Don't know where to begin - thank you does not sound enough! You are a savior for 2.0 patched BG. Installed without a single hiccup and so far works perfectly (GOG version, SoD installed, used modmearge). Great compilation!
Okay, I tried downloading this after asking around for a way to remove gender restrictions on romances, and I'm having a problem. I try to just go along with the setup process, but when I try to run the setup in the game directory I get a DOS message saying:
Please run this program in your Infinity Engine game directory.
Fatal error: Failure ("Not a game directory")
Can someone advise me? I'm terribly incompetent at this kind of thing.
@CamDawg please update the initial post with the correct beta version
Also I got a question if I already install BG1NPC and change the npcs location should this component Move NPCs from Baldur's Gate appear to me when I install this tweak ??
Having trouble with tweaks. Just installed it today, and my characters start off dead... shows the death screen and everything, but it's all just a black screen with creaking. Even after I skip the death movie it's a black screen with creaking... Only other mod I have is Eldritch Magic.
Apparently "Alter Weapon Proficiency System -> BG-Style Weapon Proficiencies, With Weapon Styles (the bigg): Beta 3" isn't updating RACETHAC.2DA, which means elves and halflings are getting the wrong weapon racial bonuses (if at all).
Don't make non-human monks. Even if the game's .2da files are edited to make it appear in the menus (which I think this mod does), there are probably no animations for the different races' sprites. And a missing animation can cause a crash.
You can try the "Monastic Orders of Faerun" mod, which I recall adds a halfling monk kit.
That's a bummer, but now that I've thought about it, makes sense. Off the top of my head, the only other class that is human restricted is a paladin, but that class probably has the same animations as fighters, so allowing other races to use that class doesn't run into the animation issues. The more you know.
More out of curiosity than any need to actually do it, would changing the character sprite in EE Keeper from, say, elf or half-elf to human make a non-human monk feasible?
@Kerozevok 4020 Nope, it's stil needed for NPC from mods:
As for ToB-style NPCs, it will remain enabled for EEs so it can catch mod NPCs--this is why it's available for IWDEE despite that game having no NPCs by default..
v2 implementation of NPC levelling is currently suboptimal as it doesn't account for differences in items and known spells (example: if you get Edwin in BG:EE v2 at high level, he'll only know a couple of level 1 spells). Almost every mod out there, including Tweak Anthology, does it better.
Actually, the component ToB-style NPCs could be updated for the EEs to restore the old NPCLEVEL.2DA and keep patching the different CRE files corresponding to the different levels, instead of using just one CRE like in v2.
At least, until this is addressed by Beamdog in an official patch.
Added two new options to Higher HP on Level Up: Average and Low Variance Rolls. Also adjusted NWN-style to be a little more accurate.
I've already posted this in another forum, so I apologize if it is annoying to also post it here. In regards to the NWN-style Higher HP, the tweak component isn't 100% accurate to the way that NWN assigns hp. I'm sure that's intentional, but in the spirit of making it more like the NWN system, I'm wondering about the possibility of tweaking the table so that the first 3 levels automatically gain max HP regardless of the difficulty setting like it does in NWN? I've edited the tables myself after installation and it works great, but just thought it might be a good suggestion for those people who like the NWN system such as myself which would also save me the extra step of copying the 2da files from a backup.
In addition, I noticed that some multi-class characters can assign too many HP under the NWN-style. For instance, thief-mages with no CON bonus have a max of 5 hp per level up. However, the thief-mage table assigns them a 3d2, so they could get from 3-6 hp. Changing it to a 2d2 with +1 mod would net the desired 3-5 hp for each level up.
As an optional alternative, could you set it so that Player1 gets knocked unconscious instead of dying if there's at least one other character alive? Then have them get back up with 1 hp after a round or two. (If all the other characters are dead, game-over as normal)
It wouldn't give the IWD behavior, but it might be enough to make Player1 not feel quite so essential during combat.
