Hi,
Ok, I'm particularly proud of this work for several reasons.
1) When I started to actually use the forum (back in March 2016) I made this post and starting from the will to do those alterings I started to make mods.
2) It's the first mod I do heavily Weidu-based so to speak. At least as heavy as a rookie can do. I want to thanks a lot to @Grammarsalad and @kjeron for guiding me through baby-steps and providing me the knowledge to make this happen.
3) This mod provided me with powerful tools to make things that I thought that I would never be capable of doing.
So let's go for it, I present, finally, after almost two years, the Wizard Slayer Relieve.
Component 1
Allows the Wizard Slayer to wear any gear that provides Magic Resistance or Magic Damage Resistance, as long as it is wearable by a Fighter too.
Allows the Wizard Slayer to use those potions of Magic Blocking, Magic Protection, and Magic Shielding.
Component 2
Turns Valygar into a Wizard Slayer. This component can be used without Component 1 and obviously is available for EET and BG2EE only.
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This mod is totally compatible with the awesome Wizard Slayer Rebalancing and Wizard Slayer Overhaul but should be installed after them.
RWS doesn't need any other mods and can be used without WSR or WSO.
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May not seems like a big deal but it is a huge step for me. Let me know of any bugs you find and especially about any string that refers to Valygar as a ranger.
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[Kit Revision] Relieve Wizard Slayer v1.3 [IWDEE, EET, BGEE, BG2EE]
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The Undying Mod BG2:EE Compatible
This mod is an NPC/Quest/Store mod. There are two NPCs who will join your party, Callisto and Ninafer.
Callisto is a Chaotic Evil Berserker elf who is looking for action because she is bored with Amn. She has quests that you can take that are not timer dependent.
Ninafer is a Lawful Neutral Fighter/Mage elf who is looking for action as well. She has spent most of her life sheltered in an elven city and she is looking to know more about the world outside her city.
The NPCs will banter with your character and the other joinable NPCs in the party as well as interact with others in the world.
There are a couple of minor quests to under take.
There are a couple of new stores with new items.
A new inn, the Dwarven Hammer can be found in the Slums.
Optional installs include smarter creature scripts and Harder enemies who have been beefed up.
Forums: http://www.baldursgatemods.com/forums/index.php?board=36.0
Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=8
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G3: The Beaurin Legacy v2 Now Available
The Beaurin Legacy by @jmaeq introduces an elven Enchanter/Thief and a hidden NPC to BGII:SoA and BGII:EE. Minyae Beaurin can be found outside of the Crooked Crane in the City Gates. The mod includes custom portraits, a friendship track, numerous banters and interjections, encounters and quest(s), voicing for both NPCs (However, Minyae is fully voiced), a romance with a Bioware NPC, player-initiated dialogues, and a custom friendship track theme. Version 2 features the first release of its Throne of Bhaal content, an alternative class (Enchanter) for Minyae, a romance conflict with Laufey's Edwin Romance Mod, an additional portrait, a new soundtrack, and various bug fixes.
Download
Project Page
Readme
Forum
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TeamBG Community Updates
This topic will keep you updated on our mods and other news. The mod updates in this topic are for the non-BG:EE mods so there will be no confusion. Any BG:EE mods released by TeamBG will have its own topic. TeamBGCoM is a combination of the oldest Infinity Engine modding communities, TeamBG and the Chosen of Mystra.
Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE, BG2EE. We have a large source of tutorials on how to mod and modding tools!
We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE, BG2EE mods to us. Free area on the message board and space to download your mod.
Mods listed below that are for or work with BG2:EE:
Tweaks
Drizzt & Friends Rework: http://www.baldursgatemods.com/forums/index.php?topic=8093.0
Item & Store mods
TeamBG's BG2:EE Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=8092.0
TeamBG's BG2:EE Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=8091.0
Expansion mods
Encounters: http://www.baldursgatemods.com/forums/index.php?board=22.0
Freedom's Reign/Reign of Virtue: http://www.baldursgatemods.com/forums/index.php?board=105.0
The Undying 2.50: http://www.baldursgatemods.com/forums/index.php?board=36.0
NPC mods
Alora: http://www.baldursgatemods.com/forums/index.php?board=13.0
Kindrek: http://www.baldursgatemods.com/forums/index.php?board=15.0
Petsy: http://www.baldursgatemods.com/forums/index.php?board=129.0
Saerileth: http://www.baldursgatemods.com/forums/index.php?board=16.0
Tsujatha Melalor: http://www.baldursgatemods.com/forums/index.php?board=17.0
Vampire Tales: http://www.baldursgatemods.com/forums/index.php?board=92.0
Yasraena: http://www.baldursgatemods.com/forums/index.php?board=18.0
Yoshimo Romance: http://www.baldursgatemods.com/forums/index.php?board=99.0
Mods listed below that are for or work with BG:EE:
Deidre and Joluv in BG:EE: http://www.baldursgatemods.com/forums/index.php?topic=7815.0
Drizzt Rework: http://www.baldursgatemods.com/forums/index.php?topic=7809.0
Level 40 Rule Set/High Level Abilities: http://www.baldursgatemods.com/forums/index.php?topic=7796.0
TeamBG's Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=7806.0
TeamBG's Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=7868.0
Dark Horizons http://www.baldursgatemods.com/forums/index.php?board=101.0
Dark Side of the Sword Coast [Open BETA] http://www.baldursgatemods.com/forums/index.php?board=146.0
Mods listed below that are being worked on to be compatible with BG:EE:
Mods listed below that are being worked on to be compatible with BG2:EE:
The Undying Version 3.0: http://www.baldursgatemods.com/forums/index.php?board=36.0
Our mod list: http://www.baldursgatemods.com/forums/index.php?topic=117.0
TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG & Mod News http://www.teambg.org/ Get the latest news on mod releases
http://teambg.info/ A site that takes you back into the history of IE modding.
Remember, we will be happy to host mods or custom files for the BG and IWD games.
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[MOD] NPC Mod for BGEE: Helarine, Doomguide of Kelemvor (Beta v1)
Download Helarine NPC Mod: (Current Version: Beta v1 hotfix)
* Mediafire (BGEE)
* Github (BGEE/BG2EE)
Preview
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"Death is something I am familiar with..." - Helarine
Features (BGEE)
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- Helarine, the Doomguide of Kelemvor NPC Cleric (Found in the Friendly Arm Inn, within the walls but outside of the inn. AR2300 for those who think in internal area names.)
- Four-conversation friendship track.
- Three plot-reaction conversations.
- Banters with Faldorn, Branwen, Kivan, Neera, Xzar, Xan, Dorn, Edwin, Eldoth, and Tiax.
Known Bugs
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- n/a
Reporting Bugs
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If you find a bug that isn't on the "known bugs" list that you think may have originated in this mod, the best place to let me know would be on the Baldur's Gate forums thread at: "https://forums.beamdog.com/discussion/15586/".
History
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- Alpha v1 ("v0.01"): Initial alpha release.
- Alpha v2 ("v0.02"): Fixed kit ability issue. Modifed Helarine's starting inventory. Added 3 new Branwen banters.
- Alpha v3 ("v0.03"): Fixed a number of bugs. Removing Helarine from the party with send her to Friendly Arm Inn. Added 9 new banters (3 Edwin, 3 Eldoth, 2 Dorn, 1 Dorn romance reaction). Separated friendship track from plot reactions. Reduced scroll of protection from undead to one use. Added plot reactions for chapter 4, 5, and a specific scene in chapter 6.
- Beta v1: Added a new friendship track conversation and banter accelerators for all available banters.
- Beta v1 hotfix: Reuploaded the mod with a few fixes from WhiteAngus.
Credits
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Jackkel Dragon (Writing and Design)
@Requiem (Doomguide Kit)
@Isandir (Custom Portrait)
@Drugar (Lore and NPC advice)
@Erg (WeiDU scripting advice)
WhiteAngus (Bugfixes)
Tentative Summary of Planned Features for BG2EE
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Shadows of Amn:[spoiler]- 6 conversation friendship track
- 6 conversation "loyalty" track
- Banters with most core NPCs
- Reactivity to core and Overhaul romances[/spoiler]
Throne of Bhaal:[spoiler]- 4 conversation friendship track
- 3 conversation "loyalty" track
- Banters with most core NPCs
- Reactivity to core and Overhaul romances
- Epilogue scene(s) based on loyalty to Kelemvor or PC[/spoiler]
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(Original Post Below)
[spoiler]Thanks to BGEE, I've been sucked into modding for Baldur's Gate when I'm not working on my other writing projects. Aside from some tinkering, this will be my first major mod for the BG series. But I'm sure people are more interested in reading about the mod than how I came to start working on it, so moving onward...
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Helarine, Doomguide of Kelemvor
Planned Features for Basic Release:
- New human cleric NPC (100%)
- NPC and Player initiated conversations (2/7, 0/?)
- Reactivity to romances and plot stages (1/7)
- Banters with some core NPCs (8/?)
Other Intended Features (may not make the cut):
- Custom Doomguide of Kelemvor kit (100%)
- Interjections in major conversations (0/?)
- Longer relationship track*
- Divergent relationship*
* SoA/ToB continuation *
Features that are NOT Planned:
- Romance
- Banter with other mod NPCs
Before I explain each feature that I feel needs explaining, here's Helarine's in-game Biography (subject to change):
When asked about her past, Helarine becomes quiet and hugs herself tightly. She explains that she once was the servant of an important deity that perished during the Time of Troubles, but refuses to specify which one. Unwilling to relinquish her divine powers, she began her service to the new God of Death, Kelemvor. She claims that she had to go through a significant change of personality to adhere to Kelemvor's wishes, but she doesn't tell you what she was like before her conversion to Kelemvor's clergy. Once the tale is told, she becomes distant and formal once more, leaving further questions unanswered.
Personality
Helarine is cold and aloof, preferring to stay out of the spotlight. When she does talk, she seems to have an obsession with death, and will steer conversations to the subject of mortality. She shifts into a preacher's role when people downplay or refuse to acknowledge the nature of death, but is otherwise calm and formal.
History (Spoilers for intended SoA continuation)
[spoiler]Before the Time of Troubles, Helarine was the daughter of a priest of Bhaal and had begun her training as an acolyte. Once the Godswar began, she and her parents took it upon themselves to kill the followers of other gods to live up to the expectations of the Lord of Murder. After Bhaal's death and Cyric's ascension, Helarine barely escaped the murder of her family by followers of the Dark Sun. Angry and spiteful, Helarine hid away and planned to avenge her deity's death. After the Time of Troubles ended, Helarine began to hunt down followers of the new God of the Dead, Kelemvor. She was killed by one of the clerics she attempted to murder, and her soul was greeted by Kelemvor in the Fugue plane. As her patron deity was dead, Kelemvor was duty-bound to force Helarine's soul to be attached to the Wall of the Faithless, but he offered her a chance to convert. Planning on double-crossing the god, Helarine agreed to take him as her new patron and allowed herself to be raised by the very priest she had tried to kill. As time went on however, she began to feel her personality shifting to match her patron deity, and while she suspected that Kelemvor's priest had placed a geas on her she didn't resist the change. Over the years since her conversion, she has travelled the Sword Coast from Luskan to Baldur's Gate. When the Sword Coast iron crisis begins, she finds herself at the Friendly Arm Inn, and waits there patiently for the problem to smooth itself out.[/spoiler]
Reactivity to Romances and Plot Stages
As of right now, this mostly means "Helarine will mention this in one conversation and then leave you alone." A draft of a very confrontational reaction to the BGEE romances (focused on the possiblity of death, of course) has already been written. I also plan to make Helarine comment on certain plot developments, such as clearing out the Nashkel mines and a certain reveal about the protagonist's past. Depending on how well I can code the conditions without a GUI conversation editor, I might also make a few more specific romance and plot reactions for Helarine.
Note: For the time being, I only plan to react to core game plot states and BGEE romances.
Custom Doomguide Kit
While a BGEE Doomguide kit *has* been created (here: http://www.shsforums.net/topic/55638-mod-bgee-kitpack/), I'm wary about using a mod to make a mod (and that's not even getting into figuring out if the mod author is okay with me using their work in my mod). I'm also not sure how to make a custom kit, so I doubt I'll be making such a thing very soon without a detailed tutorial.
Interjections in Major Conversations
This goes with the reactivity thing as a "nice to have" element that I might not get to work right. According to the dialogue guide I've read it's a lot easier to make new interjections than in other games I've modded, but I'll still have to find a way to debug conversations I can't control.
"Divergent Relationship"
This is sort of the replacement of a romance track that I have in mind for Helarine. It probably won't show up much in BGEE, but in SoA and ToB Helarine's relationship with the player will potentially alter her alignment and loyalty to the protagonist. If the player works to understand the conflict Helarine has between her old patron deity and her new deity, they can influence whether she stays loyal to Kelemvor or tries to find another patron. If the player is dismissive of Helarine, she becomes even more distant and cold and her loyalty to Kelemvor is assured. (As with interjections, this is a "nice to have" element that isn't necessary, especially in BGEE).
Shadows of Amn/Throne of Bhaal Continuation
When BG2EE comes out, I hope to create a continuation of this mod that completes Helarine's story arc. I suppose I can start writing it as soon as I'm done with the BGEE content, but I doubt it'll get far enough to release until I have some version of BG2 installed again.
Planned Story Arc
This is mostly for my benefit and the benefit of people who can't wait for release (or want to know if they should bother with this mod), but here's my plans for Helarine's story arcs. Hopefully if I get eaten by gibberlings tomorrow and can't finish the mod, at least this thread won't be a complete waste of everyone's time thanks to these plan summaries.
BG1 (BGEE)
[spoiler]Helarine notices the divine spark in the protagonist, but doesn't recognize what it means. She makes an excuse to join the party when met at the Friendly Arm Inn. She grills the protagonist about their feelings on death, trying to learn anything useful about the protagonist's mindset. Eventually, she realizes that she's being unfair and stops (though she'll start up again briefly if the player starts a romance). In an attempt to fit in again, Helarine shares some stories about her travels after becoming a Doomguide. Even in these she'll focus on the people she's seen die and performed funerals for, however. Once the majority of her stories are over, she'll offer to perfom the protagonist's funeral should they die (along with a separate offer for any romance interest).
While Helarine will note when the protagonist's Bhaalspawn nature is revealed, she only makes a small comment about it possibly being what she saw in the protagonist when she was recruited.[/spoiler]
Total planned conversations: 11 [spoiler](3 feelings on death, 3 romance, 4 doomguide stories + funeral offer, 1 bhaalspawn revelation)[/spoiler]
BG2: SoA (BG2EE)
[spoiler]Helarine will be in Athkatla from the start of Chapter 2. If she was not recruited in BGEE (chosen by player), she won't repeat any of that content (she'll have learned of the protagonist's Bhaalspawn nature and basic tales of their travels).
Before Spellhold (skipped if recruited after), Helarine will question the player's relationship to Imoen. She will also have some extra dialogue in Spellhold that is skipped if recruited later. (If Helarine is recruited after Spellhold, she'll get the basic idea of what happened from the other companions and will still have post-Spellhold dialogues normally.)
In her non-plot dependant arc, Helarine admits early on about her upbringing as an acolyte of Bhaal. If the player is dismissive of her in this conversation or later related conversations, she'll stop speaking of the topic and devote herself to Kelemvor. If the player is receptive, she'll tell stories about her family's attempts to honor Bhaal during the Time of Troubles. If the player finishes Shadows of Amn without dismissing or angering Helarine, her loyalty path will be open in Throne of Bhaal.
Regardless of her loyalty track, Helarine will eventually tell the story of her conversion to Kelemvor (which will be slightly altered based on current loyalty).
Helarine will also have a short friendship track separate from her loyalty conversations. These will be more generic conversations, and the track won't cut short if the player is dismissive.
Helarine will also take note of core and BGEE romances, and have some comments based on the romance in question.[/spoiler]
Total planned conversations: 13 [spoiler](2 missable plot, 5 loyalty, 1 death story, 3 friendship, 2 romance)[/spoiler]
BG2: ToB (BG2EE)
[spoiler]Shortly after rejoining the party, Helarine will ask the protagonist how they feel about fighting their Bhaalspawn relatives. This conversation doesn't affect the loyalty track.
If Helarine's loyalty track wasn't broken, she'll have 2-3 conversations that cement her personality for the endgame. She'll either be convinced to devote herself to Kelemvor (especially if loyalty is broken) or decide to be open minded and seek out a new deity.
Helarine will also have a short friendship track and one final comment about potential romantic interests.
In the endgame, Helarine's reaction depends on her loyalty choice:
Player becomes a god (good version), Helarine devoted to Kelemvor: Helarine is somwhat dismayed at the protagonist's decision, and will comment on what the protagonist must give up to become a deity.
Player becomes a god (evil version), Helarine devoted to Kelemvor:
Helarine is appalled at the protagonist's decision, and vows to put down the protagonist once she's amassed enough power to kill a god.
Player becomes a god, Helarine became open to change:
Helarine offers to become the protagonist's Herald and enforce their will. Her alignment will have shifted toward the player's on this loyalty track, and her offer will be altered by alignment.
Player refuses godhood:
Helarine is surprised that the protagonist was willing to give up the power to become a god, but is pleased by the result.[/spoiler]
Total planned conversations: 8 [spoiler](opening, 3 loyalty, 3 friendship, 1 romance)[/spoiler]
How You Can Help
While I have Helarine's personal and plot-based story arcs figured out, I don't know what kind of banters and interjections are expected. Having only secondhand knowledge of some plot scenes in the BG series (I've only got as far as Chapter 5 in BG1 and SoA, and the rest of my knowledge is from guides and videos), I'm not sure where the major plot points are to insert the interjections. If someone could come up with the major points where core and mod NPCs are expected to have interjections, I'll make sure those are worked on.
I'm also not sure what I should put in the player-initiated dialogue section. While I'm not adverse to adding flirts if people require that in an NPC mod, it'd be kind of awkward with Helarine since she's simply not interested in a romance. Aside from that, I can only think of basic questions to ask Helarine that would get old after the first use.
I also might need an editor/beta reader to ensure I don't do anything [i]too[/i] lore-breaking. While I've played a lot of Forgotten Realms-inspired CRPGs, I'm not master of the FR setting, especially during the 2nd Edition timeline.
(It might also be nice to have a custom portrait and some VO for Helarine's combat soundset, but I'll wait until her core content is done before I start begging for an artist or voice actor. :P )
---------------
And that's about it. If you'll excuse me, posting this kinda obligated me to writing 11 BGEE conversations and a few banters to live up to such a big plan. With only 3 drafted, that means I have some work to do.[/spoiler]

