Baldur's Gate Tweaks
Converted from the Icewind Dale and BG2 Tweak packs, BG1 Tweaks is a WeiDU compilation of fixes, cosmetic changes, and tweaks. 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 those components they wish to install.
Since Baldur's Gate is a "low level" game, some of the tweaks will not have any effect unless playing with other unofficial expansion mods, or you are running player-created characters through the game a second time or more.
Remove Helmet Animations
Many don't like how any of the helmets look on the character avatars. Now they can't be seen at all - just like ioun stones. This component will affect all helmets in the game, including helmets introduced by mods.
Weapon Animation Tweaks
By default, spears in BG use 33% overhead swings, 33% backhand swings and only 34% thrusting attacks. Wouldn't it make more sense to use the pointy end?
This component adjusts the attack animation balances of various weapons classes: spears, staves, short swords, and one-handed blunt instruments such as clubs and maces. Spears and short swords now primarily use thrusting attacks and staves are more consistent as a class and use more swinging attacks. A handful of clubs and maces were using thrust attacks; they now only use swinging attacks like all other one-handed blunt weapons. This component also changes morningstars to use a mace animation when attacking, instead of the flail-like ball-and-chain animation. Morningstars are depicted in inventory icons and description pictures as being closer to spiked maces. This component will affect all items in the game, including items introduced by mods.
Icewind Dale Casting Graphics (Andyr)
When your character casts a spell, you get a pretty sequence of colors swirling around their hand depending on the school the spell cast came from. A necromantic spell, for example, looks quite different from creating an illusion. The Baldur's Gate and Icewind Dale games use different sets of animations for the schools. This component changes the spellcasting animations to those of Icewind Dale. Note that this is purely a cosmetic change--the spells themselves function exactly as before. Screenshots for comparison are available in the Tweaks gallery.
Disable Portrait Icons Added by Equipped Items
This component will prevent items from displaying the small icons (fire resistance, protection from charm) that appear on the character portrait while equipped. This will not affect the actual effects of the items, only the display of the icon. It will also not affect icons added by spells or other means.
This component uses a combination of BG, IWD, and BG2 icons to better differentiate armor when it is on the ground. Screenshots for comparison are available in the Tweaks gallery.
Force All Dialogue to Pause
This component will change all dialogue to pausing. No longer will bandits attack in the middle of a conversation. This component will affect all dialogues in the game, including ones introduced by mods.
Make Magic Shields Glow (plainab/grogerson)
For those who don't like that magic shields either mimic the primary color of the wielder or are a dull wood brown, this little component changes the magic shields so their panels now glow with their protective enchantments. This component will affect some mod items; if you find shields not affected by this tweak, please report it at the Tweak Packs forums.
Make Cloakwood Areas Available Before Completing the Bandit Camp
This component will allow you to travel to the Cloakwood forest from a nearby area prior to completing the Bandit Camp. This will allow you to explore, complete Cloakwood quests, and pick up Cloakwood NPCs earlier in the game. The component has two options: open up the first area only (with the lodge, Aldeth Sashenstar and Coran), or open up all four wilderness areas (allowing access to Coran, Eldoth and Faldorn) and leaving just the mines themselves inaccessible until after the Bandit Camp. You must start a new game for this component to take effect.
Breakable Iron Non-Magic Armor, Shields and Helms (Zed Nocear) (requires Tales of the Sword Coast)
The BGT Tweaks and BG2 Tweaks (for TUTU) components are unworkable for BG. Thanks to Zed Nocear, one now exists. The iron crisis in the Sword Coast means that non-magical iron weapons can break when used in combat. This component will extend the same vulnerability to non-magic iron armor, shields and helms to close an oversight in the game.
