is turned by default over Monks, seems like it gives them their custom fists.
// the third and last value is the amount of penalty given to the character's
// THAC0 when using a weapon they aren't proficient with.
clswpbon = ~1 0 3~

// the number of weapon slot that are displayed in the inventory
numwslot = ~2~

// 1st value is the amount of Thieving skills point gained at level one and the 2nd is the amount gained in the following levels.
thiefskl = ~40 20~

// maximum amount of traps this kit can set (this is optional and only for Thief and Bard kits)
traplimt = 6

// this is appended column-wise to CLASCOLR.2DA, the colors are listed here in this order:
// METAL (metallic parts of the character's equipment), MINOR_CLOTH (same as Minor Color in the inventory screen),
// MAIN_CLOTH (same as Major Color in the Inventory Screen), LEATHER (the leather parts of the character's armor),
// ARMOR (this one is for the other parts of the armor that aren't METAL nor LETHER).
clascolr = ~35 67 67 25 80~

// this is the minimum thieving skills given at level 1.
// if the normal is more than the value set here, the value here'll be ignored.
// (NOT SURE ABOUT THIS)
// appended column-wise to CLASISKL.2DA
// note that they are 7 values, Pick Pockets, Open Locks, Find Traps
// Move Silently, Hide in Shadows, Detect Illusion and Set Traps
clasiskl = ~10 10 10 10 10 10 10~

// this is appended column-wise to THIEFSCL.2DA, 100 determines that the player can spent Thieving Points
// in that thieving ability, and 0 means that they can't.
// Seems like it has something to do with percentages, but it's not confirmed yet.
thiefscl = ~100 100 100 100 100 100 100 100~

// the HP*.2DA table's full name (not including the extension).
hpclass = ~HP7C#K~

// appended to CLSRCREQ.2DA, determines which race can select the kit at character creation,
// values are either 1 (true/yes) and 0 (false/no), the races go like this:
// HUMAN, ELF, HALF_ELF, DWARF, HALFLING, GNOME and HALFORC.
clsrcreq = ~1 1 1 1 1 1 1~

// this is a bonus to the base THAC0 that is given at level 1 and it's permanent.
clasthac = ~0~

// this is the Sneak Attack entry, only for IWD:EE.
// it's like the backstab.2da, but with a function.
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~

// this is the Crippling Strike entry, only for IWD:EE
// it's also like the backstab.2da
:)
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~

END // end of the LAF (launch_action_function) block.

COPY "example/spl/your1.spl" "override"
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" "override"
SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so give it a string-name of -1.

COPY "example/tables/HP7C#K.2DA" "override" // copy this one since the other action does not do this for you.
"example/tables/LU7C#K.2DA" "override" // copy the LU*.2DA table too Here's the clean, complete code without comments:
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"


BEGIN "Food for Elephants" // rly boi
INCLUDE "example/library/fl#add_kit_ee.tpa"

ADD_KIT ~7C#KIT~
~7C#KIT 1 1 1 1 1 1 1 1~
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
~7C#KIT 0 9 0 0 0 0~
~7C#KIT 0 0 0 0 0 0~
~7C#KIT 0 15 0 0 0 0~
~7C#KIT 0 17 0 0 0 0~
~7C#KIT 0 1 1 1 1 1 1 1 1~
~7C#KIT 1 1 1 0 0 0~
~example/7C#KIT.2da~
~K_T_H K_T_D K_T_G K_T_E K_T_HE K_T_HL K_T_HO~
~0x00080000 4~
~7C#K~
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~

SAY ~batman~
SAY ~Batman~
SAY ~BATMAN: he is mothafreakgngin awesum~

LAF fl#add_kit_ee
INT_VAR
biography = 29492
briefdesc = RESOLVE_STR_REF ~short description of the kit goes here.~
fallen = 0
fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
STR_VAR
kit_name = ~7C#KIT~
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
clswpbon = ~1 0 3~
numwslot = ~2~
thiefskl = ~40 20~
traplimt = 6
clascolr = ~35 67 67 25 80~
clasiskl = ~10 10 10 10 10 10 10~
thiefscl = ~100 100 100 100 100 100 100 100~
hpclass = ~HP7C#K~
clsrcreq = ~1 1 1 1 1 1 1~
clasthac = ~0~
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END

COPY "example/spl/your1.spl" override
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" override
SAY 0xC #-1

COPY "example/tables/HP7C#K.2DA" override
"example/tables/LU7C#K.2DA" override

Helpful links:

[MOD] -Scales of Balance- a post-hac tweak mod

$
0
0
THIS MOD IS deprecated REVIVED!!

https://github.com/subtledoctor/Scales_of_Balance/releases

This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:

- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks (in 2 parts)
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul

That's it!

Full Readme:

https://dl.dropboxusercontent.com/u/86011511/readme-SoB.html

...

If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:

https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2

But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :)

Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.

Cheers!

Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:

Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest

Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest

Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues

NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone

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

HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866

DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")

README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html

What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.

This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.

I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.

Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.

A very general idea of what the mod contains (not in this order):

1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique

2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)

3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)


A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

[WIP MOD] Dorn Romance Expansion

$
0
0
I said I wasn't going to post this until I had enough work invested that I wouldn't burn out all my enthusiasm by talking... and I think I am at that point now!

So if you're like me, you played through the entire Dorn romance and were like, "wow what a hot orc," and "i wish there was more hot orc" and "i love this unhealthy relationship." After poking around to see if anyone had done any big expansions already, and reading forum posts and critiques, I decided to try one myself.


Stuff that's already in:
- It's PG-13. Sorry to everyone looking for orcin' porkin'.

- It imports a couple new variables from BGEE/SoD. The most consequential one triggers a variant lovetalk track if you finished the SoD romance.
The new track also plays out a little differently depending on how sour your PC is during recruitment & first lovetalk, not necessarily in a bad way. You can even just roll up and demand revenge if that's what you're into.

- There's more dialogue choices for neutrally-aligned PCs where it felt like they were missing before, particularly while recruiting him. You don't really need to share his enthusiasm for slaughter in order to feel for him.

- Chapter 6 abduction plot. I learned how to do art assets for this!
Only if he has no patron. And Bodhi really has some low punches to throw your way.

- As long as you can keep Anomen ignorant of what you've been doing behind his back, he'll join you. I can't promise he'll stick around forever or that no one will get killed. But until then, watch him and Dorn be jerks to each other.
Or like, you know, make Anomen hate the Order.

- A handful of tweaks and some little fixes, like, there was a problem with the wrong version of a later context-sensitive lovetalk triggering, some newly-recruited NPCs reacting to things long after they'd happened, a couple replies mistakenly did/did not end the romance, etc. Also, if the PC knew him in BGEE/SoD, he'll know them from the beginning.


Stuff I'm progressing on or haven't decided about yet. I welcome comments!!!:
- Alternate lovetalks for the post-SoD track. The talks are still paced more or less the same, and it's not a whole new romance, but it accounts for some things Dorn realizes through SoD and the fact that you've been through some stuff already.

- New dialogues where it felt like they were missing in the original track. I try to write him as the more nuanced version he is in SoD. He just doesn't want you to let anyone mess with you, you know?
Like, do you want to discuss those wraiths, Dorn, or what.
I also think it's kind of really funny that he doesn't say anything to the PC the morning after he sleeps with them, but I'll probably put something in because I've heard some people think it's just not triggering.

- Feelings about Dragonspear are pretty much resolved (one way or another) by the end of SoA. ToB throws back to the decision Dorn made at Resurrection Gorge, similar to Anomen's romance progression, but my ideas about this are still a little loose.
His personality shift is slight; he just reverts to the less strung-out version of Dorn that was in BGEE once his patron stops making him itchy all the time... or whatever he did. He does take an alignment shift if he retains a patron, but it's, uhh, not upward.

- New epilogue where I felt one was missing.

- Dorn's ToB quest was a lot of fun, but it felt disproportionately epic given the decisions I made through SoA. I'm wondering if he should have an optional, more grounded ToB quest based on his SoA quest outcome.
I'm torn on this because I do like the running theme that he was damned before he met you and sometimes all the effort in the world can't save someone, but I alsooo like the idea of him giving up his patron having a more tangible, rewarding result on his storyline.


Stuff I'd really need to be convinced to do:
- I don't want to change a lot about his character or replace too much of the original dialogue, because that seems rude to the writers, and I wouldn't be doing this if I didn't like Dorn in the first place. I'd rather focus on adding new content based on context (eg, different outcomes at Resurrection Gorge).

-Likewise, I'm not touching his recruitment quest. I don't think it's too comically evil for this setting. Not after Xzar.
It feels odd because, being the PC, you're usually the one being bust in on. If you need moral absolution, Dorn is under duress and you can spare the wedding party?

- I can't really get myself interested in redeeming Dorn in the eyes of the world at large.
His personal growth seems to be tied up in realizing there's more to power than mere brutality, and I think it'd undermine all his bitter outcast's opinions on morality if he turned good or neutral. I like how useless it is to want to save him, and I think it makes him a better character. He might have his own high hopes for you, though.


Anyway.

That's what I've been up to. If this interests you, stay tuuuned.

What is your favorite mods to add realism to the game?

