G3

The Tweaks Anthology

A Gibberlings Three Mod
Project Lead:
CamDawg
Authors: Andyr, the bigg, DavidW, grogerson, Idobek, the bigg, and Wes Weimer
Contributors: 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
On the web: Home page, discussion forum, Discord, and preview gallery

Version 16
Languages: Chinese, Czech, English, French, German, Italian, Korean, Polish, Russian, and Spanish
Platforms: Windows, macOS, Linux
GitHub: Gibberlings3/Tweaks-Anthology

Overview

The Tweaks Anthology is a WeiDU 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.

Compatibility

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

This mod works on all Infinity Engine games. This includes

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

While the mod works on all of these platforms, not every component is available for every game; check the individual components for details using the acronyms listed above. Every component in this mod makes interactive changes and should, in general, be compatible with other mods. Except where noted, the tweaks adjust items, 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.

Bug Reporting and Known Issues

If you should encounter any bugs, please report them to the authors at the Tweaks Anthology forum. In addition, Tweaks Anthology is available on GitHub, so fixes and changes can be submitted by the community.

Known issues are as follows:

  • The nothing kills romances option of Romance Cheats [Sabre, Richardson, Weimer] should be used with caution with third-party NPC romance mods.
  • Multiple Strongholds [Sabre, Baldurdash, Weimer] (either variant) may not work correctly with Oversight's Cleric Kits component
  • The changes to Cromwell's dialogue in the Allow Cromwell to Upgrade Watcher's Keep Items component should play nicely with other mods, provided the other mods don't mangle his dialogue (ancient versions of Item Upgrade, for example)
  • Certain mod items may not be affected by the item tweaks--in some cases, the tweak can't be made on the fly, so items to be modified are kept on static lists rather than a list made at installation time. If you find items not being modified by a certain tweak please report it to the Tweak Packs forum.
  • The Increase Jewelry, Gem, and Miscellaneous Item Stacks and Increase Scroll Stacking 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.
  • The remove spell trap and reflection effects option from Remove Annoying Visual Effects from Equipped Items will block all 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

Installation

First time installing a mod? Check out G3's comprehensive tutorial: A New Player's Guide to Installing and Playing Mods.

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

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

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

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

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

macOS
The Tweaks Anthology for macOS is distributed as a compressed tarball and includes a WeiDU installer.

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

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

Linux
The Tweaks Anthology for Linux is distributed as a compressed tarball and does not include a WeiDU installer. Linux users will need to do a one-time install of WeiDU (and a few other adjustments) as described in this great writeup.

To install, run 'WeInstall cdtweaks in your game folder.

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

Contents

The Tweaks Anthology has many components, which can be installed completely independently of one another. For convenience, they are grouped into five broad categories: Cosmetic Changes, Content Changes, Rule Changes, Convenience Tweaks and/or Cheats, and Joinable NPC Tweaks. At installation time, players can select or ignore entire categories to streamline the installation process.

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

Cosmetic Changes

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

Remove Helmet Animations
All games except PsT, PsTEE

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

Change Imoen's Avatar to Mage
BG2EE, EET, BG2, BGT

This component will change Imoen's avatar from a thief to a mage. A preview is available.

Change Nalia's Avatar to Thief
BG2EE, EET, BG2, BGT

This component will change Nalia's avatar from a mage to a thief. A preview is available.

Change Viconia's Skin Color to Dark Blue
BGEE, BG2EE, EET, BG, BG2, Tutu, BGT

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

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

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

Weapon Animation Tweaks
All games

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

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

Icewind Dale Casting Graphics [Andyr]
BGEE, BG2EE, EET, BG2, BGT, Tutu, IWD-in-BG2
Also available in the IWDification mod

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 Tweaks gallery.

Baldur's Gate Casting Graphics [Andyr]
IWDEE, IWD, IWD2

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

Restore SoA Load Screen Logo
BG2 (requires ToB)

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

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

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

Disable Portrait Icons Added by Equipped Items
All games

This component will prevent items from displaying the small icons (fire resistance, protection from charm) that appear on the character portrait 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.

Commoners Use Drab Colors
BGEE, BG2EE, EET, BG2, BGT, Tutu
Also available in the IWDification mod

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

Icon Improvements
All games except IWD2, PsT, PsTEE

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

Force All Dialogue to Pause Game
All games

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

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

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

Remove "+x" From Unique Item Names
BGEE, BG2EE, EET

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".

Make Magic Shields Glow [plainab/grogerson]
All games except PsT, PsTEE

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

Unique Icons [Lava]
BGEE, BG2EE, IWDEE, EET, BG, BG2, Tutu, BGT, IWD, IWD-in-BG2

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 IWD now use unique icons. A full display of the icons changed is available in separate documentation.

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.

Unique Containers [Miloch]
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD, IWD-in-BG2

Originally a standalone mini-mod from Miloch, this mod has been incorporated into Tweaks. There are three options; 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 example icons in the Tweaks gallery. From the original readme:

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

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

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

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

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

Remove Annoying Visual Effects from Equipped Items

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.

  • Remove blur effect will remove the blur effect from items such as the Cloak of Displacement and The Claw of Kazgaroth.
  • Remove spell trap and reflection effects will remove the huge glowing white wiffle ball animation for the ToB Cloak of Mirroring as well as the glowing disc for physical mirror effects (e.g. Balduran's Shield, Shield of Reflection).
  • Remove all of the above will cover both of the above options, disabling blur, spell trap, and reflection animations from equipped items.

The second option has been in Tweaks as a standalone component known previously as Invisible Cloak of Mirroring or Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations before being rolled into this.

Separate Resist Fire/Cold Icon into Separate Icons [Angel]
All games except PsT, PsTEE

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

Enhanced Overlays for Colorblind Players [Fouinto]
All Enhanced Edition games

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 see a preview in the Tweaks Anthology gallery.

Due to the differences in how the engines build these overlays, this component is only available for the Enhanced Editions of the game.

Content Changes

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

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

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

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

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

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

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

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

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

This functionality was also available from the BG1 NPC Project until v24.

Improved Athkatlan City Guard
BG2EE, EET, BG2, BGT

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.

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

Gradual Drow Item Disintegration
BG2EE, EET, BG2, BGT

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

Breakable Iron Non-Magical Shields, Helms, and Armor
BGEE, EET, Tutu

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.

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

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

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

Send BioWare NPCs to an Inn [DavidW/Zed Nocear]
BGEE, EET, BG (requires TotSC), BGT, Tutu

Note: despite the name, the BG NPCs added by the Enhanced Editions are covered by this component.

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

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

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

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

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

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

Portable Containers [Zed Nocear]
BG (requires TotSC)

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

Exotic Items Pack

The Exotic Items Pack has been moved permanently to The Calling mod.

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

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

Do Not Reveal City Maps When Entering Area
BG2EE, EET, BG2, BGT

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

Add Map Notes
Tutu, IWD-in-BG2

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

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

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

Reputation Resets in BG2
BGT

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

Gems and Potions Require Identification
All games except PsT, PsTEE

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

Shapeshifter Rebalancing [Weimer]
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

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

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

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

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

For the greater werewolf:

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

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

The "Rebalancing" gives a greater werewolf shapeshifter the +7 HP per Level due to a fighter with 25 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?

