I'm making a module and want to make some custom content for it. I looked around for the program I'm supposed to use to make a hak pak but I can't find it on my computer anywhere. Does the Steam version come with said program? If not Do you know where I could get it?
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How do I make a Hak Pak?
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Request Modfile for Android BGEE
Hi @Xhoblaim, and welcome to the forum.
Just layout your request for the mods you want included in this discussion. If the mod(s) have multiple components, then make sure you list the components that you want. Just check the version of BGEE that you have to make sure it is v1.3.2070.
If you can, layout the mods within a 'Spoiler', located under the reverse IP (actually a Paragraph Marker) icon in the comment tools, or use 'Attach File' (the icon that looks like a page with a bent corner) to upload a text file with the list.
What device and version of Android will this be going onto?
Hope that helps
Gus
Just layout your request for the mods you want included in this discussion. If the mod(s) have multiple components, then make sure you list the components that you want. Just check the version of BGEE that you have to make sure it is v1.3.2070.
If you can, layout the mods within a 'Spoiler', located under the reverse IP (actually a Paragraph Marker) icon in the comment tools, or use 'Attach File' (the icon that looks like a page with a bent corner) to upload a text file with the list.
What device and version of Android will this be going onto?
Hope that helps
Gus
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AddHitPoints Permanently. Is there a way?
Hi, i have a pw from 12 years, i use prc/cep/cmp/cpp/ctp/bcm and many other haks without problems, with customized spells and prc spells.
I'm not a scripter but doing all alone, i've learned a lot.
I'm italian; my english could not be so correct.
Now i have a problem; i've searched on google and tried every workaround possible.
I use nwnx but not Leto. I don't use a myswl db;
is there a way to add permanently hitpoints to characters? I know how to identify control classes, how to script a legendary levels of my own creation, with a conversation. I never, NEVER achieve to add hit points via script.
I use nwnx to add and modify ability score, skill score, feats.
I can't add hit points. Do you know how to do this? I've opened hgll of funkyswerve. It's a great work; i've read several funky scripts but i don't use leto.
Is there another way? A function? a workaround?
Please, give me a tip.
I'm not a scripter but doing all alone, i've learned a lot.
I'm italian; my english could not be so correct.
Now i have a problem; i've searched on google and tried every workaround possible.
I use nwnx but not Leto. I don't use a myswl db;
is there a way to add permanently hitpoints to characters? I know how to identify control classes, how to script a legendary levels of my own creation, with a conversation. I never, NEVER achieve to add hit points via script.
I use nwnx to add and modify ability score, skill score, feats.
I can't add hit points. Do you know how to do this? I've opened hgll of funkyswerve. It's a great work; i've read several funky scripts but i don't use leto.
Is there another way? A function? a workaround?
Please, give me a tip.
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Content from Siege of Dragonspear in BG II:EE (Poll)
One of the most pleasant Baldur's Gate: Siege of Dragonspear features is the new companions. All of a sudden we haven't seen the final part of their stories, as it remains unfinished. We suppose the necessity to continue their stories do exist. Just imagine this variety of new interesting quests and romances becoming possible! Some people like Corwin, others (and I personally) like Caelar, and I do want to know what happened with her and others. The possibility of their integration into the main plot of BG2 exists on the level of discussion. That's why we want to find out your own point of view. Should new companions gain the opportunity to be presented at BG2 as well as other characters? Or, at least, some of them? Tell your own thoughts.
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Increase Max Number of Party Members
Hi Devs,
We had a brief conversation on this page:
http://forums.beamdog.com/discussion/26673/all-you-wanted-to-know-about-baldurs-gate-siege-of-dragonspear-adventure-y-previously/p102
and this one:
http://forums.beamdog.com/discussion/26673/all-you-wanted-to-know-about-baldurs-gate-siege-of-dragonspear-adventure-y-previously/p103
Thank you for your support, please externalize the maximum number of party members from 6 to an arbitrary high number. More than 6 party members has been a desire of players for years and if modders could work to add more party members it would mean a lot of fun for a lot of people.
There's already a GemRB mod which increases the max number of party members from 6 to 10 here: http://gibberlings3.net/forums/index.php?showtopic=27138&page=1
If we could get a similar treatment, and the ability to mod the UI to better allow for more party members, it would mean so much to many of us.
Sincerely,
Bill
We had a brief conversation on this page:
http://forums.beamdog.com/discussion/26673/all-you-wanted-to-know-about-baldurs-gate-siege-of-dragonspear-adventure-y-previously/p102
and this one:
http://forums.beamdog.com/discussion/26673/all-you-wanted-to-know-about-baldurs-gate-siege-of-dragonspear-adventure-y-previously/p103
Thank you for your support, please externalize the maximum number of party members from 6 to an arbitrary high number. More than 6 party members has been a desire of players for years and if modders could work to add more party members it would mean a lot of fun for a lot of people.
There's already a GemRB mod which increases the max number of party members from 6 to 10 here: http://gibberlings3.net/forums/index.php?showtopic=27138&page=1
If we could get a similar treatment, and the ability to mod the UI to better allow for more party members, it would mean so much to many of us.
Sincerely,
Bill
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Where do I get the dds files for the creature textures of NWN: EE's Base game?
I've been trying all night to make custom textures for my horror Module, Red Reaper but all I've found are TGA files. I tried converting those to DDS with multiple methods but nothing worked. I tried checking the Texture packs tab using the NWNExplorer I got that works with NWN: EE but it wouldn't open. The only DDS files I found were from one of the expansions. If you have a way for me to find them, please let me know. I just need the White Dragon, Werewolf, Kobold, and Lizardfolk textures to edit and put into my Hak for the Module.
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What soothes your soul?
There are so many stresses, obstacles, challenges, heartbreaks, and even a few brick walls that each and everyone of us must face on a daily basis. We all must find a way to relax and recuperate so that we can do it all again tomorrow. Each finds their own way to soothe their soul and replenish their spirit.
For some it may be music, others a lovely piece of chocolate or a stiff drink. Still others find a trip to the gym or a quiet moment of contemplation to be the way back to sanity.
For me, music is a big one, along with having those most loved near. Be they on two legs or four.
Of course a bite of chocolate never goes amiss, or allowing myself a “forbidden food”. Getting lost in a good book can do wonders. Sometimes, coming to this forum and reading a post made by someone who is having a blast as they discover yet one more thing that they love about this game, just works like magic on my mood.
I would love to hear how others soothe and replenish their souls.
For some it may be music, others a lovely piece of chocolate or a stiff drink. Still others find a trip to the gym or a quiet moment of contemplation to be the way back to sanity.
For me, music is a big one, along with having those most loved near. Be they on two legs or four.

I would love to hear how others soothe and replenish their souls.
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semiOverhaul for IWD2 (UPDATE!)
This mod is a compilation of tweaks and fixes for Icewind Dale 2, correcting the numerous power imbalances between classes, between spells, and between items. It also fixes a lot inaccurate and incomplete descriptions. The mod adds and changes over 300 spells and over 500 items. semiOverhaul doesn't radically upend IWD2 gameplay; sorcerers will still be great bombers and clerics will still be great healers. But they no longer utterly outclass other character builds, and warriors in particular will be much more viable.
