@Guyfives, give this a go. I essentially put together Unfinished Business, some convient mods and some item mods. Below will list the mods themselves used but the WeiDU.log will tell you the components of the mods that have been installed.
== BG2EE 1.3.2064 (Android) ==
BG2 Unfininshed Business v2.6
Companion Animals - Druids Gets Pets as well, Name of Pet - 'Slasha'
Wandcase
Thrown Hammers
Useful Plot Items for BG2EE
More Style for Mages
Tweaks Anthology
aTweaks
One Pixel Production v4.0.1 Smart Avatar and Armour Switching
To install the mod:
- Download the files to your device.
- place 'BG2EE 1.3.2064 Android ModFile.zip' into the following folder:
'Android/data/com.beamdog.baldursgateiienhancededition/files'
- The Android File Manager you are using will determine the way to unpack the file, but unpack the file into the root of it's current folder keeping the file structure so you will end up with something like:
'Android/data/com.beamdog.baldursgateiienhancededition/files'
'Android/data/com.beamdog.baldursgateiienhancededition/files/override' (folder)
'Android/data/com.beamdog.baldursgateiienhancededition/files/save' (folder)
'Android/data/com.beamdog.baldursgateiienhancededition/files/baldur.ini' (File)
'Android/data/com.beamdog.baldursgateiienhancededition/files/lang-en_US.zip' (File)
and any other folders you may already have like portraits etc.
- Delete or move 'BG2EE 1.3.2064 Android ModFile.zip' to another folder on your device (as a backup)
You are now ready to test, if the game crashes, then make sure you have moved the modfile as it will clash with the unpacked mod. If the game plays, tehn you are good to go.
Happy Gaming
Gus
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Android Modfile BG2EE v1.3.2064
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Scaling individual portions of the ui
Hello, maybe someone can help me to get more insight on how the ui is tied to the resolution or to be more precise camera distance. I prefer to play with scaled ui just because the camera distance is closer to the action. I know that you can zoom in and out, but `cutscenes´ on unscaled fhd resolution are too far zoomd out for my taste. How could i shrink the ui to unscaled size but keep the close locked camera distance?
The Dragonspear UI++ by Pecca showed me that it is somehow doable to scale individual parts (Portraits can be made bigger). I currently use the EET SOD Gui by the way. I would like to resize it smaller or use the unscaled option but bring the locked camera up closer.
Also could i edit out the icons in the bottom right?

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ACTION_READLN - it's bad for players and you mods
Hi,
The famous weidu ACTION_READLN function is most evil thing when it comes to deal with automated mod installation. Lucky, some modders already declared the will to remove ACTION_READLN like AstroBryGuy for BG1NPC.
What is wrong with ACTION_READLN?
Let me demonstrate an example: Mod: Worldmap, currently as TOP1 at SHS downloads
-user can't choose those two choices which exist
Original Travel Times and Area Visibility / Revised Travel Times and Area Visibility
Large Worldmap 4900x3500 / Huge Worldmap 8000x4600
-installation will be paused and wait for manual user input
-impossible to save such mod configuration so every installation, user need to repeat providing manual input, can't use weidu commandline
-player complains: "I cannot select Worldmap mod choices and the installation is paused!"
Calling "Rise Dead" for selected Modders who have used ACTION_READLN:
@Tash
@wisp
@Pecca
@argent77
@jastey
@berelinde
@Ulb
@LavaDelVortel
If you are interested how to remove ACTION_READLN from you mod In order to not duplicate discussion, please go to: http://gibberlings3.net/forums/index.php?showtopic=29708 read proposed solutions and if possible, provide feedback.
If you don't have account at G3, you can provide feedback here.