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

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

Multiple Strongholds [Sabre, Baldurdash, Weimer]
BG2EE, EET, BG2, BGT

This component comes in two variants to open up acquisition of the BG2 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.

Make Individual Strongholds Available [DavidW]
BG2EE, EET, BG2, BGT; only available if Multiple Strongholds not installed

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 BG2 strongholds individually.

Bonus Merchants [Baldurdash]
BG2, BGT

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

Female Edwina [Davide Carte, Wendy Yung, Weimer]
BG2EE, EET, BG2, BGT

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

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

Romance Bug Fixes [Sabre, Richardson]
BG2, BGT
Skipped if already fixed by the BG2 Fixpack

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

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

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

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

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

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

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

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

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

Allow Cespenar to Use Cromwell Recipes
BG2EE, EET, BG2 (requires ToB), BGT

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

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

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

Move NPCs to Convenient Locations
BGEE, EET, BG, BGT, Tutu

Adapted from the BG1 NPC Project and Sword Coast Stratagems 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 Send BioWare NPCs to an Inn [DavidW/Zed Nocear]. You must start a new game for these changes to take effect on non-BGT games.

  • Alora will be found in Gullykin, near the winery door. Her initial dialog has been changed to reflect her new location. (Note: Dialog may not change in games without Tales of the Sword Coast installed.)
  • Eldoth moves to the Sword Coast Way, south of the Friendly Arm Inn.
  • Quayle will be available at the Nashkel Carnival near the Great Gazib.
  • Shar-Teel moves to the area north of Nashkel.
  • Tiax will start on the first floor of Feldepost's Inn.
  • Viconia moves to the road south of Beregost.

Bardic Reputation Adjustment
BG (requires TotSC)

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

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

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

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.

Game Ends When the Main Character Dies
IWDEE, IWD-in-BG2

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

NPCs Respond to the Main Character, Not to Whichever Character Talks to Them
IWDEE, IWD, IWD-in-BG2

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

Make Heart of Winter Accessible at Any Level
IWDEE, IWD (requires HoW), IWD-in-BG2

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

Restore (Most) BG2 Spells and Make Scrolls Available
IWD-in-BG2

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

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

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

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

NPCs Cannot Pass Doors
BG2(EE), Tutu, BGT, EET, BGEE, IWDEE

This component will prevent non-party NPCs 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 BG2.

Rule Changes

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

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

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

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

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

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

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

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

A nod to Icewind Dale, this tweak adds an ability to all melee-only axes that will create a two-handed version of the axe in your inventory. The one-handed version will be removed. The new axe will have the animation of a two-handed halberd but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the axe is equipped. This component will affect items introduced by mods. Axes that are two-handed by default will remain two-handed. Please note that this component does not add any two-handed axes to the game; please see IWDification or other mods for that.

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

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

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

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

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

  • Unless installed alongside Allow Mages to Use Bucklers and Thieves to Use Small Shields, mages are not allowed Sword and Shield Style since they can't use shields anyway.
  • Kensais are not allowed Sword and Shield Style since they can't use shields anyway.
  • Monks are only allowed Single Weapon Style.

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

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

High Level Abilities start at level 21 for all classes.

Change Experience Point Cap
All games except IWD2

All games impose an experience cap. For example, in Baldur's Gate II, characters have a maximum experience point cap of 2,950,000 with Shadows of Amn or 8,000,000 with Throne of Bhaal. In Tutu and Baldur's Gate, these caps are 89,000 in the standard game and 161,000 with the Tales of the Sword Coast expansion. BGEE uses the same 161,000 cap, but raises it to 500,000 if SoD is installed. This component will allow you to alter the experience point cap in one of three ways:

  • Remove completely - characters can advance without restriction up to the hardcoded level maximum (usually level 50)
  • Level 20 experience point cap - not available on all platforms
  • Level 30 experience point cap - not available on all platforms

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

Allow Thieving and Stealth in Heavy Armor per PnP
All games except IWD2

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

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

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

Allow Arcane Spellcasting in Armor
All games except IWD2

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

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

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

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

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

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

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

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

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

The first option, rebalanced weapon proficiencies, attempts to rebalance the groupings of weapons proficiencies. There are three main changes:

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

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

The second and third options, BG-style weapon proficiencies, are variants of using the old BG-style system of proficiencies. In BG, the weapons proficiencies were not as specialized and there were only eight categories:

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

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

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

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

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

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

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

Limit Ability of Storekeepers to Identify Items
All games except IWD2

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

  • Only mage and bard storekeepers can identify items. Any mage or bard storekeeper can identify any item; other storekeepers cannot identify items at all.
  • Identification ability is based on storekeeper's lore. 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.
  • Hybrid of both methods. Mage and bard storekeepers can identify anything, and other storekeepers use lore scores based on their character.

Multi-Class Grandmastery [Weimer]
All games except IWD2, PsT, PsTEE

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

Change Grandmastery Bonuses
All games except IWD2

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

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

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

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

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

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

Description Updates for Make +x/+y Weapons Consistent Component

Descriptions are now updated directly in Make +x/+y Weapons Consistent, if the translation is available.

Un-Nerfed THAC0 Table
All games except IWD2

A spin-off of the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component, this allows the player to select the un-nerfed THAC0 table individually. THAC0 can now progress until it caps at 0 or -10, depending on the option selected.

Un-Nerfed Sorcerer Spell Progression Table
All games except IWD2

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

Alter Mage Spell Progression Table
All games except IWD2

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

Alter Bard Spell Progression Table
All games except IWD2

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

Alter Cleric Spell Progression Table
All games except IWD2

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

Alter Druid Spell and Level Progression Tables
All games except IWD2

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

Alter Wisdom-Based Divine Bonus Spell Table
All games except IWD2

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 comparison of the tables is available.

Triple-Class HLA Tables
BG2EE, EET, BG2 (requires ToB), BGT
Requires Change Experience Point Cap - remove experience cap

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

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

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

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

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

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

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

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

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

Remove Summoning Cap for Regular Summons
BGEE, BG2EE, IWDEE, EET

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

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

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

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

This component will remove the racial restrictions for all single-classes, allowing for halfling paladins and half-orc mages. This component will also change the maximum charisma for dwarves to 17, allowing them to be paladins. Since non-humans do not have monk character animations, they will re-use their cleric animations for monks.

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

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

This component will remove the racial restrictions for all kits though it will not remove the class restrictions (see the previous component). For example, if your selected race can't be a paladin, then the paladin kits remain unavailable.

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

Gnome mages are explicitly not changed by this component due to some hardcoded engine behavior. A separate component, Alter Gnome Mage Kit/Multi-Class Options, is available for any desired adjustments.

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

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

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

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

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.

  1. Allow humans to multi-class: This option allows humans to become multi-class characters in any of the allowed combinations.
  2. Allow non-humans access to all multi-class combinations: This will allow any non-human class access to any of the valid combinations; e.g. dwarves can now be fighter/mages or half-orc fighter-druids.
  3. Allow non-humans access to a multi-classes only if they can access the single-classes: 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)
  4. Install options one and two (everyone can multi-class anything): A combination of options one and two, above.
  5. Install options one and three (everyone can multi-class anything they can single-class): A combination of options one and three, above.

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

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, Alter Gnome Mage Kit/Multi-Class Options.

