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[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows

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Don't send PM to this account because they will be ignored!

Because this amazing project: Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE + IWD1:EE + first part of IWD2 ), we need to rise awareness of this community about this tool and encourage people to provide feedback.

Big World Setup (BWS) : Mod Manager for Infinity Engine Games and Baldur's Gate/Enhanced Edition Trilogy

by dabus


BWS-0-0

Information:

Project page: https://bitbucket.org/BigWorldSetup/bigworldsetup/overview
Discussion: http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/
Changelog: https://bitbucket.org/BigWorldSetup/bigworldsetup/commits/all
Mod Request Template: http://www.shsforums.net/topic/58006-big-world-setup-mod-request-template/

Features:

- downloading mods (please see remarks!)
- easy mod installation for BGT and EET
- correct install order of mods/components (BiG World Project)
- handle mod and components conflicts
- easy backup creation/restoring
- OverwriteFiles freature for you own custom mod files/mod translations
- ability to add you own mods

Game list:

Active:
- Baldur's Gate: Enhanced Edition (standalone game)
- Baldur's Gate II: Enhanced Edition (standalone game)
- Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE ) (planned: IWD1:EE + partial IWD2-in-EET)
- Icewind Dale: Enhanced Edition
- Planescape: Torment Enhanced Edition

Not maintained:
- Baldur's Gate 2 (classic standalone game)
- Baldur’s Gate Trilogy ( Classic BG1 + Classic BG2 )
- Icewind Dale
- Icewind Dale II
- Planescape: Torment
- Classic Adventures

Supported mods:

- almost all of them

Installation:

Forbidden folders for you game installation, don't install you games here:
C:\<anything>... | C:\Program Files\... | C:\Program Files (x86)\... | C:\Program Files (x86)\Steam\steamapps\common\...
Allowed folders for you game installation:
C:\Users\<YouUserName>\Games | D:\Games | Other non-OSdrive locations
Warning for non-EE games (BG2/BGT/IWD/IWD2/PST, skip for Enhanced Edition): If you just moved you game folders, use this tool: IEGL to fix paths inside *.ini

Prerequisites:
- reinstall you games/prepare clean version of the games
- apply lastest patches ( Classic BG1/BG2 from GoG has already lastes patch )
- run each game at least once (especially after you moved non-EE games directory) and create a save game
- quit Steam/GoG launchers, exit games, close game/file editors
- create backups of each game
- disable you antivirus
- disable User Account Control: Windows 7 / Windows 8 / Windows 10

0. Download Big World Setup zip archive and extract it anywhere but not inside game directory:
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1. Execute "Start BiG World Setup - Update If Needed.vbs"
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2. Select GUI Language. It has nothing to do with game/mods language!
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3. Choose you game:
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4. Provide paths for you game:
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5. Select default language for all mods:
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6. Choose compilation: for the first usage of the tool use "Recommended" compilation:
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7. Read "Installation F.A.Q." and then you can choose mods and components:
Don't install any of the mod/component without reading mod README!

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[i] - button will open mod homepage/forum
Gray - forced mod, can't be un-selected
Green - recommended mod, based on the community
Blue - stable mod, it should install without errors/bugs
Orange - tactical mod, it increase difficulty or adds difficult fights
Red - expert mod, it can cause problems/it can overwrite files, read description
Yellow background - mod with warring, please read description
Gray background - mod must be downloaded manually to BiG World Downloads folder
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8. If the mods have conflicts, you will have to solve them:
a) some mods needs another mods/componets
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b) some mods cannot be installed together, choose one of them
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9. Test download of the mods. Test locally present mods:
Download missing mods (don't extract) which require manual download and put them into to BiG World Downloads.
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10. Start installation.
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Remarks - please read!

Before you start to complain, you must acknowledge that due to nature of Baldur’s Gate mods,
community and rules especially about providing working hosting for mods and fixing mod bugs,
Big Word Setup itself is not capable to fix/improve some aspects of automated mod installation.
Despite our best efforts, you will face some minor problems.
It often depends of how many mods you trying to install.
Big World Setup is an overlay for Big World Project which itself is an overlay for mods.
Overlay for overlay for another overlay.

