Level 1 NPCs
Contents
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.
Windows
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.
Linux
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:
- Allow clerics one star in any weapon type a fighter can use; if
your deity's weapon is a sword, you should bloody well be able to use a
sword! :) At this prompt you may choose to allow clerics one star (which
will skip the following five changes by default), choose amongst
the following options separately, or skip all cleric-related tweaking.
- If you refused "one star in anything for clerics," allow
cleric/mages one star in mage weapon types (1 for daggers and darts or
2 for daggers only).
- If you refused "one star in anything for clerics," allow
cleric/thieves one star in thief weapon types (1 for all thief weapons,
2 for short swords and daggers or 3 for daggers only).
- If you refused "one star in anything for clerics," allow
cleric/rangers one star in ranger weapon types (1 for all weapons,
2 for longswords and longbows, 3 for longswords only or 4 for longbows
only).
- If you refused "one star in anything for clerics," allow
fighter/clerics two stars in any weapon type - just using the fighter
restrictions rather than the cleric's, as fighter/mages and
fighter/thieves already do. Choosing "2" allows only axes in addition
to standard cleric weapons.
- If you refused "one star in anything for clerics," allow
fighter/mage/clerics two stars in any weapon type. Choosing "2" allows
only daggers in addition to standard cleric weapons. I'm sure you can
make up your own mind. :)
- Allow druids one star in any weapon type a fighter can use. This
will allow fighter/druid multiclasses the full gamut of weapons
available to fighters (as per second edition
AD&D rules).
- Restrict fighter/druids from armors single class druids cannot wear
- by request; seems closer to the arbitrary 2nd edition rules in any
case. This component will be automatically skipped if you have installed
Druid Remix from Divine Remix
or Item Revisions, as
they already include this change.
- Allow weapons mastery for fighter multiclasses - some will find it
cheesy, but if you were going to get this elsewhere (e.g.
BG2 Tweaks), then you might
as well have it for party joinables too. You may limit this to mastery
(3 stars), high mastery (4 stars) or grand mastery (5 stars).
- Allow melee weapons mastery for for barbarians - as above, but
pertains only to non-ranged weapons. You may limit this to mastery
(3 stars), high mastery (4 stars) or grand mastery (5 stars).
- Allow thieves, mages and bards to place one star in any weapon type.
- Allow thieves and thief multiclasses three stars in dual-wielding
- a la aVENGER's Rogue
Rebalancing, Song and Silence,
and probably a dozen other mods :) (and will be skipped if you have this
tweak already installed from somewhere else)
- Allow backstab with any weapon a mage/thief, fighter/thief or
cleric/thief can use. Backstabbing with a two-handed sword shouldn't be
less effective than backstabbing with a quarterstaff, yes?
- Make quarterstaves unusable for backstabbing - by request.
- Make all two-handed weapons unusable for backstabbing - note that in the
unmodded game, the only two-handed weapon that is capable of backstabbing
is the quarterstaff, so this isn't going to do much unless you've already
installed the "allow backstab with thief multiclass weapons" subcomponent.
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
- On initial joining only
- 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).
Change Anomen's knighthood reward/penalty -
Optional; BG2 and BGT only
- Wisdom +1 on passing (instead of set to 16)
- Wisdom +1 on passing; Constitution +1 on failing
- Wisdom +1 on passing; Wis -1 and Con +1 on failing
- Wisdom +1 on passing; Wisdom -1 on failing
On passing his knighthood test, Anomen would normally get his wisdom set
to 16, regardless of what it had been previously (normally 12). This
component will augment his wisdom by 1 instead (if, for example, you want
to increase his wisdom in the "Mod an
NPC" component). You also have four
choices to change his attributes if he fails the test.
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 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:
- Lambs to the slaughter... erm, brave alpha testers: Miloch, Kulyok,
Raven_Song, Padisha and kimmel. Much thanks!
- CamDawg: Dawg != Ward :)
- igi: I like the IESDP.
- Avenger: I really like the IESDP.
- Wes Weimer: WeiDU loves me.
- the Bigg: but BiggDU
has stolen my heart.
- Ggib eht: nosaer ralucitrap on rof.
- devSin: not setting me on fire.
- jcompton: for kidnapping most of the IE modders and incarcerating them in The
Broken Hourglass™ brand shoefactory/sweatshop. In an empty sky I cannot
but shine the brighter, and who doesn't like inexpensive shoes?
- Man At Work: I LOVED omicron testing Improved Barl!