Components:
1. Class Revisions
2. Looser Alignment Restrictions for Classes
3. Spell Revisions
4. Item Revisions
5. Creature Rebalancing
6. Better XP Progression
7. Faster Horde Fortress
8. Faster Ice Temple
9. Faster Wandering Village
10. Faster Dragon's Eye and Lord Pyros' Domain
11. Faster Severed Hand
12. More Potions for Oswald
13. Mage Scrolls for New Spells
14. Fewer Immunities for Bosses
15. Shapeshifting Sound Fix
16. Faster Targos
17. Faster Black Raven Monastery
18. Faster Underdark
--Class Revisions--
This component dramatically rebalances the game to make warriors and rogues much more viable, while slightly nerfing some aspects of the typical powergaming classes (clerics, sorcerers, and druids). This component is most balanced when combined with the Spell Revisions component.
Barbarians: Barbarian rage now grants immunity to fear, hopelessness, stun, paralysis, sleep, and unconsciousness. Also, Barbarians get an additional 1- physical damage resistance for every 1 level after level 20, instead of every 3 levels.
Bards: The Lingering Song exploit is now closed, but bard songs are now more convenient, and all of them have practical uses (even the Song of Kaudies). They're also spread out over more levels and scale with levels so bards no longer reach their peak at level 11. All songs do not stack unless otherwise specified:
Level 1: The Tale of Currant Strongheart: +1 to hit and damage and immunity to fear. Increases to +2 to hit and damage and grants immunity to hopelessness at level 19.
Level 5: Tymora's Melody: +1 luck, +2 to saving throws and rogue skills. Increases to +2 to luck and +4 to saving throws and rogue skills at level 22.
Level 10: The Siren's Yearning: All enemies must make a Will save or be stunned for 1 round or until they take damage. The save DC is equal to the bard's level. This song also imposes a cumulative -1 penalty to Will saves for 10 rounds, every round. Allies have a 25% chance of being affected by this spell.
Level 15: The Song of Kaudies: All allies are affected by the Blink spell for 1 round (enemies have a 50% miss chance on party members, while the party has a 20% miss chance and 20% spell failure).
Level 20: The War Chant of Sith: +2 generic armor bonus, physical damage resistance of 3/-, and 3 HP healed every round. Increases to +4 AC, 6/- damage resistance, and 6 HP healed every round at level 25.
Level 25: The Ballad of Three Heroes: +5 spell resistance, 5/- resistance to all forms of magical damage, and the effects of the Tale of Curran Strongheart, Tymora's Melody, and the War Chant of Sith. Increases to +10 spell resistance and 10/- resistance to magical damage at level 28.
Clerics: Clerics, druid, and mages all use the same spell tables; they gain spell slots at the same rate. Also, Painbearers of Ilmater do not get Pain Touch or Symbol of Pain. Those spells are replaced by Soothing Touch (2d8 HP healed, cures poison, bleeding wounds, and pain effects) and Mist of Eldath. Inflict Wounds spells are much stronger, while spontaneous casting scales beyond level 4 (you can now cast Healing Circle, Heal, Greater Restoration, and Mass Heal via spontaneous casting).
Druids: Druids get new shapeshifting spells, more interesting than the vanilla game but less overpowered than the Tactics mod:
Level 5: Werebadger
Level 7: Viper
Level 9: Hook Horror
Level 11: Rhinoceros Beetle
Level 13: Shambling Mound
Level 15: White Half-Dragon
Level 17: Red Half-Dragon
Level 19: Blue Half-Dragon
Level 21: Black Dragon
The druid shapeshifting feats are also changed. They now allow druids to shapeshift into Will o' Wisps, Treants, and a swarm of insects as in the Creeping Doom spell.
Rogues: Rogues get +1 luck every 5 levels. They won't have the sustained damage output a warrior has, but they'll be able to land some very wicked sneak attacks (luck in IWD2 increases the chance of a critical hit).
Monks: Monks now get much faster and more accurate unarmed attacks, and their attack damage progresses more logically. Their base damage caps at 1d8, but they get higher damage bonuses and higher-level monks will deal triple damage on critical hits instead of double damage. Monks also get Abundant Step at level 10, a teleportation effect (which can break the game if you abuse it!).
Fighters: Fighters get +1 to damage every 5 levels, and now the fighter-exclusive Weapon Specialization feats give +5 to hit and damage. All warriors get better saving throws and stronger attacks.
Rangers: Rangers get more spell slots, and they get them at lower levels. They are also able to use Set Natural Snare every 6 levels, which snares enemies for 5 rounds on a failed Reflex save. Set Natural Snare is much more effective than in the original game; the save DC now improves by 1 for every level and will work reliably even in Heart of Fury mode.
Paladins: Paladins get more spell slots, and they get them at lower levels. Paladins get an additional casting of Lay on Hands every 5 levels.
Sorcerers: Sorcerers get slightly slower spell growth and slightly slower access to new spell picks. They will no longer hit their peak at level 20 and then experience near-zero growth.
--Looser Alignment Restrictions for Classes--
Even IWD2's very broad class system can be restrictive in some ways, mostly in the lawful/chaotic axis. This component loosens a few of the restrictions, allowing certain classes to be compatible with more alignments:
Bards can be any alignment besides Lawful Neutral (previously could not be any lawful alignment)
Monks of the Old Order can be any non-chaotic alignment
Monks of the Broken Ones can be Neutral Good
Monks of the Dark Moon can be Lawful Neutral, True Neutral, and Neutral Evil
Paladins of Ilmater and Mystra can be Neutral Good
Paladins of Helm can be Lawful Neutral
Rogues can be Lawful Good
--Spell Revisions--
This component significantly strengthens many underused spells while slightly weakening the most powerful options. It also switches some spells to lower or higher levels and grants some spells to classes that previously could not cast them. Listing all the changes would take too long, but here are a few examples:
1. Spells that have hit dice limits will now work on critters of any level or hit dice. The Sleep spell can now knock out high-level targets (though the effect is weaker and offers a save) and Power Word Kill will instantly slay a single target on a failed save at -4.
2. Spells that give random bonuses are now consistent. Bull's Strength (now Ox's Fortitude), Eagle's Splendor, and Cat's Grace give a +4 bonus without fail; Champion's Strength gives +7.
3. Some spells have been changed to scale with levels. Poison now deals more damage at higher levels, and Tortoise Shell is harder to break down at higher levels.
4. Some spells grant smaller bonuses, but allow them to stack. Shield now grants a shield bonus and stacks with bracers of armor, while Spell Resistance stacks with a creature's innate and item-based resistances.
5. Spells that made each other redundant have now been diversified. Symbol of Hopelessness and Symbol of Stunning now have different uses.
6 Some spells have been changed to be more user-friendly. Vampiric Touch no longer requires an attack roll, and Chant no longer disables spellcasting.
7. Overpowered spells have received reasonable nerfs. Chromatic Orb now stuns for one round instead of paralyzing for many rounds at higher levels, while Skull Trap is now level 4.
8. Underpowered spells like Horror and Power Word Sleep have had their save DCs changed to make them more reliable, while others have been moved to lower levels or been given entirely new effects. Flaying is now a level 5 spell instead of level 8, and Lich Touch now grants some undead-style immunities to the caster.
9. Many spells are available to more classes, but take up higher-level spell slots. Druids can now cast Moon Motes at level 2, clerics can now cast Call Lightning at 5, and mages can now cast Spell Resistance at level 6, among many other changes.
