The Gibberlings Three

The Tweaks Anthology

A Gibberlings Three Mod
Project Lead:
CamDawg
Authors: Andyr, argent77, the bigg, DavidW, grogerson, Idobek, Luke, and Wes Weimer
Contributors: Angel, Ardanis/GeN1e, aVENGER, Blucher, Davide Carte, Daeros Trollkiller, dark0dave, Domi, Fouinto, Galactygon, icelus, Icendoan, japheth, jcompton, k4thos, Karzak, Kevin Dorner (aka Baldurdash), Lava, Luiz, Mike1072, Miloch, plainab, Richardson, Sabre, sarevok57, subtledoctor, Wendy Yung, Zed Nocear, zenblack
On the web: Home page, discussion forum, Discord, and preview gallery

Version 17
Languages: Chinese, Czech, English, French, German, Italian, Korean, Polish, Russian, and Spanish
Platforms: Windows, macOS, Linux
GitHub: Gibberlings3/Tweaks-Anthology

Overview Link to this section

The Tweaks Anthology is a WeiDU compilation of nearly 400 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 Link to this section

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), with or without the Enhanced Edition (IWD2EE) mod
  • Planescape: Torment (PsT)
  • There also two mods that directly affect engine functionality, and may be required for various components and will be noted accordingly. For games based on the original BG2 engine, TobEx and TobEx AfterLife are available; for the Enhanced Editions there's EEex.

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 Anthology will mean that the mod's weapons may not use the new system.

Bug Reporting and Known Issues Link to this section

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 armors may not be affected by the armor 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 Tweaks Anthology 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
  • Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes and the 'Loosen' option for Change Equipment Restrictions for Druid Multi- and Dual-Classes have the same bug: on the EEs, dual-classes (either to or from cleric or druid) cannot place proficiency pips in weapons that the base class can't use, e.g. fighter/cleric and fighter/druid dual-classes cannot place pips in bastard swords even though the component now makes them usable. More information (and a workaround) is available in the descriptions on the components.
  • Cantrips Class Feat for Spellcasters [Luke] currently does not work with Bubb's Spell Menu Extended. We hope to addres this in a future release.

Installation Link to this section

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 Link to this section
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 Link to this section
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 Link to this section
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 Link to this section
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 Link to this section
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 Link to this section
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 Link to this section

The Tweaks Anthology has many components, which can be installed completely independently of one another. For convenience, they are grouped into six broad categories: Cosmetic Changes, Content Changes, Rule Changes, Convenience Tweaks and/or Cheats, Joinable NPC Tweaks, and NWN-Style Feats. 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.

Batch Installation Link to this section

As of Version 17, Tweaks Anthology has added a batch installer. Normally, when you choose to install a component WeiDU will execute the installation immediately, meaning you have to wait for the installation to finish before the next component prompts to be installed. If you use the batch installation option, you simply go through all of the prompts first, selecting what you want to install, and then at the very end WeiDU will install all of the selected components.

For a big mod with a lot of options, this can be a big time-saver. The trade-off is that, if one of the components has an error during installation, it means you won't be able to able to view or check the issues until after it's processed all of the other components selected.

If you use the batch installer, a file will be generated with your selected options that you can use to reinstall or even use on other games. The file can be found in weidu_external/batch/cdtweaks and will be named batch_run.bat (on macOS or Linux, the file extension is .sh instead of .bat).

The option to use batch installation is presented as the first component and will affect the rest of the installation process.

Cosmetic Changes Link to this section

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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 will affect all items in the game, including items introduced by mods.

Icewind Dale Casting Graphics [Andyr] Link to this component
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 visual animations and sound effects for the schools. This component allows you to use the Icewind Dale graphics and audio on the Baldur's Gate series of games. Screenshots for comparison are available in the Anthology gallery.

Baldur's Gate Casting Graphics [Andyr] Link to this component
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 Anthology gallery.

Restore SoA Load Screen Logo Link to this component
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). Screenshots for comparison are available in the Anthology gallery.

Restore IWD Loading Screens [icelus] Link to this component
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 Anthology gallery.

Disable Portrait Icons Added by Equipped Items Link to this component
All games

This component will prevent items from displaying the small icons (fire resistance, protection from charm, &c.) 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 Link to this component
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 Link to this component
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 Anthology gallery.

Force All Dialogue to Pause Game Link to this component
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 Link to this component
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 Link to this component
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] Link to this component
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] Link to this component
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] Link to this component
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD, IWD-in-BG2

Originally a standalone mini-mod from Miloch, this mod has been incorporated into Anthology. 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 Anthology 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 and SOS. 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 Link to this component
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 Anthology 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 Link to this component

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 Anthology 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] Link to this component
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] Link to this component
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.

Restore IWD Tooltips Link to this component
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 Anthology gallery.

Outline White Spell Icons for Accessibility Link to this component
All games except PsT, PsTEE, IWD2, IWD

White spell icons in the spellbook are often difficult to distinguish, especially if they've been faded out because they've already been cast. This component will add a gray or black outline (player's choice) to these icons for better visibility. A visual example is available in the Tweaks Anthology gallery.

Colorize NPC Names and Tooltips [argent77] Link to this component
BGEE, BG2EE, EET, IWDEE, patched to 2.0 or higher

This component uses the major colors of NPCs, familiars and followers to colorize their names and tooltips that are displayed on the Inventory or Record screen, in the character's tooltip, or when using the "Reveal Details" feature. The component provides different colorization options to allow the player to choose an appropriate option for the present GUI of the game.

  • Normal brightness: A good choice for most GUIs.
  • Slightly increased brightness: Suitable for darker GUIs.
  • Moderately increased brightness: Suitable for darker GUIs.
  • Slightly decreased brightness: Suitable for brighter GUIs.
  • Moderately decreased brightness: Suitable for brighter GUIs.
  • Original color: Looks more natural but may be very dark or bright in some instances.

Hide Visual Effects from Invisible Enemies [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component simply makes sure that visual effects are hidden from invisible enemies. The player will no longer be able to "see" invisible mages just because they previously cast something like Fireshield or Globe of Invulnerability.

Note: it does not (intentionally) hide Entangle, Web, and Grease visual overlays.

Static PsT Character Portraits [argent77] Link to this component
PsT, PsTEE

In contrast to Baldur's Gate and Icewind Dale, Planescape: Torment uses animated character portraits to represent current party members. This component turns the character portraits into still images. Two options are available:

  • Visualize health and status changes: Portrait image still changes according to the current NPC state (low health, frozen, &c.)
  • Don't visualize health and status changes: The default portrait image is always shown, except for dead party members.

Content Changes Link to this section

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

More Interjections Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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. Every time the character is successfully hit, there's a 1% chance for the armor, helm, or shield to break. There are three variants, all of which change how armor behaves when hit (shields and helmets will become completely unusable on a single break in all three variants):

  • Everything just breaks - Like weapons breaking, armor becomes unusable on the first break.
  • Shields and helms break, armor degrades once - On the first break, armor will degrade to about 40% effectiveness. A second break on the damaged armor will completely make the armor unusable. E.g. chain mail (AC 5) will degrade to AC 8 on the first break, and become worthless on the second break.
  • Shields and helms break, armor progressively degrades and breaks - On the first break, the armor will lose 2 AC of effectiveness. Each consecutive break will remove another 1 AC from its effectiveness, becoming completely unusable when it reaches the same AC (10) as no armor. E.g. splint mail (AC 4) will degrade to AC 6 on the first break, then take three more breaks (degrading to AC 7 then 8 then 9) and then becoming completely unusable on the fifth break.

Thanks to zenblack for the damaged armor icons!

Improved Multi-Player Kick-Out Dialogues Link to this component
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] Link to this component
BGEE, EET, BG (requires TotSC), BGT, Tutu

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

"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 Link to this component
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, Bandoth, and Kiernan Nye (TotLM).

Portable Containers [Zed Nocear] Link to this component
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 Link to this component
BGEE, EET, 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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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] Link to this component
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, &c.

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, &c. 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] Link to this component
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] Link to this component
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] Link to this component
BG2, BGT

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

Female Edwina [Davide Carte, Wendy Yung, Weimer] Link to this component
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] Link to this component
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] Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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] Link to this component
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 Link to this component
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.

  • The first option makes all of the changes below. If not, you can choose to install them separately.
  • 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 Link to this component
BG (requires TotSC)

This component was also modified from the BG1 NPC Project to work on the original Baldur's Gate. (For BGEE, Tutu, BGT, or EET, use BG1 NPC Project's component instead.) 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] Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 six or below are found in Orrick'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 Link to this component
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.

Karoug Weapon Vulnerability Adjustments Link to this component
BGEE, EET, BGT, Tutu

Karoug is a notoriously obnoxious enemy near the end of the Balduran's Isle quest in the TotSC expansion, namely because he can only be struck by a small subset of weapons and has high regeneration. Combined with the specificity of BG2's weapon proficiency scheme, it's entirely possible you can have zero melee characters who are proficient in a weapon that can hit him. This component offers a variety of ways to change this:

  1. Remove Silver Weapon Requirement to Hit Karoug - this removes the silver requirement and allows Karoug to be hit by any +1 (or better) weapons
  2. Remove Silver Weapon Requirement to Hit Karoug, But Require +2 Weapons - as above, but increases the requirement to +2 (or better) weapons
  3. [BGEE/EET only] NPCs With Wolfsbane Charm Can Harm Karoug - Any weapon wielded by an NPC wearing this amulet can hit Karoug, regardless of other factors
  4. [BGEE/EET only] Options 1 AND 3
  5. [BGEE/EET only] Options 2 AND 3

Automatic Transition to the Heart of Winter Expansion Link to this component
IWDEE, IWD (requires Heart of Winter)

This component provides an automatic transition from IWD to the HoW expansion after beating the end boss of the main campaign. It comes in two flavors:

  • Don't change the main game: This option doesn't make any changes to the main game. You can still start and even complete the HoW expansion before beating the end boss of the main campaign.
  • Remove Hjollder from Kuldahar: This option removes Hjollder from Kuldahar which prevents you from starting the HoW expansion before beating the end boss of the main campaign.

