In the "BG1 NPCs in BG2" section, please update the list and add this mod, which adds all the NPCs from the BG1 to the BG2, as well as new quests and a new area of Athkatla: BG1 NPCs for SoA &ToB. It is now fully compatible with the EE version of the game.
+ also this mod adds new quests and a new area of Athkatla, so it should be duplicated in the quest mods section, please!
Not meaning to create a competition here, but if anyone's interested in an alternative mod list, I'm maintaining BGEE and BG2EE mod lists on the Polish site. The descriptions are in Polish, but you should be able to easily figure out where all the links lead. If not, I can provide a mini guide.
The one thing worth mentioning is color coding:
- White -> mod is compatible with BGEE/BG2EE (but not natively compatible with EET)
- Brown ->mod is compatible with BGEE and requires SoD (but is not natively compatible with EET)
- Yellow -> mod is compatible with BGEE/BG2EE and EET
It may be there are some mods slightly out of date or some new mods are missing, but in 90% the list is up to date.
It isn't EET compatible, but it might just be a bit buggy. I installed it manually at the beginning of the year with EE but not EET. It worked, but not perfectly. It is still being worked on apparently. Due to advice given to me I don't have it in my EET installation.
I am wondering if there is any chance of the "Imoen as Conjurer" mod being made compatible for EE/EET.
Does it simply assign the Conjurer kit to Imoen?
If so, you can get the same result using the NPC_EE mod.
Simply install that mod, and then when Imoen (or any other NPC) first joins your party, a screen pops up that lets you choose their class and kit.
No. It also has "effects" that give yhe correct number of spells for a specialist mage. These effects can then be copied using Keeper to another character so that you can create a Fighterdualled to Conjurer etc that has the correct number of spells, not just the same number as a fighter-mage.
Certainly pre-EE if you used Shadowkeeper or Gatekeeper to change a Fighter-mage to a fighter-conjurer or fighter-illusionist, the number of spells wouldn't automatically be correct.
I don't know whether this is true of EE.
This is how the effects in the mod look in EEkeeper. I don't know whether it will work or not. The mod is not Weidu, just four cre files.
Comments
+ also this mod adds new quests and a new area of Athkatla, so it should be duplicated in the quest mods section, please!
BGEE Mod List
BG2EE Mod List
The one thing worth mentioning is color coding:
- White -> mod is compatible with BGEE/BG2EE (but not natively compatible with EET)
- Brown ->mod is compatible with BGEE and requires SoD (but is not natively compatible with EET)
- Yellow -> mod is compatible with BGEE/BG2EE and EET
It may be there are some mods slightly out of date or some new mods are missing, but in 90% the list is up to date.
How do I avoid conflicts?
in the autumn I plan to make a new installation and I wonder if there are current versions of the two mods
- Secret of Bonehill (SoB) and
- Yasreana
Does anybody know were to get this mods with a working link ?
Thanks
http://www.shsforums.net/files/file/1076-the-secret-of-bonehill/
I'd get Secret of Bonehill while you can if I were you.
are you sure that this is made for BG Enhanced Edition (EET) ?
Yasraena for EET can be found here
I used it a lot when I used Tutu and I miss it.
Does it simply assign the Conjurer kit to Imoen?
If so, you can get the same result using the NPC_EE mod.
Simply install that mod, and then when Imoen (or any other NPC) first joins your party, a screen pops up that lets you choose their class and kit.
No. It also has "effects" that give yhe correct number of spells for a specialist mage. These effects can then be copied using Keeper to another character so that you can create a Fighterdualled to Conjurer etc that has the correct number of spells, not just the same number as a fighter-mage.
Certainly pre-EE if you used Shadowkeeper or Gatekeeper to change a Fighter-mage to a fighter-conjurer or fighter-illusionist, the number of spells wouldn't automatically be correct.
I don't know whether this is true of EE.
This is how the effects in the mod look in EEkeeper. I don't know whether it will work or not. The mod is not Weidu, just four cre files.
Regardless, Dual-to-Kit exists.
It allows the many folks with absolutely 0 coding knowledge or ability to relatively easily make changes to their characters?
That's the reason!