Send Multi-Player NPCs to an Inn (DavidW/Zed Nocear) (requires Tales of the Sword Coast)
Based on the code for "Send BioWare NPCs to an Inn," this component allows you to ask multi-player created NPCs to go to the Friendly Arm Inn, the Jovial Juggler in Beregost (if you have been to Beregost), Nashkel's Temple of Helm (if you have been to Nashkel) or the Elfsong Tavern in Baldur's Gate (as long as it is accessible and you are not wanted for murder). Without this, they will remain where they were removed from the party. Balduran's Isle, the Ice Island, the Candlekeep dungeons, or the lower levels of Durlag's Tower are isolated areas, and so NPCs cannot be sent to an inn from these locations. The NPCs will be found on the second floor of the inn where they are sent (the rear one at the Jovial Juggler).
After removing the NPC from the party, talk to them and you should have the option to send them to an inn.
Send BioWare NPCs to an Inn (DavidW/Zed Nocear) (requires Tales of the Sword Coast)
This component was adapted from DavidW's Sword Coast Stratagems. From the Readme:
"One of the nice features of BG2 is the ability to ask NPCs to meet you somewhere else, rather than just getting them to stand around forlornly. This component introduces this feature for the "core" BG NPCs. You can send them to the Friendly Arm Inn, the Elfsong Tavern in Baldur's Gate (from chapter 5), the Nashkel Inn (if you've been to Nashkel), or the Jovial Juggler in Beregost (if you've been to Beregost). You can't send them there from Balduran's Isle, the Ice Island, the Candlekeep dungeons, or the lower levels of Durlag's Tower.
"To send someone to an inn, first kick them out of the party. Then talk to them - you should be given the opportunity to ask them to go to an inn and await you there."
Reveal City Maps
In Baldur's Gate II, city maps were revealed as soon as you entered the area. This component will reveal the maps of Baldur's Gate, the Friendly Arm Inn, Nashkel, Beregost, Candlekeep, and (if Tales of the Sword Coast is installed) Ulgoth's Beard.
Stores Sell Larger Stacks of Items
This component will alter all stores in the game to use higher stacks of arrows, bolts, bullets, darts, throwing axes and throwing daggers. This component will affect all stores in the game, including ones introduced by mods.
Gems, Jewelry and Potions Require Identification
This component assigns a lore value to necklaces, rings, gems and potions, meaning they now require identification. Lore value is calculated by an algorithm based on the value of the item, but lesser value items should be fairly easy to identify by anyone in the party. Someone in the party with high intelligence (like Imoen), wisdom and/or is a bard (like Garrick) is recommended early on.
NOTE: This component is incompatible with "Identify All Items" and will be skipped if it is already installed.
Friendly Arm Inn Hidden Container Restoration (plainab)
There is a hidden container with a magic ring in early versions of Baldur's Gate. It was removed with the 4315 patch, then restored with Tales of the Sword Coast. If you don't have the official expansion, then this will restore this very helpful easter egg.
Portable Containers (Zed Nocear) (requires Tales of the Sword Coast)
When Baldur's Gate was created, it was not designed with bags of holding in mind. Tioma's Ease-of-Use and Chosen of Mystra's Dark Side of the Sword Coast have methods that worked but were limited. Now there is another. Using Zed Nocear's work from the Polish mod Tajemnice Wybrzeza Mieczy (Mysteries of the Sword Coast), this component adds five portable containers to the game. These are different from containers in BG2 because of engine differences.
- The containers have the interface of a shop with buy and sell buttons.
- Unsellable items and items with no value cannot be put in the container.
- You cannot see how many of the same item are in the container. You must also remove them individually, which may be annoying when it is a large stack of items (like arrows or many of the same potion).
- The game does not see items inside the container as being in possession of the party, so remember to keep quest items out of the containers.
- Before selling items in a store they must be removed from the container. You cannot sell directly from the container.
- Whenever you open the container all party gold will be removed and you will be given 1000 gold. This is because when you put items other than gems and jewelry into a container the store will pay you about 20% of its value, yet sell it for only 1gp. Don't expect to keep any profit. When you close the container, all gold will again be removed and your original party gold will be restored, and so close that exploit.
Move NPCs from Baldur's Gate
Adapted from the BG1 NPC Project mod, this component moves Alora, Quayle and Tiax so they can be found earlier in the game, and is compatible with Send BioWare NPC's to an Inn. You must start a new game for these changes to take effect.
