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Mod to change NPC skin and hair color?

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Is there a mod where you can change your companions hair and skin color? I know you can do it through EEKeeper but I'm wondering if there's a mod where you can just easily do it in-game.

Enable Dual-classing into Kits (now with Proficiency Fix)

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Dual-class into Kit Installation Order: * This mod should NOT be installed BEFORE any mod that adds new kits. * This mod should NOT be installed BEFORE any mod that alters race(MGSRCREQ.2da/CLSRCREQ.2da) or dualclass(DUALCLAS.2da/ABDCDSRQ.2da) restrictions. * This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da. * This mod should NOT be installed BEFORE any mod that alters alignment(ALIGNMNT.2da) restrictions. * The third component(proficiency) should also NOT be installed BEFORE any mod that alters or reads (WEAPPROF.2da). Limitations(primary component): * Class/Kit description in the record screen will display the description of the unkitted second class. * Specialists Mages will not recieve their bonus spell slots. (Fix included in second component.) * Level-up proficiency selection is still dictated as if an unkitted second class. (Potential fix included in thrid component.) (These are all the same issues that occur when you manually change the second-class kit through EEkeeper/Near Infinity) Limitations(proficiency component) * This component is still experimental, I would urge you to save being clicking "Level-up".
* All (kit or not) dual-classed character's proficiency options will be strictly enforced. Reactivating their original class will not expand their proficiency limitations, they still regain any proficiency that had from that class, they just cannot add to them beyond what their second class normally allows. * Level requirements for proficiency will continue to follow PROFSMAX.2da. * Mods that replace a Base class with a kit, should utilize the mods base-class kit proficiency options for the unkitted class, provided the kit and class share the same name. Any character with the base-class kit will use that kits proficiency options as expected. * Mods that add a Multi-class kit and Single-class kit under the same name will attempt to differientiate them by their kit description. If it fails they might end up using the others proficiency options. * If it fails to identify class/kit, it should default to FIGHTER or NONE proficiency options, to avoid being stuck during level. This should only happen if their current kit(or trueclass) has been disabled / made invalid by other mods.
Compatibility: * v2.3+: BGEE, BGSOD, BG2EE * v2.5+: IWDEE * Should work for any language. Only installation prompts are in English. * Supports multiple campaign files, as read from CAMPAIGN.2da. * The entire Chargen Class Selection portion of UI.menu is replaced, if I knew better how to make the changes I would. * The Chargen Mage Spell Selection portion has a very minor edit, small chance of conflict with other UI mods. * The Proficiency component attempts to alter several parts of the Chargen/Levelup Proficiency portion of UI.menu, relatively high chance of conflict with other UI mods that alter that section.

Is it possible to tune opcode 147 ?

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First, you must know that I have been working for more than 10 years on a mod that was designed to work on BG2-BGT. Even of I was happy Enhanced Editions engine allows me to solve a lot of things I could not achieve with classical games, I STILL want to release a mod playable with BG2-ToB.

And that's not easy every day... :*

The issue of the day is the following one and concerns my two paladin kits who learn special spells. With classical games, the only way to proceed was to remove their priest spells and give them new ones when they level up.

Using #147 with ToBEx did the trick.
The 'Flags' field modifies the behaviour of the effect in the following manners:

[b]Bit 0: Learning the spell never gives experience (including scrolls from the inventory screen)[/b]
Bit 1: No effect (reserved for GemRB)
[b]Bit 2: Learning is always successful (including scrolls from the inventory screen)[/b]
Bit 3: No effect (reserved for GemRB)
Bit 4: If the spell is already learnt, no experience is given (excludes inventory screen)
Bit 5: Learning the spell obeys mage school exclusions (excludes inventory screen)
Bit 6: The spell cannot be learnt by sorcerer class (excludes inventory screen)
Bit 7: Learning fails if the target has already learnt the maximum number of spells as per INTMOD.2DA for the spell's level (excludes inventory screen)

Using this feature with EE forces the kits to gain XP when they learn those spells.
Is there a way to avoid that? I mean a more elegant way than to force them to gain no XP during the round they level up.

Baldur's Gate Arms and Armour Emporium

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Hello I am looking for some moral support in making some new Baldur's Gate content (instead of feeling like a troglodyte). The idea: Baldur's Gate should have a proper arms and armour shop in the trade district (seems weird without one eh?). Here is the project so far: Downstairs: Upstairs: Context: More useful information: Custom sound files are already made from this guy's voice for the Dwarven blacksmith: https://www.youtube.com/channel/UCGca03sbLq7OUnXMdvRHyBQ (I didn't ask him I just ripped them off of youtube and made them more 'Baldur's Gate-y' in Audacity). The upstairs sells +2 standard magical weapons and armour and some +1 exotic and rare weapons and armour as well as some other exotic magical equipment. Progress: Currently I am being a lazy bastard and want to talk to people about this project. I feel that I should do a small mod first and get some stuff into the community from my work pile of new Baldur's Gate high quality content. It seems that I must finish up brushing / blending and gutting and adding nice looking arms and armour do-dads from other Infinity Engine games. Such as Baldur's Gate and Baldur's Gate II; I have some appropriate do-dads picked out I just need to work more (Any do-dad suggestions?) Also I want to add a chimney to the roof out side (and I got one picked out): If you like reading: Here is an interesting chunk of additional information: https://www.deviantart.com/withinamnesia/art/Baldur-s-Gate-Arms-and-Armour-Emporium-Level01-751406924

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features: [spoiler]
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more... [/spoiler] These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often. @AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar. Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java. Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

[MOD] Verr'Sza NPC (for BGEE and SoD)

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I prepared something for those who believed there are too little evil fighters for BGEE and SoD (well, it was mostly about SoD). So here is Verr'Sza, the evil rakshasa ranger (it has his own kit, as most hunter kits won't work for someone like him). Alignment: Chaotic Evil, Neutral Evil in SoD Class: Ranger (Naztharune Ranger) Race: Rakshasa ==> OVERVIEW The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep. The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way. Note that the mod may include language considered blunt or inappropriate for kids. Mod was designed to work on EE. Never tried it on Tutu or BGT. Consider this an open beta. There may still be some bugs. ==> NUMBER OF TALKS: original campaign:
  • ~15 non-romantic talks (5 timered / timer-related talks; 10 situational talks)
  • ~11 romantic talks (mostly timered / timer-related talks)
  • at least 1 banter talk with every NPC, including EE NPCs (Neera, Dorn, Rasaad, Baeloth)
  • Some additional information and flirts available via the PIDs (player initiated dialogues)
  • some interjections
Siege of Dragonspear DLC:
  • ~6 non-romantic talks (3 timered / timer-related talks; 3 situational talks)
  • ~4 romantic talks (timered / timer-related talks / situational) + an "epilogue" talk
  • additional romantic content available through a 3rd character (available in Bhaalspawn's camps; ~5 talks)
  • Thrix the Profane reaction
  • few "head string" talks with other NPCs
The mod includes crossmod talks with Sirene, Aura, Drake and White. NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him. SHS alternative download

[How to] Install mods on Android

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Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).

You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.

You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.

Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).

This procedure was tested on Windows.

WARNING

This procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).

Version 2.5 of BG2EE (and potentially of other EE games) doesn't work properly with the method described below. :( However @Gusinda wrote a new guide for setting up mods for this version.