Alter Gnome Mage Kit/Multi-Class Options
BGEE, BG2EE, IWDEE, EET, BG2 (requires TobEx), BGT (requires TobEx), Tutu (requires TobEx), IWD-in-BG2

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:

  • Keep gnome illusionist multi-class, enable all kits for single-class: 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
  • 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 only the Illusionist kit will be available for single-class mages
  • Generic mage multi-class, enable all kits for single-class: 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

Alter Paladin Spell Progression Table (previously known as Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson])
BGEE, BG2EE, EET, BG, BG2, IWD2, PsT, PsTEE, BGT, Tutu

This component offers two alternatives for changing the spell progression for paladins:

  • Icewind Dale-Heart of Winter: Icewind Dale expanded the level and number of spells high-level paladins could cast, allowing them to learn up to level six spells.
  • BG2-Style Progression: An alternative that allows up to level six spells, but in a fashion that seeks to better match progression in BG2.

NOTE: If you are playing the original BG without the expansion Tales of the Sword Coast, paladins will not gain access to spells until 10th level due to a hardcoded bug. A comparison of the spell progression tables is available.

Alter Ranger Spell Progression Table (previously known as Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson])
BGEE, BG2EE, EET, BG, BG2, IWD2, PsT, PsTEE, BGT, Tutu

This component offers two alternatives for changing the spell progression for rangers:

  • Icewind Dale-Heart of Winter: Icewind Dale expanded the level and number of spells high-level rangers could cast, allowing them to learn up to level six spells.
  • BG2-Style Progression: An alternative that allows up to level five spells, but in a fashion that seeks to better match progression in BG2.

A comparison of the spell progression tables is available.

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

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

Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes
All games except IWD2, PsT, PsTEE

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

Change Equipment Restrictions for Druid Multi- and Dual-Classes
All games except IWD2, PsT, PsTEE

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.

Everyone Gets Bonus APR from Specialization [subtledoctor]
BGEE, BG2EE, IWDEE, EET

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

Enforce PnP Proficiency Rules on Dual-Classed Characters [subtledoctor]
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

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

Exceptional Strength Weight Limit Changes [sarevok57]
All games except IWD2

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

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

Level-Lock Spell Scrolls [Angel]
BG2, Tutu, BGT, BGEE, BG2EE, IWDEE

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

Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]
All games except IWD2, PsT, PsTEE

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

Lightning Bolts Don't Bounce [Angel]
All games except IWD2, PsT, PsTEE

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

Speed Up de'Arnise Keep Stronghold Quests
BG2(EE), BGT, EET

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.

Allow Monks to Wear Helmets
BG2(EE), BGT, EET, Tutu, IWDEE, BGEE

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 serious animation glitch when wearing helmets, it will also change their base animation to be a cleric unless the Remove Helmet Animations component is also installed.

Thieves Can Backstab With More Weapons With "Use Any Item" or as Dual- and Multi-Classes
BGEE, BG2EE, IWDEE, EET

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 Use Any Item (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.

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.

Restore IWD Tooltips
IWDEE

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 available in the Tweaks gallery.

Make Certain Creatures Immune to Backstab/Sneak Attack [Luke]
BGEE, BG2(EE), BGT, EET, Tutu, IWDEE, oIWD (requires HoW or TotLM), IWD2

Technically speaking, a rogue can backstab / sneak attack only living creatures with discernible anatomies. 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:

  • Undead
  • Plants
  • Oozes
  • Constructs (all but Flesh Golems)
  • Incorporeal creatures that are not undead (Nishruu, Hakeashar, Mist Horror, Poison Mist, etc.)
  • Demonic creatures
  • Elementals (includes Salamanders)
  • Beholders (due to their 360 degree vision)
  • Celestials (devas, planetars, solars, etc.)
  • Dragons (due to their enhanced senses)
  • Animated weapons (Mordenkainen's Sword)

Convenience Tweaks and/or Cheats

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

Max HP at Level One
All games

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

Higher HP on Level Up
All games

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

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

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

Allow HP Rolls Through Level 20 [Angel]
All games except IWD2

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

Maximum HP Creatures [the bigg]
All games

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

  • For all creatures in game
  • For party-joinable NPCs only: cheating version of this component
  • For non-party-joinable NPCs only: difficulty-increasing version of this component

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

Identify All Items
All games

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

Easy Spell Learning
All games

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

  • 100% learn spells: Scribing scrolls is always successful.
  • 100% learn spells and no maximum cap: In addition to the above, this implementation removes the limits on the maximum number of spells learned per level.

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

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

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

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

Remove "You Must Gather Your Party..." Sound [Weimer]
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu, IWD-in-BG2

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

Change Effect of Reputation on Store Prices
All games

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

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

Increase Ammo Stack Size
All games

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

Increase Jewelry, Gem, and Miscellaneous Item Stacks (previously known as Increase Jewelry and Gem Stacks)
All games

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

Increase Potion Stacking
All games

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

Increase Scroll Stacking
All games

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

Happy Patch - Alter How Party NPCs Complain About Reputation
BGEE, BG2EE, IWDEE, EET, BG, BG2, BGT, Tutu, IWD-in-BG2

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

  • NPCs are never angry about reputation
  • NPCs can be angry about reputation but never leave [Salk]
  • NPCs are always neutral about reputation [Anomaly]

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

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

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

Stop Haer'Dalis-Aerie Romance from Starting
BG2EE, EET, BG2, BGT

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

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

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

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

No Traps or Locks [Weimer]
All games

All floor traps that can be disarmed are removed from the game. All door and container traps are removed from the game. All locked doors and containers have their lockpick difficulty set to zero (they can be bashed open by anyone in one blow) unless they require a key. All hidden doors have their detect difficulty set to zero (anyone will detect them by standing around long enough). "Special" traps remain. Note that since the traps are gone entirely you cannot get XP by disarming them.

Faster Chapter One and Two Cutscenes and Dreams
BG2EE, EET, BG2, BGT

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

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

Invisible Cloak of Mirroring

This component has been folded into the Remove Annoying Visual Effects from Equipped Items component in the cosmetic tweaks section.

Keep Drizzt's Loot, Disable Malchor Harpell [Weimer]
BG2EE, EET, BG2, BGT

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

No Drow Avatars On Party In Underdark [Weimer]
BG2EE, EET, BG2, BGT

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

Disable Romances
BG2EE, EET, BG2, BGT

This component will prevent the original BioWare/Beamdog romances from starting in BG2(EE). Mod romances will not be affected.

Accelerate/Decelerate Romances
BGEE, BG2EE, EET, BG2, BGT; skipped if Disable Romances is installed

This component will adjust the wait time between romance banters (aka love talks) for the original BioWare/Beamdog romances; mod romances are not affected. This will help the player adjust the length of the romance track to their play style. The speed can be adjusted faster or slower by a factor of 5 (20% to 500% of the default timers). Note that this will only affect the timers, not any other special conditions (such as resting, being outside, etc.) that may be required for the romance track to progress. This will also cover the pseudo-romances of the EE NPCs in BGEE.

