[BG:EE]Dark Horizons Released
[v1.45] Helga, a Dwarven Priestess of Haela Brightaxe for BG:EE and SoD

Introduction
Coming from the Hall of Great Hunts far to the north, Helga comes out of retirement after years of temple duty and child caring to relive her younger fighting years. In BG1 and SoD she will gladly fight alongside a protagonist, so long as they help her protect her people or hunt her quarry.
Possessing remarkable strength despite her age, she is not as durable as her other warrior kin, and should position herself carry. Able to temporarily call into her hand a powerful blade, she is still nonetheless able to rip through enemy lines. She is not an available romance, but still provides a warm friendship for those who pursue it and enjoy battle as much as she.
She can be found between the Friendly Arm Inn and Beregost in BG1, and with the Dwarven Dig in SoD. The Dwarven Dig quest must be resolved for her to leave the area into chapter 9.
Details
Race: Dwarf
Class: Priest of Haela Brightaxe
Alignment: Chaotic Neutral
STR: 18
DEX: 14
CON: 14
INT: 11
WIS: 12
CHA: 11
Total: 80
Mod Content
– One new party member with a unique priest kit and spells.
– 6 friendship talks with the PC in BG1, 4 in SoD
– Banters with every BG:EE and SoD NPC
– A short questline in BG1, incorporated into the Dwarven Dig questline
– No romance
– Crossmod content with 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.
[v1.54] 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.
[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
[v2.0] Shadow Magic
SHADOW MAGIC
- Link to mod page at my site: https://artisans-corner.com/shadow-magic/
- Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
Component 1: SHADOW MAGIC MAIN COMPONENT
The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there. A list of spells with descriptions can be viewed here.OPTIONAL: ALTERNATE SPELL COSTS
This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:- Drain Constitution (cost = spell level, lasts 3 rounds)
- Current Hit Points (cost = spell level*2)
- Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
- No cost
SORCERER KIT: SHADOW DISCIPLE
The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.BARD KIT: NIGHTSINGER
The main component also adds the Nightsinger kit, a bard that uses shadow magic.ITEM PACK
The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.FAMILIARS
The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.Component 2: SHADOW MONK
Component 3: QUESTS & ENCOUNTERS
Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward. Spoilers on items and their locations can be found here.Ascension v2.0
I'm pleased to say that - with the generous permission of Cuv (on behalf of the original authors), Wes Weimer (the now-retired maintainer of the original WEIDU version) and AlienQuake (the maintainer of v1.5-1.7) - I'm now ready to release version 2.0 of Ascension.
A download link to version 2.0 is here, and the readme can be accessed here.
I'm also pleased to announce - again, with the generous permission of Cuv, Wes and AlienQuake - that the Gibberlings Three will be providing a discussion forum for the new version of Ascension (link to follow soon once it's live), since the official forum at pocketplane.net has been moribund for many years.
EDIT: the new forum is here.
I'll put a fuller list of the changes in v2.0 in the next post down, but the biggest changes are:
- Many small coding changes to accommodate the Enhanced Edition more fully
- A large number of small (and a small number of large) bugs fixed
- reorganization of the component structure for greater clarity
- breaking the main component into subcomponents
- extensive documentation (including of all changes)
Mod to fix the bow nerfs in BG2 EE?
Android Mod Request
[NPC MOD] Ishlilka the Wizard Slayer for BG1 + SOD [FULL VERSION 1.4]
BG EE 2.0 and Siege of Dragonspear Compatible Mods
Attention! GOG/Steam users . If you have Siege of Dragonspear installed you must install this before trying to install any mod.