- BWS cannot fix mod bugs: there is Big World Fixpack, all mod fixes should be added to it
- BWS cannot change installation order: BWS use Big World Project from Leonardo Watson
- BWS cannot host mods: there will be always mods which fails to download, please ask author to provide proper link

You cannot distribute you mod via forum attachments. If you don't have you own hosting site, the best option is to use GitHub.com or please provide download links which:
- do not require chapta after several downloads (http://prntscr.com/6pk42t)
- do not advertise some adware/crapware/downloader etc
- do not expire after 30 or more days without download (every popular hosting site like speeedyshare, mediafire has such terms)
- do not require user interaction to be downloaded ( mediafire.com,googledrive.com has JavaScript download link generator that require user click)
- do not depend on the filename (dropbox.com/s/q72jpl132fj53lv/ModName-v1.zip?dl=1)
- do not depend on the file version if you enable SEO: mods.sitename.com/modnamev7 -> mods.sitename.com/modnamev7_1/
- it will not change when uploading/updated the same file
- it can be used by wget to check file size: wget.exe url --spider --no-check-certificate

Art Resources from Lionheart

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There was a thread over at Spellhold that talked about extracting the art resources from a game called Lionheart. It was concluded that it was extremely difficult to so and the idea of taking screenshots and stitching them together would be the best way about doing this.

I'm planning on recreating the art resources but I just need to know if this has already been done. Particularly how far the makers of the Classic Adventures mod got in doing this.

I just spent the last hour stitching together the "Barcelona Port District" map. I still have to recreate the north sections and remove the smokestacks but it looks like I got the bulk of it done. The area would be a perfect location for a Calimport map for the basis of a ToB expansion mod.

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[MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE)

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THE DUSKBLADE

Ladies and Gentlemen! :)
Here I am, proudly presenting you the mighty Duskblade kit for BG2:EE!
This kit has its own innate-based spellbook with unique arcane channelled touch spells!

Enjoy!

Description


"My blade and my magic are one and the same."

The Duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess.
A student of arcane spellcasting techniques, the Duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millenia the secrets of the Duskblade have been disseminated to the other races, and today members of any race can become a Duskblade.

Disadvantages:
- May only specialise 2 stars in weapons
- Can't dualclass
- Can't use bows and missile weapons
- Can't wear armor heavier than splint mail
- Max Constitution 15
- Min Intellect 14
- No Greater Whirlwind
- -13% EXP penalty


Advantages:
- Arcane Channelling
- Can use magic while wearing armor

Arcane Channelling : At 5 lvl, all touch spells in duskblade spellbook are channelled to deliver the spell effects through your weapon with a melee attack.
If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Duskblade Spellbook:

1. Chromatic Orb, Burning Hands, Shocking Grasp (channelled), Spook, True Strike, Chill Touch (channelled)
2. Blur, Ghoul Touch (channelled), Melf's Acid Arrow, Ray of Enfeeblement, Knock
3. Fire Arrow, Vampiric Touch (channelled), Dispelling Touch, Keen Edge, Skull Trap
4. Dispel, Fire Shield, Dimension Door, Improved Invisibility, Haste

Level 1: 1 lvl spells x 1
Level 5: +1 slot 1 for 1 lvl spell, all touch spells are arcane channelled.
Level 7: +1 slot 1 for 1 lvl spell
Level 9: 2 lvl spells x 2
Level 10: +1 slot for 1 lvl spell
Level 11: +1 slot for 2 lvl spell
Level 13: 3 lvl spells x 2
Level 14: +1 slot for 2 lvl spell
Level 15: +1 slot for 3 lvl spell
Level 17: 4 lvl spells x 2
Level 18: +1 slots for 1 and 3 lvl spells
Level 19: +1 slot for 4 lvl spell

Summary:
1 lvl - 5 slots (6 slots with HLA)
2 lvl - 4 slots
3 lvl - 4 slots
4 lvl - 3 slots

A Duskblade has additional HLA's:
-Quick Cast
This ability provides -2 spell cast time for your next spell.

-Extra 1 Level Spell



Duskblade Spellbook
DUSKBLADE SPELLBOOK

All touch spells are automatically arcane channelled.
Only one of those spells can be activated at the moment, and recasts of same spells before expiration will overwrite effects of previous spells.
So for example if you cast Chill Touch, and recast it after 5 rounds, then this spell will last another turn.

