List of BG2EE Compatible Mods
[List] IWD:EE compatible Mods
EE Keeper, Updated to v1.0.4
FAQ Quick Links
- Where do I start?
- I want to load custom kits, Shadow Keeper\EE Keeper won't let me do it. How can I load custom kits?
- EE Keeper won't automatically detect my Baldur's Gate: Enhanced Edition installation directory - what can I do?
- Will this work with the Steam version?
- EE Keeper says it can't load effects, what's wrong?
- I changed the installation directory settings to a different location but EE Keeper is/is not reloading resources, what's it doing?
- Keeper isn't finding my save games. What's wrong?
- I have a question about the INI config file—what are the valid settings?
- I have a serious bug and want to share/report it!
Download
Modification Disclaimer
EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice. |
Compatibility
Credits
@AHF | Testing |
@Anton | Testing |
@argent77 | Testing, feedback. |
@AstroBryGuy | Maintainer of the Mac Wineskin version. |
@CrevsDaak | Testing |
@Davide | Testing, Italian Translation |
@Dee | Testing |
@egbert | Testing |
@Erg | Testing |
@ermo | Testing |
@Heas | Testing |
@Isaya | Testing, French Translation |
@Kunikos | Testing |
@mattinm | Work on the Qt version so as to natively support other platforms. |
@Mikaal | Testing |
@mlnevese | Testing |
@Nifft | Testing |
@Pibaro | Testing, Italian Translation |
@silver_gp | Chinese Translation |
@swnmcmlxi | Testing |
@Teflon | Korean Translation |
@Tresset | Testing |
[MOD] Convenient Enhanced Edition NPCs for BG:EE, SoD and BG2:EE
Convenient Enhanced Edition NPCs
A mod for BG:EE, BG:SOD, BG2:EE and EET that allows you to tweak all Beamdog NPCs.Download (SHS): Disable Enhanced Edition NPCs
Download (GitHub): Disable Enhanced Edition NPCs
Readme
Overview
The new NPCs introduced in the Enhanced Editions differ somewhat from the original cast and might not be everyone's taste. This mod provides a number of options to adapt them to your comfort level. You can make their first appearance more passive, giving you more control over whether or when to make the first contact. A small number of events will be slightly altered to make this possible.
Alternatively it is also possible to simply remove one or more NPCs from the game. In that case you have the choice to make their personal or quest-related items available to everyone in stores or as loot.
Additional components allow you to improve their portraits or customize their classes and/or kits to whatever you desire.
A detailed list of all available components and their descriptions can be found in the readme linked above.
[MOD] BGII:EE - Unofficial Item Pack
A ) Unofficial Item Pack
01) Malla's Soul Stone - Human souls are source great strength. Gotta catch 'em all!
















B ) Scarlet Katana
01) Scarlet Katana - Scarlet Ninja-To is now Scarlet Katana. Higher price, but useful for monks, bards and thieves.
C ) Gourmet from Underdark
Someone said "Rare ingredients"? That sounds very... delicious. 01) Kuo-toa's Blood - It tastes little bitter.


D ) Holy symbols
All six holy symbols will now have Armor Class: +1E ) New Items
Completely new (almost) original items. (Adventure Mart) 01) Butcherer of Innocents - BLOOD!




F ) SoD Items
Few useful items from SoD. (Adventure Mart) 01) Backwhacker +2















G ) Better archery shop






H ) Reworked free action
Abilities that prevents from being hasted were removed from the following items: Firecam Plate Ixil's Spike +6 Flail of Ages+5 Ring of Free ActionWeiDU Issue – Installing Mods on OS X
Charname's actions overridden by AI scripts
I have this annoying issue, which I think was already raised numerous times on the forums: the AI scripts override player-appointed actions for my Charname. HOWEVER, what makes my issue somehow unique, is that it happens only for Charname, and nobody else.