AI Enhancements
Sword Coast Stratagems SCS brings hundreds of enhancements to AI in the game. ATTENTION in order to install SCS on 2.0+ you need this fix. Thanks to @subtledoctor for the fix :)Banter packs
Ajantis BG1 Expansion Mod Adds friendship dialogues for Ajantis if he is not in romance from BG1NPC Project. Chatty Imoen This mod expands Imoen's voice set and adds interaction banters with other NPCs. It also has a component to change Imoen's portrait to one of three choices: BG1, SoD, or BG2. Coran's BG Extended Friendship Talks This mod expands Coran's Friendship talk sequence. Delainy/Durlyle Same-Sex Romance Options Mod This is a simple mod to spawn Delainy for female PCs and/or Durlyle for male PCs.. Garrick's infatuation "Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited. Neera Banters for BGEE Adds additional dialogue between Neera and other NPCs. Prevents Neera and Edwin from being in the same party. Neera dialogue expansion and flirts Adds additional dialogue between Charname and Neera, as well as flirts. Xan's friendship path Xan-initiated banter.Equipment
Barbed Club of Pain Convenient Ammunition Distinguishable clubs Golem Construction for Spellcasters Nerfed Ankheg Armor Wand Case Thalantyr sells a container to store wands. Xan's New Groove!GUI & Graphics
BG2EE GUI To BGEE Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET EEUITweaks Mod Collection Lefreut's enhanced UI Journal Fixes Compatible with BGEE and BGEE+SOD v2.2, this mod adds various enhancements including filtering to the UI of the quest and journal screens - supports multiple languages. Lighting Pack Multi-portrait Mod The Multi-portrait mod allows the player to see 10 portraits at a time when creating a character or changing appearance, and allows rapid paging through large portrait collections. Portrait Picker Why click through portraits when you can scroll? After automatic registration and a little setup, you can access the entire portrait pool (custom and default), apply descriptions to all, and use advanced filter/sort functions. Recolored toolbar buttons Portraits Portraits Everywhere The Picture Standard for BGEE 1 & 2 Dragonspear UI++Kits & Races
Most kits and classes mods have a minor compatibility problem with version 2.0. Check @subtledoctor's comment for details. Arcane Archer Redone Bardic Wonders Chaos Sorcerer Kit The Charlatan (Bard Kit for Charname and Eldoth) Deities of Faerûn - A Kitpack for Clerics Eldritch Magic FG Cleric Kits I Hate Undead Kitpack Improved Archer Kit The Mercenary (Fighter Kit for Charname and Kagain) Might and Guile *Fully compatible* The Militia Officer (Fighter Kit for Charname and Khalid) Mystic Fire Paladin Kit Warrior Monk Mod Pale Master Sorcerer Kit Planetouched Races Shadow Magic Way of the Assassin The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in french and english Warlock Wizard Slayer Rebalancing Relieve Wizard SlayerNPCs
Aura, a gnome artificer NPC for BG:EE + SoD Drake NPC for BG:EE and SoD Gavin A cleric of Lathander Emily, a Half-Elf* Archer for BG:EE + SoD Finch v4.0 BETA 7 Glam's NPC Pack Grey the Dog Ishlilka the Wizard Slayer for BG1 + SOD [Alpha Release] Isra Kale, a Halfling Barbarian for BG:EE + SoD Sirene NPC BG:EE Shar-Teel NPC mod (SoD) Verr'Sza NPC An evil rakshasa ranger. Vienxay, a Elven Shadowdancer Mage NPC for BG:EE + SoDPortrait packs
Artastrophe portraitsQuests & expansions
Ascalon's Questpack Brage's Redemption Dark Side of the Sword Coast for BG:EE Extra Expanded Enhanced Encounters! Baldur's Gate Mini Quests & Encounters Baldur's Gate Romantic Encounters BG1 NPC BG1 Unfinished Business Critter Parts mini-mod for Baldur’s Gate: EE Role-play based quests. New harvestable drops and edible meats from the bears, wolves, dire wolves, etc. Also drops from all spider types that can be used for bartering with a new NPC who has an interest in such trinkets. Imoen 4 Ever Lets Imoen remain in the group in Korlasz' Dungeon in SoD Lure of Sirine's Call (Download is at the side, current version is v15) Northern Tales of the Sword Coast The Stone of AskavarTools
EE AutorollerTweaks