10. Stone to Flesh now actually works. Previously, petrification could mean a completely irreversible death; now Stone to Flesh will always fix a petrified character.
Newly available spells include Mental Domination, Righteous Wrath of the Faithful, Spook, Dimension Door, Lutzaen's Frequent Jaunt, Translocation Trick, and Protection from Magic Energy.
--Item Revisions--
This component rebalances numerous items in IWD2, including some that only show up in Heart of Fury mode or as random drops. It also updates many incomplete spell descriptions, including save DCs for on-hit effects.
--Creature Rebalancing--
Currently, this component only empowers mind flayers and Chahopek the Guardian. Mind Blast and Ultrablast have higher save DCs and bypass magic resistance, and mind flayer attacks have a 25% chance of instantly killing the target (Fortitude DC 30), mimicking the instant death effects of BG2-style Intelligence drain. Note that Spell Shield from the Spell Revisions component will block the stun effects from Mind Blast and Ultrablast. Chahopek now has more than twice as much HP and has a much stronger breath weapon, but has lower damage resistance than in the vanilla game.
--Better XP Progression--
In most RPGs, you gain levels at a roughly constant level over the course of the game. In IWD2, though, you gain XP and levels slower and slower as you progress in the game, which is the biggest reason why the late game is so much less fun than the early game. This is because many enemies are rigged to be a lower challenge rating than their actual level. By the time you're in the Severed Hand, you might be fighting critters that are level 17 but have a challenge rating of 9!
This component fixes that. There are two install options. The first option sets all creatures' challenge rating equal to their level, which results in extremely fast leveling as the game progresses. The second option, which is the recommended version, sets CR to slightly below their level after level 9. Neither option will affect early game enemies much, but midgame and endgame enemies will now grant XP appropriate to the challenge they pose.
--Faster Horde Fortress--
This component simply rigs the front gate of the Horde Fortress so that you can force it open and attack the fortress head on rather than sneaking through the tunnels.
--Faster Ice Temple--
Getting through the Ice Temple is one of the slowest parts of IWD2, with lots of disconnected plot triggers and quest items. This component allows you to skip the whole thing by tearing down the wall through brute force. If you deal enough damage to the Ice Wall Fault in the northwest corner of the exterior map (the one with Sherincal and the Remorhazes), the wall will collapse and you can proceed to the next area. Destroying the wall is extremely difficult, however, as the wall has tremendous damage resistances, lots of HP, and deals cold damage whenever it is struck.
--Faster Wandering Village--
This component allows you to skip all of the Wandering Village questlines and the Fell Wood Maze by going straight to the exit. Enter the Fell Wood where the spirit greets you, choose the east exit to the treant area, and the exit to the next area will already be open.
It is still possible to complete all of the Wandering Village quests with this component installed.
--Faster Dragon's Eye and Lord Pyros' Domain--
Dragon's Eye and the time paradox questline in Lord Pyros' Domain have long been the low point of IWD2, with massive amounts of backtracking, numerous plot triggers with few clues to indicate where you're supposed to go, and very little reward for the immense amount of time you have to invest in the game just to get through it. This component allows you to avoid all of that nonsense and proceed directly to the Fields of Slaughter, if you want to.
First, it rigs the door at the bottom of Dragon's Eye that leads to Lord Pyros' Domain to be unlockable (normally it can only be opened by fulfilling all other quest requirements and then filling all the basins with wyvern poison). High STR, a high Open Locks skill, or a Knock spell will let you force the door open. You can therefore spend as much time in Dragon's Eye as you want and then go straight to the exit.
Second, it rigs the north exit from Lord Pyros' Domain (not the exit you unlock during the questline, but the exit NORTH of that one) to lead directly to the Fields of Slaughter, instead of back to Dragon's Eye. Once you're in Lord Pyros' Domain, you can skip the Temporal Stasis quest just by going back from where you came. This will also skip Nickademus' favor.
--Faster Severed Hand--
The Severed Hand can also take a fair amount of time, and while it's not nearly as monotonous as Dragon's Eye or the Ice Temple, some parts of it can still be very slow. This component adds Ruinlord Argos Val to Isair and Madae's throne room. If you have a very high Bluff score, you can convince him to introduce you to Isair and Madae without having to do any of the other quests in the Severed Hand.
--More Potions for Oswald--
Healing potions are plentiful in IWD2, but other types of potions are extremely rare despite not being overpowered. This gives 3 copies of every non-healing potion to Oswald, plus a single copy of every permanent stat boost potion in the game. The latter are very expensive, though, and you likely won't be able to afford very many until later in the game.
--Mage Scrolls for New Spells--
This component adds high-level mage scrolls to various spell vendors, including Elytharra, Zack Boosenberry, Suoma, Bered, and Sheemish. A solo mage or a level 1 mage in HoF mode will be able to learn high-end spells and keep pace with a sorcerer.
This also adds scrolls of Spook, Translocation Trick, Dimension Door, Lutzaen's Frequent Jaunt, and Protection from Magic Energy to Suoma in the Wandering Village, allowing mages as well as sorcerers to learn these spells.
--Fewer Immunities for Bosses--
Many bosses have immunities to all kinds of disablers, even bosses that don't give plot-critical dialogues upon being defeated (traditionally, immunities are only given to ensure those dialogues trigger properly). This component removes some of the immunities normally available to bosses, giving them a +5 bonus to all saving throws to compensate for the loss.
--Shapeshifting Sound Fix--
Testing found that shapeshifting in a previous version of semiOverhaul could resist in a weird sound loop. This component should fix the problem if it comes up, but is not otherwise necessary.
--Faster Targos--
This component allows the player to skip most of the Targos questline. The first time you speak with Shawford Crale, you can trigger the goblin invasion with Vghotan, Ghotrag, and Caballus by saying "Did you hear that?" midway through the dialogue.
--Faster Black Raven Monastery--
This component allows you to skip the Black Raven Monastery trials without having to kill the monks. The door in the monastery basement can now be forced open.
--Faster Underdark--
This component lets you skip the Viciscamera questline. You should be able to force open the doors to the mind flayer city and proceed without doing any chores for Malavon.
This mod is most balanced when installed on top of other mods like Light of Selune, Tweaks for IWD2, and Tactics4IWD2, but it also works on its own. Much of the credit for the inspiration for this mod goes to the makers of those three mods, which provided the groundwork for this mod and the changes it makes. I would also like to thank @Firecrow, who provided indispensable feedback and played an instrumental role in inspiring many of the mod's features.
Components:
1. Class Revisions
2. Looser Alignment Restrictions for Classes
3. Spell Revisions
4. Item Revisions
5. Creature Rebalancing
6. Better XP Progression
7. Faster Horde Fortress
8. Faster Ice Temple
9. Faster Wandering Village
10. Faster Dragon's Eye and Lord Pyros' Domain
11. Faster Severed Hand
12. More Potions for Oswald
13. Mage Scrolls for New Spells
14. Fewer Immunities for Bosses
15. Shapeshifting Sound Fix
16. Faster Targos
17. Faster Black Raven Monastery
18. Faster Underdark
--Class Revisions--
This component dramatically rebalances the game to make warriors and rogues much more viable, while slightly nerfing some aspects of the typical powergaming classes (clerics, sorcerers, and druids). This component is most balanced when combined with the Spell Revisions component.
