Ascension for BG2:EE
EE Keeper, Updated to v1.0.4
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Modification Disclaimer
EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice. |
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Credits
@AHF | Testing |
@Anton | Testing |
@argent77 | Testing, feedback. |
@AstroBryGuy | Maintainer of the Mac Wineskin version. |
@CrevsDaak | Testing |
@Davide | Testing, Italian Translation |
@Dee | Testing |
@egbert | Testing |
@Erg | Testing |
@ermo | Testing |
@Heas | Testing |
@Isaya | Testing, French Translation |
@Kunikos | Testing |
@mattinm | Work on the Qt version so as to natively support other platforms. |
@Mikaal | Testing |
@mlnevese | Testing |
@Nifft | Testing |
@Pibaro | Testing, Italian Translation |
@silver_gp | Chinese Translation |
@swnmcmlxi | Testing |
@Teflon | Korean Translation |
@Tresset | Testing |
[MOD] EEUITweaks Mod Collection - All EE (v2.2+) Platforms
EEUITweaks User Interface Mods Collection Version 2.6
The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.
EEUITweaks supports BGEE, BG2EE, BGEE/SoD, PST:EE, and EET with the BG2(default) and SoD (EET_gui) user interfaces. It also supports installing mods on the Dragonspear UI++, BG2EE GUI To BGEE, LeUI, Revised Dragon Scale, IWD GUI for BG2:EE and BG:EE, and IWD2 for BG2 replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).
EEUITweaks-master.zip contains the usual WeiDU setup-EEUITweaks.exe installation program and EEUITweaks mod files directory and should present no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's EEUITweaks directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.
If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod contained in EEUITweaks, I'd recommend manually un-installing it prior to re-installing via EEUITweaks.
Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.
I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.
Enjoy!
Ankheg shells tweak
BG1NPC v23.3
- Fix for Kagain's Quest not allowing to be "completed" without accepting Kagain into the party.
- Fix for Cloakwood Mines not appearing when "Open Cloakwood Mines early" component is installed.
- Fix for SoA-based Tutu installs: only use of DisplayStringNoNameHead on ToB/EE engine installs, default to DisplayStringHead on SoA-Tutu.
- Fixed Tutu install + more German proofreadings - Thanks @jastey!
- Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
- Moving some large code blocks to .tpa files to clean up bg1npc.tp2
- Fixed hardcoded strings in x#mag14d.baf
- Fixed bug with Amarande dialog
- Fixed bug with Edwin's golems in Spiderwood
- Fixed bug with Winski's demon spawning neutral
- Fixed minsc dialogue problame x#miint.d + x#miint2.baf
- (BGT) Jaheira's interjection in Black Lotus tent
- Remove added trans triggers from Seniyad's dialog
- Replace David Jansen's "shout" script
- tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
- corrected Imoen-Yeslick rest banter for BGT
- added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
- lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
- unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
- x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
- Typos and many small bugs quashed!
- Un-hardcoded strings for Imoen's Tome
- Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
- Copying over x#blank.wav to silence default dialog sounds
- Updates to German, French, and Polish translations
Eve of War [Work in progress]
Highlights
- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits. - Contains 17 new quests, new approaches and outcomes for existing quests, new areas, and four new joinable NPCs. - Removes many existing main plot restrictions: [spoiler] 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.[/spoiler] - 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. - 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 [spoiler] 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. [spoiler]The wardstone is found in the inventory of a junk dealer in Baldur's Gate[/spoiler] 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) [/spoiler] Yeorg - an evil Dragon Disciple NPC. [spoiler] 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. [spoiler]As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).[/spoiler] Spells: Level 1: Burning Hands, Identify, Shield Level 2: Agannazar's Scorcher [/spoiler] Daran Highhammer (Siege of Dragonspear only) [spoiler] (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. [/spoiler] Storyline (BGEE) [spoiler] 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. Concerns continue to mount across the region over the role of Amn and the Zhentarim on the iron crisis and bandit raids. Many claim that this is a conspiracy on the part of Amn to deny iron to Baldur's Gate - all happening under the prelude of an invasion. 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 guild in Baldur's Gate has found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed. Chapter 4: With rumours of Amnian plots swirling in Baldur's Gate tensions continue to rise towards 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 very real concern over if the situation has been adequately handled. As word reaches Amn of the resolution of the problems at Nashkel's mines, and merchants to the City of Coin speak of the animosity towards Amn that is brewing, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle address false statements towards Amn's involvement in these matters. Agents of the Shadow Thieves have been dispatched to Baldur's Gate to access the situation. 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 The region stands at the edge of a knife, with even the smallest actors having an influence on events to come. 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. Despite all that you have done to stop his plans many in the city still fear Amn as being behind everything. How else could the Iron Throne - an organization present in the city for scantly 3 years - have the resources to infiltrate it's competitors, fund bandit raids, and assassinate grand dukes? 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[/spoiler] Storyline (Siege of Dragonspear)Will be released after the release of Siege of Dragonspear
[Kit Pack] Deities of Faerûn - v 1.9.0 [36 Cleric Kits and more for IWD, BG(2)EE and EET]
Link to Download
This kitpack is made of some components:Kits
The kits per se. At the moment there are 36 kits: Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Garagos, Helm (revised), Hoar, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shar, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Umberlee, and Velsharoon. Those deities also receive multiclass kits! Check the next post to know more details. All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much. Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle. The Holy Symbol is automatically granted once the cleric reaches level 25. On top of that, some kits receive new and exclusive spells. Check the Readme file to get more info! Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!Sphere System (by Kjeron)
Did you notice the spheres listed? DoF is shipped with its own sphere system. There are a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal. Check the Readme to see the spells that are embraced by this sphere system. Kjeron made the base code and I'm currently importing spells from IWD, but the component is plenty functional.Install Order
DoF should be installed after mods that introduce items to the game and that introduces or alters spells from the game (as IWDification, B_Spells, Spells Revision, and Raduziel's Universal Wizard Spells). DoF should be installed after mods that introduce NPCs that receives a kit from DoF (see the list below) - otherwise the installation of those components will fail. DoF should be installed after mods that introduce Kits that will use the Sphere System. DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme. DoF should be installed before Improved Shamanic Dance. This mod is fully compatible with @kjeron 's Dual-Into-Kits and I strongly recommend that you use it, many kits on DoF have a very nice synergy with dual-classing! DoF is no longer compatible with Faiths and Powers. Before blowing your mind even further let me tell you guys about the things I know that are wrong but I can do nothing about: Know Issues * The F/C or R/C versions of the kits that have as a feature "Hit Dice: d10" will have problems with its HP count. It happens because the multiclass function uses the priests standard HD (d8) to build the average HP we see in multiclasses. Having a d10 HD, the average HD for those kits should be d10 ([10+10]/2), but instead, it receives a d9 ([10+8]/2). To solve this I've created a spell that is applied every level permanently giving 1 HP to the designed character. The problem is, the opcode that does this is not read during Character Generation, so some HP is not gained. The loss is presented below: BGEE/BP1/IWDEE 1 HP | SoD/BG2EE 6 HP | HoW/BP2 9 HP | ToB 13 HP To solve this gap you'll need to enable the console commands and enter the following code (you can Copy/Paste it) with the mouse over the designed character.C:Eval('ActionOverride(Myself,ApplySpellRES("RAHPFIX",Myself))')Every time you do this, 1 HP will be permanently added to the character. So you'll need to do this once for BGEE/BP1/IWDEE, six times for SoD/BGEE, nine times for How/BP2 and thirteen times for ToB. Seems like a lot of trouble but it is quite easy and this needs to be done just after the character creation. So if you're importing a character from BG1 to BG2 you don't need to do this (as long as you did it in BG1). The same goes for BG2 and ToB, IWD and HoW. The remaining level ups will apply this spell automatically, so this really is a one-time-thing. Sorry about that, but it is an engine issue. * The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong. * Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod. Wait? Anomen? YES! Next component!
