The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 1 tops off a year of beta testing.
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Version 1 of the Tweaks Anthology Now Available
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Upgrading my game
I really haven't played with any mods outside of Tweaks yet. I'm looking to up the difficulty a notch from Insane, though. I've heard a lot of good things about some of the mods out there that do just this, but I'm wondering if I'd be better off doing a run on LoB first. I'm mostly hoping to do the LoB run for the Steam Acheesement and I'm thinking that the difficulty mods would be further down the natural difficulty progression path than the base LoB. However, I'm a bit concerned about some of the encounters vs a LoB run. Hi zoning into the Beholder Den in the Underdark with a six-person party - I'm looking at you, for instance. I'm hoping to hear from some of the more seasoned players that have beaten the complete (I say complete, instead of full, as I'm hoping to leave no quests and areas untouched that my party is capable of) EE Trilogy here. Am I wrong in thinking that it will be near impossible to beat a LoB run without permanently losing party members in a complete run? Would I be better off, perhaps, trying to up my game with some mods that change the AI and such long before attempting the LoB run? From the base EE Trilogy on Insane difficulty, where would you recommend me next bumping the difficulty up?
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Dorns bloody path
I slew both demons, but did not get any Steam achievement. Is that working as intended?
Moreover I'd like to know what changed exactly after slaying both demons. Dorn didn't even say thank you!
Moreover I'd like to know what changed exactly after slaying both demons. Dorn didn't even say thank you!
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What items should my party seek to acquire?
Hey all,
Recently started a Baldur's Gate II run with a Necromancer, for funsies. I know there's a lot of threads and databases online detailing the vast array of items in BGII, but I wanted to see what y'all thought I should in particular seek to acquire given my party composition. Interested to see what people think.
Here is my party:
PC - Lawful Neutral Human Necromancer, currently with Dagger/Dart Profs -- slings or staves next?
Jaheira
Korgan
Haer'Dalis
Dorn
Hexxat
Also interested to hear how I should specialize some of these characters, particularly in terms of proficiencies.
So far my character has made decisions both good and evil, but she's not stupid. With Dorn's first part of his quest she avoided as much bloodshed as possible, for example.
I haven't played Dorn or Hexxat's storylines, so it'll be interesting to continue to role-play my way through it.
Recently started a Baldur's Gate II run with a Necromancer, for funsies. I know there's a lot of threads and databases online detailing the vast array of items in BGII, but I wanted to see what y'all thought I should in particular seek to acquire given my party composition. Interested to see what people think.
Here is my party:
PC - Lawful Neutral Human Necromancer, currently with Dagger/Dart Profs -- slings or staves next?
Jaheira
Korgan
Haer'Dalis
Dorn
Hexxat
Also interested to hear how I should specialize some of these characters, particularly in terms of proficiencies.
So far my character has made decisions both good and evil, but she's not stupid. With Dorn's first part of his quest she avoided as much bloodshed as possible, for example.
I haven't played Dorn or Hexxat's storylines, so it'll be interesting to continue to role-play my way through it.
EDIT: Also, are Jaheira and Dorn going to brutally murder each other? On the bright side if this happens, easy choice -- I'll take Jaheira any day -- I'll just pick up Sarevok in ToB.
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Lothander Missing
I was poisoned by Lothander and Marek in Baldur's Gate in Chapter 5. I've retrieved the Gaes scroll from the Umberlee Temple, but when I go to The Blade and Stars Inn where Lothander is supposed to be, he's not there.
I'll use the CLUA to make him appear if I have to, but I'm not sure where to add the cheats=1 line in the baldur.ini since there's like 20+ instances of Game Options in the file.
I don't want to use a command to just cure myself because I'll miss all the exp. Would be nice to correct this.
I'll use the CLUA to make him appear if I have to, but I'm not sure where to add the cheats=1 line in the baldur.ini since there's like 20+ instances of Game Options in the file.
I don't want to use a command to just cure myself because I'll miss all the exp. Would be nice to correct this.
