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Temple of Elemental Evil: Icewind Dale Total Conversion

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Greetings all.

I must confess I am a newbie to the world of Baldur's Gate, but not to D&D in general, (I've been playing on and off for 21 years or so) and not to D&D CRPG game modding (I've been a modder for the Temple of Elemental Evil for 13 years or so). I recently purchased Baldur's Gate 1 EE & 2 EE, and Siege of Dragonspear, and Icewind Dale 1 EE on Steam with the intention of discovering for myself if if would be possible to make a Baldurs Gate Total Conversion Mod for Temple of Elemental Evil, thus marrying one of the best loved D&D CRPG adventure series with the best CRPG turn based D&D tactical game engines.

I hope to use the maps, story, dialogue and movies from the original Baldur's Gate game adapted as necessary for use in the Temple of Elemental Evil game, and have 3D models and animations for items, scenery and monsters not currently available in ToEE created from scratch or adapted from existing models to provide a full Baldurs Gate experience to players of ToEE, and vice versa.

Please feel free to reference our sister thread on this matter at the Circle of Eight forum and offer assistance to this project if you so wish to do so.

As I stated earlier I am new to Baldur's Gate modding, and as such I am having some difficulty getting started. For one thing I'm unsure as to whether such a project would even be allowed legally? Do I need to seek permission to use certain files? If so who do I address this question to? Both games have been extensively modded by fan based communities so I am inclined to believe that the basic unmodded game files are basically fair game but please correct me if I am wrong.

I have thus far been unable to extract the game maps from Baldur's Gate which will need all open-able doors removed, and possibly resized to accommodate ToEE's 3d character models. I gather Infinity Explorer requires the Baldur.ini file which does not exist in the Steam version of BG EE. Is there another way to extract the maps so they may be edited?

All dialogue files will need to be recreated from scratch obviously, and while I have looked at some, the format is unfamiliar to me, is there a FAQ or something for getting started with dialogue editing?

The Infinity Engine games use a different scripting language to ToEE which uses Python for it's scripts, Is there a detailed list of global flags and variables that get set via scripts and/or dialogue files available somewhere so we may recreate the many complex situational nuances of Baldur's Gate's story in ToEE.

I'm sure there will be many many more questions from me if this project gets underway in earnest, I hope this community is as helpful as the Circle of Eight has proven themselves to me to be over the years, and I would appreciate any assistance I receive from yourselves.

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

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image
by @Smeagolheart and @bob_veng
Preview
image

image

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

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

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

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

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

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

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

image

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

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

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

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

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

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

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

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

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

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

Thank you all and enjoy,
Smeagol

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

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

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


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

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

The mod name was suggested by Cahir.
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v1.01 21 Sept 16
- Updated 57 portraits with bob_veng

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

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

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

V0.90 20 Aug 16
- Initial Release

[Kit] Arcane Archer (Fighter + Fighter/Mage) v2

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This mod allows players to use the Arcane Archer fighter kit. It's a refined version of a mod I did over a year ago that was hastily made and had many balance and mechanical issues. Although it is much improved over my previous design this is still version 1 so there will probably be bugs though everything works at first glance.

Download it on github: https://github.com/ArtemiusI/Arcane-Archer/releases/latest

Component 1: Fighter Kit

ARCANE ARCHER: Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army. While human arcane archers are rare due to elvenkind withholding their secret techniques, they are not unheard of.

Advantages:

- +1 to hit with any missile weapon at level 1 and every 5 levels thereafter.
- Gains the Enhance Arrow ability.

ENHANCE ARROW: The arcane archer passively imbues arrows with magic. Projectiles launched by the arcane archer are always treated as weapons of +1 enchantment and deal one extra point of magic damage, increasing by one for every five levels gained to a maximum of +5 enchantment and five magic damage at 20th level. Additional damage is affected by the target's magic resistance.

- 3rd level: May use Entropic Shield once per day.

ENTROPIC SHIELD: A magical field glowing with a multicolored hue appears around the arcane archer, providing immunity to normal missiles and a -2 bonus to armor class against missile weapons for 1 round per level. This bonus increases to -4 at 10th level and -6 at 17th level.

- 5th level: May use Imbue Arrow ability three times per day.

IMBUE ARROW: Using arcane magic, the arcane archer enchants next missile within one round to explode, dealing 1d6 additional fire damage for every five levels gained thereafter in an area of effect.

- 9th level: May use Seeker Arrow ability once per day.

SEEKER ARROW: A skilled arcane archer can enchant arrows to strike its target unerringly. next missile attack within one round is a guaranteed critical hit and deals two points of extra damage for every five levels gained thereafter.

- 13th level: May use Phase Arrow ability once per day.