Building an environment to install mods (BGEE)

WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.

Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.

Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.

  • Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
  • According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
  • Using your usual file explorer, open the drive that just appeared
  • If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
  • Go into folder Android/obb/com.beamdog.baldursgateenhancededition
  • There you should find two files with an .obb extension:
    • main.2106.com.beamdog.baldursgateenhancededition
    • patch.2100.com.beamdog.baldursgateenhancededition
    Nota: this is for the beta version, values after main and patch may vary between versions of the game
  • On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
    • Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
  • Copy the two obb files into that new directory
  • On the hard disk, rename the two obb files and replacing the .obb extension with .zip
  • Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
  • Once finished you should see the following directory content in the BGEE_Android directory:
    • data
    • lang
    • movies
    • music
    • script
    • chitin.key
    in addition to the two zip files.

Mod installation

  • In the BGEE_Android directory, extract the archives of the mods you want to install
  • Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
    • Download the latest of WeiDU available for your operating system on this page
    • Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
    • In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
    • Select file setup-MOD_NAME.exe and delete it
    • Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
    • Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
  • Install the mods, in the recommended order
    • Windows: run the setup-MOD_NAME.exe file of each mod
    • Mac OS X: here is detailed guide
    • Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
    Warning: when installing the first mod, WeiDU will ask you which language you want to play the game with. Be sure to select the game language you intend to use, this will impact the language sub-directory which WeiDU will modify to add the texts coming from the mods. This is a different choice than your preferred translation of the mod.

Creating the mods archive to transfer to Android

The aim is to build a directory structure that includes only the files modified by the mods installation.
  • From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)
    Warning: this must match your game language choice in the previous step!
  • Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
  • Create a new temporary directory, for instance Android_Files
  • In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
  • Paste the dialog.tlk file(s) from the clipboard into that directory
  • Copy the override directory from BGEE_Android into Android_Files
  • Run your preferred zip tool (7-Zip, WinZip, ...)
  • Using drag and drop or another method, add directories lang and override from Android_Files into the archive
  • In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression
    For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store"
  • Create the archive and give it a name such as Mods.zip
  • Copy the centralfix.exe file into the same directory as the Mods.zip archive
  • Open a command line windows and move to the directory where you created the Mods.zip archive
    Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here"
  • Enter command
    centralfix Mods.zip
    It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.

Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.

Transferring the mods archive to Android

  • Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files
    Beware, this is not the same directory as in the beginning.

Notes on content to include in the mods archive

In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.

According to what mods are changing in the game, you might have to add other items into the mods archive:

  • for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
  • for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
  • for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts

Nota : the list above is not exhaustive.

As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.

Finally you'll have to add all those files when building the Mods.zip archive.

It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.

Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.
In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).

Example with BGEE

Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

Meeting with Finch in Candlekeep

BG2EE

The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):

  • main.226.com.beamdog.baldursgateIIenhancededition.obb
  • patch.220.com.beamdog.baldursgateIIenhancededition.obb

The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files

I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).

IWDEE

Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:

  • main.406.com.beamdog.icewinddale.obb
  • patch.400.com.beamdog.icewinddale.obb

It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).

The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files

Broken chest icons

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Chest icons on ground not opening.

Corthala Romantique - Valygar Romance Mod

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Corthala Romantique - Valygar Romance for BGII, BGII:EE, BGT, EET Originally by Domi, Beyshaliban, and Caetlyn. Edits by Meira and jastey. About Originally a part of the TeamBG mod 'Tortured Souls', the romance had a short-lived history as stand-alone part of said mod. When support for the stand-alone Valygar romance was abandoned, Beyshaliban volunteered to make it a WeiDU mod. The original path and speed of the romance was altered and Domi wrote a lot of additional lovetalks, flirts and banters. ToB content was added and the mod reached beta status in 2005. The SoA part was still under revision by Meira then. Aside from that, an expansion to the Sphere Quest was added. You will meet an interesting not joinable NPC, a character from Valygar's past, based on Domi's story Biographer's Notes: Valygar. In 2018, the mod was fully recoded and revised by jastey, with Domi's blessings: After the mod going on hiatus while still in testing and under revision, it was now newly recoded and revised to make the romance flow with less bottlenecks in-game, make the banters more in-character, and also to make the development of Valygar's feelings with regard to his vows more consistent. Content The Mod Corthala Romantique adds a romance for female PCs (no short races) of good or neutral alignment (no chaotic neutral) or female druids. To proceed with the romance, the reputation has to be above 13. The mod also adds friendship talks for the SoA part of the game for PCs that do not fulfill the romance criteria. For ToB, all dialogues added are for romance, only. Also added are banters with other NPCs and interjections, for romance and non-romance case. As a second, optional component, the "bathing flirt" can be installed for the romance - there was a time back then where NPCs were supposed to have at least one, romantic-encounter-like bathing flirt, "Kelsey-style". Although being a very romantic and humorous encounter, it was made an own install option because reply options and PC reactions are not always freely chosable. The content does not exceed teen rating. The third, independently installable component introduces a quest to let the sphere be guarded or be sealed forever by a friend of Valygar, Leonora. The quest can be installed and played without the romance. The quest to close the sphere might trigger while the sphere quests are still running. Just tell Valygar that it has to wait. Compatibility and possible conflicts
  • IEP Valygar Friendship mod: are compatible the following way: if the PC qualifies for the CR romance, IEP friendship talks will not trigger. If there is no romance and both mods are installed, then the friendship talks of CR will not trigger in favor of the IEP Valygar Friendship talks.
  • The mod uses BCaesar's RestCheck to ensure rest dialogues do not fire at the same rest as BioWare/BeamDog ones.
  • NPC-Strongholds: The quest to close the sphere might trigger while the sphere quests are still running. Just tell Valygar that it has to wait.
  • Extended Sphere Quest / Mage Stronghold Mod: The quest to close the sphere might trigger while the sphere quests are still running. Just tell Valygar that it has to wait.
  • Romantic Ecounters, components "Valygar Romance, by Kulyok" and "Valygar Romance ToB, by Kulyok": technically, the two mods are compatible. Content-wise, I don't think it's a good idea to have two romances play together, as they paint slightly different pictures of Valygar and might make him sound like he has a bad short-time memory.
  • Tortured Souls: the mod is not compatible with the mod Tortured Souls that still contains an own version of the Valygar romance.
  • Unfinished Business, component Suna Seni/Valygar Relationship: install this UB component first to make those two mods compatible. Note: The current love affair of Valygar and Suna Seni will be tuned down to a past love. For this, three lines of UB's Valygar's dialogue are tuned down so he no longer calls Suna his love. Additionally, there will be a follow-up dialogue in case of PC-Valygar romance.
If you are interested, please take the mod along in your game and let me know if you encounter any problems! Download Corthala Romantique Mod at G3 Download Corthala Romantique Mod at GitHub Mod Page at Gibberlings Three Discussion Thread at Gibberlings Three

Restcheck (code for mod rest scene compatibility with BG2:EE and other mods)