Kits for NPCs
Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites. It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have! PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell. The current mod NPCs supported by DoF are: * Tenya (Waveservant of Umberlee) * Drake (Holy Justice of Tyr) * Gavin (Dawnbringer of Lathander) * Dusky (Silentwalker of Mask) * Yvette (when installed as a pure-class Cleric - Heartwarder of Sune) * Helarine (Doomguide of Kelemvor) * Quayle BG2 (Hoodwinker of Baravar) * Tiax for BG2 (Strifeleader of Cyric) * Branwen for BG2 (Battleguard of Tempus) * Yeslick for BG2 (Alaghar of Clangeddin) Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk! Well, I think it is over... BUT NO, IT IS NOT! Thanks to @CamDawg 's guide and a huge help from @kjeron we now have some...Stronghold Alterings (by Kjeron)
Hold your breath, cause here comes the list! [spoiler]- Auril: Talos - Azuth: Wizard - Baervan Wildwanderer: Druid, Ranger - Bane: Talos, Fighter - Baravar Cloakshadow: Thief - Beshaba: Talos - Clangeddin: Helm, Fighter - Cyric: Talos, Thief - Garagos: Talos - Helm: Helm - Hoar: Helm - Ilmater: Lathander - Jergal: Helm - Kelemvor: Helm - Lathander: Lathander - Loviatar: Talos - Malar: Talos, Druid - Mask: Talos, Thief - Mystra: Wizard - Oghma: Bard, Wizard - Savras: Wizard - Selûne: Lathander - Shar: Talos - Shaundakul: Ranger - Sune: Lathander, Bard - Talona: Talos - Talos: Talos - Tempus: Fighter - Torm: Helm, Paladin - Tymora: Lathander - Tyr: Helm, Paladin - Umberlee: Talos - Velsharoon: Talos, Wizard[/spoiler] This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!Kits' Colors
Based on Tweaks Anthology, this component will make all non-magical armors, helmets, and shields use the kit's assigned colors instead of those imposed by these items. That means that your Holy Strategist of Red Knight will go around wearing a red full plate instead of a pale blue one. All the kits' colors were designed accordingly to the pictures provided by Faiths & Avatars, Powers & Pantheons, Demihuman Deities and Monster Mythology. If you think that some color is not tuned with the ones from those books get in touch and I'll gladly edit it. --- I need to say thanks to some people here: @kjeron , dude, you deserve a statue. You're the most helpful person I ever met. @Gwendolyne I would never have started modding if it wasn't for your kindness and patience. @subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system. @CamDawg and @argent77 for the helpful codes and tools. @Aquadrizzt for the multiclass-kit tool that made the NPC kits possible. @Arctodus for the brainstorming. @Necromanx2 for all the patience and bug reports that made this mod better.[mod] (3.5 Edition) Weapon Style Rebalance
[meta-mod] -Kitlist Equalizer- export characters with mod kits from BGEE/TuTu to SoD/BG2
[HOW TO] Install mods on iOS devices (NO Jailbreak)
WARNING: the following procedure requires a Mac/PC with iTunes v12.6.5 installed!
- Take your computer and download the .ipa file of BG:EE/BG2:EE/IWD:EE/PST:EE/SoD. 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/SoD
- 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 2.5.17 -> 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/SoD 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/SoD 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 & mods that add additional areas
- UNFORTUNATELY, the utility linked above doesn't work on macOS or Linux :( (The problem is that the input format is BC1 and the tool does not support DXTC on Mac or Linux. This is related to the S3TC patent. This patent has expired recently and the development team should be able to add support for these formats, but they haven’t got around to do it.".....)
- Make sure the mod you're interested in DOES NOT biff its own content. Not only does the converter ignore biffed content (unless "All game files" is selected), it is also much more difficult to transfer biff archives to iOS. I don't know if there is a way to transfer biffed content to iOS -> As a workaround, you could ask the author(s) of the mod you're interested in to remove biff creation from their mod. Biffing isn't really needed for EE games anyway.
- Some mods that add additional areas may also create a Worldmap folder (they make changes to the World Map) -> This extra folder must be imported to your iOS device along with /override and /lang. Follow the standard procedure:
Worldmap -> Worldmap.zip (no compression) -> Worldmap.bg1/bg2/iwd/pstdata
Frequently Asked Questions
- EET: well, this speaks for itself.......
- Dragonspear UI++, Lefreut enhanced UI (for BG1EE/SoD): the problem here is SoD: unlike the desktop version (where BG1EE and SoD are combined into a single game), SoD is a standalone game on iOS ----> As a result, I don't know if they'll work properly on iOS.......
- Probably something else........
