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EET Mod Forge - Build Your Ultimate EET Install

AnprionsaAnprionsa Member Posts: 119
Hi everyone,

I'd like to share a tool I've been building for the BG:EE modding community: EET Mod Forge, an install order builder for Baldur's Gate: Enhanced Edition Trilogy.

What it does:
  • Browse 637 mods and 4,000+ components organized across 21 install order categories
  • Build a WeiDU.log and export for mod_installer or Project Infinity
  • 476 conflict rules with component-level scoping - see exactly which components clash, not just mod names
  • NPC Portrait Viewer - see how your mod selections affect 228 NPCs across 700+ portrait entries
  • Kit Cap & SPLSTATE tracking - real-time monitoring of engine limits (320 kits, 256 SPLSTATE slots)
  • 1-OF badges and CHOOSE ONE separators for mutually exclusive options
  • Per-component notes sourced from tp2 analysis, readmes, and community knowledge
  • Debug log analyzer, GitHub version checker, import your existing WeiDU.log
  • For new users:
  • Select a preset and customize from there. The Installation Guide walks you through using Project Infinity or mod_installer.

For experienced modders:
The conflict database has been extensively verified against tp2 source code. Many conflicts inherited from older guides have been scoped to specific components, downgraded from hard to soft where install order resolves the issue, or removed entirely where they were bogus. Every conflict entry aims to tell you why and which specific components are involved.

Data sources:

install-EET-4.txt install order guide
EET Mod Install Order Guide spreadsheet
EET Compatibility List
EE-Mod-Setup Game.ini conflict rules
Direct tp2 analysis of 200+ extracted mods

The app is a single HTML file with no build step — just open the link or clone the repo and serve it locally.

Feedback, corrections, and contributions welcome! If you spot a wrong conflict, missing mod, or incorrect component data, please open an issue or comment here.

Comments

  • moe23moe23 Member Posts: 54
    It will take me some time to get a complete picture, but at first glance it looks really interesting and ambitious. Thanks for sharing.
  • AnprionsaAnprionsa Member Posts: 119
    Still a work in progress. But it's getting better every time. I've been running installs that track failures for different mods to get better conflict detection.
  • myEVILmodemyEVILmode Member Posts: 28
    It looks impressive. There weren't enough people in the BG community willing to take on such time-consuming work. Respect.
  • AnprionsaAnprionsa Member Posts: 119
    myEVILmode wrote: »
    It looks impressive. There weren't enough people in the BG community willing to take on such time-consuming work. Respect.

    Appreciate it!
  • AnprionsaAnprionsa Member Posts: 119
    What’s New in v3.0

    Per-Mod Data Architecture
    The monolithic mods.json has been split into individual files per mod. Each mod now lives in its own JSON file under data/mods/, making it easier to review changes in pull requests and preventing data corruption when editing individual mods. A lightweight index (mods-index.json) powers search and filtering without loading all mod details upfront. Thanks to Graion for the thought there, was able to make it work with little speed issues.

    Version Tracker with Folder Scan
    Click “Scan Mod Folder” in Diagnostics to point at your Extracted mods directory. The app reads each mod’s tp2 VERSION string and compares it against cached GitHub releases and known versions. Results show which mods need updating, with direct download links. For mods where the author didn’t update the internal VERSION string, a timestamp-based fallback detects downloads newer than the cached release date, showing a “STALE VERSION” badge instead of false update notifications (of which there can still be some false positives).

    80+ Mod Deep Dives
    I’ve done thorough research on 80+ mods this release, adding detailed component notes, conflict analysis, choose-one groups, and dependency tracking. Every component now tells you what it does, what it conflicts with, and whether you may need to make another choice.

    Highlights: SCS (15 spell components properly categorized, spell sequencer conflict with SR clarified), Talents of Faerun (multiclass kit counts documented), Faiths & Powers (multiclass druid/shaman/cleric components noted with kit counts), Golem Construction (moved to SPELL MODS to fix Detectable Spells stats.ids ordering issue), SubtleD Spell Tweaks (Symbol Fear IDS overflow documented), Warlock/Bardic Wonders, and more!

    Category Reorganization
    “AFTER NEW NPCS” renamed to NPC Expansions, new NPC Crossmod category for crossmod banter/content, “KIT MODS” renamed to Kits & Classes, 15+ mods had crossmod components moved, Nostalgia Pack moved to Graphics & Sound, Reveal Hidden Gameplay Options moved to Interface.

