G3

The Tweaks Anthology

A Gibberlings Three Mod
Authors:
Andyr, the bigg, CamDawg, DavidW, grogerson, Idobek, and Wes Weimer
Contributors:
Angel, Ardanis/GeN1e, argent77, aVENGER, Baldurdash, Blucher, Davide Carte, Domi, Galactygon, icelus, Icendoan, japheth, jcompton, Karzak, Luiz, Mike1072, Miloch, plainab, Richardson, Sabre, subtledoctor, Wendy Yung, Zed Nocear

Version 3
Languages: Chinese, Czech, English, French, German, Italian, Korean, Polish, Russian, and Spanish
Platforms: Windows, Mac OS X, Linux

Overview

The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks. Some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install.

Compatibility

This mod includes and deprecates a slew of other mods: the BG2 Tweak Pack, the G3 Tweak Pack, the Tutu Tweak Pack, Wes Weimer's Ease of Use, the Icewind Dale Tweak Pack, the Icewind Dale II Tweak Pack, the Baldur's Gate Tweak Pack, and the Planescape: Torment Tweak Pack.

This mod works on all Infinity Engine games. This includes

  • The series of Enhanced Editions published by Beamdog, which at present includes Baldur's Gate: Enhanced Edition (BGEE), Baldur's Gate II: Enhanced Edition (BG2EE), Icewind Dale: Enhanced Edition (IWDEE), and Planescape: Torment: Enhanced Edition (PsTEE). The BGEE Siege of Dragonspear expansion (SoD) is supported as well. All of the Enhanced Edition games include the original expansion packs, e.g. IWDEE includes Heart of Winter and Trials of the Luremaster.
  • The original Baldur's Gate (BG), with or without the Tales of the Sword Coast (TotSC) expansion
  • The original Baldur's Gate II (BG2), with or without the Throne of Bhaal (ToB) expansion
  • The conversion projects Baldur's Gate Trilogy (BGT), Baldur's Gate Tutu (Tutu), Icewind Dale-in-Baldur's Gate II (IWD-in-BG2), and Enhanced Edition Trilogy (EET)
  • The original Icewind Dale (IWD) with or without either of its expansions, Heart of Winter (HoW) and Trials of the Luremaster (TotLM)
  • Icewind Dale II (IWD2)
  • Planescape: Torment (PsT)

While the mod works on all of these platforms, not every component is available for every game; check the individual components for details using the acronyms listed above. Every component in this mod makes interactive changes and should, in general, be compatible with other mods. Except where noted, the tweaks adjust items or dialogues added by other mods. As such, it is highly recommended that you install this mod last if you wish to take full advantage of it. For example, installing a mod that adds weapons after you install Alter Weapon Proficiency System from Tweaks will mean that the mod's weapons may not use the new system.

  • The Can't Kill Romance option of Romance Cheats should be used with caution with third-party NPC romance mods.
  • Multiple Strongholds (either variant) may not work correctly with Oversight's Cleric Kits component
  • The changes to Cromwell's dialogue in the Allow Cromwell to Upgrade Watcher's Keep Items component should play nicely with other mods, provided the other mods don't mangle his dialogue (older versions of Item Upgrade, for example)
  • Certain mod items may not be affected by the item tweaks--in some cases, the tweak can't be made on the fly, so items to be modified are kept on static lists rather than a list made at installation time. If you find items not being modified by a certain tweak please report it to the Tweak Packs forum.

Installation

Special Note for Siege of Dragonspear from Steam/GOG
Good Old Games (GOG) and Steam both package the additional content for Siege of Dragonspear in a method that WeiDU, the tool used to install this mod, cannot access. You must run a program called Modmerge on your SoD installation before you can install this or any other WeiDU-based mod.

Unattended Installation
A new configuration file, cdtweaks.txt, is now available in the mod's folder. Players can use this file to set inputs for the Romance Cheats and Minimum Stats Cheat components prior to installation. Doing so will allow the mod to be installed unattended, e.g. as part of a Big World Setup install. If the configuration file is not utilized, or indicates no changes, the player will be prompted during installation of these components, just like before.

Enhanced Editions Note
The Enhanced Editions are actively supported games. Please note that every patch update will wipe your current mod setup! If in the middle of a modded game you might want to delay the patch update (if possible) as even after reinstalling the mods, you might not be able to continue with your old savegames. Alternatively, copy the whole game's folder into a new one that can be modded and will stay untouched by game patches. For BG:EE it is important that you install the mod to the language version you are playing the game in. Otherwise, the dialogues of the mod will not show but give error messages.

Windows
Tweaks Anthology for Windows is distributed as a self-extracting archive and includes a WeiDU installer. To install, simply double-click the archive and follow the instructions on screen.

Alternatively, the files can be extracted into your game directory using 7zip or WinRAR. When properly extracted, your game directory will contain setup-cdtweaks.exe and the folder cdtweaks. To install, double-click setup-cdtweaks.exe and follow the instructions on screen.

You can run setup-cdtweaks.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X
The Tweaks Anthology for Mac OS X is distributed as a compressed tarball and includes a WeiDU installer.

First, extract the files from the tarball into your game directory. When properly extracted, your game directory will contain setup-cdtweaks, setup-cdtweaks.command, and the folder cdtweaks. To install, double-click setup-cdtweaks.command and follow the instructions on screen.

You can run setup-cdtweaks.command in your game folder to reinstall, uninstall or otherwise change components.

Linux
The Tweaks Anthology for Linux is distributed as a compressed tarball and does not include a WeiDU installer.

Extract the contents of the mod to the folder of the game you wish to modify.

Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your game installation directory, run tolower and answer Y to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either if you've extracted only this mod since the last time you lowercased file names. If you're unsure, running tolower and choosing both options is the safe bet.

To install, run WeInstall cdtweaks in your game folder. Then run wine BGMain.exe and start playing.

Note for Complete Uninstallation
In addition to the methods above for removing individual components, you can completely uninstall the mod using setup-cdtweaks --uninstall at the command line to remove all components without wading through prompts. .

Contents

The Tweaks Anthology has many components, which can be installed completely independently of one another. For convenience, they are grouped into five broad categories. At installation time, players can select or ignore entire categories to streamline the installation process.

Italics running underneath each component indicate availability for various games. Unless specified, a component will work on a game with or without its expansions unless noted, e.g. a component labeled BG2 would work on Baldur's Gate II with or without the Throne of Bhaal expansion. If the expansion is required or forbidden, the note will either be BG2 (requires ToB) or BG2 (without ToB) respectively. Components that are not available for your game will be skipped automatically by the installer.

Cosmetic Changes

This batch of tweaks generally changes the look and feel of the game, without making general rule changes or altering the underlying mechanics of the engine.

Remove Helmet Animations
All games except PsT, PsTEE

Many don't like how any of the helmets look on the character avatars. Now they can't be seen at all - just like ioun stones. This component will affect all helmets in the game, including helmets introduced by mods.

Imoen Avatar Change
BG2EE, EET, BG2, BGT

This component will change Imoen's avatar from a thief to a mage.

Nalia Avatar Change
BG2EE, EET, BG2, BGT

This component will change Nalia's avatar from a mage to a thief.

Viconia Skin Color Change
BGEE, BG2EE, EET, BG, BG2, Tutu, BGT

A fan request, this component will change Viconia's in-game avatar to have dark blue skin to match her default portrait.

Avatar Morphing Script
BGEE, BG2EE, EET, BG2, Tutu, BGT, IWD-in-BG2

This script allows you to select whatever PC avatar you wish for your character or any joinable NPC. Assign this script to the character whose avatar you wish to change. To change the avatar return to the game screen, ensure the party AI in on (and the game is not paused) and press 'S'. This will take you to the avatar selection screen. Once the morph is complete re-assign a combat script to the character. Please note that this component can cause slowdowns on older systems.

Weapon Animation Tweaks
All games

By default, spears in BG2 use 33% overhead swings, 33% backhand swings and only 34% thrusting attacks. Wouldn't it make more sense to use the pointy end?

This component adjusts the attack animation balances of various weapons classes: spears, staves, short swords, and one-handed blunt instruments such as clubs and maces. Spears and short swords now primarily use thrusting attacks and staves are more consistent as a class and use more swinging attacks. A handful of clubs and maces were using thrust attacks; they now only use swinging attacks like all other one-handed blunt weapons. This component also changes morningstars to use a mace animation when attacking, instead of the flail-like ball-and-chain animation. Morningstars are depicted in inventory icons and description pictures as being closer to spiked maces. This component will affect all items in the game, including items introduced by mods.

Icewind Dale Casting Graphics
BGEE, BG2EE, EET, BG2, BGT, Tutu, IWD-in-BG2

When your character casts a spell, you get a pretty sequence of colors swirling around their hand depending on the school the spell cast came from. A necromantic spell, for example, looks quite different from creating an illusion. The Baldur's Gate and Icewind Dale games use different sets of animations for the schools. This component changes the spellcasting animations to those of Icewind Dale. Note that this is purely a cosmetic change--the spells themselves function exactly as before. Screenshots for comparison are available in the Tweaks gallery.

Baldur's Gate Casting Graphics
IWDEE, IWD, IWD2

This is the inverse of the previous component for the Icewind Dale series of games. Screenshots for comparison are available in the Tweaks gallery.

Restore SoA Load Screen Logo
BG2 (requires ToB)

This component will change the logo on the load screen from the ToB logo (the symbol of Bhaal) to the original Shadows of Amn logo (elves in opposition). This component will not work if you have biffed your override folder, a common practice for many large mods. Screenshots for comparison are available in the Tweaks gallery.

Restore IWD Loading Screens (icelus)
IWD (requires HoW)

This component will change the logo on the load screen from the HoW logo (a white dragon) to the original IWD logo (Kuldahar's tree). Screenshots for comparison are available in the Tweaks gallery.

Disable Portrait Icons Added by Equipped Items
All games

This component will prevent items from displaying the small icons (fire resistance, protection from charm) that appear on the character portrait while equipped. This will not affect the actual effects of the items, only the display of the icon. It will also not affect icons added by spells or other means.

Commoners Use Drab Colors
BGEE, BG2EE, EET, BG2, BGT, Tutu

Unlike Icewind Dale, commoners in the Baldur's Gate series wear brightly colored clothes. This tweak changes the random selections of colors for commoners to a drab palette. The dress of noblemen and noblewomen are not affected.

Icon Improvements
All games except IWD2, PsT, PsTEE

This component uses a combination of BG, IWD, and BG2 icons to better differentiate armor when it is on the ground. It also restores the inventory icon to the Case(s) of Plenty. Screenshots for comparison are available in the Tweaks gallery.

Force All Dialogue to Pause
All games

This component will change all dialogue to pausing. No longer will bandits attack in the middle of a conversation. This component will affect all dialogues in the game, including ones introduced by mods.

Fix Boo's Squeak
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

When you click on Boo in Minsc's inventory you're treated to a terrible, sped-up sound of someone saying 'squeak'. This component replaces this awful noise with an actual Boo squeak pared from one of Minsc's sound files.

Make Magic Shields Glow (plainab/grogerson)
All games except PsT, PsTEE

For those who don't like that magic shields either mimic the primary color of the wielder or are a dull wood brown, this little component changes the magic shields so their panels now glow with their protective enchantments.

Unique Icons
BG2EE, IWDEE, EET, BG2, BGT, IWD, IWD-in-BG2

Icewind Dale, and to a lesser extent BG2, has a frustrating habit of using the same icon for multiple items, making them difficult to tell apart from one another. This component gives unique icons to about 200 items in Icewind Dale and about 80 in Baldur's Gate II. For example, the dozen or so items that all used the icon for the Ring of Protection +1 in Icewind Dale now use unique icons. The 'new' icons have been scavenged from other Infinity Engine games. A before and after image is available in the Tweaks gallery.

Unique Containers (Miloch)
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD, IWD-in-BG2

Originally a standalone mini-mod from Miloch, this mod has been incorporated into Tweaks. There are three options--fixes only, unique containers, or unique containers and names. You can see example icons in the Tweaks gallery. From the original readme:

"This mini-mod assigns unique icons to all containers in the game. Containers include standard and mod-added bags of holding, gem bags, scroll cases, potion cases and ammo belts. The tweak allows you to identify containers at a glance by color and use them for a particular type of storage. Or it just makes your character's accessories color-coordinated. Optionally, you can assign unique names (based on the color) to the containers to differentiate them further.