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[MOD] -Scales of Balance- a post-hac tweak mod
THIS MOD IS deprecated REVIVED!!
https://github.com/UnearthedArcana/Scales_of_Balance/releases
This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:
- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks (in 2 parts)
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul
That's it!
Full Readme:
https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md
...
If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2
But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :)
Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.
Cheers!
Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:
Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest
Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest
Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues
NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone
---------------------------------------------------
[spoiler]
HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866
DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")
README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html
What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.
This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.
I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.
Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.
A very general idea of what the mod contains (not in this order):
1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique
2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)
3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)[/spoiler]
A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.
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BGEE Leveled Spawns Mod - v0.3 [UPDATED 2014-12-27]
BGEE Leveled Spawns Mod - Version 0.3 (UPDATED 2014-12-27)
BGEE Leveled Spawns replaces the default spawns with spawns that scale in difficulty with the average level of the party. Each spawn point will spawn groups of 1-6 creatures, depending on party level and creature strength.
The user can select the time interval between spawnings as well as the probability that a triggering of a spawn point will result in that point being populated.
This mod is based on the "Tutu-style leveled spawns" component of the BGT Tweaks mod (http://readme.spellholdstudios.net/BGTTweakReadme.htm). However, the spawn point scripts have been greatly simplified. First, party-size checks have been removed. Level checks above 12th level have also been removed.
Additional inspiration has come from the Tutu spawn system by CamDawg and the EasyTutu Spawn Randomizer by Maccready.
DOWNLOAD: http://github.com/AstroBryGuy/BGEESpawn/releases/tag/v0.3
OPTIONS
Time Between Spawn Point Resets: After a spawn point has triggered, it will not spawn again until a certain time interval has passed. The duration of this time interval is user-selectable with the following options:
[1] 4 HOURS of game time between spawnings
[2] 8 HOURS of game time between spawnings
[3] 16 HOURS of game time between spawnings
[4] 1 day of game time between spawnings
[5] 2 days of game time between spawnings
[6] 4 days of game time between spawnings
[7] 7 days of game time between spawnings
[8] 10 days of game time between spawnings
[9] 14 days of game time between spawnings
[0] 1000 days of game time between spawnings
Notes:
- A spawn point will not reset if the PCs are within a certain range of the spawn point. This is to prevent spawns from suddenly appearing within the visual range of the PCs.
- A spawn point will also not reset until it is "clear" (i.e., there are none of the spawned creatures within range of the spawn point). This is to prevent overly large groups of spawns from accumulating, especially those that are not automatically hostile (e.g., bears).
- Game default behavior is to require at least 16 hours to pass before a spawn point is reset. Option 3 should match that timing most closely.
- 1000 days effectively ensures that each spawn point will trigger at most once during the game.
- If you set a low spawn % and a long time between spawns, you will see very few spawns.
- If the spawn is not populated, it will not trigger again until the spawn point reset time interval has passed.
- Game default spawn percentages are 85% in most areas, with 100% in certain areas like Firewine Ruins.
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Fade v4.0 with ToB released!
After an extended standstill, the Fade NPC returns with a new writer (Kai of Candlekeep) and a new maintainer (Lava Del'Vortel) to bring you the final instalment of the story!
The new version of the mod incudes ToB content originally prepared by Mistress Elysia, as well as additional content by the new maintainers. It also includes a myriad of bugfixes, a new gift in SoA, EE compatibility, banters with EE characters, optional "Fade as a shadowdancer" component, Romantic Encounters crossmod, a brand new portrait by Lesatho and more!
"Fade is a shadow thief, under the employ of Aran Linvail. With her crimson hair, crimson eyes and lashing tail, she is definitely not your regular elf-on-the-street; she is a fey'ri, a part succubus with a temper to match. At first, her reasons for joining the party are unclear - is she a spy? Or something else…"
Related links:
http://www.shsforums.net/files/file/1083-fade/
http://www.shsforums.net/forum/322-fade/
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refresh all spells/innate abilities/quick items slots without resting
Hi all,
I would like to find a way to refresh my spells/innate/items abilities without the need to rest (and lost 8 hours of time.)
Maybe I could make it it with my character script ?
thank you
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Tactics mod - BG2EE compatibility - conversion and beta test
Hello,
As agreed by some of us on another thread, here is a first post / placeholder for a discussion on Westley Weimer's Tactics2 components and their compatibility with BG2EE.
First introduction.
[spoiler]
@Gotural , @Blackraven ,
As announced, please find attached a first package for your beta test expertise.
As this mod is not mine, I decided to encapsulate the old mod without premodifying anything. All modifications are done at install time. Moreover the paradigm is to patch rather than overwrite. The weidu code is entirely rewritten.
The focus is on the compatibility and bugs. I have no intent/talent to work on the AI itself.
Therefore all dialogs and translations come from the original files. (I just experienced a little psycho-rigid moment with the translation of Pushkin's work but this is ultra minor - more to read in the Iliych tpa file itself)
The various deployed objects are, by order of priority,
- a patched version of an EE file
- a copy of the original mod if totally new and acceptable
- a copy and patched version of the original mod (because this is often required)
Sometimes I used a modified inlined script rather than the original mod bcs/baf though.
When dealing with some components I was eager to not interfer with the new EE content (basically all the oh* files from the BP2 and new areas/npcs/adventures).
That gives me extra work but I have two reasons to do so: lack of solid knowledge of the new content and, more importantly, there is an enhanced AI work associated to those new EE files - it would be silly to alter those things.
