Eilistraee's Song is a project, which expands the plot of Eilistraee - the deity of drows that rebelled against Lolth the Spider Queen. Eilistraee is actually mentioned in original BG2:SoA by Solaufein after we decide to let him go, but still players were never allowed to get know the full tale.
This mods adds content for players who decided to spare Solaufein's life and let him escape. That means that your decision in Underdark actually has a consequence in the later game. I think it's a pity in original BG2 your decisions in Ust Natha don't really matter in the later chapters. When Solaufein returns to you later, after escaping Ust Natha, he tells you how grateful he is. Eye for an eye, and friendly arm for a friendly arm - he tells you about a new place, where you can ask for help with getting your soul back.
Mod includes 6 new areas, 21 new items (2 of those are available through Cromwell) and obviously some new quests - it's up to you if you wish to complete them or focus on real quests and get your soul back. On the areas you may hear new music themes.
Also, there is a new kit available by completing one of minor quests, although there are some requirements (female, cleric - baseclass, multi- or dualclassed, non-evil character, elf or half-elf). Yes, it's a bit harsh, but that's what the D&D book says.
Installation:
-This mod is a WeiDU mod, so you can install it as any other WeiDU mod. Unzip the archive to your Baldur's Gate 2 directory and run Setup-Eilistraee.exe
-Note that this mod requires BG2:ToB installed!
-Mod is compatible with Solaufein NPC
-If you're using BG2EE START A NEW GAME to find the clearing on the map.
SHS THREAD WITH DOWNLOAD LINK
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[mod] Eilistraee's Song
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[mod]Will I have any issue ?
Hello everyone !
20years after my first run, I decided to go back to BG. The EE + mods really made their ways to my mind so....decided to try !
The full trilogy, of course
It's Steam, so version 2.5.
I have selected a small number of mods to install, but I am afraid of crashing the game (only my second time with mods, but Morrowind was designed for so....
).
I looked through the readme, but with all the versions, I got a bit lost, and maybe some things have escaped my sight![:'( :'(]()
Would anyone please tell me if by this selection, I will be doomed or not ? Or if some are redundant...not sure coz there are really big ones....(I have of course taken modmerge and weidu)
BGTrilogy
Ascension
Unfinished Business
Almateria's restoration project
Sword Cost Stratagems
Spell Revision
Big Picture
Big World Fixpack
NPC EE
Song and Silence
Divine Remix
I'll do my best to answer questions if you have some....
Thanks people.
20years after my first run, I decided to go back to BG. The EE + mods really made their ways to my mind so....decided to try !


I have selected a small number of mods to install, but I am afraid of crashing the game (only my second time with mods, but Morrowind was designed for so....

I looked through the readme, but with all the versions, I got a bit lost, and maybe some things have escaped my sight

