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Mods Worked On

  1. Version v30

    228,762 downloads

    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 Forum Project Page Readme - English Readme - French (outdated) Follow/Contribute on GitHub Note for Steam/GOG users with Siege of Dragonspear installed: Before installing BG1NPC or any other mods, you will need to use the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.
  2. I was doing this for a few NPC in my big mod, and I thought I might make it available as a general feature. This mod does three things. First, like a few others of mine have done as a matter of course, it replaces "static" avatars of standing peasants, children, beggars and so on with versions that can move. Those "statics" can be seen, for example, propping walls around Beregost in the unmodded game. While the player kills and murders around, all they can do is thrash like fish on a hook. They also cannot walk to the player or a point if given a special script or commanded from the outside - could not, until given normal legs. The other two changes are more noticeable. The commoners and nobles sitting on stools and chairs around the games will jump on their feet and switch to walking avatars in an emergency (folding their seats and taking them along), as will sleeping and snoring NPC on beds. They will then proceed to run about as directed by the rewrites of the SHOUT script, which all of the sleepers and most of the sitters have, along with a lot of other NPC. It concerns mostly the responses of "innocents" to aggression. If the innocents were attacked or took damage from the party (and did not die), or if their pockets could not be picked, they will redden and shout an alarm, then run for it at a goodly pace. If they simply saw a red-circled creature, e.g. another assaulted innocent nearby, they will also burn the carpet and keep away from the party, but without turning hostile or upsetting anyone else, and might eventually calm down. This goes for sitters and others who are awake, but sleepers are a bit of a special case. They are no longer technically asleep but feebleminded and will not react to anything unless attacked, stolen from, hurt or a red circle comes very near them. They only wake up to shouts from innocents in limited range and in direct line of sound, and then not always to the first one that rings out, so the player can risk dispatching another NPC quickly in a corner or behind a wall somewhere or just hope the first cry or two will be ignored. Awake NPC hear shouts across walls, but if they can be killed in a single strike, they will not get a chance to do any hollering. All innocents now have at least 5 hit points so that they do not always die from the first hit, though. So far the changes that were implemented through creature file effects. The rewrites to SHOUT were all done by careful patching in places and should be compatible with versions of shouting behavior from other mods, although some of the conditions go on top in precedence. The changes are: NPC will run out of the area to get away from the party, dash upstairs, downstairs, to the courtyard and everywhere; red-alerted NPC will continue to shout wherever they go, even off screen, alarming new crowds, but do so every two rounds (they are hostile, so the Silence spell is going to work on them); lawmen will react to shouts from innocents even after they have reddened, and also even off-screen; evil-aligned creatures with the SHOUT script will make a beeline for the innocents too after they make the first cry out of hostility - it is up to the player to imagine if that is to kill them, to aid them or to lure the party. Hostile innocents and triggered lawmen will remain that way, unless another mod mollifies them farther down in the script. For this reason this mod should be installed after others that cover NPC behavior. Red guards are a snag, obviously, but angry innocents can be chased to some other room or floor or away across the area, if they are keeping the party from resting. They should be dealt with somehow, anyway, before they scare away and alarm the whole vicinity that would listen. A mod that makes charming a more viable long-term solution, like my own "Charmed, I'm Sure," can also come in handy. Sitters and sleepers have received some middle-range random treasure to make them worth pickpocketing, horns will blare when NPC shout, the prone courtesans in the Undercellar have been given sexy moans to give out instead of tortured shrieks, and escaping NPC will cry to the world in diverse panicky voices. The patching of creatures with the sleeping animation covers all of them except the only four cases I know from the first BG where the character is either wounded or talking on his back: Winski Perorate and Voleta in the maze, Gantolandan in the burgled house, the sick Duke Eltan. There may be other exceptions, other creatures in mods that use those animations, but since there are no criteria to select them by, the player will have to add the exceptions by hand to the tp2, if the creatures are supposed to start conversations, respond or do something else beside playing Oblomov. They cannot commit to any of those careers while they are feebleminded. Illustration: a botched attempt to comb through the pockets of a patient in the Candlekeep infirmary gets everyone rushing for the door. If the red circle is allowed to escape there, he will find plenty of moderators to bawl to. Download
  3. jmaeq

