anyone have any or all of the SHS mods on hand? i know probably many people have asked this cause the site is down but if anyone does, please let me know. some mods i would really like to use.
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anyone have SHS mods on hand?
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[v1.0] Helga, a Dwarven Priestess of Haela Brightaxe for BG:EE and SoD

Introduction:
Ye can find yerself away from the battlefield for decades, but the memories never leave ye.
Raising me three children has been me pride, but battle is my calling, and there be no finer foe than the ogres scattered across this land. Haela Brightaxe call is for us to dispense of such monsters before they threaten my kin, and the chaos of these times gives me full cause to leave retirement and return to the bloodshed.
I'd rather die with a hammer in me hand than idle and bored with children who have left the nest and are eager to ignore mother's prattling of wisdom. I plan to remind them of my legacy I have laid as a priestess. Ye would be wise to have me.
General Information
This mod adds a new joinable NPC to the game: Helga, a dwarf priestess.
She can be found south of Beregost on the road, surrounded by a few fallen ogres. She will join any party, though if your reputation falls too low she will leave. Her starting level will vary pending on the players at time of recruitment.
Stats:
STR: 18
DEX: 14
CON: 13
INT: 10
WIS: 16
CHA: 11
Total: 82
Proficiencies: Two Handed Weapon Style (1), Warhammer (1)
Alignment: Chaotic Neutral
Kit Information
Helga's Kit comes with the following abilities:
-May Cast Hurl Stone Once Per Day. Gains one use at level one and an additional use every five levels thereafter.
HURL STONE: The priest creates a magical stone the size of their palm, which flies out of their hand and into the intended target. The stone does 1d6 direct magic damage per five levels with no save, although it does not bypass magic resistance. If the creature fails a save vs spell, they are also knocked down for two rounds.
-May Cast Flamebolt Once Per Day. Gains one use at level one and an additional use every ten levels thereafter.
FLAME BOLT: The priest calls forth a holy two-handed blade of flame named after Haela Brightaxe's favored weapon. The caster is treated as if a fighter with mastery level of proficiency in the weapon. The blade does 1d10+1 damage, +1 fire damage, with a THACO bonus of 1. These are all improved by one every ten levels. The blade acts at a speed factor of nine and lasts for five rounds, plus five more every ten levels.
General Questions:
Q: Is this compatible with EET?
A: Yes.
Q: Will there be a BG2 Portion?
A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content. This is vaguely scheduled to be done in October.
Q: Is this character romanceable?
A: No, nor will there be any added in future content.[/spoiler]
Q: Why a dwarf NPC?
A: There aren't any female dwarves recruit able in the Baldur's Gate Saga, and there aren't any mods I know with one either, bar Glam's excellent NPC pack, though that only covers BG:EE. So this mod will give this race and gender coverage for the entire saga.
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. Stylistically this mod is designed to be a lighter NPC mod, with a quest, banters, dialogue, but I have no issues adding in more content where requested.
Other Mods:




Changelog:
v1.0: Initial Release
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[How do I] learn to mod the Infinity Engine?
Or perhaps more pertinent, how did you?
Let's say I have virtually no programming or coding (outside of HTML in posts and some less than stellar Wiki editing) experience, middling proficiency with math and too much free time on my hands; is it possible to learn to mod Baldurs Gate, or am I starting out on a Sisyphean task?
If it seems possible, or especially if you once found yourself in a similar position, how did you go about learning the basics? What rudimentary skills do I need under my belt before jumping in?
Any and all advice appreciated; thanks!
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New version of Sword Coast Stratagems (v32) available
After six months in testing, version 32 of Sword Coast Stratagems is now released.
Sword Coast Stratagems (SCS) is a collection of interconnected mini-mods for Baldur's Gate (on the BGT/BGTUTU/BGEE versions) and Baldur's Gate II. It is primarily a tactical and AI-enhancement mod: the idea is to make the game's combat more interesting, tactically challenging, and realistic by more effective use of, and choices of, creatures' abilities. It also contains a few rule tweaks and ease-of-use features.
Version 32 is a major revision (the largest since the old 'SCS' and 'SCSII' mods were merged). Highlights include a new integrated difficulty-control system, inclusion of the Icewind Dale spell system, substantial revision of spellcaster AI, six new components, much fuller compatibility with the Spell Revisions mod, some streamlining of the mod's overall structure, and a major decrease in installation time.
Grab it direct here. You can also visit the extensive project pages, readme, or SCS forum for more information.
EDIT: now updated to v32.4; links are unchanged.
Sword Coast Stratagems (SCS) is a collection of interconnected mini-mods for Baldur's Gate (on the BGT/BGTUTU/BGEE versions) and Baldur's Gate II. It is primarily a tactical and AI-enhancement mod: the idea is to make the game's combat more interesting, tactically challenging, and realistic by more effective use of, and choices of, creatures' abilities. It also contains a few rule tweaks and ease-of-use features.
Version 32 is a major revision (the largest since the old 'SCS' and 'SCSII' mods were merged). Highlights include a new integrated difficulty-control system, inclusion of the Icewind Dale spell system, substantial revision of spellcaster AI, six new components, much fuller compatibility with the Spell Revisions mod, some streamlining of the mod's overall structure, and a major decrease in installation time.
Grab it direct here. You can also visit the extensive project pages, readme, or SCS forum for more information.
EDIT: now updated to v32.4; links are unchanged.
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[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!
I'd like to announce the first release of my new mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE!
HUGE update for version 2!
Here is the download link:
https://github.com/UnearthedArcana/NPC_EE/releases
And here is a link to the readme:
https://github.com/UnearthedArcana/NPC_EE/blob/master/README.MD
This makes MAJOR changes. There are no more install options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue:
Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows.
It's frakkin' awesome. You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian!
Also, as if that's not enough, I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out:
- ranger/clerics: choose a ranger kit
- fighter/clerics: choose a cleric kit
- cleric/thieves: choose a cleric kit
- cleric/mages: choose a cleric kit
- fighter/druids: choose a druid kit
- fighter/thieves: choose a thief kit
- fighter/mages: choose a mage kit
- thief/mages: choose a mage kit
So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage.
YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use.
I'll keep the old v1 main post in spoiler tags, for posterity:
[spoiler]What is this mod?
