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[MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET

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S9 BGEENPC Tweaks for BGEE / SOD / BG2EE / EET

by Smeagolheart

WHAT IS IT?:
--------------------------------------------------------
S9NPCTweaks is a mod that alters NPCs in the BGEE trilogy. I made this at first for my personal enjoyment but I figured some folks might like it too. Most of the effects are geared towards BG1EE including the Siege of Dragonspear expansion.

What are the components?

COMPONENT: Consistent NPC Portraits
Applies to BG1EE, SOD, BG2EE, EET
This component sets NPC portraits to a consistent portrait. For example, IMOEN can use the same portrait
throughout the entire Baldur's Gate Saga. These alternate portraits are contained in a folder called
NPC_Portraits that that will be applied to all instances of an NPC. If this component is installed on
BG1EE and Siege of Dragonspear installation, it will change both versions of an NPC (if applicable).
If this component is installed on a BG2EE then that version will get their new alternate portrait.

If you have another variation of a portrait and you'd like to replace the included portrait to use one
you like better, feel free to do so and install this component (or reinstall it if necessary) in order to
enjoy your portrait throughout the trilogy.

This component also sets Viconia's colors to allow you to Siege of Dragonspear colors to give a consistent appearance to the character. This effect is more pronounced on some NPCS than others.
If you have spawned any of these NPCs in the world already, they will not be affected and
the effects will only be noticeable after starting a new game.

See the bottom of this readme for Portrait Credits

GROUP: Convenient NPCs
NPCs, mainly in the first Baldur's Gate, are in locations that make it impractical to find them until your
adventure is well underway. For example, Alora is not recruitable in BG1EE until you accept an easy to miss
quest in the city of Baldur's Gate (which you can not even access until Chapter 5). Other NPCS such as Dorn
are introduced in a somewhat mystifying way, specifically, in BG1EE to get Dorn to join you have to talk to
him at the Friendly Arm Inn - where he won't join you - and then you will "randomly" meet him when going to
the Nashkel Mines and after a short encounter you can get him to join. This component moves NPCs
and possibly alters them to make their appearance more convenient.

COMPONENTS:
Alora
-Applies to BG1EE
Alora is moved from the Hall of Wonders to Gullykin near the door to the winery. This code is reused
from the BG1NPC project, authored and coded by tons of dedicated people from all walks of life.
Her dialogue is altered to adjust to her new surroundings.

Baeloth
-Applies to BG1EE
This component moves Baeloth's appearance from a random tower area in Larswood to outside of the
entrance to High Hedge. Additionally, his introductory cutscene has been trimmed. The requirment
that you must be at least level 5 for him to appear has not changed.

Coran
-Applies to BG1EE
Coran is moved from the middle of the bridge on the Cloakwood Forest Map to near the big rock just before
the bridge on the same map. Additionally his quest timer is increased from seven days to eight.

Dorn
-Applies to BG1EE
Dorn now is outside the Cabin in the Nashkel Mines. Dorn's dialogue is altered to adjust to
his new surroundings and he will ask you to accompany him to an ambush.

-Applies to Siege of Dragonspear
Dorn now is located inside the Three Old Kegs and can be recruited much earlier than previously possible.
If you do not recruit him in the Three Old Kegs, he will be waiting at the expedition campsite.

Eldoth
-Applies to BG1EE
Eldoth is moved from Cloakwood Forest to Red Sheaf Tavern in Beregost near the Bartender. Eldoth's
dialogue is slightly altered in his initial meeting.

Hexxat
-Applies to BG2EE
This component prevents Hexxat from initiating a conversation on her own. If you want to recruit
her, talk to her.

Nalia
-Applies to BG2EE
This component prevents Nalia from initiating a conversation on her own. If you want to recruit
her, talk to her.

Neera
-Applies to BG1EE
This component prevents Neera from initiating a conversation on her own. If you want to recruit
her, talk to her.

-Applies to BG2EE
This component triggers the introduction cutscene in the Bridge District only when you talk to
Neera. She can be found near the place where the Red Wizards cutscene occurs after the townsfolk
talked about the local murders.

Quayle
-Applies to BG1EE
Quayle is moved from just outside of Baldur's Gate to the Nashkel Carnival near Great Gazib's show.

Rasaad
- Applies to BG2EE
This component triggers the introduction cutscene in Trademeet only when you talk to Rasaad.
He can be found near the fountain.

Safana
-Applies to BG1EE
Safana is moved from the Coastal Lighthouse Area to the Jovial Juggler. Her quest timer is
increased from five days to thirty days.

Shar-Teel
-Applies to BG1EE
Shar-Teel Dosan is moved from Mutamin Garden's area to the South Beregost Road a short distance
south from the northern end of the road.

Tiax
-Applies to BG1EE
Tiax is relocated from Baldur's Gate to the Beregost Town Square adjacent to Feldepost's Inn.

Viconia
-Applies to BG1EE
Viconia is relocated from Peldvale to the southwest corner of the Temple Area.

COMPONENT: Add the Priest of Tempus Kit
This component adds the Priest of Tempus kit from IceWind Dale.

COMPONENT: Dual Class Friendly Stats

Many NPCs in Baldur's Gate are tantalizingly close to having the capability to Dual Class but are
just short in an Ability Score. You can give these NPCs a tome (or two) and enable whole
new possibilities for their development. But - do you want to give an ability score tome to a temporary
companion? Those tomes belong to CHARNAME, right? Now, you don't have to make this sometimes difficult
choice, this component will give NPCs an ability score boost. All of these boosts are possible in game
with one or more ability tomes used on an NPC.

Here is what is affected and what is unlocked:
Branwen
+1 DEX
Branwen can dual class from a Cleric to a Thief.

Dynaheir
+2 WIS
Dynaheir can dual class from a Mage(Invoker) to Cleric.

Safana
+1 INT
Safana can dual class from Thief to a Mage.

Xzar
+1 DEX
+2 WIS
Xzar can now dual class from Necromancer to either a Cleric or Thief.

GROUP: Adjust NPC Classes
This group of componenets allows you to change to BGEE NPCs classes and kits.

COMPONENTS:
Make Branwen a Priest of Tempus
This component requires that the Priest of Tempus kit be previously installed.

Make Dynaheir a Sorcerer
If you set Dynaheir's class as a Sorcerer she will be unable to dual class if
you previously set her stats with the Dual Class Friendly Stats component.
This applies to BG1EE and Siege of Dragonspear versions of Dynaheir.

Make Faldorn an Avenger
This kit fits her personality in my opinion.

Make Kagain a Dwarven Defender
When thinking about applying a kit for Kagain, I would say he is not really
a Berserker, he's more of a pure fighter. Still, no NPC utilizes the
Dwarven Defender kit so this is an optional component.

Make Khalid a Fighter/Mage
Khalid's wife is a Fighter/Druid multiclass, I feel that Khalid should be
a multclass as well. He fits the profile as a Fighter/Mage best in my
opinion.

Make Kivan an Archer
This kit fits Kivan in my opinion.

Make Safana a Swashbuckler
Safana's experience on a Pirate Ship and adventurous spirit make her a
Swashbuckler.

Shar-Teel's Class
Shar-Teel has anger and rage issues.
She can be set as either a Berserker or a Barbarian.
Please note that if you change her class to Barbarian she will be unable to
dual class unless you have unlocked dual classing for Barbarians through
another mod such as Tweak's Anthology's "Expanded Dual-Class Options" component.