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Full Rest Check version 1.04 Update: The previous versions are combined into one and a fix was put into the coding to make the restchecktool work better. What this is: Rest Check is code to prevent the rest scenes in your mod from triggering at the same time as the dreams and rest scenes in Baldur's Gate II - Enhanced Edition. It will stop any of your rest scenes from triggering before another one does, and for two turns (minutes) of real-time afterward. The Rest Check Tool is code that triggers a dialogue every time you rest which checks whether or not restcheck is working. How to add rest check to a mod you have created: 1) Open the restcheck tp2 file (I'm assuming with Notepad++). Copy and paste the contents into your own mod tp2 file, anywhere after BEGIN. If you want to use the restcheck tool then open that tp2 file and copy/paste that on the bottom of your mod tp2 file. Then use Find... (Under Search, or CTRL+F), go to the 'Replace' tab. Find what: ModFolderName and replace it with whatever the actual name of your mod folder is. 2) Copy the restcheck folder and paste it in your mod folder. Do the same with the restchecktool folder if you want to use that as well. 3) Add the following trigger to your mod's rest scenes: Global("_rc_restcheck","GLOBAL",0) You do not need to change the prefix. 4) You're done. Now your mod scenes will not trigger on the same rest as any of the in-game dreams or romance rest scenes in Baldur's Gate II - Enhanced Edition. 5) If you added the restchecktool to your mod as well then that will have a separate install option when your mod installs. It's only used for testing purposes. You don't need it for restcheck to work (only to verify that it is working). Mods using restcheck: I know of two so far: Playable Clara and All things Mazzy Corthala Romantique And for my own ease-of-use here's the link to the restcheck thread on the Spellhold forum. Thank you. -BCaesar P.S. Here's an example of the coding from restcheck, so you can see how it works. This is for the very first dream in Baldur's Gate SoA:

IF //First Imoen Dream
	GlobalTimerExpired("ImoenDream1","GLOBAL")
	Global("HadImoenDream1","GLOBAL",0)
	GlobalLT("Chapter","GLOBAL",4)
	Global("_rc_restcheck","GLOBAL",0)
THEN
	RESPONSE #100
	SetGlobal("_rc_restcheck","GLOBAL",1)
END

IF
	Global("HadImoenDream1","GLOBAL",1)
	Global("_rc_HadImoenDream1","GLOBAL",0)
THEN
	RESPONSE #100
	SetGlobal("_rc_HadImoenDream1","GLOBAL",1)	
	SetGlobal("_rc_restcheck","GLOBAL",2)
END 
So what this does is if all the conditions for this dream are met (meaning it will happen the next time you rest) then it sets Global("_rc_restcheck","GLOBAL",1). On your rest scenes you add the condition trigger: Global("_rc_restcheck","GLOBAL",0), so your scenes will yield to those already in game. Once the first Imoen dream starts (or any other scene) RestCheck sets Global("_rc_restcheck","GLOBAL",2), meaning that your dreams still will not trigger. Then this coding takes over:

//Rest check timer.
IF
	Global("_rc_restcheck","GLOBAL",2)
THEN
	RESPONSE #100
	SetGlobal("_rc_restcheck","GLOBAL",3)
	RealSetGlobalTimer("_rc_restchecktimer1","GLOBAL",TWO_TURNS)
END

IF
	RealGlobalTimerExpired("_rc_restchecktimer1","GLOBAL")
		Global("_rc_restcheck","GLOBAL",3)
THEN
	RESPONSE #100
	SetGlobal("_rc_restcheck","GLOBAL",0)
END 
So once the dream starts and Global("_rc_restcheck","GLOBAL",2) is set then a 2 minute timer (real-time) starts. As long as that timer is running your rest scenes will still yield. This prevents your scene from occuring right after the Imoen dream finishes. After the 2 minutes Rest Check resets Global("_rc_restcheck","GLOBAL",0) meaning your rest scene is able to happen the next time you rest. A variation of this coding is used for every dream and every romance rest scene in BG2:EE (and for all the Mod rest scenes in Rest Check for Mod Scenes.

[v1.9.38] Shadow Magic

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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.
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library. When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn

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.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. Advantages: - Hit Die: d6 - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - May cast one additional spell per level. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at them for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to non-good. Prime Requisites For Dual-Classing: Intelligence, Charisma

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:
  1. Drain Constitution (cost = spell level, lasts 3 rounds)
  2. Current Hit Points (cost = spell level*2)
  3. Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
  4. 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.
NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies. Advantages: - The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws. 1st level: -1 penalty to THAC0, damage and saving throws, lowers morale 11th level: -2 penalty to THAC0, damage and saving throws, lowers morale 21st level: -3 penalty to THAC0, damage and saving throws, lowers morale - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 6th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 18th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to Lawful Neutral, True Neutral, Chaotic Neutral or Neutral Evil.

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

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina. Advantages: - +1 bonus to Dexterity. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - Gains the Life-Drain innate ability. LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level. 1st - 9th level: Drains 1 hit point on hit. 10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain) 20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit - Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level. - 3rd level: May use the Shadow Pool ability. SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing - 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane. - 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level. - 15th level: May use the Deathstrike ability once per day. DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target. Disadvantages: - Hit Die: d6 - -2 penalty to Strength. - -4 penalty to Constitution. - Alignment restricted to non-lawful and non-good. - Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. - May not use the Quivering Palm ability.

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.

Tresset's Choice Tweaks

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Tresset's Choice Tweaks

Tweaks and Fixes for BG that I make for myself, but share with everyone!

Since I started playing the Enhanced Editions of BG, I have always had a few odds and ends in my override folder that I made myself. Most of these are pretty simple and their functions range from bug hotfixes I make while waiting for an official fix from the devs to minor tweaks that make the game much more enjoyable to me. I have now decided to share my tweaks with everyone just in case someone would be interested in them. Most of these tweaks will be in the format of simple override files but a few will be done using Weidu (Weidu and I don't get along very well so I usually try to avoid it). This thread will likely change occasionally and have new tweaks added to it every once in a while, because I often get new ideas and modify my old works as well. Feel free to ask any questions you may have and make sure to let me know if you have found an issue with my tweaks so that I can fix it. I also take requests, so if you have something you want tweaked or fixed then let me know by leaving a comment below and I will see what I can do.