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[NPC Mod] Sirene NPC for BG:EE and BG:SoD v2.1.2
Sirene, Paladin of Ilmater

Portrait by sporeboy - http://sporeboy.deviantart.com/art/Kitty-10791404

Portrait by Isandir
Race: Tiefling
Class: Martyr - Paladin kit (optional: pureclass, cavalier, inquisitor, undead hunter, fighter/cleric)
Alignment: Lawful Good
STR: 15
DEX: 17
CON: 15 (F/C: 16)
INT: 10
WIS: 13 (F/C: 15)
CHA: 17 (F/C: 14)
Proficiencies (paladin):
Two-handed Sword ++
Two-handed Style ++
Proficiencies (fighter/cleric):
Mace ++
Sword and Shield Style ++
Mod Content
- 1 new NPC with banters, interjections and talks to PC- 1 new item
- 1 NPC specific kit with 3 new spells
- 14 friendship talks
- Soundset taken from Icewind Dale
- NEW - full content for Siege of Dragonspear expansion
She can be found and recruited outside of the Song of the Morning Temple by a PC of non-evil alignment at level 2 with a minimum of 2500 experience, though she will gain experience to match the PC at the moment of recruitment.
She banters with every Bioware and EE NPC at least once, talking more to good and neutral NPCs, and fourteen friendship talks planned with the option of teasing a romance. Currently there are no quests and no plans to add any.
In Siege of Dragonspear, she can be found in the Iron Throne building. She has a semi-romantic path with a PC with a minimum of 12 Charisma and any gender, alignment or race (though she will still not join evil protagonists).
Be warned that as a paladin, certain evil actions in the expansion will cause her to leave the party permanently.
Biography
When asked about her past, SIRENE averts her gaze and flatly states that there is little to say. She was orphaned and left to die as a babe, likely abandoned due to her apparent fiendish heritage. Only by luck did she survive certain death by being discovered by a travelling priest of Ilmater, who brought her to others of his faith and raised her as a Holy Warrior of Suffering, the order of paladins dedicated to the Crying God. She resents her own contradictory nature, though she is unsure of which side.Personality
Sirene exhibits many of the typical qualities expected of a paladin; she is kind, dutiful and faithful. However, beneath her calm exterior lies a hidden temper owing to the fell blood which flows in her veins. Though she is a devoted champion of Ilmater, a past of being ostracized and persecuted by those she wishes to call her fellow men has left her unsure of her abilities and worthiness. She can be easily provoked by challenging, insulting or mocking her faith, which can be seen in her interactions with characters such as Tiax, Eldoth or even Xan, though she is also quick to acknowledge and apologize for her mistakes. She is closer to the 'good' side of her alignment rather than the 'lawful', and prefers protecting the weak to destroying evil. Because of this, she may be slightly more tolerant of evil companions, even if she can also be quite judgmental towards them. However, she will not tolerate Dorn (though they can come to an uneasy truce during Siege of Dragonspear)Friendship & Future Romance
Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. As she has few living friends in her life, she will be eager to befriend a PC that is willing to accept her. A PC of either gender with a Charisma of 12 or greater may flirt with her, though there is no separate romantic branch in BG:EE. In Siege of Dragonspear, there is a 'romance' of sorts, though it is significantly less romantic than the original romances.Download version 2.1.2

Download version 1.5.1 (for pre-2.0 players)

Release Log
v2.1.2
- Added Legacy of Bhaal compatibility (no more absurd stats)
v2.1.1
- Updated an item's icon and fixed it for fighter/cleric alternate class
v2.1
- Alternate classes component fixed
- Fighter/cleric alternate class re-added
v2.0.6
- Fixed several minor item bugs
- Fixed problem with kit duplicating innates
v2.0.5
- Fixed romance-related stutter issue
v2.0.4
- Fixed a dialog error involving Thrix
- Lovetalk timers now three in-game days and not real-time days (whoops...)