Barbarians: Barbarian rage now grants immunity to fear, hopelessness, stun, paralysis, sleep, and unconsciousness. Also, Barbarians get an additional 1- physical damage resistance for every 1 level after level 20, instead of every 3 levels.
Bards: The Lingering Song exploit is now closed, but bard songs are now more convenient, and all of them have practical uses (even the Song of Kaudies). They're also spread out over more levels and scale with levels so bards no longer reach their peak at level 11. All songs do not stack unless otherwise specified:
Level 1: The Tale of Currant Strongheart: +1 to hit and damage and immunity to fear. Increases to +2 to hit and damage and grants immunity to hopelessness at level 19.
Level 5: Tymora's Melody: +1 luck, +2 to saving throws and rogue skills. Increases to +2 to luck and +4 to saving throws and rogue skills at level 22.
Level 10: The Siren's Yearning: All enemies must make a Will save or be stunned for 1 round or until they take damage. The save DC is equal to the bard's level. This song also imposes a cumulative -1 penalty to Will saves for 10 rounds, every round. Allies have a 25% chance of being affected by this spell.
Level 15: The Song of Kaudies: All allies are affected by the Blink spell for 1 round (enemies have a 50% miss chance on party members, while the party has a 20% miss chance and 20% spell failure).
Level 20: The War Chant of Sith: +2 generic armor bonus, physical damage resistance of 3/-, and 3 HP healed every round. Increases to +4 AC, 6/- damage resistance, and 6 HP healed every round at level 25.
Level 25: The Ballad of Three Heroes: +5 spell resistance, 5/- resistance to all forms of magical damage, and the effects of the Tale of Curran Strongheart, Tymora's Melody, and the War Chant of Sith. Increases to +10 spell resistance and 10/- resistance to magical damage at level 28.
Clerics: Clerics, druid, and mages all use the same spell tables; they gain spell slots at the same rate. Also, Painbearers of Ilmater do not get Pain Touch or Symbol of Pain. Those spells are replaced by Soothing Touch (2d8 HP healed, cures poison, bleeding wounds, and pain effects) and Mist of Eldath. Inflict Wounds spells are much stronger, while spontaneous casting scales beyond level 4 (you can now cast Healing Circle, Heal, Greater Restoration, and Mass Heal via spontaneous casting).
Druids: Druids get new shapeshifting spells, more interesting than the vanilla game but less overpowered than the Tactics mod:
Level 5: Werebadger
Level 7: Viper
Level 9: Hook Horror
Level 11: Rhinoceros Beetle
Level 13: Shambling Mound
Level 15: White Half-Dragon
Level 17: Red Half-Dragon
Level 19: Blue Half-Dragon
Level 21: Black Dragon
The druid shapeshifting feats are also changed. They now allow druids to shapeshift into Will o' Wisps, Treants, and a swarm of insects as in the Creeping Doom spell.
Rogues: Rogues get +1 luck every 5 levels. They won't have the sustained damage output a warrior has, but they'll be able to land some very wicked sneak attacks (luck in IWD2 increases the chance of a critical hit).
Monks: Monks now get much faster and more accurate unarmed attacks, and their attack damage progresses more logically. Their base damage caps at 1d8, but they get higher damage bonuses and higher-level monks will deal triple damage on critical hits instead of double damage. Monks also get Abundant Step at level 10, a teleportation effect (which can break the game if you abuse it!).
Fighters: Fighters get +1 to damage every 5 levels, and now the fighter-exclusive Weapon Specialization feats give +5 to hit and damage. All warriors get better saving throws and stronger attacks.
Rangers: Rangers get more spell slots, and they get them at lower levels. They are also able to use Set Natural Snare every 6 levels, which snares enemies for 5 rounds on a failed Reflex save. Set Natural Snare is much more effective than in the original game; the save DC now improves by 1 for every level and will work reliably even in Heart of Fury mode.
Paladins: Paladins get more spell slots, and they get them at lower levels. Paladins get an additional casting of Lay on Hands every 5 levels.
Sorcerers: Sorcerers get slightly slower spell growth and slightly slower access to new spell picks. They will no longer hit their peak at level 20 and then experience near-zero growth.
--Looser Alignment Restrictions for Classes--
Even IWD2's very broad class system can be restrictive in some ways, mostly in the lawful/chaotic axis. This component loosens a few of the restrictions, allowing certain classes to be compatible with more alignments:
Bards can be any alignment besides Lawful Neutral (previously could not be any lawful alignment)
Monks of the Old Order can be any non-chaotic alignment
Monks of the Broken Ones can be Neutral Good
Monks of the Dark Moon can be Lawful Neutral, True Neutral, and Neutral Evil
Paladins of Ilmater and Mystra can be Neutral Good
Paladins of Helm can be Lawful Neutral
Rogues can be Lawful Good
--Spell Revisions--
This component significantly strengthens many underused spells while slightly weakening the most powerful options. It also switches some spells to lower or higher levels and grants some spells to classes that previously could not cast them. Listing all the changes would take too long, but here are a few examples:
1. Spells that have hit dice limits will now work on critters of any level or hit dice. The Sleep spell can now knock out high-level targets (though the effect is weaker and offers a save) and Power Word Kill will instantly slay a single target on a failed save at -4.
2. Spells that give random bonuses are now consistent. Bull's Strength (now Ox's Fortitude), Eagle's Splendor, and Cat's Grace give a +4 bonus without fail; Champion's Strength gives +7.
3. Some spells have been changed to scale with levels. Poison now deals more damage at higher levels, and Tortoise Shell is harder to break down at higher levels.
4. Some spells grant smaller bonuses, but allow them to stack. Shield now grants a shield bonus and stacks with bracers of armor, while Spell Resistance stacks with a creature's innate and item-based resistances.
5. Spells that made each other redundant have now been diversified. Symbol of Hopelessness and Symbol of Stunning now have different uses.
6 Some spells have been changed to be more user-friendly. Vampiric Touch no longer requires an attack roll, and Chant no longer disables spellcasting.
7. Overpowered spells have received reasonable nerfs. Chromatic Orb now stuns for one round instead of paralyzing for many rounds at higher levels, while Skull Trap is now level 4.
8. Underpowered spells like Horror and Power Word Sleep have had their save DCs changed to make them more reliable, while others have been moved to lower levels or been given entirely new effects. Flaying is now a level 5 spell instead of level 8, and Lich Touch now grants some undead-style immunities to the caster.
9. Many spells are available to more classes, but take up higher-level spell slots. Druids can now cast Moon Motes at level 2, clerics can now cast Call Lightning at 5, and mages can now cast Spell Resistance at level 6, among many other changes.
10. Stone to Flesh now actually works. Previously, petrification could mean a completely irreversible death; now Stone to Flesh will always fix a petrified character.
Newly available spells include Mental Domination, Righteous Wrath of the Faithful, Spook, Dimension Door, Lutzaen's Frequent Jaunt, Translocation Trick, and Protection from Magic Energy.
--Item Revisions--
This component rebalances numerous items in IWD2, including some that only show up in Heart of Fury mode or as random drops. It also updates many incomplete spell descriptions, including save DCs for on-hit effects.
--Creature Rebalancing--
Currently, this component only empowers mind flayers and Chahopek the Guardian. Mind Blast and Ultrablast have higher save DCs and bypass magic resistance, and mind flayer attacks have a 25% chance of instantly killing the target (Fortitude DC 30), mimicking the instant death effects of BG2-style Intelligence drain. Note that Spell Shield from the Spell Revisions component will block the stun effects from Mind Blast and Ultrablast. Chahopek now has more than twice as much HP and has a much stronger breath weapon, but has lower damage resistance than in the vanilla game.
