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[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released

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View Readme

Download Djinni Companion (latest version) (22 MB)

Download Djinni Companion (mirror)

Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well! image Content - The djinni Afaaq who acts as your "seventh party member" - Extensive dialog content between Afaaq and the protagonist - Banters with the original Bioware/Beamdog NPCs (still in the works) - Interjections and commentaries - An extensive player-initiated dialog with Afaaq - Up to five new interesting quests - Six new areas - A couple of unique artifacts - Several easter eggs ;) This mod is available for the original Baldur's Gate II, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition.

Overview

Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself. When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later. Initial Statistics Class: Fighter/Mage at level 10/11 Alignment: Chaotic Good Strength: 15 Dexterity: 16 Constitution: 13 Intelligence: 15 Wisdom: 16 Charisma: 11 If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.

FAQ

[spoiler]Q: Where can I find the djinni? A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures. A: (Icewind Dale) You can find it somewhere in Dragon's Eye. Q: Could you be more specific where I can find the djinni? A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise. A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove. A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye. Q: What's the deal with the full version and the light version of Afaaq? A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale. Q: How useful is the djinni if he doesn't join like a regular party member? A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself. ;) Q: Does he have a quest? A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest. Q: Does he get along with evil characters? A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists. Q: Can you romance the djinni? A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on. Q: How does he get along with other NPCs? A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party. Q: Will there be crossmod content? A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs. Q: I want Afaaq to retreat into his lamp. How do I do that? A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button. Q: Afaaq is badly hurt. What are my options to heal him? A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack. Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar? A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable. Q: Will Afaaq become stronger later in the game? A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well. A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game. A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp. Q: Afaaq picked a fight with me. How does it affect the game? A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual. Q: Quest "Vengeance": How can I disable the barriers around the temple complex? A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map. Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest? A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however. Q: Quest "An unexpected encounter": How can I enter House Arabani? A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation? Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave? A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem. Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni? A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game. A: (Light Version) You can find the djinni after you have beaten Illasera. A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.[/spoiler]
Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme. Feel free to post your thoughts, suggestions, questions or bugs either here or on SHS Forums. Have fun! :)

Contributing to other mods?

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1) I have been working on making a few new items to help game balance and bookkeeping issues, but I don't want to go to the effort of making an entire mod. Is it common/acceptable to offer resources to people working on large-sized mods?

2) The best item I want to make is a good spear. Currently spears are really, really, really underpowered. They have low damage, a bad damage type, use up both hands and there are simply not enough magical spears available in the game compared to other weapon types. Ashideena is available near the very beginning of BG1 and you can't get a spear that does more damage than Ashideena until you get to the City of Caverns halfway through BG2!

my solution:
Heartbreaker +2 (+1d20 damage on critical hit, +5% critical chance)

average damage is 6.55 (before proficiency and strength bonuses)
Varscona average damage is 7.5 (before proficiency and strength bonuses) and you get a hand free for a shield or a second weapon!

This is a massive upgrade over the spears currently in BG1, but it still seems dramatically worse than war hammers and swords. Could I give this spear a bit more power?

List of BG2EE Compatible Mods

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Note: Previously there was a list found here http://forum.baldursgate.com/discussion/23726/bgii-ee-compatible-mod-list/p1 this list has been incorporated into this thread. Normally when it comes to installing mods it should be good to follow this structure: 1) non-weidu mods 2) story mods 3) NPC mods 4) item mods 5) kit mods 6) BG2Tweaks 7) other tweak/overhaul mods (for example SCALES of BALANCE) 8) SCS 9) aTweaks An example of installation order would be as follows [spoiler] Ascension Tales of the Deep Gardens Dungeon Crawl Assassinations Back to Brynnlaw The Sellswords I Shall Never Forget Adalon's Blood CoM Encounters Weimer's Item Upgrade Amber NPC Ajantis NPC Ajantis Portrait Pack for BG(II):EE Tashia NPC Kivan and Deheriana Companions Kindrek NPC Xan NPC Yasraena NPC Alora NPC Auren Aseph Tiax NPC Sarah NPC Angelo NPC Vampire Tales Ninde NPC Saerileth NPC Arath NPC Dace NPC de'Arnise Romance Banter Packs IEP Extended Banters Viconia Friendship Mazzy Friendship Yoshimo Friendship Yoshimo Romance Edwin Romance Tsujatha NPC Imoen Friendship Coran NPC Sarevok Friendship Branwen NPC Unfinished Business Almateria's Restoration Project Dungeon-be-Gone Wheels of Prophecy Kelsey NPC Keto NPC Nathaniel NPC Iylos NPC Faren NPC Adrian NPC Isra NPC NPC Flirt Packs Romantic Encounters Haer'Dalis Romance Nephele NPC Petsy NPC Gibberlings Three Anniversary Mod Sarevok Romance BG2 Tweak Pack Rogue Rebalancing Sword Coast Stratagems BPSeries AI Scripts Wizard Slayer Rebalancing aTweaks Item Randomiser [/spoiler] This thread is for BG2:EE only mods in the moment. I might add a list with Mods that work in BGEE and BG2EE later. If this is getting to unclear I will add more sections. -------------------------------------------------------------------- Released Mods --------------------------------------------------------------------

Fix Pack & Bugfixing

[spoiler] Fix for disappearing simulacrum & similar abilities https://forums.beamdog.com/discussion/comment/850917/#Comment_850917 [/spoiler]

Installer/Mega Mod

[spoiler] EET - Enhanced Edition Trilogy http://gibberlings3.net/forums/index.php?showforum=195 EET 1.0 Release Candidate 1 http://gibberlings3.net/forums/index.php?showtopic=28161 Direct Links: https://github.com/K4thos/EET/releases [/spoiler]

Kit Packs & Class changes

[spoiler] Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks) https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1 [Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE] https://forums.beamdog.com/discussion/65700/kit-pack-i-hate-undead-iwd-eet-bgee-bg2ee/ The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in english -> V13 :) https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13 [Mod] New Refinements (v4?) beta release (New reworked version from subtledoctor. Under active development and usable) https://forums.beamdog.com/discussion/48694/mod-new-refinements-v4-beta-release/p1 Might & Guile https://github.com/subtledoctor/Might_and_Guile [MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1 [MOD] [BETA] Faerunian Monastic Orders http://forum.baldursgate.com/discussion/18620/mod-beta-faerunian-monastic-orders/p1 [MOD] Eldritch Magic https://forums.beamdog.com/discussion/49591/mod-eldritch-magic-bgee-bg2ee-iwdee/p1 The Divine Remix http://www.gibberlings3.net/readmes/readme-divine_remix.html Song & Silence http://www.gibberlings3.net/sns/ JKits V6 (Kenshei, Undead Eliminator, Amazon) 1/26/16 https://forums.beamdog.com/discussion/18607/jkits-v6-kenshei-undead-eliminator-amazon-1-26-16/p1 Psionics Unleashed -- Not compatible with 1.3 patch and newer! http://www.shsforums.net/forum/634-psionics-unleashed [/spoiler]

Single Kit's

[spoiler] The Mercenary (Fighter Kit EET Compatible) https://forums.beamdog.com/discussion/68151/fighter-kit-mercenary-iwdee-eet-bgee-bg2ee The Militia Officer (Fighter Kit) https://forums.beamdog.com/discussion/68238/fighter-kit-bodyguard-iwdee-eet-bgee-bg2ee The Charlatan (Bard Kit EET Compatible) https://forums.beamdog.com/discussion/68297/bard-kit-charlatan-iwdee-eet-bgee-bg2ee/ [MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers https://forums.beamdog.com/discussion/66390/p1 Will of the Wisps - Shamanic enhancements https://forums.beamdog.com/discussion/61754/will-of-the-wisps-shamanic-enhancements/p1 [Kit] Mystic Fire Paladin (beta) https://forums.beamdog.com/discussion/52816/kit-mystic-fire-paladin-beta/p1 [Kit] Arcane Archer Redone (Fighter Kit) v1.1 https://forums.beamdog.com/discussion/52606/kit-arcane-archer-redone-fighter-kit-v1-1/p1 [BGEE, BGEE 2, IWD:EE MOD] Lost Druid Kit 1.3v http://forum.baldursgate.com/discussion/24865/bgee-bgee-2-mod-lost-druid-kit-1-0v/p1 [MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE) http://forum.baldursgate.com/discussion/29633/mod-duskblade-kit-v1-1-for-bg1-ee-and-bg2-ee/p1 Pale Master Kit for Sorcerers http://forum.baldursgate.com/discussion/34749/pale-master-kit-for-sorcerers/p1 [/spoiler]