So, say, my party walks through an area and an NPC (other than Charname) is attacked by a pack of gibberlings. All party members use the Standard Attack script, and all ignore attacking critters, continuing on their path... EXCEPT for Charname, who immediately stops and starts attacking the gibberlings.
Similarly for casting spells, I can, for example, order Charname and two mages to start casting. The mages cast their spells just fine, but Charname almost always stops mid-cast and resort to attacking with melee.
I tried different scripts and it happens for EVERY SINGLE ONE (except for "none"), even when the script prevents the character from attacking - in that case my Charname will just stop walking/casting and just idly stand in one place. Even Advanced AI, with all the options disable, interrupts player-appointed actions.
I use mega-installation EET, so I know I will likely never find what is causing this. But I have a small hope that maybe someone, somewhere, encountered such a problem. Any thoughts?
[v2.9] Aura, a gnome artificer NPC for BG:EE + SoD

Introduction
Aura Glimmershine is a young lawful good-aligned gnome artificer and inventor from the island nation of Lantan. She is kind and idealistic at heart, and while she can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise. While she is rather weak in combat, her unique thief kit, Artificer, which grants her the ability to create a large assortment of potions, traps, arcane runes and magical items that become more versatile as she gains levels. She can be found at the Beregost town square and carries with a small selection of personal items. If the PC is female, she may show hints of romantic attraction, though there is no full romance within BG1. In Siege of Dragonspear, she can be found in the Coast Way Forest, after leaving Baldur's Gate. Race: Gnome Class: Artificer (Thief) optional: Illusionist/Artificer, Priestess/Artificer Alignment: Lawful Good Strength: 8 Dexterity: 16 Constitution: 13 Intelligence: 19 Wisdom: 14 Charisma: 15Mod includes:
- – One new party member with the Artificer thief kit
- – New items and item upgrades
- – 10 friendship talks with the PC in BG1, 8 in SoD
- – Banters with every joinable NPC
- – Small quests in BG1 and SoD
- – A romance with a female PC with 12+ Intelligence and 10+ Charisma in SoD
- – Crossmod content
[MOD] Siege of Dragonspear 2 Baldur's Gate2:EE Item Upgrade - v0.5.1 released!
8/28/19 update: v0.1.0 of the mod is completed!
10/14/19 update: v0.2.0 has been completed!
10/15/19 update: v0.2.1 released
10/16/19 update: v0.2.2 released
10/17/19 update : v0.2.3 released
10/18/19 update : v0.2.4 released
11/12/19 update : v0.3.0 released
11/14/19 update : v0.4.0 released
11/14/19 update : v0.4.1 released
11/26/19 update : v0.5.0 released
11/29/19 update : v0.5.1 released
My goals with this mod:
1. Import more items from SoD and place them in logical locations around Shadows of Amn.
2. Provide an upgrade path for these items, along with items from SoD that are already imported normally via Cromwell and Cespenar.
3. The upgrade paths for these items will in many cases, require components that are used to upgrade existing items in the game, allowing for "either/or" decisions to keep things interesting.
4. The new items have been created with an eye towards balance with existing items.
You may download the mod here:
https://github.com/DaerosTrollkiller/SOD2BG2EE_Item_upgrade/files/3906657/_SoD2BG2EE.Item.Upgrade.zip
I appreciate any and all feedback and suggestions for my mod. This is my first major WeiDu-based mod. I have been playing these games since Baldur's Gate was first released back in 1998, and I am happy to be able to give back to the mod community that has added to my enjoyment of these games for the past twenty years (holy crap am I getting old!)
All of the SoD items are discoverable in SoA, you will not have to wait until ToB to find any of them, though you may for their upgrades....
Starting in v0.2.0, I have added a few all-new components that are used in upgrading some of the items below. I dont want to spoil their locations, but they shouldn't be too hard to figure out.