Alora will be found in Gullykin, near the winery door. Her initial dialog has been changed to reflect her new location. (Note: Dialog may not change in games without Tales of the Sword Coast installed.)
Quayle will be available at the Nashkel Carnival near the Great Gazib. No change to his initial dialog was required or made.
Tiax will start on the first floor of Feldpost's Inn. There is no change to his initial dialog.
Bardic Reputation Adjustment (requires Tales of the Sword Coast)
This component was also modified from the BG1 NPC Project. From the Readme:
"This component places three Bards in three inns scattered on the Sword Coast. Each can be hired to spread your fearsome reputation around, decreasing your reputation. The amount of money this costs is dependent on your current reputation and how much of a reputation hit you seek. This allows players to manipulate reputation both upwards through temple donations, and downwards through the spread of rumors (for those of us who hate killing an innocent just to keep neutral or evil NPCs happy)."
Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior (plainab) (requires Tales of the Sword Coast) (BETA)
In basic Baldur's Gate the Cloakwood Mine chapter did not end with the death of Daveorn. It ended when you tried to leave the level after his death, whether by the lift or back up the stairs. This component restores that method, allowing you to plunder his lair first.
NOTE:This component is considered BETA because it has had only limited testing.
Sensible Entrance Points (BETA)
This component modifies a number of areas with suboptimal entrance points, e.g. when entering Beregost from the east the player will now enter closer to the Thunderhammer Smithy as well as changes to the zombie farm, farm north of FAI, shipwreck and lighthouse areas. You must start a new game for these changes to take effect.
NOTE:This component is considered BETA because it has had only limited testing.
These components make alterations to rules, game mechanics, and other aspects of the underlying game.
Two-Handed Bastard Swords
It always seemed odd that the general description of bastard swords implied they could be wielded with two hands. This tweak adds an ability to all bastard swords that will create a two-handed version of the sword in your inventory. The one-handed version will be removed. The new sword will have the animation of a two-handed sword but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the sword is equipped. This component will affect some mod items; if you find a sword not affected by these tweaks, please report it at the Tweak Packs forums. The adjustment of the item descriptions to reflect these changes has been incorporated directly into this component and is done on-the-fly, so it should also catch mod-added items and reduce conflicts. (Note that descriptions are only adjusted if there are translations available.)
From the description of a basic club in BG: 'Anyone can find a good stout piece of wood and swing it'--so why can't mages use clubs? This tweak allows mages to wield clubs as well as gain a proficiency point in clubs. This component will affect all items in the game, including items introduced by mods. As of v4, all item descriptions will be patched in this component and the less-friendly and less-comprehensive description updating component will be skipped. (Note that descriptions are only adjusted if there are translations available.)
Change Experience Point Cap
In Baldur's Gate, characters have a maximum experience point cap of 89,000 in the standard game, or 161,000 with Tales of the Sword Coast. This component will allow you to alter the experience point cap in one of four ways:
- Remove completely (characters can advance without restriction up to level 50)
- Cap at level 40
- Cap at level 30
- Cap at level 20
Allow Stealth and Thieving Abilities in Heavy Armor per P&P
In BG, thieves and rangers are prevented from using stealth and thieving skills while in heavy armor. This component implements the P&P method of allowing these abilities in heavier armor, but at a penalty to the character. There is always a small chance of success or failure regardless of the adjustments below. Any armor above leather will impose penalties on these skills. This component will affect some mod items; if you find armor not affected by these tweaks, please report it at the Tweak Packs forums. The adjustment of the item descriptions to reflect these changes has now been incorporated directly into this component and is done on-the-fly, so it should also catch mod-added items and reduce conflicts. (Note that descriptions are only adjusted if there are translations available.) From the Complete Book of Thieves, by armor type:
|Armor||Pick Pockets||Open Locks||Find/Disarm Traps||Stealth|
|Ring or Chain Mail||-40%||-15%||-15%||-30%|
