Baldur's Gate II Tweak Pack v12 Available for Download
CamDawg
Member, Developer Posts: 3,438
The BG2 Tweak Pack is a WeiDU compilation of fixes, cosmetic changes, and tweaks. 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. Version 12 introduces the Two-Handed Axes and Sensible Entrance Point tweaks as well as some bug fixes.
v12 changelog:
- Added two new components: Two-Handed Axes and Sensible Entrance Points
- Unlimited Jewelry and Gem Stacks now alters the Nashkel shopkeep to take the Winter Wolf pelts one at a time instead of the whole stack (only applies to Tutu/BGT/BGEE games)
- Shapeshifter Rebalancing will now add the new druid-available spells to joinable NPC spellbooks, precluding the wait for a level-up for them to become available
- Alter Weapon Proficiency System: Rebalanced Weapon Proficiencies
should now be a lot more dynamic and (hopefully) work in other languages. This should also solve the bug of ninja-tos not getting their descriptions updated on BGEE. - Fixed a bug where two High Watcher Oisigs could spawn in the Multiple Strongholds: No Restrictions component
- Various components now better account for new BGEE 2da files
- Cespenar and Cromwell now account for the alternate items in the various two-handed weapon components and the P&P protection items
- Exotic Item Component now adds Power Word: Sleep again
8
Comments
Hi I have found out pretty important error related to the polish version (there is problem with the implementation of the texts with polish fonts coded in ANSI)
I have translated some missing strings and properly coded (UTF with no BOM) made very little testing but at least there is no CTD with some unidentified items
http://www33.zippyshare.com/v/41615180/file.html
When using this for BGEE, will it auto-skip installing the items associated specifically with BG2 such as the "Improved Athkatlin City Guard"?
I am assuming that this is not an issue regardless as all of you guys and gals that make and convert these mods are a hell of a lot smarter nerds than me! And I mean that in a good, loving way, one nerd to another!
Seriously, you folks do AMAZING work and make games a lot more fun and much more User friendly. I personally think that the devs should be asking you guys what content should be included in the games, cuz you guys definitely have your finger on the gaming communities pulse!
Please, KEEP DOING THE AWESOME WORK!!
Thanks for the answer back!
The Happy Neutrals component sets the happiness score for neutral NPCs to 80 for reps 7-12. The default BG:EE HAPPY.2DA has neutral NPCs be "neutral" for scores from 6-15, but then "happy" (i.e., 80+) for rep > 16.
So, the combination of this component and BG1:EE is to make neutral NPCs happiness go like this:
Rep < 6: unhappy/angry/break
Rep 6: neutral
Rep 7-12: happy
Rep 13-15: neutral
Rep >15: happy
Again, not necessarily a bug, but it makes the happiness reactions of neutral NPCs odd. One possible solution would be to make neutral NPCs "neutral" at reps > 15 in BG1:EE.
BG2:EE has neutral NPCs "happy" at reps 13-15, so the Happy Neutrals component of BG2 Tweaks just creates an extended "happy" range for neutrals of 7-15.
Armor crashes:
Allow Stealth and Thieving Abilities in Heavy Armor per P&P
Allow Arcane Spellcasting in Armor
Proficiency adding crashes:
Alter Weapon Proficiency System
I toyed a bit with un/re-installing components and managed to narrow the problem down to these three.
Namely, Baeloth crashes. I can reproduce it in several flavours: the cutscene plays, I accept the drow into my party, game hangs (I have to kill the process manually) two seconds later. If I manage to pause the game, it won’t crash… until I unpause it, then I get the usual two seconds. I can even sneak in a quicksave there. If I load it, I can spend a bit more time with Baeloth in my party, maybe some 20 seconds, before the game remembers it was supposed to crash.
Not fun. Help? ;p
Eidt: Now THIS is bizarre. But first, some backstory.