Make Skie a Shadowdancer
Skie's biography describes how she is a natural dancer and good as sneaking
off - Shadowdancer is a natural fit for her.

Make Xan a Blade
Xan was originally intended to be a dual wielding Katanas as a Kensai Githyanki*.
I feel that the Blade kit of the Bard class fits Xan's close connection with
his Moonblade while still retaining his spellcasting capabilities.
Yes, I know the Bard class is normally illegal for Elves.

*source: http://www.ign.com/articles/1999/12/24/developer-journal-baldurs-gate-ii-pt-3

****************************************************************************************************

Credits:
Coding: Smeagolheart

Move Alora Component from NG1NPC Project that was authored and coded by tons of dedicated people from
all walks of life.

K4thos Enhanced Edition Trilogy compatibility code and Priest of Tempus Kit

Anomaly's
BG1 NPCs at Beginning (for BGT) 2.2 with individual NPCs moving
http://www.shsforums.net/topic/54750-bg1-npcs-at-beginning-for-bgt-22-with-individual-npcs-moving/

argent77 for code from "Disabled Enhanced Edition NPCs" mod.

Dual Class Friendly Stats component inspired by this thread
https://forums.beamdog.com/discussion/43803/tomes-of-ability-increase

NPC Colors is inspired by conversations about Viconia's colors on Baldur's Gate Forums
https://forums.beamdog.com/discussion/50087/viconia-devirs-sod-portrait/p1
____________________________________________________________________________________________________
****************************Portrait credits********************************************************
These portraits are my current favorite replacements for the stock portraits. Here's where they
came from to the best of my recollections. If you are the artist and prefer not wanting your portrait
in this free mod, let me know and I'll remove it.
____________________________________________________________________________________________________
Plasmocat's "BG NPC Portraits in BG2 Style"
Link: http://www.gibberlings3.net/plasmocat/bgbg2.php#
AJANTIS
ALORA
FALDORN
GARRICK
KAGAIN (background edited by me I think a long time ago)
KHALID
SHAR-TEEL
SKIE
TIAX
XZAR
MONTAR
QUAYLE
________________
Clerics get their Deity Colors
I think: http://www.shsforums.net/topic/34869-clerics-get-their-deity-colours/
YESLICK
________________
Beamdog unaltered, included in case you wanted to replace it.
BAELOTH
________________
artastrophe's portraits
http://artastrophe.deviantart.com/art/BG-Siege-of-Dragonspear-600014757
MKHIIN
________________
NiGHTMARE's NPC Beautification Pack
http://www.gibberlings3.net/nmbeauty/
HAERDALIS (edit)
YOSHIMO
_______________
Norimichi Tanaka's Online Portfolio
http://www.littlemistake.com/archives/2524
EDWIN
NEERA
DORN
MAZZY
NALIA
WILSON
________________
Portraits by Enkida
https://www.deviantart.com/art/BG2-NPC-Kivan-281829805
KIVAN
MINSC
________________
http://www.rpgcodex.net/forums/index.php?threads/will-poe-be-shit.94392/page-16
ANOMEN
________________
from: Rasaad, then and now by Syntia13
http://www.deviantart.com/art/Rasaad-then-and-now-374779254
RASAAD
________________
from: Portraits alternatifs
http://www.baldursgateworld.fr/lacouronne/le-comptoir-damn/22739-portraits-alternatifs-3.html
ELDOTH
DYNAHEIR
________________

Siege of Dragonspear portrait unaltered
VICONIA
________________

Isandir's Portrait Edits
SAFANA
HEXXAT
________________

edited by me:
GLINT
CORWIN
XAN (based on version from here:
http://zoyah.deviantart.com/art/Xan-BG-II-unfinished-111035201)
________________
Sorry where these came from is lost to time, PM me and I'll add you to the credits here
if you want me to:
AERIE
BRANWEN
CERND
CORAN
IMOEN
JAHEIRA
JAN
KORGAN
SAREVOK
________________

VERSION HISTORY
v1.1 Released 29 Aug 16
- Added options for Garrick to be Skald and Eldoth to be a Jester
- Bug fix

v1.0 Released 27 May 16
Initial Release

[Mod] Gavin NPC for BGII now with BGII:EE and EET compatibility

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Gavin for BG2

Author: berelinde

Gavin is an NPC mod for Baldur's Gate II, the BG2 portion of BGT, BGII:EE, and (the BG2 portion of) EET. He is a Morninglord of Lathander and can be found in the Temple of Ilmater on the roof of the Copper Coronet in the Slums.
The mod is the continuation of the Gavin BG1 mod.
Version v21 is the full BGII version including ToB content. Changes were bug fixes and the addition of BGII:EE as well as EET versions.

Learn more about the mod
Visit the Forum
Download the mod

Imoen Romance V3.0 Release

List of BG2EE Compatible Mods

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

Fix Pack & Bugfixing


https://github.com/BiGWorldProject/BiG-World-Fixpack#readme
If you are using BWS, the latest BiG World Fixpack patches will be applied for you automatically before any mods are installed. The following info is aimed mostly at users doing manual mod installation.
Please read this thread for important information about the Fix Pack:
https://forums.beamdog.com/discussion/comment/836218/#Comment_836218

Fix for disappearing simulacrum & similar abilities
https://forums.beamdog.com/discussion/comment/850917/#Comment_850917

Installer/Mega Mod

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

[Mod] New Refinements (v4?) beta release (New reworked version from subtledoctor. Under active development and usable)
https://forums.beamdog.com/discussion/48694/mod-new-refinements-v4-beta-release/p1

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

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


[Mod] 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice)
https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice

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.)

Content Restoration

TWEAK Packs

Tactical Encounters and Story Change

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 2.3 or later)
http://www.gibberlings3.net/scs
Fix for SCS for version 2.3
Big World FixPack - download, extract, also extract SCS, run _ApplyPatches, check BWP_Fixpack.installed file if there is "stratagems" present

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

Item Packs

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

Quest & Story Mods


Alternatives
http://gibberlings3.net/forums/index.php?showforum=173

Tower of Deception for BG2EE
https://forums.beamdog.com/discussion/39282/tower-of-deception-for-bg2ee

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

Extra Companions

NPCs Banter, Romance & Friendship


Keldorn Romance from berelinde
http://gibberlings3.net/forums/index.php?showtopic=28659

Wilson Chronicles - expansion of the furry paragon
https://forums.beamdog.com/discussion/62741/wilson-chronicles-expansion-of-the-furry-paragon/p1

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, not needed for EET)
http://dragonshoard.blackwyrmlair.net/mods_download.php?mod=387

BG1 NPCs in BG2

New NPCs



Gavin (NPC)
http://gibberlings3.net/forums/index.php?showforum=128

Varshoon (Mind Flayer NPC)
http://www.shsforums.net/files/file/846-varshoon-an-illithid-npc/
https://forums.beamdog.com/discussion/comment/839320/#Comment_839320

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

http://www.gibberlings3.net/amber/
(uses an old WeiDU version, update WeiDU manually. BG2EE will most likely crash if the mod is installed in a language other than English)

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

Aran Whitehand (NPC)
(Comment from Ratatoskr589: Appears to work just fine. The only glitch I've noticed is that all the people in his new tavern were standing against the back wall when I returned and that's not a huge deal) http://www.gibberlings3.net/aranw/index.php

Alassa (NPC):
http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=113&Itemid=84.
(Comment from Ratatoskr589: This one works with some caveats. First, you have to edit the tp2 file to remove the TOB requirement. Other than that, her portrait also needs to be resized and the "wait here" option when reorganizing your party didn't work for me.)