LEVEL 1

Chill Touch (Arcane Channelled)
School: Necromancy
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a blue glow encompasses his weapon.
This energy attacks the life force of any living creature upon which the duskblade makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to its THAC0.

Burning Hands
School: Alteration
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from duskblade fingertips.
The duskblade's hands must be held so as to send forth a fanlike sheet of flames: duskblade thumbs must touch each other and the fingers must be spread.
The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the duskblade.
Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage.
Those successfully saving vs. Spell receive half damage.


Chromatic Orb
School: Evocation
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target.

The effect the orb has upon the target varies with the level of the mage who casts the spell. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and blinds the target for one round. At second-level, the sphere inflicts 1-4 damage and inflicts pain upon the victim.

At third-level, the sphere deals 1-6 damage and burns the victim. At fourth-level, the sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the victim. At seventh level, the sphere deals 1-10 damage and paralyzes the victim for 2 turns. At 10th level, the sphere causes 1-12 acid damage and turns the victim to stone. At 12th level, the sphere will inflict 2-16 points of acid damage and instantly kill the victim.

NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.


Shocking Grasp (Arcane Chanelled)
School: Alteration
Range: Touch
Duration: 1 round/level
Casting Time: 1
Area of Effect: Touched creature
Saving Throw: None

A bright yellow glow encompasses duskblade's weapon, and when he hits a creature with it, an electrical charge will deal 1d8 damage + 1 per level of the caster to the creature. The duskblade only has one charge, and once an opponent has been touched the spell's energies have been used. If he misses, then the spell is wasted. The caster has 1 round per level in order to touch the target creature.


Spook
School: Illusion/Phantasm
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

A spook spell enables the duskblade to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner.
If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the duskblade as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two experience levels of the caster, to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does.

In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.


True Strike
School: Divination
Range: Personal
Duration: 1 round
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.


LEVEL 2


Ghoul Touch (Arcane Channelled)
School: Necromancy
Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, his weapon will glow a red color.
If the duskblade makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. Enemy creature must make a saving throw vs. spell or be paralyzed for 5 rounds.

Knock
School: Alteration
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None

The knock spell opens locked, held or duskblade-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.

Ray of Enfeeblement
School: Enchantment/Charm
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

By means of a Ray of Enfeeblement, a duskblade weakens an opponent, reducing its Strength and thereby the attacks that rely upon it.

The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance.

Melf's Acid Arrow
School: Conjuration
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special

By means of this spell, the duskblade creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage. (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc.

LEVEL 3

Keen Edge
School: Transmutation
Range: Visual range of caster
Duration: 10 turns
Casting Time: 3
Area of Effect: Creature
Saving Throw: None

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.


Flame Arrow
School: Conjuration/Summoning
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.

Skull Trap
School: Necromancy
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2

Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30 foot radius. The damage inflicted is equal to 1d6 hit points per level of the caster, or half with a successful save vs. spell. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.

Vampiric Touch (Arcane Channelled)
School: Necromancy
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None

If you succesfully hit target with weapon, victim loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th level caster.
These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.

Note: This spell may not be cast multiple times to radically increase the caster's hit-points. The caster must wait for the first vampiric touch spell to run its course before casting another.

Dispelling Touch (Arcane Channelled)
School:Abjuration
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None

Your succesful hit with the weapon causes one spell to rip free of its source and dissipate into nothingness.
You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect.
The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

LEVEL 4

Haste
School: Alteration
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 40-foot cube centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell.


Dispel Magic
School:Abjuration
Sphere: Protection
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special

A dispel magic removes magical effects upon anyone within the area.
This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted

magical items or spell protections such as Spell Turning, and Spell Deflection.
The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.


Fireshield (Red)
School: Evocation, Alteration
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None

The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.


Improved Invisibility
School: Illusion/Phantasm
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.