"The mod will also fix various issues with stores and containers in both the unmodded (and Fixpacked) games, as well as with mods. Some of those mods include BP, CtB, NEJ2, RoT, SOS and UB. Most significantly, it fixes some issues with Lost Items v2, including containers with duplicate stores attached and other mod usability issues pointed out by Bursk and SixOfSpades. You don't need to have any of these mods installed to use the main feature though."

Note: While the mod has been expanded to cover IWD/IWDEE/IWD-in-BG2, it will use BG2-style container icons instead of IWD-style ones.

Use Character Colors Instead of Item Colors
All games except PsT, PsTEE

In the original Baldur's Gate, shields and helmets generally took on the major/minor colors of the character wearing them. In Baldur's Gate II, most shields and helmets instead set fixed colors so that the paperdoll and game screen would always match the item icons. You can see a comparison in the Tweaks gallery. This component allows you to use the BG behavior to allow helmets and shields to use character colors. The component allows you to select changing shield, helmets or both; and for choosing to alter all or just non-magical ones.

Remove Blur Effect from Equipped Items

This component will remove the blur effect from items such as the Cloak of Displacement and The Claw of Kazgaroth. This will not interfere with items that provide blur effects for creatures such as ghosts or from limited blur effects from spells or limited-use items.

Separate Resist Fire/Cold Portrait Icon into Separate Icons (Angel)
All games except PsT, PsTEE

This component will replace any instance of spells or items that use the Resist Fire/Cold portrait icon with separate Protection from Cold and/or Protection from Fire icons, as appropriate.

Content Changes

These components make alterations to content in order to provide a better player experience.

More Interjections
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

One of the more common triggers for dialogue interjections does not quite work as well as intended--Irenicus not realizing Yoshimo is in your party at Spellhold is a common example in Baldur's Gate II. This component will interactively replace these faulty triggers with a simple in-party check, similar to the Valen or Solaufein mods. The net result is that some characters may be chiming in on conversations from half-a-map away, but it also means no more silliness such as Irenicus missing Yoshimo when he's standing four feet away. If party members are in another area, this component could cause some dialogues to exit early. This component will affect all dialogues and scripts in the game, including ones introduced by mods that use the IsValidForPartyDialogue trigger, provided this component is installed after them.

Alter HP Triggers for NPC Wounded Dialogues
BG2EE, EET, BG2, BGT

Many NPCs have banters for when they are wounded. However, the triggers are typically for HP levels so low that many players never see them. This component will raise the HP trigger level so that the player has a better chance of seeing these dialogues.

Reveal Wilderness Areas Before Chapter Six
BG2EE, EET, BG2, BGT

This component will allow you to travel to the three wilderness areas from the City Gates area at any point in the game. Previously, the Small Teeth Pass, North Forest, and Forest of Tethyr areas were not available until chapter six. Please note that while not incompatible per se, this may cause conflicts with mods that set encounters in these areas that assume you've completed the story through chapter six.

Make Cloakwood Areas Available Before Completing the Bandit Camp
BGEE, EET, BG, BGT, Tutu

This component will allow you to travel to the Cloakwood forest from a nearby area prior to completing the Bandit Camp. This will allow you to explore, complete Cloakwood quests, and pick up Cloakwood NPCs earlier in the game. The component has two options: open up the first area only (with the lodge and Aldeth Sashenstar) or open up all four wilderness areas, leaving just the mines themselves inaccessible until after the Bandit Camp.

This functionality is also available from the BG1 NPC Project.

Improved Athkatlan City Guard
BG2EE, EET, BG2, BGT

The Amnish guards aren't really tough enough to keep the peace in the cities, what with all the thieves and vampires around. This component makes the various Amnish guards and the like slightly tougher, and gives them a chance of summoning backup in the form of either another guard, a Sanctioned Wizard or a Militia Cleric.

Please note that the guards aren't amazing killing machines, and this isn't aiming to make the game a hardcore battle experience. You won't get much XP or loot for randomly going around killing soldiers, either. But it might make such activities a little more interesting.

Gradual Drow Item Disintegration
BG2EE, EET, BG2, BGT

Rather than your drow items turning to dust immediately upon exiting the Underdark, they will gradually degrade over time. They also have a chance to break every time they are used in combat. Please note that this component adds a number of item checks to the main game script; as such it can cause slowdowns when you have a very large number of items in your inventory and bags of holding.

Breakable Nonmagical Armor, Helms, and Shields
BGEE, EET, Tutu

The iron crisis in the Sword Coast means that nonmagical iron weapons can break when used in combat. This component will extend the same vulnerability to nonmagical iron armor, helmets, and shields to close an oversight by the game.

This tweak is not available for Baldur's Gate Trilogy as it contains this functionality by default.

Improved Multi-Player Kick-out Dialogues
BGEE, BG2EE, IWDEE, EET, BG (requires TotSC), BG2, BGT, Tutu, IWD-in-BG2

This allows you to ask multi-player created NPCs to "wait here" or go to a nearby meeting place. For BG2EE/EET/BG2/BGT, options are added to send NPCs to the Copper Coronet or the Pocket Plane. For BGEE/EET/BG/Tutu, options are added to send NPCs to the Friendly Arms Inn, Jovial Juggler in Beregost, the Temple of Helm in Nashkel, or the Elfsong in Baldur's Gate. For IWDEE/IWD-in-BG2, options are added for the Winter's Cradle Tavern in Easthaven, the Root Cellar in Kuldahar, or the Whistling Gallows in Lonelywood.

Send BioWare NPCs to an Inn (DavidW/Zed Nocear)
BG (requires TotSC)

"One of the nice features of BG2 is the ability to ask NPCs to meet you somewhere else, rather than just getting them to stand around forlornly. This component introduces this feature for the "core" BG NPCs. You can send them to the Friendly Arm Inn, the Elfsong Tavern in Baldur's Gate (from chapter 5), the Nashkel Inn (if you've been to Nashkel), or the Jovial Juggler in Beregost (if you've been to Beregost). You can't send them there from Balduran's Isle, the Ice Island, the Candlekeep dungeons, or the lower levels of Durlag's Tower.

"To send someone to an inn, first kick them out of the party. Then talk to them - you should be given the opportunity to ask them to go to an inn and await you there."

If you would like this component for other platforms, check out BG1 NPC or Sword Coast Stratagems.

Add Bags of Holding
BGEE, BG2EE, EET, BG2, IWD (requires Heart of Winter), BGT, Tutu, IWD-in-BG2

For Baldur's Gate content, this component will add a gem bag to the Friendly Arm Inn store, a scroll case at the High Hedge, an ammo belt to Thunderhammer Smithy, a potion case to the Nashkel General Store, and a bag of holding at the Sorcerous Sundries in Baldur's Gate.

For Baldur's Gate II content, this component adds potion cases to the stores of Roger the Fence and Mrs. Cragmoon and ammo belts to the stores of the Trademeet blacksmith and Perter.

For Icewind Dale content, Heart of Winter added support for bags of holding, and scattered a few scroll cases and gem bags about the game. Trials of the Luremaster added bags of holding, but only to its new areas. This component adds ammo belts throughout the game as well as adding some bags of holding to the original Icewind Dale and Heart of Winter areas. This component also alters normal bags of holding (both the TotLM ones as well as the new ones) to hold any type of items. By default, you could not place armor, miscellaneous items, and some shields into them. Ammo belts are added to Conlan, Lehland, Emmeric, and Hobart (TotLM) and Bags of Holding are added to Orrick the Grey, Bandoth, and Kiernan Nye (TotLM).

Portable Containers (Zed Nocear)
BG (requires TotSC)

When Baldur's Gate was created, it was not designed with bags of holding in mind. Tioma's Ease-of-Use and Chosen of Mystra's Dark Side of the Sword Coast have methods that worked but were limited. Now there is another. Using Zed Nocear's work from the Polish mod Tajemnice Wybrzeza Mieczy (Mysteries of the Sword Coast), this component adds five portable containers to the game. These are different from containers in other games such as BG2 because of engine differences.

Exotic Items Pack
BGEE, EET, BGT, Tutu

This component adds a handful of weapons and items available in Baldur's Gate II and scatters them throughout stores, creatures, and containers in the Baldur's Gate portion of the game. Items include katanas, wakizashis, scimitars, ninja-tos, bags/quivers of plenty, ioun stones, and a handful of spell scrolls. However, please note that the items have been placed with an eye towards balance and likelihood that they would be on the Sword Coast at all. The exceptions are scimitars, which are definitely less exotic than the other items and hence more plentiful.

This component also fixes a known bug in the game, in that the merchant at Gullykin and the Helm temple in Nashkel shared the same store file.

Reveal City Maps
BGEE, BGT, IWDEE, BG, IWD, Tutu, IWD-in-BG2, PsT, PsTEE

In Baldur's Gate II, city maps were revealed as soon as you entered the area. For Baldur's Gate content, this component will reveal the maps of Baldur's Gate, Nashkel, Beregost, Candlekeep, and (if Tales of the Sword Coast is installed) Ulgoth's Beard. For Icewind Dale content, the maps of Easthaven, Kuldahar, and Lonelywood will be revealed.

Do Not Reveal City Maps
BG2EE, EET, BG2, BGT

In Baldur's Gate II, city maps were revealed as soon as you entered the area. This component will change BG2 city maps to no longer be revealed, forcing exploration of the area.

Add Map Notes
Tutu, IWD-in-BG2

This component will add map notes to many areas throughout the game, including some wilderness areas. This process is done interactively, so no areas are overwritten.

Stores Sell Larger Stacks of Items
All games except PsT, PsTEE

This component will alter all stores in the game to use higher stacks of arrows, bolts, bullets, darts, throwing axes, throwing daggers, and (where available) throwing hammers. This component will affect all stores in the game, including ones introduced by mods.

Reputation Resets at Beginning of BG2
EET, BGT

When making the transition from the end of Baldur's Gate to the beginning of Baldur's Gate II, this component will reset the party's reputation back to its default value (from 8-12, depending on the protagonist's alignment). It doesn't make sense that the party could emerge from the opening dungeon, head over to the Adventurer's Mart, and get hero discounts (or villain markups) from Ribald. Despite the events of Baldur's Gate, the protagonist and the party are more or less unknown in Amn.

Gems and Potions Require Identification
All games except PsT, PsTEE

This component assigns a lore value to gems and potions, meaning that they now require identification. Lore value is calculated by an algorithm based on the value of the item, but smaller gems and lesser potions should still be fairly easy to identify by the party. The component has the option to be applied to just gems, just potions, or both.

Shapeshifter Rebalancing (Weimer)
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

Please note that this is a legacy component from Wes Weimer's Ease of Use mod. Wes typically designed for balance under the assumption that people would have the Tactics mod installed, so this is probably overpowered for most normal games. The rest of the description is from the original Ease of Use readme:

Shapeshifter abilities now create "symbolic paws". When you wield one you turn into a Werewolf, when you remove it you're human again. There are no possible exploits and you may choose whether to put the paw in your on-hand or off-hand. Since your off-hand THAC0 as a pure druid is, shall we say, sub-optimal, I recommend the on-hand. This fixes the bug where the Shapeshifter's paws could be dispelled and then any weapon could be put in their place. That exploit essentially gave you two extra attacks with whatever you wanted, plus all the werewolf powers.

This also fixes a "bug" where attributes of the CRE file for "PC polymorphed into a Werewolf" were not actually given to the PC by the Polymorph opcode. For a normal werewolf:

You Were Supposed to Receive... You Actually Received...
Base magic resistance 20% Magic resistance locked at 20%
Immunity to normal weapons Nothing
Paw does 1d12 slashing damage Paw does 1d6 piercing damage

For the greater werewolf:

You Were Supposed to Receive... You Actually Received...
THAC0 of 6 Nothing
Saves 1/1/1/2/1 Nothing
Base elemental resistance of 50% Elemental resistance locked at 50%
Base magic resistance of 40% Magic resistance locked at 40%
Immunity to normal weapons Nothing
Paw is +3 weapon Paw is +2 weapon
Paw does 2d8 slashing damage Paw does 1d6 piercing damage
Regeneration of 3 HP per second Nothing

To see this for yourself, check out werewodr.cre, weregrdr.cre, brbrp.itm, etc.

The "Rebalancing" gives a greater werewolf shapeshifter the +7 HP per Level due to a fighter with 25 CON (before you just got +2). Most importantly, shapeshifters may now cast spells while shapechanged. Yuan-Ti, Githyanki, Sahuagin, etc. can all cast spells--why not wolfmen?