Well, this is a bone I'm throwing to BGEE players, since the wonderful, excellent, currently-unsupported "Level 1 NPCs" mod does not work on the new engine. I added some rekitted NPC components to the end of my Scales of Balance mod (SoB); but there were only a few options, and many of them relied on having installed earlier parts of SoB.
So, I expanded it such that every NPC that gets options to change will have their own full component with numerous subcomponents that give you different options. The most basic option for each NPC is to change nothing, except to drop them to 1st level so that you can control their development as they level up. (They will keep all their XP and spells, so you can level them up immediately. This option should mimic the "TOB-style NPCs" component of BG2Tweaks, on an NPC-by-NPC basis.)
The other options will change the NPCs in various ways. Some will add a kit to NPCs who were unkitted. Some will change a kitted NPC's kit. Some will actually change the NPC's class. Some will change the class and add a new kit, and some can even add kits to multiclass characters (e.g. Yeslick can be a kitted fighter/cleric; and Alora can become a kitted cleric/thief).
Okay, so what are the options?
Here's the list (class changes noted in parentheses):
[spoiler]Imoen: Swashbuckler, Adventurer (S&S), or Spellfilcher (mage/thief)
Jaheira: Totemic druid, or Elementalist
Khalid: ranger/cleric, Marksman, Justifier (DR), or Corsair
Minsc: Berserker, or Barbarian Ranger
Kivan: Archer, or Stalker
Coran: Sniper, or Swashbuckler
Branwen: Battleguard of Tempus (DR), or Gloryblood of Tempus (fighter/cleric)
Safana: Swashbuckler, or Bounty Hunter
Ajantis: Inquisitor, or Cavalier
Montaron: Assassin (single-class thief)
Yeslick: Alaghor of Clangeddin
Quayle: Hoodwinker of Baravar Cloakshadow (single-class cleric)
Faldorn: Avenger, or Purifier, or Lost Druid
Skie: Assassin, or Shadowdancer
Eldoth: Blade, or Jongleur
Garrick: Gallant, Chorister (S&S), or Meistersinger
Alora: Sniper, Swashbuckler, or Misadventurer of Brandobaris (cleric/thief)
Xan: fighter/mage, Bladesinger (fighter/mage), or Loremaster (bard)
Shar-Teel: Berserker
Tiax: Strifeleader of Cyric (DR)
Viconia: Nightcloak of Shar (DR), or Darkcloak of Shar, or cleric/thief
Yoshimo: Swashbuckler, or fighter/thief
Valygar: Mage Hunter, or fighter/thief
Nalia: Loremaster (bard), or Loresinger of Milil (bard), or Spellbender (cleric/mage)
Haer'Dalis: Jongleur, or Gallant, or Skald
Mazzy: Hearthguard of Arvoreen (fighter/cleric)
Aerie: Fastpaws of Baervan Wildwanderer (but still cleric/mage)
Keldorn: Paladin, or Cavalier
Cernd: Totemic druid, or Elementalist, or Purifier[/spoiler]Kits marked (DR) or (S&S) will only be available if you first install that kit from Divine Remix or Song & Silence, respectively.
Can I change things around later?
Yes. This mod should be installed dead last, after all other mods. After BG2Tweaks. After SCS. Even after Generalized Biffing, if you're playing the non-EE engine and using GB. The whole idea of this is that, after you play a game with Kivan as an Archer, you can easily uninstall that component and reinstall him as a Stalker. If this is the last mod you install, then you can do that many times without disturbing anything else.
I've already changed up some NPCs with your Scales of Balance components (or the NPCKits mod, or some other method). Do I have to uninstall those changes before using this mod?
No - whichever one goes in last should control. You should be able to install/uninstall/reinstall this one on top of anything else you've already done. (I have not tested doing this, but it overwrites the various ckass/kit/HP/etc. fields, so I don't see how they would conflict.)
Great. But, don't take this the wrong way, there aren't many options.
Yeah, I know. I'm releasing this as a beta right now under the theory that some options are better than no options. Right now the mod includes options for various vanilla kits (e.g. "make Montaron an Assassin"), for various SoB kits (e.g. "make Khalid a Corsair"), and for @zupsky's very nice Lost Druid kit ("make Faldorn a Lost Druid"). If you choose one of those options, it will install that kit into the game, but only for that NPC - not for the player. If you want those kits to be available for your PC, then you'll have to actually install those mods. (So, you do *not* have to install anything from Scales of Balance to make these options work. Yay!)
Additionally, there will be a few more options if you install kits from the Divine Remix and Song & Silence mods. I'm going to reach out to the keepers of those mods, and maybe one or two others, to see if I can borrow their code to install those kits independently, like the SoB and Lost Druid kits are now. We'll see.
Okay, I installed DR and S&S and there are still only like 3-4 options for most NPCs.
Yeah, well, again: some options are better than none! If you have suggestions for more options for any NPCs, let me know in this thread.
Further, anyone has my complete and utter blessing to delve into this .tp2 file and add to it. Want to add an option for Shar-Teel to be a Wizard Slayer? Well, copy the component that turns her into a Berserker, edit the kit line (0x246) to point to Wizard Slayer instead of Berserker (look in kit.ids) and copy/adapt one of the ADD_CRE_EFFECT lines to give her the 1st-level Wizard Slayer abilities. Done. Send me the code (or just do a pull request on Github) and I'll add it to the mod. I don't have time to add too much, but I designed the mod to support up to 17 options for each NPC. So there is definitely room to grow.
Are you a modder, who makes kits? Want to include them here like @zupsky's? Fantastic! Add your kit installation code as a .tpa file, put it and the kit's clab file and any supporting .spl/.itm/etc. files into a folder in "/npc_ee/kits/" and then add a component to whichever NPCs you think are appropriate (take a look at the code giving Faldorn the Lost Druid kit; it checks to see whether the kit mod is already installed, and if it is not, INCLUDEs the .tpa). Send me the code or do a pull-request, and bam! More options!
What about proficiencies? If you make Coran a single-class thief he can't use his 3 pips in long bow!
Yeah, I've taken care of that. Coran as a single-class thief will get an illegal two pips in short bow. He will also have a short bow equipped when you meet him, instead of a long bow. Turn Khalid into a ranger/cleric and his sharp equipment will be replaced with blunt equipment. Et cetera.
Again: I have no time for anything but the most limited testing. I've installed this, and CLUA'd the NPCs into existence, and it seems to be working fine. Let me know in this thread if you see any bugs.[/spoiler]
Cheers!
