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What improvements IWD needs

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Hey, I was thinking how to make IWD better. Its good game but at the same time I see a lot of problems with it. I made this post to gather some ideas that future mods can implement, so go on with your thoughts and propositions.

Here are my thoughts and problems I see:

Problem 1.
Each run looks too similar to another in case of items. I mean, you go to X, you are guaranteed item Y, you go to Z and there is random item spawn, but there is 75% chances for for crap and 25% for good item, so you do save-reload method before entering until you get that one item that interests you. Some people completely resign and mod random loot to be 100%. Also some types of weapons are strictly better than others i.e. adding proficiency to Katanas is pointless because there aren't much of them ingame, and AFAIK best Katanas are worse that best weapons from other groups.

Solution
Add more diversity to items and make loot more randomized, even make some items in shop random.

How I see this is that each run would have different items. You won't know if best item in this run would be 2h Axe dropped by some enemy, or maybe dagger in chest or something else in shop (same with other items like armors, shields etc.). So you need to plan diversity in group, not "I must have 1 char using morning stars because I will have guaranteed best morning star in game anyway" and same with other chars. For this to be kind of balanced a bit you need some predetermined items in shops or random pools like only random axe, only random sword in order to not get run with 0 long swords entire game for example.


Problem 2.
Not enough end game content and too fast/dull character progress. I finished my last full run with 6x single classed party and half of the team had lvl 30 already. But still I felt like items I had weren't great compared to IWD2 Hof for example. Kinda game ended too fast, and higher character lvls brought nothing except more hp and some spells (I know about some mods fixing this but still I am mentioning this). Also HoF mode doesn't bring much there because items are the same AFAIK. In IWD2 it worked like this: at the end of the game you had party around lvl 17 (max was 30) and HoF mode brought a lot of new upgraded items. There were use for +5 weapons and other really awesome items because enemies are much better also.
Maybe its me but I am finding HoF 2nd runs boring. I would want to see more end game content than same content with only enemies that have boosted stats. So boring...

Solution
*IWD is lacking end game content where you will need high lvl equipment and enemies will be much harder. Also I would really want to see slower character progression but where lvls matter more than +hp.


Problem 3.
Problems with ranged using ammunition. In my last run I had ranger using bows until I get returing axe. He used this weapon until the end of game because I don't need to go to the town for ammunition and its +2 for free (if you calculate cost for +2 arrows you can see how bad it is compared to returing axe).

Solution
Add quivers and other items "of plenty" which provides infinite ammo or something like "returing arrow". In IWD2 there is a lot of returing items (even 2h weapon) but in IWD1 there isn't many. I would like to see "Quiver of plenty +5" which is ultra rare but still existing. Make more returing items but not guaranteed in run as I proposed in ideas above.


Problem 4.
More interesting enemies and more bosses. As OlvynChuru mentioned in other post, enemies in IWD are dumb and you can easily win with them by kiting them around. Enemies need to be harder in case you couldn't kite them around and win, like more ranged abilites or better AI.

Solution
Improving abilities of enemies. There were tactic mod for IWD2 where i.e. caster or ranged enemies ran off from you if your character came too close to them, it kinda looked like they kiting you. Also about bosses, Sarevok57 made pretty interesting mod with a lot of new enemies and bosses (but sadly its rather mod for personal use, not weidu so not really compatible with other mods).


Thats my thoughts and opinions. If you have something more to add or disagree I would like to hear your thoughts on that matter :)

[Mod] New Refinements (v4?) beta release

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So, I have delved into the classic Refinements mod, hacked it up, and made separate components for each class. In the hopes that it will be easier to combine with other mods that change HLAs, like Rogue Rebalancing and Faiths & Powers.

I have massaged the code until it installs on BG2EE, and it seems to install fine. I have NOT extensively playtested it. So, I will give you guys the link and you can do the playtesting! :wink:

Update to 0.3 0.4 0.5 0.6 0.8 0.10! It includes:
- install HLAs on a class-by-class basis
- patches HLA tables instead of overwriting them
- patches HLA tables of mod kits in addition to base kits
- specific compatibility with RR HLAs and simplified install order (RR, then Refinements)
- the Sword Angel works in EE games

https://github.com/UnearthedArcana/refinements/releases

This is actually starting to look pretty complete. Cheers, and good luck!

[MOD] UPDATED Dorn romance expansion v2.3 for BGII:EE

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I'm pleased to announce that Dorn romance expansion has reached version 2.3! I strongly recommend you read this whole post again if you intend to install this mod.


With the GREAT help from @EekanImp , text for Dorn expansion has been revised, tenses corrected, articles added/changed, typos corrected.... the list goes on. In any case, the experience as a whole should be much improved!
In case you find errors, please report them!

ABOUT
This mod is a romance expansion for Dorn, and NPC character added into BG2:EE by Beamdog. This brings content to about 26 talks in SOA and 6 talks in TOB, including some interjections for TOB.
The expansion adds new talks, expands and modifies existing ones and sometimes changes their order. Starting a new game is STRONGLY recommended, as the romance might not make sense otherwise.

I believe this mod addresses what I perceived to be inconsistent progression of the lovetalks and relationship development, as well as brings the content to the same level as the vanilla romances, at least quantity-wise. If you happen to like it, I'm glad, if not, it's ok.


V2 NEW CONTENT:
Bodhi abduction and new/modified epilogues for romanced Dorn. I added some Dorn's unused voiced lines, as well as few voiced lines from other games (bg:ee and sod) to make talks feel more alive. There were also some corrections and minor changes to dialogues.


INSTALLATION INSTRUCTIONS:

when you download rar file from github (simply click download button when you open link), unrar it and drop "dorn" folder and "setup-dorn.exe" file into installation folder of your BG2:EE game, double click setup-dorn.exe and follow instructions.

DOWNLOAD LINK: https://github.com/trinit2/Bg2Dorn/archive/master.zip


PLEASE READ-

1. Install this mod before any other mod that affects Dorn. Thanks to @WhiteAgnus the mod should be safe to use. Post 2.0 patch update of the Infinity games, the mod seems stable.


2. I tried to remain in-character for Dorn, taking into account what we learned from bg1:ee. It is still the same character, but with added talks comes a bit more depth and reasons for affection toward CHARNAME. I guess it makes him a bit more tolerant over time. Take that as you will, it will not be to everyone's taste.

3. The expansion is written for Dorn FREE OF PATRON. Seriously, it will not make sense otherwise.
Consider it like this- if Dorn has a patron, he is effectively slave/bound to someone else. He has no reason to open up to CHARNAME or make any concrete plans for the future, perhaps he might have ulterior motive for romancing you. Thus, the original romance (no bodhi abduction, old epilogues etc.) makes sense and this mod should not be installed.