Allow Monks to Change Damage Types with Hand Weapons Link to this component
BGEE, BG2EE, EET, IWDEE

By default the unarmed attacks of monks do crushing damage. This component allows monks to change between piercing/crushing/slashing/fist (non-lethal) damage through innate abilities that simulate different hand weapons. Their normal crushing damage is now 'bare fists', piercing is done via 'punch daggers', slashing via 'claws' and non-lethal via 'padded gloves'.

Rule Changes Link to this section

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

Two-Handed Bastard Swords Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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. If Expand Usable Monk Equipment is installed with the option for monks to use staves, Two-Handed Weapon Style will be available as well.

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

Delay High Level Abilities Link to this component
BG2EE, EET, BG2 (requires ToB), BGT

High Level Abilities start at level 21 for all classes.

Change Experience Point Cap Link to this component
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.

Yoshimo to Imoen Experience Transfer [dark0dave] Link to this component
BG2, BG2EE, BGT, EET

If Yoshimo accompanies the party to Spellhold, this component will set Imoen's XP to his current total (to the nearest 250k), up to 4 million XP.

Allow Thieving and Stealth in Heavy Armor per PnP Link to this component
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 Tweaks Anthology forum. 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 Link to this component
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 Tweaks Anthology forum. 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 Link to this component
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 Link to this component
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 three different implementations:

  • No restrictions [from Ease-of-Use]: Players can wear as many items together as they wish.
  • PnP restrictions [from G3/Tutu Tweaks]: 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 Link to this component
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.
  • Short 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, &c.) 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 Link to this component
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, &c. 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 Link to this component
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] Link to this component
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 Link to this component
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 BG2 grandmastery in other games.

Change Magically Created Weapons to Zero Weight Link to this component
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 Link to this component
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

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

Un-Nerfed THAC0 Table Link to this component
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.

Un-Nerfed Sorcerer Spell Progression Table Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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.

There are essentially two choices being offered. One is to change the druid's level progression, which notoriously has a huge jump at level 14/15 in the BG2 games:

  • No change
  • Use cleric progression: use the existing XP progression for clerics as the druid's XP progression.
  • Use the IWD druid progression (only available for non-IWD games): more or less the BG/BG2 table, except the level 15 jump is only 300k and it's 225k for levels after.
  • Use the BG/BG2 druid progression (only available for non-BG/BG2 games): more or less the IWD table, except the level 15 jump is 1.5M and further levels range from 150k to 500k.

In addition to the XP progression, the player can select a number of spell tables for the druid. A comparison of the spell progression tables is available.

  • No change
  • Use the "un-nerfed" druid spell table
  • Use the PnP druid spell table
  • Use the cleric spell table
  • Use the "un-nerfed" cleric spell table

Alter Wisdom-Based Divine Bonus Spell Table Link to this component
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 Link to this component
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 Link to this component
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, &c. 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] Link to this component
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] Link to this component
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 Link to this component
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] Link to this component
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 Link to this component
BGEE, BG2EE, IWDEE, EET, BG2 (requires ToB Extender">TobEx), BGT (requires ToB Extender">TobEx), Tutu (requires ToB Extender">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 Link to this component
BGEE, BG2EE, IWDEE, EET, BG2 (requires ToB Extender">TobEx), BGT (requires ToB Extender">TobEx), Tutu (requires ToB Extender">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 Link to this component
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 Link to this component
BGEE, BG2EE, IWDEE, EET, BG2 (requires ToB Extender">TobEx), BGT (requires ToB Extender">TobEx), Tutu (requires ToB Extender">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 Link to this component
BGEE, BG2EE, IWDEE, EET, BG2 (requires ToB Extender">TobEx), BGT (requires ToB Extender">TobEx), Tutu (requires ToB Extender">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: 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]) Link to this component
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]) Link to this component
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 Link to this component
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 Link to this component
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.

The EEs have a minor bug in that dual-classes cannot place weapon pips in proficiencies not available to their base class, e.g. fighter-clerics cannot place pips in bastard swords even though they can use them because single-class clerics still cannot use them. There's an option in cdtweaks.txt to work around this. Multi-classes work as expected.

Change Equipment Restrictions for Druid Multi- and Dual-Classes Link to this component
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.

For loosening restrictions, the EEs have a minor bug in that dual-classes cannot place weapon pips in proficiencies not available to their base class, e.g. fighter-druids cannot place pips in bastard swords even though they can use them because single-class druids still cannot use them. There's an option in cdtweaks.txt to work around this. Multi-class fighter-druids work as expected.

Everyone Gets Bonus APR from Specialization [subtledoctor] Link to this component
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] Link to this component
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] Link to this component
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] Link to this component
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] Link to this component
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] Link to this component
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 Link to this component
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.

Expand Usable Monk Equipment (previously known as Allow Monks to Wear Helmets) Link to this component
BG2(EE), BGT, EET, Tutu, IWDEE, BGEE

This component allows monks to use helmets, staves, or both. Any helmet and/or staff that is usable by single-class clerics and fighters will be made available to monks.

  • Helmets: One of the issues with monks, especially for players on the harder difficulties, is that they have no way to receive critical hit 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.
  • Staves: This allows monks to use staves. If staves are enabled the monk animation has to be switched to a cleric animation since the normal monk animation doesn't support staff animations. Monks will be able to place the same number of weapon pips into staves that they can do in clubs and will get access to the Two-Handed weapon style.
  • Both: Enables both of the above options.

Thieves Can Backstab With More Weapons With "Use Any Item" or as Dual- and Multi-Classes Link to this component
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. The Staff of the Gorgon from the SP Collection has similar functionality and is also adjusted in the same way.

Make Certain Creatures Immune to Backstab/Sneak Attack [Luke] Link to this component
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, &c.)
  • Demonic creatures
  • Elementals (includes Salamanders)
  • Beholders (due to their 360 degree vision)
  • Celestials (devas, planetars, solars, &c.)
  • Dragons (due to their enhanced senses)
  • Animated weapons (Mordenkainen's Sword)

Improved Cure/Cause Wounds [Luke] Link to this component
BGEE, BG2(EE), EET, IWDEE

This component aims at tweaking the various Cure/Cause Wounds spells/abilities so as to match their 3rd edition counterpart. As a result, this component makes sure the following creatures are immune to such spells/abilities:

  • Constructs (Golems)
  • Demonic creatures
  • Elementals (includes Salamanders)
  • Celestials (devas, planetars, solars, &c.)

On top of that:

  • The amount of damage/healing is randomized. In particular:
    • Cure/Cause Light Wounds: 1d8 (+1 per caster level, up to +5); Save vs. Spell for half damage
    • Cure/Cause Moderate Wounds: 2d8 (+1 per caster level, up to +10); Save vs. Spell for half damage
    • Cure/Cause Medium Wounds: 3d8 (+1 per caster level, up to +15); Save vs. Spell for half damage
    • Cure/Cause Serious Wounds: 4d8 (+1 per caster level, up to +20); Save vs. Spell for half damage
    • Cure/Cause Critical Wounds: 5d8 (+1 per caster level, up to +25); Save vs. Spell for half damage
  • Cure Wounds spells/abilities have a reverse effect on Undead, harming instead of healing them
    • For instance, Cure Light Wounds will deal 1d8 Magic damage if cast on an undead creature (Magic damage resistance of the targeted creature is ignored)
  • Cause Wounds spells/abilities have a reverse effect on Undead, healing instead of harming them
    • For instance, Cause Critical Wounds will heal 5d8 points of damage if cast on an undead creature

PnP Potions [Luke] Link to this component
BGEE, BG2EE, EET, IWDEE

This component aims at implementing PnP potion behavior. As a result, after installing this mod component, all in-game potions will behave as follows. Quaffing a potion while the effects of another potion are still active might trigger one of the following events:

  • 1% chance to explode
    • 5d10 fire damage on the drinker, +1d10 fire damage in 5' radius (small fireball) (total of 6d10 on the drinker, no save).
  • 2% chance for instant poison death
    • Unless the drinker is completely immune to poison damage.
  • 5% chance for Strength and Dexterity loss
    • It will cause 1 Strength and 1 Dexterity loss (permanent, undispellable).
  • 7% chance to cancel/remove all active potion effects
  • 10% chance the current potion does nothing
  • 10% chance the current potion has -50% efficacy
    • For instance, Potion of Magic Blocking would last for 15 seconds (instead of 30).
    • For instance, Elixir of Health would heal the drinker for 5 Hit Points (instead of 10).
  • 8% chance the current potion has +50% efficacy
    • For instance, Potion of Magic Blocking would last for 45 seconds (instead of 30).
    • For instance, Elixir of Health would heal the drinker for 15 Hit Points (instead of 10).
  • 1% chance the current potion has +100% efficacy/permanent duration
    • For instance, Potion of Magic Blocking would last indefinitely (until dispelled or removed by the "7% chance to cancel/remove all active potion effects" event).
    • For instance, Elixir of Health would heal the drinker for 20 Hit Points (instead of 10).

Permanent potions, such as potions of healing, and potions that can end prematurely, such as Potion of Invisibility, would be considered still in effect for one turn (60 seconds) after drinking them.