BG1:EE/SoD Tweaks

Infinite Use Algernon's Cloak
In the original BG1, Algernon's Cloak had infinite uses. The devs decided to nerf it to one use/day for some reason. Not sure why... The Nymph Cloak still has a practically bottomless supply of charges (100 max) so why they didn't nerf that one too is beyond me. I simply restored the cloak to its infinite usability. This was the first tweak I ever applied to my EE game. I also added a projectile to the cloak so that I could fix my arch nemesis bug.
Actual Werewolf Claws, Not Modified Bear Paws BG1:EE
This is for the Shapeshifter Druid Kit. It gives both the Werewolf and the Greater Werewolf better natural weapons. In the original BG2 the Werewolf, Greater Werewolf, and Brown Bear forms all had the exact same weapon. I seriously doubt that this was truly meant to be, but the devs are rather insistent on leaving things as they were back then in this case. I, however, found an unused item file in BG2 (and in BG2:EE) that I am 90% sure was meant to be used by the Greater Werewolf and that is what I use for my version of this form. I felt I needed to make a new weapon for the ordinary Werewolf, however. Anyway, the ordinary Werewolf's weapon does 1d8 slashing damage and strikes as a +2 weapon. The Greater Werewolf's Weapon does 2d8 Slashing damage and strikes as a +3 weapon. This fix was designed for BG1:EE and will likely cause string issues in BG2:EE.
Kahrk's New Katana
This will give Kahrk, the self proclaimed "Mightiest of Ogre Magi", a Katana +2 to wield instead of his ordinary one. If you can kill him he will drop it so that you can use it. I mainly decided on doing this to make the Katana proficiency a more viable choice in BG1:EE, and I figured that Kahrk was nasty enough to be a worthy guard of such a valuable item.
Durlag's Infinite Skeleton Trap
This will make the false stairway trap which summons skeleton warriors when tripped reset after it has been triggered, allowing you to grind on skeleton warriors. This trap always used to reset itself in the original and even in earlier versions of the Enhanced Edition, but the devs have since decided to remove this feature.
Longer lasting Priest Kit Specials BG1:EE
I originally made this because I got sick of Priests of Lothander getting the short end of the stick with their special ability. Both Talos and Helm give their priests a special ability that lasts for 1 turn until the priest reaches either level 11 or 12 at which point the duration would increase by 1 round/level (Helm) or 2 rounds/2 levels (Talos). Boon of Lothander would only last strictly 1 round/level, unlike the other two it would not last at least a turn from, levels 1-10, so I increased its duration so that it was the same as Helm's Seeking sword, i.e. 1 turn + 1 round/level after level 10. Now that patch 2.5 is out, all three of these spells were changed to last only 1 round/level. I have updated this tweak so that they last for 1 turn + 1 round/level after level 10. @JuliusBorisov suggested that I increase the duration of Tyr's Divine Favor as well, so I increased it from 2 rounds to 5 rounds. I am not convinced that this is necessary since IMO this ability is much more potent than the others, especially at higher levels, but I aim to please. I may decide to further tweak the duration of Divine Favor later, but I don't think it should last more than 1 turn. I have not changed the priest of Tempus specials. I should note that the descriptions of these spells will show the wrong duration if you install this one. This tweak was designed for BG1:EE and will likely cause String Issues if used in BG2:EE
Staggered Probabilities Fix BG1:EE
This is a fix to a bug that has bothered me for a long time (since the original BG2 actually). This bug strikes specific spells and items when either "Round End" or "Spell Cast" autopauses are turned on. When it strikes, the specific spells and items do very strange things, such as duplicate some effects many times or skip some effects altogether. A few examples of this behavior include:
  • Multiple elementals getting summoned by spells that should only ever summon one and similar issues with certain other summoning spells.
  • Erratic behavior of the Bigby Hands, Otiluke's Resilient Sphere, Contagion, and others.
  • Inconsistent effects (ex. successful saves reported, but the spell takes effect anyway) of Algernon's Cloak, Nymph Cloak, The Captive Audience, and the level 1 priest spell Command.
The devs decided not to fix these issues because they felt messing with the hardcoding that was causing them was too dangerous to be worth the risk. I was able to fix the issues completely without any such risks by simply adding a minuscule delay to these spells and items so that they did not take effect at the exact moment of the autopause. This meant I either added a projectile to the spells and items or, in the case of the summoning spells, I added a 1 second delay to the appearance of the summoned creatures. This fix should not be needed if you play without using the either "Round End" or "Spell Cast" autopauses. This particular fix was designed for BG1:EE and would probably cause string errors if used for BG2:EE.
NRD Contingencies and Sequencers BG1:EE
Originally the contingency and sequencer spells could be cast using Nahal's Reckless Dweomer. These spells could could not result in a wild surge when cast this way because they posessed the "ignore wild surge" flag that prevented it. The only problem with this was that the very next spell cast after the contingency/sequencer would have a 100% chance of having a wild surge. The devs decided that this should not happen so they eddited the "ignore wild surge" flag to also prevent casting spells that have it with Nahal's Reckless Dweomer. I, however, did not mind this behavior so I decided to re-enable the casting of these spells with Nahal's Reckless Dweomer. The only way I could do this while still preventing the spells from surging (which would no doubt cause massive issues) was to switch the flag from "ignore wild surge" to "ignore wild/dead magic". This makes the spells, more or less, the same as they were before the devs' interference; the only difference being that the spells are now castable (with or without NRD) in dead magic zones (which is unfortunate). So you are on the honor system not to use them in dead magic areas! This tweak was designed for BG1:EE and may cause string issues if used in BG2:EE.
Korlasz has Bag of Holding
This will move the Bag of Holding from the Quartermaster's store to the chest in Korlasz's personal room inside her tomb. I did this because I want to be a pack rat with my party members' inventories, especially with the ones that don't come back. Makes it much easier to prepare for things. This may be my only SoD tweak for a while since I, uh, haven't finished my first playthrough yet...
Self Stacking Writhing Fog BG1:EE
For whatever reason, when the devs made the shaman class, they decided to give the unique level 2 spell of that class, Writhing Fog, a harsh limitation. This limitation is that multiple castings of the spell can not stack their effects with each other; i.e. if you throw two Writhing Fogs at the enemy then they will only be affected by one of them. This is the only persistent AoE spell in the game that has this limitation, to my knowledge. I believe that this is a bit too limiting compared to some of the other level 2 spells in the game. Web, for instance, is incredibly devastating for a level 2 spell and, with careful tactics and maybe some ranged attacks or free action, will kill far more than Writhing fog could dream to, and, by the way, it stacks with itself. This tweak will allow multiple Writhing Fogs to stack with each other, meaning there is finally a level 2 'druid' spell worth casting. This tweak was made for BG1:EE and will likely cause string issues if used in BG2:EE.
Fe Ag Hammer
That means "Iron Silver Hammer" for those of you who don't know chemistry (yes, I am a nerd). Anyway, This tweak was requested by @JuliusBorisov. He wanted me to add a weapon for solo clerics that could beat down Greater Wolfwere and Loup Garou since they had absolutely nothing in that category. It took me a while, but I eventually decided to go with a very special weapon that was perfectly usable by any cleric: Spiritual Hammer! While I was at it I fixed a minor cosmetic issue with the +1 version of the hammer by adding an on hit sound effect that the +2 and +3 version had.
Broken Doors and Area Transition Fixes BG1:EE Description here. BG2 Style Sandthief ring for BG1. Descritpion here.