Single Kit Rework and Changes

[spoiler] UPDATED Wizard Slayer Overhaul (IWD:EE; BG:EE; BG2:EE) https://forums.beamdog.com/discussion/37503/wizard-slayer-2-0 Relieve Wizard Slayer https://forums.beamdog.com/discussion/68377/kit-review-wizard-slayer-iwdee-eet-bgee-bg2ee Kensai Kit Revision Mod NEW VERSION (v2.0) https://forums.beamdog.com/discussion/41836/kensai-kit-revision-mod-new-version-v2-0/p1 [MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT) http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt/p1 Wizard Slayer Rebalancing https://forums.beamdog.com/discussion/24181/wizard-slayer-rebalancing-for-bg-ee-and-bgii-ee/p1 http://www.shsforums.net/files/file/960-wizard-slayer-rebalancing-v109-windows-version/ [MOD]Monk Overhaul http://forum.baldursgate.com/discussion/33618/mod-monk-overhaul/p1 Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1 http://forum.baldursgate.com/discussion/28623/mod-eng-bg1-ee-soa-tob-saradas-revisioned-shapeshifter-v-1-1/p1 Shapeshifter paw weapon tweak http://forum.baldursgate.com/discussion/26791/shapeshifter-paw-weapon-tweak/p1 Wild Mage Additions http://forum.baldursgate.com/discussion/33799/wild-mage-additions/p1 [/spoiler]

Rule Rebalance and Reworks

[spoiler] [Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0 https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0/p1 Raduziel's Universal Wizard Spells https://forums.beamdog.com/discussion/67903/mod-universal-wizard-spells-iwdee-eet-bgee-bg2ee/p1 [Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0 https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0 https://github.com/Holic75/Baldurs-gate-dnd-3.5/releases [Mod] 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice Enchant the Missile Launchers (Ranged Weapon Tweak) https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak Rogue Rebalancing http://www.shsforums.net/files/category/62-rogue-rebalancing/ SCALES of BALANCE! Post-hac kits and tweaks http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1 https://github.com/subtledoctor/Scales_of_Balance Hardcore Dual-Classing https://forums.beamdog.com/discussion/43824/mod-announcement-hardcore-dual/p1 APR on Spec https://forums.beamdog.com/discussion/36197/mod-release-apr-on-spec/p1 [MOD]: Spellcasting in light armor http://forum.baldursgate.com/discussion/26366/mod-spellcasting-in-light-armor/p1 High Level Abilities as Innate Abilities http://forum.baldursgate.com/discussion/34002/high-level-abilities-as-innate-abilities/p1 Use Any NPC Item - Add-on for Use Any Item HLA. http://forum.baldursgate.com/discussion/26240/use-any-npc-item-add-on-for-use-any-item-hla/p1 Experience cap remover and new High Level Ability pools for F/M/C and F/M/T http://forum.baldursgate.com/discussion/26198/experience-cap-remover-and-new-high-level-ability-pools-for-f-m-c-and-f-m-t/p1 [/spoiler]

Content Packs (Spells, Items, etc.)

[spoiler] Weasels! - weasel-oriented spells and items for BGEE / BG2EE / IWD EE https://forums.beamdog.com/discussion/65516/mod-weasels/p1 IWD Divine spells in BGEE, SoD and BG2EE https://forums.beamdog.com/discussion/59668/iwd-divine-spells-in-bgee-sod-and-bg2ee IWDification http://www.gibberlings3.net/iwdification/ [/spoiler]

Content Restoration

[spoiler] Unfinished Business http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=101&Itemid=80 Almateria's Restoration Project http://www.shsforums.net/files/file/1053-almaterias-restoration-project/ [/spoiler]

TWEAK Packs

[spoiler] The Tweaks Anthology https://forums.beamdog.com/discussion/48165/testers-wanted-tweaks-is-dead-long-live-tweaks/p1 http://gibberlings3.net/forums/index.php?app=downloads&showcat=90 aTweaks http://www.shsforums.net/files/category/99-atweaks/ klatu tweaks and fixes http://www.shsforums.net/topic/57873-mod-klatu-tweaks-and-fixes/ BG2 Tweak Pack (Out of date use Tweak Anatholgy) http://www.gibberlings3.net/bg2tweaks/ [/spoiler]

Tactical Encounters and Story Change

[spoiler] [MOD] Test Your Mettle! https://forums.beamdog.com/discussion/70489/mod-test-your-mettle Quest Pack v3.1 http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=128&Itemid=100 Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2! https://forums.beamdog.com/discussion/45563/ascension-v1-5-beta-enhanced-edition-release-updated-1-20-2016/p1 https://github.com/BiGWorldProject/Ascension/releases Wheels of Prophecy *(Reported to have install problems without using BWS) http://www.gibberlings3.net/wheels/ CoM Encounters http://www.baldursgatemods.com/forums/index.php?board=22.0 [/spoiler]

AI & Difficulty

[spoiler] [mod] Universal party AI script https://forums.beamdog.com/discussion/65032/ elminster's Difficulty Adjustments https://forums.beamdog.com/discussion/59889/elminsters-difficulty-adjustments/p1 Sword Coast Stratagems *(needs a fix to work fine with 2.3 or later) http://www.gibberlings3.net/scs Fix for SCS for version 2.3 Big World FixPack - download, extract, also extract SCS, run _ApplyPatches, check BWP_Fixpack.installed file if there is "stratagems" present BPSeries AI Scripts http://www.shsforums.net/files/file/1025-bp-series-party-ai-for-bg/ Level adder v0.3 http://forum.baldursgate.com/discussion/32334/level-adder-v0-3/p1 [Release] Difficulty and Tweak mod ver 7 http://forum.baldursgate.com/discussion/19928/release-difficulty-and-tweak-mod-ver-7/p1 [/spoiler]

Convenience Tweaks

[spoiler] [MOD] Skip Chateau Irenicus https://forums.beamdog.com/discussion/60934/mod-skip-chateau-irenicus Item Randomiser http://forums.gibberlings3.net/index.php?showtopic=25430&hl=&fromsearch=1 MOD so Cromwell does NOT take a day? http://forum.baldursgate.com/discussion/39906/mod-so-cromwell-does-not-take-a-day/p1 [/spoiler]

Item Packs

[spoiler] BGII:EE - Unofficial Item Pack https://forums.beamdog.com/discussion/56567/bgii-ee-unofficial-item-pack/p1 [MOD] More Style for Mages: Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks (v1.5 released) http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1 [MOD] Golem Construction for Spellcasters https://forums.beamdog.com/discussion/60602/mod-golem-construction-for-spellcasters Item Pack (for BG2 can someone verify that it works on EE?) http://www.shsforums.net/files/file/824-item-pack-v18/ [/spoiler]

Item Reworks and Upgrades

[spoiler] Weimer's Item Upgrade [in progress] http://weidu.org/item.html Useful Plot Items for BG2:EE https://forums.beamdog.com/discussion/54090/useful-plot-items-for-bg2-ee/p1 Foebane +3 and +5 improvement mod http://forum.baldursgate.com/discussion/31391/foebane-3-and-5-improvement-mod/p1 Upgradable Dak'kon's Blade http://forum.baldursgate.com/discussion/29328/upgradable-dakkons-blade/p1 Brick +2 mod http://forum.baldursgate.com/discussion/28427/brick-2-mod/p1 Unbiased Ir'revrykal+5 mod http://forum.baldursgate.com/discussion/32456/unbiased-irrevrykal-5-mod/p1 [mod] Improved Cloak of Non-Detection. http://forum.baldursgate.com/discussion/40116/mod-improved-cloak-of-non-detection/p1 Cloak of Displacement remove Blur effect mod http://forum.baldursgate.com/discussion/40055/cloak-of-displacement-remove-blur-effect-mod/p1 [/spoiler]

New Items

[spoiler] Long bow of Stealth +5 http://forum.baldursgate.com/discussion/34009/long-bow-of-stealth-5/p1 [/spoiler]

Quest & Story Mods

[spoiler] Check the Bodies EE: http://www.shsforums.net/topic/59973-ctb-ee-v22-for-bg2eeeet-and-bg2tobbgt/ Shadows Over Soubar (BGII:EE and EET compatible) https://github.com/weigo87/SoS-EE/releases/tag/release1.14a http://www.shsforums.net/topic/30451-shadows-over-soubar-mod-description/ Ascalon's Questpack https://forums.beamdog.com/discussion/69160/mod-ascalons-questpack-kerzenburgforum Innershade - New village with its own quest http://www.shsforums.net/files/file/910-innershade-v92/ Will of the Wisp - a Stronghold for shamans (as well as items, kit and a NPC) https://forums.beamdog.com/discussion/61754/mod-will-of-the-wisps-shamanic-enhancements/p1 Alternatives http://gibberlings3.net/forums/index.php?showforum=173 Tower of Deception for BG2EE https://forums.beamdog.com/discussion/39282/tower-of-deception-for-bg2ee Eilistraee's Song http://www.shsforums.net/files/file/938-eilistraees-song/ Tales of the Deep Gardens http://www.shsforums.net/files/file/820-tales-of-the-deep-gardens-v100/ Dungeon Crawl http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=168&Itemid=117 Assassinations http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=177&Itemid=121 Back to Brynnlaw http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=186&Itemid=125 The Sellswords http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=183&Itemid=126 I Shall Never Forget http://www.shsforums.net/files/file/1004-i-shall-never-forget-v40/ Adalon's Blood https://www.baldurs-gate.de/index.php?resources/adalons-blood-silberdrachenblutmod.5/ Gibberlings Three Anniversary Mod http://www.gibberlings3.net/g3a/ The Undying Mod BG2:EE Compatible http://forum.baldursgate.com/discussion/34297/the-undying-mod-bg2-ee-compatible Freedom's Reign/Reign of Virtue Now Enhanced http://forum.baldursgate.com/discussion/34075/freedoms-reign-reign-of-virtue-now-enhanced The White Queen (v4.0) for BG2EE http://forum.baldursgate.com/discussion/38825/the-white-queen-v4-0-for-bg2ee [/spoiler]

