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LavaIt - IWD: an item pack for IWD EE

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ABOUT THE MOD LavaIt-IWD is an item pack for Icewind Dale EE. After playing IWD for yet another time, I realized I would like to see something new, some items perhaps. The mod was made for me, my friend and our multi-player run, but after a year I decided that perhaps it would be a good idea to publish the mod for those who would also like to give IWD EE another run, but are worried that they will end up with using exactly the same set of items. You'll find the items in many different places - carried by certain creatures, sold by merchants or left in specific containers. I never made a list of what may be found where and to be honest, after a year I myself forgot where they may be found. That may be even better. You'll need to look for those items, check places, talk to merchants. Hope you'll enjoy them. Number of items: ~30 HOW TO INSTALL THE MOD Just like any other WeiDU mod - unzip it to your main IWD EE directory and run Setup-LavaIt-IWD.exe and then follow the instruction. CREDITS Mod author: Lava Del'Vortel Proofreader: Typo Tilly Some items were requested by Soul. Some of the bams are based on graphics by BeamDog. Thanks to everyone who decided to give this mod a try! I hope you'll enjoy using them!

Tactics mod - BG2EE compatibility - conversion and beta test

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Hello, As agreed by some of us on another thread, here is a first post / placeholder for a discussion on Westley Weimer's Tactics2 components and their compatibility with BG2EE. First introduction. [spoiler] @Gotural , @Blackraven , As announced, please find attached a first package for your beta test expertise. As this mod is not mine, I decided to encapsulate the old mod without premodifying anything. All modifications are done at install time. Moreover the paradigm is to patch rather than overwrite. The weidu code is entirely rewritten. The focus is on the compatibility and bugs. I have no intent/talent to work on the AI itself. Therefore all dialogs and translations come from the original files. (I just experienced a little psycho-rigid moment with the translation of Pushkin's work but this is ultra minor - more to read in the Iliych tpa file itself) The various deployed objects are, by order of priority, - a patched version of an EE file - a copy of the original mod if totally new and acceptable - a copy and patched version of the original mod (because this is often required) Sometimes I used a modified inlined script rather than the original mod bcs/baf though. When dealing with some components I was eager to not interfer with the new EE content (basically all the oh* files from the BP2 and new areas/npcs/adventures). That gives me extra work but I have two reasons to do so: lack of solid knowledge of the new content and, more importantly, there is an enhanced AI work associated to those new EE files - it would be silly to alter those things. Thanks to the handle_charset function now available in weidu (with a better logic), the original tra files are translated into UTF-8 required by the EE version. However my implementation really stinks at the moment, it just works but I will change it. The ideal solution would be to pretranslate and distribute the final files but I don't want to distribute a modified file without the proper consent of the author(s). Btw, the original mod is to be unzipped under a directory of my own tree. For this early test (and I saw nothing preventing a redistribution, let me know) I already included the unzipped original mod. I don't know how much free time I will have this weekend and I am sure to be unavailable next week. Hence this early drop. For this alpha20 for BG2EE only, you will find - the UTF-8 translation stuff that triggers when you install your first component (no matter which one). - As announced Improved Ilyich (a lot of work - more on this below) - Kuroisan per Gotural's suggestion (so far basically no work beyond the charset transformation) - a list of low hanging fruits and other smarter creatures components. Clearly not what you requested guys but I already wrote them back in March to learn and practise the weidu language and also to learn more about the BG2 setup, typically which creature uses which script. A couple of implementations are now much more selective (undead, golems, etc...) - the archer kit. I thought it would take a few minutes to write the code for the two kits. Well, for the archer that was the case but the anti-paladin gave me a little headache, we will have to discuss this kit if someone is still interested. I had the time to test almost... nothing. I verified the kit and I tested the Improved Ilyich which is the largest piece. I do not suggest testing/using the improved creatures yet but I inserted a little group of questions at Ilyich install time: please see it, I think it's self-explanatory (despite my English) and it offers the options to test Ilyich as if other components were also deployed (choice #1). It would also be nice to get a feedback on the mod behaviour once combined with SCS and/or aTweaks (choice #2 for all questions but the last one). I would appreciate if you could test 1) dropping Imoen/Jaheira/Minsc/Yoshimo out of the party I know it used to crash some games in the original versions. 2) dialog with Ilyich (I did test it but a confirmation would be nice). 3) Spawn points on the first level. I kept using the spawn point mechanics on the first floor. Apparently the author and I share some problems to fully understand the black magic behind those (i.e. control the number of creatures). W.Weimer used a trick on the first map and apparently failed to implement what he wanted on the second map (I failed too and decided to deactivate the 2nd level spawn points and used a couple of triggers/traps instead). 4) Beyond the first 12 hours, a group of duergars will appear "offscreen" every 6 hours. IIRC those guys used to appear just out of sight, now in EE they can appear far away. Let me know (I am clueless). Ah yes, adding a few ammunitions to the jailkeep table was performed through a script after the game start. I preferred to modify the area container instead. Apparently it takes time to complete when you install the mod but that's ok. Comments, Insults, Suggestions: your turn. [/spoiler] Content // WIP [spoiler] The current package includes: - Improved Ilyich Original version converted to BG2EE - modifications in patch mode, bug fixes. There is an option to use enhanced script if you don't deploy another tactical mod enhancing the generic dwarves. - The Ritual Original version converted to BG2EE with several fixes. - Improved Torgal Original version with many fixes - installed in patch mode. - Improved Sahuagin City Original version converted to BG2EE - modifications in patch mode. - Improved Bodhi Original version converted to BG2EE + fixes and modifications. - Improved Irenicus Original version converted to BG2EE + fixes and modifications. - Improved Guarded Compound Original version + fixes. - Improved Twisted Rune Original version + fixes. - "Kuroisan", the Acid Kensai Original version converted to BG2EE. - "Red Badge" Poison-Based Encounter Original version converted to BG2EE with patches. - Gebhard Blucher's Improved Mae'Var Original version with minor enhancements. - Gebhard Blucher's Lich in the Docks Original version slightly modified and converted to BG2EE. - Gebhard Blucher's Improved Demon Knights Original version slightly modified for a better deployment on BG2EE. Slightly altered AI. - Kensai Ryu's Tougher Kangaxx Original content + fixes and you can choose to deploy Tougher Kangaxx (demi-lich) or its guardians or both. - Kensai Ryu's Gnome Fighter/Illusionist in the Docks Original version slightly modified and converted to BG2EE. - Kensai Ryu's Improved Crypt King Original version with a slightly altered AI. - Ishan's "Always Toughest Random Spawns in Dungeons" Original scope but rewritten and modified to select your own values. - Gebhard Blucher's Random City Encounters Original version with patches. - Kensai Ryu's Random Wilderness Encounters Original version with many fixes. - Improved Undead Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. - Gebhard Blucher's Improved Mind Flayers Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. Psionic "spells" are patched. - Smarter Dragons Original version slightly modified. - Smarter Beholders Altered version with a few minor tweaks. - Smarter Vampires Original version. - Smarter Mages Original version slightly modified. No modification to the AI script. This component also modifies the Liches (original behaviour). - Slightly Smarter Golems Original and Altered version to more selectively modify the appropriate golems. - Göran Rimén's Improved Nymph Original version. - Kensai Ryu's Improved Copper Coronet Original version (just twelve additional foes, no script - not the real KR version as in DSoA). - SimDing0's Improved Oasis (obsolete) Original version in patch mode. Do not use that version, use the full version from QuestPack instead. - Mike Barnes's Improved Small Teeth Pass Original version in patch mode. - Mike Barnes's Improved North Forest Original version in patch mode - a few minor alterations. - Mike Barnes's Marching Mountains Original version with small adaptations. - Slightly Tougher Demons Original version with fixes and tweaks. - Tougher Druid Grove Original version with minor modifications - patch mode. - Tougher Fire Giants Original version with a few patches. - Streamlined Trolls Direct transposition + an extension to modify some spells dealing with the troll play-dead sequence. - Generic Archer Kit Original Kit converted to BG2EE. - Anti-Paladin Kit Altered version with fixes and without "dispel on hit with any melee weapon". [/spoiler] Latest version : alpha73 - February 21, 2016 Please consult the readme file under the eetact2 directory Both the current version and the version n-1 (or older) are attached to this post, use only one of them.