PHASE ARROW: An experienced arcane archer can enchant next arrow within one round to become an incorporeal missile that penetrates armor, dealing 4d6 bonus magical damage and reducing the target's missile resistance by 50% as well as their armor class vs. missiles by two points every five levels gained thereafter for 1 turn.

- 17th level: May use Arrow of Death ability once per day.

ARROW OF DEATH: A master arcane archer can enchant next arrow within one round to instantly slay foe. Targets with more than 60 hit points may make a save vs. death to avoid the effect. Saving throw penalty increases by one for every five levels gained thereafter.

Disadvantages:

- Hit Die: d8
- THAC0 penalty of 2 when wielding a melee weapon.
- Race restricted to human, elf or half-elf.
- May not exceed proficiency (one slot) in weapons other than crossbows, longbows and shortbows.
- May not exceed proficiency (one slot) in any weapon style.
- May not wear armor heavier than elven chain mail.

Component 2: Fighter/Mage Kit

The kit may optionally be played as a fighter/mage multi-class instead. The same advantages and disadvantages apply. Fighter/mage arcane archers may achieve grandmastery in crossbows, longbows and shortbows.

Abilities

Entropic Shield - A magical field glowing with a multicolored hue appears around the arcane archer, providing immunity to normal missiles and a -2 bonus to armor class against missile weapons for 1 round per level. This bonus increases to -4 at 10th level and -6 at 17th level.
Imbue Arrow - Using arcane magic, the arcane archer enchants next missile within one round to explode, dealing 1d6 additional fire damage for every five levels gained thereafter in an area of effect.
Seeker Arrow - A skilled arcane archer can enchant arrows to strike its target unerringly. next missile attack within one round is a guaranteed critical hit and deals two points of extra damage for every five levels gained thereafter.
Phase Arrow - An experienced arcane archer can enchant next arrow within one round to become an incorporeal missile that penetrates armor, reducing the target's missile resistance by 50% as well as their armor class vs. missiles by two points for every five levels gained thereafter.
Arrow of Death - A master arcane archer can enchant next arrow within one round to instantly slay foe on a failed save vs. death. Target's saving throw penalty is increased by one for every 5 levels gained thereafter.

Updates

v2
- Overhauled, added fighter/mage version

v1.3
- Italian translation added (credit to Aedan)

v1.2
- Mod traifyed.
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v1.1
- -2 penalty to Strength replaced with THAC0 penalty with melee weapons.

Original IWD Autoroller?

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Hi there, could anyone point me in the direction of an auto stat roller that works with IWD Complete? I've tried the EE version and it doesn't seem to work (I get an error about it not being able to find a valid character).

[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

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I'd like to announce the first release of my new mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE!

HUGE update for version 2!

Here is the download link:
https://github.com/UnearthedArcana/NPC_EE/releases

And here is a link to the readme:
https://github.com/UnearthedArcana/NPC_EE/blob/master/README.MD

This makes MAJOR changes. There are no more install options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue:

Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows.

It's frakkin' awesome. You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian!

Also, as if that's not enough, I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out:
- ranger/clerics: choose a ranger kit
- fighter/clerics: choose a cleric kit
- cleric/thieves: choose a cleric kit
- cleric/mages: choose a cleric kit
- fighter/druids: choose a druid kit
- fighter/thieves: choose a thief kit
- fighter/mages: choose a mage kit
- thief/mages: choose a mage kit

So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage.

YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use.

I'll keep the old v1 main post in spoiler tags, for posterity:

What is this mod?

Well, this is a bone I'm throwing to BGEE players, since the wonderful, excellent, currently-unsupported "Level 1 NPCs" mod does not work on the new engine. I added some rekitted NPC components to the end of my Scales of Balance mod (SoB); but there were only a few options, and many of them relied on having installed earlier parts of SoB.

So, I expanded it such that every NPC that gets options to change will have their own full component with numerous subcomponents that give you different options. The most basic option for each NPC is to change nothing, except to drop them to 1st level so that you can control their development as they level up. (They will keep all their XP and spells, so you can level them up immediately. This option should mimic the "TOB-style NPCs" component of BG2Tweaks, on an NPC-by-NPC basis.)

The other options will change the NPCs in various ways. Some will add a kit to NPCs who were unkitted. Some will change a kitted NPC's kit. Some will actually change the NPC's class. Some will change the class and add a new kit, and some can even add kits to multiclass characters (e.g. Yeslick can be a kitted fighter/cleric; and Alora can become a kitted cleric/thief).

Okay, so what are the options?