BG2:EE Tweaks

Staggered Probabilities Fix BG2:EE
This is a fix to a bug that has bothered me for a long time (since the original BG2 actually). This bug strikes specific spells and items when either "Round End" or "Spell Cast" autopauses are turned on. When it strikes, the specific spells and items do very strange things, such as duplicate some effects many times or skip some effects altogether. A few examples of this behavior include:
  • Multiple elementals getting summoned by spells that should only ever summon one and similar issues with certain other summoning spells.
  • Erratic behavior of the Bigby Hands, Otiluke's Resilient Sphere, Contagion, and others.
  • Inconsistent effects (ex. successful saves reported, but the spell takes effect anyway) of Algernon's Cloak, Nymph Cloak, The Captive Audience, and the level 1 priest spell Command.
  • Rasaad's Cloak of Atonement not functioning (except to drain your constitution).
The devs decided not to fix these issues because they felt messing with the hardcoding that was causing them was too dangerous to be worth the risk. I was able to fix the issues completely without any such risks by simply adding a minuscule delay to these spells and items so that they did not take effect at the exact moment of the autopause. This meant I either added a projectile to the spells and items or, in the case of the summoning spells, I added a 1 second delay to the appearance of the summoned creatures. This fix should not be needed if you play without using the either "Round End" or "Spell Cast" autopauses. This particular fix was designed for BG2:EE and would probably cause string errors if used for BG1:EE.
NRD Contingencies and Sequencers BG2:EE
Originally the contingency and sequencer spells could be cast using Nahal's Reckless Dweomer. These spells could could not result in a wild surge when cast this way because they posessed the "ignore wild surge" flag that prevented it. The only problem with this was that the very next spell cast after the contingency/sequencer would have a 100% chance of having a wild surge. The devs decided that this should not happen so they eddited the "ignore wild surge" flag to also prevent casting spells that have it with Nahal's Reckless Dweomer. I, however, did not mind this behavior so I decided to re-enable the casting of these spells with Nahal's Reckless Dweomer. The only way I could do this while still preventing the spells from surging (which would no doubt cause massive issues) was to switch the flag from "ignore wild surge" to "ignore wild/dead magic". This makes the spells, more or less, the same as they were before the devs' interference; the only difference being that the spells are now castable (with or without NRD) in dead magic zones (which is unfortunate). So you are on the honor system not to use them in dead magic areas! This tweak was designed for BG2:EE and may cause string issues if used in BG1:EE.
Increased Rate of Banter
Party banters are actually somewhat rare considering how many of them there are. Sometimes you can play through a whole game of SoA without even hearing all of the ones for your specific party. The problem is even worse in ToB, where it is near impossible to hear them all by the end unless you spend great deals of time just standing around fidgeting. This mod will increase the rate at which banters happen. With it, you will likely hear most or all of the SoA ones by around mid way through the campaign. In ToB you will likely hear most or all of them by around the last third of the campaign.
Cloaks of More Stars
This improves both the Cloak of the Stars and the Cowl of the Stars. Despite the usefulness of a +5 dart I never really wound up using the Cloak of the Stars because 6 was not enough darts for me. I have simply changed the Cloak of the Stars so that the darts do not vanish after a day; allowing them to be stockpiled. The Cowl of the Stars on the other hand was intended to create a number of Melf's Minute Meteors equal to the level of the wearer, but unfortunately, due to an engine peculiarity, it would only look for mage/sorcerer levels and anyone else who wore the cowl only got 5 meteors, regardless of their level. I decided to abandon the level dependency thing and make the cowl simply create 12 meteors every time.
Chaos Shields Stack with Hayes
This will change the two Chaos Shield spells and the Robe of Goodman Hayes so that their wild surge bonuses stack with each other. It also makes the robe usable by wild mages of any alignment. Though simple, this tweak seriously ups the power of wild mages by significantly reducing the risk of their surges and increasing the chance of success of their spells.
Self Stacking Writhing Fog BG2:EE
For whatever reason, when the devs made the shaman class, they decided to give the unique level 2 spell of that class, Writhing Fog, a harsh limitation. This limitation is that multiple castings of the spell can not stack their effects with each other; i.e. if you throw two Writhing Fogs at the enemy then they will only be affected by one of them. This is the only persistent AoE spell in the game that has this limitation, to my knowledge. I believe that this is a bit too limiting compared to some of the other level 2 spells in the game. Web, for instance, is incredibly devastating for a level 2 spell and, with careful tactics and maybe some ranged attacks or free action, will kill far more than Writhing fog could dream to, and, by the way, it stacks with itself. This tweak will allow multiple Writhing Fogs to stack with each other, meaning there is finally a level 2 'druid' spell worth casting. This tweak was made for BG2:EE and will likely cause string issues if used in BG1:EE.
Actual Werewolf Claws, Not Modified Bear Paws BG2:EE
This is for the Shapeshifter Druid Kit. It gives both the Werewolf and the Greater Werewolf better natural weapons. In the original BG2 the Werewolf, Greater Werewolf, and Brown Bear forms all had the exact same weapon. I seriously doubt that this was truly meant to be, but the devs are rather insistent on leaving things as they were back then in this case. I, however, found an unused item file in BG2 (and in BG2:EE) that I am 90% sure was meant to be used by the Greater Werewolf and that is what I use for my version of this form. I felt I needed to make a new weapon for the ordinary Werewolf, however. Anyway, the ordinary Werewolf's weapon does 1d8 slashing damage and strikes as a +2 weapon. The Greater Werewolf's Weapon does 2d8 Slashing damage and strikes as a +3 weapon. This fix was designed for BG2:EE and will likely cause string issues in BG1:EE.
Longer Lasting Priest Kit Specials BG2:EE
I originally made this because I got sick of Priests of Lothander getting the short end of the stick with their special ability. Both Talos and Helm give their priests a special ability that lasts for 1 turn until the priest reaches either level 11 or 12 at which point the duration would increase by 1 round/level (Helm) or 2 rounds/2 levels (Talos). Boon of Lothander would only last strictly 1 round/level, unlike the other two it would not last at least a turn from, levels 1-10, so I increased its duration so that it was the same as Helm's Seeking sword, i.e. 1 turn + 1 round/level after level 10. Now that patch 2.5 is out, all three of these spells were changed to last only 1 round/level. I have updated this tweak so that they last for 1 turn + 1 round/level after level 10. @JuliusBorisov suggested that I increase the duration of Tyr's Divine Favor as well, so I increased it from 2 rounds to 5 rounds. I am not convinced that this is necessary since IMO this ability is much more potent than the others, especially at higher levels, but I aim to please. I may decide to further tweak the duration of Divine Favor later, but I don't think it should last more than 1 turn. I have not changed the priest of Tempus specials. I should note that the descriptions of these spells will show the wrong duration if you install this one. This tweak was designed for BG2:EE and will likely cause String Issues if used in BG1:EE
Drow Illusion Makes Wilson a Spider Description here. Deathbringer Assault Fix Description here. Prevent Melissan From Turning Undead Party Members Description here.

General Tweaks (Works in both games)

Original BG1 Casting Sound Effects
Taken directly from the data files, this will make games use casting sound effects from vBG1. IMHO these sounds are much more awesome. The only issue I have noticed is some minor crackling sounds in a few of the male priest chants. There is nothing that can be done about that though, and it is not... too bad I don't think. I must admit that, while I could have easily compiled this tweak myself, the idea and work for this was actually that of @Akuro.
Instant Trap Spells
This makes trap spells such as Skull Traps, Glyphs, and Symbols explode the instant something comes near them. I know I already uploaded this one in another thread somewhere, but I think I may keep most of my mods in this thread from now on. Anyway, This is a painfully easy fix considering how ridiculous the length of time is that some of these things take to explode. It is really a wonder that the devs have not implemented their own fix to this issue, especially considering how often I have seen people complain about it.
Shadow Armor for Rangers
This simply makes the Shadow Armor usable by rangers. Why not? They get stealth too! I mainly did this for the Stalker kit, but decided to let all rangers use it.
Fixed Grease Sound for Less Sonic Damage Done to Player
Much like the official web sound effect change that the devs made in response to complaints of the offensive sound that spell made, this will change grease to use a less offensive sound as well. Come to think of it, I believe the exact same sound effect was to blame in both cases... In any case, I believe this is truly a fix and not a tweak because of the nomenclature used by some of the relevant files. The of the 3 files associated with grease, eff_m31a.wav, eff_m31b.wav, and eff_m31c.wav, only two were actually in use by the spell. The third, eff_m31c.wav was replaced by the somewhat loud and offensive cre_m01.wav file for some reason. Thanks to @Alonso for setting me on the quest to solve this problem!
Limited Wish Rabbit Horde Fix
In the current version of the games one of the effects of the limited wish spell is nerfed in that it will only summon 5 rabbits instead of a whole horde of them. This will make the spell will once again summon a whole ton of rabbits.
Bigger Bard Songs Description here. Indoor Lightning Description here. Improved Luck Spell. Description here.