Animal Companions Disable Enhanced Edition NPCs 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) Rough World The concept behind this mod is to make the world a rougher place. It does this by changing the tone of the games reputation system, adding a bit of difficulty, and making the world feel not quite as forgiving. Jaheria Recast Jastey's SoD Tweak Pack Non-Player Characters Enhanced mod-npc Modifies recruitable NPC stats from a pregenerated character template Multikits Adds multikits (multiclasses with kits) NPC Tweaks mod Allows continuous portraits and colors for the Baldur's Gate saga NPCs. Additional options include more convenient locations for some BGEE and SOD companions and appropriate kits for NPCs. Quick Save Slots Tweaks 1.2 High-Power Baldur's Gate This mod adds supernatural powers to the player characters, the NPCs, and nearly every creature in the game, in order to make every encounter a unique, very interesting experience. It tries to make Baldur's Gate 1 feel like a totally new game. Random Character Generation Bored playing the same types of character over and over? Let this Random Character UI mod choose for you. Simple to install. No Race Restrictions SCALES of BALANCE! Simple XP cap remover SoD Dialog Banters This mod doesn't add any new banters. It converts the existing SoD banters from the "on-the-run" style to a pausing dialog style (as in BG2) Tweaks Anthology BETA True Berserker Minsc Raduziel's Universal Wizard SpellsSpells
Taunt Spell[mod] ForgeIt - IWD: new forgeable artifacts for IWD EE
ForgeIt-IWD adds a set of 8 new powerful artifacts to your Icewind Dale EE game. But you don't just find them and put them to use. First you have to find all the needed elements and return them to their former glory: just like the Wave or The Equalizer in Baldur's Gate 2. Elements of the new items are scattered throughout the whole game, including HoW and TotL campaigns. There's also an optional component that makes Icasaracht Scale Armor a bit more powerful. While originally it had the statistics of usual White Dragon Scale, let's remember Icasaracht isn't just some white dragon, but a really powerful matriarch. The optional component adds some extra power to the armor made from her scales as well as makes the item icon a bit more shiny.
Download
Forum
[MOD] PS:T Unfinished Business - Reloaded
Call for translation! There are several lines and a readme in need of translation into the following languages: French, Italian, Polish, Russian and Spanish. Please shoot me a PM (either here or over at SHS Forums) or post in this topic if you're interested. Of course, more translations are always welcome! PST:EE is also available in Korean and, currently Steam-only, Czech.
From Qwinn's original PST-UB Readme: This WeiDU mod takes the almost-but-not-quite-finished content that shipped with Black Isle's classic Planescape: Torment CRPG, and finishes and polishes it so you can actually see and enjoy the new content in your game. And as you shall soon see, there's quite a bit of it. Version 4.0 of this mod comes with no less than 18 full and non-trivial restorations. Important: The current patch version of PST:EE (v3.1.3) contains a bug that resets content, such as stores or areas, when you enter the Modron Maze. To work around this issue, it is strongly recommended to download and install Generalized Biffing as the final mod in the mod list. Note: The mod requires at least WeiDU v243 to be installed correctly. The Windows executable is already included in the mod's zip archive. Linux and macOS binaries can be downloaded here.
Available components
[spoiler]1. "All Recommended PS:T Unfinished Business Components" A convenience option that install all components except "Expanded Deionarra's Truth Mod" and "Restored Item Cheats (Not Recommended)" 2. "Restored Able Ponder-Thought Research" Completes a number of subjects Able Ponder-Thought will conduct research on. 3. "Restored More Morte Mortuary Moments" Restores a bit of dialog for Morte in the Mortuary. Initial dialog is greatly expanded and more in line with the other conversations in the game. Morte will also trigger a couple more conversations, e.g. when approaching Dhaal's Book. 4. "Restored Candlestick Quest" Restores a quest in the Buried Village. 