In addition, the Druid spell choices were a bit weak in some areas, so some Priest-only spells were made Priest-Druid: Sanctuary (sylvan sanctuaries abound), Chant (they got Bless, why not Chant?), Zone of Sweet Air (sounds nature-y to me!), Glyph of Warding (no excuse, but they need a damaging spell here that isn't Call Lightning), Righteous Magic (listen to Jaheira for a while and tell me she's not Righteous ... more importantly, if they're going to tank around they need some extra help).

Finally, 99% of all sixth-level druid spell slots go to "Summon Fire Elemental". You can get a 24 hit dice monster with +4 claws that lasts for hours with that spell. It's so much better than the 7th level "Summon Earth Elemental" that it isn't funny. The other 6th-level summons just don't come close. To give you some actual choices, "Conjure Animals" has been changed to summon two 20 HD Greater Bearweres (they're like Greater Wolfweres). However, the duration remains 4 turns. Do you want Fire Elementals forever or Mighty Big Tanks for a short time? You decide.

Multiple Strongholds (Sabre, Baldurdash, Weimer)
BG2EE, EET, BG2, BGT

This component comes in two variants. The first is the original from Ease of Use, which allows any character, regardless of class, to acquire as many strongholds as wanted. The second variant is similar, but retains the class restrictions--so a fighter-mage can acquire the Planar Sphere and de'Arnise Keep, but would not be offered the Thieves' Guild or membership in the Noble Order of the Radiant Heart. In the original game, you were also not able to decline the Five Flagons Playhouse, the cabin in the Umar Hills, or the Druid Grove. In either variant of this component, the player can now decline these strongholds when offered.

Bonus Merchants (Baldurdash, Weimer)
BG2, BGT

This adds Joluv and Diedre to the Copper Coronet and Ribald's Mart, respectively.

Female Edwina (Davide Carte, Wendy Yung, Weimer)
BG2EE, EET, BG2, BGT

This patch gives Edwina a female portrait to go with her female soundset and female paper doll. This patch was originally written by Davide Carte. This version includes Wendy Yung's "Edwina" portrait, a modified version of the original BG2 art (thus it looks seamlessly like part of the original game).

You can override the portrait by putting your own Royo4L.bmp and Royo4S.bmp files in the override directory.

Romance Bug Fixes (Sabre, Richardson)
BG2, BGT
Skipped if already fixed by the BG2 Fixpack

This module applies some bug fixes to the romance scripts. It's highly recommended that you at least install this module to fix a few glitches in the original game romance scripts. If the BG2 Fixpack is installed, this component will be skipped as this fix is already included in the Fixpack Core Fixes.

Imoen ToB Dialogue Fix (jcompton)
BG2 (requires ToB), BGT
Skipped if already fixed by the BG2 Fixpack

This fixes about 15 places where Imoen had banter dialogue in ToB but you couldn't see it because of a spelling error in the game. If the BG2 Fixpack is installed, this component will be skipped as this fix is already included in the Fixpack Core Fixes.

Use BG Walking Speeds
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

From Tutufix, this will make humanoids walk slower, as they did in the original Baldur's Gate. While it's most useful for Tutu and BGT players, you will be able to install it on several other platforms. Because the animations were not meant to walk at these slower speeds, the player may experience some quirkiness when interacting with haste/slow effects or polymorphs.

Allow Cromwell to Upgrade Watcher's Keep Items
BG2EE, EET, BG2 (requires ToB), BGT

It's never made sense to me that Cromwell can forge armor out of red dragon scales, ankheg shells, and shadow dragon armor--but doesn't even acknowledge the white dragon scales you can acquire in Watcher's Keep. This component will allow Cromwell to forge items found in Watcher's Keep using the same formulae as Cespenar. (Note that only the formulae using items you can legally obtain in SoA are implemented; if you cheat in a component from Sendai's Enclave you'll still be out of luck.) This component will allow the party to obtain some high-level items in Shadows of Amn, so be warned that this may ruin the balance in SoA and make the remainder of the game fairly easy. The component will make one minor tweak to Cespenar as well--normally, he can only add the electric head to the Flail of Ages after the poison head has been attached. This component will allow him to add the heads in any order.

Adjust Cromwell's Forging Time
BG2EE, EET, BG2, BGT

When you commission Cromwell for a special item, he says the forging will take a day to complete. In BG2, the forging is actually instant and in BG2EE the forging actually takes 24 hours (16 hours of work plus 8 hours of sleep). This component allows you to choose the length of forging time to be instant (like BG2), a full 24 hours (like BG2EE), or a third option that takes a workday (eight hours) to forge items.

Give Cespenar Cromwell's Recipes
BG2EE, EET, BG2 (requires ToB), BGT

Much like the previous component, Cespenar's inability to forge shadow or red dragon scales into armor is nonsensical. This component will allow Cespenar to forge the same eight items that Cromwell can, with the same components and prices. Also like the previous components, this will make one minor tweak to Cespenar as well--normally, he can only add the electric head to the Flail of Ages after the poison head has been attached. This component will allow him to add the heads in any order.

Friendly Arm Inn Hidden Container Restoration (plainab)
BG (without TotSC)

There is a hidden container with a magic ring in early versions of Baldur's Gate. It was removed with the 4315 patch, then restored with Tales of the Sword Coast. If you don't have the official expansion, then this will restore this very helpful Easter egg.

Move NPCs from Baldur's Gate
BGEE, EET, BG, BGT, Tutu

Adapted from the BG1 NPC Project mod, this component moves Alora, Quayle and Tiax so they can be found earlier in the game, and is compatible with Send BioWare NPC's to an Inn. You must start a new game for these changes to take effect on non-BGT games.

Alora will be found in Gullykin, near the winery door. Her initial dialog has been changed to reflect her new location. (Note: Dialog may not change in games without Tales of the Sword Coast installed.)

Quayle will be available at the Nashkel Carnival near the Great Gazib. No change to his initial dialog was required or made.

Tiax will start on the first floor of Feldpost's Inn. There is no change to his initial dialog.

Bardic Reputation Adjustment
BG (requires TotSC)

This component was also modified from the BG1 NPC Project. From the Readme:

This component places three Bards in three inns scattered on the Sword Coast. Each can be hired to spread your fearsome reputation around, decreasing your reputation. The amount of money this costs is dependent on your current reputation and how much of a reputation hit you seek. This allows players to manipulate reputation both upwards through temple donations, and downwards through the spread of rumors (for those of us who hate killing an innocent just to keep neutral or evil NPCs happy).

Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior (plainab) (BETA)
BGEE, EET, BG (requires TotSC), BGT, Tutu

In basic Baldur's Gate the Cloakwood Mine chapter did not end with the death of Daveorn. It ended when you tried to leave the level after his death, whether by the lift or back up the stairs. This component restores that method, allowing you to plunder his lair first.

NOTE: This component is considered BETA because it has had only limited testing.

Game ends when the main character dies
IWDEE, IWD-in-BG2

By default, in IWD-in-BG2 - as with the original IWD - the game ends only when the whole party is killed. If you install this component, the game instead behaves like Baldur's Gate: if your main character dies, it's game over.

NPCs respond to the main character, not to whichever character talks to them
IWDEE, IWD, IWD-in-BG2

By default, in IWD-in-BG2 - as with the original IWD - people you talk to address their comments to whichever party member started the conversation. If you install this component, the game instead behaves like Baldur's Gate: all NPCs talk to your main character, even if you initiate conversation using some other character.

Make Heart of Winter accessible at any level
IWDEE, IWD (requires HoW), IWD-in-BG2

With this component installed, Hjollder will no longer refuse to take you to Lonelywood if you are too-low level.

Restore BG2 spells and make scrolls available
IWD-in-BG2

By default, IWD-in-BG2 contains only Icewind Dale spells: no Contingencies, Timestops, and the like. This component restores the BG2 spells not already found in Icewind Dale. (Spells that function differently in IWD continue to function differently.)

The component also places exactly one scroll of each restored wizard spell in a store. Spells of level 6 or below are found in Orrick the Grey's store. Higher-level spells are distributed randomly between Edion, Bandoth, Kieran, and Nym.

Note that the BG2 spells have a different artistic style from the IWD spells, which may appear jarring.

The "Find Familiar" spell is restored, but I don't recommend using it, as the familiars summoned will be over-powerful for the early stages of the game.

Rule Changes

These components make alterations to rules, game mechanics, and other aspects of the underlying game.

Two-Handed Bastard Swords
BGEE, BG2EE, IWDEE, EET, BG, BG2, IWD, BGT, Tutu, IWD-in-BG2

It always seemed odd that the general description of bastard swords implied they could be wielded with two hands. This tweak adds an ability to all bastard swords that will create a two-handed version of the sword in your inventory. The one-handed version will be removed. The new sword will have the animation of a two-handed sword but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the sword is equipped. This component will affect items introduced by mods.

Note: Instances may occur when a bastard sword appears to have a selling price of 1 gp. Resting will fix this.

Two-Handed Katanas
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This tweak adds an ability to all katanas that will create a two-handed version of the sword in your inventory. The one-handed version will be removed. The new sword will have the animation of a two-handed sword but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the sword is equipped. Monks cannot wield two-handed katanas. This component will affect items introduced by mods.

Note: Instances may occur when a katana appears to have a selling price of 1 gp. Resting will fix this.

Two-Handed Axes
BGEE, BG2EE, IWDEE, EET, BG, BG2, IWD, BGT, Tutu, IWD-in-BG2

A nod to Icewind Dale, this tweak adds an ability to all melee-only axes that will create a two-handed version of the axe in your inventory. The one-handed version will be removed. The new axe will have the animation of a two-handed halberd but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the axe is equipped. This component will affect items introduced by mods. Axes that are two-handed by default will remain two-handed.

Note: Instances may occur when an axe appears to have a selling price of 1 gp. Resting will fix this.

Universal Clubs
BGEE, BG2EE, IWDEE, EET, BG, BG2, IWD, BGT, Tutu, IWD-in-BG2

From the description of a basic club in BG2: 'Anyone can find a good stout piece of wood and swing it'--so why can't mages use clubs? This tweak allows mages to wield clubs as well as gain a proficiency point in clubs. This component will affect all items in the game, including items introduced by mods.

Weapon Styles for All
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This allows all classes, not just warriors, to gain the maximum number of points in the various weapon styles. Some restrictions remain:

  • Mages are not allowed Sword and Shield Style (they can't use shields anyway).
  • Kensais are not allowed Sword and Shield Style (they can't use shields anyway).
  • Monks are only allowed Single Weapon Style.

Note: This component affects weapon styles, weapon proficiencies remain unaffected.

Delay High Level Abilities
BG2EE, EET, BG2 (requires ToB), BGT

High Level Abilities start at level 21 for all classes.

Change Experience Point Cap
All games except IWD2

All games impose an experience cap. For example, in Baldur's Gate II, characters have a maximum experience point cap of 2,950,000 with Shadows of Amn or 8,000,000 with Throne of Bhaal. In Tutu and Baldur's Gate, these caps are 89,000 in the standard game and 161,000 with the Tales of the Sword Coast expansion. This component will allow you to alter the experience point cap in one of three ways:

  • Remove completely (characters can advance without restriction up to level 50)
  • Cap at level 20 (not available on all platforms)
  • Cap at level 30 (not available on all platforms)

For a challenge, combine the level 20 cap with Delay High Level Abilities in BG2 to never get access to UAI and Improved Alacrity.

Allow Stealth and Thieving Abilities in Heavy Armor per P&P
All games except IWD2

Thieves and rangers are prevented from using stealth and thieving skills while in heavy armor. This component implements the P&P method of allowing these abilities in heavier armor, but at a penalty to the character. There is always a small chance of success or failure regardless of the adjustments below. Any armor above leather will impose penalties on these skills. This component will affect some mod items; if you find armor not affected by these tweaks, please report it at the Tweak Packs forums. The adjustment of the item descriptions to reflect these changes has now been incorporated directly into this component and is done on-the-fly, so it should also catch mod-added items and reduce conflicts. (Note that descriptions are only adjusted if there are translations available.)

