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Mods Worked On

  1. The EE Mod Setup Tool (for windows) Overwiew EET installs get more complex now that more and diverse mods are available to enhance the basic game. K4thos, the EET author recommended BWS for save installs when he started the project. However, original BWS has lost the supporters it had in the past and slowly decayed. This tool is aiming to provide similar functionality to mod EE games in large scale. The BWS-EE is a fork from Big World Setup (BWS old) which was originally created by dabus. BWS-EE is streamlined to serve EE game installations in a way that is up-to-date and maintainable still. While the tool was mainly intended to support EET, it also can be used to mod other EE games as listed below. Features: - assistance for creating your own customized game with any number of mods - downloading current versions of selected mods - easy mod installation for EET - correct install order of mods/components - merges SoD DLC with BGEE if needed - handle mod and components conflicts and dependencies - apply interim fixes when needed. - use players' tested compilations - save your own compilations for re-use or sharing Supported games: - Baldur's Gate: Enhanced Edition (standalone game) - Baldur's Gate II: Enhanced Edition (standalone game) - Enhanced Edition Trilogy EET( BG1:EE + SoD + BG2:EE ) - Planescape: Torment Enhanced Edition - Icewind Dale: Enhanced Edition Supported mods - All actively maintained or properly completed ones! (make a pull request if there is a mod you want added) DOWNLOAD Mod requests : Create a pull request https://github.com/EE-Mod-Setup/EE-Mod-Setup or post a request at: Support https://baldursextendedworld.com/Install-Tool/ Changelog https://github.com/EE-Mod-Setup/EE-Mod-Setup/commits/master
  2. Version 0.9-alpha


    This mod is a collection of class, skill, proficiency, and stat updates. This is an alpha release with the intention of adding more class, skill, and stat updates in the near future while further refining the new proficiencies that are being added. Yes, these are actual, functional, useable, proficiencies that can be assinged on the character creation and level up screens. Yes, eekeeper can recognize and adjust these proficiencies for characters. Yes, I am intimately familiar with the limited resources in the game, and no detectable spells were harmed in the making of this mod. Some components require EEex to work, and those are identified with (EEex Required). Project page Readme Forum
  3. I'll create a thread here for things I've seen that seem too small to deserve their own thread.
  4. Causes an infinite loop. Apparently the originals did not, it is purportedly an EE-introduced bug.
  5. Just what the title says. Personally I feel like it should be a +2 weapon, but that's besides the point. Sword of Balduran does not have this inconsistency.
  6. Someone mentioned a scroll of Death Spell working against a Hakeashar, but the Skull of Death failing. I looked into them and found that the former uses 148 (cast spell at point) while the latter uses 146 (cast spell at creature). CamDawg mentioned that the BG2FP went through many scrolls to correct this, but other items like this might be missing.
  7. Cloak of the Lich (OHBCLCK1.ITM): "Powerful enchantments woven into it shield the wearer from all forms of death magic" Hindo's Doom +4 (SW1H71.ITM): "Immunity to all forms of death magic" Death Ward (SPPR409.SPL): "protects the target from all forms of death magic" Avoid Death (SPCL917.SPL): "the rogue becomes immune to death magic" Others anyone? The list of effects that one is immune to with those spell items (via #101) is kind of a mess (I've written them in the order found in the game files). Cloak of the Lich: 13 (kill target), 55 (slay), 209 (power word kill). Hindo's Doom +4: 13 (kill target), 55 (slay), 134 (petrification), 209 (power word kill), 238 (disintegrate) Death Ward: 13 (kill target), 55 (slay), 209 (power word kill), 238 (disintegrate) Avoid Death: 13 (kill target), 55 (slay), 134 (petrification), 238 (disintegrate), 211 (imprisonment), 216 (level drain) As you can see, it's pretty inconsistent. Cloak of the Lich lacks many effect protections compared to the others. Disintegrate seems a must. Hindo's Doom seems OKish (but petrification being there is arguable). Death Ward seems OK as well, similar to Hindo's Doom (but petrification is NOT there in this case). Avoid Death seems the most powerful one, but it's weird. It's missing Power Word: Kill protection, which is odd given that it protects against Imprisonment. It also protects against Level Drain. The protection against Imprisonment and Level Drain seems a nice touch for an HLA that only lasts 5 rounds, but it's not mentioned on the description. I'm not sure what to add, remove or change, but I'd like to hear your input on what should "death magic" be. Imprisonment it's like a permanent maze. I don't know if it counts as "death" given the special way to bring back the creature to the original state. It's only on Avoid Death. Petrification is good to have in some of the higher level utils, given that nasty stuff in high level spells can petrify (Prismatic Spray). But it's a kind of different form of death as well, and can be protected with low level things available even on early BG1. It's on Avoid Death and Hindo's Doom. Level Drain can indeed kill, but it doesn't do so instantly like the others, so we can compare it to regular damage. If Death Ward would protect against it, it would be so convenient, but it would make Negative Plain Protection useless, which lasts a lot less and it's at the same power level. It's only on Avoid Death. Disintegrate seems an obvious insta-kill, like Finger of Death. It's on all except Cloak of the Lich. Power Word: Kill is missing only on Avoid Death, so seems a no brainer that it's a bug.