Mirrors for download:

BG1 EE version: http://yadi.sk/d/4yd8nbEwHRG9h
BG2 EE version: http://yadi.sk/d/dwr-WA9gHRGE4

The New UI System: How to Use It

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If you’re reading this guide, it’s because you want to know how the new UI system works and how you can make use of it to create your own UI layouts. Happily, the UI system created for v2.0 of the Infinity Engine is a lot more friendly to modification than the old system of CHU files.

What you'll need:

• A good text editor (I recommend Sublime Text)
• A keyboard with working F5 and F11 keys
• A desire to create stunning UI layouts

It also doesn't hurt to familiarize yourself with the Lua programming language, but it's not absolutely necessary. (If you want to know more about the Lua programming language, I highly recommend this guide as a one-stop shop for everything you'd want to know. Google is your friend.)

It's very important to save and back up your work often. There may be occasional hiccups that can corrupt your UI.menu, which can ruin hours of hard work if you're not careful.

Guide Index

1. UI Edit Mode and the F11 key
2. Changing Game Fonts
3. An Introduction to UI.menu
4. UI Sample: Classic-Style Character Sheet
5. Using PNGs Instead of MOS Files
6. Using Lua in UI.menu

In each section, I’ll start with the basics, and then provide a short tutorial on how to do something specific. If after reading through the entire guide you have questions about how to do something, please don’t hesitate to ask. I’ll do my best to answer your questions, or to find the answers out from our programmers.

SPLSTATE.ids and OpCode 326 help?

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Hey, I'm trying to make a kit that causes an additional effect if the target is under a unique status, but I can't seem to get it to work. What I've currently done using NearInfinity is:

1) Added a new line to SPLSTATE.ids (currently #1000)

2) Created a spell to use OpCode 328 to apply the State #1000 on the target for a 60 second duration.

3) Created another spell that uses OpCode 326 using Paramater 2 - 76 (SPLSTATE = specified value) and Paramater 1 - #1000 to cast yet another spell on the target if they have the custom state.

For some reason Step 3 isn't triggering if I use the added state. It works if I use any of the existing states, but stops working if I use the one I added to SPLSTATE.ids. Am I just not understanding how these OpCodes are supposed to interact, or is there an issue with OpCode 326 and additions to the ids file?

EET - transition from SoD to BGII - do I get to keep my items?

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Do I get to keep my items? I just started and couldn't find any of my stuff ...

[MOD] Lefreut's enhanced UI (for BG1EE, SoD, BG2EE and EET)

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Hello,

This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with the mod EEUITweaks.

Installation:

Download the archive here.
This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.3).

Content:

Improved start screen

Background image by @Pecca.

Improved character creation screens

Modify the character creation screens to something closer to the v1.3 look.










Improved main screen

Lot of tiny changes: alignment of buttons, removal of button I don't use, ...

Dialog box tweaks

From here.

Improved inventory screen

From here.

Improved record screen

Mix between the mockup from this discussion and the 1.3 look.



Item description tweaks

Using this scrollbar.



You can directly identify item from this screen, you no longer have to open a popup.

Store screens tweaks

From here and with this.

Customize screens tweaks

From this post and with this.

Loot screen tweaks

Use scrollbar instead of buttons.

World map tweaks

Left click on the map icon to open the area map.


Right click on the map icon to open the world map.

Load / Save screens

Restore the load and save screens to the v1.3 look.

Options screens

Restore and improve the options screens.








Journal screens

Restore and fix the journal screens.



Mage/Priest spells screen

Redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla.




Restored confirmation prompt before un-memorizing a spell.


Spell description is opened by right-clicking the spell and showed on the other side of the book.


Contingency screen.

Level-up indicator

From here.

Other tweaks

Tooltip image from here.
Back button on levelup from here.
Tweak popup with modified image from v1.3:

Fix journal popup when the text is too long:

Pick party screen:


There are probably other tiny changes that I forgot.

EET compatibility

The UI.menu is compatible with EET.