PORTRAITs


[MOD] Portraits Portraits Everywhere (for BG1EE, SOD, BG2EE, IWDEE, EET)
https://forums.beamdog.com/discussion/61015/mod-portraits-portraits-everywhere-for-bg1ee-sod-bg2ee-iwdee-eet/p1

[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

GUI


Quick Save Slots Tweaks 1.2
https://forums.beamdog.com/discussion/49757/quick-save-slots-tweaks-1-2

[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 ;)

Cheat Mods





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Work in progress

(some playable some not):
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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

[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.

Chatty Kivan. Super chatty, unable to walk 10 feet without convo

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Modded with lots of things, but I can't add Kivan to my party because he WON'T STOP TALKING.

I have Montaron, Neera, Viconia and Dorn in the party.

Stock NPC Romance for PC2 and not PC1

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I would like to have a mod that would change the stock NPCs romance trigger from PLAYER1 to PLAYER2. Is this something that can be easily done in EEKeeper or would it require an actual mod. I get that PC2 is not "the bhallspawn" but it could be that my PC2, traveling along with the party since Candlekeep, is also a bhallspawn .. maybe an unknown twin of PC1. The main issue would be Ascension in TOB. Thoughts?

Tresset's Choice Tweaks

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Tresset's Choice Tweaks

Tweaks and Fixes for BG that I make for myself, but share with everyone!



Since I started playing the Enhanced Editions of BG, I have always had a few odds and ends in my override folder that I made myself. Most of these are pretty simple and their functions range from bug hotfixes I make while waiting for an official fix from the devs to minor tweaks that make the game much more enjoyable to me. I have now decided to share my tweaks with everyone just in case someone would be interested in them. Most of these tweaks will be in the format of simple override files but a few will be done using Weidu (Weidu and I don't get along very well so I usually try to avoid it). This thread will likely change occasionally and have new tweaks added to it every once in a while, because I often get new ideas and modify my old works as well. Feel free to ask any questions you may have and make sure to let me know if you have found an issue with my tweaks so that I can fix it. I also take requests, so if you have something you want tweaked or fixed then let me know by leaving a comment below and I will see what I can do.


BG1:EE/SoD Tweaks



Infinite Use Algernon's Cloak
In the original BG1, Algernon's Cloak had infinite uses. The devs decided to nerf it to one use/day for some reason. Not sure why... The Nymph Cloak still has a practically bottomless supply of charges (100 max) so why they didn't nerf that one too is beyond me. I simply restored the cloak to its infinite usability. This was the first tweak I ever applied to my EE game. I also added a projectile to the cloak so that I could fix my arch nemesis bug.


Avenger Druid Form Fixes
With the advent of SoD some of the avenger's shapeshift forms got a little screwed up. This package contains two hotfixes and a minor tweak. I will explain what I did with each form:
  • Spider form (plyspid.itm): With SoD installed the spiders move much slower than they do without it installed. This change affected the avenger form as well. The devs may or may not fix this issue eventually, but in the mean time I added a movement speed modifier effect to counteract the decreased speed of the spider form. This will also fix the spider form of the wizard spell Polymorph Self. Wild spiders will still move slower. Do not install this one unless you have SoD installed or the spider form will move faster than normal!
  • Baby Wyvern form (plywyvrn.itm): Not sure if this was broken by SoD or just 2.0 in general, but the wyvern's poison was broken by the one of the recent updates so that it would not affect creatures level 5 or lower at all. This is clearly unintentional, and was also once an issue in BG2:EE. The devs fixed the BG2:EE issue with the wyvern poison in a previous update (1.3 IIRC) so I have no idea how it got broken again. This will fix the poison so that it will affect creatures of all levels again. I do not think this will be needed if you do not have SoD installed, but I am not sure.
  • Fire Salamander (plysala.itm): This one is more of a tweak than a fix. The salamander form normally has a haste effect that will increase movement speed without providing any extra attacks. IMHO this type of haste effect is very sloppy and should not be used by anything, especially not anything the player controls. I simply made the haste effect a normal haste, which increases movement speed and adds 1 extra APR. This gives the salamander a total of 2 APR (which makes it more viable anyway when compared to the other 2 forms).


Actual Werewolf Claws, Not Modified Bear Paws BG1:EE
This is for the Shapeshifter Druid Kit. It gives both the Werewolf and the Greater Werewolf better natural weapons. In the original BG2 the Werewolf, Greater Werewolf, and Brown Bear forms all had the exact same weapon. I seriously doubt that this was truly meant to be, but the devs are rather insistent on leaving things as they were back then in this case. I, however, found an unused item file in BG2 (and in BG2:EE) that I am 90% sure was meant to be used by the Greater Werewolf and that is what I use for my version of this form. I felt I needed to make a new weapon for the ordinary Werewolf, however. Anyway, the ordinary Werewolf's weapon does 1d8 slashing damage and strikes as a +2 weapon. The Greater Werewolf's Weapon does 2d8 Slashing damage and strikes as a +3 weapon. This fix was designed for BG1:EE and will likely cause string issues in BG2:EE.


Kahrk's New Katana
This will give Kahrk, the self proclaimed "Mightiest of Ogre Magi", a Katana +2 to wield instead of his ordinary one. If you can kill him he will drop it so that you can use it. I mainly decided on doing this to make the Katana proficiency a more viable choice in BG1:EE, and I figured that Kahrk was nasty enough to be a worthy guard of such a valuable item.


Durlag's Infinite Skeleton Trap
This will make the false stairway trap which summons skeleton warriors when tripped reset after it has been triggered, allowing you to grind on skeleton warriors. This trap always used to reset itself in the original and even in earlier versions of the Enhanced Edition, but the devs have since decided to remove this feature.


Longer lasting Priest Kit Specials BG1:EE
I originally made this because I got sick of Priests of Lothander getting the short end of the stick with their special ability. Both Talos and Helm give their priests a special ability that lasts for 1 turn until the priest reaches either level 11 or 12 at which point the duration would increase by 1 round/level (Helm) or 2 rounds/2 levels (Talos). Boon of Lothander would only last strictly 1 round/level, unlike the other two it would not last at least a turn from, levels 1-10, so I increased its duration so that it was the same as Helm's Seeking sword, i.e. 1 turn + 1 round/level after level 10. @JuliusBorisov suggested that I increase the duration of Tyr's Divine Favor as well, so I increased it from 2 rounds to 5 rounds. I am not convinced that this is necessary since IMO this ability is much more potent than the others, especially at higher levels, but I aim to please. I may decide to further tweak the duration of Divine Favor later, but I don't think it should last more than 1 turn. I should note that the descriptions of these spells will show the wrong duration if you install this one (not that Seeking Sword or Storm Shield ever had correct durations listed to begin with). This tweak was designed for BG1:EE and will likely cause String Issues if used in BG2:EE


Fixed Lightning Bolt
The projectile used by the Lightning Bolt spell and wand lacks a certain flag in the current version of BG1:EE that makes the lightning bolts bounce off of the first target they hit instead of pass through them. This is easiest seen in Gorion's cutscene where he casts a lightning bolt at one of the ogres and it bounces right back at him. I have added the flag back to the projectile so that it will pass through its targets like it should do. BG2:EE's lightning bolt functions correctly so that game does not need this fix. The unfortunate thing I have noticed is that the lightning bolt will only ever bounce off of walls once before vanishing in the current version of both games. I suspect that this behavior is hard coded and it would be up to the devs to fix it.