Thanks to the handle_charset function now available in weidu (with a better logic), the original tra files are translated into UTF-8 required by the EE version. However my implementation really stinks at the moment, it just works but I will change it. The ideal solution would be to pretranslate and distribute the final files but I don't want to distribute a modified file without the proper consent of the author(s).
Btw, the original mod is to be unzipped under a directory of my own tree. For this early test (and I saw nothing preventing a redistribution, let me know) I already included the unzipped original mod.
I don't know how much free time I will have this weekend and I am sure to be unavailable next week. Hence this early drop.
For this alpha20 for BG2EE only, you will find
- the UTF-8 translation stuff that triggers when you install your first component (no matter which one).
- As announced Improved Ilyich (a lot of work - more on this below)
- Kuroisan per Gotural's suggestion (so far basically no work beyond the charset transformation)
- a list of low hanging fruits and other smarter creatures components. Clearly not what you requested guys but I already wrote them back in March to learn and practise the weidu language and also to learn more about the BG2 setup, typically which creature uses which script. A couple of implementations are now much more selective (undead, golems, etc...)
- the archer kit. I thought it would take a few minutes to write the code for the two kits. Well, for the archer that was the case but the anti-paladin gave me a little headache, we will have to discuss this kit if someone is still interested.
I had the time to test almost... nothing.
I verified the kit and I tested the Improved Ilyich which is the largest piece.
I do not suggest testing/using the improved creatures yet but I inserted a little group of questions at Ilyich install time: please see it, I think it's self-explanatory (despite my English) and it offers the options to test Ilyich as if other components were also deployed (choice #1). It would also be nice to get a feedback on the mod behaviour once combined with SCS and/or aTweaks (choice #2 for all questions but the last one).
I would appreciate if you could test
1) dropping Imoen/Jaheira/Minsc/Yoshimo out of the party I know it used to crash some games in the original versions.
2) dialog with Ilyich (I did test it but a confirmation would be nice).
3) Spawn points on the first level. I kept using the spawn point mechanics on the first floor. Apparently the author and I share some problems to fully understand the black magic behind those (i.e. control the number of creatures). W.Weimer used a trick on the first map and apparently failed to implement what he wanted on the second map (I failed too and decided to deactivate the 2nd level spawn points and used a couple of triggers/traps instead).
4) Beyond the first 12 hours, a group of duergars will appear "offscreen" every 6 hours. IIRC those guys used to appear just out of sight, now in EE they can appear far away. Let me know (I am clueless).
Ah yes, adding a few ammunitions to the jailkeep table was performed through a script after the game start. I preferred to modify the area container instead. Apparently it takes time to complete when you install the mod but that's ok.
Comments, Insults, Suggestions: your turn.
[/spoiler]
Content
// WIP
[spoiler]
The current package includes:
- Improved Ilyich
Original version converted to BG2EE - modifications in patch mode, bug fixes. There is an option to use enhanced script if you don't deploy another tactical mod enhancing the generic dwarves.
- The Ritual
Original version converted to BG2EE with several fixes.
- Improved Torgal
Original version with many fixes - installed in patch mode.
- Improved Sahuagin City
Original version converted to BG2EE - modifications in patch mode.
- Improved Bodhi
Original version converted to BG2EE + fixes and modifications.
- Improved Irenicus
Original version converted to BG2EE + fixes and modifications.
- Improved Guarded Compound
Original version + fixes.
- Improved Twisted Rune
Original version + fixes.
- "Kuroisan", the Acid Kensai
Original version converted to BG2EE.
- "Red Badge" Poison-Based Encounter
Original version converted to BG2EE with patches.
- Gebhard Blucher's Improved Mae'Var
Original version with minor enhancements.
- Gebhard Blucher's Lich in the Docks
Original version slightly modified and converted to BG2EE.
- Gebhard Blucher's Improved Demon Knights
Original version slightly modified for a better deployment on BG2EE. Slightly altered AI.
- Kensai Ryu's Tougher Kangaxx
Original content + fixes and you can choose to deploy Tougher Kangaxx (demi-lich) or its guardians or both.
- Kensai Ryu's Gnome Fighter/Illusionist in the Docks
Original version slightly modified and converted to BG2EE.
- Kensai Ryu's Improved Crypt King
Original version with a slightly altered AI.
- Ishan's "Always Toughest Random Spawns in Dungeons"
Original scope but rewritten and modified to select your own values.
- Gebhard Blucher's Random City Encounters
Original version with patches.
- Kensai Ryu's Random Wilderness Encounters
Original version with many fixes.
- Improved Undead
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts.
- Gebhard Blucher's Improved Mind Flayers
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. Psionic "spells" are patched.
- Smarter Dragons
Original version slightly modified.
- Smarter Beholders
Altered version with a few minor tweaks.
- Smarter Vampires
Original version.
- Smarter Mages
Original version slightly modified. No modification to the AI script. This component also modifies the Liches (original behaviour).
- Slightly Smarter Golems
Original and Altered version to more selectively modify the appropriate golems.
- Göran Rimén's Improved Nymph
Original version.
- Kensai Ryu's Improved Copper Coronet
Original version (just twelve additional foes, no script - not the real KR version as in DSoA).
- SimDing0's Improved Oasis (obsolete)
Original version in patch mode. Do not use that version, use the full version from QuestPack instead.
- Mike Barnes's Improved Small Teeth Pass
Original version in patch mode.
- Mike Barnes's Improved North Forest
Original version in patch mode - a few minor alterations.
- Mike Barnes's Marching Mountains
Original version with small adaptations.
- Slightly Tougher Demons
Original version with fixes and tweaks.
- Tougher Druid Grove
Original version with minor modifications - patch mode.
- Tougher Fire Giants
Original version with a few patches.
- Streamlined Trolls
Direct transposition + an extension to modify some spells dealing with the troll play-dead sequence.
- Generic Archer Kit
Original Kit converted to BG2EE.
- Anti-Paladin Kit
Altered version with fixes and without "dispel on hit with any melee weapon".
[/spoiler]
Latest version : alpha73 - February 21, 2016
Please consult the readme file under the eetact2 directory
Both the current version and the version n-1 (or older) are attached to this post, use only one of them.
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[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows
Don't send PM to this account because they will be ignored!
Big World Setup (BWS) : Mod Manager for Infinity Engine Games and Baldur's Gate/Enhanced Edition Trilogy
by dabus

