G3

Level One NPCs

A Gibberlings Three Mod
Author:
Nythrun
Contributors:
cmorgan, Azazello, Miloch, erik
On the web:
Home page and discussion forum

Version 3
Languages: English, French, Polish, Spanish
Platforms: Windows, Mac OS X, and Linux

Overview

The Level 1 NPCs mod derives from Gebhart Blucher's Alternate BG2 NPCs (lvl1npcs.zip) mod. Azazello recommended updating it for WeiDU, cmorgan further promoted it for development and Nythrun formally coded the mod and made it monstrous (in a good way, of course).

The mod is called "Level 1" because the NPCs thus modded start as level one characters with excess experience points. When they join your party, you can level them up and choose their skills. Their experience points end up being the same as if they had joined your party without the mod installed.

Blucher's mod allowed players to use kits and classes that are different from the default ones assigned to several default BG2 NPCs. The mod allowed only a limited number of kit and class choices, to only a few NPCs.

Level 1 NPCs expands on the original concept by allowing players to assign any installed kit/class - default or customized - onto any default NPC from both BG1 and BG2 games. The mod also allows players to change the NPC's skills and weapon proficiencies.

Cernd the Monk, Mazzy the Paladin, Jaheira the Kensai and Valygar the Wizard Slayer are just a few examples. The combinations are endless and the choices are purely up to the players interests.

The extra benefit of the mod is that it allows the player to try customized kits from other mods, and to apply them to as many default NPCs in the game as desired.

You can read more details in the mod's forum and its FAQ thread. Please report any bugs or suggestions for improvements in the mod's forum.

Compatibility

This mod works with BG2: Shadows of Amn, with or without the expansion pack Throne of Bhaal. If you do not have Throne of Bhaal installed, you will not be able to assign any kits based on the wild mage. Make sure your game has the latest patch before installing any fan-made mods: for SoA that would be 23037 and for games including ToB it's 26498. Do not under any circumstances install the beta patch version 26499, as it's likely to make your game uncompletable. Check the ReadMe files related to your patch in your game folder and the BioWare website if necessary.

This mod is designed to work with all other mods, including Baldur's Gate Tutu (and EasyTutu) and Baldur's Gate Trilogy. We gently suggest installing the BG2 Fixpack for all platforms except Tutu. If you decide not to include it, we may not be able to help you with any in-game bugs or bugs added by Baldurdash.

You can install this mod during an existing game, but the modifications will only take effect if the NPC has not yet joined the party.

Although you can install the mod anywhere in a mod list, you should place it near the end of your mod list. If you want to assign an NPC a customized kit, be sure to install Level 1 NPCs after the custom kit mod. If you want to use Ashes of Embers or another mod that changes the weapon proficiency rules, then that should also go earlier so this mod will follow the changed ruleset.

If you'd like to install the BG1-style proficiencies component of Tweaks Anthology, you may now install that before Level 1 NPCs and it should correctly pick up those proficiencies. You may also install it after Level 1 NPCs.

If you have installed the Revised High Level Abilities component of Refinements, a kitted multiclass will crash the game upon whichever level-up would allow selection of an HLA. This is not a bug in Level 1 NPCs - do not tempt fate by kitting any multiclasses with Refinements installed and consider deferring that gnome cleric/(obligatorily)illusionist protagonist until another playthrough.

Bug Reporting

If you should encounter any bugs, please report them to the authors at the Level One NPCs forum.

Installation

Enhanced Editions Note
The Enhanced Editions are actively supported games. Please note that every patch update will wipe your current mod setup! If in the middle of a modded game you might want to delay the patch update (if possible) as even after reinstalling the mods, you might not be able to continue with your old savegames. Alternatively, copy the whole game's folder into a new one that can be modded and will stay untouched by game patches. For BG2:EE it is important that you install the mod to the language version you are playing the game in. Otherwise, the dialogues of the mod will not show but give error messages.

Windows
Level One NPCs 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-level1npcs.exe and the folder level1npcs. To install, double-click setup-level1npcs.exe and follow the instructions on screen.

You can run setup-level1npcs.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X
Level One NPCs for Mac OS X is distributed as a compressed tarball and includes a WeiDU installer.

First, extract the files from the tarball into your game directory. When properly extracted, your game directory will contain setup-level1npcs, setup-level1npcs.command, and the folder level1npcs. To install, double-click setup-level1npcs.command and follow the instructions on screen.

You can run setup-level1npcs.command in your game folder to reinstall, uninstall or otherwise change components.

Linux
Level One NPCs for Linux is distributed as a compressed tarball and does not include a WeiDU installer.

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

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

To install, run WeInstall level1npcs in your game folder. Then run wine BGMain.exe and start playing.

Note for Complete Uninstallation
In addition to the methods above for removing individual components, you can completely uninstall the mod using setup-level1npcs --uninstall at the command line to remove all components without wading through prompts. .

Contents

List party-joinable NPCs - Required for all other components

This component scans and indexes all standard NPCs in your game. It also corrects creatures using the wrong effect version. You can also "batch uninstall" all components you've previously installed by uninstalling this component.