Would anyone please tell me if by this selection, I will be doomed or not ? Or if some are redundant...not sure coz there are really big ones....(I have of course taken modmerge and weidu)
BGTrilogy
Ascension
Unfinished Business
Almateria's restoration project
Sword Cost Stratagems
Spell Revision
Big Picture
Big World Fixpack
NPC EE
Song and Silence
Divine Remix
I'll do my best to answer questions if you have some....
Thanks people.
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SCS difficulty questions
I played vanilla BG when it came out 20 or so years ago and was familiar with D&D 2nd edition (I still have the books). Bought the EE versions a few years ago as well as IWD EE and eventually SoD when it came out. I just got back into playing these games recently (played IWD that I had for years and never played yet and just replayed BG2/ToB).
Overall, I've done maybe about 4-5 BG1 playthroughs, 1 IWD, 1 SoD, 2 BG2/ToB. All were done on Core Difficulty and with different party compositions (sometimes magic intensive, sometimes almost no magic and so on).
I'm about to do the whole series again (BG1/SoD/BG2/ToB) and for the first time, I'm looking into possibly using some mods (I only used one for the first time on my last BG2 run but it mostly only added some of the SoD items to merchants or locations).
For the most part, I find the game series a bit too easy. From what I can remember, in BG1, aside from unlucky saves vs a basilisk petrification and such, I can only recall the final fight and possibly the greater wolfwere as being challenging (the wolfwere is mostly because there are so few weapons that can damage him). In SoD, I only recall the final fight again. In BG2/ToB, maybe 2-3 lich fights (like Kangaxx) but part of it was because I killed them early/mid act 2 at low level (I had to cheese Kangaxx's 2nd form with a scroll of protection vs undead) and the final fight of ToB is more challenging.
During my last playthrough, my party was heavy on physical damage and about 95% of the fights I could just throw Dispell Magic from Keldorn followed by Truesight (enemy casters often go invis after setting their defenses up) and take out everything with regular attacks.
The regular difficulty slider only says that it increases enemy damage which I'm not excited about partly because it strays more from the original pnp rules and it reinforces the RNG where if you take a hit, you might die and if you don't, nothing is changed.
So I often read people talking about SCS over the last few years and am considering giving it a try, am about halfway through the Readme to see the changes at the moment.
Here are my main questions:
1- I would like enemy AI to be better and have more of a challenge, I would enjoy them to use all or at least more of their abilities. So I think in the improved AI, I should set it to "tactical" (it's the 3rd difficulty out of 5)? I would be interested in enemies to be at their higher potential BUT I don't really enjoy spending 10-15mins buffing up my party with spells/potions/scrolls/items (I do it on rare occasions against a major boss fight if I think it's worth it) so I don't really want to have to do this nonstop before every fight. Is Tactical difficulty the right choice in this case or must I go with something lower?
2- From what I've read, it seems like fighting enemy casters is a lot harder (especially liches) and it becomes complicated to strip their defenses. Does this mean that having at least 1 arcane spellcaster in the party is mandatory (in order to have the various protection breaking spells early on)? This would limit party composition options quite a bit but at the same time, I understand that the mod could be to try to force the user to build up a better rounded and more solid party.
3- Similar to the previous question, I read that thieves are very annoying by chaining backstabs and drinking potions. Does this mean that a character with something like Truesight is mandatory? Also, does this mean that the 2-3 items that give immunity to backstab in BG2 can be worth using now or will those thieves still just ignore those party members and go onto your squishier members that aren't immune?
4- An other mod I'm hesitating about (I'm not sure I fully understand what it does but maybe it would be spoiling myself if I did) is Ascension from the same person that made SCS. I was confused when I read the SCS changes about this and the Demogorgon, the Demogorgon is weaker if you have both mods installed than if you only have Ascension?
5- Finally, the other main mod I read about that I'm thinking of MAYBE using is the Spell Revision one (supposed to be compatible with SCS although I read a post from someone that had issues with both together). I like a lot of the changes on the list although some like the 8h lasting -10 THAC0 from a lvl 1 Blind spell could be very frustrating to deal with if an enemy casts this onto me as there isn't a lot to dispell this effect early game depending on your party composition. There are also a few changes to some good spells that I'm not too happy about. Overall, I'm wondering if it might not make spell casters way better than non-casters (since their kits are not revised) but my other big concern is its interaction with SCS. If SCS makes enemy spell casters a lot harder to deal with, does the Spell Revision mod which makes a lot of the spells much more potent end up pushing this difficulty too far (there are maybe 3-4 strong spells that are nerfed but for the most part, it's significant buffs)?
Overall, I've done maybe about 4-5 BG1 playthroughs, 1 IWD, 1 SoD, 2 BG2/ToB. All were done on Core Difficulty and with different party compositions (sometimes magic intensive, sometimes almost no magic and so on).
I'm about to do the whole series again (BG1/SoD/BG2/ToB) and for the first time, I'm looking into possibly using some mods (I only used one for the first time on my last BG2 run but it mostly only added some of the SoD items to merchants or locations).
For the most part, I find the game series a bit too easy. From what I can remember, in BG1, aside from unlucky saves vs a basilisk petrification and such, I can only recall the final fight and possibly the greater wolfwere as being challenging (the wolfwere is mostly because there are so few weapons that can damage him). In SoD, I only recall the final fight again. In BG2/ToB, maybe 2-3 lich fights (like Kangaxx) but part of it was because I killed them early/mid act 2 at low level (I had to cheese Kangaxx's 2nd form with a scroll of protection vs undead) and the final fight of ToB is more challenging.
During my last playthrough, my party was heavy on physical damage and about 95% of the fights I could just throw Dispell Magic from Keldorn followed by Truesight (enemy casters often go invis after setting their defenses up) and take out everything with regular attacks.
The regular difficulty slider only says that it increases enemy damage which I'm not excited about partly because it strays more from the original pnp rules and it reinforces the RNG where if you take a hit, you might die and if you don't, nothing is changed.
So I often read people talking about SCS over the last few years and am considering giving it a try, am about halfway through the Readme to see the changes at the moment.
Here are my main questions:
1- I would like enemy AI to be better and have more of a challenge, I would enjoy them to use all or at least more of their abilities. So I think in the improved AI, I should set it to "tactical" (it's the 3rd difficulty out of 5)? I would be interested in enemies to be at their higher potential BUT I don't really enjoy spending 10-15mins buffing up my party with spells/potions/scrolls/items (I do it on rare occasions against a major boss fight if I think it's worth it) so I don't really want to have to do this nonstop before every fight. Is Tactical difficulty the right choice in this case or must I go with something lower?
2- From what I've read, it seems like fighting enemy casters is a lot harder (especially liches) and it becomes complicated to strip their defenses. Does this mean that having at least 1 arcane spellcaster in the party is mandatory (in order to have the various protection breaking spells early on)? This would limit party composition options quite a bit but at the same time, I understand that the mod could be to try to force the user to build up a better rounded and more solid party.
3- Similar to the previous question, I read that thieves are very annoying by chaining backstabs and drinking potions. Does this mean that a character with something like Truesight is mandatory? Also, does this mean that the 2-3 items that give immunity to backstab in BG2 can be worth using now or will those thieves still just ignore those party members and go onto your squishier members that aren't immune?
4- An other mod I'm hesitating about (I'm not sure I fully understand what it does but maybe it would be spoiling myself if I did) is Ascension from the same person that made SCS. I was confused when I read the SCS changes about this and the Demogorgon, the Demogorgon is weaker if you have both mods installed than if you only have Ascension?
5- Finally, the other main mod I read about that I'm thinking of MAYBE using is the Spell Revision one (supposed to be compatible with SCS although I read a post from someone that had issues with both together). I like a lot of the changes on the list although some like the 8h lasting -10 THAC0 from a lvl 1 Blind spell could be very frustrating to deal with if an enemy casts this onto me as there isn't a lot to dispell this effect early game depending on your party composition. There are also a few changes to some good spells that I'm not too happy about. Overall, I'm wondering if it might not make spell casters way better than non-casters (since their kits are not revised) but my other big concern is its interaction with SCS. If SCS makes enemy spell casters a lot harder to deal with, does the Spell Revision mod which makes a lot of the spells much more potent end up pushing this difficulty too far (there are maybe 3-4 strong spells that are nerfed but for the most part, it's significant buffs)?