In older versions of the engine (original BG and IWD), Move Silently and Hide in Shadows were a single stat called Stealth, and the armor changes in those games will just adjust Stealth. From the Complete Book of Thieves, by armor type:

Armor Pick Pockets Open Locks Find/Disarm Traps Move Silently (non-IWD/BG) Hide in Shadows (non-IWD/BG) Stealth (IWD/BG only)
Leather Armor -- -- -- -- -- --
Robes or No Armor +5% -- -- +10% +5% +10%
Elven Chain -20% -5% -5% -10% -10% -10%
Studded Leather or Padded -30% -10% -10% -20% -20% -20%
Hide Armor -60% -50% -50% -30% -20% -30%
Ring or Chain Mail -40% -15% -15% -40% -30% -30%
Brigandine or Splint Mail -40% -15% -25% -40% -30% -30%
Scale or Banded Mail -50% -20% -20% -60% -50% -50%
Plate Mail -75% -40% -40% -80% -75% -75%
Full or Field Plate Armor -95% -80% -80% -95% -95% -95%

Allow Arcane Spellcasting in Armor
All games except IWD2

This component will allow mages with access to armor the ability to wear it and cast arcane magic, though at a miscast penalty. It will not allow mages to wear armor they normally can't, but it will broaden the selection for multi and dual-class mages. The penalty will not affect divine magic. This component will affect some mod items; if you find armor not affected by these tweaks, please report it at the Tweak Packs forums. The adjustment of the item descriptions to reflect these changes has now been incorporated directly into this component and is done on-the-fly, so it should also catch mod-added items and reduce conflicts. (Note that descriptions are only adjusted if there are translations available.) The full tables of penalties are below (penalties from armor and shields are cumulative):

Armor Miscast Penalty
Buckler 5%
Small Shield 5%
Leather Armor 10%
Medium Shield 15%
Studded Leather 15%
Hide Armor 20%
Scale Mail 25%
Chain Mail 30%
Full Plate Armor 35%
Plate Mail 40%
Splint Mail 40%
Large/Tower Shield 50%

Expanded Dual-Class Options
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This component will allow Barbarians and Wild Mages to dual-class to other classes. Barbarians will have the same dual-class options (cleric, druid, mage, and thief) with the same requirement (15 strength) as fighters. Wild Mages will have the same dual-class options (cleric, fighter, and thief) with the same requirement (15 intelligence) as regular mages.

Wear Multiple Protection Items
All games except IWD2, PsT, PsTEE

This component allows players to wear more than one "X of Protection" item at a time. Players have their choice of two different implementations (originally from Ease of Use and G3/Tutu Tweaks respectively):

  • No restrictions. Players can wear as many items together as they wish.
  • P&P Style: In Pen and Paper AD&D, characters are allowed to wear magical armor with Rings/Cloaks/Amulets of Protection, but only the armor class bonus from one item would apply. This component gives every ring/cloak/amulet of protection the ability to be worn with or without its Armor Class bonus. With the AC bonus, the items retain their usual restrictions from being worn with other protection items or magic armor. Without their AC bonus, they can be worn together. This allows players to gain the benefits of the saving throw bonuses from the items of protection. To toggle between the versions that offer armor class bonuses and those without, use the item's special ability--the new item will be created in your inventory.
  • Allow Armor Plus One Protection Item: The player can wear magical armor plus one more protection item.

Alter Weapon Proficiency System
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This component provides five different options to allow you to change how the weapon proficiency system works.

The first option, Rebalanced Weapon Proficiencies, attempts to rebalance the groupings of weapons proficiencies. There are three main changes:

  • Wakizashis move from Wakizashi/Scimitar/Ninja-to to Katana proficiency
  • Ninja-tos move from Wakizashi/Scimitar/Ninja-to to Short Sword proficiency
  • Morningstars move from Flail/Morningstar to Mace proficiency

Wakizashis are very similar to katanas in usage, and ninja-tos are straight, short blades. Morningstars, while there are several variations in definition, are essentially spiked maces in the game, and have been moved out of the flail category and grouped with maces. The proficiencies themselves get renamed to reflect these changes. Weapon descriptions also get updated if the translations are available.

The second and third options are variants of using the old BG-style system of proficiencies. In BG, the weapons proficiencies were not as specialized (i.e. Large Swords covered bastard swords, two-handed swords, and long swords) and there were only eight categories.

  • Bastard swords, long swords, two-handed swords, katanas, scimitars, wakizashis, and ninja-tos are combined into the Large Sword proficiency.
  • Shorts swords and daggers are combined into the Small Sword proficiency.
  • Hammers, maces, staves and clubs are combined into the Blunt proficiency.
  • Flails and morningstars are now the Spiked proficiency.
  • Halberds and spears are combined in the Spear proficiency
  • Crossbows, darts, and slings are combined in the Missile Weapon proficiency.
  • Long and short bows are combined in the Bow proficiency.

While mainly aimed at Tutu and BGT players to allow them to have a game experience closer to BG, these two options will work on any of the games listed in availability. The two options only vary in allowing the weapon style proficiencies (i.e. Two-Handed Weapon Style, Single Weapon Style, etc.) to be included or not at the player's discretion. If you import your characters to another game without this component you will need to use Shadowkeeper to change their proficiencies to the standard BG2 set.

The fourth and fifth options implement the Icewind Dale style proficiency system. Like the BG-style option, there are fewer proficiencies, but it's not as concentrated as the BG-style system.

  • Bastard swords and two-handed swords are combined into the Great Sword proficiency.
  • Long swords, katanas, scimitars, wakizashis, and ninja-tos are combined into the Large Sword proficiency.
  • The Flail/Morningstar proficiency is renamed Flail proficiency and morningstars are moved into the Mace proficiency.
  • Darts, and slings are combined in the Missile Weapon proficiency.
  • Long and short bows are combined in the Bow proficiency.

IWD-style proficiencies also come with the option to keep or remove the weapon style proficiencies.

Cast Spells from Scrolls (and Other Items) at Character Level
All games

Scrolls and a few other items allow your party to cast spells from the item. When cast in this fashion, the spell is cast as if the character using the item is at a fixed level (for example, 10 in BG2 or 6 in BG) in terms of determining damages, durations, etc. This tweak will allow you to cast spells from items at your character's level, instead of the fixed value. One item to note here--the game will use your character's mage level; if you're in the habit of casting scrolls with your thief via Use Any Item, the spell will likely be cast at a minimum level.

Shopkeepers Have Limited Identification Ability
All games except IWD2

This component makes the identification abilities of stores more in line with the shopkeepers' abilities. There are three ways to implement this, and players are given a choice:

  • Only mages and bards can identify items. Any non-mage, non-bard shopkeeper cannot identify items at all. Mages and bards can identify any item.
  • Identification based on lore. Any shopkeeper can identify items up to their personal lore value, regardless of class. The shopkeepers are given a slight lore boost over normal characters to reflect their occupational experience with magical items. Items with exceptionally high lore may not be able to be identified at all by shopkeepers.
  • Hybrid. Mage and bard shopkeepers can identify anything, and other shopkeepers use lore scores based on their character.

Multi-Class Grandmastery (Weimer)
All games except IWD2, PsT, PsTEE

This is for players who believe that AD&D's dual-class and multi-class system is inherently broken and that there is no conceptual reason for multi-class characters to be denied grandmastery. Multi-class characters can now put more than two pips in things. In effect, any multi-class character that could put two stars in anything can now put five stars in that thing.

Change Grandmastery Bonuses
All games

The first option, 'True Grandmastery', is the standard Baldurdash / TeamBG "un-nerfed" grandmastery patch. In IWD, BG and AD&D guidelines, going from four to five proficiency points in a weapon reduces THAC0 by one, adds one to damage rolls, and gives an extra attack per round to 5/2. In BG2, it only adds one to damage. Rather takes the "Grand" out of "Grandmastery" I think. Install this patch to restore Grandmastery to what it was.

The second option allows you to use the BG2 grandmastery in other games.

Change Magically Created Weapons to Zero Weight
All games except PsT, PsTEE

Nearly all magically created items in BG2 have zero weight, though there are a few exceptions. The reasoning is that if you had a low-strength mage, he or she could become encumbered by a weapon they can't drop. This component will change items such as Melf's Minute Meteors, Jan's Flasher Master Bruiser Mates, weapons created by Enchanted Weapon, Decastave, Shillelagh, and a few others to have zero weight. This component will affect items introduced by mods.

Make +x/+y Weapons Consistent
BG2, BGT
Skipped if BG2 Fixpack installed

The engine does not handle weapons such as the Bastard Sword +1/+3 vs. Shapeshifters, Hammer +1/+4 vs. Giantkin, and Daystar +2/+4 vs. Evil Creatures consistently. In all but a few cases, the weapon uses the higher of the two bonuses as its enchantment level, which determines what the weapon can hit--for example, spell protections such as Mantle or creatures such as Kangaxx. This component will make all weapons of this nature use the higher of the two bonuses as their enchantment; i.e. Daystar will be treated as a +4 weapon. If the BG2 Fixpack is installed, this component will be skipped as this fix is already included in the Fixpack Core Fixes.

Description Updates for Make +x/+y Weapons Consistent Component
BG2, BGT
Requires Make +x/+y Weapons Consistent

This component will update the descriptions of items altered by the Make +x/+y Weapons Consistent component to reflect their adjusted enchantment level.

Warning: If another mod has altered one of the items, the descriptions added by this component may not be accurate as they are based on an unmodded game. This will not affect gameplay or the ability of the items, as the descriptions are purely cosmetic. This component will detect Ashes of Embers and adjust descriptions accordingly.

Un-Nerfed THAC0 Table
All games

A spin-off of the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component, this allows the player to select the un-nerfed THAC0 table individually. THAC0 can now progress until it reaches zero instead of no longer improving once you hit level 20.

Un-Nerfed Sorcerer Spell Progression Table
All games

This is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component, now available individually. A comparison of the spell progression tables is available.

Alter Mage Spell Progression Table
All games

This component offers two variants for mage spell progression. The first option is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component and the second is the progression table from P&P, previously available in the P&P Spell Progression Tables component. A comparison of the spell progression tables is available.

Alter Bard Spell Progression Table
All games

This component offers two variants for bard spell progression. The first option is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component and the second is the progression table from P&P, previously available in the P&P Spell Progression Tables component. A comparison of the spell progression tables is available.

Alter Cleric Spell Progression Table
All games

This component offers two variants for cleric spell progression. The first option is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component and the second is the progression table from P&P, previously available in the P&P Spell Progression Tables component. A comparison of the spell progression tables is available.

Alter Druid Spell and Level Progression Tables
All games

This component is actually the combination and streamlining of three different components: P&P Spell Progression Tables;, Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression; and Druids Use Cleric Level and Spell Progression. These are now combined and made more granular so that the player can select exactly which level and spell progression tables they wish to use. A comparison of the spell progression tables is available.

Triple-Class HLA Tables
BG2EE, EET, BG2 (requires ToB), BGT
Requires Change Experience Point Cap - Remove completely

This component will max out the HLA tables for fighter-mage-thieves and fighter-mage-clerics. Throne of Bhaal originally used the fighter-thief table for fighter-mage-thieves and the fighter-cleric table for fighter-mage-clerics. Both BG2EE and BG2 (with the BG2 Fixpack installed) alter this so that the triple-classes have unique tables and add the three Extra 6/7/8 Level Spell HLAs from the mage tables. This component adds even more mage HLAs to the tables, at the expense of other HLAs from the other two classes. Fighter-mage-clerics lose access to Deathblow, Greater Deathblow, and War Cry and gain access to Improved Alacrity, Dragon's Breath, Summon (Dark) Planetar, and Comet. Fighter-mage-thieves lose access to Deathblow, Greater Deathblow, War Cry, Alchemy, and Scribe Scrolls and gain access to Energy Blades, Improved Alacrity, Dragon's Breath, Summon (Dark) Planetar, and Comet. Since triple-classes require 9 million XP to reach a level where they can use 9th level mage spells, this component requires removal of the experience point cap.

Add Save Penalties for Spells Cast by High-Level Casters
All games

By request, this component will adjust spells to have save penalties when cast by high-level casters. For every five levels over the minimum level required to learn a spell, a -1 to saves will be imposed.

For example, Hold Person is a second level cleric spell, and can be learned when a character hits level three. When the character hits level eight, the spell now has a -1 penalty to the victim's saving throw. At level 13 it's -2; at 18 it's -3, etc. all the way out to -9 at level 48. The penalties are extended out to level 50 in case players are playing an XP cap-free game or with one of the various level-50 rule sets.

The penalties will work against you for spells from enemies, but I expect this component will, in general, probably make the game a lot easier. You'll have the choice to add these penalties to divine spells, arcane spells, or both.

Trap Cap Removal (Ardanis/GeN1e)
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

Courtesy of Ardanis/GeN1e, this component will allow you to bypass the hardcoded limit of seven active traps.

Remove Delay for Magical Traps (Ardanis/GeN1e)
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

Also from Ardanis/GeN1e, this component will remove the triggering delay for skull trap, glyph of warding, and delayed blast fireball. This should make them more effective during fights.

Remove Summoning Cap
BGEE, BG2EE, IWDEE, EET

This component will remove the artificial limit of six summoned creatures from the game.