- Fixed an error involving an improper number of innate abilities
v2.0.3
- Fixed 'rapid-fire' banter - minimum 20 minute delay between banters
v2.0.2
- PID-breaking 'Aun Argent' talk variable fixed
v2.0.1
- Post-Korlasz crypt talk added
v2.0 beta
- Added content for Siege of Dragonspear
- Minor changes to text
- Brimstone now properly 'usable by tieflings'
- Martyr ability scaling rebalanced
- Martyr ability visuals improved
- BG1-Sirene now increases in experience when joined to match the PC (up to 32,000XP)
- PID is now disabled during combat
- Temporarily disabled Fighter/Cleric alternate class until issues are ironed out
v1.5.1
- Fixed soundset issues related to resetting via PID
v1.5
- Added alternative classes (paladin, cavalier, inquisitor, undead hunter, fighter/cleric)
v1.4
- Fixed banters with Rasaad and Neera
- Fixed Cloakwood Mines interjections
v1.3
- Another new icon and description image for Brimstone
- Expanded PID with flirts and HP-dependent responses
- (optional) Crossmod banter with White NPC
v1.2
- Fixed 'wounded' dialogue bug that caused dialogue to initiate endlessly
- Added delay between first and second friendship talks
- New icon and description image for Brimstone
v1.0
- Initial full release
- TotSC interjections and dialogue added
- Errors in banter scripts with Coran and Alora fixed
- 24 bit portrait added (thanks Lava Del'Vortel)
v0.beta.1
- v0.beta.03 - Changed some I_C_T strings to I_C_T2 so that Sirene no longer hijacks NPC actions during interjections (thanks WhiteAgnus)
- v0.beta.02 - Added missing strings that caused friendship to stall indefinitely
- v0.beta.01 - Fixed area codes for talk 13, removed useless Viconia script
v0.beta
- initial release of mod for playtesting
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The Plan B Squad
I thought about doing a playthrough with all NPCs that get relatively little play. The useless and the underrated any ideas?
And what character to play if I do?
No Modded NPCs please.
And what character to play if I do?
No Modded NPCs please.
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Qual è la tua musica preferita italiani?
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BG:EE bloccato all'avvio
Fino a due giorni fa non ho avuto alcun problema con BG:EE sul mio smartphone OnePlus One. Da allora quando lo apro ottengo solo questo:
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Unica variante: se non sono sotto copertura wifi, il messaggio diventa questo:
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Suggerimenti? Non ho provato a disinstallare e reinstallare solo per paura di perdere i progressi...

Unica variante: se non sono sotto copertura wifi, il messaggio diventa questo:

Suggerimenti? Non ho provato a disinstallare e reinstallare solo per paura di perdere i progressi...
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Gorion's Ward has Fallen....Who will save the Sword Coast Now?
Gorion's Ward and his Companions have failed. Sarevok has won and has begun his path towards becoming the new Lord of Murder. Only one of the great heros party members have survived, who will they band together to stop his reign of terror?
Rules
1. All of Goron's Wards companions except one are dead. Therefore, only one NPC may be chosen
2. Still limited to party of six
3. All followers of (Insert NPC here) must be non-NPC characters that can be encountered in BG1/TOTSC
4. No using Drizzt or Elminster, because that would be cheating.
Good Luck, and may the odds be ever in your favor (Evil Grin)
Rules
1. All of Goron's Wards companions except one are dead. Therefore, only one NPC may be chosen
2. Still limited to party of six
3. All followers of (Insert NPC here) must be non-NPC characters that can be encountered in BG1/TOTSC
4. No using Drizzt or Elminster, because that would be cheating.
Good Luck, and may the odds be ever in your favor (Evil Grin)
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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
Tome and Blood v0.70 is now available for download.
Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.
The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post.
REVISED SPECIALISTS
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.
REVISED DRAGON DISCIPLES
This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.
MAGUS
This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge.
FAVOURED SOUL
This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers.
REVENANT DISCIPLE
This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor.
SYLVAN DISCIPLE
This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey.
AMORPHOUS DISCIPLE
This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins.
INNATE FIND FAMILIAR
This component makes Find Familiar an innate ability for all Mages and Sorcerers.
ARMORED CASTING FOR BARDS
This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors.
ARCANE CRAFTING
This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls.
CANTRIPS
Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells.
SPELL TWEAKS
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.
METAMAGIC
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.
ABILITY SCORE BONUSES
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.
SPELL SELECTION DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.
INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.
v0.7
None to my knowledge. Go out and find some!
CHANGE LOG
A list of all mod version changes is available here.
Version 0.7
- Total overhaul of all existing components.
- New Feature: Added the Ability Score Bonuses component.
- New Feature: Added the Level One Cantrips subcomponent.
- New Feature: Added the Innate Familiar component.
- New Feature: Added the Favoured Soul component.
Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.
Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.
Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.
Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.
Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.
Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.
Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.
Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.
Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).
Ideas, criticism and comments always appreciated.
Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.
The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post.
REVISED SPECIALISTS
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.
REVISED DRAGON DISCIPLES
This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.
MAGUS
This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge.
FAVOURED SOUL
This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers.
REVENANT DISCIPLE
This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor.
SYLVAN DISCIPLE
This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey.
AMORPHOUS DISCIPLE
This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins.
INNATE FIND FAMILIAR
This component makes Find Familiar an innate ability for all Mages and Sorcerers.