  8. Version v10.1.1


    This mod is a collection of player AI scripts designed for use in Baldurs Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, the Enhanced Edition Trilogy, and Icewind Dale: Enhanced Edition. With these scripts, you can focus on the fighting aspect of combat while these take care of the nuances in the background. Of note, these scripts allow easy pre-buffing of all characters with a keystroke, intelligent debuffing of enemy protections, and smart use of defensive spells and abilities. Forum Project Page Readme
  9. There is a rather subtle bug in the UI code to sort custom soundsets, present on all four of BGEE, SoD, BG2EE, IWDEE. The soundsets are sorted by the lua function compareCustomSounds (in ui.menu), which is as follows: function compareCustomSound(s1, s2) -- DEFAULT, then normal alphabetically, then AoN alphabetically (result must be strictly less than) if (s1.sound == "DEFAULT") then return s2.sound ~= "DEFAULT"; elseif (string.sub(s1.sound, 1, 4) == "BDTP") then if (string.sub(s2.sound, 1, 4) ~= "BDTP") then return false; end elseif (string.sub(s2.sound, 1, 4) == "BDTP") then return true; end return s1.sound < s2.sound; end But this doesn't quite do what it's supposed to do, at least if there are any soundsets with filenames alphabetically preceding DEFAULT. Suppose you add a soundset 'BREAKS'. Then compareCustomSound will deliver DEFAULT>BREAKS, but also BREAKS>DEFAULT. lua's table.sort algorithm demands (reasonably enough) that its sort function defines a total order, so it sulks and stops sorting the sound table, leaving a mess. (The problem occurs because although the function forces DEFAULT>anything, it doesn't force anything<DEFAULT - it just resorts to alphabetical order.) As it happens, this doesn't occur in unmodded play because the default soundsets all have names alphabetically later than DEFAULT. But it could easily occur in a mod or just if a user adds their own soundset. This version works: function compareCustomSound(s1, s2) -- DEFAULT, then normal alphabetically, then AoN alphabetically (result must be strictly less than) if (s1.sound == "DEFAULT") then return s2.sound ~= "DEFAULT"; elseif (s2.sound == "DEFAULT") then return false; elseif (string.sub(s1.sound, 1, 4) == "BDTP") then if (string.sub(s2.sound, 1, 4) ~= "BDTP") then return false; end elseif (string.sub(s2.sound, 1, 4) == "BDTP") then return true; end return s1.sound < s2.sound; end I'm about to upload a fix to the fixpack (in files/tph/dw/ui_fixes.tph).
  10. Version v30


    This WeiDU mod adds a great deal of content by expanding the depth of character and levels of interaction of the NPCs in Baldur's Gate. It also provides some optional tweaks to the BG portion of the game. Available in English, Spanish, French, Polish, and German, this version ships with WeiDU v246. Banters, player-initiated dialogues, romances, quests, tweaks, and interjections enhance your BG experience when you add this mod to your Tutu, BGT, BGEE, or EET game. We suggest pairing the mod with the optional Music Pack. Forum Project Page Readme - English Readme - French (outdated) Follow/Contribute on GitHub Note for Steam/GOG users with Siege of Dragonspear installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable.
