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Found 15 results

  1. 1. Summary 2. Compatibility 3. Detect Magic 4. Intimidation 1. Summary. Like the anfisbene or Dogcat, this mod is two things in one body. Detect Magic brings a spell of the same name to wizards and priests, one that will find magical items on creatures, whether they always had them or obtained them by lucky rolls of random treasure. It will give a separate indication if the items are powerful (expensive), and when cast by a priest alert to cursed items. Intimidation is a character ability for most warriors and all half-orcs. Meant mostly to be used on neutrals, outside of combat, it can shoo them away to where convenient and interrupt all those greeters walking forward eager to announce something to the party, such as that they are about to kill the characters off. 2. Compatibility. Detect Magic should work on all games and versions, but Intimidation uses advanced effects. Its files will not be installed on a "classic" game. 3. Detect Magic. This is a 1st level Divination spell. All wizards of various combinations (and sorcerers) receive it for free automatically at the beginning of their career - or as soon as you install the mod. Bards, characters who switch to wizards later and others can avail themselves of Detect Magic scrolls, sold at all of the main magic stores in the games. Priests also have it, and in line with the AD&D tradition their version is somewhat different and superior. Unlike the wizards', theirs will detect cursed items. There is no saving throw against the spell, but magic resistance stops it. When a creature has something to detect, it will glow. Cast by a priest, this is the order of findings: 1) cursed items, worn and not, including cursed scrolls and the Murky Potion - the target will pulse orange quickly; 2) magic items worth at least 5000 gp or scrolls worth at least 1800 gp (5th level spells and above, see below on scroll prices) - flash a bright violet; 3) lesser magic items or ongoing enchantments, obvious and not - flash red. More important readings obscure those below. For example, somebody with a cursed scroll in the inventory will pulse orange even though the creature may have a vorpal sword in the backpack. The spell does not tell directly which items are cursed, but you can be smart with your own inventory and figure it out. Now, item prices in the games are wildly scattered and irrational. A sword +3 is worth less than a wand of lightning. I can't know what price-adjusting modules you may have installed on your computer, my chosen threshold of 5000 gp is at the level of the weakest wands. As for scrolls, vanilla-game prices are ridiculous - ridiculously uneven and ridiculously low. A scroll of Cone of Cold is worth 500 gp, while Confusion costs 1200 gp. No high-level scroll approaches the price of Wish, which could perhaps make sense in a tabletop game, but not here, where Wish is so lame. And so on. This mod puts scroll prices on a system: Level Price 1 100 2 300 3 700 4 1200 5 1800 (appears as a powerful item to Detect Magic) 6 2500 7 3200 8 4000 9 5000 Note that, given store mark-ups, this will make scrolls far more prohibitive to buy. No longer will you be able to empty High Hedge's selection with a couple of thousand but will have to devote considerably more of your earnings to stocking the mages. Given the gold glut in the games, this is probably a good thing, although later on, with most spells learned, you may begin to sell scrolls to stuff the purse. While money is short, though, who gets the gold is a good trigger for role-playing. Detect Magic works in a shallow, broad cone. On this screenshot Edwin's amulet responds. I had a different screenshot, one that showed an ogre assassin, Larze, walking up to the party and glowing under the spell. He might have rolled up something magical in random treasure, but more likely this was due to his basic undroppable ogre's morningstar, which, like all undroppable weapons, is flagged "magical" in the vanilla game, even without any special properties. I recommend using my "Monsters Beat Enchantment" mod, which unmagics all those, because otherwise you are going to get a lot of false positives. Even animals may glow, because their claws might have that unfortunate property. Finding an item or a curse on a creature earns some experience for the party, one time for every target, only not from your own party members. Yes, and Boo is also non-magical now. (Sorry, Boo.) 3. Intimidation. This special ability is given to all warriors (fighters, paladins and rangers) of the human, elf, half-elf and dwarf races (no gnomes or halflings). Half-orcs also receive it, regardless of class. Among NPC and monsters ogres, giants and other big brutish types possess it, so if you need to scare somebody in a pinch, you can try to procure an ogre. As with all abilities that I make, if a character for some reason does not have it, e.g. a former party member was outside when this mod was first run, invite the character into the party and have someone else use the ability. The newbie will learn. Intimidation works in a rather short range and forces a saving throw vs. spell on the target, initially with a +2 bonus, when used on a neutral. Every 4 levels the roll improves until -2 at the 17th level, and the number of creatures than can be intimidated at once also increases, until 3 at that final stage. In a fight hostile characters are already attacking the party, there is already plenty of intimidation in the air, so the ability is much less effective against red-circle creatures: the bonus starts at +8 here. Either way having Strength of 18+ improves the roll by a point, and Charisma of 16+ by another. Here I want to note that the games don't always show successful saving throws, there may be no bottom-window message for a save. You will see "Browbeat" there if you succeeded, if not, you did not. So what, finally, does Intimidation do? If it works, it will stop the target in its tracks and send it scampering away a short distance. You can use this to shoo away potential witnesses, hearers of shouts, guards and so on. What is more, the creature will lose the desire to speak with the party. Grok the half-orc-shaman-with-Intimidation and eretre the halfling-fighter-without brush off an unpleasant encounter. All in all, it will be with the creature as if the conversation has already taken place. The dialogue of the target will be advanced to the next state, if there is one. If you talk to the neutral now, after he stops his mad run, and he has something else to say, it will be as if you are addressing him a second time. (The first thing I did was intimidate Winthrop at the Candlekeep Inn to get past that unbearable "10000 gp entry fee" conversation.) Note that you may spoil things for yourself if you do enter a conversation at this juncture, it may create confusion with quest givers. The change is only temporary, though: if you have left the creature alone, it will return to the initial dialogue state in an hour. (If you did talk to it, you don't get to reset the relationship.) The desire to bring the word to you will also return. You can keep 'em down with more rudeness in the meantime, though. I must say, yelling at people with impunity can become an addiction. Abdel the fighter hollers at random townsfolk in Saradush. As a final note, while you can intimidate animals, in combat and out, they are not so smart and may as easily as not fly into a rage and attack you or whoever is nearest. Perhaps you might find a use for this, too. Download
  2. Version 1.1.0