NPC Tweaks, Class & Kit changes

[spoiler] La'Viconia - tweak that allows to change Viconia to Cleric/Thief http://www.shsforums.net/files/file/882-laviconia-tweak/ NPC_EE https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone NPC Kitpack - Note: Not all component work with EE (please check the forum) http://www.gibberlings3.net/npckit/ [MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET https://forums.beamdog.com/discussion/58941/mod-bgeenpc-tweaks-for-bgee-sod-bg2ee-eet [/spoiler]

[MOD] Convenient Enhanced Edition NPCs for BG:EE, SoD and BG2:EE

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Convenient Enhanced Edition NPCs

A mod for BG:EE, BG:SOD, BG2:EE and EET that allows you to tweak all Beamdog NPCs.

Download (SHS): Disable Enhanced Edition NPCs

Download (GitHub): Disable Enhanced Edition NPCs

Readme

Overview

The new NPCs introduced in the Enhanced Editions differ somewhat from the original cast and might not be everyone's taste. This mod provides a number of options to adapt them to your comfort level. You can make their first appearance more passive, giving you more control over whether or when to make the first contact. A small number of events will be slightly altered to make this possible.

Alternatively it is also possible to simply remove one or more NPCs from the game. In that case you have the choice to make their personal or quest-related items available to everyone in stores or as loot.

Additional components allow you to improve their portraits or customize their classes and/or kits to whatever you desire.

A detailed list of all available components and their descriptions can be found in the readme linked above.

My fire wand stopped working... what may be the reason?

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No jokes, please.
All fire wands I found in my current BGEE install do zero damage (they still fire the animation).
Did anyone encounter this or has any idea which mod might have caused it?
I have:
- BG1NPC, Ajantis, Coran, Garrick, Xan, chatty Imoen from G3 as well as both Neera banter mods;
- BG1UB, BGQE, BG1RE, Ascalon's Questpack, Stone of Askavar, Sirine's Call;
- Helarine, Indira, Gavin, Tenya, Valerie, Isra, Mur'neth, Finch, Vienxay, Verrsza, Drake, Sirene, Kale, White, Aura, Emily, Ishlilka, GlamVrock's NPC pack;
- Spell Revisions, several small item mods including the wand case, Golem Construction;
- Artisan kitpack, Faiths and Powers, RR, Song and Silence, a couple of single-kit mods;
- Most components from Klatu, ATweaks and CDTweaks; some from Scales of Balance;
- SCS

~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #21 // The BG1 NPC Project: Ajantis Romance Core (teen content) -> Speed: 45 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 45 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #41 // The BG1 NPC Project: Coran's Romance Core (adult content) -> Speed: 45 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #51 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 45 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #61 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 45 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #71 // The BG1 NPC Project: Xan's Romance Core (teen content) -> Speed: 45 minutes real time minimum between LoveTalks: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #80 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #111 // BGEE Banter Timing Tweak -> Banter Timing: Fast (about 20 minutes between banter dialogs): v24.0
~BG1NPC/BG1NPC.TP2~ #0 #120 // The BG1 NPC Project: Bardic Reputation Adjustment: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v24.0
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 12
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #1 // Install the unique BG:EE BAM for Ajantis' Family Shield: 12
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4
~GARRICK_FLIRT/SETUP-GARRICK_FLIRT.TP2~ #0 #0 // Garrick's Infatuation: b20140925
~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #0 // Chatty Imoen: Expanded Character Sounds: v1.3
~CHATTYIMOEN/SETUP-CHATTYIMOEN.TP2~ #0 #1 // Chatty Imoen: Add NPC Interactions: v1.3
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v10
~NEERABANTERS/NEERABANTERS.TP2~ #0 #10 // Neera Banters: Dialogue Banters and Interjections: v0.9.1
~NEERABANTERS/NEERABANTERS.TP2~ #0 #20 // Neera Banters: Interaction Banters: v0.9.1
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
~NEERA/NEERA.TP2~ #0 #3 // How much time would you like between talks (approximately)? -> 1 hour: v1.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.0
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: v18
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: v18
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v18
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: v18
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v18
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v18
~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: v18
~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Seachart Sources: v18
~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the House of the Lady and the Bitch Queen's Temple: v18
~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: v18
~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: v18
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #41 // The Messenger 2: Rain or Snow or Gloom of Night, by Thimblerig and tibicina: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #42 // Camryn and Tamah, by tibicina: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #43 // Minor Disclosures, by jastey: 2.7
~BG1RE/SETUP-BG1RE.TP2~ #0 #44 // Cloakwood Lovers, by tibicina: 2.7
~AC_QUEST/AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.05
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 2.1
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v15
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #1 // Extended Lighthouse area: v15
~SARADAS_MAGIC/SARADAS_MAGIC.TP2~ #0 #0 // saradas_magic
~SETUP-CRITTERPARTS_V1.1.TP2~ #0 #0 // CritterParts: v1.1
~JKLHEL\HELARINE_BGEE.TP2~ #0 #0 // Helarine for BGEE
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3
~SETUP-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 14
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): 14
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): 14
~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Player Initiated Dialogue: 14
~VALERIE\VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu: v2.3
~ISRA/SETUP-ISRA.TP2~ #0 #1 // Install Valerie/Isra crossmod banter?: v2.3
~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?: v2.3
~MUR'NETH/MUR'NETH.TP2~ #0 #0 // The Mur'Neth NPC Mod: v12
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~VIENXAY/VIENXAY.TP2~ #0 #0 // Vienxay NPC for BG1EE: 1.3
~VERRSZA/VERRSZA.TP2~ #0 #0 // Verr'Sza - the rakshasa NPC for BG1EE: 5.3
~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition: 1.5
~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
~KALE/KALE.TP2~ #0 #0 // Kale NPC for BG1EE: 1.3
~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu: 2.0
~AURA_BG1/SETUP-AURA_BG1.TP2~ #0 #0 // Aura NPC for Baldur's Gate: Enhanced Edition: 2.2
~EMILY/EMILY.TP2~ #0 #0 // Emily NPC for BG1EE: 1.35
~EMILY/EMILY.TP2~ #0 #3 // Choose whether or not to have Emily's custom soundtrack play during timed talks. -> Emily's Music: 1.35
~ISHLILKAMOD-SETUP.TP2~ #0 #0 // Ishlilka mod for BG [FULL VERSION 1.3]
~BGEENPCPACK/SETUP-BGEENPCPACK.TP2~ #0 #0 // NPC Pack for BG:EE, BGT and BG TUTU
~CLUBOFPAIN/CLUBOFPAIN.TP2~ #0 #0 // Barbed Club of Pain: V1.5
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~NERFED_ANKHEG_ARMOR/NERFED_ANKHEG_ARMOR.TP2~ #0 #0 // Nerfed Ankheg Armor -> Plain Ankheg Armor: v1.1
~WANDCASE/WANDCASE.TP2~ #0 #0 // Wand Case: v1.3
~WEASELS!/WEASELS!.TP2~ #0 #0 // Weasels! Because the IE games needed more weasels!: 2.0
~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #0 // Golem Construction Ability for Spellcasters: 5.4
~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ #0 #50 // Add "Teleport" ability to golems: 5.4
~W_PACKMULE\SETUP-W_PACKMULE.TP2~ #1 #0 // Pack Mule -> Standard saddlebags
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 16
~EXTRA_KITS/EXTRA_KITS.TP2~ #0 #0 // Kit equalizer -> With default kit reserve
~WSR/WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.14
~WSR/WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.14
~WSR/WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.14
~WSR/WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.14
~SARADAS_REVISIONED_SHAPESHIFTER/SARADAS_REVISIONED_SHAPESHIFTER.TP2~ #0 #0 // Saradas_Revisioned_Shapeshifter
~SEDUCERKIT/SEDUCERKIT.TP2~ #0 #0 // Seducer Kit for Thieves: v1.32
~WILLOWISP/WILLOWISP.TP2~ #0 #5 // Witchlight Shaman Standalone Kit: 1.5
~DRUIDSOR/SETUP-DRUIDSOR.TP2~ #0 #0 // Geomantic Sorcerer Kit: v6
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #0 // Artisan's Kitpack: Arcane Archer Fighter Kit: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #1 // Artisan's Kitpack: Vanguard Fighter Kit: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #2 // Artisan's Kitpack: Art of the Sword Saint (Kensai Rework): 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #3 // Artisan's Kitpack: Rashemi Berserker Ranger Kit for Minsc: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #4 // Artisan's Kitpack: Dark Hunter Ranger Kit: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #5 // Artisan's Kitpack: Divine Champion Paladin Kit: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #6 // Artisan's Kitpack: Mystic Fire Paladin Kit: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #7 // Artisan's Kitpack: Hivemaster Druid Kit: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #8 // Artisan's Kitpack: Rogue Archer Thief Kit: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #9 // Artisan's Kitpack: Magekiller Thief Kit: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #10 // Artisan's Kitpack: Way of the Assassin (Assassin Rework): 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #11 // Artisan's Kitpack: Pale Master Sorcerer Kit: 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #13 // Artisan's Kitpack: 3e-accurate Dragon Disciple -> Nerfed stat bonuses (net +2 to STR): 1.0
~ARTISANSKITPACK/SETUP-ARTISANSKITPACK.TP2~ #0 #14 // Artisan's Kitpack: Warhorn Shaman Kit: 1.0
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.92
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.92
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.92
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.92
~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 #2 // Install Acrobat bard kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: 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
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #10 // Install Shadowdancer thief kit: v9
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> install everything (as designated in settings.ini): 0.77sd10
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2000 // Streamlined Wizard Spell Progression: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2010 // Streamlined Sorcerer Spell Progression: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2030 // Identify all store items: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2080 // Drop Equipment on Disintegration: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2180 // Charisma has a stronger Effect on Store Prices: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2190 // Modal Buff AI Script: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2200 // Familiars can sort magical scrolls: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #3070 // Remove Chaos Shield icons from all items: 1.7
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
~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 #201 // Instant casting for warrior innates: 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 #203 // Make druidic shapeshifting uninterruptable: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #323 // Use Icewind Dale's Dimension Door animation -> Use IWD animation for spells, retain BG2 animation for other visuals: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.53
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #181 // Unique Containers -> Unique icons only: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn (DavidW/Zed Nocear): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification -> Gems and potions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2353 // Alter Multiclass Restrictions -> Allow non-humans access to a multiclasses only if they can access the single-classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2510 // Level-Lock Spell Scrolls (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3092 // Increase Gem and Jewelry Stacking -> Stacks of 80: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3101 // Increase Potion Stacking -> Stacks of 40: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3112 // Increase Scroll Stacking -> Stacks of 80: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3261 // Recoverable ammunition -> 50% chance to recover after a successful hit: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3272 // Recoverable throwing weapons -> 75% chance to recover after a successful hit: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3291 // Personalize automatic save names -> Use scheme: 000000000-Protagonist Save-Name: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran A Legal Dexterity Score of 19: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo into Minsc's pack: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel doesn't die in the original challenge: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4140 // Don't Auto-Assign Advanced AI Scripting to Party: v9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #1012 // IWO - Aesthetic & Enchantment Tweaks -> Replace Enchanted Equipment with Mastercraft: v5.16.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.16.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.16.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #172 // STO - IWD Spell Evasion -> For Expanded Spell List: v5.16.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3540 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32.3
~ANIMALCOMPANIONS/SETUP-ANIMALCOMPANIONS.TP2~ #0 #0 // Animal Companions For All Rangers (Optional: Druids)