    Beaurin Legacy

    Version v5.2.1

    7,040 downloads

    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
  4. jmaeq

    Yoshimo's Remorse

    Version 3.0.1

    4,608 downloads

    Was that truly the ending to Yoshimo's adventures with the Bhaalspawn? Is there simply no way to redeem himself or explain his actions to the PC? Yoshimo's Remorse is a mod for BG2:ToB that makes Yoshimo a playable character in Throne of Bhaal. However, he is not what you expect him to be... So prepare yourself for some more adventures and talks with the infamous bounty hunter, a tormented soul that was left with nothing but regrets. Listen to him as this may be his last chance to find peace. Project Page Readme Forum
  5. Version v17

    149,168 downloads

    This WeiDU mod adds a joinable NPC from BG, Kivan, and, under certain circumstances, his elven wife Deheriana to the cast of BG2 actors. The soundset has been merged into the main download package and is no longer available separately. Learn more about the mod View the Readme Visit the Forum
  6. Crucial update - download again! This mod used to be called "Out of Commission." I made it five years ago. Now I'm adding a logical feature to it, which makes rest only a part of the concept. It is compatible with all of the games, Icewind Dale included, but only with Enhanced Editions. Description The Infinity Engine games approach rest with a severe ellipsis: the player clicks the "Rest" button, a movie plays, and the next moment 8 hours have rolled by, everyone has healed up and spells have been memorized. The game will even cast healing magic for you, all to shorten the downtime and get the characters on the road ASAP. If one rest session is not enough, you can just repeat it. While this approach has its merits, I suggest a different dynamic to make time matter and place adventures in time instead of redacting it. Separate Paths does nothing to the "Rest" button or inn rooms, which still work as before, but I suggest refraining from their use. Instead characters can rest with a special ability all party members get. They can rest severally - at different times and away from each other. When the special ability button is clicked, the character needing rest will leave the party, without superfluous dialogue, and lie down. There is no sleeping in the presence of enemies or on city streets, otherwise you can recline anywhere. In 8 hours the character will get up, refreshed, with magic at the ready and 1 hit point healed, and rejoin the party automatically. While he sleeps, the rest of the group is free to leave the area to explore, fight, trade or take on other members. They can stay away for any length of time - when they return to the area with the sleeper, he will step in. If the character is the only party member in the area, he will still sleep, but without leaving the party (that would make the area and himself inaccessible). Example: Dorn the half-orc has been hurt, and Branwen the cleric has run out of spells to heal him. Both settle down to rest, leaving just 4 characters in the party. These are relatively fresh and head out to explore the rest of the area, getting a better split of the experience for the greater risk. Had the player wanted to keep character progress equal, he could have hazarded Dorn and Branwen. When rest happens in real time, several things change: you only want to have rest those characters who require it and you are likely to be more frugal with spells, because depleted casters will need their full recuperation. A sleeping character can be roused - just move another party member immediately next to the sleeper for a few seconds. In a pinch you can hurt sleepers to wake them up quickly, and enemies wandering into the vicinity tend to get through after a while. A roused character will be groggy for a short time and must restart his 8 hours to get the benefits of resting, so camp in a quiet corner. Having laid down a few people, if there is no dungeon nearby or not enough manpower for it, you do not have to pace around the room the whole 8 hours. The special ability works differently for the main character: he will recline but stay in the party, the screen will fade out, the "Rest" movie will play, and time will advance by 8 hours. A technical note: resting with the special ability uses an effect, not the Rest() action, so the PartyRested() trigger will not check true. I am not aware of official scripts of BG:EE relying on that trigger anywhere but in one case where it seems to be for convenience, but mods might use it. In BG2:EE romances and dreams with Irenicus are tied to this trigger. Therefore, the old "Rest" button should still be clicked for special moments in storylines, such as the dream sequences that give you special abilities - after the death of Mulahey, after the Cloakwood mines etc. These moments are well-known to those who have played the games a lot, which at this point is almost everyone. You should also periodically click it in the second game if you want romances to advance. In the second Baldur's Gate the belt Imoen wears, the one that protects her from all disabling effects and death in Irenicus' dungeon, will also interfere with the Rest ability. She will not pass out as the others and therefore will rejoin the party right away. Use normal rest while she has the belt. Updated: separate adventuring When I first read the Dragonlance books by M. Weiss and T. Hickman, I was surprised that the original band of characters - Tanis the Half-Elf, Laurana, Flint, Raistlin and Caramon, Riverwind and Goldmoon and the others - split up after the first book. They mixed up with some others and a few went to Silvanesti, while the others sailed south to Icewall Glacier. Later a few characters infiltrated Sanction to find out the provenance of draconians just as the others defended Solamnia. Tanis and Raistlin dropped out and rejoined. This was novel to me at the time, and it brought home the point that heroes (and antiheroes, and villains) only cross paths for a time, travel alongside and then separate to follow their individual destinies again. With this update for the IE games parties can do the same and adventure in different parts of the world. There are no more requirements to do that thing before venturing forth. It is possible for two or three characters to travel to the Tombs Valley while the others follow Minsc to the Gnoll Fortress; and some one may even risk another place by himself. This makes the game play more like Jagged Alliance, with squads in different places, although the characters are still part of the same group and share experience, and there is still a maximum of 6 active personages. Scripts and conversations that used to check for the presence of someone in the party now also require that he be in the same area and ready to talk, and Dynaheir, for instance, will not think that Edwin is with the group if he is somewhere away. (Conflicts can be prevented this way.) Characters will no longer dial long-distance, but checks for romances between NPC and the main character will be made as before for technical reasons, so there may be surprising telepathic exchanges of love. It's not possible to foresee all eventualities in the games, and where, for example, the games used to teleport every party member to the same area, for instance, sailing to the Lycanthrope island, it will still do that, gathering them from around the world ("and there was much rejoicing"). This sort of event should be expected from time to time. The separate rest mechanism is still available, and characters who are out of the party completely, snoozing, don't consume experience. Of course, an active character must return to the area with the sleepers for them to step back into the ranks, and if the party is already full of others, the player will have to decide who to keep. Finally, the engine demands that the group be together for resting with the "Rest" button. Download
  7. Version v4