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[BG2] Isra NPC mod (Sunite cavalier) -- playtesters wanted!
Hey, just wanted to announce that I'm going to be ready for playtesters very soon for the BG2 portion of the mod, so if anyone is interested in helping out, just let me know what your username is at Spellhold Studios so I can contact you. Or you can sign up there instead: http://www.shsforums.net/topic/56301-playtesters-wanted/.
Isra is a cavalier paladin of Sune, and a knight with the Sisters and Brothers of the Ruby Rose. You may have originally run into her along the Sword Coast, but you can find her again in the Den of the Seven Vales in Waukeen's Promenade, where she's looking into some family concerns.
She has several quests in Athkatla, and if you like intrigue involving the Amnish merchant nobility, her storyline will probably appeal to you. She also has both friendship and romance content (for both male and female PCs), though her romance is a little bit on the slow burn side. Don't expect declarations of everlasting love, demands for marriage, or anything along those lines. Isra may be romantic, but she's also painfully aware of how difficult it is to balance romance and the paladin lifestyle.
For those who aren't already familiar with her, Isra's somewhat removed from a stereotypical paladin. Anyone whose sympathies lie with the churches of revelry would have to be. For more information, you can visit her forum over at SHS.

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NWN2 Soundsets for BGEE, BG2EE, and IWDEE
NWN2 Soundsets
A Baldur's Gate mod by AstroBryGuy Version 1.0 Download: https://github.com/AstroBryGuy/NWN2SoundSets/releases/latestIntroduction
The NWN2 Soundsets mod features 27 soundsets from Neverwinter Nights 2 with subtitles that can be used for player characters in Baldur's Gate: Enhanced Edition (with or without SoD), Baldur's Gate 2: Enhanced Edition, and Icewind Dale: Enhanced Edition. It includes most NWN2 & MOTB companions (not included: Construct, Grobnar, Okku, and One-of-Many). It also includes 14 other generic PC voicesets.Components
Each soundset is a separate component. For convenience, there are two groups, Female Soundsets and Male Soundsets. Female Soundsets The following 14 soundsets are part of this group:- Female 1 (generic)
- Female 2 (generic)
- Female 3 (generic)
- Female 4 (generic)
- Female 5 (generic)
- Female 6 (generic)
- Female 7 (generic)
- Kaelyn the Dove (female cleric)
- Elanee (female druid)
- Neeshka (female rogue)
- Qara (female mage)
- Safiya (female mage)
- Shandra (female warrior)
- Zhjaeve (female cleric)
- Male 1 (generic)
- Male 2 (generic)
- Male 3 (generic)
- Male 4 (generic)
- Male 5 (generic)
- Male 6 (generic)
- Male 7 (generic)
- Ammon Jerro (male mage)
- Bishop (male warrior)
- Casavir (male paladin)
- Gannayev-of-Dreams (male shaman)
- Khlegar (male warrior)
- Sand (male mage)
Installation
Note for Steam/GOG users with SoD installed: Before installing any 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). Windows If the mod was previously installed, uninstall it before extracting the new version. NWN2 Soundsets is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the archive into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "NWN2Soundsets" folder and setup-NWN2Soundsets.exe in your game folder. To install, simply double-click setup-NWN2Soundsets.exe and follow the instructions on screen. Please run setup-NWN2Soundsets.exe in your game folder to reinstall, uninstall or otherwise change components. macOS If the mod was previously installed, uninstall it before extracting the new version. NWN2 Soundsets is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the folder "NWN2Soundsets-v1.0-OSX" into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "NWN2Soundsets" folder, setup-NWN2Soundsets, and setup-NWN2Soundsets.command in your game folder. To install, simply double-click setup-NWN2Soundsets.command and follow the instructions on screen. Acknowledgements This mod is based on @smeagolheart's Awesome Soundsets mod (https://forums.beamdog.com/discussion/38319/mods-awesome-soundsets-mods-master-thread-custom-soundsets-for-bgee-bg2ee-and-iwdee/p1). Thanks! NWN2 Soundsets is not developed, supported, or endorsed by Beamdog or Wizards of the Coast.↧
[MOD] High Power Baldur's Gate v2.2.0
High Power Baldur's Gate
Version 2.2.0
NPC party members do not get these class and kit-based special abilities. Instead, each NPC has their own unique abilities. Kivan, for example, has increased vision range, so he can shoot enemies before they see him. Dynaheir counts as six levels higher for purposes of determining the power of her spells, so she can launch four Magic Missiles with one spell at level 1. Khalid is permanently hasted. All the NPCs have cool stuff like this.
The reason these crazy powers don't make the game too easy is because enemies throughout the game now have their own crazy powers. Monsters in High Power Baldur's Gate are far more interesting to fight than they are in the unmodded game. No longer do most enemies just walk up to you and attack you. Instead, each kind of monster has their own tricks that you'll have to adapt to. There will be plenty of surprises.
The same goes for all the minor characters in the game. The mod fleshes out the abilities of each minor character, even giving some individual minor characters their own signature abilities and spells, like "Zordral's Corrosive Breath" or "Ragefast's Duplication." Nearly every spellcaster in the game is given a unique AI and set of spells. In this mod, characters are just as badass as they claim they are. Zal really is the fastest dart thrower, capable of throwing ten darts per round. That guard in the Cloakwood Mines really is going to give you a world of hurt.
More interesting items!
The magic items in Baldur's Gate 1 are normally pretty boring. Most of the top-tier weapons in the game are +2 weapons with no abilities. This mod does something about that. It modifies a large number of items in the game, including generic +1 and +2 weapons, to make them more interesting and unique.
(Enhancing items also enhances enemies that use those items. An enemy might wield these axes and use Critical Strike to get a critical hit on each attack.)
Additionally, the mod adds a lot of new items to the game. Some of them are original; others were taken from Baldur's Gate 2, Icewind Dale, or Planescape Torment. The mod spread cool items throughout the stores in the game so that almost every shop sells something interesting. Although some of the new items are quite powerful, they do not obsolete the original items, since the mod also powers up the original items.
The mod increases the rewards from many quests. Now more quests will reward you with unique items you can't get anywhere else, rather than just a small amount of gold or a weak magic item.
The mod also places lots of stat-increasing manuals and tomes throughout the game, mainly in the hands of enemies. There are enough of them to get one or two party members to 25 in all stats by the end of the game. Don't worry: having 25 in all stats won't be overpowered in this mod.