Many old mods adapted for BG2EE

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I have converted many old BG2 mods to add to them the compatibility with BG2EE Shops : - Bolsa add a trader just near Ribald. - Mortis mini mod: add two traders who sells potions for polymorph the drinker into creatures or undeads. - Mystigan add a trader in the Government District. - The Unusual Oddities Shop : add a trader of overpowered items. - The under-represented item mod, classic from Wesley Weimer, add Conlan (weapons from IWD2 earth of fury mod) to the adventurer mart. Add-ons to existing shops : - IWD Item pack add items from IWD2 to Joluv. - RTT Item Pack add 51 powerfull items to the Ribald's special store after underdark. Added items in drop / quest / something else : - Demon Summon Ritual add a special drop (a book for summoning a demon 1x /day) to Tolgerias. - Earth of the Wood add a special drop (a wand for summoning forest monsters) to Kylan Lind the shadow druid. - Stuff of the magi add mage items to strong opponents. Wearing all the items cause the creator to come for thems - The Sword of Noober: Now, talking to Neeber worth it (or not). Item-upgraders : - Jan' Alchemy add to Jan the ability to "forge" new potions. - Nanstein transform the items forged by cromwell into items of over type. now in v2 : corrected (the items have a description) and with 9 (11) new items to transform. (texts and descriptions of the 9 new items only in french, sorry) - Rolles forge many powerful+ items. Sell "interesting" things. - Ruad forge 60+ items. Components are rares and hard to collect. Kits : - Chanter: (bard) No pickpocket, no arcanic spells. But all divine spells, choise between 6 powerfull chants, casting in armor and immunity to Spellcasting failure, uniques hlas. - Lion warrior: (ranger) no armor, no archery, grand mastery, +2 spells per spell lvl, minor taco, damage and CA bonus, shapeshift into a powerful lion. - Morituri: (warrior AND/OR paladin) no magic items except boots and weapons, combined powers of kensaï, monk and barbarian, many immunities and resistances. (Now in V5 with many fixes and engine optimisation.) - (french only) Pirate kit: (thief) protagonist only. Grand mastery with scimitar, invocations, treasure hunter parrot once a day. - (french only) Rôdeur de l'ombre: (ranger) stealth bonus per lvl, summon shadows and shadow wolfs, uniques hlas - (french only) Pretre de Bhaal: (cleric) special habities per day "Chaos", "Fireball" and "Chain lightining", immunity to poison, unique hlas. - Semi-Multi-Cleric not a kit but really cool for creating unique class combo : add 30+ cleric/druid spells to a mage / sorcerer /bard. And special : added compatibility with IWDEE mods which add a feature to the game : - Homeward Bound: Send your allies back to Amn when you are in Brinnlaw or the pocket plane. Recall them in the pocket plane and/or watch their epiloges. Also add a new shop to Brinnlaw. - Planar Sphere teleporter: Lavok drop an item for returning to the sphere at will. (as the "Pocket Plane ability", but in SOA) - Ribald's genie: Ribald sell a flute to call a genie. The genie can create a contact or a portal to Ribald, Bernard and a Noble Merchant of trademeet. - Teleport spell: add a 7th lvl spell for teleporting the party to previous visited areas. Work for TOB areas, but not mods area. Misc: - The Slithering Menace: a quick fight and funny dialogs in the pocket plane if you have Imoen in the party. Dialogs: - Korgan redemption: Mazzy can change Korgan if they are in the same party NOTES: - I have convert these mods because many french translated mods stay for BG2 only, so were no used, and the translators and their work become forgotten. My work made their efforts usefull again :) - All this mod have: the tp2 file ready for an OSX install, all available fixes included, and the last weidu. Last edit: ANOTHER NOTE: i'm fed up with these not really necessary requests: no more new conversions for an unspecified time.

[v1.1] Helga, a Dwarven Priestess of Haela Brightaxe for BG:EE and SoD

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rmo4rv1hpr9l.png

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
v1.1: Minor update: Fixed Helga's weapons.

[Kit Pack] Deities of Faerûn - v 1.9.7.5 [49 Cleric Kits and more for IWD, BG(2)EE and EET]

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Hi :)

Link to Download

This kitpack is made of some components:

Kits

The kits per se. At the moment there are 49 kits: Arvoreen, Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Deneir, Eldath, Garagos, Haela, Helm (revised), Hoar, Ibrandul, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shaundakul, Shar, Shiallia, Solonor, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Ulutiu, Umberlee, Urdlen, Valkur, Velsharoon, and Yondalla. Those deities also receive multiclass kits! Check the next post to know more details. All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much. Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle. The Holy Symbol is automatically granted once the cleric reaches level 25, as in an unmodded game. On top of that, some kits receive new and exclusive spells. Check the Readme file to get more info! Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!

Sphere System (by Kjeron)

DoF is shipped with its own sphere system. There are a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal. Check the Readme to see the spells that are embraced by this sphere system. Kjeron made the base code and I've imported the spells from IWD. New spells are being created, wait for more!

Install Order

DoF should be installed after mods that introduce items to the game and that introduces spells to the game (as IWDification, B_Spells, and Raduziel's Universal Wizard Spells). DoF should be installed after mods that introduce NPCs - especially those that receive a kit from DoF (see the list below). DoF should be installed before mods that introduce Kits that will use the Sphere System. DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme. DoF should be installed before Improved Shamanic Dance. DoF should be installed before Tome and Blood. This mod is fully compatible with @kjeron 's Dual-Into-Kits and I strongly recommend that you use it as many kits on DoF have a nice synergy with dual-classing! DoF is not compatible with Faiths and Powers. DoF is not compatible with Spells Revision. Before blowing your mind even further let me tell you guys about the things I know that are wrong but I can do nothing about: Know Issues * A multiclass R/C or F/C of one deity that gives d10 as HD will have 2 extra HP when created in ToB. I have no idea why. * The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong. * Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling him up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod. Wait? Anomen? YES! Next component!