    Merged Split Mods
    Mods that were split across multiple database entries for install order (like SCS with 4 entries) are now single entries with per-component category overrides. This reduces confusion and makes the UI cleaner.

    Ultimate Preset Audit
    The Mod Forge Ultimate preset has been extensively cleaned: removed EET-incompatible mods, fixed dozens of choose-one violations, resolved IWDification vs Talents of Faerun overlaps, removed conflicting components, added Jimfix SCS/Ascension fixes, Shadow Magic Shade Lord, Shadowdancer Overhaul. Kit budget audited: 237 kit slots from preset + ~50 base = ~287/320.

    This is still a work in progress. I’ve noticed issues with doing this with mod installer and project infinity and am actively looking to fix any issues. Some steel from the load order itself and others from the way the installers operate. Given that Project Infinity hasn’t had an update in years and not all mods have the metadata it needs, sorting it is a bit of a headache. Mod installer has some issues I’m trying work around where it doesn’t always copy everything correctly because it can move too fast. I have a fork that has solved some of these issues, but won’t step on the authors toes there. I’ll reach out once the installers operates as I expect. But good results so far.

    Install Order Improvements
    Explicit ord field for deterministic ordering, install context shown next to multi-cat category headers, Golem Construction moved after Spell Revisions, SCS spell components in SPELL MODS category, Improved Shamanic Dance moved late in KIT & CLASS MODS.

    UI Improvements
    Long component notes truncate with “more…” toggle, scroll position anchored when expanding mod cards, gold left border on expanded cards no longer clips rounded corners.

    Tools
    scan_versions.js, backfill_github.js, scrape_weaselmods.js, GitHub Action for weekly automated version cache updates.

    Feedback Welcome
    This is a community project. If you find incorrect data, missing mods, or install order issues, please open an issue on GitHub or reply here.
  • moe23moe23 Member Posts: 54
    I can't find the "Conflict detection" section after the update!? Before it was direct on top of the mod section after importing a .log.
  • AnprionsaAnprionsa Member Posts: 119
    oops! Problem from the update, pushing something in a moment. Should fix it.
  • moe23moe23 Member Posts: 54
    I'm truly thrilled! This tool would have saved me countless hours back when I started modding EET. I think it's the most promising resource for anyone wanting to start mod BG games.

    Especially with large mod lists, it was always a problem to keep track of all the interactions and potential conflicts. If the community as a whole decided to support this tool, it would drastically lower the barriers to entry, especially for new players.

    I'm already pleasantly surprised by the number of supported mods and conflict information included, as well as the speed at which new ones are added. So @Anprionsa , thank you again so much for this wonderful new tool!

    A few things I've noticed so far:
    • Afaaq, the Djinni Companion requires Wheels of Prophecy -> to my knowledge, neither "Wheels of Prophecy" nor "Ascension" are required. The documentation only recommends installing them before "Afaaq, the Djinni Companion".
    • Baldur's Gate Graphics Overhaul requires The Darkest Day -> I think this is not correct.

    Here are a few more mods that aren't currently recognized; perhaps they could be included:

    Stormcaller Kit
    https://github.com/thisisulb/StormCallerKit

    Spiritwalker Kit
    https://github.com/thisisulb/SpiritwalkerKit/

    Ophysia - NPC Mod
    https://github.com/Llewren/OphysiaBG1

    SharteelSoD
    https://github.com/MattyGroove/SharteelSoD

    Aura NPC
    https://github.com/TheArtisanBG/Aura_BG1_BG2_EET

    M'Khiin Friendship (for SoD)
    https://github.com/dark0dave/M-khiin-Friendship

    VoicesVoicesExtravaganza
    https://github.com/ColossusChang/VoicesVoicesExtravaganza

    VoicesVoicesExtravaganzaSOD
    https://github.com/ColossusChang/VoicesVoicesExtravaganza-SOD
  • shaigan22shaigan22 Member Posts: 22
    I uploaded the newer version of SharteelSoD to github. I didn't touch it, just uploaded the last version that was posted by @elminster
    https://github.com/panshaigan/Shar-Teel-SoD
  • morpheus562morpheus562 Member Posts: 710
    edited March 31
    Its incorrect for you to state "RemoveSpellRES missing target object argument" as it does not have an object argument for that action.

    EDIT: Using built in quote created some odd formatting, so reverted to normal quotation marks.
  • AnprionsaAnprionsa Member Posts: 119
    edited April 3
    moe23 wrote: »
    I'm truly thrilled! This tool would have saved me countless hours back when I started modding EET. I think it's the most promising resource for anyone wanting to start mod BG games.

    Especially with large mod lists, it was always a problem to keep track of all the interactions and potential conflicts. If the community as a whole decided to support this tool, it would drastically lower the barriers to entry, especially for new players.

    I'm already pleasantly surprised by the number of supported mods and conflict information included, as well as the speed at which new ones are added. So @Anprionsa , thank you again so much for this wonderful new tool!

    A few things I've noticed so far:
    • Afaaq, the Djinni Companion requires Wheels of Prophecy -> to my knowledge, neither "Wheels of Prophecy" nor "Ascension" are required. The documentation only recommends installing them before "Afaaq, the Djinni Companion".
    • Baldur's Gate Graphics Overhaul requires The Darkest Day -> I think this is not correct.

    Here are a few more mods that aren't currently recognized; perhaps they could be included:

    Stormcaller Kit
    https://github.com/thisisulb/StormCallerKit

    Spiritwalker Kit
    https://github.com/thisisulb/SpiritwalkerKit/

    Ophysia - NPC Mod
    https://github.com/Llewren/OphysiaBG1

    SharteelSoD
    https://github.com/MattyGroove/SharteelSoD

    Aura NPC
    https://github.com/TheArtisanBG/Aura_BG1_BG2_EET

    M'Khiin Friendship (for SoD)
    https://github.com/dark0dave/M-khiin-Friendship

    VoicesVoicesExtravaganza
    https://github.com/ColossusChang/VoicesVoicesExtravaganza

    VoicesVoicesExtravaganzaSOD
    https://github.com/ColossusChang/VoicesVoicesExtravaganza-SOD

    I'll definitely look into those!


    Added! Notes should be clean, but double check if you know more.

    And thank you! I really wanted to create something that would do what I've been wanting for a long time. I really want this to be a community tool, I don't really want to own it. But it's a bit overwhelming to ever start something, but I just felt the urge and here we are.
    Post edited by Anprionsa on
  • AnprionsaAnprionsa Member Posts: 119
    shaigan22 wrote: »
    I uploaded the newer version of SharteelSoD to github. I didn't touch it, just uploaded the last version that was posted by @elminster
    https://github.com/panshaigan/Shar-Teel-SoD

    Great! I'm wondering if I should replace it entirely or have both versions?
  • AnprionsaAnprionsa Member Posts: 119
    Its incorrect for you to state "RemoveSpellRES missing target object argument" as it does not have an object argument for that action.

    EDIT: Using built in quote created some odd formatting, so reverted to normal quotation marks.

    Thanks for the callout here. RemoveSpellRES notes Fixed in BrandockTheMage, morpheus562skitpack, and A7-GolemConstruction. The notes incorrectly claimed RemoveSpellRES was missing a target object argument, it doesn't take one.

    Should be clean.
  • moe23moe23 Member Posts: 54
    I'm currently using this tool primarily to analyze my existing WEIDU-logs.

    I've noticed that when importing components from some mods, all components of that mod are automatically activated, not only the ones listed in the WEIDU-log. I've observed this with mods like "BG1 NPC in SoA: Water Gardens" and "The Tweaks Anthology."

    The spell tool currently has the categories "Wizard" and "Priest". I think "Arcane" and "Divine" would be better. For spell category references, one could look to "Spell Revisions" readme for example:
    https://gibberlings3.github.io/SpellRevisions/spells/

    Furthermore, some changes from the "Spell Revisions" are not being reflected in the spell tool. For example, "Animal Summoning I" should be displayed as a 1st-level spell, etc.
  • AnprionsaAnprionsa Member Posts: 119
    I appreciate you testing this out. Would love more eyes in general as it's difficult for me to test everything. Thankfully there are a few of you out there now. I'll look into this.
  • AnprionsaAnprionsa Member Posts: 119
    The fallback idx.WF[e.folder] activates ALL components when the specific folder:comp lookup fails. That's your bug. If a component number doesn't match in WI, it falls back to WF which selects everything for that mod folder.

