I have taken this mod off this site. If you were able to get it in time, congrats and enjoy!
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[NPC MOD] Ishlilka the Wizard Slayer for BG1 + SOD [FULL VERSION 1.4]
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Simple Journal Fixes (BG1EE, SoD, BG2EE)
Hello,
The new journal in the EEs is not yet fixed and even if my UI mod fix most of the issues, some people may want to use another UI setup. So I decided to extract and post here all the fixes I have.
I will focus only on fixes, no usability or graphical changes. This way, anyone will be able to use them in their own mod.
Tagging @AncientCowboy to see if he can include these in EEUITweaks
![]()
Search for:
And after this line, add :
![]()
![]()
For BG1EE or BG2EE, search for:
And replace the line with:
For SoD, you need to add this:
![]()
![]()
Search for:
And replace the line with:
And before the function 'questEnabled', add:
![]()
![]()
Search for:
The new journal in the EEs is not yet fixed and even if my UI mod fix most of the issues, some people may want to use another UI setup. So I decided to extract and post here all the fixes I have.
I will focus only on fixes, no usability or graphical changes. This way, anyone will be able to use them in their own mod.
Tagging @AncientCowboy to see if he can include these in EEUITweaks

Fix for information entries
This first fix will ensure that information entries are always show in the journal.
Search for:
table.sort(quest.objectives,compareByRecvTime)
And after this line, add :
if stateType == const.ENTRY_TYPE_INFO then
local entry = buildEntry(journalId, recvTime, stateType, chapter, timeStamp)
table.insert(looseEntries,entry)
end
Fix for No Objective Text
This fix the infamous bug where some entries start with 'No Objective Text'.

For BG1EE or BG2EE, search for:
if(objective.text == Infinity_FetchString(quest.text)) then
And replace the line with:
if(objective.text == Infinity_FetchString(quest.text) or objective.text == nil) then
For SoD, you need to add this:
if(objective.text == Infinity_FetchString(quest.text) or objective.text == nil) then
objective.text = objective.entries[1].timeStamp
end
Before this line:if(objective.stateType ~= const.ENTRY_TYPE_INFO) then
Fix for empty entries
This fix will hide quest entries that contains no objective.

Search for:
return (questDisplay[row] and questDisplay[row].quest and containsChapter(questDisplay[row].chapters,chapter) and (#questDisplay[row].children > 0))
And replace the line with:
return (questDisplay[row] and questDisplay[row].quest and containsChapter(questDisplay[row].chapters,chapter) and childrenContainsChapter(questDisplay[row].children))
And before the function 'questEnabled', add:
function childrenContainsChapter(children)
for k,v in pairs(children) do
if containsChapter(questDisplay[v].chapters,chapter) then
return true
end
end
return nil
end
Fix for journal popup
This fix will only display the first few lines in the journal popup so that the text is always readable.