Who is the go-to weapons merchant in SoD?

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Is there a weapons seller in SoD the party is likely to come back to more than once during the course of the adventure, an equivalent of Taerom Fuirium? And if not, just somebody closer to the middle of the quest rather than to the beginning? Also, this being a modders' forum, what is the name of his STO file? I want to do some patching across games but don't have the expansion installed right now.

What is the file name of Oswald Fiddlebender's store?

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I don't have the game installed at the moment. Who can tell me? Is it OSWALD.STO?

Wizard Slayer Rebalancing for BG:EE and BGII:EE

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Per popular demand, the Wizard Slayer Rebalancing mod is now fully compatible with BG:EE and BGII:EE. Enjoy! :) Download location Readme Component 1: Wizard Slayer kit revision
WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. This rigorous training regimen requires the Wizard Slayer to forego the use of any magic items besides weapons, armor and healing potions. In addition, he must remain fully devoted to his cause and cannot pursue additional professions. Advantages: - Starts with 10% base magic resistance - Gains an additional +2% bonus to magic resistance for every level of experience - Gains the Disrupt Magic passive ability at first level - Gains the Shatter Magic ability at first level and every 8 levels thereafter Disadvantages: - Cannot use any magic items except for weapons, armor and healing potions - Cannot dual-class Disrupt Magic: Whenever a Wizard Slayer lands a successful hit on an arcane spellcaster the target is afflicted with a cumulative spell failure penalty. During the next 3 rounds, the victim has a 10% base chance to miscast any arcane spell plus 1% for every experience level the Wizard Slayer attains. This passive ability is always in effect. Shatter Magic: A Wizard Slayer can channel his innate magic resistance into his weapons in order to break through the magical defenses of arcane spellcasters. During the round when this ability is activated, each successful hit removes one combat and one specific protection from his target. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to magic during the next 2 rounds. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.
Component 2: Wizard Slayer High Level Ability revision
Reflect Magic (replaces Resist Magic) An experienced Wizard Slayer eventually learns to channel his innate magic resistance in a manner which allows him to reflect magic back to its source. For 3 rounds after this ability is activated, all spells targeted directly against the Wizard Slayer are redirected back to the original caster. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to any spells that are not directly targeted at him. This vulnerability takes effect when the ability is activated and persists for 3 rounds after it expires. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it. Arcane Bane (replaces War Cry) An experienced Wizard Slayer can apply a special technique to his attacks making them extremely effective against wielders of arcane magic. For 2 rounds after this ability is activated he gains a +5 bonus to damage against all arcane spellcasters. Furthermore, the Wizard Slayer's attacks become so forceful that his opponents must save vs. death with a -4 penalty or lose one of their memorized spells on each hit.
Component 3: Revised Wizard Slayer item restrictions
This component slightly loosens the item restrictions that are normaly imposed on the Wizard Slayer. It can be installed in two ways. The "Minimal changes" option will allow the Wizard Slayer to use items which increase magic resistance, such as the Amulet of 5% Magic Resistance, Kaligun's Amulet of Magic Resistance, the Cloak of Balduran and the Potion of Magic Protection. In addition to everything mentioned above, the "Moderate changes" option allows the Wizard Slayer to also use items which provide protection from magic in some form, such as the Cloak of Mirroring, Belt of Inertial Barrier, Amulet of Spell Warding, Ring of Spell Turning, Potion of Magic Shielding and Potion of Magic Blocking.
Disclaimer Although I am a Beamdog/Overhaul developer this mod is completely unrelated to my work there. Please do not mistake this for an officially supported product. I have made this mod in my own free time and Beamdog/Overhaul does not support it.