4. Somewhere in the romance (SOA), there is an alignment shift on chaotic/lawful scale. Dorn stays evil! There are no variables tracks implemented because of my coding limits, so try to give Dorn more or less consistent responses for the sake of your roleplay.

5. If you notice grammar and similar errors, point them out to me please.

6. Some credits must go to Grim Squeaker, since I took his code from Tyris Flare mod (on G3 site) to make a few interjections for Dorn in Watchers Keep and TOB. I also used his code to make bodhi abduction and epilogues work.
Big credit also goes to @EekanImp for great suggestions and corrections of the text that helped to integrate this mod more seamlessly into the game. Thank you!

8. I take no responsibility for any damage caused to your game, computer, mental health or otherwise if you decide to download, install and play this mod. You have been warned.

9. KNOWN BUGS- it may or may not happen, but if you are yet to have dorn's quest and he suddenly stutters and refuses all commands (problem is described here: https://forums.beamdog.com/discussion/64410/bug-dorn-suddenly-can-walk-only-few-meters-and-stops-whatever-i-order-him-to-do ), open the console (press "crtl"+"space") and copy-paste following:

C:Global("OHD_terpfendlg","GLOBAL",2)
and press "enter". this should solve the stuttering and enable quest to proceed as normal. just make sure to accept the quest when dorn speaks, and that's it.


This is it, I hope at least someone enjoys this mod :) Please leave feedback and such. I would appreciate it and it might help me improve this mod.

Jaheira Recast v2.0

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Jaheira Recast

A BG:SoD/EET mod by AstroBryGuy

Introduction

Heidi Shannon (the original voice of Jaheira) was unreachable for Siege of Dragonspear, and Beamdog originally cast a new voice actor in the role. Eventually, they decided the new actor was not working out, and left Jaheira's lines unvoiced and her original BG1 soundset. However, many of Jaheira's voiced lines and almost all of her soundset are included in the SoD files. This mod reconnects those files to the dialog lines and gives Jaheira's soundset an SoD update like the other returning NPCs.

Downloads

https://github.com/AstroBryGuy/JaheiraRecast/releases

Components

Jaheira Recast: Character Sounds - Use new SoD Character Sounds

This component gives Jaheira her planned soundset for SoD. Almost all the files for the soundset are available, except the REACT_TO_DIE_GENERAL and REACT_TO_DIE_SPECIFIC sounds. The former is left blank and for the latter, another appropriate voiced line has been used.

Here is a sample:

image

Jaheira Recast: Character Sounds - Use BG1+BG2 Character Sounds

This component keeps Jaheira's original BG1 soundset, but supplements it with BG2 sounds for character sound not present in the BG1 soundset (e.g., the "SPELL_FAILED" sound).

Jaheira Recast: Dialog Voiceover

This component adds the available voiced lines to Jaheira's dialogs. There are about 100 lines of voiced dialog/banter in the SoD files.

Note: it is not required to install the Character Sounds component in order to install the Dialog Voiceover component. You can have original BG1 character sounds and new SoD voiced dialog.

Jaheira Recast: Give Jaheira her BG2 Portrait

This component will replace Jaheira's portrait with her BG2 portrait for BGEE and SoD.

Installation

Note: It is recommended to start a new game, or at least install this mod before starting the SoD campaign.

Windows

If the mod was previously installed, uninstall it before extracting the new version. Jaheira Recast is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the archive into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "jaheirarecast" folder and setup-jaheirarecast.exe in your game folder. To install, simply double-click setup-jaheirarecast.exe and follow the instructions on screen.

Please run setup-jaheirarecast.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X

If the mod was previously installed, uninstall it before extracting the new version. Jaheira Recast is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the folder "OSX-jaheirarecast-v1" into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "jaheirarecast" folder, setup-jaheirarecast, and setup-jaheirarecast.command in your game folder. To install, simply double-click setup-jaheirarecast.command and follow the instructions on screen.

Contact Information

Comments and bug reports can be directed to the Jaheira Recast thread in the [BGEE Mods forum at Beamdog](https://forums.beamdog.com/categories/bg:ee-mods). If the thread is inaccessible, you can contact [AstroBryGuy](https://forums.beamdog.com/profile/AstroBryGuy) on the Beamdog forums.

Acknowledgements

To the Beamdog team - Thanks for giving us the Enhanced Editions and now Siege Of Dragonspear! I look forward to playing your next adventure.

To the BG Modding community - you rock! Without you, we wouldn't have the tools to create mods or the examples you have set for other modders to follow. Thanks!

Jaheira Recast is not developed, supported, or endorsed by Beamdog or Wizards of the Coast. All images, sounds, and contents of this mod are copyright Beamdog or Wizards of the Coast.

REDISTRIBUTION NOTE: Jaheira Recast was created to be freely enjoyed by all Baldur's Gate gamers. You may share the mod freely with others, but for-profit distribution is not permitted. You are free to use the code in your own mod or mod compilation. To avoid confusion, any altered version of the mod should not be released under the name "Jaheira Recast".

Version History

Version 2.0 - July 19, 2017
  • Added EET support
  • Fixed an incorrect string reference for #69250.
Version 1.2 - May 30, 2016
  • Fixed issue with blanking Jaheira's biography
Version 1.1 - April 17, 2016
  • Added VO lines for script-banters
Version 1 - April 10, 2016
  • Initial upload

Restricting Specialist's extra Spell Slots to Specialist's School Spells

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This mod aims to implement proper spell slot restrictions for Specialist mages, forcing them to choose a spell from their school for their bonus spell slots.

Weidu should be able to install it so long as the section dealing with the Mage Spellbook hasn't already been altered. It uses REPLACE_TEXTUALLY for all its changes, if there is a better way I am open to suggestions.

The marker effects for this are applied to specialists at level 1 through the CLAB, so games already in progress will require force-casting a spell on existing specialists through the console. This marker effect will remain if the mod is uninstalled, but does nothing by itself and will not affect gameplay otherwise. This marker is a dummy sequencer, so the Sequencer Active portrait Icon will always be in effect, and it will show up as a blank line in the active Contingencies list.
It needs to be installed after any mods that add or alter Mage spells or creatures with specialist kits, so they can receive proper recognition.

ConsoleCast:
C:Eval("ActionOverride(Myself,ReallyForceSpellRES(\"MSCHOOL\",Msyelf))")
Only the 8 specialist mage kits will receive the marker, it will have no affect on others, including Wildmages and Mod-added kits. This effect will stack if used multiple times on the same creature.