The aforementioned special events can occur only upon quaffing potions. As a result, there is no risk in using an Oil (e.g. Oil of Speed) and a Potion, as oils are applied to the skin, not consumed, so they wouldn't mix.

Make Grease Ignitable [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

"Greased" characters suffer 3d6 (save vs. breath for half) additional fire damage for 1d3 rounds when hit by fire.

Make Bears and Boars Continue Fighting after Reaching 0 Hit Points [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing the PnP behavior of boars and bears. In particular, after reaching 0 hit points, the creature will not immediately die, but go berserk for a small number rounds (brown/cave bears: 1d4, polar bears/boars: 1d4+1), attacking friends and foes alike.

Black bears are unaffected by this tweak. Spells such as Finger of Death or Power Word, Kill can still immediately slay the creature.

Limit Resting Mechanic [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component simply forces the party to rest at most once per 24 in-game hours. It does not prevent scripted resting.

Make Infravision Useful [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

All creatures without the Infravision ability will incur a -4 penalty to THAC0 in darkness (dungeon or night areas), as per AD&D rules. This rule change only applies to playable races.

Alternate Concentration Checks [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

By default, any damage a spellcaster takes will cause them to fail their spellcasting. This component alters this mechanic and comes into four different variants:

  1. Spell disrupted if (1d20 - 1) + Luck ≤ Spell Level + Damage Taken
  2. Spell disrupted if (1d20 - 1) + (Constitution / 2) - 5 ≤ Spell Level + 15
  3. Spell disrupted if (1d20 - 1) + Luck ≤ Spell Level + 15
  4. Spell disrupted if (1d20 - 1) + ⌊(Constitution / 2)⌋ - 5 ≤ Spell Level + Damage Taken

Revised Troll Regeneration [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component randomizes the rate at which trolls regenerate lost hit points (new rate: 1d6/round). On top of that, any time they take fire or acid damage their regeneration is halted for one round (not cumulative).

NWN-Style Summons [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

Whenever a creature gets killed, its summoned minions (if any) will be automatically unsummoned. This does not affect familiars.

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 Link to this component
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 Link to this component
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, &c.
  • 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 remain in the average band.

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

Allow HP Rolls Through Level 20 [Angel] Link to this component
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] Link to this component
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

A configuration option in cdtweaks.txt allows you to arbitrarily change the percentage (below or above 100%) or add flat bonuses.

Identify All Items Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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] Link to this component
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 Link to this component
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 Link to this component
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) Link to this component
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.

Note this component 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.

Increase Potion Stacking Link to this component
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 Link to this component
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.

Note this component 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.

Happy Patch - Alter How Party NPCs Complain About Reputation Link to this component
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 Link to this component
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 Link to this component
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] Link to this component
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, argent77] Link to this component
All games

This component provides several options how to deal with traps in the game:

  • Remove traps completely: With this option all floor traps that can be disarmed are removed from the game. All door and container traps are removed from the game. Note that since the traps are gone entirely you cannot get XP by disarming them.
  • Remove only harmful trap effects: With this option floor, door and container traps can still be triggered, but without causing any harmful effects on the target. You can still get XP by disarming them.
  • Remove harmful trap effects and creatures summoned by alarms: In addition to the removal of harmful trap effects this option also prevents creatures from being summoned at failed thieving attempts or at low reputation. Note: This option may have unintentional side effects on mod-specific alarm scripts that spawn quest-related creatures.

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 untouched in either case.

Faster Chapter One and Two Cutscenes and Dreams Link to this component
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

Deprecated. 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] Link to this component
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] Link to this component
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 Link to this component
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 Link to this component
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, &c.) 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] Link to this component
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] Link to this component
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 Link to this component
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 Link to this component
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] Link to this component
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 Link to this component
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, &c. 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 Link to this component
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 Link to this component
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 BG/BGT/Tutu 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] Link to this component
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 Link to this component
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:

  1. 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.
  2. 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.
  3. 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.

Note that not every random drop is affected. Drops which feature items available elsewhere—like the yeti chieftain dropping a random +1 weapon—are not randomized.

Never Lose Access to Orrick's Trade Goods Link to this component
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] Link to this component
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. Regardless of the recovery chance, the ammunition that deals a killing blow cannot be recovered.

Recoverable Throwing Weapons [argent77] Link to this component
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. Regardless of the recovery chance, the throwing weapon that deals a killing blow cannot be recovered.

Give Every Class/Kit Four Weapon Slots Link to this component
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. If EEex is installed, you can access the extra quick weapon slots by pressing and holding the Left Ctrl key.

This functionality is available to original BG2 games via ToB Extender">TobEx.

Personalize Automatic Save Names Link to this component
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 Link to this component
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. Note that you cannot prevent game over by reviving the PC in that window.

Start New Games with Party AI Turned Off Link to this component
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 Link to this component
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 Link to this component
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] Link to this component
BGEE, BG2EE, IWDEE, EET, BG2 (requires ToB Extender">TobEx), BGT (requires ToB Extender">TobEx), Tutu (requires ToB Extender">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
  • 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 "Increase movement speed by 100 percent (same speed as with Boots of Speed)", otherwise.

Create Interval Saves [argent77] Link to this component
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 Link to this component
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 re-enters the area. Other changes, such as containers or items, are not affected by the tweak.

Automatic "Chapter Saves" in PsT:EE Link to this component
PsTEE

This component enables the creation of automatic saved games at specific points in the plot. It works similar to the chapter saves in Baldur's Gate. However, since PsT doesn't use chapters, the saves will instead be created at points that mark a special significance for the course of the plot.

Saved games will be automatically created at the following points in the plot:

  1. At the beginning, after waking up in the Mortuary.
  2. When arriving at the Lower Ward for the first time.
  3. When teleporting to Ravel's Maze.
  4. A final save, when TNO arrives at the top of the Fortress of Regrets.

Sensible Regeneration When Traveling Link to this component
All games except BG, PsT, IWD (though available with HoW),and IWD2

When traveling on the worldmap it was always frustrating that, after a 20-hour transit, only the character wearing a Ring of Regeneration gets healed. A sensible party would pass the ring around to get everyone healed on such a long trip, the way a player might swap items when walking across a map.

This component will search for regeneration items above a certain threshold—currently set at 1 hp/9 seconds, enough to include Rings of Regeneration—and, if the party is in possession, simply heals the party fully after any worldmap travel that isn't instant. It's certainly not precise, as items which aren't usable by everyone get counted as regeneration items (e.g. Axe of Unyielding), but that's why it's in the convenience/cheats section.

Automatic Use of Ranger Tracking Skill Link to this component
Any game with tracking (BG2EE, BG2, BGT, EET, IWD, IWDEE) either natively or via IWDification

This component will automatically use a ranger's tracking ability when entering an area with non-default tracking information. On original IWD or original BG2 (sans ToB Extender">TobEx) player AI must be enabled.

Restored Loading Hints Link to this component
BGEE, SoD, BG2EE, IWDEE

This component restores loading hints from original Baldur's Gate II and makes them available to Enhanced Edition games. A random hint will be displayed in the log window of the game whenever you load a saved game or the party enters a new area.

Display of loading hints can be controlled with the following baldur.lua option:

SetPrivateProfileString('Script','ShowRestoredLoadingHints','1')

Set it to 0 to deactivate display of loading hint messages. The option is turned on by default.

Explicit Cast Warnings Link to this component

This component shows a warning, e.g. "Casting Fireball..." in the text log as soon as a spell is cast. This warning shows at the beginning of the casting animation to provide the player a potential window in which to act. There are three variants:

  • Mage and priest spells - only adds this warnings to spells that are explicitly listed in the mage and priest space, e.g. the spells available to sorcerers and shamans
  • Mage, priest, and innate spells - as above, but adds spells traditionally in the innate and kit ability space such as Lay on Hands or Boon of Lathander
  • All spells - because the game uses spells to perform a lot of different functions, such as traps or cutscene effects, this option may provide more feedback than desired or expose purely internal spell names such as "just 10 damage". It is, however, the best way to guarantee that all spells from mods are caught

Better Shadows of Amn Start [dark0dave] Link to this component
BG2, BG2EE, BGT, EET

This component gives you a little boost at the start of a new Shadows of Amn campaign if you aren't importing from a Baldur's Gate save or character file. The goal is to duplicate the XP and items you might have had if you were, and multiple options are available:

  • Start at 300k or 500k XP: This will start you, Imoen, and any player-created characters at either 300k or 500k XP. This component will also give you the option to install the next four item options below or pick them individually.
  • Add All BG Tomes: This will place the eight stat-boosting tomes—three for Wisdom, one each for the remaining stats—in the opening dungeon.
  • Add Golden Pantaloons: This will add the Golden Pantaloons in their normal spot
  • Add Drizzt Items: This will place Drizzt's armor and two scimitars in the opening dungeon
  • Add Balduran's Cloak: This will add Balduran's Cloak to the opening dungeon

More Sensible Cowled Wizards Link to this component
EEex required; available for BG2EE, EET

As you probably know, party items that cast spell effects that are coded as "Wizard" spells can trigger the Cowled Wizards—even if the player didn't intend to actually cast an ordinary wizard spell. This component simply makes sure that such items do not trigger the Cowled Wizards.

More Stoneskin Feedback Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

Whenever a stoneskinned creature gets hit, this component will notify the player about the number of skins left.

More Sensible Fireshield Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

Due to the way the game engine works, there are a couple of issues with Fireshield-like spells (e.g. Fireshield Blue/Red, Keldorn's sword, &c.).

  1. If one creature with a fireshield up hits another, damage bounces back and forth every tick until either one of the creatures is dead or they're out of range of each other.
  2. Both ranged attacks (should you ever use a ranged weapon in close combat) and poison may trigger the retaliation damage.