Romance Cheats [Sabre, Richardson, Weimer]
BG2EE, EET, BG2, BGT; skipped if Disable Romances is installed

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

  • Remove gender requirements: i.e. Aerie romances females
  • Remove racial requirements: i.e. Anomen will romance a half-orc
  • Allow multiple romances: i.e. you can romance Jaheira and Viconia simultaneously
  • Nothing kills romances (requires multiple romances): even if you choose the 'wrong' reply in a dialogue or event, the romance will continue
  • Start romances for new games in ToB: you can summon one of the romanceable NPCs as if you had romanced them in the SoA part of the game

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

Rest Anywhere [japheth]
All games

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

Disable Non-Hostile Rest Spawns
All games

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

Alter Hostile Rest Spawns
All games

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

Sellable Items [icelus]
All games

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

Stores Purchase All Item Types
All games

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

Minimum Stats Cheat
All games except IWD, PsT, PsTEE

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

Sensible Entrance Points
BG, BG2, BGT, Tutu

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

Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]
BGEE, EET, BG, BGT, Tutu

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

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

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

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

Never Lose Access to Orrick the Gray's Trade Goods
IWD, IWD-in-BG2

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

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

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

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

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

Recoverable Throwing Weapons [argent77]
BGEE, BG2EE, IWDEE, EET, BG (requires TotSC), BG2, BGT, Tutu, IWD-in-BG2

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

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

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

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

This component will give every class/kit four weapon slots on the inventory screen, like fighters receive, though they may not see these slots on the actual game screen. This component is available to vanilla BG2 games via TobEx.

Personalize Automatic Save Names
All Enhanced Edition games, patched to 2.0 or higher

This tweak adds the name of the protagonist to all your saved games that are automatically made by the game (such as autosave, quicksave or chapter saves). That way you can play with different party setups without the danger of your old saves being overwritten (provided the protagonist uses different names).

Death Cam
BGEE, BG2EE, EET

Sometimes in the chaos of battle, you can lose track of the main character and get surprised with the game over screen. This component will give you a chance to view the feedback window by jumping to the main character when he dies, and giving you a full round--six seconds--to view the combat log (including the ability to pause) before the game over screen plays.

Start New Games with Party AI Turned Off
All games except PsT

This component simply turns off the 'Party AI' button for new games. You can still enable it by clicking it.

No Depreciation in Stores
All games

As you sell items to a merchant, they will start to offer less to buy items they already possess. This component will disable this process, so that they will offer the same amount for the first short sword as the 100th you sell.

Make Party Members Less Likely to Die Irreversibly
BGEE, BG2EE, EET, BG2, BGT, Tutu

This component tries to prevent "chunking", the annoying permanent death of your character when you're reduced below -10 hp. Characters who get reduced to 0 hp or below just die in the usual fashion and can be resurrected. It isn't possible to prevent quite all forms of chunking (massive damage from fire, in particular, still seems to cause chunking fairly reliably), but this component should make it a less frequent occurrence. This may be useful in the later stages of the game, when melee opponents often do 30-40 hp damage per blow - that 10 hp safety margin starts to feel slender.

Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77]
BGEE, BG2EE, IWDEE, EET, BG2 (requires TobEx), BGT (requires TobEx), Tutu (requires TobEx), IWD-in-BG2

This tweak allows your party members and familiars to walk around and/or cast spells at increased speed as long as no hostile creatures are within their visual range. The protagonist will also receive a special ability that can be used to toggle speed bonuses on or off. The following options are available:

  • Increase movement speed by 50 percent
  • Increase movement speed by 100 percent (same speed as with Boots of Speed)
  • Increase movement speed by 150 percent
  • Increase movement speed by 50 percent and casting speed
  • Increase movement speed by 100 percent and casting speed
  • Increase movement speed by 150 percent and casting speed
  • Increase casting speed only

Create Interval Saves [argent77]
BGEE, BG2EE, IWDEE, EET, PsTEE

This tweak installs a script that automatically saves the game at regular intervals. For games patched to version 2.0 or later the game will be saved to the custom slot "Interval-Save". Games prior to patch 2.0 will use the "Auto-Save" slot instead. The following options are available:

  • Save every 15 minutes (one save only)
  • Save every 30 minutes (one save only)
  • Save every 60 minutes (one save only)
  • Save every 120 minutes (one save only)
  • Save every 15 minutes (cycle through four saves) -- requires game patch 2.0 or later
  • Save every 30 minutes (cycle through four saves) -- requires game patch 2.0 or later
  • Save every 60 minutes (cycle through four saves) -- requires game patch 2.0 or later
  • Save every 120 minutes (cycle through four saves) -- requires game patch 2.0 or later
  • Customize (via cdtweaks.txt)
    This option looks for values defined in the configuration file "cdtweaks.txt" and uses them accordingly if available. Defaults to values based on "Save every 30 minutes (one save only)", otherwise.

Interval saves can be toggled on and off with the following Baldur.lua option:

SetPrivateProfileString('Script','IntervalSaveEnabled','1')

Set it to 0 to deactivate creating interval saves. The option is turned on by default. For games prior to patch 2.0 you have to set a game variable with the following console command instead: C:SetGlobal("A7-IntervalSaveEnabled","GLOBAL",1)

It is also possible to allow creating interval saves during combat with the following Baldur.lua option:

SetPrivateProfileString('Script','IntervalSaveCombat','0')

Set it to 1 to allow creation of interval saves during combat. The option is turned off by default. For games prior to patch 2.0 you have to set a game variable with following console command instead: C:SetGlobal("A7-IntervalSaveCombat","GLOBAL",0)

Reset UnderSigil Fog of War
PST, PsTEE

UnderSigil is known as the map for grinding loot and experience. Since monsters are spawned randomly every time the area is revisited, the exploration state of the map can help to keep track of which parts have already been cleared.

This tweak resets the exploration state of UnderSigil every time the party reenters the area. Other changes, such as containers or items, are not affected by the tweak.

Joinable NPC Tweaks

Components in this category directly affect joinable NPCs.

Adjust Evil Joinable NPC Reaction Rolls
BGEE, EET, BG, BGT, Tutu

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

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

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

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

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

Allow NPC Pairs to Separate
BGEE, EET, BG, BGT, Tutu

One of the more frustrating aspects of BG is that many of the more interesting NPCs come in inseparable pairs (Khalid and Jaheira, Minsc and Dynaheir, etc.) Of course, it's always possible to get around this by leaving one member of a pair in a building or getting them killed, but it does spoil the suspension of disbelief a bit.

This component allows you to separate the pairs. If you kick one member of a pair out of the party, then the other still leaves - but if you speak to one member of a pair and invite them to join up, you get a dialogue option to take them but not their partner.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Make Khalid a Fighter-Mage [Domi]
BGEE, EET, BG, BGT, Tutu

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

Make Montaron an Assassin [Andyr]
BGEE, EET, BGT, Tutu

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

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

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

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

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

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

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

Make Xan a Generalist Mage [Mike1072]
BGEE, EET, BG, BGT, Tutu

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

Make Dynaheir a Generalist Mage [Angel]
BGEE, EET, BG, BGT, Tutu

This component changes Dynaheir from her normal Invoker incarnation to a general mage.

Make Xzar a Generalist Mage [Angel]
BGEE, EET, BG, BGT, Tutu

This component changes Xzar from his normal Necromancer incarnation to a general mage.

Make Edwin a Generalist Mage [Angel]
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

This component changes Edwin from his normal Conjurer incarnation to a general mage.

Move Boo Into Minsc's Pack
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

I love Boo, really I do, but it's infuriating that he eats up one of Minsc's quickslots. This patch just moves him into a slot in Minsc's backpack. It will only work if you start a new game (or, for BG, at least install before arriving at Nashkel).