Here's the list (class changes noted in parentheses):
Imoen: Swashbuckler, Adventurer (S&S), or Spellfilcher (mage/thief)
Jaheira: Totemic druid, or Elementalist
Khalid: ranger/cleric, Marksman, Justifier (DR), or Corsair
Minsc: Berserker, or Barbarian Ranger
Kivan: Archer, or Stalker
Coran: Sniper, or Swashbuckler
Branwen: Battleguard of Tempus (DR), or Gloryblood of Tempus (fighter/cleric)
Safana: Swashbuckler, or Bounty Hunter
Ajantis: Inquisitor, or Cavalier
Montaron: Assassin (single-class thief)
Yeslick: Alaghor of Clangeddin
Quayle: Hoodwinker of Baravar Cloakshadow (single-class cleric)
Faldorn: Avenger, or Purifier, or Lost Druid
Skie: Assassin, or Shadowdancer
Eldoth: Blade, or Jongleur
Garrick: Gallant, Chorister (S&S), or Meistersinger
Alora: Sniper, Swashbuckler, or Misadventurer of Brandobaris (cleric/thief)
Xan: fighter/mage, Bladesinger (fighter/mage), or Loremaster (bard)
Shar-Teel: Berserker
Tiax: Strifeleader of Cyric (DR)
Viconia: Nightcloak of Shar (DR), or Darkcloak of Shar, or cleric/thief
Yoshimo: Swashbuckler, or fighter/thief
Valygar: Mage Hunter, or fighter/thief
Nalia: Loremaster (bard), or Loresinger of Milil (bard), or Spellbender (cleric/mage)
Haer'Dalis: Jongleur, or Gallant, or Skald
Mazzy: Hearthguard of Arvoreen (fighter/cleric)
Aerie: Fastpaws of Baervan Wildwanderer (but still cleric/mage)
Keldorn: Paladin, or Cavalier
Cernd: Totemic druid, or Elementalist, or Purifier
Kits marked (DR) or (S&S) will only be available if you first install that kit from Divine Remix or Song & Silence, respectively.

Can I change things around later?

Yes. This mod should be installed dead last, after all other mods. After BG2Tweaks. After SCS. Even after Generalized Biffing, if you're playing the non-EE engine and using GB. The whole idea of this is that, after you play a game with Kivan as an Archer, you can easily uninstall that component and reinstall him as a Stalker. If this is the last mod you install, then you can do that many times without disturbing anything else.

I've already changed up some NPCs with your Scales of Balance components (or the NPCKits mod, or some other method). Do I have to uninstall those changes before using this mod?

No - whichever one goes in last should control. You should be able to install/uninstall/reinstall this one on top of anything else you've already done. (I have not tested doing this, but it overwrites the various ckass/kit/HP/etc. fields, so I don't see how they would conflict.)

Great. But, don't take this the wrong way, there aren't many options.

Yeah, I know. I'm releasing this as a beta right now under the theory that some options are better than no options. Right now the mod includes options for various vanilla kits (e.g. "make Montaron an Assassin"), for various SoB kits (e.g. "make Khalid a Corsair"), and for @zupsky's very nice Lost Druid kit ("make Faldorn a Lost Druid"). If you choose one of those options, it will install that kit into the game, but only for that NPC - not for the player. If you want those kits to be available for your PC, then you'll have to actually install those mods. (So, you do *not* have to install anything from Scales of Balance to make these options work. Yay!)

Additionally, there will be a few more options if you install kits from the Divine Remix and Song & Silence mods. I'm going to reach out to the keepers of those mods, and maybe one or two others, to see if I can borrow their code to install those kits independently, like the SoB and Lost Druid kits are now. We'll see.

Okay, I installed DR and S&S and there are still only like 3-4 options for most NPCs.

Yeah, well, again: some options are better than none! If you have suggestions for more options for any NPCs, let me know in this thread.

Further, anyone has my complete and utter blessing to delve into this .tp2 file and add to it. Want to add an option for Shar-Teel to be a Wizard Slayer? Well, copy the component that turns her into a Berserker, edit the kit line (0x246) to point to Wizard Slayer instead of Berserker (look in kit.ids) and copy/adapt one of the ADD_CRE_EFFECT lines to give her the 1st-level Wizard Slayer abilities. Done. Send me the code (or just do a pull request on Github) and I'll add it to the mod. I don't have time to add too much, but I designed the mod to support up to 17 options for each NPC. So there is definitely room to grow.

Are you a modder, who makes kits? Want to include them here like @zupsky's? Fantastic! Add your kit installation code as a .tpa file, put it and the kit's clab file and any supporting .spl/.itm/etc. files into a folder in "/npc_ee/kits/" and then add a component to whichever NPCs you think are appropriate (take a look at the code giving Faldorn the Lost Druid kit; it checks to see whether the kit mod is already installed, and if it is not, INCLUDEs the .tpa). Send me the code or do a pull-request, and bam! More options!