- The Gibberlings Three which has been good enough to not eject me
despite my irascible and surly disposition. :)
- Dirty Uncle Bertie: for filtering tons of bugs and fixed bugs into
one easy-to-verify list. -erik
- Lord Psion and Ancalagon el Negro: Spanish translation
- Graoumf and Isaya: French translation
- yarpen and Lava Del'Vortel: Polish translation
- Ergopad: BG1
NPC-related components
(with an option to tweak further by mos_anted)
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
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.
Todo
- Find some non-intrusive way to limit proficiency selection to
weapons the character has sufficient stats to wield, if desired
- Add support for "give them this much experience and stop,
so that I can dual-class them." That'll be fun.
- Recode deprecated component, somehow (bwahahaha...)
Version 1.9: Happy 8th G3
Anniversary (24Sep11)
- Changed druids and fighter/druids to get scimitars instead of
longswords if player chooses to use "large swords" with BG1-style proficiencies
- Reoptimized NPC
WeiDU GROUPs
- Fixed monk off-hand bug
- Fixed Imoen BGT
"equipment poverty" bug
Version 1.8: Where's that v2 Anyway? (4Sep11)
- Accounted for p#kivan's special equipment
- Dodged avatar-switching glitch by moving Aerie's armor to inventory
- Fixed opcode typo in fj_npc_specific_perqs macro
- Fixed monk equipment bugs
- Fixed glitches when game references component not installed
- Accounted for TDD Shar-Teel's special armor
- Fixed numbering glitch in French translation
- Added Anomen knighthood attribute component
- Fixed bug in dual wielding with sling equipped
- Added support for BG1
NPCs in
BG2
- Refixed more glitches in Ergopad's Dudleyfix component
Version 1.7: More Orcish Bugfixing (17Mar11)
- Implemented the bigg's improved resref
regexp
- Fixed bug with Yeslick's HP
in Ergopad's Dudleyfix component
- Fixed "arrowless" bug in cleric/ranger longbow tweak
- Added longbows-only option to cleric/ranger tweak
- Fixed bug in "Update game references" component referencing
Branwen's biography
- Fixed bug in fighter/druid armor tweak installing on its own
- Added rejoining subcomponent for "Joinable
NPCs more closely match
the PC's experience"
- Eliminated cheesy "poof" when experience-matching component invoked
- Changed description updating to match game language rather than mod
installation language
- Fixed creature-ordering macros to use latest versions and avoid
corrupting files further
- Changed weapon-tweaking component so it doesn't start over from
scratch if you make one mistake
- Added Nephele NPC
component
- Added existing NPC
variants (Coran, Eldoth, etc.)
- Fixed several bugs in assigning monk class to characters
- Implemented class/kit-based ability determination
Version 1.6: Absolutely No Bugs Here (5Dec10)
- Fixed glitches with ToB
NPCs
Version 1.5: Geomantic Sorcerers are not Druids (28Nov10)
- Re-enabled kit menu for sorcerers to allow
Geomantic Sorcerer kitting
- Fixed typos in non-English translations
- Recommented out some sub-functional 2da patching
- Fixed a variable typo preventing installation on Tutu
Version 1.4: Miloch's Mad Orcish Rampage (9Nov10)
- Added French and Spanish translations; updated Polish translation
- Added optional dialogue-modding component and logging
- Added altered proficiency support (a la BG2
Tweaks) for modded NPCs
- Added display conversion for accented characters leeched from game text
- Added function to display current NPC stats
- Tweaked animation assignment (primarily to avoid bearded female gnomes
and the like)
- Fixed regexp typo pertaining
to one-handed axes
- Revised weapon assignment routine to avoid duplicate and redundant weapons
- Revised armour assignment routine to make heavier armour more realistic
(also fixed some bugs)
- Added more options to the "Tweak weapon proficiencies" component
(largely specific to multi-classes and barbarians); fixed a bug or two
- Auto-skipped weapon-tweaking questions if another mod has done something
similar
- Skipped kit menu for sorcerers and monks (if someone hacks that, we can
re-enable it)
- Added support for mod NPCs
- Fixed a bug in setting item "baseclass" usability if no kit chosen
- Fixed kit display in deprecated component and undeprecated it via
NO_LOG_RECORD (yes, it should be safe, but keep extra backups just
in case)
- Required main component for all subcomponents to avoid uninstall and
reinstall glitches
- Added "hard to kill" support for Ajantis, Shar-Teel and Viconia