Starting with 0.4.0 I have added an optional component that will force the items that can normally be imported from SoD to
be present in their normal locations. (you must start a new game for this to work) The way this component works is to set the global variables for all importable
SoD items as if you had imported an SoD game that had them all. Since the Voidsowrd +3 and Voidhammer +3 are mututally exclusive
(you cant import both normally) you will be given the option during installation to choose which one to import.
With the global variables for all the item active, the existing game scripts will see them when you enter an area
where one of the SoD items would be and place them as it normally would. Doing it this way prevents the possibility of duplicates.
****NOTE**** during my testing, I discovered an unlikely, but potential issue that also happens even if you don't use this mod:
The area script to place SoD items in their normal locations runs when you first enter an area. Because of this, it is *technically*
possible for you to kill the monster or NPC holding one of these items before the script completes, which results in the default
item dropping instead. For example, if you somehow were to enter firkraag's maze from his hideout, and immediately kill Tazok as
quickly as possible (such as with a godbow or something else that one-shots everything), the script wont have time to complete
and the Dragon Blade +3 wont drop. This should only happen in extreme cases, but if you run into an instance where you didn't get the
SoD item expected, all you have to do is reload and wait a couple of seconds after entering the area containing the item.
New SoD items imported by the mod:
KeyRing (By popular demand)
Tongue of Acid +3
Soft Feet
Crown of Lies
Star-Strewn Boots
"Green" Dragonscale Armor
Stalker's Gauntlets
Sundermaul +3
Cloverleaf
Uncursed Staff +1
Backwhacker +2
Bow of the Banshee +2
Nimblefinger Gloves
Screaming Bagpipes
Bullet of Darkness +3
Void-Tipped Arrow +3
Cloak of Minor Arcana
Element's Fury +2
Storm Pike +2
Trollblood Ioun Stone
Green Dragon Scales
Shield of Egons +2
Vexation +2
Astral Crossbow +2
Shadowed Spear +2
Dragonscale Shield +3 (has to be forged using green scales)
The Forest Queen's Benediction
Jester's Bracers (corny joke component does not currently work properly, I temporarily removed from item until I can figure out how to implement properly)
The Night's Embrace +3
Ring of Purity
Dervish Crescent +2
Headband of Focus
Wizzard Hat
New upgrade components I created for this mod:
Heart of Flame
Eye of Ichor
Soul of Frost
Breath of Wind
Black Dragon Scales
These items have been placed in logical (at least to me) locations around Shadows of Amn.
I don't want to spoil the locations, as I've always felt discovery is part of what makes new things fun,
But if you think about it from the perspective that your gear was sold off or traded away, that's how I determined placement.
SoD items that can be upgraded via Cromwell and Cespenar:
Tongue of Acid +3 (can be upgraded twice) (branching path starting with v0.2.0)
Soft Feet
Crown of Lies
Star-Strewn Boots
"Green" Dragonscale armor (can be upgraded twice with branching paths) (new options added with v0.2.0)
Stalker's Gauntlets
Sundermaul +3
Archer's Eyes
Bard Hat
Belt of the Skillful Blade
Biter +2
Helm of Dumathoin
Voidsword
Voidhammer
Buckler of the Fist +2
Robe of Red Flames
Cloverleaf
Uncursed Staff +1
Backwhacker +2
Bow of the Banshee +2
Nimblefinger Gloves
Bullet of Darkness +3
Void-Tipped Arrow +3
Cloak of Minor Arcana
Element's Fury +2 (can be upgraded twice)
Storm Pike +2 (can be upgraded twice with branching paths)
Trollblood Ioun Stone (can be upgraded twice)
Shield of Egons +2 (can be upgraded twice)
Vexation +2
Astral Crossbow +2
Shadowed Spear +2 (can be upgraded twice)
Dragonscale Shield +3
Dragon Blade +3 (can be upgraded twice)
Jester's Bracers (corny joke component does not currently work properly, I temporarily removed from item until I can figure out how to implement correctly)
The Night's Embrace +3
Ring of Purity
Dervish Crescent +2
Sword Dancer Kit for Fighters, Paladins, and Monks
The Sword Dancer specializes in repeatedly poking his or her opponents with an absurd number of embarrassingly weak attacks--basically, the polar opposite of the War Hulk kit. The Sword Dancer works great with weapons that have on-hit effects like the Dagger of Venom and Celestial Fury, but it will never outshine other fighters in terms of sheer damage output. Likewise, the Dancer kits for monks are much more effective at Stunning Blow, but will not have the same damage output as other monks.