Is this the way it's implemented in CD Tweaks? I know I tried this mod from somewhere and it seemed way too cheap to me. I understand the issues with breaking the scripting, but getting a "free resurrection" was just too much and I uninstalled it. Is there another mod that allows charname to die but allows the game to continue so you can get resurrected? I understand the possible issues this would cause, but would rather have this and attempt to make sure that I don't trigger any cut-scenes than getting basically no penalty at all for dying. 'Course, there's also the lore issues about the body disintegrating, but I can overlook that.
Unfortunately there is a bug in the way this .2da file works, you can't do "XdY+Z." You can only do "XdY" or "Z." So in this case there's really no good way to achieve the result.
Hmm ... I guess I didn't fully test that, did I? (I did test the other changes but didn't get to the multi-classes.) Bummer. Maybe I'll just have to count on the odds of getting max hp to be less than with a 1dx to "balance" it out.
Some of the items in game have off names or descriptions now. Such as Leather armor +1 is called poison arrow, and some other generic magic items will have an erroneous name and no description at all. So far, none of the new SOD higher tier magic items have been affected. This is all SOD only. Haven't started a new BG1 game since the mod was installed.
Can I report a bug/unexpected behaviour with the Friendly Random Drops component in IWD:EE?
I'm using the choose-your-drop version of this, but the token genie that is summoned must be an undead creature of some kind because he is susceptible to my Cleric's Turn Undead. I'm about level 10/11 and if I don't remember to turn it off before picking up a token the genie gets chunked, also causing a rep loss (and a reload). Probably noticed it because my cleric has a script that has them turn undead while idle...
I haven't seen this posted (in this thread at least), but for IWD:EE, creating a monk with a non-human character has a decent chance (4 out of 5 from my quick testing) of causing the game to crash. I was able to create a non-human monk character once with it so it wasn't a 100% crash rate.
@subtledoctor has already addressed this but yeah, I'm withdrawing non-human monks for the next release. I've tried a couple of ways to work around it but nothing works well.
Also I got a question if I already install BG1NPC and change the npcs location should this component Move NPCs from Baldur's Gate appear to me when I install this tweak ??
Starting with the next version, it won't move Quayle, Alora, or Tiax if you've already moved them with BG1 NPC. If you've moved all three with BG1 NPC or SCS, the component will skip.
Apparently "Alter Weapon Proficiency System -> BG-Style Weapon Proficiencies, With Weapon Styles (the bigg): Beta 3" isn't updating RACETHAC.2DA, which means elves and halflings are getting the wrong weapon racial bonuses (if at all).
All of these cutscenes are trimmed down considerably, e.g. when you start a new game Irenicus will only have three or four lines instead of the full length cutscene. This is a little obsolete now that you ca skip most (all?) of these with the new patch, but they're still there.
I've already posted this in another forum, so I apologize if it is annoying to also post it here. In regards to the NWN-style Higher HP, the tweak component isn't 100% accurate to the way that NWN assigns hp. I'm sure that's intentional, but in the spirit of making it more like the NWN system, I'm wondering about the possibility of tweaking the table so that the first 3 levels automatically gain max HP regardless of the difficulty setting like it does in NWN? I've edited the tables myself after installation and it works great, but just thought it might be a good suggestion for those people who like the NWN system such as myself which would also save me the extra step of copying the 2da files from a backup.
I wrote a little more on this on G3, but for those curious--'NWN-style' is my less-wordy way of saying 'upper half of the HP range' and not meant to be an exact NWN implementation. A completely accurate NWN style isn't possible and I don't want to support yet another HP variant.
Some of the items in game have off names or descriptions now. Such as Leather armor +1 is called poison arrow, and some other generic magic items will have an erroneous name and no description at all. So far, none of the new SOD higher tier magic items have been affected. This is all SOD only. Haven't started a new BG1 game since the mod was installed.
Typically when you see widespread broken stuff like this it's a bad key/tlk, installing mods midgame, something like that.