    3,043 downloads

    This WeiDU mod provides a wide variety of ethnic portraits for the Baldur's Gate II protagonist and also alternative portraits for 13 of the joinable NPCs. View the Readme - English - French Visit the Forum Visit the Gallery
  8. Version v5

    6,062 downloads

    This WeiDU mod alters the portraits of BG NPCs to be more like the portraits in BG2. View the Readme - English - French Visit the Forum Visit the Gallery
  9. Version v8

    1,559 downloads

    This mod offers alternative portraits for each of the Baldur's Gate NPCs, Baldur's Gate II NPCs, and a selection of mod NPCs. These portraits can also be used by the PC. View the Readme - English - French Visit the Forum Visit the Gallery
  10. Version v18.2

    4,190 downloads

    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
  11. jastey

    Grey the Dog

    Version v8

    1,171 downloads

    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
  12. theacefes

    Auren Aseph

    Version v12

    148,402 downloads

    This mod adds Auren Aseph, a female human fighter of neutral good alignment, to the cast of recruitable NPCs in Baldur's Gate II. Auren's original soundtrack is also available as a separate download in a zip file. Learn more about the mod View the Readme Visit Auren's Forum Auren Aseph's Original Soundtrack
  13. Free a powerful warlock from his imprisonment and venture with him on a quest to find the lost Nether Scrolls. Discover a new way of unleashing arcane energies with a brand new thief kit: The Warlock. Quickly travel vast distances across the Plane of Shadow if you dare to brave its desolate environs. Relax and store your equipment in a planar safe haven. Unlock new features and forge alliances in this astral stronghold. Brew potions and craft powerful artifacts to enhance your strength and devastate your enemies. Introduction: Ayden is a mysterious warlock that's been magically imprisoned on another plane for decades. You will originally encounter him in Ulcaster Ruins, struggling to find his way back to the prime material plane. Should you help him, he will become a loyal companion and friend to you and will open up a world of new opportunities. Over time, you will get to know many things about him, his past, and the place he comes from, which will affect your actions and perhaps even the way you perceive the world around you. Where will the road ultimately lead you as you approach godhood on your quest? Who will you put your trust in? What to expect: A new thief kit: The Warlock. It comes with its own set of custom abilities and an AI script for convenience. A fully-fleshed out companion NPC that uses the new kit and will interact with you and the world around him. The ability to quickly move to any major area through the Plane of Shadow. Your very own pocket plane that will serve as a stronghold and staging area for your adventures. Several brand new areas and quests (with more on the way). More than 30 new (or familiar) enemies and a handful of new allies. A simple crafting system that will allow you to more easily acquire the gear you need. A number of new items, some for crafting purposes, others for fun. A couple of additional convenience components to make thief classes more fun. Known Issues in v2.6.19: None
  14. jmaeq