Kits for NPCs

Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they could fit the kit's requisites. It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those powers were there to simulate the kits abilities - what now those NPCs actually have! PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell. The current mod NPCs supported by DoF are: * Branwen for BG2 (Battleguard of Tempus) * Dave (Stormcaller of Tempus) * Drake (Holy Justice of Tyr) * Dusky (Silentwalker of Mask) * Finch* (Glyphscriber of Deneir) * Gavin (Dawnbringer of Lathander) * Helarine (Doomguide of Kelemvor) * Helga (Luckmaiden of Haela) * Jetlaya (Dawnbringer of Lathander) * Korin (Hawkeye of Solonor) * Nephele (Horn Guard of Solonor) * Quayle for BG2 (Hoodwinker of Baravar) * Shar-Teel for SoD (Bloodreaver of Garagos) * Tenya (Waveservant of Umberlee) * Tiax for BG2 (Strifeleader of Cyric) * Turald (Trailblazer of Marthammor) * Yeslick for BG2 (Alaghar of Clangeddin) * Yvette (Heartwarder of Sune)
* Finch's original thread can be found here. I've linked the Beamdog thread because I don't know if the original one works with Enhanced Edition.
Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! :) Well, I think it is over... BUT NO, IT IS NOT! Thanks to @CamDawg 's guide and huge help from @kjeron we now have some...

Stronghold Alterings (by Kjeron)

Hold your breath, cause here comes the list! [spoiler]-Arvoreen: Helm, Fighter - Auril: Talos - Azuth: Wizard - Baervan Wildwanderer: Druid, Ranger - Bane: Talos, Fighter - Baravar Cloakshadow: Thief - Beshaba: Talos - Clangeddin: Helm, Fighter - Cyric: Talos, Thief - Deneir: Lathander, Wizard - Eldath: Lathander, Druid - Garagos: Talos - Haela: Helm, Fighter - Helm: Helm - Hoar: Helm - Ilmater: Lathander - Jergal: Helm - Kelemvor: Helm - Lathander: Lathander - Loviatar: Talos - Malar: Talos, Druid - Marthammor: Lathander - Mask: Talos, Thief - Mystra: Wizard - Oghma: Bard, Wizard - Savras: Wizard - Selûne: Lathander - Shar: Talos - Shaundakul: Ranger - Shiallia: Druid - Solonor: Ranger - Sune: Lathander, Bard - Talona: Talos - Talos: Talos - Tempus: Fighter - Torm: Helm, Paladin - Tymora: Lathander - Tyr: Helm, Paladin - Umberlee: Talos - Ulutiu: Helm - Urdlen: Talos - Valkur: Lathander - Velsharoon: Talos, Wizard - Yondalla: Helm, Ranger[/spoiler] This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!

Kits' Colors

Based on Tweaks Anthology, this component will make all non-magical armors, helmets, and shields use the kit's assigned colors instead of those imposed by these items. That means that your Holy Strategist of Red Knight will go around wearing a red full plate instead of a pale blue one. All the kits' colors were designed accordingly to the pictures provided by Faiths & Avatars, Powers & Pantheons, Demihuman Deities and Monster Mythology. If you think that some color is not tuned with the ones from those books get in touch and I'll gladly edit it. --- For future references, info about all my mods (bug fixing, new releases) may be also found on my Twitter: /raduziel Thanks. --- I need to say thanks to some people here: @kjeron , dude, you deserve a statue. You're the most helpful person I ever met. @Gwendolyne I would never have started modding if it wasn't for your kindness and patience. @subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system. @CamDawg and @argent77 for the helpful codes and tools. @Aquadrizzt for the multiclass-kit tool that made the NPC kits possible. @Arctodus for the brainstorming. @Necromanx2 for all the patience and bug reports that made this mod better.

[v1.1] Warlock Mod

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This mod adds my version of the Warlock as a kit/pseudo-unique class. WARLOCK: Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power. CLASS FEATURES: – May not wear armor heavier than chain mail. – May not equip shields larger than bucklers. – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – Thieving abilities: Pick Pockets. – Eldritch Lore: The warlock gains 10 base Lore per level. – May cast Invocations. – May use the Eldritch Blast ability at will. ELDRITCH BLAST: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch Blast deals 1d6 points of magical damage at 1st level and increases by 1d6 in power for every three levels gained (up to 14d6 at 40th level). There is no Saving Throw against this attack, but Magic Resistance can negate it. As the warlock gains in levels, he is able to shape his Eldritch Blast into different forms. 3rd level: HIDEOUS BLOW: Next melee attack channels an Eldritch Blast. 7th level: ELDRITCH SPEAR: Eldritch Blast penetrates through all enemies in its path. 11th level: ELDRITCH CHAIN: Eldritch Blast chains to nearby enemies. 15th level: ELDRITCH CONE: Eldritch Blast takes the shape of a cone. Save vs. Spell for half damage. 19th level: ELDRITCH DOOM: Eldritch Blast affects all enemies within a 20 ft. radius. Save vs. Spell for half damage. – 5th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15, 25 and 35. – 8th level: The warlock regenerates one hit point per three rounds. – 10th level: Gains 10% resistance to acid, cold, electrical, fire and magical damage. An additional 10% is gained at levels 20, 30 and 40. – 12th level: Deceive Item: The warlock gains the ability to use Mage scrolls. – 16th level: Regeneration rate increased to one hit point per two rounds. – 22nd level: Becomes immune to non-magical weapons. – 24th level: Regeneration rate increased to one hit point per round. – Alignment restricted to chaotic good, chaotic neutral, lawful evil, neutral evil and chaotic evil. – Hit Die: d6 Invocations & High Level Activities Notes:
  • The warlock is a 'bard kit' but obviously shares little resemblance with the bard. Invocations are added to the arcane spellbook but you do not have spell slots. Instead, you gain an 'Invocations' ability which essentially functions as a version of Nahal's Reckless Dweomer without the wild magic.
  • You gain blast shapes innately rather than through spell selection. This is sort of a limitation I made in order to make the essences work with blast shape. I'm sure it's possible to implement it another way, but this was the easier path.
  • The warlock can use invocations while wearing armor.
  • The warlock gets the Planar Sphere as a stronghold instead of the playhouse.
  • You may exchange one of your invocations for another of the same tier, once per level up. I felt this provides some interesting balance as invocations that become less useful later can be exchanged for better ones.
  • The quick spell button doesn't work. Believe me, I wish it did. I tried and tried, but the game does not recognize it when innates are refreshed via "remove/add" and your ability will remain at '0 casts' even though it is refreshed. As great as it would be to key your Eldritch Blast or Invocations there, it's sadly not possible.
  • Several spells (e.g. Voracious Dispelling) are not great representations of their original incarnations due to either balance reasons or engine limitations.
  • The Eldritch Pact (non-evil) and Hellfire Pact (non-good) HLAs and their branch abilities are mutually exclusive.
  • The warlock cannot use vanilla bard-exclusive items. Mod items are still allowed due to limitations... for the moment.
  • Word of Changing uses the slayer avatar (for inventory paperdoll and coolness) but is not nearly as powerful.
  • I can't give too many thoughts regarding balance yet, but so far, trying to balance infinite casting is extremely difficult and the kit will probably swing between underpowered and overpowered depending on the stage of the game. This was mostly done for fun, as well as an experiment for certain mechanics and coding.

NEW ITEMS

Three new items usable by warlocks only are added to Baldur's Gate. In BG1, they can be found in various parts of the Sword Coast, while in BG2 they can be bought from Ribald at a high price. Darkfire Gauntlets
This pair of black iron gauntlets was enchanted by a powerful warlock, using infernal magics to combine the contradictory elements of fire and ice. Those same enchantment prevent its magic from being accessed by anyone other than a warlock. STATISTICS: Charge abilities: – Darkfire Shield (Fire Shield Blue and Red) once per day Range: Self Duration: 1 turn Equipped abilities: – Casting Time: +1 – Fire Resistance: +20% – Cold Resistance: +20% Weight: 2 Location in BG1: Sorcerous Sundries
Frozen Ring of Stygian Winds
The frozen sea of Stygia is a deathly cold place. Once, eons ago, the archdevil Asmodeus imprisoned the Prince of Stygia, Levistus, within a tomb of impenetrable ice as punishment for a slight against him. The Lord of the Fifth's icy prison was reinforced by the cold winds of his plane, and although the devil's minions chip away at the ice without rest, for every inch they break, two more inches build from the sleet and snow constantly blowing across its surface. This ring is suggested to be chiseled from a piece of the Prince of Stygia's prison, and contains significant power of its own. STATISTICS: Equipped abilities: – Cold Resistance: +50% – Physical Resistance: -15% – All cold damage inflicted by the wearer is increased by 40% – May only be removed with a Remove Curse spell Weight: 0 Location in BG1: Dezkiel in Ice Islands
Hellfire Blade of Azythanoth +2 (may be upgraded by Cromwell)
The blade of this weapon appears dull and useless in the hands of a regular wielder. When drawn from its sheath by a warlock, however, it becomes engulfed in a blazing hot tongue of flame, impossible to extinguish by any normal means short of resheathing it. The markings on the weapon's hilt are words in the Abyssal language, suggesting its origin from the Nine Hells. The raging hellfire that empowers this blade burns through metal and flesh, and maims even those resistant to regular fire. Even being close to the flames makes one feel drained and weak. STATISTICS: Equipped abilities: – All fire damage inflicted by the wielder is increased by 20% – Constitution: -2 Combat abilities: – Deals an additional 2 points of unmitigated fire damage per round for 3 rounds on a failed Save vs. Death at -2 THAC0: +2 Damage: 2d4, +2d6+2 unmitigated fire damage Damage type: slashing Speed Factor: 6 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 7 Location in BG1: Death Knight in Durlag's Tower