Two install modes, each with option for 1 or 2 spell slot devotion:
- First option restricts slots even if none of a given school/level exist in game.
- Second does not restrict slots for a given school/level if none exist. This will give free spell selection for Schools(levels): Illusion(9), Transmutation(5, 8), Divination(7-9), and Enchantment(6-9) without modded added/altered spells.

Two optional components:
- First causes the extra spells slots from Edwin's Amulet to be treated the same way, requiring Conjuration Spells be put in them. The effect added to the Amulet can be added to anything, using "MSCHOOL#" as the resource, where # is the Spell School(as assigned to spells), forcing an extra slot of every spell level to go to that spell school.
- Second causes items that double spell slots(Evermemory) to also double forced specialist school slots.

Specialist School spells and slots are identified by colored background, specific to each school border:




Manual Editing UI.Menu:
Comment out "INCLUDE ~%MOD_FOLDER%\UIMENU.tpa~" in the "SPECIALIST_BOOK.tp2" file, its the last line.
Replace these three functions:

function magePageInfo()
	if bookMode == 0 then -- Regular
		if characters[id].hasSorcererBook then
			return t("SPELLS_CAN_CAST_LABEL") .. ": " .. characters[id].mageDetails[currentSpellLevel].slotsRemaining .. "/" .. characters[id].mageDetails[currentSpellLevel].maxMemorized
		else
						local num = 0
			for k, v in pairs(specialistSlot) do
				if v.resref ~= "NULL" then
					num = num + 1
				end
			end
			num = num + #bottomSpells
			return t("MEMORIZED_LABEL") .. ": " .. num .. "/" .. characters[id].mageDetails[currentSpellLevel].maxMemorized
		end
	elseif bookMode == 1 then -- Sequencer/Contingency
		return t("SPELLS_LABEL") .. " :" .. #bottomSpells .. "/" .. #bottomSpellsPlaceHolder

	end
	return ""
end

function refreshMageBook()
	if currentSpellLevel == nil then
		currentSpellLevel = 1
	end
	if bookMode == 0 then
		if characters[id].hasMageBook then
			bookSpells = characters[id].mageSpells[currentSpellLevel]
			newBottomSpells = filterMemorizedMageSpells()

			if showMageMemorizationFlash == true then
				createMageMemorizationSparkle(0,0,36,36,"memorizedListMage", findFirstDifferenceInSpellList(bottomSpells, newBottomSpells))
				showMageMemorizationFlash = false
			end
			bottomSpells = newBottomSpells
			getSpecialistSlot()
			local x,y,w,z = Infinity_GetArea('memorizedListMage')	h = x - 72	newX = #specialistSlot * 36 - h
			adjustItemGroup({'memorizedListMage', 'spellframeMageList', },newX,0,0,0)
			bottomSpellsPlaceHolder = makeBlankTable(characters[id].mageDetails[currentSpellLevel].maxMemorized)
			for index = 1, #currentSchool[currentSpellLevel], 1 do
				table.remove (bottomSpellsPlaceHolder, 1)
			end
		else
			bookSpells = characters[id].mageSpells[currentSpellLevel]
			bottomSpells = {}
			bottomSpellsPlaceHolder = {}
		end
	elseif bookMode == 1 then
		bookSpells = filterContingencyMageSpells()
		bottomSpells = sequencerSpells
		bottomSpellsPlaceHolder = makeBlankTable(contingencyMaxSpells)
		contingencyDescription = mageBookStrings[contingencyResRef].tip
	end
end

function setMageBookLevel(num)
	currentBookSpell = 0
	currentSpellLevel = num
		specialistBookFilter()
	mageScreen:SetSpellLevel(num-1)
	refreshMageBook()
end

and all of menu 'MAGE':

menu
{
	name 'MAGE'
	align center center
	greyscale lua "mageBookEnabled == false"
	modal lua "bookMode == 1"
	onopen "
		showMageMemorizationFlash = false
		mgpage = nil
		setMageBookLevel(1)
		if showContingency then
			Infinity_SetArea('bookListMage', nil, 374, nil, 200)
			Infinity_SetArea('bookDescription', nil, 374, nil, 200)
		else
			Infinity_SetArea('bookListMage', nil, 174, nil, 400)
			Infinity_SetArea('bookDescription', nil, 174, nil, 400)
		end
		if bookMode == 1 then
			contingencyDescription = mageBookStrings[contingencyResRef].tip
		end
		currentContingencyCondition = 0
		currentContingencyTarget = 0
		currentAnimationID = 1
		updateCounterMemorizationSparkles = 1
		"
	onclose "
	"
	button
	{
		enabled 	"CurrentlyInGame()"
		on escape
		action
		"
			--Return to world screen on escape
			e:SelectEngine(worldScreen)
		"
	}
	template
	{
		label
		{
			enabled "showMemorizationSparkle(instanceId)"
			ignoreEvents
			area 0 0 45 42
			bam "FLASHBR"
			usealpha lua "true"
			frame lua "memorizationFlashes[instanceId][2]"
			align center center
		}
		name "TEMPLATE_mageMemorizationSparkle"
	}
	label
	{
		area 0 0 864 710
		mosaic "GUIMGB2"
	}
	label
	{
		area		82 10 700 44
		text lua	"mageBookTitle()"
		text style	"title"
	}
	label
	{
		area 		210 59 446 30
		text lua	"mageBookAction()"
		text style	"label"
	}
	button
	{
		area		168 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	0
		enabled		"maxMagePage > 0"
		action		"setMageBookLevel(1)"
	}
	button
	{
		area		227 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	1
		enabled		"maxMagePage > 1"
		action		"setMageBookLevel(2)"
	}
	button
	{
		area		286 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	2
		enabled		"maxMagePage > 2"
		action		"setMageBookLevel(3)"
	}
	button
	{
		area		345 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	3
		enabled		"maxMagePage > 3"
		action		"setMageBookLevel(4)"
	}
	button
	{
		area		404 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	4
		enabled		"maxMagePage > 4"
		action		"setMageBookLevel(5)"
	}
	button
	{
		area		464 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	5
		enabled		"maxMagePage > 5"
		action		"setMageBookLevel(6)"
	}
	button
	{
		area		523 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	6
		enabled		"maxMagePage > 6"
		action		"setMageBookLevel(7)"
	}
	button
	{
		area		583 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	7
		enabled		"maxMagePage > 7"
		action		"setMageBookLevel(8)"
	}
	button
	{
		area		644 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	8
		enabled		"maxMagePage > 8"
		action		"setMageBookLevel(9)"
	}
	list
	{
		column
		{
			width 15
			label
			{
				area	0 0 -1 -1
				bam	lua "bookSpells[rowNumber].icon"
				enabled "specialistIcon(0)"
				align	center center
			}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('1')"	progressbar 100	progressbar full 0 63 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('2')"	progressbar 100	progressbar full 31 0 63 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('3')"	progressbar 100	progressbar full 0 0 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('4')"	progressbar 100	progressbar full 63 63 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('5')"	progressbar 100	progressbar full 63 0 63 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('6')"	progressbar 100	progressbar full 63 0 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('7')"	progressbar 100	progressbar full 0 63 63 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('8')"	progressbar 100	progressbar full 0 0 127 0	align	center center	}
		}
		column
		{
			width 85
			label
			{
				area		0 0 -1 -1
				text lua "Infinity_FetchString( bookSpells[rowNumber].name)"
				text style "normal_parchment"
				text align left center
			}
		}
		area 94 174 316 400
		name 		"bookListMage"
		rowheight	40
		table		"bookSpells"
		var		currentBookSpell
		scrollbar	'GUISCRC'
		action
		"
			contingencyDescription = 0
			if cellNumber == 1 then
				if bookMode == 0 then
					if #bottomSpells < #bottomSpellsPlaceHolder or SpecialistMemorize() then
						createMageMemorizationSparkle(1, 0, 40, 40, 'bookListMage', -1)
						Infinity_PlaySound('GAM_24')
						showMageMemorizationFlash = true