BG1NPC v24-Beta

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BG1NPC Project has been updated and officially released with BGEE compatibility! BG1NPC Project This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down). Project Website: https://www.gibberlings3.net/mods/npcs/bg1npc/ Download: https://github.com/Gibberlings3/BG1NPC/releases/latest README: https://github.com/Gibberlings3/BG1NPC/blob/master/README.md Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable. https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1 Changes for version 24 (Beta) - 2018-12-31 [spoiler]
  • Fix script variable reference for AR0112.BCS
  • Moving component code blocks to .tpa files for organization
  • Moved Tranzig interjections to separate file. Implemented separate BGEEv2.5/Tutu compatible versions.
  • Updated Kivan-Tazok encounter
    • Moved interjections to separate files.
    • Simplified scripting/dialogs for compatibility with BGEEv2.5
    • Implemented separate BGEEv2.5/Tutu versions of encounter
  • Updated the Extended Kagain's Caravan Quest for BGEE v2.5
    • Update bandit scripts for killing lead bandit by stealth
    • Separated quest into two parts: 1) Find missing caravan, 2) Return Silvershield's son's brooch
    • On BGEEv2.5, part 1) exists, so use that. Only implement part 2)
  • Fix Dueling Interjections on BRILLA.DLG
  • Updates to Yeslick-Rieltar Encounter for BGEEv2.5 Compatibility
  • Update Jaheira' Quest for BGEEv2.5 compatibility
  • Implement SUBCOMPONENTs for romance component timing options
  • Implement SUBCOMPONENTs for BGEE Banter Timing Tweak
  • Transferring the following components to Tweaks Anthology:
    • NPCs Wait at Inns
    • Move NPCs to Convenient Locations (Alora, Eldoth, Quayle, Tiax)
    • Make Shar-Teel Unkillable until In Party
    • Cloakwood areas availability in Chapter One
  • Transferring Edwin, Imoen, Jaheira, and Minsc portrait components to Continuous NPC Portraits
  • Add new component: Coran's "Murder in Baldur's Gate" portrait
  • Revised Non-Joinable NPC Portraits for BG1NPC added NPCs
[/spoiler] Changes for version 23.3: 2017-12-29 [spoiler]
  • Fix for Kagain's Quest not allowing to be "completed" without accepting Kagain into the party.
  • Fix for Cloakwood Mines not appearing when "Open Cloakwood Mines early" component is installed.
[/spoiler] Changes for version 23.2: 2017-12-24 [spoiler]
  • Fix for SoA-based Tutu installs: only use of DisplayStringNoNameHead on ToB/EE engine installs, default to DisplayStringHead on SoA-Tutu.
[/spoiler] Changes for version 23.1: 2017-12-03 [spoiler]
  • Fixed Tutu install + more German proofreadings - Thanks @jastey!
[/spoiler] Changes for version 23: 2017-11-13 [spoiler]
  • Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
  • Moving some large code blocks to .tpa files to clean up bg1npc.tp2
  • Fixed hardcoded strings in x#mag14d.baf
  • Fixed bug with Amarande dialog
  • Fixed bug with Edwin's golems in Spiderwood
  • Fixed bug with Winski's demon spawning neutral
  • Fixed minsc dialogue problame x#miint.d + x#miint2.baf
  • (BGT) Jaheira's interjection in Black Lotus tent
  • Remove added trans triggers from Seniyad's dialog
  • Replace David Jansen's "shout" script
  • tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
  • corrected Imoen-Yeslick rest banter for BGT
  • added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
  • lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
  • unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
  • x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
  • Typos and many small bugs quashed!
  • Un-hardcoded strings for Imoen's Tome
  • Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
  • Copying over x#blank.wav to silence default dialog sounds
  • Updates to German, French, and Polish translations
[/spoiler] Changes for Version 22.8 - 2017-03-25 [spoiler] * Fixed issue with Faldorn-Izefia quest. #26 * Deprecating Non-Joinable NPC Portraits component due to copyright issues [/spoiler] Changes for Version 22.7 - 2017-03-01 [spoiler] * Fixed issue with some portrait BMPs having negative heights in the image header. [/spoiler] Changes for Version 22.6 - 2017-01-28 [spoiler] * Fixed: missing entar.cre for BGT install? https://github.com/Gibberlings3/BG1NPC/issues/23 [/spoiler] Changes for Version 22.5 - 2017-01-08 [spoiler] * French translation updates * Fixed item flags for Romance Challenge dragons [/spoiler] Changes for Version 22.4 - 2017-01-04 [spoiler] * Updates for Jaheira's "Bury Gorion" dialogue * Updates to Kagain's Quest * Update BGEE Banter Tweak prompts * Change Shar-teel's interjection on meeting Kagain * Update Lord Foreshadow's Ring Description * Ajantis Bhaaltalks - variable correction * Fixing Minsc's interjection with Vitiare * Check before adding "missing" items to BGEE games (SoD adds many of the previously missing items) * Portraits: Make filenames consistent with naming scheme, i.e. %SOURCE_RES%s.bmp * Portraits: Replaced BGEE portraits with new 169x266 images * Portraits: Added a few new portraits * Fix for 2 Legacy of the Masters gauntlets in Bandit Camp * Make Amulet of the Apprentice Mage unusable by Monks * Updates to dragon animations for Romance Challenges * Update BGT_VAR for EET support * Update x#tqbh2.cre sex to match animation * Enforce LoveTalk timer on Branwen romance post-rest talks * Fix Colquetle Family Amulet bug * [/spoiler] Changes for Version 22.3 - 2016-04-16 [spoiler] * Fix Gatekeeper dialog if CHARNAME has been to the Friendly Arm Inn * Updating Jaheira's interjection to ELMIN2.DLG * Moving SetGlobal actions to before non-INSTANT actions * Updating CRE sounds for Xan's quest CREs * Update for Coran Wyvern Quest fixes for BGEEv2 * No Dynaheir Romance endgame cutscene on SoD * Disable "your voice is strange" PID function on BGEE and BGT. [/spoiler] Changes for Version 22.2 - 2015-12-12 [spoiler] * Fix for bug in NPC Starting Location Component - Thanks Lollorian! [/spoiler] Changes for Version 22.1 - 2015-12-01 [spoiler] * Correcting typos in German tra files [Isaya] * More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) * Minor bug fixes * Fix: Invulnerable Lake Poets * Fix: Xzar's Quest journal entries not working on BGEE * Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf * Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog * Adding timer for Jaheria's "Bury Gorion" talk * Adding death variable for Bheren * Fix: Minsc stutter bug at Lighthouse * Fix for Minsc-Vitiare stutter issue * Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him [/spoiler] Changes for v22 - June 14, 2015 [spoiler] * David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901. * Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed. * Dynaheir's Journal Quest: Fix for quest failing to start * Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE * Kagain's Caravan Quest: Cross-mod compatibility with Thimblerig's upcoming Skie mod. * Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre not going hostile if you attacked them * Romance Challenges: Fix Battle song reference for x#ch12.are * Fixed redundant usability sections in item descriptions for BGEE * Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE * Incorporated fixes from BWP Fixpack v15.1.1 * New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE. * Updated WeiDU to v238 * Adding Polish translation credits to README. * Various dialog typo fixes. [/spoiler] Changes for Version 21 - February 10, 2015 [spoiler] * BGEE compatibility * "Just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya) * Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3 * Create version of x#bgreplace_X for BGEE. * Create version of X_area_script_assign.tph for BGEE. * Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk * Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6 * Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg * Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix * For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). Note: Tutu and BGT will still use available BG2 sounds. * Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest. * Fixes for x#cutspy creating errors in BGEE. * Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE) * Fixed spell name for Imoen's Artifact in BGEE. (Mike1072) * Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre. * Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter. * Romance Challenges area files included with BG1NPC for BGEE. * Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE). * Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files) * Updated Open Cloakwood components to work in BGEE. (Isaya) * Updated Imoen's death variable in x#pcbury.d. (Jastey) * Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin. * Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE. * Pink Xan portrait updates for BGEE * Alora starts in Gullykin AND the Hall of Wonders bug in BGEE * Colquetle Family Amulet Fix for BGEE * Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE. * Adding fixes for Safana-Dorn and Tiax-Dorn dialogs preventing PIDs from firing. * Fix area scripts for AR2400 and AR2900 to not continuously fire when the variable TazokSays = 1. This was preventing blocks added by BG1NPC from firing. * Updated to WeiDU v237 * German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) * Polish translation available (Tlumaczenie przez Children of Bhaal, http://athkatla.cob-bg.pl/viewtopic.php?t=5734) * General coding updates to modern WeiDU standards (e.g., using GAME_IS instead FILE_EXISTS for game type checks) * Updated cross-platform libraries with latest fixes for all platforms. (Jastey) * New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE. * New variable %RunAwayFrom% for scripts to use action "RunAwayFrom()" in Tutu/BGT and new action "RunAwayFromNoLeaveArea() in BGEE. * Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files. * Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne. * BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity for compatibility with BG1 Romantic Encounters mod. * Reordered dialog actions to place EscapeArea() command last. * Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey) * Ajantis Romance/SCS Wait at Inns component incompatibility fix. * Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup. * Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms). * Update x#garwyl to use GHAST sounds like a spectre (all platforms). * Imoen's dialog regarding Gorion's body no longer requires CHARNAME to be holding Gorion's letter. Her script triggers the dialog by the party picking up the letter, but in the time it takes her to walk to CHARNAME, it was possible to read and drop the letter, leaving her unable to initiate the proper dialog. * Imoen's dialog on Laryssa will no longer interrupt Brage's script to return the party to Nashkel. * At the Bandit Camp, if Tazok was engaged in combat too quickly, Kivan could be left trying to initiate dialog with him. This dialog would fire after the combat, with Tazok possibily dead. Kivan no longer attempts dialog with Tazok after Tazok is dead. * Updates for Tiax's Quest to close open quest entries at their conclusions. * Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir * Xan's interjection with Mulahey was copying a "ChangeEnemyAlly(Myself,NEUTRAL)" command to Xan since there is no pass back. Changed to ICT2 to prevent issue. * Added checks to Imanel Silversword's script to prevent dialog from re-initiating and stop dialog from initiating during battle. * Montaron was being sent to Minsc's "goto" location in the Elfsong Tavern rather than the Low Lantern with Xzar by BG1NPC's Wait at Inns component. Updating to send Montaron to Low Lantern. * In Tutu, when refusing Cythandria's surrender, Dynaheir will turn hostile. Danaher's interjection is inheriting an Enemy() action from Cythandria. Only affects Tutu, Cythandria's dialogue state 6 has an "Enemy()" action which is not present in BG:EE and BGT. Solution is to remove the Enemy action() in Tutu. * Kivan gives his reaction to Prism's death upon entering the Nashkel Mines area even if he wasn't in the party when Prism died. Adding a See("prism") check to script block in kivan.bcs. That should prevent the trigger from firing long after Prism is dead (and the corpse is removed). * Safana's response to PID option "Do you have any advice, Safana?" References Narlen Darkwalk, even in Chapter 1. Corrected triggers to not show this response until after Narlen has been encountered. * Correcting "Bruno" DV in x#yeint2.baf. (MadMate) * Updated item slots for x#david and x#dragon to place items in correct slots. (MadMate) * The XZNI1.6 dialog in xzint.d has an issue with the conditions. If Montanan is in the party, alive, but disabled (e.g., held, panicked, etc..), the dialog cannot continue. Updating the second transition condition to be "OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID)" which is the opposite of the first transition, ensuring one branch can fire. * Updates to Coran's Succubus Quest * Updates to close open quest journal entries at quest conclusion. Added "close quest" journal entries. * If you refuse the quest initially, Coran no longer becomes instantly "charmed" before he has been given the roses. He has a more appropriate reaction to your refusal of Amelia. * Scripting updates to account for players force-attacking Amelia. Amelia will now turn hostile and attack the party. If Natan has not been talked to, remove him if Amelia is force-attacked (quest is aborted). If Natan has been talked to, increment X#CoranSuccubus to 13 to allow quest to complete. * Coran will now become "charmed" by Amelia when in her presence if Natan is "charmed" (i.e., has been shown the roses). * Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1. * HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats. * Only immune to non-magical weapons * On BGEE (or Tutu/BGT installs with 1PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installations without 1PP Wings). * Updated combat script, inspired by Kirinhale's from TotSC * Many dialog typo fixes. [/spoiler] Also, there are expansions for several BG1 NPCs available: Ajantis BG1 Expansion: http://gibberlings3.net/forums/index.php?showtopic=13889&st=0 Coran's BG Extended Friendship v4: http://forum.baldursgate.com/discussion/39423/corans-bg-extended-friendship-talks-v4?new=1 Garrick's Infatuation b20140925: http://gibberlings3.net/forums/index.php?app=downloads&showcat=82 Xan's Friendship Mod: http://forums.pocketplane.net/index.php/topic,24286.0.html