5. "Restored Deionarra's Truth Conversations" Restores several dialog options regarding Deionarra's fate which are in line with what the player can know at that point in the game. A more complete expansion can be installed by the component "Expanded Deionarra's Truth Mod" below. 6. "Restored Pendant of Yemeth Quest" Restores a quest involving six actors over two different areas, mostly in or near the Smoldering Corpse Bar. To start it, talk to Ratbone in Ragpicker's Square. 7. "Restored Elyce & Company Quest" Restores Elyce, her brother and her boyfriend to the game, and there is a small quest involved. 8. "Restored Curst Citizens" Restores seven cool new Curst Citizens with interesting dialogs. 9. "Restored Curst Prisoners" Adds 9 more prisoners with their own dialogs to the (originally very sparsely populated) Curst prison. 10. "Restored Carl Parfidor" In the original game, you can hire someone to kill Carl Parfidor, but you can never actually meet him. Now you can! 11. "Restored Alley of Dangerous Angles Thugs" Restores some dialogs and scripts, so that the thugs in the Alley are actually aware of events unfolding around them, will comment on them, and they will no longer be, down to the last man and woman, maniacally obsessed with your 10 copper piece toll. 12. "Restored Morte & Ingress's Teeth Banter" Restores a very amusing (non-voiced) banter between yourself, Morte and Ingress's Teeth. Before Morte can use the teeth, you will need to use them with Morte nearby. 13. "Restored Items" Restores the Fiend's Teeth, Spiked Gauntlets, Gauntlets of Rending, the Eye of Vecna, Devil's Due and the Chaos Feather. 14. "Restored Party Comments and Banters" Restores 27 fully voiced flirts between Morte and female zombies, which can be enjoyed right at the beginning of the game. Also added are 15 new and entertaining fully voiced banters between various PC's, and a new comment by Grace. The component also restores a new soundtrack that is played in the Smoldering Corpse Bar during nighttime. Finally, talking with your party members will now play that character's theme music, including a new track for Morte. PST:EE note: For technical reasons the component does not restore individual NPC feedback when attempting to open locked doors and containers. The same applies to copying scrolls to the spellbook. It will restore a generic sound effect, however. 15. "Restored Mebbeth" Restores two significant orphaned blocks of Mebbeth's dialog. 16. "Restored Lower Ward Encounters" Restores 9 creatures to the main Lower Ward area, including Hailcin'n, a scarred and tattooed githzerai warrior who wanders in the same general area as Kii'na. Another 6 creatures are placed based on two unused dialog files, representing customers standing around Deran, the slave auctioneer. Another two characters, laborers working on some strange unidentified device, are restored near where Lenny hangs out. Finally, if you give Ki'ina information that causes her to leave the Lower Ward, she will now return about a week later so that you can enjoy the rest of her dialog that was previously inaccessible. 17. "Restored Bestiary Entries" Restores descriptions for bestiary entries of Annah, Dak'kon, Dhall, Dustmen (both male and female), Grace, Ignus, Lothar, Nordom, Trias and Vhailor. It also adds a new alu-fiend entry for Vrischika, that has been improved to match the other bestiary images. Finally, the bestiary image of the TO will change from a shadowy figure to a glowing version after the Nameless One meets the creature in person. 18. "Restored Lothar's Abode" Restores guard creatures and some minor treasure to Lothar's abode in the Lower Ward, which are found nowhere else in the game. 19. "Expanded Deionarra's Truth Mod" This component is not included in "All Recommended PS:T Unfinished Business Components" because it contains a lot more new content than restored content. It adds a great deal of new content (including 180 new lines of dialogue) that will allow the player to find out her fate before it becomes too late to do anything about it. Once the new content has been played, about 30-40 more lines of original dialogue will become accessible. 20. "Restored Item Cheats (Not Recommended)" This component is also not included in "All Recommended PS:T Unfinished Business Components". It makes two cheat items available to the player and restores their functions: the "Sword of Wh'ynn" - aka "The Cheater's Blade", and "The Tome o' Cheats". Note: PST:EE already comes with a powerful debug console that makes this component largely redundant. [/spoiler]Screenshots