					mageScreen:MemorizeSpell( bookSpells[currentBookSpell].level, bookSpells[currentBookSpell].index )
				end
				elseif bookMode == 1 and #bottomSpells < #bottomSpellsPlaceHolder then
					mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref )
				end
			end
			if lastCurrentBookSpell == currentBookSpell and cellNumber == 2 then
				currentBookSpell = 0
				contingencyDescription = mageBookStrings[contingencyResRef].tip
			end
			lastCurrentBookSpell = currentBookSpell
		"
		actionalt
		"
			if cellNumber == 1 and bookMode == 0 and characters[id].hasSorcererBook == false then
				popup2Button(24485, 'REMOVE_BUTTON', function() mageScreen:EraseKnownSpell(bookSpells[currentBookSpell].resref) end)
			end
		"
	}
	label
	{
		area 100 178 314 192
		rectangle 1
		rectangle opacity 200
		enabled "showContingency"
	}
	label
	{
		area 104 182 310 48
		enabled "showContingency"
		text "CONDITION_NORMAL"
		text style "normal"
	}
	list
	{
		column
		{
			width 100
			label
			{
				area		10 0 -1 -1
				text lua "Infinity_FetchString( contingencyConditions[rowNumber].strref)"
				text style "normal"
				text align left center
			}
		}
		area 104 224 310 141
		enabled 	"showContingency"
		rowheight	40
		table		"contingencyConditions"
		var		currentContingencyCondition
		scrollbar	'GUISCRC'
		action
		"
			contingencyDescription = contingencyConditions[currentContingencyCondition].desc
		"
	}
	label
	{
		area 452 176 322 193
		rectangle 1
		rectangle opacity 200
		enabled "showContingency"
	}
	label
	{
		area 464 176 310 48
		enabled "showContingency"
		text "TARGET_NORMAL"
		text style "normal"
	}
	list
	{
		column
		{
			width 100
			label
			{
				area		10 0 -1 -1
				text lua "Infinity_FetchString( contingencyTargets[rowNumber].strref)"
				text style "normal"
				text align left center
			}
		}
		area 458 228 316 141
		enabled 	"showContingency"
		rowheight	40
		table		"contingencyTargets"
		var		currentContingencyTarget
		scrollbar	'GUISCRC'
		action
		"
			contingencyDescription = contingencyTargets[currentContingencyTarget].desc
		"
	}
	text
	{
		name		"bookDescription"
		area		452 174 316 400
		text lua 	"mageBookDescription()"
		text style	"normal_parchment"
		scrollbar	'GUISCRC'
	}

	list
	{
		column
		{
			width 100
			label
			{
				area	0 0 -1 -1
				bam	"SPELFRMS"
				sequence 0
				align	center center
			}
		}
		area 72 658 714 36

			name "spellframeMageList"
			enabled "#bottomSpellsPlaceHolder ~= 0 or bookMode == 1"
		rowwidth	36
		table		"bottomSpellsPlaceHolder"
	}
	list
	{
		column
		{
			width 100
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '1')"	progressbar 100	progressbar full 0 63 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '2')"	progressbar 100	progressbar full 31 0 63 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '3')"	progressbar 100	progressbar full 0 0 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '4')"	progressbar 100	progressbar full 63 63 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '5')"	progressbar 100	progressbar full 63 0 63 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '6')"	progressbar 100	progressbar full 63 0 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '7')"	progressbar 100	progressbar full 0 63 63 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '8')"	progressbar 100	progressbar full 0 0 127 0	align	center center	}
		}
		name "specframeListMage"
		area 72 658 714 36
		rowwidth	36
		table		"specialistSlot"
		enabled "not isSpecialist(0, 0) and characters[id].mageDetails[currentSpellLevel].maxMemorized > 0"
	}
	list
	{
		column
		{
			width 100
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '1')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '2')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '3')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '4')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '5')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '6')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '7')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '8')"	align	center center	}
		}
		name "specialistListMage"
		area 72 658 714 36
		enabled "not isSpecialist(0, 0) and characters[id].mageDetails[currentSpellLevel].maxMemorized > 0"
		rowwidth	36
		table		"specialistSlot"
		var		currentBottomSpell
		clickable lua	"specialistSlot[rowNumber].resref ~= 'NULL'"
		action	"actionSpecMemorize(currentBottomSpell)"
	}
	list
	{
		column
		{
			width 100
			label
			{
				area	0 0 -1 -1
				bam	lua "bottomSpells[rowNumber].icon"
				align	center center
				greyscale lua "bottomSpells[rowNumber].castable == 0"
			}
		}
		area 72 658 718 36
		name 		"memorizedListMage"
		enabled 	"#bottomSpells ~= 0"
		rowwidth	36
		table		"bottomSpells"
		var		currentBottomSpell
		action
		"
			if bookMode == 0 then
				showMageMemorizationFlash = false
				mageScreen:UnmemorizeSpell( bottomSpells[currentBottomSpell].level, bottomSpells[currentBottomSpell].memorizedIndex )
				Infinity_PlaySound('GAM_44')
			elseif bookMode == 1 then
				mageScreen:UnSequenceSpell( bottomSpells[currentBottomSpell].resref )
				table.remove(sequencerSpells, currentBottomSpell)
				bottomSpells = sequencerSpells
				currentBottomSpell = 0
			end
		"
	}
	label
	{
		area 282 594 300 40
		text lua "magePageInfo()"
		text style "label"
		rectangle 0
	}
	button
	{
		area 582 594 230 44
		enabled "bookMode == 0 and (#characters[id].contingencySpells > 0 or #characters[id].sequencerSpells > 0)"
		bam GUIBUTMT
		text "CONTINGENCY_BUTTON"
		text style "button"
		action "Infinity_PushMenu('MAGE_CONTINGENCY')"