[Mod] Vienxay NPC for BG:EE

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Vienxay NPC for BG:EE
m1yy73zlffay.png
Intro:

Listen here, peasant. I am Vienxay of a noble, powerful, and illustrious elven house. The eldest of my sisters, I had quite the prestige and influence in Evermeet’s high social circles. Then, I was set up, framed for murder by my master, who was secretly a practitioner of Shar’s shadow weave. Now, I am tracking her down, and I will have my vengeance. With a small bit of your help, of course. Find me outside the Friendly Arm Inn if you wish to aid, I tire of being idle in these human lands while she still remains at large. You’ll find no better mage, or thief, for I excel in the magic of Mystra’s weave, with the innate gift of shadow magic. I am an obvious choice.

Overview

This mod adds a new joinable NPC to the game: Vienxay, a Mage/Shadowdancer.

She can be found outside the Friendly Arm Inn. Due to her evil alignment, she will leave parties of 19 or 20 Reputation, unless her quest is complete, in which upon reaching 18 reputation, there is a chance to shift her alignment to neutral.

Her starting level and spells vary with the players level, allowing her to be recruited at any point.

Stats:

STR: 13
DEX: 17
CON: 10
INT: 18
WIS: 10
CHA: 11
Total: 79

Alignment: Neutral Evil
Proficiencies: 1 Dagger, 1 Dart

Vienxay starts with custom gloves that give her 20% bonus to hide and move silently, 15% to pickpocket, and 10% to open lock. These cannot be removed.

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

The PC can also initiate dialogue with Vienxay, opening up even more talks that appear as the game goes on, or they can ask how she is, get her opinion on what to do, or ask about a companion.

After talks have progressed to a certain point, Vienxay can make wands for the player, so long as she has the needed materials in her inventory.

Vienxay's quest requires the party to track down and kill her master. There are multiple resolutions to most dialogues within the quest. 16 or more Charisma can be useful to persuade Vienxay to stay if the player constantly chooses options that anger her during the quest.

Vienxay has at least one banter with every joinable NPC.
Vienxay also carries several crossmod banters with my other NPCs, Kale and Emily.

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-Vienxay.exe

If you get any errors, please post in the Vienxay NPC 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, and undecided in future installments.

Q: Can I request crossmod content with a favorite character?

A: Yes. I will do my best to contact the author first. If they do not respond I will write up banters between them.

Q: When will the SoD portion be released?

A: The SoD portion will be released in three stages. The first stage should be set by March 9th, and will not include any talks or banters, just the joining and kicking out dialogues.
The second stage will include all content excluding banters. The third stage will include banters. The latter two will have their release dates revealed later.

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, and have a timeline listed for each.
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. First stage of SoD Content.

V1.2 Bug Fixing/Second stage of SoD content.

V1.3 Full SoD release

V1.4:Implementation of any requested Crossmod Content.

2.0: SoA/ToB Release.
Future Planned Mods:
Helga, Cleric of Haela Brightaxe: TBD

Recorder, Gnome Lorekeeper (Bard Kit): TBD

Thank you
I just want to add a small section of thanks. This originally started as a single mod, hence why their releases are all so close (Perhaps too close!), but I quickly learned that it was very difficult to include three custom NPCs who bantered with eachother in the same mod. There was a lot of struggle and learning, and I really want to thank the following for inspiring or guiding:

Beamdog: For Enhancing this game. This wouldn't exist if BG1 was never enhanced.

Olga Silaeva (Kulyok): Your Branwen NPC Mod really made learning to mod possible. I've read several guides, but none was as detailed with comments for every step of the mod progression as yours. You'll probably never read this, but thank you!

LavaDelVortel: Your Petsy Mod was actually what started getting me to look at making mods in the first place. That a planned NPC of mine is a bard is no accident, I'm quite appreciative for the creative inspiration it gave me.

AionZ: Your Aura and Sirene mod also inspired me to start modding. It contains a lot of really advanced work, technique, and manipulation that is really inspiring to go through (Particularly Aura's). The content in Emily contains a couple of nods to Sirene for this reason.

Bioware: NWN helped provide the picture and soundset assets, so also, thank you.

The community: The feedback and support in general has been really kind. My only regret is starting modding so late, delaying the meeting of many wonderful people. There's a lot of wonderful mod authors with great content that I can't recommend enough for both BG:EE and BG:EE 2, and I hope when I'm done with my own work I can properly invest time in exploring them. They really help make you want to replay the series again and again.

Change Log
v1.0: Initial Released Version of Vienxay NPC.

House Rules for IWD:EE (IWDEE tweaks)

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image HOUSE RULES FOR IWD:EE v1.1 December 5, 2014 HOUSE RULE. : A RULE (AS IN A GAME) THAT APPLIES ONLY AMONG A CERTAIN GROUP OR IN A CERTAIN PLACE. This tweak mod represents a compilation of various house rules and tweaks which are designed to change certain aspects of Icewind Dale Enhanced Edition. Components - REVEAL CITY MAPS - ITEMS Pomab & Conlan Sell Convenient Ammunition Emmerich sells Quiver, Case & Bags of Plenty +1 Conlan Sells Magic Clubs Barbed Club of Pain Jiedra and Doluv Bonus Merchants Orrick's Sells All His Items No save for fire arrows -CLASS HLAS Characters gain set HLAs every 5 levels starting at Level 15 based on their class. -KIT TOMES Purchase Magic Tomes to add or change kits of your characters in game. See mod's readme for more details. Previous Versions V1.0 Initial release - November 28, 2014 image VERSION HISTORY [spoiler] Current Version V1.1 - December 5, 2014 Revised Component numbering Jiedra and Doluv Bonus Merchants Orrick's Sells All His Items No save for fire arrows Revised Class High Level Abilities Older Versions V1.0 Initial Release - November 28, 2014 [/spoiler] Screenshots [spoiler] image image image image [/spoiler]

[Item Mod] Wand Case

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Inspired by @Basillicum 's feature request for a much-needed wand case in the game. Feel free to post any suggestions or comments you may have. photo WandCasedescription.png photo WandCase.png The mod is attached to this post as an .rar and the files are WeiDU-installable (many thanks to @Alkalurops for the WeiDU-ification for both the BGEE and BG2EE versions). Installation instructions may be found in the readme file for each folder. The CLUA code for the item is "wandcase" -- it's also available for purchase from Thalantyr at High Hedge (AR3202) in BGEE. In BG2, it's available at Ribald's Adventurers Mart (SoA) and the Saradush Tavern (ToB). *UPDATE 10/28/13: - Updated WeiDU (fixed missing description on first install) - Moved item to new position in store (right after potion case) *UPDATE 11/15/13: - Wand Case now WeiDU-installable for BG2EE. *UPDATE 01/09/16 - v1.3: - Polish Translation - Fixed BGT and Tutu store patching - Added EET and vanilla BG2 support

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.

Editing character stats in BG1EE on an Android phone

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Hiya,

Is there a quick and easy way to edit character stats in a save file in Baldur's Gate: Enhanced Edition on your Android phone? I have an on-going playthrough on my Android phone, but I unfortunately gimped my character so badly that it's nigh impossible to get through certain situations without instantly dying. I was thinking that retro-actively rerolling character stats would be the least cheesy way of getting around it. I remember there was some EEkeeper program for the original BG on PC, but what is the situation for the EE versions, and especially other devices, like Android in this case? Or are there perhaps some simple console commands that can do this? Cheers.