Search for:
label
{
area 92 36 348 26
text lua "getSubtitleString()"
text style "label"
text align left center
text point 14
text color D
}
label
{
area 20 64 472 62
text lua "getBodyString()"
text style "normal"
text align left center
}
And replace these lines with:
text
{
area 92 36 348 26
text lua "getSubtitleString()"
text style "label"
text align left top
text point 14
text color D
scrollbar 'GUISCRC'
scrollbar hide lua "1"
}
text
{
area 20 64 468 62
text lua "getBodyString()"
text style "normal"
text align left top
scrollbar 'GUISCRC'
scrollbar hide lua "1"
}
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What is your favorite mod you have ever played?
Simple enough. What mod can you not live without on your playthroughs or enjoy the most.
Mine is a toss up between @subtledoctor / @Grammarsalad Faith and powers or @LavaDelVortel Innershade.
Mine is a toss up between @subtledoctor / @Grammarsalad Faith and powers or @LavaDelVortel Innershade.
↧
[MOD] PS:T Unfinished Business - Reloaded
Download: PS:T Unfinished Business - Reloaded (latest) (15 MB)
This mod is a continuation of Qwinn's original PS:T Unfinished Business, based on version 4.12. It has been completely overhauled and made compatible with Planescape Torment: Enhanced Edition in addition to classic Planescape: Torment.
The mod is available in English, French, German, Italian, Polish, Russian and Spanish.
Call for translation!
There are several lines and a readme in need of translation into the following languages: French, Italian, Polish, Russian and Spanish.
Please shoot me a PM (either here or over at SHS Forums) or post in this topic if you're interested.
Of course, more translations are always welcome! PST:EE is also available in Korean and, currently Steam-only, Czech.
From Qwinn's original PST-UB Readme:
This WeiDU mod takes the almost-but-not-quite-finished content that shipped with Black Isle's classic Planescape: Torment CRPG, and finishes and polishes it so you can actually see and enjoy the new content in your game. And as you shall soon see, there's quite a bit of it. Version 4.0 of this mod comes with no less than 18 full and non-trivial restorations.
Important: The current patch version of PST:EE (v3.1.3) contains a bug that resets content, such as stores or areas, when you enter the Modron Maze. To work around this issue, it is strongly recommended to download and install Generalized Biffing as the final mod in the mod list.
Note: The mod requires at least WeiDU v243 to be installed correctly. The Windows executable is already included in the mod's zip archive. Linux and macOS binaries can be downloaded here.
This mod is a continuation of Qwinn's original PS:T Unfinished Business, based on version 4.12. It has been completely overhauled and made compatible with Planescape Torment: Enhanced Edition in addition to classic Planescape: Torment.
The mod is available in English, French, German, Italian, Polish, Russian and Spanish.
Call for translation!
There are several lines and a readme in need of translation into the following languages: French, Italian, Polish, Russian and Spanish.
Please shoot me a PM (either here or over at SHS Forums) or post in this topic if you're interested.
Of course, more translations are always welcome! PST:EE is also available in Korean and, currently Steam-only, Czech.
From Qwinn's original PST-UB Readme:
This WeiDU mod takes the almost-but-not-quite-finished content that shipped with Black Isle's classic Planescape: Torment CRPG, and finishes and polishes it so you can actually see and enjoy the new content in your game. And as you shall soon see, there's quite a bit of it. Version 4.0 of this mod comes with no less than 18 full and non-trivial restorations.
Important: The current patch version of PST:EE (v3.1.3) contains a bug that resets content, such as stores or areas, when you enter the Modron Maze. To work around this issue, it is strongly recommended to download and install Generalized Biffing as the final mod in the mod list.
Note: The mod requires at least WeiDU v243 to be installed correctly. The Windows executable is already included in the mod's zip archive. Linux and macOS binaries can be downloaded here.
Available components
1. "All Recommended PS:T Unfinished Business Components"
A convenience option that install all components except "Expanded Deionarra's Truth Mod" and "Restored Item Cheats (Not Recommended)"
2. "Restored Able Ponder-Thought Research"
Completes a number of subjects Able Ponder-Thought will conduct research on.
3. "Restored More Morte Mortuary Moments"
Restores a bit of dialog for Morte in the Mortuary. Initial dialog is greatly expanded and more in line with the other conversations in the game. Morte will also trigger a couple more conversations, e.g. when approaching Dhaal's Book.
4. "Restored Candlestick Quest"
Restores a quest in the Buried Village.
5. "Restored Deionarra's Truth Conversations"
Restores several dialog options regarding Deionarra's fate which are in line with what the player can know at that point in the game. A more complete expansion can be installed by the component "Expanded Deionarra's Truth Mod" below.
6. "Restored Pendant of Yemeth Quest"
Restores a quest involving six actors over two different areas, mostly in or near the Smoldering Corpse Bar. To start it, talk to Ratbone in Ragpicker's Square.
7. "Restored Elyce & Company Quest"
Restores Elyce, her brother and her boyfriend to the game, and there is a small quest involved.
8. "Restored Curst Citizens"
Restores seven cool new Curst Citizens with interesting dialogs.
9. "Restored Curst Prisoners"
Adds 9 more prisoners with their own dialogs to the (originally very sparsely populated) Curst prison.
10. "Restored Carl Parfidor"
In the original game, you can hire someone to kill Carl Parfidor, but you can never actually meet him. Now you can!
11. "Restored Alley of Dangerous Angles Thugs"
Restores some dialogs and scripts, so that the thugs in the Alley are actually aware of events unfolding around them, will comment on them, and they will no longer be, down to the last man and woman, maniacally obsessed with your 10 copper piece toll.
12. "Restored Morte & Ingress's Teeth Banter"
Restores a very amusing (non-voiced) banter between yourself, Morte and Ingress's Teeth. Before Morte can use the teeth, you will need to use them with Morte nearby.
13. "Restored Items"
Restores the Fiend's Teeth, Spiked Gauntlets, Gauntlets of Rending, the Eye of Vecna, Devil's Due and the Chaos Feather.
14. "Restored Party Comments and Banters"
Restores 27 fully voiced flirts between Morte and female zombies, which can be enjoyed right at the beginning of the game. Also added are 15 new and entertaining fully voiced banters between various PC's, and a new comment by Grace. The component also restores a new soundtrack that is played in the Smoldering Corpse Bar during nighttime. Finally, talking with your party members will now play that character's theme music, including a new track for Morte. PST:EE note: For technical reasons the component does not restore individual NPC feedback when attempting to open locked doors and containers. The same applies to copying scrolls to the spellbook. It will restore a generic sound effect, however.
15. "Restored Mebbeth"
Restores two significant orphaned blocks of Mebbeth's dialog.
16. "Restored Lower Ward Encounters"
Restores 9 creatures to the main Lower Ward area, including Hailcin'n, a scarred and tattooed githzerai warrior who wanders in the same general area as Kii'na. Another 6 creatures are placed based on two unused dialog files, representing customers standing around Deran, the slave auctioneer. Another two characters, laborers working on some strange unidentified device, are restored near where Lenny hangs out. Finally, if you give Ki'ina information that causes her to leave the Lower Ward, she will now return about a week later so that you can enjoy the rest of her dialog that was previously inaccessible.
17. "Restored Bestiary Entries"
Restores descriptions for bestiary entries of Annah, Dak'kon, Dhall, Dustmen (both male and female), Grace, Ignus, Lothar, Nordom, Trias and Vhailor. It also adds a new alu-fiend entry for Vrischika, that has been improved to match the other bestiary images. Finally, the bestiary image of the TO will change from a shadowy figure to a glowing version after the Nameless One meets the creature in person.
18. "Restored Lothar's Abode"
Restores guard creatures and some minor treasure to Lothar's abode in the Lower Ward, which are found nowhere else in the game.
19. "Expanded Deionarra's Truth Mod"
This component is not included in "All Recommended PS:T Unfinished Business Components" because it contains a lot more new content than restored content. It adds a great deal of new content (including 180 new lines of dialogue) that will allow the player to find out her fate before it becomes too late to do anything about it. Once the new content has been played, about 30-40 more lines of original dialogue will become accessible.
20. "Restored Item Cheats (Not Recommended)"
This component is also not included in "All Recommended PS:T Unfinished Business Components". It makes two cheat items available to the player and restores their functions: the "Sword of Wh'ynn" - aka "The Cheater's Blade", and "The Tome o' Cheats". Note: PST:EE already comes with a powerful debug console that makes this component largely redundant.
A convenience option that install all components except "Expanded Deionarra's Truth Mod" and "Restored Item Cheats (Not Recommended)"
2. "Restored Able Ponder-Thought Research"
Completes a number of subjects Able Ponder-Thought will conduct research on.
3. "Restored More Morte Mortuary Moments"
Restores a bit of dialog for Morte in the Mortuary. Initial dialog is greatly expanded and more in line with the other conversations in the game. Morte will also trigger a couple more conversations, e.g. when approaching Dhaal's Book.
4. "Restored Candlestick Quest"
Restores a quest in the Buried Village.
5. "Restored Deionarra's Truth Conversations"
Restores several dialog options regarding Deionarra's fate which are in line with what the player can know at that point in the game. A more complete expansion can be installed by the component "Expanded Deionarra's Truth Mod" below.
6. "Restored Pendant of Yemeth Quest"
Restores a quest involving six actors over two different areas, mostly in or near the Smoldering Corpse Bar. To start it, talk to Ratbone in Ragpicker's Square.
7. "Restored Elyce & Company Quest"
Restores Elyce, her brother and her boyfriend to the game, and there is a small quest involved.
8. "Restored Curst Citizens"
Restores seven cool new Curst Citizens with interesting dialogs.
9. "Restored Curst Prisoners"
Adds 9 more prisoners with their own dialogs to the (originally very sparsely populated) Curst prison.
10. "Restored Carl Parfidor"
In the original game, you can hire someone to kill Carl Parfidor, but you can never actually meet him. Now you can!
11. "Restored Alley of Dangerous Angles Thugs"
Restores some dialogs and scripts, so that the thugs in the Alley are actually aware of events unfolding around them, will comment on them, and they will no longer be, down to the last man and woman, maniacally obsessed with your 10 copper piece toll.
12. "Restored Morte & Ingress's Teeth Banter"
Restores a very amusing (non-voiced) banter between yourself, Morte and Ingress's Teeth. Before Morte can use the teeth, you will need to use them with Morte nearby.
13. "Restored Items"
Restores the Fiend's Teeth, Spiked Gauntlets, Gauntlets of Rending, the Eye of Vecna, Devil's Due and the Chaos Feather.
14. "Restored Party Comments and Banters"
Restores 27 fully voiced flirts between Morte and female zombies, which can be enjoyed right at the beginning of the game. Also added are 15 new and entertaining fully voiced banters between various PC's, and a new comment by Grace. The component also restores a new soundtrack that is played in the Smoldering Corpse Bar during nighttime. Finally, talking with your party members will now play that character's theme music, including a new track for Morte. PST:EE note: For technical reasons the component does not restore individual NPC feedback when attempting to open locked doors and containers. The same applies to copying scrolls to the spellbook. It will restore a generic sound effect, however.
15. "Restored Mebbeth"
Restores two significant orphaned blocks of Mebbeth's dialog.
16. "Restored Lower Ward Encounters"
Restores 9 creatures to the main Lower Ward area, including Hailcin'n, a scarred and tattooed githzerai warrior who wanders in the same general area as Kii'na. Another 6 creatures are placed based on two unused dialog files, representing customers standing around Deran, the slave auctioneer. Another two characters, laborers working on some strange unidentified device, are restored near where Lenny hangs out. Finally, if you give Ki'ina information that causes her to leave the Lower Ward, she will now return about a week later so that you can enjoy the rest of her dialog that was previously inaccessible.
17. "Restored Bestiary Entries"
Restores descriptions for bestiary entries of Annah, Dak'kon, Dhall, Dustmen (both male and female), Grace, Ignus, Lothar, Nordom, Trias and Vhailor. It also adds a new alu-fiend entry for Vrischika, that has been improved to match the other bestiary images. Finally, the bestiary image of the TO will change from a shadowy figure to a glowing version after the Nameless One meets the creature in person.
18. "Restored Lothar's Abode"
Restores guard creatures and some minor treasure to Lothar's abode in the Lower Ward, which are found nowhere else in the game.
19. "Expanded Deionarra's Truth Mod"
This component is not included in "All Recommended PS:T Unfinished Business Components" because it contains a lot more new content than restored content. It adds a great deal of new content (including 180 new lines of dialogue) that will allow the player to find out her fate before it becomes too late to do anything about it. Once the new content has been played, about 30-40 more lines of original dialogue will become accessible.
20. "Restored Item Cheats (Not Recommended)"
This component is also not included in "All Recommended PS:T Unfinished Business Components". It makes two cheat items available to the player and restores their functions: the "Sword of Wh'ynn" - aka "The Cheater's Blade", and "The Tome o' Cheats". Note: PST:EE already comes with a powerful debug console that makes this component largely redundant.
Screenshots
Morte's extended introduction dialog:
![]()
Morte's pick-up lines for female zombies:
![]()
Vrischika's bestiary entry:
![]()

Morte's pick-up lines for female zombies:

Vrischika's bestiary entry:

↧
TeamBG Community Updates
This topic will keep you updated on our mods and other news. The mod updates in this topic are for the non-BG:EE mods so there will be no confusion. Any BG:EE mods released by TeamBG will have its own topic. TeamBGCoM is a combination of the oldest Infinity Engine modding communities, TeamBG and the Chosen of Mystra.
Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE, BG2EE. We have a large source of tutorials on how to mod and modding tools!
We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE, BG2EE mods to us. Free area on the message board and space to download your mod.
Mods listed below that are for or work with BG2:EE:
Tweaks
Drizzt & Friends Rework: http://www.baldursgatemods.com/forums/index.php?topic=8093.0
Item & Store mods
TeamBG's BG2:EE Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=8092.0
TeamBG's BG2:EE Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=8091.0
Expansion mods
Encounters: http://www.baldursgatemods.com/forums/index.php?board=22.0
Freedom's Reign/Reign of Virtue: http://www.baldursgatemods.com/forums/index.php?board=105.0
The Undying 2.50: http://www.baldursgatemods.com/forums/index.php?board=36.0
NPC mods
Alora: http://www.baldursgatemods.com/forums/index.php?board=13.0
Kindrek: http://www.baldursgatemods.com/forums/index.php?board=15.0
Petsy: http://www.baldursgatemods.com/forums/index.php?board=129.0
Saerileth: http://www.baldursgatemods.com/forums/index.php?board=16.0
Tsujatha Melalor: http://www.baldursgatemods.com/forums/index.php?board=17.0
Vampire Tales: http://www.baldursgatemods.com/forums/index.php?board=92.0
Yasraena: http://www.baldursgatemods.com/forums/index.php?board=18.0
Yoshimo Romance: http://www.baldursgatemods.com/forums/index.php?board=99.0
Mods listed below that are for or work with BG:EE:
Deidre and Joluv in BG:EE: http://www.baldursgatemods.com/forums/index.php?topic=7815.0
Drizzt Rework: http://www.baldursgatemods.com/forums/index.php?topic=7809.0
Level 40 Rule Set/High Level Abilities: http://www.baldursgatemods.com/forums/index.php?topic=7796.0
TeamBG's Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=7806.0
TeamBG's Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=7868.0
Dark Horizons http://www.baldursgatemods.com/forums/index.php?board=101.0
Dark Side of the Sword Coast [Open BETA] http://www.baldursgatemods.com/forums/index.php?board=146.0
Mods listed below that are being worked on to be compatible with BG:EE:
Mods listed below that are being worked on to be compatible with BG2:EE:
The Undying Version 3.0: http://www.baldursgatemods.com/forums/index.php?board=36.0
Our mod list: http://www.baldursgatemods.com/forums/index.php?topic=117.0
TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG & Mod News http://www.teambg.org/ Get the latest news on mod releases
http://teambg.info/ A site that takes you back into the history of IE modding.
Remember, we will be happy to host mods or custom files for the BG and IWD games.
Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE, BG2EE. We have a large source of tutorials on how to mod and modding tools!
We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE, BG2EE mods to us. Free area on the message board and space to download your mod.
Mods listed below that are for or work with BG2:EE:
Tweaks
Drizzt & Friends Rework: http://www.baldursgatemods.com/forums/index.php?topic=8093.0
Item & Store mods
TeamBG's BG2:EE Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=8092.0
TeamBG's BG2:EE Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=8091.0
Expansion mods
Encounters: http://www.baldursgatemods.com/forums/index.php?board=22.0
Freedom's Reign/Reign of Virtue: http://www.baldursgatemods.com/forums/index.php?board=105.0
The Undying 2.50: http://www.baldursgatemods.com/forums/index.php?board=36.0
NPC mods
Alora: http://www.baldursgatemods.com/forums/index.php?board=13.0
Kindrek: http://www.baldursgatemods.com/forums/index.php?board=15.0
Petsy: http://www.baldursgatemods.com/forums/index.php?board=129.0
Saerileth: http://www.baldursgatemods.com/forums/index.php?board=16.0
Tsujatha Melalor: http://www.baldursgatemods.com/forums/index.php?board=17.0
Vampire Tales: http://www.baldursgatemods.com/forums/index.php?board=92.0
Yasraena: http://www.baldursgatemods.com/forums/index.php?board=18.0
Yoshimo Romance: http://www.baldursgatemods.com/forums/index.php?board=99.0
Mods listed below that are for or work with BG:EE:
Deidre and Joluv in BG:EE: http://www.baldursgatemods.com/forums/index.php?topic=7815.0
Drizzt Rework: http://www.baldursgatemods.com/forums/index.php?topic=7809.0
Level 40 Rule Set/High Level Abilities: http://www.baldursgatemods.com/forums/index.php?topic=7796.0
TeamBG's Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=7806.0
TeamBG's Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=7868.0
Dark Horizons http://www.baldursgatemods.com/forums/index.php?board=101.0
Dark Side of the Sword Coast [Open BETA] http://www.baldursgatemods.com/forums/index.php?board=146.0
Mods listed below that are being worked on to be compatible with BG:EE:
Mods listed below that are being worked on to be compatible with BG2:EE:
The Undying Version 3.0: http://www.baldursgatemods.com/forums/index.php?board=36.0
Our mod list: http://www.baldursgatemods.com/forums/index.php?topic=117.0
TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG & Mod News http://www.teambg.org/ Get the latest news on mod releases
http://teambg.info/ A site that takes you back into the history of IE modding.
Remember, we will be happy to host mods or custom files for the BG and IWD games.
↧
↧
[MOD] Sarevok Animation Patch
This mod simply patches up the empty animations (two-handed attacks, dual-wielding attacks, spellcasting) for Sarevok's model. No new animations are added - all missing animations are filled in with appropriate existing ones. This mod is only really useful if planning to use the animation for a PC or spellcasting character, as the vanilla Sarevok will never need these animations. However, this might be a useful resource for anyone who wants to use the awesome Sarevok model.
BUGS
While casting spells, Sarevok's model will occasionally face slightly in the wrong direction. It's fairly minor and doesn't happen often.
A preview of the patched casting animation:
![]()
BUGS
While casting spells, Sarevok's model will occasionally face slightly in the wrong direction. It's fairly minor and doesn't happen often.
A preview of the patched casting animation:

↧
[MOD] [BETA] Monastic Orders of Faerun
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.
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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[MOD] Dragonspear UI++ (v2.14)
Dragonspear UI++
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
- 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
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Permanent Improved Alacrity?
So I was wondering, is it possible to give a character a permanent improved alacrity effect without using NI? With EEkeeper perhaps?
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↧
Eve of War [Work in progress]
Eve of War
- Contains 12 new quests, new approaches and outcomes for existing quests,1 new area, and three new NPCs.
- Removes many existing main plot restrictions:
Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own).
Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.
Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences.
Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.
Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes.
If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.
- Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook.
- Incorporates unused files and dialogues from the original game.
- Variables created in this mod will be used in A Journey's End (its successor mod in BG2EE). I haven't worked out all the details on this yet though.
- The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem.
This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow
Friendly Arm Inn
- On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.
- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).
Beregost
- Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.
- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.
- Adds a watch to the streets of Beregost (this occurs starting in Chapter 3).
- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).
- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.
- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and
soldiers)
- An Acolyte of Lathander is now serving the temple (instead of Kelddath).
- A head smithy is now serving the smithy (instead of Taerom)
- The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.
- Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented)
High Hedge
- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.
South of High Hedge
- You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region.
South South of High Hedge
- On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!
Nashkel
- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).
-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.
- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.
- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).
- A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented)
- The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.
- In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented)
Carnival and Nashkel Mines
- The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).
Archaeological Site/Brage Area
- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.
Gullykin
- Gullykin is now a wild magic area. This is where you can find Yeorg.
Firewine Bridge
- The Firewine Bridge is now a wild magic area.
Firewine Ruins
- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
Bandit Camp
- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.
- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.
- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.
- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.
- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.
Cloakwood Forest
- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.
- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate.
- There are additional dialogue options for druid and avenger characters.
Ice Island
- The Ice Island now has remorhaz that appear instead of ankhegs.
Werewolf Island
- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.
Baldur's Gate (the city)
- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented)
- A temple dedicated to Mask now exists in the thieves guild. (not yet implemented)
- The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented)
- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented)
- 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented)
- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.
- The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented)
- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.
Final Battle
- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released.
- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.
Quests
- Contains 12 new quests.
Some mundane ones
- You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch.
- You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch.
- There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi.
- Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)
And some larger ones
- You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains.
- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress)
- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented)
Yeorg - an evil Dragon Disciple NPC.
Who is Yeorg
Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.
Yeorg, Dragon Disciple (level 4)
Human
Neutral Evil
STR: 16
DEX: 9
CON: 15
INT: 15
WIS: 16
CHR: 15
Total = 86
Starting HP: 24 hp (which includes the constitution bonus)
Innate abilities:
Dragon Disciple abilities.
Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon.
His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north.
When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business.
Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)
Stats
Strength, Dexterity, Constitution
Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility.
Intelligence and Wisdom
As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.
Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).
Alignment
Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer.
Starting Location: AR4013 (a small hut in the north-east part of Gullykin)
Reason for his presence in Gullykin
He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty.
Spells:
Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher
Daran Highhammer (Siege of Dragonspear only)
(Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.)
Class: Fighter/Thief
Kit: Vermin Slayer
Alignment: Neutral Good
STR: 18/10
DEX: 17
CON: 14
INT: 11
WIS: 9
CHR: 11
Proficiencies:
Short Sword: **
Crossbow: **
Short Bow: *
Single Weapon Style: *
Thief Skills
His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else.
Kit: Vermin Slayer
VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons.
Bonus
- It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups.
- It gives +5 to Find Traps, Hide in Shadows, and Move Silently
Penalty
- 10 to Pick Pockets
Restrictions
- Only accessible by Daran Highhammer
Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar.
Where you find him:
You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault.
Characterization:
He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired.
Storyline (BGEE)
Chapter 1
Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.
Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members.
Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter.
Chapter 2
The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms.
Chapter 3
The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments.
Concerned over word that the Zhentarim are behind many of the issues plaguing the region the Council of Six has agreed to send additional troops to reinforce the compliment guarding Nashkel. Progress in getting troops to Nashkel has been decidedly slow however, with much of the difficulty resting on moving across the inhospitable Cloudpeak Mountains. With news of more troops entering town shortly the town merchants have grown concerned about becoming overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears.
Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.
Chapter 4:
With rumours swirling in both cities tensions continue to rise between Baldur's Gate and Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a growing concern over if the situation has been adequately handled.
Due to its inability to address the bandit problem, as well as its concerns over the influence of the Zhentarim in the city, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle internal problems. Word of the Zhentarim operating secretly in Baldur's Gate has only bolstered their concern over how truly independent the Grand Dukes of Baldur's Gate really are.
Chapter 5
Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire.
The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers.
Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):
In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.
Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.
Chapter 7
As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation. News of Eltan's sickness has only served to confirm their suspicions.
It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod, as well as A Journey's End (its successor mod for BG2EE).
Storyline (Siege of Dragonspear)
Chapter 7
You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn.
Chapter 9
As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.
Highlights
- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits.- Contains 12 new quests, new approaches and outcomes for existing quests,1 new area, and three new NPCs.
- Removes many existing main plot restrictions:
Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own).
Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.
Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences.
Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.
Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes.
If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.
- Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook.
- Incorporates unused files and dialogues from the original game.
- Variables created in this mod will be used in A Journey's End (its successor mod in BG2EE). I haven't worked out all the details on this yet though.
- The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem.
This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow
Friendly Arm Inn
- On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.
- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).
Beregost
- Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.
- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.
- Adds a watch to the streets of Beregost (this occurs starting in Chapter 3).
- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).
- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.
- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and
soldiers)
- An Acolyte of Lathander is now serving the temple (instead of Kelddath).
- A head smithy is now serving the smithy (instead of Taerom)
- The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.
- Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented)
High Hedge
- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.
South of High Hedge
- You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region.
South South of High Hedge
- On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!
Nashkel
- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).
-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.
- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.
- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).
- A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented)
- The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.
- In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented)
Carnival and Nashkel Mines
- The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).
Archaeological Site/Brage Area
- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.
Gullykin
- Gullykin is now a wild magic area. This is where you can find Yeorg.
Firewine Bridge
- The Firewine Bridge is now a wild magic area.
Firewine Ruins
- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
The wardstone is found in the inventory of a junk dealer in Baldur's Gate
Bandit Camp
- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.
- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.
- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.
- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.
- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.
Cloakwood Forest
- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.
- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate.
- There are additional dialogue options for druid and avenger characters.
Ice Island
- The Ice Island now has remorhaz that appear instead of ankhegs.
Werewolf Island
- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.
Baldur's Gate (the city)
- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented)
- A temple dedicated to Mask now exists in the thieves guild. (not yet implemented)
- The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented)
- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented)
- 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented)
- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.
- The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented)
- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.
Final Battle
- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released.
- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.
Quests
- Contains 12 new quests.
Some mundane ones
- You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch.
- You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch.
- There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi.
- Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)
And some larger ones
- You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains.
- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress)
- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented)
Yeorg - an evil Dragon Disciple NPC.
Who is Yeorg
Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.
Yeorg, Dragon Disciple (level 4)
Human
Neutral Evil
STR: 16
DEX: 9
CON: 15
INT: 15
WIS: 16
CHR: 15
Total = 86
Starting HP: 24 hp (which includes the constitution bonus)
Innate abilities:
Dragon Disciple abilities.
Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon.
His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north.
When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business.
Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)
Stats
Strength, Dexterity, Constitution
Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility.
Intelligence and Wisdom
As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.
Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).
Alignment
Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer.
Starting Location: AR4013 (a small hut in the north-east part of Gullykin)
Reason for his presence in Gullykin
He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty.
As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).
Spells:
Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher
Daran Highhammer (Siege of Dragonspear only)
(Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.)
Class: Fighter/Thief
Kit: Vermin Slayer
Alignment: Neutral Good
STR: 18/10
DEX: 17
CON: 14
INT: 11
WIS: 9
CHR: 11
Proficiencies:
Short Sword: **
Crossbow: **
Short Bow: *
Single Weapon Style: *
Thief Skills
His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else.
Kit: Vermin Slayer
VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons.
Bonus
- It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups.
- It gives +5 to Find Traps, Hide in Shadows, and Move Silently
Penalty
- 10 to Pick Pockets
Restrictions
- Only accessible by Daran Highhammer
Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar.
Where you find him:
You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault.
Characterization:
He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired.
Storyline (BGEE)
Chapter 1
Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.
Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members.
Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter.
Chapter 2
The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms.
Chapter 3
The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments.
Concerned over word that the Zhentarim are behind many of the issues plaguing the region the Council of Six has agreed to send additional troops to reinforce the compliment guarding Nashkel. Progress in getting troops to Nashkel has been decidedly slow however, with much of the difficulty resting on moving across the inhospitable Cloudpeak Mountains. With news of more troops entering town shortly the town merchants have grown concerned about becoming overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears.
Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.
Chapter 4:
With rumours swirling in both cities tensions continue to rise between Baldur's Gate and Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a growing concern over if the situation has been adequately handled.
Due to its inability to address the bandit problem, as well as its concerns over the influence of the Zhentarim in the city, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle internal problems. Word of the Zhentarim operating secretly in Baldur's Gate has only bolstered their concern over how truly independent the Grand Dukes of Baldur's Gate really are.
Chapter 5
Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire.
The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers.
Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):
In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.
Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.
Chapter 7
As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation. News of Eltan's sickness has only served to confirm their suspicions.
It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod, as well as A Journey's End (its successor mod for BG2EE).
Storyline (Siege of Dragonspear)
Chapter 7
You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn.
Chapter 9
As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.
Will be released after the release of Siege of Dragonspear
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Help/Advice for Weapon Style Modding
I’ve begun working on a mod which edits the Weapon Styles within the EE games, to go along with my suite of 3.5 edition tweak mods, the purpose of which is to make minor tweaks which replicate several balance changes introduced in 3.5 edition and pathfinder; this latest mod, as its name implies, deals with the weapon styles in the proficiency screen.
I’ve come here to ask for some advice from some more experienced modders. Despite having made a few mods, I’m still quite an amateur with weidu.
Here is the mod, as is.
Now, I’ve finished the base aspect of the mod (which seems to be the simplest part), in which the STYLBONU file is replaced, and the “Weapon Style” strings for the descriptions have been updated (which I’ve made compatible with BG1EE, BG2EE, and IWDEE). This all seems to work fine at the moment, though please do notify me if any of my coding so far shows a problem, or if I approached it in an inefficient way. But what I require help with is several other parts I need to add to the mod, whose method of creation eludes me at this current moment.
First, I need to make a weidu code that will easily edit the existing WEAPPROF (where the number of proficiency selection and limit per class is set), rather than simply overwrite it with a pre-made file, in order to account for new kits added by other mods.
Here is what I need to accomplish through weidu: I need to change all “3”s in the “2WEAPON” row into “2”s; I need to make all Thieves, Bards, their various kits, and multi-classes have “2”s in their “2WEAPON” and “SINGLEWEAPON” rows; and I need all mages, sorcerers, and their respective kits to have “1”s in their “SINGLEWEAPON” and “2HANDED” rows.
Second, I want to make it so all Quaterstaves can no longer backstab (so there are no longer any two-handed weapons that can backstab), but I could not discover what determines whether a weapon can backstab within the files. Is it determined within the .itm files or somewhere else, and then how should I code that change.
Third, I want to add a passive modifier to all Rangers, given at the first level, that improves offhand thac0 by -2. Now, I know how to create this ability, and add it to the Ranger clabs manually. But how can I program it in weidu so that the mod will always add this ability (I assume through a new row in the clab) to each and every Ranger, kit, and ranger-multiclass that it detects in the current game? Again, so as to account for new Ranger kits added by mods.
As always, thank you for your time.
I’ve come here to ask for some advice from some more experienced modders. Despite having made a few mods, I’m still quite an amateur with weidu.
Here is the mod, as is.
Now, I’ve finished the base aspect of the mod (which seems to be the simplest part), in which the STYLBONU file is replaced, and the “Weapon Style” strings for the descriptions have been updated (which I’ve made compatible with BG1EE, BG2EE, and IWDEE). This all seems to work fine at the moment, though please do notify me if any of my coding so far shows a problem, or if I approached it in an inefficient way. But what I require help with is several other parts I need to add to the mod, whose method of creation eludes me at this current moment.
First, I need to make a weidu code that will easily edit the existing WEAPPROF (where the number of proficiency selection and limit per class is set), rather than simply overwrite it with a pre-made file, in order to account for new kits added by other mods.
Here is what I need to accomplish through weidu: I need to change all “3”s in the “2WEAPON” row into “2”s; I need to make all Thieves, Bards, their various kits, and multi-classes have “2”s in their “2WEAPON” and “SINGLEWEAPON” rows; and I need all mages, sorcerers, and their respective kits to have “1”s in their “SINGLEWEAPON” and “2HANDED” rows.
Second, I want to make it so all Quaterstaves can no longer backstab (so there are no longer any two-handed weapons that can backstab), but I could not discover what determines whether a weapon can backstab within the files. Is it determined within the .itm files or somewhere else, and then how should I code that change.
Third, I want to add a passive modifier to all Rangers, given at the first level, that improves offhand thac0 by -2. Now, I know how to create this ability, and add it to the Ranger clabs manually. But how can I program it in weidu so that the mod will always add this ability (I assume through a new row in the clab) to each and every Ranger, kit, and ranger-multiclass that it detects in the current game? Again, so as to account for new Ranger kits added by mods.
As always, thank you for your time.
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BGII:EE Android Tweaks
This might already be answered elsewhere on the site but I can't seem to find a straight answer wherever I go. Info on the game on androids is vague at best.
Are mods able to be used on Android? I just want the tweak pack, but it looks like the pack itself has been discontinued and is only available in another mod. Everything I find is not compatible with android.
Secondly, are cheats/use of the console not available for android? I'm seeing conflicting answers, but following the instructions of other players it's been successful for hasn't led it to work for me. Editing the .ini, using hackers keyboard app and still not successful.
Before I spend another day or two searching, can someone be able to give details on whether or not these options are even possible on android?
Thanks in advance
Are mods able to be used on Android? I just want the tweak pack, but it looks like the pack itself has been discontinued and is only available in another mod. Everything I find is not compatible with android.
Secondly, are cheats/use of the console not available for android? I'm seeing conflicting answers, but following the instructions of other players it's been successful for hasn't led it to work for me. Editing the .ini, using hackers keyboard app and still not successful.
Before I spend another day or two searching, can someone be able to give details on whether or not these options are even possible on android?
Thanks in advance
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Book of Legal Possibilities (Preparation for SoD)
I started a new game and I was running out of time before SoD release! So, I had the idea of creating a mod that would allow me to summon any NPC in the game and get the items I could legally obtain if I completed a full playthrough. With this mod you'll then be able to form a fully equipped and SoD ready party.
So, how does it work? First, download latest release on GitHub and extract its contents:
- If you have the Steam version of BG:EE, in : 'C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition'
- If you have the Beamdog version of BG:EE, in : 'C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766'
Then, install the mod by double-clicking the 'setup-abel_bookoflegalpossibilities_mod.exe' file.
When you're in game, you need to create the book by opening the console (to enable it, check this thread; then open it with CTRL + SPACE) and by typing in: 'C:CreateItem("BLBOOK01")'. The item will appear in your inventory and you can assign it to a quickslot.
Upon use, a dialog will trigger and offer the options I mentioned first.
Warning: this mod lets you recruit NPCs directly by bypassing their original first lines of dialog. This is necessary for several reasons. The drawback is that it may prevent certain variables from being set normally. So, use this in a normal BGEE campaign at your own risks!
Additional notes: unfortunately, I wasn't able to set the items price to 0 (it's 1). So depending on your current gold, you may have to create some ('C:AddGold(999)').
I did my best to create an accurate list of the items you can get and their quantities. But, I'm not sure about the exactitude of it all. You can help me improve the list by reporting any mistake (I included a complete list in the spoiler below).
Especially regarding spell scrolls which I added liberally (2 per spell) not knowing about their presence or absence (but for the most patent ones).
Only magical items were included. There are a few exceptions (armors).
I also had to decide what to do for consummables, projectiles and wands. I decided to add a stack of 8 potions, 80 ammos per type and 8 charges per wand.
That's it! Enjoy!
To do list:
- remove Branwen petrification
![0dpk192w1mn4.jpg]()
![y3demtd23wbr.jpg]()
So, how does it work? First, download latest release on GitHub and extract its contents:
- If you have the Steam version of BG:EE, in : 'C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition'
- If you have the Beamdog version of BG:EE, in : 'C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766'
Then, install the mod by double-clicking the 'setup-abel_bookoflegalpossibilities_mod.exe' file.
When you're in game, you need to create the book by opening the console (to enable it, check this thread; then open it with CTRL + SPACE) and by typing in: 'C:CreateItem("BLBOOK01")'. The item will appear in your inventory and you can assign it to a quickslot.
Upon use, a dialog will trigger and offer the options I mentioned first.
Warning: this mod lets you recruit NPCs directly by bypassing their original first lines of dialog. This is necessary for several reasons. The drawback is that it may prevent certain variables from being set normally. So, use this in a normal BGEE campaign at your own risks!
Additional notes: unfortunately, I wasn't able to set the items price to 0 (it's 1). So depending on your current gold, you may have to create some ('C:AddGold(999)').
I did my best to create an accurate list of the items you can get and their quantities. But, I'm not sure about the exactitude of it all. You can help me improve the list by reporting any mistake (I included a complete list in the spoiler below).
Especially regarding spell scrolls which I added liberally (2 per spell) not knowing about their presence or absence (but for the most patent ones).
Only magical items were included. There are a few exceptions (armors).
I also had to decide what to do for consummables, projectiles and wands. I decided to add a stack of 8 potions, 80 ammos per type and 8 charges per wand.
That's it! Enjoy!
To do list:
- remove Branwen petrification
Do you recognize these?