[Skin mod for IWD1 EE/ BG1 EE/ BG2 EE] Diablo character SKIN MOD














[Mod] Ascalon's Questpack (Kerzenburgforum)
[v2.5] Sirene, a tiefling paladin of Ilmater NPC for BG:EE and SoD
Sirene, Paladin of Ilmater


Mod Content
- 1 new NPC with banters, interjections and talks to PC - 1 new item - 1 NPC specific kit with 3 new spells - 14 friendship talks - Soundset taken from Icewind Dale - Full content for Siege of Dragonspear expansion She can be found and recruited outside of the Song of the Morning Temple by a PC of non-evil alignment at level 2 with a minimum of 2500 experience, though she will gain experience to match the PC at the moment of recruitment. She banters with every Bioware and EE NPC at least once, talking more to good and neutral NPCs, and fourteen friendship talks planned with the option of teasing a romance. Currently there are no quests and no plans to add any. In Siege of Dragonspear, she can be found in the Iron Throne building. She has a semi-romantic path with a PC with a minimum of 12 Charisma and any gender, alignment or race (though she will still not join evil protagonists). Be warned that as a paladin, certain evil actions in the expansion will cause her to leave the party permanently.Biography
When asked about her past, SIRENE averts her gaze and flatly states that there is little to say. She was orphaned and left to die as a babe, likely abandoned due to her apparent fiendish heritage. Only by luck did she survive certain death by being discovered by a travelling priest of Ilmater, who brought her to others of his faith and raised her as a Holy Warrior of Suffering, the order of paladins dedicated to the Crying God. She resents her own contradictory nature, though she is unsure of which side.Personality
Sirene exhibits many of the typical qualities expected of a paladin; she is kind, dutiful and faithful. However, beneath her calm exterior lies a hidden temper owing to the fell blood which flows in her veins. Though she is a devoted champion of Ilmater, a past of being ostracized and persecuted by those she wishes to call her fellow men has left her unsure of her abilities and worthiness. She can be easily provoked by challenging, insulting or mocking her faith, which can be seen in her interactions with characters such as Tiax, Eldoth or even Xan, though she is also quick to acknowledge and apologize for her mistakes. She is closer to the 'good' side of her alignment rather than the 'lawful', and prefers protecting the weak to destroying evil. Because of this, she may be slightly more tolerant of evil companions, even if she can also be quite judgmental towards them. However, she will not tolerate Dorn (though they can come to an uneasy truce during Siege of Dragonspear)Friendship & Future Romance
Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. As she has few living friends in her life, she will be eager to befriend a PC that is willing to accept her. A PC of either gender with a Charisma of 12 or greater may flirt with her, though there is no separate romantic branch in BG:EE. In Siege of Dragonspear, there is a 'romance' of sorts, though it is significantly less romantic than the original romances.Download version 1.5.1 (for pre-2.0 players)

Enchant the Missile Launchers (Ranged Weapon Tweak)
Enchant the Missile Launchers: A Small Ranged Weapon Tweak
Download Link In the tabletop version of AD&D, magical ranged weapons bestow their full enchantment value on any ammunition that is used with them. In the Baldur's Gate series, that behavior wasn't possible; when you equip a nonmagical arrow, the engine didn't know how to see the launcher's enchantment level. We now have an opcode that can get around that, but it needs to be applied. That's what this mod is for. This small patch grabs every magical missile launcher in the game (slings, crossbows, and the various bows) and applies an effect that allows them to use their listed enchantment levels, regardless of what ammunition is being used with them. That means if you have a +2 shortbow and normal arrows, it'll bypass creature defenses as if they were +2 arrows. (+3 arrows will still function like +3 arrows; your equipped launcher can't make your equipped ammunition less magical than it is). This also means that an end-game longbow doesn't also have to be paired with end-game ammunition in order to be usable against end-game monsters It also means that infinite-ammo launchers like Firetooth and Gesen Bow are made more powerful by equipping real ammunition, not less. Just install it like any other mod. It should work fine with BG:EE, SoD, and BGII:EE. Feedback is welcome!New Component: Ammunition Recovery
I spent a lot of time thinking about how best to handle ammunition. It doesn't make sense to me, for instance, that you can't recover arrows that you use in combat--and picking up a dozen stacks of arrows obsessively because you don't want to go back to town seems like a huge waste of time. That's the reason for increasing stack sizes in a number of tweak mods: to remove the headache of inventory management so that you can focus on the parts of the game that are fun. Unfortunately, the inventory management is still there, it just happens less often. So. This thing. The skinny: Any ammunition you purchase from a store is now treated as a rechargable quiver with a specific number of charges, which recharges itself after every rest. This means that when you buy arrows, you're buying a quiver of 20 arrows; it will always be limited to 20, but you'll start every day with a full quiver. Each ammunition type has its own number of charges, as laid out below: - Bolts: 20 - Bullets: 20 - Arrows: 20 - Throwing Daggers: 5 - Throwing Axes: 2 - Darts: 15 In addition, to keep things somewhat balanced, magical ammunition and thrown weapons have a maximum charge limit based on their particular enchantment. A given weapon will use this limit or the base weapon's limit, whichever is lower: - +1, +2, +3, +4: 10 - Minor Secondary Effect (such as Fire, Acid, Cold, or Electricity damage): 5 - Powerful Secondary Effect (such as Poison, Stunning, or Polymorph): 1Optional Components: Eldoth and Jan
Eldoth in BG:EE and Jan in BGII:EE have the ability to make their own ammunition as a 1/day ability, and the ammunition they create is pretty powerful. No one wants to spend fifteen days stocking up on Poison Arrows, and when you forget to do it in the middle of a dungeon that can be frustrating. To that end, I've taken away from those characters the ability to create new ammunition, and instead given each of them a rechargeable version of their special ammunition that has 5 charges. That means you won't be able to stock up on Flasher Master Bruiser Mates, but it also means you'll always have five of them (and only five of them) on hand, ready to go.Optional Component: Fix Fuller's Bolts