Cam's Handy Soundset Guide for BGEE, SoD, BG2EE, and IWDEE

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Simple Soundsets

Adding simple soundsets is fairly straightforward for the EEs: drop some properly named files into the lang/XX_XX/sounds in your game folder and you're good to go. Replace XX_XX with the name for your language (English is en_us, for example). The files themselves are the same as other wav files in the game--proper wav files or ogg files renamed as wav files. Pick a name for your soundset (up to seven letters) and then append the proper letter or number to assign it to the correct slot. For example, if you want to name your soundset Tough, then your files would be named tougha, toughb, toughc, etc. The slots are as follows: XXXXXXXa.wav: Battle Cry 1 XXXXXXXb.wav: Becoming Leader XXXXXXXc.wav: Tired XXXXXXXd.wav: Bored XXXXXXXe.wav: Badly Wounded XXXXXXXf.wav: Selected 1 XXXXXXXg.wav: Selected 2 XXXXXXXh.wav: Selected 3 XXXXXXXi.wav: Action Acknowledgement 1 XXXXXXXj.wav: Action Acknowledgement 2 XXXXXXXk.wav: Action Acknowledgement 3 XXXXXXXl.wav: Being Hit XXXXXXXm.wav: Dying XXXXXXXn.wav: In Forest XXXXXXXo.wav: In City XXXXXXXp.wav: In Dungeon XXXXXXXq.wav: Daytime XXXXXXXr.wav: Nighttime XXXXXXXs.wav: Action Acknowledgement 4 XXXXXXXt.wav: Action Acknowledgement 5 XXXXXXXu.wav: Action Acknowledgement 6 XXXXXXXv.wav: Action Acknowledgement 7 XXXXXXXw.wav: Reaction to Party Member Death XXXXXXXx.wav: Rare Action Acknowledgement 1* XXXXXXXy.wav: Rare Action Acknowledgement 2* XXXXXXXz.wav: Critical Hit XXXXXXX0.wav: Selected 4 XXXXXXX1.wav: Critical Miss XXXXXXX2.wav: Target Immune XXXXXXX3.wav: Inventory Full XXXXXXX4.wav: Pickpocket Successful XXXXXXX5.wav: Hide in Shadows Successful XXXXXXX6.wav: Spell Disrupted XXXXXXX7.wav: Trap is Set Successfully XXXXXXX8.wav: Battle Cry 2 XXXXXXX9.wav: Battle Cry 3 * Though these are listed in the IDS files and elsewhere as selection sounds, the rare sound files are action sounds. You do not need to have all 36 of these files for the soundset to be available in the game.

Expanded Soundsets

The EEs support additional sound slots and text for the sound files through the use of charsnd.2da. As of the 2.6 patch, this 2da is being standardized across platforms to make adding soundsets even easier, and I've written a small mini-mod to assist players or modders who want to add soundsets to the game. The rest of the tutorial will be using this mod. charsnd.2da simply matches a normal game string, with associated sound file, to a slot. The macro in the attached mod will create these strings and slot them into their proper place in charsnd.2da for you. You should follow the naming convention for the simple sound set, above, and place those wav files into the 'sounds' folder in the tool. While the extended sounds can use any naming convention, this is what I've been using internally for the extended soundset files: XXXXXXX_.wav: Battle Cry 4 XXXXXXX-.wav: Battle Cry 5 XXXXXXX$.wav: Happy XXXXXXX%.wav: Morale Break XXXXXXX&.wav: Rare Action Acknowledgement 3* XXXXXXX^.wav: Rare Action Acknowledgement 4* XXXXXXX@.wav: Selected 5 XXXXXXX#.wav: Selected 6 XXXXXXX!.wav: Unhappy, Breaking Point XXXXXXX=.wav: Unhappy, Annoyed XXXXXXX~.wav: Unhappy, Angry * The third and fourth rare action sounds are supported in IWDEE only. These sounds, unlike the 'core' sound set, should be placed in the 'wav' folder in the tool. With the sound files in their proper folders, we'll move on to how to associate text with them. Open up english/setup.tra and you'll see stuff like
 @1 = ~action sound 1~ [bobi]
 @2 = ~action sound 2~ [bobj]
 @3 = ~action sound 3~ [bobk]>
These are WeiDU strings. The first line is associating the text between the tildes--in this case "action sound 1"--with the sound file named in the brackets--in this case bobi.wav--to a WeiDU string named @1. If you're making a soundset named Tough, for example, and your first action sound is "Let's do this!" then you modify @1 to read
 @1 = ~Let's do this!~ [toughi]
One more trick for the tra file is that if you want no text for a sound, e.g. your damage sound is just a grunt, you can use either one of these options:
 @24 = ~~ [bobl]
or
 @24 = ~[grunt]~ [bobl]
Text inside brackets is ignored by the engine when the game is being played, so either one of these options would play the grunt without text. Next open up cd_soundsets.tp2 with a text editor. At line 18, edit this line if your soundset is not for English:
COPY ~%MOD_FOLDER%/sounds~ ~lang/en_us/sounds~ // change en_us to the appropriate language folder
Change that en_us as appropriate for your language. If the soundset is for English, no change is needed. Around line 23, you'll see a series of lines like
    cd_action1      = RESOLVE_STR_REF(@1)  // i
    cd_action2      = RESOLVE_STR_REF(@2)  // j
    cd_action3      = RESOLVE_STR_REF(@3)  // k
This bit in the tp2 is telling WeiDU to use strings from the tra file, e.g. the Action Acknowledgement 1 sound should use the @1 that we modified in the previous step. Again, you do not need to provide a full soundset: if you only want to use two action sounds, delete the lines related to action3-7 and the tool will adjust accordingly. Near the very end is this line:
  STR_VAR cd_name = "BOB"
Replace BOB with the name of your soundset, e.g. Tough. This is the name that will appear in the soundset selection menu and, as noted above, is limited to seven letters. Once this is done, simply run the resulting mod by double-clicking setup-cd_soundsets.

Prepping Your Soundsets for Distribution

It will be a bit of a problem if everyone creates and distributes a mod for their soundset with the same mod name. If you want to distribute your soundsets for use by other players, rename all files with cd_soundsets in it (basically the setup-cd_soundsets WeiDU program, the cd_soundsets folder, and cd_coundsets.tp2 file) to something unique. Open up english/setup.tra and change the @0 text to the name of your mod. In addition, open up the tp2 again. At line 1, change the backup folder (cd_soundsets/backup) to match your new folder name (e.g mymod/backup). At line 2, change the author line to your email address. If you want to distribute multiple soundsets, you can duplicate the entire soundset section, from LAF cd_add_soundset through its END statement, as many times as desired. Be sure to use different string references for them, e.g. start the second soundset from @48 and add strings as necessary to the tra file.

[Tool] UI-based Spell Learning for Sorcerers/Shamans

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This function is designed to implement a UI-based Spell selection system, as an alternative to dialog-based Spell Selection, utilizing the Sequencer/Contingency spell selection menu to learn arcane or divine spells. Innate abilities "can" be learned this way as well, but cannot currently be tracked, and thus not supported. I have kept the changes it makes to UI.MENU to an absolute minimum, to reduce the chances of incompatibility, but any UI mod that outright replaces UI.MENU will obviously not be compatible. The function requires a 7-character filename and creates the following files:
  • '%filename%.SPL' - Usable at-will innate ability to access spell menu.
  • '%filename%D.SPL' - Sequencer activation subspell, activated automatically.
  • '%filename%X.EFF' - Sequencer creation EFF
  • '%filename%X.2DA' - Primary spell list, identical in form to the spell lists for Opcode 214 (Select Spell). If specified, the function will automatically populate the list with appropriate "default" spells (SPPR/SPWI), based on HIDESPL.2DA and the specified exclusion flag. Spells may be manually appended to the list as desired, and spell level is automatically detected and filtered by the UI. Spells omitted or removed from this list will not count towards the characters number of spells known (such as the Shaman's bonus spells).
All spells that can be learned will require an "L" suffixed subspell, using the same spellbook Icon and containing a single opcode 171 effect referencing the main spell. These will be created automatically for SPWI/SPPR spells added to the primary spell list by the function. The function call is as such:

INCLUDE	~%filepath%/SEQUENCER_MENU.TPA~
LAF CREATE_SEQUENCER_MENU
  INT_VAR
    tip = stringRef
      //  String Reference from dialog.tlk, this is the Instructions displayed in the Sequencer Screen
    name = stringRef
      //  String Reference from dialog.tlk, this is the name of the ability used to open the Sequencer Menu
    desc = stringRef
      //  String Reference from dialog.tlk, this is the description for the ability used to open the Sequencer Menu
    class = value
      //  1 for arcane, else divine, doesn't matter if using custom spell lists.
    maxlevel = value
      //  If non-zero, only spells up to this level will be automatically added to the primary spell list.  
      //  If zero, no spells will be added (to add them manually or use custom mutlilists).
      //  If omitted, default maximum is used (9 for arcane, 7 for divine).
    exclude = value
      //  If any exclusion flags at offset 0x1e of a spell match this value, it will be excluded from the primary spell list.
    multilist = value
      //  If non-zero, function assumes that primary spell list is instead a list of other 2da files each with their own spell lists, all of which will be made available.
      //  Intended for School/Sphere systems, so that each school/sphere can have it's own list, while kits would just have a list of those lists as appropriate.
      //  Such sub-lists 'must' have an accompanying spell of the same name.
      //  If "Sphere1.2da" is a list of spells, "Sphere1.spl" must exist as a spell file, though it's contents are irrelevant.
    column = value
      //  for use with custom spelllists, column of file to use.
    alignment = value
      //  If non-zero, function enforces that spell selection should respect alignment restrictions (currently only if they are provided by an external source - it cannot read them through the UI).
    global = value
      //	If non-zero, function will read known spells in LOCALS and GLOBAL variables.  Activating ability will take up to 1 second before menu pops up while variables are checked/set.
      //	If 1, Subspells to learn spells will need to be setup manually, since this mode is only intended for spells that cannot be "known" in the normal manner.
      //	If 2, subspells are still created as normal.
      //	If the spells LOCALS variable is set to 1, it will be considered "known" and count towards the known spell limit.
      //	If the spells LOCALS variable is set to 2, it will be considered "known" but not count towards the known spell limit.
      //	The LOCALS/GLOBAL variable for each spell is it's RESREF.

  STR_VAR
    resref = ~filename~
      //  7-character or less filename for Spell Selection ability
    icon = ~filename~
      //  Icon for Spell Selection ability
    spelltable = ~filename~
      //  2DA table (no extension) for Known Spells, defaults to SPLSRCKN(.2DA) or SPLSHMKN(.2DA) if not specified.
      //  If used, SPLSRCKN.2DA and/or SPLSHMKN.2DA will be cloned as SPLSRCKN_BACKUP.2DA and SPLSHMKN_BACKUP.2DA for future referencing,
      //  while the main files are zeroed out so that normal spell selection is disabled.
      //  The specified 2DA File must exist in game.
    spelllist = ~filename~
      //  2da file (no extension) with custom spell list, only spells in this file will be added, still subject to maxlevel.
      //  First column can contain either IDS label or RESREF of a spell
      //  Other columns contain either '1' (yes) or '0' (no).
      //  The specified 2DA File must exist in game.
    title = ~string~
      //  String to display in main "Title" slot of Sequencer Screen, added to appropriate "L_%EE_LANGUAGE%.LUA" file.
    label = ~string~
      //  String to display in sub "Title" slot of Sequencer Screen, added to appropriate "L_%EE_LANGUAGE%.LUA" file.
    attribute = ~value/string~
      //  1, STR, STRENGTH, 2, DEX, DEXTERITY, 3, CON, CONSTITUTION, 4, INT, INTELLIGENCE, 5, WIS, WISDOM, 6, CHA, CHR, CHARISMA
      //  Is not case sensitive.  Omit if not needed.
    attrtable = ~filename~
      //  2DA table (no extension) with bonus/penalty to Known spells based on specified attribute.
      //  Format is identical to the priests bonus wisdom spell table, MXSPLWIS.2DA.
      //  Table can contain postive and negative values.  A sufficiently large penalty can be used to prevent selecting spells at the specified attribute score.
      //  The specified 2DA File must exist in game.
      //  Omit if not needed.
    subspell = ~character~
      //  Default = ~L~
      //  Subspells for each learnable spell will be created, appended with this character (SPPR101.SPL -> SPPR101L.SPL)
      //  Must be a single character, must not already be in use by spells (A,B,C,D,F,P are not permitted)
    blacklist = ~array name~
      //	Array ~%blacklist%~ will be scanned over for IDS spell labels as well as spell resrefs.
      //	All valid spells listed will be ommitted from the auto-generated spell lists.
      //	No function when using pre-built spell lists.
END
The following will mimic the default sorcerer/shaman spell options (provided proper tra references):

OUTER_SPRINT	title @293	OUTER_SPRINT	action @294
LAF	CREATE_SEQUENCER_MENU
	INT_VAR	class = 2	maxlevel = 7	exclude = 0x80000000	tip = RESOLVE_STR_REF	(@295)	name = RESOLVE_STR_REF	(@293)	desc = RESOLVE_STR_REF	(@293)
	STR_VAR	resref = ~SPLSHMK~	icon = ~SPPR316B~	title	action
END
OUTER_SPRINT	title @290	OUTER_SPRINT	action @291
LAF	CREATE_SEQUENCER_MENU
	INT_VAR	class = 1	maxlevel = 9	exclude = 0x00004000	tip = RESOLVE_STR_REF	(@292)	name = RESOLVE_STR_REF	(@290)	desc = RESOLVE_STR_REF	(@290)
	STR_VAR	resref = ~SPLSRCK~	icon = ~SPPR316B~	title	action
END
The following is optional code to flag a spell that is on the list of available choices has been given for "free", not counting against their known limit. Apply (w/ Timing Mode 9) the EFF file to the creature when the spell is gained, to prevent it from counting against their spell limit. "SPELL_RES" should be the resref of this "bonus" spell. "%resref%" should be the same string that was passed to the CREATE_SEQUENCER_MENU function. Note that using this will result in the character having a permanent "Spell Sequencer Active" portrait icon.
APPEND	~BGEE.LUA~	~mageBookStrings['%resref%'].title = mageBookStrings['%resref%X'].title~
CREATE	EFF	~(anything)~	WRITE_LONG	0x10	256	WRITE_LONG	0x2c	100	WRITE_ASCII	0x30	~SPELL_RES~
	WRITE_LONG	0x60	1	WRITE_ASCIIE	0x94	~%resref%~
Screenshots:
Not implemented, but possible:
  • Multiclass spell learning. Currently it only reads the first-class Level, the others are accessible, but more complicated to convert to an integer.
Implemented, but not pictured: Update "Spells: X/Y" to display the current/maximum spells per level during selection. Unfortunately this line is not present in IWDEE's sequencer screen. I have tested the function to work for the current patch cycle (v2.5.17.0, 2.5.16.6). However, this bug is still preset in IWDEE, limiting its viability.

[MOD] Reveal Hidden Gameplay Options (for all EE games patched to v2.0 or higher)

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Reveal Hidden Gameplay Options

Download: Reveal Hidden Gameplay Options (latest)

Overview

The Enhanced Editions provide a great number of settings that are not directly accessible within the in-game options menu, but instead have to be enabled or disabled manually in the game's configuration file which might discourage less computer-savvy players from using them. This mods adds a number of useful options directly to the game, which includes the (in)famous debug console, various graphics and feedback settings, and more. The mod is available in English, French, German, Polish and Brazilian Portuguese.

Compatibility

The mod supports all Enhanced Edition games patched to v2.0 or higher, which includes BG:EE, BG:SoD, BG2:EE, EET, IWD:EE and PST:EE. It is also compatible with Pecca's "Dragonspear UI++" and Lefreut's Enhanced UI (LeUI). Some options may be moved into other sections when these mods have been detected. The mod can not be installed together with EEUITweaks component "Hidden Game Options". You can install either one, but not both at the same time. Patching UI definition files can be tricky. To ensure that a failed patch attempt does not corrupt the game it will fail with a forced error and restore the original state of the patched files.