    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
  3. To my grandmother Table of contents: 1. Summary 2. Compatibility and limitations 3. Sweeping creature changes and revamps of old items 4. The inn selection 5. Other 6. Money for me 1. Summary Here I introduce a number of new and, for the most part, original items for the Infinity Engine games - the Baldur's Gate line and the Icewind Dales. The emphasis is on role-playing and finding occupations for characters and players other than to go from point A to point B in search of the next power-up. Some have fighting applications, others help eke out experience for the party or move neutral NPC where it is convenient to have them. There are apples to juggle, torches to light, oil to make people slip, disguises, snapshot-taking gliders, wigs, soot, glowing but illegal shields and a game of dice to play with NPC and strip them of their treasures instead of killing them - if you manage to win. Yes, and wine! With the exception of dice, where the rules are explained in detail in the item's description, I made a conscious decision not to reveal the exact mechanics for the items. The reason is simple: it is better that way. Once upon a time equipment in games came with short or even no descriptions, and it was a difficult but very, very enjoyable business to try to figure out what some cryptic tinderbox or padlock key did, if anything. In those days players had to draw area maps by hand, too, which gave a real sense of accomplishment. Over the years for the sake of "ease" and mass appeal all of that was streamlined away and resulted in - a lack of things to do, really. Here I go back to the old way. The items in this mod invite you to figure them out. The descriptions tell you no numbers, but they are not filler. Read them carefully, because every important feature or side effect is touched upon. If an item's function is not obvious at once, experiment with it. Think what it might do, try it on, see if any statistics change or abilities appear. Most of this equipment is inexpensive and you will not Lose Out On Advantages if you squander a few cans of soot. 2. Compatibility and limitations At the moment the module has only been tested for the Enhanced Edition. It may cause problems or crash your game completely on a "classic" (BG2-era) installation. I plan to get around to testing it for the old versions in a few days. That intention aside, I always make modules for Beamdog's Enhanced Edition engine, because it has functions the "classic" engine, meaning Shadows of Amn, Throne of Bhaal, Icewind Dale 1 and 2 as they were, does not. The items here have been well-tested for the Enhanced Editions, though problems may still crop up. Carry them over to this thread if they do. As for the "classics," I don't know how much of the functionality from here will work there even when I do test there. Here is what will be definitely missing from the items in "classic" installations, even if they basically do the job: - my helpful custom portrait icons and text for when the items are used and worn are not supported by the old engine, so you will see instead standard and nonsensical icons such as Dire Charm or Hold Person for states that are completely different. I can try to choose something more palatable there from the fixed list if people request it; - the whole-creature glow effect, used to underscore some on-off events, is not supported. Alternatives exist, but they are not so good. With the old engine you will just have to do without this feedback; - after oil is used to make a slick, coal is used to set a fire or an innocent uses flares that you present, you will not be able to save the game while in the area. Lead the whole party to an adjacent area, a room, a house, a cave, something like that, and you will be able to save there. This is reiterated in the items' descriptions. 3. Sweeping creature changes and revamps of old items Although this mod focuses on new items, the world had to be prepped for them a little. The statistics and alignments of innocents, those levelless bystanders - commoners, noblemen and noblewomen, courtesans, boys and girls, beggars - and also Flaming Fist mercenaries, Amnian soldiers and Candlekeep Watchers have been randomized somewhat. The innocents are no longer 9-9-9-9-9-9 True Neutral no-inventory stand-ins, although they are generally still in the middle range of things. But some will be smarter than others, some stupider, and alignment plays a role when dicing. They also have a few items on them now, mostly small stuff, but on occassion decent treasure. This is so that they can participate in a game of dice when you suggest it, and it gives your pickpockets something to do. Commoners with clothing size under XXXL (men and women, boys and girls) will all have clothes on them that you cannot steal, but can pick up from their lifeless bodies if you are playing nasty and an inn is too far away. Too many people wander in the wilderness for their own good. Children wear small-size clothes usable by dwarves, gnomes and halflings. Clothes