Information:
Project page: https://github.com/BigWorldSetup/BigWorldSetup Documentation: https://github.com/BigWorldSetup/BigWorldSetup/wiki Discussion: http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/ Changelog: https://github.com/BigWorldSetup/BigWorldSetup/commits/master Mod Request Template: http://www.shsforums.net/topic/58006-big-world-setup-mod-request-template/Features:
- downloading mods (please see remarks!) - easy mod installation for BGT and EET - correct install order of mods/components (BiG World Project) - handle mod and components conflicts - easy backup creation/restoring - OverwriteFiles freature for you own custom mod files/mod translations - ability to add you own modsGame list:
Active: - Baldur's Gate: Enhanced Edition (standalone game) - Baldur's Gate II: Enhanced Edition (standalone game) - Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE ) - Icewind Dale: Enhanced Edition - Planescape: Torment Enhanced Edition Not maintained: - Baldur's Gate 2 (classic standalone game) - Baldur’s Gate Trilogy ( Classic BG1 + Classic BG2 ) - Icewind Dale - Icewind Dale II - Planescape: Torment - Classic AdventuresSupported mods:
- almost all of them, if there is a mod which is missing, please fill Mod Request Template or read how to contribute↧
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Sword Coast Stratagems (SCS) threads
I've made a small compilation of threads that discuss Sword Coast Stratagems (SCS) in this forum. Hope it's useful:
MAIN THREAD
Installation
- Compatibility with v2.0
- Compatibility with BGEE 2.1
- Compatibility with BG2EE 2.1
- Choosing components
- Duration of the installation
- How to tell if SCS is installed
- General advice: 1, 2, 3.
- Difficulty difference with vanilla
- Quests difficulty
- Battles with most increased difficulty
- BG2 Solo SCS Spell Guide (quite useful for parties as well)
- Sorcerer vs. Wild Mage vs. Cleric/Mage
- Advice for solo sorcerers
- Bandit camp
- Durlag's Tower: Chess board
- Enemies: Spellcasters, beholders, Davaeorn, Shade Lord, Sarevok, Bodhi, Irenicus, Kahrk, Lavok, Melissan.
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[MOD] More Style for Mages (v1.55)