What about proficiencies? If you make Coran a single-class thief he can't use his 3 pips in long bow!

Yeah, I've taken care of that. Coran as a single-class thief will get an illegal two pips in short bow. He will also have a short bow equipped when you meet him, instead of a long bow. Turn Khalid into a ranger/cleric and his sharp equipment will be replaced with blunt equipment. Et cetera.

Again: I have no time for anything but the most limited testing. I've installed this, and CLUA'd the NPCs into existence, and it seems to be working fine. Let me know in this thread if you see any bugs.


Cheers!

Sorcerer Kit Won't Appear

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Ok, here's something that's making me bang my head against the wall:

I'm creating a Sorcerer kit inside the I Hate Undead Kitpack.

When I install this kitpack only everything works wonderfully, but when I try to combine it will my other mods (Charlatan, Mercenary, Bodyguard, Universal Spells, Relieve Wizard Slayer) the Sorcerer kit won't appear at character creation.

Did the test in IWDEE, BGEE, BG2EE, and all had the same problem.

All my mods can be found on my Github. Ignore the I Hate Undead folder in there and use the attached one instead.

Thanks and help ._.

PS: Not a single time I got any kind of error installing any of the mods.

Ninja Kit - WeiDU COMPATIBLE

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NINJA: Ninjas are the invisible warriors; spies and assassins practiced in the skills of concealment, stealth, trickery, disguise, acrobatics, and assassination. They possess a number of special abilities and use many unique devices. Their abilities and reputations are clouded in mystery. Many ascribe supernatural powers to them. The ninjas have done nothing to discourage these stories and may very well spread the tales themselves. Such confusion only enhances their reputation, inspiring more terror at the mere mention of their name.

Advantages:
- Moves 2 points faster than other characters.
- Movement rate further improves by 1 every 5 levels
- Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 4 levels
- May Specialize (two slots) in any melee or ranged weapon available to Rogues

2nd level: May use the Evasion ability once per day

EVASION: The ninja gains a -4 bonus to AC and a -2 bonus to saving throws. Lasts 3 rounds

4th level: May coat his weapon in poison once per day

POISON WEAPON: Each successful hit within the next round will inject poison into the target, dealing an extra 2 points of damage per second with no Saving Throw (for a total of 12 points of damage). Moreover, if the target fails a Saving Throw vs. Poison, he will suffer 1 additional point of damage per round for 4 rounds.

5th level: May use the Greater Evasion ability once per day

GREATER EVASION: The ninja gains a -6 bonus to AC, -4 bonus to saving throws, movement rate +2 and immunity to normal missiles. Lasts 5 rounds

8th level: The weapon speed is reduced by 1 to a minimum of 1

10th level: May use the Feign Death ability once per day

FEIGN DEATH :-5 bonus to Save vs. Death, immunity to death affects, and +20 Hit Points. Lasts 5 rounds.

12th level: May use the Assassination ability once per day

ASSASSINATION: Every attack in the next round will be a backstab, using the ninja's current backstab multiplier.

Disadvantages:
- Race restricted to human
- May not wear any armour
- May not use Set Snare ability
- May only distribute 20 skill points per level among thieving skills
- Alignment restricted to non-chaotic except lawful good

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.

[MOD] BGII:EE - Unofficial Item Pack

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For many years bothered me that lot of items have completely untapped potential.
So I decided to rework large number of them and "Unofficial Item Pack" was born.

Version 2.7b:
https://www.dropbox.com/s/50uwfjant30fert/Unofficial Item Pack V2.7b.zip?dl=0

Unfortunately, (most parts) this mode (part one is exception) requires starting a new game and patch version 2.0 or higher.

Languages: English, Czech

Installation of this mode has eight optional parts:

A ) Unofficial Item Pack

01) Malla's Soul Stone - Human souls are source great strength. Gotta catch 'em all!


02) Sigil of Tyr - Only for the best of us.


03) Dark Elven Chain - Armor Class: +1


04) Handmaiden's Mace - Now Mace +3 (also new, better model)


05) Mask of King Strohm III - I do not see practically nothing.


06) Symbol of Amaunator - Praise the sun!


07) Human Flesh +5 - You can be evil and also look elegant. (recolored)


08) Keepsake Locket - True love make you stronger.


09) Shadow Dragon Wardstone - Loks like Ioun stone to me...


10) Mantle of Waukeen - You can save the world with this stylish jewelry!


11) Kurtulmak's Crystal Shard - Ruby crystal? Hmm...


12) Soul Reaver +4 - The ultimate weapon for evil incarnate.


13) Boo - Simply because I can!


14) Deirex's Gems - Souls belonging drow warriors? That sounds useful.