pre-joining
- Fixed bug in proficiency assignment for Haer'Dalis, Jan and Xan
- Added Ergopad's "NPC
Attributes" components for BG1
NPCs (with an extra option
by mos_anted)
- Added option to manually mess further with NPC
attributes
- Grouped components for easier selection (or not)
- Added sample batch file installer
- Updated to WeiDU
v224
- Enhanced NPC custom
item compatibility
- Possibly other stuff I've forgotten that Nythrun has probably already
recoded in some better form ;)
Version 1.3: The Bugs Are Especially Squishy This Year, Right Boo? (21Jan10)
- Fixed: install failure with NEJ2
- Fixed: armed and armoured Viconia at the stake in SoA
- Fixed (several times): various people not affected by "More closely
match protagonist experience" in various situations
- Fixed: lowest-level variants of Viconia and Imoen not changed in SoA
- Fixed: Xan was offered for changing in SoA,
though he's just a tutorial character
- Fixed: fighter/druid proficiency bug without multiclass grand mastery
- Fixed: tieflings should use elven avatar, not human
- Fixed: NPC experience
matching was overly generous when protagonist had 100k-190k XP
- Fixed: kitted multiclasses were limited to kit weapon proficiencies, now
limited to base multiclass proficiencies instead, as that's what takes effect in-game
- Fdded: bonus longbow star for Coran
- Fixed: Don't-get-so-hurt banters triggering too soon in BG2
- Fixed: Haer'Dalis bonus star (and again with v13eib1)
- Fixed: Aerie doing a runner if changed to sorcerer or mage (v13eib2)
Version 1.2: Rebuilding Berlin One Newline At A Time. (17Jan09)
- Updated to WeiDU v210
- erik's Repaired tp2 newline for German versions
Version 1.1: Poland's Translating, London's Calling. (20Aug08)
- Updated to WeiDU v208
- Added yarpen's Polish translation
Version 1: First Official Release (23Dec07)
- Updated to WeiDU
v203; small WeiDU bug in PRETTY_PRINT_2DA hacked around
- Changes made to the weapon proficiency rules now apply to any kits
added by mods as well
- New option in the Tweak weapon proficiencies for some
classes component: Restrict all two-handed weapons from bonus
backstab damage
- XP adjuster slightly
recoded
- Added rest script to XP adjuster
- Some paucity of spells (i.e. 1-2) will be memorized before joining
- Yes/no prompt for retaining Minsc rage
- Quickslot/inventory prompt for expatriating Boo
- Optional Boo annihilation added for your cruel pleasure. It's
less fun than it might sound.
- Added the option to abort the install of a component by entering 0
at the class selection menu, to make those "Oops! I didn't mean to press
[A]!" errors less painful
-
BGT users only:
if the Level Zero NPCs component of
SCS has been
installed, it will now be possible to modify the Shadows of Amn
incarnations of a given NPC.
It's still preferable that you not install that particular component of
DavidW's mod along with this mod, but it doesn't cause any (known) problems :)
SCS really is rather
good, by the way.
- Omission of unselectable kits recoded to avoid issues with new
versions of
Refinements et al.
- Illegal mage kit multiclasses no longer penalized with their weapon
proficiency assignments (again)
- Fixed Imoen not always receiving her sorcerer spells
- Optional restriction of fighter/druids from druid-unusable armors
will not display if the Druid Remix component of Divine Remix is installed,
as something identical is already included in that mod
- Thief/mages occasionally receiving chainmail in their automatic
new equipment assignment (as though they were bards) fixed
- Added code to fix hdragsil.cre if broken by a conflict between
Quest Pack and
SCS II (won't be making a
habit of this). In addition, some small and pitiful amount of bugfixes
to items introduced by other mods is gradually being incorporated,
though only when necessary to prevent errors when installing this
mod. Prevention of crashes is but collateral damage.
Version 0.7: Ultimate Beta Revisited (with new improved
spellchecking)! (19Oct07)
- Updated readme and WeiDU to v201; renamed to
"level1npcs" because there seems to be a bunch of versions floating
around out there; packaged for
G3
- Fixed regexp to catch aerie10.cre; no other significant code
touched (cmorgan just ogled and whistled at it while studying it)
Version 0.6: Ultimate Beta! (31May07)
- Added a new component to allow NPCs to have an XP total closer to the PC's upon joining. I'm discontent with it
at the moment.