Mod components are following: Group 1: Wizard’s Staffs WIZARD’S STAFF FOR BG:EE STAFF OF WIZARDRY FOR BG2:EE STAFF OF WIZARDRY FOR IWD:EE CUSTOM INVENTORY ANIMATION FOR SOW STAFF OF THE MAGI WITH RANGED ATTACK AND TWEAKS Group 2: Other Items and Tweaks CIRCLETS CIRCLET OF REVELATION FOR BG:EE WIZARD'S HAT WAND CASE STONE OF TELEPORTATION VISUAL TWEAKS FOR ROBES ROBE COLORSETS FROM COSMETIC CHANGES MOD Group 3: Familiars CUSTOMIZABLE FAMILIARS CUSTOM NAMES FOR FAMILIARS FAMILIARS FOR NPC MAGES ANIMATION TWEAKS FOR SOME FAMILIARS FIND FAMILIAR SPELL IN SHOPS Navigation: UPDATE LOGS INSTALLATION SCREENSHOTS




















Download the latest release
Extract the "msfm v1.5.zip" file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-msfm.exe". All parts can be installed individually. Before installing the version 1.5, I strongly recommend to uninstall the previous version and remove it completely from the game directory. You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs. Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install modmerge before installing this mod. I hope you enjoy it.







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New versions of NearInfinity available
Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.
Summary of new features:
[spoiler]
- Supports the following Infinity Engine games, including expansions:
- Baldur's Gate
- Baldur's Gate II
- Icewind Dale
- Icewind Dale II
- Planescape: Torment
- Baldur's Gate: Enhanced Edition
- Baldur's Gate: Siege of Dragonspear
- Baldur's Gate II: Enhanced Edition
- Icewind Dale: Enhanced Edition
- Planescape Torment: Enhanced Edition
- Supports the following fan-made conversions and compilations:
- BGTutu and EasyTutu
- Baldur's Gate Trilogy (BGT)
- Enhanced Edition Trilogy (EET)
- Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
- DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
- Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
- Native Ogg Vorbis sound support
- Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
- A new area viewer (found in the view tab of each ARE resource entry), featuring:
- Day and night maps
- Simulation of different daylight lighting conditions
- Overlay support (for displaying water, lava, etc.)
- Visualization of various map structures (actors, regions, doors, animations, ...)
- Map zooming (fixed zoom levels and auto-zoom)
- Various conversion routines (found under the menu Tools->Convert):
- a powerful BAM Converter
- Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
- Image to MOS
- Image to PVRZ
- Image to TIS
↧
[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).
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
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My favorite mods.
This is not a guide to force you in trying these mods, but only to help you perhaps deciding which ones to try.
Shadow Magic is my favorite and thus the #1 mod out of every mod that I've ever installed. Number uno without a doubt; followed closely by Tome and Blood, Scales of Balance, Might and Guile, and finally Deities of Faerun.
Other runner ups and very close contenders are: Animal Companions, Undead Kitpack, Bardic Wonders, The Artisans's Kitpack (including Pale Master, Arcane Archer, Divine Champion, Hivemaster, Warlock), CDTweaks (Anthology), House Tweaks and Rules.
Other mentions include: "Militia Officer, Mercenary".
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[MOD] Lefreut's enhanced UI (SoD skin) (for BG1EE, SoD, BG2EE and EET)
Hello,
This mod is a variation of LeUI but this time with the SoD skin.
It completes my UI mod trilogy. LeUI is now available with all three EE skins (the BG1EE variation is here). It means you can choose to use the skin you like the most and use it through the whole BG saga. Or you can use a different skin for each game but with a consistent UI.
This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with the mod EEUITweaks.
And a lot of other changes (see the LeUI thread for more details, both mod share the same features, only the skin change), I didn't retake a screenshot for everything.
Changelog:
v3.7: Fix using back button in level up screen doubling proficiencies or thief points. Minor tweaks.
v3.6: Compatibility fix with SoD 2.5. Add new option Left click on portrait to level up.
v3.5.1: Fix message box scrolling.
v3.5: More robust detection of update 2.5. More robust detection of EET. Fix show highlight button tooltip. Fix quicksave button in 2.5. Fix combat log in 2.5. Fix using back button in level up screen doubling proficiencies or thief points.
v3.4: Detect game version to install 2.3 or 2.5 UI.menu. Add install option to collapse quests by default.
v3.3.1: Highlight character name input area.
v3.3: Compatibility with 2.5. Update dialog box code. Fix some wrong strref. Add missing sound on some buttons. Add Select All button in Store and Container screens. Add install option to Show Sidebar toggle button, Quicksave button, Highlight button and small buttons.
v3.2: Fix regression introduced in v3.1. Detect Unhide Chargen Options.
v3.1: Aligned version number with LeUI. Add missing weapon style bonus to the Record screen. Show a message when overriding a keyboard shortcut that is already used. Add tooltips in mage and priest spells book. Fix 'Pick to me' with Shaman.
v1.5: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5.
v1.4: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files.
v1.3: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button.
v1.2: Restore adorned first letter in item and spell description.
v1.1: Minor tweaks.
v1.0: Initial release.
Installation:
Download the archive here. This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.3).Content:
Improved start screen