15) Talisman of the Hearthfire - Jump to left or jump to the right!


16) Girdle of Fortitude - Stay healthy little longer.


17) Blackmist +4 - Now you see me...


18) Cloak of Balduran - New drop from Firkraag
19) Helm of Opposite Alignment - Ask undead mayor
20) Girdle of Femininity/Masculinity - Owned by biggest Casanova in Amn
21) Bracers of the blinding strike - New drop from Drizzt (According lore he should have them)
22) Cloak of Displacement - Blur is gone
23) The Claw of Kazgaroth - Blur is gone
24) Silver Dragon Scales - New drop from Adalon
(Right now usable only in ToB. Modification for Cromwell will be in the next version.)

B ) Scarlet Katana

01) Scarlet Katana - Scarlet Ninja-To is now Scarlet Katana.
Higher price, but useful for monks, bards and thieves.

C ) Gourmet from Underdark

Someone said "Rare ingredients"?
That sounds very... delicious.


01) Kuo-toa's Blood - It tastes little bitter.


02) Elder Brain Blood - It tastes pretty sweet.


03) Eyestalk of an Elder Orb - It tastes like chicken.
Boo approve this very tasty dish. :smile:


WARNING: Do not eat them all!
At least one is required for Q.

D ) Holy symbols

All six holy symbols will now have Armor Class: +1

E ) New Items

Completely new (almost) original items.
(Adventure Mart)

01) Butcherer of Innocents - BLOOD!


02) Guenhwyvar's Figurine - New drop from Drizzt


03) Ring of superior arcane clumsiness - In possession of a well-known religious madman


04) Hourglass of Gond - Reward for the hardest fight of your life.


05) Kangaxx's robe - New robe for evil mages

F ) SoD Items

Few useful items from SoD.
(Adventure Mart)

01) Backwhacker +2


02) Nimblefinger Gloves


03) Stalker Gauntlets


04) Screaming Bagpipes


05) Cloak of the Gargoyle


06) Crown of Lies


07) Wizzard Hat


08) Circlet of the Cynosure


09) Bloody Bone Plate +2


10) Robe of Arcane Aptitude


11) Shield of Egons +2


12) Fleshripper +2


13) Daeros' Full Plate +1


14) Headband of Focus


15) Tongue of Acid +3 - New drop from Thaxll'ssillyia (Shadow dragon)


16) Key ring - New drop from Ilyich


G ) Better archery shop



This guy will have much bigger inventory + some ammunition from SoD.

01) Bullet of Fire +1


02) Bullet of Ice +1


03) Bullet of Electricity +1


04) Bolt of fire +1


05) Bolt of ice +1

H ) Reworked free action

Abilities that prevents from being hasted were removed from the following items:

Firecam Plate
Ixil's Spike +6
Flail of Ages+5
Ring of Free Action

Disarming traps adding XP to the thief

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I was wondering what would happen if disarming traps gave some exeprience to the Thief. I'm kind of sure that there are some self-resetting traps out there that would cause an infinite XP exploit of some kind, but that can be fixed.

The thing is that traps are kind of banal, and healing is kind of pleniful and the game would be a much better experience if you had a reason to care about traps. There's quite a bunch of them around, but there's no real motivation to pay attetntion to finding them and disarming them. A fixed non-shared 100XP to the thief who disarms them would totally motivate a person to explore certain areas as a thief (or save them for XP with Annah).

I'm thinking about suggesting it officially, and I suspect it might be trivial to implement, except I'd need to know if there are any obvious roadblocks. If Beamdog don't implement it it'd still make a great mod, I think.

So, did anyone knowledgeable consider this? Any obvious snags? Anyone know how to do this?

[MOD] [BETA] Monastic Orders of Faerun

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Monastic Orders of Faerun v0.41 is now available for download.



Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds four new Monk kits, inspired by various monastic orders throughout the Realms.

The current version of Monastic Orders (v0.4+) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE, EET). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.




CORE REVISIONS
This component revises the Monk and its two kits (Sun Soul and Dark Moon) extensively, moving them to the Thief class, overhauling their class features, and making use of a modular Fighting and Defense Style system. This component also updates Rasaad to use the new system.

(All other components of this mod require this component to be installed.)

EXPANDED RACE OPTIONS
This component allow races other than Humans to become Monks.
- Monk: Any race
- Sun Soul: Human, Half-Elf, Elf, Dwarf, Halfling
- Dark Moon: Human, Half-Elf, Elf, Half-Orc

MONK MULTICLASSES
(Yes, you read that right.) This component introduces 6 multiclass kits for Monks.