The Sword Dancer kit actually makes three different attack rolls for every attack. Thus, a Sword Dancer's APR is triple what is shown on the Record screen, and this tripling stacks with Haste and Improved Haste. In addition, Sword Dancer fighters and paladins automatically get free dual-wielding with no penalties.
As with all of my kits, the crazy advantages come with equally crazy disadvantages. Each kit deals one-fifth physical damage with every strike, suffering a -80% penalty to all weapon damage, and the fighter kit cannot wear metal armor or place many proficiency points in heavier weapons (paladin proficiencies are even more restricted). The damage penalty does not apply to nonphysical damage, but it does reduce other bonuses to weapon damage such as Strength and proficiency bonuses.
There are five different kits: the Sword Dancer kit for fighters, and the Stone Dancer, Water Dancer, Flare Dancer, and Sky Dancer kits for monks.
Kit Descriptions:
Sword Dancer (fighter kit)
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
- May wield two weapons at once with no penalties
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
- Can only attain Mastery (three points) in short swords, katanas, scimitars, daggers, and staffs
- Can only attain Specialization (two points) in longswords, clubs, spears, and darts
- Can only attain Proficiency (one point) in axes, bastard swords, two-handed swords, war hammers, halberds, flails, maces, and shortbows
- May not place any proficiency points in crossbows, longbows, or slings
- Cannot wear armor heavier than studded leather
- Hit Die: d8
Sword Dancer (paladin kit)
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
- May wield two weapons at once with no penalties
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
- Can only attain Specialization (two points) in short swords, katanas, scimitars, daggers, and staffs
- Can only attain Proficiency (one point) in clubs, darts, spears, longswords, axes, war hammers, maces, and shortbows
- May not place any proficiency points in two-handed swords, bastard swords, halberds, flails, crossbows, longbows, or slings
- Cannot wear armor heavier than studded leather
- Hit Die: d8
Stone Dancer
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
- May cast Stoneskin at level 1.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
Water Dancer
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Gains an extra half attack per round at level 1.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
Flare Dancer
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Deals an extra 1 fire damage with every unarmed strike.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
Sky Dancer
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
- May cast Windwalk twice per day.
WINDWALK: The Sky Dancer calls upon the force of the wind to transport them to another location, instantly teleporting them to any spot within range.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
A note for modders: This kit bypasses the normal cap for attacks per round by switching the character's sprite to a custom animation. This can be replicated for other classes and could even be incorporated into spells and items, given enough time and effort. Any modders that want to break the APR cap are free to use the files in this kit to replicate the effect provided they give credit to @kjeron, who discovered how to break the cap and made this kit possible. The discussion below contains some information on how to do this. Note that this method requires using a limited set of names for the custom animations, and this kit currently uses the values 6512 to 6525, covering only fighter and monk animations (no other classes are represented).
The old version of this kit, which enjoyed standard APR bonuses, had constant effect Improved Haste, and dealt lingering damage with light weapons, is also available. The old version's kit description is below:
CLASS FEATURES:
Advantages:
- Improved Haste
- +1/2 attack per round every 5 levels
- Immune to slow
- May cast Blade Barrier once per day at level 10
- Deals 1 extra lingering damage per hit when using short swords, katanas, scimitars, daggers, staffs, darts, short bows, and longswords, with an additional 1 damage at levels 4, 8, and 12
Disadvantages:
- Deals 75% less damage with all weapons
- Can only attain Mastery (three points) in short swords, katanas, scimitars, daggers, staffs, darts
- Can only attain Specialization (two points) in longswords, clubs, spears, and shortbows
- Can only attain Proficiency (one point) in axes, bastard swords, two-handed swords, war hammers, halberds, flails, maces, crossbows, and longbows
- Cannot wear armor
High-Level Abilities:
- Twin Fencer
- Counterattack
- Whirlwind Attack
- Globe of Blades
- Flying Daggers
- Hit Die: d8
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 andGolem
Mod idea: Sarevok Kills Charname
How difficult is it to start a BG2 game with this sequence.