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BG2EE 2.5.16.6 (Android) Modfile Request - Dialogue Based
Hi @Seda, sorry about the delay but I had some trouble getting it to pickup properly in Spanish. Hopefully it should be good now.
This is in a discussion just to keep it with the right game version. The initial request was in the BG1EE area.
I have had to place the file onto a File Sharing service (hopefully Zippyshare works in your country, if it doesn't let me know a better one...) as it is far too big for the forum. It is likely to be deleted within 30 days so be sure to grab it prior. If you don't, I will keep the file on my system until BG Series v2.6.x is released, or you let me know that all is well, so no problems asking for a reupload.
The size of the file is about 310MB and once placed into your folder structure, the override folder will be about 890MB so you need to make sure you have enough room. I have attached the WeiDU.log here.
I tested to a point where I could create a new Bard. That was about it I'm afraid, the rest was lost in translation. If there are any problems, let me know and I will see if I can rebuild with a better outcome.
The mods installed were:
BG1 NPCs in BG2
- Ajantis v18
- Alora v1.5
- Branwen_v3
- Coran_v5
- Kivan and Deheriana Companions v16
- Skie_The Cost of One Girl's Soul v2.0
- Tiax_v4
- Xan v15
- Yeslick BG2 v2.0
IEP Banter
- Cernd Friendship v1.1
- HaerDalis Friendship v1.0
- Imoen Friendship v2.2
- Korgan Friendship v1.3
- Mazzy Friendship v2.2
- Minsc Friendship v1.0
- Valygar Friendship v1.0
- Viconia Friendship v3.3
- Yoshimo Friendship v3.1
NPCs from BG1EE Modfile you have used already:
- Gavin v22
- Sirene v1.8.1
Misc NPCs
- Companion - Afaaq, the Djinni Companion v2.6
- Wilson Chronicles v1.4.2
- Nehtaniel v6.5
- Kelsey v4
- Petsy Chattertone v3.1
- Yvette v4.0
- The Beaurin Legacy v2.1.1
NPCCrossmod Banter Pack_crossmodbg2 v17
Useful Plot Items for BG2:EE
NPC_EE v3.6
Bardic Wonders v1.3
Shadow Magic v1.9.37
Tweaks Anthology v8
SCS v32 RC8
Download link: https://www99.zippyshare.com/v/AKhjdDrQ/file.html
For those just looking, this mod is for BG2EE v2.5.16.6 and is set for Spanish language.
Enjoy Seda
Gus
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How can I increase my char's visual range?
Hi everyone,
Does anyone know how I can increase my char's visual range?
Can it be done to the charname and or items?
Hope someone could assist.
Thank you
Does anyone know how I can increase my char's visual range?
Can it be done to the charname and or items?
Hope someone could assist.
Thank you
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Project Infinity Public BETA
Project Infinity Public BETA

