Level 1 NPCs

A Gibberlings Three Mod
Author: Nythrun
Contributors: cmorgan, Azazello, Miloch, erik
On the web: Home page
and discussion forum

Version 1.7 - Check for the most recent version
Languages: English, Polish, French, Spanish
Platforms: Windows, Mac OS X, and Linux


Thanks and Acknowledgments
Contact and Copyright Information
Version History


Please completely uninstall previous versions before installing this version.

Please note: when you encounter a joinable NPC for the first time in a new game, that NPC is added to your saved game. Consequently, using this mod to change such NPCs after you've visited the area they're in will do nothing to that saved game, and uninstalling a component's modifications after a party member has already joined will have no effect on that save.


The Level 1 NPCs mod derives from Gebhart Blucher's Alternate BG2 NPCs (lvl1npcs.zip) mod. Azazello recommended updating it for WeiDU, cmorgan further promoted it for development and Nythrun formally coded the mod and made it monstrous (in a good way, of course).

The mod is called "Level 1" because the NPCs thus modded start as level one characters with excess experience points. When they join your party, you can level them up and choose their skills. Their experience points end up being the same as if they had joined your party without the mod installed.

Blucher's mod allowed players to use kits and classes that are different from the default ones assigned to several default BG2 NPCs. The mod allowed only a limited number of kit and class choices, to only a few NPCs.

Level 1 NPCs expands on the original concept by allowing players to assign any installed kit/class - default or customized - onto any default NPC from both BG1 and BG2 games. The mod also allows players to change the NPC's skills and weapon proficiencies.

Cernd the Monk, Mazzy the Paladin, Jaheira the Kensai and Valygar the Wizard Slayer are just a few examples. The combinations are endless and the choices are purely up to the players interests.

The extra benefit of the mod is that it allows the player to try customized kits from other mods, and to apply them to as many default NPCs in the game as desired.

You can read more details in the mod's forum and its FAQ thread. Please report any bugs or suggestions for improvements in the mod's forum.


This mod works with BG2: Shadows of Amn, with or without the expansion pack Throne of Bhaal. If you do not have Throne of Bhaal installed, you will not be able to assign any kits based on the wild mage. Make sure your game has the latest patch before installing any fan-made mods: for SoA that would be 23037 and for games including ToB it's 26498. Do not under any circumstances install the beta patch version 26499, as it's likely to make your game uncompletable. Check the ReadMe files related to your patch in your game folder and the BioWare website if necessary.

This mod is designed to work with all other mods, including Baldur's Gate Tutu (and EasyTutu) and Baldur's Gate Trilogy. We gently suggest installing the BG2 Fixpack for all platforms except Tutu. If you decide not to include it, we may not be able to help you with any in-game bugs or bugs added by Baldurdash.

You can install this mod during an existing game, but the modifications will only take effect if the NPC has not yet joined the party.

Although you can install the mod anywhere in a mod list, you should place it near the end of your mod list. If you want to assign an NPC a customized kit, be sure to install Level 1 NPCs after the custom kit mod. If you want to use Ashes of Embers or another mod that changes the weapon proficiency rules, then that should also go earlier so this mod will follow the changed ruleset.

If you'd like to install the BG1-style proficiencies component of BG2 Tweaks, you may now install that before Level 1 NPCs and it should correctly pick up those proficiencies. You may also install it after Level 1 NPCs.

If you have installed the Revised High Level Abilities component of Refinements, a kitted multiclass will crash the game upon whichever level-up would allow selection of an HLA. This is not a bug in Level 1 NPCs - do not tempt fate by kitting any multiclasses with Refinements installed and consider deferring that gnome cleric/(obligatorily)illusionist protagonist until another playthrough.


Note: If you've previously installed the mod, remove it before extracting the new version by running setup-level1npcs.exe (or .command if on OS X), uninstalling all previously installed components and deleting the level1npcs folder.

Never, ever close a DOS window by clicking the X button! Instead, press the Enter key when instructed to do so.

To install, simply double-click on Level_1_NPCs[-version#].exe and follow the instructions on screen. For Destination folder, specify either your BG2, Tutu or BGT folder, depending on which game you wish to mod.

The installation should automatically display a DOS window which asks questions about the mod's installation. If this doesn't happen, go into your game folder and double-click on setup-level1npcs.exe to run it manually.

Run setup-level1npcs.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X
Extract the contents of the mod to the folder of the game you wish to modify. (BG2, Tutu or BGT). You can extract files from the archive using RAR Expander or another file compression utility that handles .rar files. On successful extraction, there should be a level1npcs subfolder in your game folder. Download the OS X version of WeiDU (or copy another mod's launcher) and rename it setup-level1npcs. Put this and the setup-level1npcs.command file within the level1npcs subfolder in your main game folder. To install, double-click on setup-level1npcs.command and follow the instructions on screen.

Extract the contents of the mod to the folder of the game you wish to modify. If not packaged with the mod, download the latest version of WeiDU and copy WeiDU and WeInstall to /usr/bin. Run WeInstall setup-level1npcs in your game folder to install the mod. Then run wine BGMain.exe and start playing.

Installing in batch mode
You may find it easier to install the mod via a batch file of previously chosen or logged selections. There is an example of this in the "batchlog" subfolder, which is for BGT without any mod NPCs installed, and can be adjusted for your game accordingly. You would copy the levelonenpc.cmd and levelonenpc.txt files to your game folder, adjust the levelonenpc.txt file to reflect your preferences and then execute the levelonenpc.cmd file to install the mod. There are doubtless other ways to do this, which may be documented accordingly in the future. :)


List party-joinable NPCs - Required for all other components

This component scans and indexes all standard NPCs in your game. It also corrects creatures using the wrong effect version. You can also "batch uninstall" all components you've previously installed by uninstalling this component.