--Better XP Progression--
In most RPGs, you gain levels at a roughly constant level over the course of the game. In IWD2, though, you gain XP and levels slower and slower as you progress in the game, which is the biggest reason why the late game is so much less fun than the early game. This is because many enemies are rigged to be a lower challenge rating than their actual level. By the time you're in the Severed Hand, you might be fighting critters that are level 17 but have a challenge rating of 9!
This component fixes that. There are two install options. The first option sets all creatures' challenge rating equal to their level, which results in extremely fast leveling as the game progresses. The second option, which is the recommended version, sets CR to slightly below their level after level 9. Neither option will affect early game enemies much, but midgame and endgame enemies will now grant XP appropriate to the challenge they pose.
--Faster Horde Fortress--
This component simply rigs the front gate of the Horde Fortress so that you can force it open and attack the fortress head on rather than sneaking through the tunnels.
--Faster Ice Temple--
Getting through the Ice Temple is one of the slowest parts of IWD2, with lots of disconnected plot triggers and quest items. This component allows you to skip the whole thing by tearing down the wall through brute force. If you deal enough damage to the Ice Wall Fault in the northwest corner of the exterior map (the one with Sherincal and the Remorhazes), the wall will collapse and you can proceed to the next area. Destroying the wall is extremely difficult, however, as the wall has tremendous damage resistances, lots of HP, and deals cold damage whenever it is struck.
--Faster Wandering Village--
This component allows you to skip all of the Wandering Village questlines and the Fell Wood Maze by going straight to the exit. Enter the Fell Wood where the spirit greets you, choose the east exit to the treant area, and the exit to the next area will already be open.
It is still possible to complete all of the Wandering Village quests with this component installed.
--Faster Dragon's Eye and Lord Pyros' Domain--
Dragon's Eye and the time paradox questline in Lord Pyros' Domain have long been the low point of IWD2, with massive amounts of backtracking, numerous plot triggers with few clues to indicate where you're supposed to go, and very little reward for the immense amount of time you have to invest in the game just to get through it. This component allows you to avoid all of that nonsense and proceed directly to the Fields of Slaughter, if you want to.
First, it rigs the door at the bottom of Dragon's Eye that leads to Lord Pyros' Domain to be unlockable (normally it can only be opened by fulfilling all other quest requirements and then filling all the basins with wyvern poison). High STR, a high Open Locks skill, or a Knock spell will let you force the door open. You can therefore spend as much time in Dragon's Eye as you want and then go straight to the exit.
Second, it rigs the north exit from Lord Pyros' Domain (not the exit you unlock during the questline, but the exit NORTH of that one) to lead directly to the Fields of Slaughter, instead of back to Dragon's Eye. Once you're in Lord Pyros' Domain, you can skip the Temporal Stasis quest just by going back from where you came. This will also skip Nickademus' favor.
--Faster Severed Hand--
The Severed Hand can also take a fair amount of time, and while it's not nearly as monotonous as Dragon's Eye or the Ice Temple, some parts of it can still be very slow. This component adds Ruinlord Argos Val to Isair and Madae's throne room. If you have a very high Bluff score, you can convince him to introduce you to Isair and Madae without having to do any of the other quests in the Severed Hand.
--More Potions for Oswald--
Healing potions are plentiful in IWD2, but other types of potions are extremely rare despite not being overpowered. This gives 3 copies of every non-healing potion to Oswald, plus a single copy of every permanent stat boost potion in the game. The latter are very expensive, though, and you likely won't be able to afford very many until later in the game.
--Mage Scrolls for New Spells--
This component adds high-level mage scrolls to various spell vendors, including Elytharra, Zack Boosenberry, Suoma, Bered, and Sheemish. A solo mage or a level 1 mage in HoF mode will be able to learn high-end spells and keep pace with a sorcerer.
This also adds scrolls of Spook, Translocation Trick, Dimension Door, Lutzaen's Frequent Jaunt, and Protection from Magic Energy to Suoma in the Wandering Village, allowing mages as well as sorcerers to learn these spells.
--Fewer Immunities for Bosses--
Many bosses have immunities to all kinds of disablers, even bosses that don't give plot-critical dialogues upon being defeated (traditionally, immunities are only given to ensure those dialogues trigger properly). This component removes some of the immunities normally available to bosses, giving them a +5 bonus to all saving throws to compensate for the loss.
--Shapeshifting Sound Fix--
Testing found that shapeshifting in a previous version of semiOverhaul could resist in a weird sound loop. This component should fix the problem if it comes up, but is not otherwise necessary.
--Faster Targos--
This component allows the player to skip most of the Targos questline. The first time you speak with Shawford Crale, you can trigger the goblin invasion with Vghotan, Ghotrag, and Caballus by saying "Did you hear that?" midway through the dialogue.
--Faster Black Raven Monastery--
This component allows you to skip the Black Raven Monastery trials without having to kill the monks. The door in the monastery basement can now be forced open.
--Faster Underdark--
This component lets you skip the Viciscamera questline. You should be able to force open the doors to the mind flayer city and proceed without doing any chores for Malavon.
This mod is most balanced when installed on top of other mods like Light of Selune, Tweaks for IWD2, and Tactics4IWD2, but it also works on its own. Much of the credit for the inspiration for this mod goes to the makers of those three mods, which provided the groundwork for this mod and the changes it makes. I would also like to thank @Firecrow, who provided indispensable feedback and played an instrumental role in inspiring many of the mod's features.
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[MOD] [BETA] Monastic Orders of Faerun
Monastic Orders of Faerun v0.41 is now available for download.
Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds four new Monk kits, inspired by various monastic orders throughout the Realms.
The current version of Monastic Orders (v0.4+) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE, EET). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.
CORE REVISIONS
This component revises the Monk and its two kits (Sun Soul and Dark Moon) extensively, moving them to the Thief class, overhauling their class features, and making use of a modular Fighting and Defense Style system. This component also updates Rasaad to use the new system.
(All other components of this mod require this component to be installed.)
EXPANDED RACE OPTIONS
This component allow races other than Humans to become Monks.
- Monk: Any race
- Sun Soul: Human, Half-Elf, Elf, Dwarf, Halfling
- Dark Moon: Human, Half-Elf, Elf, Half-Orc
MONK MULTICLASSES
(Yes, you read that right.) This component introduces 6 multiclass kits for Monks.
- Fighter/Monk, Cleric/Monk, Mage/Monk
- Illusionist/Monk (for Gnomes, if available)
- Fighter/Sun Soul Monk, Cleric/Sun Soul Monk
- Illusionist/Dark Moon Monk
(Note that this component does not do anything unless you install the Expanded Race Options component of this mod, another mod that allows Humans to multiclass, or another mod that opens up racial options for all classes.)
NEW KITS
This component adds four more Monk kits to the mix.
