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Mods Worked On

Found 34 results

  1. Someone has been working in the shadows, manipulating events on the Sword Coast to their advantage... Hey guys, My first mod here. I created this because I wanted to tie up loose ends with 2 things in Baldur's Gate: the Twisted Rune, and the Cowled Wizards. So this mod was born about 2 years ago! It requires the Enhanced Edition Trilogy by k4thos as there is content to be found in BG1, BG2, and ToB (the quest cannot be completed before ToB) Project Page Download Readme github Basically I'm looking for testers and people willing to try out the mod and provide feedback! Be gentle with me, this is my first time making a mod and using github. However, I spent a lot of time learning how to code in a way that doesn't break other mods as much as possible. You can see for yourself in my code. Special thanks to lots of people here including Mike1072, demivrgvs, Roxanne, kreso, DavidW, CamDawg, Nythrun & Miloch (area patching), Avenger, and every other helpful fellow! Also, thanks to K4thos for making the EET Screenshots:
  2. Version 0.2.1 Beta


    Someone has been working in the shadows, manipulating events on the Sword Coast to their advantage. Unravel the mysteries of the Twisted Rune and investigate the Cowled Wizards in this Enhanced Edition Trilogy mod! IMPORTANT: This mod requires EET. Project Page Forum Readme
  3. Version 1.0.0


    SoD to BG2EE Item Upgrade is a mod for BG2:EE that imports many more items from Siege of Dragonspear into the game, placing them into thoughtful location in Shadows of Amn. The mod also has an optional component to force importation of the SoD items that a player can normally import into BG2:EE at their normal locations. Lastly, the mod also gives upgrade recipes to Cromwell and Cespenar to upgrade most of the imported SoD items. Project Page Forum Readme
  4. jastey

    Grey the Dog

    Version 3


    Grey the Dog NPC by jastey (writer, coder) and Rabain (mod idea, first kit, first portrait) Grey is a full-fledged joinable NPC, but still a real dog. The only magic on him is his enchanted collar that gives 1 AC bonus. He has sensible interjections (Woof!), NPC banters (mostly NPC dialogues about him with the PC), a click dialogue (PID) if the PC feels like playing fetch or just needs someone to talk to. There are dialogue options that reflect the game story and I'll promise: Grey will always listen to your PC's woes. Grey initiates no dialogues so there is no friendship track and - I am really sorry, but no romance. Grey comes with some items and more can be found throughout the game. He has his own kit: Wolfhound. In BG1 there are two small quests, both available in BG city. The quests are also available and solvable without Grey in party. Where appropriate, Grey can be told to "search" for missing persons, in BG1 Brage and farmer Brun's son, in SoD the five missing refugees. This is realized in a way it doesn't spoil the quests too much, though, so do not expect too much help. The mod is compatible with BGT, BG:EE, BG2, BGII:EE, and EET. Project Page Forum at G3 Readme: English
  5. Version v3


    Jastey's Tweaks for SoD and EET (and BGT) This tweak pack is mainly meant for the SoD part of BG:EE (except for the last component which introduces Imoen's SoD portrait into BGII). It deals with some tweaks that I found useful for my own game. Project Page Forum at G3 Readme: English, German
  6. 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
  7. Glam Vrock

    Glam's NPC Pack

    Version v3


    A drow, a dwarf, a halfling, a dragon(?) and a priest of Talos walk into a tavern. What's the punchline? Find out with Glam's NPC Pack, featuring the original "Vynd, Drow Assassin" and four brand-new party members for BGEE, Tutu, BGT, and EET. Learn more about the mod View the Readme Visit the Forum
  8. Version v3


    A mod for BGII and SoD, compatible with all BGII games (BGII, BGT, BGII:EE, EET). This mod aims at making Imoen a steady companion throughout the whole BG-Saga. Imoen-related story content is being considered, therefore Imoen will be out of party temporarily to reflect the most crucial original game events. This mod makes her rejoin the party after such incidents, so that she can be seen as an actual travel companion in SoD (not finished yet) and BGII. Note: The SoD part is not finished yet. The mod tries to use as many originally voiced lines as possible, but some had to be taken out because they didn't make any sense without Imoen being there (BGII) or with Imoen catually being in the party (SoD). Promotion artwork by Acifer! Project Page Forum at G3 Readme: English, German
  9. jmaeq