When I encountered Baeloth, and found that the game was crashing on him, I ended up uninstalling aTweaks, SCS and finally BG2TweakPack. The last one did the trick and the crash disappeared. But I wouldn’t be myself if I didn’t try to find the actual component responsible for the bug.
So, I installed BG2TweakPack again, with Baeloth in the party. Crash, after 15 seconds or so. Ok, that was to be expected. Uninstall, re-install, this time component-by-component. Finally, I managed to pinpoint the one which was causing the trouble.
Make Khalid a Fighter-Mage
Whaaaaa…? Mind you, my party atm consists of me (a dwarven defender), Imoen, Jaheira, Khalid, Xzar and Baeloth. Most of the components in the Joinable NPC Tweaks section shouldn’t have any significant effect for me anyway, especially the Khalid one. But still, having this component active makes the game with Baeloth in the party crash. Uninstalling it and leaving the rest active kills the game.
I’m baffled, but there you have it. The results of my search.
Now, to try reinstalling SCS and aTweaks…
When I try to buy good archmage's robe the game crashes again.
Hope this helps. Perhaps the Robe is mistranslated in a similar way in your language. You may test whether it’s a shop problem, or an item problem by summoning the item. Try activating the console and using the C:CreateItem('CLCK15') command.
However, in BGEE, Krumm's club is a Club +1, the only one of it's kind, and the only magical club you can find before heading into the Cloakwood.
Now, the Tsu-O-Shi fits Krumm very well, so I wouldn't recommend moving it, but perhaps the Club +1 could be placed elsewhere for BGEE (or any version for that matter, as magical clubs are very rare)?
It would make Jaheira quite a bit more useful, as clubs and the Staff Mace are the only onehanded melee weapons she's proficient with, and the Club +1 is the only magical version that can be found early on in the game.
And to add a bag of holding to SoA?
C:CreateItem("bag31")
I can understand the bag of holding being available relatively lategame, as it indeed removes an aspect of the game that some might deem important.
Another thing I know I can just console one away into the game but the mod already give it so again why shouldn't it be in a useful place in the first place ?
I do kinda see what you're getting at, though I personally don't think it's too late in the game to be of any use. Anything dropping in the Catacombs or later is kinda meh to me, but Baldur's Gate is fair game, as long as it's available relatively straight away in Chapter 5.
Yeah Baldur's gate is a fair game but we are talking about a mod here not the game or the items that are found latter in the game.
Thanks--that actually changed after I wrote v14, so I need to revisit it.
@vigovilingar, @Asthner
Are you guys using a non-English version of the mod? Tweaks currently has a known issue with adding strings to foreign language games, as the translation files need to have their charsets converted before they play nicely with EE. I'm working on getting this fixed for v15. This is also what @Grieg is referring to. Shh, don't use the c-word for that katana, as it ruins my powergamer trap. I'll look at moving the club somewhere nearby, though, instead of just nuking it. While I know it's mainly used by players as a convenience tweak, I try and put a lot of thought into the placement of the bags (and the exotic items) so that they'll be fairly seamless in terms of gameplay. Given that SoA doesn't even make the bags available until the Asylum maze, Sorcerous Sundries seemed like a natural placement. I just can't make a reasonable case for having them available earlier.
1 looted from a chest in FIA.
1 looted from a chest in Beregost.
1 taken from Quayle at the Carnival.
1 looted from Neira, who attacks charname in the Nashkel Inn.
Checking http://forgottenwars.com/bg1 I can't find any more clubs in the earlier zones (but I'll let you know if I find any). If you want to upgrade an existing club, then Neira seems to be the best option.
I'll edit my previous post, but you'll have to update the quote.
Also, all posts from before mine were over half a year old, just so you realize.
Make Cloakwood Areas Available Before Completing the Bandit Camp
This functionality is also available from the BG1 NPC Project.
Appearing even if I got it install thru the BG1NPC mod, while before it skip it if it was already install, is it intentionally?
Edit. Is there a newer thread seeing that the latest version is already v16?