-
Notifications
You must be signed in to change notification settings - Fork 28
/
readme-cdtweaks.html
1802 lines (1796 loc) · 281 KB
/
readme-cdtweaks.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
<head>
<title>The Tweaks Anthology</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" href="style/g3readme_cam_022916.css" type="text/css" />
<link href="style/g3icon.ico" rel="icon" type="image/bmp" />
</head>
<body>
<div id="container">
<div class="ribbon_menu">
<ul>
<li><a href="#Overview">Overview</a></li>
<li><a href="#Compatibility">Compatibility</a></li>
<li><a href="#Bugs">Bug Reporting</a></li>
<li><a href="#Installation">Installation</a></li>
<li><a href="#Contents">Contents</a></li>
<li><a href="#Contact">Contact</a></li>
<li><a href="#Thanks">Thanks</a></li>
<li><a href="#Credits">Credits</a></li>
<li><a href="#History">History</a></li>
</ul>
<span><img src="style/g3_logo_2018.gif" alt="G3" width="237" height="83" /></span> </div>
<div class="ribbon_bubble">
<div class="ribbon_rectangle">
<h1> The Tweaks Anthology </h1>
</div>
<div class="ribbon_triangle-l"></div>
<div class="ribbon_triangle-r"></div>
<div class="section">
<p> <strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a><br />
Project Lead: </strong><a href="https://www.gibberlings3.net/profile/8-camdawg/">CamDawg</a><br />
<strong>Authors: </strong><a href="https://www.gibberlings3.net/profile/30-andyr/">Andyr</a>, <a href="https://www.gibberlings3.net/profile/426-the-bigg/">the bigg</a>, <a href="https://www.gibberlings3.net/profile/1067-davidw/">DavidW</a>, <a href="https://www.gibberlings3.net/profile/2061-grogerson/">grogerson</a>, <a href="https://www.gibberlings3.net/profile/100-idobek/">Idobek</a>, the bigg, and Wes Weimer<br />
<strong>Contributors: </strong>Angel, Ardanis/GeN1e, argent77, aVENGER, Blucher, Davide Carte, Daeros Trollkiller, Domi, Fouinto, Galactygon, icelus, Icendoan, japheth, jcompton, Karzak, Kevin Dorner (aka Baldurdash), Lava, Luiz, Mike1072, Miloch, plainab, Richardson, Sabre, sarevok57, subtledoctor, Wendy Yung, Zed Nocear<br />
<strong>On the web: </strong><a href="https://www.gibberlings3.net/mods/tweaks/tweaks/">Home page</a>, <a href="https://www.gibberlings3.net/forums/forum/34-tweaks-anthology-forum/">discussion forum</a>, <a href="https://discord.gg/yTzjMTb">Discord</a>, and <a href="https://www.gibberlings3.net/gallery/album/27-tweaks-anthology/">preview gallery</a> </p>
<p> <strong>Version 16</strong><br />
<strong>Languages:</strong> Chinese, Czech, English, French, German, Italian, Korean, Polish, Russian, and Spanish<br />
<strong>Platforms: </strong>Windows, macOS, Linux<br />
<strong>GitHub: </strong><a href="https://github.com/Gibberlings3/Tweaks-Anthology">Gibberlings3/Tweaks-Anthology</a> </p>
</div>
<div class="ribbon_rectangle_h2"> <a id="Overview" name="Overview"></a>
<h2> Overview </h2>
</div>
<div class="ribbon_triangle_h2-l"></div>
<div class="ribbon_triangle_h2-r"></div>
<div class="section">
<p> The Tweaks Anthology is a <abbr title="Weimer Dialogue Utility">WeiDU</abbr> compilation of nearly 200 components of cosmetic changes, house rules, and other tweaks. Some of these were fan requests, others are needed changes, 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. </p>
</div>
<div class="ribbon_rectangle_h2"> <a id="Compatibility" name="Compatibility"></a>
<h2> Compatibility </h2>
</div>
<div class="ribbon_triangle_h2-l"></div>
<div class="ribbon_triangle_h2-r"></div>
<div class="section">
<p> This mod includes and deprecates a slew of other mods: the <abbr title="Baldur's Gate II">BG2</abbr> Tweak Pack, the <abbr title="The Gibberlings Three">G3</abbr> 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. </p>
<p> This mod works on all Infinity Engine games. This includes </p>
<ul>
<li> The series of Enhanced Editions (<abbr title="Enhanced Edition">EE</abbr>) published by Beamdog, which at present includes Baldur's Gate: Enhanced Edition (<abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>), Baldur's Gate II: Enhanced Edition (<abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>), Icewind Dale: Enhanced Edition (<abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>), and Planescape: Torment: Enhanced Edition (<abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr>). The <abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr> Siege of Dragonspear expansion (<abbr title="Siege of Dragonspear">SoD</abbr>) is supported as well. All of the Enhanced Edition games include the original expansion packs, e.g. <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr> includes Heart of Winter and Trials of the Luremaster. </li>
<li> The original Baldur's Gate (<abbr title="Baldur's Gate">BG</abbr>), with or without the Tales of the Sword Coast (<abbr title="Tales of the Sword Coast">TotSC</abbr>) expansion </li>
<li> The original Baldur's Gate II (<abbr title="Baldur's Gate II">BG2</abbr> or just Shadows of Amn (<abbr title="Shadows of Amn">SoA</abbr>)), with or without the Throne of Bhaal (<abbr title="Throne of Bhaal">ToB</abbr>) expansion </li>
<li> The conversion projects Baldur's Gate Trilogy (<abbr title="Baldur's Gate Trilogy">BGT</abbr>), Baldur's Gate Tutu (Tutu), Icewind Dale-in-Baldur's Gate II (<abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr>), and Enhanced Edition Trilogy (<abbr title="Enhanced Edition Trilogy">EET</abbr>) </li>
<li> The original Icewind Dale (<abbr title="Icewind Dale">IWD</abbr>) with or without either of its expansions, Heart of Winter (<abbr title="Heart of Winter">HoW</abbr>) and Trials of the Luremaster (<abbr title="Trials of the Luremaster">TotLM</abbr>) </li>
<li> Icewind Dale II (<abbr title="Icewind Dale II">IWD2</abbr>) </li>
<li> Planescape: Torment (<abbr title="Planescape: Torment">PsT</abbr>) </li>
</ul>
<p> 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, dialogues, and other resources 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. </p>
</div>
<div class="ribbon_rectangle_h2"> <a id="Bugs" name="Bugs"></a>
<h2> Bug Reporting and Known Issues </h2>
</div>
<div class="ribbon_triangle_h2-l"></div>
<div class="ribbon_triangle_h2-r"></div>
<div class="section">
<p> If you should encounter any bugs, please report them to the authors at the <a href="https://www.gibberlings3.net/forum/34-tweaks-anthology-forum/">Tweaks Anthology</a> forum. In addition, Tweaks Anthology is <a href="https://github.com/Gibberlings3/Tweaks-Anthology">available on GitHub</a>, so fixes and changes can be submitted by the community. </p>
<p> Known issues are as follows: </p>
<ul>
<li> The <em>nothing kills romances</em> option of <strong>Romance Cheats [Sabre, Richardson, Weimer]</strong> should be used with caution with third-party <abbr title="Non-Player Character">NPC</abbr> romance mods. </li>
<li> <strong>Multiple Strongholds [Sabre, Baldurdash, Weimer]</strong> (either variant) may not work correctly with <a href="https://www.gibberlings3.net/mods/quests/oversight/">Oversight</a>'s Cleric Kits component </li>
<li> The changes to Cromwell's dialogue in the <strong>Allow Cromwell to Upgrade Watcher's Keep Items</strong> component should play nicely with other mods, provided the other mods don't mangle his dialogue (ancient versions of <a href="https://forums.pocketplane.net/index.php?board=43.0">Item Upgrade</a>, for example) </li>
<li> 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 <a href="https://www.gibberlings3.net/forums/forum/34-tweaks-anthology-forum/">Tweak Packs forum</a>. </li>
<li> The <strong>Increase Jewelry, Gem, and Miscellaneous Item Stacks</strong> and <strong>Increase Scroll Stacking</strong> can sometimes 'install with warnings'. This is because they must decompile-and-compile many dialogues in the game to adjust triggers and they'll spit out warnings for any existing syntax errors. </li>
<li> The <em>remove spell trap and reflection effects</em> option from <strong>Remove Annoying Visual Effects from Equipped Items</strong> will block <em>all</em> sources of these animations when an adjusted item is equipped, e.g. the Shield of Balduran will block not only its own animation but also animations from the Physical Mirror or Spell Trap spells </li>
</ul>
</div>
<div class="ribbon_rectangle_h2"> <a id="Installation" name="Installation"></a>
<h2> Installation </h2>
</div>
<div class="ribbon_triangle_h2-l"></div>
<div class="ribbon_triangle_h2-r"></div>
<div class="section">
<p> First time installing a mod? Check out <abbr title="The Gibberlings Three">G3</abbr>'s comprehensive tutorial: <a href="https://www.gibberlings3.net/forums/topic/33164-a-new-player%E2%80%99s-guide-to-installing-and-playing-mods/">A New Player's Guide to Installing and Playing Mods</a>. </p>
<p> <strong>Special Note for Siege of Dragonspear from Steam/<abbr title="Good Old Games">GOG</abbr></strong><br />
Good Old Games (<abbr title="Good Old Games">GOG</abbr>) and Steam both package the additional content for Siege of Dragonspear in a method that <abbr title="Weimer Dialogue Utility">WeiDU</abbr>, the tool used to install this mod, cannot access. You must run a program called <a href="https://github.com/Argent77/A7-DlcMerger/releases"><abbr title="Downloadable Content">DLC</abbr> Merger</a> on your <abbr title="Siege of Dragonspear">SoD</abbr> installation before you can install this or any other <abbr title="Weimer Dialogue Utility">WeiDU</abbr>-based mod. </p>
<p> <strong>Enhanced Editions Note</strong><br />
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. 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. </p>
<p> <strong>Windows</strong><br />
The Tweaks Anthology for Windows is distributed as a self-extracting archive and includes a <abbr title="Weimer Dialogue Utility">WeiDU</abbr> installer. To install, simply double-click the archive and follow the instructions on screen. </p>
<p> Alternatively, the files can be extracted into your game directory using <a href="http://www.7-zip.org/download.html">7zip</a> or <a href="http://www.rarlab.com/download.htm">WinRAR</a>. When properly extracted, your game directory will contain <strong>setup-cdtweaks.exe</strong> and the folder <strong>cdtweaks</strong>. To install, double-click <strong>setup-cdtweaks.exe</strong> and follow the instructions on screen. </p>
<p> You can run <strong>setup-cdtweaks.exe</strong> in your game folder to reinstall, uninstall or otherwise change components. </p>
<p> <strong>macOS</strong><br />
The Tweaks Anthology for macOS is distributed as a compressed tarball and includes a <abbr title="Weimer Dialogue Utility">WeiDU</abbr> installer. </p>
<p> First, extract the files from the tarball into your game directory. When properly extracted, your game directory will contain <strong>setup-cdtweaks</strong>, <strong>setup-cdtweaks.command</strong>, and the folder <strong>cdtweaks</strong>. To install, double-click <strong>setup-cdtweaks.command</strong> and follow the instructions on screen. </p>
<p> You can run <strong>setup-cdtweaks.command</strong> in your game folder to reinstall, uninstall or otherwise change components. </p>
<p> <strong>Linux</strong><br />
The Tweaks Anthology for Linux is distributed as a compressed tarball and does not include a <abbr title="Weimer Dialogue Utility">WeiDU</abbr> installer. Linux users will need to do a one-time install of <abbr title="Weimer Dialogue Utility">WeiDU</abbr> (and a few other adjustments) as described in <a href="https://moebiusproject.gitlab.io/mods_on_linux">this great writeup</a>. </p>