Remove Summoning Cap for Celestials (Ardanis/GeN1e)
BG2EE, EET, BG2 (requires ToB), BGT

Courtesy of Ardanis/GeN1e, this component will allow you to bypass the hardcoded limit of one active celestial (planetar or deva).

Alter Multiclass Restrictions
BGEE, BG2EE, IWDEE, EET, BG2 (requires TobEx), BGT (requires TobEx), Tutu (requires TobEx), IWD-in-BG2

This component has three options for changing who can multi-class, though it remains limited by valid multiclass combos in the game. Valid combos are: fighter/mage, fighter/cleric, fighter/thief, fighter/mage/thief, mage/thief, cleric/mage, cleric/thief, fighter/druid, fighter/mage/cleric, and cleric/ranger.

  • Allow humans to multiclass: This option allows humans to become multiclass characters in any of the allowed combinations.
  • Allow non-humans access to all multiclass combinations: This will allow any non-human class access to any of the valid combinations; e.g. dwarves can now be fighter/mages or half-orc fighter-druids.
  • Allow both: All races have access to every valid multiclass combination.

In some cases (and especially without the Remove Racial Restrictions for Single Classes component) the entries for the multi-class combos may be missing words. You can select these entries and the text and description will remain correct, and it will work in game.

One other restriction is that any mage multiclass for gnomes will be replaced with illusionist, so a gnome will be fighter/illusionist/thief instead of a fighter/mage/thief.

Remove Racial Restrictions for Single Classes
BGEE, BG2EE, IWDEE, EET, BG2 (requires TobEx), BGT (requires TobEx), Tutu (requires TobEx), IWD-in-BG2

This component will remove the racial restrictions for all single classes, allowing for halfling paladins and half-orc mages. This component will also change the maximum charisma for dwarves to 17, allowing them to be paladins. The one exception is that monks remain human-only; other races do not have a monk animation so the game will crash during character creation.

Please note: the game will freeze during the ability score part of character creation if it reaches a point where a class or kit requires a minimum score in an ability that, due to racial limitations, can't be reached. The only potential instance of this in the unmodded game is the charisma requirement for dwarven paladins (which this component addresses) but it can't account for modded kits or requirements.

Alter Dual-class Restrictions
BGEE, BG2EE, IWDEE, EET

This component allows the player to change how the game handles dual- and multiclassing:

  • Humans can no longer dual-class: This simply removes the ability of humans to dual-class.
  • Allow non-humans to dual-class: This option will allow non-humans to option to dual-class. The actual requirements for dual-classing (stat requirements and the like) remain in place.
  • Change both: This option disallows human dual-classes while allowing non-human dual-classing. In short, the opposite of how the game normally works.

Remove Racial Restrictions for Kits
BGEE, BG2EE, IWDEE, EET, BG2 (requires TobEx), BGT (requires TobEx), Tutu (requires TobEx), IWD-in-BG2

This component will remove the racial restrictions for all kits though it will not remove the class restrictions (see the previous component). For example, if your selected race can't be a paladin, then the paladin kits remain unavailable. Two hardcoded limitation remains--gnome mages must be illusionists and monks remain human-only; other races do not have a monk animation so the game will crash during character creation.

Please note: the game will freeze during the ability score part of character creation if it reaches a point where a class or kit requires a minimum score in an ability that, due to racial limitations, can't be reached. The only potential instance of this in the unmodded game is the charisma requirement for dwarven paladins (which this component addresses) but it can't account for modded kits or requirements.

Paladins Use IWD-HoW Spell Progression Tables (grogerson)
BGEE, BG2EE, EET, BG, BG2, IWD2, PsT, PsTEE, BGT, Tutu

Icewind Dale expanded the level and number of spells high level paladins could cast. This component replaces the game tables with those of IWD-HoW. NOTE: If you are playing BG without the expansion Tales of the Sword Coast a paladin will not gain access to spells until 10th level due to a hard-coded bug.

Rangers Use IWD-HoW Spell Progression Tables (grogerson)
BGEE, BG2EE, EET, BG, BG2, IWD2, PsT, PsTEE, BGT, Tutu

Icewind Dale expanded the level and number of spells high level rangers could cast. This component replaces the game tables with those of IWD-HoW.

Druids Use 3e Alignment Restrictions
All games except IWD2, PsT, PsTEE

This component will allow druids to be any alignment as long as it lies on one axis of neutrality (NG, LN, TN, CN, NE), as in the 3e rules. By default druids can only be True Neutral. This component will also try to find and adjust all druid kits to the new allowed alignments, including the original three druid kits.

Loosen Item Restrictions for Multi- and Dual-class Clerics
All games except IWD2, PsT, PsTEE

Multi- and dual-class clerics retain their restrictions on items, i.e. a mage-cleric still cannot use daggers and a fighter-cleric can't use swords. This component will open up more items for cleric multi- and dual-classes by allowing them to use all items available to both classes.

Change Item Restrictions for Multi- and Dual-class Druids
All games except IWD2, PsT, PsTEE

Multi- and dual-class fighter-druids retain some restrictions on items, i.e. a fighter-druid can't use plate armor. This component will allow the player to make these restrictions consistent, by either loosening restrictions--fighter-druids can use any items available to fighters--or by tightening them. Fighter-druids will be allowed amulets, belts, boots, bracers, cloaks, potions, rings, and wands available to fighters, but all other items (such as armor and weapons) will only be available to fighter-druids if single-class druids can use the item. Metallic helmets are also restricted.

Everyone Gets Bonus APR from Specialization (subtledoctor)
BGEE, BG2EE, IWDEE, EET

Only warriors (fighters, paladins, rangers) gain extra attacks per round (APR) from specializing (or more) in weapon proficiencies. This component will grant these APR bonuses from specialization to all classes. Warriors will still receive their extra half-attack per round at levels 7 and 13.

Enforce PnP Proficiency Rules on Dual-Classed Characters (subtledoctor)
BGE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This component is designed to enforce the PnP weapon proficiency rule that you can only advance as far as your current class allows.  Meaning, if you dual from fighter to cleric and you only have Mastery (+++) in maces, you will NOT be able to advance to Grandmastery after dual-classing.  For technical reasons the limit after dual-classing from a warrior class to a non-warrior class is actually Specialization (++), so you can still do a little better than single-class priests/rogues/wizards. So in short, as far as proficiencies go, dual-classing is now on par with multiclassing.  (But, you do get to keep any proficiency advancement you achieved before you dual-classed.)

Exceptional Strength Weight Limit Changes (sarevok57)
All games except IWD2

This component will alter the weight limit for characters with exceptional strength, meaning strength scores between 18/01 to 18/100. Instead of five distinct tiers of strength scores and weight limits from PnP, every point of exceptional strength will result in an additional two pounds of carrying capacity before your character becomes encumbered. Outside of very low exceptional strength scores (9 or lower), this will increase your character's weight limit and provide a finer gradient of variation within the scores. All other bonuses for exceptional strength (such as THAC0 and damage bonuses) are unchanged.

Strength Score Weight Limit (2e rules) Weight Limit (with this Tweak)
18 200 200 (no change)
18/01 - 18/50 220 Varies from 202 - 300
18/51 - 18/75 250 Varies from 302 - 350
18/76 - 18/90 280 Varies from 352 - 380
18/91 - 18/99 320 Varies from 382 - 398
18/100 400 400 (no change)
19 500 500 (no change)

Level-Locked Spell Scrolls (Angel)
BG2, Tutu, BGT, BGEE, BG2EE, IWDEE

This component will restrict casting spells from scrolls to the level that the spell can normally be cast by a mage, plus one level beyond. For example, a fifth-level mage can memorize and cast spells of level three or below. With this tweak installed the mage would be able to use spell scrolls of level four or below, e.g. they could use a Stoneskin scroll (level four) but not a Cloudkill scroll (level five). These level requirements do not affect the ability of a mage to scribe a spell into their spellbook, just to cast spells from them.

Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel)
All games except IWD2, PsT, PstEE

As it says on the label, this component will allow single-class mages and sorcerers to use bucklers, and allow bards and single-class thieves to use small shields.

Lightning Bolts Don't Bounce (Angel)
All games except IWD2, PsT, PstEE

This component will adjust lightning bolts to no longer bounce. On older engines, such as the original IWD or BG, the bolts are now restricted to a single target and use the call lightning animation (e.g. a bolt from the sky). On newer engines, the bolts continue to use their animations and can strike multiple targets, they simply no longer bounce off targets or walls.

Convenience Tweaks and/or Cheats

These components seek to remove annoying aspects of the game or to make it easier.

Max HP at Level One
All games

A common house rule for pen-and-paper games, this component will ensure a maximum HP roll for at level one for all characters, e.g. mages get four hit points. It can be used in conjunction with all options in the next component, Higher HP on Level Up.

Higher HP on Level Up
All games

This component provides the player with a choice of four options that will alter HP rolls when characters level up. The component will not affect HPs on level ups when the character has moved beyond die rolls. All of these changes are independent of HP bonuses from constitution or other sources.

  • Maximum - This option will ensure that the dice roll will always be the highest available.
  • NWN-style - This option will ensure that the range of possible HPs gained will always be in the higher half of the range, i.e. results will always be 4-6 on 1d6, 5-8 for 1d8, etc.
  • Average - The rolls will always be the average of the die roll, e.g. 3 or 4 for d6 rolls, 6 or 7 for d12. The component will alternate rounding up and down for successive levels to keep in the average band.

Be warned: without an Enhanced Edition game or TobEx, barbarian characters will interact badly with this component due to their hardcoded nature.

Allow HP Rolls Through Level 20 (Angel)
All games

Most classes shift from a HP roll to a fixed (and lower) amount of HP per level around level 9 or 10. This cmponent will allow HP rolls to continue through level 20.

Maximum HP Creatures (the bigg)
All games

This component, based on code from the bigg, will alter creatures to have their theoretical maximum hit points. Creatures will get either a hit point total based on maximum hit dice rolls appropriate to their level, or their current hit point total--whichever is higher. The user has three choices with this component:

  • All creatures
  • Joinable NPCs only (cheating version of this component)
  • Non-Joinable NPCs only (difficulty increasing version of this component)

If the game can't have joinable NPCs (IWD, IWD2) only the first option is available.

Identify All Items
All games

Annoyed with having to identify items all the time? Now you don't have to. This component will affect all items in the game, including items introduced by mods, save one: an item from Shadows of Soubar will remain unidentified, as a quest revolves around it being unidentified.

Easy Spell Learning
All games

This component makes it easier for arcane spellcasters to scribe scrolls to their spellbook. The player has a choice between two implementations:

  • 100% Learn Spells. Scribing scrolls is always successful.
  • 100% Learn Spells and unlimited spells per level. In addition to the above, this implementation removes the limits on the maximum number of spells learned per level.

Bottomless Bags of Holding
BGEE, BG2EE, IWDEE, EET, BG2, IWD (requires HoW), IWD2, BGT, Tutu, IWD-in-BG2, PsTEE

This component will alter every bag of holding to have unlimited capacity. Scroll cases, ammo belts, gem bags and the regular bags of holding will be changed. This component will not affect what you can place in the bags, just the capacity. This component will affect all items in the game, including items introduced by mods. Please note that every time a script checks for an item, it'll have to parse everything you're carrying, so keep this in mind if you begin to experience slowdowns when carrying a lot of items. .

Remove Fatigue from Restoration Spells
BGEE, BG2EE, IWDEE, EET, BG2, BGT, IWD-in-BG2

This component removes the fatigue that occurs when a character casts a Lesser or Greater Restoration spell.

Shut Up "You Must Gather Your Party ..." (Weimer)
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu, IWD-in-BG2

Disables the sound file played when you try to move less than a full party into or out of a party-required area.

Change Effect of Reputation on Store Prices
All games

Your reputation affects the prices of stores throughout the game; notably prices go down as reputation goes up and this component offers ways to change the mechanic. The original variant, Low Reputation Store Discount (Sabre, Richardson, Weimer), is unchanged: reputation values of 8-13 result in no discounts; items are sold at their original prices. Every point lower or higher than 8 or 13, respectively, gives the party a 5% discount. This reaches a maximum of 35% -- meaning that the party will only pay 65% of the item's original price -- at reputation values of 1 and 20.

Three new variants, courtesy of Luiz, remove the effect of reputation on storekeepers outright. The resulting prices can be set to 60%, 80%, or 100% of their listed values in general, but note that storekeepers will retain their original markups and buy discounts.