are a component of disguise (in combination with either soot and oil or a wig to change the hair). As for the old items, three pieces of magical gear in the first Baldur's Gate game have been revised: - the ring of invisibility sold at the Ulgoth's Beard inn can now be activated any number of times, making it well worth its somewhat reduced price; - the harp for sale in the same place now changes the bard song of the character to apply a weak mind-controlling effect to everyone around; - the cloak of the wolf (a found treasure) gives sanctuary if used outside of combat, which makes it useful for reconnoitering an area, but you should stay away from strangers, or you will become noticed. Two other items in the first BG are different: the glittering beljuril gemstone and the bottle of sparkling wine that you obtain in the first underground level of Durlag's Tower. These items can now be consumed rather than used for the quest. The stone can be sold for a heap of gold and the wine can be drunk with astounding benefits. This will, of course, preclude you from exploring the dungeon below. 4. The inn selection Every inn now has a store, offering a limited quantity of the following items. The Candlekeep inn in the first Baldur's Gate, both times that you get to visit it, is a little different. It has a small selection and trades in a different and devastating variety of apple. In the second Baldur's Gate the drow inn sells nothing and the svirfneblin inn offers only some unique wigs. The inns of Icewind Dale games are few and I may increase their stock over the usual, if I get around to it. Most of the items have a number of properties. Here I give a rundown. 1) Prybar A handy door and chest opener. 2) Wine Makes characters tougher, dumber, uglier, fearless, with worse luck and better morale, unable to start a conversation - and rowdy. Keep an eye on a drunken party. One half-orc NPC in particular has trouble holding his liquor. Here it helps to remember that alcohol is poison... The severity and duration of the bad side effects are less pronounced for experienced drinkers. Wine is also a common random drop item, especially from some barbaric races who have it tough in this life. 3) Live chicken The chicken can be released to roam or cooked in a fortifying stew (if you also have coal). You can also steal chickens from the streets if you are fast enough. In the first Baldur's Gate, which is the game I'm really interested in, some of the more rustic areas and even a few places in the city have had a few hens put in, so you may notice some on your way. You can also dominate a chicken and command it into the pack! 4) Apple Apples can be thrown at people or juggled in an entertaining way, if agility suffices. This can earn you a little money and get neutral NPC to approach, which might help clear the way for your sneaks, move guards out of sight and so on. Also a common drop. 5) Buffor apple Only the Candlekeep inn sells these. Not for juggling, but they make deadly missiles for a strong throwing arm. 6) Oil Has a variety of uses: rub it into the skin to get into tighter corners and receive an armor bonus, into gear and weapons to make them somewhat resistant to the iron plague (in the first BG) and always a little faster. Does have the side effect of making one flammable. You can also pour oil on the ground to render it slippery. 7) Coal A coal pit burns for a while, singeing anyone who walks over it, warming those nearby and providing illumination. Light from a coal pit, or really any light, helps against the unnatural monsters and wild things... the light from a coal pit is strong enough to keep away the weaker monsters and all animals. 8 ) Soot Also has several applications, some of them in combination with oil. (Here is a good place to say that for technical reasons you should split stacks of oil, soot etc. before using them, or you might lose the entire stack. If you plan to mix soot with some oil, equip a can of soot, set aside a bottle of oil in the backpack, then use the soot.) Soot and oil can help with sneaking, a little for the hair is a component of disguise and makes you look stylish, plus you can use soot by itself to leave a mark on the ground. 9) Common dress, medium and small size Nondescript clothes are a component of disguise - for the body; you also need something for the hair, either soot with oil or a wig. From the picture you can tell that the disguise is not complete, because the characters have their former hair color. Medium-size dress is for humans, elves, half-elves and half-orcs, the small size fits dwarves, gnomes and halflings. As I already mentioned, you can slaughter innocents and pull the clothes off their dead backs, in addition to buying at inns. When the body component and the hair component of the disguise are in place, an icon will appear on the character's portrait. Disguise is for getting past those who would pick you in the crowd, but it does not work automatically. It is best not to hang near people for long, or you might be discovered. The more witnesses are looking and the closer they are, the greater the danger. Characters' ability to succeed in getting around disguised is tied to their intelligence. Minsc is not good at it... While disguised you cannot attack or use abilities, and it puts you at a temporary disadvantage if you are discovered and a fight does break out. 10) Torches Torches do a little fire damage but are a very clumsy and inconvenient weapon. Their light makes one stronger against unnatural abominations and natural predators, just like with the glow of coal. If you have some oil and a basic club, you can fashion a torch yourself. On the downside, stealth and invisibility are impossible with a torch in hand. And yes, they use the mace animation. 