- Hin Fist Monks: members of the shorter races that rely on agility and discipline over size and brawn
- Shining Hand Monks: protectors of the Weave, skilled at fighting arcane casters
- Long Death Monks: sneaky assassins devoted to the idea of death
- Broken One Monks: resilient devotees of Ilmatar who protect the weak
If you installed the Monk Multiclasses component, you also get the following multiclass options:
- Fighter/Hin Fist Monk
- Mage/Shining Hand Monk
- Fighter/Long Death Monk
- Cleric/Broken One Monk
- Fighter/Broken One Monk
ITEM RESTRICTIONS PATCH
(This is provided for mod compatibility purposes). Install it once you have installed any mod that adds items, to ensure that the Monks from this mod follow the proper item restrictions.
A full readme is available on the Monastic Orders GitHub page.
INSTALLATION
Get the latest release from GitHub here, and extract to your game directory, then run the SetUp-MonasticOrders.exe and follow the command prompts.
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.
v0.4
- Multiclass monks receive the Set Snare innate ability.
- Dual-classing removes the Monk animations.
- The non-human Monk animations have slight graphical issues when wielding weapons.
CHANGE LOG
A list of all mod version changes is available here.
Version 0.42
- Changes to various Monk items to be usable by Thieves.
- Slight fix to IWDEE components (no multiclass kits right now).
Version 0.41
- Slight refinement of inter-component compatibility
- Added the Illusionist/Monk multi-class kit for Gnomes
Version 0.4
- Total feature overhaul (available on GitHub)
- Improved compatibility with mods and EET
- Removed the items component (for now)
Version 0.3 (available via the attached .rar)
- Fixed Shadowstep ability bug (discovered by @Draylyn).
- Added Polish translation (courtesy of @Cahir).
Version 0.2
- Renamed to Monastic Orders (of Faerun)
- Added IWD:EE compatibility
- Fixed a text string with the improve fists
- Fixed bugs with the fist progression
Version 0.1
- First public release as Monks Remastered
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.
Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds four new Monk kits, inspired by various monastic orders throughout the Realms.
The current version of Monastic Orders (v0.4+) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE, EET). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.
CORE REVISIONS
This component revises the Monk and its two kits (Sun Soul and Dark Moon) extensively, moving them to the Thief class, overhauling their class features, and making use of a modular Fighting and Defense Style system. This component also updates Rasaad to use the new system.
(All other components of this mod require this component to be installed.)
EXPANDED RACE OPTIONS
This component allow races other than Humans to become Monks.
- Monk: Any race
- Sun Soul: Human, Half-Elf, Elf, Dwarf, Halfling
- Dark Moon: Human, Half-Elf, Elf, Half-Orc
MONK MULTICLASSES
(Yes, you read that right.) This component introduces 6 multiclass kits for Monks.
- Fighter/Monk, Cleric/Monk, Mage/Monk
- Illusionist/Monk (for Gnomes, if available)
- Fighter/Sun Soul Monk, Cleric/Sun Soul Monk
- Illusionist/Dark Moon Monk
(Note that this component does not do anything unless you install the Expanded Race Options component of this mod, another mod that allows Humans to multiclass, or another mod that opens up racial options for all classes.)
NEW KITS
This component adds four more Monk kits to the mix.
- Hin Fist Monks: members of the shorter races that rely on agility and discipline over size and brawn
- Shining Hand Monks: protectors of the Weave, skilled at fighting arcane casters
- Long Death Monks: sneaky assassins devoted to the idea of death
- Broken One Monks: resilient devotees of Ilmatar who protect the weak
If you installed the Monk Multiclasses component, you also get the following multiclass options:
- Fighter/Hin Fist Monk
- Mage/Shining Hand Monk
- Fighter/Long Death Monk
- Cleric/Broken One Monk
- Fighter/Broken One Monk
ITEM RESTRICTIONS PATCH
(This is provided for mod compatibility purposes). Install it once you have installed any mod that adds items, to ensure that the Monks from this mod follow the proper item restrictions.
A full readme is available on the Monastic Orders GitHub page.
INSTALLATION
Get the latest release from GitHub here, and extract to your game directory, then run the SetUp-MonasticOrders.exe and follow the command prompts.
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.
v0.4
- Multiclass monks receive the Set Snare innate ability.
- Dual-classing removes the Monk animations.
- The non-human Monk animations have slight graphical issues when wielding weapons.
CHANGE LOG
A list of all mod version changes is available here.
Version 0.42
- Changes to various Monk items to be usable by Thieves.
- Slight fix to IWDEE components (no multiclass kits right now).
Version 0.41
- Slight refinement of inter-component compatibility
- Added the Illusionist/Monk multi-class kit for Gnomes
Version 0.4
- Total feature overhaul (available on GitHub)
- Improved compatibility with mods and EET
- Removed the items component (for now)
Version 0.3 (available via the attached .rar)
- Fixed Shadowstep ability bug (discovered by @Draylyn).
- Added Polish translation (courtesy of @Cahir).
Version 0.2
- Renamed to Monastic Orders (of Faerun)
- Added IWD:EE compatibility
- Fixed a text string with the improve fists
- Fixed bugs with the fist progression
Version 0.1
- First public release as Monks Remastered
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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Modules between SoU and HotU?
I vaguely recall (from a dozen years ago!) that there were some modules that filled the 'gap' between SoU and HotU.
Are any of these modules available for NWNEE?
Thanks!
Are any of these modules available for NWNEE?
Thanks!

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Horrid Wilting and Incendiary Cloud AoE radius decreased in 2.5 patch?
According to the IWD:EE manual, Horrid Wilting has an AoE radius of 35 ft, while Incendiary Cloud is 18 ft. Now, I was in the middle of a solo Dragon Disciple run, when the 2.5 patch came out, and only now have I got access to level 8 spells for the first time ever (this is the first time I've progressed this far in IWD:EE). And I notice that in the in-game description, Horrid Wilting has a radius of 17 ft
, while Incendiary Cloud is only 6 ft!
My question is, are these the original EE values, or have these been recently decreased and balanced by the 2.5 patch?
It's a little disappointing to find them less than what I saw in the manual, but I guess this makes it more challenging.


My question is, are these the original EE values, or have these been recently decreased and balanced by the 2.5 patch?
It's a little disappointing to find them less than what I saw in the manual, but I guess this makes it more challenging.

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BG EE Dragon diciple Solo run
Been few years since I logged in these forum. Today I would like some insight on the dragon diciple and charisma stat. I plan on doing multiple runs to farm tome+ and create a DD goddess. I'd like to know if there is a table, listing Spell progression and CHR. thank you.
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[v1.6.2] Shadow Magic
SHADOW MAGIC
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library.
When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn
Component 1: SHADOW ADEPT
This 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.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated.
Advantages:
- Hit Die: d6
- May use Shadow Magic.
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a save vs. death at +5 minus spell level (e.g. +4 for level 1, -4 for level 9) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, <PRO_HESHE> is killed instantly.
The Shadow Weave is a mysterious and alien entity, far darker and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness.
- Gains one bonus spell cast per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 4th level: May use the Shield of Shadows ability once per day.
SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours.
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
- 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
- 14th level: May use the Shadow Double ability once per day.
SHADOW DOUBLE: The shadow adept creates a copy of himself out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
Disadvantages:
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.