Staggered Probabilities Fix BG1:EE
This is a fix to a bug that has bothered me for a long time (since the original BG2 actually). This bug strikes specific spells and items when either "Round End" or "Spell Cast" autopauses are turned on. When it strikes, the specific spells and items do very strange things, such as duplicate some effects many times or skip some effects altogether. A few examples of this behavior include:
  • Multiple elementals getting summoned by spells that should only ever summon one and similar issues with certain other summoning spells.
  • Erratic behavior of the Bigby Hands, Otiluke's Resilient Sphere, Contagion, and others.
  • Inconsistent effects (ex. successful saves reported, but the spell takes effect anyway) of Algernon's Cloak, Nymph Cloak, The Captive Audience, and the level 1 priest spell Command.
The devs decided not to fix these issues because they felt messing with the hardcoding that was causing them was too dangerous to be worth the risk. I was able to fix the issues completely without any such risks by simply adding a minuscule delay to these spells and items so that they did not take effect at the exact moment of the autopause. This meant I either added a projectile to the spells and items or, in the case of the summoning spells, I added a 1 second delay to the appearance of the summoned creatures. This fix should not be needed if you play without using the either "Round End" or "Spell Cast" autopauses. This particular fix was designed for BG1:EE and would probably cause string errors if used for BG2:EE.


NRD Contingencies and Sequencers BG1:EE
Originally the contingency and sequencer spells could be cast using Nahal's Reckless Dweomer. These spells could could not result in a wild surge when cast this way because they posessed the "ignore wild surge" flag that prevented it. The only problem with this was that the very next spell cast after the contingency/sequencer would have a 100% chance of having a wild surge. The devs decided that this should not happen so they eddited the "ignore wild surge" flag to also prevent casting spells that have it with Nahal's Reckless Dweomer. I, however, did not mind this behavior so I decided to re-enable the casting of these spells with Nahal's Reckless Dweomer. The only way I could do this while still preventing the spells from surging (which would no doubt cause massive issues) was to switch the flag from "ignore wild surge" to "ignore wild/dead magic". This makes the spells, more or less, the same as they were before the devs' interference; the only difference being that the spells are now castable (with or without NRD) in dead magic zones (which is unfortunate). So you are on the honor system not to use them in dead magic areas! This tweak was designed for BG1:EE and may cause string issues if used in BG2:EE.


Time Stop Sound Fix BG1:EE
Since the very beginning of the original BG2 this bug has existed. The sound of the Time Stop spell wearing off has always happened at the wrong time due to a peculiarity in the Timestop opcode that must have confused one of the original devs. Odd that the Beamdog devs still haven't fixed this legacy bug, especially considering how easy it is to do so. This fix will make the sound play at the correct time: just as the effects of the spell wear off. This fix was designed for BG1:EE and will likely cause string issues if used in BG2:EE


Korlasz has Bag of Holding
This will move the Bag of Holding from the Quartermaster's store to the chest in Korlasz's personal room inside her tomb. I did this because I want to be a pack rat with my party members' inventories, especially with the ones that don't come back. Makes it much easier to prepare for things. This may be my only SoD tweak for a while since I, uh, haven't finished my first playthrough yet...


Self Stacking Writhing Fog BG1:EE
For whatever reason, when the devs made the shaman class, they decided to give the unique level 2 spell of that class, Writhing Fog, a harsh limitation. This limitation is that multiple castings of the spell can not stack their effects with each other; i.e. if you throw two Writhing Fogs at the enemy then they will only be affected by one of them. This is the only persistent AoE spell in the game that has this limitation, to my knowledge. I believe that this is a bit too limiting compared to some of the other level 2 spells in the game. Web, for instance, is incredibly devastating for a level 2 spell and, with careful tactics and maybe some ranged attacks or free action, will kill far more than Writhing fog could dream to, and, by the way, it stacks with itself. This tweak will allow multiple Writhing Fogs to stack with each other, meaning there is finally a level 2 'druid' spell worth casting. This tweak was made for BG1:EE and will likely cause string issues if used in BG2:EE.


Fe Ag Hammer
That means "Iron Silver Hammer" for those of you who don't know chemistry (yes, I am a nerd). Anyway, This tweak was requested by @JuliusBorisov. He wanted me to add a weapon for solo clerics that could beat down Greater Wolfwere and Loup Garou since they had absolutely nothing in that category. It took me a while, but I eventually decided to go with a very special weapon that was perfectly usable by any cleric: Spiritual Hammer! While I was at it I fixed a minor cosmetic issue with the +1 version of the hammer by adding an on hit sound effect that the +2 and +3 version had.


BG2:EE Tweaks



Staggered Probabilities Fix BG2:EE
This is a fix to a bug that has bothered me for a long time (since the original BG2 actually). This bug strikes specific spells and items when either "Round End" or "Spell Cast" autopauses are turned on. When it strikes, the specific spells and items do very strange things, such as duplicate some effects many times or skip some effects altogether. A few examples of this behavior include:
  • Multiple elementals getting summoned by spells that should only ever summon one and similar issues with certain other summoning spells.
  • Erratic behavior of the Bigby Hands, Otiluke's Resilient Sphere, Contagion, and others.
  • Inconsistent effects (ex. successful saves reported, but the spell takes effect anyway) of Algernon's Cloak, Nymph Cloak, The Captive Audience, and the level 1 priest spell Command.
  • Rasaad's Cloak of Atonement not functioning (except to drain your constitution).
The devs decided not to fix these issues because they felt messing with the hardcoding that was causing them was too dangerous to be worth the risk. I was able to fix the issues completely without any such risks by simply adding a minuscule delay to these spells and items so that they did not take effect at the exact moment of the autopause. This meant I either added a projectile to the spells and items or, in the case of the summoning spells, I added a 1 second delay to the appearance of the summoned creatures. This fix should not be needed if you play without using the either "Round End" or "Spell Cast" autopauses. This particular fix was designed for BG2:EE and would probably cause string errors if used for BG1:EE.


NRD Contingencies and Sequencers BG2:EE
Originally the contingency and sequencer spells could be cast using Nahal's Reckless Dweomer. These spells could could not result in a wild surge when cast this way because they posessed the "ignore wild surge" flag that prevented it. The only problem with this was that the very next spell cast after the contingency/sequencer would have a 100% chance of having a wild surge. The devs decided that this should not happen so they eddited the "ignore wild surge" flag to also prevent casting spells that have it with Nahal's Reckless Dweomer. I, however, did not mind this behavior so I decided to re-enable the casting of these spells with Nahal's Reckless Dweomer. The only way I could do this while still preventing the spells from surging (which would no doubt cause massive issues) was to switch the flag from "ignore wild surge" to "ignore wild/dead magic". This makes the spells, more or less, the same as they were before the devs' interference; the only difference being that the spells are now castable (with or without NRD) in dead magic zones (which is unfortunate). So you are on the honor system not to use them in dead magic areas! This tweak was designed for BG2:EE and may cause string issues if used in BG1:EE.