This component adds a workaround to prevent these issues. In particular, it makes sure only true melee attacks can trigger the retaliation damage and that the damage is only applied once per hit.

More Sensible Blade Barrier Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

Due to the way the game engine works, Blade Barrier and similar spells interact very oddly with time stop effects.

Freeze two characters in melee range, one with a Blade Barrier (or Globe of Blades, or Circle of Bones, or any mod spell that uses the same mechanics), and the spell triggers several times to no immediate effect... until stopped time wears off. Then all of those suspended triggers hit at once, for a potential massive burst of damage (this is especially noticeable if the characters are hasted).

This component adds a workaround to prevent the aforementioned issue. In particular, it makes sure that such spells are properly "paused" during Time Stop and are triggered only once per round (regardless of Haste/Slow).

Dynamic FPS Change Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component will automatically adjust FPS during playthrough. When in combat or cutscene, it will lock FPS to 30, otherwise it will set them to 60.

More Sensible Morentherene Link to this component
EEex required; available for SoD, EET

Due to the way the game engine works, party items that cast spell effects might awake Morentherene - even if the player didn't intend to actually cast an ordinary spell. This component simply makes sure that such items do not trigger Morentherene.

Joinable NPC Tweaks Link to this section

Components in this category directly affect joinable NPCs.

Adjust Evil Joinable NPC Reaction Rolls Link to this component
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 Link to this component
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 Anthology forums.

ToB-Style NPCs Link to this component
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.

Note that NPCs already work this way in EE games, but this component remains available in case mod NPCs don't follow this convention.

Allow NPC Pairs to Separate Link to this component
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, &c.) 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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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] Link to this component
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] Link to this component
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 Link to this component
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 Link to this component
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 Link to this component
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] Link to this component
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] Link to this component
BGEE, EET, BG, BGT, Tutu

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

Make Xzar a Generalist Mage [Angel] Link to this component
BGEE, EET, BG, BGT, Tutu

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

Make Edwin a Generalist Mage [Angel] Link to this component
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 Link to this component
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 Link to this component
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 if EEex is not installed: 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 Link to this component
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 Link to this component
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 original BG/BG2 games.

Removable NPC Items Link to this component
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.

Make Rancor +1 a Bit More Reliable [Luke] Link to this component
EEex required; available for BGEE, BG2EE, EET

Internally, Dorn's sword (Rancor +1) relies upon scripting. As modders know, items should not rely upon scripting to work correctly, since it is unreliable and may quickly become messy. This component simply removes scripting from this weapon (the upshot of which is that the weapon should become a bit more reliable).

NWN-Style Feats Link to this section

Components in this category are inspired from NWN and are aimed at providing new class/kit abilities. All components in this section require EEex and work on BGEE, BG2EE, IWDEE, and EET.

Disarm Class Feat for Rogues [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing the NWN feat Disarm.

The character can attempt to disarm an opponent in melee combat. Attempting a disarm applies a -6 penalty to the character's attack roll, and the combatant with the larger weapon gains a +2 bonus per size category of difference. If the hit is successful, then the weapon flies from the opponent's hands.

Notes:

  • Use: selected, unlimited uses per day. Only available to rogues (starting from level 1; Intelligence 13 or higher).
  • When the weapon flies from the opponent's hands, the attacker automatically picks it up (provided its Inventory is not full).
  • This feat cannot be used while wielding a ranged weapon.
  • The Disarm blow itself deals no damage and applies no on-hit effects (if any).
  • As far as weapon sizes are concerned:
    • Small: unarmed fists, clubs, maces, slings, darts, daggers, short swords.
    • Medium: battle axes, throwing axes, long swords, short bows, crossbows, morningstars, scimitars, war hammers.
    • Large: bastard swords, katanas, halberds, staves, two-handed swords, spears, flails.
    • Some examples:
      • if the attacker is wielding a dagger and the defender is wielding a katana, the size modifier is -4 (i.e., it's harder to succeed).
      • if the attacker is wielding a katana and the defender is wielding a dagger, the size modifier is +4 (i.e., it's easier to succeed).
      • if the attacker is wielding a dagger and the defender is wielding a short bow, the size modifier is -2 (i.e., it's harder to succeed).
      • if the attacker is wielding a scimitar and the defender is wielding a dagger, the size modifier is +2 (i.e., it's easier to succeed).
      • if the attacker is wielding a katana and the defender is wielding a katana, the size modifier is 0 (i.e., neutral).
  • If the opponent is dual-wielding, only the main-hand weapon can be disarmed.
  • Not all creatures can be disarmed. Natural weapons cannot be disarmed, nor can cursed/magically created weapons.

Knockdown Class Feat for Fighters and Monks [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

A character with this feat can attempt to knock his melee opponents to the ground. The character makes a special attack roll at -4, and if successful, the defender is knocked to a prone position.

  • Use: selected, unlimited uses per day. Only available to fighters and monks (starting from level 1).
  • The prone state lasts for one round.
  • This feat cannot be used while wielding a ranged weapon.
  • The Knockdown blow itself deals no damage and applies no on-hit effects (if any).
  • A character can only make a knockdown attempt on opponents that are one size category larger than himself, or smaller.
    • As a rule of thumb, look at the defender's circle size: if smaller, equal or just a little bit bigger than the one of the attacker, then it is fine; otherwise, the creature is too large to be knocked down.
    • if the attacker is larger than the defender, the attacker adds a +4 bonus to its roll (i.e., it's easier to succeed). Conversely, the attacker adds a -4 penalty to its roll if the defender is larger (i.e., it's harder to succeed).
  • Creatures already on the ground (e.g. snakes, slimes, salamanders, &c.), magically levitating creatures (beholders, demiliches, &c.) and certain special creatures (e.g. spectral undead, elementals, dragons, &c.) cannot be knocked down.

Spellcaster Skill/Counterspell Class Talent [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing the NWN feat Spellcraft/Counterspell. Spellcraft is used to identify spells and to perform counterspells. A successful check means that your character has identified a spell being cast by an opponent

Entering counterspell mode allows a caster to prevent an enemy caster from casting spells. This is done by first identifying the spell being cast (via Spellcraft), then sacrificing a readied spell slot containing a counter to the spell being cast.

  • Spellcraft checks are automatic whenever a spell is cast nearby.
    • incapacitated characters cannot identify spells.
    • innate spells (e.g. kit abilities) cannot be identified.
    • lore > spellLevel * 10 + 1d150 : success (i.e. spell identified)
      • lore > 240 : automatic success
      • if the character attempting to identify a spell being cast is deafened, there is an additional 50% chance of failure.
  • Counterspell mode can be accessed via the Special Ability button.
    • You cannot cast more than one counterspell per round (regardless of Improved Alacrity).
    • This is a combat mode, so cannot be used at the same time as other actions. Upon entering this mode, the character must remain idle. Any action other than counterspelling (i.e. the character is no longer idle) will end this mode.
    • Counterspells have a casting time of 0 and cannot be disrupted (but can be blocked by the 5th level spell Spell Immunity).
    • Silenced characters cannot perform counterspells.
    • Dispel Magic/Remove Magic are universal counters (i.e., they can counter any spell of the same level or lower).
    • Each spell is its own counter (i.e., a Magic Missile spell can counter a Magic Missile spell being cast).
    • In all other cases:
      • Abjuration spells are countered by Illusion and Alteration spells.
      • Conjuration spells are countered by Divination and Invocation spells.
      • Divination spells are countered by Invocation spells.
      • Enchantment spells are countered by Necromancy spells.
      • Illusion spells are countered by Abjuration and Necromancy spells.
      • Invocation spells are countered by Conjuration and Enchantment spells.
      • Necromancy spells are countered by Illusion and Alteration spells.
      • Alteration spells are countered by Abjuration spells.
  • Paladins and Rangers are not eligible for Spellcraft / Counterspell.
    • Bards are only eligible for Spellcraft.

Spontaneous Casting for Clerics [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at giving clerics some Spontaneous Casting capabilities. Clerics will be able to spontaneously cast the "cure" and "cause" spells (from light to critical wounds), which will consume a readied spell slot of the appropriate level.

As a completely artificial example, suppose a cleric has the following level 1 spells memorized: Armor of Faith, Armor of Faith, Bless. Even if Cure Light Wounds is missing, they will still be able to cast it! Upon casting it, all level 1 spells memorized will be decremented by one, meaning that they will end up with only Armor of Faith memorized (in other words, it can "sacrifice" one of the two Armor of Faith and Bless to spontaneously cast Cure Light Wounds).

Spells that can be spontaneously cast can be accessed via pressing the Left Alt key while being in "Cast Spell" mode (F7 button).

On top of that, note that:

  • only good-aligned clerics can spontaneously cast the "cure" wounds spells
  • only evil-aligned clerics can spontaneously cast the "cause" wounds spells

As a result, neutral-aligned clerics are unaffected by this mechanic.

Weapon Finesse Class Feat for Thieves [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing 3e Weapon Finesse feat for thieves. Every time a thief is wielding a small blade (e.g. daggers, short swords, wakizashis, &c.) or a club/mace, their THAC0 will scale with Dexterity (as per the MISSILE column of dexmod.2da) instead of Strength.

As a completely artificial example, suppose a thief has 9 Strength and 18 Dexterity. Upon equipping a dagger, they will gain a THAC0 bonus of 2 (instead of 0). Note that nothing happens if the bonus from Strength is better (or equal) than the bonus from Dexterity.

Dual-Wield Class Feat for Rangers [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component simply forces rangers to wield light armors (or no armor) in order to benefit from Two-Weapon Fighting.