Fuller wants you to bring him some bolts. But because of the way the ammunition component above works, Bolts now cost 7 gp - and Fuller won't take them from you. So this component just adds a single stack of bog-standard non-renewable bolts to the Candlekeep store, right at the top of the list so you'll be able to spot them more easily.Notes
Pay attention to your characters if you use this component. There's a bit of a hitch where running out of charges on an ammunition item won't prompt the character to switch to the next ammunition; they'll just stand there idly, waiting for death. You can fix it on the fly pretty easily by switching ammo slots manually, but you'll want to pay attention to remember to do it. (Original post below) [spoiler] Working on something for myself here, and trying to make the work go faster so that I can get it working and installed to test it out. I'm sure someone's already created a mod that does this, so if there is, just post a link to it and I'll be happy to take a look. Otherwise, any intrepid WeiDU experts are welcome to offer solutions.The Concept:
Make all magical ranged weapons grant their enchantment level to whatever equipped ammunition is being used.Context:
As of Icewind Dale: Enhanced Edition, there's an opcode (345) that allows an effect to change the target's effective enchantment level with all their attacks. I want to use that effect to give every magic launcher the same treatment that infinite-ammo launchers give to their weapon-created ammunition. Gesen Bow +4 is treated as a +4 weapon when you don't equip arrows on it; I want it to be treated as a +4 weapon even if you've equipped normal, nonmagical arrows.What I need
A way to quickly add an appropriate 345 effect onto every ranged launcher item that has an enchantment value of at least 1, based on that value. Here's my terrible pseudocode for what I'm trying to achieve:item.enchantment = enchantment if item.launcher == true then if enchantment >= 1 then apply effect(345, enchantment, "permanent/while equipped") end endI'll zip up and attach a sample item with the effect already applied.[/spoiler]
[v1.9.35] Shadow Magic
SHADOW MAGIC
- Link to mod page at my site: https://artisans-corner.com/shadow-magic/
- Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
Component 1: SHADOW MAGIC MAIN COMPONENT
The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there. A list of spells with descriptions can be viewed here.STAT BONUS TABLES

OPTIONAL: ALTERNATE SPELL COSTS
This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:- Drain Constitution (cost = spell level, lasts 3 rounds)
- Current Hit Points (cost = spell level*2)
- Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
- No cost
SORCERER KIT: SHADOW DISCIPLE
The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.BARD KIT: NIGHTSINGER
The main component also adds the Nightsinger kit, a bard that uses shadow magic.ITEM PACK
The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.FAMILIARS
The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.Component 2: SHADOW MONK
Component 3: QUESTS & ENCOUNTERS
Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward. Spoilers on items and their locations can be found here.List of BG2EE Compatible Mods
Fix Pack & Bugfixing
[spoiler] https://github.com/BiGWorldProject/BiG-World-Fixpack#readme If you are using BWS, the latest BiG World Fixpack patches will be applied for you automatically before any mods are installed. The following info is aimed mostly at users doing manual mod installation. Please read this thread for important information about the Fix Pack: https://forums.beamdog.com/discussion/comment/836218/#Comment_836218 Fix for disappearing simulacrum & similar abilities https://forums.beamdog.com/discussion/comment/850917/#Comment_850917 [/spoiler]Installer/Mega Mod
[spoiler] EET - Enhanced Edition Trilogy http://gibberlings3.net/forums/index.php?showforum=195 EET 1.0 Release Candidate 1 http://gibberlings3.net/forums/index.php?showtopic=28161 Direct Links: https://github.com/K4thos/EET/releases BWS / Big World Setup https://bitbucket.org/BigWorldSetup/bigworldsetup/get/master.zip link with more information: https://forums.beamdog.com/discussion/44476/tool-big-world-setup-bws-mod-manager-for-baldurs-gate-enhanced-edition-trilogy-for-windows [/spoiler]Kit Packs & Class changes
[spoiler] Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks) https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1 [Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE] https://forums.beamdog.com/discussion/65700/kit-pack-i-hate-undead-iwd-eet-bgee-bg2ee/ The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in english -> V13 :) https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13 [Mod] New Refinements (v4?) beta release (New reworked version from subtledoctor. Under active development and usable) https://forums.beamdog.com/discussion/48694/mod-new-refinements-v4-beta-release/p1 Might & Guile https://github.com/subtledoctor/Might_and_Guile [MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 [MOD] [BETA] Faerunian Monastic Orders http://forum.baldursgate.com/discussion/18620/mod-beta-faerunian-monastic-orders/p1 [MOD] Eldritch Magic https://forums.beamdog.com/discussion/49591/mod-eldritch-magic-bgee-bg2ee-iwdee/p1 The Divine Remix http://www.gibberlings3.net/readmes/readme-divine_remix.html Song & Silence http://www.gibberlings3.net/sns/ JKits V6 (Kenshei, Undead Eliminator, Amazon) 1/26/16 https://forums.beamdog.com/discussion/18607/jkits-v6-kenshei-undead-eliminator-amazon-1-26-16/p1 Psionics Unleashed -- Not compatible with 1.3 patch and newer! http://www.shsforums.net/forum/634-psionics-unleashed [/spoiler]Single Kit's
[spoiler] The Mercenary (Fighter Kit EET Compatible) https://forums.beamdog.com/discussion/68151/fighter-kit-mercenary-iwdee-eet-bgee-bg2ee The Militia Officer (Fighter Kit) https://forums.beamdog.com/discussion/68238/fighter-kit-bodyguard-iwdee-eet-bgee-bg2ee The Charlatan (Bard Kit EET Compatible) https://forums.beamdog.com/discussion/68297/bard-kit-charlatan-iwdee-eet-bgee-bg2ee/ [MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers https://forums.beamdog.com/discussion/66390/p1 Will of the Wisps - Shamanic enhancements https://forums.beamdog.com/discussion/61754/will-of-the-wisps-shamanic-enhancements/p1 [Kit] Mystic Fire Paladin (beta) https://forums.beamdog.com/discussion/52816/kit-mystic-fire-paladin-beta/p1 [Kit] Arcane Archer Redone (Fighter Kit) v1.1 https://forums.beamdog.com/discussion/52606/kit-arcane-archer-redone-fighter-kit-v1-1/p1 [BGEE, BGEE 2, IWD:EE MOD] Lost Druid Kit 1.3v http://forum.baldursgate.com/discussion/24865/bgee-bgee-2-mod-lost-druid-kit-1-0v/p1 [MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE) http://forum.baldursgate.com/discussion/29633/mod-duskblade-kit-v1-1-for-bg1-ee-and-bg2-ee/p1 Pale Master Kit for Sorcerers http://forum.baldursgate.com/discussion/34749/pale-master-kit-for-sorcerers/p1 [/spoiler]Single Kit Rework and Changes