<p> To install, run 'WeInstall cdtweaks in your game folder. </p>
<p> <strong>Note for Complete Uninstallation</strong><br />
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. </p>
</div>
<div class="ribbon_rectangle_h2"> <a id="Contents" name="Contents"></a>
<h2> Contents </h2>
</div>
<div class="ribbon_triangle_h2-l"></div>
<div class="ribbon_triangle_h2-r"></div>
<div class="section">
<p> The Tweaks Anthology has many components, which can be installed completely independently of one another. For convenience, they are grouped into five broad categories: <a href="#contents_cosmetic">Cosmetic Changes</a>, <a href="#contents_content">Content Changes</a>, <a href="#contents_rules">Rule Changes</a>, <a href="#contents_convenience">Convenience Tweaks and/or Cheats</a>, and <a href="#contents_npc">Joinable <abbr title="Non-Player Character">NPC</abbr> Tweaks</a>. At installation time, players can select or ignore entire categories to streamline the installation process. </p>
<p> 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 <em><abbr title="Baldur's Gate II">BG2</abbr></em> 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 <em><abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="Throne of Bhaal">ToB</abbr>)</em> or <em><abbr title="Baldur's Gate II">BG2</abbr> (without <abbr title="Throne of Bhaal">ToB</abbr>)</em> respectively. Components that are not available for your game will be skipped automatically by the installer. </p>
</div>
<div class="ribbon_rectangle_h3">
<h3> <a id="contents_cosmetic" name="contents_cosmetic"></a>Cosmetic Changes </h3>
</div>
<div class="ribbon_triangle_h3-l"></div>
<div class="ribbon_triangle_h3-r"></div>
<div class="section">
<p> 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. </p>
<p> <strong>Remove Helmet Animations</strong><br />
<em>All games except <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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 <em>all</em> helmets in the game, including helmets introduced by mods. </p>
<p> <strong>Change Imoen's Avatar to Mage</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> This component will change Imoen's avatar from a thief to a mage. A <a href="https://www.gibberlings3.net/gallery/image/819-npc-cosmetic-tweaks/">preview</a> is available. </p>
<p> <strong>Change Nalia's Avatar to Thief</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> This component will change Nalia's avatar from a mage to a thief. A <a href="https://www.gibberlings3.net/gallery/image/819-npc-cosmetic-tweaks/">preview</a> is available. </p>
<p> <strong>Change Viconia's Skin Color to Dark Blue</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, Tutu, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> A fan request, this component will change Viconia's in-game avatar to have dark blue skin to match her default portrait. A <a href="https://www.gibberlings3.net/gallery/image/819-npc-cosmetic-tweaks/">preview</a> is available. </p>
<p> <strong>Avatar Morphing Script</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, Tutu, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> This script allows you to select whatever <abbr title="Player Character">PC</abbr> avatar you wish for your character or any joinable <abbr title="Non-Player Character">NPC</abbr>. Assign this script to the character whose avatar you wish to change. To change the avatar return to the game screen, ensure the party <abbr title="Artificial Intelligence">AI</abbr> 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. </p>
<p> <strong>Weapon Animation Tweaks</strong><br />
<em>All games</em> </p>
<p> By default, spears in <abbr title="Baldur's Gate II">BG2</abbr> use 33% overhead swings, 33% backhand swings and only 34% thrusting attacks. Wouldn't it make more sense to use the pointy end? </p>
<p> 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 <em>all</em> items in the game, including items introduced by mods. </p>
<p> <strong>Icewind Dale Casting Graphics [Andyr]</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em><br />
<em>Also available in the IWDification mod </em> </p>
<p> 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 allows you to use the Icewind Dale graphics on the Baldur's Gate series of games. Screenshots for comparison are available in the <a href="https://www.gibberlings3.net/gallery/album/27-tweaks-anthology/">Tweaks gallery</a>. </p>
<p> <strong>Baldur's Gate Casting Graphics [Andyr]</strong><br />
<em><abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Icewind Dale">IWD</abbr>, <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> This is the inverse of the previous component for the Icewind Dale series of games. Screenshots for comparison are available in the <a href="https://www.gibberlings3.net/gallery/album/27-tweaks-anthology/">Tweaks gallery</a>. </p>
<p> <strong>Restore <abbr title="Shadows of Amn">SoA</abbr> Load Screen Logo</strong><br />
<em><abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="Throne of Bhaal">ToB</abbr>)</em> </p>
<p> This component will change the logo on the load screen from the <abbr title="Throne of Bhaal">ToB</abbr> 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 <a href="https://www.gibberlings3.net/gallery/image/487-restore-soa-load-screen-logo/">Tweaks gallery</a>. </p>
<p> <strong>Restore <abbr title="Icewind Dale">IWD</abbr> Loading Screens [icelus]</strong><br />
<em><abbr title="Icewind Dale">IWD</abbr> (requires <abbr title="Heart of Winter">HoW</abbr>)</em> </p>
<p> This component will change the logo on the load screen from the <abbr title="Heart of Winter">HoW</abbr> logo (a white dragon) to the original <abbr title="Icewind Dale">IWD</abbr> logo (Kuldahar's tree). Screenshots for comparison are available in the <a href="https://www.gibberlings3.net/gallery/image/505-restore-iwd-loading-screens-icelus/">Tweaks gallery</a>. </p>
<p> <strong>Disable Portrait Icons Added by Equipped Items</strong><br />
<em>All games</em> </p>
<p> This component will prevent items from displaying the small icons (fire resistance, protection from charm) that appear on the character portrait and record screen 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. </p>
<p> <strong>Commoners Use Drab Colors</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu</em><br />
<em>Also available in the IWDification mod </em> </p>
<p> 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. </p>
<p> <strong>Icon Improvements </strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> This component uses a combination of <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Icewind Dale">IWD</abbr>, and <abbr title="Baldur's Gate II">BG2</abbr> 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 <a href="https://www.gibberlings3.net/gallery/album/27-tweaks-anthology/">Tweaks gallery</a>. </p>
<p> <strong>Force All Dialogue to Pause Game</strong><br />
<em>All games</em> </p>
<p> This component will change all dialogue to pausing. No longer will bandits attack in the middle of a conversation. This component will affect <em>all</em> dialogues in the game, including ones introduced by mods. </p>
<p> <strong>Fix Boo's Squeak</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu</em> </p>
<p> 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. </p>
<p><strong>Remove "+x" From Unique Item Names</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr></em></p>
<p> The Enhanced Editions change the name of a number of items to match their given, unique name from their description, e.g. the "Bastard Sword +1,+3 vs. Shapeshifters" was changed to "Kondar +1". However, the +1 that was added to the names has always bothered me: "Kondar +1" implies, to me at least, the existence of "Kondar +2" or other Kondars. This component simply removes the "+x" from uniquely named items, turning "Kondar +1" into "Kondar". Note that this will not affect items with actual variations: "Carsomyr +5" will not be renamed because it can be upgraded to "Carsomyr +6". </p>
<p> <strong>Make Magic Shields Glow [plainab/grogerson]</strong><br />
<em>All games except <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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. </p>
<p> <strong>Unique Icons [Lava]</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, Tutu, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, <abbr title="Icewind Dale">IWD</abbr>, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> Icewind Dale, and to a lesser extent Baldur's Gate and Baldur's Gate II, has a frustrating habit of using the same icon for multiple items, making them difficult to tell apart from one another. Lava has created unique icons for about 200 items in Icewind Dale and about 140 in the Baldur's Gate series. For example, the dozen or so items that all used the icon for the Ring of Protection +1 in <abbr title="Icewind Dale">IWD</abbr> now use unique icons. A full display of the icons changed is available in <a href="https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_unique_icons.html">separate documentation</a>. </p>
<p>There are two options, based on whether you want to replace icons for items which may have been given a unique icon from another mod. For example, if another mod has already given the Robe of Vecna a unique icon, you can choose to override it with the one from this component, or leave it as-is, depending on which option you select.</p>
<p> <strong>Unique Containers [Miloch]</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> Originally a standalone mini-mod from Miloch, this mod has been incorporated into Tweaks. There are three options; all three incorporate minor fixes (some for default stores in Tutu, some for other store mods). You can choose to install just the fixes, fixes plus unique containers, or fixes plus unique containers and names. You can see <a href="https://www.gibberlings3.net/gallery/image/504-unique-containers-miloch/">example icons</a> in the Tweaks gallery. From the original readme: </p>
<div class="quote">
<p> "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. </p>
<p> "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 <abbr title="Big Picture">BP</abbr>, <abbr title="Check the Bodies">CtB</abbr>, <abbr title="Neverending Journey">NEJ</abbr>2, <abbr title="Reign of Terror">RoT</abbr>, <abbr title="Shadows Over Soubar">SOS</abbr> and <abbr title="Unfinished Business">UB</abbr>. 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." </p>
</div>
<p> <em>Note:</em> While the mod has been expanded to cover <abbr title="Icewind Dale">IWD</abbr>/<abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>/<abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr>, it will use <abbr title="Baldur's Gate II">BG2</abbr>-style container icons instead of <abbr title="Icewind Dale">IWD</abbr>-style ones. </p>
<p> <strong>Use Character Colors Instead of Item Colors</strong><br />
<em>All games except <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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 <a href="https://www.gibberlings3.net/gallery/image/503-use-character-colors-instead-of-item-colors/">see a comparison</a> in the Tweaks gallery. This component allows you to use the <abbr title="Baldur's Gate">BG</abbr> 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. </p>