Time Stop Sound Fix BG2:EE
Since the very beginning of the original BG2 this bug has existed. The sound of the Time Stop spell wearing off has always happened at the wrong time due to a peculiarity in the Timestop opcode that must have confused one of the original devs. Odd that the Beamdog devs still haven't fixed this legacy bug, especially considering how easy it is to do so. This fix will make the sound play at the correct time: just as the effects of the spell wear off. This fix was designed for BG2:EE and will likely cause string issues if used in BG1:EE


Increased Rate of Banter
Party banters are actually somewhat rare considering how many of them there are. Sometimes you can play through a whole game of SoA without even hearing all of the ones for your specific party. The problem is even worse in ToB, where it is near impossible to hear them all by the end unless you spend great deals of time just standing around fidgeting. This mod will increase the rate at which banters happen. With it, you will likely hear most or all of the SoA ones by around mid way through the campaign. In ToB you will likely hear most or all of them by around the last third of the campaign.


Cloaks of More Stars
This improves both the Cloak of the Stars and the Cowl of the Stars. Despite the usefulness of a +5 dart I never really wound up using the Cloak of the Stars because 6 was not enough darts for me. I have simply changed the Cloak of the Stars so that the darts do not vanish after a day; allowing them to be stockpiled. The Cowl of the Stars on the other hand was intended to create a number of Melf's Minute Meteors equal to the level of the wearer, but unfortunately, due to an engine peculiarity, it would only look for mage/sorcerer levels and anyone else who wore the cowl only got 5 meteors, regardless of their level. I decided to abandon the level dependency thing and make the cowl simply create 12 meteors every time.


Chaos Shields Stack with Hayes
This will change the two Chaos Shield spells and the Robe of Goodman Hayes so that their wild surge bonuses stack with each other. It also makes the robe usable by wild mages of any alignment. Though simple, this tweak seriously ups the power of wild mages by significantly reducing the risk of their surges and increasing the chance of success of their spells.


Self Stacking Writhing Fog BG2:EE
For whatever reason, when the devs made the shaman class, they decided to give the unique level 2 spell of that class, Writhing Fog, a harsh limitation. This limitation is that multiple castings of the spell can not stack their effects with each other; i.e. if you throw two Writhing Fogs at the enemy then they will only be affected by one of them. This is the only persistent AoE spell in the game that has this limitation, to my knowledge. I believe that this is a bit too limiting compared to some of the other level 2 spells in the game. Web, for instance, is incredibly devastating for a level 2 spell and, with careful tactics and maybe some ranged attacks or free action, will kill far more than Writhing fog could dream to, and, by the way, it stacks with itself. This tweak will allow multiple Writhing Fogs to stack with each other, meaning there is finally a level 2 'druid' spell worth casting. This tweak was made for BG2:EE and will likely cause string issues if used in BG1:EE.


Actual Werewolf Claws, Not Modified Bear Paws BG2:EE
This is for the Shapeshifter Druid Kit. It gives both the Werewolf and the Greater Werewolf better natural weapons. In the original BG2 the Werewolf, Greater Werewolf, and Brown Bear forms all had the exact same weapon. I seriously doubt that this was truly meant to be, but the devs are rather insistent on leaving things as they were back then in this case. I, however, found an unused item file in BG2 (and in BG2:EE) that I am 90% sure was meant to be used by the Greater Werewolf and that is what I use for my version of this form. I felt I needed to make a new weapon for the ordinary Werewolf, however. Anyway, the ordinary Werewolf's weapon does 1d8 slashing damage and strikes as a +2 weapon. The Greater Werewolf's Weapon does 2d8 Slashing damage and strikes as a +3 weapon. This fix was designed for BG2:EE and will likely cause string issues in BG1:EE.


Longer Lasting Priest Kit Specials BG2:EE
I originally made this because I got sick of Priests of Lothander getting the short end of the stick with their special ability. Both Talos and Helm give their priests a special ability that lasts for 1 turn until the priest reaches either level 11 or 12 at which point the duration would increase by 1 round/level (Helm) or 2 rounds/2 levels (Talos). Boon of Lothander would only last strictly 1 round/level, unlike the other two it would not last at least a turn from, levels 1-10, so I increased its duration so that it was the same as Helm's Seeking sword, i.e. 1 turn + 1 round/level after level 10. @JuliusBorisov suggested that I increase the duration of Tyr's Divine Favor as well, so I increased it from 2 rounds to 5 rounds. I am not convinced that this is necessary since IMO this ability is much more potent than the others, especially at higher levels, but I aim to please. I may decide to further tweak the duration of Divine Favor later, but I don't think it should last more than 1 turn. I should note that the descriptions of these spells will show the wrong duration if you install this one (not that Seeking Sword or Storm Shield ever had correct durations listed to begin with). This tweak was designed for BG2:EE and will likely cause String Issues if used in BG1:EE


Drow Illusion Fix
This is a hotfix I made to fix an issue with Adalon's drow form illusion in the current version of the game. For some reason the illusion, while making your characters look like elves, no longer changes any of their colors. This means they will most likely look like surface elves wandering around the drow city, yet somehow unnoticed. I have modified the illusion so that it will change skin and hair color so that your party will actually look like drow again. I think this is a better choice than the original behavior because now the illusion no longer overrides all of the equipment and clothing colors of your characters, allowing you to keep using custom clothing colors and the colors of your equipment (Glowing weapons and armor will even glow now!). This fix will not be applied to games in progress that have already received the drow illusion from Adalon.


General Tweaks (Works in both games)



Original BG1 Casting Sound Effects
Taken directly from the data files, this will make games use casting sound effects from vBG1. IMHO these sounds are much more awesome. The only issue I have noticed is some minor crackling sounds in a few of the male priest chants. There is nothing that can be done about that though, and it is not... too bad I don't think. I must admit that, while I could have easily compiled this tweak myself, the idea and work for this was actually that of @Akuro.


Instant Trap Spells
This makes trap spells such as Skull Traps, Glyphs, and Symbols explode the instant something comes near them. I know I already uploaded this one in another thread somewhere, but I think I may keep most of my mods in this thread from now on. Anyway, This is a painfully easy fix considering how ridiculous the length of time is that some of these things take to explode. It is really a wonder that the devs have not implemented their own fix to this issue, especially considering how often I have seen people complain about it.


Shadow Armor for Rangers
This simply makes the Shadow Armor usable by rangers. Why not? They get stealth too! I mainly did this for the Stalker kit, but decided to let all rangers use it.


Non-Idiotic Phase Spider Spawns
This improves the AI of Phase spiders summoned by the Spider Spawn spell. Normally summoned phase spiders use the same AI scripts as hostile ones. The hostile ones are scripted to occasionally teleport to random party members when they see an enemy to keep you off guard. Since the summoned ones use the same script they also can do this; in fact they often seem to spend more time teleporting back and forth between your party members than they spend actually attacking your enemies. This is idiotic, so I gave them a new script to make them stop doing this. They will still teleport, but they will only teleport towards enemies now. Wild phase spiders are unchanged.


Fixed Grease Sound for Less Sonic Damage Done to Player
Much like the official web sound effect change that the devs made in response to complaints of the offensive sound that spell made, this will change grease to use a less offensive sound as well. Come to think of it, I believe the exact same sound effect was to blame in both cases... In any case, I believe this is truly a fix and not a tweak because of the nomenclature used by some of the relevant files. The of the 3 files associated with grease, eff_m31a.wav, eff_m31b.wav, and eff_m31c.wav, only two were actually in use by the spell. The third, eff_m31c.wav was replaced by the somewhat loud and offensive cre_m01.wav file for some reason. Thanks to @Alonso for setting me on the quest to solve this problem!