[spoiler] UPDATED Wizard Slayer Overhaul (IWD:EE; BG:EE; BG2:EE) https://forums.beamdog.com/discussion/37503/wizard-slayer-2-0 Relieve Wizard Slayer https://forums.beamdog.com/discussion/68377/kit-review-wizard-slayer-iwdee-eet-bgee-bg2ee Kensai Kit Revision Mod NEW VERSION (v2.0) https://forums.beamdog.com/discussion/41836/kensai-kit-revision-mod-new-version-v2-0/p1 [MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT) http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt/p1 Wizard Slayer Rebalancing https://forums.beamdog.com/discussion/24181/wizard-slayer-rebalancing-for-bg-ee-and-bgii-ee/p1 http://www.shsforums.net/files/file/960-wizard-slayer-rebalancing-v109-windows-version/ [MOD]Monk Overhaul http://forum.baldursgate.com/discussion/33618/mod-monk-overhaul/p1 Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1 http://forum.baldursgate.com/discussion/28623/mod-eng-bg1-ee-soa-tob-saradas-revisioned-shapeshifter-v-1-1/p1 Shapeshifter paw weapon tweak http://forum.baldursgate.com/discussion/26791/shapeshifter-paw-weapon-tweak/p1 Wild Mage Additions http://forum.baldursgate.com/discussion/33799/wild-mage-additions/p1 [/spoiler]Rule Rebalance and Reworks
[spoiler] Raduziel's Universal Wizard Spells https://forums.beamdog.com/discussion/67903/mod-universal-wizard-spells-iwdee-eet-bgee-bg2ee/p1 [Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0 https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0 https://github.com/Holic75/Baldurs-gate-dnd-3.5/releases [Mod] 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice Enchant the Missile Launchers (Ranged Weapon Tweak) https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak Rogue Rebalancing http://www.shsforums.net/files/category/62-rogue-rebalancing/ SCALES of BALANCE! Post-hac kits and tweaks http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 https://github.com/subtledoctor/Scales_of_Balance Hardcore Dual-Classing https://forums.beamdog.com/discussion/43824/mod-announcement-hardcore-dual/p1 APR on Spec https://forums.beamdog.com/discussion/36197/mod-release-apr-on-spec/p1 [MOD]: Spellcasting in light armor http://forum.baldursgate.com/discussion/26366/mod-spellcasting-in-light-armor/p1 High Level Abilities as Innate Abilities http://forum.baldursgate.com/discussion/34002/high-level-abilities-as-innate-abilities/p1 Use Any NPC Item - Add-on for Use Any Item HLA. http://forum.baldursgate.com/discussion/26240/use-any-npc-item-add-on-for-use-any-item-hla/p1 Experience cap remover and new High Level Ability pools for F/M/C and F/M/T http://forum.baldursgate.com/discussion/26198/experience-cap-remover-and-new-high-level-ability-pools-for-f-m-c-and-f-m-t/p1 [/spoiler]Content Packs (Spells, Items, etc.)
[spoiler] Weasels! - weasel-oriented spells and items for BGEE / BG2EE / IWD EE https://forums.beamdog.com/discussion/65516/mod-weasels/p1 IWD Divine spells in BGEE, SoD and BG2EE https://forums.beamdog.com/discussion/59668/iwd-divine-spells-in-bgee-sod-and-bg2ee IWDification http://www.gibberlings3.net/iwdification/ [/spoiler]Content Restoration
[spoiler] Unfinished Business http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=101&Itemid=80 Almateria's Restoration Project http://www.shsforums.net/files/file/1053-almaterias-restoration-project/ [/spoiler]TWEAK Packs
[spoiler] The Tweaks Anthology https://forums.beamdog.com/discussion/48165/testers-wanted-tweaks-is-dead-long-live-tweaks/p1 http://gibberlings3.net/forums/index.php?app=downloads&showcat=90 aTweaks http://www.shsforums.net/files/category/99-atweaks/ klatu tweaks and fixes http://www.shsforums.net/topic/57873-mod-klatu-tweaks-and-fixes/ BG2 Tweak Pack (Out of date use Tweak Anatholgy) http://www.gibberlings3.net/bg2tweaks/ [/spoiler]Tactical Encounters and Story Change
[spoiler] [MOD] Test Your Mettle! https://forums.beamdog.com/discussion/70489/mod-test-your-mettle Quest Pack v3.1 http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=128&Itemid=100 Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2! https://forums.beamdog.com/discussion/45563/ascension-v1-5-beta-enhanced-edition-release-updated-1-20-2016/p1 https://github.com/BiGWorldProject/Ascension/releases Wheels of Prophecy *(Reported to have install problems without using BWS) http://www.gibberlings3.net/wheels/ CoM Encounters http://www.baldursgatemods.com/forums/index.php?board=22.0 [/spoiler]AI & Difficulty
[spoiler] [mod] Universal party AI script https://forums.beamdog.com/discussion/65032/ elminster's Difficulty Adjustments https://forums.beamdog.com/discussion/59889/elminsters-difficulty-adjustments/p1 Sword Coast Stratagems *(needs a fix to work fine with 2.3 or later) http://www.gibberlings3.net/scs Fix for SCS for version 2.3 Big World FixPack - download, extract, also extract SCS, run _ApplyPatches, check BWP_Fixpack.installed file if there is "stratagems" present BPSeries AI Scripts http://www.shsforums.net/files/file/1025-bp-series-party-ai-for-bg/ Level adder v0.3 http://forum.baldursgate.com/discussion/32334/level-adder-v0-3/p1 [Release] Difficulty and Tweak mod ver 7 http://forum.baldursgate.com/discussion/19928/release-difficulty-and-tweak-mod-ver-7/p1 [/spoiler]Convenience Tweaks
[spoiler] [MOD] Skip Chateau Irenicus https://forums.beamdog.com/discussion/60934/mod-skip-chateau-irenicus Item Randomiser http://forums.gibberlings3.net/index.php?showtopic=25430&hl=&fromsearch=1 MOD so Cromwell does NOT take a day? http://forum.baldursgate.com/discussion/39906/mod-so-cromwell-does-not-take-a-day/p1 [/spoiler]Item Packs
[spoiler] BGII:EE - Unofficial Item Pack https://forums.beamdog.com/discussion/56567/bgii-ee-unofficial-item-pack/p1 [MOD] More Style for Mages: Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks (v1.5 released) http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1 [MOD] Golem Construction for Spellcasters https://forums.beamdog.com/discussion/60602/mod-golem-construction-for-spellcasters Item Pack (for BG2 can someone verify that it works on EE?) http://www.shsforums.net/files/file/824-item-pack-v18/ [/spoiler]Item Reworks and Upgrades
[spoiler] Weimer's Item Upgrade [in progress] http://weidu.org/item.html Useful Plot Items for BG2:EE https://forums.beamdog.com/discussion/54090/useful-plot-items-for-bg2-ee/p1 Foebane +3 and +5 improvement mod http://forum.baldursgate.com/discussion/31391/foebane-3-and-5-improvement-mod/p1 Upgradable Dak'kon's Blade http://forum.baldursgate.com/discussion/29328/upgradable-dakkons-blade/p1 Brick +2 mod http://forum.baldursgate.com/discussion/28427/brick-2-mod/p1 Unbiased Ir'revrykal+5 mod http://forum.baldursgate.com/discussion/32456/unbiased-irrevrykal-5-mod/p1 [mod] Improved Cloak of Non-Detection. http://forum.baldursgate.com/discussion/40116/mod-improved-cloak-of-non-detection/p1 Cloak of Displacement remove Blur effect mod http://forum.baldursgate.com/discussion/40055/cloak-of-displacement-remove-blur-effect-mod/p1 [/spoiler]New Items