|Brigandine or Splint Mail||-40%||-15%||-25%||-30%|
|Scale or Banded Mail||-50%||-20%||-20%||-50%|
|Full or Field Plate Armor||-95%||-80%||-80%||-95%|
Allow Arcane Spellcasting in Armor
This component will allow mages with access to armor the ability to wear it and cast arcane magic, though at a miscast penalty. It will not allow mages to wear armor they normally can not, but it will broaden the selection for multi and dual-class mages. The penalty will not affect divine magic. This component will affect some mod items; if you find armor not affected by these tweaks, please report it at the Tweak Packs forums. The adjustment of the item descriptions to reflect these changes has now been incorporated directly into this component and is done on-the-fly, so it should also catch mod-added items and reduce conflicts. (Note that descriptions are only adjusted if there are translations available.) The full tables of penalties are below (penalties from armor and shields are cumulative):
|Buckler, Small Shield||5%|
|Medium or Large Shield, Studded Leather||15%|
|Full Plate Armor||35%|
|Splint or Plate Mail||40%|
Wear Multiple Protection Items
This component allows players to wear more than one "X of Protection" item at a time. Players have their choice of two different implementations (from Ease of Use and G3/Tutu Tweaks respectively):
- P&P Style: In Pen and Paper AD&D, characters are allowed to wear magical armor with Rings/Cloaks/Amulets of Protection, but only the armor class bonus from one item would apply. This component gives every ring/cloak/amulet of protection the ability to be worn with or without its Armor Class bonus. With the AC bonus, the items retain their usual restrictions from being worn with other protection items or magic armor. Without their AC bonus, they can be worn together. This allows players to gain the benefits of the saving throw bonuses from the items of protection. To toggle between the versions that offer armor class bonuses and those without, use the item's special ability--the new item will be created in your inventory. Currently this component does not affect mod added items.
- No restrictions. Players can wear as many items together as they wish.
Shopkeepers Have Limited Identification Ability (BETA)
This component makes the identification abilities of stores more in line with the shopkeepers' abilities. There are three ways to implement this, and players are given a choice:
- Only mages and bards can identify items. Any non-mage, non-bard shopkeeper can not identify items at all. Mages and bards can identify any item.
- Identification based on lore. Any shopkeeper can identify items up to their personal lore value, regardless of class. The shopkeepers are given a slight lore boost over normal characters to reflect their occupational experience with magical items. Items with exceptionally high lore may not be able to be identified at all by shopkeepers.
- Hybrid. Mage and bard shopkeepers can identify anything, and other shopkeepers have lore scores based on their character.
NOTE:This component is incompatible with "Identify All Items" and will be skipped if it is already installed. This component is considered BETA because it has had only limited testing.
Multi-Class Grandmastery (Weimer)
This is for players who believe that AD&D's dual-class and multi-class system is inherently broken and that there is no conceptual reason for multi-class characters to be denied grandmastery. Multi-class characters can now put more than two pips in things. In effect, any multi-class character that could put two stars in a weapon can now put five stars in that weapon.
Baldur's Gate II Grandmastery (Balderdash)
Baldur's Gate II nerfed the benefits of grand mastery (as compared to Baldur's Gate or Icewind Dale, which used P&P tables) for balance reasons. This component will use the tables from BG2 instead of BG1 if installed.
Change Magically Created Weapons to Zero Weight
Nearly all magically created items in BG have zero weight, though there are a few exceptions. This component will change Shillelagh, and a few others to have zero weight. This component will not affect items introduced by mods.
Un-Nerfed THAC0 Table
This component allows the player to select the un-nerfed THAC0 table. THAC0 can now progress until it reaches zero instead of no longer improving once you hit level 20.
Alter Mage Spell Progression Table
This component offers two variants for mage spell progression. The first option is the Un-Nerfed THAC0 Table, and the second is the progression table from P&P. A comparison of the spell progression tables is available.
Alter Bard Spell Progression Table
This component offers two variants for bard spell progression. The first option is the Un-Nerfed THAC0 Table, and the second is the progression table from P&P. A comparison of the spell progression tables is available.