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Ascension v2.0
Over the last few months I've been quietly working on a complete recoding of the (classic, wonderful) Ascension mod, to take advantage of modern tools and techniques, adapt more completely to the Enhanced Edition (while remaining compatible with the original BG2) and fix a very large number of small (and some not-so-small) bugs.
I'm pleased to say that - with the generous permission of Cuv (on behalf of the original authors), Wes Weimer (the now-retired maintainer of the original WEIDU version) and AlienQuake (the maintainer of v1.5-1.7) - I'm now ready to release version 2.0 of Ascension.
A download link to version 2.0 is here, and the readme can be accessed here.
I'm also pleased to announce - again, with the generous permission of Cuv, Wes and AlienQuake - that the Gibberlings Three will be providing a discussion forum for the new version of Ascension (link to follow soon once it's live), since the official forum at pocketplane.net has been moribund for many years.
EDIT: the new forum is here.
I'll put a fuller list of the changes in v2.0 in the next post down, but the biggest changes are:
I'm pleased to say that - with the generous permission of Cuv (on behalf of the original authors), Wes Weimer (the now-retired maintainer of the original WEIDU version) and AlienQuake (the maintainer of v1.5-1.7) - I'm now ready to release version 2.0 of Ascension.
A download link to version 2.0 is here, and the readme can be accessed here.
I'm also pleased to announce - again, with the generous permission of Cuv, Wes and AlienQuake - that the Gibberlings Three will be providing a discussion forum for the new version of Ascension (link to follow soon once it's live), since the official forum at pocketplane.net has been moribund for many years.
EDIT: the new forum is here.
I'll put a fuller list of the changes in v2.0 in the next post down, but the biggest changes are:
- Many small coding changes to accommodate the Enhanced Edition more fully
- A large number of small (and a small number of large) bugs fixed
- reorganization of the component structure for greater clarity
- breaking the main component into subcomponents
- extensive documentation (including of all changes)
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[Tool] UI-based Spell Learning for Sorcerers/Shamans
This function is designed to implement a UI-based Spell selection system, as an alternative to dialog-based Spell Selection, utilizing the Sequencer/Contingency spell selection menu to learn arcane or divine spells. Innate abilities "can" be learned this way as well, but cannot currently be tracked, and thus not supported.
I have kept the changes it makes to UI.MENU to an absolute minimum, to reduce the chances of incompatibility, but any UI mod that outright replaces UI.MENU will obviously not be compatible.
The function requires a 7-character filename and creates the following files:
Screenshots:
Not implemented, but possible:
- '%filename%.SPL' - Usable at-will innate ability to access spell menu.
- '%filename%D.SPL' - Sequencer activation subspell, activated automatically.
- '%filename%X.EFF' - Sequencer creation EFF
- '%filename%X.2DA' - Primary spell list, identical in form to the spell lists for Opcode 214 (Select Spell). If specified, the function will automatically populate the list with appropriate "default" spells (SPPR/SPWI), based on HIDESPL.2DA and the specified exclusion flag. Spells may be manually appended to the list as desired, and spell level is automatically detected and filtered by the UI. Spells omitted or removed from this list will not count towards the characters number of spells known (such as the Shaman's bonus spells).
INCLUDE ~%filepath%/SEQUENCER_MENU.TPA~
LAF CREATE_SEQUENCER_MENU
INT_VAR
tip = stringRef
// String Reference from dialog.tlk, this is the Instructions displayed in the Sequencer Screen
name = stringRef
// String Reference from dialog.tlk, this is the name of the ability used to open the Sequencer Menu
desc = stringRef
// String Reference from dialog.tlk, this is the description for the ability used to open the Sequencer Menu
class = value
// 1 for arcane, else divine, doesn't matter if using custom spell lists.
maxlevel = value
// If non-zero, only spells up to this level will be automatically added to the primary spell list.
// If zero, no spells will be added (to add them manually or use custom mutlilists).
// If omitted, default maximum is used (9 for arcane, 7 for divine).
exclude = value
// If any exclusion flags at offset 0x1e of a spell match this value, it will be excluded from the primary spell list.
multilist = value
// If non-zero, function assumes that primary spell list is instead a list of other 2da files each with their own spell lists, all of which will be made available.
// Intended for School/Sphere systems, so that each school/sphere can have it's own list, while kits would just have a list of those lists as appropriate.
// Such sub-lists 'must' have an accompanying spell of the same name.
// If "Sphere1.2da" is a list of spells, "Sphere1.spl" must exist as a spell file, though it's contents are irrelevant.
column = value
// for use with custom spelllists, column of file to use.
alignment = value
// If non-zero, function enforces that spell selection should respect alignment restrictions (currently only if they are provided by an external source - it cannot read them through the UI).
global = value
// If non-zero, function will read known spells in LOCALS and GLOBAL variables. Activating ability will take up to 1 second before menu pops up while variables are checked/set.
// If 1, Subspells to learn spells will need to be setup manually, since this mode is only intended for spells that cannot be "known" in the normal manner.
// If 2, subspells are still created as normal.
// If the spells LOCALS variable is set to 1, it will be considered "known" and count towards the known spell limit.
// If the spells LOCALS variable is set to 2, it will be considered "known" but not count towards the known spell limit.
// The LOCALS/GLOBAL variable for each spell is it's RESREF.
STR_VAR
resref = ~filename~
// 7-character or less filename for Spell Selection ability
icon = ~filename~
// Icon for Spell Selection ability
spelltable = ~filename~
// 2DA table (no extension) for Known Spells, defaults to SPLSRCKN(.2DA) or SPLSHMKN(.2DA) if not specified.
// If used, SPLSRCKN.2DA and/or SPLSHMKN.2DA will be cloned as SPLSRCKN_BACKUP.2DA and SPLSHMKN_BACKUP.2DA for future referencing,
// while the main files are zeroed out so that normal spell selection is disabled.
// The specified 2DA File must exist in game.
spelllist = ~filename~
// 2da file (no extension) with custom spell list, only spells in this file will be added, still subject to maxlevel.
// First column can contain either IDS label or RESREF of a spell
// Other columns contain either '1' (yes) or '0' (no).
// The specified 2DA File must exist in game.
title = ~string~
// String to display in main "Title" slot of Sequencer Screen, added to appropriate "L_%EE_LANGUAGE%.LUA" file.
label = ~string~
// String to display in sub "Title" slot of Sequencer Screen, added to appropriate "L_%EE_LANGUAGE%.LUA" file.
attribute = ~value/string~
// 1, STR, STRENGTH, 2, DEX, DEXTERITY, 3, CON, CONSTITUTION, 4, INT, INTELLIGENCE, 5, WIS, WISDOM, 6, CHA, CHR, CHARISMA
// Is not case sensitive. Omit if not needed.
attrtable = ~filename~
// 2DA table (no extension) with bonus/penalty to Known spells based on specified attribute.
// Format is identical to the priests bonus wisdom spell table, MXSPLWIS.2DA.
// Table can contain postive and negative values. A sufficiently large penalty can be used to prevent selecting spells at the specified attribute score.
// The specified 2DA File must exist in game.
// Omit if not needed.
subspell = ~character~
// Default = ~L~
// Subspells for each learnable spell will be created, appended with this character (SPPR101.SPL -> SPPR101L.SPL)
// Must be a single character, must not already be in use by spells (A,B,C,D,F,P are not permitted)
blacklist = ~array name~
// Array ~%blacklist%~ will be scanned over for IDS spell labels as well as spell resrefs.
// All valid spells listed will be ommitted from the auto-generated spell lists.
// No function when using pre-built spell lists.
custom = ~lua function string~
// If this variable is set, only the core function is installed, and the sequencer "resref" is set to call the function defined in this variable.
// No files are created related to "resref".
// This is only meant to open access to the sequencer/contingency spell lists to other ideas.
END
The following will mimic the default sorcerer/shaman spell options (provided proper tra references):
OUTER_SPRINT title @293 OUTER_SPRINT action @294
LAF CREATE_SEQUENCER_MENU
INT_VAR class = 2 maxlevel = 7 exclude = 0x80000000 tip = RESOLVE_STR_REF (@295) name = RESOLVE_STR_REF (@293) desc = RESOLVE_STR_REF (@293)
STR_VAR resref = ~SPLSHMK~ icon = ~SPPR316B~ title action
END
OUTER_SPRINT title @290 OUTER_SPRINT action @291
LAF CREATE_SEQUENCER_MENU
INT_VAR class = 1 maxlevel = 9 exclude = 0x00004000 tip = RESOLVE_STR_REF (@292) name = RESOLVE_STR_REF (@290) desc = RESOLVE_STR_REF (@290)
STR_VAR resref = ~SPLSRCK~ icon = ~SPPR316B~ title action
END
The following is optional code to flag a spell that is on the list of available choices has been given for "free", not counting against their known limit. Apply (w/ Timing Mode 9) the EFF file to the creature when the spell is gained, to prevent it from counting against their spell limit. "SPELL_RES" should be the resref of this "bonus" spell. "%resref%" should be the same string that was passed to the CREATE_SEQUENCER_MENU function. Note that using this will result in the character having a permanent "Spell Sequencer Active" portrait icon.
APPEND ~BGEE.LUA~ ~mageBookStrings['%resref%'].title = mageBookStrings['%resref%X'].title~
CREATE EFF ~(anything)~ WRITE_LONG 0x10 256 WRITE_LONG 0x2c 100 WRITE_ASCII 0x30 ~SPELL_RES~
WRITE_LONG 0x60 1 WRITE_ASCIIE 0x94 ~%resref%~