[spoiler] Long bow of Stealth +5 http://forum.baldursgate.com/discussion/34009/long-bow-of-stealth-5/p1 [/spoiler]Quest & Story Mods
[spoiler] Check the Bodies EE: http://www.shsforums.net/topic/59973-ctb-ee-v22-for-bg2eeeet-and-bg2tobbgt/ Shadows Over Soubar (BGII:EE and EET compatible) https://github.com/weigo87/SoS-EE/releases/tag/release1.14a http://www.shsforums.net/topic/30451-shadows-over-soubar-mod-description/ Ascalon's Questpack https://forums.beamdog.com/discussion/69160/mod-ascalons-questpack-kerzenburgforum Innershade - New village with its own quest http://www.shsforums.net/files/file/910-innershade-v92/ Will of the Wisp - a Stronghold for shamans (as well as items, kit and a NPC) https://forums.beamdog.com/discussion/61754/mod-will-of-the-wisps-shamanic-enhancements/p1 Alternatives http://gibberlings3.net/forums/index.php?showforum=173 Tower of Deception for BG2EE https://forums.beamdog.com/discussion/39282/tower-of-deception-for-bg2ee Eilistraee's Song http://www.shsforums.net/files/file/938-eilistraees-song/ Tales of the Deep Gardens http://www.shsforums.net/files/file/820-tales-of-the-deep-gardens-v100/ Dungeon Crawl http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=168&Itemid=117 Assassinations http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=177&Itemid=121 Back to Brynnlaw http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=186&Itemid=125 The Sellswords http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=183&Itemid=126 I Shall Never Forget http://www.shsforums.net/files/file/1004-i-shall-never-forget-v40/ Adalon's Blood https://www.baldurs-gate.de/index.php?resources/adalons-blood-silberdrachenblutmod.5/ Gibberlings Three Anniversary Mod http://www.gibberlings3.net/g3a/ The Undying Mod BG2:EE Compatible http://forum.baldursgate.com/discussion/34297/the-undying-mod-bg2-ee-compatible Freedom's Reign/Reign of Virtue Now Enhanced http://forum.baldursgate.com/discussion/34075/freedoms-reign-reign-of-virtue-now-enhanced The White Queen (v4.0) for BG2EE http://forum.baldursgate.com/discussion/38825/the-white-queen-v4-0-for-bg2ee [/spoiler]NPC Tweaks, Class & Kit changes
[spoiler] La'Viconia - tweak that allows to change Viconia to Cleric/Thief http://www.shsforums.net/files/file/882-laviconia-tweak/ NPC_EE https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone NPC Kitpack - Note: Not all component work with EE (please check the forum) http://www.gibberlings3.net/npckit/ [MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET https://forums.beamdog.com/discussion/58941/mod-bgeenpc-tweaks-for-bgee-sod-bg2ee-eet [/spoiler][MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET
S9 BGEENPC Tweaks for BGEE / SOD / BG2EE / EET
by Smeagolheart WHAT IS IT?: -------------------------------------------------------- S9NPCTweaks is a mod that alters NPCs in the BGEE trilogy. I made this at first for my personal enjoyment but I figured some folks might like it too. Most of the effects are geared towards BG1EE including the Siege of Dragonspear expansion. What are the components? COMPONENT: Consistent NPC Portraits Applies to BG1EE, SOD, BG2EE, EET This component sets NPC portraits to a consistent portrait. For example, IMOEN can use the same portrait throughout the entire Baldur's Gate Saga. These alternate portraits are contained in a folder called NPC_Portraits that that will be applied to all instances of an NPC. If this component is installed on BG1EE and Siege of Dragonspear installation, it will change both versions of an NPC (if applicable). If this component is installed on a BG2EE then that version will get their new alternate portrait. If you have another variation of a portrait and you'd like to replace the included portrait to use one you like better, feel free to do so and install this component (or reinstall it if necessary) in order to enjoy your portrait throughout the trilogy. This component also sets Viconia's colors to allow you to Siege of Dragonspear colors to give a consistent appearance to the character. This effect is more pronounced on some NPCS than others. If you have spawned any of these NPCs in the world already, they will not be affected and the effects will only be noticeable after starting a new game. See the bottom of this readme for Portrait Credits GROUP: Convenient NPCs NPCs, mainly in the first Baldur's Gate, are in locations that make it impractical to find them until your adventure is well underway. For example, Alora is not recruitable in BG1EE until you accept an easy to miss quest in the city of Baldur's Gate (which you can not even access until Chapter 5). Other NPCS such as Dorn are introduced in a somewhat mystifying way, specifically, in BG1EE to get Dorn to join you have to talk to him at the Friendly Arm Inn - where he won't join you - and then you will "randomly" meet him when going to the Nashkel Mines and after a short encounter you can get him to join. This component moves NPCs and possibly alters them to make their appearance more convenient. COMPONENTS: Alora -Applies to BG1EE Alora is moved from the Hall of Wonders to Gullykin near the door to the winery. This code is reused from the BG1NPC project, authored and coded by tons of dedicated people from all walks of life. Her dialogue is altered to adjust to her new surroundings. Baeloth -Applies to BG1EE This component moves Baeloth's appearance from a random tower area in Larswood to outside of the entrance to High Hedge. Additionally, his introductory cutscene has been trimmed. The requirment that you must be at least level 5 for him to appear has not changed. Coran -Applies to BG1EE Coran is moved from the middle of the bridge on the Cloakwood Forest Map to near the big rock just before the bridge on the same map. Additionally his quest timer is increased from seven days to eight. Dorn -Applies to BG1EE Dorn now is outside the Cabin in the Nashkel Mines. Dorn's dialogue is altered to adjust to his new surroundings and he will ask you to accompany him to an ambush. -Applies to Siege of Dragonspear Dorn now is located inside the Three Old Kegs and can be recruited much earlier than previously possible. If you do not recruit him in the Three Old Kegs, he will be waiting at the expedition campsite. Eldoth -Applies to BG1EE Eldoth is moved from Cloakwood Forest to Red Sheaf Tavern in Beregost near the Bartender. Eldoth's dialogue is slightly altered in his initial meeting. Hexxat -Applies to BG2EE This component prevents Hexxat from initiating a conversation on her own. If you want to recruit her, talk to her. Nalia -Applies to BG2EE This component prevents Nalia from initiating a conversation on her own. If you want to recruit her, talk to her. Neera -Applies to BG1EE This component prevents Neera from initiating a conversation on her own. If you want to recruit her, talk to her. -Applies to BG2EE This component triggers the introduction cutscene in the Bridge District only when you talk to Neera. She can be found near the place where the Red Wizards cutscene occurs after the townsfolk talked about the local murders. Quayle -Applies to BG1EE Quayle is moved from just outside of Baldur's Gate to the Nashkel Carnival near Great Gazib's show. Rasaad - Applies to BG2EE This component triggers the introduction cutscene in Trademeet only when you talk to Rasaad. He can be found near the fountain. Safana -Applies to BG1EE Safana is moved from the Coastal Lighthouse Area to the Jovial Juggler. Her quest timer is increased from five days to thirty days. Shar-Teel -Applies to BG1EE Shar-Teel Dosan is moved from Mutamin Garden's area to the South Beregost Road a short distance south from the northern end of the road. Tiax -Applies to BG1EE Tiax is relocated from Baldur's Gate to the Beregost Town Square adjacent to Feldepost's Inn. Viconia -Applies to BG1EE Viconia is relocated from Peldvale to the southwest corner of the Temple Area. COMPONENT: Add the Priest of Tempus Kit This component adds the Priest of Tempus kit from IceWind Dale. COMPONENT: Dual Class Friendly Stats Many NPCs in Baldur's Gate are tantalizingly close to having the capability to Dual Class but are just short in an Ability Score. You can give these NPCs a tome (or two) and enable whole new possibilities for their development. But - do you want to give an ability score tome to a temporary companion? Those tomes belong to CHARNAME, right? Now, you don't have to make this sometimes difficult choice, this component will give NPCs an ability score boost. All of these boosts are possible in game with one or more ability tomes used on an NPC. Here is what is affected and what is unlocked: Branwen +1 DEX Branwen can dual class from a Cleric to a Thief. Dynaheir +2 WIS Dynaheir can dual class from a Mage(Invoker) to Cleric. Safana +1 INT Safana can dual class from Thief to a Mage. Xzar +1 DEX +2 WIS Xzar can now dual class from Necromancer to either a Cleric or Thief. GROUP: Adjust NPC Classes This group of componenets allows you to change to BGEE NPCs classes and kits. COMPONENTS: Make Branwen a Priest of Tempus This component requires that the Priest of Tempus kit be previously installed. Make Dynaheir a Sorcerer If you set Dynaheir's class as a Sorcerer she will be unable to dual class if you previously set her stats with the Dual Class Friendly Stats component. This applies to BG1EE and Siege of Dragonspear versions of Dynaheir. Make Faldorn an Avenger This kit fits her personality in my opinion. Make Kagain a Dwarven Defender When thinking about applying a kit for Kagain, I would say he is not really a Berserker, he's more of a pure fighter. Still, no NPC utilizes the Dwarven Defender kit so this is an optional component. Make Khalid a Fighter/Mage Khalid's wife is a Fighter/Druid multiclass, I feel that Khalid should be a multclass as well. He fits the profile as a Fighter/Mage best in my opinion. Make Kivan an Archer This kit fits Kivan in my opinion. Make Safana a Swashbuckler Safana's experience on a Pirate Ship and adventurous spirit make her a Swashbuckler. Shar-Teel's Class Shar-Teel has anger and rage issues. She can be set as either a Berserker or a Barbarian. Please note that if you change her class to Barbarian she will be unable to dual class unless you have unlocked dual classing for Barbarians through another mod such as Tweak's Anthology's "Expanded Dual-Class Options" component. Make Skie a Shadowdancer Skie's biography describes how she is a natural dancer and good as sneaking off - Shadowdancer is a natural fit for her. Make Xan a Blade Xan was originally intended to be a dual wielding Katanas as a Kensai Githyanki*. I feel that the Blade kit of the Bard class fits Xan's close connection with his Moonblade while still retaining his spellcasting capabilities. Yes, I know the Bard class is normally illegal for Elves. *source: http://www.ign.com/articles/1999/12/24/developer-journal-baldurs-gate-ii-pt-3 **************************************************************************************************** Credits: Coding: Smeagolheart Move Alora Component from NG1NPC Project that was authored and coded by tons of dedicated people from all walks of life. K4thos Enhanced Edition Trilogy compatibility code and Priest of Tempus Kit Anomaly's BG1 NPCs at Beginning (for BGT) 2.2 with individual NPCs moving http://www.shsforums.net/topic/54750-bg1-npcs-at-beginning-for-bgt-22-with-individual-npcs-moving/ argent77 for code from "Disabled Enhanced Edition NPCs" mod. Dual Class Friendly Stats component inspired by this thread https://forums.beamdog.com/discussion/43803/tomes-of-ability-increase NPC Colors is inspired by conversations about Viconia's colors on Baldur's Gate Forums https://forums.beamdog.com/discussion/50087/viconia-devirs-sod-portrait/p1 ____________________________________________________________________________________________________ ****************************Portrait credits******************************************************** These portraits are my current favorite replacements for the stock portraits. Here's where they came from to the best of my recollections. If you are the artist and prefer not wanting your portrait in this free mod, let me know and I'll remove it. ____________________________________________________________________________________________________ Plasmocat's "BG NPC Portraits in BG2 Style" Link: http://www.gibberlings3.net/plasmocat/bgbg2.php# AJANTIS ALORA FALDORN GARRICK KAGAIN (background edited by me I think a long time ago) KHALID SHAR-TEEL SKIE TIAX XZAR MONTAR QUAYLE ________________ Clerics get their Deity Colors I think: http://www.shsforums.net/topic/34869-clerics-get-their-deity-colours/ YESLICK ________________ Beamdog unaltered, included in case you wanted to replace it. BAELOTH ________________ artastrophe's portraits http://artastrophe.deviantart.com/art/BG-Siege-of-Dragonspear-600014757 MKHIIN ________________ NiGHTMARE's NPC Beautification Pack http://www.gibberlings3.net/nmbeauty/ HAERDALIS (edit) YOSHIMO _______________ Norimichi Tanaka's Online Portfolio http://www.littlemistake.com/archives/2524 EDWIN NEERA DORN MAZZY NALIA WILSON ________________ Portraits by Enkida https://www.deviantart.com/art/BG2-NPC-Kivan-281829805 KIVAN MINSC ________________ http://www.rpgcodex.net/forums/index.php?threads/will-poe-be-shit.94392/page-16 ANOMEN ________________ from: Rasaad, then and now by Syntia13 http://www.deviantart.com/art/Rasaad-then-and-now-374779254 RASAAD ________________ from: Portraits alternatifs http://www.baldursgateworld.fr/lacouronne/le-comptoir-damn/22739-portraits-alternatifs-3.html ELDOTH DYNAHEIR ________________ Siege of Dragonspear portrait unaltered VICONIA ________________ Isandir's Portrait Edits SAFANA HEXXAT ________________ edited by me: GLINT CORWIN XAN (based on version from here: http://zoyah.deviantart.com/art/Xan-BG-II-unfinished-111035201) ________________ Sorry where these came from is lost to time, PM me and I'll add you to the credits here if you want me to: AERIE BRANWEN CERND CORAN IMOEN JAHEIRA JAN KORGAN SAREVOK ________________ VERSION HISTORY v1.1 Released 29 Aug 16 - Added options for Garrick to be Skald and Eldoth to be a Jester - Bug fix v1.0 Released 27 May 16 Initial Release[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.
The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post. REVISED SPECIALISTS This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield. REVISED DRAGON DISCIPLES This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons. MAGUS This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge. FAVOURED SOUL This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers. REVENANT DISCIPLE This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor. SYLVAN DISCIPLE This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey. AMORPHOUS DISCIPLE This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins. INNATE FIND FAMILIAR This component makes Find Familiar an innate ability for all Mages and Sorcerers. ARMORED CASTING FOR BARDS This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors. ARCANE CRAFTING This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls. CANTRIPS Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells. SPELL TWEAKS This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected. METAMAGIC This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters. ABILITY SCORE BONUSES This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses. SPELL SELECTION DIALOG This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.
INSTALLATION In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
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. [spoiler] v0.7 None to my knowledge. Go out and find some! [/spoiler]
CHANGE LOG A list of all mod version changes is available here. [spoiler] Version 0.7 - Total overhaul of all existing components. - New Feature: Added the Ability Score Bonuses component. - New Feature: Added the Level One Cantrips subcomponent. - New Feature: Added the Innate Familiar component. - New Feature: Added the Favoured Soul component. Version 0.62 - Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls. - Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat. - Compatibility: Added compatibility for More Style for Mages. Version 0.61 - Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.) - Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected. - Spell Tweaks: Added an installation requirement to prevent odd behavior. Version 0.6 - General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions). - General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions. - Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors. - Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level. - Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance. - New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod. - Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system. - Numerous small bugs and string fixes. Version 0.5 - Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6. - Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions. - Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets. - Expanded Weapons: Fixed an issue where Mages were not able to equip arrows. - Oracle: Added the Oracles of Murder and Oracle of Eyes kits. Version 0.4 - Core Revisions: Conjurers now receive a d6 hit die. - Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar. - Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu. - Updated Schools: Dispel Magic is moved from Abjuration to General. - Arcane Crafting: Changes the number of charges on crafted wands. - Magus: Removed the bonus attack per round from specialization and at 7th or 13th level. - Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod. - General: Fixed an issue where kit bonus spells were sometimes not being granted. - Core: Fixed text issues with the names of Brass Dragon Disciples. - Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed. - Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known. - Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds. - Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one. - Oracle: Fixed text issues with the names of Oracles of Winter. - New Feature: Added the Specialist Mage Kits component. - New Feature: Added the Dynaheir, Xan and Edwin components. - New Feature: Added the Specialist Kits for NPCs component. - New Feature: Added the Bloodline Kits for NPCs components. - New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting. Version 0.31 - Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet. - Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor. - Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in. - Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls. Version 0.3 - General: Updated class descriptions for all kits (existing and mod) - Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class. - Core: Revised opposed schools and specialists. - Core: Incorporated Divination spells into Generalist and removed Diviners - Core: Allowed Dragon Disciples to choose a draconic ancestor. - Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline. - Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline]. - Added the Spell Select through Dialogue component - Added the Updated Spell Schools component. - Added the Armored Casting component. - Added the Universal Weapon Usability component. - Added the Oracle component. - Added the Magus component. - Added the Arcane Crafting component. Version 0.2 - Renamed to Tome and Blood - Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines. - Changed specialists to have 2 opposed schools. - Allowed Gnomes to become Sorcerers and Dragon Disciples. - Allowed Mages and Sorcerers to use Crossbows and Clubs. Version 0.1 - First public release (as Sorcerous Bloodlines) - Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant). [/spoiler]
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.
Is there a setting that actually over-writes the "decision" by romance-mod makers
Tenya Thermidor v1.5