NWN-Style Armor vs. Dexterity [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component simply "forces" characters to wield light armors (or no armor) if they have high Dexterity. In particular:

  • If a character is equipped with medium armor, it will only benefit from half the bonus derived from its Dexterity (see dexmod.2da)
    • So for instance, a character with 18 DEX equipped with chain mail will suffer a -4 / 2 = -2 AC penalty.
  • If a character is equipped with heavy armor, it will not benefit from the bonus derived from its Dexterity (see dexmod.2da)
    • So for instance, a character with 18 DEX equipped with plate mail will suffer a -4 AC penalty.

Defensive Roll Class Feat for Thieves [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing the NWN feat Defensive Roll. If the character is struck by a potentially lethal blow, they make a Save vs. Breath. If successful, they take only half damage from the blow.

  • This feat is only available to thieves (level 10) and shadowdancers (level 5).
  • A "potentially lethal blow" refers to a standard attack with a weapon that would, if not for this feat, reduce the target below one hit point with just its physical damage.
  • Use: automatic, but limited to one use per 8 in-game hours. Incapacitated characters cannot make a defensive roll.

Divine Grace/Dark Blessing Feat for Paladins/Blackguards [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component adds the passive feats Divine Grace and Dark Blessing to paladins and blackguards.

  • Divine Grace: The paladin adds its charisma bonus (if positive) to all saving throws.
  • Dark Blessing: blackguards add their charisma bonus to all saving throws.
Here is how the bonus scales with charisma:
    Charisma Modifier
    0 -20
    1 -6
    2 -4
    3 -3
    4 -2
    5 -1
    6-15 0
    16 +1
    17-18 +2
    19 -20 +3
    21 -23 +4
    24 -25 +5

Good Aim Racial Feat for Halflings [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This passive feat grants halflings a +1 THAC0 bonus with throwing weapons (i.e. throwing daggers, throwing axes, throwing hammers, darts).

Cleave Class Feat for Fighters and Monks [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing the NWN feat Cleave. If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range. Use is automatic, but only available to fighters and monks.

Sneak Attack Class Feat for Blackguards [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component adds the passive feat Sneak Attack to blackguards. Whenever the character makes a successful attack against an opponent who is incapacitated, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage as if it was a stalker of the same level (see sneakatt.2da).

  • Use: automatic, but limited to once per round.
  • Creatures without discernible anatomies (see component Make Certain Creatures Immune to Backstab/Sneak Attack) or that are otherwise immune to sneak attacks, either via spells/items or naturally (e.g. barbarians), are unaffected by this feat.
  • Sneak attacks can be made with both melee and ranged weapons.
    • However, the weapon must be usable by single-class thieves!

Fearless Racial Feat for Halflings [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component adds the passive racial feat Fearless to halflings. This feat grants a +2 bonus on saving throws against fear spells and effects.

Poison Save Class Feat for Assassins [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component adds the class feat Poison Save to assassins. This passive feat grants a +2 bonus on saving throws against poison spells and effects.

Planar Turning Class Feat for Clerics/Paladins [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component adds the class feat Planar Turning to paladins and clerics. This feat allows outsiders (solars, planetars, elementals, imps, mephits, demons, devils, salamanders, genies and the like) to be turned like undead.

As a result, when the Turn Undead ability is activated, any extraplanar being in visual range of the priest are turned, fleeing in terror, if the priest's level is high enough. Especially high-level priests destroy these creatures instead. Evil priests gain control of these extraplanar beings instead of destroying them.

Requirements:

  • Wisdom 17 or higher.
  • Charisma 17 or higher.
  • Turn Undead Level 21 or higher.

Circle Kick Class Feat for Monks [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing the NWN feat Circle Kick. If the character succeeds in hitting an opponent with an unarmed attack, that character gets an additional free attack against another, nearby enemy. There is a maximum of one free attack per round. Use is automatic, but only available to monks.

NWN-Style Barbarian Rage [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing the NWN feat Barbarian Rage.

The character is enraged for 7 rounds (plus a number of rounds equal to his Constitution modifier, see table below), which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.

  • Terrifying Rage: While the barbarian is raging, any enemy (with less than the barbarian's hit dice) that comes close to him must make a Save vs. Death or become panicked for 1d3 rounds. Opponents with the same hit dice as the barbarian will not flee but will receive a -2 penalty to attack and saving throw rolls. Creatures with more than the barbarian's hit dice are not affected by the rage.
  • Thundering Rage: Any weapon the barbarian wields while in a rage does an additional 2d6 points of damage on a critical hit. There is a 25% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds.
Constitution Modifier
0 -20
1 -6
2 -4
3 -3
4 -2
5 -1
6-15 0
16 +1
17-18 +2
19-20 +3
21-23 +4
24 -25 +5

"Force" the Archer Kit to Use Bows [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at making sure the archer is really the epitome of skill with the bow. As a result, after installing it, its abilities change as follows:

  • +1 to hit and damage rolls with bows only every 3 levels
  • May achieve Grand Mastery (5 slots) in long bows and short bows
    • May only Specialize (2 slots) in crossbows
  • When equipped with a bow, it may use the (new) Called Shot ability
  • New passive trait: Point Blank Shot
    • When wielding a bow, the archer negates the -8 thac0 penalty for using ranged weapons in close combat
  • New passive trait: Manyshot
    • Starting from level 25, the archer may shoot two arrows at a time

This component also reworks the Called Shot ability. Here is the revised description:

CALLED SHOT: Grants the ability to make a potentially disabling attack against an opponent's arms or legs. Called shots are made at a -4 penalty. A successful called shot against the legs reduces the opponent's movement rate by 20% and gives them a -2 cumulative penalty to their dexterity. A successful called shot against the arms applies a cumulative -2 penalty to the creature's attack rolls.

So to sum up, its core features are now all built around the bow (instead of any missile weapon).

Notes about Called Shot:

  • Use: selected (unlimited uses per day, available from level 1).
  • Successful called shots last four rounds.
  • Called Shot (Legs) cannot drop Dexterity below 1.
  • Called shots deal no damage and apply no on-hit effects (if any).
  • Creatures without arms (e.g. slimes, beholders, wolves, spiders, &c.) or legs (e.g. wyverns, imps, snakes, salamanders, &c.) are unaffected by effects from Called Shot.

Notes about Manyshot:

  • Use: automatic.
  • The two arrows are treated as one projectile (only one arrow is consumed).
  • Both arrows use the same attack roll, but the second one cannot critical hit.
  • If the attack roll hits, the target takes damage from both arrows. On-hit effects (if any) apply twice.

Blind Fight Innate Feat for Berserkers [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at giving berserkers the Blind Fight feat. This feat grants the character the ability to fight well, even if blinded. As a result, whenever the character gets blinded, it does not suffer from the -4 THAC0/AC penalty.

  • Use: automatic (available from level 1).
  • This feat can only negate the melee THAC0 penalty. If the character is wielding a ranged weapon, only the AC penalty will be negated.

Dirty Fighting Class Feat for Chaotic-Aligned Rogues [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing the NWN feat Dirty Fighting. The character knows brutal and effective fighting tactics. During the first attack of each round, the character can elect to perform a dirty fighting move that will deal 5% of the target's maximum health as unmitigated damage.

  • Use: automatic (available from level 1).
  • Unmitigated damage means that damage resistance is ignored.
    • However, if the target's damage resistance is 100+, then it will be completely immune to the dirty fighting move.
  • The rogue must wield a melee weapon usable by single-class thieves in order to perform a dirty fighting move.

Overwhelming/Devastating Critical Class Feat for Trueclass Fighters [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at giving trueclass fighters the passive feats Overwhelming/Devastating Critical.

Overwhelming Critical: If the character is wielding a weapon with which they are a grandmaster they will deal an Overwhelming Critical, resulting in 3x damage on a successful critical hit (instead of 2x damage). Upon reaching level 30, critical hits become Devastating Criticals, forcing the character's target to make a Save vs. Death or die instantly (in addition to dealing 3x damage).

  • Use: automatic, but only available to trueclass fighters. 19+ Strength required.
  • Creatures who are immune to critical hits are not affected by these feats.
    • However, they will still suffer 2x damage in case of Devastating Critical!

Self Concealment Class Feat for Monks [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at giving monks the passive feat Self Concealment. Concealment is a defensive trait that causes attacks to miss a certain percent of the time. So someone attacking a target with 25% concealment will miss a quarter of the time due to the concealment. This is applied independently of the attack roll; both the attack roll and the concealment roll are made for each attack, and only if the attacker succeeds at both the attack is successful. Concealment rolls are not themselves displayed on the screen, but if the roll fails, the attacker is told the attack failed because of concealment and is told the amount of concealment.

  • Use: automatic, but only available to monks.
  • Concealment does not stack. Only the highest concealment is used. The maximum concealment that a monk can have is 50% (level 30+).
    • Starts with 10% at level 10, and gains +10% every 5 levels thereafter.
    • On top of that, the monk must also have at least 16 Dexterity.

Parry Mode Kit Feat for Blades and Swashbucklers [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component aims at implementing a Parry Mode for blades and swashbucklers. Parry allows the character to block incoming attacks and make spectacular counterattacks. A successful parry (save vs. Breath) means that the attack does not damage the parrying character.