<p> <strong>Remove Annoying Visual Effects from Equipped Items</strong> </p>
<p> This component comes with three options which will affect graphical animations which constantly play when items are equipped. None of these options will interfere with items that provide visual effects for creatures such as ghosts or from time-limited effects from spells or limited-use items. </p>
<ul>
<li> <em>Remove blur effect </em>will remove the blur effect from items such as the Cloak of Displacement and The Claw of Kazgaroth. </li>
<li> <em>Remove spell trap and reflection effects </em>will remove the huge glowing white wiffle ball animation for the <abbr title="Throne of Bhaal">ToB</abbr> Cloak of Mirroring as well as the glowing disc for physical mirror effects (e.g. Balduran's Shield, Shield of Reflection). </li>
<li> <em>Remove all of the above</em> will cover both of the above options, disabling blur, spell trap, and reflection animations from equipped items. </li>
</ul>
<p> The second option has been in Tweaks as a standalone component known previously as <strong>Invisible Cloak of Mirroring</strong> or <strong>Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations</strong> before being rolled into this. </p>
<p> <strong>Separate Resist Fire/Cold Icon into Separate Icons [Angel]</strong><br />
<em>All games except <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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. </p>
<p> <strong>Enhanced Overlays for Colorblind Players [Fouinto]</strong><br />
<em>All Enhanced Edition games</em> </p>
<p> This component alters the color overlays for items to allow colorblind players to better distinguish the icons. The red overlay, now supplemented with an X, denotes unusable items for the character. A blue overlay, supplemented with ?, denotes an item that needs identification. A green overlay, exclusive to scrolls and supplemented with an O, denotes that the character can learn the spell on the scroll. You can <a href="https://www.gibberlings3.net/gallery/image/816-enhanced-overlays-for-colorblind-players-fouinto/">see a preview</a> in the Tweaks Anthology gallery. </p>
<p> Due to the differences in how the engines build these overlays, this component is only available for the Enhanced Editions of the game. </p>
</div>
<div class="ribbon_rectangle_h3">
<h3> <a id="contents_content" name="contents_content"></a>Content Changes </h3>
</div>
<div class="ribbon_triangle_h3-l"></div>
<div class="ribbon_triangle_h3-r"></div>
<div class="section">
<p> These components make alterations to content in order to provide a better player experience. </p>
<p> <strong>More Interjections</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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 <em>all</em> dialogues and scripts in the game, including ones introduced by mods that use the IsValidForPartyDialogue trigger, provided this component is installed after them. </p>
<p> <strong>Alter <abbr title="Hit Points">HP</abbr> Triggers for <abbr title="Non-Player Character">NPC</abbr> Wounded Dialogues</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> Many <abbr title="Non-Player Characters">NPCs</abbr> have banters for when they are wounded. However, the triggers are typically for <abbr title="Hit Points">HP</abbr> levels so low that many players never see them. This component will raise the <abbr title="Hit Points">HP</abbr> trigger level so that the player has a better chance of seeing these dialogues. </p>
<p> <strong>Reveal Wilderness Areas Before Chapter Six</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> 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. </p>
<p> <strong>Make Cloakwood Areas Available Before Completing the Bandit Camp </strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu</em> </p>
<p> 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 <abbr title="Non-Player Characters">NPCs</abbr> 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. </p>
<p> This functionality was also available from the <a href="https://www.gibberlings3.net/mods/npcs/bg1npc/"><abbr title="Baldur's Gate">BG1</abbr> <abbr title="Non-Player Character">NPC</abbr> Project</a> until v24. </p>
<p> <strong>Improved Athkatlan City Guard</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> The Amnian 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 Amnian 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. </p>
<p> 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 <abbr title="Experience Points">XP</abbr> or loot for randomly going around killing soldiers, either. But it might make such activities a little more interesting. </p>
<p> <strong>Gradual Drow Item Disintegration </strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> 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. </p>
<p> <strong>Breakable Iron Non-Magical Shields, Helms, and Armor</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, Tutu</em> </p>
<p> The iron crisis in the Sword Coast means that non-magical iron weapons can break when used in combat. This component will extend the same vulnerability to non-magical iron armor, helmets, and shields to close an oversight by the game. </p>
<p> This tweak is not available for Baldur's Gate Trilogy as it contains this functionality by default. </p>
<p> <strong>Improved Multi-Player Kick-Out Dialogues</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr> (requires <abbr title="Tales of the Sword Coast">TotSC</abbr>), <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr> </em> </p>
<p> This allows you to ask multi-player created <abbr title="Non-Player Characters">NPCs</abbr> to "wait here" or go to a nearby meeting place. For <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>/<abbr title="Enhanced Edition Trilogy">EET</abbr>/<abbr title="Baldur's Gate II">BG2</abbr>/<abbr title="Baldur's Gate Trilogy">BGT</abbr>, options are added to send <abbr title="Non-Player Characters">NPCs</abbr> to the Copper Coronet or the Pocket Plane. For <abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>/<abbr title="Enhanced Edition Trilogy">EET</abbr>/<abbr title="Baldur's Gate">BG</abbr>/Tutu, options are added to send <abbr title="Non-Player Characters">NPCs</abbr> to the Friendly Arms Inn, Jovial Juggler in Beregost, the Temple of Helm in Nashkel, or the Elfsong in Baldur's Gate. For <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>/<abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr>, options are added for the Winter's Cradle Tavern in Easthaven, the Root Cellar in Kuldahar, or the Whistling Gallows in Lonelywood. </p>
<p> <strong>Send BioWare <abbr title="Non-Player Characters">NPCs</abbr> to an Inn [DavidW/Zed Nocear]</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr> (requires <abbr title="Tales of the Sword Coast">TotSC</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu</em> </p>
<p> Note: despite the name, the <abbr title="Baldur's Gate">BG</abbr> <abbr title="Non-Player Characters">NPCs</abbr> added by the Enhanced Editions are covered by this component. </p>
<p> <em>"One of the nice features of <abbr title="Baldur's Gate II">BG2</abbr> is the ability to ask <abbr title="Non-Player Characters">NPCs</abbr> to meet you somewhere else, rather than just getting them to stand around forlornly. This component introduces this feature for the "core" <abbr title="Baldur's Gate">BG</abbr> <abbr title="Non-Player Characters">NPCs</abbr>. 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.</em> </p>
<p> <em>"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." </em> </p>
<p> <strong>Add Bags of Holding</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Icewind Dale">IWD</abbr> (requires Heart of Winter), <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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. </p>
<p> For Baldur's Gate II content, this component adds potion cases to the stores of Roger the Fence and Mrs. Cragmoon, ammo belts to the stores of the Trademeet blacksmith and Perter, and a Bag of Holding to the Adventurer's Mart. </p>
<p> 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 <abbr title="Trials of the Luremaster">TotLM</abbr> 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 (<abbr title="Trials of the Luremaster">TotLM</abbr>) and Bags of Holding are added to Orrick the Gray, Bandoth, and Kiernan Nye (<abbr title="Trials of the Luremaster">TotLM</abbr>). </p>
<p> <strong>Portable Containers [Zed Nocear]</strong><br />
<em><abbr title="Baldur's Gate">BG</abbr> (requires <abbr title="Tales of the Sword Coast">TotSC</abbr>)</em> </p>
<p> 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 <em><strong>Tajemnice Wybrzeza Mieczy</strong></em> (Mysteries of the Sword Coast), this component adds five portable containers to the game. These are different from containers in other games such as <abbr title="Baldur's Gate II">BG2</abbr> because of engine differences. </p>
<p class="deprecated"> <strong>Exotic Items Pack</strong> </p>
<p class="deprecated"> The Exotic Items Pack has been moved permanently to <a href="https://www.gibberlings3.net/mods/quests/thecalling/">The Calling</a> mod. </p>
<p> <strong>Reveal City Maps When Entering Area</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Icewind Dale">IWD</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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. </p>
<p> <strong>Do Not Reveal City Maps When Entering Area</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr> </em> </p>
<p> In Baldur's Gate II, city maps were revealed as soon as you entered the area. This component will change <abbr title="Baldur's Gate II">BG2</abbr> city maps to no longer be revealed, forcing exploration of the area. </p>
<p> <strong>Add Map Notes</strong><br />
<em>Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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. </p>
<p> <strong>Stores Sell Higher Stacks of Items</strong><br />
<em>All games except <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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 <em>all</em> stores in the game, including ones introduced by mods. </p>
<p> <strong>Reputation Resets in <abbr title="Baldur's Gate II">BG2</abbr></strong><br />
<em><abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> 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. </p>
<p> <strong>Gems and Potions Require Identification</strong><br />
<em>All games except <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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. </p>
<p> <strong>Shapeshifter Rebalancing [Weimer]</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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: </p>
<div class="quote">
<p> 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 <abbr title="To-Hit Armor Class 0">THAC0</abbr> 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. </p>
<p> This also fixes a "bug" where attributes of the creature file for "<abbr title="Player Character">PC</abbr> polymorphed into a Werewolf" were not actually given to the <abbr title="Player Character">PC</abbr> by the Polymorph opcode. For a normal werewolf: </p>