ARMORED CASTING FOR BARDS
This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors.
ARCANE CRAFTING
This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls.
CANTRIPS
Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells.
SPELL TWEAKS
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.
METAMAGIC
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.
ABILITY SCORE BONUSES
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.
SPELL SELECTION DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.
INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.
v0.7
None to my knowledge. Go out and find some!
CHANGE LOG
A list of all mod version changes is available here.
Version 0.7
- Total overhaul of all existing components.
- New Feature: Added the Ability Score Bonuses component.
- New Feature: Added the Level One Cantrips subcomponent.
- New Feature: Added the Innate Familiar component.
- New Feature: Added the Favoured Soul component.
Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.
Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.
Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.
Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.
Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.
Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.
Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.
Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.
Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).
Ideas, criticism and comments always appreciated.
Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
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Let's write some Limericks! (Attention, might get raunchy)
The rules:
- Everyone get's to just make one post in a row.
- Finish the Limerick the other person started and then post the first line of the next.
- Don't end on non-rhymable words.
Doesn't have to be Baldur's Gate/ D&D related, but it's encouraged![:D :D]()
Example, using a limerick by @swnmcmlxi, found on the NPC Limericks thread:
Post 1:
That Dorn, he had manners quite coarse,
Post 2:
But was truly equipped like a horse.
Said: 'I don't dual wield,
And forget sword and shield -
Two-handed is a matter of course.'
Next: [Insert new first line here]
I'll start:
A bard once broke his lute
- Everyone get's to just make one post in a row.
- Finish the Limerick the other person started and then post the first line of the next.
- Don't end on non-rhymable words.
Doesn't have to be Baldur's Gate/ D&D related, but it's encouraged

Example, using a limerick by @swnmcmlxi, found on the NPC Limericks thread:
Post 1:
That Dorn, he had manners quite coarse,
Post 2:
But was truly equipped like a horse.
Said: 'I don't dual wield,
And forget sword and shield -
Two-handed is a matter of course.'
Next: [Insert new first line here]
I'll start:
A bard once broke his lute
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Polska wersja BG1:EE gotowa! (nowe info – dubbing kiedyś tam)
Miło mi poinformować, że przed chwilą wysłałem do Camerona Tofera e-maila z plikami polskiego tłumaczenie BG:EE, a więc wedle zapewnień, powinniście już jutro zagrać w Baldur's Gate: Enhanced Edition po polsku.
Chciałbym w tym miejscu podziękować osobom, które tak ciężko pracowały nad tym projektem (szczególnie w ostatnich dniach), a są to:
@aerith
@Drian_Thierf
@viader
Niestety nie zdążyliśmy porządnie sprawdzić to tłumaczenie, dlatego zapraszam do zgłaszania błędów w odpowiednim wątku na tym forum. Link
Jeśli ktoś ma jakieś ogólne uwagi co do tłumaczenia, myślę, że ten wątek będzie dobrym miejscem.
NOWE INFO
WAŻNA INFORMACJA!!!
Do gry na razie nie jest dołączony dubbing PL. Poniżej jest napisane, co zrobić, by mieć ten dubbing nieco prowizorycznym sposobem. Wkrótce powinny się pojawić informacje dotyczące oficjalnego wsparcia dla wersji PL.
Przypominam, że nie ma dubbingu nowych treści z Enhanced Edition. Poprzez dubbing mam na myśli dubbing utworzony przez CDProjekt w oryginalnym wydaniu Baldur's Gate.
Edit:
Nie do końca oficjalny sposób na polski dubbing w BG:EE
Link
Chciałbym w tym miejscu podziękować osobom, które tak ciężko pracowały nad tym projektem (szczególnie w ostatnich dniach), a są to:
@aerith
@Drian_Thierf
@viader
Niestety nie zdążyliśmy porządnie sprawdzić to tłumaczenie, dlatego zapraszam do zgłaszania błędów w odpowiednim wątku na tym forum. Link
Jeśli ktoś ma jakieś ogólne uwagi co do tłumaczenia, myślę, że ten wątek będzie dobrym miejscem.
NOWE INFO
WAŻNA INFORMACJA!!!
Do gry na razie nie jest dołączony dubbing PL. Poniżej jest napisane, co zrobić, by mieć ten dubbing nieco prowizorycznym sposobem. Wkrótce powinny się pojawić informacje dotyczące oficjalnego wsparcia dla wersji PL.