Feel free to 'buy' these special items... or not!

Evil party ready for SoD!

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[MOD] Verr'Sza NPC (for BGEE and SoD)
I prepared something for those who believed there are too little evil fighters for BGEE and SoD (well, it was mostly about SoD). So here is Verr'Sza, the evil rakshasa ranger (it has his own kit, as most hunter kits won't work for someone like him).
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Alignment: Chaotic Evil, Neutral Evil in SoD
Class: Ranger (Naztharune Ranger)
Race: Rakshasa
==> OVERVIEW
The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep.
The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way.
Note that the mod may include language considered blunt or inappropriate for kids.
Mod was designed to work on EE. Never tried it on Tutu or BGT.
Consider this an open beta. There may still be some bugs.
==> NUMBER OF TALKS:
original campaign:
The mod includes crossmod talks with Sirene, Aura, Drake and White.
NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him.
SHS alternative download

Alignment: Chaotic Evil, Neutral Evil in SoD
Class: Ranger (Naztharune Ranger)
Race: Rakshasa
==> OVERVIEW
The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep.
The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way.
Note that the mod may include language considered blunt or inappropriate for kids.
Mod was designed to work on EE. Never tried it on Tutu or BGT.
Consider this an open beta. There may still be some bugs.
==> NUMBER OF TALKS:
original campaign:
- ~15 non-romantic talks (5 timered / timer-related talks; 10 situational talks)
- ~11 romantic talks (mostly timered / timer-related talks)
- at least 1 banter talk with every NPC, including EE NPCs (Neera, Dorn, Rasaad, Baeloth)
- Some additional information and flirts available via the PIDs (player initiated dialogues)
- some interjections
- ~6 non-romantic talks (3 timered / timer-related talks; 3 situational talks)
- ~4 romantic talks (timered / timer-related talks / situational) + an "epilogue" talk
- additional romantic content available through a 3rd character (available in Bhaalspawn's camps; ~5 talks)
- Thrix the Profane reaction
- few "head string" talks with other NPCs
The mod includes crossmod talks with Sirene, Aura, Drake and White.
NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him.
SHS alternative download
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Dark side of the sword coast
Is this mod available for BG EE?
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[Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0
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.
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.
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Restricting Specialist's extra Spell Slots to Specialist's School Spells
This mod aims to implement proper spell slot restrictions for Specialist mages, forcing them to choose a spell from their school for their bonus spell slots.
Weidu should be able to install it so long as the section dealing with the Mage Spellbook hasn't already been altered. It uses REPLACE_TEXTUALLY for all its changes, if there is a better way I am open to suggestions.
The marker effects for this are applied to specialists at level 1 through the CLAB, so games already in progress will require force-casting a spell on existing specialists through the console. This marker effect will remain if the mod is uninstalled, but does nothing by itself and will not affect gameplay otherwise. This marker is a dummy sequencer, so the Sequencer Active portrait Icon will always be in effect, and it will show up as a blank line in the active Contingencies list.
It needs to be installed after any mods that add or alter Mage spells or creatures with specialist kits, so they can receive proper recognition.
ConsoleCast:
Only the 8 specialist mage kits will receive the marker, it will have no affect on others, including Wildmages and Mod-added kits. This effect will stack if used multiple times on the same creature.
Two install modes, each with option for 1 or 2 spell slot devotion:
- First option restricts slots even if none of a given school/level exist in game.
- Second does not restrict slots for a given school/level if none exist. This will give free spell selection for Schools(levels): Illusion(9), Transmutation(5, 8), Divination(7-9), and Enchantment(6-9) without modded added/altered spells. At present this option will only detect spell filenames SPWI[1-9][00-50].
Two optional components:
- First causes the extra spells slots from Edwin's Amulet to be treated the same way, requiring Conjuration Spells be put in them. The effect added to the Amulet can be added to anything, using "MSCHOOL#" as the resource, where # is the Spell School(as assigned to spells), forcing an extra slot of every spell level to go to that spell school.
- Second causes items that double spell slots(Evermemory) to also double forced specialist school slots.
Specialist School spells and slots are identified by colored background, specific to each school border:
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Manual Editing UI.Menu:
Comment out "INCLUDE ~%MOD_FOLDER%\UIMENU.tpa~" in the "SPECIALIST_BOOK.tp2" file, its the last line.
Replace these three functions:
and all of menu 'MAGE':
Replaced initial version with colored version.
Added option to exclude empty spell levels.
Fixed an issue updating CLAB's.
Weidu should be able to install it so long as the section dealing with the Mage Spellbook hasn't already been altered. It uses REPLACE_TEXTUALLY for all its changes, if there is a better way I am open to suggestions.
The marker effects for this are applied to specialists at level 1 through the CLAB, so games already in progress will require force-casting a spell on existing specialists through the console. This marker effect will remain if the mod is uninstalled, but does nothing by itself and will not affect gameplay otherwise. This marker is a dummy sequencer, so the Sequencer Active portrait Icon will always be in effect, and it will show up as a blank line in the active Contingencies list.
It needs to be installed after any mods that add or alter Mage spells or creatures with specialist kits, so they can receive proper recognition.
ConsoleCast:
C:Eval("ActionOverride(Myself,ReallyForceSpellRES(\"MSCHOOL\",Msyelf))")
Only the 8 specialist mage kits will receive the marker, it will have no affect on others, including Wildmages and Mod-added kits. This effect will stack if used multiple times on the same creature.
Two install modes, each with option for 1 or 2 spell slot devotion:
- First option restricts slots even if none of a given school/level exist in game.
- Second does not restrict slots for a given school/level if none exist. This will give free spell selection for Schools(levels): Illusion(9), Transmutation(5, 8), Divination(7-9), and Enchantment(6-9) without modded added/altered spells. At present this option will only detect spell filenames SPWI[1-9][00-50].
Two optional components:
- First causes the extra spells slots from Edwin's Amulet to be treated the same way, requiring Conjuration Spells be put in them. The effect added to the Amulet can be added to anything, using "MSCHOOL#" as the resource, where # is the Spell School(as assigned to spells), forcing an extra slot of every spell level to go to that spell school.
- Second causes items that double spell slots(Evermemory) to also double forced specialist school slots.
Specialist School spells and slots are identified by colored background, specific to each school border:


Manual Editing UI.Menu:
Comment out "INCLUDE ~%MOD_FOLDER%\UIMENU.tpa~" in the "SPECIALIST_BOOK.tp2" file, its the last line.
Replace these three functions:
function magePageInfo()
if bookMode == 0 then -- Regular
if characters[id].hasSorcererBook then
return t("SPELLS_CAN_CAST_LABEL") .. ": " .. characters[id].mageDetails[currentSpellLevel].slotsRemaining .. "/" .. characters[id].mageDetails[currentSpellLevel].maxMemorized
else
local num = 0
for k, v in pairs(specialistSlot) do
if v.resref ~= "NULL" then
num = num + 1
end
end
num = num + #bottomSpells
return t("MEMORIZED_LABEL") .. ": " .. num .. "/" .. characters[id].mageDetails[currentSpellLevel].maxMemorized
end
elseif bookMode == 1 then -- Sequencer/Contingency
return t("SPELLS_LABEL") .. " :" .. #bottomSpells .. "/" .. #bottomSpellsPlaceHolder
end
return ""
end
function refreshMageBook()
if currentSpellLevel == nil then
currentSpellLevel = 1
end
if bookMode == 0 then
if characters[id].hasMageBook then
bookSpells = characters[id].mageSpells[currentSpellLevel]
newBottomSpells = filterMemorizedMageSpells()
if showMageMemorizationFlash == true then
createMageMemorizationSparkle(0,0,36,36,"memorizedListMage", findFirstDifferenceInSpellList(bottomSpells, newBottomSpells))
showMageMemorizationFlash = false
end
bottomSpells = newBottomSpells
getSpecialistSlot()
local x,y,w,z = Infinity_GetArea('memorizedListMage') h = x - 72 newX = #specialistSlot * 36 - h
adjustItemGroup({'memorizedListMage', 'spellframeMageList', },newX,0,0,0)
bottomSpellsPlaceHolder = makeBlankTable(characters[id].mageDetails[currentSpellLevel].maxMemorized)
for index = 1, #currentSchool[currentSpellLevel], 1 do
table.remove (bottomSpellsPlaceHolder, 1)
end
else
bookSpells = characters[id].mageSpells[currentSpellLevel]
bottomSpells = {}
bottomSpellsPlaceHolder = {}
end
elseif bookMode == 1 then
bookSpells = filterContingencyMageSpells()
bottomSpells = sequencerSpells
bottomSpellsPlaceHolder = makeBlankTable(contingencyMaxSpells)
contingencyDescription = mageBookStrings[contingencyResRef].tip
end
end
function setMageBookLevel(num)
currentBookSpell = 0
currentSpellLevel = num
specialistBookFilter()
mageScreen:SetSpellLevel(num-1)
refreshMageBook()
end
and all of menu 'MAGE':
menu
{
name 'MAGE'
align center center
greyscale lua "mageBookEnabled == false"
modal lua "bookMode == 1"
onopen "
showMageMemorizationFlash = false
mgpage = nil
setMageBookLevel(1)
if showContingency then
Infinity_SetArea('bookListMage', nil, 374, nil, 200)
Infinity_SetArea('bookDescription', nil, 374, nil, 200)
else
Infinity_SetArea('bookListMage', nil, 174, nil, 400)
Infinity_SetArea('bookDescription', nil, 174, nil, 400)
end
if bookMode == 1 then
contingencyDescription = mageBookStrings[contingencyResRef].tip
end
currentContingencyCondition = 0
currentContingencyTarget = 0
currentAnimationID = 1
updateCounterMemorizationSparkles = 1
"
onclose "
"
button
{
enabled "CurrentlyInGame()"
on escape
action
"
--Return to world screen on escape
e:SelectEngine(worldScreen)
"
}
template
{
label
{
enabled "showMemorizationSparkle(instanceId)"
ignoreEvents
area 0 0 45 42
bam "FLASHBR"
usealpha lua "true"
frame lua "memorizationFlashes[instanceId][2]"
align center center
}
name "TEMPLATE_mageMemorizationSparkle"
}
label
{
area 0 0 864 710
mosaic "GUIMGB2"
}
label
{
area 82 10 700 44
text lua "mageBookTitle()"
text style "title"
}
label
{
area 210 59 446 30
text lua "mageBookAction()"
text style "label"
}
button
{
area 168 110 54 54
bam GUIPRTC
highlightgroup mgpage
sequence 0
enabled "maxMagePage > 0"
action "setMageBookLevel(1)"
}
button
{
area 227 110 54 54
bam GUIPRTC
highlightgroup mgpage
sequence 1
enabled "maxMagePage > 1"
action "setMageBookLevel(2)"
}
button
{
area 286 110 54 54
bam GUIPRTC
highlightgroup mgpage
sequence 2
enabled "maxMagePage > 2"
action "setMageBookLevel(3)"
}
button
{
area 345 110 54 54
bam GUIPRTC
highlightgroup mgpage
sequence 3
enabled "maxMagePage > 3"
action "setMageBookLevel(4)"
}
button
{
area 404 110 54 54
bam GUIPRTC
highlightgroup mgpage
sequence 4
enabled "maxMagePage > 4"
action "setMageBookLevel(5)"
}
button
{
area 464 110 54 54
bam GUIPRTC
highlightgroup mgpage
sequence 5
enabled "maxMagePage > 5"
action "setMageBookLevel(6)"
}
button
{
area 523 110 54 54
bam GUIPRTC
highlightgroup mgpage
sequence 6
enabled "maxMagePage > 6"
action "setMageBookLevel(7)"
}
button
{
area 583 110 54 54
bam GUIPRTC
highlightgroup mgpage
sequence 7
enabled "maxMagePage > 7"
action "setMageBookLevel(8)"
}
button
{
area 644 110 54 54
bam GUIPRTC
highlightgroup mgpage
sequence 8
enabled "maxMagePage > 8"
action "setMageBookLevel(9)"
}
list
{
column
{
width 15
label
{
area 0 0 -1 -1
bam lua "bookSpells[rowNumber].icon"
enabled "specialistIcon(0)"
align center center
}
label { area 2 2 36 36 icon lua "bookSpells[rowNumber].icon" greyscale lua "bookSpells[rowNumber].castable == 0"
enabled "specialistIcon('1')" progressbar 100 progressbar full 0 63 0 0 align center center }
label { area 2 2 36 36 icon lua "bookSpells[rowNumber].icon" greyscale lua "bookSpells[rowNumber].castable == 0"
enabled "specialistIcon('2')" progressbar 100 progressbar full 31 0 63 0 align center center }
label { area 2 2 36 36 icon lua "bookSpells[rowNumber].icon" greyscale lua "bookSpells[rowNumber].castable == 0"
enabled "specialistIcon('3')" progressbar 100 progressbar full 0 0 0 0 align center center }
label { area 2 2 36 36 icon lua "bookSpells[rowNumber].icon" greyscale lua "bookSpells[rowNumber].castable == 0"
enabled "specialistIcon('4')" progressbar 100 progressbar full 63 63 0 0 align center center }
label { area 2 2 36 36 icon lua "bookSpells[rowNumber].icon" greyscale lua "bookSpells[rowNumber].castable == 0"
enabled "specialistIcon('5')" progressbar 100 progressbar full 63 0 63 0 align center center }
label { area 2 2 36 36 icon lua "bookSpells[rowNumber].icon" greyscale lua "bookSpells[rowNumber].castable == 0"
enabled "specialistIcon('6')" progressbar 100 progressbar full 63 0 0 0 align center center }
label { area 2 2 36 36 icon lua "bookSpells[rowNumber].icon" greyscale lua "bookSpells[rowNumber].castable == 0"
enabled "specialistIcon('7')" progressbar 100 progressbar full 0 63 63 0 align center center }
label { area 2 2 36 36 icon lua "bookSpells[rowNumber].icon" greyscale lua "bookSpells[rowNumber].castable == 0"
enabled "specialistIcon('8')" progressbar 100 progressbar full 0 0 127 0 align center center }
}
column
{
width 85
label
{
area 0 0 -1 -1
text lua "Infinity_FetchString( bookSpells[rowNumber].name)"
text style "normal_parchment"
text align left center
}
}
area 94 174 316 400
name "bookListMage"
rowheight 40
table "bookSpells"
var currentBookSpell
scrollbar 'GUISCRC'
action
"
contingencyDescription = 0
if cellNumber == 1 then
if bookMode == 0 then
if #bottomSpells < #bottomSpellsPlaceHolder or SpecialistMemorize() then
createMageMemorizationSparkle(1, 0, 40, 40, 'bookListMage', -1)
Infinity_PlaySound('GAM_24')
showMageMemorizationFlash = true
mageScreen:MemorizeSpell( bookSpells[currentBookSpell].level, bookSpells[currentBookSpell].index )
end
elseif bookMode == 1 and #bottomSpells < #bottomSpellsPlaceHolder then
mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref )
end
end
if lastCurrentBookSpell == currentBookSpell and cellNumber == 2 then
currentBookSpell = 0
contingencyDescription = mageBookStrings[contingencyResRef].tip
end
lastCurrentBookSpell = currentBookSpell
"
actionalt
"
if cellNumber == 1 and bookMode == 0 and characters[id].hasSorcererBook == false then
popup2Button(24485, 'REMOVE_BUTTON', function() mageScreen:EraseKnownSpell(bookSpells[currentBookSpell].resref) end)
end
"
}
label
{
area 100 178 314 192
rectangle 1
rectangle opacity 200
enabled "showContingency"
}
label
{
area 104 182 310 48
enabled "showContingency"
text "CONDITION_NORMAL"
text style "normal"
}
list
{
column
{
width 100
label
{
area 10 0 -1 -1
text lua "Infinity_FetchString( contingencyConditions[rowNumber].strref)"
text style "normal"
text align left center
}
}
area 104 224 310 141
enabled "showContingency"
rowheight 40
table "contingencyConditions"
var currentContingencyCondition
scrollbar 'GUISCRC'
action
"
contingencyDescription = contingencyConditions[currentContingencyCondition].desc
"
}
label
{
area 452 176 322 193
rectangle 1
rectangle opacity 200
enabled "showContingency"
}
label
{
area 464 176 310 48
enabled "showContingency"
text "TARGET_NORMAL"
text style "normal"
}
list
{
column
{
width 100
label
{
area 10 0 -1 -1
text lua "Infinity_FetchString( contingencyTargets[rowNumber].strref)"
text style "normal"
text align left center
}
}
area 458 228 316 141
enabled "showContingency"
rowheight 40
table "contingencyTargets"
var currentContingencyTarget
scrollbar 'GUISCRC'
action
"
contingencyDescription = contingencyTargets[currentContingencyTarget].desc
"
}
text
{
name "bookDescription"
area 452 174 316 400
text lua "mageBookDescription()"
text style "normal_parchment"
scrollbar 'GUISCRC'
}
list
{
column
{
width 100
