Finally looking back into BG again. I am noticing that some of my tweaks here have become obsolete or need updates due to the new patch that happened recently. I hope to be working on this soon.
I have just finished updating this thread to compensate for patch 2.5. I have removed most of the fixes/tweaks that are now obsolete. I have also updated the Longer Priest Kit Specials tweak so that it accounts for the changes in the new patch.
I have just finished updating this thread to compensate for patch 2.5. I have removed most of the fixes/tweaks that are now obsolete. I have also updated the Longer Priest Kit Specials tweak so that it accounts for the changes in the new patch.
Did all that hard work and you will still have to update when 2.6 when that comes out. Which isn't too far off now...
Broken Doors and Area Transition Fixes BG1:EE I have just learned that all area transitions had to be redone for the patch due to a change for the mobile versions of the game. This change was tested thoroughly by the devs, but with so many doors and transitions I am not surprised that some of them have gotten past them and became broken and non-functional. I have found and fixed one such transition so far, but I wouldn't be surprised if there are more. If anyone learns of a broken area transition please tell me and I will add it to this hotfix.
So far this fixes: Area transition between Beregost (ar3300) and Generic House in Beregost (ar3327).
@Zaghoul I would expect that one to work well in pretty much any version of the game. I decided that most of my mods didn't need any updates. Except for the obsolete ones I removed, the only one I actually updated was the longer priest specials.
Anyway, I will see about adding a few more tweaks I use in my games that I had forgotten to upload before now. Not sure when that will be, but hopefully soon.
This is a mod I made a while ago at the indirect request of @Mush_Mush as a result of this discussion. It makes BG1's Sandthief Ring work just like it does in BG2, with only one charge in it that will restore on rest. As a result of this change I have also lowered the huge price tag on the ring to something more reasonable.
This is a weidu mod I made after being inspired by seeing the Luck spell in PST:EE. In PST the Luck spell lasts far longer and works much better than the relatively useless one in the BG games. After thinking about it and discussing ideas for changes to the spell with @JuliusBorisov I settled on the following changes to Luck:
Effects of the spell are doubled; giving a +10% bonus to thief skills and a +2 bonus to luck and saving throws.
Duration of the spell has been extended to 1 turn.
I decided this was balanced mainly by comparing Luck to the cleric's Chant spell.
@Tresset Random question. Would you be willing to compile your various tweaks into a single pack? THere's a lot of great stuff here, and it would be really convienant.
@ThacoBell Hmm... I figured I would leave it separate just in case someone liked some stuff but not other stuff. I know it is a lot to download, but I didn't want to force anything on people. Another issue is that to make a single pack out of all of this it would need to be all weidu, so I would either: 1. Need to get a great deal better at weidu so I could convert everything myself. 2. Need someone to help me in converting everything to weidu.
I am not sure either of these are options at this point. But here is an open invitation: If anyone with the time, skills, and inclination to convert this stuff to weidu for me is out there and willing to volunteer, I could definitely use your help!
On the other hand... I do have a folder with everything here inside it on my desktop... I suppose I could just zip that up and upload it...
I just learned that the devs made what I believe to be a very bizarre change to the bard song of the kitless bard. I have just updated my Bigger Bard Song tweak to compensate for this change.
Edit: So I said to my self: "You know what @Tresset? Why not?!"
I just decided to add a new feature to my Bigger Bard Song tweak. It will now enlarge the jester's song as well. The jester song will now affect all targets within visual range (60' radius) of the jester.
Nice. One of the earliest PnP Jesters that Roger E Moore did for The Dragon back in the early eighties had a range of exactly 60'. Sound reasonable to me. If skalds and regular bards can influence others to fight harder or be luckier, than the jedter should be able to make enemies mad and confused at that range as well.
Are these tweaks compatible with other mods? I see some very interesting things here, but I'm worried that installing them might break my installation. I'm playing BG2EE and SCS is the only mod I have installed.
UPDATE: The Grease fix did break my game a bit. Now the name of the spell and its description are gone and they have been replaced by some weird text:
I just updated the broken door and area transition fix for BG1:EE so that it actually works now.
@Alonso I will have to take a look at the grease thing. As for compatibility with other mods, You should be safe with the ones that install with Weidu, but the ones that you put in override folder are probably not so safe.