More interesting spells!
Some of the spells in Baldur's Gate 1 are useless or almost useless, so this mod makes them better.
The mod adds over 40 spells from Icewind Dale, as well as over 70 new spells!
And various other things!
I've made a lot of other little changes: I've moved items around, added new encounters here and there, put new monsters into the game, and more.
Additional components
Aside from the main component, which installs most of the changes in the mod, there are currently 29 optional components that tweak things such as spells, rules, and kits. You can find descriptions for all of them in the readme.
Reasons to try out this mod:
- Since the NPCs all have very different powers, the game can play very differently depending on which NPCs you have in your party.
- The variety of interesting abilities granted to the player characters, as well as the diverse selection of equipment, allow for all sorts of different builds.
- You have great leeway in determining the power level of your party. The mod enables you to change the experience cap and/or have your party start the game at a higher level. The mod has a very flexible difficulty; starting at a higher level will not make the game too easy, but it's still beatable if you start at level 1.
- This mod makes the game feel new and different. You never know what creatures, encounters, or items you'll come across in the next stretch of wilderness. You can't rely as much on prior knowledge of the game.
Lastly, the mod is just plain fun. I made this mod because I was bored with the unmodded game and I wanted to spice it up.
Tips for playing this mod:
- For the first playthrough, play on Normal difficulty.
- I recommend installing the component that gives additional experience to the PC at the beginning of the game, and setting the experience given to 10000 or 20000.
- When exploring the wilderness, always have a character scout ahead in stealth or invisibility. That way, they will know what enemies are up ahead and your team can prepare for battle without as much metagaming.
- Watch out for doppelgangers. They appear very early in the game in this mod and they deal a lot of damage in melee. If you fight a doppelganger, don't let it get near you.
Change Log:
[spoiler]
v2.2.0:
- I fixed more of the problems that were causing the game to crash a lot.
- The mod should now be compatible with Sword Coast Stratagems by @DavidW . First install High Power Baldur's Gate, then install SCS.
- Creatures that previously had my own attack AI now have vanilla attack AI so that SCS will modify those creatures.
- I made sure spellcasters given unique scripts by this mod will not have vanilla spellcasting AI, so that SCS will not modify them.
- I gave phase spiders a special attack AI that accommodates their new teleport ability (High Power Baldur's Gate makes phase spiders teleport to their destination whenever they move).
- Icharyd now has fewer Hit Points but higher physical resistances (previously the Improved Ulcaster component of SCS actually decreased Icharyd's max HP from what I had set it to). Icharyd's ring has been moved somewhere else in the game.
- Davaeorn now puts on some defensive buffs before the fight; I thought he already did but it seems like he didn't.
- Tazok once again has his Fist Breath ability, but the breath cone isn't as wide.
- I revised the final battle so that if you also have the SCS Improved Final Battle component installed, Sarevok will have both the abilities from HPBG and all the changes to the fight from SCS.
- Effects that increase the power of a character's healing spells now work correctly, as do effects that give a penalty to saves made against a character's spells.
- The Gloves of Healing now increase the power of the wearer's healing spells.
- The Avenger wyvern form's attack now properly deals poison damage.
- Meteor Swarm no longer causes knockback, as this had been crashing the game.
- The spell Null Healing will now prevent regeneration.
- There is now a scroll of Extend Vision in the game.
- Mordaine no longer crashes the game when she dies.
- Pride now wields Durlag's Pride rather than a shortsword +1.
- The Black Vultures have been removed from the game.
- I've changed some NPC powers.
- The mod now gives new powers to Ellyrian, a custom NPC by @CaloNord.
- The mod now gives new powers to Helga, a custom NPC by @Skitia.
v2.1.0:
- The game should crash much less often.
- The mod now gives new powers to creatures in the Rough World mod.
- Certain items that deal a non-physical damage type (e.g. Storm Star) now deal extra non-physical damage from Strength and other damage bonuses.
- Birds no longer glow green, and you will be less likely to get random "you may not save at this time" messages in areas with birds.
v2.0.3:
- I fixed a problem from v2.0 that had crashed the installer if Siege of Dragonspear wasn't installed.
v2.0.2:
- Birds no longer fly away from their selection circle when the game is reloaded.
v2.0.1:
- Areas with birds are safe to save in.
v2.0:
- I improved most of the starting powers for PCs and put in a bunch more abilities.
- PCs now start with new passive effects depending on their class and kit, not just innate abilities.
- I overhauled the powers of many NPCs.
- Arkanis, Canderous, Deder, Mordaine and Osprey now have their own unique powers, as well as soundsets taken from Icewind Dale and Baldur's Gate 2.
- Many mod NPCs will gain their own unique powers.
- PCs will get their starting powers even if they joined the party after Candlekeep (e.g. if you created a PC in the middle of a multiplayer game). In addition, mod NPCs who haven't been assigned unique abilities will get the starting powers for their kit (or the starting powers for their base class if they have a custom kit) rather than getting nothing.
- Over 30 custom kits will now get their own unique starting powers.
- I created over 70 new mage and priest spells that can be learned by the party.
- Over 40 spells from IWD:EE can now be learned by the party.
- Various items have been added throughout the game.
- Various magic items have been removed from the game, mainly to reduce the amount of vender trash you get.
- Various items have been modified or rebalanced.
- The mod now gives new powers to creatures in some quest/encounter mods, including the Baldur's Gate NPC Project, Northern Tales of the Sword Coast, Shadow Magic, and Extra Expanded Enhanced Encounters.
- Many bugs have been fixed throughout the game.
- Expect plenty more surprises.
- High Power Baldur's Gate is now compatible with Project Infinity.
- Four new components:
⦁ Allow Arkanis, Deder, Osprey, Mordaine, and Canderous to be taken outside of Candlekeep
⦁ Increase the rate at which warriors and bards get proficiency points
⦁ Let non-warrior Constitution HP bonuses continue past 16 Constitution
⦁ Modify shorty save bonuses
- The component Modify Fighting Styles now implements bonuses for up to five stars in each weapon style, and it allows any character who could normally get the highest level of proficiency in a fighting style (3 stars for Two-Weapon Style, 2 stars for the others) to reach five stars in that style.
- I split the component that moves Eldoth, Quayle and Tiax to early-game locations into 3 components, one for each character.
- Birds can now be interacted with as creatures.