    The fallback was meant as a safety net for when component numbers don't match, but it's too aggressive. If a user's WeiDU.log has component numbers that differ from the database (e.g., the mod was updated and renumbered), the fallback fires and selects everything.

    "Arcane" and "Divine" are definitely more standard D&D terminology and what most IE modding resources use. Simple rename. Should be up relatively soon.

    The last one was intentional on my part, should have been clearer. I'll see about getting that out soon.
  • AnprionsaAnprionsa Member Posts: 119
    edited April 5
    I've got a fix in the works, but I'm stepping out for a bit. Hopefully be up later tonight. Should resolve the SR issues.

    -Completely updated the spells tab.
    Post edited by Anprionsa on
  • moe23moe23 Member Posts: 54
    Spell tab looks great now, and the spells seem to be working correctly—very nice. Component import for mods like "BG1 NPC in SoA: Water Gardens" and "The Tweaks Anthology" also works.

    1) However, a new problem seems to have arisen: Some mods in the ModForge database now have missing components, for example:

    crucible - Install Crucible -> Fully Voiced NPCs using AI: v4.5 #1 (only shows #0 The Crucible, which isn't a valid component)
    ee_cosmetic_enhancements - IWD-style animations for Elementals -> All elementals except princes: v1.0.2 #19
    bg1npcsoa - New Protrait of Shar-Teel (blonde, slightly older): v15.4.3 #3
    bg1npcsoa - Kagain's Corner (SoA & ToB) -> Store with Vanilla Items Only: v15.4.3 #35
    ofpathsandways - Of Paths and Ways: Decay Overseer (Druid Kit): 1.8 #10

    2) Furthermore, component import for "Of Paths and Ways" is not working. For the following components:

    ofpathsandways - Of Paths and Ways: Magivore-Infected (Sorcerer Kit): 1.8 #7
    ofpathsandways - Of Paths and Ways: Rose Blade Monk (Monk Kit): 1.8 #8

    3) Icewind Dale EET Integration requires Icewind Dale in EET
    -> it also can be used with HoW_EET https://github.com/The-Gate-Project/HoW_EET. COMPONENT 150 & 155.

    4)
    9x3lh0hoih5y.png
    Could you make this expandable by clicking on "... and more"?

    I've noticed many small but useful changes in recent versions (e.g., conflict categories). Keep up the good work!
  • AnprionsaAnprionsa Member Posts: 119
    moe23 wrote: »
    Spell tab looks great now, and the spells seem to be working correctly—very nice. Component import for mods like "BG1 NPC in SoA: Water Gardens" and "The Tweaks Anthology" also works.

    1) However, a new problem seems to have arisen: Some mods in the ModForge database now have missing components, for example:

    crucible - Install Crucible -> Fully Voiced NPCs using AI: v4.5 #1 (only shows #0 The Crucible, which isn't a valid component)
    ee_cosmetic_enhancements - IWD-style animations for Elementals -> All elementals except princes: v1.0.2 #19
    bg1npcsoa - New Protrait of Shar-Teel (blonde, slightly older): v15.4.3 #3
    bg1npcsoa - Kagain's Corner (SoA & ToB) -> Store with Vanilla Items Only: v15.4.3 #35
    ofpathsandways - Of Paths and Ways: Decay Overseer (Druid Kit): 1.8 #10

    2) Furthermore, component import for "Of Paths and Ways" is not working. For the following components:

    ofpathsandways - Of Paths and Ways: Magivore-Infected (Sorcerer Kit): 1.8 #7
    ofpathsandways - Of Paths and Ways: Rose Blade Monk (Monk Kit): 1.8 #8

    3) Icewind Dale EET Integration requires Icewind Dale in EET
    -> it also can be used with HoW_EET https://github.com/The-Gate-Project/HoW_EET. COMPONENT 150 & 155.

    4)
    9x3lh0hoih5y.png
    Could you make this expandable by clicking on "... and more"?

    I've noticed many small but useful changes in recent versions (e.g., conflict categories). Keep up the good work!

    Should be fixed in the next update. I really appreciate your feedback and helping me fill in the gaps. I definitely couldn't do this all by myself.
  • AnprionsaAnprionsa Member Posts: 119
    Update pushed.
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