Edit: Looks like I made a bit of an error with the grease one. I will have to make some adjustments for BG2:EE.
This is a hotfix I made which assigns music to all the "waylaid by enemies" areas in BG1:EE. I did this because a bug in the current version of the game causes these areas to be completely without music. Before now, these areas simply used the same music from the area you had just left. I did my best to assign appropriate music choices to each area based on the general type of area it was, i.e. if it was a forest I assigned forest music to it, and if it was a plain I assigned plain music to it, etc.
hi Tresset how are you? sorry to bother but i gotta ask did you add the "Juggernaut Golem Tweak" you made for me on my "Golem stats" thread to this mod yet? its just that i'm making a clean install and i want to reduce the amount of mods i'm using (plus i genuinely think its something that would fit in here).
Hi Tresset. First of all thank you for sharing your tweaks with the community.
I've been using your bigger bard song range tweak in my new BG1EE playthrough on 2.5 patch, but I'm not sure that it's working. Party members need to stay extremely close to each other to keep the song effect. And when they start moving, it seems to break the song effect nearly immediately.
But I must say I'm using a bard kit from a mod, Troubadour from Bardic Wonders mod.
But I installed your tweak after installing this mod. Do you think this is because I'm using this kit mod?
@Ludwig_II my bard song tweak only modifies the base game bard songs. If you want to apply the bigger song radius to mod kits you will have to use NI to switch the projectile of the songs to my custom projectile. If the song was meant to hit allies then use the "BARDSO" projectile. If the song was meant to hit enemies then use the "JESTSO" projectile.
This is a new item I made for BG2:EE. It is a longbow +4 with unlimited ammo, something that BG2 desperately needs. So as not to spoil everyone I will include further details in a spoiler.
Stats:
Equipped abilities:
- 60% Chance of blowing a single enemy that is within 4 feet away from the wielder once per round.
Charge abilities:
- Call Lightning once per day
Damage: 6d6 electrical per strike
Range: 80 ft.
Combat abilities:
- When no arrows are equipped, the bow fires missiles that are treated as +4 for the purposes of determining what enemies they can damage. The missiles receive +5, to hit including the bonus listed below, and deal a total of 1d6 piercing, 1d2 crushing, and 1d2 cold damage
I have made a few modifications to Revanek of the Twisted Rune gang. He now wields the bow against you when you fight the Twisted Rune at their hideout in the Bridge District of Athkatla. This should make the encounter a bit harder. In addition to the bow, I also gave him some armor, namely a suit of Sylvan Chain +2 and Kiel's Helmet.
Sensible Illithid Intelligence Drain (download in OP).
This is something I have wanted to do for a long time: Make it so that illithids in BG cannot drain the intelligence of mindless or brainless creatures. Now it has become a reality! With this mod, Illithids cannot drain the intelligence of mindless or brainless creatures. Illithids will also not be able to drain the intelligence of large creatures, such as dragons and giants, unless they are incapacitated (such as by the illithids' Mind Blast ability). This will affect all illithids that drian intelligence on hit (including the Mind Flayer form of the level 9 mage spell Shapechange). It does not affect Vampiric illithids. Note that the illithids can still deal physical damage to immune creatures hit by their attack, they just cannot drain the intelligence of such creatures. If you are interested in this mod, you may also want to see this discussion. Make sure you install the correct version to each game! There is one version for BG1 and one for BG2. If you mix them up, you may get string issues.
I made the following creature types immune to the drain:
Large creatures that are not helpless (Stunned, Asleep, Held, etc.)
a question: is a charname or npc immune to the int drain when he is transformed into one of this forms?
druids can turn themselves into elementals using elemental transformation, mages can turn themselves into golems and slimes, everyone can turn himself in a slime using the cloak of the sewers.
does it protect from the int drain or only the creatures and not humanoids transformed into them are immune?
and what about hexxat, being an undead is she immune to the int drain?
if so i see a whole array of anti flyers tactics possible with this component active.
what about aerie poly morphed into a slime while stoneskin, a couple of fireshields and blade barer are active? immune to the drain she can tank the physical damage with the skin and she has not even to try to hit the flyers to kill them.