- Multiclass spell learning. Currently it only reads the first-class Level, the others are accessible, but more complicated to convert to an integer.
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Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)
Faiths and Powers
2018-05-28 Download Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs. A quick and useful guide to kits and spheres Special thanks to @ineth for this Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp. Attached Hotfixes for earlier versions (install after fnp): - Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip" - Version 0.74h: use the file titled "fnp74_use_hotfix.zip" Most recent update:0.74.37 Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs. Version 0.74.37 2018-07-26 - Upgraded Weidu to v246 2018-07-06 - Revised several kit description entries. Version 0.74.36 - 'officially' depreciated component 101 - Further updated the readme Version 0.74.35 - Added 'radical version' descriptor for full install Version 0.74.34 - Updated Weidu to 245 2018-07-05 - Started Proper Github readme - Corrected a discrepancy in Acolyte of Ilmater description Version 0.74.21 2018-01-06 Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon Created Acolyte/thief of Shar Created Cleric/fighter of kelevmor Created cleric/mage of kelevmor Created Cleric/Mage of talos Created Acolyte/mage of Deneir Created Acolyte/mage of Sune Created Acolyte/mage of Moander Created Acolyte/thief of moander version 0.74.20 2017-12-09 Updated Text: Everwatch Knight of Helm Updated Text: Cherub of the Ruby Rose version 0.74.19 2017-12-07 Updated Kelevmor Kit Description Updated Cyric kit description Updated Umberlee kit description Updated Pally of Tyr kit description Updated Harvester of Myrkrul kit description 2017-12-06 - Updated Stormwall - Updated a few kit descriptions - Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza) 2017-08-26 Version 0.74j - priest of Umberlee abilities and usability - multiclass kit usability (e.g. C/M of Baervan and druid/mage) - mystic warrior abilities 2017-08-14 Version 0.74g - fixes Contingency spells. Sort of. Mostly. - changes to spellbinder 2017-08-13 Version 0.74f - added conjure water elemental to water sphere - fixed shades and shadow monsters - fixed mystic warrior - improves the cross-mod compatibility stuff. 2017-08-10 Version 0.74b - Fixed an error with an errant "/" 2017-08-09 Version 0.74 This is v0.74. I bumped the version number because there are a few meaningful changes: - Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits. - Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.) - DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT... - Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level. - This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works. 2017-08-08 Version 073b - All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups. - Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables. - Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.) - Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.' - Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits. - If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.) - Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times. 2017-08-06 Version 0.72 -diff install options for BG(2)EE/IWDEE 2017-08-02 Version 0.71b - Fixed issue with option 2 2017-08-01 version 0.71a Fixed installation issue with option 1 -2017-07-31 version 0.71 Lots of fixes: -fixes for spells -fixes for HLAs -two new spheres: Exploration and Perdition -variables for custom weapon use for kits -cleaned up a ton of code everywhere -updated compatibility packet for other mods 2017-06-03 Version 0.64a Minor changes to sphere access 2017-06-03 Version 0.64 -Fixed cleric of Kelevmor death ward and neg plane protection -Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability) -Added misfire reference to spell in for Beshaba Acolyte description -Fixed icons in misfire spell/special ability for Beshaba Acolytes -Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell... -Grammar issues: Champions -Grammar issues: Zealots -Zealot of Ilmater: Correctly added frenzy in 2da -Acolytes: Added bonus spells (and lore bonuses in a few cases) -Changed Beshaba's spheres around. Focus: Dread. -Removed override references to COMPILE lines 2017-03-13 Version 0.63b - NPC cleric kits - Fixed bug re acolyte of mystra - Bug fixes re: kit adding code - Fixed deity dialog issue with mc clerics 2017-02-27 Version 0.61a - Added a valid marker for IWDEE divine spells If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder. Version 0.61 - Removed references to SoD in engine check - Added Clangeddin cleric - Added a draft of Baravar (but not added in the game via tp2 or otherwise) - Removed backup folder - Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed. Known Issues: - Water and fire elemental scripts need to be looked at - Shout spell doesn't seem to work - Summoning shadow monsters crashes the game - Doomguide cleric Turn level issue - b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy) - At 11th level the Ur-Priest received Shadow Step as a special ability - Elemental sphere descriptions are all over the place (only for custom spells) - Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere) - Many multi class kits missing - prayer and rec spells Faiths and Powers: Gods of the Realms This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and↧
[MOD] Portraits Portraits Everywhere (for BG1EE, SOD, BG2EE, IWDEE, EET)




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Contributing to other mods?
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 7.15 (before proficiency and strength bonuses)
Varscona average damage is 7.875 (before proficiency and strength bonuses) and you get a hand free for a shield or a second weapon!
Is that too powerful for a spear in BG1?
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 7.15 (before proficiency and strength bonuses)
Varscona average damage is 7.875 (before proficiency and strength bonuses) and you get a hand free for a shield or a second weapon!
Is that too powerful for a spear in BG1?
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[WIP] Aura, a gnome artificer NPC for BG2:EE

Aura's portrait was created by myself with assets from Creative Commons licensed stock images
Race: Gnome
Class: Artificer (Thief kit) alternate: illusionist/artificer, priestess/artificer
Alignment: Lawful Good
Strength: 8
Dexterity: 16
Constitution: 13
Intelligence: 19
Wisdom: 16
Charisma: 15

When asked about her past, AURA informs you that she was born Aurelia Minerva Evie Glimmershine of Anchoril, Lantan, the third daughter within a large gnomish family of two elder sisters, a younger brother, and twin baby siblings. From a young age, Aura displayed a natural talent in invention and craft and was inducted by her parents to the Sambaran College of Artificers. Quickly recognized as a prodigy by her tutors, she was recommended to the most prestigous and specialized academies of Lantan to be taught the nation's most respected disciplines. Aura's interest in magic, sparked by her brother's innate arcane talents, also drove her to learn the art of runecasting. After completing her studies and reaching adulthood, Aura left home with the blessing of her family to explore various lands and pursue knowledge in the outer world. During one such travel to the Far East, she was shipwrecked and struck with amnesia, awakening under the shelter of a priestess in Mikedono, one of the major islands of Kozakura. She remained in Kozakura, adapting to the foreign culture as her memories gradually returned over the years before her guardian's death led her to leave Kozakura and return to Faerûn. During her time in Athkatla she gained the goodwill of the Jansen family and became a guest in their household, where she has continued to practice her craft. Despite this, she is eager to be back on the road, where her talents can be put to practical use.

Aura can be befriended by any protagonist so long as the party's reputation exceeds 8. To begin a romance with Aura, the protagonist must fulfill the following prerequisites:
- Female
- Non-evil
- 12+ Intelligence
- 10+ Charisma
- 9+ Reputation
Whether or not Aura knows the protagonist from BG1 or SoD does not affect candidacy, although acknowledging a prior relationship initiates the romance upon first meeting - otherwise, romance is begun through showing interest in the initial friendship talks.
If the party reputation falls below 9, both friendship and romance dialogues are halted until reputation exceeds the threshold again.
Should neither Aura or Imoen be in a romance by Throne of Bhaal, they will initiate a semi-romantic dialogue branch with each other.

Regardless of whether or not Aura is in the party, the workshop is available as an area where magical items may be created or upgraded. In order to upgrade an item, the appropriate schematic must be found first. A few schematics are available from the start, while others must be discovered throughout Amn.
In Throne of Bhaal, the Pocket Plane acts as a substitute for the workshop.
The automaton is also able to be upgraded while in the workshop at the cost of resources, which may include gold, magical items, scrolls, or gems. Basic upgrades include the following:
- Augmented Blade - add an enchantment level to the automaton's attack
- Weapon of Impact - enhance the automaton's crushing weapon damage and stun chance
- Keen Edge - enhance the automaton's slashing weapon damage and critical chance
- Reinforced Plating - enhance the automaton's armor class and physical resistance
- Anti-Magic Shielding - enhance the automaton's saving throws and magic resistance
- Self-Repairing Thaumaturgy - enhance the automaton's hit points and regeneration rate
Additionally, special upgrades may be discovered and applied. These include the Teleport, Golem Haste, Golem Slow and Gas Cloud abilities, as well as others.

Soon after Aura joins the party, she will gain access to the Create Autocannon ability. With this ability, an artificer may attempt to create a Lantanese Autocannon in the targeted location. The success of the ability is dependent on the artificer's Set Traps skill. This autocannon will become active upon an enemy creature entering its range. The autocannon is immobile and attacks five times per round with fiery missiles dealing 1d3+1 damage per missile with a +6 enchantment. Automatons have a 5% chance per round of becoming charged, granting a +4 bonus to THAC0 and doubling their attacks per round for six seconds.
For each 15 points of Set Traps above 100 from the artificer, autocannons gain a +1 bonus to THAC0 and +5 bonus hit points. Once activated, autocannons last for two turns.
Aura begins with a single use of the ability per day, and does not gain more with levels. Instead, additional autocannons may be acquired at various stages of the game, allowing her to use the ability more often. A maximum of six uses per day is possible. While autocannons may not be upgraded in the same manner as automatons, certain items may modify them, from increasing their accuracy to changing their damage type.