11) Flares Flares can be shot into unexplored parts of a map a considerable distance away. They will eliminate the fog of war where they burst so that you can, for example, attach a rope to places you have not yet visited. Their blaze will also singe certain enemies, and the entire map is sure to become interested who made this much commotion. Flare use is limited to the outdoors and the Undercity in BG1, where the ceilings are immensely high. You can also present a pack of these dangerous toys to someone stupid enough to accept and play around with them. The results vary, but nobody will blame the party for an accident. 12) Rope A shortcut to places, up walls and over streams. It can be attached to any explored point, even in the gray. A nimble character can then climb/swing on a rope (depending on how you turn your head in this two-dimensional world) to the destination and raise/pull others to him or lower them/send them across. This is for the party only, no minions. Characters are vulnerable while on the rope or holding it. In principle, the rope even lets you flit through walls in a cave, but here you have to decide not to exploit the mechanics and ruin the game for yourself. 13) Parascopic glider set The glider is an automated contraption with a viewfinder and an image transmitter. It can be sent to soar around the map in the Exploration Cruising mode or the Strafe for Dirt mode. In Exploration Cruising it will zoom in on groups of creatures it encounters, which shows some of the terrain and is instructive for the party directly. When it strafes for dirt, it will snap up incriminating pictures. These are not transmitted but will be delivered once the glider is back in the pack. The dirt can be sold on the black market. To get a glider down from either flying mode, hook it: stand in the way of its shadow (you can't see it here, but they cast a shadow) with a dongle in hand. Dongles are telescopic poles, one is included in the glider set. It will appear in the backpack when the glider is launched. Snatching a glider is not so easy and may take a number of tries, but nothing prevents you from leaving it to fly in an area. Away from inns glider sets are a rare creature drop. 14) Dongle You may want to buy a few more dongles to involve the party in catching gliders. 15) Dice They may come across as a humble accessory after some of the other stuff, but dice are the most interesting, involved and potentially important item I made. Dicing is a complete minigame whose rules are explained in the item description, with a number of twists and surprises. You can play for the droppable items of anybody who has any items (except undead and children), so long as you put up something as a wager yourself, and you can have party members dice with each other, too, for roleplaying, to decide who gets the loot and whatnot. 5. Other Three items are not sold at the inns. 16) Phosphoric shield This screenshot doesn't do it justice, but the phosphoric shield creates a halo when activated. Its light brings the same advantages as a torch, otherwise it is a standard round shield. In the first Baldur's Gate all Flaming Fist mercenaries now carry these shields and will switch them on in the dark hours. Phosphoric shields are only issued to Fist members, so you can only get one by killing a mercenary (and be prepared to lose reputation - I made sure there are no Fist members who "don't count" anymore for your convenience) or on the black market. Either way do not wear these in sight of Fist mercs. There is no Flaming Fist in the other games, so this shield does not appear. 17) Wig Both sexes sport wigs in Faerun. They are rare random creature drops in all of the games, and in BG1 I planted some in a few places you may come across. Early on in that game you will get an opportunity to get a wig (and, if you procure basic dress, put together a disguise, which may get you past some unpleasant initial encounters). There are many different styles and colors, but all of the wigs radically change the wearer's face, expression, and, it seems, his character itself. The third item is the svirfneblin wig. I will let people discover those on their own. 6. Money for me Modding that goes beyond making arrows +1 into arrows +2 is not easy. If you think this module deserves a few dollars into my hat, send me a note. Download
  4. Guest