<table summary="Comparison of Werewolf Shapeshift Attributes">
<tbody>
<tr>
<th> You Were Supposed to Receive... </th>
<th> You Actually Received... </th>
</tr>
<tr>
<td> Base magic resistance 20% </td>
<td> Magic resistance locked at 20% </td>
</tr>
<tr>
<td> Immunity to normal weapons </td>
<td> Nothing </td>
</tr>
<tr>
<td> Paw does 1d12 slashing damage </td>
<td> Paw does 1d6 piercing damage </td>
</tr>
</tbody>
</table>
<p> For the greater werewolf: </p>
<table summary="Comparison of Greater Werewolf Shapeshift Attributes">
<tbody>
<tr>
<th> You Were Supposed to Receive... </th>
<th> You Actually Received... </th>
</tr>
<tr>
<td><abbr title="To-Hit Armor Class 0">THAC0</abbr> of 6 </td>
<td> Nothing </td>
</tr>
<tr>
<td> Saves 1/1/1/2/1 </td>
<td> Nothing </td>
</tr>
<tr>
<td> Base elemental resistance of 50% </td>
<td> Elemental resistance locked at 50% </td>
</tr>
<tr>
<td> Base magic resistance of 40% </td>
<td> Magic resistance locked at 40% </td>
</tr>
<tr>
<td> Immunity to normal weapons </td>
<td> Nothing </td>
</tr>
<tr>
<td> Paw is +3 weapon </td>
<td> Paw is +2 weapon </td>
</tr>
<tr>
<td> Paw does 2d8 slashing damage </td>
<td> Paw does 1d6 piercing damage </td>
</tr>
<tr>
<td> Regeneration of 3 <abbr title="Hit Points">HP</abbr> per second </td>
<td> Nothing </td>
</tr>
</tbody>
</table>
<p> To see this for yourself, check out werewodr.cre, weregrdr.cre, brbrp.itm, etc. </p>
<p> The "Rebalancing" gives a greater werewolf shapeshifter the +7 <abbr title="Hit Points">HP</abbr> per Level due to a fighter with 25 Constitution (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? </p>
<p> 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). </p>
<p> 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 <abbr title="Hit Dice">HD</abbr> 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. </p>
</div>
<p> <strong>Multiple Strongholds [Sabre, Baldurdash, Weimer]</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> This component comes in two variants to open up acquisition of the <abbr title="Baldur's Gate II">BG2</abbr> strongholds. 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. </p>
<p> <strong>Make Individual Strongholds Available [DavidW] </strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>; only available if Multiple Strongholds not installed</em> </p>
<p> If you choose not to utilize either of the Multiple Stronghold variants in the previous component, you can choose to enable individual strongholds. This is a series of components that will ask about each of the seven <abbr title="Baldur's Gate II">BG2</abbr> strongholds individually. </p>
<p> <strong>Bonus Merchants [Baldurdash]</strong><br />
<em><abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> This adds Joluv and Diedre to the Copper Coronet and Ribald's Mart, respectively. </p>
<p> <strong>Female Edwina [Davide Carte, Wendy Yung, Weimer] </strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> 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 <abbr title="Baldur's Gate II">BG2</abbr> art (thus it looks seamlessly like part of the original game). </p>
<p> You can override the portrait by putting your own Royo4L.bmp and Royo4S.bmp files in the override directory. </p>
<p> <strong>Romance Bug Fixes [Sabre, Richardson]</strong><br />
<em><abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em><br />
<em>Skipped if already fixed by the <abbr title="Baldur's Gate II">BG2</abbr> Fixpack</em> </p>
<p> 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 <a href="https://www.gibberlings3.net/mods/fixes/bg2fixpack/"><abbr title="Baldur's Gate II">BG2</abbr></a><a href="https://www.gibberlings3.net/mods/fixes/bg2fixpack/"> Fixpack</a> is installed, this component will be skipped as this fix is already included in the Fixpack Core Fixes. </p>
<p> <strong>Imoen <abbr title="Throne of Bhaal">ToB</abbr> Dialogue Fix [jcompton]</strong><br />
<em><abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="Throne of Bhaal">ToB</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr></em><br />
<em>Skipped if already fixed by the <abbr title="Baldur's Gate II">BG2</abbr> Fixpack</em> </p>
<p> This fixes about 15 places where Imoen had banter dialogue in <abbr title="Throne of Bhaal">ToB</abbr> but you couldn't see it because of a spelling error in the game. If the <a href="https://www.gibberlings3.net/mods/fixes/bg2fixpack/"><abbr title="Baldur's Gate II">BG2</abbr></a><a href="https://www.gibberlings3.net/mods/fixes/bg2fixpack/"> Fixpack</a> is installed, this component will be skipped as this fix is already included in the Fixpack Core Fixes. </p>
<p> <strong>Use <abbr title="Baldur's Gate">BG</abbr> Walking Speeds </strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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 <abbr title="Baldur's Gate Trilogy">BGT</abbr> 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. </p>
<p> <strong>Allow Cromwell to Upgrade Watcher's Keep Items</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="Throne of Bhaal">ToB</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> 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 <em>legally</em> obtain in <abbr title="Shadows of Amn">SoA</abbr> 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 <abbr title="Shadows of Amn">SoA</abbr> 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. </p>
<p> <strong>Adjust Cromwell's Forging Time</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> When you commission Cromwell for a special item, he says the forging will take a day to complete. In <abbr title="Baldur's Gate II">BG2</abbr>, the forging is actually instant and in <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr> 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 <abbr title="Baldur's Gate II">BG2</abbr>), a full 24 hours (like <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>), or a third option that takes a workday (eight hours) to forge items. </p>
<p> <strong>Allow Cespenar to Use Cromwell Recipes</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="Throne of Bhaal">ToB</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> Much like the <strong>Allow Cromwell to Upgrade Watcher's Keep Items</strong> 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. </p>
<p> <strong>Friendly Arm Inn Hidden Container Restoration [plainab]</strong><br />
<em><abbr title="Baldur's Gate">BG</abbr> (without <abbr title="Tales of the Sword Coast">TotSC</abbr>)</em> </p>
<p> 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. </p>
<p> <strong>Move <abbr title="Non-Player Characters">NPCs</abbr> to Convenient Locations</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu</em> </p>
<p> Adapted from the <a href="https://www.gibberlings3.net/mods/npcs/bg1npc/"><abbr title="Baldur's Gate">BG1</abbr> <abbr title="Non-Player Character">NPC</abbr> Project</a> and <a href="https://www.gibberlings3.net/mods/tweaks/scs/">Sword Coast Stratagems</a> mods, this series of components allows you to move Alora, Eldoth, Quayle, Shar-Teel, Tiax, and Viconia so they can be found earlier in the game, and is compatible with <strong>Send BioWare <abbr title="Non-Player Characters">NPCs</abbr> to an Inn [DavidW/Zed Nocear]</strong>. <em>You must start a new game for these changes to take effect on non-<abbr title="Baldur's Gate Trilogy">BGT</abbr> games.</em> </p>
<ul>
<li> 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.) </li>
<li> Eldoth moves to the Sword Coast Way, south of the Friendly Arm Inn. </li>
<li> Quayle will be available at the Nashkel Carnival near the Great Gazib. </li>
<li> Shar-Teel moves to the area north of Nashkel. </li>
<li> Tiax will start on the first floor of Feldepost's Inn. </li>
<li> Viconia moves to the road south of Beregost. </li>
</ul>
<p> <strong>Bardic Reputation Adjustment </strong><br />
<em><abbr title="Baldur's Gate">BG</abbr> (requires <abbr title="Tales of the Sword Coast">TotSC</abbr>)</em> </p>
<p> This component was also modified from the <a href="https://www.gibberlings3.net/mods/npcs/bg1npc/"><abbr title="Baldur's Gate">BG1</abbr> <abbr title="Non-Player Character">NPC</abbr> Project</a>. From the readme: </p>
<div class="quote">
<p> 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 <abbr title="Non-Player Characters">NPCs</abbr> happy). </p>
</div>
<p> <strong>Change Cloakwood Mine Chapter End Change Trigger to Non-<abbr title="Tales of the Sword Coast">TotSC</abbr> Behavior [plainab] </strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr> (requires <abbr title="Tales of the Sword Coast">TotSC</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu</em> </p>
<p> In basic Baldur's Gate the Cloakwood Mine chapter did not end with the death of Davaeorn. 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. </p>
<p> <strong>Game Ends When the Main Character Dies</strong><br />
<em><abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr> </em> </p>
<p> By default, in <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr> - as with the original <abbr title="Icewind Dale">IWD</abbr> - 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. </p>
<p> <strong><abbr title="Non-Player Characters">NPCs</abbr> Respond to the Main Character, Not to Whichever Character Talks to Them</strong><br />
<em><abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Icewind Dale">IWD</abbr>, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr> </em> </p>
<p> By default, in <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr> - as with the original <abbr title="Icewind Dale">IWD</abbr> - 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 <abbr title="Non-Player Characters">NPCs</abbr> talk to your main character, even if you initiate conversation using some other character. </p>
<p> <strong>Make Heart of Winter Accessible at Any Level</strong><br />
<em><abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Icewind Dale">IWD</abbr> (requires <abbr title="Heart of Winter">HoW</abbr>), <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr> </em> </p>
<p> With this component installed, Hjollder will no longer refuse to take you to Lonelywood if your level is too low. </p>
<p> <strong>Restore (Most) <abbr title="Baldur's Gate II">BG2</abbr> Spells and Make Scrolls Available</strong><br />
<em><abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> By default, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr> contains only Icewind Dale spells: no Contingencies, Time Stops, and the like. This component restores the <abbr title="Baldur's Gate II">BG2</abbr> spells not already found in Icewind Dale. (Spells that function differently in <abbr title="Icewind Dale">IWD</abbr> continue to function differently.) </p>
<p> 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 Gray's store. Higher-level spells are distributed randomly between Edion, Bandoth, Kieran, and Nym. </p>
<p> Note that the <abbr title="Baldur's Gate II">BG2</abbr> spells have a different artistic style from the <abbr title="Icewind Dale">IWD</abbr> spells, which may appear jarring. </p>
<p> The "Find Familiar" spell <strong>is</strong> restored, but I don't recommend using it, as the familiars summoned will be over-powerful for the early stages of the game. </p>
<p> <strong><abbr title="Non-Player Characters">NPCs</abbr> Cannot Pass Doors</strong><br />