$
0
0
I'm thinking of reinstalling and try a fantasy realism run, and i wonder what mods do you think are essential for a fun realsitic run of Baldur's Gate?

Mods i plan to use:

Sword Coast Stratagems
Full Plate and Packing Steel
Hard Times (Don't know if it is EE compatible though)
BG Tweaks

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

$
0
0
Tome and Blood v0.62 is now available for download.



Tome and Blood is a mod that revises and expands the class options for Mages and Sorcerers. This mod began as the Sorcerous Origins kitpack, which took advantage of the newly added Sorcerer kit options to add several kits to Sorcerers. It has since grown into a mod that makes changes to all Mage and Sorcerer kits, spells and items as well as adding dozens of new kits, abilities and functionality.



The current release of Tome and Blood offers the following features. A more detailed explanation of changes is available in TomeAndBlood.pdf, attached at the bottom of this post. An updated ReadMe will be coming soon.

CORE REVISIONS
Core Revisions has only a single mechanical change, which is that Find Familiar is now an innate that is granted to all Mages and Sorcerers by default. Core Revisions also does some of the groundwork for systems that other mod components will utilize.

GNOME SORCERERS
This component allows Gnomes to become Sorcerers and Dragon Disciples. This will also allow Gnomes to access any of the Sorcerer kits introduced by other components of this mod.

EXPANDED SPECIALIZATION FOR ELVES AND HALF-ELVES
This component allows elves and half-elves to specialize in any school of magic.

CROSSBOWS AND CLUBS
This component allows all Mages and Sorcerers to place a single proficiency point into the Clubs and Crossbows proficiencies.

ARMORED CASTING
This component establishes a system for allowing arcane magic users to cast spells while wearing armor or using shields. Armor is divided into three general tiers: light (leather, studded leather; bucklers), medium (hide, chain, scale; small and medium shields), and heavy (plate and full plate; large and tower shields). Characters who have the appropriate tier of Armored Casting will be able to cast arcane spells while wearing applicable armor with no penalty. This component does not grant Armored Casting to any of the existing Mage or Sorcerer kits, but it does allow Bards to cast their spells while wearing leather or studded leather armor.

SPELL TWEAKS (by subtledoctor)
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.

ARCANE CRAFTING (by Grammarsalad)
This component adds in four new crafting abilities: Scribe Scroll, Brew Potion, Craft Wand, and Recharge Wand. All Mages learn Scribe Scroll at 1st level. All Sorcerers and Mages learn Brew Potion at 5th level, Craft Wand at 10th level, and Recharge Wand at 15th level. In order to brew a potion, craft a wand, or scribe a scroll, two things are required: a sufficient amount of gold (see the table below) and having the relevant spell memorized. While any arcane spell can be scribed into a scroll, only certain spells can be infused into wands or brewed into potions. (This component is heavily based on the Scribe Scroll component of aTweaks by aVENGER ( @AlexT‌ ) and @Wisp‌ .)

METAMAGIC AND SPELL BATTLES (by subtledoctor)
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.

CANTRIPS (by subtledoctor)
This component grants each Mage or Sorcerer a single minor ability that is usable once every 6 seconds. A full list of cantrips is provided below. Trueclass Mages and Sorcerers may pick a single cantrip from the main set of eight; kitted mages and sorcerers are assigned an appropriate cantrip.

MAGUS
This component adds the Magus kit for Sorcerers. The Magus trades some of a sorcerer’s arcane power for the ability to cast spells while wearing even the heaviest armors.

BLOODLINE SORCERER
This component adds a set of nine new Sorcerer kits that each offer unique class features and bonus spells. Bloodline Sorcerers may select a single sorcerous bloodline through the Declare Bloodline innate ability. Doing so will grant them a full host of class features and bonus spells.

DRAGON DISCIPLE EXPANSION
This component changes the progression of Dragon Disciple to be more spell-focused and also offers four new subkits, allowing players to choose the element of their Dragon Disciple’s ancestor.

SPECIALIST REVISIONS (by subtledoctor)
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.

SPELL SELECT THROUGH DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu. [This component is only available for BG2EE and IWDEE and is required to install the Oracles component of this mod.]

ORACLES
This component adds the Oracle, a divine spontaneous spellcaster, and seven subkits to the game. Oracles cast spells much like Sorcerers, but select their known spells from the divine spell list, instead of the arcane.

BLADESINGER XAN
This component changes Xan into a Fighter/Mage and gives him the Bladesinger kit from Subtledoctor's Might and Guile mod.

HATHRAN DYNAHEIR
This component changes Dynaheir into a Sorcerer and gives her the Hathran kit.



INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.



KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.

v0.6
None to my knowledge. Go out and find some...




CHANGE LOG
A list of all mod version changes is available here.


Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.

Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.

Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.

Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.

Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.

Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.

Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.

Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.

Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).




Ideas, criticism and comments always appreciated.

Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

BG EE 2.0 and Siege of Dragonspear Compatible Mods

$
0
0
Version 2.0 of BG EE and the release of Siege of Dragonspear brought a lot of changes to the game engine.

Rather than creating a lot of confusion editing the original compatible mod list thread I decided it would be a better idea to create a new clean thread.

So if you have written a mod that is 2;0/SoD compatible or have tested a mod and found it to be compatible just let me know so that it can be added to the list.

The rule of no direct links stay. Give a link to the mod thread. The modder deserves full credit for his/her creation.

Good modding and have fun!

Attention! GOG/Steam users . If you have Siege of Dragonspear installed you must install this before trying to install any mod.

AI Enhancements

Sword Coast Stratagems

SCS brings hundreds of enhancements to AI in the game. ATTENTION in order to install SCS on 2.0+ you need this fix. Thanks to @subtledoctor for the fix :)

Banter packs

Chatty Imoen
This mod expands Imoen's voice set and adds interaction banters with other NPCs. It also has a component to change Imoen's portrait to one of three choices: BG1, SoD, or BG2.

Coran's BG Extended Friendship Talks
This mod expands Coran's Friendship talk sequence.

Delainy/Durlyle Same-Sex Romance Options Mod
This is a simple mod to spawn Delainy for female PCs and/or Durlyle for male PCs..

Garrick's infatuation
"Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited.

Neera Banters for BGEE
Adds additional dialogue between Neera and other NPCs. Prevents Neera and Edwin from being in the same party.


Neera dialogue expansion and flirts

Adds additional dialogue between Charname and Neera, as well as flirts.

Xan's friendship path
Xan-initiated banter.

Equipment

Barbed Club of Pain
Convenient Ammunition
Distinguishable clubs
Golem Construction for Spellcasters
Nerfed Ankheg Armor

Wand Case
Thalantyr sells a container to store wands.

GUI & Graphics

BG2EE GUI To BGEE
Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET
EEUITweaks Mod Collection
Lefreut's enhanced UI

Journal Fixes
Compatible with BGEE and BGEE+SOD v2.2, this mod adds various enhancements including filtering to the UI of the quest and journal screens - supports multiple languages.

Lighting Pack
Minor NPC Portraits for BGEE

Multi-portrait Mod
The Multi-portrait mod allows the player to see 10 portraits at a time when creating a character or changing appearance, and allows rapid paging through large portrait collections.

Portrait Picker
Why click through portraits when you can scroll? After automatic registration and a little setup, you can access the entire portrait pool (custom and default), apply descriptions to all, and use advanced filter/sort functions.
Recolored toolbar buttons

The Picture Standard for BGEE 1 & 2
Dragonspear UI++

Kits & Races

Most kits and classes mods have a minor compatibility problem with version 2.0. Check @subtledoctor's comment for details.
Arcane Archer Redone
Eldritch Magic
FG Cleric Kits
Improved Archer Kit
Might and Guile *Fully compatible*
Mystic Fire Paladin Kit
Pale Master Sorcerer Kit
Planetouched Races
Wizard Slayer Rebalancing

NPCs

Sirene NPC BG:EE

Verr'Sza NPC
An evil rakshasa ranger.

Vynd, drow assassin

Portrait packs

Artastrophe portraits

Quests & expansions

Baldur's Gate Mini Quests & Encounters
Baldur's Gate Romantic Encounters
BG1 NPC
BG1 Unfinished Business

Critter Parts mini-mod for Baldur’s Gate: EE
Role-play based quests. New harvestable drops and edible meats from the bears, wolves, dire wolves, etc. Also drops from all spider types that can be used for bartering with a new NPC who has an interest in such trinkets.

The Stone of Askavar

Tools

Big World Setup
EE Autoroller

Tweaks

Animal Companions
Disable Enhanced Edition NPCs

Rough World
The concept behind this mod is to make the world a rougher place. It does this by changing the tone of the games reputation system, adding a bit of difficulty, and making the world feel not quite as forgiving.

Jaheria Recast
Non-Player Characters Enhanced

NPC Tweaks mod
Allows continuous portraits and colors for the Baldur's Gate saga NPCs. Additional options include more convenient locations for some BGEE and SOD companions and appropriate kits for NPCs.

Only 1 quicksave

Random Character Generation
Bored playing the same types of character over and over? Let this Random Character UI mod choose for you. Simple to install.

SCALES of BALANCE!
Simple XP cap remover
Tweaks Anthology BETA Remove traps/locks reported as not working

Spells

Taunt Spell


Do anything (a technical demonstration mod)

$
0
0
~"I always knew steam could blow!"