- Wyverns and other airborne creatures can now fly over impassable areas while outside.
- Shadows and other spectral undead can now go through walls.
- Gaze attacks are now released as cones in front of the creature, and they only have an effect on characters looking at the creature.
- Squirrels no longer constantly switch places with enemies.
- Cows have a much cooler Great Leap ability.
- Phase Spiders have a better teleport ability.
- Spiders are now animals, with the exception of Wraith Spiders, which are undead.
- The Flaming Fist are tougher than they were before.
- Ankhegs should be less annoying. They are now divided into three categories: Light Ankhegs, Heavy Ankhegs, and Arcane Ankhegs.
- Greater Death Shades and some spiders have been weakened.
- Ochre Jellies and Fission Slimes now have more reasonable attacks.
- Powerful generic enemies like Battle Horrors and Skeleton Warriors no longer drop stat-increasing books.
- Helmed Horrors, Battle Horrors, Doom Guards, Dwarven Doom Guards, Invisible Stalkers, and the Doomsayer no longer have 99% damage resistances, but they have more hit points.
- The mod now lets characters gain over 127% or under -128% damage resistance. Also, creatures won't have their spells interrupted by damage they're immune to.
- Wizard Detect Evil is now Detect Creatures, which displays the name of each creature in the area and for a brief moment lets you see where each creature is.
- Cleric Detect Evil is now Detect Alignment, which displays the alignment of each creature in the area.
- Identify Creature now tells you the target's stats.
- Repulse Undead is now Circle of Repulsion, which creates an area that pushes back enemies that try to enter it.
- Dimension Door is now a 1st-level spell.
- Polymorph Self now lets you choose forms with really cool abilities: a lesser basilisk, an ankheg, a troll, a phase spider, or a winter wolf.
- Polymorph Other and most similar spells and items now last 8 hours.
- Minor Sequencer now properly allows you to store more than 3 spells.
- Oracle now lets you know the name of the spell an enemy just started casting.
- Protection from the Elements is now Absorb Elements, which grants 200% resistance to fire, cold and electricity.
- Protection from Energy is now Absorb Energy, which grants 200% resistance to fire, cold, electricity, acid, magic fire, magic cold, and magic damage.
- Effects that improve unarmed THAC0 and/or damage now also affect magical unarmed attacks such as Shocking Grasp, as well as certain shapeshift weapons.
- Many magical unarmed attacks such as Shocking Grasp will have a more powerful effect on a critical hit or a backstab.
- Ranger Charm Animal now lasts 8 hours and can be cast instantly.
- Paladin Detect Evil is now a passive ability that can be turned on and off.
- All druid shapeshift forms now have powers reflecting the powers those creatures have.
- Some of the evil Bhaalspawn powers have been changed.
- All PC Bhaalspawn powers now have 0 casting time.
- Many offensive class abilities (e.g. Kai, Poison Weapon, Stunning Blow) can now be used as a free action so you can use them alongside another ability.
[/spoiler]
Compatibility:
Since the mod gives unique starting abilities to each kit, it should give starting abilities to custom kits as well. If your PC is one of the following kits, they will get their own starting abilities, usually based on the abilities of that kit.
Alchemist by @semiticgod
Arcane Archer (fighter and fighter/mage versions) by @AionZ
Archer (fighter and paladin versions) by @semiticgod
Chaos Sorcerer by @argent77
Charlatan by @Raduziel
Dreamwalker Shaman by @Ulb
Lost Druid by @zupsky
Mercenary by @Raduziel
Militia Officer by @Raduziel
Pale Master by @AionZ
Red Soul and Green Soul by @semiticgod
Seducer by @semiticgod
Shadow Magic Kits by @AionZ
Shapeshifter Fighter by @semiticgod
Storm Caller Shaman by @Ulb
Sword Dancer by @semiticgod
War Hulk by @semiticgod
Warhorn Shaman by @AionZ
Warlock by @AionZ
Witchlight Shaman by @LavaDelVortel
Since the mod gives unique powers to NPCs, it is only fair for mod NPCs to also gain unique powers. If you have one of the following NPC mods installed, this mod will give them their own powers.
Aura by @AionZ
Drake by @AionZ
Ellyrian by @CaloNord
Emily by @Skitia
Finch by @Bons
Gavin by @berelinde
Helarine by @Jackkel_Dragon
Helga by @Skitia
Indira by @Ghreyfain
Ishlilka by @WarChiefZeke
Isra by @Rhaella
Kale by @Skitia
Korax by @semiticgod
Mur'Neth by @Andyr
Sirene by @AionZ
Tenya by @Coutelier
Valerie by @Tempest
Verr'Sza by @LavaDelVortel
Vienxay by @Skitia
Vynd, Littlun, Flara, Moidre, and Dave by @Glam_Vrock
White by @LavaDelVortel
Will Scarlet O'Hara from Northern Tales of the Sword Coast by @Aurelinus
The mod also gives powers to enemies in certain quest/encounter mods.
BG1 NPC Project by the BG1 NPC Project Team
BG1 Unfinished Business by icelus, SimDing0, Ascension64, devSin, Idobek, CamDawg, SixOfSpades, and Echon
Extra Expanded Enhanced Encounters by WithinAmnesia
Northern Tales of the Sword Coast by Aurelinus
Rough World by elminster
Shadow Magic by AionZ
Kit, NPC and quest mods must be installed BEFORE High Power Baldur's Gate for it to give powers to the content of those mods.
Since this mod makes many changes to items and spells, it is currently not compatible with Item Revisions or Spell Revisions.
NOTE: You MUST install EEex in order to play this mod. It's okay if you don't know much about EEex; just install it. EEex currently only works on Windows, so you will need to be on Windows to play this mod. Once you have EEex installed, to start the game you must click on EEex.exe, rather than Baldur.exe or SiegeOfDragonspear.exe.
Download
High Power Baldur's Gate gives a variety of new abilities to party members as well as most other creatures in the game, and makes many changes to items, spells, quests, encounters, and other aspects of the game. The mod aims to make Baldur's Gate 1 feel new and interesting, like it was when you first played it! The main changes: More abilities! In High Power Baldur's Gate, everyone in the game, from fighters to diviners, from kobolds to zombies, has their own abilities that make them different from everybody else. Many of these abilities are very powerful: in this mod, you get to play with abilities that are normally reserved for high-level characters, like attacking ten times per round, stopping time, getting critical hits on every attack, or casting multiple spells per round. But the mod is balanced such that these abilities don't make the game too easy, so enjoy using them! You get these kinds of abilities right from the beginning of the game. After you create your characters, they get their own set of new abilities. Different classes and different kits have different abilities.






