[spoiler]Morte's extended introduction dialog:


Aerie in BG:EE v1.1

[MOD] Trials of the Luremaster for BG2:EE
Download: Trials of the Luremaster for Baldur's Gate (latest) (90 MB)
Alternate download: Trials of the Luremaster for Baldur's Gate (latest) (90 MB)
The quest starts by talking to the halfling Hobart Stubbletoes, who can be found either in the Umar Hills Inn (SoA), Amkethran Inn (ToB) or in the southeastern area of the Coalition Camp (SoD). In the course of the adventure you have the opportunity to explore a haunted castle, test your mettle in challenging combat and lift an ancient curse. In addition to the original adventure, the mod provides various story and combat improvements as well as interactions from all of the Bioware and Beamdog NPCs. The mod is available in the following languages: English, French, German, Italian and Russian, Spanish and Polish. Available components: 1. Trials of the Luremaster (requires BG2:EE, SoD or EET patched to 2.0 or higher) This is the main component. It installs many new areas, creatures, items, spells and everything else needed to enjoy the adventure. (Recommended party strength: level 11 or higher.) The mod makes a number of slight changes to the adventure to bring it more in line with the Baldur's Gate universe. Spells and items that are only available in Icewind Dale and have little or no relevance in the adventure have been replaced by similar BG2 spells or items. Moreover, several events, scripts and creature animations have been expanded, improved or adapted to Baldur's Gate style. 2. Rebalance weapons and equipment (requires the main component; not available for SoD) Many items in Icewind Dale are more powerful than items found in Baldur's Gate II. Since the mod allows you to gain access to several powerful weapons, armor and equipment, it may diminish the challenge from the rest of the game. This component replaces these items by less powerful variants. Note: Because of balance reasons this component is automatically installed by the main component "Trials of the Luremaster for Baldur's Gate" in a Siege of Dragonspear game. 3. Reduce experience from monsters and quests (requires the main component) The whole adventure allows you to earn about 300,000 to 400,000 XP which can be too much depending on when or where you start the quest. This component allows you to reduce the experience gained from killing monsters or granted by completing quest stages. You can choose from the following options:- Reduce by 25 percent
- Reduce by 50 percent
- Reduce by 75 percent (Recommended if you start the quest in the Coalition Camp, Siege of Dragonspear campaign.)
- Grant no experience







[mod] Yeslick BG2 - now also available for BG2EE
[v1.6] OlvynSpells: 115 New Spells for BG:EE, BG2:EE, IWD:EE and EET

Version 1.6
Download
This mod adds up to 115 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)
Repulse (Cleric/Paladin)
Camouflage (Druid/Ranger/Shaman)
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
Familiar Spell (Beastmaster only) - Requires EEex
Clairvoyance (Druid/Ranger/Shaman)
Recall Party (Cleric/Paladin) - 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
Critical Spell (Paladin and Ranger only) - Requires EEex, P
6.
Drown (Druid/Ranger/Shaman)
Antiharm Shell (Cleric/Paladin) - P
Living Lightning (Druid/Ranger/Shaman)
Linked Spirit (Shaman only) - Requires EEex, P
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
Mass Heal (Cleric only, HLA)
Omnipresence (Shaman only) - P
True Dispel (All divine casters) - Will not be added to IWD:EE, P
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
Bounce Spell (Abjuration)
3.
Absorb Spell (Abjuration)
Fly (Alteration) - Requires EEex
Displacement (Illusion)
Terror (Necromancy)
Control Slime (Enchantment)
Legend Lore (Divination)
Glyph of Spell Storing (Abjuration)
Familiar Spell (Conjuration)
Throw (Alteration) - Requires EEex
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
Recall Party (Conjuration) - Requires EEex
5.