Q: When will the mod be complete?
A: Ideally, mid-2019 (June or July). However, depending on circumstances it may be pushed to as late as October. I will strive to make sure an early version of the mod is released before next year though.
Q: Where can Aura be found?
A: In her workshop, an extension of the Jansen residence.
Q: Are there quests available?
A: Yes. Two major quests and two minor quests in SoA, one major quest in ToB. Note that the minor quests do not require Aura's presence, but some of the items are only useful for her, or need to be brought to her first.
Q: How mature is the general contents of the mod?
A: The mod's writing is overall suitable for all audiences, with no explicit sexual content or overly coarse language. Psychologically, the writing may potentially get a little dark at places, but nothing worse than a T.
Q: How mature is the romantic content of the mod?
A: Again, nothing explicit. If anything, the romance will be more generally suitable than the rest of the writing.
Q: Will Aura get along with the rest of the party?
A: Yes, very much so. Aura's a sweetheart that tries to make peace with anyone who's not an enemy, so even the evil party members will tolerate her at worst. The only one who is actively malicious to her is Dorn, but it won't escalate to conflict. She is leery of Wilson, though.
Q: Are there specific party members worth taking along with Aura?
A: Yes. She'll have extensive timer-based dialogues with Aerie and Yoshimo, not to mention the potential romance with Imoen in Throne of Bhaal. Additionally, Aerie, Yoshimo, Jan, Imoen, Valygar and Neera each gain unique bonuses (not necessarily items) should they be in the party long enough. Also, Wilson is worth taking for the conflict alone.
Q: If I break up with Aura in Throne of Bhaal, will she still start a romance with Imoen?
A: No. You must break up with her in Shadows of Amn.
Q: Will there be flirts?
A: Yes.
Q: How will the romance conflicts work?
A: Romance conflicts will be unique to the NPC. Each individual NPC will conflict at a certain stage of their respective romance.
Q: Will she have a Bodhi-abduction event?
A: No. Something will happen, but it's not what you'll expect.
Q: Will she have multiple epilogues?
A: Yes. Romance and quest resolutions will factor into the resultant epilogue.
Q: Will Aura's chosen class during installation affect dialogue?
A: There will be differences in certain dialogues should Aura be installed as a mage/artificer or cleric/artificer, but nothing major.
Q: Will the mod be EET-compatible on release?
A: Yes. I have that ability now. I am awesome.
Q: Will there be crossmod on release?
A: Confirmed with my own NPC mods (Sirene, Pai'Na, and every future NPC) and Lava Del'Vortel's (Yvette, Foundling, Quayle, Skie, Verr'Sza). Aura will also have comments and interjections for Colours of Infinity, Southern Edge and Ooze’s Lounge.
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Interactive Novel by BG Modder
I discovered by accident that the author of an interactive novel / RPG hybrid I enjoyed playing through earlier this year is actually identical with Miss Sakaki who was a well known contributor at SHS a few years back. If you ever played the Faren, Nathaniel or Luxley mods and liked their writing, you should definitely check it out. It's quite the engaging story with some unique twists and humour.
http://hannahpowellsmith.com/blog/
http://hannahpowellsmith.com/blog/
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Mod: All Things Mazzy Version 1.046 - Mazzy Expansion and Keepable Clara
Playable Clara and All Things Mazzy: Friendship, romance, NPC conversations and more.
Written, edited, & coded by BCaesar and Ratatoskr.
First version posted on these forums: 1.027, posted on March 27, 2017.
Latest update: Version 1.046. August 19, 2019.
Download location: This thread! (The mod is attached to this post).
Available Languages: English, Russian
Welcome to AllThingsMazzy. This mod is primarily an expansion for Mazzy Fentan, which will someday include new interjections, NPC banters, expanded quest options, a friendship, and a romance among other things. It also includes a playable Clara option that splits off from the Hexxat quest.
We are releasing the mod in parts rather than trying to write and edit everything before coding so that there will be something playable if we ever disappear (instead of a grand idea ending up in the mod graveyard with so many others). And if we ever go AWOL for more than a year, this is up for grabs. Take it and run with it. Additionally, if you want to use part of this mod just ask us, the answer is probably yes.
AllThingsMazzy is still incomplete but the next update should get even more banters for both Mazzy and Clara, friendship talks and hopefully parts of the romance as well.
**Update version 1.039 also now has a Russian translation courtesy of p_zombie325.
See the spoiler section below for details of everything that's in our mod so far. AllThingsMazzy is getting large enough that the cut seemed necessary.
Mod Sections:
The Main Mod: All Things Mazzy
A: Playable Clara: (Also in TOB)
- Exactly what it sounds like. We have reworked the end of the Hexxat intro quest so that you can kill Hexxat to keep Clara.
- You do not need Mazzy in your party to trigger this option. Just murder Hexxat at the first opportunity and make sure you pick up her sack afterward.
- Clara only has a little dialogue so far, but we have added interjections for her (brainwashed & otherwise) in other scenes.
- She can be summoned in TOB as well and should have a basic epilogue.
- An additional intricate scene if you kick her out of your party while at war with the shadow thieves, particularly if you have active romances.
B. Interjections, comments and reactions:
Interjections and reactions by Mazzy, Clara, and other party members throughout the game (the vast majority of them are from Mazzy).
C. Korgan and Mazzy conversations: 5 total (1 is an existing BG2 ToB conversation that was modified and moved. Parts of this series also play in TOB)
- The first conversation takes place 10 days after both are in your party.
- the 2nd when you rest in an inn after both the 1st conversation and their normal in-game banter have occurred.
- The 3rd when they're both in your party and able to talk again.
- The 4th conversation takes place several days after that.
- There is also a stand-alone conversation in the docks if you talk to any of the commoner women there.
D. Jan and Mazzy conversations: 1 total. (Also in TOB)
- Takes place 3 days after both are in your party, upon rest in a dungeon or outside.
E. Viconia and Mazzy:
- Mazzy comments and reacts when Viconia is at the stake.
- 4 additional conversations so far
F. Expanded Maevar Quest
- Both the Talos and Lathander Temples figure out that you stole from them for Mae'Var and you have the option of returning the necklace and statuette later.
- This triggers whether you have Mazzy or not.
G. Edwin/Mazzy conversations: 5 total (Also in TOB)
- They all trigger after the first Mazzy/Edwin banter as game time passes. One will only play if you have an active Edwin romance.
- Additions to the Maevar quest sequence with Edwin as well. Should be compatible with alternatives.
H. Jaheira/Mazzy: 1 conversation (Also in TOB)
I. Keldorn/Mazzy: 1 conversation
J: Other Content:
- A short quest with the harlots at the Docks. Talk to a harlot w/ Mazzy in your party.
- A fix in the Underdark so drow bands won't attack while you're disguised
2. For the Good:
- Additional mod options that might be annoying for a truly evil party. With these, Mazzy and other party members will no longer sit idly by while you do horrible things. This makes things more consistent with other good characters' reactions and we recommend installing it for the full Mazzy experience. However, if you plan to be evil and want Mazzy anyway, you should probably skip this part.
A. Hostile Mazzy: (Also in TOB)
- Mazzy now correctly attacks you if your reputation gets too low (it was coded but seemed to be bugged).
- Other characters now choose sides (or stay out of it) if Mazzy and Player 1 fight. Every character should talk so if a canon one doesn't, it's a bug.
- None of the options in CDTweaks to keep your NPCs from leaving will stop this from triggering. This is coded differently than the canon ones.
- Mazzy will also attack if you do anything super evil during certain quests (some still to be coded)
B. Hexxat/Mazzy conflict (both SOA & TOB).
- This includes a conflict both when you first get Hexxat involving most of your good characters and a Mazzy specific conflict if they are both in your party later. (If the conversation ends with Mazzy taking a couple people vampire hunting, try letting things play out).
3. For the Evil
- Additional mod options that may be offputting to some good players. We write our evil characters as fairly awful people in the main mod and this explores them more in depth. However, this is actually less disruptive than Hostile Mazzy to a normal game and we quite like how most of it turned out.
- These additions have nothing to do with Mazzy so you do not need to install them if you are only here for her or Clara.
A. Korgan/Hexxat Friendship (SOA only)
- A series of 7 banters that trigger if you keep both NPCs in your party, leading to an odd and somewhat creepy friendship. Several talks will only trigger on rests outside, so try mixing things up if they haven't talked in a while.
B. Sarevok/Viconia (TOB only)
- A series of about 5 talks following from their canon banters. The first will only trigger on rests in the pocket plane so keep that in mind.
4. Rest Check Tool:
-Do NOT install this unless you want to test the mod. This is a coding tool to prevent the rest scenes in this mod from triggering on the same rest as any other (that we've coded for) and for 2 minutes of real time after. The code for preventing your mods from triggering with another rest scene is available for anyone to use in their own mod here.
Compatibility & Installation:
This mod should be generally compatible with all other mods, EET and hopefully other forms of BG2 as well. We have tried (and will continue to try) to make it fully compatible with BG2:EE, regular BG2, and most other mods. We've also tried to account for the following mods (meaning that our rest scenes don't trigger on the same rest, and we use their triggers for additional options. e.g. Imoen might have different reactions depending on whether she and player 1 are in an active romance):
Friendships/Banters: Mazzy Friendship, Viconia Friendship, the IEP Banter Project (as of March 25th, 2017)
NPC Romances: De'Arnise Romance, Edwin Romance, Haer'Dalis Romance, Imoen Romance, Keldorn Romance, Sarevok Romance, and the Yoshimo Romance.
Miscellaneous Mods: Alternatives
When you install this mod, you shouldn't need to restart your game. The triggers are structured to work whenever the mod is installed and check for existing situations (rather than adding unique triggers to in-game events). You should be able to do some conversations, kick Mazzy out of your party, delete the mod, play half the game, get Mazzy back in your party, reinstall the mod, and have it pick up right where it left off. (This is becoming less true as our mod increases in size, but we believe you should still be okay as long as you don't have Clara in your party).
However, when reinstalling a newer version you should still uninstall the older version, delete the folder, and then put in the folder containing the later version of All Things Mazzy.
This thread is primarily for questions, bug-reporting, and for telling us that we're horrible people who have ruined Baldur's Gate II and thus your life. We also welcome dialogue suggestions (either changes, additions or typos).
Thank you.
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Many old mods adapted for BG2EE
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 :
- A mod for the Orderly add a keyring to the game, in shops or by a quest.
- 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.
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Checking Install order
Hi everyone !
So, I am gonna launch a new game with a few mods. Based on the list order given by @subtledoctor on Github (it's an allmost 300 long list of mod with a number...sorry I can not find the page again), and I downloaded the latest of every mod thanks to github and following branches.
It goes like this (number is number on the aforementionned list) :
modmerge 1
eet 2
ascencion 63
banter pack 137
arestorationp 165
romantic encounter 175
UB 178
IWDification 224
scs (spells) 225
item revisions (main component) 235
rr 246
tome and blood 248
faith n power 256
fnp multi 263
item revision (other components) 265
cdtweaks 269
eet end 273
refinments 275
sob 276
scs (other) 277
eetweaks 299
Does anyone sees any wrongness with this ?
Last time a tried, the Giant Insect spell from IWDificaion would not install (although I am on EE steam), and it kinda blocked the intallation of stratagems (???) That is a real pain...
Also, multiclass shaman from FnP and multiclass Sorcerers from Tome and Blood would not owrk (though this is not a real issue for me, just flavor).
I also have a question, concerning FnP : it show a profiency for "..." for druids...is that the natural weapon from shapeshifting of invoked weapons by spells, or a real issue ?
Once, with your kind confirmation, I am reassured that ther ie no wrongness, I'll start installation![:) :)]()
Thanks again
So, I am gonna launch a new game with a few mods. Based on the list order given by @subtledoctor on Github (it's an allmost 300 long list of mod with a number...sorry I can not find the page again), and I downloaded the latest of every mod thanks to github and following branches.
It goes like this (number is number on the aforementionned list) :
modmerge 1
eet 2
ascencion 63
banter pack 137
arestorationp 165
romantic encounter 175
UB 178
IWDification 224
scs (spells) 225
item revisions (main component) 235
rr 246
tome and blood 248
faith n power 256
fnp multi 263
item revision (other components) 265
cdtweaks 269
eet end 273
refinments 275
sob 276
scs (other) 277
eetweaks 299
Does anyone sees any wrongness with this ?
Last time a tried, the Giant Insect spell from IWDificaion would not install (although I am on EE steam), and it kinda blocked the intallation of stratagems (???) That is a real pain...
Also, multiclass shaman from FnP and multiclass Sorcerers from Tome and Blood would not owrk (though this is not a real issue for me, just flavor).
I also have a question, concerning FnP : it show a profiency for "..." for druids...is that the natural weapon from shapeshifting of invoked weapons by spells, or a real issue ?
Once, with your kind confirmation, I am reassured that ther ie no wrongness, I'll start installation