- Fighter/Monk, Cleric/Monk, Mage/Monk
- Illusionist/Monk (for Gnomes, if available)
- Fighter/Sun Soul Monk, Cleric/Sun Soul Monk
- Illusionist/Dark Moon Monk

(Note that this component does not do anything unless you install the Expanded Race Options component of this mod, another mod that allows Humans to multiclass, or another mod that opens up racial options for all classes.)

NEW KITS
This component adds four more Monk kits to the mix.

- Hin Fist Monks: members of the shorter races that rely on agility and discipline over size and brawn
- Shining Hand Monks: protectors of the Weave, skilled at fighting arcane casters
- Long Death Monks: sneaky assassins devoted to the idea of death
- Broken One Monks: resilient devotees of Ilmatar who protect the weak

If you installed the Monk Multiclasses component, you also get the following multiclass options:
- Fighter/Hin Fist Monk
- Mage/Shining Hand Monk
- Fighter/Long Death Monk
- Cleric/Broken One Monk
- Fighter/Broken One Monk

ITEM RESTRICTIONS PATCH
(This is provided for mod compatibility purposes). Install it once you have installed any mod that adds items, to ensure that the Monks from this mod follow the proper item restrictions.

A full readme is available on the Monastic Orders GitHub page.


INSTALLATION
Get the latest release from GitHub here, and extract to your game directory, then run the SetUp-MonasticOrders.exe and follow the command prompts.



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

v0.4
- Multiclass monks receive the Set Snare innate ability.
- Dual-classing removes the Monk animations.
- The non-human Monk animations have slight graphical issues when wielding weapons.





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

Version 0.42
- Changes to various Monk items to be usable by Thieves.
- Slight fix to IWDEE components (no multiclass kits right now).

Version 0.41
- Slight refinement of inter-component compatibility
- Added the Illusionist/Monk multi-class kit for Gnomes

Version 0.4
- Total feature overhaul (available on GitHub)
- Improved compatibility with mods and EET
- Removed the items component (for now)

Version 0.3 (available via the attached .rar)
- Fixed Shadowstep ability bug (discovered by @Draylyn).
- Added Polish translation (courtesy of @Cahir).

Version 0.2
- Renamed to Monastic Orders (of Faerun)
- Added IWD:EE compatibility
- Fixed a text string with the improve fists
- Fixed bugs with the fist progression

Version 0.1
- First public release as Monks Remastered




Ideas, criticism and comments always appreciated.

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

List of Unkillable and illegaly OP NPCs for me to mod out

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I want to mod Unkillable and illegal npcs to make them killable and with legal stats.

so please, help me by naming every npc that is unkillable and has OP itens, skills, illegal stats. scripts that trigers cutscenes that kill you without chance to fight back like the guards in candlekeep library when you return there, anything made to rail road the player.

by op i mean, like, i dont remember his name. a mage that call you for a job. but if you refuse, he teleports you anyway. he had armor class way higher than his dexterity and itens allowed him. he had no items to increase his armor.
also, i want to remove the protection from interruption. so he wont cast spells when i am shoving my sword down his throath if he wants to cast spell, he should have hired a warrior to prevent us from shoving things on his throat
also the thief on baldurs gate 2 that insta kill you with his knife
its been years since i last played this game i dont remember their names.


i already did this before last time i played this game. i know its possible to mod all these things out of the game.
with EEkeeper.

i have seem many people asking for this. and i never found a mod that does this.

-HOW TO DO STUFF IN WEIDU-

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In the last year or two, I have picked up a lot of little techniques to mod many aspects of the game. Occasionally people ask me for advice (even though I am still a rank amateur), and I try to help. But rather than answer this question here, that question there, etc., I thought it would be nice to publish a FAQ-style thread with lots of tips and stuff. The goal is, people can pick up this code and drop it into a mod they are working on, rather than having to reinvent the wheel. Every mod is individual and involves individual effort, but say someone want to make stat-based kit effects; I can at least help you drop in to code for handling opcode 326 and splprot.2da, and then you can focus on making whatever cool effects you can imagine.

There will be no particular order for this stuff; I'll publish what I can, when I have time, if the mood strikes.

First up, in answer to a request from @Reddbane: how to make stat-based effects with opcode 326.

Second: how to add kit effects to all kits of a given class (including mod-added ones)

Third: how to target your mod kit with unique effects

Fourth: how to alter class/kit descriptions and not worry about string references

General mod Questions thread

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Hello, ladies and gentlemen.

We have decided to merge several threads about different modding questions into one thread. This way you'll be able to find all the needed information in one place.

- Site staff

[MOD] EEUITweaks Mod Collection - All EE (v2.2+) Platforms

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EEUITweaks User Interface Mods Collection Version 2.6

The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.