    Beaurin Legacy

    Version v3.6


    The Beaurin Legacy introduces an elven Enchanter/Thief and a hidden NPC to BGII:SoA & ToB and BGII:EE. Minyae Beaurin can be found outside of the Crooked Crane in the City Gates. The mod includes custom portraits, a friendship track for both Minyae and the Hidden NPC, numerous banters and interjections, encounters and quest(s), voicing for both NPCs (However, Minyae is fully voiced), a romance with a Bioware NPC, player-initiated dialogues, and custom friendship track themes. Project Page Forum Readme
  10. Version v10


    Sword and Fist adds new options for those using warrior classes: Fighters, Monks and perhaps eventually Barbarians. This mod is designed to work with BG2 (with or without the expansion pack Throne of Bhaal), the Tutu or BGT conversion projects, or the Enhanced Editions of Baldur's Gate, Baldur's Gate II, and Icewind Dale and the EET conversion. It was originally intended to form part of the Lands of Intrigue mod, but a decision was made to split the kits off into smaller mods (both for ease and so something would actually get released in a reasonable timeframe). Learn more about the mod View the Readme Visit the Forum
  11. Version v11


    This is a collection of kits and an item pack from Sorcerer's Place. The mods were originally in an older, harder-to-install format and have been converted to use a WeiDU installer. Item restrictions are also applied dynamically, meaning that the item restrictions for the Arcane Fist and Archer of Sylvanus kits will be implemented across all items in the game, including those added or altered by other mods. Polar Bear, Drizzt1180, and Creslyn wrote the original content. Learn more about the mod View the Readme Visit the Forum
  12. Andyr

    Mur'Neth NPC Mod

    Version v12


    This WeiDU mod for BG:EE, Tutu or BGT-WeiDU contains Mur'Neth, a member of the race of ooze - like shapechangers who venerate Ghaunadaur, the evil deity of oozes, moulds and the like. Learn more about the mod View the Readme Visit the Forum
  13. Version v19


    The Crossmod Banter Pack is a collaborative effort to add banters between NPC's from mods that add content to Shadows of Amn and Throne of Bhaal. Learn more about the mod View the Readme Visit the Forum
  14. Version v4


    The Mod gives a choice of custom portraits for Ajantis. The Ajantis Portrait Pack is compatible with BG1, TotSC, BGT, Tutu, BG:EE, BGII:EE, and EET. It detects the game install automatically. For the BGII part of the game, the portrait is meant for the Sir Ajantis NPC for BGII mod, but can be installed independently. NOTE: For all games, the portraits have the same naming convention as the BG1 default portrait since with v15 and up, the Sir Ajantis for BGII mod uses the game portrait (which is also present in all BG2 games). This means, that if you installed an Ajantis portrait from another source the same portrait will be used as well in the BGII part of the game without need of further action. Many thanks to the artists for granting permission to include them as alternatives for Ajantis: Amaurea, Azguz aka Azze, berelinde, Casul, Catlepha, Miloch, Senka and wonnimchunha! Forum at G3 Readme: English, German German Discussion Thread at Kerzenburgforum
  15. Version v20


    This modification introduces Ajantis, the known BG1 NPC, paladin of the Order of the Radiant Heart into the SoA and ToB part of the game. It is compatible with BGII, BGT, BGII:EE, and EET. With this modification Ajantis can be acquired as a member of the PC's group after the fight in the Windspear Hills (which was not changed by the mod principally). The player must first solve a quest to free Ajantis from Firkraag's ransom. The modification contains a fully developed engaged romance path, which continues the Ajantis Romance from the BG1 NPC Project, a new beginnings romance, and a friendship path. Contentwise, the mod assumes that Ajantis travelled with the PC in BG1 for some time. It was there that Ajantis gained enough honor to be knighted. For the EE games (BGII:EE and EET) the second optional component will install the BeamDog inventory BAM for Ajantis' family shield (green dragon on golden ground). If not installed, the BG1NPC Project shield graphic will be used. A third optional component will install crossmod content included into this mod. Project Page Forum Readme: English, German
  16. Version v14