Components

[spoiler] 1. Install Hidden Gameplay Options (main component) This component allows you to choose whether to install selected options individually or all at once. See more detailed information about individual options below. The following components are available when you chose to select options individually: 2. Add in-game option "Enable Debug Console" Allows you to enable cheat keys and the debug console in the game. Option can be found in Gameplay section. 3. Add in-game option "Enable UI Edit Mode" Enabling this setting allows you to use UI edit functionality in the game. Option can be found in Gameplay section. 4. Add in-game option "Show Strrefs" Setting this option places string reference numbers in front of game strings. Option can be found in Gameplay section. 5. Add in-game option "Show trigger icons on tab" Setting this option reveals more information about interactive regions when pressing the TAB key. Option can be found in Gameplay section. 6. Add in-game option "Allow Spacebar in Dialogs" (only available in PST:EE) Setting this option allows you to use the spacebar to continue in dialogs. Option can be found in Gameplay section. 7. Add in-game option "Limits druidic spells for Cleric/Ranger" (not available in PST:EE) Setting this option limits druidic spell levels to level 3 for Cleric/Rangers (as per D&D rules). Option can be found in Gameplay section. 8. Add in-game option "3E Sneak Attack" Setting this option activates Sneak Attack and Crippling Strike, which are special abilities similar to those from 3rd Edition Dungeons & Dragons rules. Option can be found in Gameplay section. 9. Add in-game option "Critical Hit Screen Shake" Setting this option triggers a screen shake whenever a party member rolls a critical hit in combat. Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE). 10. Add in-game option "Hotkeys On Tooltips" When this option is enabled tooltips will display hotkeys when available. Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE). 11. Add in-game option "Show extra combat info" Setting this option displays all factors that influence an attack roll. Option can be found in Gameplay > Feedback > Feedback Messages. 12. Add in-game option "Show Game Date and Time on Pause" Setting this option shows game date and time when activating pause. Option can be found in Gameplay > Feedback > Feedback Messages. 13. Add in-game option "Disable Area Map Zoom" (only available in PST:EE) Setting this option disables animation when zooming in or out of the area map screen. Option can be found in Graphics > Display Options. 14. Add in-game option "Reverse Mouse Wheel Zoom" Setting this option reverses zoom direction when using the mouse wheel. Option can be found in Graphics > Display Options. 15. Add in-game option "Pause Game on Map Screen" Setting this option causes the game to pause whenever the map screen is active. Option can be found in Graphics > Display Options. 16. Add in-game option "Enable Fog" (not available in PST:EE) Setting this option enables fog effects on maps. Option can be found in Graphics > Display Options. 17. Add in-game option "Disable Movies" Enabling this option disables movie playback. Option can be found in Graphics > Display Options. 18. Add in-game option "No Cosmetic Attacks" (only available for PST:EE) Enabling this option shows attack animations only when characters are making real attacks. This option is already available in unmodded BG:EE, BG2:EE and IWD:EE. Option can be found in Gameplay section. 19. Add in-game option "XP Bonus in Nightmare Mode" (not available for PST:EE) Enabling this option allows your characters to get bonus XP in Legacy of Bhaal Mode (BGEE/BG2EE) or Heart of Fury Mode (IWDEE). This setting will not affect the extra XP granted by the regular difficulty modes. Option can be found in Gameplay section. 20. Add in-game option "Trigger Bored Sounds" (not compatible with Lefreut's Enhanced UI (LeUI)) Enabling this option will trigger bored sounds when you haven't assigned actions to your characters for an extended period of time. Option can be found in Sounds > Character Sounds or Gameplay > Feedback (PST:EE only). 21. Add in-game option "Frame Rate" (experimental) (not available for PST:EE, not compatible with Lefreut's Enhanced UI (LeUI)) This component installs a slider control that can be used to set the desired frame rate of the game. You can choose between 30, 40 and 50 frames per second. The game's default is 30 fps. The component is marked as "experimental", as there are situations where setting this option has no effect: 1. When Options > Gameplay > Feedback > "More Confirmation Prompts" is active. 2. When quitting the game directly to the desktop from a running game. Option can be found in Gameplay section. 22. Add in-game option "Action Feedback" (not compatible with Lefreut's Enhanced UI (LeUI)) This component installs a slider control that can be used to show small symbols around character sprites that indicate their current action (e.g. fighting, spellcasting or thieving actions). You can choose between several feedback levels. Higher levels are only effective when option "Debug Mode" has been enabled as well. Option can be found in Gameplay > Feedback. 23. Add in-game option "Display Level Up Icon" (only available for PST:EE, requires "Level Up" Icon Tweaks) This option allows you to show or hide the "Level Up" icon, that can be found in the portrait window or health bar of party members that are ready to level up. It requires the mod "'Level Up' Icon Tweaks" to be installed, which adds the functionality to toggle visibility of the icon. Option can be found in Gameplay > Feedback. 24. Add in-game option "Show Area of Effect Range" (not available for PST:EE) Setting this option displays the range of an Area of Effect spell before it is fired. This option has no effect in games before patch version 2.5.16.6. Option can be found in Gameplay > Feedback > Visual Feedback. [/spoiler]

Screenshots

[spoiler] Option "Show Area of Effect Range": [/spoiler]

[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows

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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

BWS-0-0

Information:

Project page: https://github.com/BigWorldSetup/BigWorldSetup Documentation: https://github.com/BigWorldSetup/BigWorldSetup/wiki Changelog: https://github.com/BigWorldSetup/BigWorldSetup/commits/master

Features:

- 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 games

Game 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

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.

[mod preview] Hephernaan BG2 (SoD spoilers)

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I am not sure if it's not too soon to announce one of the project's I've been working, but here it is: Hephernaan for BG2EE.

Baldur's Gate series still miss some evil characters. With BG2EE we were given Hexxat and Dorn, but... then SoD introduced some new characters many of us miss. As some may have noticed, I have a weak spot for less popular NPCs. I made Quayle BG2 mod. Not long ago I released Skie: The Cost of One Girl's Soul. I like those characters that could use some more spotlight. That is why I've decided to bring back Hephernaan - Belhifet's right hand and the one that was whispering to Caelar Argent's ear.

Hephernaan BG2 will include:
-Hephernaan as a joinable NPC for both SoA and ToB portion of the game
-An ability to turn into his natural form... for a price, because who would speak fondly about someone working with a devil?
-At least 2 small areas that are tied to Hephernaan and his quest
-A chance to meet his new master and trade with him... not the usual way, though, because devils always were interested in something else than gold
-Reactions from other NPC, as many of them won't accept working with someone like Belhifet's former servant

The beginning of the mod will also introduce a story about how he managed to escape his final death in Avernus.
The mod won't include a romance - I do not consider Hephernaan someone who would be interested in a relationship like that.

Screenshots:
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2ypkptt1k5ma.jpg
fpx93iwwkha0.jpg

The mod is still in early development, I am not going to rush myself, as I have much less time for modding than I had a year or two ago. But I will slowly work on new talks and other new content.