Party Friendly Comet Fix
The high level ability mage spell Comet is bugged in the current versions of the game in that it will hit party members as well as enemies. This will simply fix the spell so it only hurts enemies while we wait for an official fix. I also fixed a minor issue with the sound of the spell playing at the wrong time.


Limited Wish Rabbit Horde Fix
In the current version of the games one of the effects of the limited wish spell is bugged in that it will only summon 5 rabbits instead of a whole horde of them. While we wait for an official fix, this fixes the issue so that the spell will once again summon a whole ton of rabbits.


Bigger Bard Songs
Description here.

Indoor Lightning
Description here.

[MOD] Improved Shamanic Dance

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Download: Improved Shamanic Dance v2.0


I created this mod initially because of my own frustrations while playing a shaman.

The Shamanic Dance is one of the more prominent features of the shaman class. It allows the shaman to call forth an endless supply of spirits to fight on his or her side. However, the drawbacks of the original version are severe. You can't move, attack, cast spells, use items or do anything else that may break the dance.

This mod makes an attempt to rebalance the Shamanic Dance by allowing the shaman to move at reduced speed while performing the dance. To counteract this improvement somewhat, spirits won't listen to any shamans anymore but their own master.

A second component, "Expanded Shamanic Dance for high level characters", unlocks another tier of spirits at level 24 and enabling the spirits to protect the shaman from normal weapons and low level spell effects while the dance is performed.

Available languages: English, French, German, Italian and Polish.

To install this mod, unpack it into the game directory and execute "setup-A7#ImprovedShamanicDance.exe". It supports BG:EE, BG:SOD, BG2:EE and EET.

Updated class description:
SHAMAN: Shamans forge a divine connection with the natural world, similar to the way Druids commune with nature, but Shamans are more spiritual than primal. They directly tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, and shape these energies to obey their will. Nowhere is this more evident than in their ability to summon powerful spirits as guardians and defenders. A being of two worlds, Shamans value balance over dominance.

CLASS FEATURES:
  • May only wear leather, studded leather, and hide armor.
  • May not equip shields larger than bucklers.
  • May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
  • May only become Proficient (one slot) in any weapon class.
  • May only become Proficient (one slot) in any fighting style.
  • May cast druidic spells.
  • Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
  • Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, and Ether Gate.
  • Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
  • May use Shamanic Dance at will.
SHAMANIC DANCE: Shamans can summon spirit allies by performing a ritualistic dance. While dancing, the Shaman takes a -4 penalty to Armor Class, moves at reduced speed and cannot attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Shaman dances, there is a 35% base chance plus 2% for each level of the Shaman that a spirit will answer the call, up to a maximum of 95% at level 30. Any summoned spirits will disappear if the Shaman stops dancing. The spirits grow in power as the Shaman gains additional levels:
  • Level 1: Minor animal spirits (snake, fox, hound), up to 2 spirits at the same time.
  • Level 6: Major animal spirits (bear, panther, boar), up to 3 spirits at the same time.
  • Level 12: Minor nature spirits (lesser air spirit, lesser earth spirit, lesser fire spirit), up to 4 spirits at the same time.
  • Level 18: Major nature spirits (air spirit, earth spirit, fire spirit), up to 5 spirits at the same time.
  • Level 24: Grand nature spirits (greater air spirit, greater earth spirit, greater fire spirit), up to 6 spirits at the same time.
The type of the summoned spirit is randomly determined from all the spirits available at the Shaman's level. For example, a level 12 Shaman will summon either a minor nature spirit, a major animal spirit, or a minor animal spirit, but cannot choose which one appears. Spirits will do their best to protect the Shaman but are not controlled directly.
The Shaman will also be protected by spirits at level 24 and higher. The spirits grant the Shaman immunity to normal weapons and protection against all 1st- and 2nd-level spell effects (which includes adverse as well as beneficial spells).
  • Does not gain bonus spells per day from high Wisdom.
  • Alignment restricted to neutral good, true neutral, and neutral evil.
  • May not dual-class or multi-class.
  • Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.)
  • Hit Die: d8

You don't have to start a new game to see the changes.

Have fun! :)

EE Keeper, Updated to v1.0.3

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At the suggestion of @Dee, this thread will be used to post updates (as and when I have time), looking into bug reports, and a host of other things.

FAQ Quick Links


Download


There are two different downloads for Keeper on Windows, and one for Mac (in most cases). The two choices on Windows are:- a standard ZIP file, or an (Inno) installer.

Unless otherwise stated, an archive unpacker will be required in order to open the compressed ZIP archive. WinZip, WinRAR, 7-Zip, etc.

The default location for the installer is 'Program Files'. As of Windows Vista, User Account Control (UAC) forbids writing files to directories within Program Files unless the User Account Control feature is disabled. If you use the installer, you can now opt to have the INI file saved in AppData during installation.


Previous versions of EE Keeper can be found on SourceForge.

Download (ZIP)

Sorcerers.net mirror (ZIP)

Download (EXE Installer)

Mac Wineskin Wrapper - Current Version: v1.0.3.4

Modification Disclaimer


EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice.

Compatibility


Mac: This is a big question for a lot of people. The answer is that it is not officially supported. Some trials on Mac via Wineskin, by @Nifft, have been done and it seems to work, depending on the version - it will be up to others to help with that should any issues arise. More details here. @AstroBryGuy, has recently started creating wrappers for new versions of EE Keeper. Please note that a new wrapped version will be released behind the Windows version; it requires that he gets the latest version and then create and upload a wrapper. For future builds I will be submitting one to him sooner so that he can have it wrapped and uploaded in conjunction with the Windows release.

Linux: Though not ideal, Keeper works with the use of Wine and it functions well enough. To load different languages, environmental variables may need to be set; e.g. Exec=env LC_ALL=zh_CN.UTF-8 WINEPREFIX="[location of wine]" wine '[location of file]'.

Windows: The current version should work on everything from XP to Windows 10. If you encounter a problem, please see the details in the next post on reporting any issues you find.

As a final note: just because a new thread is made, and the release is more of a Live/REL version, it doesn't mean that the program is bug free, nor does it mean that I won't be tweaking it any more (I will, and it will be a long term project/hobby). If you come across any issues, or you are in doubt over something, feel free to post and either myself of some other helpful community member will try to help overcome it. If you find something, and you're certain that it's a bug (i.e. portraits not displaying when they should), feel free to create a ticket for it here. If the ticket is not a bug, but a misunderstanding, then it will be moderated as such. Feature requests can also be made, just set the 'Report Type' option to 'Feature Request'. When trying to bring a bug to my attention, please specify what platform you are using (Mac or Windows) and exactly what you are or were trying to do at the time of the bug.

Credits


Obviously, like any program, there are bugs and there are people who voluntarily test and people who report bugs. If you've tested this to make sure it works in a beta, you'll be listed here. If you're not specifically testing for bugs, but still find one and take the time to come here and report it, you'll be listed. If you're not listed here (I may have simply forgotten), send me a PM and you'll get added.

