Mods in Bluestacks?
[MOD] Siege of Dragonspear 2 Baldur's Gate2:EE Item Upgrade - v1.0.0 released!
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
12/22/19 update : v0.6.2 released
1/31/20 update : v1.0.0 released
**** A note for those who have been following my mod****
Going forward, this mod will be hosted over at Gibberlings 3. I will still keep an eye on this forum and update my thread here as well, so please feel free to leave me feedback here. (Any and all feedback and/or suggestions are welcome) I have now included in spoilers the locations and upgrade recipes since they will not likely change in newer revisions.
Also, you may have noticed I skipped ahead quite a few versions since my last update. I've overhauled many of the item icons, along with avatar/projectile graphical changes and other corrections.
Most importantly, I've overhauled the way new projectiles, portrait icons, and display strings are added via my mod to prevent compatibility issues with other mods that also add these (provided they do so "correctly") A HUGE thanks to the folks over at G3 who pointed these issues out to me and showed me how to correct them.
As a nice bonus of moving over to G3, my mod now has OSX and Linux compatibility!
There are some content changes since the last update, mostly involving rearranging where some items are located, which is outlined in the spoilers.
What this mod does:
Imports more Siege of Dragonspear items into logical (to me at least) locations in BG2:EE during the Shadows of Amn campaign. They are attainable in a variety of ways – quest rewards, drops from enemies killed, shops, and containers.
Includes an optional component to force all import-able SoD items to be present in their normal locations. Since the Voidsword +3 and Voidhammer +3 are mutually exclusive, a choice is given for which to import. I included this component since many players (myself included) have had trouble with these items not importing into BG2:EE properly.
Adds upgrade options for the majority of the imported SoD items via Cromwell and Cespenar. All recipes are on both, so the player should not run into any issues upgrading items. Many of these new recipes require existing upgrade components within the game, keeping in the spirit of having to choose one upgrade over another for strategizing and replay-ability. In addition, I have also created a few entirely new upgrade components to fit with the theme for some of the upgraded items. I included an upgrade path for one importable item from BG1 as well, since I felt it deserved a future in BG2.
Adalon now drops silver scales, correcting what I felt was an oversight. (These scales are used in some of the new upgrades.)
Imports Helm of Opposition from BG1 - simply because it's fun, and if you know how to use it, it can be very useful.
Starting with v1.0.0 - There is now an optional component that upgrades Cromwell's equipment to be more in-line with his skills. I always thought his gear was a bit mundane for what he could create