Download
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Siege of Dragonspear 2 Baldur's Gate2:EE Item Upgrade mod
For the past couple of months, I have been working on a new "item upgrade" style mod for BG2:EE. I did'nt want to post anything about it until I was reasonably sure I could actually get it to work the way I wanted. A big thanks to Jastey and everyone else who have been patient with me and helping me learn WeiDu.
My goals with this mod:
1. Import more items from SoD and place them in logical locations around Shadows of Amn.
2. Provide an upgrade path for these items, along with items from SoD that are already imported normally via Cromwell and Cespenar.
3. The upgrade paths for these items will in many cases, require components that are used to upgrade existing items in the game, allowing for "either/or" decisions to keep things interesting.
4. The new items have been created with an eye towards balance with existing items.
I have made much progress on this mod already, and I hope to be able to release V1 in the next week or so, providing that I have the time to work on it and don't run into any snags![:) :)]()
My goals with this mod:
1. Import more items from SoD and place them in logical locations around Shadows of Amn.
2. Provide an upgrade path for these items, along with items from SoD that are already imported normally via Cromwell and Cespenar.
3. The upgrade paths for these items will in many cases, require components that are used to upgrade existing items in the game, allowing for "either/or" decisions to keep things interesting.
4. The new items have been created with an eye towards balance with existing items.
I have made much progress on this mod already, and I hope to be able to release V1 in the next week or so, providing that I have the time to work on it and don't run into any snags

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[MOD] EEex (v0.6.0-alpha)
Overview:
EEex is an executable extender for Beamdog's Enhanced Edition of the Infinity Engine. Its goal is to externalize certain parts of the engine to grant modders a greater degree of control over otherwise hardcoded mechanics. EEex does not make any gameplay changes itself - it merely enables other mods to do so.Just give me the link!
Alpha versions of this project are now available on GitHub. EEex will support MacOS and Linux on launch, however, the current alpha version only supports Windows. In addition, BG2:EE v2.5.16.6 is the only supported game at the time of writing.What does it do?
EEex, when installed, directly modifies the game's executable in order to insert a loader. This loader is used to alter the game's code on startup; the modifications that are made depend on the version of EEex installed, and any installed mods that make use of EEex's capabilities.I'm a user, what do I need to do to install?
EEex is installed just as any other WeiDU mod. Simply extract the archive's contents into your game's base folder, and run the setup - it will take care of the rest. Please note that since EEex alters the game executable itself, you should ensure that the game is closed before running the installer! EEex is currently in alpha, and as such it is highly unstable. All immediate crashes are believed to be fixed, though you still risk a crash at any time. Use with care.I'm a modder, how do I use EEex?
EEex makes changes to many different parts of the engine. Accessing and making use of new opcodes, actions, triggers, and objects is as simple as installing EEex. The real power of EEex, however, comes from its ability to change hardcoded engine behavior. The hooks that enable these alterations are completely defined and controlled by the Lua environment, and as such, modders wishing to use these systems will have to either: a) Insert a M_*.lua file into the override folder. or b) Edit UI.MENU directly. Detailed documentation pending.Previous post: [EEex v0.2.0-alpha] Who's up for some new LUA functions?
Edit: Alpha versions of this project are now available on GitHub. Documentation and post-overhaul pending™.
I have been working on creating some new LUA functions via hex editing for a mod I am currently working on, and it has been going very well so far. In case any of you are curious, here's the two new functions I've made so far:
Infinity_GetPCIdentifier(slot) - Gets the ID of the character in the given portrait slot. Can be used to access the characters table or in the following command...
Infinity_GetLocal(creatureID, local) - Returns the value of the given local variable on the creatureID. Can be used in conjunction with the previous command to get local values of PCs.
Currently in the works:
Infinity_SetLocal(creatureID, local, value) - Sets the value of the given local variable on the creatureID.
To give you guys some proof, here's a screenshot:
Here's my question to you all -
What new commands would you like to see? New UI behaviors are beyond me, but externalizing any other behavior the engine exhibits is definitely a possibility. I.E. any internal fields you would like to have access to, any existing function behaviors you would like changed.

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Recommended mods for BG1EE+SoD & BG2EE?
Hello there,
I'm looking for good rebalance mods I'm using SCS and Ascension mod with NPC1PROJECT. In my new run, I'm trying Imoen romance mod because in my opinion it's a valid mod and I would like to know any good mods for NPCs and game overhauls, which one should I check? Thanks for any advice.
I'm looking for good rebalance mods I'm using SCS and Ascension mod with NPC1PROJECT. In my new run, I'm trying Imoen romance mod because in my opinion it's a valid mod and I would like to know any good mods for NPCs and game overhauls, which one should I check? Thanks for any advice.
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[MOD] Neh'taniel NPC for BG2/BG2 EE
Sir Neh'taniel will now work for old BG2 as well as BG2 EE. For those of you unfamiliar with him ...
The main point of creating this mod is to introduce an NPC that isn't primarily one-sided in personality, has a whole history of his own, and isn't a pushover.
While Neh'taniel isn't easily bruise-able, he'll very easily die if you try to make him fight a dragon solo. Neh'taniel considers himself to be at the same 'level' of the PC, and will point out conflicting choices the PC makes.
The Sir Neh’taniel Mod Pack adds this to BGII:
+ Judicial Knight, Neh’taniel of the Amaunatori, is an NPC who can join your party.
+ He is Lawful Neutral, Wraith, and a Judicial Knight paladin class.
+ He will romance an elf, half elf, human, halfling or gnome female pc of non evil alignment if she is not a thief, or an NPC.
+ He comes with special abilities that grow stronger when he reaches certain levels.
+ He does not become abducted by Bodhi, something else happens....
+ He gets turned into something else in the Underdark....
+ His sword has dialogue, even with the only other talking sword in the game.
+ A journal that will update itself when certain levels of experience are reached.
+ Custom items and spells oh my!
+ Custom paladin kit.
+ Yes, a cheesy theme song.
+ A voice pack.
+ Neh'taniel banters with many of the other joinable NPCs.