Overview:
After long time, it's finally here - an mod manager which doesn't require 24/7 maintainer. In time, with people support, it can provide almost everything which BWS offered at the cost of few user actions. The main idea comes from my 'mod template generator' but the project use knowledge and experience from various other projects like WeiDU, BWP, BWS and people who shared their ideas. We will see what the future holds.
Thanks to:
wisp for provided features and patience
Argent77,AstroBryGuy,CamDawg,DavidW,GeN1e,GrimLefourbe,lynx,Sam,Subtledoctor,qwertyqwerty and others for feedback
every modder which removed ACTION_READLN or provide optional features for this tool
Gibberlings3 site and all other modders for using Github
every modder which removed ACTION_READLN or provide optional features for this tool
Gibberlings3 site and all other modders for using Github
W.K. for code feedback
How to use:
- Download and extract all mods into one folder
- Optional step: extract BWFixpack into the same folder and install it one time only
- Run ProjectInfinity, select folder where you extracted all mods
- Setup game directories, choose one from "Selected game" drop-down menu
- Select all mods and components which you want to install, click "Set-InstallationSequence"
- Manually set install order via copy & paste or use "Sorting Order" feature
- Start installation via "Install-Mods" button
- you need fully updated Windows 7/8.1/10 64-bit
- for Windows 7/8.1, you need .NET Framework 4.5.2 or above and Powershell 5.1 already installed
- you need to install Git for mod Delta Updates: https://git-scm.com/downloads
- possible to hang when installing huge amount of mods
- downloading mod update will hang GUI
Features:
- application doesn't require 24/7 maintainer
- downloading mods from sites which provide support
- works with every game and version
- works with every mod even private and unreleased mods
- provide optional features for modders who care
- defining install order for mods
- ability to share and reuse defined mod list
- ability to share and reuse defined install order
- quick uninstallation of all mods from selected game
- one-click Delta Updates for mods hosted at Github
- folder with extracted mods can have unlimited sub-folders
- converting WeiDU.log into install sequence with localized component names
Features for modders:
- ability to add Mod metadata
- ability to enable Delta Updates for Github mods
- support for Mod config: documentation will be provided later
- support for Universal Infinity Engine Mod Package/.iemod files: documentation will be provided later
Planned Features:
- GUI redesign
- mod categories
- caching and multi-threading
- EET full installation
- conflicts and dependence between internal components of single mod
- conflicts and dependence between multiple mods from various authors
- support for something like testing framework
- drag and drop support for all major features
- cross-platform
- build-in custom backup system (nothing can beat stability and reliability of Beamdog/Steam/GoG backups)
- build-in, static mod link list (require 24/7 maintainer)
- build-in, static mod compilations for eg: Recommended, Tactics etc (require 24/7 maintainer)
- build-in, forced installation of the BWFixpack (require 24/7 maintainer)
- build-in, static conflict and dependencies list (require 24/7 maintainer)
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[Tool] QDMULTI: A Library for Multiclass Kits
QDMULTI is a library for mods that install multiclass kits in the Enhanced Infinity Engine (v2.0+).
The newest version of this library is available on GitHub.
Background
Beamdog released the Enhanced Infinity Engine (v2.0) with the release of their original game, Siege of Dragonspear. Among numerous other functionality changes, this patch enabled the character creation menus to display multiclass kits. Unfortunately, any kit that would appear in the multiclass menus would not gain any of its unique class bonuses, due to the way that the engine handled multiclass kits. This library fixes that problem, and enables multiclass kits to both appear properly in character creation and apply the appropriate bonuses during character advancement.Usage
If you would like to tie your mod's multiclass kits into the qdmulti framework, then you first need to download the latest version of qdmulti and include it somewhere in your mod's installation files. After adding this file to your mod structure, you can enable the functionality in your mod's compenents by adding the following code to your mod's installation files (either .tp2 or .tpa). This line should be included before you use the ADD_KIT function (if you are adding a new kit).INCLUDE ~your/folders/here/qd_multiclass.tpa~This line should be included after you use the ADD_KIT function (if you are adding a new kit).
LAF qd_multiclass STR_VAR kit_name = ~kitname~ //the internal name for your kit (e.g. QDMAGUS) kit_clab = ~kitclab~ //the internal name of your kit's clab file, without the .2da extension base_class = ~X~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief ENDOf the parameters utilized, the only one that I feel needs further explanation is the "base_class" parameter. This parameter handles which class the kit abilities will be tied to; if you say that a multiclass kit's base class is fighter ("base_class = F"), then it will gain the assigned kit bonuses from increases in its fighter level.
Limitations
Note that this library is only designed to handle class benefits that are granted through the class' clab file; it will not handle specialist mages' school restrictions, specific kit's item restrictions, or other effects tied to the kit's usability flags. Furthermore, due to the length restrictions on internal names, the library can only include abilities that have internal names of 7 characters or less. Abilities with internal names of 8 characters (or more) will not be converted during the qd_multiclass function.Applications
This library is very versatile, and can be used in a variety of scenarios. Some of the things it can do include: - giving a kit to a multiclass character at character creation (e.g. Swashbuckler/Mage). - allowing a multiclass character to have one kit for each of their classes (e.g. a Berserker/Priest of Talos). - allowing modders to implement their own multiclass kits that have abilities tied to each of the base classes (e.g. the Bladesinger Fighter/Mage kit). - allowing a single- or multiclass character to gain the benefits of multiple kits of the same class.QDMULTI in Action
Mods that make use of QDMULTI include: - Eldritch Magic by @Abdel_Adrian - Might and Guile by @subtledoctorPermissions and Support
I am publishing QDMULTI so that other modders may make multi-class kits more reliably and efficiently. I do not require nor expect modders to contact me requesting permission to use this library. If you encounter errors while using this library, please contact me so that I may provide fixes and updates.↧
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[Mod] TeamBG's Armor Pack for BG:EE, BG2EE, BGT & TuTu
TeamBG's Armor Pack
Information For Baldur's Gate2: Enhanced Edition
This is the first installation of the "pack" mods that I will be making
for Baldur's Gate2: Enhanced Edition. This mod is an armor pack. There is a
dwarf, Kurtz Goldenaxe, who is at Waukeen's Promenade. He will
sell you these armors. Some of the armors are color variations of what you
find in the game and some of them are new. The magical armors are expensive
so you will have to save a lot of gold to buy them.
Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=8092.0
Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=192
Version History:
V1.01 9/8/14
Added Polish translation thanks to Cahir
Added .tra files for translations.
Updated to Weidu 236
V1.00BG2EE
First release
Information For Baldur's Gate: Enhanced Edition
This is the first installation of the "pack" mods that I will be making
for Baldur's Gate: Enhanced Edition. This mod is an armor pack. There is a
dwarf, Kurtz Goldenaxe, who is outside of the Friendly Arm Inn who will
sell you these armors. Some of the armors are color variations of what you
find in the game and some of them are new. The magical armors are expensive
so you will have to save a lot of gold to buy them.
Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=7806.0
Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=182
Version History:
V1.05 8/18/14
Added Polish translation thanks to Cahir
V1.04 8/15/14
Added .tra files for translations.
Updated to Weidu 236
V1.03 5/19/13
Fixed the Boots of Evasion - The useability settings still were not correct.
Fixed the Boots of Quickness - The useability settings were not correct.
Removed the "Not Useable By:" text since the EE items have a heading that automatically fills that in.
V1.02 5/5/13
Fixed the Boots of Evasion - The useability settings were not correct.
V1.01 1/7/13
Fixed the usability settings on the Elven Chainmail of the Hand +3
Fixed the unidentified text of the Elven Chainmail of the Hand +3
Changed the store so you can't steal.
New cross platform for BG:EE, BGT and Tutu
V1.00
First release
Where the new store clerk is at in the Friendly Arm Inn.
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Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE. We have a large source of tutorials on how to mod and modding tools!
We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE mods to us. Free area on the message board and space to download your mod.
TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG http://www.teambg.org/ Modding news
http://teambg.info/ A site that takes you back into the history of IE modding.