Changelog:
v3.2: Fix regression introduced in v3.1. Detect Unhide Chargen Options.
v3.1: Add missing weapon style bonus to the Record screen. Show a message when overriding a keyboard shortcut that is already used. Add tooltips in mage and priest spells book. Fix 'Pick to me' with Shaman.
v3.0: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5.
v2.9: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files.
v2.8: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button.
v2.7: Restore adorned first letter in item and spell description. Update item description layout.
v2.6: Minor tweaks.
v2.5: Add missing ToB chapter screens. Fix save screenshot aspect ratio.
v2.4: Restore quickloot tooltip. Left/right keys in character creation to choose portrait. Return speed to held add/subtract buttons in character creation and levelup. Revert the inventory slot highlight to the EE look.
v2.3: Minor tweaks to start screens. Fix quit dialog texture size. Detect Random Character Generation mod.
v2.2: Restore 'Pick for me' button in mage spell selection.
v2.1: Add keyboard shortcut in character creation (Shift: Change Gender. R: Reroll S: Store C: Recall). Restore sound in the mage book/priest scroll when changing spell levels. New install option (Single Click to Map Travel).
v2.0: Revert journal fixes. Add scrollbar to spell screens. Add install options (choose font, disable item comparison, reverse button position).
v1.9: Journal fixes thanks to @HaHaCharade.
v1.8: Fix small portrait aspect ratio. Re-add stats cheat.
v1.7: Journal and journal popup fixes. Add missing sound on some button in character creation. Properly hide the background image when closing dream sequences.
v1.6: Fix Ctrl+Key shortcut. Fix right-click on portrait when journal is open. Fix click on journal popup not always selecting the correct category. Minor character creation tweaks.
v1.5: EET bug fix.
v1.4: Reencode pvrz to fix glitches with scaling on. Fix tooltip with scaling on. Fix unlearning spells. Reduce min height for dialog box. Spell trigger fixes. Add keyboard scrolling to portrait picker.
v1.3: Quickloot fix.
v1.2: Do not show item comparison if nothing changes. Fix gender filtering in portrait picker. Fix crash in portrait picker. Reduce dialog min size.
v1.1: Fix text position in graphic options. Play movie button should be clickable only when something is selected. Customize appearance should always select current portrait. Closing journal should un-pause. Journal should not have empty section. Revert button position in Worldmap. Tweak some elements positions.
v1: Mage spells screen tweaks. Weidu mod.
v0.9: Journal popups can be scrolled. Priest spells screen tweaks. BG2 vanilla priest spells bam. Convert PNG to PVRZ. Compatibility with BG1EE and BG1EE+SoD.
v0.8: Import screen. Better fix to hardcoded keyboard shortcuts. Fix dialog box to not prevent clicking at bottom map border to move to another area.
v0.7: Character creation screens (+ portrait picker). Do not hardcode the keyboard shortcuts. Fix wrong chapter screen.
v0.6.1: Fix scrolling.
v0.6: Fix quickloot position. Make the movie screen modal. Restored Journal screen.
v0.5: Fix glitch reported by @Elfenix. Revert Done/Cancel buttons order. Restore some popup images. Tweak options screens.
v0.4: Tweak several minor screens (map note, item abilities, journal popup, import, pick party, ...)
v0.3: Restored Load/Save screens. EET compatibility. Update dialog box tweak. Tweak popup. Fix some wrong tooltip.
v0.2: Fix bug reported by @switchza (message box incorrectly resetting to the top). Improved record screen. Minor tweaks to the start screen.
v0.1: Initial release.

Sarevok defeated, SoD doesn't trigger

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Hey-o! I just beat Sarevok in the Temple of Bhaal and the game won't transition into Siege of Dragonspear. I'm playing with a bunch of mods installed via Big World Setup (the "Recommended" package, plus extra challenge options in SCS and mod companions, etc..) I can walk around the temple but nothing happens. I can't rest and I can't leave the temple, so I'm not sure how to continue the adventure! Also, the ending cutscene didn't trigger. I'm just stuck here somehow. Also, Sarevok died before the Skeleton Warrior did, if that matters at all.

Any idea of how to fix this and continue the playthrough? Thanks!

Is there a way to set a specific avatar look?

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With EE you can change your avatar to anything you'd like, but is it possible to set a certain look (say, an unarmoured fighter avatar) and make it stick no matter what kind of armour you're waring?

[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] Kensai Rebalancing for BG:EE and BGII:EE (v2.6)

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A revised version (v2.6) of my kensai kit mod based on the AD&D Oriental Adventures 1st edition ...