  • Use: selected (unlimited uses per day).
  • Parry is a combat mode, so the character must remain idle while parrying attacks. Any other action will cancel the mode.
  • Parry applies only in melee combat; it does not function if either the attacker or defender is using a ranged weapon.
  • A character may only parry a number of attacks per round equal to the number of attacks per round available to the character.
    • 1/2, 3/2, &c. are rounded down/up (50% chance each). So if the parrying character has, say, 3/2 attacks per round, then it can parry a maximum of 1/2 attack(s) per round (50% chance each).
  • Riposte attacks automatically hit (the attacker must be within weapon range of the defender).
    • Bonus due to high Strength and on-hit effects apply as normal, but riposte attacks are not eligible for critical hit/miss.
  • If the parrying character gets hit while performing a riposte attack, the riposte attack will be canceled.
  • The higher Dexterity, the easier is to parry an incoming attack.
    • See the AC column of dexmod.2da to get an idea about how the roll scales with Dexterity.
    • Rolling 20 will result in an automatic success.
    • Rolling 1 will result in a critical failure.
  • This combat mode cannot be used while polymorphed or while wielding a magically created weapon.
  • Incapacitated characters cannot parry/perform riposte attacks.
  • If the defender is equipped with fists, it can only parry other fists.
  • If the parrying character is dual-wielding, the riposte attack will be made with the mainhand/offhand (50% chance each).

Armored Caster Class Feat for Bards [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component simply allows bards to cast their spells while wearing light armor.

Trackless Step Class Feat for Rangers [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

Hide in Shadows and Move Silently are increased by 25% when in wilderness areas.

  • Use: automatic, but only available to rangers.
  • The ranger must wear a light armor (or no armor) in order to benefit from this feat.

Nature Sense Class Feat for Druids [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

Druids gain a +2 bonus on all attack rolls made while fighting in wilderness areas. Use is automatic, but only available to druids.

Uncanny Dodge Class Feat for Barbarians and Rogues [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

Barbarians and rogues gain a +2 bonus on saving throws made to avoid traps. Use is automatic, available from level 1.

NWN-Style Sneak Attack/Crippling Strike Class Feat for Thieves and Stalkers [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component reworks the Sneak Attack mechanic so as to make it more similar to the one in NWN (sort of). To sum up:

  • Use: automatic, but limited to once per round.
  • Crippling Strike:
    • Assassins: the targeted creature must Save vs. Death at -1 * (X - 1) or be paralyzed for Xd6 rounds (see crippstr.2da for the value of X). Not cumulative.
    • Stalkers: the targeted creature must Save vs. Death at -1 * (X - 1) or be silenced for Xd6 rounds (see crippstr.2da for the value of X). Not cumulative.
    • Otherwise: the targeted creature must Save vs. Death at -1 * (X - 1) or lose 2 points of STR for Xd6 rounds (see crippstr.2da for the value of X). This is cumulative, but cannot drop STR below 1.
  • Epic Sneak Attack: sneak attacks performed by level 30+ assassins will deliver half damage against creatures normally immune to them.
    • NB.: Barbarians will still be fully immune to them.
  • Additionally, even if enemies are not required to flank their target in order to perform a sneak attack, their target must still be flat-footed (i.e., the target must either be in combat with someone else or idle/helpless).

Evasion Class Feat for Thieves and Monks [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

Whenever a Save vs. Breath is allowed for half damage, the character instead takes no damage if he succeeds at the save. Use is automatic, but limited to monks and rogues (available from level 1).

Spell Penetration Class Feat for Spellcasters [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

A spellcaster with this feat gains a bonus equal to their caster level on checks to beat a creature's spell resistance.

  • Use: automatic (available from level 1).
  • Bards, paladins and rangers are not eligible for this feat.
  • This feat has no effect on creatures whose Magic Resistance is 100+.
  • The bonus is capped at 30.
  • This feat does not apply to innate spells (i.e., it does not "help" innate spells penetrate a creature's magic resistance, should they check for magic resistance).

Smite Evil/Good class feat for Paladins/Blackguards [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

NWN-style Smite Evil/Good class feat.

  • A paladin may attempt to smite an evil aligned enemy with one special melee attack. The paladin adds his charisma bonus to the attack roll and adds 1 extra point of damage per class level.
  • A blackguard may attempt to smite a good aligned enemy with one special melee attack. The blackguard adds his charisma bonus to the attack roll and adds 1 extra point of damage per class level.
  • Use: selected (available from level 1, +1 use per day per level).
  • You cannot smite with your fists. The same holds for ranged weapons and magically created weapons.
  • In case of dual-wielding, the character will always smite with the main hand weapon.
  • On-hit effects of the weapon (if any) apply as normal.
  • Here is how the THAC0 bonus scales with charisma:
Charisma Modifier
0 -20
1 -6
2 -4
3 -3
4 -2
5 -1
6-15 0
16 +1
17-18 +2
19-20 +3
21-23 +4
24-25 +5

Woodland Stride Class Feat for Druids [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

The character is immune to the grease, web, and entangle effects. Use is automatic, but limited to druids (starting from level 2).

Bane of Enemies Class Feat for Rangers [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

Any weapon the character wields against its favored enemy is treated as a bane weapon for that creature type (+2 to hit and an additional +2d6 damage). Use is automatic, but limited to rangers (level 21+).

Cantrips Class Feat for Spellcasters [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

A cantrip is a spell of the lowest spell level (0). Cantrips are simple spells, with minor effects that do not improve as caster level increases. They are considered so simple that a wizard is allowed to cast cantrips from an opposition spell school.

List of cantrips:

  • Acid Splash: 1d6 acid damage, save vs. spell negates (available to: wizards, sorcerers).
  • Ray of Frost: 1d6 cold damage, save vs. spell negates (available to: wizards, sorcerers).
  • Fire Bolt: 1d6 fire damage, save vs. spell negates (available to: wizards, sorcerers).
  • Electric Jolt: 1d6 electrical damage, save vs. spell negates (available to: wizards, sorcerers).
  • Poison Spray: 1d6 poison damage, save vs. spell negates (available to: wizards, sorcerers, druids, shamans).
  • Flare: -1 penalty to attack rolls for 10 rounds, save vs. spell negates (available to: wizards, sorcerers, druids, shamans).
  • True Strike: +1 bonus on your next attack roll, castable while silenced (available to: wizards, sorcerers).
  • Blade Ward: caster takes only half damage from weapon attacks for 2 turns (available to: clerics).
    • Critical Hits will steal deal full damage.
    • Magical weapons will still deal full damage.
  • Virtue: +1d6 additional Hit Points for 1 turn (available to: clerics, druids, shamans).
  • Resistance: +1 to all saves for 2 turns (available to: clerics, druids, shamans).
  • Thorn Whip: 1d6 piercing damage, pulls the targeted creature closer to the caster, save vs. spell negates (available to: druids, shamans).
    • Large creatures cannot be pulled
  • Cure Minor Wounds: restores 4 hit points (available to: clerics, druids, shamans).
    • Constructs and extraplanar creatures are unaffected by this spell.
    • Undead will instead suffer 4 magic damage (save vs. spell for half).
  • Cause Minor Wounds: 4 magic damage (save vs. spell for half) (available to: neutral or evil clerics).
    • Constructs and extraplanar creatures are unaffected by this spell.
    • Undead will instead be healed for 4 points of damage.

Notes:

  • You can access the Cantrips submenu by pressing the Right Alt key while being in "Cast Spell" mode (F7 button).
  • The number of cantrips castable per day scales with the number of level 1 spells castable per day (minus 1; minimum 1).
    • For instance, a level 1 druid can only cast 1 cantrip per day.
    • For instance, a level 12 druid can cast up to (6 - 1 = 5) cantrips per day.
  • Bards, rangers and paladins cannot cast cantrips.
  • Since these spells are level 0 spells, they are automatically deflected/turned/trapped by Spell Deflection/Spell Turning/Spell Trap &c.
    • In particular, note that if there are X levels left and a cantrip is cast at the wizard, the spell will be absorbed/turned/trapped while not decrementing X.

Animal Companion Class Feat for Beastmasters [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

This component is aimed at tweaking the existing Find Familiar ability available to beastmasters. The ability is renamed Summon Animal Companion, and the ranger can now choose among eight different creatures. Moreover, the summoned creature is no longer tied to CHARNAME (BG/BG2) or one of the Player-created characters (IWD)... This means that a party consisting of six beastmasters can have up to six animal companions!

List of available animals:

Cave Bear

  • Base Stats:
    • Hit Points: as per a beastmaster of the same level.
    • Armor Class: 6 (+1 every 5 levels).
    • THAC0: as per a ranger of the same level.
    • Saves: as per a ranger of the same level.
    • Str(18/100), Int(4), Wis(2), Dex(9), Con(16), Cha(3).
    • Combat: 3 attacks per round for 1d12 slashing damage (+1 every 5 levels, starting from level 10, capped at +3 at level 20).
  • Special Abilities:
    • Critical Hit Chance: +10% (starting from level 5).
    • Deals an extra 2d8 points of damage on a critical hit (starting from level 5).

Winter Wolf

  • Base Stats:
    • Hit Points: as per a beastmaster of the same level.
    • Armor Class: 5 (+1 every 5 levels).
    • THAC0: as per a ranger of the same level.
    • Saves: as per a ranger of the same level.
    • Cold Resistance: 125%.
    • Fire Resistance: -25%.
    • Str(18), Int(10), Wis(8), Dex(12), Con(16), Cha(6).
    • Combat: 1 attack per round for 2d4 piercing damage (+1 every 5 levels, starting from level 10, capped at +3 at level 20).
  • Special Abilities:
    • Frost Breath (1 use per day, +1 every 5 levels).
      • The creature can unleash a stream of frost, causing 6d4 points of cold damage (cone-shaped area originating at the creature's lungs and extending outward in a cone 17 ft. long with a 90-deg. arc). A save vs. breath weapon is allowed for half damage.