All of the upgrades were created with balance in mind, and most have unique effects to keep things fun and fresh.
You may download my mod here:https://gibberlings3.net/files/file/1016-sod-to-bg2ee-item-upgrade/
New SoD Items This Mod Imports:
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 (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 it can be implemented properly)
The Night's Embrace +3
Ring of Purity
Dervish Crescent +2
Headband of Focus
Wizzard Hat
Existing SoD Items Force-Imported by Optional Component:
Archer's Eyes
Robe of Red Flames
Belt of the Skillful Blade
Biter +2
Voidhammer +3/Voidsword +3
Bard Hat
Helm of Dumathoin
Buckler of the Fist +2
Dragon Blade +3
Tangled Strings
Location Spoilers:
Table by Jailkeep Golem in Irenicus' dungeon
Tongue of Acid +3
Shadow Dragon (Thaxll'ssillyia), Shade Lord's Dungeon
Vexation +2
Pirate Captain in Hideout of Sea's Bounty Tavern
Crown of Lies
Firkraag, Windspear Hills Dungeon
Star-Strewn Boots
Unseeing Eye, Beholder Area in Sewers (Unseeing Eye sidequest)
"Green" Dragonscale Armor
Kyland Lind, Druid Grove Area
Stalker's Gauntlets
Shade Lord, Umar Hills Dungeon
Sundermaul +3
Therndle Daglefodd, Underdark, reward for rescuing the Svirfneblin child
Cloverleaf
Haer'Dalis' starting equipment
Uncursed Staff +1
Sorcerous Amon, Den of Seven Vales in Waukeen's Promenade
Backwhacker +2
Cohrvale, Slums
Bow of the Banshee +2
Gallchobhair, Temple Distric sewers
Nimblefinger Gloves
Renal Bloodscalp, reward for killing Mae'Var after proving his treachery
Screaming Bagpipes
Pooky, Den of Seven Vales in Waukeen's Promenade
Bullet of Darkness +3
Enge's Shop, Waukeen's Promenade
Void-Tipped Arrow +3
Enge's Shop, Waukeen's Promenade
Cloak of Minor Arcana
Mekrath, Sewers, Haer' Dalis sidequest
Element's Fury +2
Pai'Na, Lower Tombs in Graveyard District
Storm Pike +2
Anarg, Bridge District (Fallen Paladins quest)
Trollblood Ioun Stone
Nalia's starting equipment
Green Dragon Scales
Green Dragon, Watcher's Keep, Test of Bravery
Shield of Egons +2
Guardian Terpfen, Helmite Camp, Dorn's quest
Vexation +2
Ithafeer, Druid Grove Area
Astral Crossbow +2
Keldorn's starting equipment
Shadowed Spear +2
Tor'Gal, De'Arnise Keep
Dragonscale Shield +3
Forged using green scales
The Forest Queen's Benediction
Vaelasa, Windspear Hills (reward for returning dryad's acorns, or by killing her)
Jester's Bracers
Enge's Shop, Waukeen's Promenade
The Night's Embrace +3
Mae'Var, his guild hall, Docks District
Ring of Purity
Guardian, King Strohm's tomb, Windspear Hills dungeon
Dervish Crescent +2
Trademeet, reward from Djinn for Ithafeer's head
Headband of Focus
Alorgoth, Rasaad's quest (SoA)
Wizzard Hat
Lanneth, Neera's quest (SoA)
Archer's Eyes
Kuo-Toa Lair, Underdark
Robe of Red Flames
Edwin's starting equipment
Belt of the Skillful Blade
Ust Natha shop, Underdark
Biter +2
Jaye's store (at night), Waukeen's Promenade
Voidhammer +3/Voidsword +3
Blood pool near Lassal, Bodhi's Lair
Bard Hat
Aawill, Planar Prison
Helm of Dumathoin
Tarnor, Temple District sewers
Buckler of the Fist +2
Shop near temple (at night), Slums
Dragon Blade +3
Tazok, Firkraag's dungeon, Windspear Hills
Tangled Strings
Shop, Bridge District
Heart of Flame
Saladrex, Watcher's Keep (Machine of Lum the Mad level)
Eye of Ichor
Chromatic Demon, Watcher's Keep (Elemental Level)
Soul of Frost
Ka'Rashur, Watchers Keep (Maze Level)
Breath of Wind
Bookshelf, Watcher's Keep (Ritual Level)
Black Dragon Scales
Black Dragons in Suldanessellar, Hell (if you decide to fight it)
Helm of Opposition
Undead Mayor, Unseeing Eye Cult Area
Recipe Spoilers
Heart of Flame
Eye of Ichor
Soul of Frost
Breath of Wind
Black Dragon Scales
Upgrade Requirements
Tongue of Acid +3 — can be upgraded twice with branching paths
1st upgrade: Silver Hilt +10,000gp
2nd upgrade: Eye of Ichor + 15,000gp
1st upgrade (alternate): Angurvadal + scroll of disintegrate +10,000gp
Soft Feet
Liquid Mercury + 7500gp
Crown of Lies
emerald + star sapphire + diamond + potion of insight + 5,000gp
Star-Strewn Boots
2x potions each magic protection, magic blocking, magic shielding + 5,000gp
"Green" Dragonscale Armor — can be upgraded twice with branching paths
1st upgrade: Red Dragon Scales + 7,500gp
2nd upgrade: shadow, white, silver, blue, or green scales + 15,000gp
1st upgrade (alternate): Shadow Dragon scales + 7,500gp
2nd upgrade: red, white, blue, silver, or green scales + 15,000gp
Stalker's Gauntlets
Bracers of Blinding Strike + Improved Haste Scroll +2 potions of power +2 potions of master thievery + 10,000gp
Sundermaul +3
Rune of Clangeddin + 5,000gp
Cloverleaf
5 scrolls of Luck + 5,000gp
Uncursed Staff +1
Wand of Fire + Wand of Frost + 5,000gp (can be repeated to recharge)
Backwhacker +2
Wyvern Tail + Gnasher + 5,000gp
Bow of the Banshee +2
Screaming Bagpipes + Gesen Bowstring (or Gond) + 10,000gp
Nimblefinger Gloves
Bracers of Archery + Bracers of Defense AC3 + Gloves of Pickpocketing + 5,000gp
Bullet of Darkness +3
Bag of plenty +2 and 5,000gp
Void-Tipped Arrow +3
Quiver of plenty +2 and 5,000gp
Cloak of Minor Arcana
Amulet of Metaspell Influence + Cloak of Displacement + 5,000gp
Element's Fury +2 — can be upgraded twice
1st upgrade: Boomerang dagger +2 and 5,000gp
2nd upgrade: Soul of Frost + 5,000gp
Storm Pike +2 — can be upgraded twice with branching paths
1st upgrade: Wave Shaft + 7,500gp
2nd upgrade: Hammer of Thunderbolts +3 + Scroll of Crom Faeyr + 10,000gp
2nd upgrade (alternate): Wave Blade + Scroll of Crom Faeyr + 10,000gp
Trollblood Ioun Stone — can be upgraded twice
1st upgrade: Pale Green Ioun Stone + 5 scrolls of Resist Fear + 5 potions of regeneration + 5 potions of heroism + 5,000gp
2nd upgrade: Wong Fei's Ioun Stone + 5,000gp
Shield of Egons +2 — can be upgraded twice
1st upgrade: Shield of the Lost +2 + Illithium ore + 7,500gp
2nd upgrade: Symbol of Amaunator + 5,000gp
Vexation +2
Heart of the Damned + 7,500gp
Astral Crossbow +2
Gesen bowshaft + 5,000gp
Shadowed Spear +2 — can be upgraded twice
1st upgrade: Breath of Wind + 7,500gp
2nd upgrade: Ixil's spike + 7,500gp
Jester's Bracers
2 Demon Hearts + 5,000gp
The Night's Embrace +3
Black Dragon Scales + 7,500gp
Ring of Purity
Eye of Tyr + 5,000gp
Dervish Crescent +2
Belm +2 + Oil of Speed (murky variant) + 5,000gp
The Burning Earth +1 — can be upgraded twice
1st upgrade: Sword of Flame +1, + Blade of Searing +3, + 5 scrolls of Agannazar's scorcher + 7,500gp
2nd upgrade: Heart of Flame + 15,000gp
Dragonscale Shield +3
Black dragon scales + 7,500gp
Archer's Eyes
Scroll of Wizard Eye + scroll of Farsight + 2 potions of perception + 5,000gp
Robe of Red Flames
Robe of Vecna + 10,000gp
Belt of the Skillful Blade
Gauntlets of Weapon Expertise + Gauntlets of Weapon Skill + scroll of disintegrate + 10,000gp
Biter +2
5 scrolls of Melf's Acid Arrow + 5 sphene gems + 5,000gp
Voidhammer +3/Voidsword +3
Skull of the Lich + 15,000gp
Bard Hat
Gold Ioun Stone + Dusty Rose Ioun Stone + 7,500gp
Helm of Dumathoin
Left Horn + Right Horn + 5,000gp
Buckler of the Fist +2
Reflection Shield +1 + 2 scrolls of protection against normal missiles + 2 potions of mirrored eyes + 10,000gp
Dragon Blade +3 — can be upgraded twice
1st upgrade: Silver Blade + 7,500gp
2nd upgrade: Soul of Frost + 10,000gp
Varscona +2 – can be upgraded twice
1st upgrade: Hilt or Blade of the Equalizer + 5,000gp
2nd upgrade: Soul of Frost + 10,000gp
Stonefire +3
Heart of Flame + 10,000gp
Wizzard Hat – can be upgraded twice
1st upgrade: Circlet of Netheril(component version) + 10,000gp
2nd upgrade: Bronze Ioun Stone + 5,000gp
[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
Shadows of Amn XP cap
BG1NPC v24-Beta
- Fix script variable reference for AR0112.BCS
- Moving component code blocks to .tpa files for organization
- Moved Tranzig interjections to separate file. Implemented separate BGEEv2.5/Tutu compatible versions.
- Updated Kivan-Tazok encounter
- Moved interjections to separate files.
- Simplified scripting/dialogs for compatibility with BGEEv2.5
- Implemented separate BGEEv2.5/Tutu versions of encounter
- Updated the Extended Kagain's Caravan Quest for BGEE v2.5
- Update bandit scripts for killing lead bandit by stealth
- Separated quest into two parts: 1) Find missing caravan, 2) Return Silvershield's son's brooch
- On BGEEv2.5, part 1) exists, so use that. Only implement part 2)
- Fix Dueling Interjections on BRILLA.DLG
- Updates to Yeslick-Rieltar Encounter for BGEEv2.5 Compatibility
- Update Jaheira' Quest for BGEEv2.5 compatibility
- Implement SUBCOMPONENTs for romance component timing options
- Implement SUBCOMPONENTs for BGEE Banter Timing Tweak
- Transferring the following components to Tweaks Anthology:
- NPCs Wait at Inns
- Move NPCs to Convenient Locations (Alora, Eldoth, Quayle, Tiax)
- Make Shar-Teel Unkillable until In Party
- Cloakwood areas availability in Chapter One
- Transferring Edwin, Imoen, Jaheira, and Minsc portrait components to Continuous NPC Portraits
- Add new component: Coran's "Murder in Baldur's Gate" portrait
- Revised Non-Joinable NPC Portraits for BG1NPC added NPCs
- Fix for Kagain's Quest not allowing to be "completed" without accepting Kagain into the party.
- Fix for Cloakwood Mines not appearing when "Open Cloakwood Mines early" component is installed.
- Fix for SoA-based Tutu installs: only use of DisplayStringNoNameHead on ToB/EE engine installs, default to DisplayStringHead on SoA-Tutu.
- Fixed Tutu install + more German proofreadings - Thanks @jastey!
- Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
- Moving some large code blocks to .tpa files to clean up bg1npc.tp2
- Fixed hardcoded strings in x#mag14d.baf
- Fixed bug with Amarande dialog
- Fixed bug with Edwin's golems in Spiderwood
- Fixed bug with Winski's demon spawning neutral
- Fixed minsc dialogue problame x#miint.d + x#miint2.baf
- (BGT) Jaheira's interjection in Black Lotus tent
- Remove added trans triggers from Seniyad's dialog
- Replace David Jansen's "shout" script
- tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
- corrected Imoen-Yeslick rest banter for BGT
- added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
- lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
- unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
- x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
- Typos and many small bugs quashed!
- Un-hardcoded strings for Imoen's Tome
- Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
- Copying over x#blank.wav to silence default dialog sounds
- Updates to German, French, and Polish translations
IWD:2 Mod Needed
https://www.reddit.com/r/icewinddale/comments/2gv65s/complete_list_of_icewind_dale_2_mods/
I would appreciate it if someone could do this.