Allow Yeslick to Use Axes
BGEE, EET, BG, BGT, Tutu

It seems appropriate that Yeslick, who is a dwarven fighter-cleric, ought to be able to use the traditional dwarven weapon; this component allows him to.

(There is a loophole here: due to the way the game engine works, this actually allows all fighter-clerics (not just Yeslick) to use axes. Yeslick is actually the only NPC fighter-cleric in the core game but it might affect third-party NPCs, or your primary character (and, for BGT users, it will affect Anomen). If you want to take advantage of this then be my guest, but it wasn't the intended function of the component.)

Ensure Shar-Teel Doesn't Die in the Original Challenge
BGEE, EET, BG, BGT, Tutu

Shar-Teel is rather fragile: it's easy to kill her by mistake in the battle where you recruit her. This component guarantees that she survives the battle.

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

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

Removable NPC Items
BGEE, BG2EE, EET, BG, BG2, BGT, Tutu

Alora, Edwin, Hexxat, and Nalia all have jewelry that cannot be removed. Except for Hexxat, this component allows you to remove these items (though they still cannot be used by other characters) so that you can use other items in these slots. Hexxat's Amulet is fairly integral to her powers and abilities and so she is not altered by this component. Note that while Edwin's amulet is actually the source of his extra spell slots, these effects are now applied directly to him so that you can remove his amulet without penalty.

Contact Information

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

Thanks and Acknowledgements

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

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

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

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

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

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

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

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

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

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

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

  • Chinese: Translation from BG2 Tweaks by Miranda, distance20 and c4_angel for Anthology
  • Czech: Razfallow, Vlasák
  • French: Elgaern the Dragon Slayer, elminster, Isaya, Anomaly, mickabouille
  • German: Caswallon, jester, Leonardo Watson
  • Italian: Marco Ivezic, Andrea C., improb@bile, ilot
  • Korean: web2air
  • Polish: Artanis, dragionian, Evendur, Grjgori, Neminus, yarpen, Cuttoth
  • Russian: abalabokhin, aerie.ru, arcanecoast.ru, Creepin, Domi, Kulyok, Serdrick, prowler, Saigon1983, yota13
  • Spanish: Bhasbuto and Clan DLAN provided the original Ease-of-Use translation, the rest (G3 Tweaks, Tutu Tweaks and the combined BG2 Tweaks) is from Immortality and Clan DLAN with some lines from Januskza. Revised text by Ghildrean.

Tools Used in Creation

Credits and Copyright Information

The modding community for the Infinity Engine has been going strong for more than 20 years now, and is the culmination of thousands of unpaid modding hours by fellow fans of the game. Modders produce their best work and players get the best, well-supported mods when we all work together.

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

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

Version History

Version 16 - October 13, 2022

  • Added the Make Certain Creatures Immune to Backstab/Sneak Attack [Luke] component, courtesy of Luke
  • Remove Helmet Animations was not removing helmets for clerics on EE games
  • Realized that Thieves Can Backstab With More Weapons With "Use Any Item" would also apply to dual- and multi-class thieves, so the component was made available on more games and renamed Thieves Can Backstab With More Weapons With "Use Any Item" or as Dual- and Multi-Classes
  • Updated the Russian and French translations
  • NPCs Don't Fight stops the Korgan-Aerie fight by blocking the entire series of banters that leads to the confrontation. The component now only blocks the final banter that forces the split.
  • Updated Unique Icons [Lava] and Unique Containers [Miloch] to account for a few more mod versions of items
  • Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] will now provide a name/description for these abilities; the portrait icon associated with this will now more accurately reflect the player's selection
  • Add Bags of Holding added a Bag of Holding to Ribald, but this was not mentioned in the docs. The two variants of Unique Icons [Lava] are also better delineated.
  • Change Jaheira to Neutral Good Alignment could throw a warning due to an old GAME_IS check
  • Components which update item descriptions (e.g. the Two-Handed X components) would try to update a description if the item had a string reference in a valid range without checking to see if the string actually existed in the tlk table. This resulted in items getting descriptions of '<Invalid strref XXX>'. These fields are no longer altered unless both the string reference and string contents are valid.
  • Under-Represented Items and Item Upgrade items have been added to the static item lists for the Two-Handed X components and the PnP restrictions variant of Wear Multiple Protection Items
  • A number of components had minor issues on oIWD games, due to not the slightly different file formats: the Two-Handed X components, Increase Jewelry, Gem, and Miscellaneous Item Stacks, Increase Scroll Stacking, and the PnP restrictions variant of Wear Multiple Protection Items
  • Fixed a bug where needed variables would not be set in passive install scenarios (Tweaks gets automatically reinstalled because a mod earlier in the order gets updated/removed), causing Tweaks components to fail to re-install
  • Fixed bug with Everyone Gets Bonus APR from Specialization [subtledoctor] where it could grant an erroneous half-attack for characters when imported between games, notably from BG to BG2
  • Compatibility fixes for Auril's Bane 1.7. This mod ships with a number of mis-indexed and/or broken files which can cause various Tweaks components to fail. If AB is detected, Tweaks will silently fix these issues.
  • Another round of fixes for Send BioWare NPCs to an Inn. Specifically, Neera and Rasaad could still leave for their normal locations if More Interjections was installed. Also, the option to send Neera to the FAI would sometimes do nothing.

Version 15 - June 4, 2022

  • New components:
    • Remove "+x" From Unique Item Names
    • Alter Wisdom-Based Divine Bonus Spell Table
    • Thieves Can Backstab With More Weapons With "Use Any Item"
    • Restore IWD Tooltips
  • Updated French translation, courtesy of mickabouille
  • Updated Russian translation, courtesy of yota13 and arcanecoast.ru
  • Fixed an issue with text encoding, which could cause messed-up characters to appear for non-English players
  • Remove Helmet Animations now remove helmet animations in a substantially cleaner fashion on EE games. This was also used for Allow Monks to Wear Helmets so that human monk animations can still be used whether or not Remove Helmet Animations is installed (on the EEs, at least)
  • Addressed minor incompatibility between Remove Racial Restrictions for Single Classes and The Artisan's Kitpack, in that the former would overwrite the custom half-orc monk paperdoll from the latter
  • The Universal Clubs component was looking along the wrong path for translation files, meaning most clubs did not get their descriptions properly updated
  • Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] should have better detection for pseudo-party members such as familiars or 'companion' NPCs
  • Fixed bad shadows on the new icons for the Magma Bulwark and the Ring of Human Influence as part of Unique Icons [Lava]
  • Unique Icons [Lava] now has the option to override existing, unique icons or to preserve them
  • Fixed a bug with the Friendly Random Drops component, specifically, the Choose your drop variant. The handful of random items that were actually wielded by enemies were being swapped, but done in such a way that the enemy was not dropping a token and also attacking barehanded.
  • Send BioWare NPCs to an Inn was still allowing Neera and Rasaad to depart as normal
  • NPCs Don't Fight will now prevent having to choose between Rasaad and Viconia in Rasaad's Throne of Bhaal quest
  • Adjust Cromwell's Forging Time was adjusting the time correctly on EE games, but it would default back to the original time if the forging cutscene was skipped by the player

Version 14 - April 5, 2022

  • Just an embarassingly dumb copy-paste meant that Unique Icons [Lava] was not doing anything on BG/BG2 games.

Version 13 - April 4, 2022

  • Instead of grabbing icons from other games, Unique Icons now features over 330 beautiful new icons from Lava and has been re-designated Unique Icons [Lava]. Check out the new documentation to see all of the changes.
  • Updates to the Polish and Russian translations, courtesy of m-architek and abalabokhin
  • Fixed a bug where a couple of components interacted badly with malformed kit ability tables
  • Fixed a couple of bugs with Friendly Random Drops; specifically a few drops were being missed due to a combination of factors
  • Fixed a bug with the Send BioWare NPCs to an Inn on EET; specifically the component was patching the BG2 dialogues of the EE NPCs instead of their BG dialogues
  • Updated the master armor list with an update to Grumbar's Defense

Version 12 - March 10, 2022

  • Mangled the Polish translation during conversion; AL|EN fixed this plus a minor regexp bug
  • Universal Clubs was not allowing sorcerer kits (e.g. Dragon Disciple) to put a weapon proficiency point in clubs

Version 11 - March 9, 2022

  • Updated Italian and Russian translations thanks to improb@bile and abalabokhin, respectively
  • Many improvements for Unique Icons: it now has its own, substantially improved documentation; it's been extended to cover the BG portion of the game; Lava has graciously given us new, unique icons for the BG2 items from the 'bonus merchants', Joluv and Deidre
  • Fixed a bug with Enforce PnP Proficiency Rules on Dual-Classed Characters where it would display the summoning puff of smoke on level-ups, and (on BGEE) play a random Imoen dialogue line
  • Make +x/+y Weapons Consistent was available for all games, but it should only be available for oBG2/BGT games without the BG2 Fixpack
  • Changed the way the mod handles character sets for non-English installs. This is an internal change to make development smoother and should not affect players.

Version 10 - February 7, 2022

  • Weapon Styles for All will now account for monk and sorcerer kits
  • Fixed the messed up encoding with the French translation; updated further by Jazira33
  • Took yet another pass at fixing the last few issues with Send BioWare NPCs to an Inn [DavidW/Zed Nocear] and Allow NPC Pairs to Separate on BGT
  • Fixed issue with Imoen specifically with ToB-Style NPCs when Ascension is installed. Thanks to Bartimaeus for tracking this down!
  • Unique Icons will now adjust item coloring on the avatar and paperdoll to match the item's new icon. A few icons were also updated (thanks TotoR) and cover some Ascension versions of items
  • Add Bags of Holding will now allow formerly unsellable items into the bags on original IWD. A regular Bag of Holding has been added to Shadows of Amn.
  • Friendly Random Drops was adjusted to account for the small placement change in IWD Fixpack v7
  • Increase Jewelry, Gem, and Miscellaneous Item Stacks now covers goodberries
  • The static armor lists have been expanded to cover EEEE
  • The bearweres added by Shapeshifter Rebalancing always used the polar bear animation. They'll now use the bearwere animation from Infinity Animations, if available, otherwise the bearweres will use polar bear animations for IWD-series games or cave bears for BG-series games.
  • TotoR added an alternative, BG2-style spell progression table for rangers and paladins. As such Paladins Use IWD-HoW Spell Progression Tables and Rangers Use IWD-HoW Spell Progression Tables have been renamed to Alter Paladin Spell Progression Table and Alter Ranger Spell Progression Table, respectively, and players can choose between the HoW tables and TotoR's new alternatives.
  • Accelerate/Decelerate Romances was not quite catching and adjusting all of the romance timer, especially for the EE NPCs. It's also been extended to cover the pseudo-romances of the EE NPCs in BGEE.
  • NPCs Don't Fight will now prevent Edwin and Neera from making their 'them or me' ultimatums so that they can be in the party together.