Przypominam, że nie ma dubbingu nowych treści z Enhanced Edition. Poprzez dubbing mam na myśli dubbing utworzony przez CDProjekt w oryginalnym wydaniu Baldur's Gate.
Edit:
Nie do końca oficjalny sposób na polski dubbing w BG:EE
Link
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favourite videogame, classical, folk musics
PLEASE USE SPOILER TAGS OR LINKS NOW! Too many images on a thread will make the board go wonky. So says Aosaw.
Videogame music
Classical music
Folk music
instrumental and vocal![:) :)]()
Don't worry about posting something someone else has posted in pages past. We all do it. ^_^
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I can't be the only one who listens to VG and classical music! ^_^
What stuff do you like?![:) :)]()
Try some Quake II, yeah! >:D
Adrenaline Junkie
Gravity Well
Descent into Cereberon
And while I'm in the mood for it...
Sheila
Neo Fire Cross
Videogame music
Classical music
Folk music
instrumental and vocal

Don't worry about posting something someone else has posted in pages past. We all do it. ^_^
--------
I can't be the only one who listens to VG and classical music! ^_^
What stuff do you like?

Try some Quake II, yeah! >:D
Adrenaline Junkie
Gravity Well
Descent into Cereberon
And while I'm in the mood for it...
Sheila
Neo Fire Cross
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Rings of protection ruin game play
Rings of protection IMHO have *negative* influence on BG game play:
First of, they add passive protection. No interesting game mechanic there.
Second, there are plenty of these things on the main route of BG, so there's no push towards having to hunt them down in exotic places. They thus don't instigate any 'drive' in you.
Third, they make BG easier. BG is plenty easy as it is, so that simply translates into: more boring.
Fourth, and worst: they make magic armor mostly pointless. Which is sad because magic armors *do* reside in exotic places which thus really could instigate you to go on adventure to hunt them down. If they were actually useful, that is. Which they aren't, because of protection rings...
Therefore, I have added protection rings and necklaces on my long list of banned things in BG.
Furthermore, I have decided that I won't sell these items when I find them. I will go to Beregost and simply dump them in the streets! Muahahaha!
(okay, that's not so evil.. but still!)
First of, they add passive protection. No interesting game mechanic there.
Second, there are plenty of these things on the main route of BG, so there's no push towards having to hunt them down in exotic places. They thus don't instigate any 'drive' in you.
Third, they make BG easier. BG is plenty easy as it is, so that simply translates into: more boring.
Fourth, and worst: they make magic armor mostly pointless. Which is sad because magic armors *do* reside in exotic places which thus really could instigate you to go on adventure to hunt them down. If they were actually useful, that is. Which they aren't, because of protection rings...
Therefore, I have added protection rings and necklaces on my long list of banned things in BG.
Furthermore, I have decided that I won't sell these items when I find them. I will go to Beregost and simply dump them in the streets! Muahahaha!
(okay, that's not so evil.. but still!)
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Summon Weapons/Call Weaponry mod?
I had hoped the mods which introduce psionics would delve more into creating constructs with the mind (they are still great even so!) so here I am asking if there are mods that introduce a spell/power/ability that give the same effects as d20srd.org/srd/psionic/powers/callWeaponry.htm
Something that works like:
1. Cast spell
2. Get weapon in inventory/in weapon slots
3. Fades after combat or after a certain number of rounds
Cheers!
Something that works like:
1. Cast spell
2. Get weapon in inventory/in weapon slots
3. Fades after combat or after a certain number of rounds
Cheers!
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Jaheira won't come back
So I am playing BG2EE. I had Jaheira in my party and not romancing her. I did Xzar’s quest, and then Meronia came and took Jaheira from my party. She is supposed to return a few days later to ask me to go to the Harpers. The problem is, Jaheira never returned. Many days have passed and she just won’t come back. Is there a way I can trigger her return or is my game ruined?
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Does SoD spoil BG2?
I read somewhere that Dragonspear spoils some of BG2's story because it connects the two games. Would you forumites recommend playing Baldur's Gate 2 first? I never got the chance to back in the day, so I don't want to ruin it.
If the spoilers are minor, I'm not too worried about it.
If the spoilers are minor, I'm not too worried about it.
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Forum Meet-Up West-Europe?
I already opened up the idea on the activity page, but all the answers I got there where either "lol nope too far away" or jokes about Trump, which is of course totally encouraging you guys.
Anywho, given that the post started as a half-joke I guess I can't blame anyone really for not taking it seriously.