EEUITweaks supports BGEE, BG2EE, BGEE/SoD, PST:EE, and EET with the BG2(default) and SoD (EET_gui) user interfaces. It also supports installing mods on the Dragonspear UI++, BG2EE GUI To BGEE, LeUI, Revised Dragon Scale, IWD GUI for BG2:EE and BG:EE, and IWD2 for BG2 replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).

EEUITweaks-master.zip contains the usual WeiDU setup-EEUITweaks.exe installation program and EEUITweaks mod files directory and should present no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's EEUITweaks directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.

If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod contained in EEUITweaks, I'd recommend manually un-installing it prior to re-installing via EEUITweaks.

Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.

I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.

Enjoy!

EEUITweaks-master.zip


[MOD] Dragonspear UI++ (v2.14)

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Dragonspear UI++

This mod (previously named SoD GUI Overhaul) makes many changes to the SoD user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution.
Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing.

As of version 2.0, this mod is almost finished, I plan to release only one more bigger patch with widescreen overhaul of the chapter screens.

One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem.

About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen.

WeiDU components are:
-Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder.
-Core Component: This will install the mod
-Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark.
-Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab.
-Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6.
-Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead.

Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo.
- It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars.
- New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal.
- In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics.
- Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component.
- Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process.
- Stored values are visible and more view options are available in the stat rolling screen (by Mr2150).
- Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down.
- Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual.
- There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen.
- Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command.
- Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon.
- Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes.
- Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background.
- Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu.
- Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box.
- Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description
- Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel.
- All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply.
- Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left.
- Store item list filters allow to search by name for specific items (by Mr2150).
- Identify screen item list only shows unidentified items (by lefreut).
- Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled.

Changelog:
v1.0
- Main gameplay screen tweaks
- Journal background image tweak
- Inventory screen tweak
- Record screen tweak
- Mage/Priest spell screens tweaks

v1.1
- Spell description screen tweak
- Opening/closing Journal pauses/unpauses the game
- Journal "finished quest" font color is black
- Dialog box opens "older messages" with click on the text instead of special button
- "Older messages" box is bigger
- Number of attacks shows in the inventory "damage details" box

v1.11
- Fixed greyed out inventory screen for dead characters
- Change color button in the inventory now shows major color

v1.12
- Fixed 4th weapon slot coordinates in the inventory
- Character name labels in priest a mage screens should have same height

v1.2
- Mage/Priest spell screens tweaks revised
- Record screen tweaks revised
- Item description screen tweaks revised
- Level-up screen tweaks
- Button graphics in Character Generation menu
- Journal doesn't unpause the game if it's paused before opening
- Save Game screen tweak - bottom buttons switched

v1.3
- Store screens tweaks
- Updated graphics of all screens (original images were slightly horizontally asymetrical)
- Scrollbar in the Item description screen changed
- Journal now shows all information, when a quest is selected
- Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150)
- Split stack tweak (by Mr2150)
- Identify section in shops only displays unidentified items (by lefreut)

v2.0
- Main Menu tweak
- Character Generation tweaks
- Save/Load screen tweaks
- Option screens tweaks
- New option screen - UI Settings
- Multiplayer screen tweak
- Journal overhauled
- Worldmap tweak
- Third bottom buttons re-enabled
- Record and spell screens more tweaks
- Quickloot tweak
- Dialog Box tweak
- Portrait picker by Mr2150
- Autoroller by Mr2150, based on work by Faydark
- Store and Load filters by Mr2150
- Multiple stealing in shops by lefreut
- Proper campaign logos in main game option screen
- Several small fixes

v2.01
- Bug fix - Main menu panel appears on the right side now

v2.02
- Bug fix - Escaping the Worldmap travel should not pop it over and over again

v2.03
- UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now
- Polish translation added
- Bug fix - "UI Settings" label added to L_xx_XX.LUA file
- Bug fix - Character Generation label is added to portrait picker screen

v2.04
- Italian translation added

v2.05
- Bug fix - Mage screen label and character name fixed

v2.06
- Bug fix - error in italian language file fixed

v2.1
- Quickloot uppgraded
- Journal upgraded
- Dialog screen upgraded
- In-game Option screen overhauled
- Chapter screens overhauled
- Main gameplay screen overhauled
- Tooltip scroll image updated
- Tooltip scroll without sound (thanks to Kerozevok)
- Transparent TAB tooltip background as WeiDU option
- Selectable number of quicksaves as WeiDU option
- Inclusion of the "Restore missing potraits" mod by lefreut

v2.11
- "Journal note" button in dialog screen now works properly

v2.12
- Ground container works with quickloot properly
- Unsellable items in shops are greyed
- Inventory has custom greyed graphics for dead characters
- Italian translation added
- "My Notes" label is now in the Large Journal

v2.13
- M_BG.lua works correctly now, all custom portraits are properly registered

v2.14
- Polish tra file bug fixed
- Italian tra file updated
- Werewolf Island chapter screens fixed


