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[MOD] Jastey's SoD Tweak Pack

jasteyjastey Member Posts: 1,318
edited July 9 in BG:EE Mods
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.

Please let me know if you encounter any problems.

From the readme:

1 Ending Independent on PC Replies
This component prevents the "assassin escape" ending to trigger if the deeds of the PC qualify for the "ducal release" ending, independent on whether the PC lists all of his/her deeds at the final hearing. This is also for players who don't want to click through more reply options than necessary.

Note: with this tweak the "ducal release ending" will have precedence always if the deeds enable it, without the possibility to trigger the "assassin ending" by the reply choices in the trial.
Do not install this tweak if you want to be able to see the "assassin ending" (depending on the PC's behavior at the trial).

2 Do Not Miss NPC-PC Dialogues
This component deals with the way the lovetalks are triggered in SoD, where they are not timered via time but triggered by area regions when the PC steps on them while the NPC is in the group.
If one is missed, the following dialogues will not trigger, either. (Exception for Glint where the first dialogue can trigger in three areas).

This means that the player is forced to visit the whole area with the PC as the lovetalks will not be activated by another NPC if he/she is used to scout the area. Plus, the respective NPC has to be in the party in this moment, or the lovetalks will not trigger.

This can lead to the situation that swapping around the NPCs along the campaign in the expectation to see as *much* dialogues as possible, the player might end up seeing *none*.

This component also triggers non-romance dialogues of NPCs if they are triggered by area triggers (one for Corwin).

This component does not change the way the romances are killed by one another.

For Neera, some of her lovetalks are meant to trigger during her active quest and will be skipped if the quest is already finished (as per original design).

This component has two install options. Note that component "3" includes the changes made by "2", also.

2.A For NPCs in Party Only
This changes the trigger of the lovetalk activations from "Player1" to something more general, so that they are also activated by the presence of any party NPC and not the PC, only. i.e. enabling the possibility to scout the area with any NPC and still get the lovetalks.
This component is the one that interferes less with the original design than the following one. It does not change the fact that the dialogues are only activated if the according NPC is in the party at the time.

2.B Activate All NPC-PC Dialogues Always
With this component, the romanceable NPCs do not have to be in the group in specific areas for the romance dialogues to be activated. If a romance dialogue was supposed to trigger in an area, it will be triggered later as soon as the NPC rejoins the group. Also, it is sufficient that any party NPC steps on the area trigger. Only exception: When going into the portal in Dragon Spear Castle, the romancing NPC has to be in the group to give the final pep lovetalk.

NPCs not in party with new dialogue will show a textline once if the PC is close to them, indicating that a new dialogue can be experienced if the NPC rejoins the party.

Note: Almost all NPCs have one dialogue each that start with a reference to being in a dark cave which might be a bit out of place if triggered somewhere else.
If an NPC wasn't in the group for a longer time, the dialogues will cue and fire one after another after rejoining.

3 Skip Korlasz's Dungeon
This component adds a non-4th wall breaking possibility to skip the dungeon and head right on to the Duchal Palace. As soon as Imoen finished her introduction to Korlasz' Dungeon, Arkanis from Candlekeep (or, in case he's dead Biff the Understudy!) will approach the PC and offer to do it instead.
The PC can accept either with the request of Korlasz being killed or spared, or can tell Arkanis/Bill to wait. If told to wait, Arkanis/Bill will remain at the dungeon's entrance and the player can play on as normal and ask him again later. Once the help is accepted, the original game's transition to the Duchal Palace will trigger including Imoen's dialogue about "it's finally over". All useful items from the dungeon will be transferred to the bedside table in the PC's quarters in the Duchal Palce. There will be no gold transferred.

Note: The transfer of items will happen after Imoen woke the player and left. This will take a few minutes during which the game might lagg heavily. Once the item transfer is done, the game will be back to normal.
From the bedside table, the transferred items will not be moved with the PC's possessions along the campaign. They need to be put into the PC's chest by hand for this to happen.

Also: After accepting the help and Arkanis/Bill telling it's done, there is a short moment before Imoen initiates the final "it is over" dialogue which will transfer to the Duchal Palace. In this moment, the player has full control over the game since some original game scripts are executed to initiate the transfer. Starting a dialogue with one of the characters should be ok and not break anything at this moment but best you are patient and just let it play out. The final dialogue with Imoen leading to the area transition will start by itself after Arkanis/Bill reported their success.

The transition from the items from the dungeon into the Duchal Palace is done using slightly adapted code from Argent77's "Skip Chateau Irenicus" mod with many thanks!