KENSAI: A kensai is a warrior who has been specially trained to become one with his weapon. They are deadly, fast and have been trained to go into battle without wearing armor. (Note: Despite its common name, a Kensai may use any melee weapon with which he is proficient.) Gaining and maintaining honour is also a vital part of the kensai's life; any kensai whose reputation falls below 6 loses his status in the class. Thereafter the kensai is treated as a fighter and advances in level according to the fighter class. (He loses all of the abilities he had as a kensai.)

Advantages:
- Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 3 levels.
- Gains a -1 bonus to Speed Factor every 4 levels.
- Gains a +1 bonus to all Saving Throws.
- Immune to fear and morale failure.
- May use Kai ability once per day per level (starts at 1st level with one use).

KAI: All successful attacks within the next round deal maximum damage.

- 2nd level: Gains a +1 to hit and damage rolls with any melee weapon every 3 levels.
- 3rd level: Attacks are treated as a +1 magical weapon. This enchantment improves to +2 at level 5, +3 at level 8, +4 at level 10, and +5 at level 12.

- 4th level: May meditate once per day.

MEDITATE: This ability removes fatigue as if the kensai has had a full night's sleep.

- 7th level: Gains a +2 bonus to off hand THAC0, and may cause Fear once per day.

FEAR: All enemies within a 30-ft radius must save vs. paralyzation or run away in panic for 4 rounds.

- 11th level: Gains the Whirlwind Attack ability once per day.

WHIRLWIND ATTACK: This ability allows the kensai to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10 but's one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round and may not be used in conjunction with Kai.

- 15th level: Gains the Deathblow ability.

DEATHBLOW: This ability allows the kensai to blow through the defences of any lesser creature. The ability sets one's number of attacks per round to 1, and any creature of 10th level or lower is instantly killed when struck by the kensai. The Deathblow ability lasts of one round.

Disadvantages:
- May not dual-class
- May not wear any armor.
- May not wear gauntlets or bracers.
- May not use magical or missile weapons.
- Alignment restricted to lawful.

KENSAI HIGH LEVEL ABILITY REVISION

Added:

Evasion - A kensai’s natural sense of preservation becomes heightened with the use of the Evasion ability. Evasion gives a bonus of 4 to AC and 2 to all Saving Throws. The effect lasts for 3 rounds.

Greater Evasion - A more powerful version of Evasion, this ability improves Armor Class by 6 and Saving Throws by 3. In addition, Greater Evasion allows the kensai to move so quickly that their movement rate is increased by 2 (base is 10) and normal missiles have no chance of striking them. The effect lasts for 5 rounds.

Second Wind - With extraordinary effort, a high-level kensai can avoid almost certain death. The effect lasts for 2 rounds, and during this time, the kensai cannot be reduced below 1 HP. Use of this ability is very draining on the kensai, and will likely require rest immediately afterward.

Toughness - Choosing this ability increases the warriors maximum hit points by 8 permanently.

Removed:

Smite

CHANGE LOG
v2.6
Removal of the optional Kara-tur items portion and creation of a standalone item mod (not included)
Deathblow modification (sets one's number of attacks per round to 1)
Additional HLA content
Engine detection v2.0+

v2.5
Revised HLA component
Various text editing

v2.4
Revised HLA component
Various text editing

v2.3
New HLA component
Various text editing

v2.2
Improved critical replaced with a modified Deathblow ability (lasting 1 round instead of 2)

v2.1
Additional BGEE content added
Various text editing

v2.0
BG2EE version released
Improved critical ability added
Various text editing

v1.9
Various text editing

v1.8
Repackaged to include a proper windows installation pathway
Armor class bonuses changed to set base AC to value
SoD content added
Various text editing

v1.7
Ability changes:
Deathblow (special ability) trailed but not implemented (yet)

v1.6
Ability changes:
Reduced duration of Kai ability from 10 seconds to 1 round (6 seconds)
Restricted the use of other innate abilities while using Whirlwind Attack
To hit and damage bonus new only effect melee weapons
Various text editing

Round Counter v1.0

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Have you ever wanted to know how many rounds have passed in a fight, but could only make a rough estimate? This mod introduces a "counter" which will quietly count every round since a fight begins. To find out what round it is, you just have to check on your innate abilities menu, and the number will be right there.