You (Sarevok) plan to meet up with (Tranzig, Tazok, Davereon, Tarnesh?) in (FAI, Beregost?) but you were captured by mysterious cloaked figures. Unable to cast spells and worn from the battle with Gorion you stood no chance...
A soft woman’s voice wakes you up. You see no-one but you hear some fiddling on the lock. The lock opens and a woman appears as if she materializes right in front of you. It’s Tamoko and she asks you to flee with her, to get out of this dungeon.
Hold up! Tamoko hides in the shadows?? Yes in official resoures (dragon magazine, don’t read the Jaheira and Abdel part (puke smiley)) Tamoko is some sort of ninja from Wu (Kara-tur). So if we make her a Shadowdancer (lvl 5-7) dualed to cleric (of Mask? Or some other Evil or neutral Deity) we have an interesting start point.
You track your way out of the dungeon (encountering your sword) on the way. You encounter Yoshimo and Tamoko is very suspicious (or very happy) to meet someone else from Kara-tur.
You get out together and a spell battle is raging….
We were discussing a bug on the start sequence of BG1 (on reddit) and someone thought it would be cool if Sarevok killed CHARNAME at the start of the game. And I’m thinking about this for some weeks now. I think it would be cool to play BG2 with Sarevok as protagonist. Has someone modded something like this?
Sarevok:
A pre made character.
Lvl 7/8 Fighter with Minor deathblow as skill. Can dual-class to mage or thief (as per ToB). Maybe he has the Bhaal power charname would’ve had.
Tamoko:
NPC
Lvl 5 Shadowdancer Lvl 7 Cleric . Follows Mask unless there is a more suitable Deity. I have to check if he already escaped Godsbane at this point. But I think he did.
Imoen:
She saw you kill CHARNAME
Is she captured with you or has she followed you to Amn? We can’t leave her out completely do we?
Minsc and Jaheira are not present here.
Are they dead or do we encounter them in Atkatla or the wilderness?
Do we need another NPC?
We could replace Tamoko with Cythandria if we assume Sarevok is captured on a later moment.
THOUGHTS on the workload
- I think BG 2 is really suitable to play as Sarevok. I plan to keep notes on places where he is mentioned or where they are really specific about CHARNAME (Candlekeep, Gorion, Hero of Baldur’s Gate etc.)
- If we forget Jaheira and Minsc we lose a lot of problems with that.
- It’s easy to say to the returning BG1 NPC’s that you never met them.
- The dream sequences are one of my main concerns, they are about Candlekeep, Gorion and Sarevok so that’s weird
- What about Immi, she plays a major role in the story, and getting Tamoko caught by the Cowled wizards is a bit far fetched
- In the hell trails you fight the one Bhaalspawn from Aloundo’s prophecy (a.k.a. Charname)
- In ToB we delete Sarevok (no big deal imho)
- What do we do with Reiltar Anchev?
- We assume the Iron Crisis was resolved by the dukes, without proper leadership the Iron Throne toppled.
- Can you run an normal game and a Sarevok game in the same install with ingame scripts
Is it possible to - reliably - trigger an effect when a creature targets another creature?
I would like to inject the callback whenever a creature changes the targeted creature to apply 'reverse bless', but I don't know if the engine supports something like this. A problem here is that it would have to cancel its effect when the target dies/dissapears, which might not work reliably.
