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Found 9 results

  1. Version v4


    Endless BG1 — a modification for BG:EE, BG:SoD, BGT, and EET! For the EE games, the main aim of this mod is to provide the possibility to remain in the BG1 "world" after Sarevok is defeated. Original progressing/ending of the game will be done by talking to Duke Belt inside the Palace. For EET, it also adds the possibility to move on to BGII by skipping SoD completely. This was included because it was easy to add, not because I think it should be skipped. (Also note that there might be mods that expect SoD events to have happened in BGII.) For BGT, the main component of the mod adds some praise for the PC to Duke Belt's dialogue and removes some oversights with regard to references to Sarevok after he died. There are several optional components that give more flavor to the situation and prepare for the SoD story events in all games. For most additional content I was inspired by how Baldur's Gate city looks in SoD. Two components are for SoD/EET only. Forum Project Page Readme (English) Readme (German)
  2. Hello! I plan to romanced Xan from BG1 to BG2 but I have SoD and will like to play the expansion too. I know there is no content for SoD in BG1 NPC (nor in BG2 Xan Romance, I guess?) but I have some questions about the Xan Romance in terms of RP: - At the end of BG with Xan Romance mod installed and romanced, does he stay with PC (and is therefore present in SoD) or does he leave? - If Xan is present in SoD, can I remove him from the team in the beginning without any consequences on his romance and level/stats in BG2? I precise that my PC is a female elf. Thank you by advance for your answers! PS: Sorry for my bad english!
  3. Version v3.1