Sword Spider

  • Base Stats:
    • Hit Points: as per a beastmaster of the same level.
    • Armor Class: 3 (+1 every 5 levels).
    • THAC0: as per a ranger of the same level.
    • Saves: as per a ranger of the same level.
    • Str(16), Int(10), Wis(2), Dex(14), Con(14), Cha(3).
    • Combat: 2 attacks per round for 2d6 piercing damage (+1 every 5 levels, starting from level 10, capped at +3 at level 20).
  • Special Abilities:
    • Permanently (improved) hasted.
    • Immunity to Web.
    • Web Tangle (1 use per day, +1 every 5 levels).
      • Targeted creature must save vs. Breath or be webbed for 2d6 rounds. Large creatures, incorporeal creatures &c. are unaffected.
Leopard
  • Base Stats:
    • Hit Points: as per a beastmaster of the same level.
    • Armor Class: 6 (+1 every 5 levels).
    • THAC0: as per a ranger of the same level.
    • Saves: as per a ranger of the same level.
    • Hide in Shadows: 10 (+5 every level).
    • Move Silently: 10 (+5 every level).
    • Str(14), Int(4), Wis(12), Dex(15, +1 every 10 levels), Con(13), Cha(6).
    • Combat: 3 attacks per round for 1d6 slashing damage (+1 every 5 levels, starting from level 10, capped at +3 at level 20).
  • Special Abilities:
    • May Hide in Shadows.
    • May perform sneak attacks as per an assassin of the same level (see sneakatt.2da).
      • Sneak attacks are limited to max one per round.
      • The targeted creature must be flat-footed (i.e., idle/helpless/in combat with someone else).
Dire Boar
  • Base Stats:
    • Hit Points: as per a beastmaster of the same level.
    • Armor Class: 7 (+1 every 5 levels).
    • THAC0: as per a ranger of the same level.
    • Saves: as per a ranger of the same level.
    • Str(16), Int(4), Wis(2), Dex(10), Con(16), Cha(3).
    • Combat: 1 attack per round for 3d4 piercing damage (+1 every 5 levels, starting from level 10, capped at +3 at level 20).
  • Special Abilities:
    • Ferocity (1 use per day, +1 every 5 levels).
      • +1d6 Strength.
      • +1d6 Constitution.
      • Immunity to confusion, charm, and feeblemind.
      • Duration: 5 rounds, +1 round every 5 levels.
Giant Constrictor Snake
  • Base Stats:
    • Hit Points: as per a beastmaster of the same level.
    • Armor Class: 5 (+1 every 5 levels).
    • THAC0: as per a ranger of the same level.
    • Saves: as per a ranger of the same level.
    • Str(3), Int(1), Wis(2), Dex(16), Con(12), Cha(3).
    • Combat: 2 attacks per round for 2d4 piercing damage (+1 every 5 levels, starting from level 10, capped at +3 at level 20).
  • Special Abilities:
    • Suffers a -1 morale modifier when flames are used against it.
    • Charm Animal (unlimited uses per day)
      • Targeted animal is charmed for 2d6 rounds upon a failed save vs. spell.
    • Constriction Attack (1 use per day, +1 every 5 levels)
      • Targeted creature is constricted for 5 rounds (+1 round per 5 levels). Notice that:
        • Once per round, constricted creatures can escape the coils with a successful open doors roll. If failed, the creature suffers 1d6 crushing damage.
          • 19+ Strength creatures automatically break free.
        • The victim automatically breaks free if the snake gets petrified/frozen/stunned/mazed/imprisoned &c.
        • The victim automatically breaks free if the snake takes an hostile action (such as attacking or using a special ability), or if it moves away from the victim.
        • Anyone who attempts to free a captive by hacking at the constrictor has a 20% chance of striking the victim instead.
        • Large creatures, incorporeal creatures, slimes, elementals &c. cannot be constricted.
Bombardier Beetle
  • Base Stats:
    • Hit Points: as per a beastmaster of the same level.
    • Armor Class: 4 (+1 every 5 levels).
    • THAC0: as per a ranger of the same level.
    • Saves: as per a ranger of the same level.
    • Str(3), Int(1), Wis(1), Dex(10), Con(14), Cha(1).
    • Combat: 1 attack per round for 2d6 slashing damage (+1 every 5 levels, starting from level 10, capped at +3 at level 20).
  • Special Abilities:
    • When attacked, there is a 50% chance each round that it will fire off a cloud of reeking, reddish, acidic vapor from its abdomen. This cloud causes 3d4 points of acid damage to any creature within range. Furthermore, the sound caused by the release of the vapor has a 20% chance of stunning, and a like chance for deafening. Stunning lasts for 2d4 rounds, Deafening lasts 2d6 rounds.
Falcon
  • Base Stats:
    • Hit Points: as per a beastmaster of the same level.
    • Armor Class: 5 (+1 every 5 levels).
    • THAC0: as per a ranger of the same level.
    • Saves: as per a ranger of the same level.
    • Str(5), Int(1), Wis(14), Dex(16), Con(8), Cha(6).
    • Combat: 3 attacks per round for 1d1 piercing damage (+1 every 5 levels, starting from level 10, capped at +3 at level 20).
  • Special Abilities:
    • Target must save vs. Breath or be blinded for 1d10 rounds (25% chance per hit).
    • Increased visual range.
Notes:
  • Use: selected, limited to beastmasters (starting from level 1).
  • All Animal Companions can clear the fog of war.
  • The animal companion will automatically level up along with his/her summoner. Note that it must not be level drained in order to level up.
  • You can toggle on/off its AI by toggling on/off Party AI.

Opportunist Class Feat for Chaotic-Aligned Rogues [Luke] Link to this component
EEex required; available for BGEE, BG2EE, IWDEE, EET

The rogue gains a +2 bonus to thac0 and damage when making attacks of opportunity. Use is automatic, but limited to Chaotic-Aligned rogues (available from level 1).

In this engine, Attacks of Opportunity occur when the attacker (rogue) is using a melee weapon (all but fists!) and the target is using a ranged weapon (or fists, but only if it is not a Monk!).

Contact Information Link to this section

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 Tweaks Anthology 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 Link to this section

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 dark0dave for the Yoshimo to Imoen Experience Transfer and Better Shadows of Amn Start components. Thanks to argent77 for many, many 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.

In addition to his many other contributions throughout the mod, Luke single-handedly added the entire NWN-Style Feats section, and it's spectacular.

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, c4_angel, and Lewis Liu 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 Link to this section

