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Found 10 results

  1. Version 1.1


    This mod adds crossmod content - including banters, interjections and romance conflicts - to several NPC mods for Icewind Dale: Enhanced Edition, as well as serving as a hub for crossmod of future mods for IWD:EE. Learn more about the mod View the Readme Visit the Forum
  2. 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
  3. Version v9


    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
  4. 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
  5. 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
  6. The first issue I have recently figured out. There's a way around it, so I'll skip on to the second and last issue right away. The second issue was that in IWD:EE they had removed the original IWD art from SCROLLS and VARIOUS ITEMS (weapons, armour etc.) and replaced it with the faaaar inferior scroll/item art from Baldur's Gate. Preposterous !!! A farcical decision . The esthetics, the menus, the art, the music, the sound, the atmosphere, the mood, and the feel of the original Icewind Dale game far outshines Baldur's Gate in every single area. Everything about it was so inviting and so atmospheric that I felt like I was physically there, setting foot in Kuldahar and standing face-to-face with undead wraiths in ancient tombs!! Why did they destroy part of that by replacing the art that is part of the IWD game's identity Anyway, my question is whether there has now come a MOD that fixes this problem and returns the original art to the game in EE ?? I've looked at gibberlings3.net and Beamdog forums to look for such, but I've been unable to confirm whether such a mod exists or not. I'm starting to fear a mod/tweak like this may not exist… So I ask you, fellow players.... I cherish Icewind Dale above any other game, above any other story, and I cherish the places the game took me to above any others. I love it. I was 13 years old when it came out in 2000, first time I played it, and the game introduced me to the whole medieval fantasy genre. It left a profound impression on me. I really hope there are ways to fix the above issue, as I really want to return to the Dale and play it *one last time*. I have the the original box at home with CDs and stuff, but they were meant for Windows 98. They don't work no more... So I reckon EE is my only chance to return to the dale a last time.
  7. Version 1.0


    Ace's Enchanters Portrait Pack is a collection of 8 portraits from the character art of the Enchanters book series. They have been resized and packaged to work with most Infinity Engine games. All artwork is used with permission of the artist and author. View the Readme Visit the Forum View the Gallery
  8. Hi, I'm using Big World to install some mods for Icewind Dale Enhanced Edition and I'm getting this error when I try to install the component "Loosen Item Restrictions for Multi- and Dual-class Clerics" Installing [Loosen Equipment Restrictions for Cleric Multi-Classes] [v4] Copying and patching 2059 files ... Copying and patching 1 file ... ERROR: Cannot find 8 rows with at least 10 columns.ERROR: [clasweap.2da] -> [override] Patching Failed (COPY) (Failure("Cannot Read 2DA Entry")) Stopping installation because of error. ERROR Installing [Loosen Equipment Restrictions for Cleric Multi-Classes], rolling back to previous state Will uninstall 397 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 2420. Uninstalled 397 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 2420. ERROR: Failure("Cannot Read 2DA Entry") PLEASE email the file SETUP-CDTWEAKS.DEBUG to http://gibberlings3.net/forums/index.php?showforum=34 Using Language [English] Could this be a conflict with another mod? I can't find any info on it. Thanks!
  9. Edit: This applies only to INI files which are used for ARE spawns. I found the current description of this resource a bit confusing so after observing in-game and observed script references to these files in IWDEE I wanted to add some clarification. Under [spawn_main], 'enter' and 'event' are different in that 'enter' is triggered each time the player enters the map, while 'event' may happen instead of or in addition to that. Both can be controlled by variables, both use the interval to determine a delay before/between spawning critters (with 1 meaning spawn now if possible) and both can specify multiple entry/event definitions separated by commas, as critters can. The Interval itself is Real Time Seconds * 15 AI Updates/Second. Example AR3000.INI specifies a [3_Mins] section with an Interval of 2700; 2700 / 15 = 180 seconds or three minutes Real Time. For the creature definitions: // this can specify targeting info [EA.GENERAL.RACE.CLASS.SPECIFIC] or a script name spec = [] spec = thief_12 // When present, the observed value is always '1' spec_qty = 1 // Script assignment at time of spawn; multiple scripts can be assigned (see scrlev.ids) script_Default = gnMMgSG // The Specifics value assigned to the creature at time of spawn; ai_specifics = 150 // Specifies how many instances of this creature to spawn create_qty = 1 // Might control checking if player's viewpoint is over the creature? (0 = don't care) // Update: testing shows no change to Actor/Creature fields with this flag set to 1. check_view_port = 0 // Determines if a party member has to be in the creature's LOS? (1 = no) // Update: testing shows no change to Actor/Creature fields with this flag set to 1. ignore_can_see = 1 // Defines one or more spawn points to use for determining the creature's spawned location // Orientation is optional spawn_point = [595.583] spawn_point = [595.583:14] spawn_point = [595.583:14],[787.562:14],[859.757:14],[1204.924:14],[1353.1135:14],[1638.1260:14],[1573.1349:14],[537.492:14] // Only has meaning when multiple spawn points are listed for the creature // R = pick a random spawn point from the list for the purpose of spawning the creature point_select = R // When present, specifies the Area Actor name, which is used instead of the creature's script name // If not present or the value is blank, Area Actor name will be copied from creature's script name script_name = thief_12 // Disregard this note as per Avenger's post below. // Finally this oddity used only in AR8012.INI; not sure what 'script_area' refers to. // All static Actor references to the script (ldIdiKil.bcs) in this example are in the Actor Race script level script_area = ldIdlKil
  10. spec = [xxx.yyy.zzz.vvv.qqq] xxx, yyy, zzz, vvv, qqq - integer numbers - I have no idea what do they mean These numbers are the ID values. (IDs targeting, EA/General/..etc). If there is a creature fulfilling the 'specification', then the spawn won't occur. It should be set to the ID values of the creature, or infinite spawning will occur.
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