@AHFTesting
@AntonTesting
@argent77Testing, feedback.
@AstroBryGuyMaintainer of the Mac Wineskin version.
@CrevsDaakTesting
@DavideTesting, Italian Translation
@DeeTesting
@ErgTesting
@ermoTesting
@HeasTesting
@IsayaTesting, French Translation
@KunikosTesting
@mattinmWork on the Qt version so as to natively support other platforms.
@MikaalTesting
@mlneveseTesting
@NifftTesting
@PibaroTesting, Italian Translation
@silver_gpChinese Translation
@swnmcmlxiTesting
@TeflonKorean Translation
@TressetTesting

[MOD] Revised Dragon Scale - UI tweaks for SoD and EET (V4)

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Revised Dragon Scale V4

a UI mod for Baldur's Gate: Enhanced Edition with Siege of Dragonspear installed. Now compatible with EET.

This is a mod for folks who feel the new UI introduced by Siege of Dragonspear was... almost there.

It's a minor overhaul of SoD's UI with a lot of little tweaks and fixes, as well as some completely reworked screens, which are individual components, for your convenience.

Screenshots and Component Breakdown:

Main Component: SoD UI Fixes and Minor Tweaks

The main component fixes and tweaks a few thing that bugged me about the UI:
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1) The Bhaal logo has been restored as the Return to Game button, which now changes dynamically according to the campaign you're playing, so when playing SoD, you'll still see the original button with the dragon.

2) Buttons on the left sidebar bottom have been slightly repositioned. Clock/pause button is now centered.

3) The little white line on the bottom of the dialogue/gamelog window has been removed. I don't know what it was doing there in the first place.

4) There's a new button for the quickloot toggle.

5) More quickloot slots! There are now 4 extra quickloot slots for a total of 13.

6) Action bar buttons are now equidistant which makes things aesthetically more pleasing. Those buttons used to be grouped in clusters to mimic the distribution of a keyboard's function keys. It made perfect sense back in the day but that particular layout is not as used nowadays, so...

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All parchment graphics have been replaced with a more saturated version. I'm not the only one who thought the color was a bit too muted. They also have the proper scrollbar now.

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Margins on the Mage Book and Priest Scroll screens were tweaked and are now a bit nicer to look at. This is for people who were sold on the new layout of these screens. For those who miss the old behavior, please keep reading.

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The journal has a new background graphic (offered by Pecca) and close button. I think now it's better integrated with the UI.

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Store panels are properly joined. The headers are also consistent now.

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The Dual-Class screen portrait has had it's aspect ratio fixed. How that got past QA is beyond me.

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Area Map screen has a new graphic header. The World Map button has also been restored.

World Map also has a new header. Travel Button has been repositioned.

You may also have noticed the new desaturated/colored worldmap, with a few elements from the original BG1 brought back. It's still not perfect, but at least it's more consistent with SoD's worldmaps.

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Redesigned Options Screen, including bigger buttons which have also been ported to the Start Menus.

Optional: Revised Inventory Screen

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The Inventory Screen has a tweaked layout as discussed here and using the graphics and functionality from this mod by Lefreut.

This version, however, adds saving throws, resistances and status effects to the combat stats window, which should further minimize going back and forth between screens to check how equipped items affect characters.

Optional: Revised Record Screen

The Record Screen has been completely redesigned, undoing almost every (disastrous, IMHO) change made by patch 2.0. It's a slightly altered version of Lefreut's Improved Record Screen, which didn't have a proper SoD version.
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Biography, Stats and Kit Description have their own screens again, the way Bhaal intended.

Optional: Classic Spellbook

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This component makes the Mage Book and Priest Scroll screens behave exactly like they did in the original BG and BG2 (also in the EEs prior to patch 2.0). There are a few very good arguments as to why this is preferable to the new interface, but for those of you who don't agree, this has been kept completely optional.

The basis for this component's code was brought to you by the amazing Lefreut and is also available as a standalone mod compatible with BG:EE sans SoD and BG2:EE.

Optional: Larger Ring Icons

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This component ports over the ring icons from BG2:EE, which are larger, just like they were in the original games.

Optional: Alternate Fonts

This component is a major overhaul of in-game fonts, bringing it closer to the original BG1.
image
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Tooltips and floating text now have the same fonts as the gamelog and dialogue window, trading off a little readability for aesthetics.

Installation

This is now a WeiDU mod. Download the attached file at the bottom of this post, extract it to your game folder, run CKUISOD.exe and follow the onscreen instructions.

Compatibility

This mod is compatible with Baldur's Gate: Siege of Dragonspear or Enhanced Edition Trilogy (if the SoD GUI optional component is installed).

(If you're playing either the GoG or Steam versions of the game, please install modmerge before modding your game.)

It's also supported by EEUITweaks Mod Collection as long as you install this one first.

There's a slight compatibility issue with EEUITweaks and the component "Mr2150's Journal Fixes" - if you install this component, it will revert the Journal's close button to its original graphic. It won't break anything,
though, so don't worry about it.

Special Thanks

The WeiDU version of this mod was made possible by the hard work of AncientCowboy and I'm immensely thankful for it.

I'd also like to thank Lefreut and Pecca (whose code, artwork and feedback I have used) and Adul and AstroBryGuy for their feedback and insights.

Last but not least, thank you for checking out this mod. I hope you'll enjoy it. Needless to say, feedback and bug reports are always appreciated.

List of UI Mods

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This is a list of all UI mods for the EE games posted in this subforum, for your convenience. To be updated whenever new stuff comes along. To moderators: I'd be delighted if this thing could be stickied!

Please note that all these mods are only compatible with version 2.0 or later of the games.

GUI OVERHAUL MODS:

these are UI overhauls and as such, are not compatible with each other. You should install these before any other UI-related mods, as they'll overwrite any previous changes.

BG2EE GUI to BGEE
by Kerozevok
Compatible with: SoD


Contagion GUI by frostysh
Compatible with: SoD, BG2:EE


Dragonspear UI++
by Pecca
Compatible with: SoD
Obs.: requires 1080p (Full HD) resolution


IWD GUI for BG2:EE by trinit
Compatible with: SoD, BG2:EE
Obs.: requires 1080p (Full HD) resolution


IWD2 GUI for BG2:EE by trinit
Compatible with: BG2:EE
Obs.: requires 1080p (Full HD) resolution


Lefreut's Enhanced UI by lefreut
Compatible with: BG:EE, SoD, BG2:EE, EET


Revised Dragon Scale by Kilivitz
Compatible with: SoD, EET

UI Tweaks

there are many other UI mods with small tweaks. However, EEUI Tweaks UI Mods Collection by AncientCowboy already does a great job of not only cataloging them, but also bundling them in a single mod which detects what skin you're using and makes sure they're all compatible with each other. I strongly recommend you refer to it in order to browse and install any of these smaller mods.

modmerge: merge your Steam/GOG zip based DLC into something Weidu/NearInfinity/DLTCEP can use.

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Hey,

Updated to 1.1 to look for sod-dlc.zip where GOG puts it.

People have certainly made their voices heard about the zip based dlc that we use on Steam and Gog. I had a few hours to spare Saturday and Sunday night, so I made modmerge for those who may be interested.

You can download binaries for your platform at http://github.com/ScottBrooks/modmerge/releases or view the source at http://github.com/ScottBrooks/modmerge

This comes with no warranty, and if you need to restore your steam copy to normal, you can use the 'Properties->Local Files->Verify Integrity of Game Cache' feature to restore things to how they were before.