I also thought about hacking all weapons to actually do zero damage (is it possible?) but always trigger a MR ignoring spell which calculates the actual damage based on the nominative weapon value and target's armour - I presume pretty much anything can be coded in here, right?
[NPC MOD] Sheena - The Half Dragon Tale

The Enemy Within, a New Mod Coming! [Work in progress]








New version of Sword Coast Stratagems (v32) available
Sword Coast Stratagems (SCS) is a collection of interconnected mini-mods for Baldur's Gate (on the BGT/BGTUTU/BGEE versions) and Baldur's Gate II. It is primarily a tactical and AI-enhancement mod: the idea is to make the game's combat more interesting, tactically challenging, and realistic by more effective use of, and choices of, creatures' abilities. It also contains a few rule tweaks and ease-of-use features.
Version 32 is a major revision (the largest since the old 'SCS' and 'SCSII' mods were merged). Highlights include a new integrated difficulty-control system, inclusion of the Icewind Dale spell system, substantial revision of spellcaster AI, six new components, much fuller compatibility with the Spell Revisions mod, some streamlining of the mod's overall structure, and a major decrease in installation time.
Grab it direct here. You can also visit the extensive project pages, readme, or SCS forum for more information.
EDIT: now updated to v32.4; links are unchanged.
Is it possible to increase tiles resolution?
I'm looking into upscaling AI and wonder if it's possible to utilize backdrops with increased resolution without breaking game logic (doors/events/etc).
The similar topic exists, but author there didn't seem to find any suitable solution.
Few thoughts I had so far by didn't investigate yet:
- what will happen if I store let's say 128x128 image inside .pvrz file? Will game rescale it to tile size on screen?
- what will happen if I change last dword in .tis file? Will game respect it and use larger tiles?
- may be it's possible to use more tiles for backdrops after all and modify programmatically metainformation like one stored inside .wed file? Will it break anything else?
Anyway, don't hesitate to tell all your ideas and thoughts on the matter.
I'm not familiar with the engine well and will be grateful for any advice you can provide.
To be clear: I'm coder, so automatization related tasks doesn't scare me, I'm just looking for a deterministic way to achieve the goal.
[How to] Install mods on Android
Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).
You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.
You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.
Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).
This procedure was tested on Windows.
WARNINGThis procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).
Version 2.5 of BG2EE (and potentially of other EE games) doesn't work properly with the method described below. :( However @Gusinda wrote a new guide for setting up mods for this version.
Building an environment to install mods (BGEE)
WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.
Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.
Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.
- Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
- According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
- Using your usual file explorer, open the drive that just appeared
- If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
- Go into folder Android/obb/com.beamdog.baldursgateenhancededition
- There you should find two files with an .obb extension:
- main.2106.com.beamdog.baldursgateenhancededition
- patch.2100.com.beamdog.baldursgateenhancededition
- On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
- Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
- Copy the two obb files into that new directory
- On the hard disk, rename the two obb files and replacing the .obb extension with .zip
- Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
- Once finished you should see the following directory content in the BGEE_Android directory:
- data
- lang
- movies
- music
- script
- chitin.key
Mod installation
- In the BGEE_Android directory, extract the archives of the mods you want to install
- Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
- Download the latest of WeiDU available for your operating system on this page
- Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
- In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
- Select file setup-MOD_NAME.exe and delete it
- Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
- Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
- Install the mods, in the recommended order
- Windows: run the setup-MOD_NAME.exe file of each mod
- Mac OS X: here is detailed guide
- Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
Creating the mods archive to transfer to Android
The aim is to build a directory structure that includes only the files modified by the mods installation.- From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)
Warning: this must match your game language choice in the previous step! - Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
- Create a new temporary directory, for instance Android_Files
- In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
- Paste the dialog.tlk file(s) from the clipboard into that directory
- Copy the override directory from BGEE_Android into Android_Files
- Run your preferred zip tool (7-Zip, WinZip, ...)