Some guy, to James Watt~


This is a technical demonstration mod, a mod for modders. There is no gameplay here. I show you previously unexplored functions of the Infinity Engine, and if "Do anything" is an overshot, it is not by far. You will be able to:

- Play the game (BGEE and probably BG2EE) without a protagonist or with any creature as the protagonist, including a monster or one of the NPC

- Copy any creature any number of times and include clones in the party

- Force any creature to join the party, with the ability to gain experience and levels

The screenshots are an illustration and the files in the mod (added on top of your Override folder) let you experiment with this magic on your own.

The functions are highly experimental and just discovered - but they do work.

Download

Attention!


No protagonist


Joining the party


Ogre Mage character screen


Ogre Mage magic


Ogre Mage inventory


A party of Edwins and Dorns


Clone rampage

Wild Mage Additions

$
0
0
So, I tried asking before but didn't get much help, so going to try again.

I really would like to play this mod again http://mods.jo-ge.net/bg/shaper.htm I tried installing it onto BG2:EE but it said that it requires ToB to function properly. Obviously, ToB is installed but clearly there's a file missing that was originally in ToB but not in EE. My question is, is there a way that you can track the installer to think ToB is installed or is there a way to just manually install this mod? I don't even know if it'll work but I'd like to try.

Thanks.

help opening class/ weapon prof/ arms+armor access

$
0
0
Hey, I'm wondering if anyone knows of mods that do this, or could teach me how to do it myself:

1) All races can be all classes and multi-classes
2) All classes can get max proficiency in all weapons and styles
3) All classes can use all arms and armor

I believe there's a mod for #1, but I'm not sure what. While looking for help, I found that #2 might be doable by editing WEAPPROF.2DA AND PROFSMAX.2DA. I still have to test it. I'm not sure how to do #3.

Opening all these things up would make things SO much easier for me, as I have a wealth of house rules I use. I could also change characters on the fly without having to do a full re-install every time I change my mind. Any help is appreciated.

Installing SCS on OSX

$
0
0
I'm having trouble installing SCS on the Mac version of BG2EE. I've downloaded the Mac Weidu, and have followed instructions from several threads on how to specifically carry out installation on Mac, all to no avail. I'm running the latest version of OSX.

Any help is greatly appreciated!

::::My Debug File::::

WeiDU v 24000 Log

./setup-stratagems
[./CHITIN.KEY] loaded, 875812 bytes
[./CHITIN.KEY] 187 BIFFs, 62160 resources
[./engine.lua] loaded, 104 bytes
[./weidu.conf] loaded, 17 bytes
[./lang/en_us/dialog.tlk] loaded, 11622812 bytes
[./lang/en_us/dialog.tlk] 103214 string entries

Choose your language:
0 [English]
1 [Espanol (www.clandlan.net)]
2 [Polski (Yarpen)]
3 [Deutsch (Leonardo Watson)]
4 [Francais (Mornagest/Isaya)]
5 [Italiano (Stoneangel)]
6 [Russian (Prowler/Silent)]
7 [Korean (Menocu)]
Using Language [English]
[English] has 1 top-level TRA files
[stratagems/tra/english/english.tra] has 949 translation strings

Using ./lang/en_us/dialog.tlk

Would you like to display the readme? [Y]es [N]o

Would you like to display the components from [Spell tweaks]?
[Y]es, [N]o?
Would you like to display the components from [Item tweaks]?
[Y]es, [N]o?
Would you like to display the components from [Gameplay tweaks]?
[Y]es, [N]o?
Would you like to display the components from [Cosmetic and ease-of-use tweaks]?
[Y]es, [N]o?
Would you like to display the components from [AI enhancements]?
[Y]es, [N]o?
Would you like to display the components from [Tactical Challenges - BG1]?
[Y]es, [N]o?
Would you like to display the components from [Tactical Challenges - BG2]?
[Y]es, [N]o?
Install Component [Initialise mod (all other components require this)]?
[I]nstall, or [N]ot Install or [Q]uit?
Installing [Initialise mod (all other components require this)] [v30]
BIFF may be in hard-drive CD-path [./CD1/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD2/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD3/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD4/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD5/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD6/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/AREAS.BIF]
[./DATA/AREAS.BIF] 2545324 bytes, 318 files, 0 tilesets
BIFF may be in hard-drive CD-path [./CD1/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD2/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD3/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD4/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD5/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD6/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/25AREAS.BIF]
[./DATA/25AREAS.BIF] 659152 bytes, 85 files, 0 tilesets
BIFF may be in hard-drive CD-path [./CD1/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD2/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD3/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD4/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD5/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD6/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/NEERA.BIF]
[./DATA/NEERA.BIF] 58561140 bytes, 1833 files, 11 tilesets
loading 1 tra file
[stratagems/tra/ee/english/english.tra] has 949 translation strings
loading 1 tra file
[stratagems/tra/ee/ENGLISH/ENGLISH.tra] has 949 translation strings
Creating 1 directory
Copying and patching 1 file ...
BIFF may be in hard-drive CD-path [./CD1/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./CD2/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./CD3/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./CD4/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./CD5/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./CD6/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/DEFAULT.BIF]
[./DATA/DEFAULT.BIF] 2838812 bytes, 507 files, 0 tilesets
Copying 1 file ...
Copied [spell.ids] to [override/spell.ids]
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
[override/spell.ids] loaded, 26285 bytes
Appending to files ...
[./override/SPELL.IDS] loaded, 26285 bytes
Appended text to [spell.ids]
[override/spell.ids] loaded, 26320 bytes
[override/spell.ids] loaded, 26320 bytes
[override/spell.ids] loaded, 26320 bytes
Appending to files ...
...........
...........
...........
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...
Copying and patching 1 file ...
Copied [temp_file] to [stratagems_external/workspace/temp_file2] (NO BACKUP MADE!)
Copying and patching 1 file ...

Reading in data: spellcodes
Copying and patching 1 file ...
[./override/spell.ids] loaded, 26418 bytes
ERROR: cannot convert level or %level% to an integer
ERROR: [spell.ids] -> [override] Patching Failed (COPY) (Not_found)
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Initialise mod (all other components require this)], rolling back to previous state
[stratagems_external/backup/stratagems/1000/UNSETSTR.1000] SET_STRING uninstall info not found
Will uninstall 4 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1000.
Restoring backed-up [stratagems_external/backup/stratagems/1000/CHITIN.KEY]
stratagems_external/backup/stratagems/1000/CHITIN.KEY copied to CHITIN.KEY, 875812 bytes
[./CHITIN.KEY] loaded, 875812 bytes
[./CHITIN.KEY] 187 BIFFs, 62160 resources
Uninstalled 4 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1000.
Unable to Unlink [stratagems_external/backup/stratagems/1000/READLN.1000]: Unix.Unix_error(20, "unlink", "stratagems_external/backup/stratagems/1000/READLN.1000")
Unable to Unlink [stratagems_external/backup/stratagems/1000/READLN.1000.TEXT]: Unix.Unix_error(20, "unlink", "stratagems_external/backup/stratagems/1000/READLN.1000.TEXT")
ERROR: Not_found
Detailed error information can be found in the file SETUP-STRATAGEMS.DEBUG . For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at forums.gibberlings3.net.
Using Language [English]
[English] has 1 top-level TRA files
[stratagems/tra/english/english.tra] has 949 translation strings

Short introduction to WeiDU and simple mod template

$
0
0

With the unfortunate proliferation of primitive mods we are currently seeing, I thought it might be helpful to have a simple and straightforward introduction to how to make WeiDU mods. Due to the vast scope of IE modding and WeiDU, this is in no way a comprehensive treatment of what you can do with modern techniques, but it should be serviceable for a fair share of the mods we are seeing posted here. If you then feel like learning more, so much the better.

Short introduction to WeiDU

WeiDU is a mod-distribution tool and mod manager [1] for the Infinity engine. Since shortly after its inception in the earlier half of the last decade, WeiDU is the de facto standard for IE mods (to the point where you had to look under the right rock to find a non-WeiDU mod). Salient features include patching of existing game resources [2], a powerful language for creating (complex) dialogue, automatic backups of game resources for facile mod uninstallations and a scripting system for mod installation and configuration.

You could say that WeiDU has a lot of depth and maybe the WeiDU way (such as it is) can seem opaque and daunting to the novice modder. However, a WeiDU mod need not be complicated. The simplest sort of mod could consist of as little as a file–folder structure and four lines of install script (of which three lines would be largely the same across all mods).

The latest version of WeiDU is normally available from WeiDU.org. It can also be worthwhile to check the forum.

Sample WeiDU mod

A WeiDU mod consists of two things: 1) a mod folder, which houses any files you include in your mod and will house the backups created during mod installation, and 2) a installation script called a TP2 file, conventionally located inside the mod folder. Customarily, the mod is distributed together with a copy of WeiDU itself, but this is not a formal requirement. The copy of WeiDU would be named setup-mod_name.exe, where mod_name is the name of the mod folder.

The mod folder should have a name that is reasonably likely to be unique, since all mod folders exist as sub-folders in the game folder. For example, wisp_item_mod would be a better name for a mod folder than item_mod. [3]

The TP2 file should have the file extension "TP2", have the same name as the mod folder and be located directly inside the mod folder. [4]

Any other files you wish to include should likewise be placed in the mod folder, preferably in sub-folders of their own if the files can be grouped like that.