Thanks again

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Mod Reviews
Since we don't appear to have such a thing, and I was feeling opinionated, herein lies a thread for people to wax lyrical about mods so others need not pick from them randomly. Feel free to add your own, and don't feel the need to do it in the same format as I.
BG2:
NPC mods:
Kelsey:
The mercantile sorcerer.
[spoiler]Plot and Immersion: B (A) - Kelsey has a lot of immersive comments, he talks to traders he knows, he greets his friends, and he shares his opinion on a lot of quests, as well as a lot of flavourful talk (and a few items) with Jan Jansen who was in my party for this runthrough. I'd even go so far as to say that though his personality comes off as a bit... Weedy, his lovetalks were for the most part pretty decent, though {some hugging} appears, it's not a huge amount in his main talk.
The reason he gets a B is that his flirts can get pretty damn creepy. Wandering around dungeons, he would periodically stop to muck with CHARNAME's hair, {shuddering} as he fingers her earlobe. Give her a "friendly kiss on the cheek" - repeatedly kissing your work colleague on the face doesn't strike me as friendly, so much as sexual harassment, but I'm British, the personal space on my character is the size of Firkraag's, so maybe that's just me. Walking next to you so he can brush your arm as he points which way to go next, while actively trying to smell your hair? Running his finger along your arm and grunting? Brrr.
It was also strange how talking to him informed CHARNAME that she felt a strong mutual attraction towards him, and that she found him uncontrollably rolling his eyes (not kidding) to be adorable. Thanks for letting me know how CHARNAME feels, Kelsey!
What's possibly worst is that his flirts progress into unsolicited makeout and groping long before the romance progresses to a place where that would be appropriate, particularly since my Wizard Slayer/Mage/Thief CHARNAME (I don't recommend it, by the way, constantly low level Wizard Slayer that can't even wear armour or bracers = Nightmare mode) always picked the rather stand-offish, ambivalent answers rather than {sweaty hugging} the red headed gentleman, but apparently after saying "Yeah, you're pretty much sticking around for the six fireballs a day" so many times, he decided that meant CHARNAME thought he was hot, grabbed her posterior and forced her to French kiss in the middle of Spellhold's dungeon.
Thankfully if you're not reviewing the mod, there is a permanent off-switch (unlike with Isra, who you can bring back online if you miss {free candy}). Without it, Kelsey gets an A for being almost offensively inoffensive.
Content and Consistency: B - While Kelsey's personality and behaviour was pretty good, and he's had a few comparatively minor plot fights so far (I'm expecting something larger come Chapter 6), there were a few niggles where the other characters were a bit off model. Jan's a little more abrasive than usual, and Anomen, who I had the curious privilege of running through the romance of with my last male elf CHARNAME, was clearly written by someone who didn't care for the cleriknight, amping his ego from "kind of has an inferiority complex but generally tries his best not to be a boob about it" to where "The Radiant Heart, of which I am a squire in my proudest achievement which means a lot to me" becomes "My own significant contributions to the Radiant Heart shall not be insulted!", rendering a realistically imperfect character into an almost cartoonish version at times.
Secondly, he doesn't really seem to take CHARNAME's class into account (though this may be different for a Sorcerous CHARNAME). How special Kelsey is is a commonplace theme, even wild mages are super dull and common compared to sorcerers in the Kelseyverse. Frequently he'll talk about protecting her with his spells and asking her if she can imagine what it's like to be able to shoot fire across the room... Sirrah, CHARNAME has three levels on you and has three fireballs prepped, pretty sure that she has an inkling.
Bonus points for Elven CHARNAME being able to point out that Kelsey will be dead and buried long, long before she manages to grow old with him, but loses a few points where he mentions her becoming a silver haired seer immediately after. Not unless you perfect lichdom, Kelsey, and even then probably not.
I was expecting some post underdark content with the Kelster, but unfortunately nothing. Maybe I broke him with my extensive polyamory?
Power Creep: D- - What is it with Sorcerers and overpowered gear? Kelsey's stats are as irrelevant as any sorcerer, but he comes replete with a cloak of 20% MR, +1 to saves, +1 to AC, casts a unique Fireshield(Green/Acid) and level 1 and level 2 spell slots... and is upgradeable with your favourite pocket imp and is usable by "Sorcerers". Yeah, it's 5% MR vs two levels of spell slots and a Fireshield off being the Cloak of Balduran. So guess what's mine as soon as I get UAI?
The other things he's granted so far are comparatively tame. A necklace of 1/day NRD, which, given he's not a Wild Mage, works about as well as one might expect. "Makeup of +2 Charisma" he decided to give 17 Cha CHARNAME (not sure if should be insulted, gave it to Jan, who rather enjoyed it), and a strobe light helmet (granted via a chat with Jan).
Melodrama: B+ - Kelsey dips into the occasional whine, and it's sad seeing him behave like a bit of a doormat at times, but generally he's pretty low drama, doesn't angst over everything, and doesn't tell me not to waste healing spells so I can waste fabric bandaging his pectorals. Some of the dialogue responses to him just wandered into absurdly hostile for no reason, though, which was just plain weird.
Bugginess: A - I didn't notice any outright glitches due to Kelsey, asides from the occasional {backrub} while I'm trying to buff up for a dungeon boss.[/spoiler]
Overall: B- - If I were going to pick a sorcerer to fill that barren niche, I'd go with Tashia for being slightly less abusable with her one encounter per day megacat, but Kelsey's romance is pretty decent if you're running a female toon and can put up with his 7 spell slots per day and the fact he picked up Burning Hands (which overrides all other spells in the AI so he can wander into melee and use it against a Fire Elemental). Once his romance "concludes" with the traditional coitus, he becomes a lot quieter for the rest of SoA.
@Notabarbiegirl says about Kelsey:
Kelsey is pure fun for anyone who tends to get tired of Anomens attitude. There are some interesting additions with Kelsey, I recommend getting him asap. Also do not let him leave the first time he mentions going away.
Nephele
The adventuring midget grandma.
[spoiler]Plot and Immersion: A- - Nephele talks, and shares her opinion, constantly. In fact, her interjections are almost too frequent in a few talks, where she takes over a the conversation a little.
There were a few niggles where she started teaching CHARNAME how to cast Mage spells, which was coming on a little strong considering Mage CHARNAME learned from CHARNAME, but generally she was a delight, mothering Imoen and CHARNAME, making her presence felt and generally chipping in for all sorts of quests, making her presence very much known, without being a know-it-all most of the time, though she's a little more quiet in the underdark.
Content and Consistency: B - While she has a lot to say, Nephy doesn't have any unfinished quests I've seen so far, making her content pretty much non-existent, unless she's holding out for Chapter 6.
Power Creep: A+ - Her stats are beyond mediocre for BG2, with the highest being Wisdom at 15. She gets no earth shattering equipment, no mind boggling necklace of immortality, just a single class cleric with a hidden kit, the Cleric of Yondalla, which has granted thus far: Goodberries as an innate, Zone of Sweet Air, and Entangle. Zone is situationally handy to have as an innate, but Nephele is if anything too modest to be mucking it up in BG2's high level environment.
Melodrama: A - Drama free, angst free, {shivery hugs} free, and angst-ridden backstory free. She's a halfling widow with grandkids and wanderlust. It's refreshing to see an older character getting such a solid representation.
Bugginess: A- - Her kit doesn't have a kit description or show up on her character record. Other than that, she's pretty much glitch free aside from the odd typo.[/spoiler]
Overall: A - She's not a powergamer's choice, but I found her presence surprisingly enjoyable. Well worth a try, if you aren't fashed by the fact she's outright worse than Viconia's MR heavy self or are willing to Keeper her into something a little stronger if you are. She honestly had so much to say through her various banters and friendship tracks that I never forgot she was in the party, which is more than I could say about most characters.
Ninde:
The unapologetically evil necromancer elf.
[spoiler]Plot and Immersion: B - Asides from the usual "late NPC syndrome", Ninde is plenty chatty, has quite a few banters, and actively sabotages the player at least once that I've come across, forcing them down the evil path purely because she was feeling bratty (a little IC annoyance never hurts).
Otherwise, she's happy to spread a little fatalistic cheer in banters and dialogues (plenty of which occur in the underdark, which is nice considering that's just where a lot of vanilla NPCs turn quiet). She noticably has no dialogue with the Phaere encounter (unusual for a romance partner, though to be fair it may just be her entirely characteristic apathy towards the notion), and she gives plenty of scope for CHARNAME to run a gamut of characterisations, which is the kind of RP heavy interaction I prefer, and while her Player-Initiated-Dialogues included {flirty activities}, they also included a wide range of conversation options to ask her about herself, to which she shares a short reply.
One thing of note is that in two places it felt like I skipped a conversation or two explaining what her deal was, first one being her first recruitment where she refers to Lassal as "late", second when she leapt into revealing her mysterious malady before I even knew she had a malady in the first place.
Content and Consistency: B - A bit of a mixed bag. Generally, Ninde strikes me far more as chaotic evil than neutral. She's capricious, changeable and mischievous, disloyal and thoroughly self-interested - consistently so, but at odds with her character sheet. At one point CHARNAME, an elf, dissed elves as a species and made fun of Ninde's pointy ears. Later she talks about how she's an elf raised by humans and CHARNAME gets to say they're an elf, but... Apparently forgets that the entire population of Candlekeep is human or doppleganger, or that they're bizarrely underage, missing out an interesting avenue of interaction.
Otherwise, purists might have trouble with the fact that Ninde mentions stories when she was a fifteen year old elfin child which, for elves, even human raised ones, is probably still pre-pubescent unless you happen to be a Bhaalspawn, but easily enough ignored.
I haven't noticed any particular quests or other content for Ninde, though she's happy enough to pipe up during other questlines.
Power Creep: A+ - She has a unique amulet that grants Negative Plane Protection, Protection from Evil and such, which isn't world shaking considering you have to have an amulet of power guaranteed at this point and probably won't have your mage in melee range anyway, particularly in return for an unusable amulet slot.
In terms of her class, not only does Necromancy lock her out of some of the best mage spells, she gets none of the boosts that Edwin enjoys for his magery, leaving her with a decent but not fantastic, intelligence, wisdom and charisma and pretty middling stats.
I actually Keepered her into a Fighter/Mage in my game to make use of a bow (since a pure cleric, sorcerer, Bard Imoen and Jan Jansen doesn't make for the most balanced of parties), and never once felt like she was pushing the envelope.
Melodrama: A - Ninde is cheerfully fatalistic about your shared fate of dooooooom.
Bugginess: B - One underdark lovetalk crashed my game, but sleeping mid conversation, while perhaps a little rude, got around the bug with no console editing necessary. Otherwise there are a few typos, but nothing extreme.[/spoiler]
Overall: B - Her talks have plenty of dialogue and a wide range of options which are novel, and she's refreshingly content to let you have an opinion she doesn't share, so I'd say she's worth a try, at least if you're looking for her personality, which I found quite palatable, and definitely not stupid evil. Some of the post underdark stuff got a little in-your-face for my preferences, but it had a decently rewarding post Irenicus bit which you don't often see.
Tyris Flare
[spoiler]Plot and Immersion: B - Pretty well done for a canon crossover, Tyris pipes up in a few quests, such as the Planar Sphere - particularly with a mage CHARNAME. Periodically she'll have a "flirt" conversation trigger when she gets near enough to CHARNAME, heavy on action tags, and for me, frequently repeated. I'm not much of a {hugger}, so that didn't add much for me, nor did the various action tag "flirts" your character could perform while speaking to her.
Content and Consistency: C - Her romance is pretty straight forward and pretty short. I had covered the entirety in Chapter 2, and though her banters with the vanilla NPCs typically felt in character and her dialogue well written, she has comparatively few interjections once it's over with, which left her as one of the quietest members of the party. There were a few conversations where I didn't feel she was representing her middling wisdom and charisma stats, but nothing too glaring.
I will note that she doesn't have any ToB content to my knowledge, and by the time I reached the underdark I was all kinds of ready to help Tyris find her way home, though she apparently has a few more dialogues in ToB.
Power Creep: B+ - A mostly straight forward Fighter -> Mage dual class with no illegal perks and modest stats. She fills a niche that was pretty much bare in the base game, which is always a plus for me. The only extra that Tyris brings is a set of Leather which is like a diet Robe of Vecna, -1 Casting Time and not restricted to her, and can be upgraded by Cromwell to boost its AC and give it some fire resistance.
Melodrama: A - Despite losing home, friends, and family, Tyris is very low on the melodrama. She has a few moments where she worries about the life she's left behind, but generally the angst is kept to a minimum and makes up comparatively little of her dialogue.
Bugginess: A- - Besides an unfortunate tendency to flirt in the middle of dungeons, picking up imaginary objects ad nauseam and telling me incessantly how fantastic the view her armour provides, [/spoiler]
Overall: B+ A solid NPC, somewhat marred by the constant, repetitive flirting and limited content.
Fade
[spoiler]Plot and Immersion: B+ - Fade the Fey'rii pipes up frequently, and for the most part she's well integrated (asides from the ever popular action tags), with her own side quests which fit in well with the rest of the game. Unfortunately because of her placement, a lot of her content is in the later chapters, where the plot should be racing along I found myself wandering around waiting for her romance to progress instead.