Prime Requisites For Dual-Classing: Intelligence, Charisma
INTELLIGENCE WISDOM CHARISMA
1-2: -5 casting speed penalty 1: -50% spell duration, 50% spell failure 16: +1 level 1
3-4: -4 casting speed penalty 2: -45% spell duration, 45% spell failure 17: +1 level 1, +1 level 2
5-6: -3 casting speed penalty 3: -40% spell duration, 40% spell failure 18: +1 level 2, +1 level 3
7-8: -2 casting speed penalty 4: -35% spell duration, 35% spell failure 19: +1 level 3, +1 level 4
9-10: -1 casting speed penalty 5: -30% spell duration, 30% spell failure 20: +1 level 4
11-17: Nothing 6: -25% spell duration, 25% spell failure 21: +1 level 5
18: +1 caster level bonus 7: -20% spell duration, 20% spell failure 22: +1 level 6
19: +1 caster level bonus 8: -15% spell duration, 15% spell failure 23: +1 level 7
20: +1 casting speed bonus 9: -10% spell duration, 10% spell failure 24: +1 level 8
21: +1 caster level bonus 10: -5% spell duration, 5% spell failure 25: +1 level 9
22: +1 casting speed bonus 11-15: Nothing
23: +1 caster level bonus 16: +5% spell duration
24: +1 casting speed bonus 17: +10% spell duration
25: +1 casting speed bonus 18: +15% spell duration
19: +20% spell duration
20: +25% spell duration
21: +30% spell duration
22: +35% spell duration
23: +40% spell duration
24: +45% spell duration
25: +50% spell duration
This mod is still unstable and has a few known issues:
- One level 9 spell has a side effect that requires party AI to active to take effect, as it depends on the dplayer3.bcs script. Once you've met the prerequisites (you'll understand once you see the spell) simply turn on scripts for the effect to kick in and then turn it off if you wish.
- Shadow Adept multi-classes will not gain Shadow Adept high level abilities.
- A couple spells are a bit glitchy here and there. Bug reports are welcomed.
OPTIONAL: HIT POINT COST
This component changes the Constitution costs of spells to a current Hit Point cost instead. The cost of casting spells is equal to double the level of the spell cast.OPTIONAL: SHADOW DISCIPLE
This component adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.OPTIONAL: NIGHTSINGER
This component adds the Nightsinger kit, a bard that uses shadow magic.NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies.
Advantages:
- The Nightsinger's Bard Song, "Dirge of Despair", curses <PRO_HISHER> enemies, reducing their morale and saving throws.
1st level: -1 penalty to THAC0, damage and saving throws, lowers morale
11th level: -2 penalty to THAC0, damage and saving throws, lowers morale
21st level: -3 penalty to THAC0, damage and saving throws, lowers morale
- May use Shadow Magic.
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a save vs. death at +5 minus spell level (e.g. +4 for level 1, -4 for level 9) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, <PRO_HESHE> is killed instantly.
The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness.
- May cast one additional spell per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 6th level: May use the Shield of Shadows ability once per day.
SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours.
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
- 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
- 18th level: May use the Shadow Double ability once per day.
SHADOW DOUBLE: The shadow adept creates a copy of <HIMHER>self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
Disadvantages:
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.
OPTIONAL: FAMILIARS
This optional component provides the shadow adept 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.Component 2: SHADOW MONK
SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina.
Advantages:
- +1 bonus to Dexterity.
- Gains the Darkvision innate ability.
DARKVISION: The shadow monk is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness.
- Gains the Life-Drain innate ability.
LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level.
1st - 9th level: Drains 1 hit point on hit.
10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain)
20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit
- Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level.
- 3rd level: May use the Shadow Pool ability.
SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time.
Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy
Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk
Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose
Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing
- 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane.
- 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level.
- 15th level: May use the Deathstrike ability once per day.
DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. <PRO_HISHER> next attack within one round is a guaranteed critical hit and drains six levels from the target.
Disadvantages:
- Hit Die: d6
- -2 penalty to Strength.
- -4 penalty to Constitution.
- Alignment restricted to non-lawful and non-good.
- Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item.
- May not use the Lay On Hands ability.
- May not use the Stunning Blow ability.
- May not use the Quivering Palm ability.
Component 3: ITEM PACK
This optional component adds a few relatively powerful 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. More items are being added as the mod is updated.Component 4: 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.
Download the latest version here.
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Why do I live in such a pissant town?
Seriously though— Thalantyr is my spirit animal.
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Paladin Cavalier - witch weapons? [BG1EE]
Hi!
I decied to play Cavalier but i have no idea where should i put points?
The first problem is kind of weapon. What will be the best option? axes? long sword? flail? bastard sword? 2h? (i don't like 2h sword so much![;) ;)]()
And the second quesion is: which style is ok? shield and sword? two-handed sword? dual-wielding? maybe nothing
I wanna play Cavalier just in BG1 so Carsomir is not interesting for me
Thanks for any advices!
I decied to play Cavalier but i have no idea where should i put points?
The first problem is kind of weapon. What will be the best option? axes? long sword? flail? bastard sword? 2h? (i don't like 2h sword so much

And the second quesion is: which style is ok? shield and sword? two-handed sword? dual-wielding? maybe nothing


Thanks for any advices!
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Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)
Faiths and Powers
Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs.
A quick and useful guide to kits and spheres
Special thanks to @ineth for this
Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp.
Download
Attached Hotfixes for earlier versions (install after fnp):
- Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip"
- Version 0.74h: use the file titled "fnp74_use_hotfix.zip"
Most recent update:0.74.21
Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs.
Version 0.74.21
2018-01-06
Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon
Created Acolyte/thief of Shar
Created Cleric/fighter of kelevmor
Created cleric/mage of kelevmor
Created Cleric/Mage of talos
Created Acolyte/mage of Deneir
Created Acolyte/mage of Sune
Created Acolyte/mage of Moander
Created Acolyte/thief of moander
version 0.74.20
2017-12-09
Updated Text: Everwatch Knight of Helm
Updated Text: Cherub of the Ruby Rose
version 0.74.19
2017-12-07
Updated Kelevmor Kit Description
Updated Cyric kit description
Updated Umberlee kit description
Updated Pally of Tyr kit description
Updated Harvester of Myrkrul kit description
2017-12-06
- Updated Stormwall
- Updated a few kit descriptions
- Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza)
2017-08-26
Version 0.74j
- priest of Umberlee abilities and usability
- multiclass kit usability (e.g. C/M of Baervan and druid/mage)
- mystic warrior abilities
2017-08-14
Version 0.74g
- fixes Contingency spells. Sort of. Mostly.
- changes to spellbinder
2017-08-13
Version 0.74f
- added conjure water elemental to water sphere
- fixed shades and shadow monsters
- fixed mystic warrior
- improves the cross-mod compatibility stuff.
2017-08-10
Version 0.74b
- Fixed an error with an errant "/"
2017-08-09
Version 0.74
This is v0.74. I bumped the version number because there are a few meaningful changes:
- Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits.
- Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.)
- DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT...
- Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level.
- This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works.
2017-08-08
Version 073b
- All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups.
- Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables.
- Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.)
- Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.'
- Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits.
- If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.)
- Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times.
2017-08-06 Version 0.72
-diff install options for BG(2)EE/IWDEE
2017-08-02 Version 0.71b
- Fixed issue with option 2
2017-08-01 version 0.71a
Fixed installation issue with option 1
-2017-07-31 version 0.71
Lots of fixes:
-fixes for spells
-fixes for HLAs
-two new spheres: Exploration and Perdition
-variables for custom weapon use for kits
-cleaned up a ton of code everywhere
-updated compatibility packet for other mods
2017-06-03 Version 0.64a
Minor changes to sphere access
2017-06-03 Version 0.64
-Fixed cleric of Kelevmor death ward and neg plane protection
-Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability)
-Added misfire reference to spell in for Beshaba Acolyte description
-Fixed icons in misfire spell/special ability for Beshaba Acolytes
-Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell...