<em><abbr title="Baldur's Gate II">BG2</abbr>(<abbr title="Enhanced Edition">EE</abbr>), Tutu, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr></em> </p>
<p> This component will prevent non-party <abbr title="Non-Player Characters">NPCs</abbr> from traveling between areas, which was the default behavior for the original Baldur's Gate and Icewind Dale games. There is one exception for the dream sequence at Spellhold in <abbr title="Baldur's Gate II">BG2</abbr>. </p>
</div>
<div class="ribbon_rectangle_h3">
<h3> <a id="contents_rules" name="contents_rules"></a>Rule Changes </h3>
</div>
<div class="ribbon_triangle_h3-l"></div>
<div class="ribbon_triangle_h3-r"></div>
<div class="section">
<p> These components make alterations to rules, game mechanics, and other aspects of the underlying game. </p>
<p> <strong>Two-Handed Bastard Swords</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Icewind Dale">IWD</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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. </p>
<p> <em>Note:</em> Instances may occur when a bastard sword appears to have a selling price of 1 <abbr title="Gold Piece">gp</abbr>. Resting will fix this. </p>
<p> <strong>Two-Handed Katanas</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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. </p>
<p> <em>Note:</em> Instances may occur when a katana appears to have a selling price of 1 <abbr title="Gold Piece">gp</abbr>. Resting will fix this. </p>
<p> <strong>Two-Handed Axes</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Icewind Dale">IWD</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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. Please note that this component does not add any two-handed axes to the game; please see <a href="https://www.gibberlings3.net/mods/spells/iwdification/">IWDification</a> or other mods for that. </p>
<p> <em>Note:</em> Instances may occur when an axe appears to have a selling price of 1 <abbr title="Gold Piece">gp</abbr>. Resting will fix this. </p>
<p> <strong>Universal Clubs</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Icewind Dale">IWD</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> From the description of a basic club in <abbr title="Baldur's Gate II">BG2</abbr>: '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 <em>all</em> items in the game, including items introduced by mods. </p>
<p> <strong>Weapon Styles for All</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> This allows all classes, not just warriors, to gain the maximum number of points in the various weapon styles. Some restrictions remain: </p>
<ul>
<li> Unless installed alongside <strong>Allow Mages to Use Bucklers and Thieves to Use Small Shields</strong>, mages are not allowed Sword and Shield Style since they can't use shields anyway. </li>
<li> Kensais are not allowed Sword and Shield Style since they can't use shields anyway. </li>
<li> Monks are only allowed Single Weapon Style. </li>
</ul>
<p> <em>Note:</em> This component affects weapon <em>styles</em>, <em>weapon proficiencies</em> remain unaffected. </p>
<p> <strong>Delay High Level Abilities</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="Throne of Bhaal">ToB</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr></em> </p>
<p> High Level Abilities start at level 21 for all classes. </p>
<p> <strong>Change Experience Point Cap</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> 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. <abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr> uses the same 161,000 cap, but raises it to 500,000 if <abbr title="Siege of Dragonspear">SoD</abbr> is installed. This component will allow you to alter the experience point cap in one of three ways: </p>
<ul>
<li> <em>Remove completely</em> - characters can advance without restriction up to the hardcoded level maximum (usually level 50) </li>
<li> <em>Level 20 experience point cap</em> - not available on all platforms </li>
<li> <em>Level 30 experience point cap</em> - not available on all platforms </li>
</ul>
<p> For a challenge, combine the level 20 cap with Delay High Level Abilities in <abbr title="Baldur's Gate II">BG2</abbr> to never get access to <abbr title="Use Any Item">UAI</abbr> and Improved Alacrity. </p>
<p> <strong>Allow Thieving and Stealth in Heavy Armor per <abbr title="Pen and Paper">PnP</abbr></strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> Thieves and rangers are prevented from using stealth and thieving skills while in heavy armor. This component implements the <abbr title="Pen and Paper">PnP</abbr> 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 <a href="https://www.gibberlings3.net/forum/34-tweaks-anthology-forum/">Tweak Packs forums</a>. 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.) </p>
<p> In older versions of the engine (original <abbr title="Baldur's Gate">BG</abbr> and <abbr title="Icewind Dale">IWD</abbr>), 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 <em>Complete Book of Thieves</em>, by armor type: </p>
<table summary="Table of Thieving Skill Penalties, by Armor Type">
<tbody>
<tr>
<th class="leftalign"> Armor </th>
<th> Pick Pockets </th>
<th> Open Locks </th>
<th> Find/Disarm Traps </th>
<th> Move Silently (non-<abbr title="Icewind Dale">IWD</abbr>/<abbr title="Baldur's Gate">BG</abbr>) </th>
<th> Hide in Shadows (non-<abbr title="Icewind Dale">IWD</abbr>/<abbr title="Baldur's Gate">BG</abbr>) </th>
<th> Stealth (<abbr title="Icewind Dale">IWD</abbr>/<abbr title="Baldur's Gate">BG</abbr> only) </th>
</tr>
<tr>
<td class="leftalign"> Leather Armor </td>
<td> -- </td>
<td> -- </td>
<td> -- </td>
<td> -- </td>
<td> -- </td>
<td> -- </td>
</tr>
<tr>
<td class="leftalign"> Robes or No Armor </td>
<td> +5% </td>
<td> -- </td>
<td> -- </td>
<td> +10% </td>
<td> +5% </td>
<td> +10% </td>
</tr>
<tr>
<td class="leftalign"> Elven Chain </td>
<td> -20% </td>
<td> -5% </td>
<td> -5% </td>
<td> -10% </td>
<td> -10% </td>
<td> -10% </td>
</tr>
<tr>
<td class="leftalign"> Studded Leather or Padded </td>
<td> -30% </td>
<td> -10% </td>
<td> -10% </td>
<td> -20% </td>
<td> -20% </td>
<td> -20% </td>
</tr>
<tr>
<td class="leftalign"> Hide Armor </td>
<td> -60% </td>
<td> -50% </td>
<td> -50% </td>
<td> -30% </td>
<td> -20% </td>
<td> -30% </td>
</tr>
<tr>
<td class="leftalign"> Ring or Chain Mail </td>
<td> -40% </td>
<td> -15% </td>
<td> -15% </td>
<td> -40% </td>
<td> -30% </td>
<td> -30% </td>
</tr>
<tr>
<td class="leftalign"> Brigandine or Splint Mail </td>
<td> -40% </td>
<td> -15% </td>
<td> -25% </td>
<td> -40% </td>
<td> -30% </td>
<td> -30% </td>
</tr>
<tr>
<td class="leftalign"> Scale or Banded Mail </td>
<td> -50% </td>
<td> -20% </td>
<td> -20% </td>
<td> -60% </td>
<td> -50% </td>
<td> -50% </td>
</tr>
<tr>
<td class="leftalign"> Plate Mail </td>
<td> -75% </td>
<td> -40% </td>
<td> -40% </td>
<td> -80% </td>
<td> -75% </td>
<td> -75% </td>
</tr>
<tr>
<td class="leftalign"> Full or Field Plate Armor </td>
<td> -95% </td>
<td> -80% </td>
<td> -80% </td>
<td> -95% </td>
<td> -95% </td>
<td> -95% </td>
</tr>
</tbody>
</table>
<p> <strong>Allow Arcane Spellcasting in Armor</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> 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 mod items; if you find armor not affected by these tweaks, please report it at the <a href="https://www.gibberlings3.net/forum/34-tweaks-anthology-forum/">Tweak Packs forums</a>. 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): </p>
<table summary="Table of Miscasting Penalties, by Item Type">
<tbody>
<tr>
<th class="leftalign"> Armor </th>
<th> Miscast Penalty </th>
</tr>
<tr>
<td class="leftalign"> Buckler </td>
<td> 5% </td>
</tr>
<tr>
<td class="leftalign"> Small Shield </td>
<td> 5% </td>
</tr>
<tr>
<td class="leftalign"> Leather Armor </td>
<td> 10% </td>
</tr>
<tr>
<td class="leftalign"> Medium Shield </td>
<td> 15% </td>
</tr>
<tr>
<td class="leftalign"> Studded Leather </td>
<td> 15% </td>
</tr>
<tr>
<td class="leftalign"> Hide Armor </td>
<td> 20% </td>
</tr>
<tr>
<td class="leftalign"> Scale Mail </td>
<td> 25% </td>
</tr>
<tr>
<td class="leftalign"> Chain Mail </td>
<td> 30% </td>
</tr>
<tr>
<td class="leftalign"> Full Plate Armor </td>
<td> 35% </td>
</tr>
<tr>
<td class="leftalign"> Plate Mail </td>
<td> 40% </td>
</tr>
<tr>
<td class="leftalign"> Splint Mail </td>
<td> 40% </td>
</tr>
<tr>
<td class="leftalign"> Large/Tower Shield </td>
<td> 50% </td>
</tr>
</tbody>
</table>
<p> <strong>Expanded Dual-Class Options</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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. </p>
<p> <strong>Wear Multiple Protection Items</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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 <abbr title="The Gibberlings Three">G3</abbr>/Tutu Tweaks respectively): </p>
<ul>
<li> <em>No restrictions:</em> Players can wear as many items together as they wish. </li>
<li> <em><abbr title="Pen and Paper">PnP</abbr> restrictions:</em> In Pen and Paper <abbr title="Advanced Dungeons & Dragons">AD&D</abbr>, 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 <abbr title="Armor Class">AC</abbr> bonus, the items retain their usual restrictions from being worn with other protection items or magic armor. Without their <abbr title="Armor Class">AC</abbr> 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. </li>
<li> <em>Allow armor plus one protection item [Angel]:</em> The player can wear magical armor plus one more protection item. </li>
</ul>
<p> <strong>Alter Weapon Proficiency System</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> This component provides five different options to allow you to change how the weapon proficiency system works. </p>
<p> The first option, <em>rebalanced weapon proficiencies</em>, attempts to rebalance the groupings of weapons proficiencies. There are three main changes: </p>
<ul>
<li> Wakizashis move from Wakizashi/Scimitar/Ninja-to to Katana proficiency </li>
<li> Ninja-tos move from Wakizashi/Scimitar/Ninja-to to Short Sword proficiency </li>
<li> Morningstars move from Flail/Morningstar to Mace proficiency </li>
</ul>
<p> 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. </p>
<p> The second and third options, <em><abbr title="Baldur's Gate">BG</abbr>-style weapon proficiencies</em>, are variants of using the old <abbr title="Baldur's Gate">BG</abbr>-style system of proficiencies. In <abbr title="Baldur's Gate">BG</abbr>, the weapons proficiencies were not as specialized and there were only eight categories: </p>
<ul>
<li> Bastard swords, long swords, two-handed swords, katanas, scimitars, wakizashis, and ninja-tos are combined into the Large Sword proficiency. </li>
<li> Shorts swords and daggers are combined into the Small Sword proficiency. </li>
<li> Hammers, maces, staves and clubs are combined into the Blunt proficiency. </li>
<li> Flails and morningstars are now the Spiked proficiency. </li>
<li> Halberds and spears are combined in the Spear proficiency </li>
<li> Crossbows, darts, and slings are combined in the Missile Weapon proficiency. </li>
<li> Long and short bows are combined in the Bow proficiency. </li>
</ul>