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[MOD] Improved Heart of Fury Mode Version 3.0
Icewind Dale's Heart of Fury Mode was meant to be an "ultimate difficulty mode," but it wasn't very well executed. Its main feature is to give enemies extremely large HP bonuses, such that a regular orc could have about 100 hit points. This is bad because it makes fights very tedious. Most of playing Heart of Fury Mode consists of sitting around as your summoned creatures (which also get the extra HP) slowly kill the enemies.
Icewind Dale's difficulty also suffers from the fact that the enemies' AI is terrible, and previously there was no good AI-enhancing mod (like Sword Coast Strategems) for Icewind Dale.
This mod presents a more interesting "ultimate difficulty mode." It's not actually a difficulty setting, so it can be played on Normal, Insane, or even on Heart of Fury mode itself. Here are the main features:
* Battles are made tougher by giving enemies more powers (for example, Fire Beetles can breathe fire), occasionally adding more enemies in an encounter, giving enemies better AI, and making enemies stronger all around, rather than simply by giving them lots of hit points.
When possible, the mod powers up enemies by improving their main ability. Trolls in this mod regenerate faster, bombardier beetles use their spray ability more frequently, sword spiders move super-fast and attack ten times per round, and shadows are like Strength-draining mind flayers (to say nothing about what the mind flayers are like).
* There are multiple ways in which I've improved the AI:
[/spoiler]
* Summoned creatures are NOT powered up, so you can't rely on them. Some enemies will get special summoning spells that summon creatures that are powered up, though.
* The party will be powered up slightly. Player characters roll 8-20 for stats (as in Dark Sun), rather than 3-18.
(Keep in mind that enemies will also have stats like this)
The party starts the game with 30000 experience (divided among the party, so a smaller party will get more experience per character). Pomab sells some good magical equipment and scrolls, and the party starts with a lot of gold.
* Throughout the game items are added, removed, and switched around. There are new random item selections. The random items you get are more likely to actually be useful.
* Many spells are revised. The purpose of the spell revisions is primarily to strengthen weak spells (sometimes significantly), rather than to weaken strong spells.
The game will start off not too difficult - the goblins at the beginning of the game won't be much tougher than they are normally. But the game will get really hard really fast.
I've released Version 3.0! Now the mod changes the whole game, including Heart of Winter and Trials of the Luremaster!
You can download the mod here.
Change Log:
[spoiler]
Version 2.0:
* The Heart of Winter expansion has been modded.
* I made druid shapeshift forms more powerful. Since the characters and creatures in the game are more powerful, the shapeshift forms need to be more powerful otherwise they could be less useful than the normal character.
* Some spectral undead creatures (shadows, spirits on the Burial Isle) can now go through walls. Spectral undead that don't realize that they're undead (e.g. shadowed elves, spectral guards in Trials of the Luremaster) do not have this ability.
* The enemy that you fight if you wish to be more experienced using Limited Wish now has some really badass abilities that no one else has (for context, this mod makes it so that this wish makes you fight a single, extremely powerful enemy rather than several golems; I won't spoil what this enemy is, but it gives 250000 experience (or more depending on the difficulty), and it's no pushover).
* Skeleton Warriors were removed from Kresselack's tomb. I plan to put a more powerful version of them somewhere else in the game later. I made a few other changes to the Vale of Shadows.
* Presio no longer casts Great Shout with Chain Contingency. She doesn't summon nishruus, and she doesn't use her Spell Trigger in the duel.
* Geelo no longer casts triple Shout with Spell Sequencer.
* I made some changes to items and put some more items in the game.
* Chain Lightning and Soul Eater now only harm enemies like I intended them to and don't produce blue fires flying all over the place.
* Know Alignment now offers no save, as I intended.
* Star Metal Cudgel now deals 4d6 extra damage against unnatural creatures, as I intended.
* Flame Strike, Iron Body and Abi-Dalzim's Horrid Wilting have been modified.
Version 3.0:
* I finished my Trials of the Luremaster modifications.
* Party members will be less likely to die permanently. I'm doing this because party members are going to die a lot in this mod, so it would be good not to have to reload as often.
* Some enemies now require higher enchantments to hit.
* Enemies now have better attack AI.
* Goblin archers no longer shoot Goblin Arrows.
* The prologue cave now has fewer Orc Archer Elites.
* The Goblin Marshals and Orc Archer Elites in the prologue now use Whirlwind Attack instead of Greater Whirlwind Attack.
* I made Lysan tougher.
* I changed the powers of basic wights around a little to make them simpler and more sensible. They no longer drain luck on hit, nor do they have that weird life-draining ability I had given them that they only used on luck-drained creatures. Instead, they drain one level on hit.
* Ettins now only have two attacks per round while throwing boulders.
* Sahuagin leaders now correctly buff their allies as I intended.
* Icasaracht now uses her aura of fear.
* The moonblade created by the Moonblade spell now counts as a silver weapon and deals the extra damage against lycanthropes.
* Wall of Moonlight now deals the full 5d10 damage against lycanthropes.
* Cloak of Fear now lasts 1 turn and the save against the fear is made at -2.c
* Mass Cause Light Wounds now offers no save.
* Enchant Weapon now only sets the weapon enchantment to +5.
* Rangers and Druids can now cast Dispel Magic.
* I made the Wisdom requirements for the Wish spell higher. In order to get the best selection of wishes, you need to have 25 Wisdom.
* Larrel's Sending no longer kills the party with Meteor Swarm at the Severed Hand entrance. I had originally made Larrel cast Meteor Swarm on the squirrel, but I had tested this revised cutscene before I had modified Meteor Swarm to have a larger area of effect. Now the party is in the area of effect, so they tend to get killed by it. Now Larrel casts Comet on the squirrel instead of Meteor Swarm. I have tested this and the comet doesn't hit the party.
* Mirek now actually gives the reward he's supposed to.
* The Unstrung Harp now actually takes three rounds to use.
* I increased the power of some katanas.
[/spoiler]
Tips:
- Do not play this mod on the game's regular Heart of Fury mode. The changes this mod makes to the game are separate from the regular HoF mode bonuses, so if you play on HoF mode, creatures will get the ridiculous HP that HoF gives them IN ADDITION to the even more ridiculous things that this mod gives the creatures. Play on another difficulty, like Insane, or Core Rules. When I was playtesting my mod I went through the game on Insane with double experience and max HP rolls. My team still got killed a lot.
- Don't try to solo the game unless you really know what you're doing.
- Make sure to have a character who can cast Dispel Magic. Dispel Magic is basically this game's version of Breach. There will be a lot of opportunities to use it once you reach Chapter 2.