Increase Ammo Stack Size
All games

This tweak will adjust the maximum number of ammo--bullets, arrows, bolts, darts, throwing axes, throwing hammers, and throwing daggers--in a stack to 40, 80, 120, or unlimited (999). This component will affect all items in the game, including items introduced by mods.

Increase Jewelry and Gem Stacks
All games

This tweak will adjust the maximum number of gems and jewelry in a stack to 40, 80, 120, or unlimited (999). This component will not affect magical rings or amulets. Bandit scalps, ankheg shells, winter wolf pelts, and a few other miscellaneous items will also be affected by this component. This component will affect all items in the game, including items introduced by mods.

Increase Potion Stacking
All games

This tweak will adjust the maximum number of potions in a stack to 40, 80, 120, or unlimited (999). This component will affect all items in the game, including items introduced by mods.

Increase Scroll Stacking
All games

This tweak will adjust the maximum number of scrolls in a stack to 40, 80, 120, or unlimited (999). This component will affect all items in the game, including items introduced by mods.

Happy Patch
BGEE, BG2EE, IWDEE, EET, BG, BG2, BGT, Tutu, IWD-in-BG2

This provides many options for party unity. First, the player can control party complaints through one of three options:

  • NPCs never get angry about reputation
  • NPCs get angry, but never leave
  • NPCs remain neutral, never getting happy or angry

Please note that installing Virtue with this component will essentially nullify it. Virtue changes reputation checks to check Virtue instead, so this component will be changed to prevent your party members leaving due to Virtue--but the kicker is that they'll now leave due to reputation.

NPCs Don't Fight
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

At certain points, stock BG/BG2 characters will get fed up with another and start fights, only ending when one or more of them are dead. This component will simply prevent the fights from starting.

Prevent Aerie-Haer'Dalis Romance
BG2EE, EET, BG2, BGT

This component will prevent the Aerie-Haer'Dalis romance from starting.

Neutral Characters Make Happy Comments at Mid-Range Reputation (Luiz)
BGEE, BG2EE, IWDEE, EET, BG, BG2, BGT, Tutu, IWD-in-BG2

Every joinable NPC has lines they say when they're happy, ambivalent, or upset about the party's reputation. In the original tables, neutral characters could never be happy--even at mid-range reputation values, they would remain ambivalent. This component alters the reputation table so that they are now happy at middle of the road values, so you can now hear lines from neutral NPCs which were previously not available. This component is completely compatible with any variant of the Happy Patch.

Please note that installing Virtue with this component will essentially nullify it.

No Traps or Locks (Weimer)
All games

All floor traps that can be disarmed are removed from the game. All door and container traps are removed from the game. All locked doors and containers have their lockpick difficulty set to 0 (they can be bashed open by anyone in one blow). All hidden doors have their detect difficulty set to 0 (anyone will detect them by standing around long enough). "Special" traps remain. Note that since the traps are gone entirely you cannot get XP by disarming them. Note also that some doors that you "should not be able to open early" can now be bashed open early--don't do that if it will annoy you.

Faster Chapter 1&2 Cut-Scenes & Dreams (Karzak, Blucher, aVENGER, Weimer)
BG2EE, EET, BG2, BGT

If you're replaying the game for the Nth time, this component saves precious minutes. In general this skips or shortens cut-scenes and dream sequences. You can also speed up your first encounter with Gaelan Bayle by saying (3) "Yes, show me to your home." and then (5) "Very well, I'll be back with the money."

There are two options for this component: the original cutscenes from the Ease of Use mod, and a non-silly version. The originals featured lines which really broke the fourth wall, such as the PC using lines from Neeber and Irenicus and Imoen leaving happily together after the party escaped to the Promenade.

Invisible Cloak of Mirroring / Spell Trap and Physical Mirror (Weimer)
BG2EE, IWDEE, EET, BG2, BGT, IWD-in-BG2

This turns off that huge glowing white wiffle ball animation for the ToB Cloak of Mirroring and the Spell Trap spell as well as the glowing disc for physical mirror effects (e.g. Balduran's Shield, Shield of Reflection).

Keep Drizzt's Loot, Disable Malchor Harpell (Weimer)
BG2EE, EET, BG2, BGT

If you kill Drizzt and take his stuff, Malchor Harpell appears and takes it back. This would make more sense in the original Baldur's Gate where his loot was actually powerful. By that point in SoA, Drizzt's loot is mostly worthless and Malchor feels heavy-handed and out of place.

No Drow Avatars on Party In Underdark (Weimer)
BG2EE, EET, BG2, BGT

Adalon the Silver Dragon normally changes the party to look like drow cosmetically. Unfortunately, the game engine has a number of bugs related to this that cause the PCs to "stutter" and "stop walking" and whatnot (especially if they have regeneration items). This disables the cosmetic drow avatar bit only: the plot remains unchanged.

Romance Cheats (Sabre, Richardson, Weimer)
BG2EE, EET, BG2, BGT

This component allows greater flexibility with the original BioWare romances. Please note that the multi-romance option may cause stuttering when used in conjunction with a third-party mod romance. The player can choose five parameters:

  • No gender requirements (i.e. Aerie romances females)
  • No racial requirements (i.e. Anomen will romance a half-orc)
  • Multiple romances
  • Nothing kills romance (requires multiple romances)
  • Start romances for new games in ToB

These should provide 24 different variants of the romance options (12 for non-ToB games). The 'Start romances for new games in ToB' option is based, in part, upon the NPC Flirt Pack's version of same (and used with permission), but will also work in conjunction with the removal of gender and racial requirements and multiple romances. If all you're looking for is to start romances for new ToB games, use the Flirt Pack instead, as they provide a much more expansive treatment.

Rest Anywhere
All games

This component allows you to rest in any area. Inns and outdoor campsites are no longer required. You can still be interrupted by monsters or guards; see the next two components if you wish to adjust those as well.

Disable Non-Hostile Rest Spawns
All games

This component will disable non-hostile creatures spawning when you try to rest, such as a guard in town trying to stop you from sleeping in the street.

Alter Hostile Rest Spawns
All games

This component will allow you to alter the frequency of hostile spawns when you try to sleep, e.g. monsters attacking when you try to rest. You can disable them completely, or adjust the frequency up or down: decrease 50%, increase 50%, double frequency, or quadruple frequency.

Sellable Items (icelus)
All games

Originally, this component made previously unsellable staves, clubs, and slings sellable for a single gold piece as well as restoring the Root of the Problem club to its original selling price from BG. It's been expanded to include other unsellable items, as well as introducing a store tweak: stores which buy arrows now buy bolts as well.

Stores Purchase All Item Types
All games

This component will modify merchants and stores to purchase all item types; e.g. Galoomp the Bookkeeper in BG2 will now purchase armor, Oswald in IWD will purchase more than just potions, etc. This especially helps in places like BG's Beregost or IWD's Kuldahar, where you have to cross the map repeatedly to visit multiple merchants to sell your latest loot. Some stores, such as Officer Vai, may have special markups to buy/sell items very close to their actual values. These stores are ignored by this component to avoid creating an exploitable, infinite-money cheat for high reputation/high charisma characters.

Minimum Stats Cheat
All games except IWD, PsT, PsTEE

This component will let you set individual minimum stats for all classes and kits. Minimum stats are a drawback in P&P, but in IE games it will simply re-roll a stat until it meets the minimum--essentially an unnatural boost to your dice rolls at character creation. This component will allow you to select a minimum stat value between 6 and 15 for each of the six stats individually (including no change). Note that at higher minimums, your flexibility in re-distributing the points can become more and more limited. Play around with the range to find minimums that work for you.

Sensible Entrance Points
BGEE, EET, BG, BG2, BGT, Tutu

This component modifies a number of areas with suboptimal entrance points, e.g. when entering Beregost from the east in a BGT/EET/Tutu/BGEE game the player will now enter closer to the Thunderhammer Smithy. For now most of the changes are on the BG side--BGT only gets the aforementioned Beregost change while the other BG platforms also get changes to the zombie farm, farm north of FAI, shipwreck and lighthouse areas. One big change for BG2 content is a flipped interior map of the Noble Order of the Radiant Heart (this is already standard in BG2EE).

Taerom Makes Additional Ankheg Armors (Icendoan/grogerson)
BGEE, EET, BG, BG2, BGT, Tutu

In the standard game, the smith Taerom will buy all the ankheg shells the party has at one time, and will make only one set of Ankheg Armor. After it is completed, he will not even buy ankheg shells. This tweak changes this. He will now buy one shell at a time, and will again buy shells and make additional armor once the first is completed. Cost and time requirements still apply, and he can only make one at a time. Fenten in Baldur's Gate will also buy shells one at a time.

Friendly Random Drops
IWDEE, IWD, IWD-in-BG2

One of IWD's more fun aspects can also be one of its most frustrating: random drops. Various chests and creatures will pick an item from a list of possibilities once you enter their area, making certain powerful and unusual items unavailable in a given game--a common frustration is missing elven chain mail for bards. This component gives players some control over this process by letting them select from one of three options:

  • Re-Randomize on Reload - This option simply re-picks the random item whenever you reload or revisit an area, so you can stand beside a chest and mash quickload.
  • Choose Your Drop - The random items are replaced with tokens, which can be immediately exchanged for your choice of an item from the original table.
  • Exchange with Merchants - This component will have the normal random drops when you travel through the world, but adds a merchant in Kuldahar and one in Lonelywood (if HoW is installed). These merchants will allow you to exchange your items for another item in the table--for a commission, of course.

Never lose access to Orrick the Grey's trade goods
IWD, IWD-in-BG2

This component allows you to ask Orrick to show you his earlier goods, once he's moved on to offering you higher-quality stuff. This functionality is built into IWDEE by default.

Recoverable ammunition (argent77)
BGEE, BG2EE, IWDEE, EET, BG (requires TotSC), BG2, BGT, Tutu, IWD-in-BG2

This tweak allows you to recover some or all unenchanted ammunition after being shot, which includes arrows, bullets and bolts without additional hit effects. For example, normal arrows are included, but Arrows of Slaying are not. The following options are available:

  • 25% chance to recover after a successful hit
  • 50% chance to recover after a successful hit
  • 75% chance to recover after a successful hit
  • 100% chance to recover after a successful hit
  • 25% chance to recover after a successful hit, vs. enemies only
  • 50% chance to recover after a successful hit, vs. enemies only
  • 75% chance to recover after a successful hit, vs. enemies only
  • 100% chance to recover after a successful hit, vs. enemies only

Options containing "vs. enemies only" will only be recoverable when firing at hostile creatures.

Recoverable throwing weapons (argent77)
BGEE, BG2EE, IWDEE, EET, BG (requires TotSC), BG2, BGT, Tutu, IWD-in-BG2

This tweak allows you to recover some or all unenchanted throwing weapons after being thrown, which includes but is not limited to axes, daggers and darts without additional hit effects. For example, normal darts are included, but Darts of Wounding are not. The following options are available:

  • 25% chance to recover after a successful hit
  • 50% chance to recover after a successful hit
  • 75% chance to recover after a successful hit
  • 100% chance to recover after a successful hit
  • 25% chance to recover after a successful hit, vs. enemies only
  • 50% chance to recover after a successful hit, vs. enemies only
  • 75% chance to recover after a successful hit, vs. enemies only
  • 100% chance to recover after a successful hit, vs. enemies only

Options containing "vs. enemies only" will only be recoverable when firing at hostile creatures

Give Every Class/Kit Four Weapon Slots
BGEE, BG2EE, IWDEE, EET

This component will give every class/kit four weapon slots, like fighters receive. This component is available to vanilla BG2 games via TobEx.

Joinable NPC Tweaks

Components in this category directly affect joinable NPCs.

Adjust Evil Joinable NPC Reactions
BGEE, EET, BG, BGT, Tutu

In Baldur's Gate, most NPCs use reaction rolls to determine their dialogue with the PC. Reactions rolls are d20 plus adjustments for charisma and party reputation. The problem is that the PC can get low rolls and evil joinable NPCs may refuse to join the party as a result--for evil NPCs this doesn't make a lot of sense, as a low-reputation party is probably what they would prefer. This component adjusts the reaction rolls of evil-aligned joinable NPCs to be more favorable. This doesn't mean that Viconia still won't leave without joining, but it makes it less likely.

Improved Fate Spirit Summoning
BG2EE, EET, BG2 (requires ToB), BGT

This component aims to make the Fate Spirit summoning a bit more consistent within the game world. An extra condition is added for summoning NPCs from the Fate Spirit in the pocket plane: you must have met them sometime in your travels in the Shadows of Amn portion of the game. If you never meet Mazzy, for example, you will not have the option to summon her. Like the existing Yoshimo option, the Fate Spirit will now comment appropriately if an NPC is dead and beyond its reach. This component will not affect games started in Throne of Bhaal, only games where you are continuing from the end of Shadows of Amn. This component applies to most (hopefully all) mod NPCs, but if you find one that is not covered please let us know in the Tweaks forums.