Improved character creation screens



Improved main screen
Lot of tiny changes: alignment of buttons, removal of button I don't use, ...
Improved inventory screen
From here.
Improved record screen
Inspired by the mockup from this discussion .

Item description tweaks

Store screens tweaks
With this this.
Journal screens
Restore and fix the journal screens.
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General mod Questions thread
Hello, ladies and gentlemen.
We have decided to merge several threads about different modding questions into one thread. This way you'll be able to find all the needed information in one place.
- Site staff
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[MOD LIST] BG1 NPCs for BG2(EE), Sod & EET
Lists are fun! I made a handy list of all the BG1 NPC mods i could find, thought i'd share it to save people some time! Let me know if I've missed any.
BG2(EE)
Branwen, Tiax, and Coran!
http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=113&Itemid=84
Yeslick
Resurrected mod originally from Kaeloree and updated by LavaDelVortel
http://www.shsforums.net/files/file/992-yeslick/
Xan
http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=164&Itemid=113
Kivan (updated for EET)
http://www.gibberlings3.net/kivan/
Alora
http://www.baldursgatemods.com/forums/index.php?topic=359.0
Ajantis
http://www.gibberlings3.net/ajantis_bg2
BG2EE Only
Skie. Continuation of Skies storyline from SoD by LavaDelVortel
https://forums.beamdog.com/discussion/68711/mod-skie-the-cost-of-one-girls-soul/p1
BG SoD Only
Shar-teel
https://forums.beamdog.com/discussion/62941/work-in-progress-shar-teel-npc-mod-sod/p1
(Hopefully this becomes more populated one day..? Anyone up for doing Yeslick, Ajantis or Kagain?)
EET Only
Corwin
Presumably the only SoD NPC to BG mod, Corwin can now join in Chapter 5
https://baldursextendedworld.com/Corwin/
EET Versions
(Made compatible by Roxanne/Paula at BaldursExtendedWorld)
Alora
https://baldursextendedworld.com/Branched-EET-Updates-2/
Xan
https://baldursextendedworld.com/Paulas-Adopted-Mods/
Tiax
https://baldursextendedworld.com/Branched-EET-Updates-3/
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Any mod that allow you to play with pathfinder rules(at least pathfinder sorcerer)?
I have nwn1 on gog, nwn:ee on steam, bg and icewind dale. Recently i was playting pathfinder kingmaker and loved the way that sorcerer is. IMHO pathfinder rules are better than 3.5 or 3.0 e( and much better than the fighting game know as 4e), but nwn in particular have a lot of custom modules and i will love to play tons of custom modules with an "pathfinder" sorc. But wanna see how it plays on bg/iwd too if possible.
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Video swap
Would it be possible to swap the opening Beamdog logo movie with the original Black Isle one?
I likey that thunder.
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[MOD] J-UI - Customized SOD version of Lefreut's UI
I decided to take what was so great about Lefreut's UI and teak it to my liking. After I was done, I decided to place it here for anyone else to use. This mod rearranges the main screen. Any other screens are left as they were created.
Some changes:
- Stone boxes surround all icons and aspects of the main UI. The NPC boxes around the portraits will only show as the NPC are added to the game.
- The World Message box and the World Dialog Boxes are the same sizes and centered in the same location. As you gain NPCs into your party, both boxes will shift right but still be centered.
- The World Dialog Box will only show a portrait if the talking NPC has one. The taking portrait is located to the right of the World Dialog Box.
- The icons for journal, world map, the clock, etc have been made smaller so as to be symmetrical with the action bar.
Installation Notes
The mod only works to my resolution (1920x1070) or higher. I tried using a lower resolution and everything was beyond the screen. You will also need to install Lefreut's Enhanced UI (SOD skin) first with all components. After that, you can copy my components to your override folder. I would like as much feedback as I can. I hope you enjoy the new layout as much as I do. Some things I'd like to work on in the future include further journal tweaks.Screenshots
Solo run

All 6 player slots filled

World Dialog no portrait

World Dialog with portrait

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