- Using drag and drop or another method, add directories lang and override from Android_Files into the archive
- In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression
For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store" - Create the archive and give it a name such as Mods.zip
- Copy the centralfix.exe file into the same directory as the Mods.zip archive
- Open a command line windows and move to the directory where you created the Mods.zip archive
Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here" - Enter command
centralfix Mods.zip
It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.
Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.
Transferring the mods archive to Android
- Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files
Beware, this is not the same directory as in the beginning.
Notes on content to include in the mods archive
In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.
According to what mods are changing in the game, you might have to add other items into the mods archive:
- for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
- for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
- for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts
Nota : the list above is not exhaustive.
As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.
Finally you'll have to add all those files when building the Mods.zip archive.
It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.
Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.
In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).
Example with BGEE
Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

BG2EE
The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):
- main.226.com.beamdog.baldursgateIIenhancededition.obb
- patch.220.com.beamdog.baldursgateIIenhancededition.obb
The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files
I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).
IWDEE
Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:
- main.406.com.beamdog.icewinddale.obb
- patch.400.com.beamdog.icewinddale.obb
It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).
The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files
[v1.41] Helga, a Dwarven Priestess of Haela Brightaxe for BG:EE and SoD

Introduction:
Ye can find yerself away from the battlefield for decades, but the memories never leave ye.
Raising me three children has been me pride, but battle is my calling, and there be no finer foe than the ogres scattered across this land. Haela Brightaxe call is for us to dispense of such monsters before they threaten my kin, and the chaos of these times gives me full cause to leave retirement and return to the bloodshed.
I'd rather die with a hammer in me hand than idle and bored with children who have left the nest and are eager to ignore mother's prattling of wisdom. I plan to remind them of my legacy I have laid as a priestess. Ye would be wise to have me.
General Information
This mod adds a new joinable NPC to the game: Helga, a dwarf priestess.
She can be found south of Beregost on the road, surrounded by a few fallen ogres. She will join any party, though if your reputation falls too low she will leave. Her starting level will vary pending on the players at time of recruitment.
Stats:
STR: 18
DEX: 14
CON: 14
INT: 11
WIS: 12
CHA: 11
Total: 80
Proficiencies: Two Handed Weapon Style (1), Warhammer (1)
Alignment: Chaotic Neutral
Kit Information
Helga's Kit comes with the following abilities:
-May Cast Hurl Stone Once Per Day. Gains one use at level one and an additional use every five levels thereafter.
HURL STONE: The priest creates a magical stone the size of their palm, which flies out of their hand and into the intended target. The stone does 1d6 direct magic damage per five levels with no save, although it does not bypass magic resistance. If the creature fails a save vs spell, they are also knocked down for two rounds.
-May Cast Flamebolt Once Per Day. Gains one use at level one and an additional use every ten levels thereafter.
FLAME BOLT: The priest calls forth a holy two-handed blade of flame named after Haela Brightaxe's favored weapon. The caster is treated as if a fighter with mastery level of proficiency in the weapon. The blade does 1d10+1 damage, +1 fire damage, with a THACO bonus of 1. These are all improved by one every ten levels. The blade acts at a speed factor of nine and lasts for five rounds, plus five more every ten levels.
General Questions:
Q: Is this compatible with EET?
A: Yes.
Q: Will there be a BG2 Portion?
A: After I finish all of the planned NPCs for BG1, I will work on their BG2 content. This is vaguely scheduled to be done in October.
Q: Is this character romanceable?
A: No, nor will there be any added in future content.[/spoiler]
Q: Why a dwarf NPC?
A: There aren't any female dwarves recruit able in the Baldur's Gate Saga, and there aren't any mods I know with one either, bar Glam's excellent NPC pack, though that only covers BG:EE. So this mod will give this race and gender coverage for the entire saga.
Feedback
I am very happy to receive feedback. Please post in the forum thread where this mod was uploaded, so I can implement ideas and criticism accordingly. Stylistically this mod is designed to be a lighter NPC mod, with a quest, banters, dialogue, but I have no issues adding in more content where requested.
Other Mods:



