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<!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 Baldur's Gate II Tweak Pack</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" href="backup/g3readme.css" type="text/css" />
<link href="backup/g3.ico" rel="icon" type="image/bmp" />
</head>
<body>
<h1><acronym title="Baldur's Gate II">BG2</acronym> Tweak Pack</h1>
<div class="section">
<p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a><br />
Authors: <a href="mailto:webmaster@gibberlings3.net">CamDawg</a>
and <a href="mailto:idobek@gibberlings3.net">Idobek</a> <br />
On the web: <a href="http://www.gibberlings3.net/bg2tweaks/">Home page</a></strong> and <strong><a href="http://forums.gibberlings3.net/index.php?showforum=34">discussion
forum</a></strong></p>
<p><strong> Version 9 - <a href="http://www.gibberlings3.net/downloads/#bg2tweaks">Check
for the most recent version</a></strong><br />
<strong> Languages:</strong> Chinese, Czech, English, French, German, Italian,
Korean, Polish, Russian, and Spanish<br />
<strong>Platforms: </strong>Windows and Mac OS X</p>
</div>
<h2>Notes</h2>
<div class="section">
<p>This mod includes and deprecates three other mods: the <acronym title="Gibberlings Three">G3</acronym> Tweak
Pack, the Tutu Tweak Pack, and Wes Weimer's Ease of Use mod. </p>
</div>
<h2>Overview</h2>
<div class="section">
<p>The <acronym title="Baldur's Gate II">BG2</acronym> Tweak Pack is a <acronym title="Weimer Dialogue Utility">WeiDU</acronym> compilation
of fixes, cosmetic changes, and tweaks. Some of these were fan requests,
others are needed fixes, and others simply make dealing with the more irritating
aspects of the game engine easier. Each component can be installed separately
so the player can pick and choose only which ones they wish to install. </p>
<p>This mod works on normal Baldur's Gate II games as well as either of the
two Baldur's Gate conversion projects, BG1Tutu (Tutu) and Baldur's Gate Trilogy
(<acronym title="Baldur's Gate Trilogy">BGT</acronym>). </p>
</div>
<h2>Compatibility</h2>
<div class="section">
<p>This mod is designed to work with Baldur's Gate II; the Throne of Bhaal
expansion pack is not required. Every component in this mod makes interactive
changes and should, in general, be compatible with other mods. Except where
noted, the tweaks adjust items or dialogues added by other mods. As such,
it is highly recommended that you install this mod last if you wish to take
full advantage of it. For example, installing a mod that adds weapons after
you install Alter Weapon Proficiency System from Tweaks will mean that the
mod's weapons may not use the new system. </p>
<ul>
<li> The Can't Kill Romance option of Romance Cheats should be used with
caution with third-party <acronym title="Non-Player Character">NPC</acronym> romance
mods. </li>
<li>Multiple Strongholds (either variant) may not work correctly with Oversight's
Cleric Kits component</li>
<li>The changes to Cromwell's dialogue in the Allow Cromwell to Upgrade Watcher's
Keep Items component should play nicely with other mods, provided the other
mods don't mangle his dialogue (older versions of Item Upgrade, for example) </li>
<li>Certain mod items may not be affected by the item tweaks--in some cases,
the tweak can not 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="http://forums.gibberlings3.net/?showforum=34">Tweak
Packs forum</a>. </li>
</ul>
</div>
<h2>Installation</h2>
<div class="section">
<p><strong>Windows</strong><br />
The <acronym title="Baldur's Gate II">BG2</acronym> Tweak Pack is packaged
and installed with <acronym title="Weimer Dialogue Utility">WeiDU</acronym> and
is distributed as a self-extracting archive. To install, simply double-click
the archive and follow the instructions on screen.</p>
<p>Alternatively the files can be extracted from the archive using <a href="http://www.rarlab.com/">WinRAR</a>.
If properly extracted, you should have a BG2_Tweaks folder and Setup-BG2_Tweaks.exe
in your <acronym title="Baldur's Gate II">BG2</acronym> folder. To install,
simply double-click Setup-BG2_Tweaks.exe and follow the instructions on screen.</p>
<p>Please run Setup-BG2_Tweaks.exe in your <acronym title="Baldur's Gate II">BG2</acronym> folder
to reinstall, uninstall or otherwise change components.</p>
<p><strong>Mac OS X</strong><br />
<em>If the mod was previously installed, uninstall it before extracting the
new version.</em> The <acronym title="Baldur's Gate II">BG2 </acronym>Tweak
Pack is packaged and installed with <acronym title="Weimer Dialogue Utility">WeiDU</acronym>.
To install, simply extract the contents of the mod into your <acronym title="Baldur's Gate II">BG2</acronym> folder.