label
{
area 0 0 -1 -1
bam "SPELFRMS"
sequence 0
align center center
}
}
area 72 658 714 36
name "spellframeMageList"
enabled "#bottomSpellsPlaceHolder ~= 0 or bookMode == 1"
rowwidth 36
table "bottomSpellsPlaceHolder"
}
list
{
column
{
width 100
label { area 0 0 -1 -1 enabled "isSpecialist(rowNumber, '1')" progressbar 100 progressbar full 0 63 0 0 align center center }
label { area 0 0 -1 -1 enabled "isSpecialist(rowNumber, '2')" progressbar 100 progressbar full 31 0 63 0 align center center }
label { area 0 0 -1 -1 enabled "isSpecialist(rowNumber, '3')" progressbar 100 progressbar full 0 0 0 0 align center center }
label { area 0 0 -1 -1 enabled "isSpecialist(rowNumber, '4')" progressbar 100 progressbar full 63 63 0 0 align center center }
label { area 0 0 -1 -1 enabled "isSpecialist(rowNumber, '5')" progressbar 100 progressbar full 63 0 63 0 align center center }
label { area 0 0 -1 -1 enabled "isSpecialist(rowNumber, '6')" progressbar 100 progressbar full 63 0 0 0 align center center }
label { area 0 0 -1 -1 enabled "isSpecialist(rowNumber, '7')" progressbar 100 progressbar full 0 63 63 0 align center center }
label { area 0 0 -1 -1 enabled "isSpecialist(rowNumber, '8')" progressbar 100 progressbar full 0 0 127 0 align center center }
}
name "specframeListMage"
area 72 658 714 36
rowwidth 36
table "specialistSlot"
enabled "not isSpecialist(0, 0) and characters[id].mageDetails[currentSpellLevel].maxMemorized > 0"
}
list
{
column
{
width 100
button { area 0 0 -1 -1 bam lua "specialistSlot[rowNumber].icon" greyscale lua "specialistSlot[rowNumber].castable == 0" enabled "isSpecialist(rowNumber, '1')" align center center }
button { area 0 0 -1 -1 bam lua "specialistSlot[rowNumber].icon" greyscale lua "specialistSlot[rowNumber].castable == 0" enabled "isSpecialist(rowNumber, '2')" align center center }
button { area 0 0 -1 -1 bam lua "specialistSlot[rowNumber].icon" greyscale lua "specialistSlot[rowNumber].castable == 0" enabled "isSpecialist(rowNumber, '3')" align center center }
button { area 0 0 -1 -1 bam lua "specialistSlot[rowNumber].icon" greyscale lua "specialistSlot[rowNumber].castable == 0" enabled "isSpecialist(rowNumber, '4')" align center center }
button { area 0 0 -1 -1 bam lua "specialistSlot[rowNumber].icon" greyscale lua "specialistSlot[rowNumber].castable == 0" enabled "isSpecialist(rowNumber, '5')" align center center }
button { area 0 0 -1 -1 bam lua "specialistSlot[rowNumber].icon" greyscale lua "specialistSlot[rowNumber].castable == 0" enabled "isSpecialist(rowNumber, '6')" align center center }
button { area 0 0 -1 -1 bam lua "specialistSlot[rowNumber].icon" greyscale lua "specialistSlot[rowNumber].castable == 0" enabled "isSpecialist(rowNumber, '7')" align center center }
button { area 0 0 -1 -1 bam lua "specialistSlot[rowNumber].icon" greyscale lua "specialistSlot[rowNumber].castable == 0" enabled "isSpecialist(rowNumber, '8')" align center center }
}
name "specialistListMage"
area 72 658 714 36
enabled "not isSpecialist(0, 0) and characters[id].mageDetails[currentSpellLevel].maxMemorized > 0"
rowwidth 36
table "specialistSlot"
var currentBottomSpell
clickable lua "specialistSlot[rowNumber].resref ~= 'NULL'"
action "actionSpecMemorize(currentBottomSpell)"
}
list
{
column
{
width 100
label
{
area 0 0 -1 -1
bam lua "bottomSpells[rowNumber].icon"
align center center
greyscale lua "bottomSpells[rowNumber].castable == 0"
}
}
area 72 658 718 36
name "memorizedListMage"
enabled "#bottomSpells ~= 0"
rowwidth 36
table "bottomSpells"
var currentBottomSpell
action
"
if bookMode == 0 then
showMageMemorizationFlash = false
mageScreen:UnmemorizeSpell( bottomSpells[currentBottomSpell].level, bottomSpells[currentBottomSpell].memorizedIndex )
Infinity_PlaySound('GAM_44')
elseif bookMode == 1 then
mageScreen:UnSequenceSpell( bottomSpells[currentBottomSpell].resref )
table.remove(sequencerSpells, currentBottomSpell)
bottomSpells = sequencerSpells
currentBottomSpell = 0
end
"
}
label
{
area 282 594 300 40
text lua "magePageInfo()"
text style "label"
rectangle 0
}
button
{
area 582 594 230 44
enabled "bookMode == 0 and (#characters[id].contingencySpells > 0 or #characters[id].sequencerSpells > 0)"
bam GUIBUTMT
text "CONTINGENCY_BUTTON"
text style "button"
action "Infinity_PushMenu('MAGE_CONTINGENCY')"
}
button
{
area 52 594 230 44
bam GUIBUTMT
enabled "bookMode == 1 or characters[id].hasMageBook"
clickable lua "SpecialistMemorize() and currentBookSpell ~= 0"
text "MEMORIZE_BUTTON"
text style "button"
action
"
if bookMode == 0 then
createMageMemorizationSparkle(1, 0, 40, 40, 'bookListMage', -1)
showMageMemorizationFlash = true
mageScreen:MemorizeSpell( characters[id].mageSpells[currentSpellLevel][currentBookSpell].level, characters[id].mageSpells[currentSpellLevel][currentBookSpell].index )
elseif bookMode == 1 then
mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref )
end
"
}
button
{
area 582 594 230 44
enabled "bookMode == 1"
bam GUIBUTMT
text lua "contingencyDoneButtonText()"
text style "button"
action
"
if contingencyComplete() then
mageScreen:DoneSequencingSpells()
else
mageScreen:CancelSequencingSpells()
end
e:SelectEngine(worldScreen)
"
}
}
Replaced initial version with colored version.
Added option to exclude empty spell levels.
Fixed an issue updating CLAB's.
↧
↧
Let's talk about making Icewind Dale II - Unfinished Business
1) What unused areas could exist in the data?
2) Any broken quest lines?
3) Broken characters?
4) Lost spells?
5) Lost items?
6) Lost creatures?
Far as I know there is no UB for IWD2 yet, and I'm wondering could possibly be in the data, someone on SHS referenced there is unused areas a decade ago, but I don't know how accurate that statement is. Also if for some reason Beamdog does decide to enhance it (which I don't think it is likely) then anything listed here by the community would be very beneficial.
EDIT:
Looks like I was wrong, there is this modification done by Almateria called IWD2 Fixpack, but could be anything more left to fix in Icewind Dale 2 besides what she found? Anything the modding community missed?
2) Any broken quest lines?
3) Broken characters?
4) Lost spells?
5) Lost items?
6) Lost creatures?
EDIT:
Looks like I was wrong, there is this modification done by Almateria called IWD2 Fixpack, but could be anything more left to fix in Icewind Dale 2 besides what she found? Anything the modding community missed?
↧
[HOW TO] Install mods on iOS devices (NO Jailbreak)
WARNING: the following procedure requires a Mac/PC with iTunes v12.6.3 installed!
- Take your computer and download the .ipa file of BG:EE/BG2:EE/IWD:EE/PST:EE. For example, on a Mac:launch iTunes -> account -> sign in with your Apple ID -> account -> purchased -> not in my library -> download BG:EE/BG2:EE/IWD:EE/PST:EE
- Locate that file. For example, on a Mac:/Users/"Username"/Music/iTunes/Previous iTunes Libraries/iTunes Media/Mobile Applications
- Rename that .ipa extension to .zip, and then unzip the app. You will have a folder with the app inside it. You can get to the game folder (where chitin.key is) and from there install weidu mods normally. For example, on a Mac:Baldur's Gate 2.4.71 -> Payload -> right-click on Baldur's Gate -> Show Package Contents
- At this point you should have a bunch of modded game files, including an override folder and a modified version of dialog.tlk.
- Zip (no compression) all the files contained in the override folder; for example -> mod.zip. You can alternatively zip (no compression) the whole override folder.
- Rename the archive to: mod.bg1/bg2/iwd/pstoverride. Alternatively, rename the override to: override.bg1/bg2/iwd/pstdata.
- E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
- Take your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE should show up. Tap on it.
- The app will launch. This operation may take some time depending on the size of your /override folder.
- Take again your Mac/PC. If you only play the game in English, copy the /lang folder, delete every subfolder except /en_US and then zip (no compression) the /lang folder copy -> lang.zip; if you play the game in another language, you will delete every subfolder except the one related to your language.
- Rename it to: lang.bg1/bg2/iwd/pstdata.
- E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
- Take again your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE should show up. Tap on it.
- The app will open and may be unresponsive for some time depending on the size of your /lang folder.
- Restart the app for changes to take effect.
- Enjoy!!!
A special note about UI mods
If you wanna use UI mods, you need this tool (courtesy of @argent77 ) -> https://us.v-cdn.net/5019558/uploads/editor/mv/dco8s0doeeg6.7z
It's a PVRZ conversion mod (iOS uses the "PVRTC 4bpp RGBA" texture format) and it should be installed after all your other mods or at the very least after every mod that installs PVRZ files.
NOTE: unfortunately, the utility linked above doesn't seem to work on MacOS