4 More Dialogue Choices & Prevent Dead Ends
This component either adds more reply options or dialogue lines of quest characters to either prevent the player to miss that *one* possibility to ask for something quest relevant or to prevent the PC to have to say something out-of character to be able to proceed with a quest.
The component tries to preserve the original game ideas: e.g. if an information could only be received by bullying someone in the original game, added reply options will still reflect this while giving the possibility to proceed without having to act like a total brute.

So far, the following instances are considered:

-in Ducal Palace Dungeon: the PC will have more reply options that will lead to quest relevant information about the other prisoner.

-For the "Traitors in Camp" quest, Miszena doesn't need to be bullied with the brutal physical threats needed currently to provide the needed information.

5 Use Imoen's BG1 and SoD Portrait for BGII in EET&BGT
This component will change Imoen's portrait to the SoD one at the beginning of BGII. The component is only compatible with BGT and EET. It will also change the portrait for a newly started BGII game in BGT or EET, though.

Note: The portrait is changed by assigning a different portrait (i.e. different file name) to Imoen at the start of BGII. It will not be reversible by simply deinstalling the component in your running BGII game. It is therefore not compatible with any other mod that might change Imoen's portrait during BGII (also not temporarily).

The changed portrait file names are:
BGT: small portrait: c#stimos; medium portrait: c#stimom. For the ToB epilogue, the original portrait nimoenl.bmp will be replaced by a SoD version with this name.

EET: small portrait: c#stimom.bmp, large portrait: c#stimol.bmp

The portraits are taken from CamDawg's "Continuous NPC Portraits" mod to save me the time of adjusting the sizes to the old engine format.

6 Restore scripted Abduction Scene Fight
This component will enable the deactivated "unwinnable fight" scene at the end of SoD. The scene was not altered to what is already (hidden) in the original game. The scene will play after the abduction movie and includes an unwinnable fight and the final cutscene with the unknown figures taking away the unconscious group. After that, the game ends and the final credits are shown.
This component is only compatible with SoD, as EET already restores this scene by default.

Thanks to k4thos for the template how to restore the scene(s), which was taken from EET.

Download Jastey's SoD Tweak Pack

Post edited by jastey on


  • Permidion_StarkPermidion_Stark Member Posts: 4,274

    Thank you for this. It sounds like a great set of Tweaks. I love the idea of Biff the Understudy offering to clear a dungeon for you (I might have to get Arkanis killed on my next playthrough just so I can experience this). And anything that speeds up the trial at the end has got to be good.

    Now if only there was a way of getting Biff the Understudy framed for the murder of Skie so I could skip the end completely . . .

  • Permidion_StarkPermidion_Stark Member Posts: 4,274
    That's definitely a mod that needs to be made. It could be part of a series where Biff takes over the unpopular parts of the trilogy: Biff does Firewine Bridge, Biff does the Thieves' Maze, Biff does Throne of Bhaal.

    I think there's a market for this!

  • jasteyjastey Member Posts: 1,318
    edited November 2018
    There was a joke mod once with a name like "Game be Gone" (I think it was by SConrad but that is just a wild guess) which - taDAH - made you skipp the whole game.
    The most hilarious part, though, was the one poor player who literally complained that he got the end screen right after starting the game. (If there is a fitting moment for a "RTFM" smiley it's this, I think.)

    Just one comment to the "Skip Korlasz' Dungeon" Tweak: I developped this by no means because it would annoy me so much, but because I needed to skip it quickly for testing purposes (like, several times in a row). From there, it was a small step to make it a useful tweak, along the "Skip Ireniuc Dungeon" tradition.
    The idea with Arkanis taking over the work was from @LavaDelVortel, the code for transferring all the items from the dungeon into a container at the Duchal Palace is from @argent77's "Skip Chateau Ireniucs" mod. Thank you both for the great help!

  • CamDawgCamDawg Member, Developer Posts: 3,394
    edited November 2018
    Game-Be-Gone was from @igi. :) However, Sebastian was behind the Worship the Unseeing Eye mod that blinded, then killed, the PC if you agreed to join the cult.

  • jasteyjastey Member Posts: 1,318
    Ah, right! Thank you for the info and correction @CamDawg!

  • VasculioVasculio Member Posts: 432
    Will this work for the 2.6 patch when it comes out. I wanna try it :D

  • jasteyjastey Member Posts: 1,318
    That question I'll be able to answer then, I'm afraid. Is there any announcement for the patch so far?

  • VasculioVasculio Member Posts: 432
    Nothing at the momment.

    The 2.6 patch for Baldur’s Gate: Enhanced Edition, Baldur’s Gate II: Enhanced Edition, Baldur’s Gate: Siege of Dragonspear, and Icewind Dale: Enhanced Edition is moving forward according to plan.
    2.6 will be released along with the Dice, Camera, Action! Voice and Portrait Pack. We’re just finishing up the DCA! portraits, and the community won portraits are on the to-do list. It takes quite a while to make a good quality portrait, and we want to respect the quality of the original games.