@gorgonzola As far as polymorphing goes, some of those forms you mention are considered large creatures, such as the golem, slime, and earth elemental. As such, these forms are immune to the drain unless they are helpless. Other shapes, however, such as the fire elemental shape, are not immune to the drain. This is because the mod works by making specific race types immune to the drain. Since polymorphing technically does not change the race type, it also does not trigger the immunity to drain on its own. This is not something I would want to mess with.
Hexxat, on the other hand, is indeed considered undead, and, as such, she is immune to the drain.
@Tresset as i already wrote in the other thread you opened imo the fact that the race is not changed is only a technicality, if a fire elemental is immune, not because of how his race is internally represented in the game engine, but because he lacks of a brain that a flyer can eat or affect, also a druid in the fire elemental form lacks of an humanoid brain as long as he is transformed, i see absolutely no reason why a flyer should int drain him if he can not drain a fire elemental, originally existing or summoned by a caster.
the druid as long as is transformed takes all the physical characteristics of the fire elemental, nowhere is written or assumed that he continues to have a physical humanoid brain.
This is something I have wanted to do for a long time: Make it so that illithids in BG cannot drain the intelligence of mindless or brainless creatures. Now it has become a reality! With this mod, Illithids cannot drain the intelligence of mindless or brainless creatures.......................
I made the following creature types immune to the drain:
...............................
Elementals
as long as a druid is transformed into a fire elemental he is brainless, the technicality that internally in the game his race is not changed and that you use the race to check if a creature is immune should not affect it.
and this is only my humble opinion about it, i any way thank you for creating the component and the whole mod, don't get me wrong, every mod gives to the players more freedom to play as they like, and that freedom is one of the things of those games that i value the most.
EDIT: you have already answered to this in the poll you opened, in which you say that you agree with me, but to actually implement it would have been technically a nightmare of work, so probably answering to me is not needed.
yes, you have to click on the name of each mod, as it is a collection of mods that have to be installed separately, that is written in red.
for the components added in a second time if you click on the red text "description here", right below each download link, you are directed to the post in this thread where the description of what the mod does is given, for the components originally posted the description is in the spoiler.
Comments
I have just learned that all area transitions had to be redone for the patch due to a change for the mobile versions of the game. This change was tested thoroughly by the devs, but with so many doors and transitions I am not surprised that some of them have gotten past them and became broken and non-functional. I have found and fixed one such transition so far, but I wouldn't be surprised if there are more. If anyone learns of a broken area transition please tell me and I will add it to this hotfix.
So far this fixes:
Area transition between Beregost (ar3300) and Generic House in Beregost (ar3327).
Anyway, I will see about adding a few more tweaks I use in my games that I had forgotten to upload before now. Not sure when that will be, but hopefully soon.
This is a mod I made a while ago at the indirect request of @Mush_Mush as a result of this discussion. It makes BG1's Sandthief Ring work just like it does in BG2, with only one charge in it that will restore on rest. As a result of this change I have also lowered the huge price tag on the ring to something more reasonable.
This is a weidu mod I made after being inspired by seeing the Luck spell in PST:EE. In PST the Luck spell lasts far longer and works much better than the relatively useless one in the BG games. After thinking about it and discussing ideas for changes to the spell with @JuliusBorisov I settled on the following changes to Luck:
I decided this was balanced mainly by comparing Luck to the cleric's Chant spell.
1. Need to get a great deal better at weidu so I could convert everything myself.
2. Need someone to help me in converting everything to weidu.
I am not sure either of these are options at this point. But here is an open invitation: If anyone with the time, skills, and inclination to convert this stuff to weidu for me is out there and willing to volunteer, I could definitely use your help!
On the other hand... I do have a folder with everything here inside it on my desktop... I suppose I could just zip that up and upload it...
Edit:
So I said to my self:
"You know what @Tresset? Why not?!"
I just decided to add a new feature to my Bigger Bard Song tweak. It will now enlarge the jester's song as well. The jester song will now affect all targets within visual range (60' radius) of the jester.
UPDATE: The Grease fix did break my game a bit. Now the name of the spell and its description are gone and they have been replaced by some weird text:
@Alonso I will have to take a look at the grease thing. As for compatibility with other mods, You should be safe with the ones that install with Weidu, but the ones that you put in override folder are probably not so safe.