- Removed the remainder of the bugfixes (exception: effect version
for Tutu creatures) in the interests of compatibility
- Fixed a problem (?) with fighter/thief hitpoints
- Fixed a problem with fighter/non-mage kitted multiclasses receiving
an overly restrictive menu of weapon proficiencies
- Removed some typo corrections that were applied to original game
files; no one else cares that avengers are referred to as BEAST_FRIEND
which was dropped before BG2's release :)
- Added a Divine Remix style option to restrict fighter/druids from
armors single class druids cannot wear. It's in the weapon proficiency
tweaks, and it's optional in an optional component :).
Version 0.5: Barely Beta! (31Mar07)
- Updated to WeiDU
v199. There are still a few cases where I'm using some stupid hack
rather than a nice WeiDU action, but things in general
ought to work better. Please note that this mod cannot run on
WeiDU versions
earlier than 199: the bigg has fixed too many bugs and added too many
new features.
- Completely rebuilt primary component; installation ought to proceed
much more quickly. Consequently, most of the creature correction
routine has been removed. Please let me know if the mod chokes on any
creatures and I'll endeavor to fix them on a case-by-case basis.
- Completely rewrote the weapon assignation routine; it should be
slightly stingier now. Please report any cases of duplicating items to
me so that I may kill myself or fix any remaining bugs, depending on my
mood at the time.
- Completely rewrote the armor assignation routine too
- Weapons that have usability restrictions altered by the mod will
have their descriptions updated. We've lost the 3,600 character regular
expression and reverted to a simpler match, so it should be much faster
than the original.
- Mages will have one spell and specialist mages two spells memorized
when met in game, as a courtesy to those who have no time to rest.
Priests will come with a Cure Light Wounds. Sorcerers come with their
own peculiar mechanical implementation.
- Sorcerer kits that select fewer than two spells at first level can
be added now. Uh, who is making sorcerer kits, again?
- Deprecated the "Kit exported characters" subcomponent, as the
coding was far too advanced for my own good (i.e. it causes terrible
problems upon uninstall because I am an idiot). Sorry about that. Flee
this component.
-
BG Imoen's Magic Missile
wand had entirely too many charges; now it has ten
- Includes swank HTMLed readme. Thanks, Miloch!
- TP2 now contains a few comments. Not many. May add more. Feeling
terse.
Version 0.4: Beta! (20Mar07)
- Major bug that could delete files fixed. I have done the impossible
with WeiDU, and it
sucked a lot.
- Fixed a bug that prevented installation
- Auto-skipping of unavailable NPCs actually works now
- Fixed a bug that caused multi-classes with Mage kits to receive an
unduly restrictive selection of weapon proficiencies
- Code to skip adding items to NPCs who shouldn't have any actually
works now (OR and AND are not equivalent in respectible truth tables,
silly!)
- NPCs with super
special weapons will now have their proficiencies with that weapon
incremented by one if they have some already
- Cleaned up some slop in a couple macros (no effect, but tidier)
- Added component which allows kitting of exported characters if they
have none already. Be very careful with this.
- Removed GROUP usage that was wasting time and accomplishing
nothing.
- Commented out the item description updater - it's just too slow
Version 0.3: Alpha Three (8Mar07)
- Corrected a bug where some kits received weapon proficiencies from
the next kit in kitlist.2da
- Gave sorcerers their second level one spell (whoops!)
- Blocked BG2
NPCs from displaying in
Tutu
- Added code to convert any creature effect version to v2
automatically (this has to be done to prevent LOCALS from being
truncated if over eight charcters, and to make sure they can be saved)
- Fixed typo in class selection menu
- Blocked barbarians from being selectable as a multiclass (sorry,
hardcoded hitpoint funk here; I can't make this work well)
- Two-handed weapons will now be equipped (unless you've selected
another weapon afterwards, naturally :) )
- Made cleric/mages use the (correct) cleric avatar rather than the
mage avatar
- Xan's Moonblade will now be a longsword usable by whatever Xan is,
and he'll get a proficiency point in longsword for free whether that's
normally allowed or not: this represents his deep spiritual bond with
the weapon in the only way the uncouth BG2 engine can express :)
- Fixed a bug where NPCs would stockpile weapons in their
inventory; should be one per customer, iron crisis or no
- Made the armor assignation for BG NPCs a bit less generous
- Added a bloated preliminary component that allows tampering with
weapon proficiency rules. While there are other, standalone mods that
do this, if you want altered rules to apply for this mod, those altered
rules would have to be installed first. So I'm doing it for you :).
- Forced barbarian and wild mage symbols to take a value of 0 in
kit.ids
Version 0.2: Alpha Two (16Feb07)
- Approximately Moser's number worth of bugs fixed
Version 0.1: Alpha One (2Feb07)
- Let us never speak of this again