- Enemies are generally much quicker to select a different target, rather than chasing the same target for a long time.
- Enemies generally prioritize attacking characters who don't have Stoneskin or Mirror Image.
- Enemies usually don't attack characters that they can't do anything to (e.g. because of Protection from Magical Weapons).
- Enemies rarely ever use spells or abilities on creatures that are immune to those spells or abilities.
- Enemy spellcasters, particularly ones later on in the game, will only use many of their spells on party members, rather than wasting all of their spells on summoned creatures.
I'm not sure if the mod's AI is comparable with SCS, but it's the closest thing for Icewind Dale.
* The mod powers up most of the magic items in the game, like in Icewind Dale 2's Heart of Fury Mode.
Example items:
[spoiler]







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[tool] IWD-style Spell Evasion
Just want to drop a note to mention that I've externalized my code adding the IWD "Evasion" passive ability for thieves to BGEE and BG2EE. My "Scales of Balance" mod has an option to add it exactly as it is in IWD, for 7th-level thieves; my "Might & Guile" mod adds it as a feat available to thieves as well as some bards and warriors. My upcoming "Will to Power" adds it as a temporary ability for psionicists, independent of those other applications.
The idea is, you can drop this file into your mod to make the passive ability work; and then you can apply the ability however you see fit - for your new kit, for certain enemies, for all thieves, for a new spell, whatever. If you use this .tpa file as-is, then however you apply it, it should not conflict with other mods using it in different ways.
Get it here. Cheers.
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[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released
View Readme
Download Djinni Companion (latest version) (22 MB)
Download Djinni Companion (mirror)
Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well!
Overview
Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself. When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later. Initial Statistics Class: Fighter/Mage at level 10/11 Alignment: Chaotic Good Strength: 15 Dexterity: 16 Constitution: 13 Intelligence: 15 Wisdom: 16 Charisma: 11 If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.FAQ
[spoiler]Q: Where can I find the djinni? A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures. A: (Icewind Dale) You can find it somewhere in Dragon's Eye. Q: Could you be more specific where I can find the djinni? A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise. A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove. A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye. Q: What's the deal with the full version and the light version of Afaaq? A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale. Q: How useful is the djinni if he doesn't join like a regular party member? A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself. ;) Q: Does he have a quest? A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest. Q: Does he get along with evil characters? A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists. Q: Can you romance the djinni? A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on. Q: How does he get along with other NPCs? A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party. Q: Will there be crossmod content? A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs. Q: I want Afaaq to retreat into his lamp. How do I do that? A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button. Q: Afaaq is badly hurt. What are my options to heal him? A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack. Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar? A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable. Q: Will Afaaq become stronger later in the game? A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well. A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game. A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp. Q: Afaaq picked a fight with me. How does it affect the game? A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual. Q: Quest "Vengeance": How can I disable the barriers around the temple complex? A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map. Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest? A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however. Q: Quest "An unexpected encounter": How can I enter House Arabani? A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation? Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave? A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem. Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni? A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game. A: (Light Version) You can find the djinni after you have beaten Illasera. A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.[/spoiler]Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme. Feel free to post your thoughts, suggestions, questions or bugs either here or on SHS Forums. Have fun! :)
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[mod] Will of the Wisps - Shamanic enhancements