As a simple example of a WeiDU mod, say I wanted to distribute a few item files for others to enjoy. Maybe I had made some changes, which I felt improved the quality of the game, to these files with my editor of choice. I could call this mod "Wisp's item mod", with a mod folder called wisp_item_mod, containing a TP2 file called wisp_item_mod.tp2 and the sub-folder copy, which would contain my altered item files.

I would write the following TP2 file for this mod (commented for your benefit):


/*
* Note:
*
* Lines starting with double slashes (//) are comments and are completely ignored by WeiDU.
* They are strictly for your convenience (and whoever else reads your TP2 file).
*
* Likewise, text enclosed in matching, reverse pairs of slashes (/) and asterisks (*),
* like this text, is commented, with the difference that this text can span multiple lines.
* These block quotes can not be nested. Starting each line with an asterisk is just
* convention to make the comment look more distinguished.
*
* So-called strings are used to enclose spaces and special characters. They carry some
* significance beyond that, but we need not go into that now. WeiDU has a few notations
* for strings. Pairs of tildes (~) and double typewriter quotes (") are normally used.
* Each can enclose the other, but never itself.
*
*/


/*
* BACKUP declares where WeiDU should put the information it uses to uninstall your mod.
* Conventionally, this is a folder called "backup" located directly inside your mod folder.
* There is no need to create this folder yourself, or take steps to make sure it exists when
* the user tries to install your mod. This is a folder-path declaration, so there are "wrong"
* things to write here, but conventional wisdom applies. Note that WeiDU will automatically
* convert slashes into backslashes and vice versa, as needed. Case is irrelevant (with one
* exception that is only relevant to installing mods on GNU/Linux).
*/
BACKUP ~wisp_item_mod/backup~


/*
* AUTHOR declares what information should be displayed to the user in the event there is some
* error while installing your mod. Normally, it will ask the user to email the mod's debug file
* to whatever AUTHOR declares. This means it should preferably be something useful, like an actual
* email address, or some other way in which you can be reached. This is simple text, so there are
* no limitations on what you can write.
*/
AUTHOR ~Wisp, at some forum~


/*
* BEGIN declares a mod component, which the user can install. A mod can have multiple components, but
* must have at least one. The text is displayed to the user when the mod is installed and is printed
* to the log file. This is likewise simple text, so spaces and special character are completely
* acceptable.
*/
BEGIN ~Wisp's item mod~


/*
* COPY is the substance of this TP2 file. COPY declares that WeiDU should copy a file, or the files in
* a folder to a destination file or destination folder. In this case, every file located in the "copy"
* sub-folder will be copied into the override folder. Should there already be files with the same name
* in the override folder, WeiDU will place them in your backup folder and restore them when the mod
* is uninstalled. This is once again a folder-path (or file-path) declaration, so it needs to be
* written correctly.
*/
COPY ~wisp_item_mod/copy~ ~override~ //Don't forget to delete the existing files, if you make use of this mod template.

This is barely scratching the surface of what WeiDU can do, but perhaps it can serve as a useful starting point. It is certainly preferable to simply handing people a handful of files, for them to manage themselves. For a more hands-on example, the faux-mod itself can be found attached to this post. Poke, probe and prod it to your content. You can use this as a template for any mod which merely places files in the override (or another folder).

Naturally, I will answer any questions you may have about things I left out, did not adequately explain or just took for granted.

Footnotes

1. Yes, it is a mod manager. It may not be graphical, but it will handle your mods for you if you, say, decide to uninstall the second mod of a set of three.

2. Including the TLK file, which is the single resource containing all of the game's text (save a handful of hardcoded exceptions). The TLK file stands out, because without patching you could not use two mods which both added/altered game text.

3. The folder name should preferably not contain spaces and non-alphanumeric characters, though they can sometimes be used without problems. Conventionally, the underscore (among others) carries no special significance and can safely be used. The name does not have to be pretty, just functional.

4. You may occasionally see WeiDU mods that come with a TP2 file prefixed with "setup-" and/or is located outside the mod folder. These are older practices that are unnecessary and not recommended today, respectively.

TakeCreatureItems()

$
0
0
The code is

TakeCreatureItems(LastHeardBy(Myself),ALL)

For some reason the items become undroppable. Anybody know why or what to do about it?

List of BG2EE Compatible Mods

$
0
0
Note: Previously there was a list found here
http://forum.baldursgate.com/discussion/23726/bgii-ee-compatible-mod-list/p1

this list has been incorporated into this thread.

Normally when it comes to installing mods it should be good to follow this structure:

1) non-weidu mods
2) story mods
3) NPC mods
4) item mods
5) kit mods
6) BG2Tweaks
7) other tweak/overhaul mods (for example SCALES of BALANCE)
8) SCS
9) aTweaks

An example of installation order would be as follows


Ascension
Tales of the Deep Gardens
Dungeon Crawl
Assassinations
Back to Brynnlaw
The Sellswords
I Shall Never Forget
Adalon's Blood
CoM Encounters
Weimer's Item Upgrade
Amber NPC
Ajantis NPC
Ajantis Portrait Pack for BG(II):EE
Tashia NPC
Kivan and Deheriana Companions
Kindrek NPC
Xan NPC
Yasraena NPC
Alora NPC
Auren Aseph
Tiax NPC
Sarah NPC
Angelo NPC
Vampire Tales
Ninde NPC
Saerileth NPC
Arath NPC
Dace NPC
de'Arnise Romance
Banter Packs
IEP Extended Banters
Viconia Friendship
Mazzy Friendship
Yoshimo Friendship
Yoshimo Romance
Edwin Romance
Tsujatha NPC
Imoen Friendship
Coran NPC
Sarevok Friendship
Branwen NPC
Unfinished Business
Almateria's Restoration Project
Dungeon-be-Gone
Wheels of Prophecy
Kelsey NPC
Keto NPC
Nathaniel NPC
Iylos NPC
Faren NPC
Adrian NPC
Isra NPC
NPC Flirt Packs
Romantic Encounters
Haer'Dalis Romance
Nephele NPC
Petsy NPC
Gibberlings Three Anniversary Mod
Sarevok Romance
BG2 Tweak Pack
Rogue Rebalancing
Sword Coast Stratagems
BPSeries AI Scripts
Wizard Slayer Rebalancing
aTweaks
Item Randomiser



This thread is for BG2:EE only mods in the moment. I might add a list with Mods that work in BGEE and BG2EE later.
If this is getting to unclear I will add more sections.
--------------------------------------------------------------------
Released Mods
--------------------------------------------------------------------

Installer/Mega Mod

EET - Enhanced Edition Trilogy http://gibberlings3.net/forums/index.php?showforum=195
EET 1.0 Release Candidate 1 http://gibberlings3.net/forums/index.php?showtopic=28161
Direct Links: https://github.com/K4thos/EET/releases


BWS / Big World Setup
https://bitbucket.org/BigWorldSetup/bigworldsetup/get/master.zip
link with more information:
https://forums.beamdog.com/discussion/44476/tool-big-world-setup-bws-mod-manager-for-baldurs-gate-enhanced-edition-trilogy-for-windows

Kit Packs & Class changes

The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in english -> V13 :)
https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13

Refinements_EE beta release (New reworked version from subtledoctor. Under active development and usable)
https://forums.beamdog.com/discussion/48694/refinements-ee-beta-release

Might & Guile
https://github.com/subtledoctor/Might_and_Guile

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1

[MOD] [BETA] Faerunian Monastic Orders
http://forum.baldursgate.com/discussion/18620/mod-beta-faerunian-monastic-orders/p1

[MOD] Eldritch Magic
https://forums.beamdog.com/discussion/49591/mod-eldritch-magic-bgee-bg2ee-iwdee/p1

The Divine Remix
http://forums.gibberlings3.net/index.php?app=downloads&showcat=46

Song & Silence
http://www.gibberlings3.net/sns/

JKits V6 (Kenshei, Undead Eliminator, Amazon) 1/26/16
https://forums.beamdog.com/discussion/18607/jkits-v6-kenshei-undead-eliminator-amazon-1-26-16/p1

Psionics Unleashed -- Not compatible with 1.3 patch and newer!
http://www.shsforums.net/forum/634-psionics-unleashed

Single Kit's

[Kit] Mystic Fire Paladin (beta)
https://forums.beamdog.com/discussion/52816/kit-mystic-fire-paladin-beta/p1

[Kit] Arcane Archer Redone (Fighter Kit) v1.1
https://forums.beamdog.com/discussion/52606/kit-arcane-archer-redone-fighter-kit-v1-1/p1

[BGEE, BGEE 2, IWD:EE MOD] Lost Druid Kit 1.3v
http://forum.baldursgate.com/discussion/24865/bgee-bgee-2-mod-lost-druid-kit-1-0v/p1

[MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE)
http://forum.baldursgate.com/discussion/29633/mod-duskblade-kit-v1-1-for-bg1-ee-and-bg2-ee/p1

Pale Master Kit for Sorcerers
http://forum.baldursgate.com/discussion/34749/pale-master-kit-for-sorcerers/p1