<p> While mainly aimed at Tutu and <abbr title="Baldur's Gate Trilogy">BGT</abbr> players to allow them to have a game experience closer to <abbr title="Baldur's Gate">BG</abbr>, 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 an editor like Shadowkeeper or EEKeeper to change their proficiencies to the standard <abbr title="Baldur's Gate II">BG2</abbr> set. </p>
<p> The fourth and fifth options, <em><abbr title="Icewind Dale">IWD</abbr>-style proficiencies</em>, implement the Icewind Dale style proficiency system. Like the <abbr title="Baldur's Gate">BG</abbr>-style option, there are fewer proficiencies, but it's not as concentrated as the <abbr title="Baldur's Gate">BG</abbr>-style system. </p>
<ul>
<li> Bastard swords and two-handed swords are combined into the Great Sword proficiency. </li>
<li> Long swords, katanas, scimitars, wakizashis, and ninja-tos are combined into the Large Sword proficiency. </li>
<li> The Flail/Morningstar proficiency is renamed Flail proficiency and morningstars are moved into the Mace proficiency. </li>
<li> Darts, and slings are combined in the Missile Weapon proficiency. </li>
<li> Long and short bows are combined in the Bow proficiency. </li>
</ul>
<p> <abbr title="Icewind Dale">IWD</abbr>-style proficiencies also come with the option to keep or remove the weapon style proficiencies. </p>
<p> <strong>Cast Spells from Scrolls (and Other Items) at Character Level</strong><br />
<em>All games</em> </p>
<p> 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 <abbr title="Baldur's Gate II">BG2</abbr> or 6 in <abbr title="Baldur's Gate">BG</abbr>) 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. </p>
<p> <strong>Limit Ability of Storekeepers to Identify Items </strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> 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: </p>
<ul>
<li> <em>Only mage and bard storekeepers can identify items</em>. Any mage or bard storekeeper can identify any item; other storekeepers cannot identify items at all. </li>
<li> <em>Identification ability is based on storekeeper's lore</em>. Any storekeeper 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 storekeepers. </li>
<li> <em>Hybrid of both methods</em>. Mage and bard storekeepers can identify anything, and other storekeepers use lore scores based on their character. </li>
</ul>
<p> <strong>Multi-Class Grandmastery [Weimer]</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> This is for players who believe that <abbr title="Advanced Dungeons & Dragons">AD&D</abbr>'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. </p>
<p> <strong>Change Grandmastery Bonuses</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> The first option, <em>true grandmastery [Baldurdash]</em>, is the standard Baldurdash / TeamBG "un-nerfed" grandmastery patch. In <abbr title="Icewind Dale">IWD</abbr>, <abbr title="Baldur's Gate">BG</abbr>, and <abbr title="Advanced Dungeons & Dragons">AD&D</abbr> guidelines, going from four to five proficiency points in a weapon reduces <abbr title="To-Hit Armor Class 0">THAC0</abbr> by one, adds one to damage rolls, and gives an extra attack per round to 5/2. In <abbr title="Baldur's Gate II">BG2</abbr>, it only adds one to damage, taking the "grand" out of "grandmastery". Install this patch to restore grandmastery to what it was. </p>
<p> The second option, <em><abbr title="Baldur's Gate II">BG2</abbr> grandmastery rules</em>, allows you to use the <abbr title="Baldur's Gate II">BG2</abbr> grandmastery in other games. </p>
<p> <strong>Change Magically Created Weapons to Zero Weight</strong><br />
<em>All games except <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> Nearly all magically created items in <abbr title="Baldur's Gate II">BG2</abbr> 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. </p>
<p> <strong>Make +x/+y Weapons Consistent</strong><br />
<em><abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr><br />
Skipped if <abbr title="Baldur's Gate II">BG2</abbr> Fixpack installed </em> </p>
<p> The original <abbr title="Baldur's Gate II">BG2</abbr> 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 <a href="https://www.gibberlings3.net/mods/fixes/bg2fixpack/"><abbr title="Baldur's Gate II">BG2</abbr></a><a href="https://www.gibberlings3.net/mods/fixes/bg2fixpack/"> Fixpack</a> is installed, this component will be skipped as this fix is already included in the Fixpack Core Fixes. </p>
<p class="deprecated"> <strong>Description Updates for Make +x/+y Weapons Consistent Component</strong> </p>
<p class="deprecated"> Descriptions are now updated directly in <strong>Make +x/+y Weapons Consistent</strong>, if the translation is available. </p>
<p> <strong>Un-Nerfed <abbr title="To-Hit Armor Class 0">THAC0</abbr> Table</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> A spin-off of the deprecated <strong>Un-Nerfed <abbr title="To-Hit Armor Class 0">THAC0</abbr> Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression</strong> component, this allows the player to select the un-nerfed <abbr title="To-Hit Armor Class 0">THAC0</abbr> table individually. <abbr title="To-Hit Armor Class 0">THAC0</abbr> can now progress until it caps at 0 or -10, depending on the option selected. </p>
<p> <strong>Un-Nerfed Sorcerer Spell Progression Table</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> This is the same table from the deprecated <strong>Un-Nerfed <abbr title="To-Hit Armor Class 0">THAC0</abbr> Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression</strong> component, now available individually. A <a href="https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#sorcerer">comparison of the spell progression tables</a> is available. </p>
<p> <strong>Alter Mage Spell Progression Table</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> This component offers two variants for mage spell progression. The first option is the same table from the deprecated <strong>Un-Nerfed <abbr title="To-Hit Armor Class 0">THAC0</abbr> Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression</strong> component and the second is the progression table from <abbr title="Pen and Paper">PnP</abbr>, previously available in the <strong><abbr title="Pen and Paper">PnP</abbr> Spell Progression Tables</strong> component. A <a href="https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#mage">comparison of the spell progression tables</a> is available. </p>
<p> <strong>Alter Bard Spell Progression Table</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> This component offers two variants for bard spell progression. The first option is the same table from the deprecated <strong>Un-Nerfed <abbr title="To-Hit Armor Class 0">THAC0</abbr> Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression</strong> component and the second is the progression table from <abbr title="Pen and Paper">PnP</abbr>, previously available in the <strong><abbr title="Pen and Paper">PnP</abbr> Spell Progression Tables</strong> component. A <a href="https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#bard">comparison of the spell progression tables</a> is available. </p>
<p> <strong>Alter Cleric Spell Progression Table</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> This component offers two variants for cleric spell progression. The first option is the same table from the deprecated <strong>Un-Nerfed <abbr title="To-Hit Armor Class 0">THAC0</abbr> Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression</strong> component and the second is the progression table from <abbr title="Pen and Paper">PnP</abbr>, previously available in the <strong><abbr title="Pen and Paper">PnP</abbr> Spell Progression Tables</strong> component. A <a href="https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#cleric">comparison of the spell progression tables</a> is available. </p>
<p> <strong>Alter Druid Spell and Level Progression Tables</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> This component is actually the combination and streamlining of three different components: <strong><abbr title="Pen and Paper">PnP</abbr> Spell Progression Tables</strong>;, <strong>Un-Nerfed <abbr title="To-Hit Armor Class 0">THAC0</abbr> Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression</strong>; and <strong>Druids Use Cleric Level and Spell Progression</strong>. 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 <a href="https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#druid">comparison of the spell progression tables</a> is available. </p>
<p><strong>Alter Wisdom-Based Divine Bonus Spell Table</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em></p>
<p> Higher wisdom scores provide bonus spells for divine casters such as clerics or druids. This component allows the player to pick between two options: a table faithful to PnP (and used in PsT) or the current table used in all of the other games. A <a href="https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#wisdom">comparison of the tables</a> is available. </p>
<p> <strong>Triple-Class <abbr title="High-Level Ability">HLA</abbr> Tables</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="Throne of Bhaal">ToB</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr></em><br />
<em>Requires Change Experience Point Cap - remove experience cap</em> </p>
<p> This component will max out the <abbr title="High-Level Ability">HLA</abbr> 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 <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr> and <abbr title="Baldur's Gate II">BG2</abbr> (with the <abbr title="Baldur's Gate II">BG2</abbr> Fixpack installed) alter this so that the triple-classes have unique tables and add the three Extra 6/7/8 Level Spell <abbr title="High-Level Abilities">HLAs</abbr> from the mage tables. This component adds even more mage <abbr title="High-Level Abilities">HLAs</abbr> to the tables, at the expense of other <abbr title="High-Level Abilities">HLAs</abbr> 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 <abbr title="Experience Points">XP</abbr> to reach a level where they can use 9th level mage spells, this component requires removal of the experience point cap. </p>
<p> <strong>Add Save Penalties for Spells Cast by High-Level Casters </strong><br />
<em>All games</em> </p>
<p> 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. </p>
<p> 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 <abbr title="Experience Points">XP</abbr> cap-free game or with one of the various level-50 rule sets. </p>
<p> 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. </p>
<p> <strong>Trap Cap Removal [Ardanis/GeN1e]</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> Courtesy of Ardanis/GeN1e, this component will allow you to bypass the hardcoded limit of seven active traps. </p>
<p> <strong>Remove Delay for Magical Traps [Ardanis/GeN1e] </strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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. </p>
<p> <strong>Remove Summoning Cap for Regular Summons</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr></em> </p>
<p> This component will remove the artificial limit of six summoned creatures from the game. </p>
<p> <strong>Remove Summoning Cap for Celestials [Ardanis/GeN1e]</strong><br />
<em><abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="Throne of Bhaal">ToB</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr> </em> </p>