Life Transfer (Necromancy) - P
Steal Spells (Alteration)
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
Critical Spell (Enchantment) - 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)
Bardic Sequencer (Bard-only HLA, Enchantment) - Requires EEex, P
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
Reanimate (Necromancy) - Requires EEex
Rewind Time (Alteration) - Requires EEex
Extraordinary Luck (Enchantment)
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
Necropotence (HLA, Necromancy) - P
Mental Agility (HLA, Enchantment) - P
Freezing Wave (HLA, Evocation)
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)
Great Strength (All classes)
Great Dexterity (All classes)
Great Constitution (All classes)
Great Intelligence (All classes)
Great Wisdom (All classes)
Great Charisma (All classes)
Download
[MOD] EEex (v0.8.4-alpha)
Overview:
EEex is an executable extender for Beamdog's Enhanced Edition of the Infinity Engine. Its goal is to externalize certain parts of the engine to grant modders a greater degree of control over otherwise hardcoded mechanics. EEex does not make any gameplay changes itself - it merely enables other mods to do so.Download:
Alpha versions of this project are now available on GitHub. The current alpha version only supports Windows platforms, however, MacOS and Linux support is planned for release. Supported game versions include BG:EE v2.5.17.0, BG2:EE v2.5.16.6, and IWD:EE v2.5.17.0.Function:
EEex uses a loader created by @fearless to modify the game's executable after it has been loaded into memory. The exact modifications made depend on the version of EEex installed, and any installed mods that make use of EEex's capabilities.Installation:
EEex is installed just as any other WeiDU mod. Simply extract the archive's contents into your game's base folder, and run the setup - it will take care of the rest. Please note that the game has to be started using EEex.exe after installation; any attempt to start the game using the vanilla executable will result in a crash. Stability: EEex is currently in alpha, and as such the odd crash may occur. If you encounter a crash, please report the issue - stating any installed mods, steps that lead to the crash, and upload the generated crash .dmp.Documentation:
EEex makes extensive use of the EE Lua environment, with most of its functionality implemented as Lua code. Features include new Lua functions, opcodes, scripting actions, triggers, and objects. Please see the EEex Documentation for an overview of EEex's features. The above documentation is a work in progress. If you wish to contribute, visit the contributing page for details.New versions of NearInfinity available
- Supports the following Infinity Engine games, including expansions:
- Baldur's Gate
- Baldur's Gate II
- Icewind Dale
- Icewind Dale II
- Planescape: Torment
- Baldur's Gate: Enhanced Edition
- Baldur's Gate: Siege of Dragonspear
- Baldur's Gate II: Enhanced Edition
- Icewind Dale: Enhanced Edition
- Planescape Torment: Enhanced Edition
- Supports the following fan-made conversions and compilations:
- BGTutu and EasyTutu
- Baldur's Gate Trilogy (BGT)
- Enhanced Edition Trilogy (EET)
- Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
- DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
- Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
- Native Ogg Vorbis sound support
- Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
- A new area viewer (found in the view tab of each ARE resource entry), featuring:
- Day and night maps
- Simulation of different daylight lighting conditions
- Overlay support (for displaying water, lava, etc.)
- Visualization of various map structures (actors, regions, doors, animations, ...)
- Map zooming (fixed zoom levels and auto-zoom)
- Various conversion routines (found under the menu Tools->Convert):
- a powerful BAM Converter
- Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
- Image to MOS
- Image to PVRZ
- Image to TIS
The New UI System: How to Use It
What you'll need:
• A good text editor (I recommend Sublime Text) • A keyboard with working F5 and F11 keys • A desire to create stunning UI layouts It also doesn't hurt to familiarize yourself with the Lua programming language, but it's not absolutely necessary. (If you want to know more about the Lua programming language, I highly recommend this guide as a one-stop shop for everything you'd want to know. Google is your friend.) It's very important to save and back up your work often. There may be occasional hiccups that can corrupt your UI.menu, which can ruin hours of hard work if you're not careful.Guide Index
1. UI Edit Mode and the F11 key 2. Changing Game Fonts 3. An Introduction to UI.menu 4. UI Sample: Classic-Style Character Sheet 5. Using PNGs Instead of MOS Files 6. Using Lua in UI.menu In each section, I’ll start with the basics, and then provide a short tutorial on how to do something specific. If after reading through the entire guide you have questions about how to do something, please don’t hesitate to ask. I’ll do my best to answer your questions, or to find the answers out from our programmers.[Mod] Endless BG1 - A Mod for BG:EE, BG:SoD, BGT, and EET!
for BG:EE, BG:SoD, BGT, and EET!
For the EE games, the main aim of this mod is to provide the possibility to remain in the BG1 "world" after Sarevok is defeated. Original progressing/ending of the game will be done by talking to Duke Belt inside the Palace.
For EET, it also adds the possibility to move on to BGII by skipping SoD completely. This was included because it was easy to add, not because I think it should be skipped. (Also note that there might be mods that expect SoD events to have happened in BGII).
For BGT, the main component of the mod adds some praise for the PC to Duke Belt's dialogue and removes some oversights with regard to references to Sarevok after he died.
There are several optional components that give more flavor to the situation and prepare for the SoD story events in all games. For most additional content I was inspired by how Baldur's Gate city looks in SoD. Two components are for SoD/EET only.