  • jasteyjastey Member Posts: 1,318
    Thanks! I'm all for more patches and bug fixes, and we'll see what the 2.6 patch will bring.

  • RaduzielRaduziel Member Posts: 4,600
    Good job!

    A request/question, if I may:

    Can you add a component to change the outcome of the Bridgefort battle?

    I felt very frustrated when I saw the Flaming Fist charging in instead of letting me deal with the whole camp myself. And today I've discovered that I'm not the only one.

    I was able to kill the mages and Barghest on my own, but more than that I had to share my glory with a bunch of NPCs.

    Thanks in advance :)

  • megamike15megamike15 Member Posts: 1,853
    making khalid immortal during that part would also be helpful. so he does not randomly die during the battle and no one notices until it's to late.

  • jasteyjastey Member Posts: 1,318
    I only add tweaks I want to have myself, so let's see once I'll come to that part of the game in my current playthrough. :)

  • RaduzielRaduziel Member Posts: 4,600
    jastey wrote: »
    I only add tweaks I want to have myself, so let's see once I'll come to that part of the game in my current playthrough. :)

    I hope you get extremely frustrated with this part of the game.

    Fingers crossed! <3


  • jasteyjastey Member Posts: 1,318
    edited April 23
    Hey! What can I say, I hope I don't. I understand what you mean, though (I meant I got the joke). :D

  • IseweinIsewein Member Posts: 129
    Thank you so much for implementing these dialogue tweaks for the notorious rotaters such as myself!

  • jasteyjastey Member Posts: 1,318
    edited May 23
    Thank you for the kind words! Which version did you install and does it work as it should (because I never really played a full runthrough with the tweakpack)?

  • IseweinIsewein Member Posts: 129
    I just saw it published and wanted to leave some acknowledgment considering how few active modders are still around! I'm too busy at work these days to embark on another playthrough, but will certainly do so come autumn and am planning to finally use EET then. Sorry for the confusion!

  • jasteyjastey Member Posts: 1,318
    Ah, no problem! Thank you for your interest in the tweak pack!

  • MothorMothor Member Posts: 70
    Any news how the latest two tweaks are coming up? No pressure, just being curious. :)

  • jasteyjastey Member Posts: 1,318
    Thank you for the interest!
    Tweak 7 "Restore scripted Abduction Scene Fight" is finished and waits to be released.
    Tweak 8 "Imoen remains in the Group in Korlasz's Dungeon" got a bit out of hand and went into the mod "Imoen 4 Ever" which will be announced properly shortly (it's already available in English).

  • RaduzielRaduziel Member Posts: 4,600
    What abduction scene fight?

  • jasteyjastey Member Posts: 1,318
    @Raduziel I guess it's no spoiler that the party is kidnapped at the end of SoD. There is a complete written scene for this in SoD which is disabled by default. EET enables it (by default), and my tweak will enable it for SoD, too.

  • subtledoctorsubtledoctor Member Posts: 11,212
    I installed this on SoD, but then it prevented EET_Core from installing successfully. @swit any thought of making it compatible?

  • jasteyjastey Member Posts: 1,318
    @subtledoctor The tweakpack is compatible with EET directly, so there is no need to install it to SoD, first?

    What exactly was the problem with the EET conversion?

  • subtledoctorsubtledoctor Member Posts: 11,212
    jastey wrote: »
    What exactly was the problem with the EET conversion?

    It was an unregonized/unapproved mod that EET found when importing the BG1/SoD resources, so the EET installer bombed out.
    jastey wrote: »
    The tweakpack is compatible with EET directly, so there is no need to install it to SoD, first?

    Ah! I was installing it on SoD first so that the changes would be imported into EET. Installing after EET is fine, and actually easier. :smile:

  • jasteyjastey Member Posts: 1,318
    The mod updates to version 2!
    It also has a home at GitHub now.

    -new tweak component added (SoD only): "Restore scripted Abduction Scene Fight"
    -"Skip Korlasz' Dungeon": fixed for EET: Imoen should initiate dialogue if the crypt is cleared (EET uses different DV than SoD for Imoen)
    -"Ending Independent on PC Replies": count points will be counted up only, so the "ducal release ending" will be triggered with precedence.

  • RaduzielRaduziel Member Posts: 4,600
    @jastey Apparently the Flaming Fist rushing in at the keep's siege was something that didn't bother you as much as it bothers me

  • jasteyjastey Member Posts: 1,318
    @Raduziel My SoD playthrough is on hold. This update is something I had on my HD for several weeks.

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