Version 10 Release Candidate 1 - November 3, 2021

  • New and/or removed components:
    • argent77 contributed Create Interval Saves and Reset UnderSigil Fog of War
    • The Make Xan a Generalist Mage [Mike1072] was generalized and made into similar components for Dynaheir, Edwin, and Xzar by Angel
    • Added Allow Monks to Wear Helmets, Enhanced Overlays for Colorblind Players [Fouinto], and Removable NPC Items
    • Remove Blur Effect from Equipped Items and Invisible Cloak of Mirroring have been merged into a new component, Remove Annoying Visual Effects from Equipped Items. The scope has been broadened to cover any item that contains annoying, persistent visual effects.
    • Description Updates for Make +x/+y Weapons Consistent Component has been deprecated; item descriptions will be updated automatically by the main component if the translation is available
    • The Exotic Items Pack has been moved permanently to The Calling mod.
    • Broke out Alter Gnome Mage Kit/Multi-Class Options as a separate component instead of making a number of exceptions and assumptions in the general components.
  • Several updates to make Tweaks Anthology integrate better with Project Infinity
  • The static armor lists have been expanded to cover additional mods. Also components which use the static item lists--Icon Improvements, Allow Thieving and Stealth in Heavy Armor per PnP, Allow Arcane Spellcasting in Heavy Armor, and Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]--should be substantially faster to install.
  • Recoded the Limit Ability of Storekeepers to Identify Items and the PnP restrictions option for Wear Multiple Protection Items to be faster as well.
  • Updated armor lists for the Allow Thieving and Stealth in Heavy Armor per PnP and Allow Arcane Spellcasting in Heavy Armor components to cover new mods
  • Added compatibility updates for Tome and Blood with the components that adjust spellcasting tables and Tweaks checking for the wrong component number in a few places
  • Added compatibility updates between the components that update spell tables and the EE version of Region of Terror
  • Ensure Shar-Teel Doesn't Die in the Original Challenge was not working in EET as her joining is handled by her combat script, not her normal script. Also fixed a bug where the component didn't work on oBG at all.
  • Added an updated Italian translation from ilot.
  • The Un-Nerfed THAC0 Table had been capping THAC0 at 1, and will now cap it at 0
  • Change Korgan to Neutral Evil Alignment broke his leaving-the-party ToB dialogue as it was explicitly checking for him being CE
  • Unique Containers [Miloch] has been recoded to assign icons and names as containers are found, rather than using a fixed list. This new approach also fixes a bug where the component would crash if it ran out of slots. Also fixed a potential conflict with the Secret of Bone Hill mod and a few other small errors.
  • Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes was still restricting many items for kitted clerics due to some redundant usability flags. The component will now check and remove these flags as appropriate.
  • Friendly Random Drops was handing out items with zero charges, which is now fixed. Also fixed a bug where it would fail to install on an oIWD game with Restored Random Drops (from Unfinished Business for IWD) installed.
  • As the EE supports kits for multi-classes, Multi-Class Grandmastery and Druids Use 3E Alignment Restrictions now account for them
  • The non-silly version of Faster Chapter One and Two Cutscenes and Dreams could fail to match and replace all of the scripting it was supposed to
  • Make Khalid a Fighter-Mage [Domi] was not covering his SoD incarnation, and its unnecessarily complex spawning script could cause multiple Khalids to appear if you didn't recruit him the first you met at the FAI
  • No Traps or Locks [Weimer] was checking the wrong fields for keys, causing it to behave erratically.
  • Move Boo Into Minsc's Pack is now available on BG2 games
  • Courtesy of Jazira, with proofreading from Gwendolyne and Elisabeth, the French translation has been updated. Jazira also reviewed the English translation, and submitted several grammar and spelling fixes there as well.
  • Fixed a bug where Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] could add duplicate scripting to the main game script. This component now covers familiars and similar mod companions.
  • Fixed a bug where Enforce PnP Proficiency Rules on Dual-Classed Characters [subtledoctor] was borking kit ability tables
  • Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] now covers casting speed and has been renamed to reflect this. It will now cover familiars and other mod companions like Grey the Dog
  • Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior [plainab] was using the wrong values on EET and therefore not properly removing journal entries
  • Lightning Bolts Don't Bounce [Angel] needed an update to work on the 2.6 series of EE games due to some projectile format changes
  • NPCs Cannot Pass Doors no longer changes the door in the Spellhold dream sequence, as an NPC passing this door is required for the 'good' outcome of the dream
  • All Alter Weapon Proficiency System options will now preserve racial bonuses with weapons on EE games
  • Remove Racial Restrictions for Kits will now allow for non-human monks. Since non-humans do not have specific monk animations, they will re-use their cleric animations for monks. As halflings lacked a mage animation they would default to fighter animations when choosing a mage class; these now also use cleric animations. Wild mages and barbarians are also made available.
  • Remove Racial Restrictions for Single-Classes now includes a configuration-level option (see the cdtweaks.txt file) that will adjust the half-orc intelligence penalty from -2 to -1, to allow for easier dual-classing to mages (assuming an appropriate variant of Alter Dual-Class Restrictions is installed)
  • Fixed a bug with ToB-Style NPCs where NPCs could potentially show up with -1 XP
  • Move NPCs to Convenient Locations now also tries to catch any area-level variables in their scripting when they're moved, hopefully resolving an odd bug or two with other mods
  • Send BioWare NPCs to an Inn [DavidW/Zed Nocear] and Allow NPC Pairs to Separate were having some issues on BGT games, which should be fixed.
  • Send BioWare NPCs to an Inn [DavidW/Zed Nocear] now accounts for the Endless BG1 mod, which lets you hang around after the end of the campaign. It also added some custom variables to allow for other mods to restrict the inn options for story-related purposes.
  • Updated the Russian translation so that it would work on both the originals and EEs (thanks Andrey Balabokhin)
  • On oBG, Two-Handed Bastard Swords was also allowing scimitars and long swords to be wielded two-handed
  • Allow Yeslick to Use Axes now properly accounts for Multi-Class Grandmastery, if installed
  • If Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel] and Weapon Styles for All are both installed, mages should be able to access the Sword and Shield weapon style. However, this only worked if Weapon Styles for All was installed second of the two; these will now work together regardless of install order
  • The Happy Patch - Alter How Party NPCs Complain About Reputation was not quite covering all of the ways Shar-Teel could leave due to reputation if the BG1 NPC Project was installed
  • Alter Multi-Class Restrictions and Alter Dual-Class Restrictions now try to edit the appropriate strings in character creation to reflect the rule changes
  • Icewind Dale Casting Graphics [Andyr] and Baldur's Gate Casting Graphics [Andyr] now include casting sounds; on EE games they'll also use the nicer blended animations
  • Icon Improvements now has a special ground icon for drow chain, as the bright green elven chain icon really stood out in places like the Underdark. The green elven chain has also been toned down a bit.
  • Enforce PnP Proficiency Rules on Dual-Classed Characters [subtledoctor] now requires ToB due to a bug in WeiDU v247
  • EET uses slightly different BG resources that were being missed in a few components: Adjust Evil Joinable NPC Reactions was missing Edwin; NPCs Don't Fight was missing several conflicts; Unique Containers [Miloch] missed a few bags; Consistent Stats could miss a copy of Edwin and Minsc; Make Xan a Generalist Mage [Mike1072] could miss a copy of Xan. Related, Give Coran a Legal Dexterity Score of 19 also missed an SoD version of Coran.
  • Add Bags of Holding would fail to install on oIWD without the TotLM expansion
  • Shapeshifter Rebalancing [Weimer] now tries to patch the kit ability table of the Shapeshifter rather than simply overwriting it
  • Numerous typo fixes

Version 9 - June 1, 2019

  • Expanded armor lists for the Allow Stealth and Thieving Abilities in Heavy Armor per PnP and Allow Arcane Spellcasting in Armor components to cover new mods; also added a compatibility fix for subtledoctor's mods
  • Updated Russian translation, courtesy of Saigon1983
  • Added Increase party movement speed outside combat component, courtesy of argent77
  • Unique Icons was assigning an IWD-icon to the Full Plate +2 that was obtainable via Wish; it will now use the same appearance as the other Full Plate +2
  • On EE games, Use BG Walking Speeds will now directly adjust the movement speeds of animations, rather than relying on mass creature patching
  • Due to its increased interface size, the portrait from Female Edwina would end up letterboxed on EE games. The existing portrait has been upscaled, so while it's no longer letterboxed it may be a bit blurry.
  • The various tweaks that add abilities to create a new item--Two-Handed Bastard Swords, Two-Handed Katanas, Two-Handed Axes, and some variants of Wear Multiple Protection Items--would not recharge after resting, contrary to the mod's claims. This is fixed.

Version 8 - January 13, 2019

  • Move NPCs to Convenient Locations would fail to move Eldoth on BGT installs; Shar-Teel would get moved to the right area with wrong coordinates on non-BGT installs
  • Deprecated Stackable ankheg shells, winter wolf pelts and wyvern heads as these items already get covered as part of the Increase Jewelry, Gem, and Miscellaneous Item Stacks (previously known as Increase Jewelry and Gem Stacks)
  • The algorithm for No Traps or Locks has been refined a bit as it was missing some trapped containers. It will also no longer remove locks for doors or containers which require a key.
  • BGEE already has the changes from Sensible Entrance Points by default, so it will now get correctly skipped for BGEE and EET games
  • Make party members less likely to die irreversibly requires some functionality only found in BG2 and EE games, and is now restricted as such
  • BG NPCs go to inns was being restricted on BG games in the Gnoll Stronghold; you can now send party members to inns from the Gnoll Stronghold as you would in BGEE/Tutu/BGT/EET
  • BG NPCs go to inns was also failing for some NPCs on EET games as it was patching their BG2 parting dialogues instead of their BG parting dialogues
  • Allow Yeslick to use axes could fail on BG installs as it tried to patch a BG2 file without checking
  • Fixed bug where some of the imported SCS components (such as BG NPCs go to inns) would fail due to a missing directory
  • The use of the variable library for BG/BGEE/Tutu/BGT/EET has been centralized.
  • Updated Italian translation
  • Fixed bug with Alter Weapon Proficiency System, specifically, the BG variants, where axes could end up with descriptions that listed the proficiency type for the item as "new_weap" or a wrong proficiency. The error was purely cosmetic and did not affect the axe's actual proficiency.