  11. Version v13


    Endless BG1 — a modification for BG:EE, BG:SoD, BGT, and EET! For the EE games, the main aim of this mod is to provide the possibility to remain in the BG1 "world" after Sarevok is defeated. Original progressing/ending of the game will be done by talking to Duke Belt inside the Palace. For EET, it also adds the possibility to move on to BGII by skipping SoD completely. This was included because it was easy to add, not because I think it should be skipped. (Also note that there might be mods that expect SoD events to have happened in BGII.) For BGT, the main component of the mod adds some praise for the PC to Duke Belt's dialogue and removes some oversights with regard to references to Sarevok after he died. There are several optional components that give more flavor to the situation and prepare for the SoD story events in all games. For most additional content I was inspired by how Baldur's Gate city looks in SoD. Three components are for SoD/EET only. Forum Project Page Readme (English) Readme (German)
  12. This is spun off of the general EE content bug thread, starting with this report handed over by Andrea C. And while my original plan was truly a showcase of my work ethic: ... I'm going to tackle these myself. A brief overview of the spinny-head animation follows: The animation itself is spmindat.bam. It is played by spmindat.vvc for many, many different effects--primarily fear, hold, and feeblemind. Because of the overlap, spells which might block spmindat.vvc from playing (a spell such as Resist Fear) would end up blocking it correctly if it was sourced from a spell such as Horror, but incorrectly if it came from Hold Person. As a result, BG2 Fixpack cloned it into an identical animation, cdhorror.vvc. Spells which caused fear were updated to use cdhorror instead of spmindat, and spells which provided fear immunity were updated to block cdhorror instead of spmindat. Both VVCs still play the same underlying animation, spmindat.bam, but the different VVCs allow us to block one or the other via spell effects. However, oBG2 can only block animations, not remove them. So a creature who gets hit with Horror, and then had their panic removed with Remove Fear, would no longer be panicking, but the spinny-head animation would remain. EEs added the ability to remove the effects from specific spells. As such, spells which 'cure' fear were updated to also remove all the effects of e.g. Horror, to avoid the above. Which brings us to today. The shortcomings in the above plan were 1) we should have given the the same treatment to spells which cause/cure feeblemind as we did to cause/cure fear and 2) we should have updated hold cures to remove hold spells explicitly, as we did for fear cures. The good news is that the new immunity scheme we're using already addresses some of this. So the process from here: Clone spmindat.vvc into cdfeeble.vvc and cdstun.vvc Update spells which play spmindat as part of a feeblemind to play cdfeeble instead Update spells that provide immunity to feeblemind to block cdfeeble instead of spmindat Spells that cure feeblemind (pretty much anything that dispels magic) should now explicitly remove these feeblemind spells Update spells which play spmindat as part of a stun to play cdstun instead Update spells that provide immunity to stun to block cdstun instead of spmindat Spells that cure stun should now explicitly remove these stun spells Update the handful of EE fear spells that are still using spmindat to use cdhorror Update the spells that cure fear to explicitly remove the above, plus any other new fear spells that play cdhorror Update the spells that cure hold/paralyze to explicitly remove the various spells that play spmindat as part of their hold/paralyze effects. Despite hold and paralyze being separate effects (and more differentiated thanks to DavidW's work) they're both removed by the same opcode so they have to be batched here. Most of this will have to be sorted on a per-game basis since we're having to explicitly target specific spells. Once this is sorted I'll be looking at the other effects which 'cure' things that play animations, such as confusion.
  13. Version v15


    The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Forum Project Page Full readme Visit the Gallery
  14. SPIN910, PSIONIC_DOMINATION, is used by mind flayers, and bypasses magic resistance. (Presumably because it's a psionic rather than a magical power). However, the sound effect played at the end of the domination period does not bypass magic resistance. So a heavily magic-resistant character might be dominated and yet get no sound effect. In my view, there is very strong developer intent that this is a bug: there's lots of developer intent supporting the idea that the sound effects associated with spells are supposed to be blocked by the same things that block the main payload of the spell. But I acknowledge that this is bound to be very controversial, especially with such a well-known and well-loved feature of the game. And certainly I can't rule out the possibility that it's an intentional nod to the complex and inconsistent ways in which psionic/magic interaction is handled in PnP, and/or a way to recognise in-game that AD&D shifted back and forth between treating mind flayers as psionic and as magical. One for the optional-but-cool component, possibly?