The mod introduces many shamanic improvements to BG Series. After playing Siege of Dragonspear I had a feeling that shamans in BG1 and BG2 would use some nice additions. Keep in mind that the mod was created with BG2 in mind, so if you try to install the mod on BG1, you will only see the component with the new shamanic kit. In mod you can find:
=> the brand new shaman kit: Witchlight Shaman
=> Shaman's Stronghold along with optional change of shaman's class description (to erase "no stronghold" line)
=> Brand new NPC - Will, the undead witchlight shaman (may be joined on the Shaman's stronghold area, which is available for every CHARNAME)
=> A mini-quest to restore a certain area's power (first Stronghold quest which is available to every PC)
=> Optional new items for shamans and exclusive items for undead NPCs (like Will or Hexxat)
=> Optional new enemy types: driders and treants (you may now encounter just few of these)
INSTALLATION AND COMPATIBILITY:
Install like any other WeiDU mod, by unzipping the mod in your BG2EE game directory and running Setup-willowisp.exe on Windows or equivalent on other platforms.
You must have an EE version of the game updated to v2.0 or higher. The mod should be compatible with any other WeiDU mod.
This mod also can be installed with (after) the Enhanced Edition Trilogy (EET), before EET_End.
FAQ:
Q: When/Where can I find Will or the shaman stronghold?
A: After destroying the Shade Lord, you will encounter a wisp. Listening to it will start the short quest leading to both.
Q: Will dies instantly when I travel to a different location! Help!
A: Read his joining dialogue... he states that he physically can't leave without visiting his grave first.
Q: How often will I need to return to the stronghold?
A: You will be notified three days since the previous event.
Q: Does Will have conflicts with other NPCs?
A: No. He might not get along so well with everyone, but he won't fight with them.
Q: Can I romance Will?
A: No. You can try, but he'll turn you down. However, he might have something to say if you romance another party member.
Q: Any crossmod content?
A: Yes. If installed, Will may have a small talk (or two) with: Foundling, Pai'Na, Petsy, Quayle, Sirene.
CREDITS:
Mod author.........................................................Lava Del'Vortel
Kit, feedback, text editing, testing and debugging.................Artemius_I
Testing and debugging..............................................agb1
Additional technical help..........................................argent77
Voicing............................................................Soul
Music source.......................................................Planescape: Torment; Laurent Danis (https://www.jamendo.com/track/689398/rituel)
Stock image used for the portrait..................................NikitaKalevala (http://nikitakalevala.deviantart.com/art/Stock-624283061)
Thank you to all players who decided to try out this and my other mods I created over the years.
Screenshots:




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[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows
Don't send PM to this account because they will be ignored!
Big World Setup (BWS) : Mod Manager for Infinity Engine Games and Baldur's Gate/Enhanced Edition Trilogy
by dabus

Information:
Project page: https://github.com/BigWorldSetup/BigWorldSetup Documentation: https://github.com/BigWorldSetup/BigWorldSetup/wiki Changelog: https://github.com/BigWorldSetup/BigWorldSetup/commits/masterFeatures:
- downloading mods ( outdated ) - easy mod installation for BGT and EET ( outdated ) - correct install order of mods/components ( outdated ) - handle mod and components conflicts ( outdated ) - backups for gamesGame list:
Not maintained: - Baldur's Gate: Enhanced Edition (standalone game) - Baldur's Gate II: Enhanced Edition (standalone game) - Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE ) - Icewind Dale: Enhanced Edition - Planescape: Torment Enhanced Edition - Baldur's Gate 2 (classic standalone game) - Baldur’s Gate Trilogy ( Classic BG1 + Classic BG2 ) - Icewind Dale - Icewind Dale II - Planescape: Torment - Classic Adventures↧
[MOD] Revised Dragon Scale - UI tweaks for SoD and EET (V4)
Revised Dragon Scale V4
a UI mod for Baldur's Gate: Enhanced Edition with Siege of Dragonspear installed. Now compatible with EET. This is a mod for folks who feel the new UI introduced by Siege of Dragonspear was... almost there. It's a minor overhaul of SoD's UI with a lot of little tweaks and fixes, as well as some completely reworked screens, which are individual components, for your convenience.Screenshots and Component Breakdown:
Main Component: SoD UI Fixes and Minor Tweaks
[spoiler]The main component fixes and tweaks a few thing that bugged me about the UI:







Optional: Revised Inventory Screen
[spoiler]
Optional: Revised Record Screen
[spoiler]The Record Screen has been completely redesigned, undoing almost every (disastrous, IMHO) change made by patch 2.0. It's a slightly altered version of Lefreut's Improved Record Screen, which didn't have a proper SoD version.
Optional: Classic Spellbook
[spoiler]
Optional: Larger Ring Icons
[spoiler]
Optional: Alternate Fonts
[spoiler]This component is a major overhaul of in-game fonts, bringing it closer to the original BG1.