[MOD] Lefreut's enhanced UI for IWDEE

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Hello, I'm glad to release the fourth mod from my enhanced UI mods trilogy :) This time for IWD:EE. This UI mod contains mostly the same features and tweaks as my other enhanced UI mods so if you're already familiar with them you should like it :) Otherwise, there are some screenshots in this post so you can see the changes I made. The record screen is not done because I'm not sure if I want to do it or not, the dialog code is completely new, let my know if it's better than the old code and some other things might differ. This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications.

Installation:

Download the archive here. This mod is compatible with IWD:EE v2.5 only. Extract the contents of the archive into your game folder (the folder which contains the chitin.key file) and then double-click setup-LeUI-IWDEE.exe and follow the instructions on screen.

Screenshots:

Here are some comparisons between the default UI and the mod.

Main screen

Vanilla:
Modded:

Dialog

Vanilla:
Modded:

Journal

Vanilla:
Modded:

Spells book

Vanilla:
Modded:

Inventory

Vanilla:
Modded:

Stores

Vanilla:
Modded:

Character generation

Vanilla:
Modded:

Options

Vanilla:
Modded:

Changelog:

v1.5: Update dialog code. v1.4: Show item name when identifying item in store. Take 'More Confirmation Prompts' into account when removing memorized spells. Tweak text scroll speed in chapter and dream. New dialog code by Adul. v1.3.1: Update to IWDEE 2.5.17. v1.3: Add scrollbar when needed in Mage Book and Priest Scroll screens. v1.2: Fix HLA screen. v1.1: Tweak Gender and Portrait screen. Add Select All button in Store and Container screens. Add install option to Show Sidebar toggle button, Quicksave button, Help button and Highlight button. v1.0: Initial release.

[MOD] -Scales of Balance- a post-hac tweak mod

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THIS MOD IS deprecated REVIVED!! https://github.com/UnearthedArcana/Scales_of_Balance/releases This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months: - Item/Weapon Overhaul (in 5 parts) - Weapon Proficiency Overhaul (in 4 parts) - Saving Throw Overhaul - Stat bonus tweaks (in 2 parts) - Hit dice tweaks (2 options) - XP tweaks (in 2 parts) - Magic Resistance Overhaul That's it! Full Readme: https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md ... If you like the SoB cleric and druid kits, you can still find those at the link for v4.3: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2 But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :) Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks. Cheers! Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods: Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad): https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt): https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest Might & Guile (warrior & rogue tweaks and kits, by me!): https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues NPC_EE (add any kit to any NPC): https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone --------------------------------------------------- [spoiler] HUGE UPDATE! Version 3, finally! I can't fit the whole changelog in this post, you can read it here: http://forums.beamdog.com/discussion/comment/642866/#Comment_642866 DOWNLOAD: IGNORE the files attached to this post, they are very much out of date. Get the mod here: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4 (Click "Source code (zip)") README: You can read all about the mod components here: https://dl.dropboxusercontent.com/u/86011511/README-SoB.html What is this? This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits. This is all about improving gameplay. I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs. I try to make this as compatible as possible with other mods. Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them. Everything is completely optional. You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't. A very general idea of what the mod contains (not in this order): 1) Basic game tweaks. These components modify the following: - reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5) - slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables - an overhaul of the weapon proficiency system - minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes - revised kensai kit that actually specializes in one weapon class, like the description says - MAJOR revisions to druid shapeshifting - wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system - MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique 2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources. - 2 new fighter kits (Corsair, Marksman) - 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger) - 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer) - 2 new druid kits (Purifier, Elementalist) - 2 new thief kits (Scout, Sniper) - 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil) - 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more) 3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)[/spoiler] A note on installation: - Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

[MOD] Animal Companions for Rangers and Druids (for BG1EE, SOD, BG2EE, EET)

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Heya, I have finally gotten around to updating my Animal Companions mod for the EEs. I'll leave a short description down below. You can find more information on the mod's download page over at the Spellhold Studios or check out the readme which contains detailed information about each animal companion. Overview: With this mod all ranger and druid (optional) characters will gain the 'Find Animal Companion' ability. Upon using your 'Find Animal Companion' ability, you will be able to pick an animal companion from a list of available animals in your current area. (If there is no animal to your liking in a given area, you can of course try it again in another area.) Once you've picked your new animal friend, it will follow you around on your adventures and even increase in power as you do. NOTE: I should add that this mod only allows main character rangers/druids to get an animal companion. NPC characters are not affected. It is also compatible with all kit mods and can be installed in any order. So, should you choose to check out the mod, I'd be happy to hear from you about that. :) UPDATE 9.26: Added IWD1EE compatibility (untested but should work since its a very minor addition code wise).

Rough World (beta)

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In essence, the mod intends to change the tone of the games reputation system, add a bit of difficulty, and make the world feel not quite as forgiving. The concept behind this mod is to make the world a rougher place. Low reputation characters are considered to be absolutely horrid human beings - so there is a very low expectation that they will assist anyone. When they do it is regarded as being an exceptional act. As a result low reputation characters now have a lower bar to donating to increase their reputation than higher reputation characters. Merchants are also actually now inclined to give them a discount - if only to ensure they themselves are not hurt. Likewise, because the world is such a dark and unforgiving place characters that have higher reputation amounts are seen in a much more positive light. People are more willing to forgive them should they make a mistake (such as killing a civilian). It also includes some of the components I've been working on for my upcoming Eve of War mod. This includes a component that significantly changes how chapter 7 is handled in the game. You can find more details on this below. The mod also has other components that increase the games difficulty. Installation order: It should probably be installed after any quest or romance mods but before any other tweak mods. However, I could be wrong here so please feel free to report any issues you have with this working with other mods so we can determine the best time to install this. Scaled Spawning should be installed before you install Fixed Insane Difficulty This mod has 9 components: Scaled Spawning (BGEE Original Campaign Only) Scaled spawning adds new creatures (including creatures that you would otherwise not encounter in BG1) along the main (critical) path of the game. This is in part based on your difficulty level. This also does not change the AI for these creatures (so if you want a challenge there you might want to look into something like SCS). These are all just one-time encounters (they won't respawn). Sparse Resting (BGEE Original Campaign Only) Sparse Resting changes the probability of successfully resting in some areas based on your difficulty setting. In some cases it may now be extremely difficult to successfully rest. It will also open up the option to rest in other areas (that previously blocked resting). Chapter 7 Hardcore Component (BGEE Original Campaign Only) The chapter 7 hardcore component does three things 1. It makes it so that when you hit chapter 7 you lose access to all areas within the City of Baldur's Gate (as well as the farm area). The only way to access the city (and to leave as well) is to pay a smuggler to bring you into and out of the city. The smuggler can be found near the bridge in the bridge area. 2. It makes it so that your movement within the city is very limited. You are only able to move one area at a time - even if you have previously explored a section of the city. 3. It adds Flaming Fist patrols to the streets These restrictions will end at the end of Sarevok's coronation ceremony. Improved Beggars Component (BGEE Original Campaign Only) Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase. New Reputation Names Component This component renames the description you get for your given level of reputation to one of the following Savior Hero Adventurer Medler Ruffian Thug Sadist Reputation Rebalanced Component (BGEE Original Campaign Only) This changes reputation in a couple of ways - Higher and lower reputation characters get better prices in stores. A character with around 10 reputation for instance would pay more for a good than one with 1 or 20. - Starting reputation only varies between 9 and 11 now (depending upon your starting alignment). - A low reputation character killing someone in law enforcement is now unlikely to cause further reputation losses. Killing civilians however will. - The reaction modifier for players with higher reputation is improved. Players with 20 reputation now will get +7 to reaction instead of +4. This essentially makes the progression more even than in the vanilla game (at least compared to how low reputation's are handled). - Very low reputation characters will pay less to see a reputation improvement from donating to a church. Innocence Re-Conceived Component (BGEE Original Campaign Only) Changes who the game considers to be "innocent", meaning that killing people found in obscure locations (defined as being either a diagonal location or more than one (e,w,s,n) area away from an urban area) will not result in a reputation loss. Also makes it so that if you are a paladin that kills an innocent person you lose your paladin status. Rangers however do not face this restriction. Only Autosaves This Component makes it so that you cannot save the game. You must rely on autosaves (and your own wit) to make your way through it. Fixed Insane Difficulty This component turns Legacy of Bhaal into effectively a game where you are permanently playing on the insane difficulty setting. Note: I do not recommend you install the Fixed Insane Difficulty and Only Autosaves components after you have already started a game. The results could be very mixed if you do so. Anyways, special thanks to @Cuv and @Ardanis for helping me figure out the Weidu stuff behind the mod. Special thanks to Etamin for their work on the Polish translation. Fixed Insane Difficulty This component turns Legacy of Bhaal into effectively a game where you are permanently playing on the insane difficulty setting. Anyways, special thanks to @Cuv and @Ardanis for helping me figure out the Weidu stuff behind the mod. Also special thanks to @Etamin for providing the polish translation. http://www.shsforums.net/files/file/1149-rough-world/