If properly extracted, you should have a BG2_Tweaks folder, Setup-BG2_Tweaks,
and Setup-BG2_Tweaks.command in your <acronym title="Baldur's Gate II">BG2</acronym> folder.
To install, simply double-click <strong>Setup-BG2_Tweaks.command</strong> and
follow the instructions on screen.</p>
</div>
<h2>Contents</h2>
<div class="section">
<p>The <acronym title="Baldur's Gate II">BG2</acronym> Tweak Pack has many
components, which can be installed completely independently of one another.
For convenience, they are grouped into five broad categories. At installation
time, players can select or ignore entire categories to streamline the installation
process.</p>
<h3>Cosmetic Changes </h3>
<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 />
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>Imoen Avatar Change</strong><br />
<em>Non-Tutu</em><br />
This component will change Imoen's avatar from a thief to a mage.</p>
<p><strong>Nalia Avatar Change</strong><br />
<em>Non-Tutu</em><br />
This component will change Nalia's avatar from a mage to a thief.</p>
<p><strong>Viconia Skin Color Change</strong><br />
A fan request, this component will change Viconia's in-game avatar to have
dark blue skin to match her default portrait.</p>
<p><strong>Avatar Morphing Script</strong><br />
This script allows you to select whatever <acronym title="Player Character">PC</acronym> avatar
you wish for your character or any joinable <acronym title="Non-Player Character">NPC</acronym>.
Assign this script to the character whose avatar you wish to change. To change
the avatar return to the game screen, ensure the party <acronym title="Artificial Intelligence">AI</acronym> 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 />
By default, spears in <acronym title="Baldur's Gate II">BG2</acronym> 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 />
When your character casts a spell, you get a pretty sequence of colors swirling
around their hand depending on the school the spell cast came from. A necromantic
spell, for example, looks quite different from creating an illusion. The
Baldur's Gate and Icewind Dale games use different sets of animations for
the schools. This component changes the spellcasting animations to those
of Icewind Dale. Note that this is purely a cosmetic change--the spells
themselves function exactly as before. Screenshots for comparison are available
in the <a href="http://www.gibberlings3.net/portraits/thumbnails.php?album=18">Tweaks
gallery</a>. </p>
<p><strong>Restore <acronym title="Shadows of Amn">SoA</acronym> Load Screen
Logo</strong><br />
<em>Non-Tutu</em>, <em>Requires Throne of Bhaal </em><br />
This component will restore the <acronym title="Shadows of Amn">SoA</acronym> logo
to the load screens with Throne of Bhaal installed. On the left is the load
screen with Throne of Bhaal installed; on the right is the restored Shadows
of Amn screen with this component. 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="http://www.gibberlings3.net/portraits/thumbnails.php?album=18">Tweaks
gallery</a>. </p>
<p><strong>Disable Portrait Icons Added by Equipped Items</strong><br />
This component will prevent items from displaying the small icons (fire resistance,
protection from charm) that appear on the character portrait while equipped.
This will not affect the actual effects of the items, only the display
of the icon. It will also not affect icons added by spells or other means. </p>
<p><strong>Commoners Use Drab Colors</strong><br />
Unlike Icewind Dale, commoners in <acronym title="Baldur's Gate II">BG2</acronym> 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 />
This component uses a combination of <acronym title="Baldur's Gate">BG</acronym>, <acronym title="Icewind Dale">IWD</acronym>,
and <acronym title="Baldur's Gate II">BG2</acronym> 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="http://www.gibberlings3.net/portraits/thumbnails.php?album=18">Tweaks
gallery</a>. </p>
<p><strong>Change Avatar When Wearing Robes or Armor (Galactygon)</strong><br />
This component will change characters' avatars to a mage if they equip a
robe or a fighter/thief/cleric if they equip armor. This allows a thief/mage,
for example, to equip a robe and look like as if he is actually wearing
one, and then equip a piece of leather armor, and look like a thief. This
component will affect all items in the game, including those added by mods. </p>
<p><strong>Force All Dialogue to Pause</strong><br />
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>
<h3>Content Changes </h3>
<p>These components make alterations to content in order to provide a better
player experience. </p>
<p><strong>More Interjections</strong><br />
<em> Previously known as Valen/Solaufein-Style Interjections</em><br />
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. 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 <acronym title="Hit Point">HP</acronym> Triggers for <acronym title="Non-Player Character">NPC</acronym> Wounded
Dialogues</strong><br />
<em>Non-Tutu</em><br />
Many <acronym title="Non-Player Characters">NPCs</acronym> have banters for
when they are wounded. However, the triggers are typically for <acronym title="Hit Point">HP</acronym> levels
so low that many players never see them. This component will raise the <acronym title="Hit Point">HP</acronym> 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>Non-Tutu</em><br />
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>Tutu, <acronym title="Baldur's Gate Trilogy">BGT</acronym> Only</em> <br />
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 <acronym title="Non-Player Characters">NPCs</acronym> 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 is also available from the <acronym title="Baldur's Gate">BG1</acronym> <acronym title="Non-Player Character">NPC</acronym> Project.</p>
<p><strong>Improved Athkatlan City Guard (Andyr)</strong><br />
<em>Non-Tutu</em><br />
The Amnish guards aren't really tough enough to keep the peace in the cities,
what with all the thieves and vampires around. This component makes the various
Amnish guards and the like slightly tougher, and gives them a chance of summoning
backup in the form of either another guard, a Sanctioned Wizard or a Militia
Cleric.</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 <acronym title="Experience Points">XP</acronym> 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>Non-Tutu</em><br />
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 Nonmagical Armor, Helms, and Shields<br />
</strong><em>Tutu Only</em> <br />
The iron crisis in the Sword Coast means that nonmagical iron weapons can
break when used in combat. This component will extend the same vulnerability
to nonmagical iron armor, helmets, and shields to close an oversight by the
game. </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 (Weimer)</strong><br />
This allows you to ask multi-player created <acronym title="Non-Player Characters">NPCs</acronym> to "wait
here" or, if accessible, to go to the Copper Coronet (in <acronym title="Shadows of Amn">SoA</acronym>)
or Pocket Plane (in <acronym title="Throne of Bhaal">ToB</acronym>). For
Tutu or the Baldur's Gate portion of <acronym title="Baldur's Gate Trilogy">BGT</acronym>,
the option to go to the Friendly Arm Inn is available. Without this they
just disappear forever if you kick them out. </p>
<p><strong>Add Bags of Holding</strong><br />
In the Shadows of Amn portion of the game, this component adds potion cases
to the stores of Roger the Fence and Mrs. Cragmoon and ammo belts to the
stores of the Trademeet blacksmith and Perter. </p>
<p> Bags will also be added to the Baldur's Gate portion of Tutu and <acronym title="Baldur's Gate Trilogy">BGT</acronym> games.
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><strong>Exotic Items Pack</strong><br />
<em>Tutu, <acronym title="Baldur's Gate Trilogy">BGT</acronym> Only</em> <br />
This component adds a handful of weapons and items available in Baldur's
Gate II and scatters them throughout stores, creatures, and containers in
the Baldur's Gate portion of the game. Items include katanas, wakizashis,
scimitars, ninja-tos, bags/quivers of plenty, ioun stones, and a handful
of spell scrolls. However, please note that the items have been placed with
an eye towards balance and likelihood that they would be on the Sword Coast
at all. The exceptions are scimitars, which are definitely less exotic than
the other items and hence more plentiful.</p>
<p>This component also fixes a known bug in the game, in that the merchant
at Gullykin and the Helm temple in Nashkel shared the same store file. </p>
<p><strong>Reveal City Maps</strong><br />
<em>Tutu Only </em> <br />
In Baldur's Gate II, city maps were revealed as soon as you entered the area.
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.
This tweak is not available for Baldur's Gate Trilogy as it contains this
functionality by default.</p>
<p><strong>Add Map Notes</strong><br />
<em>Tutu Only</em><br />
This component will add map notes to many Baldur's Gate areas throughout
the game, including some wilderness areas. This process is done interactively,
so no areas are overwritten. This tweak is not available for Baldur's Gate
Trilogy as it contains this functionality by default.</p>
<p><strong>Stores Sell Larger Stacks of Items</strong><br />
This component will alter all stores in the game to use higher stacks of
arrows, bolts, bullets, darts, throwing axes and throwing daggers. This
component will affect <em>all</em> stores in the game, including ones introduced
by mods. </p>
<p><strong>Reputation Resets at Beginning of <acronym title="Baldur's Gate II">BG2</acronym></strong><br />
<em><acronym title="Baldur's Gate Trilogy">BGT</acronym> Only</em><br />
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 />
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. </p>
<p><strong>Shapeshifter Rebalancing (Weimer)</strong><br />
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 Wes: </p>
<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 <acronym title="To-Hit Armor Class 0">THAC0</acronym> 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 <abbr title="creature">CRE</abbr> file
for "<acronym title="Player Character">PC</acronym> polymorphed into
a Werewolf" were not actually given to the <acronym title="Player Character">PC</acronym> by
the Polymorph opcode. For a normal werewolf: </p>
<table summary="Comparison of Werewolf Shapeshift Attributes">
<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 <acronym title="1 roll of a 12-sided die">1d12</acronym> slashing
damage </td>
<td>Paw does <acronym title="1 roll of a 6-sided die">1d6</acronym> piercing
damage </td>
</tr>
</table>
<p>For the greater werewolf:</p>
<table summary="Comparison of Greater Werewolf Shapeshift Attributes">
<tr>
<th>You Were Supposed to Receive... </th>
<th>You Actually Received... </th>
</tr>
<tr>
<td><acronym title="To-Hit Armor Class 0">THAC0</acronym> 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 <acronym title="2 rolls of an 8-sided die">2d8</acronym> slashing
damage </td>
<td>Paw does <acronym title="1 roll of a 6-sided die">1d6</acronym> piercing
damage </td>
</tr>
<tr>
<td>Regeneration of 3 <acronym title="Hit Points">HP</acronym> per second </td>
<td>Nothing</td>
</tr>
</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 <acronym title="Hit Points">HP</acronym> per
Level due to a fighter with 25 <acronym title="Constitution">CON</acronym> (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 <acronym title="Hit Dice">HD</acronym> 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>
<p><strong>Multiple Strongholds (Sabre, Baldurdash, Weimer) </strong><br />
<em>Non-Tutu</em><br />
This component comes in two variants. The first is the original from Ease
of Use, which allows any character, regardless of class, to acquire as many
strongholds as wanted. The second variant is similar, but retains the class
restrictions--so a fighter-mage can acquire the Planar Sphere and de'Arnise
Keep, but would not be offered the Thieves' Guild or membership in the Noble
Order of the Radiant Heart. In the original game, you were also not able
to decline the Five Flagons Playhouse, the cabin in the Umar Hills, or the
Druid Grove. In either variant of this component, the player can now decline
these strongholds when offered. </p>
<p><strong>Bonus Merchants (Baldurdash, Weimer) </strong><br />
<em>Non-Tutu</em><br />
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>Non-Tutu</em><br />
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 <acronym title="Baldur's Gate II">BG2</acronym> 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>Non-Tutu</em><br />
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 <acronym title="Baldur's Gate II"><a href="http://www.gibberlings3.net/bg2fixpack/">BG2</a></acronym><a href="http://www.gibberlings3.net/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 ToB Dialogue Fix (jcompton)</strong> <br />
<em>Non-Tutu</em>, <em>Requires Throne of Bhaal </em><br />
This fixes about 15 places where Imoen had banter dialogue in <acronym title="Throne of Bhaal">ToB</acronym> but
you couldn't see it because of a spelling error in the game. If the <acronym title="Baldur's Gate II"><a href="http://www.gibberlings3.net/bg2fixpack/">BG2</a></acronym><a href="http://www.gibberlings3.net/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 <acronym title="Baldur's Gate">BG</acronym> Walking Speeds
(BETA) </strong><br />
From Tutufix, this will make folks walk slower, as they did in the original
Baldur's Gate. While it's most useful for Tutu and <acronym title="Baldur's Gate Trilogy">BGT</acronym> players,
you will be able to install it on a bogstandard <acronym title="Baldur's Gate II">BG2</acronym> game.
Since this component had some issues in Tutufix (notably when interacting
with polymorph or haste/slow spells) it's being labeled a beta until the
issues can be worked out. </p>
<p> <strong>Allow Cromwell to Upgrade Watcher's Keep Items</strong><br />
<em>Non-Tutu</em>, <em>Requires Throne of Bhaal </em><br />
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 <acronym title="Shadows of Amn">SoA</acronym> are implemented; if you
cheat in a component from Sendai's Enclave you'll still be out of luck.)
This component will allow the party to obtain some high-level items in Shadows
of Amn, so be warned that this may ruin the balance in SoA and make the remainder
of the game fairly easy. The component will make one minor tweak to Cespenar
as well--normally, he can only add the electric head to the Flail of Ages
after the poison head has been attached. This component will allow him to
add the heads in any order. </p>
<h3>Rule Changes </h3>
<p>These components make alterations to rules, game mechanics, and other aspects
of the underlying game. </p>
<p class="deprecated"><strong><acronym title="Pen and Paper">P&P</acronym> Spell
Progression Tables - DEPRECATED </strong><br />
This component has been deprecated. If you wish to use <acronym title="Pen and Paper">P&P</acronym> spell
tables, use the Alter Mage Spell Progression Table, Alter Bard Spell Progression
Table, Alter Cleric Spell Progression Table, and Alter Druid Spell and Level
Progression Tables components instead.</p>
<p><strong>Two-Handed Bastard Swords</strong><br />
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 not 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 <acronym title="Gold Piece">gp</acronym>. Resting will
fix this.</p>
<p><strong>Two-Handed Katanas<br />
</strong><em>Requires Exotic Items component on Tutu installs</em> <br />
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 not affect items introduced by mods. </p>
<p><em>Note:</em> Instances may occur when a katana appears to have a selling
price of 1 <acronym title="Gold Piece">gp</acronym>. Resting will fix this.</p>
<p><strong>Universal Clubs</strong><br />
From the description of a basic club in <acronym title="Baldur's Gate II">BG2</acronym>:
'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. As of v8, all item descriptions will be
patched in this component and the less-friendly and less-comprehensive
description updating component will be skipped.</p>
<p><strong>Description Updates for Universal Clubs Component</strong><br />
<em>Requires Universal Clubs</em><br />
This component will update the descriptions of clubs altered by the Universal
Clubs component to reflect that they're usable by mages. This will only affect
clubs available in the original <acronym title="Shadows of Amn">SoA</acronym> and <acronym title="Throne of Bhaal">ToB</acronym> games.
This component will not install if Ashes of Embers is installed, as <acronym title="Ashes of Embers">AoE</acronym> already
adjusts club descriptions to reflect that they are universal. As of v8, all item
descriptions will be patched in the main Universal Clubs component, rendering this
component obsolete for everyone except Chinese users.</p>
<p><strong>Weapon Styles for All</strong><br />
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>Mages are not allowed Sword and Shield Style (they can't use shields
anyway).</li>
<li>Kensais are not allowed Sword and Shield Style (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 class="deprecated"><strong>Druids Use Cleric Level and Spell Progression</strong><strong> -
DEPRECATED </strong><br />
This component has been deprecated. If you wish for druids to use cleric
spell and level progressions, use the Alter Druid Spell and Level Progression
Tables instead.</p>
<p><strong>Delay High Level Abilities</strong><br />
<em>Non-Tutu, Requires Throne of Bhaal </em><br />
High Level Abilities start at level 21 for all classes. </p>
<p><strong>Change Experience Point Cap</strong><br />
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 (Baldur's
Gate), these caps are 89,000 in the standard game and 161,000 with the
Tales of the Sword Coast expansion. This component will allow you to alter
the experience point cap in one of three ways:</p>
<ul>
<li>Remove completely (characters can advance without restriction up to level
50) </li>
<li>Cap at level 20</li>
<li>Cap at level 30 </li>
</ul>
<p>For a challenge, combine the level 20 cap with Delay High Level Abilities
to never get access to <acronym title="Use Any Item">UAI</acronym> and Improved
Alacrity. </p>
<p><strong>Allow Stealth and Thieving Abilities in Heavy Armor per <acronym title="Pen and Paper">P&P</acronym></strong><br />
In <acronym title="Baldur's Gate II">BG2</acronym>, thieves and rangers are
prevented from using stealth and thieving skills while in heavy armor. This
component implements the <acronym title="Pen and Paper">P&P</acronym> 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="http://forums.gibberlings3.net/?showforum=34">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.)
From the <em>Complete Book of Thieves</em>, by armor type:</p>
<table summary="Table of Thieving Skill Penalties, by Armor Type">
<tr>
<th class="leftalign">Armor</th>
<th>Pick Pockets</th>
<th>Open Locks</th>
<th>Find/Disarm Traps</th>
<th>Move Silently</th>
<th>Hide in Shadows</th>
</tr>
<tr>
<td class="leftalign">Elven Chain</td>
<td>-20%</td>
<td>-5%</td>
<td>-5%</td>
<td>-10%</td>
<td>-10%</td>
</tr>
<tr>
<td class="leftalign">Studded Leather</td>
<td>-30%</td>
<td>-10%</td>
<td>-10%</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>
</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>
</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>
</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>
</tr>
<tr>
<td class="leftalign">Plate Mail</td>
<td>-75%</td>
<td>-40%</td>
<td>-40%</td>
<td>-80%</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>
</tr>
</table>
<p class="deprecated"><strong>Descriptions Updates for Stealth and Thieving
Abilities in Heavy Armor Component - DEPRECATED</strong><br />
This component has been deprecated, as it is now included directly in the
Allow Stealth and Thieving Abilities in Heavy Armor per <acronym title="Pen and Paper">P&P</acronym> component. </p>
<p><strong>Allow Arcane Spellcasting in Armor</strong><br />
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 not, but it will broaden the selection
for multi and dual-class mages. The penalty will not affect divine magic.
This component will affect some mod items; if you find armor not affected
by these tweaks, please report it at the <a href="http://forums.gibberlings3.net/?showforum=34">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">
<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>
</table>
<p class="deprecated"><strong>Descriptions Updates for Allow Arcane Spellcasting
in Armor Component - DEPRECATED</strong><br />
This component has been deprecated, as it is now included directly in the
Allow Arcane Spellcasting in Armor component. </p>
<p><strong>Expanded Dual-Class Options</strong><br />
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 />
This component allows players to wear more than one "X of Protection" item
at a time. Players have their choice of two different implementations (from
Ease of Use and <acronym title="The Gibberlings Three">G3</acronym>/Tutu
Tweaks respectively):</p>
<ul>
<li>No restrictions. Players can wear as many items together as they wish. </li>
<li> <acronym title="Pen and Paper">P&P</acronym> Style: In Pen and Paper <acronym title="Advanced Dungeons and Dragons">AD&D</acronym>,
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 <acronym title="Armor Class">AC</acronym> bonus,
the items retain their usual restrictions from being worn with other protection
items or magic armor. Without their <acronym title="Armor Class">AC</acronym> 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>
</ul>
<p><strong>Alter Weapon Proficiency System</strong><br />
This component provides three different options to allow you to change how
the weapon proficiency system works. </p>
<p> The first option, Rebalanced Weapon Proficiencies, 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 (English only). </p>
<p>The second and third options are variants of using the old <acronym title="Baldur's Gate">BG</acronym>-style
system of proficiencies. In <acronym title="Baldur's Gate">BG</acronym>,
the weapons proficiencies were not as specialized (i.e. Large Swords covered
bastard swords, two-handed swords, and long swords) and there were fewer
categories. While mainly aimed at Tutu and <acronym title="Baldur's Gate Trilogy">BGT</acronym> players
to allow them to have a game experience closer to <acronym title="Baldur's Gate">BG</acronym>,
these two options will work on a <acronym title="Baldur's Gate II">BG2</acronym> game.
The two options only vary in allowing the weapon style proficiencies (i.e.
Two-Handed Weapon Style, Single Weapon Style, etc.) to be included or not
at the player's discretion. If you import your characters to another game
without this component you will need to use Shadowkeeper to change their
proficiencies to the standard <acronym title="Baldur's Gate II">BG2</acronym> set. </p>
<p><strong>Cast Spells from Scrolls (and Other Items) at Character Level</strong><br />
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 10th level 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 of 10. In the Baldur's Gate portion of
the game, this will be a nerf of scrolls, whereas it will be more akin
to a cheat in the Shadows of Amn and Throne of Bhaal portions of the game. </p>
<p class="deprecated"><strong>Un-Nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression (Blucher,
Weimer) - DEPRECATED </strong><br />
This component has been deprecated. The <acronym title="To-Hit Armor Class 0">THAC0</acronym> table
changes are available in the new Un-Nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> Table
component. Arcane spell progression changes are available in the Un-Nerfed
Sorcerer Spell Progression Table, Alter Mage Spell Progression Table, and
Alter Bard Spell Progression Table components and divine spell progression
changes are available in the Alter Cleric Spell Progression Table and Alter
Druid Spell and Level Progression Tables components. The saving throw changes
are actually fixes and already included in the <acronym title="Baldur's Gate II">BG2</acronym> Fixpack
and Baldurdash; the grandmastery changes have always been available as a
separate component, True Grandmastery.</p>
<p><strong>Shopkeepers Have Limited Identification Ability </strong> <br />
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>Only mages and bards can identify items. Any non-mage, non-bard shopkeeper
can not identify items at all. Mages and bards can identify any item.</li>
<li>Identification based on lore. Any shopkeeper can identify items up to
their personal lore value, regardless of class. The shopkeepers are given
a slight lore boost over normal characters to reflect their occupational
experience with magical items. Items with exceptionally high lore may not
be able to be identified at all by shopkeepers. </li>
<li>Hybrid. Mage and bard shopkeepers can identify anything, and other shopkeepers
have lore scores based on their character. </li>
</ul>
<p><strong>Multi-Class Grandmastery (Weimer)</strong><br />
This is for players who believe that <acronym title="Advanced Dungeons and Dragons'">AD&D's</acronym> 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>True Grandmastery (Schumacher, Weimer)</strong><br />
This is the standard Baldurdash / <acronym title="Team Baldur's Gate">TeamBG</acronym> "un-nerfed" grandmastery
patch. In <acronym title="Icewind Dale">IWD</acronym>, <acronym title="Baldur's Gate">BG</acronym> and <acronym title="Advanced Dungeons and Dragons">AD&D</acronym> guidelines,
going from four to five proficiency points in a weapon reduces <acronym title="To-Hit Armor Class 0">THAC0</acronym> by
one, adds one to damage rolls, and gives an extra attack per round to 5/2.
In <acronym title="Baldur's Gate II">BG2</acronym>, it only adds one to damage.
Rather takes the "Grand" out of "Grandmastery" I think. Install this patch
to restore Grandmastery to what it was. </p>
<p><strong>Change Magically Created Weapons to Zero Weight</strong><br />
Nearly all magically created items in <acronym title="Baldur's Gate II">BG2</acronym> have
zero weight, though there are a few exceptions. This component will change
Melf's Minute Meteors, Jan's Flasher Master Bruiser Mates, weapons created
by Enchanted Weapon, Shillelagh, and a few others to have zero weight. This
component will not affect items introduced by mods. If the <acronym title="Baldur's Gate II"><a href="http://www.gibberlings3.net/bg2fixpack/">BG2</a></acronym><a href="http://www.gibberlings3.net/bg2fixpack/"> Fixpack</a> is
installed, this component will be skipped as this fix is already included
in the Fixpack Core Fixes. </p>
<p><strong>Make +x/+y Weapons Consistent</strong><br />
The engine does not handle weapons such as the Bastard Sword +1/+3 vs. Shapeshifters,
Hammer +1/+4 vs. Giantkin, and Daystar +2/+4 vs. Evil Creatures consistently.
In all but a few cases, the weapon uses the higher of the two bonuses as
its enchantment level, which determines what the weapon can hit--for example,
spell protections such as Mantle or creatures such as Kangaxx. This component
will make all weapons of this nature use the higher of the two bonuses
as their enchantment; i.e. Daystar will be treated as a +4 weapon. If the <acronym title="Baldur's Gate II"><a href="http://www.gibberlings3.net/bg2fixpack/">BG2</a></acronym><a href="http://www.gibberlings3.net/bg2fixpack/"> Fixpack</a> is
installed, this component will be skipped as this fix is already included
in the Fixpack Core Fixes. </p>
<p><strong>Description Updates for Make +x/+y Weapons Consistent Component</strong><br />
<em>Requires Make +x/+y Weapons Consistent</em><br />
This component will update the descriptions of items altered by the Make
+x/+y Weapons Consistent component to reflect their adjusted enchantment
level. </p>
<p><em>Warning</em>: If another mod has altered one of the items, the
descriptions added by this component may not be accurate as they are based
on an unmodded game. This will not affect gameplay or the ability of the
items, as the descriptions are purely cosmetic. This component will detect
Ashes of Embers and adjust descriptions accordingly.</p>
<p><strong>Un-Nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> Table<br />
</strong>A spin-off of the deprecated Un-Nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component,
this allows the player to select the un-nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> table
individually. <acronym title="To-Hit Armor Class 0">THAC0</acronym> can now
progress until it reaches zero instead of no longer improving once you hit
level 20. </p>
<p><strong>Un-Nerfed Sorcerer Spell Progression Table<br />
</strong>This is the same table from the deprecated Un-Nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component,
now available individually. A <a href="http://www.gibberlings3.net/readmes/readme-bg2tweaks_tables.html#sorcerer">comparison
of the spell progression tables</a> is available. </p>
<p><strong>Alter Mage Spell Progression Table<br />
</strong>This component offers two variants for mage spell progression. The
first option is the same table from the deprecated Un-Nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component
and the second is the progression table from <acronym title="Pen and Paper">P&P</acronym>,
previously available in the <acronym title="Pen and Paper">P&P</acronym> Spell
Progression Tables component. A <a href="http://www.gibberlings3.net/readmes/readme-bg2tweaks_tables.html#mage">comparison
of the spell progression tables</a> is available. </p>
<p><strong>Alter Bard Spell Progression Table<br />
</strong>This component offers two variants for bard spell progression. The
first option is the same table from the deprecated Un-Nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component
and the second is the progression table from <acronym title="Pen and Paper">P&P</acronym>,
previously available in the <acronym title="Pen and Paper">P&P</acronym> Spell
Progression Tables component. A <a href="http://www.gibberlings3.net/readmes/readme-bg2tweaks_tables.html#bard">comparison
of the spell progression tables</a> is available. </p>
<p><strong>Alter Cleric Spell Progression Table<br />
</strong>This component offers two variants for cleric spell progression.