I would also like to tad @Raduziel here, as he is a great help with some items and spells I designed to be included in this mod. Thanks!

share your weidu.log

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Installing a bunch of mods can be a complex process, given that install order is so important and conflicts can create bugs you might not see until after many hours of playing. So I thought it might be useful for people to share successful installs, so others can learn from it. I've recently been playing around with my install order a bit, moving CDTweaks and Scales of Balance in front of SCS, and Low Magic World in front of my psionics mod. I'm only in chapter 3 of BGEE so far, but this order is working very well so far. [spoiler]// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15 ~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 3.0.0 ~NTOTSC/NTOTSC.TP2~ #0 #1 // Keelor the Dwarf: 3.0.0 ~NTOTSC/NTOTSC.TP2~ #0 #2 // Llindellyn's Lucky Arrow: 3.0.0 ~NTOTSC/NTOTSC.TP2~ #0 #3 // Nim Furlwing's Hunting Hounds: 3.0.0 ~NTOTSC/NTOTSC.TP2~ #0 #4 // Pilar and Gheldehar: 3.0.0 ~NTOTSC/NTOTSC.TP2~ #0 #5 // Svlast's Torment: 3.0.0 ~NTOTSC/NTOTSC.TP2~ #0 #6 // Will O'Hara NPC: 3.0.0 ~NTOTSC/NTOTSC.TP2~ #0 #7 // Fighting Encounters: 3.0.0 ~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119 ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #19 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts in the Cloakwood Forest: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v23.3 ~THECALLING/SETUP-THECALLING.TP2~ #0 #0 // The Calling: Beta 1 ~THECALLING/SETUP-THECALLING.TP2~ #0 #20 // Peaceful Werewolf Isle Resolution: Beta 1 ~THECALLING/SETUP-THECALLING.TP2~ #0 #40 // Exotic Item Pack: Beta 1 ~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3 ~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7 ~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1 ~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu ~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition ~SIRENE/SETUP-SIRENE.TP2~ #0 #1 // Choose an alternate class for Sirene? -> True Paladin ~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu ~ISRA/SETUP-ISRA.TP2~ #0 #1 // Install Valerie/Isra crossmod banter? ~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 13 ~GAVIN/GAVIN.TP2~ #0 #4 // Gavin: Alternate Portraits (Default portrait is already installed) -> Dawnbringer, by Amaurea: 13 ~ROSE/SETUP-ROSE.TP2~ #0 #0 // Rose NPC for BG:T: v0.03 OPEN BETA ~AURA_BG1/SETUP-AURA_BG1.TP2~ #0 #0 // Aura NPC for Baldur's Gate: Enhanced Edition: 1.9 ~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition: 1.0 ~TENYATHERMIDOR/SETUP-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0_beta_151127 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0_beta_151127 ~VERRSZA/VERRSZA.TP2~ #0 #0 // Verr'Sza - the rakshasa NPC for BG1EE: 5.0 ~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #0 // Install Scaled Spawning (BGEE Only): BETA 1.4 ~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #2 // Install Chapter 7 Hardcore Component: BETA 1.4 ~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #3 // Install Improved Beggars Component: BETA 1.4 ~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #4 // Install New Reputation Names Component: BETA 1.4 ~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #5 // Install Reputation Rebalanced Component: BETA 1.4 ~K9ROUGHWORLD/SETUP-K9ROUGHWORLD.TP2~ #0 #6 // Install Innocence Reconcieved Component: BETA 1.4 ~SPELL_REV/SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15.3 ~SPELL_REV/SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15.3 ~SPELL_REV/SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 15.3 ~SPELL_REV/SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15.3 ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 ~MSFM/MSFM.TP2~ #0 #0 // Add Wizard's Staff -> Add Wizard's Staff with 7 old color sets: v1.5 ~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.5 ~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.5 ~MSFM/MSFM.TP2~ #0 #12 // Add Wand Case: v1.5 ~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1 ~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA ~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA ~EXTRA_KITS/EXTRA_KITS.TP2~ #0 #0 // extra kits ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: 8.1 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: 8.1 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: 8.1 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: 8.1 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: 8.1 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: 8.1 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: 8.1 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v9 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v9 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v9 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v9 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v9 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.92 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3 ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 4 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 4 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Bard Song: Beta 4 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #5 // Rebalanced Spell Schools: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: General Rebalancing: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Spell Tweaks: Revised Illusionary Clones: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #12 // Spell Tweaks: Revised Invisibility: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #60 // Sorcerer: Favoured Soul: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #70 // Sorcerer: Sylvan Disciple: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #110 // Armored Casting For Bards: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #130 // Innate Metamagic: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #142 // Cantrips -> First Level Cantrips: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #150 // Revised Specialists: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #160 // Ability Score Bonuses: 0.8.25 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #170 // Spell Select Dialog: 0.8.25 ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> install the kits designated in settings.ini, and the sphere system: 0.75.16 ~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #300 // Reduce Spell Durations: v0.3 ~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #402 // Increase Scroll Prices -> Increase Based on Spell Level: v0.3 ~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #702 // Reduced Magical Item Slots -> Two Wondrous Item Slots: v0.3 ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #200 // Add Psionicist rogue kit: 0.7 ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #300 // Add Soulblade warrior kit: 0.7 ~WILL_TO_POWER/WILL_TO_POWER.TP2~ #0 #400 // Add Psypher monk kit: 0.7 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.8.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.8.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.8.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.8.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.8.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 3.8.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.8.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.8.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.8.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // 3E-Inspired Bard Overhaul & Multiclass Bards: 3.8.5 ~POISON_NO_BYPASS/SETUP-POISON_NO_BYPASS.TP2~ #0 #6 // No Poison -> No bypass for Poison Weapon: Mirror Image or Stoneskin: 1.0 ~POISON_NO_BYPASS/SETUP-POISON_NO_BYPASS.TP2~ #0 #9 // No Disease -> No bypass for Disease: Mirror Image or Stoneskin: 1.0 ~POISON_NO_BYPASS/SETUP-POISON_NO_BYPASS.TP2~ #0 #13 // No Level Drain -> No bypass for Level Drain: Mirror Image only: 1.0 ~POISON_NO_BYPASS/SETUP-POISON_NO_BYPASS.TP2~ #0 #16 // No Paralyze -> No bypass for Melee Paralyze: Mirror Image only: 1.0 ~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1 ~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #20 // Add spell "Shamanic Pact": 3.1 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3264 // Recoverable ammunition -> 25% chance to recover after a successful hit, vs. enemies only: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3276 // Recoverable throwing weapons -> 75% chance to recover after a successful hit, vs. enemies only: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v7 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.13.1 ~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #100 // No Generic Magic Items: v0.3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #2123 // XPO - No Murder XP -> kills give half XP: v5.13.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.13.1 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6034 // Smarter Mages -> Mages cast short-duration spells instantly at start of combat on difficulty settings of Hard or higher: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v31 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.53 ~KLATU/SETUP-KLATU.TP2~ #0 #1050 // The Manual of War: 1.5 ~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Standardize Poison Immunity: 1.5 ~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #0 // Enable Dualclassing into Kits: 0.21 ~DUAL_TO_KIT/SETUP-DUAL_TO_KIT.TP2~ #0 #2 // Grant second-class Kits their Proper Proficiency Selection: 0.21 ~ENCHANT/ENCHANT.TP2~ #0 #0 // Enchant the Missile Launchers ~SCROLLCASTERLEVELMOD/SCROLLCASTERLEVELMOD.TP2~ #0 #0 // Scroll Caster Level Mod: v1 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0 ~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0 ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: 7 ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: 7 ~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: 7 ~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: 7 ~NPC_EE/NPC_EE.TP2~ #0 #122 // Choose a class for Jaheira -> Make Jaheira a druid/ranger: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #302 // Choose a class for Xzar -> Make Xzar a necromancer/cleric: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #482 // Choose a class for Xan -> Make Xan a bard: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.6 ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v3.6[/spoiler]

Help with load order for these mods

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Ok so I need help with a load order first with Baldur's Gate EE pls. These are the mods I will want to try to install:

Accalons Quest Pack
Ajantis for BG1
BG1 NPC Project
BG1 Romantic Encounters
BG Quest Pack
Tweaks Anthology
Cross Mod Banter
Faiths and Powers
LeUI
Might and Guile
Neera Expansion
Sirene NPC
Song and Silence
SCS
Sword and Fist
More Styles for Mages
Animal Companions
BG1 Unfinished Business
Neera Banters
Northern Tales of the Sword Coast
BG Weapon Pack
BG Armor Pack
Diedre and Joluv for BG1


Would also like to know the name of the mod that adds a bigger world map and more areas to explore if that one is still around. Again please reply if anyone knows the right load order for this. Using the Project Infinity mod manager but I am not knowledgeable about load orders. Also if there is like more quest mods I am forgetting please tell me. More the merrier so I have more to do.

[MOD] Dark Side of the Sword Coast v1.01

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DSotSC v1.01 for BGEE and SOD. Dark Side of the Sword Coast adds many new quests and new NPCs to join your adventures. This version fixes several compatibility issues from the beta version and contains numerous fixes. Download DSotSC v1.01 Compatibility: I have tested DSotSC with Dark Horizons, NTotSC and The Stone of Askavar in different installs without any issues. This version is currently not compatible with the World Map mod.
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