<p> Courtesy of Ardanis/GeN1e, this component will allow you to bypass the hardcoded limit of one active celestial (planetar or deva). </p>
<p> <strong>Remove Racial Restrictions for Single-Classes</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="ToB Extender">TobEx</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr> (requires <abbr title="ToB Extender">TobEx</abbr>), Tutu (requires <abbr title="ToB Extender">TobEx</abbr>), <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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. Since non-humans do not have monk character animations, they will re-use their cleric animations for monks. </p>
<p> <em>Please note: </em>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. </p>
<p> <strong>Remove Racial Restrictions for Kits</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="ToB Extender">TobEx</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr> (requires <abbr title="ToB Extender">TobEx</abbr>), Tutu (requires <abbr title="ToB Extender">TobEx</abbr>), <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> 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. </p>
<p> <em>Please note: </em>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. </p>
<p> Gnome mages are explicitly not changed by this component due to some hardcoded engine behavior. A separate component, <strong>Alter Gnome Mage Kit/Multi-Class Options</strong>, is available for any desired adjustments. </p>
<p> <strong>Alter Dual-Class Restrictions</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr></em> </p>
<p> This component allows the player to change how the game handles dual-classing: </p>
<ul>
<li> <em>Humans can no longer dual-class:</em> This simply removes the ability of humans to dual-class. </li>
<li> <em>Allow non-humans to dual-class: </em>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. </li>
<li> <em>Both options: *only* non-humans can dual-class: </em>This option disallows human dual-classes while allowing non-human dual-classing. In short, the opposite of how the game normally works. </li>
</ul>
<p> <strong>Alter Multi-Class Restrictions</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="ToB Extender">TobEx</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr> (requires <abbr title="ToB Extender">TobEx</abbr>), Tutu (requires <abbr title="ToB Extender">TobEx</abbr>), <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> This component has five exclusive options for changing who can multi-class, though it remains limited by valid multi-class 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. </p>
<ol>
<li> <em>Allow humans to multi-class: </em>This option allows humans to become multi-class characters in any of the allowed combinations. </li>
<li> <em>Allow non-humans access to all multi-class combinations:</em> 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. </li>
<li> <em>Allow non-humans access to a multi-classes only if they can access the single-classes:</em> This allows non-humans to access a multi-class if and only if they have access to the single-classes that make up the combo, e.g. dwarves could become a cleric/thief (since they can be both clerics and thieves) but not cleric/mages (since they cannot be mages) </li>
<li> <em>Install options one and two (everyone can multi-class anything):</em> A combination of options one and two, above. </li>
<li> <em>Install options one and three (everyone can multi-class anything they can single-class):</em> A combination of options one and three, above. </li>
</ol>
<p> In some cases (and especially without the <strong>Remove Racial Restrictions for Single Classes</strong> 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. </p>
<p> Gnome multi-classes are a bit odd in that the engine automatically subs in the Illusionist kit for the mage class in any multi-class combination. They're addressed in a separate component, <strong>Alter Gnome Mage Kit/Multi-Class Options</strong>. </p>
<p> <strong>Alter Gnome Mage Kit/Multi-Class Options</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr> (requires <abbr title="ToB Extender">TobEx</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr> (requires <abbr title="ToB Extender">TobEx</abbr>), Tutu (requires <abbr title="ToB Extender">TobEx</abbr>), <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> Gnome multi-classes are a bit odd in that the engine automatically subs in the Illusionist kit for the mage class in any multi-class combination. As single-class mages, they are only allowed the Illusionist kit. As such there are three options to change their options in this standalone component, though options two and three are only available in an Enhanced Edition game: </p>
<ul>
<li> <em>Keep gnome illusionist multi-class, enable all kits for single-class:</em> Multi-class combos will still use Illusionist (e.g. instead of a thief-mage it will be a thief-illusionist) and all mage kits will be available for single-class mages </li>
<li> <em>Generic mage multi-class, keep only illusionist kit for single-class:</em> Multi-class combos will no longer use Illusionist (e.g. a thief-mage will be a thief-mage) and only the Illusionist kit will be available for single-class mages </li>
<li> <em>Generic mage multi-class, enable all kits for single-class:</em> Generic Mage Multi-class, Keep Only Illusionist Kit for Single-Class - Multi-class combos will no longer use Illusionist (e.g. a thief-mage will be a thief-mage) and all mage kits will be available for single-class mages </li>
</ul>
<p> <strong>Alter Paladin Spell Progression Table </strong>(previously known as <strong>Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson]</strong>)<br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu</em> </p>
<p> This component offers two alternatives for changing the spell progression for paladins: </p>
<ul>
<li> <em>Icewind Dale-Heart of Winter:</em> Icewind Dale expanded the level and number of spells high-level paladins could cast, allowing them to learn up to level six spells. </li>
<li> <em><abbr title="Baldur's Gate II">BG2</abbr>-Style Progression</em><em>:</em> An alternative that allows up to level six spells, but in a fashion that seeks to better match progression in <abbr title="Baldur's Gate II">BG2</abbr>. </li>
</ul>
<p> <em>NOTE:</em> If you are playing the original <abbr title="Baldur's Gate">BG</abbr> without the expansion Tales of the Sword Coast, paladins will not gain access to spells until 10th level due to a hardcoded bug. A <a href="https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#paladin">comparison of the spell progression tables</a> is available. </p>
<p> <strong>Alter Ranger Spell Progression Table </strong>(previously known as <strong>Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson]</strong>)<br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate">BG</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu</em> </p>
<p> This component offers two alternatives for changing the spell progression for rangers: </p>
<ul>
<li> <em>Icewind Dale-Heart of Winter:</em> Icewind Dale expanded the level and number of spells high-level rangers could cast, allowing them to learn up to level six spells. </li>
<li> <em><abbr title="Baldur's Gate II">BG2</abbr>-Style Progression</em><em>:</em> An alternative that allows up to level five spells, but in a fashion that seeks to better match progression in <abbr title="Baldur's Gate II">BG2</abbr>. </li>
</ul>
<p> A <a href="https://gibberlings3.github.io/Documentation/readmes/readme-cdtweaks_tables.html#ranger">comparison of the spell progression tables</a> is available. </p>
<p> <strong>Druids Use <abbr title="3rd Edition">3E</abbr> Alignment Restrictions</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> This component will allow druids to be any alignment as long as it lies on one axis of neutrality (Neutral Good, Neutral Evil, Lawful Neutral, Chaotic Neutral, True Neutral), as in the <abbr title="3rd Edition">3e</abbr> 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. </p>
<p> <strong>Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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. </p>
<p> <strong>Change Equipment Restrictions for Druid Multi- and Dual-Classes</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> Multi- and dual-class fighter-druids retain some druidic restrictions on items, i.e. a fighter-druid can't use a bastard sword, but can wear 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 as follows: 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. </p>
<p> <strong>Everyone Gets Bonus <abbr title="Attacks Per Round">APR</abbr> from Specialization [subtledoctor]</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr></em> </p>
<p> Only warriors (fighters, paladins, rangers) gain extra attacks per round (<abbr title="Attacks Per Round">APR</abbr>) from specializing (or more) in weapon proficiencies. This component will grant these <abbr title="Attacks Per Round">APR</abbr> bonuses from specialization to all classes. Warriors will still receive their extra half-attack per round at levels 7 and 13. </p>
<p> <strong>Enforce <abbr title="Pen and Paper">PnP</abbr> Proficiency Rules on Dual-Classed Characters [subtledoctor]</strong><br />
<em><abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Baldur's Gate II">BG2</abbr>, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, Tutu, <abbr title="Icewind Dale">IWD</abbr>-in-<abbr title="Baldur's Gate II">BG2</abbr></em> </p>
<p> This component is designed to enforce the <abbr title="Pen and Paper">PnP</abbr> weapon proficiency rule that you can only advance as far as your <em>current </em>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 multi-classing. (But, you do get to keep any proficiency advancement you achieved <em>before</em> you dual-classed.) </p>
<p> <strong>Exceptional Strength Weight Limit Changes [sarevok57]</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr></em> </p>
<p> 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 <abbr title="Pen and Paper">PnP</abbr>, 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 <abbr title="To-Hit Armor Class 0">THAC0</abbr> and damage bonuses) are unchanged. </p>
<table summary="Table of Thieving Skill Penalties, by Armor Type">
<tbody>
<tr>
<th class="leftalign"> Strength Score </th>
<th> Weight Limit (<abbr title="2nd Edition">2e</abbr> rules) </th>
<th> Weight Limit (with this Tweak) </th>
</tr>
<tr>
<td class="leftalign"> 18 </td>
<td> 200 </td>
<td> 200 (no change) </td>
</tr>
<tr>
<td class="leftalign"> 18/01 - 18/50 </td>
<td> 220 </td>
<td> Varies from 202 - 300 </td>
</tr>
<tr>
<td class="leftalign"> 18/51 - 18/75 </td>
<td> 250 </td>
<td> Varies from 302 - 350 </td>
</tr>
<tr>
<td class="leftalign"> 18/76 - 18/90 </td>
<td> 280 </td>
<td> Varies from 352 - 380 </td>
</tr>
<tr>
<td class="leftalign"> 18/91 - 18/99 </td>
<td> 320 </td>
<td> Varies from 382 - 398 </td>
</tr>
<tr>
<td class="leftalign"> 18/100 </td>
<td> 400 </td>
<td> 400 (no change) </td>
</tr>
<tr>
<td class="leftalign"> 19 </td>
<td> 500 </td>
<td> 500 (no change) </td>
</tr>
</tbody>
</table>
<p> <strong>Level-Lock Spell Scrolls [Angel]</strong><br />
<em><abbr title="Baldur's Gate II">BG2</abbr>, Tutu, <abbr title="Baldur's Gate Trilogy">BGT</abbr>, <abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr>, <abbr title="Baldur's Gate II: Enhanced Edition">BG2EE</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr></em> </p>