Edit: Looks like I made a bit of an error with the grease one. I will have to make some adjustments for BG2:EE.
This is a hotfix I made which assigns music to all the "waylaid by enemies" areas in BG1:EE. I did this because a bug in the current version of the game causes these areas to be completely without music. Before now, these areas simply used the same music from the area you had just left. I did my best to assign appropriate music choices to each area based on the general type of area it was, i.e. if it was a forest I assigned forest music to it, and if it was a plain I assigned plain music to it, etc.
I've been using your bigger bard song range tweak in my new BG1EE playthrough on 2.5 patch, but I'm not sure that it's working. Party members need to stay extremely close to each other to keep the song effect. And when they start moving, it seems to break the song effect nearly immediately.
But I must say I'm using a bard kit from a mod, Troubadour from Bardic Wonders mod.
But I installed your tweak after installing this mod. Do you think this is because I'm using this kit mod?
Thanks in advance, and sorry about the bother
This is a new item I made for BG2:EE. It is a longbow +4 with unlimited ammo, something that BG2 desperately needs. So as not to spoil everyone I will include further details in a spoiler.
Stats:
- 60% Chance of blowing a single enemy that is within 4 feet away from the wielder once per round.
Charge abilities:
- Call Lightning once per day
Damage: 6d6 electrical per strike
Range: 80 ft.
Combat abilities:
- When no arrows are equipped, the bow fires missiles that are treated as +4 for the purposes of determining what enemies they can damage. The missiles receive +5, to hit including the bonus listed below, and deal a total of 1d6 piercing, 1d2 crushing, and 1d2 cold damage
THAC0: +5
Damage: 1d6 piercing, +1d2 crushing, +1d2 cold
Speed Factor: 2
Proficiency Type: Longbow
Type: Two-handed
Requires:
13 Dexterity
Weight: 2
Where the bow can be found in game:
The item code for the bow is windbo.itm
This is something I have wanted to do for a long time: Make it so that illithids in BG cannot drain the intelligence of mindless or brainless creatures. Now it has become a reality! With this mod, Illithids cannot drain the intelligence of mindless or brainless creatures. Illithids will also not be able to drain the intelligence of large creatures, such as dragons and giants, unless they are incapacitated (such as by the illithids' Mind Blast ability). This will affect all illithids that drian intelligence on hit (including the Mind Flayer form of the level 9 mage spell Shapechange). It does not affect Vampiric illithids. Note that the illithids can still deal physical damage to immune creatures hit by their attack, they just cannot drain the intelligence of such creatures. If you are interested in this mod, you may also want to see this discussion. Make sure you install the correct version to each game! There is one version for BG1 and one for BG2. If you mix them up, you may get string issues.
I made the following creature types immune to the drain:
druids can turn themselves into elementals using elemental transformation, mages can turn themselves into golems and slimes, everyone can turn himself in a slime using the cloak of the sewers.
does it protect from the int drain or only the creatures and not humanoids transformed into them are immune?
and what about hexxat, being an undead is she immune to the int drain?
if so i see a whole array of anti flyers tactics possible with this component active.
what about aerie poly morphed into a slime while stoneskin, a couple of fireshields and blade barer are active? immune to the drain she can tank the physical damage with the skin and she has not even to try to hit the flyers to kill them.
Hexxat, on the other hand, is indeed considered undead, and, as such, she is immune to the drain.
the druid as long as is transformed takes all the physical characteristics of the fire elemental, nowhere is written or assumed that he continues to have a physical humanoid brain.
as long as a druid is transformed into a fire elemental he is brainless, the technicality that internally in the game his race is not changed and that you use the race to check if a creature is immune should not affect it.
and this is only my humble opinion about it, i any way thank you for creating the component and the whole mod, don't get me wrong, every mod gives to the players more freedom to play as they like, and that freedom is one of the things of those games that i value the most.
EDIT: you have already answered to this in the poll you opened, in which you say that you agree with me, but to actually implement it would have been technically a nightmare of work, so probably answering to me is not needed.
for the components added in a second time if you click on the red text "description here", right below each download link, you are directed to the post in this thread where the description of what the mod does is given, for the components originally posted the description is in the spoiler.