Problems with water-overlays in pvrz-files

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Currently I am converting my original TIS files to PvRZ files, but the water overlays are not converted correctly.
I created the overlays for the „classic“ game, and the water looks good and fills in every gap, even between the planks of the bridge:
xwqzhjrezo6u.jpeg

After the PVRZ conversion, however, only the "full" tiles appear to be flooded with water.
cr8e23erdmo7.jpeg

I don‘t know if I did something wrong during the process of conversion or it is just another pvrz-EE-thing like the horizontal lines that sometimes show up between the tiles.
There was another thread that already mentioned that problem:
kiski wrote: »
But I found that the bridge area in not working as intended in Enhanced edition due to new TIS and PVRZ format - during the conversion in NI water overlay get screwed. Probably I know why, but have no time to correct it, because it would involve to create new "closed" tiles that represent cutted borders around the obstacles like rocks and bridge itself.
I wonder how beamdog converted original areas...
But - I have no idea how to fix it.
Overall, it would be a lot of work to start over from scratch by recreating all these overlays for the EE-Wed file.
Any help or advice would be appreciated!

MacOS WeiDu Launcher: easy mod installation on Macs!

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This is an app for easy, double-click launching of WeiDu on MacOS. It should make mod installation even easier on Macs than it is on Windows. https://github.com/subtledoctor/OS-X-Weidu-Launcher/releases HOW TO USE THIS - FOR PLAYERS: First, follow steps 1 and 3 here (you can skip step 2!): Then, for step 4, just drop this app into your game folder along with your mods, and double-click it. Choose which mod to install from the list. It will open up the Terminal and start the WeiDU installer for that mod. Just follow the prompts. After the first mod is done and you have "typed enter to exit" in Terminal, just run this app again and you can install a second mod. Just use this app every time, for each mod you want to install - simple! PLEASE NOTE: This app does NOT display your mods in any kind of order; do NOT just install them from top to bottom in the dialog box. Mod install order matters greatly with BG. It's not like Oblivion/whatever game where you can just check a box to 'enable' a mod. It's more like *layering* mods on top of each other. Think of a pizza: if you layer the ingredients out of order (cheese on the bottom?) it just doesn't work. So, I highly recommend planning ahead. Get all the mods you want to use, read up about them and about BG mod install orders. Maybe find the latest "BiG World Guide" .pdf that has installation notes for getting literally hundreds of mods to work together. Then write out the list, in order, so you can keep track as you go. That is kind of anal, but it is worth it in the end, because most people end up going through this process more than once (because they reinstall mods that are updated, or because they get the bug and end up finding more and more mods they want to try). NOTE FOR MODDERS:: This app can take the place of the dedicated "setup-X.command" scripts found in (e.g.) some of G3's Mac-packaged mods. One of my goals is to make *your* life easier, by simplifying mod packaging. All the player needs is a single copy of this app, a single generic copy of Weidu, and your .tp2 and mod folder. You don't need to do anything specific to the Mac OS, unless your mod uses some special tool like OggDec (and my understanding is that even those audio-handling tools are now cross-platform). With most mods out there, you can really just make a single package for your mod download, rather than one for each OS. Feel free to include this app in your mod package instead of a .command installer script. It's open-source, I don't mind it being re-distributed, altered, improved, whatever. As long as you don't claim you invented it, it's all good.

[v1.2] OlvynSpells: 77 New Spells for BG:EE, BG2:EE, IWD:EE and EET

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jrnjxbpqb61c.png

Version 1.2

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This mod adds up to 77 new spells to the game, which can be learned by spellcasters like any other spell. A lot of these spells are really cool, letting you do things you've never been able to do before. For example, here's the 2nd-level spell Ghostwalk, which lets you move a short distance through a wall:

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And here's an 8th-level spell that lets you reverse gravity:

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The mod also adds scrolls for the new mage spells throughout BG:EE, BG2:EE, and IWD:EE. There's no one store that sells all the scrolls (though big magic stores will sell a decent number of them); rather, you'll find them in various places over the course of the adventure.

I recommend installing EEex before installing this mod, because many of the new spells require EEex to work. Those spells won't be added to the game is EEex is not installed. EEex is currently Windows-only.

A few of the new spells are quite overpowered (like Enoll Eva's Duplication, which causes every spell you cast for the next 5 rounds to be cast twice), so the mod gives you the option not to add the really powerful spells to the game.

Here is a list of all the spells. I don't want to spoil what all the spells do, but you can guess what some of them do. Spells marked with a P will not be added to the game if you chose not to install the really powerful spells.
New Priest Spells:
1.
Snake's Swiftness (Druid)
2.
Beast Sense (Druid) - Will not be added if B Spells is installed
Fiery Link (Druid)
Null Healing (Cleric)
3.
Call Water Weirds (Druid) - Will not be added to IWD:EE
Shortening (Cleric) - Requires EEex
Fire Curse (Druid) - Requires EEex
4.
Disarm (Cleric)
Forest's Blessing (Druid) - Will not be added to IWD:EE
Turn Creature (Cleric)
Wall of Fire (Druid)
5.
Prolongment (Cleric) - Requires EEex, P
6.
Drown (Druid)
7.
Power Word, Heal (Cleric, Druid)
Nonrandom Zone (Lawful Cleric) - P
Enhance Attribute (Cleric, Druid)
HLA.
Colossal Growth (Druid)

New Mage Spells:
1.
Disruptive Surge (Wild Magic)
Inertia (Alteration)
Summon Lesser Kobold (Conjuration) - Will not be added if Spell Revisions is installed
Dimension Door (Alteration) - Will not be added if Spell Revisions is installed
Jump (Alteration) - Requires EEex
2.
Power Word, Pull (Conjuration)
Ghostwalk (Alteration)
Power Word, Push (Abjuration)
Intoxicate (Enchantment)
Null Healing (Necromancy)
Specific Spell Immunity (Abjuration) - Requires EEex
3.
Bounce Spell (Abjuration)
Fly (Alteration) - Requires EEex
Displacement (Illusion)
Terror (Necromancy)
Control Slime (Enchantment)
Legend Lore (Divination)
Glyph of Spell Storing (Abjuration)
4.
Wall of Fire (Evocation)
Phantasmal Killer (Illusion)
Ghoulish Feast (Necromancy)
Backstab Sequencer (Illusion)
Redirect Spell (Alteration) - Requires EEex
Copy Spell (Conjuration) - Requires EEex, P
Linked Portals (Conjuration)
5.
Life Transfer (Necromancy) - P
Absorb Spell (Abjuration)
Ball Lightning (Evocation)
Major Mirror Image (Illusion)
Skeleton Horde (Necromancy)
Commando Conjuration (Conjuration)
Missile of Patience (Evocation) - P
Ethereal Jaunt (Alteration) - Requires EEex
Slime Drop (Conjuration)
6.
Isaac's Greater Missile Storm (Evocation)
Freeze Inanimates (Alteration)
Greater Nightmare (Enchantment)
Spellshaping: Fireball (Alteration, Evocation) - Requires EEex
Slaying Sequencer (Necromancy) - Requires EEex, P
Mass Charm (Enchantment)
7.
Mass Cast (Alteration) - Requires EEex, P
Far Sequencer (Divination)
Protection from Time Stop (Abjuration) - P
Stygian Ice Storm (Conjuration)
Death Trigger (Necromancy) - Requires EEex
Critical Sequencer (Enchantment)
8.
Enhance Attribute (Alteration)
Globe of Invisibility (Illusion)
Otto's Irresistible Spin (Enchantment) - Requires EEex
Recurring Contingency (All) - Requires EEex, P
Omnipresence (Alteration) - P
Extend Vision (Divination) - Will not be added if B Spells is installed
Sphere of Reversed Gravity (Alteration) - Requires EEex
False Life (Necromancy)
Enslave (Enchantment)
9.
Perfect Invisibility (Illusion)
Mass Domination (Enchantment)
Attain Perfection (Alteration)
Vampiric Feast (Necromancy)
Mass Sequencer (Evocation) - P
Enoll Eva's Duplication (Alteration) - Requires EEex, P
Executioner's Eyes (Divination)
Phantasmal Dragon (Illusion)