Alter Cleric Spell Progression Table
This component offers two variants for cleric spell progression. The first option is the Un-Nerfed THAC0 Table, and the second is the progression table from P&P. A comparison of the spell progression tables is available.
Druids Use Cleric Level Progression Table
This component alters druids such that they use the same experience point table as clerics for their level progression. They already use the same spell progression table.
Paladins and Rangers Use IWD-HoW Spell Progression Tables (grogerson)
Icewind Dale expanded the level and number of spells high level paladins and rangers could cast. This component replaces the BG1 tables with those of IWD-HoW.
NOTE:If you are playing without the expansion Tales of the Sword Coast a paladin will not gain access to spells until 10th level due to a hard-coded bug.
Druids Use 3e Alignment Restrictions
This component will allow druids to be any alignment as long as it lies on one axis of neutrality (NG, LN, TN, CN, NE), as in the 3e rules. By default in BG, druids can only be True Neutral.
Loosen Item Restrictions for Multi- and Dual-class Clerics and Druids
Multi- and dual-class druids and clerics retain their restrictions on items, i.e. a mage-cleric still can not use daggers and a fighter-druid can not use plate armor. This component will open up more items for druid and cleric multi- and dual-classes by allowing them to use all items available to both classes.
Add Save Penalties for Spells Cast by High-Level Casters (BETA)
By request, this component will adjust spells to have save penalties when cast by high-level casters. For every five levels over the minimum level required to learn a spell, a -1 to saves will be imposed.
For example, Hold Person is a second level cleric spell, and can be learned when a character hits level three. When the character hits level eight, the spell now has a -1 penalty to the victim's saving throw. At level 13 it's -2; at 18 it's -3, etc. all the way out to -9 at level 48. The penalties are extended out to level 50 in case players are playing an XP cap-free game or with one of the various level-50 rule sets.
The penalties will work against you for spells from enemies, but I expect this component will, in general, probably make the game a lot easier. You'll have the choice to add these penalties to divine spells, arcane spells, or both.
NOTE:This component is considered BETA because it has had only limited testing.
Convenience Tweaks and/or Cheats
These components seek to remove annoying aspects of the game or to make it easier.
Higher HP on Level Up
This component provides the player with a choice of two options that will increase average HPs when characters level up.
- Maximum. This option will ensure that the dice roll will always be the highest available.
- NWN-style. This option will ensure that the range of possible HPs gained will always be in the higher half of the range, i.e. results will always be 4-6 on 1d6, 5-8 for 1d8, etc.
Maximum HP Creatures (the bigg)
This component, based on code from the bigg, will alter creatures to have their theoretical maximum hit points. Creatures will get either a hit point total based on maximum hit dice rolls appropriate to their level, or their current hit point total--whichever is higher.
Identify All Items
Annoyed with having to identify items all the time? Now you don't have to. This component will affect all items in the game, including items introduced by mods.
NOTE: This component is incompatible with "Gems and Potions require Identification" and "Shopkeepers Have Limited Identification Ability," and will be skipped if either are already installed.
Easy Spell Learning
This component makes it easier for arcane spellcasters to scribe scrolls to their spellbook. The player has a choice between two implementations:
- 100% Learn Spells. Scribing scrolls is always successful.
- 100% Learn Spells and unlimited spells per level. In addition to the above, this implementation removes the limits on the maximum number of spells learned per level.
Shut Up "You Must Gather Your Party ..." (Weimer)
This tweak disables the sound file played when you try to move less than a full party into or out of a party-required area.
Change Effect of Reputation on Store Prices (Sabre, Richardson, Weimer)
This component has been broadened into a general alteration of how reputation affects store prices. The original variant, Low Reputation Store Discount, is unchanged: reputation values of 8-13 result in no discounts; items are sold at their original prices. Every point lower or higher then 8 or 13, respectively, gives the party a 5% discount. This reaches a maximum of 35% -- meaning that the party will only pay 65% of the item's original price -- at reputation values of 1 and 20.