Tweak weapon proficiencies for some classes - Optional

This component alters weapon proficiency rules like other mods such as Ashes of Embers or Rogue Rebalancing, with specifics described below.

When you're altering the joinable NPCs, this mod follows whatever rule set is in place. So if you want mages to be able to use crossbows, and you want Edwin to have to crossbow proficiency, you'll need to change the rules so that this mod will know what rules to follow. Most of the content here mirrors other mods and is presented as convenience, or as an alternative to the many mods that must be installed last.

You can: Add kits to exported characters - Optional

This component allows brave cheaters, er, players to assign a kit to an exported PC. Most people who'd consider doing that will probably use an editor like DLTCEP or NI instead :). You cannot use this component to assign a kit to a character already kitted. Nor can you uninstall the component normally, as it makes no changes to your actual game. You can, however, restore characters in the level1npcs/backup/2 folder if you aren't happy with your changes. It is always wise to keep an extra backup also, just in case.

Joinable NPCs more closely match the PC's experience - Optional
  1. On initial joining only
  2. On initial joining and rejoining
NPCs, upon joining, will have their total experience points adjusted to a value closer to that of the player character. Feedback will display in the game window to let you know what's going on and when it ends so you can let this component do its work. After the experience points have been adjusted, the character will have a one-time-only rest script (so that you may fill their spell slots at your discretion). To use this, make sure that the AI lantern in the bottom right corner of the game screen is activated, select the character, and press R. Return to the main screen and your character will now be rested (and you may turn the AI off if you prefer). This script is self-effacing: it will go away if you rest, leave the area, save the game, change party members, or do almost anything else, so if you want to use it, you'd best do so as soon as the experience points have stopped twitching. As a side benefit, it's easy to ignore if you don't want it.

Balanced BG1 NPC attributes - Optional; Tutu and BGT only

This component adjusts the attributes of BG1 NPCs, as discussed in this topic. The original mod is by Ergopad; mos_anted made some slight adjustments (as discussed later in the topic). Therefore, you've got two choices (or three since you can skip it entirely, as will happen anyway if you're installing on BG2).

Dudleyfix for BG1 NPCs - Optional; Tutu and BGT only

This component "fixes" the attributes of BG1 NPCs, as discussed in this link. Primarily, this addresses various inconsistencies as noted on that page.

Fix BG1 NPC spells and innate abilities - Optional; Tutu and BGT only

As above, this fixes various glitches in spell books and innate abilities. This is the last of Ergopad's 3 components, offered here for convenience prior to making future NPC tweaks.

Update game references to NPC classes/kits - Optional

This component does nothing in itself, but enables the changing of game dialogues, item descriptions and character biographies that reference an NPC's class or kit if you have changed that class or kit. It is very select; for example, it does not change a cleric's deity mentioned in dialogue you've changed the kit, though if you change the class, the cleric may become referred to as a paladin (or whatever) of said deity. Changes should be logged to the batchlog/l1dlg.txt file. Please attach this to the forum if you wish to report any discrepancies while using this component (which is optional, if we didn't mention it already).

Mod an NPC - Optional

These components allow you to change the classes and/or kits of individual NPCs installed in your game. You can choose from any class available, including multiclasses. After that, you can choose to assign one kit related to the class(es) you assigned. The engine does not allow assignment of more than one kit. However, you can choose from any mod-introduced kits available. Of course, you can also decide not to assign a kit.

Thanks and Acknowledgments

Thanks to Gebhart Blucher for the original concept and mod for changing the assigned kits of several default NPCs. He has given us his explicit encouragement to expand on his concept.

Legions of thanks are also due to: Thanks to the active and vibrant Infinity Engine modding community who continue to offer encouragement, support, bug reports, suggestions and feedback. This is a community-nurtured mod: all are encouraged to aid in its support and development.

Tools Used in Creation
WeiDU by Wes Weimer and the bigg
Near Infinity by Jon Olav Hauglid, FredSRichardson and devSin
IESDP maintained by igi and Avenger

Contact and Copyright Information

Nythrun created this mod, with assistance from cmorgan, Azazello, Miloch and others. Visit The Gibberlings Three for information on this mod and many others. Level 1 NPCs is copyright © 2007-2011 Elizabeth Strand (contact Nythrun at the mod's forum).

This work (including all code and documentation) is licensed under a Creative Commons Attribution-Noncommercial 3.0 Unported License. You are free to share (copy, distribute and transmit) and to remix (adapt) this work, except for commercial purposes. If you claim you wrote it, the authors may choose to mock you gently :).

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the Creative Commons Public License for more details.

These are not "fixes from TS." Really.

Version History

Todo Version 1.7: More Orcish Bugfixing (17Mar11) Version 1.6: Absolutely No Bugs Here (5Dec10) Version 1.5: Geomantic Sorcerers are not Druids (28Nov10) Version 1.4: Miloch's Mad Orcish Rampage (9Nov10) Version 1.3: The Bugs Are Especially Squishy This Year, Right Boo? (21Jan10) Version 1.2: Rebuilding Berlin One Newline At A Time. (17Jan09) Version 1.1: Poland's Translating, London's Calling. (20Aug08) Version 1: First Official Release (23Dec07) Version 0.7: Ultimate Beta Revisited (with new improved spellchecking)! (19Oct07) Version 0.6: Ultimate Beta! (31May07) Version 0.5: Barely Beta! (31Mar07) Version 0.4: Beta! (20Mar07) Version 0.3: Alpha Three (8Mar07) Version 0.2: Alpha Two (16Feb07) Version 0.1: Alpha One (2Feb07)