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[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile! Download: https://github.com/UnearthedArcana/Might_and_Guile/releases Readme: https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't. These mod components now contain: 1) Revisions to warrior and rogue classes and kits: - A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities - A psionics system, and a fighter and thief kit who can use psionics - A complete re-working of the way bards work, allowing bards to sing and fight simultaneously, and to use more thief skills, and to cast spells spontaneously like a sorcerer rather than memorize them like a mage - Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too) - Revised Berserker kit and Rage ability - Revised Stalkers, and Beastmasters - Revised Archers and an all-new set of called shots - Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time) - Revised monk fist weapons, toggling back-and-forth from non-magical to magical - Revised Blade and Skald kit abilities - Revised Shadowdancer with new "Shadow Pool" instead of HiPS 2) Warrior and rogue kits: - 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade) - 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger) - 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer) - 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger) - 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief) It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

[MOD LIST] Mods by AionZ/Artemius_I

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Since the number of mods I have created has reached the point where I have a dozen threads that require maintaining and need to compete with other threads at the same time for visibility, I have created this list of all the mods I have created in order to have a condensed thread where I can post notices for new updates or mods that don't need their own threads.
  • My larger mods, namely NPC and kit mods will still maintain their threads in the case of news or updates, but my smaller mods will hopefully receive a little more attention here.
  • I will not post anything on unfinished or concept mods in this post. Information on those can be found either in their own threads or on my site.
  • I do not (directly) design or support mods for IWD:EE, PST:EE or any pre-EE Infinity Engine games, and have no plans for adapting my mods (this obviously applies to any kit, item or spell mods that I create) for any of the aforementioned engines. I do support EET, but only via assistance from others. Please don't ask for compatibility patches.
  • Most of my mods have been designed using v2.0+ versions of EE. Therefore, they will probably not work for those still on v1.3. Again, please don't ask.
  • Link to my mod site: https://artisans-corner.com/
  • Link to my Discord: https://discord.gg/MWraGyf
A lawful good female tiefling paladin of Ilmater. Banters, friendship, romance for both genders and a custom-designed kit. A neutral good male human priest of Tyr with an irreverent and sarcastic attitude. Banters, friendship and original voicing. A true neutral female half-drow hivemaster. An expansion of the original BG2 minor character with banters and friendship. No voicing. A lawful good gnome artificer thief. Banters, friendship, quest, new items and hints towards a romance with a female PC. This mod adds a collection of custom-made kits and reworks of existing kits for various classes and is a compilation of Arcane Archer, Pale Master, Mystic Fire, Hivemaster, Warhorn Shaman and Way of the Assassin. Adds five new bard kits to the game, each with specialized custom bard songs. Additionally, a new store that sells bardic items is added to a BG2:EE install.

Warlock

A rough implementation of the 3e warlock as a unique class. Adds a new school of magic to the game. Play as a Shadow Adept with a selection of 100+ exclusive Shadow Weave spells, some with similarities with Weave magic while others are completely original. Shadow Magic is more powerful than regular magic but also dangerous as it drains the user's life force. Includes new kits with exclusive spells, items and familiars. Assorted personalized tweaks that fit no particular category Patches up all empty animations for Sarevok's model, allowing it to be used without crashing or disappearing models.

[MOD IDEA] Limited Resting

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Howdy folks!

Something I've been tossing around in my head is the idea of changing how resting works in Baldur's Gate and other IE games.

It's always bugged me how you can mostly ignore temple services, drop a few coins at the local inn (or just sprawl out on the floor somewhere if you're feeling cheap), sleep a few times (or once) and heal up good as new.

So I'd like to get some input on the ideas I've got to give the resting system a bit of an overhaul! Keep in mind, my Baldur's Gate modding so far has been mostly tweaking NPC's, Items or just making little pictures for portraits, so please bear with me if I say anything that's dumb and the engine clearly can't do.

Here are some of the ideas I'm currently brainstorming. Any input, suggestions, warnings on issues that might be caused, or just general criticism is welcomed. (Also, I'd suggest “Rest Until Healed” is off for the full mod experience, but I think things would still work with it turned on).
1. Limited Resting
Probably the main thing I'd want to accomplish. Resting can only be done once every 12 hours (by default).
The party would not be able to rest again, either at an Inn or in the wilderness until the timer has run out.


2. Natural Healing (Regeneration)
Regeneration is obviously something that's in the game already. But I think it might be fun to have a slow regeneration of hitpoints over time (slower than default regen).
This would represent the characters naturally healing from injuries. Con score could possibly either dictate how quickly a character would heal, or how many hitpoints they recover.


3. Fatigue Overhaul
An expansion on the fatigue system.
This may not be needed, as default penalties from fatigue may suffice. However, not being able to rest at will may mean players will have to play with certain NPC's fatigued for longer periods of time. This could possibly present the opportunity to add interesting debuffs.

I know some in-game events require the party to rest, but I don't think putting a timer on the resting would cause any issues with any of these. However, if anyone can think of an issue that might arise, please do let me know.

So! That's my idea. Wherever or not I get around to doing anything about it depends mostly on how well I can learn to mod the Infinity Engine. But I certainly would appreciate any suggestions or advice.

Thanks for reading!

[MOD] Items of the Planes

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Items of the Planes is a mod that changes the various weapons and gear available in Planescape: Torment in a manner akin to Item Revision for the Baldur's Gate series of games. The goal of this mod is to make itemization slightly more interesting, and make combat a bit more interesting instead of some arbitrary tactical slogs in between dialog menus. The latest release of this mod is available on Github. The mod was made with several design philosophies in mind, as are explained. A full index of the items changed by this mod is available in the posts below.

Standardized Weapons

Weapon design in Planescape is all over the place. Items of the same class have vastly different mechanical numbers attached (e.g. there are punch daggers that deal 1d2 damage all the way to 4d4). Absolute first order of business is establishing a baseline for all weapons of a given "type". The types are defined as follows: - Axes: d8 slashing damage; usable by Fighters - Clubs: d6 crushing damage; usable by Fighters and Thieves - Hammers: d8 crushing damage; usable by Fighters and Priests* - Maces: d6 crushing/piercing damage; usable by Fighters and Priests* - Daggers: d4 slashing/piercing damage;; usable by Fighters, Mages, and Thieves - Punch Daggers: d3 piercing damage; +1 Attack per Round; usable by Fighters and Thieves - Gauntlets: d3 crushing damage, +1 Attack per Round; usable by everyone. Maces are now grouped with Hammers rather than Clubs for the purposes of Proficiency.

Expectation vs. Reality

Did you know that Vhailor's Axe actually receives no bonuses against Chaotic enemies, despite the description claiming "[t]he considerable damage it causes to an opponent is doubled if the axe strikes a guilty or chaotic creature"? Did you also know that The Justifier, despite explicitly stating that it was "designed to aid the followers of good and maim the followers of evil" has no alignment restriction, nor any damage bonus against Evil enemies. These kinds of inconsistencies are present in dozens of items present in the game. No longer. Any description of the enchantments of the item will accurately describe what the item does (perhaps with slight tweaks to the description or the actual effect). For example, Vhailor's Axe "Final Judgment" now has the Axiomatic property (+2 to damage vs. non-lawful; +2 more damage [+4 total] vs. chaotic), while his armor grants him the effects of a permanent Protection from Chaos (+2 to AC and saves vs. chaotic creatures) effect.

The Planes of Balance

Mage items in Planescape Torment are comically overpowered. The best in slot Mage-exclusive earring gives 2 1st level spell slots and +2 Armor Class; the best Thief exclusive earring gives +10% bonus to Stealth. The former is better than all other earrings, while the latter can't even rival the mediocre faction earrings. Mages in Planescape can actually get more AC than Fighters through combination of the Mage-exclusive Magus Guard + Ring Zero + Ring of Thex (which, in addition to a total base AC of -3, provides +20 Max HP, +3 Int, +1 spell slot per level, and +2 to all saves). Having made my point, part of this mod seeks to normalize balance within item groups, and make sure that Fighters, Mages and Thieves all have gear of equivalent power available to them.

Missing Items

There are a few items for which I haven't been able to come up with interesting designs that work within the game's framework. I have listed them below; be aware that some of these items may be minor spoilers. If you have any ideas for how to change these items, especially cool or unique effects that would feel out of place in other Infinity Engine games, please leave a comment. [spoiler] - The Justifier - Punch Daggers of True Death - Entropic Blade - Anarchist Earrings #2, 3, 4 - Deionarra's Ring (and its Upgraded Version) - Bolts of Kessek the Devourer - Ingress' Teeth - Eye of Vecna [/spoiler] There are also a few items that I have changed, but haven't come up with a good way to obtain them in game. If you have ideas for where to put there, let me know. [spoiler] - Rat-tail Bracelet: Xaositect only, linked to Barking-Wilder but currently unobtainable - Indep Earring: Indep only (aka Annah only), no way to get it described in game [/spoiler] As always, I'm open to questions, comments, and criticism. Happy planeswalking!
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