<p> 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. </p>
<p> <strong>Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> 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. </p>
<p> <strong>Lightning Bolts Don't Bounce [Angel]</strong><br />
<em>All games except <abbr title="Icewind Dale II">IWD2</abbr>, <abbr title="Planescape: Torment">PsT</abbr>, <abbr title="Planescape: Torment: Enhanced Edition">PsTEE</abbr></em> </p>
<p> This component will adjust lightning bolts to no longer bounce. On older engines, such as the original <abbr title="Icewind Dale">IWD</abbr> or <abbr title="Baldur's Gate">BG</abbr>, 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. </p>
<p> <strong>Speed Up de'Arnise Keep Stronghold Quests</strong><br />
<em><abbr title="Baldur's Gate II">BG2</abbr>(<abbr title="Enhanced Edition">EE</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr></em> </p>
<p> This component reduces the time between events at the de'Arnise Keep by 30% to help players who finish the Shadows of Amn campaign before the finale at the stronghold. </p>
<p> <strong>Allow Monks to Wear Helmets</strong><br />
<em><abbr title="Baldur's Gate II">BG2</abbr>(<abbr title="Enhanced Edition">EE</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, Tutu, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr>, <abbr title="Baldur's Gate: Enhanced Edition">BGEE</abbr></em> </p>
<p> One of the issues with monks, especially for players on the harder difficulties, is that they have no way to receive critical hit protection. Any helmet that's usable by clerics and fighters will be made available to monks to provide some degree of protection. Only on oBG2, since monks have <a href="https://www.gibberlings3.net/gallery/image/509-mask-of-king-strohm-vs-monks/">a serious animation glitch</a> when wearing helmets, it will also change their base animation to be a cleric unless the <strong>Remove Helmet Animations</strong> component is also installed. </p>
<p><strong> Thieves Can Backstab With More Weapons With "Use Any Item" or as Dual- and Multi-Classes</strong><br />
<em><abbr title="Baldur's Gate II">BGEE, BG2</abbr><abbr title="Enhanced Edition">EE</abbr>, <abbr title="Enhanced Edition Trilogy">IWDEE, EET</abbr></em></p>
<p>A thief's ability to use a weapon for backstabbing is tied to whether or not a single-class thief can use an item. This means that even after a thief gains access to the High Level Ability <em>Use Any Item</em> (UAI), they are still unable to use some weapons for backstabbing even though they should otherwise be allowed. This also applies to dual- or multi-classed thieves which gain access to a weapon through their other class. For example thieves can use ninja-tōs to backstab, but can't backstab with the Ninjatō of the Scarlet Brotherhood even though they can use it with UAI. Using new functionality in the EEs, this component keeps the current restrictions (a thief can't use the Ninjatō of the Scarlet Brotherhood until they get UAI), but once they can use it, it can be used for backstabbing. </p>
<p>Note that this makes the Staff of the Magi (SotM) available for backstabbing. To prevent abusing the SotM's invisibility-on-equip for multiple backstabs, one additional change is made to the item: a successful melee attack (including backstabbing) will prevent the wielder from re-entering invisibility until a round has passed. </p>
<p> <strong>Restore IWD Tooltips</strong><br />
<em>IWDEE</em></p>
<p>This component replaces the existing, explicit IWDEE creature tooltips (typically the proper name of an NPC) with the more ambiguous tooltips that were used in the original (typically a physical description). For example, Arundel used the tooltip "Old Man" in the original IWD instead of the explicit "Arundel" that he uses in IWDEE. Some other examples are <a href="https://www.gibberlings3.net/gallery/image/821-restore-iwd-tooltips/">available in the Tweaks gallery</a>. </p>
<p> <strong>Make Certain Creatures Immune to Backstab/Sneak Attack [Luke]</strong><br />
<em><abbr title="Baldur's Gate II">BGEE, BG2</abbr>(<abbr title="Enhanced Edition">EE</abbr>), <abbr title="Baldur's Gate Trilogy">BGT</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, Tutu, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr><abbrev>, oIWD (requires HoW or TotLM), IWD2</abbrev></em></p>
<p> Technically speaking, a rogue can backstab / sneak attack only <em>living creatures with discernible anatomies</em>.
As a result, this component makes sure all those creatures that lack vital areas to attack are immune to backstabs / sneak attacks. This includes the following creatures: </p>
<ul>
<li><em>Undead</em></li>
<li><em>Plants</em></li>
<li><em>Oozes</em></li>
<li><em>Constructs</em> (all but Flesh Golems)</li>
<li><em>Incorporeal creatures that are not undead</em> (Nishruu, Hakeashar, Mist Horror, Poison Mist, etc.)</li>
<li><em>Demonic creatures</em></li>
<li> <em>Elementals</em> (includes Salamanders)</li>
<li> <em>Beholders</em> (due to their 360 degree vision)</li>
<li> <em>Celestials</em> (devas, planetars, solars, etc.)</li>
<li> <em>Dragons</em> (due to their enhanced senses)</li>
<li> <em>Animated weapons</em> (Mordenkainen's Sword) </li>
</ul>
<p> <strong>Improved Cure / Cause Wounds [Luke]</strong><br />
<em><abbr title="Baldur's Gate II">BGEE, BG2</abbr>(<abbr title="Enhanced Edition">EE</abbr>), <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr></em></p>
<p> This component aims at tweaking the various Cure / Cause Wounds spells / abilities so as to match their 3<sup>rd</sup> edition counterpart.
As a result, this component makes sure the following creatures are immune to such spells / abilities:</p>
<ul>
<li><em>Constructs</em> (Golems)</li>
<li><em>Demonic creatures</em></li>
<li> <em>Elementals</em> (includes Salamanders)</li>
<li> <em>Celestials</em> (devas, planetars, solars, etc.)</li>
</ul>
<p>On top of that:
</p><ul>
<li>
Cure Wounds spells / abilities have a reverse effect on Undead, harming instead of healing them
<ul>
<li>For instance, Cure Light Wounds will deal 8 Magic damage if cast on an undead creature (Magic damage resistance of the targeted creature is ignored)</li>
</ul>
</li>
<li>
Cause Wounds spells / abilities have a reverse effect on Undead, healing instead of harming them
<ul>
<li>For instance, Cause Critical Wounds will heal 27 points of damage if cast on an undead creature</li>
</ul>
</li>
</ul>
<p> <strong>PnP Potions [Luke]</strong><br />
<em><abbr title="Enhanced Edition">BGEE, BG2EE</abbr>, <abbr title="Enhanced Edition Trilogy">EET</abbr>, <abbr title="Icewind Dale: Enhanced Edition">IWDEE</abbr></em></p>
<p> This component aims at implementing PnP potion behavior.
As a result, after installing this mod component, all in-game potions will behave as follows. Quaffing a potion while the effects of any potion were still active might trigger one of the following events:</p>
<ul>
<li>
<u>1% chance to explode</u>
<ul>
<li><code>5d10</code> fire damage on the drinker, <code>+1d10</code> fire damage in 5' radius (small fireball) (total of <code>6d10</code> on the drinker, no save).</li>
</ul>
</li>
<li>
<u>2% chance for instant poison death</u>
<ul>
<li>Unless the drinker is completely immune to poison damage.</li>
</ul>
</li>
<li>
<u>5% chance for Strength and Dexterity loss</u>
<ul>
<li>It will cause <code>1</code> Strength and <code>1</code> Dexterity loss (permanent, undispellable).</li>
</ul>
</li>
<li>
<u>7% chance to cancel/remove all active potion effects</u>
</li>
<li>
<u>10% chance the current potion does nothing</u>
</li>
<li>
<u>10% chance the current potion has -50% efficacy</u>
<ul>
<li>For instance, Potion of Magic Blocking would last for <code>15</code> seconds (instead of <code>30</code>).</li>
<li>For instance, Elixir of Health would heal the drinker for <code>5</code> Hit Points (instead of <code>10</code>).</li>
</ul>
</li>
<li>
<u>8% chance the current potion has +50% efficacy</u>
<ul>
<li>For instance, Potion of Magic Blocking would last for <code>45</code> seconds (instead of <code>30</code>).</li>
<li>For instance, Elixir of Health would heal the drinker for <code>15</code> Hit Points (instead of <code>10</code>).</li>
</ul>
</li>
<li>
<u>1% chance the current potion has +100% efficacy / permanent duration</u>
<ul>
<li>For instance, Potion of Magic Blocking would last indefinitely (until dispelled or removed by the "7% chance to cancel/remove all active potion effects" event).</li>
<li>For instance, Elixir of Health would heal the drinker for <code>20</code> Hit Points (instead of <code>10</code>).</li>
</ul>
</li>
</ul>
<p>
Permanent potions, such as potions of healing, and potions that can end prematurely, such as Potion of Invisibility, would be considered still in effect for <code>1</code> turn (<code>60</code> seconds) after drinking them.
The aforementioned special events can occur only upon quaffing potions. As a result, there is no risk in using 1 Oil (f.i. Oil of Speed) and 1 Potion, as oils are applied to the skin, not consumed, so they wouldn't mix.
</p>
<p> <strong>Spontaneous Casting for Clerics [Luke]</strong><br />
<em><abbr title="Enhanced Edition">EEex</abbr></em></p>
<p> This component aims at giving Clerics some Spontaneous Casting capabilities.
As a result, after installing this component, Clerics will be able to spontaneously cast the "cure" and "cause" spells (from light to critical wounds), which will consume a readied spell slot of the appropriate level.</br></br>
As a completely artificial example, suppose a Cleric has the following level 1 spells memorized: Armor of Faith, Armor of Faith, Bless. Even if Cure Light Wounds is missing, it will still be able to cast it! Upon casting it, all level 1 spells memorized will be decremented by one, meaning that it will end up with only Armor of Faith memorized (in other words, it can "sacrifice" one of the two Armor of Faith and Bless to spontaneously cast Cure Light Wounds).<br><br>
Spells that can be spontaneously cast are denoted with an <code>S</code> (Spontaneous) and can be cast from the Special Ability button (<code>F12</code>).</br></br>
On top of that, note that:
<ul>
<li>only good-aligned Clerics can spontaneously cast the "cure" wounds spells</li>
<li>only evil-aligned Clerics can spontaneously cast the "cause" wounds spells</li>
</ul>
As a result, neutral-aligned Clerics are unaffected by this mechanic.
</p>
<p> <strong>Weapon Finesse [Luke]</strong><br />
<em><abbr title="Enhanced Edition">EEex</abbr></em>
<p> This component aims at implementing 3E Weapon Finesse feat for Thieves.<br>
As a result, after installing it, every time a Thief is wielding a small blade (f.i. daggers, short swords, wakizashis, etc...), his/her THAC0 will scale with Dexterity (as per the <code>MISSILE</code> column of <a href="https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/dexmod.htm"><code>dexmod.2da</code></a>) instead of Strength.<br>
As a completely artificial example, suppose a Thief has 9 Strength and 18 Dexterity. Upon equipping a dagger, he/she will gain a THAC0 bonus of <code>2</code> (instead of <code>0</code>). Note that nothing happens if the bonus from Strength is better (or equal) than the bonus from Dexterity.
</p>