So here we go, the serious thread about a hypothetical forum meet-up in West-Europe.
Let's go step by step.
- Cologne (I am of course totally biased, but there is a reason why all the big conventions are held there)
- London
- Paris
- Maybe Amsterdam or Brussels, but I don't know how stress free traveling there is via public transportation when coming from far away, compared to the first three.
I'd also be down for Munich, Bern, Prague, Berlin, Kopenhagen, Vienna and such, but from what I've seen on the forums so far I think the ones I mentioned above would make most sense. Though a more southern location would probably be more inviting for the folks from Italy.
Just to get this out of the way:
Locations that require you to own a car or take endless bus drives to get to are out of the question.
1. Collectively staying at a Hostel for a weekend tends to work rather well.
They tend to offer large rooms where the guests can hang out and be rather affordable when it comes to beds.
Everyone/ most people staying there over night also means not having to worry about wrapping things up late at night, because everyone is sleeping at the same place anyway.
2. Someone who attends happens to have access to a location that can be used to host bigger groups.
Some people can crash there over night in sleeping bags, everyone who wants more comfort can rent into a nearby hotel or hostel.
I think it would fun to run some small sessions of D&D depending on how many people would attend.
Please note that none of these count as actual commitment.
The meet-up is purely hypothetical at this point, there is no guarantee that this meet-up will actually happen.
Aight, that should sum things up for now.
Also, this should go without saying but I know you guys too well by now, for those of you who know for a fact that they can not attend because they live too far away/ can't afford the trip: Please don't flood this thread with complaining about how this meet-up should be happening at your place instead. I am not gonna go through the trouble of organising a meet-up that I myself can not attend to. If you wanna do a meet-up in your area please go make your own
All atendees have to be 18 or older or come with an adult who's liable for them.
Anywho, given that the post started as a half-joke I guess I can't blame anyone really for not taking it seriously.
So here we go, the serious thread about a hypothetical forum meet-up in West-Europe.
Let's go step by step.
Date
There is of course no date yet, but either way I'd suggest doing this over a (long) weekend, usually arrival on friday and going home on sunday. This way at least there is one full day people can attend.Location
I would suggest either one of these towns:- Cologne (I am of course totally biased, but there is a reason why all the big conventions are held there)
- London
- Paris
- Maybe Amsterdam or Brussels, but I don't know how stress free traveling there is via public transportation when coming from far away, compared to the first three.
I'd also be down for Munich, Bern, Prague, Berlin, Kopenhagen, Vienna and such, but from what I've seen on the forums so far I think the ones I mentioned above would make most sense. Though a more southern location would probably be more inviting for the folks from Italy.
Just to get this out of the way:
Locations that require you to own a car or take endless bus drives to get to are out of the question.
Lodging
Out of experience I can say that two options make sense:1. Collectively staying at a Hostel for a weekend tends to work rather well.
They tend to offer large rooms where the guests can hang out and be rather affordable when it comes to beds.
Everyone/ most people staying there over night also means not having to worry about wrapping things up late at night, because everyone is sleeping at the same place anyway.
2. Someone who attends happens to have access to a location that can be used to host bigger groups.
Some people can crash there over night in sleeping bags, everyone who wants more comfort can rent into a nearby hotel or hostel.
Program
Forum meet-ups usually don't have any noteworthy program. Usually people just hang out, in the evening everyone goes out to dinner at a restaurant together and then there'll be partying back at the meeting room which usually involves consumation of large amounts of alcohol, but that is not a requirement of course
I think it would fun to run some small sessions of D&D depending on how many people would attend.
People who stated their interest in the meet-up so far:
@Buttercheese @Skatan @RelSundan @abacus @AnduinPlease note that none of these count as actual commitment.
The meet-up is purely hypothetical at this point, there is no guarantee that this meet-up will actually happen.
Aight, that should sum things up for now.
Also, this should go without saying but I know you guys too well by now, for those of you who know for a fact that they can not attend because they live too far away/ can't afford the trip: Please don't flood this thread with complaining about how this meet-up should be happening at your place instead. I am not gonna go through the trouble of organising a meet-up that I myself can not attend to. If you wanna do a meet-up in your area please go make your own

All atendees have to be 18 or older or come with an adult who's liable for them.
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"Default spell on missed"
This is in projectile properties. I'm having trouble getting anything to happen, though. Editing ARROW, the projectile all weapons use. I want a miss to explode in a fireball.
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