A couple of animation curiosities

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When the Animation Change opcode is cast on someone using the Remove Temporary Change setting, the target's animation permanently switches to that of the caster. The other one is that Raise Dead with the Restore Animation option only creates the right bodies for creatures who have a normal class. Everybody else gets a male or female cleric's body. Anybody know where this is set up?

[Mods] Awesome Soundsets Mods Master Thread. Custom Soundsets for BGEE, BG2EE and IWDEE

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image -Overview- The "Awesome Soundsets Volumes" are collections of sound sets with subtitles that can be used for player characters in Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.

* At the moment Siege of Dragonspear is not supported.

-Here are all the collections I've made- So far I've made 4 collections that add an additional 74 soundsets to your games. Download links and descriptions are below.

Volume 1: Baldur's Gate 1 NPC Soundsets

[spoiler] image Ajantis Ilvarstarr: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jason Marsden Alora: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Amber Hood Coran: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Brian George Eldoth Kron: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Neil Ross Faldorn: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Heidi Shannon Garrick: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Dee Bradley Baker Khalid: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jim Meskimen Quayle: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett Safana: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Diane Pershing Shar-Teel Dosan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jennifer Darling Skie Silvershield: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Grey DeLisle Tiax: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: John Mariano Xan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett Xzar: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Frank Welker Yeslick Orothair: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Bill Farmer Pictures imageimageimageimageimageimageimageimageimageimageimageimageimageimageimage [/spoiler]

Volume 2: IWD2 Soundsets

[spoiler] image 42 Soundsets from Icewind Dale 2 (and IWD 1) [/spoiler]

Volume 3: Planescape Torment NPC Soundsets

[spoiler] image Annah-of-the-Shadows: (c) 1999 Interplay Entertainment, voice actor: Sheena Easton Dak'kon: (c) 1999 Interplay Entertainment, voice actor: Mitch Pileggi Fall-From-Grace: (c) 1999 Interplay Entertainment, voice actor: Jennifer Hale Ignus: (c) 1999 Interplay Entertainment, voice actor: Charles Adler Morte: (c) 1999 Interplay Entertainment, voice actor: Rob Paulsen The Nameless One: (c) 1999 Interplay Entertainment, voice actor: Michael T. Weiss Vhailor: (c) 1999 Interplay Entertainment, voice actor: Keith David Pictures [/spoiler]

Volume 4: Monkey Island Soundsets

[spoiler] image Cutthroat Bill: (c) 1998 Lucasarts voice actor: Gregg Berger Elaine's Cook: (c) 2002 LucasArts, voice actor: Patrick Pinney Edward Van Helgen: (c) 1998 Lucasarts, voice actor: Michael Sorich Guybrush Threepwood : (c) 1998 LucasArts, voice actor: Dominic Armato LeChuck and LeChuckie: (c) 1998 LucasArts and 200voice actor: Earl Boen Mort the Gravedigger: (c) 1998 LucasArts, voice actor: Roger Behr Murray: (c) 1998 LucasArts, voice actor: Denny Delk. Pirate #1: (c) 1998 Lucasarts, voice actor: George DelHoyo Rene Rottingham: (c) 1998 Lucasarts, voice actor: Tom Kane Wally: (c) 1998 Lucasarts, voice actor: Neil Ross Pictures [/spoiler] Here's a link to a mod shell so that you can make your own soundset collections with subtitles [spoiler] Awesome Soundsets Vol. 0 Soundset Mod Shell image [/spoiler] If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer. If you are interested in contributing to these mods or have suggestions, please post below "Awesome Soundsets" Volumes feature up to 33 sounds w/ subtitles in IWDEE, 25 in BGEE, and 29 in BG2EE. The default soundsets in IWDEE feature 25/33 sounds and BGEE default soundsets only use 15/25 sounds. Soundsets added with this mod use up to the maximum number of sounds - depending on if appropriate sounds are available. The weidu installer will install the correct number of sounds possible with subtitles for each different installation. Using weidu you can also add and remove individual soundsets as you like. This thread can be used to request soundsets, commentary, to report problems or even just to let me know that you like these.

Extracting spell icons

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Heyo. For 100% nonprofit entertainment purposes (also to be posted here), I have need of the spell icons used by the game, in a format that works with an image viewer.

Both WinBiff and EEKeeper allow me to extract them as .spl files, but I don't know where to go from there. I could of course just take screenshots, and it is my Plan B, but I know I will be spending a lot of time making the cropping 100% consistent, and I'd prefer not to. Could also mention that I found an extensive icons datbase but it looks to have been created from inconsistently cropped screenshots with varying backgrounds,

The solution needs not support mass extraction. I only need like 10% of the icons and I'm fine with grabbing them one by one.

Cheers.

[mod] Yeslick BG2 - now also available for BG2EE

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Annother announcement from SHS!
Wait -- is that a Dwarven Sunday? Perhaps it is! Just after the release of Korgan Friendship comes the next important release - Yeslick BG2(EE) update is now here. The original mod by great modders of SHS - Pixel Kaiser and K'aeloree - is now updated with ToB content but not just that. From now on the mod should also work just fine on new versions of the game - BG2EE and EET. Other changes: minor fixes, traification, banters with EE NPCs, Wilson dialogue fix and some additional proofreading. About the character: When asked about his past, Yeslick chuckles grimly. "There ain't nothin' there ye be wantin' to know, young 'un. Trust me." From what you have gleaned, Yeslick is peculiar for a dwarf; a follower of Vergadain, the Dwarven god of wealth and luck and Clangeddin, Dwarven god of war, he is an unassuming companion with an aversion to alcohol and the undead. You know little about his history beyond that he grew up in the Dales to the north and that heat makes him extremely irritable. Version 2.0 team: Lava Del'Vortel, Rhaella and Artemius_I. Forum Download If you missed the first dwarven mod released on the "Dwarven Sunday" - Korgan Friendship - check the announcement here.

Infra vision Mod

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I thought I saw a mod that applies penalties at night for characters without infra vision. Does anybody know where it is?

Making arrows consistent throughout BG EE 1 and 2

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Hi all,

As per title, I saw some discussions from years ago, but I couldn't find any solution to the inconsistency of arrows throughout the games.

In BG1 and SOD, the fire/ice/acid/piercing arrows all have more bonus damage. Also, fire arrows have higher enchantment and thus better thac0 (+2 compared to 0)

In addition, +1/+2/+3 arrows in BG2 have no damage bonus, though in BG1 they have. In BG2 enchantment bonuses just do not get added to damage for arrows.

