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Found 5 results

  1. LIST LOCATIONS The information should be functionally identical for each of these lists. -Beamdog General Modding Forum: Contains raw board code for ease of quoting and editing. -Gibberlings3: Lacks raw board code. FORENOTES -Mods that add spells to items or to NPCs but which player characters can't learn are purposefully excluded from this list. The same goes for mods that merely change spell functionality instead of making new spells. -Mods that add spells only to kits included in the same mod aren't emphasized, but may be included. -Entries below starting with
  2. Gives imps, mephits, quasits and the rest of the pesky flying critters, including familiars, a leg-up. Imps and quasits get colored skin (dust mephits are still gray), and all of them get more, new and better sounds. They will snicker, mumble and generally make themselves felt, and they move with a hop. Should be compatible with any version that allows adding animations. My thanks go to kjeron for help with this. Download
  3. 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
  4. Greetings, everyone! I've got interested in IE modding some time ago and right now I'm looking for aid. Recently I have finished my first project - NPC mod for Icewind Dale: Enhanced Edition, and right now I need help with proofreading. Here is the short info about the mod: Preview This mod adds a new recruitable companion to Icewind Dale: EE - dwarven wandering priest of Marthammor Duin Turald Ironfist. It was created as an addition to Kulyok's NPCs, though it can be played as a separate mod as well. The idea behind this project was to create a person who would look at the events
  5. I initially posted this in the Divine Remix section, but since it is a ghost town over there, I thought I'd try here. Problem is pretty much in the title. Divine Remix V8 seems to work pretty well for the most part, but special abilities on the new Ranger kits included with it do not appear. Mod is currently installed on Divine Remix V8, on BG: EE, with the tweak pack installed. Any ideas on what is causing this?
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