	}
	button
	{
		area 52 594 230 44
		bam GUIBUTMT
		enabled "bookMode == 1 or characters[id].hasMageBook"
		clickable lua "SpecialistMemorize() and currentBookSpell ~= 0"
		text "MEMORIZE_BUTTON"
		text style "button"
		action
		"
			if bookMode == 0 then
				createMageMemorizationSparkle(1, 0, 40, 40, 'bookListMage', -1)
				showMageMemorizationFlash = true
				mageScreen:MemorizeSpell( characters[id].mageSpells[currentSpellLevel][currentBookSpell].level, characters[id].mageSpells[currentSpellLevel][currentBookSpell].index )
			elseif bookMode == 1 then
				mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref )
			end
		"
	}
	button
	{
		area 582 594 230 44
		enabled "bookMode == 1"
		bam GUIBUTMT
		text lua "contingencyDoneButtonText()"
		text style "button"
		action
		"
			if contingencyComplete() then
				mageScreen:DoneSequencingSpells()
			else
				mageScreen:CancelSequencingSpells()
			end
			e:SelectEngine(worldScreen)
		"
	}
}

Replaced initial version with colored version.
Added option to exclude empty spell levels.
Fixed an issue updating CLAB's.

[Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0

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Hello Everyone.

I would like to announce the version 2.0 of my DnD 3.5 mod which is now also compatible with Bg2.

In short this mod tries to transform Baldur's Gate ADnD rules into DnD 3.5 (with some elements of the Pathfinder) within the game engine limits.

The complete description as well as the mod itself can be found at

https://github.com/Holic75/Baldurs-gate-dnd-3.5/releases/tag/2.0


Any feedback, suggestions or bug reports are more than welcome.

[How to] Install mods on Android

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Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).

You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.

You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.

Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).

This procedure was tested on Windows.


WARNING

This procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).




Building an environment to install mods (BGEE)

WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.


Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.

Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.



  • Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
  • According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
  • Using your usual file explorer, open the drive that just appeared
  • If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
  • Go into folder Android/obb/com.beamdog.baldursgateenhancededition
  • There you should find two files with an .obb extension:
    • main.2106.com.beamdog.baldursgateenhancededition
    • patch.2100.com.beamdog.baldursgateenhancededition
    Nota: this is for the beta version, values after main and patch may vary between versions of the game
  • On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
    • Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
  • Copy the two obb files into that new directory
  • On the hard disk, rename the two obb files and replacing the .obb extension with .zip
  • Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
  • Once finished you should see the following directory content in the BGEE_Android directory:
    • data
    • lang
    • movies
    • music
    • script
    • chitin.key
    in addition to the two zip files.

Mod installation

  • In the BGEE_Android directory, extract the archives of the mods you want to install
  • Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
    • Download the latest of WeiDU available for your operating system on this page
    • Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
    • In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
    • Select file setup-MOD_NAME.exe and delete it
    • Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
    • Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
  • Install the mods, in the recommended order
    • Windows: run the setup-MOD_NAME.exe file of each mod
    • Mac OS X: here is detailed guide
    • Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
    Warning: when installing the first mod, WeiDU will ask you which language you want to play the game with. Be sure to select the game language you intend to use, this will impact the language sub-directory which WeiDU will modify to add the texts coming from the mods. This is a different choice than your preferred translation of the mod.

Creating the mods archive to transfer to Android

The aim is to build a directory structure that includes only the files modified by the mods installation.
  • From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)

    Warning: this must match your game language choice in the previous step!
  • Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
  • Create a new temporary directory, for instance Android_Files
  • In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
  • Paste the dialog.tlk file(s) from the clipboard into that directory
  • Copy the override directory from BGEE_Android into Android_Files
  • Run your preferred zip tool (7-Zip, WinZip, ...)
  • Using drag and drop or another method, add directories lang and override from Android_Files into the archive
  • In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression

    For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store"
  • Create the archive and give it a name such as Mods.zip
  • Copy the centralfix.exe file into the same directory as the Mods.zip archive
  • Open a command line windows and move to the directory where you created the Mods.zip archive

    Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here"
  • Enter command

    centralfix Mods.zip

    It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.

Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.

Transferring the mods archive to Android

  • Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files

    Beware, this is not the same directory as in the beginning.

Notes on content to include in the mods archive

In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.

According to what mods are changing in the game, you might have to add other items into the mods archive:

  • for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
  • for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
  • for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts

Nota : the list above is not exhaustive.

As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.

Finally you'll have to add all those files when building the Mods.zip archive.

It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.

Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.

In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).

Example with BGEE

Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

Meeting with Finch in Candlekeep

BG2EE

The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):

  • main.226.com.beamdog.baldursgateIIenhancededition.obb
  • patch.220.com.beamdog.baldursgateIIenhancededition.obb

The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files

I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).

IWDEE

Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:

  • main.406.com.beamdog.icewinddale.obb
  • patch.400.com.beamdog.icewinddale.obb

It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).

The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files

[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile!

Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases

Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md

Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.

These mod components now contain:

1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS

2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief)

It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

Shapeshifter tokens for sale in stores??!

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I've encountered a weird bug whereby shapeshifter tokens and other strange things are for sale in stores when they're clearly not supposed to be:








I realise that this is something to do with mod compatibility, or some mod installation error, but I was wondering if anyone could give me any pointers as to where the problem might, before I go randomly uninstalling and reinstalling things.

My setup is BGEE 2.3.67.3 running on MacOS 10.12.6, bought directly from Beamdog.

I've installed the following mods, in the following order:
  1. SCS Mandatory hotfix
  2. BG1 NPC project
  3. BG1 NPC music
  4. BG1 unfinished business
  5. BG1 NPC portraits
  6. Scales of Balance
  7. Stratagems of the Sword Coast
  8. Tweaks Anthology

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

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

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

image

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

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

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

All like items stack with each other and include:

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

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

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

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

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

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

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

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

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

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

Updated to Version 2.0 April 24, 2016

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

Updated to version 2.1 May 15, 2016

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

Updated to non-beta version 1.0 December 17, 2016

Updated to version 1.1 May 7, 2017


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

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


Looking For Area Creator (Baldur's Gate Arms and Armour Emporium) Here-ye Here-ye!