The mod works via a potion, which you can summon with the following console code (the 0's are zeroes):

C:CreateItem("USRC000");

Once you console it in and drink it, the count will begin the next time you spot an enemy. Every round afterwards, you'll get another casting of the "Round Counter" spell, which indicates the round you're in. Thus, having 5 castings of Round Counter means you're about 5 rounds (30 real-time seconds) into the fight.

Casting Round Counter resets it to zero and ends the count until the next time you see an enemy. If you use it while still in combat, it'll reset and begin counting from zero. After 8 hours, the counter will end on its own and reset to zero.

To keep the mod unobtrusive, the counter makes no sound or visual effects and doesn't show up in the dialogue box; it only shows up in the innate abilities tab.

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

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View Readme

Download Djinni Companion (latest version) (22 MB)


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

image

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

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

Overview

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

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

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

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

FAQ

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

Have fun! :)

The Enemy Within, a New Mod Coming! [Work in progress]

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The plot will start with speaking to Lord Kuldak in the Old Plough tavern in Cragmyr Village and him asking for your help. Lord Kuldak is a retired adventurer and the Lord of the Cragmyr Lands. For the last decade he has been keeping the ogre hordes of the area, led by Ogre Magi, at bay. Luckily, they have been reoccupied fighting among themselves and Cragmyr has been left mostly untouched. Recently however, two of the three Ogre Magi leaders suddenly disappeared and now the threat has become tangible. Lord Kuldak had a firsthand realization of this, when Cragmyr Militia was ambushed and killed by the ogres. Both his sons perished in this very same ambush. Lord Kuldak tries to act strong for his people, but everyone knows that he is filled with grief for the loss of his sons, and angry towards the ones responsible.

And this is not all, due to the ogre threat and the Flaming Fist and Amn both trying to establish an alliance with Cragmyr, the caravans for some odd reason seem to be avoiding Cragmyr. Rumors say that Lord Kuldak has had to rely on smuggling to get basic supplies to the village. But there is no proof.

Due to the Iron Crisis, a war is looming in the horizon. Both the Flaming Fist and Amn (Cowled Wizards especially) want Lord Kuldak as an ally, since Cragmyr Keep is located critically between Nashkel and Beregost. Furthermore, even though Cragmyr Keep is known of having rather incompetent militia, it is also known of having a huge supply of inactive Helmed Horrors. Both Amn and the Flaming Fist fear that not only the Keep, but also these constructs, could be used to gain a huge advantage in case of a war. Will you stay neutral, or side with Amn or the Flaming Fist? What will be the future of Cragmyr Keep?

Canon Info About Cragmyr Keep

Cragmyr Keep was described by Ed Greenwood in Dragon #200

Here is a map with Cragmyr Keep and some other rarely seen locations on the Sword Coast:
http://www.forgottenadventures.com/FRMaps/Baldur's Gate West Area.htm


What is included in the mod?

I have tried to make all the stuff in the mod as canon as possible. Many new NPCs for example are canon NPCs from Volo's Guide to Sword Coast or Gold & Glory.

Adds encounters and other stuff to existing areas making many of them more interesting. At the moment areas included are Spiderwood, Ulcaster Ruins, Central Baldur's Gate, Nashkel Carnival, Bandit Camp and many more!

At the moment there is at least 30 new magic items (plus some transformation potions and such), which all should be fairly balanced with the existing Baldur's Gate content. There is definitely more to come!

Several new Stores and new additions to the old ones.

A few new spells: most are heavily quest related: for example Speak with Dead (4th lvl arcane, 3rd lvl divine)

There are 39 new areas at the moment (of various sizes). Four of these are full sized areas.

At the moment, the TRA file of the mod contains 24797 words of new text (dialogue, item descriptions, journal info etc.) and there is more to come!

Companion reactions: For example, there is a quest involving Harpers, if you decide to go against them, Jaheira and Khalid (if they are in the party) will turn hostile.

One new companion. Excellent companion for any loner mage!

Your very own Helmed Horror!


Difficult fights: the important fights will use modified Black Pits 2 scripts. However, as it is with Black Pits, if you set the difficulty setting to easy, the fights become considerably easier.