  15. As per the title. No footstep sounds can be heard in area BD0116 (which is the Ducal Palace dungeon where Korlasz is held prisoner after you capture her.)
  16. Green slimes in both BGEE (Ye Olde Inn) and BG2EE (poison lab in Watcher's Keep) use JELLGR1 as their attack. On a failed save vs. poison at +4, the attack does a small amount of poison damage and then (this is the fun part) irreversibly kills the target with an exploding death after 10 seconds. Golems, undead, and targets with >= 100% poison damage resistance are immune outright. Now, the neat thing is that you can get hit by the green slime, see the poison damage and icon, drink an antidote (or cast Neutralize Poison), think you're OK since both the poison damage and icon have gone away, and then explode anyway. Given that poison resistance stops the exploding to begin with, I think it's a logical step that curing yourself of poison via whatever means should also stop you from exploding. In practical terms, this means adding a 321 vs. jellgr1 alongside any opcode 11 occurrence.
  17. Beamdog had a "The Road to v2.0 Reward" event there three portraits were made. These are selectable in BGEE (and BG2EE) but not if you have SoD installed since it is missing these entries in BGEE.LUA: {'HELM', 1}, {'HVLN', 1}, {'SKAN', 2}, https://forums.beamdog.com/discussion/61217/the-road-to-v2-0-reward-3-portraits-a-pregen-char-and-the-siege-of-dragonspear-ce-copies/p1
  18. In the 2.6 patch, clones created by Simulacrum are affected by opcode 144 effects which disable thief skill buttons, so if a mage/thief casts Simulacrum or a thief uses Vhailor's Helm, the clone will not be able to detect traps, or dispel illusions, or hide in shadows ability. This seems to be a pretty blatantly intentional addition on Beamdog's part, but I cannot see any rationale for it; why wouldn't a cloned thief be able to hide? Note, this means Shadowdancer clones cannot use Hide in Plain Sight, which is the kit's signature ability... and the kit also has an HLA that creates a simulacrum. In that context this change seems kind of crazy to me. It was claimed to be a bug in the Beamdog forum, and Beamdog reps did not deny or push back against that claim. People just said, in essence, "have patience, wait for the 2.7 patch." (Also note that the change only affects the buttons - the clones can still be scripted to use thief skills, if clones can be scripted.) It's been quite a while since I dabbled with Simulacrum spells, but I'm pretty sure this would be quite easy to fix, by simply patching SIMULACR.SPL. If people agree it ought to be fixed. EDIT - (crap, has jmerry already gotten to this? I bet he did. Why don't we just make his mod the Fixpack and go home? )
  19. jmerry's Tweak Collection has a component with the following explanation: The issue on the engine is mentioned on another thread, and is scheduled to be fixed in 2.7 once released (if ever), so I think it's worth it to have this simple fix applied to joinable NPCs.
  20. In AR2700.bcs, the last script block is looping: IF GlobalGT("Chapter","GLOBAL",2) Exists("Xzar") // Xzar !InParty("Xzar") // Xzar !BeenInParty("Xzar") // Xzar THEN RESPONSE #100 ActionOverride("Xzar",DestroySelf()) END Is there anything we want to do about this? Would it be a "fix" to add a Continue() here? EDIT: wait, wouldn't it be better anyhow to change this to "InMyArea()"? The reason why these blocks are looping is because "Exists()" give true for joinable NPCs even if they are not in the area. That's not what these script blocks are supposed to check though? It is only of importance if mods add to the script. Here is the complete script for a non-moddded game, it's the same for BG:EE and BG:SoD:
  21. In the Oberan Estate ther are NPC's Glanmarie and Oberan. After talking to them once it is not possible to talk to them again.
  22. BD switched BGEE NPCs to ToB-style, where instead of having multiple creature files with variable XP it simply used one and scaled XP to match the PC. They accounted for stuff like spellbooks but not starting equipment. E.g. in oBG, Ajantis can start with chain, splint, or plate, depending on level, but BGEE Ajantis always comes with chain.