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I am opening up an 'Arms and Armour Emporium' in the trade district of Baldur's Gate and I want to have better quality areas than a stock store. This is related to the Sea Tower of Balduran project. I am just looking for two areas for a small shop with two stories in the trade district of Baldur's Gate.

Here is the 'speech' that I gave over in the Sea Tower of Balduran forum of Spellhold Studios that spurred myself to act upon this store for high quality arms and armour:
"The Arms and Armour Emporium of Baldur's Gate! This has always bugged myself for any two bit small time arms and armour merchant sequestered under a rock is usually on par with what can be found upon the store fronts of Baldur's Gate! I seen the work done with the merchants and the intention behind them in between the lines. Perhaps it sparked a latent urge to right that niggling issue that has always been there with my thoughts on the Original Baldur's Gate. The city of Baldur's Gate is one of the largest settlements of the Heartlands and is situated dead smack in the middle of the Sword Coast; an area infamous as the 'wild west' of Faerûn. This is a savage frontier and to the north there are the Fields of the Dead and the Troll Claws, there are bandits everywhere just crawling out of the woodwork (quite literally). Now more than ever with the Iron Crisis afoot the affluent people of Sword Coast will turn to the rich trading port of Baldur's Gate for a more convincing edge and a more stern suit of armour as imported goods and magic does not fall victim to the Iron Crisis. There is a dire need in the heavy and infectious air of terror emanating from a city on the edge for the people to bulwark themselves to the coming trails and tribulations of the day. Dark whispers shroud the shuttered atmosphere of the city. There is grip of fear upon the minds of citizens to go out late at night for people are going missing. Bandits and thieves are everywhere inside and out. The iron is no good in their arms; shattering asunder like metallic glass. The future of Baldur's Gate, neigh the entire Sword Coast hangs by a single thread. There is an uneasy sense of dread in the air among the people of Baldur's Gate about a potential coming war with Amn; the gloom hangs thick in the air of Baldur's Gate like the pestilence that clings to a corpse. More than ever right now is the the time to sell arms and armour by the cart load! People will pay the premium to safeguard their lives, families and homes from the brigands and marauding hordes of monsters that plague the Coast Way. Ship it in from Waterdeep, ship it in from Athkatla, ship it in from the Moonshae Isles, hell even ship it in from Calimport if they are willing to pay the price!"


The Arms and Armour Emporium location in the trade district of Baldur's Gate.


With this as the basis for first storey. Front door moved to the center of the bottom left wall. Stairs added that start in the center facing north east and turn up north west and around the front desk. Also the purple rug looking less like a door mat (have it back from the wall perhaps?). Forge area with assets from the Thunder Hammer Smithy in the back room.


This is the basis for the second storey of the Arms and Armour Emporium. Please make sure that the chimney from the forge on the first storey is represented on the back north east wall. Also without the south west door on the wall.


Here is the Thunder Hammer Smithy, the assets can be used to decorate and ornament the entire Arms and Armour Emporium; please 'go to town' on the place and go crazy. The second storey is for high quality arms and armour; a specialty stock section for high rollers and or adventurers like yourself. This whole store is to be the number one shop on this side of the Sword Coast for Arms and Armour.

Here is the Chimney for the forge for AR0300 (the roof can only be seen in AR0300 even though most of the building is in the Trade District).


Please have the smoky forge chimney for AR0300 be on the back north east section of the roof. @Cuv @Rabain

[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.

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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.

item revision question

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Hi
I used that mod, how can i edit it to not modify some items what i dont want to ?

[Testers Wanted] Tweaks is dead. Long live Tweaks!

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Introducing The Tweaks Anthology, Beta 1 2 3 4

edit: Now at beta 4

This mod originally started when a couple of friends--myself and Idobek--decided to combine their small tweak packs into a single mod, christened the G3 Tweak Pack and hosted at the (then brand-new) Gibberlings Three modding community. As Baldur's Gate Tutu gained in popularity, the G3 Tweak Pack was spun off into the Tutu Tweak Pack. As modding tools became more advanced and as conversion projects began to overlap the G3 and Tutu Tweak Packs were recombined and, with the permission of Wes Weimer, included the Ease-of-Use mod. This effort resulted in the BG2 Tweak Pack. Once again, demand caused several spin off mods--Andyr spun off the IWD and PsT Tweak Packs; the bigg created the IWD2 Tweak Pack; grogerson made the BG1 Tweak Pack; and DavidW integrated several tweaks into the IWD-in-BG2 combo fixpack/tweak pack. Once again, technology has caught up, and all of these individual projects are once again being discontinued individually and combined--hopefully for good this time--into a monolithic mod, the Tweaks Anthology.

In short, the Tweaks Anthology should run on any Infinity Engine game, from the original Planescape: Torment through the impending Siege of Dragonspear expansion for Baldur's Gate: Enhanced Edition. In the nearly 18 months since the release of BG2 Tweaks v16, I've been grabbing bits of time here and there to work on this, and I think we're now at a place where you can install the mod without your computer catching fire. In other words, it's time for beta testing.

I'll try to delineate my points of concerns on a per-platform basis in the next few posts; for now here are the relevant bits you want:

Download Beta 4: Windows | OS X | Linux
Readme

Beta 4 Changelog
  • Make Magic Shields Glow had two bugs preventing its installation; it would halt on games without an extended color palette (e.g. non-EE games or without 1pp) and would halt on shields without any colors set, such as IWD's Lyre of Progression
  • Unique Containers was supposed to be available for BGEE, but was omitted from the allowed platforms list for the component
  • The werewolf paws in Shapeshifter Rebalancing now get named explicitly
  • Move NPCs from Baldur's Gate will now be skipped if the SCS version of same is installed. The component will also skip NPCs already moved by similar somponents in the BG1 NPC Project, or skip the component altogether if all three have been moved already.
  • Change Experience Point Cap should now work on Siege of Dragonspear
  • Included workarounds for incomplete 25stweap.2da in Siege of Dragonspear and IWDEE for the various components that touch kits (Enforce PnP Proficiency Rules on Dual-Classed Characters and Expanded Dual-Class Options), though the next patches should take care of this. In general, the component should be more forgiving for incomplete files.
  • Remove Racial Restrictions for Single Classes and Remove Racial Restrictions for Kits will no longer allow non-human monks. Other races do not have monk animations so the engine tends to crash during character generation. Support for shamans has been added to both.
  • If Druids Use 3e Alignment Restrictions was installed after Shapeshifter Rebalancing, which is the likely install order, non-true neutral shapeshifter druids would not be able to use their symbolic paws.
  • On a suggestion from Sam., the component Stores Purchase All Item Types has been added.
  • Minimum Stats Cheat now lets you specify minimums for the six attributes individually.
  • Friendly Random Drops needed a few more fixes
    • The 'Token Genie' was undead, meaning a cleric could turn or even chunk him.
    • Items with charges should now be handled in a more robust fashion
  • The library for fixing kit.ids as part of should now be up to date for Expanded Dual-Class Options
  • The BG and IWD variants of Alter Weapon Proficiency System should now account for racial bonuses in the EE games
  • Sensible Entrance Points only modifies the Beregost entrance point for BG content on BGT games, as BGT already defines good entrances for the other areas.
  • Updated Italian translation, thanks improb@bile!
Beta 3 changelog
  • Miloch's Unique Containers mod has been added to Tweaks as a cosmetic component, including all of its original options and translations. If Add Bags of Holding is installed after it, the new bags will use the unique icons.
  • Added Use Character Colors Instead of Item Colors component
  • Added components Everyone Gets Bonus APR from Specialization (subtledoctor) and Enforce PnP Proficiency Rules on Dual-Classed Characters (subtledoctor) courtesy of subtledoctor
  • Make Magic Shields Glow will now try to read in an appropriate glow color from the palette bitmap instead of a (limited) lookup table
  • Fixed a bug with Higher HP on Level Up > NWN-Style; withdrew the Low Variance Rolls option due to the same bug
  • Fixed a math error in Change Experience Point Cap > Remove Completely that caused bards and thieves to need an extra 100,000 XP to advance from level 39 to 40
  • Fixed a bug with Send BioWare NPCs to an Inn where it wouldn't install on vanilla Baldur's Gate due to bad tra references (thanks Angel)
  • Friendly Random Drops was failing to account for two random drops in IWDEE that are different compared to IWD+UB; the fix in beta 2 caused it to not install on vanilla IWD, which is in turn fixed (thanks to Angel again)
  • The Change Avatar When Wearing Robes or Armor (Galactygon) component is being withdrawn, as One Pixel Productions has a superior solution
Beta 2 changelog
  • Fixed bug with Commoners Use Drab Colors where commoners ended up lookng like they were made of chocolate instead
  • Unique Icons was expanded to BG2 games; also fixed a bug where it was not updating helmet animations
  • After discussion, Rest Anywhere was expanded into mltiple components. The main component continues to work as the original, and Disable Non-Hostile Rest Spawns and Alter Hostile Rest Spawns have been added to give players a finer grain of control.
  • Friendly Random Drops could pull from the wrong table in IWDEE.
  • Fixed a bug with Friendly Random Drops > Choose Your Drop where it was not accounting for Orrick's reward after you bring him the Mythal book. Also fixed the bug that would cause the Kuldahar merchant to leave after the orog attack, for real this time.
  • All BAMs in the mod converted to uncompressed for better cross-platform goodness.
  • Fixed a couple of bugs where Faster Chapter 1&2 Cut-Scenes & Dreams was not quite matching and replacing verything it should and Gaelan's dialogue lacked the shortcuts it was supposed to have
  • Faster Chapter 1&2 Cut-Scenes & Dreams will skip adjusting the Irenicus-Cowled Wizard cutscene in the Promenade if the player has installed Extended Waukeen's Promenade Cutscene from Almateria's Restoration Project. Other cutscenes and dreams are still affected in this case.
  • Fixed bug with Increase Potion Stacking where it handled items with multiple charges incorrectly; thanks argent77!
  • OS X version now up to date with WeiDU v239, as the Windows version; thanks argent77 again!
Beta 1 changelog (compared to BG2 Tweaks v16):
  • New components:
    • New - Baldur's Gate Casting Graphics, Max HP at Level One, Recoverable ammunition (argent77), Recoverable throwing weapons (argent77)
    • From BG1 Tweaks - Make Magic Shields Glow (plainab/grogerson), Send BioWare NPCs to an Inn (DavidW/Zed Nocear), Portable Containers (Zed Nocear), Friendly Arm Inn Hidden Container Restoration (plainab), Move NPCs from Baldur's Gate, Bardic Reputation Adjustment, Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior, Paladins Use IWD-HoW Spell Progression Tables (grogerson), Rangers Use IWD-HoW Spell Progression Tables (grogerson), Druids Use 3e Alignment Restrictions, Loosen Item Restrictions for Multi- and Dual-class Clerics, Loosen Item Restrictions for Multi- and Dual-class Druids, Taerom Makes Additional Ankheg Armors (Icendoan/grogerson), Give Coran A Legal Dexterity Score of 19, and Make Xan a Generalist Mage (Mike1072)
    • From IWD-in-BG2 Fixpack/Tweaks - Game ends when the main character dies; NPCs respond to the main character, not to whichever character talks to them; Make Heart of Winter accessible at any level; and Restore BG2 spells and make scrolls available, and Never lose access to Orrick the Grey's trade goods
    • From IWD Tweaks - Friendly Random Drops, Restore IWD Loading Screens (icelus), and Unique Icons
  • Fixed an original game bug with Alter HP Triggers for NPC Wounded Dialogues that would affect Edwin's wounded dialogue
  • Fixed a bug with Gradual Drow Item Disintegration; items should have a chance to break upon use
  • Improved Improved Multi-Player Kick-out Dialogues further with input from BG1 Tweaks; NPCs in BG now have more places to go when kicked out
  • Gems and Potions Require Identification now uses different scales for determining lore for gems vs. potions; also capped max lore to identify at 100
  • Fixed multiple bugs with Multiple Strongholds. In the No Restrictions variant, it would fail to account for the shifted clerical stronghold alignments in BG2EE. Notably, this meant no one would spawn after Gaal's speech in the Temple district. Also fixed a bug where the druid restriction was still in place, preventing the messenger who would summon you back to the Grove. Also fixed a bug where both variants could bypass the bard stronghold XP reward from Raelis for rescuing the troupe from the Planar Prison.
  • Bonus Merchants (Baldurdash, Weimer) now places a little more nicely with other mods.
  • Streamlined and combined code from Two-Handed Bastard Swords, Two-Handed Katanas, and Two-Handed Axes. Also fixed weapon breakage issues for BGT games.
  • Change Experience Point Cap > Remove Completely should now tackle rules tables in a more robust fashion
  • The armor lookup table used by Allow Stealth and Thieving Abilities in Heavy Armor per P&P, Allow Arcane Spellcasting in Armor, and Icon Improvements has been expanded with new items and now allows for individual armor values instead of trying to broadly categorize items.
  • kit.ids is now properly patched as part of Expanded Dual-Class Options
  • Fixed a fairly large and glaring oversight with Wear Multiple Protection Items > P&P Restrictions where the items with AC bonuses could still be worn together
  • Alter Weapon Proficiency System underwent a significant revamp. Most notably, DavidW's IWD options from IWD-in-BG2 are now available, and the BG system was improved with some of the techniques from the IWD system.
  • True Grandmastery is now one option in Change Grandmastery Bonuses instead of a standalone component, as a BG2 option has been added.
  • Added two new options to Higher HP on Level Up: Average and Low Variance Rolls. Also adjusted NWN-style to be a little more accurate.
  • Expanded and renamed Increase Ammo Stack Size, Increase Jewelry and Gem Stacks, Increase Potion Stacking, and Increase Scroll Stacking to include four options: 40, 80, 120, and unlimited (999). Increase Jewelry and Gem Stacks also covers furs, pelts, and other miscellany like bandit scalps
  • Expanded Rest Anywhere to include options for disabling rest spawns.
  • Fixed a bug when adding Friendly Random Drops > Wandering Merchant that would cause the Kuldahar merchant to leave after the orog attack
  • Added more NPCs to the Improved Fate Spirit Summoning component
  • ToB-Style NPCs should now have a more robust method of finding joinable NPCs and their creature files
  • Consistent Stats: Viconia should now better adjust her spellbook to account for the gain or loss of bonus spells due to the change in wisdom
  • Fixed similar issues with Make Khalid a Fighter-Mage (Domi) and Make Montaron an Assassin (Andyr); now it checks for walking speeds on non-Tutu games, better adjusts proficiencies for the alternative schemes, and now work if installed after ToB-Style NPCs
  • Faster Chapter 1&2 Cut-Scenes & Dreams (Karzak, Blucher, aVENGER, Weimer) no longer overwrites scripts, which was causing a compatibility issue with BGT
  • Added compatibility for EET