Three new variants, courtesy of Luiz, remove the effect of reputation on storekeepers outright. The resulting prices can be set to 60%, 80%, or 100% of their listed values in general, but note that storekeepers will retain their original markups and buy discounts.
Larger Ammo Stacks
This tweak will adjust the maximum number of ammo--bullets, arrows, bolts, darts, throwing axes and throwing daggers--in a stack to 40, 80, 120 or 9,999. This component will affect all items in the game, including items introduced by mods.
Larger Jewelry and Gem Stacks
This tweak will adjust the maximum number of gems and jewelry in a stack to 20, 40, 80 or 9,999. This component will not affect magical rings or amulets. Bandit scalps will also be affected by this component. This component will affect all items in the game, including items introduced by mods.
Larger Potion Stacks
This tweak will adjust the maximum number of potions in a stack to 20, 40, 80 or 9,999. This component will affect all items in the game, including items introduced by mods.
Larger Scroll Stacks
This tweak will adjust the maximum number of scrolls in a stack to 20, 40, 80 or 9,999. This component will affect all items in the game, including items introduced by mods.
Taerom Makes Additional Ankheg Armors (Icendoan/grogerson)
In the standard game, the smith Taerom will buy all the ankheg shells the party has at one time, and will make only one set of Ankheg Armor. After it is completed, he will not even buy ankheg shells. This tweak changes this. He will now buy one shell at a time, and will again buy shells and make another armor once the first is completed. Cost and time requirements still apply, and he can only make one armor at a time. Fenten in Baldur's Gate will also buy shells one at a time.
This component disables NPCs breaking point about the party's reputation. For example, evil characters will no longer be flee from a high reputation party. There are three variants of this component.
- NPCs are never angry about reputation.
- NPCs can be angry about reputation but never leave.
- NPCs are always neutral about reputation.
Though the NPC's will no longer leave the party because of reputation, this component will not stop them from fighting each other. This component is completely compatible with the Neutral Characters Make Happy Comments at Mid-Range Reputation component.
Neutral Characters Make Happy Comments at Mid-Range Reputation (Luiz)
Every joinable NPC has lines they say when they're happy, ambivalent, or upset about the party's reputation. In the original tables, neutral characters would never be happy--even at mid-range reputation values, they would remain ambivalent. This component alters the reputation table so that they are now happy at middle of the road values, so you can now hear lines from neutral NPCs which were previously not available. This component is completely compatible with any variant of the Happy Patch.
NPCs Do Not Fight
Certain joinable NPCs will respond poorly to others in the party. Some will become so hostile to each other they will break from the party and fight until one or the other is dead (i.e. Kivan/Viconia, Tiax/Quayle, Kagain/Yeslick, etc). This component will stop the fights from happening and is completely compatible with any variant of the Happy Patch. NPCs will still react to party reputation, and will still leave when it goes beyond what they like.
There is one exception: Ajantis. Though he may attack any evil party member, he and the member he attacks will not leave the party, allowing you intervene and stop the fight.
No Traps or Locks (Weimer)
All floor traps that can be disarmed are removed from the game. All door and container traps are removed from the game. All locked doors and containers have their lockpick difficulty set to 0 (they can be bashed open by anyone in one blow). All hidden doors have their detect difficulty set to 0 (anyone will detect them by standing around long enough). "Special" traps remain. Note that some doors that you "should not be able to open early" can now be bashed open early--don't do that if it will annoy you.
NOTE: The dungeons of Durlag's Tower have some exceptions. The door to, and several doors on, level three require runes to open, as does one trap on level five to disarm. These are not effected by this component.
Rest Anywhere (Japheth/Weimer)
This component allows you to rest in any area. Inns and outdoor campsites are no longer required.
Sellable Items (Icelus)
This component makes previously unsellable staves, clubs, slings and books sellable for a single gold piece as well as restoring the Root of the Problem club to its original selling price. It's been expanded to include a store tweak: stores which buy arrows now buy bolts as well.