Frequently Asked Questions
Q: What can be installed?
A: Almost everything. Mods that add or update areas may not work.
Q: Do I have to load the Xxxx.bg1/bg2/iwd/pstoverride file first, quit the app, then load the lang.bg1/bg2/iwd/pstdata file?
A: It doesn't matter.
Q: Do I have to do this every time I start the app or only the first time?
A: Just the first one.
Q: To install multiple mods, do I just install them back to back and then zip and send the override folder to my iOS device? Or do I have to do each mod separately loading the override folders one at a time?
A: Install them back to back and then zip and send the /override folder plus the /lang folder to your iOS device.
Q: How do I uninstall a specific mod?
A: Uninstall the mod on the desktop as normal.
Delete the app from your iOS device and then add it again. (Best to do this through iTunes, which you can do with iTunes 12.6.3, so as to avoid using 2.5GB of extra bandwidth.).
Re-zip (no compression) and re-send the override files and lang folder.
Here is the log of the mods I've installed:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10
~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55
~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8
~DR8_HOTFIX/DR8_HOTFIX.TP2~ #0 #0 // hotfix for Divine Remix v8b
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #809 // Add Champion of the Red Knight: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v2
~SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10
~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55
~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8
~DR8_HOTFIX/DR8_HOTFIX.TP2~ #0 #0 // hotfix for Divine Remix v8b
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #809 // Add Champion of the Red Knight: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v2
~SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7
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[NPC mod] Ashar
When asked about her past, ASHAR snaps, "What does it matter now?" and flicks her hand dismissively. Nevertheless, she starts to incoherently relate her tale. She was raised in the Sword Mountains, north of Waterdeep. In this place, a powerful warrior called Dagon Iron Shield created a country which gathered local half-orc tribes. Ashar served in Dagon's personal guard. She talks with a great respect for him, praising his skills, honor, and fair deeds. However, two years ago, Iron Shield was killed by his power-hungry son. Most of Dagon's supporters were forced to flee or be killed or, as Ashar was, be sold into a slavery.
This modification adds a new, joinable NPC to Baldur's Gate II: a half-orc barbarian named Ashar.
Ashar can be found near the Copper Cornet's entrance, right after the death of the tavern's owner, Lehtinan.
The modification offers about 20 dialogues with the PC, a modest romance, as well as many interactions, comments, and banters with all BGII NPCs.
Ashar is aggressive, plainspoken, but also a bit confused woman. Fell free to say what you will, during talks with her, there aren't any "correct" or "incorrect" answers. However, be aware, because your words and deeds may have a great impact on Ashar's character.
Great thanks to: Damianus_NT, Lava Del'Vortel and Vinci for their help in testing and creating the modification!
Special thanks to Geddoe, who have taught Ashar how to speak English correctly. Thank you for your great proofreading job!
Have a good game and any comments are welcome!

Additional information:
- The modification is compatible with both the "old" game version (Throne of Bhaal expansion pack is required) and Enhanced Edition.
- Her "friendship path" talks activate approximately once per hour, check Readme file for full list of dialogs.
- Romance can be started after "friendship path" dialogs, in the Underdark. Check Readme file for more information.
- Ashar should be joined to your party in II or III game chapter. You will miss much of the modification content, if you join her later.
- For now, the modification doesn't have any content for the Throne of Bhaal expansion.
-To install the modification you need to extract Setup-AsharNPC.exe and AsharNPC folder into your game folder, double-click Setup-AsharNPC.exe and follow the instructions.
- English and Polish language versions included.
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