Screenshots:























Download: the mod file size has exceeded this forum's limit, so now it can be downloaded from google disc. Click on the link below and then the "download" button(the file size is 59mb).

https://docs.google.com/uc?id=0B6IgMgIWtPbReEJESmhuaUp6S00&export=download

[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


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

Better Stat Drain (STR, DEX, CON, INT, WIS, CHA)

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I've long been fascinated by the Strength drain effect of Called Shot, the Dexterity drain of Haer'dalis' Chaos Blade, and the Intelligence drain of the mind flayer attack from Shapechange. They were a very unique method of killing enemies that bypassed immunities.

Then EE removed the exploit by making plot-immune critters impossible to kill via stat drain. This prevented the player from accidentally breaking the game by killing a character played a critical role in the plot, but it also made stat drain useless against all kinds of bosses. One of the coolest ways of winning a fight had suddenly become rather limited.

This mod changes that. It doesn't allow you to kill plot-immune critters, but it does allow you to win a fight against one just by using stat drain. If you reduce any ability score of a plot-immune critter to 1, they will drop to 1 HP and trigger any dialogues or scripts or cutscenes that are supposed to trigger when you defeat them. Kudos to @subtledoctor for making this mod possible.

The mod is attached below. Currently it has only undergone the barest of testing.

[MOD] - Journal Fixes for BGEE, BG2EE and BGEE+SOD (v2.2+)

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Following on from the quick mod I made in this thread, please find a formal release of various journal fixes for BGEE, BG2EE and BGEE+SOD (v2.2+).

NEW VERSION - v1.1

Features:
  • Slightly redesigned layout
  • Quest Page:
    • Filters by All, Active and Completed quests
    • Changed colours to make it easier to see active vs completed quests
    • Partial fix for NO OBJECTIVE TEXT (BGEE and BG2EE) - Duplication of text to prevent 'empty entries' and the need to open the entry.
    • Clicking the textflash now opens the journal and the specific quest and hides all other quests.
  • Journal Page:
    • All user notes are now tagged and time-stamped.
    • All edits (system and user notes) are time-stamped.
    • Easy sequential editing to see progression of quests.
    • Filter by 'My Notes'.
    • Double-click to edit a note.
    • Easy deletion of user notes (click the red X).
  • Supports Italian, Polish, German, Brazilian Portuguese, French, Czech, and English

Installation:
- If you have not installed a UI mod previously then please install by using the QUICK INSTALL option, otherwise use the manual install. NB - this mod replaces the existing JOURNAL menu and any changes you've made to it previously will be lost.


QUICK INSTALL:

- Download the attached zip file.
- Go to the 'Quick Install - ' folder.
- Drop the two files into your override.


MANUAL INSTALL:

- Download the attached zip file.
- Open your UI.menu file in a text editor (if you don't have a UI.menu then use the QUICK INSTALL).
- Search for 'textflash' and scroll down until you reach this button:

- Open the 'Textflash Button' text file from the zip. Press Ctrl+A, and Ctrl+C, to copy all of the text from the file.
- Go back to the UI.menu and highlight all of the text in the button (including the bracket on the end).
- Press Ctrl+V to replace the text with the new button. Close the 'Textflash Button' text file.
- Now, search UI.menu for: initquests() and you will find the following function:

- Open the text file for the game you wish to edit. Press Ctrl+A, and Ctrl+C to copy all of the text from the file.
- Go back to the UI.menu and highlight from (and including) the ` just above the function all the way down until you reach the end of the JOURNAL menu but not the start of the RECENT EVENTS menu. You will highlight about 1000 lines of code and you should have highlighted as shown ... all of the JOURNAL menu and the two brackets, but not the word menu:

- Press Ctrl+V to paste the replacement text over the top.
- Save and close the UI.menu
- Finally, drop the language file M_JFlang.lua into your override.
- Done!


Notes:
- Remember to use the cancel button when editing notes.

Changelog:

v1.1 - Updated and improved the 'Textflash' to specific quest functions to improve results
v1.0 - First Release


Thanks to:
@rede9 and @Aedan - Italian Translation
@Cahir - Polish Translation
@Nasher - Brazilian Portuguese Translation
@Edvin - Czech Translation
@Hurricane - German Translation
@Isaya - French Translation
Special Thanks to @Aedan and @Pecca


Screenshots:

Screenshots show different aspects of the mod over the three games:

Filtering:


Editing notes:



No Objective issue now replaced with entry information:


Filter by user notes:


Deleting a note:



Feedback, questions, suggestions all appreciated!

If you have any issues, please let me know and I'll try to help fix them.

[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

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.
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