[MOD] Lost Items - small mod to restore removed items from original Icewind Dale by Heart of Winter
Only items which cannot be found anymore was added.
List of added items:
Greater ring of warrior
Spiked long sword +1
Two-handed sword of Resistance +1
Two-handed sword Hammering +1
Dragon Eye:
Potion of Constitution
Shadowed Studded Leather +2
Morning Star +2: Hammer
Sloth +2
Reinforced Large Shield +2
Dorn's Deep:
Potion of Arcane Absorption
Potion of Aura Enhancement
Wyrm's Tooth:
Two-Handed Axe of Resistance +3
War Hammer of Phasing +2
Lower Dorn's Deep:
War Hammer +4: Defender
Shocking Flail +4
Demon's Breath +3
Morning Star of Action +4
War Hammer of Phasing +3
Shadowed Studded Leather +4
Short Sword +4: Hammer
Ring of Greater Resistance
Ring of the Warrior Thief
Potion of Dissipation
Foe's Fate
Long Bow +4: Hammer
Static Two Handed Sword +4
Bastard Sword +3: Incinerator
Two Handed Sword +4: Life Giver
Long Sword of Action +4
Bhaal's Fire
Not added:
Forgotten temple:
Charged Battle Axe +2 - moved to Kalabac in Dorn's Deep.
Two Handed Fire Axe +1 - moved to 5th level of Dragon Cave to Yuan-ti Champion.
Dorn's deep:
Doom Halberd +3 - moved to containers behind Ilmadia
Star-Forged Halberd +3 - moved to containers behind Ilmadia
Undead Crypts:
Studded Leather of Resistance +3 - moved to containers in Marketh's room
Large Shield of Strength +1 - moved to another container in the same room
Fire Flail +3 - moved to Joril
Star-Forged War Hammer +4 - moved to containers in Marketh's Domain level 1 near Fleezum
Morningstar of the Gods +3 - moved to containers in Marketh's Domain level 1 near Fleezum
Two-Handed Sword +3: Bane - moved to Kontik
Bastard Sword of Greater Phasing +3 - moved to Kontik
Bastard Sword +3: Defender - moved to containers near Ilmadia
Ring of Aura Transfusion - Moved to Mavalon
Ring of Reckless Action - Moved to Mavalon
Wyrm's Tooth:
Two-Handed Axe of Greater Phasing +2 - moved to containers near Ilmadia
Static Star +3 - moved to containers in Marketh's Domain level 1 near Fleezum
Sanctified War Hammer +3 - moved to containers in Marketh's Domain level 1 near Fleezum
Two-Handed Sword +4: Backbiter - moved to containers near Ilmadia
[Mod] Imoen 4 Ever - Experience the BG Saga with Imoen - and the beginning of SoA without pressure!
Imoen 4 Ever
Mod languages: English, German, Polish
This mod aims at making Imoen a steady companion throughout the whole BG-Saga. Imoen-related story content is being considered, therefore Imoen will be out of party temporarily to reflect the most crucial original game events. This mod makes her rejoin the party after such incidents, so that she can be seen as an actual travel companion in SoD (not finished yet) and BGII.
Note: The SoD part is not finished yet.
The mod tries to use as many originally voiced lines as possible, but some had to be taken out because they didn't make any sense without Imoen being there (BGII) or with Imoen catually being in the party (SoD).
The mod is compatible with SoD and all BGII games: BGII, BGT, BGII:EE, EET. For EET, install the mod dirctly into your EET game folder. For order of install, this mod is to be considered to be a questmod, i.e. should be installd before any NPC or other mods that add interjections into chapters 2&3 in BGII.
Promotion Artwork by Acifer!
Note to Compatibility:
If you are a player and want to know whether your favorite mods are compatible with I4E, have a look here and also, feel free to ask!
The same if you are modder and want to make your mod compatible with I4E, have a look at the link but also, feel free to contact me!
As of v2, the BGII and SoD parts are splitted into two optional components.
Content BGII:
This mod gives back Imoen in Chapter 2 and 3, right after the first dialogue with Gaelan. The player can then explore and play all quests without any time pressure or moral dilemma about a friend needing rescue.
The original game content kicks in again after the arrival in Brynnlaw: Imoen will now be kidnapped, and Yoshimo will be available for recruitment in the Brynnlaw tavern.
All(most all) lines referring to Imoen being taken and needing rescue where replaced with references to chasing Irenicus, instead.
Content SoD:
With this tweak, Imoen will remain in your group in the beginning of SoD if she was in BG:EE. She will be a party member in Korlasz's crypt up until the point where all party members leave and the PC finds themselves in the Ducal Palace. From there, Imoen will take her role as in the original game. (Planned: let her rejoin in the first coalition camp.)
Inside Korlasz' Crypt, Imoen will have a PID (player initiated dialogue) out of her original game dialogue. She will talk about Duke Jannath taking an interest in her, but she will only talk about her magic studies if she was already dual-classed to T/M in BG:EE.
After the attack in the Ducal Palace, she will be in no shape to accompany the PC because of the poison. Her "good bye" dialogue the evening before the PC heads out against the crusade is changed with her new motive to stay behind accordingly.
If Imoen was not in party in the endfight of BG:EE, her presence in Korlasz' Crypt will play like in the original game with no changes. (Planned: but she will rejoin at the first coalition camp.)
Link to Modpage and Readme
Forum at G3
German Discussion Thread (Kerzenburgforum)
Download the Mod G3