Make Magic Shields Glow had two bugs preventing its installation; it would halt on games without an extended color palette (e.g. non-EE games or without 1pp) and would halt on shields without any colors set, such as IWD's Lyre of Progression
Unique Containers was supposed to be available for BGEE, but was omitted from the allowed platforms list for the component
The werewolf paws in Shapeshifter Rebalancing now get named explicitly
Move NPCs from Baldur's Gate will now be skipped if the SCS version of same is installed. The component will also skip NPCs already moved by similar somponents in the BG1 NPC Project, or skip the component altogether if all three have been moved already.
Change Experience Point Cap should now work on Siege of Dragonspear
Included workarounds for incomplete 25stweap.2da in Siege of Dragonspear and IWDEE for the various components that touch kits (Enforce PnP Proficiency Rules on Dual-Classed Characters and Expanded Dual-Class Options), though the next patches should take care of this. In general, the component should be more forgiving for incomplete files.
Remove Racial Restrictions for Single Classes and Remove Racial Restrictions for Kits will no longer allow non-human monks. Other races do not have monk animations so the engine tends to crash during character generation. Support for shamans has been added to both.
If Druids Use 3e Alignment Restrictions was installed after Shapeshifter Rebalancing, which is the likely install order, non-true neutral shapeshifter druids would not be able to use their symbolic paws.
On a suggestion from Sam., the component Stores Purchase All Item Types has been added.
Minimum Stats Cheat now lets you specify minimums for the six attributes individually.
Friendly Random Drops needed a few more fixes
The 'Token Genie' was undead, meaning a cleric could turn or even chunk him.
Items with charges should now be handled in a more robust fashion
The library for fixing kit.ids as part of should now be up to date for Expanded Dual-Class Options
The BG and IWD variants of Alter Weapon Proficiency System should now account for racial bonuses in the EE games
Sensible Entrance Points only modifies the Beregost entrance point for BG content on BGT games, as BGT already defines good entrances for the other areas.
The library for fixing kit.ids as part of should now be up to date for Expanded Dual-Class Options
I think I asked over on SHS but never saw answer from anyone: is this kit.ids fix necessary on the EEs? Or only TOB/BGT?
It really should only be needed for vanilla, non-Fixpacked games. But it's written such that applying it to an already-fixed kit.ids won't hurt anything.
Comments
I try to just go along with the setup process, but when I try to run the setup in the game directory I get a DOS message saying:
Please run this program in your Infinity Engine game directory.
Fatal error: Failure ("Not a game directory")
Can someone advise me? I'm terribly incompetent at this kind of thing.
Also I got a question if I already install BG1NPC and change the npcs location should this component Move NPCs from Baldur's Gate appear to me when I install this tweak ??
More out of curiosity than any need to actually do it, would changing the character sprite in EE Keeper from, say, elf or half-elf to human make a non-human monk feasible?
Component uselless with the EE.
#1150 Shapeshifter "Rebalancing"
The "balanced" Shapeshifter is over-powerful in BG2 and can't be defeated in BG1.
#4020 ToB-Style NPCs
Component uselless since the v2.
Actually, the component ToB-style NPCs could be updated for the EEs to restore the old NPCLEVEL.2DA and keep patching the different CRE files corresponding to the different levels, instead of using just one CRE like in v2.
At least, until this is addressed by Beamdog in an official patch.
In addition, I noticed that some multi-class characters can assign too many HP under the NWN-style. For instance, thief-mages with no CON bonus have a max of 5 hp per level up. However, the thief-mage table assigns them a 3d2, so they could get from 3-6 hp. Changing it to a 2d2 with +1 mod would net the desired 3-5 hp for each level up.
Thanks for your consideration.
Thanks for the info.
Does the "Romance Cheats" option include BG2EE NPCs (Neera, Rasaad and Hexxat)?
If not, do you plan to add them?
Download Beta 4: Windows | OS X | Linux
Readme
Beta 4 Changelog