+ This mod also introduces other custom characters: Viduan and Sarie.
+ Restoration of the Bioware Slave Lord Quest.
You can find him by doing the Cult of the Unseeing Eye Quest. He is outside the Temple passed the bridge puzzle.
He has a forum with more info here ...
http://www.baldursgatemods.com/forums/index.php?board=96.0
The download link, however, will not work for this version or future ones as @CoM_Solaufein has to do that so...
I will put it here.
Also, you can visit here https://sites.google.com/view/kitannas-corner/home
I hope you enjoy Neht as much as I enjoyed writing him.
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Tenya Thermidor v1.5
Tenya for BG:Enhanced Edition
Tenya:- No! Bring her back! I want to kill her again!
--
I took a little break from working on my Aerie mod for BG2, to try something a little more fun. This is a mod that makes 12 year old Umberlant Tenya a joinable NPC, after you help her of course. Yes, if you like character like Arya Stark or Hit-Girl, but feel they don't talk about carnivorous sea snails or sing shanties enough, now you can become guardian of your own darling little tempestuous ball of fury.
BGEETenya15c.rar
Tenya has a low strength for a cleric, but makes up for it with some special abilities and unique items. She can cast Storm Shield once per day like a cleric of Talos. She also of course has the Bowl of Water Elemental Control... but her mother never even told her how to make it work, so she has to learn elsewhere.
She has at least one interaction with every Bioware and Beamdog NPC as well as several comments along your main quest and a few interjections elsewhere, (in particular around the temple of Umberlee, of course).
Otherwise, what is there is to say? Tenya is a twelve year old priestess wielding a lot of power for someone so young. Her earth-mother never treated her well, but a child's love for her mother is unconditional. After her mother's murder she, consumed by anger, turn to Umberlee. She wished for vengeange, but it was the bowl her mother had entrusted her to protect Tenya most wanted back. She had hoped she would be able to scare the fishermen who stole the artifact into returning it, but they were proving more stubborn than she had anticpated and she was starting to consider more desperate measures, when of course, you step in.
In addition to banters, small quest, and interjections, Tenya now has a small number of Player Initiated Dialogues... press on the speech button and then on Tenya while she's in the party to have a little chat.
Here is a big portrait. The actual in-game portrait has been redone a little by @Asthner, adding a bit more tecture to her scarf.
Some other notes:
Class: Cleric
Stats:
STR 9
DEX 16
CON 14
INT 12
WIS 16
CHA 13
Alignment: Chaotic Neutral ( I changed her alignment to CN, for several reasons. First, I don't really go along with the idea in a lot of other media that the field of child psychology is really just a diversion from the truth that all children are possessed by the spirits of evil aliens. Second, I feel it better reflects her personality anyway - she is quick to anger, abrasive, and like children do will sometimes try to test the limits of people around her to see how much she can get away with. But, she can actually be quite helpful and even nice, on occasion. Lastly I just wanted to leave it open so that maybe in some future expansion she can develop either way due to your influence.
Her stats are not magnificent, but she has a fair bit of stuff. Like a ring that gives an extra cleric spell each level and also functions as a ring of protection +2.
She has a bunch of mephit spells she can cast (steam and ice shards etc... basically all the ones that have any sort of connection to water. She's a waterbender). Not really very powerful, but can be useful on occassion.
She can also cast Storm Shield once per day like a Cleric of Talos.
Spoiler:
[spoiler]At the end of her 'quest', she'll be able to use the bowl. It allows her to summon a Water Elemental once per day, which gets stronger as she levels up (Lesser, norm, Greater). It improves every five levels, so since she caps at level 9 I think in BG1, you won't get the first upgrade without removing the XP cap first. Since I couldn't find any water elemental creature in BG1, I had to make up my own, just taking the fire elementals and swapping around damage/resistances to fire and ice.[/spoiler]

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[Mod] New Refinements (v4?) beta release
So, I have delved into the classic Refinements mod, hacked it up, and made separate components for each class. In the hopes that it will be easier to combine with other mods that change HLAs, like Rogue Rebalancing and Faiths & Powers.
I have massaged the code until it installs on BG2EE, and it seems to install fine. I have NOT extensively playtested it. So, I will give you guys the link and you can do the playtesting! :wink:
Update to 0.3 0.4 0.5 0.6 0.8 0.10! It includes:
- install HLAs on a class-by-class basis
- patches HLA tables instead of overwriting them
- patches HLA tables of mod kits in addition to base kits
- specific compatibility with RR HLAs and simplified install order (RR, then Refinements)
- the Sword Angel works in EE games
https://github.com/UnearthedArcana/refinements/releases
This is actually starting to look pretty complete. Cheers, and good luck!
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Releasing the source code of the IE games
As a completely new modder I am starting to understand how difficult it is to mod the Infinity Engine. In a recent discussion I suggested that it might be a good idea for Beamdog to release the source code of the Infinity Engine. There were several views on the idea, but my perception was that overall it would be quite beneficial for everybody: The company, the players and the modders. I found this post by @ALIEN very insightful (edited for clarity):
I create this thread to discuss the idea further, and maybe propose it to Beamdog if it gets support from the community.
Edit: I imagine some people might not understand some of the concepts in this post, like GPL or code distribution. If so, just go ahead and ask, I'll try my best to give a detailed explanation of anything you need to know.
Beamdog could use the same approach Id Software and John Carmack used for game series like Doom, Quake and Enemy Territory (before ZeniMax bought the studio): Releasing the source code as GPL, without changing the legal state of the game assets. That way anyone can distribute the game code but they can't distribute game files. Also because of the GPL, other companies wouldn't be allowed to release modifications without including the source code. This approach has allowed other gaming communities to expand the capabilities of their game engines, which has actually boosted the sales of the original games because the legal approach protects them against piracy.
By making the EE editions Beamdog gave the BG series a second life. Releasing the source code would make these games immortal.
I create this thread to discuss the idea further, and maybe propose it to Beamdog if it gets support from the community.
Edit: I imagine some people might not understand some of the concepts in this post, like GPL or code distribution. If so, just go ahead and ask, I'll try my best to give a detailed explanation of anything you need to know.
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Mod that set starting XP in BG2EE for imported characters to 161k ?
As the title says, is there any mod that sets the starting XP in BG2EE to 161k for BG1EE imported character and to 500k for a SoD imported character?