A lot more is to be added!


Here are some areas for small spoilers, feel free to express opinions and give feedback :)

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Has anyone tried...

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1) Getting a new weapon profficiency in for Teeth, so that Morte can finally use teeth instead of fists? Fists are already "bastard sword profficiency", so wth

2) Defining new classess for the NPC's. Nordom is obviously a Ranger, Vhailor is obviously a Paladin (of Law rather than of Good) and is lacking his Mercykiller smite ability, Ignus seems to be a specialist Mage who isn't one and thus seems to lack an additional spell per level, and Dak'kon is supposed to be a Psion of some kind rather than a Fighter/Mage (although making him a different class would take a bit of thought about a few things). I'm not happy with how Morte getting fighter hit-dice makes him have waaay too many HP, either.

4 spell suggestions

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Lvl 2 druid spell: Entangle-curse: single target, but follows target whereever he goes. no save penalty.
Lvl 2 druid spell: Entangle-bomb: single target. -2(3? 4?) save penalty, but target is FREED from the spell once he has made just one save.
Lvl 1 arcane spell: Web Curse: single target, but follows target whereever he goes. no save penalty.
Lvl 1 arcane spell: Web Bomb: single target. -2(3? 4?) save penalty, but target is FREED from the spell once he has made just one save.

Red Soul Kit

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There are two little-used opcodes in the IE games: the duration modifier, which increases or decreases mage or priest spell durations by a percentage, and the damage type modifier, which modifies the amount of damage dealt by each damage type by a percentage.

This mod uses those two opcodes to create a new pair of kits: the Red Soul, which deals 50% more spell damage but whose spells only have half duration, and the Green Soul, whose spells have 50% longer durations but deal half as much spell damage as a normal mage.

Both kits are available for both mages and sorcerers.

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

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THIS MOD IS deprecated REVIVED!!

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

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

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

That's it!

Full Readme:

https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md
...

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

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

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

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

Cheers!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

[mod] Skie - The Cost of One Girl's Soul

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I prepared a new mod for everyone who believes that Skie's story should be continued in BG2EE, especially after everything that happened in Siege of Dragonspear DLC. I present you my project: Skie - The Cost of One Girl's Soul.


SKIE: THE COST OF ONE GIRL'S SOUL

AUTHOR: Lava Del'Vortel | PLATFORM: BG2EE


ABOUT THE MOD:

The mod gives the player a chance to continue the Skie plot begun in Siege of Dragonspear. The DLC gave the Silvershield girl a very important role in it's plot, but I felt it was so important that it should be somehow continued in BG2 portion of the game. The mod has two different components:

=> component A - Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE => this component provides a new quest that gives player a chance to save Skie Silvershield after what happened in Siege of Dragonspear. You should be warned, though, that saving her comes with a price. The mod starts in Irenicus' Dungeon, when you find the main quest item.

=> component B - Allow Skie to return as a joinable NPC => this components allows you to join Skie if you decide to help the Silvershield girl and succeed. She will find you after some time. She will start to look for you in certain inns, so remember to stop and rest a while from time to time. The NPC comes with some timered and situation talks, banters with each NPC (at least 2 in SoA + 1 in ToB), interjections, an epilogue and other things joinable companions should include. Note that there is no romance here, as I wanted to stress companionship and loyalty based on friendship rather romantic love. The NPC component was written to enjoy Skie's presence in the group, rather than provide hundreds of lines, but she should talk to you once in a while. In terms of size, she could be compared to Kulyok's Tiax or Coran.

Note that Skie in this mod is supposed to continue the Siege of Dragonspear character, so Skie may be a tiny bit mature, but still a bit reckless and will not hesitate to tell how she feels about people and events. The change in her character may be seen in both dialogues and soundset.

Also, to make her portrait blend in better with Baldur's Gate II style of portraits, the mod uses edited version of her original picture.


The mod includes some crossmod. Check the up to date readme file for details.


Special thanks to @typo_tilly - she is the one who proofread the whole text and helped me to release this mod.


How to join Skie:

After your talk to Missini, wait for 2-3 days and rest in any of Athkatla's Inns.

[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.
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