    Zakrion

    Version 1.1

    1,172 downloads

    The Zakrion NPC Mod introduces a human Duelist to BG:EE. Zakrion can be found near the ship wreckage on the Sword Coast. The mod includes custom portraits and voicing, a friendship track, numerous banters and interjections, and a "semi-romance" with the PC. Learn more about the mod View the Readme Visit Zakrion's Forum
  15. Version v7

    3,327 downloads

    The NPC Tweak mod changes certain aspects of Baldur's Gate II NPCs. It hopes to bring them more in line with the character presented, and/or to make them more useful without deviating from their character. Learn more about the mod View the Readme Visit the Forum
  16. Version v21

    94,247 downloads

    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
  17. Sister Vigilante

    Angelo

    Version v9

    134,998 downloads

    This Baldur's Gate II mod adds Angelo Dosan, the fighter-turned-mage who served as your brother's henchman in Baldur's Gate. You may remember that he sentenced you to death and fought against you in the Undercity, and if you were lucky enough to mine the content, you may remember that he is Shar-Teel's father. Most likely he didn't survive your game, but people in this world seem to have a knack for not staying dead. Learn more about the mod View the Readme Visit Angelo's Forum
  18. Domi

    IWD2 NPC Project

    Version v6

    15,272 downloads

    The main goal of IWD2 NPC is to give an IWD2 player the opportunity to play with joinable NPCs that are not silent. The mod allows the player to use a pre-made party or a custom character and five premade characters to allow for interaction within the party. Learn more about the mod View the Readme Visit the Forum Visit the Gallery
  19. Version 1.4

    2,017 downloads

    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
  20. Version v5.2

    91,974 downloads

    This mod expands Coran's Friendship talk sequence, adding up to eighteen (18) new banters with the protagonist (and one potential comment by Garrick)for a player character who is not in an active romance with him. If you have The BG1 NPC Project installed, they begin playing after the last regular friendship talk. Learn more about the mod View the Readme Visit the Forum
  21. Version Beta 4

    64,673 downloads

    Garrick's Infatuation for BGEE, EasyTutu, BG Tutu, or BGT allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of 25 conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited. The mod is intended for the Baldur's Gate segment of the saga and is fully compatible with the BG1 NPC Project, though the latter is not required. Learn more about the mod View the Readme Visit the Forum
  22. Meira

    Amber

    Version v5.1

    149,450 downloads

    Amber is a tiefling rogue of a chaotic good alignment, possessed of a few special abilities. Despite being fairly intelligent, she can at times be rather blunt when communicating with other people. This trait rarely earns her friends among the people she meets, and the feeling of initial dislike is usually mutual. But underneath her prickly manners, she has a good heart and is prepared to go to great lengths to help those who she sees to be weak and in need of aid. Learn more about the mod View the Readme Visit Amber's Forum
  23. Andyr

    Mur'Neth NPC Mod

    Version v13.1

    65,761 downloads

    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
  24. Version v6

    132,964 downloads

    This mod adds Sarah, a chaotic good ranger, to the game of Baldur's Gate II. Sarah also has a romance available for female characters and a friendship for any PC. Sarah's original soundtrack is also available as a separate download. Learn more about the mod View the Readme Visit the Forum
  25. Version v9

    82,591 downloads

    Tyris Flare is a red-haired amazon from ye olde Golden Axe computer games that were released on the Sega Mega Drive (or Genesis in America) and arcade machines in the 90s. Learn more about the mod View the Readme Visit the Forum Visit the Gallery
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