If it was the other way around, like if they were better in BG2 then it would make more sense. Considering in BG1 ranged attacks are more powerful and in BG2 melee rules, the way it is now doesn't make any sense to me. I'm happy with balancing it either way as long as it is consistent, making them the way they are in BG1 or BG2 for both games. Though I think using BG2 versions for BG1 is the better option in terms of game balance.

So my question is, are there any ways/mods to achieve this consistency? I feel like this kind of a mod could be a great addition to Tweaks Antology.

Thanks

[Mod] Kale NPC for BG:EE, v1.0

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Kale NPC for BG:EE
8wa5y37pzix1.png

Introduction:

Name’s Kale mate, hero of Gullykin. Well, self-proclaimed and all that. You won’t find a tougher, stronger, or faster halfling in the entire village, let alone the region. I've cracked down on bandits, monsters, and scoundrels for glory, gold, and girls, and I’ve earned my full share of tales for it. They’re only slightly dramatized, too! I’ll be a delightful hand of yours if you’ll have me on, doing whatever you need. Doesn’t always have to be saving, if it doesn’t profit our legacies of heroes, what’s the point? They’re all going to die anyway, right? Should only take the big tasks, and I think your personal dilemma is quite suiting.
You can find me in Gullykin, outside of my mother’s burrow. She’s getting on in age, but she won’t mind me leaving. Got a brother too, bit of an idiot, who finds himself in trouble with money a lot. But we don’t need to help him, I say let him handle his own problem, yours is far more interesting and perilous.
So come on, adventure awaits!

Overview

This mod adds a new joinable NPC to the game: Kale, a barbarian halfling.

He can be found in Gullykin, outside of a burrow at the north transition.. He will join a PC of any alignment, but low reputation parties will have a problem keeping him if it hits 1 as per all neutral NPCs.
His starting level depends on the player's, allowing him to be recruited early or later in the game.

Stats:
  • STR: 16
  • DEX: 17
  • CON: 18*
  • INT: 11
  • WIS: 9
  • CHA: 12
  • Total: 83

Proficiencies: 1 slot in Two Handed Sword, Two Handed, Sling, and Halberd.
Alignment: Chaotic Neutral
Race: Halfling

*Kale has a personal cloak giving an additional +2 con. This cannot be unequipped.
Quest & Relationship

Kale has 7 talks with the PC. These can be considered friendship, though you can pick flirty dialogue choices at your leisure.

The P.C can also initiate dialogue with Kale, opening even more talks that appear as the game goes on, or they can ask how he is, get his opinion on what to do, or ask about a companion.

He has a simple quest that will start as time passes, or if you speak to his parent.

Kale has at least one banter with every joinable NPC. He will begin to court Alora if their banters progress far enough and they are in the same party, though as she does not appear past BG1, this relationship will only last temporarily.

Installation

Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00766) and run Setup-Kale.exe
If you get any errors, please post in the Kale topic on Beamdog Forums, whatever site the mod is uploaded on, or a PM to me personally.

General Questions:

Q: Is there any romance content with the PC?

A: Not in BG:EE1. In later installments, this is planned for short races (Dwarf/Gnome/Halfling).

Q: Can I request crossmod content with another modder’s character?

A: Yes. I will do my best to contact the author first. If they do not respond, then I will write up banters between
them and place them in the mod so long as they do not tell me no. Note you can ask any NPC about their opinion on some Crossmod NPCs if they are in your party, as this does not require them bantering, only making a remark of observation.

Q: When will the SoD portion be released?

A: I've never played through the SoD portion of the game. As soon as I've finished it, I'll work on adding the content in. It shouldn't take long. (It took about 3 weeks for me to finish 3 NPC Mods, and I am now much more familiar with the process.)

Q: When will the BG2 portion be released?

A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content.

Feedback
I am very happy to receive feedback. Please post in the forum thread where this mod was uploaded, so I can implement ideas and criticism accordingly.
Future Planned Content:
V1.1 Bug Fixing/Implementation of Community Feedback.
V1.2 Bug Fixing/Berserker Class Option/Crossmod Content
V1.3 SoD release
V1.? ???: Any other updates.
V2.0 SoA and ToB Release.
Future MoDs:
Emily NPC Mod: 2/24
Vienxay NPC Mod: 2/27
Helga, Cleric of Haela Brightaxe: TBD
Recorder, Gnome Bard: TBD
Credits

Author: Skitia
Portrait: Beamdog - Neverwinter Nights
Soundset: Bioware - Neverwinter Nights

Changelog:
02/21/2019 v1.0: Initial Release.


[MOD] METweaks Version 1.0

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METweaks
Version 1.0

Download

Here is a new tweak mod for your enjoyment! There are 17 components so far; install whichever ones you want!

Components:

Make quest experience divided among party members
Baldur's Gate 2's major quests tend to give a fixed amount of experience to each party member on completion, rather than giving a lump sum that is divided among party members. The problem with this is that a solo character will get no more experience for completing a quest than the individual characters in a party of six, even though the whole fun of soloing is about getting more experience than normal. This component makes it so that any time each party member would be given a fixed amount of quest experience, the game instead gives six times as much experience to be divided among party members.

Remove the limit of two proficiency points in a weapon at character creation
The whole point of fighters is that they can gain more proficiency points in a weapon than any other class (excluding special cases like Archers). Yet for some reason the IE games prevent a fighter from taking more than two points in a weapon at level 1, even though this means that a level 1 fighter will be no more skilled at using weapons than a level 1 ranger, paladin or barbarian. For the sake of giving fighters more of an identity, this component lets fighters take more than two proficiency points in a weapon at level 1. This component does not give fighters more proficiency points, so if they go for High Mastery at level 1 you can forget about giving them any other proficiencies.

Allow Shamans to move while dancing
I thought that the Shamanic Dance would be more interesting to use if the Shaman could move around. This component lifts the movement restriction of the Shamanic Dance, allowing the Shaman to move around at full speed while dancing.

Make it so that clerics and/or monks require only 160000 experience to get to level 9
In Baldur's Gate 1 (minus Siege of Dragonspear), Clerics can only reach level 8 because the level 9 experience requirement is over the experience cap. This means that they cannot ever cast 5th level spells in Baldur's Gate 1, even though Druids and Mages certainly can (with Sorcerers and Shamans it's okay that they can't cast 5th level spells in Baldur's Gate 1 because they have other major advantages). Spells like Flame Strike and Champion's Strength are impossible to cast in Baldur's Gate 1, even though you do encounter scrolls for these spells. Another issue with this is the fact that a single-classed Cleric does not have much of an advantage over a multi-classed Cleric in the long run, since both can obtain 4th level spells and no higher. By comparison, single-classed Mages and Druids can get 5th level spells, which multi-classed Mages and Druids can only get 4th level spells.

Monks also can only reach level 8, since they use the same XP table as Clerics. This means that they are locked out of the awesome fist upgrade they get at level 9 (which turns their fists into magical weapons for the first time in the game).

This component makes it so that Clerics and/or Monks (your choice) only require 160000 experience to reach level 9, putting it below the Baldur's Gate 1 XP cap. Otherwise, this component does not change their experience requirements: in order to get to level 10 as a Cleric or Monk, you will still need 450000 experience.