Project Infinity - public BETA for all
Project Infinity
https://discord.gg/aQvnbaY
Overview:
- every Infinity Engine game and version
- Download and extract all the mods you want to install into a folder of your choice, for example, "G:\Mods-Extracted".
- Run Project Infinity.
- During the first run, you’re presented with the "Settings" dialog box. Select the path to the IE games you have installed and press OK.
- At the top left corner of the application, from the drop-down list select the game you want to mod.
- In the main window locate the text box labeled "Extracted mods". Use the browsing button to it's right to select the folder where you extracted all your mods. After a few seconds, the mods panel will be refreshed and "Default/Unassigned" can now be expanded.
- In the mods panel expand the "Default/Unassigned" section in order to see all detected mods.
- In the mods panel expand the mod in order to load its components.
- Select all the components you want to install. Alternatively, you can import WeiDU.log from a previous installation, use the "Import Weidu.log" button.
- Click "Set-InstallationSequence" button, all selected mod components should be added to the "Installation Sequence" window.
- Set the install order via one of the features, please see F.A.Q.
- Click the "Start-Installation" button to start the installation.
- Mods installation, including private and unreleased mods.
- Quick uninstallation of all the currently installed mods.
- EET full installation, please see F.A.Q.
- One-click Delta Updates for mods hosted on Github.
- Download mods from sites that provide support.
- Install Order Groups.
- Create your own install order for mods.
- Ability to share and reuse the mod list.
- Ability to share and reuse install order.
- Unlimited sub-folders in the folder with extracted mods.
- Importing a WeiDU log as an installation sequence with localized component names.
- Launching currently selected game by clicking at the game icon.
- Drag and drop support for changing the install order.
- Downloading all your mods directly from the mod manager ( please make request )
- Support for Mod metadata.
- Support for Delta Updates for mods hosted at Github.
- Support for Mod config. (the guide will be provided later )
- Support for Infinity Engine Mod Package, universal for all operating systems. (the guide will be provided later )
- Caching
- Multi-threading
- Mod Categories/Tags
- Online Install Order and the ability for modders to contribute.
- Automation of the mod installation for multiple games at once aka testing framework.
- Resolve conflicts and dependencies between the internal components of a single mod.
- Resolve conflicts and dependencies between multiple mods.
- Cross-platform.
- Built-in custom backup system - nothing can beat Beamdog, Steam or GoG backups reliability.
- Built-in mod list, compilations, install order, conflict and dependencies - requires 24/7 maintenance.
- 64-bit fully updated Windows 10
- 64-bit fully updated Windows 7 or 8.1 - you need to install first .NET Framework 4.5.2 or above and Powershell 5.1.
- Impossible to disable top-level checkboxes that have no purpose.
- Scanning, copying, downloading and updating mods hang the GUI.
CHANGELOG | ROADMAP
(For Windows 7/8.1, you need to install first .NET Framework 4.5.2 or above and Powershell 5.1.)
[MOD] Artaport 4.0
Introduction
Artaport is package containing portraits made by Artrastrophe . It's dedicated only for Enhanced Edition Baldur's Gate games and future Enhanced Edition Trilogy. It includes over 100 portraits for PC installed manually and NPC portraits installed by WeiDU. If you want to have Artrastrophe portraits in BG1/BG2/BGT/Tutu, then check LavaDelVortel PaintBG mod. There's also portraits preview.Installation
1) If you want to use portraits for PC you need to copy-paste folder "portraits" into either C:\Users\user\Documents\Baldur's Gate - Enhanced Edition or C:\Users\user\Documents\Baldur's Gate II - Enhanced Edition Last 8 male and 2 female portraits (those with exclamation mark) was used by me for components 4) and 5) described below. If you don't use them, feel free to use those portraits for you own PC. But if so, don't be surprised when you will meet you own doppelganger! 2) If you want to change NPC portraits then simply unzip folder "artaport" + "setup-Artaport.exe" into one of the Enhanced Edition game folder (the one with chitin.key) and run "setup-Artaport.exe". You can chose which components you want. To uninstall run "setup-PaintBG.exe" again and select the uninstall option. This mod covers some changes made by one of the most famous and mandatory mod for BGII:EE - Unfinished Business 2 (Baldur's Gate II) and it needs to be installed after it.Components
1) Change portraits in BGI:EE - it replaces all NPC and default PC portraits in Baldur's Gate I: Enhanced Edition. 2) Change portraits in SoD - it replaces all NPC and default PC portraits in Baldur's Gate I: Siege of Dragonspear. 3) Change portraits in BG2:EE - it replaces all NPC and default PC portraits in Baldur's Gate II: Enhanced Edition. 4) Add portraits to non-joinable NPCs in BG1:EE - it adds portraits in dialogue box to 14 plot-important, non-joinable NPCs Preview: [spoiler] Angelo



