    Items usable by one npc

    I'm trying to make some anime themed mod, so I would like to be able to make items be usable by only one character (in the vein of Yoshimo's Katana or the Cordotha Family Armor) but I've tried and tried and can't seem to figure it out. Any help, please?
  5. Version v7


    This mod adds a keyring to help manage the avalanche of keys you acquire in your journey across Faerun. Learn more about the mod View the Readme Visit the Discussion Thread
  6. Version v2


    This is a minor modification to Baldur's Gate II that improves the berserkers summoned by the three Horns of Valhalla. Learn more about the mod View the Readme Visit the Forum
  7. Version v2


    This is a mod for Baldur's Gate or Icewind Dale created by NiGHTMARE and Andyr that Idobek repackaged with a WeiDU installer. A large number of the Baldur's Gate inventory graphics (BAMs) were improved for the sequel, so this small pack puts them back into the original. It will also work with Icewind Dale, as that re-uses many BG items. Learn more about the mod View the Readme Visit the Forum
  8. 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
  9. Version Beta 6


    IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the IWD-in-BG2 conversion project, which later formed the backbone of IWDEE. The mod adds various elements such as selectable bard songs, two-handed axes, and over 70 new spells into your BG2, Tutu, BGT, BGEE, or BG2EE game. Every component can be installed independently of one another. Learn more about the mod View the Readme Visit the Forum
  10. Version v5


    The Item Upgrade for Icewind Dale mod is a modest collection of upgrades for various items throughout the game. Reading through the item descriptions, the developers really took a lot of time to give many items an elaborate backstory. In many cases, I felt that an upgrade was a chance to tell a bit more of the story. Learn more about the mod View the Readme Visit the Forum
  11. Version v3.0.17


    The Item Revisions mod aims to fix/tweak/enhance all items in Baldur's Gate and Baldur's Gate II. Weaker items have been improved, overpowered ones have been nerfed, many descriptions have been extended or replaced with more appropriate ones, and so on. Project Page Readme Visit the Forum
  12. Version v7


    Item Randomiser is a large-scale random treasure mod for Baldur's Gate and Baldur's Gate II. The mod can randomise up to several hundred items in Baldur's Gate (including TotSC) and up to several hundred more in Baldur's Gate II (including ToB). The randomised items can be found throughout the game world over the course of the game. Learn more about the mod View the Readme Visit the Forum
  13. Version v2


    Full Plate and Packing Steel is one big rework of the armour system of BG2, IWD, BGT, and Tutu, and a small collection of tweaks, dependent or not. Learn more about the mod View the Readme Visit the Forum
  14. Hi everyone, I am using beta 4 and the latest BGEE with SOD. Items added by the mod, such as the bag of holding etc. have incorrect descriptions. Monsters also have wrong descriptions (golemsn are named "what?" etc.) Attached is the debug file. How can this be fixed? Many thanks, SETUP-CDTWEAKS.7z
  15. I am trying to sort out whether I can add an indoor/outdoor requirement to the usability of an extended effect of an item, It employs the "show area" opcode but i only want it to work outdoors. can this be accomplished without having to resort to writing a spell?
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