Single Kit Rework and Changes

Kensai Kit Revision Mod NEW VERSION (v2.0)
https://forums.beamdog.com/discussion/41836/kensai-kit-revision-mod-new-version-v2-0/p1

[MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT)
http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt/p1

Wizard Slayer Rebalancing
https://forums.beamdog.com/discussion/24181/wizard-slayer-rebalancing-for-bg-ee-and-bgii-ee/p1
http://www.shsforums.net/files/file/960-wizard-slayer-rebalancing-v109-windows-version/

[MOD]Monk Overhaul
http://forum.baldursgate.com/discussion/33618/mod-monk-overhaul/p1

Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1
http://forum.baldursgate.com/discussion/28623/mod-eng-bg1-ee-soa-tob-saradas-revisioned-shapeshifter-v-1-1/p1

Shapeshifter paw weapon tweak
http://forum.baldursgate.com/discussion/26791/shapeshifter-paw-weapon-tweak/p1

UPDATED Wizard Slayer Overhaul (IWD:EE; BG:EE; BG2:EE)
https://forums.beamdog.com/discussion/37503/updated-wizard-slayer-overhaul-iwd-ee-bg-ee-bg2-ee

Wild Mage Additions
http://forum.baldursgate.com/discussion/33799/wild-mage-additions/p1

Rule Rebalance and Reworks

Enchant the Missile Launchers (Ranged Weapon Tweak)
https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak

Rogue Rebalancing
http://www.shsforums.net/files/category/62-rogue-rebalancing/

SCALES of BALANCE! Post-hac kits and tweaks
http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1
https://github.com/subtledoctor/Scales_of_Balance

Hardcore Dual-Classing
https://forums.beamdog.com/discussion/43824/mod-announcement-hardcore-dual/p1

APR on Spec
https://forums.beamdog.com/discussion/36197/mod-release-apr-on-spec/p1

[MOD]: Spellcasting in light armor
http://forum.baldursgate.com/discussion/26366/mod-spellcasting-in-light-armor/p1

High Level Abilities as Innate Abilities
http://forum.baldursgate.com/discussion/34002/high-level-abilities-as-innate-abilities/p1

Use Any NPC Item - Add-on for Use Any Item HLA.
http://forum.baldursgate.com/discussion/26240/use-any-npc-item-add-on-for-use-any-item-hla/p1

Experience cap remover and new High Level Ability pools for F/M/C and F/M/T
http://forum.baldursgate.com/discussion/26198/experience-cap-remover-and-new-high-level-ability-pools-for-f-m-c-and-f-m-t/p1

Content Packs (Spells, Items, etc.)

IWD Divine spells in BGEE, SoD and BG2EE
https://forums.beamdog.com/discussion/59668/iwd-divine-spells-in-bgee-sod-and-bg2ee

IWDification
http://www.gibberlings3.net/iwdification/

Content Restoration

Unfinished Business
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=101&Itemid=80

Almateria's Restoration Project
http://www.shsforums.net/topic/56026-almaterias-restoration-project/page-4#entry564179

TWEAK Packs

The Tweaks Anthology
https://forums.beamdog.com/discussion/48165/testers-wanted-tweaks-is-dead-long-live-tweaks/p1
http://gibberlings3.net/forums/index.php?app=downloads&showcat=90

aTweaks
http://www.shsforums.net/files/category/99-atweaks/

klatu tweaks and fixes
http://www.shsforums.net/topic/57873-mod-klatu-tweaks-and-fixes/

BG2 Tweak Pack (Out of date use Tweak Anatholgy)
http://www.gibberlings3.net/bg2tweaks/

Tactical Encounters and Story Change

Quest Pack v3.1
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=128&Itemid=100

Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2!
https://forums.beamdog.com/discussion/45563/ascension-v1-5-beta-enhanced-edition-release-updated-1-20-2016/p1
https://github.com/whiteagnus/Ascension/releases/tag/v1520160114b

Wheels of Prophecy *(Reported to have install problems without using BWS)
http://www.gibberlings3.net/wheels/

CoM Encounters
http://www.baldursgatemods.com/forums/index.php?board=22.0

AI & Difficulty

elminster's Difficulty Adjustments
https://forums.beamdog.com/discussion/59889/elminsters-difficulty-adjustments/p1

Sword Coast Stratagems *(needs a fix to work fine with 2.0 or later)
http://www.gibberlings3.net/scs
Fix for SCS with 2.0/2.1
https://forums.beamdog.com/discussion/comment/732385/#Comment_732385

BPSeries AI Scripts
http://www.shsforums.net/files/file/1025-bp-series-party-ai-for-bg/

Level adder v0.3
http://forum.baldursgate.com/discussion/32334/level-adder-v0-3/p1

[Release] Difficulty and Tweak mod ver 7
http://forum.baldursgate.com/discussion/19928/release-difficulty-and-tweak-mod-ver-7/p1

Convenience Tweaks

Dungeon-be-Gone
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=98&Itemid=79

Item Randomiser
http://forums.gibberlings3.net/index.php?showtopic=25430&hl=&fromsearch=1

MOD so Cromwell does NOT take a day?
http://forum.baldursgate.com/discussion/39906/mod-so-cromwell-does-not-take-a-day/p1

Item Packs

BGII:EE - Unofficial Item Pack
https://forums.beamdog.com/discussion/56567/bgii-ee-unofficial-item-pack/p1

[MOD] More Style for Mages: Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks (v1.5 released)
http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1

[MOD] Golem Construction for Spellcasters
https://forums.beamdog.com/discussion/60602/mod-golem-construction-for-spellcasters

[MOD] Druid Armaments
http://forum.baldursgate.com/discussion/26910/mod-druid-armaments/p1

Item Pack (for BG2 can someone verify that it works on EE?)
http://www.shsforums.net/files/file/824-item-pack-v18/

Item Reworks and Upgrades

Weimer's Item Upgrade [in progress]
http://weidu.org/item.html

Useful Plot Items for BG2:EE
https://forums.beamdog.com/discussion/54090/useful-plot-items-for-bg2-ee/p1

Foebane +3 and +5 improvement mod
http://forum.baldursgate.com/discussion/31391/foebane-3-and-5-improvement-mod/p1

Upgradable Dak'kon's Blade
http://forum.baldursgate.com/discussion/29328/upgradable-dakkons-blade/p1

Brick +2 mod
http://forum.baldursgate.com/discussion/28427/brick-2-mod/p1

Unbiased Ir'revrykal+5 mod
http://forum.baldursgate.com/discussion/32456/unbiased-irrevrykal-5-mod/p1

[mod] Improved Cloak of Non-Detection.
http://forum.baldursgate.com/discussion/40116/mod-improved-cloak-of-non-detection/p1

Cloak of Displacement remove Blur effect mod
http://forum.baldursgate.com/discussion/40055/cloak-of-displacement-remove-blur-effect-mod/p1

New Items

Long bow of Stealth +5
http://forum.baldursgate.com/discussion/34009/long-bow-of-stealth-5/p1

Quest Mods

Eilistraee's Song
http://www.shsforums.net/files/file/938-eilistraees-song/

Tales of the Deep Gardens
http://www.shsforums.net/files/file/820-tales-of-the-deep-gardens-v100/

Dungeon Crawl
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=168&Itemid=117

Assassinations
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=177&Itemid=121

Back to Brynnlaw
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=186&Itemid=125

The Sellswords
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=183&Itemid=126

I Shall Never Forget
http://www.shsforums.net/files/file/1004-i-shall-never-forget-v40/

Adalon's Blood
http://kerzenburg.baldurs-gate.eu/downloads.php?id=63

Gibberlings Three Anniversary Mod
http://www.gibberlings3.net/g3a/

Shadows over Soubar (need file change to find the dialog file)
http://www.shsforums.net/files/file/63-shadows-over-soubar-v113/

The Undying Mod BG2:EE Compatible
http://forum.baldursgate.com/discussion/34297/the-undying-mod-bg2-ee-compatible#latest

Freedom's Reign/Reign of Virtue Now Enhanced
http://forum.baldursgate.com/discussion/34075/freedoms-reign-reign-of-virtue-now-enhanced#latest

The White Queen (v4.0) for BG2EE
http://forum.baldursgate.com/discussion/38825/the-white-queen-v4-0-for-bg2ee#latest

NPC Tweaks, Class & Kit changes

NPC_EE
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone

NPC Kitpack - Note: Not all component work with EE (please check the forum)
http://www.gibberlings3.net/npckit/

[MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET
https://forums.beamdog.com/discussion/58941/mod-bgeenpc-tweaks-for-bgee-sod-bg2ee-eet

Extra Companions

[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released
https://forums.beamdog.com/discussion/41108/mod-afaaq-the-djinni-companion-for-bg2-and-bg2-ee-released/p1

NPCs Banter, Romance & Friendship

Keeping Yoshimo is now available for EE and Mac! (spoiler for newbies to BG2)
https://forums.beamdog.com/discussion/33721/keeping-yoshimo-is-now-available-for-ee-and-mac-spoiler-for-newbies-to-bg2/p1

Banter Packs
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=95&Itemid=78

IEP Extended Banters
http://www.shsforums.net/files/file/558-iep-extended-banters/

[mod] Increased Rate of Banter
http://forum.baldursgate.com/discussion/40530/mod-increased-rate-of-banter

