Android Modfile BG1EE v1.3.2070 & 2.5.17.0
De'Arnise Romance not starting?
I installed it with a new game, however whenever I defeat Torgal and clear the keep, she just tells me that I'm not a fighter and offers to come with me.
I'm pretty sure the expected behavior is that I'm offered the stronghold anyways. I also have multiple strongholds installed. The only Global Variable that I have (checked in EEKeeper) is PGNaliahasnodungeonsound.
Am I missing something? Did it install incorrectly?
I can't find a readme/walkthrough to know if anything is working correctly.
My Conjure Water Elemental spell is summoning fire elementals
Help Wanted: How to create quests?
I make items, dialog, stores, creatures, abilities and areas but I have not made quest content. More details here: https://forums.beamdog.com/discussion/73749/extra-expanded-enhanced-encounters-module-download/p1
I have a starting quest project with altering the Firewine Ghost Knight quest and adding a follow up quest that involves the Idol of Kozah
More details if interested:
All of the Ghost Knights are able to be killed by weird methods anyway. The Ghost Knight quest should be expanded to become a challenging encounter with items to match. Although the Unique magical item duplicates should be replaced by generic magical items and Full Platemail +1 replaced with Field Plate +1 for sake of balance:

All of the Ghost Knights would need to be tweaked somehow to remove their .cre file blanket damage immunities; any ideas on how to pull this off in WeiDU @Gwendolyne ? I could make new Creature files and remove the original ghost knights with new version spawned in. Although I would need to adjust the quest and have an option where the player can fight the ghost knights; perhaps with the Idol of Kozah. I would need help with altering the quest and journal entry. I have typically avoided tweaking quests in the past to add new content (I just changed items characters and shops had access to at most). Yet this is another can of worms and there is no other convenient story satisfying way to tweak this original piece of content to add more content to Baldur's Gate.
Lore: Perhaps the Ghost Knights stay after the ancient armour is given to them but their curse is not lifted for the Undead Knight was a Zealot of Kozah and with their shared vow, the Ghost Knights together were cursed by the powers of Kozah. For the Undead Knight would rather not betray his companions in a time of need and instead betrayed his God's will with his vow with his holy companions and a result Kozah being a spiteful deity personally cursed the band of knights to be forever banished to walk on the mortal plane never knowing rest. The band of loyal knights stuck in-between life and death for an eternity. All because of the betrayal of faith by the Undead Knight to never abandon his companions. Yet as a result of his battle of the heart the Undead Knight doomed them all and he was driven to madness once the band of knights descended forward with their quest. In the end with the now long dead god's idol near by as a fonte of unholy power Kozah's curse too drove the holy knights to madness. Yet in the end the divine powers flowing through the blood of the Bhaalspawn broke the knights cursed torment and they were finally granted peace from their eternal undeath by the progeny of the Lord of Murder; the curse lifted only by supernatural murder.
Perhaps the original Ghost Knight quest can complete; yet the Ghost Knights remain. The journal entry would need to be updated and say something is wrong and the curse was not lifted but the Undead Knight was given rest but not the Ghost Knights. 1,500 experience (original amount) is rewarded to the party and access to the second Ghost Knight Quest is toggled on / (globalled?).
Then after the completion of the original Undead Knight quest the Ghost Knights are given new dialog saying that they feel the curse strengthen and that they hear voices in their mind and see visions of ruins of a cave by the ocean to the south with what they call 'infidels' intruding. Once the player has Idol of Kozah (Undead Knight quest completed or not) the Ghost Knights go berserk (hostile) and shout a line of dialog where the madness compels to slay the 'unworthy infidel' that holds what is most divine, their 'sacrilege' is unforgivable. The Ghost Knights are slain by the Bhaalspawn and on the death of the lead Ghost Knight shouts 'The Lord of Murder gives us freedom from our curse; the gift of death.' The Ghost knights die and the quest is completed and a new journal entry is prompted accounting the odd turn of events and the mystery over the Lord of Murder.
The Ghost Knights corpses stay and can be looted (including the ancient armour that was given to the Ghost Knights after the optional completion of the Undead Knight Quest; this can be used to complete the Vampire's Revenge Quest along with the Idol of Kozah) after the battle. 3,600 experience is award to the party; on top of the Doomsayer and Ghost Knights death experience (adjusted for difficulty along with the original Undead Knight).
Also here is a remade Long Sword +2 (+3 Reforged) 'The Vampire's Revenge':