  23. Some classes/kits get what to me seems a suspicious enough inconsistent penalty in the last colum. For example, this are the ones receiving a 5 penalty (should be only Wizard group, I think): MAGE 0 0 5 MAGE_THIEF 0 0 5 ABJURER 0 0 5 CONJURER 0 0 5 DIVINER 0 0 5 ENCHANTER 0 0 5 ILLUSIONIST 0 0 5 INVOKER 0 0 5 NECROMANCER 0 0 5 TRANSMUTER 0 0 5 WILDMAGE 0 0 5 SORCERER 0 0 5 SHADOWDANCER 0 0 5 DRAGON_DISCIPLE 0 0 5 I think Mage/Thief should not be there, as it should get the best of the two classes, and neither should Shadowdancer, because other thieves have a 3 instead. The list receiving 2 or 3 penalty seems correct to me.
  24. All effects in the game--whether from a spell, item, EFF file, or applied directly on a creature--use two percentile probability fields (high and low) that determine whether they get applied. Quoting myself from a ticket: I had some fixes in hand for IWD and BG2 (via the respective Fixpacks) and have spent the better part of the past few days working on lists for PsTEE and BGEE/SoD. I found and fixed few other minor issues as I went along; unusual probability cases are also noted below. General notes I found at least a few effects on all games where an effect was "deactivated" by setting its probabilities to 0-0 or 100-100. Unfortunately the former still has a 1% chance to occur, and the latter is redundant. In both cases I delete the effect. BGEE/SoD (full fixes) Belhifet poisons on all hits, but was only showing the poison icon on half of them. Blind Albino Wyrmlings cause sleep and a thac0 drain on 15% of hits, but show a feeblemind portrait icon on all hits. If anyone has a better suggestion for an icon here, I'm all ears, as feeblemind doesn't seem like a good fit. Barrityl's Burden's ability randomly does fire/cold/electrical damage, but they overlapped awkwardly and the fire damage was 1d1 while cold end electrical were 1d2. They been separated to equal non-overlapping chances and normalized to 1d2 damage. BG2EE (full fixes) A handful of drow uses a 'whip' weapon with overlapping probabilities, which are separated. Fallen Solars have vorpal hits on 15% of hits, and dispel magic on the other 85%. It seems like they should still dispel magic on a failed vorpal so I made this 15% vorpal, 100% dispel. This was also adjusted on BGEE even though the item isn't used there. The spell weightings from the Cloak of Atonement were off by quite a bit more than 1% Power Word: Sleep lacked the normal (half-)elven sleep resistances IWDEE (full fixes) Dazer (and its spectral hero copy) had mismatched probabilities Static Two-Handed Sword has listed bonuses of bonus electrical damage on 50% of hits and stun on 25% hits, but was only doing these at 40% and 20% respectively PsTEE (full fixes) A huge number of items (mainly notes) have an odd, 0-0 op319 effect attached to a header and aimed at nothing. These are fairly consistent, which makes me worry they have some hardcoded function I don't know about--for now they're removed. Unlike BG/BG2/IWD there aren't a lot of items/spells with x% chances to do stuff, and when there is, it's never listed as an explicit percentage. Nonetheless I've adjusted a number of effects where it's clear they're going for an explicit percentage, e.g. something that's currently a 51/49 split gets adjusted to 50/50.
  25. [Bug] Multi-part creature animations show visible lines between the sections What is currently happening Multi-part creature animations show visible lines between the sections What should be happening Multi-part creature animations should not show visible lines between the sections Steps to reproduce the bug Start a new BGEE game with a default character CLUA in a large wyvern: C:CreateCreature("wyvern") Zoom in Notice the visible lines between the sections of the creature animation If available, a fix Place the attached BAMs in the override folder See that the visible lines are gone Notes Because the EEs allow BAM frame dimensions larger than 255x255 px, this issue can be fixed by recombining the split animations into the top left section's BAM and blanking the BAM frames for the other sections. Fixing the issue in that way does not require an engine fix or modifying the animations' INI files. This also fixed bad frame offsets on 5 frames of the large wyvern animation. Before: After: This should cover BGEE, SoD, and BG2EE. If I've missed anything (PSTEE?), please let me know. I'm also happy to convert mod-added animations if they are brought to my attention. Archive too big to attach here: http://classicadventuresmod.com/temp/MultiPartCreatureAnimationsRework_20220402.rar
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