NPC Flirt Packs
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=104&Itemid=81

Romantic Encounters
http://www.gibberlings3.net/romanticencounters/

de'Arnise Romance
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=119&Itemid=118

Yoshimo Romance (In Progress - Everything but journal entries works)
http://www.baldursgatemods.com/forums/index.php?PHPSESSID=9n2akja78ap0q7849b60qjqcd5&board=99.0

Edwin Romance
http://www.shsforums.net/files/file/1003-edwin-romance/

Haer'Dalis Romance
http://www.shsforums.net/files/file/984-haerdalis-romance/

Sarevok Romance
http://www.shsforums.net/files/file/810-sarevok-romance/

Imoen Romance v3.3
http://imoen.blindmonkey.org/downloads.php

Viconia Friendship
http://www.shsforums.net/files/file/629-viconia-friendship-soa-tob/

Mazzy Friendship
http://www.shsforums.net/files/file/712-mazzy-friendship-soa-tob/

Yoshimo Friendship
http://www.shsforums.net/files/file/713-yoshimo-friendship/

Imoen Friendship
http://www.shsforums.net/files/file/901-imoen-friendship-soa-tob/

Sarevok Friendship
http://www.shsforums.net/files/file/1036-sarevok-friendship/

Eternal Imoen (Should be installed after the Imoen Romance mod but before the Rjali mod)
http://dragonshoard.blackwyrmlair.net/mods_download.php?mod=387

BG1 NPCs in BG2

Kivan and Deheriana Companions
http://www.gibberlings3.net/kivan/

Ajantis NPC
http://kerzenburg.baldurs-gate.eu/downloads.php?id=62

Ajantis Portrait Pack for BG(II):EE
http://kerzenburg.baldurs-gate.eu/downloads.php?id=79

Xan NPC
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=164&Itemid=113

Alora NPC
http://www.baldursgatemods.com/forums/index.php?board=13.0

Tiax NPC
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=113&Itemid=84

Coran NPC
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=113&Itemid=84

Branwen NPC
http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=113&Itemid=84

New NPCs

Sirene NPC for BG2
https://forums.beamdog.com/discussion/62163/wip-npc-mod-sirene-npc-for-bg2-ee-v0-2

[Mod] Pai'Na NPC v0.6
https://forums.beamdog.com/discussion/43113/mod-paina-npc-v0-6

Isra NPC
http://www.shsforums.net/files/file/1070-isra-bg2-pc/

Amber NPC (just needs an updated version of WeiDU)
http://www.gibberlings3.net/amber/

Tyris Flare
http://gibberlings3.net/forums/index.php?app=downloads&showcat=22

Yvette romance mod
http://www.shsforums.net/files/file/981-yvette-romance-v30/

Rjali Romance (should be installed after all other mods with romanceable females (heterosexual only) )
http://dragonshoard.blackwyrmlair.net/mods_download.php?mod=389

Xulaye
http://www.shsforums.net/topic/58589-xulaye-for-ee/#entry587457

Gerris BGT NPC Portraits
https://kerzenburg.baldurs-gate.eu/downloads.php?id=69

Tashia NPC
http://www.shsforums.net/files/file/33-tashia/

Kindrek NPC
http://www.baldursgatemods.com/forums/index.php?board=15.0

Yasraena NPC
http://www.baldursgatemods.com/forums/index.php?board=18.0

Auren Aseph
http://www.gibberlings3.net/auren/

Sarah NPC
http://www.gibberlings3.net/sarah/

Angelo NPC
http://gibberlings3.net/angelo

Vampire Tales
http://www.baldursgatemods.com/forums/index.php?board=92.0

Ninde NPC
http://www.shsforums.net/files/file/714-ninde/

Saerileth NPC
http://www.baldursgatemods.com/forums/index.php?board=16.0

Arath NPC
http://www.shsforums.net/files/file/1001-arath/

Dace NPC
http://www.shsforums.net/files/file/1038-dace/

Tsujatha NPC
http://www.baldursgatemods.com/forums/index.php?board=17.0

Kelsey NPC
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=81&Itemid=66

Keto NPC
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=140&Itemid=107

Nathaniel NPC
http://www.shsforums.net/files/file/734-nathaniel/

Iylos NPC
http://www.shsforums.net/files/file/539-iylos/

Faren NPC
http://www.shsforums.net/files/file/946-faren/

Adrian NPC
http://www.shsforums.net/files/file/1007-adrian/

Nephele NPC
http://www.shsforums.net/files/file/953-nephele/

Fade NPC:
http://www.shsforums.net/forum/322-fade/

[NEW NPC] Saradas Magic 2 [ENG] V_1.6 NOW FOR ToB
http://forum.baldursgate.com/discussion/25512/new-npc-saradas-magic-2-eng-v-1-6-now-for-tob

PORTRAITs

[MOD] Artaport 3.1
https://forums.beamdog.com/discussion/51904/mod-artaport-3-1

PaintBG for all BG platforms
http://forum.baldursgate.com/discussion/13507/paintbg-for-all-bg-platforms/p1
or (new sorted for easy use)
https://forums.beamdog.com/discussion/51904/mod-artastrophe-portraits-pack-for-ee

The Picture Standard
http://www.shsforums.net/files/file/1114-the-picture-standard-for-bgee-1-2/
or
http://www.nexusmods.com/baldursgate2ee/mods/9/?tab=2&navtag=http://www.nexusmods.com/baldursgate2ee/ajax/modfiles/?id=9&pUp=1

[MOD] Isandir's Portrait Pack
http://forum.baldursgate.com/discussion/33490/mod-isandirs-portrait-pack#latest

[MOD] Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET
https://forums.beamdog.com/discussion/56009/mod-continous-viconia-appearance-for-bg1ee-bg2ee-sod-and-eet/p1

Soundsets

[mod][kinda]Custom Cavalier Soundset
http://forum.baldursgate.com/discussion/26768/mod-kinda-custom-cavalier-soundset#latest

Awesome Soundsets
http://forum.baldursgate.com/discussion/38319/mods-awesome-soundsets-mods-master-thread-custom-soundsets-for-bgee-bg2ee-and-iwdee#latest

GUI

[Mod] Lefreut's enhanced UI (for BG1EE, BG1EE+SoD, BG2EE and EET)
https://forums.beamdog.com/discussion/61571/mod-lefreuts-enhanced-ui-for-bg1ee-bg1ee-sod-bg2ee-and-eet/p1

[MOD] - Portrait Picker for BGEE+SOD and BG2EE (v2.1+)
https://forums.beamdog.com/discussion/56916/mod-portrait-picker-for-bgee-sod-and-bg2ee-v2-1/p1

[MOD] - Journal Fixes for BGEE, BG2EE and BGEE+SOD (v2.2+)
https://forums.beamdog.com/discussion/60029/mod-journal-fixes-for-bgee-bg2ee-and-bgee-sod-v2-2/p1

[Mod] Multi-portrait mod - New BG II version
https://forums.beamdog.com/discussion/57176/mod-multi-portrait-mod-new-bg-ii-version/p1

[Mini-Mod] BGEE, BGEE + SOD, BG2EE = Random Character Generation (compatible with 2.0+)
https://forums.beamdog.com/discussion/58560/mini-mod-bgee-bgee-sod-bg2ee-random-character-generation/p1

*GUI mods potential not compatible with patch 2.0*

[GUI Mod] Improved GUI for Baldur's Gate II Enhanced Edition (v1.0)
http://forum.baldursgate.com/discussion/39557/gui-mod-improved-gui-for-baldurs-gate-ii-enhanced-edition-v1-0/p1

[MOD] BG2:EE Antique Amber GUI
http://forums.beamdog.com/discussion/41542/mod-bg2-ee-antique-amber-gui/p1

Powerfull Spells ;)

[Mod] Dee Summoning Spell v1.2
http://forum.baldursgate.com/discussion/26958/mod-dee-summoning-spell-v1-2/p1

Cheat Mods

[MOD][Small] Phun Cheat Spells
http://forum.baldursgate.com/discussion/40510/mod-small-phun-cheat-spells#latest



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

Work in progress

(some playable some not):
--------------------------------------------------------------------

Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)
(contact subtledoctor for a very good and playable beta)
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1

Spell Revisions (contact Demivrgvs for a very good and playable beta)
http://gibberlings3.net/forums/index.php?showforum=153

Item Revisions (contact Demivrgvs for a very good and playable beta)
http://gibberlings3.net/forums/index.php?showforum=157

Refinements HLAs hot fix: (use only this when you are not using subtledoctor version)
http://forum.baldursgate.com/discussion/28613/refinements-hlas-hot-fix#latest

[BG:EE & BG:EE 2 MOD] Card kit 0.3v WIP [ENG/PL]
http://forum.baldursgate.com/discussion/36342/bg-ee-bg-ee-2-mod-card-kit-0-2v-wip-eng-pl

Wings Version 0.91b
http://forum.baldursgate.com/discussion/26945/wings-version-0-8d/p1

Please let me know if a link or mod is not working anymore etc.
Feedback is very welcome.

Lich kit set.

$
0
0
I have not been able to find one. Complete Lich soundset and portraits. Anyone have some? I love changing my mage's appearance to a Lich and just walking around killing anyone that even farts upwind of me.