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 Link to this section

Version 17 - August 7, 2025 Link to this history

  • Tweaks Anthology now has a batch installer; see the relevant section of the readme for details.
  • Updated the Russian, French, Spanish, Italian, and Chinese translations
  • Version 17 is the largest expansion of the Anthology.
    • Luke leveraged the expanded possibilities of EEex on the EEs, creating an entire new section of the mod, NWN-Style Feats: Disarm Class Feat for Rogues, Knockdown Class Feat for Fighters and Monks, Spellcaster Skill/Counterspell Class Talent, Spontaneous Casting for Clerics, Weapon Finesse Class Feat for Thieves, Dual-Wield Class Feat for Rangers, NWN-Style Armor vs. Dexterity, Defensive Roll Class Feat for Thieves, Divine Grace/Dark Blessing Feat for Paladins/Blackguards, Good Aim Racial Feat for Halflings, Cleave Class Feat for Fighters and Monks, Sneak Attack Class Feat for Blackguards, Fearless Racial Feat for Halflings, Poison Save Class Feat for Assassins, Planar Turning Class Feat for Clerics/Paladins, Circle Kick Class Feat for Monks, NWN-Style Barbarian Rage, "Force" the Archer Kit to Use Bows, Blind Fight Innate Feat for Berserkers, Dirty Fighting Class Feat for Chaotic-Aligned Rogues, Overwhelming/Devastating Critical Class Feat for Trueclass Fighters, Self Concealment Class Feat for Monks, Parry Mode Kit Feat for Blades and Swashbucklers, Armored Caster Class Feat for Bards, Trackless Step Class Feat for Rangers, Nature Sense Class Feat for Druids, Uncanny Dodge Class Feat for Barbarians and Rogues, NWN-Style Sneak Attack/Crippling Strike Class Feat for Thieves and Stalkers, Evasion Class Feat for Thieves and Monks, Spell Penetration Class Feat for Spellcasters, Smite Evil/Good Class Feat for Paladins/Blackguards, Woodland Stride Class Feat for Druids, Bane of Enemies Class Feat for Rangers, Cantrips for Spellcasters, Animal Companion Class Feat for Beastmasters, and Opportunist Class Feat for Chaotic-Aligned Rogues.
    • In addition to the massive expansion above, Luke also contributed PnP Potions, More Sensible Cowled Wizards, Hide Visual Effects from Invisible Enemies, More Stoneskin Feedback, Improved Cure/Cause Wounds, Make Grease Ignitable, Make Bears and Boars Continue Fighting after Reaching 0 Hit Points, Limit Resting Mechanic, Make Infravision Useful, Alternate Concentration Checks, Revised Troll Regeneration, More Sensible Fireshield, More Sensible Blade Barrier, Dynamic FPS Change, More Sensible Morentherene, NWN-Style Summons, and Make Rancor +1 a Bit More Reliable.
    • argent77 added Automatic "Chapter Saves" in PsT:EE, Restored Loading Hints, Automatic Transition to the Heart of Winter Expansion, Static PsT Character Portraits, and Colorize NPC Names and Tooltips
    • CamDawg added Sensible Regeneration When Traveling, Automatic Use of Ranger Tracking Skill, Outline White Spell Icons for Accessibility, Explicit Cast Warnings, Karoug Weapon Vulnerability Adjustments, and Allow Monks to Change Damage Types with Hand Weapons
    • First time contributor dark0dave added Yoshimo to Imoen Experience Transfer and Better Shadows of Amn Start
  • Fixes/Improvements:
    • The component to remove the experience cap also tries to extend kit ability tables to level 50, if they don't already extend that far. The algorithm to extend the tables has been adjusted to (hopefully) capture the 'one use per X levels' abilities better.
    • Reveal City Maps When Entering Area now works on EET. By necessity this component also fixes a script loop for an area in BG proper on oBG/Tutu games but due to a bad logic check it was not being applied
    • Restore SoA Load Screen Logo would not work on a few edge cases and has been fixed
    • Revamped the Gradual Drow Item Disintegration component, and also made it better account for EE changes
    • Added two variants to Breakable Iron Non-Magical Shields, Helms, and Armor to allow armor to gradually degrade rather than just break. Streamlined helmet breakage to be more robust by no longer requiring any scripting and fixed a bug where items could break in the Black Pits campaign.
    • The Mutliple Strongholds component could add duplicate replies to Nalia's dialogue on BG2EE/EET games
    • Multiple Strongholds also has some fixes for the druid grove. Faldorn only used her abilities when facing a druid in solo combat so she now uses them on everyone. The changes to make the grove available to everyone was not removing the block for shamans
    • PsT items are now better handled by the various stacking tweaks; most notably charms are now handled by Increase Potion Stacking instead of Increase Jewelry, Gem, and Miscellaneous Item Stacks
    • Fixed a potential issue where the Separate Resist Fire/Cold Icon into Separate Icons component would leave the original icons instead of just replacing them
    • Increase Party Movement Speed and/or Casting Speed Outside of Combat could sometimes not clear haste during combat. In addition there are also now more options for this component available in the customization text file, cdtweaks.txt.
    • Alter Weapon Proficiency System had a couple of fixes:
      • It could double-apply a racial bonus with ranged weapons by e.g. applying the bonus to a bow and also to an arrow.
      • Weapons which provide their own bonus to use (e.g. Black Blade of Disaster) were not being updated to the new proficiencies.
      • The BG and IWD options now have better, more accurate, more consistent proficiency descriptions.
      • For the IWD option, existing flail profs could be mapped to halberd
      • The new proficiencies that include spears will now mention javelins if Project Javelin is installed
    • Fixed a small error in Personalize Automatic Save Names
    • Proficiency Rules on Dual-Classed Characters was giving fighter/mages an extra spell on every level
    • Alter Hostile Rest Spawns could fail on area files with unusual structure; this is now better identified and handled
    • Fixed a dialogue loop in Make Khalid a Fighter-Mage (thanks jastey). Khalid's name was also wrong if he was spawned in SoD.
    • Unique Icons was miscoloring one of the plumed helmets by applying coloring meant for the plume to the helmet instead
    • Freedom is now excepted from Level-Locked Spell Scrolls because it could otherwise screw over a party
    • Faster Chapter One and Two Cutscenes and Dreams could miss patching a script on oBG2. It's also now available for BGT and EET games.
    • Rest Anywhere wasn't targeting the correct area bits on some platforms
    • Allow NPC Pairs to Separate now works for NPC pairs in SoD (Khalid/Jaheira and Minsc/Dynaheir)
    • Harrold's dialogue in Friendly Random Drops > Exchange with merchants is copied and updated from Flynn's dialogue, but due to a code typo several references were not being updated correctly. Also fixed an issue where the third level Dragon's Eye drop could be blank because the component was providing stacks of 0 for the ammo that could drop.
    • During the original three Bio romances for males (Aerie, Jaheira, Viconia) they snipe at each other during LTs and eventually force a decision on the player of which romance to pursue. Surprisingly, these were never disabled by the Allow multiple romances option of Romance Cheats. The altercations will still occur, but all of the romances will still continue.
    • Two-Handed Axes could have minor errors if Braegar was installed due to the compatibility code
    • Maximum HP Creatures now accounts for the non-standard dice sizes of Dwarven Defenders (d12) and Dragon Disciples (d6). It will also roll through level 20 if Allow HP Rolls Through Level 20 is installed
    • Everyone Gets Bonus APR from Specialization was not providing APR bonuses to monks or non-joinable NPCs
    • Fixed an issue with More Interjections that would occur specifically on reinstalls
    • Added a config option for Maximum HP Creatures to change the percentage or add a flat bonus
    • The various components that change druids to use cleric XP progression didn't work on IWDEE due to bad whitespace detection.
    • No Traps or Locks now has two more variants to better refine which traps to remove
    • Khalid and Jaheira could leave permanently if sent to the FAI with Send BioWare NPCs to an Inn on oBG or Tutu games
    • Increase Party Movement Speed and/or Casting Speed Outside of Combat now uses a custom portrait icon for its haste effects, added a customization config option, and slightly updated its in-game text
    • Allow Monks to Wear Helmets has been renamed to Expand Usable Monk Equipment, as it now allows monks to use staves, helmets, or both.
    • A dialogue fix for the NORH, as part of Multiple Strongholds, was being executed as part of the de'Arnise Keep changes
    • Move NPCs to Convenient Locations now has a 'move everyone' option. Also fixed a small bit of Alora's dialogue breaking immutability.
    • The IWD options of the Alter Paladin Spell Progression Table and Alter Ranger Spell Progression Table lower the level where these classes get their first spell; however their caster levels are still pegged to when they used to get their first spell. Their caster levels are now adjusted to match.
    • Weapon Animation Tweaks will no longer change morningstars to use the mace animation.
    • Items created by Two-Handed X and Wear Multiple Protection Items > PnP restrictions will no longer get charges drained by creatures like nishruu or magic golems
    • Added a 'dual-class adjustment' config option for loosening equipment restrictions as part of the Change Equipment Restrictions for Druid Multi- and Dual-Classes component
    • Some of the components that use a weapon's animation to determine what kind of weapon it is—such as Weapon Animation Tweaks—weren't properly accounting for the new animation styles introduced in One Pixel Productions and the Enhanced Editions
    • Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior [plainab] was not clearing one journal entry on BGEE/EET games
    • Alter Druid Spell and Level Progression Tables now offers two new progressions for druid XP, based on the normal IWD and BG/BG2 XP progression
    • The Avatar Morphing Script will now work for monk if their default animation has been changed to a cleric, e.g. if allowing monks to use staves via the Expand Usable Monk Equipment component
  • Mod conflict issues:
    • A number of updates for EE Fixpack compatibility
    • Increase Jewelry, Gem, and Miscellaneous Item Stacks could interfere with a critical item from Throne of Mad God, so that specific item is no longer altered
    • Resolved a potential conflict between the Friendly Random Drops component and IWD Fixpack
    • A couple of components within Anthology would conflict if they were installed out of the order they are presented in the installer. These conflicts have been resolved between Send BioWare NPCs to an Inn and More Interjections; Disable Portrait Icons Added by Equipped Items and Separate Resist Fire/Cold Icon into Separate Icons; all of the Two-Handed X components and the variants of Alter Weapon Proficiency System; the cleric XP variants of the Alter Druid Spell and Level Progression Tables and the Change Experience Point Cap components
    • Use BG Walking Speeds will now apply to Grey the Dog
    • Taerom Makes Additional Ankheg Armors will now skip if the same component from Tweaks and Tricks is installed
    • Resolved a conflict between Allow Arcane Spellcasting in Heavy Armor and Artisan's Eldritch Knight and Bardic Wonders. Both had an option for armored casting but were still receiving miscast penalties; these penalties no longer apply
    • Two druid helmets added by DSotSC were being made unusable by Change Equipment Restrictions for Druid Multi- and Dual-Classes
    • Various components now account better for the updated IWD2 Ease-of-Use mod and the new Talents of Faerûn mod, mainly by skipping if functionally similar components are already installed
    • The various two-handed items created by the Two-Handed X components are no longer usable by Amber as she refuses to use two-handed weapons
    • Add Map Notes will now account for changes from The Calling to the Gnoll Stronghold
    • Thieves Can Backstab With More Weapons With "Use Any Item" or as Dual- and Multi-Classes now accounts for the Staff of the Gorgon from SP Collection
    • Resolved a conflict between Friendly Random Drops and the IWDEE-specific Item Tweaks component from SubtleD's Item Tweaks
  • Internal stuff:
    • Exchanges for Friendly Random Drops > Exchange with merchants are now flagged in dialogue as 'execute immediately' in the EEs
    • Upgraded to a custom variant of k4thos's joinable NPC detection for more reliable detection of joinable NPCs. All components which had to distinguish between joinables vs. non-joinables now uses the new code.
    • Standardized and updated multiple libraries as part of an internal re-organization process
    • Unique Containers has a rash of fixes for bags from other mods; the code targeting bags from Unfinished Business was removed as the mod fixed these issues a while back
    • Death Cam's Easter egg wasn't working

Version 16 - October 13, 2022 Link to this history

  • 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 (Anthology gets automatically reinstalled because a mod earlier in the order gets updated/removed), causing Anthology 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 Anthology components to fail. If AB is detected, Anthology 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 Link to this history

  • 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 Link to this history

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

Version 13 - April 4, 2022 Link to this history

  • 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 Link to this history

  • 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 Link to this history

  • 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 Link to this history

  • 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 Anthology 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 Link to this history

  • 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 Link to this history

  • 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 Link to this history

  • 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 Link to this history

  • 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 Link to this history

  • 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 Link to this history

  • 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 original 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 original 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
  • Anthology now supports translated readmes, should anyone wish to try their hand

Version 3 - July 31, 2017 Link to this history

  • 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 Link to this history

  • 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 Link to this history

  • 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 Anthology 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 original 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 original 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