Must-have BG2EE 2.x mods for first playthrough?

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I have a BG1 Cleric/Ranger, and I got through the first few chapters of BG2 EE 1.x some years ago before other things came up, and now BG2EE 2.x is out, so I'm just going to start over by re-importing from BG1. I probably only have time for one play-through, and I'd like to get a list of essential mods that don't change the vanilla flavor of the game, but just fix whatever remaining glitches there are after the latest 2.3 patch, and improve the fidelity of the game to the AD&D rules.

I'm interested in the Ascension mod made for the original BG2 ToB, since it sounds like a "director's cut" of ToB that makes it the climactic challenge it should have been in the first place, but others have said it should be considered an arbitrary mod just like any other and dilutes the feel of the original game. What is the current thoughts on that mod?

I've also read people recommending Unfinished Business.

I'm playing BG2 because it is considered an all-time classic, so I'm not looking for new fan-generated content, I just want the game to be "completely finished" with all the bugs fixed, open loops closed, plot threads nicely tied up, etc. Are there a few other mods that have a consensus in this forum as being good tweaks that polish the vanilla game without changing the core experience for a first-time playthrough?

I have read that for improved fidelity to the pencil-and-paper version of the game, they recommend Atweaks and Rogue Rebalancing -- does the latter give access to scrolls like the PnP game? I've also seen people recommending the Item Revisions and Spell Revisions mods.

Android Mod - BGEE for play test

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@Freakydoo - Just moving the discussion out of the "How to" as I don't want to fill it with info not about "how to"...

For those who are just perusing, the initial discussion started here with a request for some mods for an Android device. One was given but there is intent to generate a more agreeable mod file. Suited for BGEE v1.3.2070 on Andoid.

Gus




Tweaks Anthology v3 Released

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The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 3 includes bug fixes and a revamped Chinese translation courtesy of Angel.

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

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-Overview-
The "Awesome Soundsets Volumes" are collections of sound sets with subtitles that can be used for player characters in Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.

* At the moment Siege of Dragonspear is not supported.


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

Volume 1: Baldur's Gate 1 NPC Soundsets


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

Pictures
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Volume 2: IWD2 Soundsets


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42 Soundsets from Icewind Dale 2 (and IWD 1)

Volume 3: Planescape Torment NPC Soundsets


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

Pictures

Volume 4: Monkey Island Soundsets


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

Pictures



Here's a link to a mod shell so that you can make your own soundset collections with subtitles

Awesome Soundsets Vol. 0 Soundset Mod Shell
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If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer.
If you are interested in contributing to these mods or have suggestions, please post below

"Awesome Soundsets" Volumes feature up to 33 sounds w/ subtitles in IWDEE, 25 in BGEE, and 29 in BG2EE. The default soundsets in IWDEE feature 25/33 sounds and BGEE default soundsets only use 15/25 sounds. Soundsets added with this mod use up to the maximum number of sounds - depending on if appropriate sounds are available.

The weidu installer will install the correct number of sounds possible with subtitles for each different installation. Using weidu you can also add and remove individual soundsets as you like.

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

[MOD] Scales of Balance is compatible with IWD:EE

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A quick announcement that Scales of Balance, the mod with more kits and tweaks than you could shake a Shillelagh at, is now at version 1.4 - 1.6 - 2.5 - 2.9 - 3.1 - 3.4 - and should be fully compatible with IWD:EE. A quick rundown of what it offers:

- tweaked stats, saves, hit points, XP tables, and multiclass options
- a complete overhaul of the weapon proficiency system (classes begin proficient with a number of weapons, and go on to distinguish themselves according to what they excel at, not according to what they're marginally proficient at)
- largely cosmetic tweaks to add flavor to clerics and paladins
- revamped druid shapeshifting
- cantrips for wizards - never run out of something to cast!
- a kensai that actually focuses on a single weapon, like the description says
- over 25 new kits, including multiclass kits (!)

Everything is optional, everything is compartmentalized, install the parts you like, ignore the ones you don't. Everything should be compatible with other mods. (Except the Divine Remix spell spheres component. Don't use that with Scales of Balance.)

More information and download link here:
http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks#latest

LF Modders for an adventure!

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Hello, I'm a relatively aspiring young modder, Trying to get their foot into the ground and i was looking for a small team to help with a project i had in mind. A little bit about the project if you're interested was a sort of long quest mod involved between the end of Shadows of Amn, And the beginning of Throne of bhaal. Sort of how Siege of Dragon spear attempted to fill the gap, So shall i attempt to fix this the gap where all hell goes loose. This would add some new spells and items, Perhaps old and new enemies a like and the plot might involved some different plane visiting! If you're interested in the project, please feel free to message me on the forums and i'll show my discord and we can get this started!

Thanks for reading!
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