Content and Consistency: D - Fade frequently seems to pay less attention to mechanics than she should. Despite being Chaotic Neutral, her behaviour borders on Neutral Good, with a supposed temper she never actually displayed. She constantly complains about being full of dark and eeeeeevil temptations, but never actually does much along those lines.
There's a place in her plot where she is badly beaten and injured, and a whole awkward wound cleaning scene comes out of it the next time you rest - ostensibly because expending the spells (that you're about to rest and recover anyway) is a waste? But in truth because if you cast Heal, you couldn't check out her boobs while you bandage her up. There's another place where she decides to give her amulet to CHARNAME to protect him from vampires... This being directly after CHARNAME just picked up Chapter 3's free Amulet o' Power.
Finally, I had quite a bit of trouble picking an appropriately in character response a few times, including several mandatory {Hugs} during the progression of the romance and strangely placed ellipses as CHARNAME is forced into some very specific, often stilted dialogue.
Power Creep: C - Fade is a single class non-kitted thief. Thieves are pretty terrible, overall, and Fade is certainly no exception, charm and invisibility innates not-withstanding, but she does get a few powerful items I consider a little excessive. She starts with an amulet that grants immunity to charm, drain and permanent protection from evil, shortly after being made equippable by either CHARNAME or herself, an exclusive wedding ring which doubles up on the charm protection with permanent Chaotic Commands (methinks the author hated illithids?) along with being a ring of regeneration and fire resistance. Finally, she can acquire a +4 short sword with +1D4 acid damage and a 5% chance to cast a mini time stop every time she hits with it - available from the vast and difficult quest of "Checking Ribald's special stock", and upgradeable to a 5% chance to drain levels to boot.
Melodrama: E - Oh gods, the whining, the angst, the dark and tortured past. Fade starts pretty mellow but swiftly mires herself in full-on bawfest that's like the unholy lovechild of Aerie and Viconia. She even whines about her evil sword of timestop when you buy it, and some of CHARNAME's responses are outright teenage. The only thing she doesn't wax melancholic upon is CHARNAME's own, not insignificant, problem of having his soul ripped out, which she very much takes in stride with barely so much as a murmur. Thanks, Fade.
Bugginess: A - Asides from the occasional typo, I didn't see any particular glitches from Fade or her quests, though I somehow managed to trigger a random ambush that instantly lost her as a party member while I was just out of the underdark, which was just peachy.[/spoiler]
Overall: C - I'm not big on thieves, special snowflake races, excessive emotes, dark and brooding pasts or the temptation to pick up a Fighter/Mage/Thief, skip Fade altogether and just grab her exclusive sword of timestop, so she's not really my cup of tea. She's certainly not the worst NPC mod out there by any stretch of the imagination.
Isra
[spoiler]Plot and Immersion: A- - Isra introduces a few small sidequests, nothing particularly onerous, though the second quest doesn't really give much clue that you're supposed to chat to an easily ignored NPC, or mention anything in the journal to get you going if you leave it for a bit. She chats pleasantly with the vanilla and EE NPCs and is generally pretty cool to have around, though her refusal to work with Hexxat at least long enough to grab her bag is obnoxious. She also has {flirty hugs}, but they can be disabled by talking to her, and she actually has a full conversation tree in there to boot, rather than just a list of physical molestations to inflict upon her. The only thing I felt was out of place was her portrait, which looks a little cartoony compared to the regular style.
Content and Consistency: A - I didn't really have anything to complain about, which is strange considering I hate paladins. Isra has plenty of interjections, yet always manages to carry herself as a paladin without the stick and without taking the limelight, and not only do the NPCs she banters with keep their personalities straight, she even allows CHARNAME a range of responses to interacting with her that rarely made me blanch.
Power Creep: A - Isra is a Cavalier, and whatever stats she has that matter are worse than Keldorn's. Her items - a unique ring of protection +1, a cloak of +1 Charisma and Confusion resistance and a suit of dragonscale, are well in keeping with existing gear, and having a ringslot occupied by a weak ring actually makes her worse than she could be. My main concern would be more that she's too much like Keldorn, focused in two handed swords and long swords rather than bastard swords or maces.
Melodrama - A - Isra doesn't have a particularly dark and troubled past, a strange and unhealthy relationship with the opposite sex, or require CHARNAME to soothe her broken heart and save her with his genitals.
Bugginess: B - Isra suffered a bug in her quest which required some googling and console commands to resolve, but generally nothing insurmountable.[/spoiler]
Overall: A. Isra fit very naturally into my playthrough once I turned off the flirting, and it's nice to have a Paladin that I don't feel like I'm turning on Easy Mode by bringing along.
Tashia
[spoiler]Plot and Immersion: B - This gets a lower score because I simply couldn't get her plotline to progress beyond a single random encounter with some goons, probably because of the same bug that caused her to keep repeating a conversation about poison ivy ad nauseam, She has a quirk that her romance track and plot both stop at some point in Chapter 2, and won't resume until you progress into the later chapters, which as with the other late chapter NPCs is a little jarring when you're supposed to be chasing after your immortal soul, but generally not {hugging}, {kissing} and {tap dancing} more than makes up for that for me.
Her portraits did feel a little out of place for me, but the alternative, non-digital, portrait fit at least well enough to not be distracting.
Content and Consistency: A - Tashia asks riddles, talks to the other NPCs without derailing them, develops a little buddyship with Imoen, and doesn't she occasionally pipes up with her opinion without hogging the spotlight. Generally she fits her alignment and stats (though the flirt menu in the force talk is a little creepy to do to a person you just met), and she had plenty of friendship/romance chats before the glitch hit me and locked me into talking about poison ivy. I perhaps might have preferred there to be a short timer break between her riddles to stop me from going through the lot of them all at once, but overall there's plenty of Tashia-talky going on.
Power Creep: D - Tashia is a sorcerer, a powergamer's favourite, with almost perfect stats for it - 19 Dex and 15 Con who cares about the rest you're a sorcerer. What's more, she starts out with a "Scrimshaw Figurine", an exclusive once per day summoning item that summons Peanawlwaiahan or whatever. Paen is a 20 Strength, 0 THAC0, 3 APR, -7 AC abomination with immunity to magic, acid, lightning, and Timestop, not to mention 90% resistance to physical damage, so its 20 HP might as well be 200 unless it's facing off against those rare opponents with MR bypassing fire or cold damage. She also apparently picks up a frost resisting cloak of protection +1 that gives three Frost Wand charges per day, though I think that's a romance thing I couldn't get thanks to the glitch.
Melodrama: B - Tashia starts out gloomy and morose, complains at length about her troubled past with her abusive ex-Bhaalspawn and so on, but she more or less gets over it and never really chews the scenery or has deep shuddering sobs requiring CHARNAME to salve her broken heart, which is oh so very refreshing.
Bugginess: C - Tashia's talks stalled a few times, the last of which was fatal, at least to the ongoing quest and romance, but even without it she was still capable of getting through the whole game, just with less content than she should have.[/spoiler]
Overall: B - I couldn't bring myself to ever use her item, but even without it Tashia felt like a solid member of the team. If only she'd shut up about poison ivy so I could cover the rest of her content.
Wings
I had high hopes for this mod, but unfortunately it conked out somewhere in the first few friendship talks preventing it from progressing. What I saw was decent, but I was forced to uninstall it to fix that up, at which point I believe it made Anomen decide to start hitting on M!CHARNAME something fierce, which was... interesting, I suppose? I'd like to give it another try to get it working sometime, at which point I'll update this.
Imoen Romance
The weird "not quite incest maybe" mod for Imoen.
[spoiler]Plot and Consistency: B- - There's a few weird things in this mod. Imoen apparently plays guitar and sings - gods I hate singing and poetry, Jaheira tells you it's unnatural to have feelings for a foster sister - who as far as she should know is, y'know, just an attractive woman your own age who grew up in the same castle and who lived with an Innkeeper who was your neighbour. The starting dreams are pretty weird in and of themselves, particularly since they're lengthy and unskippable, which makes me die a little bit inside.
A lot of the interactions with Imoen are both {huggy} and, at times, downright silly, though CHARNAME can get in on the fun at times with some irreverent banter they share between one another. There's also some nice friendship track stuff in there with none of the awkwardness of the romance itself, and it helps give Imoen more interactions, more personality and just generally *more* of everything that she sorely lacked in the vanilla games, and yes, you can point out that it's ridiculous to be "siblings" from two different species.
On consistency, there seems to be a strange amount of "what will people think" in the romantic tracks, because either apparently people can tell on sight that a dwarf and a human walking together are spiritually related or because Imoen is strongly against interracial relationships. Likewise we already know how Imoen acts after being molested and tortured for long periods of time, since vanilla already has her suffer through both in the prologue, so her far stronger reaction to a far shorter time period comes off a little strange.
Power Creep: B - While Imoen is largely unchanged, she can pick up a supposedly but not really exclusive bracelet with the new content by trolling around Athkatla if you've got the right variables achieved. This double speed ring of regeneration gives +1 Dexterity and a +2 Casting Speed bonus, which on a Mage/Thief with the Robe of Vecna and Amulet of Power means casting Horrid Wiltings as fast as everyone else is dropping Magic Missile. Still, it's not dropping Timestops every other round or an unkillable tiger summon, so I was pretty much okay with it.
Melodrama: D - While Imoen is generally a fun loving, easy-going sort, her romance gets pretty overwrought at times. A big deal is made out of the "incestuous" aspects, despite the "completely different species with no shared genetics" thing, and "friends raised by two different people in the same small town" gets stretched into lengthy conversations about being siblings, and turning into an emotional wreck about going to face Irenicus because of all the torture in Spellhold "because you took too long to get there" (aka 10 days because Irenicus escapes at the beginning of the mandatory tenday boat trip). Honestly I'd have given her a pass for a little angsting, given the whole "soul torn out, tortured for an extra week" deal, but the fact she's only an emotional wreck during the romance is just eyerolling.
Bugginess: B - Thanks, presumably, to my lengthy time spent paused without playing, Imoen managed to exhaust all her underdark dialogue and invite me to camp out in that nice field at the underdark exit shortly before I entered Ust Natha for the first time. That stopped the game entering Chapter 6 for a bit and generally got a bit strange, but it worked itself out in the end by travelling back there, so not a deal breaker.[/spoiler]
Overall: B- - Some of the stuff is corny, awkward and melodramatic, other stuff is cute, fun and entertaining, while the extra dialogues and interjections are things that should really have been included in the original. A bit of a mixed bag, but overall worth a try, if only for the extra Imoen banters.
Quest and Content Mods moved for length:
https://forums.beamdog.com/discussion/comment/702460/#Comment_702460
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Keeping Yoshimo is now available for EE and Mac! (spoiler for newbies to BG2)
Warning: If you have never played BG2 there is a pretty major spoiler here. For the ideal gaming experience I would recommend that you back out of this thread now and play the game first, then return here afterward if you're curious about this mod.
At long last, thanks to @CrevsDaak the Gibberlings 3 mod Keeping Yoshimo is now available at Gibberlings 3 for download for BG2EE, both PC and Mac. In a nutshell, this mod
- allows players to keep Yoshimo for the entire saga
- adds dialogue re: Yoshi's betrayal of the PC (his spying b/c Irenicus' Geas)
- adds an entirely new subplot for Yoshi with dialgoues and an encounter
- adds a Tree of Life dialogue for Yoshimo
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The Beaurin Legacy NPC Mod for BGII:EE
Hello everyone! I would like to introduce:
The Beaurin Legacy Mod for BGII
Current Version: v3.5
This modification is currently in English and includes content for SoA and ToB. The mod introduces an elven Neutral Evil Enchanter/Thief - Minyae Beaurin and a hidden NPC (sorry, I can't spoil it!). The mod also includes a friendship track, PIDs, numerous banters and interjections, original portraits, items, a quest, voicing, and a NPC romance with a specific Bioware NPC - a certain Red Wizard. She can be found in front of the Crooked Crane in the City Gates district.
Portrait Artist - TamikaProud at DeviantArt
Her statistics are as follows:
Strength - 11
Dexterity - 19
Constitution - 12
Intelligence - 17
Wisdom - 12
Charisma - 16
As of now, the mod has only been tested for BGII:EE but should be able to work for the vanilla Baldur's Gate II and EET.
Please use this thread for any questions, thoughts, or bugs regarding the mod. Any feedback is welcome and greatly appreciated!
Thank you so much for your time and I hope you enjoy the mod. :)
EDIT: I decided to put a face to the NPC.
ANOTHER EDIT: I updated the link here to direct you guys to the new G3 download page, sorry about that! The Beaurin Legacy now includes ToB!
The Beaurin Legacy has a forum of its own and can be downloaded here at G3! However, I will continue to monitor the forums here, but I may not respond as quickly!