    The Ajantis BG Expansion Modification is a mod for original ("vanilla") BG(+TotSC), Tutu, Baldur’s Gate Trilogy (BGT), Baldur's Gate Enhanced Edition (BG:EE), and Enhanced Edition Trilogy (EET). For original BG:TotSC, the mod adds a friendship track and the BG1NPC Project romance for Ajantis. The original BG1NPC Project romance was adjusted slightly with regard to the restrictions of the BG1 engine, although overall the content stayed the same. For Tutu, BGT, BG:EE, and EET, the mod adds a friendship track and more romance content for the BG1NPC Project romance for Ajantis. Content-wise, the mod is meant as an addition to the BG1NPC Project, but technically it can be installed and played without the BG1NPC Project. If the player started and interrupted Ajantis's BG1NPC Project romance, the friendship sequence should initiate after that depending on how far the romance went. If you do not have the BG1NPC Project installed, the friendship talks become available immediately. For BG:EE and EET there is a second, independent component with the option to use the existent BG:EE BAM for Ajantis' shield (green dragon on golden ground), if BG1NPC is installed. Project Page Forum at G3 Readme: English, German German Discussion Thread at Kerzenburgforum
  17. Not needed Current fixes: Not needed - can be done my mods that use it
  18. Hi, I created launcher for EET: Usage: put it into game folder with EET installation Features: execute baldur.exe from BG2EE directory if EET installation is detected open EET readme file open EET forum open EET webpage open correct EET baldur.lua change EET GUI It needs new logo and application icon with "Enhanced Edition Trilogy" text. Any other feedback is welcome. Download ( only for Windows 7, 8.1, 10 , NET Framework 4 or higher required ) Changelog: 1.6.0 - added "Mods" link 1.5.0 - rewrite using WPF 1.4.0 - rewrite using Windows Forms 1.3.0 - responsive "Change GUI to ..." operation 1.2.0 - added ability to change EET GUI 1.1.0 - added background, custom font, mouse hover reaction, "SETTINGS" button 1.0.0 - first version
  19. After a recent BG2EE install with some mods for test, my game would not start up. An error message pointed to an entry in BGEE.lua. The error was quickly found and repaired:One entry had an extra " and removing it solved the problem 2391 {"AR4370", "SOS Lyrar's Hold""}, must be {"AR4370", "SOS Lyrar's Hold"} This is an area from Shadow over Soubar. However, the mod does not directly address the BGEE.lua, so I do not know how the list of areas and their names comes to be added to the lua file and how that extra " could be prevented to happen. The list of areas I have in my BGEE.lua only has areas from two mods, SoS and Region of Terror. May this be a result of some tooltip actions those two mods perform? No other vanilla or mod areas appear here except one dummy {"BD0010", "Test"}
  20. Hello, I have a problem regarding the necromancer fight in the Black Pits Expansion. I apologize but I don't know were to find crash logs. I own the gog versions and I have used the mod merge tool. Oh and I've also had them both in the directory and in their own folder, led to the same results. I have one question, does EET make it so armor worn takes on the major colors of the wearer? I ask because I know there is a tweaks mod for that causes the armor to take on the color of the wearer but this was a fresh install (I hope). As for the crash, I've noticed that when fighting the necromancer, normally when he has cast stinking cloud, one of two things happen. One is that he is in the cloud, at which point I can harm him and sometimes even kill him, however it seems like a rough 50/50 that harming him in the cloud causes a crash. 100 percent of the time, his death in the cloud results in crash. Now outside the cloud, generally I can kill him without a crash, but it still occurs. Harming him has like wise caused a crash, but with a much lower occurrence. Thank you for your time and thank you immensely for continuing the development of this wonderful mod as it has made a lot of fond memories.
  21. Hi folks After installing some mods and of course EET I have one big issue with Yoshimo. After speaking with Valen and little kid from Gaelan (after obtaining 15k gold) Yoshimo wants to speak with me. But then my game freezes and I need to close it. Here's a list of mods from my Weidu log. I can translate mod components from Polish to English if it helps. Not sure if it's Yoshimo friendship or tweak - dreams are not popping up after each chapter (I think I need to wait some time like in BG1 campaign).