Notes
Current version of this mod doesn't have portraits for plot NPCs in Siege of Dragonspear and Wilson NPC from Baldur's Gate II. If Artastrophe will create them, then they will be added here. If you want to support her and accelerate process of making those portraits, feel free to order commissions.Credits
Artastrophe - created all portraits Lava Del'Vortel - resized most of them Wendy Yung (cliffette) - created Edwina portrait component AstroBryGuy and Cahir - helped with code Ayeotiee - shared his portraitsChange log
1.0 Initial release. 1.1 Changed Davaeorn, Anomen and Edwin portraits. 1.2 Changed Drizzt portrait. 2.0 Reorganized everything and added WeiDU installation with components for non-joinable NPCs for BG1:EE and BG2:EE. 2.1 Gave Ardulace more unique portrait and fixed Viconia and Minsc secondary portraits. 2.5 Added BG2:EE component restoring portraits to NPCs known from BG1:EE. 3.0 Fixed one bug and components order for it to work with EET. 3.1 Added missing Sarevok and Illasera portraits and compability with @Pecca Dragonspear UI++. 3.5 Weidu upgraded to version 23903 and BWS support. 4.0 Added 7 new portaits for PC and fixed 1 bug with Irenicus portrait. Unfinished Business 2 (Baldur's Gate II): http://forums.pocketplane.net/index.php/topic,29677.msg339528.html#msg339528 LINK: https://github.com/Eltamin/artaport[v1.52] Kale, a Halfling Barbarian for BG:EE + SoD

Introduction
A teller of tall-adventures he may or may not have had, Kale is a heroic seeming haflling from Gullykin, with a quick grin and a dashing cloak. However, he seems more grim than he appears, a smile hiding insecurities and frustrations with the inability to be great.
Your party provides a chance for him to prove himself to himself and the rest of the world, and he'll gladly bring on his canny ability to take a lot of hits and keep standing, his wit and charm, and his swing to help the party through whatever they are to endure.
In BG:EE Kale can be found in Gullykin, ready to get out into some action with the right group.
In SoD, Kale can be found in the Elfsong Tavern.
Details
Race: Halfling
Class: Barbarian OR Warden
STR: 16
DEX: 17
CON: 18
INT: 11
WIS: 9
CHA: 12
Total: 83
Kit
Kale uses the Barbarian Class in BG:EE, but in BG2 and optionally in BG:EE he comes with the Warden Kit
Warden: A warrior tradition placing emphasis on fighting in pairs, these warriors work best with a partner next to them, who they choose to elevate their ability in combat. The Warden takes on the defensive role in the pair, while their partner, the Ward, receives elevated offensive prowess. This comes at the cost of the own Warden’s skill with weapons being inferior to other fighter traditions, but there are few other partners one would wish to stand next to.
Advantages:
-Hit Die:d12
-May use WARD once per day. Gains one use at level 1, one use at level eight, an additional use every eight levels thereafter.
WARD: Designates Target as the Ward. The Ward is granted greater offensive prowess, while the Warden gains penalties for the same amount in place of bonuses to their defense for one turn. The bonuses vary on level. It does not stack with itself, and if the ward is changed, the previous ward loses their bonuses.
Level 1: The Ward receives +1 Damage bonus, -1 Thaco. The Warden receives penalties for the same amount, but gains 10% resistance to physical damage and regenerates 1 Hitpoint per 6 seconds.
Level 8: The Ward receives +2 Damage Bonus, -2 Thaco. The Warden Receives penalties for the same amount, but gains 20% Resistance to Physical Damage, and regenerates 1 hitpoint per 3 seconds.
Level 16: The Ward receives +3 Damage bonus, -3 Thaco. The Warden receives penalties for the same amount, but gains 30% Resistance to Physical Damage and regenerates 1 hp per second.
Disadvantages:
-May only become specialized in ranged weapons, and may not exceed mastery in any other weapon.
Disadvantages:
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.~
Mod Content
– One new party member with the Barbarian class and a unique item
– 7 friendship talks with the PC in BG1, 6 in SoD
– Banters with every BG:EE and SoD NPC
– A questline in BG1 and SoD
– A romance with any gnome, dwarf, or halfling PC in Siege of Dragonspear.
– Crossmod content with Emily, Helga, Vienxay, and Recorder.
- Optional Music Soundtrack

Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)
Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.
Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.
If you have other questions, post below and I will respond swiftly.
[v1.54] Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoD

Introduction
Vienxay is an exiled shadowdancer and mage from the Elven homeland, Evermeet. Arrogant and pretentious, she takes her time away from her home bitterly, seeking revenge against her old mentor who framed her for the murder of an elf, or so she claims. Her talents in both thievery and magic promise utility and great skill at moving in and out unseen, but she will be slow to develop in either skillset.
She can be found outside of the Friendly Arm Inn, looking for mercenaries or adventurers to help her achieve revenge.
In Siege of Dragonspear, she can be found in the prison in Baldur's Gate. Enlisting her grants her freedom and her company.
Details
Race: Elf
Class: Shadowdancer/Mage
Alignment: Neutral Evil
STR: 15
DEX: 17
CON: 10
INT: 18
WIS: 10
CHA: 11
Total: 81
Kit
SHADOWMAGE: Shadowmages are mage-thieves that can draw both on shadow magic and the weave, with the cunning and stealth of the shadowdancer and the mage's arsenal of spells.
While shadow magic is not the same as the shadow weave, many are drawn to it and can learn to use it. It's dark magic gives it poor public opinion, and most of its practicioners are non-good.
Advantages:
- + 15% Bonus to Hide in Shadows and Move Silently
- Slippery Mind: +1 bonus to saving throws
- May cast Shadow Jump once per day. Gains one use at level 5 and an additional use every 5 levels thereafter.
SHADOW JUMP: Manipulating shadow, the shadowmage teleports to the selected living creature, be it ally or enemy, unseen as per the invisiblity spell. For the next twelve seconds, they gain +2 to their backstab modifier and remain unseen until they make an attack.
Disadvantages:
- Alignment restricted to any non-lawful and non-good
- Backstab multiplier is one less than an unkitted Thief, cannot backstab until level 5.
- May only distribute 20 skill points per level (30 at level 1) among thieving skills
- Cannot Hide in Plain Sight.
- Cannot put points into Set Trap
- Hit Die: d5
Mod Content
– One new party member with a unique shadowdancer/mage multi-class.
– New spells and items
– 7 friendship talks with the PC in BG1, 6 in SoD
– Banters with every BG:EE and SoD NPC
– A questline in BG1.
– A romance with any elf, half-orc, human, or half-elf male PC in Siege of Dragonspear.
– Crossmod content with Drake, Emily, Helga, Kale, and Recorder.
- Optional Music Soundtrack

Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)
Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.
Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.
If you have other questions, post below and I will respond swiftly.
[mod] Skie - The Cost of One Girl's Soul
[v1.29] Recorder, a gnome lorekeeper NPC for BG:EE + SoD

Introduction
Recorder is a ministrel and scholar, better known as Lorekeeper, who was born in the nation of Lantan but works for the church of Oghma in Amn. Surprisingly soft spoken, she possesses a gentle demeanor but with the wisdom of her faith, devout in the belief of recording history as it happens so it not lost for future generations. While less effective with weapons than other bards, Recorder's strength is in her song and magic, allowing her to protect her party from dangerous enchantments and cast more magic than other minstrels could manage. She possess a feisty ferret named Gustav who will bravely scout ahead if asked, and also take all the snacks if it can get away with it.
She can be seen in Candlekeep initially, though she won't join the party until later, where she is found before the ramp in Ulcaster's ruins of its school of magic.
In Siege of Dragonspear, she can be found outside the Ducal Palace in the morning when you first begin the march.
Details
Race: Gnome
Class: Lorekeeper (Bard)
Alignment: Neutral Good
Strength: 10
Dexterity: 17
Constitution: 11
Intelligence: 17
Wisdom: 15
Charisma: 15
Kit
LOREKEEPER: Lorekeepers are bards that focus less on a generalist skill set and lean more towards spell casting, where their prodigious memory and knowledge makes them better casters than most other bards. They make excellent librarians, historians, and advisors with their large capacity for learning and recalling, with their talents ensuring history is not forgotten with the passing of time.
Advantages:
- +20 bonus to lore.
- +2 Spell Slots for every spell level.
- May use SONATA in place of the regular Bard Song.
SONATA: This song provides varying levels of intelligence, save bonuses, and mind protection depending on the level of the bard:
Level 1: +1 Int, +1 Saves vs Spells, Immunity to Charm and Sleep.
Level 15: +2 Int, +2 Saves vs Spells, Immunity to Charm, Sleep, and Rigid/Feeblemind.
Level 20: +3 Int, +3 Saves vs Spells, Immunity to Charm, Sleep, Rigid/Feeblemind and Confusion
Disadvantages:
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.~
Mod Content
– One new party member with the Lorekeeper bard Kit
– New spells and items
– 9 friendship talks with the PC in BG1, 8 in SoD
– Banters with every BG:EE and SoD NPC
– Small quests in BG1 and SoD
- A unique Approval System: Improve or worsen your bond with the choices you make in quests and conversations. High Approval grants a small luck bonus, very low approval may cause her to leave.
– A romance with any male PC with sufficient approval in Siege of Dragonspear.
– Crossmod content with Aura, Emily, Helga, Kale, and Vienxay.
- Can play between five songs for the player, if asked.
- Optional Music Soundtrack

Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)
Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.
Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.
Q: What is the Approval System?
A: Approval is the character's thoughts on the PC. When high, the character receives a luck bonus, which has them take less damage and other benefits. If approval gets too low, the character will threaten to leave the party. If not satisfied enough, they leave for good. Significant approval is required for a successful SoD romance as well. This will be expanded upon and used for all my NPCs in Baldur's Gate 2
If you have other questions, post below and I will respond swiftly.
[v1.53] Emily, a Half-Elf* Archer for BG:EE + SoD

Introduction
Meet Emily, an Archer all the way from Tethyr. Making the journey to meet her birthmother, the closing of the road to Baldur's Gate unfortunately has impeded her journey.
In the meantime however, she is happy to make herself helpful in her party, sporting skills in ranged combat and the ability after her talks have progressed to create arrows for the party, though only a limited amount of special arrows can be crafted. She can also modify certain bows, though only once ever, so choose the ranged weapon you wish her to enhance wisely.
In BG:EE/SoD she can be pursued for a romance with best success by any tall male, while in BG2 there is no gender restriction, the race restrictions still apply (No dwarf, no halfling, no gnome).
Details
Race: Half-Elf*
Class: Archer or Arcane Archer
Alignment: Neutral Good
STR: 13
DEX: 18
CON: 14
INT: 14
WIS: 14
CHA: 16
Total: 86
*Emily's actual race is revealed later.
Mod Content
– One new party member using the Ranger Archer Kit
-Can select Arcane Archer or Arcane Archer/Wizard if the Artisan Kit pack is installed.
-Can Craft Arrows once per day after her fifth BG1 Talk, and enhance a bow once only.
– 9 friendship talks with the PC in BG1, 6 in SoD
– Banters with every BG:EE and SoD NPC
– A questline in BG1.
– A romance with any elf, half-orc, human, or half-elf male PC in Siege of Dragonspear (No gender restriction in BG2)
– Crossmod content with Sirene, Vienxay, Helga, Kale, and Recorder.
- Optional Music Soundtrack

Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)
Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.
Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.
If you have other questions, post below and I will respond swiftly.
[MOD] Dragonspear UI++ (v2.42) - Now compatible with BG2:EE
Dragonspear UI++
Download the latest release
This mod (previously named SoD GUI Overhaul) makes many changes to the user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution. It is compatible with BG:SoD and BG2:EE. Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing. One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem. About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen. WeiDU components are: -Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder. -Core Component: This will install the mod -Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark. -Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab. -Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6. -Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead. Core component tweaks are following (screenshots are below):Main Menu
- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo. - It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.Options
- Bigger screen size, no scrollbars. - New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal. - In-game option screen is overhauled with new graphics.Character Generation
- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics. - Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component. - Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process. - Stored values are visible and more view options are available in the stat rolling screen (by Mr2150). - Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down. - Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.Save/Load Screens
- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual. - There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.Multiplayer Screen
- Bigger screen size.Main Gameplay Screen
- Sidebar graphics and button positions are overhauled and put to the bottom of the screen. - Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command. - Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon. - Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.Dialog Box
- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes. - Pressing pause will not advance the dialog.Journal
- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background. - Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu. - Clicking on the Journal popup now opens a journal and expands the quest it refers to.Inventory
- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box. - Split stack window now shows a slider for more convenient choosing of amount.Record
- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.Mage/Priest Spellbooks
- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description - Arrows for incrementing/decrementing spell levels are reintroduced.Worldmap
- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel. - All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply. - Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.Store/Containers
- Bigger screen size, bigger store item list, bottom store icons are placed on the left. - Store item list filters allow to search by name for specific items (by Mr2150). - Identify screen item list only shows unidentified items (by lefreut). - Stealing multiple items at the same time is allowed (by lefreut).Chapters
- Chapter screens now stretch over the entire screen. The chapter images are overhauled. Changelog:























Wilson Chronicles - expansion of the furry paragon

- Wilson-CHARNAME dialogues (both timer-based and triggered under other circumstances) in both SoA and ToB
- Additional small encounters in SoA and ToB, including 2 miniquests in SoA and 1 miniquest in ToB, with journal entries
- At least 2 banters in SoA and 1 in ToB with each of the BioWare and Beamdog companions
- Some new interjections here and there in both SoA and ToB
- A few new items, including one new item that may be forged by Cromwell in SoA and one new item that may be forged by Cespenar in ToB
- Item usability restrictions modified to allow Wilson to use necklaces, amulets and a few special items
- New skills Wilson may learn during the game (1 in SoA, 1 in ToB) - including new icons!
- Possibility to raise Wilson's dexterity during the game (up to +2 in SoA and an additional +1 in ToB) - for a price!
- Unlocked possibility to summon Wilson through the Fate Spirit in ToB even if you did not meet him in SoA (something for those who would like to start a new ToB-only game)
- New ToB-exclusive joining and kick-out dialogues (Wilson originally used SoA dialogues in ToB)
- A small patch to ensure that Wilson's race is properly displayed on the character sheet
The Beaurin Legacy NPC Mod for BGII:EE

[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
[v1.5.5] OlvynSpells: 100 New Spells for BG:EE, BG2:EE, IWD:EE and EET

Version 1.5.5
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This mod adds up to 100 new spells to the game, which can be learned by spellcasters like any other spell. A lot of these spells are really cool, letting you do things you've never been able to do before. For example, here's the 2nd-level spell Ghostwalk, which lets you move a short distance through a wall:

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

The mod also adds scrolls for the new mage spells throughout BG:EE, BG2:EE, and IWD:EE. There's no one store that sells all the scrolls (though big magic stores will sell a decent number of them); rather, you'll find them in various places over the course of the adventure.
I recommend installing EEex before installing this mod, because many of the new spells require EEex to work. Those spells won't be added to the game is EEex is not installed. EEex is currently Windows-only.
A few of the new spells are quite overpowered (like Enoll Eva's Duplication, which causes every spell you cast for the next 5 rounds to be cast twice), so the mod gives you the option not to add the really powerful spells to the game.
Here is a list of all the spells. I don't want to spoil what all the spells do, but you can guess what some of them do. Spells marked with a P will not be added to the game if you chose not to install the really powerful spells.
1.
Snake's Swiftness (Druid/Ranger/Shaman)
Hex (Evil Druid/Ranger/Shaman) - Requires EEex
Hunter's Mark (Ranger only)
Turning Weapon (Paladin only)
2.
Beast Sense (Druid/Ranger/Shaman) - Will not be added if B Spells is installed
Fiery Link (Druid/Ranger/Shaman)
Null Healing (Non-good Cleric/Paladin)
Critical Boon (Paladin and Ranger only)
Ghostwalk (Shaman only)
3.
Call Water Weirds (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Shortening (Cleric/Paladin) - Requires EEex
Fire Curse (Druid/Ranger/Shaman) - Requires EEex
Healing Curse (Cleric/Paladin)
Guardian Magic (Paladin only) - Requires EEex
Wind Shots (Ranger only)
Fly (Ranger only) - Requires EEex
4.
Disarm (Cleric/Paladin)
Forest's Blessing (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Turn Creature (Cleric/Paladin)
Wall of Fire (Druid/Ranger/Shaman)
5.
Prolongment (Cleric/Paladin) - Requires EEex, P
Wall of Force (Cleric/Paladin) - Requires EEex, P
Protection from the Elements (Druid/Ranger/Shaman)
Ethereal Jaunt (Shaman only) - Requires EEex
6.
Drown (Druid/Ranger/Shaman)
Antiharm Shell (Cleric/Paladin) - P
Living Lightning (Druid/Ranger/Shaman)
7.
Power Word, Heal (All divine casters)
Nonrandom Zone (Lawful Cleric) - P
Colossal Growth (Druid only, HLA)
Enhance Attribute (All divine casters)
Contingent Resurrection (Cleric only, HLA)
Reanimate (Non-good Cleric) - Requires EEex
New Mage Spells:
1.
Disruptive Surge (Wild Magic)
Inertia (Alteration)
Summon Kobold (Conjuration) - Will not be added if Spell Revisions is installed
Dimension Door (Alteration) - Will not be added if Spell Revisions is installed
Jump (Alteration) - Requires EEex
Hex (Enchantment) - Requires EEex
2.
Power Word, Pull (Conjuration)
Ghostwalk (Alteration)
Power Word, Push (Abjuration)
Intoxicate (Enchantment)
Null Healing (Necromancy)
Specific Spell Immunity (Abjuration) - Requires EEex
Levitate (Alteration) - Requires EEex
3.
Bounce Spell (Abjuration)
Fly (Alteration) - Requires EEex
Displacement (Illusion)
Terror (Necromancy)
Control Slime (Enchantment)
Legend Lore (Divination)
Glyph of Spell Storing (Abjuration)
Familiar Spell (Conjuration)
4.
Wall of Fire (Evocation)
Phantasmal Killer (Illusion)
Ghoulish Feast (Necromancy)
Backstab Sequencer (Illusion)
Redirect Spell (Alteration) - Requires EEex
Copy Spell (Conjuration) - Requires EEex, P
Linked Portals (Conjuration)
Vampiric Link (Necromancy) - Requires EEex
5.
Life Transfer (Necromancy) - P
Absorb Spell (Abjuration)
Ball Lightning (Evocation)
Major Mirror Image (Illusion)
Skeleton Horde (Necromancy)
Commando Conjuration (Conjuration)
Missile of Patience (Evocation) - P
Ethereal Jaunt (Alteration) - Requires EEex
Slime Drop (Conjuration)
Warrior Simulacrum (Illusion)
Wall of Force (Abjuration) - Requires EEex, P
6.
Isaac's Greater Missile Storm (Evocation)
Freeze Inanimates (Alteration)
Greater Nightmare (Enchantment)
Spellshaping: Fireball (Alteration, Evocation) - Requires EEex
Slaying Sequencer (Necromancy) - Requires EEex, P
Mass Charm (Enchantment)
Mind Fog (Enchantment)
Empower Familiar (Conjuration)
7.
Mass Cast (Alteration) - Requires EEex, P
Far Sequencer (Divination)
Protection from Time Stop (Abjuration) - P
Stygian Ice Storm (Conjuration)
Death Trigger (Necromancy) - Requires EEex
Critical Sequencer (Enchantment)
Reanimate (Necromancy) - Requires EEex
8.
Enhance Attribute (Alteration)
Globe of Invisibility (Illusion)
Otto's Irresistible Spin (Enchantment) - Requires EEex
Recurring Contingency (Universal) - Requires EEex, P
Omnipresence (Alteration) - P
Extend Vision (Divination) - Will not be added if B Spells is installed
Sphere of Reversed Gravity (Alteration) - Requires EEex
False Life (Necromancy)
Enslave (Enchantment)
Polar Ray (Evocation)
Clone Other (Illusion)
Contingency Curse (Enchantment) - Requires EEex, P
9.
Perfect Invisibility (Illusion)
Mass Domination (Enchantment)
Attain Perfection (Alteration)
Vampiric Feast (Necromancy)
Mass Sequencer (Evocation) - P
Enoll Eva's Duplication (Alteration) - Requires EEex, P
Executioner's Eyes (Divination)
Phantasmal Dragon (Illusion)
Damage Turning (Abjuration)
Eclectic Recall (HLA, Universal)
Teleport Step (Alteration) - Requires EEex
New Innate HLAs:
Temporal Duel (Paladins)
Armored Thieving (Bards, Fighter/Thieves, Fighter/Mage/Thieves, Cleric/Thieves)
Armored Casting (Bards, Fighter/Mages, Fighter/Mage/Clerics, Fighter/Mage/Thieves, Cleric/Mages)
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