ToB-Style NPCs
BGEE, BG2EE, IWDEE, EET, BG, BG2, BGT, Tutu, IWD-in-BG2

This component will alter all joinable NPCs to join in the same fashion as Throne of Bhaal, where NPCs immediately level-up upon joining, with a caveat: all creature files are moved down to their lowest experience version, so if you pick up an NPC early enough they will not level upon joining. However, later in the game they will, allowing you to select weapon proficiencies, thieving points, and other goodies from the level-up process.

Consistent Stats: Edwin
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

A number of joinable NPCs that are in Baldur's Gate and Baldur's Gate II have slightly different stats in both games. This component allows the player to use either the BG or BG2 stats for Edwin for a consistent experience. The changes will only show up in your game if you have not met Edwin yet.

  • Use BG stats - gives Edwin 9 Strength and 9 Wisdom, as he has in BG
  • Use BG2 stats - gives Edwin 10 Strength and 10 Wisdom, as he has in BG2

Consistent Stats: Jaheira
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

A number of joinable NPCs that are in Baldur's Gate and Baldur's Gate II have slightly different stats in both games. This component allows the player to use either the BG or BG2 stats for Jaheira for a consistent experience. The changes will only show up in your game if you have not met Jaheira yet.

  • Use BG stats - gives Jaheira 14 Dexterity, as she has in BG
  • Use BG2 stats - gives Jaheira 17 Dexterity, as she has in BG2

Change Jaheira to Neutral Good Alignment
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

A player request, this component brings Jaheira's alignment to Neutral Good to better reflect her actions and attitude ingame. The changes will only show up in your game if you have not met Jaheira yet.

Consistent Stats: Minsc
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

A number of joinable NPCs that are in Baldur's Gate and Baldur's Gate II have slightly different stats in both games. This component allows the player to use either the BG or BG2 stats for Minsc for a consistent experience. The changes will only show up in your game if you have not met Minsc yet.

  • Use BG stats - gives Minsc 15 Dexterity and 15 Constitution, as he has in BG
  • Use BG2 stats - gives Minsc 16 Dexterity and 16 Constitution, as he has in BG2

Consistent Stats: Viconia
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

A number of joinable NPCs that are in Baldur's Gate and Baldur's Gate II have slightly different stats in both games. This component allows the player to use either the BG or BG2 stats for Viconia for a consistent experience. The changes will only show up in your game if you have not met Viconia yet.

  • Use BG stats - gives Viconia 15 Wisdom and 50% magic resistance, as she has in BG
  • Use BG2 stats - gives Viconia 18 Wisdom and 65% magic resistance, as she has in BG2

Make Khalid a Fighter-Mage (Domi)
BGEE, EET, BG, BGT, Tutu

This component will change Khalid into a multi-classed fighter-mage, and includes a short dialogue. The changes will only show up in your game if you have not met Khalid yet.

Make Montaron an Assassin (Andyr)
BGEE, EET, BGT, Tutu

This component changes Montaron into an Assassin. The changes will only show up in your game if you have not met Montaron yet.

Change Korgan to Neutral Evil Alignment
BG2EE, EET, BG2, BGT

A player request, this component alters Korgan's alignment to Neutral Evil to better reflect his actions and attitude ingame. The changes will only show up in your game if you have not met Korgan yet.

Give Kagain A Legal Constitution Score of 19
BGEE, EET, BG, BGT, Tutu

Just as the title implies, this component will lower Kagain's constitution from his current value of 20 to the dwarven maximum of 19. The changes will only show up in your game if you have not met Kagain yet.

Give Coran A Legal Dexterity Score of 19
BGEE, EET, BG, BGT, Tutu

Just as the title implies, this component will lower Coran's dexterity from his current value of 20 to the elven maximum of 19. The changes will only show up in your game if you have not met Coran yet.

Make Xan a Generalist Mage (Mike1072)
BGEE, EET, BG, BGT, Tutu

This depressed elf mage has the lowest constitution in the game, giving him low survivability. Add to this a general lack of strong attack spells as an enchanter. Inspired by Kulyok's Xan mods for both BG1 and BG2, this mod makes Xan the only straight generalist mage in the game. This gives him access to all mage spells in the game to help offset his overall weakness. There is a trade-off, however, since he will not have the extra spells given to the specialist mages.

Don't Auto-Assign Advanced AI Scripting to Party
BGEE, BG2EE, EET

Party members automatically get assigned the 'Advanced AI' script in BGEE/BG2EE. This component alters the NPCs to instead come with the "DEFAULT" AI script assigned, which does nothing, as they do in vanilla BG/BG2 games.

Contact Information

Many authors contributed to this mod; for issues, suggestions, praise or bile you should try contacting CamDawg, the current maintainer. You can find out more about the Tweaks Anthology by visiting the Tweak Packs forum or the project page. Visit the Gibberlings Three Forums for information on this and any other Gibberlings Three mods on which we may be working.

Thanks and Acknowledgements

This mod originally started when CamDawg and Idobek decided to combine their small tweak packs into a single mod, christened the G3 Tweak Pack and hosted at the (then brand-new) Gibberlings Three modding community. As Baldur's Gate Tutu gained in popularity, the G3 Tweak Pack was spun off into the Tutu Tweak Pack. As modding tools became more advanced and as conversion projects began to overlap the G3 and Tutu Tweak Packs were recombined and, with the permission of Wes Weimer, included the Ease-of-Use mod. This effort resulted in the BG2 Tweak Pack. Once again, demand caused several spin off mods--the IWD Tweak Pack, the IWD Fixpack, the IWD2 Tweak Pack, the PsT Tweak Pack, the BG1 Tweak Pack, and the IWD-in-BG2 combo fixpack/tweak pack. Once again, technology has caught up, and all of these individual projects are once again being discontinued individually (save the IWD FIxpack) and combined--hopefully for good this time--into a monolithic mod, the Tweaks Anthology.

With such a convoluted history, we nonetheless strive to try and thank and acknowledge all those who contributed along the way and apologize profusely if we've missed anyone.

First, a big thanks to the wonderful community at The Gibberlings Three. Many of the ideas leading to various components were suggested and/or improved by community involvement, and we hope to continue this collaboration.

Big thanks to Wes Weimer, who gave us permission to incorporate Ease of Use. Ease of Use has many authors and contributors, and I have endeavored to credit them appropriately--if we've overlooked someone or mis-credited their work, please let us know. In addition to Wes, Gebhard Blucher, Kevin Dorner (Baldurdash), jcompton, Schumacher, Kalthorine Ut Wistan, Karzak, Fred S. Richardson, and Sabre contributed to the old Ease of Use pack; translators for EoU were Antonio Favata, Thot, Bhasbuto of Clan DLAN, and Marco Ivezic.

Thanks to the authors that originally spun off the BG2 Tweaks into a multitude of other platforms, made new components, and improvements to the old--all of which have found their way back into the Anthology. grogerson authored the BG1 Tweak Pack; Andyr authored both the PsT and IWD Tweak Packs, and the bigg wrote the IWD2 Tweak Pack. DavidW, as part of the IWD-in-BG2 project, also produced the supplemental mod IWD-in-BG2 Fixpack/Tweak Pack, most of which has been absorbed here.

Andyr was also kind enough to provide the Icewind Dale spell casting graphics and the Make Montaron an Assassin component. Thanks to the bigg, who provided the coding for the Maximum HP For Non-Party-Joinable Creatures (now Maximum HP Creatures) component. Thanks to icelus who provided code for Sellable Staffs, Clubs, and Slings (now Sellable Items). Thanks to Galactygon for the code for the Change Avatar When Wearing Robes or Armor component. Thanks to Domi for the Make Khalid a Fighter-Mage component. Thanks for Luiz for donating his Neutral Characters Make Happy Comments at Mid-Range Reputation and Change Effect of Reputation on Store Prices components. Thanks to Salk and Anomaly for variants of the Happy Patch. Thanks to Ardanis/GeN1e for the Trap Cap Removal, Remove Delay for Magical Traps, and Remove Summoning Cap for Celestials components. Thanks to jcompton for letting me scavenge the dialogue coding of NPC Flirt Pack for the Romance Cheats component. Thanks to argent77 for the Recoverable ammunition and Recoverable throwing weapons components.

Originally from the BG1 Tweak Pack, a big thanks to Zed Nocear for his AreaCheck emulation, Portable Containers, Breakable Non-Magic Iron Armor, Shields and Helms, and the coding improvements for Send BioWare NPCs to an Inn and Send Multi-Player NPCs to an Inn. Thanks to plainab for providing his WIPT program for Make Magic Shields Glow, the streamlined code for the Friendly Arm Inn Container Restoration, and Change Cloakwood Mine Chapter End Trigger.

From the IWD Tweak Pack, a huge thank you for grogerson for his assistance, playtesting, bug reports, and suggestions, particularly for the second generation of this mod (v5 and above). Thanks also to Daulmakan and the various unnamed guests who helped report bugs and other issues. Thanks to the folks at G3 who contributed ideas for the various components. Thanks to icelus for contributing a few components, and Kaelas for the Talon of the Gloomfrost fix. Cheers to Petor23 and Da_Venom for help testing! Thanks also to guest Mike, grogerson, and Zed Nocear for insight into issues with the Wear Multiple Protection Items (P&P Style) component.

Unique Containers was originally a standalone mini-mod by Miloch. Thanks for that project go to DavidNowlin for the original idea and testing; Bursk, pro5 and SixOfSpades for troubleshooting; Aramis and Vedran for the Lost Items mod; Graoumf for the French translation, Leomar for the German translation; Stoneangel and Andrea/ilot for the Italian translation; prowler and aerie.ru for the Russian translation; and Ancalagon el Negro and Immortality for the Spanish translation.

Versions 7-10 of BG2 Tweaks owe a lot to the community who picked it up and made several updates: DavidW, Mike1072, berelinde, Wisp, and aVENGER.

Thanks to the folks at G3 who contributed ideas for the various components. Thank you as well to our translators:

  • Chinese: Translation from BG2 Tweaks by Miranda, distance20 and c4_angel for Anthology
  • Czech: Razfallow, Vlasák
  • French: Elgaern the Dragon Slayer, elminster, Isaya, Anomaly
  • German: Caswallon, jester, Leonardo Watson
  • Italian: Marco Ivezic, Andrea C., improb@bile
  • Korean: web2air
  • Polish: Artanis, dragionian, Evendur, Grjgori, Neminus, yarpen, Cuttoth
  • Russian: aerie.ru, Creepin, Domi, Kulyok, Serdrick, prowler
  • Spanish: Bhasbuto and Clan DLAN provided the original Ease of Use translation, the rest (G3 Tweaks, Tutu Tweaks and the combined BG2 Tweaks) is from Immortality and Clan DLAN with some lines from Januskza. Revised text by Ghildrean.

Tools Used in Creation

Credits and Copyright Information

The modding community for the Infinity Engine has been going strong for more than 10 years now, and is the culmination of thousands of unpaid modding hours by fellow fans of the game. Modders produce their best work and players get the best, well-supported mods when we all work together.

There are two big ways to upset this harmony. One is to claim someone else's work as your own. The second is to host and redistribute a mod without permission from the author(s).

Be kind to your fellow players and modders. Don't do either.