Minimum Stats Cheat
This component will let you set a universal minimum stat for all classes and kits. Minimum stats are a drawback in P&P, but in BG it just makes your stats move upward to always meet the minimum--essentially an unnatural boost to your dice rolls at character creation. This component will allow you to select a minimum stat value between 6 and 15. Note that at higher minimums, your flexibility in re-distributing the points can become more and more limited. Play around with the range to find a minimum that works for you.
Joinable NPC Tweaks
Components in this category directly affect joinable NPCs.
Adjust Evil Joinable NPC Reactions (BETA)
In Baldur's Gate, most NPCs use reaction rolls to determine their dialogue with the PC. Reactions rolls are d20 plus adjustments for charisma and party reputation. The problem is that the PC can get low rolls and evil joinable NPCs may refuse to join the party as a result--for evil NPCs this doesn't make a lot of sense, as a low-reputation party is probably what they would prefer. This component adjusts the reaction rolls of evil-aligned joinable NPCs to be more favorable. This doesn't mean that Viconia still won't leave without joining, but it makes it less likely.
NOTE:This component is considered BETA because it has had only limited testing.
Give Edwin His BG2 Stats
A number of joinable NPCs that are in Baldur's Gate and Baldur's Gate II have slightly different stats in both games. This component allows the player to use the BG2 stats for Edwin for a consistent experience. Other options allow you to change both his stats and portrait, or just his portrait to that used in BG2. The stat changes will only show up in your game if you have not met Edwin yet. BG2 stats: 10 Strength and 10 Wisdom.
Give Jaheira Her BG2 Stats
A number of joinable NPCs that are in Baldur's Gate and Baldur's Gate II have slightly different stats in both games. This component allows the player to use the BG2 stats for Jaheira for a consistent experience. Other options allow you to change both her stats and portrait, or just her portrait to that used in BG2. The stat changes will only show up in your game if you have not met Jaheira yet. BG2 stats: 17 Dexterity.
Change Jaheira to Neutral Good Alignment
A player request, this component brings Jaheira's alignment to Neutral Good to better reflect her actions and attitude ingame. The changes will only show up in your game if you have not met Jaheira yet.
Give Minsc His BG2 Stats
A number of joinable NPCs that are in Baldur's Gate and Baldur's Gate II have slightly different stats in both games. This component allows the player to use the BG2 stats for Minsc for a consistent experience. Other options allow you to change both his stats and portrait, or just his portrait to that used in BG2. The stat changes will only show up in your game if you have not met Minsc yet. BG2 stats: 16 Dexterity and 16 Constitution.
Give Viconia Her BG2 Stats
A number of joinable NPCs that are in Baldur's Gate and Baldur's Gate II have slightly different stats in both games. This component allows the player to use the BG2 stats for Viconia for a consistent experience. Other options allow you to change both her stats and portrait, or just her portrait to that used in BG2. The stat changes will only show up in your game if you have not met Viconia yet. BG2 stats: 18 Wisdom.
Give Imoen Her BG2 Portrait
A number of joinable NPCs that are in Baldur's Gate and Baldur's Gate II have slightly different portraits in both games. This component allows the player to use the BG2 portrait for Imoen for a consistent experience.
Make Khalid a Fighter-Mage (plainab/grogerson)
This component will change Khalid into a multi-classed fighter-mage. The changes will only show up in your game if you have not yet met Khalid.
Give Kagain A Legal Constitution Score of 19
Just as the title implies, this component will lower Kagain's constitution from his current value of 20 to the dwarven maximum of 19. The changes will only show up in your game if you have not met Kagain yet.
Give Coran A Legal Dexterity Score of 19
Just as the title implies, this component will lower Coran's dexterity from his current value of 20 to the elven maximum of 19. The changes will only show up in your game if you have not met Coran yet.
Make Xan a Generalist Mage (Mike1072)
This depressed elf mage has the lowest constitution in the game, giving him low survivability. Add to this a general lack of strong attack spells as an enchanter. Inspired by Kulyok's Xan mods for both BG1 and BG2, this mod makes Xan the only straight generalist mage in the game. This gives him access to all mage spells in the game to help offset his overall weakness. There is a trade-off, however, since he will not have the extra spells given to the specialist mages.