Installation
This is now a WeiDU mod. Download the attached file at the bottom of this post, extract it to your game folder, run CKUISOD.exe and follow the onscreen instructions.Compatibility
This mod is compatible with Baldur's Gate: Siege of Dragonspear or Enhanced Edition Trilogy (if the SoD GUI optional component is installed). (If you're playing either the GoG or Steam versions of the game, please install modmerge before modding your game.) It's also supported by EEUITweaks Mod Collection as long as you install this one first. There's a slight compatibility issue with EEUITweaks and the component "Mr2150's Journal Fixes" - if you install this component, it will revert the Journal's close button to its original graphic. It won't break anything, though, so don't worry about it.Special Thanks
The WeiDU version of this mod was made possible by the hard work of AncientCowboy and I'm immensely thankful for it. I'd also like to thank Lefreut and Pecca (whose code, artwork and feedback I have used) and Adul and AstroBryGuy for their feedback and insights. Last but not least, thank you for checking out this mod. I hope you'll enjoy it. Needless to say, feedback and bug reports are always appreciated.↧
Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)
Faiths and Powers
2018-05-28 Download Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs. A quick and useful guide to kits and spheres Special thanks to @ineth for this Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp. Attached Hotfixes for earlier versions (install after fnp): - Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip" - Version 0.74h: use the file titled "fnp74_use_hotfix.zip" Most recent update:0.74.37 Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs. Version 0.74.37 2018-07-26 - Upgraded Weidu to v246 2018-07-06 - Revised several kit description entries. Version 0.74.36 - 'officially' depreciated component 101 - Further updated the readme Version 0.74.35 - Added 'radical version' descriptor for full install Version 0.74.34 - Updated Weidu to 245 2018-07-05 - Started Proper Github readme - Corrected a discrepancy in Acolyte of Ilmater description Version 0.74.21 2018-01-06 Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon Created Acolyte/thief of Shar Created Cleric/fighter of kelevmor Created cleric/mage of kelevmor Created Cleric/Mage of talos Created Acolyte/mage of Deneir Created Acolyte/mage of Sune Created Acolyte/mage of Moander Created Acolyte/thief of moander version 0.74.20 2017-12-09 Updated Text: Everwatch Knight of Helm Updated Text: Cherub of the Ruby Rose version 0.74.19 2017-12-07 Updated Kelevmor Kit Description Updated Cyric kit description Updated Umberlee kit description Updated Pally of Tyr kit description Updated Harvester of Myrkrul kit description 2017-12-06 - Updated Stormwall - Updated a few kit descriptions - Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza) 2017-08-26 Version 0.74j - priest of Umberlee abilities and usability - multiclass kit usability (e.g. C/M of Baervan and druid/mage) - mystic warrior abilities 2017-08-14 Version 0.74g - fixes Contingency spells. Sort of. Mostly. - changes to spellbinder 2017-08-13 Version 0.74f - added conjure water elemental to water sphere - fixed shades and shadow monsters - fixed mystic warrior - improves the cross-mod compatibility stuff. 2017-08-10 Version 0.74b - Fixed an error with an errant "/" 2017-08-09 Version 0.74 This is v0.74. I bumped the version number because there are a few meaningful changes: - Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits. - Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.) - DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT... - Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level. - This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works. 2017-08-08 Version 073b - All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups. - Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables. - Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.) - Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.' - Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits. - If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.) - Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times. 2017-08-06 Version 0.72 -diff install options for BG(2)EE/IWDEE 2017-08-02 Version 0.71b - Fixed issue with option 2 2017-08-01 version 0.71a Fixed installation issue with option 1 -2017-07-31 version 0.71 Lots of fixes: -fixes for spells -fixes for HLAs -two new spheres: Exploration and Perdition -variables for custom weapon use for kits -cleaned up a ton of code everywhere -updated compatibility packet for other mods 2017-06-03 Version 0.64a Minor changes to sphere access 2017-06-03 Version 0.64 -Fixed cleric of Kelevmor death ward and neg plane protection -Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability) -Added misfire reference to spell in for Beshaba Acolyte description -Fixed icons in misfire spell/special ability for Beshaba Acolytes -Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell... -Grammar issues: Champions -Grammar issues: Zealots -Zealot of Ilmater: Correctly added frenzy in 2da -Acolytes: Added bonus spells (and lore bonuses in a few cases) -Changed Beshaba's spheres around. Focus: Dread. -Removed override references to COMPILE lines 2017-03-13 Version 0.63b - NPC cleric kits - Fixed bug re acolyte of mystra - Bug fixes re: kit adding code - Fixed deity dialog issue with mc clerics 2017-02-27 Version 0.61a - Added a valid marker for IWDEE divine spells If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder. Version 0.61 - Removed references to SoD in engine check - Added Clangeddin cleric - Added a draft of Baravar (but not added in the game via tp2 or otherwise) - Removed backup folder - Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed. Known Issues: - Water and fire elemental scripts need to be looked at - Shout spell doesn't seem to work - Summoning shadow monsters crashes the game - Doomguide cleric Turn level issue - b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy) - At 11th level the Ur-Priest received Shadow Step as a special ability - Elemental sphere descriptions are all over the place (only for custom spells) - Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere) - Many multi class kits missing - prayer and rec spells Faiths and Powers: Gods of the Realms This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and↧
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[mod] Southern Edge - Athkatla's new district
After so many plays, I realized Athkatla got a bit boring, so I decided to make a new district to make the city more interesting. It's called the Southern Edge and is the "minor" city gate in the southern part of the city wall. Some merchants use this place to for the transporting their goods.
Southern Edge is a new district for our favorite BG2 city - Athkatla - available from the very start, once you talk to Gaelan and hear his offer. The mod is to make the first hours of the game more interesting, as some player might have got bored with doing the same quests over and over again. The area isn't as big as Slums or as Bridge District, but it includes a main quest introduced by a halfling name Mairo and a series of mini-quests and encounters introduced by both some new characters, and some you might have met before.
There are also some nice bits every district should have - a small shop, a tavern, some commoners, a temple, some troubled men and women... what else do adventurers need, right?
It's not a big mod, but it should entertain you for a moment or two. I hope that the Southern Edge will become a nice stop for you, Bhaalspawn, and your trusted group.
The mod now works on BG2EE, BG2 and EET.
Here's the SHS forums
Download

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Can You Force the Game to Save?
This is a very technical question, so I'm posting this in the modding section. Is it possible to use a script or console command to force the game to save, whether an auto-save or a specific save slot like the Final Save file?
I ask because certain mod-introduced fights like the Chosen of Cyric encounter and Ascension Melissan are both very lengthy and very prone to crashing. Since both encounters are extremely complex, it's nearly impossible to replicate a bug that happens midway through the fight, and since both encounters are preceded by lengthy cutscenes, suffering a crash is a huge time loss, whether you're playing the game or just doing some testing. Being able to save at any time would also open up some new opportunities for ordinary gameplay.
It looks like the game forces auto-saves and Final Saves via the SaveGame() command in scripts, and it seems like the parameter determines the save slot. Most use the auto save slot, which appears to be SaveGame(0), but there are a bunch of others available.
![lgtsd2lrfce3.png]()
Would it be possible to design a custom character script, which the player could assign via the Customize button on the Record screen, that would allow the player to activate the SaveGame() command by pressing a predetermined hotkey?
I ask because certain mod-introduced fights like the Chosen of Cyric encounter and Ascension Melissan are both very lengthy and very prone to crashing. Since both encounters are extremely complex, it's nearly impossible to replicate a bug that happens midway through the fight, and since both encounters are preceded by lengthy cutscenes, suffering a crash is a huge time loss, whether you're playing the game or just doing some testing. Being able to save at any time would also open up some new opportunities for ordinary gameplay.
It looks like the game forces auto-saves and Final Saves via the SaveGame() command in scripts, and it seems like the parameter determines the save slot. Most use the auto save slot, which appears to be SaveGame(0), but there are a bunch of others available.

Would it be possible to design a custom character script, which the player could assign via the Customize button on the Record screen, that would allow the player to activate the SaveGame() command by pressing a predetermined hotkey?
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[v1.97] Aura, a gnome artificer NPC for BG:EE + SoD
Link to mod page at my site: https://artisans-corner.com/aura-npc/
Full Name: Aurelia Minerva Evie Glimmershine
Race: Gnome
Class: Artificer (Thief kit) alternate: illusionist/artificer, priestess/artificer
Alignment: Lawful Good
Strength: 8 (below average, rarely does any carrying - she prefers having her automatons doing that)
Dexterity: 16 (high, fairly skilled at archery and agile thanks to her lightness and small stature)
Constitution: 13 (average)
Intelligence: 19 (exceptional, a born prodigy with eidetic memory and education from the best academies in Lantan)
Wisdom: 14 ( above average, mostly gained while in Kozakura)
Charisma: 15 (above average, though self-admitted to be better with machines than people)