Version History

Version 3 - July 31, 2017

  • Bottomless Bags of Holding now works for PsTEE
  • The Exotic Item Pack could fail to install on EET, BGT, or BG1 due to typos and a missing library. Strings for the items could also potentially be incorrect.
  • Increase Ammo Stack Size had a typo in the library that would prevent installation
  • Disable Non-Hostile Rest Spawns and Alter Hostile Rest Spawns were also enabling Rest Anywhere
  • Level-Locked Spell Scrolls now covers divine spell scrolls, and allows for casting of spells one level beyond spells available to the priest or mage
  • Don't Auto-Assign Advanced AI Scripting to Party will now assign the "DEFAULT" script, instead of none, to party members
  • Updated Chinese translation thanks to c4_angel
  • Updated variable names for the Romance Cheats component
  • Level-Locked Spell Scrolls is no longer an option for IWD/BG games, as these engines ignore minimum level requirements in item files
  • Lightning Bolts Don't Bounce will now protect the caster from being hit by his/her own lightning bolt for games which still use a multi-target projectile (everything but IWD/BG, which use a single-target projectile that can't hurt the caster)
  • Alter Druid Spell and Level Progression Tables, specifically the option to have druids use the cleric XP progression table, is now available for IWD/BG games
  • The option to tighten restrictions via Change Item Restrictions for Multi- and Dual-class Druids is now more selective about tightening restrictions; among other things this fixes a bug where Jaheira got locked out of her Harper Pin

Version 2 - July 27, 2017

  • Added several new components: Separate Resist Fire/Cold Portrait Icon into Separate Icons, Adjust Cromwell's Forging Time, Level-Locked Spell Scrolls, Allow Mages to Use Bucklers and Thieves to Use Small Shields, Lightning Bolts Don't Bounce, Give Every Class/Kit Four Weapon Slots, and Don't Auto-Assign Advanced AI Scripting to Party
  • Tweaks Anthology will no longer install on games that require Modmerge and instead point users to Modmerge and how to install it
  • The mod will better detect PsTEE games and offer components appropriately. This better detection also addresses some other bugs, such as the Rest Anywhere component not working on PsTEE.
  • The Exotic Item Pack was rewritten to address some minor bugs and streamline the code; the Katana +2 had its effect percentages corrected
  • Wear Multiple Protection Items has a new option, Allow Armor Plus One Protection Item
  • Loosen Item Restrictions for Multi- and Dual-class Druids is now Change Item Restrictions for Multi- and Dual-class Druids, as you now have options to loosen or tighten these restrictions.
  • Allow Cromwell to Upgrade Watcher's Keep Items was streamlined a bit, mainly to make the new Cromwell component easier to write
  • All Alter Weapon Proficiency System options save Rebalanced Profiencies could potentially rob joinable NPCs of overall pips since various proficiencies could get combined. These "duplicate proficiency" points are now re-assigned so that joinable NPCs retain their correct total of weapon pips.
  • Maximum HP Creatures was not properly accounting for dual-class characters, potentially shorting their maximum HPs

Version 1 - June 11, 2017

  • A new configuration file, cdtweaks.txt, is now available in the mod's folder. Players can use this file to set inputs for the Romance Cheats and Minimum Stats Cheat components prior to installation. Doing so will allow the mod to be installed unattended, e.g. as part of a Big World Setup install. If the configuration file is not utilized, or indicates no changes, the player will be prompted during installation of these components, just like before.
  • Added Remove Blur Effect from Equipped Items and Exceptional Strength Weight Limit Changes components
  • Reveal City Maps is not actually the default for BGT, so this component is now available
  • Fixed a bug with Do Not Reveal City Maps where it could stuff other on-load actions in area scripts
  • Gems and Potions Require Identification now has the option to just affect gems, just affect potions, or both
  • Fixed two bugs with the Change Experience Point Cap > Remove Completely option. It was not extending the shaman spell tables, causing shamans to lose spellcasting ability after level 40. In addition, players on BGEE/SoD games would get trapped at the level-up screen on high levels, since the game had HLA tables defined but no HLAs to select.
  • With the BG1 NPC Project installed, Shar-Teel could still leave due to high reputation with the Happy Patch installed. This is no longer the case.
  • No Traps or Locks had a small bug where it could overwrite flags in the area file. It also tries to be a bit more precise on which traps and locks to remove.
  • Fixed a bug with the Multiple Romances option of Romance Cheats where the original BioWare romances could possibly stall after meeting the Gorion-wraith in Throne of Bhaal.
  • Closed an exploit with Stores Purchase All Item Types where special stores--such as Officer Vai in Beregost--could be used for money generation due to their special buy/sell markups.
  • Fixed bug with Taerom Makes Additional Ankheg Armors where he was not checking for the correct item in Tutu games to reset his armor timer
  • Improved Fate Spirit Summoning is no longer available for install on EET games, as EET includes similar functionality by default
  • The armor lookup table used by Allow Stealth and Thieving Abilities in Heavy Armor per P&P, Allow Arcane Spellcasting in Armor, and Icon Improvements has been expanded with new items, notably EET.
  • The werewolf paws in Shapeshifter Rebalancing are now flagged as two-handed items to prevent their use in the offhand or with a shield.
  • Alter Weapon Proficiency System > Rebalanced Weapon Proficiencies should now be more reliable updating weapon proficiency names in items, specifically ninja-tō, in EE games.
  • Fixed bug with Unique Containers trying to patch a mod item that was not a bag.
  • If the Increase Jewelry and Gem Stacks or Increase Scroll Stacking components make an item stackable where it was not, actions in scripts and dialogues could potentially take an entire stack of these items where previously they only took one item. The component will now adjust these actions to only take one item.

Version Beta 5 - July 27, 2016

  • Wear Multiple Protection Items will no longer fail when patching items that have effects listed before abilities (thanks Nythrun, Ardanis, and Mike1072)
  • Improved EET compatibility (thanks K4thos)

Version Beta 4 - May 1, 2016

  • 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 components 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.
  • Updated Italian translation, thanks improb@bile!

Version Beta 3 - March 20, 2016

  • Miloch's Unique Containers mod has been added to Tweaks as a cosmetic component, including all of its original options and translations. If Add Bags of Holding is installed after it, the new bags will use the unique icons.
  • Added Use Character Colors Instead of Item Colors component
  • Added components Everyone Gets Bonus APR from Specialization (subtledoctor) and Enforce PnP Proficiency Rules on Dual-Classed Characters (subtledoctor) courtesy of subtledoctor
  • Make Magic Shields Glow will now try to read in an appropriate glow color from the palette bitmap instead of a (limited) lookup table
  • Fixed a bug with Higher HP on Level Up > NWN-Style; withdrew the Low Variance Rolls option due to the same bug
  • Fixed a math error in Change Experience Point Cap > Remove Completely that caused bards and thieves to need an extra 100,000 XP to advance from level 39 to 40
  • Fixed a bug with Send BioWare NPCs to an Inn where it wouldn't install on vanilla Baldur's Gate due to bad tra references (thanks Angel)
  • Friendly Random Drops was failing to account for two random drops in IWDEE that are different compared to IWD+UB; the fix in beta 2 caused it to not install on vanilla IWD, which is in turn fixed (thanks to Angel again)
  • The Change Avatar When Wearing Robes or Armor (Galactygon) component is being withdrawn, as One Pixel Productions has a superior solution

Version Beta 2 - March 8, 2016

  • Fixed bug with Commoners Use Drab Colors where commoners ended up looking like they were made of chocolate instead
  • Unique Icons was expanded to BG2 games; also fixed a bug where it was not updating helmet animations
  • After discussion, Rest Anywhere was expanded into multiple components. The main component continues to work as the original, and Disable Non-Hostile Rest Spawns and Alter Hostile Rest Spawns have been added to give players a finer grain of control.
  • Friendly Random Drops could pull from the wrong table in IWDEE.
  • Fixed a bug with Friendly Random Drops > Choose Your Drop where it was not accounting for Orrick's reward after you bring him the Mythal book. Also fixed the bug that would cause the Kuldahar merchant to leave after the orog attack, for real this time.
  • All BAMs in the mod converted to uncompressed for better cross-platform goodness.
  • Fixed a couple of bugs where Faster Chapter 1&2 Cut-Scenes & Dreams was not quite matching and replacing everything it should and Gaelan's dialogue lacked the shortcuts it was supposed to have
  • Faster Chapter 1&2 Cut-Scenes & Dreams will skip adjusting the Irenicus-Cowled Wizard cutscene in the Promenade if the player has installed Extended Waukeen's Promenade Cutscene from Almateria's Restoration Project. Other cutscenes and dreams are still affected in this case.
  • Fixed bug with Increase Potion Stacking where it handled items with multiple charges incorrectly; thanks argent77!
  • OS X version now up to date with WeiDU v239, as the Windows version; thanks argent77 again!

Version Beta 1 - March 2, 2016 (changes from BG2 Tweaks v16, the most direct ancestor)

  • New components:
    • New - Baldur's Gate Casting Graphics, Max HP at Level One, Recoverable ammunition (argent77), Recoverable throwing weapons (argent77)
    • From BG1 Tweaks - Make Magic Shields Glow (plainab/grogerson), Send BioWare NPCs to an Inn (DavidW/Zed Nocear), Portable Containers (Zed Nocear), Friendly Arm Inn Hidden Container Restoration (plainab), Move NPCs from Baldur's Gate, Bardic Reputation Adjustment, Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior, Paladins Use IWD-HoW Spell Progression Tables (grogerson), Rangers Use IWD-HoW Spell Progression Tables (grogerson), Druids Use 3e Alignment Restrictions, Loosen Item Restrictions for Multi- and Dual-class Clerics, Loosen Item Restrictions for Multi- and Dual-class Druids, Taerom Makes Additional Ankheg Armors (Icendoan/grogerson), Give Coran A Legal Dexterity Score of 19, and Make Xan a Generalist Mage (Mike1072)
    • From IWD-in-BG2 Fixpack/Tweaks - Game ends when the main character dies; NPCs respond to the main character, not to whichever character talks to them; Make Heart of Winter accessible at any level; and Restore BG2 spells and make scrolls available, and Never lose access to Orrick the Grey's trade goods
    • From IWD Tweaks - Friendly Random Drops, Restore IWD Loading Screens (icelus), and Unique Icons
  • Fixed an original game bug with Alter HP Triggers for NPC Wounded Dialogues that would affect Edwin's wounded dialogue
  • Fixed a bug with Gradual Drow Item Disintegration; items should have a chance to break upon use
  • Improved Improved Multi-Player Kick-out Dialogues further with input from BG1 Tweaks; NPCs in BG now have more places to go when kicked out
  • Gems and Potions Require Identification now uses different scales for determining lore for gems vs. potions; also capped max lore to identify at 100
  • Fixed multiple bugs with Multiple Strongholds. In the No Restrictions variant, it would fail to account for the shifted clerical stronghold alignments in BG2EE. Notably, this meant no one would spawn after Gaal's speech in the Temple district. Also fixed a bug where the druid restriction was still in place, preventing the messenger who would summon you back to the Grove. Also fixed a bug where both variants could bypass the bard stronghold XP reward from Raelis for rescuing the troupe from the Planar Prison.
  • Bonus Merchants (Baldurdash, Weimer) now places a little more nicely with other mods.
  • Streamlined and combined code from Two-Handed Bastard Swords, Two-Handed Katanas, and Two-Handed Axes. Also fixed weapon breakage issues for BGT games.
  • Change Experience Point Cap > Remove Completely should now tackle rules tables in a more robust fashion
  • The armor lookup table used by Allow Stealth and Thieving Abilities in Heavy Armor per P&P, Allow Arcane Spellcasting in Armor, and Icon Improvements has been expanded with new items and now allows for individual armor values instead of trying to broadly categorize items.
  • kit.ids is now properly patched as part of Expanded Dual-Class Options
  • Fixed a fairly large and glaring oversight with Wear Multiple Protection Items > P&P Restrictions where the items with AC bonuses could still be worn together
  • Alter Weapon Proficiency System underwent a significant revamp. Most notably, DavidW's IWD options from IWD-in-BG2 are now available, and the BG system was improved with some of the techniques from the IWD system.
  • True Grandmastery is now one option in Change Grandmastery Bonuses instead of a standalone component, as a BG2 option has been added.
  • 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.
  • Expanded and renamed Increase Ammo Stack Size, Increase Jewelry and Gem Stacks, Increase Potion Stacking, and Increase Scroll Stacking to include four options: 40, 80, 120, and unlimited (999). Increase Jewelry and Gem Stacks also covers furs, pelts, and other miscellany like bandit scalps
  • Expanded Rest Anywhere to include options for disabling rest spawns.
  • Fixed a bug when adding Friendly Random Drops > Wandering Merchant that would cause the Kuldahar merchant to leave after the orog attack
  • Added more NPCs to the Improved Fate Spirit Summoning component
  • ToB-Style NPCs should now have a more robust method of finding joinable NPCs and their creature files
  • Consistent Stats: Viconia should now better adjust her spellbook to account for the gain or loss of bonus spells due to the change in wisdom
  • Fixed similar issues with Make Khalid a Fighter-Mage (Domi) and Make Montaron an Assassin (Andyr); now it checks for walking speeds on non-Tutu games, better adjusts proficiencies for the alternative schemes, and now work if installed after ToB-Style NPCs
  • Faster Chapter 1&2 Cut-Scenes & Dreams (Karzak, Blucher, aVENGER, Weimer) no longer overwrites scripts, which was causing a compatibility issue with BGT
  • Added compatibility for EET