Also interested in Gorion, Irenicus and Elminster sound kits. I've found a Irenicus one and a Sarevok one before, but they were terrible.

Well that didn't work-ranged staff and stealth bow mods

$
0
0
I installed both, and was looking forward to a run with those very nice new weapons. Went to WK first thing in chapter2, only to find some item with a staff icon and a stealth longbow description. And headgear without description and with names that suggested that something was wrong.
Did I do something wrong? Or do these mods always bite eachother? Or do I need some specific version of BG2EE?
Right now I'm not too happy, was really looking forward to using these pretties.
Oh well, back to reading books I suppose.

[MOD] Portraits Portraits Everywhere (for BG1EE, SOD, BG2EE, IWDEE, EET)

$
0
0
image
by @Smeagolheart and @bob_veng
Preview
image

image

WHAT IS IT?:
-----------------------------------------------------
Portraits Portraits Everywhere (PPE) - core component
-----------------------------------------------------
The core component of this mod adds portraits to speaking NPCs in the Enhanced Edition Infinity Engine games. It can be installed on multiple platforms including Enhanced Edition Trilogy (EET), Baldur's Gate 1 Enhanced Edition including Siege of Dragonspear, Baldur's Gate 2 Enhanced Edition, and Icewind Dale Enhanced Edition. The mod can add representative portraits for all 4617 speaking creatures throughout these games so that when you speak to them, these NPC characters that inhabit these rich worlds will appear a little bit more alive.

If any of the portraits are not to your satisfaction due to quality or you feel that the portrait does not match the in game NPC, feel free to post on the forums for potential inclusion in future updates. If there is a future patch to
the game, it's a good idea to reinstall this mod. Keep in mind that when installing or reinstalling this mod, NPCs on areas you've previously visited won't get portraits, but areas and NPCs you have not yet visited will get portraits.

If you start a new game, then all NPCs that should get portraits will get them.

-----------------------------------------------------
Category Portraits (Recommended)
-----------------------------------------------------
This mod has an optional Category Portraits component to assign portraits from a pool of random portraits to actors that are not assigned specific portraits by the main component. This component is highly recommended and covers beings that are genericly named. For example, human characters named "Thief" or "Mugger" will get portraits from the male or female Rogue pool, characters named "Commoner" or "Peasant" will get portraits from the commoners pool, and "Drow" will get portraits from either the male or female Drow pool. There are more than ninety pools of random portraits that range from a few portraits to over 20. There are more breakdowns for groups of Humans than there are for other races. Please note that you may get repetition in portraits if you speak to multiple characters as once a pool of portraits is exhausted, then an additional round of picks from the portrait pool will be assigned to additional NPCs.

There are two ways to install the Category Portraits component - Sequentially or Randomly. If you install the component 'Sequentially' then Portraits from the Pool are assigned in numerical order to allow for reproducible results. That means that when you speak to "Mugger" in the dark alley, he should look the same if you were to reinstall the mod. There is also a Random option to grab a random portrait from the pool so that our friend the "Mugger" might get a different portrait if this component was installed a second time. If the random option is selected then a random pick will be selected. The way the random picked works is that all possible numbers from a pool are used before a second pick of the same number is picked meaning that you should not get random picks out of a group of 5 with the same number being used until all 5 of the portraits have been picked.

This is optimized for vanilla supported games but you might get some decent results for mod added characters. For example if installed after other mods, then matches from those mods of characters specifically named "Mugger" would get portraits from the Rogue pool. Please note that how other mods name or code their creatures or whether they name their rogue characters specifically "Mugger" or one of the other matching keywords is beyond my control - results may vary. Due to the varying coding standards in mods and the vast number of potential mods available, there is little chance that this component will act perfectly for mod added NPCs but it will do the best that it is able to do. An example of where the component would not act perfectly is a a character for a mod that works for Baldur's Gate 1EE that describes a human as a Half Orc through dialogue. Mods made for Baldur's Gate 1 do not support Half Orcs because there were not a playable race and that character would appear human to the engine and would get a human portrait.

-----------------------------------------------------
Isandir's CHARNAME Portraits
-----------------------------------------------------
A beautiful portrait pack by Isandir in a style similar to vanilla BG1 and BG2 portraits.
Preview of some of the portraits:

image

-----------------------------------------------------
Replace Low Quality TOB & SOA Portraits
-----------------------------------------------------
This component, for Baldur's Gate 2 Enhanced Edition, replaces legacy portraits included with the game for Bhaalspawn. The portraits that
are replaced are generally low quality 38x60 size and are replaced with beautiful 169x266 portraits created for the Enhanced Edition
engine.

-----------------------------------------------------
Edwin/Edwina
-----------------------------------------------------
This component, for Baldur's Gate 2 Enhanced Edition, gives Edwin a female portrait once he completes the Nether scroll ritual. The portrait
was created by Syntia13 and is based on the default portrait for Edwin in Baldur's Gate 2. This is highly recommended but optional. If
you've replaced the portrait for Edwin with a custom one, you might not want to load this component.

-----------------------------------------------------
Ust Natha Drow NPCs
-----------------------------------------------------
This component, for Baldur's Gate 2 Enhanced Edition, provides drow versions of vanilla NPC portraits. This is highly recommended but
optional. The code to transform the portraits was thoughtfully provided by K4thos. Most of the drow versions of NPC portraits are by
Isandir. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.

-----------------------------------------------------
Vampire NPCs
-----------------------------------------------------
This component, for Baldur's Gate 2 Enhanced Edition, provides vampire versions of vanilla NPC portraits. This is highly recommended but
optional. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.
"Vampirized" NPC portraits provided by lefreut.

-----------------------------------------------------
CREDITS and Additional Information
-----------------------------------------------------

This mod is based on older mods for Baldur's Gate prior to the EE editions had mods that included small portraits for some NPCs. The pictures in these mods are lower resolution than the ones carefully selected for this mod. Some of these older mods for classic Baldur's Gate with smaller pictures that directly inspired this project are:
Gerri's BGT NPC Portraits ( https://kerzenburg.baldurs-gate.eu/downloads.php?id=69 )
BG1NPC ( http://www.gibberlings3.net/bg1npc/ )

Sources of the pictures include Neverwinter Nights portraits found online, searches for baldur's gate and IWD portraits, and as a last resort search engines were used to round out the collection.

If there are any particular portraits that need to be removed you don't wish them to be featured in this work, let me know and the pictures will be removed. If you have any suggestions for submissions or changes, please feel free to comment in the discussion forum.

This mod is distributed freely and not for any commercial purpose non-profit. This mod was not developed, supported, or endorsed by BioWare, Interplay/Black Isle, Beamdog or any other official agency. Portraits remain the copyright of their respective rights holders.

If there are any copyright issues or this statement needs revision then please contact me to let me know what to do
about it. The purpose of this mod is not to make money but to advances knowledge and progress of the arts through the addition of something new onto a great game.

Special thanks to bob_veng on the baldur's gate.com forums for assistance recoloring, adjusting, selecting and creating new portraits for this mod.

Thank you all and enjoy,
Smeagol

======================================================================
======================================================================

Technical Details and how you can add your own portraits
--------------------------------------------------------
All pictures are 169x266 or greater.

The table in (mod folder)\tbl\bgee.tbl lists the creatures/actors and portrait name.
You can reference the creature name to the actor in tools such as NearInfinity.

The Portrait names in the tbl are filenames in the portrait folder.
======================================================================
======================================================================
KNOWN ISSUES
--------------------------------------------------------
None at this time
======================================================================
======================================================================


Thanks everyone you know who you are, I hope you appreciate the hard work of the artists as I do.

Additional thanks to lynx and argent77 from Gibberlings3 Forums for coding assistance.
Thank you to Mr2150, Cahir, AstroBryGuy, Thels, lefreut, swit, K4thos, Syntia13, Isandir and others for their input
and assistance on the Baldur's Gate Forums.

The mod name was suggested by Cahir.
======================================================================

v1.01 21 Sept 16
- Updated 57 portraits with bob_veng

v.1.00 08 Sept 16
- Updated 42 portraits with bob_veng
- revised code for Isandir's CHARNAME Portraits component

V.0.99 03 Sept 16
- Downgraded Weidu from beta version to stable version 239
- Added additional install components
Isandir's CHARNAME Portraits
Replace Low Quality TOB & SOA Portraits
Edwin/Edwina
Ust Natha Drow NPCs
Vampire NPCs
- Modified & replaced a few portraits with bob_veng

Version History:
V0.91 20 Aug 16
- Fixed a few entries

V0.90 20 Aug 16
- Initial Release

Critter Parts mini-mod for Baldur’s Gate: EE

$
0
0
Introduction:
Leaving the remains of all the bears, wolves and wild dogs that my Ranger and Druid protagonist encounter to rot in the sun has always bothered me. It strikes me that they would find this not only a terrible waste of natures gifts, but disrespectful to the creatures themselves. Not to mention the twitch that my packrat self gets when whole groups of critters in the game never drop any items. Yes, I am one of those obsessive creatures that take great delight in finding tiny bits of treasure on the bodies of my vanquished foes.