I am looking for people with quest creation knowledge, quest making tutorials and general advice here to make quest content for Baldur's Gate. If I can create this 'test run' quest, I can create more quests for larger projects of mine (Dragons, Liches, Beholders etc.). I am open for creative advice.
[MOD] EEUITweaks Mod Collection - All EE (v2.2+) Platforms
EEUITweaks User Interface Mods Collection Version 2.6
The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.
EEUITweaks supports BGEE, BG2EE, BGEE/SoD, PST:EE, and EET with the BG2(default) and SoD (EET_gui) user interfaces. It also supports installing mods on the Dragonspear UI++, BG2EE GUI To BGEE, LeUI, Revised Dragon Scale, IWD GUI for BG2:EE and BG:EE, and IWD2 for BG2 replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).
EEUITweaks-master.zip contains the usual WeiDU setup-EEUITweaks.exe installation program and EEUITweaks mod files directory and should present no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's EEUITweaks directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.
If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod contained in EEUITweaks, I'd recommend manually un-installing it prior to re-installing via EEUITweaks.
Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.
I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.
Enjoy!
[mod] Yvette Romance
[MOD] Jastey's SoD Tweak Pack
Infinity Engine Toolset / Open Source IE
I ask this because IE is the most underrated development kit for building ADnD adventures. It could be used to develop games based on other rulesets as well.
This is a plea for access to the engine. So many amazing products could be made with these tools.
BG1 Unfinished Business v16.0
- Block the following components from being installed on BGEE v2.5:
- The Mysterious Vial
- Finishable Kagain Caravan Quest
- Kivan and Tazok
- Branwen and Tranzig
- Place Entar Silvershield in His Home
- Prism and the Emeralds
- Moving code blocks for most components to external .tpa files
- Kivan & Tazok: Add dialogue for Kivan-Tazok recognition to more dialog states in TAZOK.DLG
- Store, Tavern and Inn Fixes and Restorations:
- Adding BGT to Red Sheaf Inn rumor fix.
- Fixed Nashkel Inn name conflict with BGFixPack Game Text Update
- Update Elfsong Tavern to use TAV0705.STO
- Creature Corrections:
- Fix issue with DROTH CreateCreature() command on BG1 w/o TotSC
- Give Taurgosz Khosann FR-canon colors in BGEE v2.5
- Nim Furlwing Encounter: Fix issue with reward scroll
- Chapter 6 Dialogue Restorations: Fixed issue installing on BG1-TotSC
Question for @Holic 's DnD 3.5 mod. Is this intentional?
In the Readme it states:
"Like in DnD 3.5 it is now possible to cast arcane spells and use thieving skills in any armor, although depending on the armor, characters may receive a penalty to their thieving abilities (Hide In Shadows, Move Silently and Pick Pockets) and/or suffer a chance of spell casting failure."
In game, whenever you equip any armor or shield, the little red spell failure icon appears on the portrait and in the Character screen for ALL characters, not just Arcane spell casters. AND, this % spell failure affects Priest Spells (as in any Cleric wearing full plate will have his spells fail 50% of the time.)
My question, since I am trying this mod for the first time on IWD:EE.... is Is this intentional?
How can I add specialist wizard bonuses to an item or character with Nearinfinity?
I kinda know my way around Nearinfinity, but I'm not sure how to do that or if it's even possible. I don't know how to even access the specialist kits to get a hint as to how to do this.
Anyone can give me some pointers? Thanks
Request Modfile for Android IWDEE 2.5.17.0
[mod] Yoshimo's Remorse
Was the event at the Asylum truly the ending to Yoshimo's adventures with the Bhaalspawn? Is there simply no way to redeem himself?
Yoshimo's Remorse is a mod for BG2:ToB that makes Yoshimo a playable character in Throne of Bhaal. However, he is not what you expect him to be... Prepare yourself for new adventures and talks with the infamous bounty hunter, a tormented soul that was left with nothing but regrets. Listen to him as this may be his last chance to find peace.
Mod Page
Forum
Download
Enjoy, everyone!

[Kit Mod] The Artisan's Kitpack
The Artisan's Kitpack is a collection of original kits and kit reworks for the PC and certain NPCs.
The Hivemaster and Warhorn Shaman are compatible with Deities and Avatars.
Fighter
Arcane Archer
- Emily (must be installed after kitpack)
Kensai
Vanguard
- Khalid
Ranger
Dark Hunter
Rashemi Berserker
- Minsc only
Paladin
Divine Champion
- Ajantis
- Keldorn
- Sirene
Druid
Hivemaster
Thief
Assassin
- Hexxat
Rogue Archer
- Imoen
Bard
Go check out Bardic Wonders.
Shaman
Warhorn Shaman
Sorcerer
Dragon Disciple
Pale Master