If you download this and place it beside your game data folder(aka, modmerge.exe should be sitting beside chitin.key), and run it, it will do the following.
  1. Backs up your chitin.key to chitin.key.bak, just in case
  2. Unzips your dlc/sod-dlc.zip, copying over top of the existing lang/, movies/, music/ folders. The data folder inside of the zip will be renamed to no overwrite files in the existing data directory.
  3. Updates your chitin.key with so any resources from inside of the zip file will point to their appropriate bif files.
  4. Renames your dlc/sod-dlc.zip to dlc/sod-dlc.disabled so the engine no longer loads the zip based dlc.

This should give you a chitin.key that references all the BGEE assets in data/*.bif, along with referencing all the SOD assets in the sod-dlc/*.bif files.

I've tested this on two machines here(PC/Mac), on steam. Let me know if you have any success.

Rogue Rebalancing v4.80 now available for IWD:EE

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Thanks largely to @Wisp's tireless efforts Rogue Rebalancing v4.80 is now available and brings improved compatibility with IWD:EE.

Notable features:
- Items granted by the "Additional equipment for Thieves and Bards" component are now available on IWD:EE (in stores, chests and on certain creatures)
- True Bard and Blade songs are not altered on IWD:EE
- The RR version of the Skald and Jester songs now break invisibility, do not stack with themselves and fail to affect deafened creatures on IWD:EE
- RR bucklers now use the round paperdoll icon and character animation on IWD:EE
- RR items no longer have description icons on IWD:EE
- Fixed many string errors on BG:EE and IWD:EE
- The French, Spanish and Italian translations have been updated


Obligatory disclaimer:

Although I am a Project Manager at Beamdog and in charge of IWD:EE development, this mod is completely unrelated to my work there. Please do not mistake this for an officially supported product. I have made this mod in my own free time and Beamdog does not provide technical support for it.

[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released

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View Readme

Download Djinni Companion (latest version) (22 MB)


Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well!

image

Content
- The djinni Afaaq who acts as your "seventh party member"
- Extensive dialog content between Afaaq and the protagonist
- Banters with the original Bioware/Beamdog NPCs (still in the works)
- Interjections and commentaries
- An extensive player-initiated dialog with Afaaq
- Up to five new interesting quests
- Six new areas
- A couple of unique artifacts
- Several easter eggs ;)

This mod is available for the original Baldur's Gate II, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition.

Overview

Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself.

When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later.

Initial Statistics
Class: Fighter/Mage at level 10/11
Alignment: Chaotic Good
Strength: 15
Dexterity: 16
Constitution: 13
Intelligence: 15
Wisdom: 16
Charisma: 11

If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.

FAQ

Q: Where can I find the djinni?
A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures.
A: (Icewind Dale) You can find it somewhere in Dragon's Eye.

Q: Could you be more specific where I can find the djinni?
A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise.
A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove.
A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye.

Q: What's the deal with the full version and the light version of Afaaq?
A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale.

Q: How useful is the djinni if he doesn't join like a regular party member?
A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself. ;)

Q: Does he have a quest?
A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest.

Q: Does he get along with evil characters?
A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists.

Q: Can you romance the djinni?
A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on.

Q: How does he get along with other NPCs?
A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party.

Q: Will there be crossmod content?
A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs.

Q: I want Afaaq to retreat into his lamp. How do I do that?
A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button.

Q: Afaaq is badly hurt. What are my options to heal him?
A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack.

Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar?
A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable.

Q: Will Afaaq become stronger later in the game?
A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well.
A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game.
A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp.

Q: Afaaq picked a fight with me. How does it affect the game?
A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual.

Q: Quest "Vengeance": How can I disable the barriers around the temple complex?
A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map.

Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest?
A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however.

Q: Quest "An unexpected encounter": How can I enter House Arabani?
A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation?

Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave?
A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem.

Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni?
A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game.
A: (Light Version) You can find the djinni after you have beaten Illasera.
A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.



Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme.

Feel free to post your thoughts, suggestions, questions or bugs either here or in my topic on SHS Forums.

Have fun! :)

Difference between BG2 Tweaks and Tweaks Anthology

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Title says it all. Which one should I use?

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features:
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more...

These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often.

@AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar.

Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

[NPC MOD] Sheena - The Half Dragon Tale

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Sheena - The Half Dragon Tale

Sheena's story begins in Firkraag's lair at level 8-10 in a prison cell next to Garren's child. Sheena is a neutral good half red dragon multiclass Fighter / Wizard. Her half dragon form is hidden most of the time (cities, forests...) to balance the game. Sheena is limited to two handed swords, quarterstaffs, halberds and darts (an animation limitation). Sheena's strength and constitution can not be raised by any item (potions and spells do work). Sheena has extensive banters with all Bioware NPCs, numerous interjections and a friendship path available to both male and female PCs. Sheena's flirts are available to male PCs of good and neutral alignment. She has also a small romance path (TOB like), which triggers if Mazzy is in the party, other romances are not active, you are through with the friendship talks and your character is of neutral or good alignment. Sheena leaves for good if is kicked out from your party.

image image

Race: Human/Dragon

STR: 16
DEX:12
CON: 16
INT: 15
WIS: 10
CHA: 15


- Infravision
- 50% fire resistance
- Half dragon form
- Half dragon breath ability useable once per day
- Slightly faster movement speed to speed up the half dragon animation

Half dragon form: + 4 STR, +2 CON, +4 AC (lizard scale bonus), 100% fire resistance, immune to paralysis as any large creature would and immune to mind spells (charm, confusion and stun). This is the standard half dragon template.

Languages: English, French, Spanish


What needs to be done:

- New better HD portrait
- Extended romance (Right now is romance only in SoA)
- Few more special items
- Czech translation
- Personal Q ?

Additional informations:

- The current version does not work well with vanilla BG or old versions of EE, you must use a game that has a current patches. I will try to fix this problem in the future releases of my mod.


Actual version - V2.5
Link - https://www.dropbox.com/s/psvxbupszf39i4s/Sheena_v2.5.zip?dl=0

P.S.
I really tried to contact Red Knight the original author, but all websites are dead and all profiles and emails are canceled.
I hope he will not mind that I took over his mod.

WeiDU Language change

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Hello all, I accidentally, while installing a mod, chose the wrong language. How do I rechoose the correct one. Installing and Uninstalling the mod does not change my initial choice of "Which Language" I deleted all of the files and redownloaded the mod and tried to reinstall but it still automatically chooses the language I accidentally chose.
How do I reset it back to a fresh install.

Thank you for time,
Mereinid

[mod] Hexxat Soundset extraction

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This is the "real" Hexxat's soundset extracted for use by any character. If someone else has already done this I couldn't find it, so I did it myself. Unzip into your /sounds directory.

Note: if you're like me and don't like hearing a thief's constant hide in shadows announcement, delete or rename hexx5.wav. And to stop the associated text status updates, see my other post:

https://forums.beamdog.com/discussion/64703/turning-off-constant-status-updates-for-hide-in-shadows-or-any-other-action#latest

Opinions on Spell Revisions mod

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Hi all,

I'm planning on starting a new run through the trilogy with a mage main, and wanted to know what people thought about this mod. At first look it seems like this mod nerfs mage characters by weakening many of the class's best spells. Do the spell upgrades for the less-used spells make up for this? Thanks.
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