The first option is the same table from the deprecated Un-Nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component
and the second is the progression table from <acronym title="Pen and Paper">P&P</acronym>,
previously available in the <acronym title="Pen and Paper">P&P</acronym> Spell
Progression Tables component. A <a href="http://www.gibberlings3.net/readmes/readme-bg2tweaks_tables.html#cleric">comparison
of the spell progression tables</a> is available. </p>
<p><strong>Alter Druid Spell and Level Progression Tables<br />
</strong>This component is actually the combination and streamlining of three
different components: <acronym title="Pen and Paper">P&P</acronym> Spell
Progression Tables;, Un-Nerfed <acronym title="To-Hit Armor Class 0">THAC0</acronym> Table,
Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression; and Druids
Use Cleric Level and Spell Progression. These are now combined and made more
granular so that the player can select exactly which level and spell progression
tables they wish to use. A <a href="http://www.gibberlings3.net/readmes/readme-bg2tweaks_tables.html#druid">comparison
of the spell progression tables</a> is available. </p>
<p><strong>Triple-Class <acronym title="High-Level Ability">HLA</acronym> Tables</strong><br />
<em>Non-Tutu, Requires Throne of Bhaal </em><br />
<em>Requires Change Experience Point Cap - Remove completely</em> <br />
This component will max out the <acronym title="High-Level Ability">HLA</acronym> 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 the <acronym title="Baldur's Gate II">BG2</acronym> Fixpack
and Baldurdash alter this so that the triple-classes have unique tables and
add the three Extra 6/7/8 Level Spell <acronym title="High-Level Abilities">HLAs</acronym> from
the mage tables. This component adds even more mage <acronym title="High-Level Abilities">HLAs</acronym> to
the tables, at the expense of other <acronym title="High-Level Abilities">HLAs</acronym> 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 <acronym title="Experience Points">XP</acronym> to
reach a level where they can use 9th level mage spells, this component requires
removal of the experience point cap. This component will overwrite the <acronym title="High-Level Ability">HLA</acronym> tables
for the two triple-classes. </p>
<p> <strong>Add Save Penalties for Spells Cast by High-Level Casters (BETA) </strong><br />
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 XP 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>NOTE: This component has been flagged as beta. There have been sporadic
reports of crashes with this component installed, but I have not yet been
able to replicate and solve these issues. If you should encounter issues
with this component, please file a bug report at the mod's forum--I really,
really want to get this nailed down and fixed. </p>
<p> <strong>Trap Cap Removal (Ardanis/GeN1e) </strong><br />
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 />
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 Celestials (Ardanis/GeN1e)</strong><br />
<em>Non-Tutu, Requires Throne of Bhaal</em> <br />
Courtesy of Ardanis/GeN1e, this component will allow you to bypass the hardcoded
limit of one active celestial (planetar or deva).</p>
<h3>Convenience Tweaks and/or Cheats</h3>
<p>These components seek to remove annoying aspects of the game or to make
it easier. </p>
<p><strong>Higher <acronym title="Hit Points">HP</acronym> on Level Up</strong><br />
This component provides the player with a choice of two options that will
increase average <acronym title="Hit Points">HPs</acronym> when characters
level up. </p>
<ul>
<li>Maximum. This option will ensure that the dice roll will always be the
highest available.</li>
<li><acronym title="Neverwinter Nights">NWN</acronym>-style. This option
will ensure that the range of possible <acronym title="Hit Points">HPs</acronym> gained
will always be in the higher half of the range, i.e. results will always
be 4-6 on <acronym title="1 roll of an 6-sided die">1d6</acronym>, 5-8
for <acronym title="1 roll of an 8-sided die">1d8</acronym>, etc.</li>
</ul>
<p><em>Please note that barbarian characters will interact badly with this
component</em> due to their hardcoded nature. The Maximum option will not
affect them, and the NWN-Style will cause them to roll 5d12 for their hit
points. </p>
<p><strong>Maximum <acronym title="Hit Points">HP</acronym> Creatures (the
bigg)</strong> <br />
This component, based on code from the bigg, will alter creatures to have
their theoretical maximum hit points. Creatures will get either a hit point
total based on maximum hit dice rolls appropriate to their level, or their
current hit point total--whichever is higher. The user has three choices
with this component: </p>
<ul>
<li>All creatures</li>
<li>Joinable <acronym title="Non-Player Characters">NPCs</acronym> only (cheating
version of this component)</li>
<li>Non-Joinable <acronym title="Non-Player Characters">NPCs</acronym> only
(difficulty increasing version of this component)</li>
</ul>
<p><strong>Identify All Items</strong><br />
Annoyed with having to identify items all the time? Now you don't have to.
This component will affect <em>all</em> items in the game, including items
introduced by mods, save one: an item from Shadows of Soubar will remain
unidentified, as a quest revolves around it being unidentified. </p>
<p><strong>Easy Spell Learning <br />
</strong> <em>Previously known as 100% Learn Spells</em><br />
This component makes it easier for arcane spellcasters to scribe scrolls
to their spellbook. The player has a choice between two implementations:</p>
<ul>
<li>100% Learn Spells. Scribing scrolls is always successful.</li>
<li>100% Learn Spells and unlimited spells per level. In addition to the
above, this implementation removes the limits on the maximum number of
spells learned per level. </li>
</ul>
<p><strong>Bottomless Bags of Holding</strong><br />
This component will alter every bag of holding to have unlimited capacity.
Scroll cases, ammo belts, gem bags and the regular bags of holding will
be changed. This component will not affect what you can place in the bags,
just the capacity. This component will affect <em>all</em> items in the
game, including items introduced by mods. Please note that every time a
script checks for an item, it'll have to parse everything you're carrying,
so keep this in mind if you begin to experience slowdowns when carrying
a lot of items. . </p>