  22. Hi. I've installed EET using BWS. My install was fairly plain, mostly just ai enhancements and things like rogue and wizard slayer rebalancing. I realized that bws is no longer supported but I managed to manually force it to use updated mods, and it all seemed to work fine. Now, I was playing through a solo run with my fighter/thief and decided to get some points in set snare. Now, every time I use the skill the dialogue box simply says: trap set:charname and no success/failure roll afterwards. When I start up BGII SoA through steam, and try to set traps it works fine. I also restored my install through bws, and when I load a clean BGEE I can set traps fine. Anyone have any idea's which mod(s) may be causing this problem or is it EET itself? If so, I was wondering if I want to play with SCS and RR, etc through the trilogy do I need to install these mods seperately into BGEE and BGIIEE (I'm using the steam version) Any input/help much appreciated!
  23. Faiths and Powers can be installed without errors for BG1EE/BG2EE. Yet when I try to install it just after EET conversion, it fails. Steps to reproduce: 1. Install clean BG1EE 2. Install clean BG2EE 3. Install EET 4. Install Faiths and Powers @101 = ~ALL the new kits, the kit selection dialogue, and the sphere system~ Defining Faiths and Powers info for kit d5cmazu ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ... Adding D5_CF_CLANG Kit ... Appending to files ... Appending to files column-wise ... Appending to files ... Appending to files ... Appending to files ... Appending to files ... Copying 1 file ... Appending to files ... Appending to files ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 2 files ... Copying and patching 1 file ... Appending to files ... Copying and patching 2 files ... Copying and patching 1 file ... Added D5_CF_CLANG Kit Copying and patching 1 file ... Copying 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... ERROR: cannot convert kit_code or %kit_code% to an integer ERROR: [override/QD_MCP01.spl] -> [override] Patching Failed (COPY) (Not_found) Stopping installation because of error. Stopping installation because of error. ERROR: [d5cfcla.2da] -> [override] Patching Failed (COPY) (Not_found) Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Faiths and Powers can be installed without errors for BG1EE/BG2EE. Is there anything inside EET related to conversion of the BG1EE resources which might break QD_MCP01.spl / d5cfcla.2da?
  24. Probably you are by now aware that I am in the process to re-build Sandrah NPC for EET. - She already is a continuous companion that can follow the PC through the whole existing game including all the areas and plots introduced by existing BGT mods and megamods. - Sandrah has excessive crossmod contents with the BG1/BG2 cast both vanilla and all the mod NPCs that come with enough contents from the original mods. She adds contents to mods like NTotSC, DSotSC, TDD, Grey Clan etc... - So in summary - it would be odd if you had her in the party during IWD without contributing (and you would lose her, if you do not take her along should you visit IWD after your relationship/common quest has reached some plot point). She would also involve other NPCs into some conversations during IWD visits, so as a whole the game would be enriched (if you have her in the party). - On top of that, the new areas could be integrated into the sequels that Sandrah provides for the old trilogy. Questions 1 you would visit IWD with the party you have from BG side, party dynamics (if there are joinable NPCs in IWD) would be just like the rest of the game? 2 there will be a quest (original quest?) in IWD? 3 from when I played the original IWDs years ago I remember that it was a kind of one way street through game/quest/areas - in your version, will it be possible to go between areas via worldmap as you like (and as they are revealed)? 4 when are IWD map revealed (from Friendly Arm, Northern Areas of BG1, Ulgoth's Beard) or at some event? 5 what is the installation sequence - BGEE - IWDEE >EET>IWD-EET>BG2EE mods + worldmap? 6 are IWD events independent from your BG1/2 vs ToB files (i.e.when you change to the 25files)? 7 can IWD areas visited from ToB and thereafter just like all others? 8 does the chapter/journal scheme of EET apply to IWD (be continuous)? 9 will there be an easy way to identify if IWD is available in an installation (just like presence of some mod)? - my idea would be to have some existing side-quests happen in an IWD area (if it is there) instead of some BG area (that is already the scene for x-other plots) and by this bring new variety into the game. Also would exclude situations where multiple plots from multiple mods use the same area (something like Umar Hills) for their stuff at the same time if one uses IWD instead.
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