Version 7 - September 20, 2018

  • Updated Chinese translation again; thanks angel_c4!
  • Fixed bug where Unique Containers (Miloch) was not being applied to Potion Bags in IWD/IWDEE/IWD-in-BG2 games due to a typo
  • Tried to make the text replacements for all of the Alter Weapon Proficiency System variants a little more robust when it comes to updating weapon proficiency text in item descriptions
  • The components Move Boo out of quick access and into Minsc's pack and Move NPCs to Convenient Locations: Move Alora to Gullykin were presenting the wrong component name in the installer
  • The original Viconia dialogue file in BG had a syntax error, which would prompt the Move NPCs to Convenient Locations: Move Viconia to South Beregost Road component to display a harmless warning when installed; this component now fixes the error when installed
  • The description for the Change Item Restrictions for Multi- and Dual-class Druids component has been clarified
  • Allow NPC pairs to separate now works for BG

Version 6 - September 18, 2018

  • Updated Chinese translation; thanks angel_c4!
  • EET chapter numbers are now handled in a more uniform fashion
  • Give Every Class/Kit Four Weapon Slots wasn't working on IWDEE; thanks argent77 for the fix
  • Potion bags were not getting unique icons; thanks agris for the fix
  • The Anthology has now consolidated components from SCS and BG1NPC:
    • Send BioWare NPCs to an Inn is now expanded to cover all games with BG content (BGEE, BGT, Tutu, EET)
    • Added Make Individual Strongholds Available components
    • Move NPCs from Baldur's Gate is now expanded to cover Viconia and Shar-Teel, and each NPC can be moved individually
    • Invisible Cloak of Mirroring is renamed and no longer nukes animations for the associated spells, to better facilitate combat feedback
    • Assimilated Make party members less likely to die irreversibly; Allow BG NPC pairs to separate; BG NPCs go to inns; Allow Yeslick to use axes; Move Boo out of quick access and into Minsc's pack; Stackable ankheg shells, winter wolf pelts and wyvern heads; Ensure Shar-Teel doesn't die in the original challenge

Version 5 - August 21, 2018

  • Various components would fail to install on IWD2 since the underlying macros could fail for non-BG2 resources.
  • Another run has been made to get all options of Adjust Cromwell's Forging Time to work for all platforms.
  • The level 2/1 and 4/3 versions of Khalid in Make Khalid a Fighter-Mage (Domi) have been bumped slightly to bring his hit points in line with the other versions
  • Disable Non-Hostile Rest Spawns and Alter Hostile Rest Spawns will no longer fail on areas that lack rest spawn info.
  • Updated the Simplified Chinese translation, thanks to c4_angel!
  • Updated the French translation, courtesy of Isaya
  • Reputation Resets at Beginning of BG2 is no longer an option for EET games, as this is already the default for EET
  • Added new components: Death Cam, NPCs Cannot Pass Doors, Start New Games with Party AI Turned Off, No Depreciation in Stores, Disable Romances, and Accelerate/Decelerate Romances
  • Updated the fl#add_kit_ee.tpa library (for EE kits) to the latest version
  • Fixed a bug where Loosen Item Restrictions for Multi- and Dual-class Clerics and Change Item Restrictions for Multi- and Dual-class Druids could fail with a malformed 2da file.
  • Allow Cromwell to Upgrade Watcher's Keep Items now accounts for the formula changes introduced by Item Revisions
  • The greater werewolf form in Shapeshifter Rebalancing now receives the promised base THAC0 of 6
  • Various components, especially in the rules section, were being made available for IWD2 games even though they did not apply

Version 4 - November 22, 2017

  • Added Personalize Automatic Save Names component; thanks argent77!
  • Updated French translation, thanks Isaya!
  • Fixed bug with the Romance Cheats component where Viconia's romance wouldn't start
  • Fixed bug with the Romance Cheats component where it would fail if a non-number was entered when it prompted you for '1 or 2' input
  • Fixed bug with Exotic Items where it would corrupt stores where it added scimitars, e.g. scrambling strings in the store's drink menu
  • Fixed bug with Exotic Items where it could fail to install on some Tutu games
  • Externalized strings for the Universal Clubs component to make it easier for translators
  • Increase Jewelry and Gem Stacks or Increase Scroll Stacking components would try to adjust dialogues and scripts to only take one item in vanilla BG/TotSC, but the functionality is not available in these games.
  • Fixed bug with Commoners Use Drab Colors where it could sometimes fail to install on vanilla BG2
  • The options in Adjust Cromwell's Forging Time have been re-ordered to work around a WeiDU quirk (this component could get skipped when it should be available)
  • Description Updates for Make +x/+y Weapons Consistent Component was being skipped for Chinese players, even though it was available
  • Remove Racial Restrictions for Single Classes was not actually altering the dwarven charisma cap; now they really can be paladins
  • Remove Racial Restrictions for Kits had an error in its internal kit check, the upshot of which is that several kits were not actually being made available to all races
  • The option to loosen item restrictions in Change Item Restrictions for Multi- and Dual-class Druids was not working
  • Fixed bug with Lightning Bolts Don't Bounce where it could potentially fail when encountering items with non-standard structures
  • Fixed bug with ToB-Style NPCs on BGT, where BG Imoen would be a thief/mage
  • Tweaks now supports translated readmes, should anyone wish to try their hand

Version 3 - July 31, 2017

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

Version 2 - July 27, 2017

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

Version 1 - June 11, 2017

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

Version Beta 5 - July 27, 2016

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

Version Beta 4 - May 1, 2016

  • Make Magic Shields Glow had two bugs preventing its installation; it would halt on games without an extended color palette (e.g. non-EE games or without 1pp) and would halt on shields without any colors set, such as IWD's Lyre of Progression
  • Unique Containers was supposed to be available for BGEE, but was omitted from the allowed platforms list for the component
  • The werewolf paws in Shapeshifter Rebalancing now get named explicitly
  • Move NPCs from Baldur's Gate will now be skipped if the SCS version of same is installed. The component will also skip NPCs already moved by similar components in the BG1 NPC Project, or skip the component altogether if all three have been moved already.
  • Change Experience Point Cap should now work on Siege of Dragonspear
  • Included workarounds for incomplete 25stweap.2da in Siege of Dragonspear and IWDEE for the various components that touch kits (Enforce PnP Proficiency Rules on Dual-Classed Characters and Expanded Dual-Class Options), though the next patches should take care of this. In general, the component should be more forgiving for incomplete files.
  • Remove Racial Restrictions for Single Classes and Remove Racial Restrictions for Kits will no longer allow non-human monks. Other races do not have monk animations so the engine tends to crash during character generation. Support for shamans has been added to both.
  • If Druids Use 3e Alignment Restrictions was installed after Shapeshifter Rebalancing, which is the likely install order, non-true neutral shapeshifter druids would not be able to use their symbolic paws.
  • On a suggestion from Sam., the component Stores Purchase All Item Types has been added.
  • Minimum Stats Cheat now lets you specify minimums for the six attributes individually.
  • Friendly Random Drops needed a few more fixes
    • The 'Token Genie' was undead, meaning a cleric could turn or even chunk him.
    • Items with charges should now be handled in a more robust fashion
  • The library for fixing kit.ids as part of should now be up to date for Expanded Dual-Class Options
  • The BG and IWD variants of Alter Weapon Proficiency System should now account for racial bonuses in the EE games
  • Sensible Entrance Points only modifies the Beregost entrance point for BG content on BGT games, as BGT already defines good entrances for the other areas.
  • Updated Italian translation, thanks improb@bile!

Version Beta 3 - March 20, 2016

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

Version Beta 2 - March 8, 2016

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

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

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