-Grammar issues: Champions
-Grammar issues: Zealots
-Zealot of Ilmater: Correctly added frenzy in 2da
-Acolytes: Added bonus spells (and lore bonuses in a few cases)
-Changed Beshaba's spheres around. Focus: Dread.
-Removed override references to COMPILE lines
2017-03-13
Version 0.63b
- NPC cleric kits
- Fixed bug re acolyte of mystra
- Bug fixes re: kit adding code
- Fixed deity dialog issue with mc clerics
2017-02-27
Version 0.61a
- Added a valid marker for IWDEE divine spells
If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder.
Version 0.61
- Removed references to SoD in engine check
- Added Clangeddin cleric
- Added a draft of Baravar (but not added in the game via tp2 or otherwise)
- Removed backup folder
- Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed.
Known Issues:
- Water and fire elemental scripts need to be looked at
- Shout spell doesn't seem to work
- Summoning shadow monsters crashes the game
- Doomguide cleric Turn level issue
- b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy)
- At 11th level the Ur-Priest received Shadow Step as a special ability
- Elemental sphere descriptions are all over the place (only for custom spells)
- Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere)
- Many multi class kits missing
- prayer and rec spells
Faiths and Powers: Gods of the Realms
This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and
The first few posts will contain the most up-to-date information about the mod itself.
Goals
This mod has a few goals:
-To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character.
-Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities.
-To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible)
-To expand role-play options based on these selections (a very long term goal)
Features
With these goals in mind, the plan (already in motion) is to include the following:
- A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR).
- "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.)
- Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites.
In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described.
(Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!)
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Compatibility
See attached document: "FnP_kit_compatibility (1).zip"
Special Thanks:
Extra special thanks to Requiem and Mordeus for Inspiration and Resources.
See their wonderful Faiths of Faerun mod here.
Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations.
Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games.
Avenger: DLTCEP is essential.
http://gibberlings3.net/forums/index.php?showtopic=23917
Argent77: As is Near Infinity.
https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1
Sam for Bam Resizer
http://www.shsforums.net/files/file/1093-bam-resizer/
The keepers of IESDP: Again, essential.
http://gibberlings3.net/iesdp/index.htm
Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential.
http://weidu.org/WeiDU/README-WeiDU.html
Playtesters:
@iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3 @Arizael @wyakpa .
Feedback and bug hunting:
@Necromanx2 , @Woolie_Wool , @wyakpa , @rrchristensen , @CrimsonBard , @helo138 , @Zaghoul , @Arunsun , @Rangeltoft , @Alwayssnarky , @LupusSolus @GawainBS @Contemplative_Hamster @Arizael @ThacoBell
@Roughwithanr @Raduziel
(From a quick scan of recent postings. Let me know if I have missed your contribution!)
Extra special thanks to @ineth for being so helpful!
Another big thanks to @ineth for help with the readme!
Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues:
http://gibberlings3.net/forums/index.php?showforum=16
Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod.
http://www.shsforums.net/topic/38261-atweaks-v442-released/
Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational:
http://gibberlings3.net/forums/index.php?showforum=29
Aquadrizzt: I've learned a lot from this guy. Also check out tnb:
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1
Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance:
https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1
Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational:
https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1
Special thanks to Kjeron for some timely help with code for the sphere system
CrevsDaak: For his lovely tutorial found here:
http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
( also, feedback and insightful advice/suggestions, etc.)
kjeron: That one is just overflowing with modding advice and information. I can't count how many times their advice has helped me
Wolpak: Very knowledgeable fellow. Learned a lot from him.
Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod:
https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1
Smeagolheart : I have learned a lot from his mods, especially
https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1
Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah: Helpful Suggestions
Red_Carnelian for graciously providing bam creation resources:
https://forums.beamdog.com/discussion/42011/blazing-bams
Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P
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Starting to mod...
Hello to all!
Long time ago I made some of my time to create items with the old Infinity Engine Editor (when ToB launched) and lost some interest to make new things
Now playing the BG2EE with some friends my interest piqued in and now want to start making new things for BG2EE (as start a new Vendor/Blacksmith NPC) but I'm very lost right now at what tools is used now for the new engine.
So can assume that Nearly Infinity and DLTCEP are still used in addition with WeiDu?
I will appreciate some guidance to get my right tools to start this new journey.
Thanks for your time.
Long time ago I made some of my time to create items with the old Infinity Engine Editor (when ToB launched) and lost some interest to make new things
Now playing the BG2EE with some friends my interest piqued in and now want to start making new things for BG2EE (as start a new Vendor/Blacksmith NPC) but I'm very lost right now at what tools is used now for the new engine.
So can assume that Nearly Infinity and DLTCEP are still used in addition with WeiDu?
I will appreciate some guidance to get my right tools to start this new journey.
Thanks for your time.
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Will "itemproperty BadBadReplaceMeThisDoesNothing()" ever be replaced?
Just curious.
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Icewind Dale 2.5 crash on load game screen
Game crashes immediately when going to the load game screen. Quicksave can still be loaded by starting a new game and pressing the quickload hotkey, but clicking "Load Game" or "Resume Game" from the main menu causes an instant crash. Clicking "Load Game" from the pause menu while in-game also causes an immediate crash.
I was unable to find a crash log in the game directory or in /var/crash/.
Ubuntu 17.10
i7 4790k
Fury X with open source (mesa pkppa) drivers
16 GB RAM
Game is installed on an SSD
Aside from this unofficial bug report, I would really like a way to downgrade to the previous patch on Steam. I've been playing Icewind Dale on and off for about 3 1/2 years without any problems until this patch. Now it's unplayable due to constant crashes. I think this patch needed some more testing before being pushed to everyone. It seems a lot of people are having these issues, especially Linux users.
I was unable to find a crash log in the game directory or in /var/crash/.
Ubuntu 17.10
i7 4790k
Fury X with open source (mesa pkppa) drivers
16 GB RAM
Game is installed on an SSD
Aside from this unofficial bug report, I would really like a way to downgrade to the previous patch on Steam. I've been playing Icewind Dale on and off for about 3 1/2 years without any problems until this patch. Now it's unplayable due to constant crashes. I think this patch needed some more testing before being pushed to everyone. It seems a lot of people are having these issues, especially Linux users.
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The Thread for Metaaaaal! \m/
@booinyoureyes @ThacoBell @bob_veng , and @ everyone else
springing from this discussion, this thread is dedicated to sharing and enjoying Metaaaaal! \m/
Here, we share and enjoy every kind of metal (except possibly rap metal, which is an Abomination)
I will go first:
Dream Evil, The Book of Heavy Metal (2004)
(a Swedish band)
It does NOT get any more metal than this - and ironically, self-referencingly so. Turn up your speakers and give it a go.
springing from this discussion, this thread is dedicated to sharing and enjoying Metaaaaal! \m/
Here, we share and enjoy every kind of metal (except possibly rap metal, which is an Abomination)
I will go first:
Dream Evil, The Book of Heavy Metal (2004)
(a Swedish band)
It does NOT get any more metal than this - and ironically, self-referencingly so. Turn up your speakers and give it a go.

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