DESCRIPTION:
1 Main Component (Required):
-prevent end of game/transition to SoD after Sarevok's death: after the "Sarevok died" movie, the game returns to the Undercity Temple
-add basic dialogue to Duke Jannath (if Jannath is still alive and present)
-erase references to Sarevok as new Duke etc. in dialogues of city folk after his death (includes new lines with slightly altered text to consider that he is already dead)
-door to Palace will be open
-Duke Belt will be alive and inside the Palace
-Duke Belt will name the PC Hero of Baldur's Gate
-in dialogue with Duke Belt, player can decide to
A - remain in the BG1 world
B - leave the BG1 world and move on with the game (BG:EE: end of game, SoD/EET: SoD campaign starts)
C - (EET only) skip SoD completely and start BGII directly.
For BGT, some oversights with regard to references to Sarevok are removed.
2 More Flavor to Hero of Baldur's Gate (includes PC's Residence inside Palace):
Room in the northwest of the 3rd level in the palace will be assigned to the PC. A servant will be there to instruct about the PC's personal chest: it is the "same" one that is used in SoD to transfer the items to the first camp. This chest (at the far west of the room) will now be unlocked. For SoD/EET the content will be moved to the "same" chest inside the SoD campaign (in bd0103.are) automatically.
For all EE games, all chests inside the PC's room will be emptied, the contents will now be inside the drawer on the 2nd level of the palace.
This component also changes the dialogues of the guards inside the palace to something more friendly (guards in the cellar will not turn hostile any more) and adds friendly guards in front of the palace, as well.
3 Sarevok's Unique Items:
The sword will not be usable. It is a story item only.
The armor will have AC -1, 30 % magic resistance bonus, and weights 70 pounds.
The helmet has 5 % magic resistance bonus.
The custom BAMs for armor and helmet were created by Tantalus for his Sarevok Recovery Mod, licensed under "Creative Commons" von Nicolas Peters. License: CC BY-NC-SA 3.0.
For BGT, the sword of Sarevok will be stolen at Labyrinth exit by someone the PC will meet again in BGII. (This is in accordance to what the Djinni tells about the sword in BGII.)
For EE games, Sarevok's sword can be handed to the Dukes. (This is in accordance to SoD where Imoen tells if asked that the sword was stolen from the palace.)
4 Imoen and Duke Jannath (Imoen gets Residence inside Palace):
On the third floor of the palace, Imoen will get the room in the southeast. If she is in party, a servant will welcome here and tell her about her personal chest: it's the one in the far west of Imoen's room ("Imoen's chest" in SoD). The chest will be unlocked. For all EE games, the content of most of the chests will be moved downstairs into the drawer on the 2nd level of the palace. For SoD and EET, the contents of this chest will be moved into the "same" one inside the SoD campaign automatically.
In case Imoen is not in party, she will have taken residence in the Palace top ground and tell the PC about her chest herself.
So far, the kickout dialogue of Imoen was not altered to reflect her new residence, because of compatibility issues with "Wait at Inn" component from Bg1NPC / Tweaks Anthology.
5 Duke Eltan is in the Palace:
For compatibility with bg1re's "Scar's Return" bonus quest, please note: this component will enable the final appearance of resurrected Scar, but nothing more. As in the original bg1re component, you need to have gathered all needed items and spoken to Duke Eltan up to the point where he will see to Scar's resurrection before killing Sarevok. Then you will be able to prolong Scar's appearance until after Sarevok is killed by talking to Duke Eltan inside the Palace.
Note for compatibility: this component introduces a cre file "C#STELTA.cre" which has the DV "DELTAN" and the dialogue "DELTAN2.dlg".
6 Flaming Fist Healer come into Undercity Temple
7 Elminster makes an Appearance
8 First Refugees come to Baldur's Gate (SoD/EET only):
9 Ophyllis the Treasurer in inside Palace Dungeon (SoD/EET only):
10 Denkod in Thieves Guild comments on Sarevok's Death:
The BAMs for Sarevok's unique items where taken out of Tantalus' Sarevok Recovery Mod, licensed under "Creative Commons" von Nicolas Peters (License: CC BY-NC-SA 3.0) and are subject to the same license.
Modpage at Kerzenburgforum
Download at GitHub