Give Monks a cooler Deflect Missiles ability
The current Deflect Missiles ability of Monks (which gives +1 AC vs. missiles every couple of levels) is boring and kind of pointless. Not only do you not know when your monk has deflected a missile (even if the missile doesn't hit the monk, for all you know they might have dodged it anyway even if they didn't have Deflect Missiles), it is at its weakest at the point in the game when there are the largest number of ranged enemies. Think about it: there are barely any enemies who use missile weapons in Baldur's Gate 2: Shadows of Amn or Throne of Bhaal, or Icewind Dale: Heart of Winter or Trials of the Luremaster. It is only early on in Baldur's Gate 1 and Icewind Dale that lots of enemies use missile weapons. At that point, Deflect Missiles only increases your monk's AC very slightly.

This component gives Monks a better and more interesting Deflect Missiles ability, based on the 3rd Edition version. With this component installed, Monks will automatically deflect the first missile that would hit them each round. If the missile is deflected, all the missile damage it would do is prevented, but any other damage still goes through (an Arrow of Fire still burns the monk's hand, an Arrow of Piercing still rips through the monk's hand for piercing damage, etc.).

Give Rangers the Tracking ability (from Throne of Bhaal) starting at level 1
The Tracking ability from Throne of Bhaal is kind of cool, albeit not that useful. But in Throne of Bhaal, Rangers can't get the ability until they reach level 18 and start getting HLAs. Since when can't a ranger track people until they reach level 18? That's something they should be able to do from the beginning (and in Icewind Dale, they CAN do it from the beginning). This component should be used in the Baldur's Gate games only. It adds the Throne of Bhaal version of Tracking (no Icewind Dale-style area text is displayed) to rangers and all ranger kits automatically as an innate, at-will ability starting at level 1.

Power Up Ranger Charm Animal
The Charm Animal ability of rangers is lame. Not only are there very few animals strong enough to be worth charming, even in the case of those animals that ARE worth charming, you're better off using the Ring of Animal Friendship, which does mostly the same thing as Ranger Charm Animal except it can be used many, many times and can be used by any class. A class-specific ability is pointless if it is overshadowed by an ability that any class can use. This component makes it so that the saving throw on Ranger Charm Animal becomes harder to resist the higher level the ranger is, with a -1 penalty on the save per ranger level, to a minimum of -10 for a level 10 ranger.

Increase Wizard Slayer Magic Resistance
Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%.

Make Assassin backstab multiplier increase faster
Assassins are supposed to be better at backstabbing people than regular thieves are. But in Baldur's Gate 1 they aren't, because their backstab multiplier does not increase beyond that of a regular thief until higher levels. This component makes it so that assassin's backstab multiplier increases every 3 levels after level 1 (at levels 4, 7, 10, 13, and 16), rather than every 4 levels after level 1 as for regular thieves and assassins in the base game. This allows them to reach a x5 backstab multiplier in Baldur's Gate 1, while regular thieves only reach x4.

Allow cursed scrolls to be used on enemies
Cursed scrolls are kind of pointless. They serve no purpose other than being beginner's traps designed to screw with those players who don't know to identify magic items before using them. If you have identified them as cursed, there's no reason to do anything more with them (in most playthroughs, anyway). This component makes it so that cursed scrolls curse the target of the scroll, rather than the user of the scroll. This way, you can use a cursed scroll to curse an enemy!

Make creatures take up less space
Many creatures take up a lot of space, which means that they often get stuck in narrow passageways and are unable to go through; you've likely encountered plenty of situations where an enemy was too big to be able to go through a door. This component makes it so that most creatures take up less space than they did previously, making them less likely to get stuck in narrow passageways.

Notes: The space that a creature takes up is not the same thing as its selection circle size. This component does not makes creature's selection circles smaller. Also, this component messes with what creatures are considered "large creatures," so some creatures such as ogres that are normally considered "large creatures" (meaning, for example, that they are immune to Entangle and Web in Icewind Dale) are not large creatures anymore, though some even bigger creatures still are. This component does not make dragons take up less space, since they generally fight in wide open areas where they're not going to get stuck.

Make enemies change their attack targets more quickly
Many enemies have a tendency to keep chasing a single target recklessly, even if there are now better targets more nearby (this is especially common in Icewind Dale: Enhanced Edition). This component patches all scripts so that any action that would make a creature attack another creature continuously or for a long time instead makes them attack the creature for a short time. This component does not drastically overhaul creatures' AI, nor does it change which scripts creatures have, so it can be installed on top of other AI mods.

No Party Required area transitions
This component eliminates the "You must gather your party before venturing forth" conditions for all area transitions, with the exception of edge-of-the-map transitions common in Baldur's Gate 1 and 2. This allows you to send a single party member into an area that previously required your entire party.

Make it possible to enter the Nashkel Mines through the back cave entrance
I figured it might be cool to add a little more nonlinearity to the Nashkel Mines quest in Baldur's Gate 1. This component allows you to enter the Nashkel Mines using the cave through which you normally exit the mines. Doing this does not really break the plot aside from allowing you to enter the mines without permission from Emerson (which you could already do in the pre-EE game by teleporting past the guards with Dimension Door).

Make it possible to enter the catacombs beneath Candlekeep early
This component adds an entrance to the dungeon which you normally go through in Chapter 6 to escape Candlekeep. The entrance is outside in Candlekeep, at the same spot where the party normally exits from the dungeon; it's hidden behind some trees. This allows you to go through the dungeon, access the secret library, and raid the tombs as early as Chapter 2.

Note: This component makes it so that all plot-relevant creatures (e.g. doppelgangers, Prat, Diarmid) are removed from the areas if you enter before Tethtoril teleports you to the secret library in Chapter 6. Once that plot event has happened, the plot-relevant creatures will appear where they normally would, even if you've already been to the dungeon.

Make Infravision actually do something
Currently, Infravision is basically useless. It is supposed to allow a creature to see in the dark, but creatures without infravision can see in the dark fine for some reason. All infravision does is make creatures glow red. This component lets you give a penalty to creatures without infravision when they are outside at night or in a dungeon. You can either choose to have this penalty be -4 THAC0, reduced visual range, or both. This component affects all creatures in the game. Many creatures such as kobolds that previously didn't have infravision now do. Although most monsters in the game end up with infravision with this component, there is still a common kind of enemy that doesn't have infravision: humans. Party members with infravision will have an advantage over enemy humans in the dark, but that advantage could go the other way depending on the situation and the party composition.

Note: The reduced visual range from this component might break enemies' AI, particularly if enemies don't have some sort of call for help AI. Use it at your own risk. The THAC0 penalty component should work fine, though.

Increase the visual range and movement speed of all creatures in the game (including party members) significantly
This is another thing that I made simply because I thought it would be kind of cool. This component increases the visual range of all creatures in the game to the maximum possible in the game (which does not let them see the whole map), and triples the movement speed of all creatures in the game. This affects player characters, non-player characters, and enemies.

Note: If you install both this component and the reduced visual range subcomponent from the "Make Infravision actually do something" component, the increased visual range from this component will override the decreased visual range from that component, and a human will be able to see just as well as an elf at night. Also, since this is also a visual range component, it also presents a danger of breaking the AI in certain parts of the game. Don't install this component unless you're really interested in it and are fine with having some weird enemy AI sometimes.

You can download the latest version of the mod here!
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