Alternate Portraits

Alternate Portrait 1 by Omar Diaz

Alternate Portrait 2 by Pantalion

Alternate Portrait 3 - BG2 Style

Alternate Portrait 4 - Original Portrait by Lava Del'Vortel

Alternate Portrait 5 - NWN-Style
Biography
"When asked about her past, AURA tells you a long and convoluted tale of her life from her childhood to her life spent in faraway Kozakura. Born from the prestigious Glimmershine family in the technologically-advanced island nation of Lantan, Aura's talent for artifice and creation at a young age coupled with a wide-eyed curiosity of the world beyond her home led her to travel to distant lands looking to advance her knowledge of cultures and bring knowledge to other, less advanced societies. In one such venture, Aura's crew was assaulted by a magical storm which destroyed their ship and swept her away into the ocean. Upon regaining consciousness, Aura found herself somehow in Kozakura, a nation in the land of Kara-Tur. Aura's talents in creation gave her a place among the locals of the village in which she made her new home for three years until a disastrous commission led to her disgrace and her subsequent leaving of Kozakura. She now seeks an adversary now in the Sword Coast, and has sought your aid in her quest."Character & Personality
Aura is kind and idealistic at heart. She can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise, being capable of talking or (more likely) lecturing others for up to hours on end.Aura's most unorthodox trait for a Lantanese gnome is her fascination with magic. Though she has received little, bordering on no magical training and no interest in becoming a mage, her everlasting dream is to create a perfect harmony between magical and technological creation. This is not an unacceptable view in Lantan, though it is considered highly unusual.
She is in her mid-seventies in age, barely a young adult for a gnome. Because she has spent so much of her life working with inanimate objects, coupled with her extremely long lifespan, she can be extremely naive and unknowingly insensitive when it comes to human issues, though her time spent in Kozakura has helped somewhat.
While the majority of people in Lantan worship Gond, the Wonderbringer, Aura is tight-lipped about her choice of deity and shows noticeable discomfort when discussing religion. It is unclear whether she worships a god at all.
Aura strongly dislikes the Lantanese trademark smokepowder, the knowledge of how to produce it given by Gond during the Time of Troubles, but will relent in creating it for people she unequivocally trusts.
Perhaps Aura's greatest strength and weakness is her extreme attachment to all of her ideas and creations. While this makes her a natural when it comes to invention, it also means she personally feels responsibility for any harm, destruction or death that anything she created has caused, even if it were by someone else's hand.
Due to being inexperienced, Aura has a few childish fears, most notably a fear of bears of all kinds. More seriously, she is absolutely terrified of drowning and being close to huge bodies of water due to her past traumatic experience which caused her to temporarily lose several years of her memory and nearly her life.
Romance spoilers:
Aura is a lesbian, although this is not immediately apparent unless the player chooses to show some romantic affection towards her, though eventually the stories she tells of her past will make it clear either way.
Artificer Thief Kit
ARTIFICER: Lantanese artificers are master innovators and craftsmen, making up for their lack of combat or cloak-and-dagger skills with expert knowledge in use of arcane runes, deadly alchemical traps and metal automatons.
Advantages:
– +15 bonus to Lore.
– +10% bonus to Find Traps, Open Locks and Set Traps.
– May use the Set Alchemical Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter.
Set Alchemical Snare: Set a trap in the targeted location when no hostile creatures are in sight. Traps deal 1d4 (+1 extra damage per level) fire, cold, acid or electrical damage of the artificer's choice in a 10' radius, inflicting additional effects that last for 1 round per 3 levels of the artificer. Effects are dependent on the chosen element. Alchemical Snares can be set at a distance but can be set off by both allies and enemies.
ALCHEMIST'S FIRE: Ignites the victim, dealing 1d4 damage per round.
RAPID FREEZING REAGENT: Slows the victim.
ACIDIC COMPOUND: Corrodes the victim's armor, reducing their AC by 4 and physical resistance by 20%.
ELECTRIC CHARGE: Afflicts the victim with a 50% chance to miscast magic.
– May use the Craft Rune ability once per day.
CRAFT RUNE: Artificers can inscribe runes with arcane magic, which may be used to temporarily enhance weapons or to cast spells. The amount and strength of runes created depend on the artificer's level. Runes may not be crafted during combat.
– May use the Advanced Alchemy ability at will.
ADVANCED ALCHEMY: Lantanese artificers are skilled in chemistry and potion-making. This skill may be used to craft a number of potions or alchemical weapons. The types of potions available for crafting increase with the artificer's level.
– From level 8 onwards, may use the Craft Automaton ability once per day.
CRAFT AUTOMATON: The artificer spends two rounds to assimilate a powerful automaton which can be controlled at will. Automatons last until destroyed, are disabled if their creator is incapacitated, lose control if their creator's mind is affected and fall apart if their creator is killed. Only one automaton can be controlled at any given time.
Disadvantages:
– Hit Die: d4
– -10% penalty to Pick Pockets, Hide in Shadows and Move Silently.
– -1 penalty to THAC0 every 6 levels (starting at level 1).
– No backstab multiplier.
– May only distribute 20 skill points per level among thieving skills.
Optional: Priestess Cleric Kit
PRIESTESS: Priestesses of the Way, a Kozakuran faith, are believers in harmony and seek to understand how to manipulate the forces that keep the world in balance, gaining powers similar to that of divine magic in the process. Many dedicate themselves to wandering the land for knowledge, tending to sacred shrines, or becoming philosophers.
Advantages:
– May cast Protection from Evil as an innate ability.
– From 6th level onwards, may cast Protection from Evil 10' Radius as an innate ability.
– From 11th level onwards, may cast True Seeing as an innate ability.
Disadvantages:
– May only be proficient in clubs, quarterstaves, short bows and slings.
– May not wear armor heavier than studded leather.
– May not be chaotic or evil-aligned.
Other Information
BG1- She can be found in the Beregost town center. When she is removed from the party, she may either go to the Friendly Arm Inn or remain where she is.
- If you insult her too many times, she will stop talking to you and her PID will change, denying you most of her services. You have a chance to apologize ONCE. If you insult her again after that, tough luck.
- Keep her and Neera together long enough for their banter chain to finish, and Neera will gain an exclusive item.
- Aura's elemental traps are area of effect and NOT party friendly! Use them with caution.
- Don't let a bear get too close to her, or she will lose morale and flee. This does not always work due to some bears lacking a death variable and thus being 'undetectable' by the script.
- The Sunshooter auto-upgrades at levels 5, 8 and 11.
- LIGHT QUEST SPOILERS
After a certain point in the quest, you will get attacked in the street once every eight hours. After this has happened three times (Aura will comment after the third attack) rest at an inn to progress. Beware of the exploding ninjas. That is not a joke. You can convince Aura to let you keep the masterwork weapon at the end if you are non-evil and have high charisma. Bear in mind she will take it with her if she is kicked out.SoD
- Aura can be found in the Coast Way Forest, slightly below Rasaad. A cutscene will start when you're in range.
- For players taking her into SoD, I recommend holding on to Aura's starting armor.
- Be careful of cutting Aura's SoD talks short. Some "end dialogue" options will shut down her friendship/romance entirely.
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- The sunflower seeds can be magically grown by a druid PC with high wisdom, Jaheira, or Onoroth, the druid in Bloodbark Grove. The last option costs 2,000 gold.
- Feed the cat.
- Aura's sleeping potion will add to a 'good' defense for the ending trial. During the battle, it has a chance of randomly putting crusaders to sleep while turning them neutral.
- Aura provides Trollbane Arrows regardless of whether she's in the party or not.
NPC Reactions (BG1, SoD, Crossmod)
Likes: Dynaheir, Imoen, Kivan, Yeslick, Edwin, Quayle, Ajantis, Garrick, Glint, Sirene Neutral/Unsure: Khalid, Safana, Alora, Viconia, Minsc, Branwen, Skie, Rasaad, Corwin, Drake Bemused: Tiax, Xzar, Baeloth, Coran, Xan, Neera, Voghiln, White, Verr'Sza Afraid: Jaheira, Faldorn (BEARS!), Dorn, Shar-Teel, M'Khiin Dislikes: Kagain, Montaron, Eldoth
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