If not, what would be the easiest way to mod it ?
My idea would be to add some script which sets the starting XP to AR0602.bcs and checks if the character is imported from BG1EE or SoD but my modding skills are just beginner level, so how would the code look like?
Short rambling why i am looking for such a mod:
As all of you might know, you still gain XP after you hit the level cap in BG1EE and that XP is transferred to BG2EE in full. This is not a big problem with a party, because then the difference would be only a level or two higher than the BG1EE level cap but when you play solo, this changes drastically (as an example, a solo completionist FMT would gain around 1.3m XP in BG1EE, which would put him to level 9/11/11 or 9/11/12 at the start of BG2EE) which will trivialize the game pretty much from the start.
If not, what would be the easiest way to mod it ?
My idea would be to add some script which sets the starting XP to AR0602.bcs and checks if the character is imported from BG1EE or SoD but my modding skills are just beginner level, so how would the code look like?
Short rambling why i am looking for such a mod:
As all of you might know, you still gain XP after you hit the level cap in BG1EE and that XP is transferred to BG2EE in full. This is not a big problem with a party, because then the difference would be only a level or two higher than the BG1EE level cap but when you play solo, this changes drastically (as an example, a solo completionist FMT would gain around 1.3m XP in BG1EE, which would put him to level 9/11/11 or 9/11/12 at the start of BG2EE) which will trivialize the game pretty much from the start.
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New beta of The Divine Remix now available
The Divine Remix aims to rebalance and change several aspects of divine-magic-using classes, such as clerics, paladins, druids, and rangers. Version 8, a beta release, is a major overhaul and restructuring of the mod. Notably, the sphere system has been moved into a stand-alone component, the code has been modernized to interact better with other mods, and the mod has been updated to work on the EE series of games.
If you read nothing else, read this: this is a beta release, and the sphere system is now optional.
The v8 changelog:
- Major, major rewrite
- Sphere system broken out and made optional
- Non-sphere versions of cleric kits created
- IWDEE/BGEE/BGIIEE compatibility
- Typos
- Due to extensive text changes, the Polish and Czech translations have been withdrawn until they can be updated
- Kitting creatures now accounts for priests in the BG part of the game; better checks also means no more install failures during the kitting process
- Imported IWD spells have been withdrawn; go install IWDification instead
- New spells broken into their own component, and given the option to install with or without overwriting similar spells from other mods
- Kit remover cleaned up
- Implemented better checks for high level abilities and holy symbols, mainly to better account for the variety of platforms now available
- Fixed the kit.ids patching
- Kitted clerics in IWDEE will have a kit-specific biography
- Kitted clerics in EE games now have the default colors of their faith
- Battleguards of Tempus will receive additional attacks for weapon specialization per warrior classes, but only on EE games
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Request: Custom Made Portrait
Hello everyone!
I'm Konstantinos. Will someone please turn my pic into a bg character?! I'm thinking to create a Berserker, have scars and blood on the pic. Armor not necessary. Please upload at high resolution.
Thanks in advance!
![fagb260p28l5.jpg]()
I'm Konstantinos. Will someone please turn my pic into a bg character?! I'm thinking to create a Berserker, have scars and blood on the pic. Armor not necessary. Please upload at high resolution.
Thanks in advance!

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Icewind Dale spell effects mod for Baldur's Gate?
Does anyone know if there is a mod to use the spell effects graphics from Icewind Dale in BG:EE and BG2:EE? I know there is a mod for the casting graphics, but what I am looking for is the actual "hit" effect. For instance: when you hit a monster with an ice effect spell or weapon in BG, there is a blueish white cloud, but in IWD it looks like icy spikes, and they both have a different sound.
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Mod that set starting XP in BG2EE for imported characters to 161k ?
As the title says, is there any mod that sets the starting XP in BG2EE to 161k for BG1EE imported character and to 500k for a SoD imported character?
If not, what would be the easiest way to mod it ?
My idea would be to add some script which sets the starting XP to AR0602.bcs and checks if the character is imported from BG1EE or SoD but my modding skills are just beginner level, so how would the code look like?
Short rambling why i am looking for such a mod:
As all of you might know, you still gain XP after you hit the level cap in BG1EE and that XP is transferred to BG2EE in full. This is not a big problem with a party, because then the difference would be only a level or two higher than the BG1EE level cap but when you play solo, this changes drastically (as an example, a solo completionist FMT would gain around 1.3m XP in BG1EE, which would put him to level 9/11/11 or 9/11/12 at the start of BG2EE) which will trivialize the game pretty much from the start.
LE: So, i managed to put together some code which does exactly what i want (see below), managed to make a WeiDU mod which puts this code in AR0602.bcs but the code does not run
(checked by importing a character with 162000 xp, starting a new game and then checking the xp after Imoen joins the party); if i put this code in baldur.bcs, it will run just fine.
Anyone knows why it runs in one script but not in the other?
If not, what would be the easiest way to mod it ?
My idea would be to add some script which sets the starting XP to AR0602.bcs and checks if the character is imported from BG1EE or SoD but my modding skills are just beginner level, so how would the code look like?
Short rambling why i am looking for such a mod:
As all of you might know, you still gain XP after you hit the level cap in BG1EE and that XP is transferred to BG2EE in full. This is not a big problem with a party, because then the difference would be only a level or two higher than the BG1EE level cap but when you play solo, this changes drastically (as an example, a solo completionist FMT would gain around 1.3m XP in BG1EE, which would put him to level 9/11/11 or 9/11/12 at the start of BG2EE) which will trivialize the game pretty much from the start.
LE: So, i managed to put together some code which does exactly what i want (see below), managed to make a WeiDU mod which puts this code in AR0602.bcs but the code does not run

Anyone knows why it runs in one script but not in the other?
IF
Global("SET_BG1EE_XP_CAP","ar0602",0)
Global("BD_HAVE_SOD","GLOBAL",0)
XPGT(player1,161000)
THEN
RESPONSE #100
SetGlobal("SET_BG1EE_XP_CAP","ar0602",1)
ChangeStat(player1,XP,161000,SET)
END
IF
Global("SET_SOD_XP_CAP","ar0602",0)
Global("BD_HAVE_SOD","GLOBAL",1)
XPGT(player1,500000)
THEN
RESPONSE #100
SetGlobal("SET_SOD_XP_CAP","ar0602",1)
ChangeStat(player1,XP,500000,SET)
END
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