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[mod] Innershade
Follow a path between the trees to find a very new village to visit: the village of Innershade. It's been having some problems lately: some people disappeared, and the attacker was never seen. You must stop the guilty party, if you can. Solving the problem may be not enough; getting rid of the attacker is only one of the ways to handle this. The second is understanding the motives and past that became a great burden. In the end, you may have to become a judge of sorts.
In the village, you will also find some minor problems, and even a little affair. Meet Eva, a female blacksmith with a really explosive character. Listen to Li'l Bud's tales about heroes and villains. If you are a bard, maybe you will learn a new skill from a not-too-kind minstrel. Don't forget to visit Granny Bunny, a really nice and kind elderly lady, who will tell you some stories from her past. What else can she offer? Hot tea with some jam, homemade biscuits, and a warm smile.
Colours of Infinity download section
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[v1.3] Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD
Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD

Intro:
Listen here, peasant. I am Vienxay of a noble, powerful, and illustrious elven house. The eldest of my sisters, I had quite the prestige and influence in Evermeet’s high social circles. Then, I was set up, framed for murder by my master, who was secretly a practitioner of Shar’s shadow weave. Now, I am tracking her down, and I will have my vengeance. With a small bit of your help, of course. Find me outside the Friendly Arm Inn if you wish to aid, I tire of being idle in these human lands while she still remains at large. You’ll find no better mage, or thief, for I excel in the magic of Mystra’s weave, with the innate gift of shadow magic. I am an obvious choice.
Overview
This mod adds a new joinable NPC to the game: Vienxay, a Mage/Shadowdancer.
She can be found outside the Friendly Arm Inn. Due to her evil alignment, she will leave parties of 19 or 20 Reputation, unless her quest is complete, in which upon reaching 18 reputation, there is a chance to shift her alignment to neutral.
Her starting level and spells vary with the players level, allowing her to be recruited at any point.
Stats:
STR: 13
DEX: 17
CON: 10
INT: 18
WIS: 10
CHA: 11
Total: 79
Alignment: Neutral Evil
Proficiencies: 1 Dagger, 1 Dart
Vienxay starts with custom gloves that give her 20% bonus to hide and move silently, 15% to pickpocket, and 10% to open lock. These cannot be removed.
Quest & Relationship
Vienxay has 13 talks with the PC over the course of SoD. If the player chooses, and is a male elf/half-elf/half-orc/human, they can attempt a deeper relationship.
The P.C can also initiate dialogue with Vienxay, opening up a variety of options that vary as the game progresses.
Vienxay's quest requires the party to track down and attack her master. There are multiple resolutions to most dialogues within the quest. 16+ Charisma can be useful to persuade Vienxay to stay if the player constantly chooses options that displease her during the quest.
Chapter 4 is required to be able to complete it.
Vienxay has no true quest in SoD, though there is an opportunity presented for her to delve into the Shadow Weave once more, learning a new spell.
At the end of this quest, depending on player choices, it is possible to change Vienxay's alignment.
Vienxay has at least one banter with every joinable NPC.
Vienxay also carries several crossmod banters with my other NPCs, Kale and Emily, and with the upcoming Recorder and Helga.
Installation
Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00766) and run Setup-Vienxay.exe
If you get any errors, please post in the Vienxay NPC topic on Beamdog Forums, whatever site the mod is uploaded on, or a PM to me personally.
General Questions:
Q: Can I request crossmod content with a favorite character?
A: Yes. I will do my best to contact the author first. If they do not respond I will write up banters between them.
Q: When will the BG2 portion be released?
A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content. ETA is around September.
Feedback
I am very happy to receive feedback. Please post in the forum thread where this mod was uploaded, so I can implement ideas and criticism accordingly.
Future Planned Content:
V1.4: Crossmod and Tweaks.
Future Planned Mods:
Helga, Cleric of Haela Brightaxe: June
Recorder, Gnome Lorekeeper (Bard Kit): July
Change Log
06/17/2019
SoD:
-Expanded Vienxay's talks from 4 to 6.
-Added content through to the end of the game.
-Fixed timed conversations that were not occuring.
-Various bug and spelling adjustments.
6/4/2019: v1.2:
BG:EE:
-Fixed Vienxay having the incorrect versions of spells.
-Gave Vienxay a conflict conversation with Baeloth. Having them all in the party is still possible with the right conditions.
-Adjustments of spelling/grammar.
-Made the location of Vienxay's master more clear in her quest.
-Added music to play during her talks.
SoD:
-Content through the end of Chapter 10.
-4 Additional Talks.
-Full set of Banters for all SoD NPCs/Skitia NPCs.
-Crossmod with Ishi
-Many interjections
-Conflict with Baeloth/Minor conflict with Viconia. Having them all in the party is still possible with the right conditions.
-A minor personal quest. This can only be started/completed in chapter 9.
-Shadowbolt no longer has a save.
-Vienxay no longer starts with Shadowbolt, this is determined by the outcome of her personal quest.
-Additional P.I.D. Content: New talks, and Vienxay can now be asked about more custom NPCs.
-Set up Vienxay's movement across chapters.
-Fixed Vienxay having the incorrect versions of spells.
-Gave Vienxay a conflict conversation with Baeloth. Having them all in the party is still possible with the right conditions.
-Adjustments of spelling/grammar.
-Made the location of Vienxay's master more clear in her quest.
-Added music to play during her talks.
SoD:
-Content through the end of Chapter 10.
-4 Additional Talks.
-Full set of Banters for all SoD NPCs/Skitia NPCs.
-Crossmod with Ishi
-Many interjections
-Conflict with Baeloth/Minor conflict with Viconia. Having them all in the party is still possible with the right conditions.
-A minor personal quest. This can only be started/completed in chapter 9.
-Shadowbolt no longer has a save.
-Vienxay no longer starts with Shadowbolt, this is determined by the outcome of her personal quest.
-Additional P.I.D. Content: New talks, and Vienxay can now be asked about more custom NPCs.
-Set up Vienxay's movement across chapters.
3/24/2019: v1.1:
BG:EE:
Fixed a conversation bug with crossmod Emily.
Fixed wrong dialogue popping up with Towncrier.
Removed Wandcrafting.
Expanded Final talk, redid 5th talk.
Added several interjections with story important NPCs.
Added crossmod for unreleased mod Recorder
Fixed level one bug that was granting an illegal level up for Shadowdancer.
Fixed spell slot issue, Vienxay should now follow mage/thief guidelines with spell slots and not be treated as a special class.
Fixed Nashkel mispelling.
Fixed other minor text issues.
Adjusted final boss battle.
Removed Instant Death for Apprentice Lacius, he is now a short battle like the rest of the apprentice.
SoD:
Vienxay now spawns in the cell of the Flaming Fist. It is not required to talk to her here to get her to come along, she will join under the terms of release for criminals in return for service to the Dragonspear expedition.
Added interjections and content spanning through chapter 7.
Some scripts are in place already for future chapters to allow faster updates.
Added a new spell: Shadowbolt:
Shadowbolt
(Illusion)
Level: 4
Range: 40
Duration: Instant
Casting Time: 2
Area of Effect: 1 Creature
Creature
Saving Throw: Spell for Half
This Shadow Weave spell is similar to magic missile. Shadowbolt creates up to 11 cold, airy missiles, which dart from the wizard to the intended target.
Each missile does 1d6+1 magic cold damage. At 7th level this is seven missiles, at eigth this is eight, ninth this is nine, tenth this is ten, up to eleven at level eleven.
While potentially more powerful, unlike magic missile, each bolt can be saved against for half damage, has less range, and is ineffective against cold immune creatures.
Fixed a conversation bug with crossmod Emily.
Fixed wrong dialogue popping up with Towncrier.
Removed Wandcrafting.
Expanded Final talk, redid 5th talk.
Added several interjections with story important NPCs.
Added crossmod for unreleased mod Recorder
Fixed level one bug that was granting an illegal level up for Shadowdancer.
Fixed spell slot issue, Vienxay should now follow mage/thief guidelines with spell slots and not be treated as a special class.
Fixed Nashkel mispelling.
Fixed other minor text issues.
Adjusted final boss battle.
Removed Instant Death for Apprentice Lacius, he is now a short battle like the rest of the apprentice.
SoD:
Vienxay now spawns in the cell of the Flaming Fist. It is not required to talk to her here to get her to come along, she will join under the terms of release for criminals in return for service to the Dragonspear expedition.
Added interjections and content spanning through chapter 7.
Some scripts are in place already for future chapters to allow faster updates.
Added a new spell: Shadowbolt:
Shadowbolt
(Illusion)
Level: 4
Range: 40
Duration: Instant
Casting Time: 2
Area of Effect: 1 Creature
Creature
Saving Throw: Spell for Half
This Shadow Weave spell is similar to magic missile. Shadowbolt creates up to 11 cold, airy missiles, which dart from the wizard to the intended target.
Each missile does 1d6+1 magic cold damage. At 7th level this is seven missiles, at eigth this is eight, ninth this is nine, tenth this is ten, up to eleven at level eleven.
While potentially more powerful, unlike magic missile, each bolt can be saved against for half damage, has less range, and is ineffective against cold immune creatures.
v1.0: Initial Released Version of Vienxay NPC.
↧
[Kit Pack] Deities of Faerûn - v 1.9.7.5.1 [53 Cleric Kits and more for IWD, BG(2)EE and EET]
Hi :)
This kitpack is made of some components:
This mod is not being supported in this forum anymore. For further news, bug reports and everything else, please refer to the new thread at Gibberlings3. You may also get in touch with me through Twitter if you need something. Cheers.
Kits
The kits per se. At the moment there are 52 kits: Arvoreen, Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Corellon, Deneir, Eldath, Garl, Garagos, Gruumsh, Haela, Helm (revised), Hoar, Ibrandul, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Lolth, 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 - Corellon: Lathander - Deneir: Lathander, Wizard - Eldath: Lathander, Druid - Garagos: Talos - Garl: Helm - Gruumsh: Talos - Haela: Helm, Fighter - Helm: Helm - Hoar: Helm - Ilmater: Lathander - Jergal: Helm - Kelemvor: Helm - Lathander: Lathander - Lolth: Talos - 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.↧
BG EE 2.0 and Siege of Dragonspear Compatible Mods
Version 2.0 of BG EE and the release of Siege of Dragonspear brought a lot of changes to the game engine.
Rather than creating a lot of confusion editing the original compatible mod list thread I decided it would be a better idea to create a new clean thread.
So if you have written a mod that is 2;0/SoD compatible or have tested a mod and found it to be compatible just let me know so that it can be added to the list.
The rule of no direct links stay. Give a link to the mod thread. The modder deserves full credit for his/her creation.
Good modding and have fun!
Attention! GOG/Steam users . If you have Siege of Dragonspear installed you must install this before trying to install any mod.
AI Enhancements
Sword Coast Stratagems SCS brings hundreds of enhancements to AI in the game. ATTENTION in order to install SCS on 2.0+ you need this fix. Thanks to @subtledoctor for the fix :)Banter packs
Ajantis BG1 Expansion Mod Adds friendship dialogues for Ajantis if he is not in romance from BG1NPC Project. Chatty Imoen This mod expands Imoen's voice set and adds interaction banters with other NPCs. It also has a component to change Imoen's portrait to one of three choices: BG1, SoD, or BG2. Coran's BG Extended Friendship Talks This mod expands Coran's Friendship talk sequence. Delainy/Durlyle Same-Sex Romance Options Mod This is a simple mod to spawn Delainy for female PCs and/or Durlyle for male PCs.. Garrick's infatuation "Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited. Neera Banters for BGEE Adds additional dialogue between Neera and other NPCs. Prevents Neera and Edwin from being in the same party. Neera dialogue expansion and flirts Adds additional dialogue between Charname and Neera, as well as flirts. Xan's friendship path Xan-initiated banter.Equipment
Barbed Club of Pain Convenient Ammunition Distinguishable clubs Golem Construction for Spellcasters Nerfed Ankheg Armor Wand Case Thalantyr sells a container to store wands. Xan's New Groove!GUI & Graphics
BG2EE GUI To BGEE Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET EEUITweaks Mod Collection Lefreut's enhanced UI Journal Fixes Compatible with BGEE and BGEE+SOD v2.2, this mod adds various enhancements including filtering to the UI of the quest and journal screens - supports multiple languages. Lighting Pack Multi-portrait Mod The Multi-portrait mod allows the player to see 10 portraits at a time when creating a character or changing appearance, and allows rapid paging through large portrait collections. Portrait Picker Why click through portraits when you can scroll? After automatic registration and a little setup, you can access the entire portrait pool (custom and default), apply descriptions to all, and use advanced filter/sort functions. Recolored toolbar buttons Portraits Portraits Everywhere The Picture Standard for BGEE 1 & 2 Dragonspear UI++Kits & Races
Most kits and classes mods have a minor compatibility problem with version 2.0. Check @subtledoctor's comment for details. Arcane Archer Redone Bardic Wonders Chaos Sorcerer Kit The Charlatan (Bard Kit for Charname and Eldoth) Deities of Faerûn - A Kitpack for Clerics Eldritch Magic FG Cleric Kits I Hate Undead Kitpack Improved Archer Kit The Mercenary (Fighter Kit for Charname and Kagain) Might and Guile *Fully compatible* The Militia Officer (Fighter Kit for Charname and Khalid) Mystic Fire Paladin Kit Warrior Monk Mod Pale Master Sorcerer Kit Planetouched Races Shadow Magic Way of the Assassin The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in french and english Warlock Wizard Slayer Rebalancing Relieve Wizard SlayerNPCs
Aura, a gnome artificer NPC for BG:EE + SoD Drake NPC for BG:EE and SoD Gavin A cleric of Lathander Emily, a Half-Elf* Archer for BG:EE + SoD Finch v4.0 BETA 7 Ishlilka the Wizard Slayer for BG1 + SOD [Alpha Release] Isra Kale, a Halfling Barbarian for BG:EE + SoD Sirene NPC BG:EE Shar-Teel NPC mod (SoD) Verr'Sza NPC An evil rakshasa ranger. Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD Vynd, drow assassinPortrait packs
Artastrophe portraitsQuests & expansions
Ascalon's Questpack Dark Side of the Sword Coast for BG:EE Extra Expanded Enhanced Encounters! Baldur's Gate Mini Quests & Encounters Baldur's Gate Romantic Encounters BG1 NPC BG1 Unfinished Business Critter Parts mini-mod for Baldur’s Gate: EE Role-play based quests. New harvestable drops and edible meats from the bears, wolves, dire wolves, etc. Also drops from all spider types that can be used for bartering with a new NPC who has an interest in such trinkets. Lure of Sirine's Call (Download is at the side, current version is v15) Northern Tales of the Sword Coast The Stone of AskavarTools
EE AutorollerTweaks
Animal Companions Disable Enhanced Edition NPCs 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) Rough World The concept behind this mod is to make the world a rougher place. It does this by changing the tone of the games reputation system, adding a bit of difficulty, and making the world feel not quite as forgiving. Jaheria Recast Non-Player Characters Enhanced NPC Tweaks mod Allows continuous portraits and colors for the Baldur's Gate saga NPCs. Additional options include more convenient locations for some BGEE and SOD companions and appropriate kits for NPCs. Quick Save Slots Tweaks 1.2 High-Power Baldur's Gate This mod adds supernatural powers to the player characters, the NPCs, and nearly every creature in the game, in order to make every encounter a unique, very interesting experience. It tries to make Baldur's Gate 1 feel like a totally new game. Random Character Generation Bored playing the same types of character over and over? Let this Random Character UI mod choose for you. Simple to install. No Race Restrictions SCALES of BALANCE! Simple XP cap remover SoD Dialog Banters This mod doesn't add any new banters. It converts the existing SoD banters from the "on-the-run" style to a pausing dialog style (as in BG2) Tweaks Anthology BETA True Berserker Minsc Raduziel's Universal Wizard SpellsSpells
Taunt Spell↧