What started as a slight modification for my own game, grew into a small quest mod. It is a little thing that adds flavor and extra role-play possibilities. I have found myself enjoying it’s addition to my own game so much that I thought it might appeal to a few others as well.

image

This mod adds harvestable drops to several of the critters that the PC encounters in the game. It does not change anything else about them. It will add these drops to all instances of the following types of animals that the PC encounters, with the exception of special quest specific instances.

Brown Bear
Black Bear
Cave Bear
Polar Bear
Wild Dog
War Dog
Worg
Wolf
Dread Wolf
Dire Wolf
Vampiric Wolf

The dropped items can be sold to any of the merchants in the game who will also buy miscellaneous items. Thalantyr in High Hedge, and the innkeeper in the Feldepost Inn are two such merchants available early in the game. The value of the different hides and meats vary with type.

All like items stack with each other and include:

Bear Meat
Wolf Meat
Wild Dog Meat
Bear Hide
Wolf Hide
Dog Hide
Animal Bones

Additionally, all of the meat drops can be consumed by any character in your party and will return varying amounts of hit points, depending on the type of meat eaten.

The meat must be placed in one of your quick slots in order for it to be consumed.

The Quest:
This mod includes a quest that will eventually allow your protagonist to bring a new NPC some of the dropped hides, meat or bones to have them made into a new piece of armor. The items needed are dependant on which of the three types of armor the player picks to have made. Choose carefully, he will only make one item per play-through.

This mod is meant to add a bit more role-play and flavor to the game. The only fighting involved are the encounters that you would normally have with the critters in the game. These have not been modified in any way.

Please note:
In order to begin the quest, the player must choose to “use” the new “campfire” that appears in area AR4300, the North Nashkel Road. This is directly in front of the big campfire you find in the game after killing the band of Hobgoblins near the road. Just hover your mouse around in front of the campfire to find it at coordinates 3265,0720.

A note about the new armor pieces:
The new pieces were tailored to fit my own play style and fit with what my own protagonists might find useful at the point in the game that they are likely to be able to obtain them. Of course, not every other player will have the same preferences. If other players don’t find them appropriate for use in their own game, they can instead sell them for gold.

I also thought that it might be fun to eventually add more choices to the list that can be made. Ones that might come from the suggestions of other players. Something that they would like to see available in their own games. So I am open to ideas. :) They must, of course, fit the tone of the role-play within the mod. The NPC in question has some fairly strong opinions about what he will or will not do.

As novice modders we would welcome any insight that any of you more experienced modders might be willing to share concerning how we might have done a better job in our coding efforts.

Anything that you might wish to share in this area can be posted here in this thread, so that others might be able to benefit from it as well, or if you prefer, you can just use Shadowhawk’s email that can be found in the Critter Parts Readme.

Updated to Version 2.0 April 24, 2016

As of version 2.0 this mod has been expanded to include drops from all of the spiders that the protagonist encounters in her/his travels. A new NPC with an uncommon interest in such trinkets has been added to area AR2200, the first Cloakwood Mines, or Cloakwood Lodge map.

Updated to version 2.1 May 15, 2016

As requested, version 2.1 of this mod has been traified.

Updated to non-beta version 1.0 December 17, 2016


DOWNLOAD LINK:
Click on the Source code (zip) file

https://github.com/shadowhawk703/CritterParts/releases


[NPC Mod] Sirene NPC for BG2:EE v1.2

$
0
0

Sirene, Paladin of Ilmater


Portrait by Isandir

Mod Introduction

This mod adds a new joinable NPC to the game: Sirene, a tiefling paladin of Ilmater. She has a custom kit: Martyr.

She can be found within the High Hall of the Radiant Heart, in the corridor past the entrance. She will only join a non-evil PC.

Her level is dependent on the PC's upon joining.

STR: 16
DEX: 17
CON: 16
INT: 10
WIS: 14
CHA: 17
Total: 90

As a tiefling, she also has 10% fire and cold resistance.

She has both a friendship path and a romance, which can be initiated by a PC with 12 or above charisma and of either gender. PCs who knew her from BG1 can bring up their past for a few extra talks.

If your reputation drops below 9, she will stop her friendship and romance talks and warn you. If it drops below 5, she will leave permanently.

She is compatible with all NPCs except Dorn and Hexxat, who she will come to conflict with quickly and force you to choose between them.

Biography

When asked about her past, SIRENE averts her gaze and flatly states that there is little to say. She was orphaned and left to die as a babe, likely abandoned due to her apparent fiendish heritage. Only by luck did she survive certain death by being discovered by a travelling priest of Ilmater, who brought her to others of his faith and raised her as a Holy Warrior of Suffering, the order of paladins dedicated to the Crying God. She resents her own contradictory nature, though she is unsure of which side.

Martyr Kit

MARTYR: Martyrs are worshippers of Ilmater, the good god of suffering, endurance and martyrdom. Paladins of Ilmater's order are compassionate and train themselves to become protectors of their allies and to alleviate the suffering of others.

ADVANTAGES:

- Hit Die: d12
- May use the Sacrifice ability once per day. Gains one use at level 1 and an additional use every 7 levels thereafter.

SACRIFICE: The martyr heals the target for 1d6+1 per level hit points and deals 1d6+1 per level nonlethal damage to self.

- May use the Martyrdom ability once per day starting at level 5. Gains an additional use every 7 levels thereafter.

MARTYRDOM: The target gains a +4 bonus to armor class and 50% resistance to physical damage for 5 rounds while the martyr loses the same amount.

- 12th level: Gains 10% resistance to physical damage. An additional 5% is gained at levels 16 and 20.
- 15th level: May use the Ilmater's Grace ability once per day.

ILMATER'S GRACE: The martyr regenerates for 3 hit points per second for 1 turn.

DISADVANTAGES:

- -1 penalty to THAC0 every 5 levels (starting at level 1).
- May not cast Protection from Evil.
- May not Turn Undead.
- May not use ranged weapons.

Friendship & Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. A PC with 12 or more Charisma of either gender and any race or class can start a romance with her. Bear in mind that Sirene will not 'come on' to you immediately as vanilla romances do, and you actually have to show interest at some point during her friendship talks for the romance to take over. If she knew the PC from Baldur's Gate 1, the romance can start from their very first talk, while those who just met her will have to talk to her a few times. Show her you're interested, whether by bringing up a former relationship, flirting with her during her talks, or... buying her something nice?

Crossmod

Sirene comes with crossmod content, which includes banters with the following mod NPCs: Fade, Foundling, Yvette (Lava Del'Vortel) and Pai'Na (myself)

Sirene also reacts to the following quest mods: Innershade, Tales of the Deep Gardens, I Shall Never Forget (Lava Del'Vortel)

Sirene also reacts to NPCS from the Romantic Encounters (multiple authors) mod (for technical reasons, this component may be installed separately): The reactions are harmless and will not break the romance (except for Anne)

FAQ - non/minor spoilers

Q: I had Sirene in my party in BG1 and acknowledged it to her. What changes?
A: You get one more dialogue in which you can set your previous relationship, and she gets a few more banters with NPCs from BG1, as well as one with Keldorn.

Q: Does Sirene have any personal quests?
A: Technically no quests, but there are encounters.

Q: Where are the encounters?
A: The first is a waylay that occurs when leaving Athkatla via the City Gates. The second is near-impossible to miss so long as you go to any Athkatlan district in Chapter 6 (except the Graveyard). There is also one in ToB - which she will begin via dialogue upon reaching the North Forest.

Q: Romance conflicts?
A: Not directly. However, Sirene will eventually ask you if you're interested in anyone. Choosing anyone except Sirene herself will terminate the romance.

Q: Can the Brimstone +1 be upgraded?
A: Yes, at Cromwell's. Requires a demon heart and 5,000 gold.

Q: Are there any new items?
A: There are over a dozen usable items included with this mod. Two can be upgraded and three are Sirene-exclusive.

Q: New areas?
A: Three in SoA, one in ToB. Each one has a specific encounter you can deal with, but only the first is mandatory.

Q: New spells?
A: Several. Some are mutually exclusive, owing to a certain choice Sirene must make.

Q: Does Sirene have conflicts with any other party members?
A: Sirene will not, under any circumstances, be in a party with Dorn or Hexxat.

Q: Which party members are good ideas to take with Sirene?
A: Sirene is written to fit in well with good-aligned parties, but she has plenty of dialogue with most party members. She has at least four banters with Keldorn, Anomen, Mazzy, Imoen, Jaheira, Valygar, Viconia and Yoshimo, so any of the above are good choices. She has the least to say with Jan and Korgan. Additionally, keeping Sirene and Valygar in the party for long enough may result in a tiny bonus...

FAQ - spoilers

TBA after stable release

Known Issues

The Sacrifice and Martyrdom abilities can be selfcast. Don't do it for obvious reasons.

Change Log

v1.2
- Fixed alignment-related dialogue bugs in ToB
- Fixed repeating dialogue bug with ISNF

v1.1
- Fixed romantic epilogues for a female PC

v1
- Initial full release
- Added two new event-based talks in ToB

v0.4 (BETA)
- Fixed attempts at flirting in Hell

v0.3 (BETA)
- Fixed broken Bodhi-abduction sequence

v0.2 (BETA)
- Fixed 'no valid response' for flirts (hopefully)

v0.1 (BETA)
- initial release of mod for playtesting

Download version v1.2

image
Viewing all 11774 articles
Browse latest View live