    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
  4. Version v4


    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
  5. - - How to make a green blood in SoD and BG2EE, to replace the default - red one? - - How to make a configurable component installation of the mod? For an example, for my mod I have something like that for now: BACKUP ~ContagionGUImod/backup~ AUTHOR ~frostysh~ VERSION ~v0.2beta~ BEGIN ~Contagion GUI mod component zero.~ COPY ~ContagionGUImod/CGUIMOD~ ~override~ But I need something different, like "Do you want to install modification to the dialogue box? Yes - No.", if the Yes - one set of files intalled into ovveride, if no - another (basically UI.MENU and BOX5.MOS (V2)), "Do you want to install no blood modification? Yes - No.", if yes - install some *.BAM file, if no - not install. How I can do all of that, thanx.
  6. I have already switched off the "Gore" option in the gameplay menu, but still I see lot of blood on my screen, in human-like npc and even in bloodless monsters such as skeletons - (SoD - Started Catacombs) I just don't like depicting blood in the PC-games, so any idea how I can change at least it's color to green, for an example. Thanx.
  7. So, after the epic battle I have bought a BG:EE +DLC "SoD". I have never played in BG series without SCS - this is ma favorite mod. But I have tried to install SCS on SoD, and I have obtain a broken descriptions, broken parameters etc... Then I have tried to use "modemerge" stuff, - Scott Brook's modmerge, after installing only a core component, anything is looks fine (I will made a full installation when I will be not so sleepy as right now...). But I have a questions: --- I SCS mod making the same cool stuff in the SoD too? I mean, as I remembered this mod was for BG:EE, and BG2:EE only. --- Will SCS give me same pleasure (endorphine narcotic stuff when your party defeating a crazy overpowered guy, such Aec'Letec on the ~10% hp, in the end of a battle.. ^^ ) on LoB difficulty, as it gave to me in the previous versions of the game? My char 17 level, divener, exported from BG2EE, Illithid city - you know, like in the "Butterfly Effect" film, because of interaction with a powerful Illithid-guy . Thanx for the answers. P.S. Also, if somebody liked black-on-white fonts - I have made a gui mod for SoD too.
  8. Contagion GUI (GUI mod for Baldur's Gate 2: Enhanced Edition) This is a cosmetic GUI mod for BG2:EE which modifying a font colors, backgrounds for fonts, a side panels. Main purpose was to change white-on-dark to dark-on-light in-game texts. Previews: Side Panels, and Dialogue Box Inventory Character Record Installation: 0. Download links: Thanx to all machine gods *lay on hands*, now the mod is aviable on GitHub, the all releases with descriptions you can find there: Contagion GUI mod releases NOTE: Push on "Source code", download the archive, and then unpack anything that in folder like "CGUIM_v02beta_BG2EE" to your folder where Chitin.key, basically there must be ContagionGUIMod or ContagionGUIModmini folder +setu.exe file and *.tp2 file, or something like that - a standard stuff for WeiDU-based mods. And the 4shared is now only a mirror. CGUIM_v02beta_BG2EE.7z (~2,5 Mbyte) CGUIM_v02beta_mini_BG2EE.7z (~2,5 Mbyte) NOTE: Mini versions is means the version without modifications to the dialogue box. To install this stuff extract the archive into folder with Chitin.key (i.e. D:\Program Files\Baldur's Gate 2: Enhanced Edition) , and then start to execute ContagionGuiMod_setup.exe. Uninstallation 0. Just run again ContagionGuiMod_setup.exe, and follow instructions. Compability This mod can be installed on the any stage of the game, and no need to restart the game from beginning. This mod touching only cosmetic changes of GUI, not gameplay. Compability with other GUI modes - well, nope. In this case you need to make modifications manually, - look at Readme. NOTE: Dialogbox content is only in the test stage, if we do not want to install that, we must extract archive, and then delete ~/ContagionGuiMod/CGUIMOD/BOX5.PVRZ , and then replace modified fields from ~/ContagionGuiMod/CGUIMOD/UI.MENU, by default one - look at Readme. Any help with moddinf of those crazy Dialogue Box appreciated. . CGUIM for Siege of Dragonspear 0. Download links: Contagion GUI mod releases - on GitHub, look for a note in a section about BG2EE. 4shared mirrors. CGUIM_v02beta_SoD.7z (~1,8 Mbyte) CGUIM_v02beta_mini_SoD.7z (~1,8 Mbyte) NOTE: Mini version is the version without modification of dialogue box! 0.a Previews: Dialogue box Inventory https://s25.postimg.org/3ndecdbij/So_D_Inventor_modified.jpg Character record https://s25.postimg.org/f0zxnkm17/So_D_Charec.jpg https://s25.postimg.org/5uhn0agsr/So_D_Charec_modified.jpg 1. Installation : just extract the stuff from the archive-file to the directory where Chitin.key, usually the root directory of the game. And then run ... 2. Unistallation: run ... again, and follow instruction. It is WeiDU program. Manual configuring and compability with the other mods: Of course SoD UI is impressive, much more impressive than BG2:EE, but as for myself I liked old school black on white text-styles. So I decide to modify SoD UI too. This mod can be installed any time during game progress, because this mod is only cosmetic and not changes anything that is not connected ti the graphical user interface, game parameters, save-game files, etc obviously including. But this mod in the default installation just copying to "override" folder next files: BGEE.LUA, UI.MENU, INVENTOR.MOS + MOS57000.PVRZ, invstats.MOS, GUIREC2.MOS + MOS57001.PVRZ . So this mod will delete the all other UI mods ! To prevent this. if you want to use this mod with the other UI-mods, you need to install this mod, making a manual modification. I have listed the all modification that I have done in the files. NOTE: *.MOS v2, is just a small "link" to the *.PVRZ data file, that is an image data-file that can carry an information about transparency. The game have limited numbers of *.PVRZ file-indexes. In the CGUI mod I have used the next indexes - MOS57000, and MOS57001, if the any other mod will use the same indexes for *.PVRZ data-files - will happens something horrible... Basically there is the same changes in Baldur.lua, and in BGEE.LUA, as in the case of Baldur's Gate 2: EE. Readme data file Version History: Version 0.3 for SoD - 02272017 Fixed bug, UI.MENU -- line 602: text style "normal" ---> text style "CGuiMod", there was Charrec panel, resistence, effects, etc field. Version 0.2beta - 02212017 --- Added CGUIM for BG:EE + DLC "SoD", tested on version SoD 2.3673 or something like that. --- Revised Readme file. --- Added "mini" versions for both CGUIM, (mini - without modification too dialogue box). --- Updated installer to WeiDU v2.4000 or something like that. Version 0.2alpha - 01032017 Configured for BG2EE v2+ *.LUA stuff, minor changed to background images, deleted *.BAM content for spell icons. Upgraded Readme-file. Version 0,1alpha initial release for version BG2EE 1.3.2, many *.BAM file also changed Further improvements in the future: - - The main future improvements is to create a single mod with an options of components installation and adding the indivisible/green blood component. - - I will create a dialogue boxes backgrounds with proper transparency, if I will realize how... - - Changing dialogue's subtitle colors, for now I do not know how too... - - Adding cool Blender-like effects for GUI. - - Changing the filehost server for a mod Special thanks to G3 community, and Jarno Mikkola, argent77, lynx, agb1, Fiann of the Silver Hand, without yours help I will never finish that stupid mod . Also thanx to user lefreut from forums.beamdog.com, for exposing the file of dialoguebox background image "box5.pvrz", or something like that. Further information in README_contagionguimod.txt ----UPDATE1---- Added Screenshots with high resolution for mod's previews . ----UUPDATE2---- OMG! After ~4 hours of uploading 10mb to the file host server it is DONE at last! . ----UUUPDATE3---- Deleted information about bad way to install mod, added the future improvements (in the text not in the mod ) ----UPDATE4---- I have spent money to bought SoD ~20 cahsi dollars, this money was enough to support me for a few months . And ~150 hours of downloading, that was awesome... P.S. I am not a "coder/modder" or something, and this mod is mainly - Just for myself, so probably will be a many "bugs".
  9. Hello there! I dont think this was posted before now so I thought I would post my findings and see if anyone else has gotten this far with the new Siege of Dragonspear game. I have been playing around with mods on the EE games for about a week now (installing different ones to test compatibility etc) and i think I have a stable game running a version of Big World Setup using the recommended BGEE install. I was almost certain it would break the game but everything seems to be working other than the portrait packs as far as i can tell. Im goingto play a bit more and see if SCS and the others seem to work. Ill let everyone know more in a few hours
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