Tweak weapon proficiencies for some classes - Optional

This component alters weapon proficiency rules like other mods such as Ashes of Embers or Rogue Rebalancing, with specifics described below.

When you're altering the joinable NPCs, this mod follows whatever rule set is in place. So if you want mages to be able to use crossbows, and you want Edwin to have to crossbow proficiency, you'll need to change the rules so that this mod will know what rules to follow. Most of the content here mirrors other mods and is presented as convenience, or as an alternative to the many mods that must be installed last.

You can:

  • Allow clerics one star in any weapon type a fighter can use; if your deity's weapon is a sword, you should bloody well be able to use a sword! :) At this prompt you may choose to allow clerics one star (which will skip the following five changes by default), choose amongst the following options separately, or skip all cleric-related tweaking.
  • If you refused "one star in anything for clerics," allow cleric/mages one star in mage weapon types (1 for daggers and darts or 2 for daggers only).
  • If you refused "one star in anything for clerics," allow cleric/thieves one star in thief weapon types (1 for all thief weapons, 2 for short swords and daggers or 3 for daggers only).
  • If you refused "one star in anything for clerics," allow cleric/rangers one star in ranger weapon types (1 for all weapons, 2 for longswords and longbows, 3 for longswords only or 4 for longbows only).
  • If you refused "one star in anything for clerics," allow fighter/clerics two stars in any weapon type - just using the fighter restrictions rather than the cleric's, as fighter/mages and fighter/thieves already do. Choosing "2" allows only axes in addition to standard cleric weapons.
  • If you refused "one star in anything for clerics," allow fighter/mage/clerics two stars in any weapon type. Choosing "2" allows only daggers in addition to standard cleric weapons. I'm sure you can make up your own mind. :)
  • Allow druids one star in any weapon type a fighter can use. This will allow fighter/druid multiclasses the full gamut of weapons available to fighters (as per second edition AD&D rules).
  • Restrict fighter/druids from armors single class druids cannot wear - by request; seems closer to the arbitrary 2nd edition rules in any case. This component will be automatically skipped if you have installed Druid Remix from Divine Remix or Item Revisions, as they already include this change.
  • Allow weapons mastery for fighter multiclasses - some will find it cheesy, but if you were going to get this elsewhere (e.g. BG2 Tweaks), then you might as well have it for party joinables too. You may limit this to mastery (3 stars), high mastery (4 stars) or grand mastery (5 stars).
  • Allow melee weapons mastery for for barbarians - as above, but pertains only to non-ranged weapons. You may limit this to mastery (3 stars), high mastery (4 stars) or grand mastery (5 stars).
  • Allow thieves, mages and bards to place one star in any weapon type.
  • Allow thieves and thief multiclasses three stars in dual-wielding - a la aVENGER's Rogue Rebalancing, Song and Silence, and probably a dozen other mods :) (and will be skipped if you have this tweak already installed from somewhere else)
  • Allow backstab with any weapon a mage/thief, fighter/thief or cleric/thief can use. Backstabbing with a two-handed sword shouldn't be less effective than backstabbing with a quarterstaff, yes?
  • Make quarterstaves unusable for backstabbing - by request.
  • Make all two-handed weapons unusable for backstabbing - note that in the unmodded game, the only two-handed weapon that is capable of backstabbing is the quarterstaff, so this isn't going to do much unless you've already installed the "allow backstab with thief multiclass weapons" subcomponent.

Add kits to exported characters - Optional

This component allows brave cheaters, er, players to assign a kit to an exported PC. Most people who'd consider doing that will probably use an editor like DLTCEP or NI instead :). You cannot use this component to assign a kit to a character already kitted. Nor can you uninstall the component normally, as it makes no changes to your actual game. You can, however, restore characters in the level1npcs/backup/2 folder if you aren't happy with your changes. It is always wise to keep an extra backup also, just in case.

Joinable NPCs more closely match the PC's experience - Optional

  1. On initial joining only
  2. On initial joining and rejoining

NPCs, upon joining, will have their total experience points adjusted to a value closer to that of the player character. Feedback will display in the game window to let you know what's going on and when it ends so you can let this component do its work. After the experience points have been adjusted, the character will have a one-time-only rest script (so that you may fill their spell slots at your discretion). To use this, make sure that the AI lantern in the bottom right corner of the game screen is activated, select the character, and press R. Return to the main screen and your character will now be rested (and you may turn the AI off if you prefer). This script is self-effacing: it will go away if you rest, leave the area, save the game, change party members, or do almost anything else, so if you want to use it, you'd best do so as soon as the experience points have stopped twitching. As a side benefit, it's easy to ignore if you don't want it.

Balanced BG1 NPC attributes - Optional; Tutu and BGT only

This component adjusts the attributes of BG1 NPCs, as discussed in this topic. The original mod is by Ergopad; mos_anted made some slight adjustments (as discussed later in the topic). Therefore, you've got two choices (or three since you can skip it entirely, as will happen anyway if you're installing on BG2).

Dudleyfix for BG1 NPCs - Optional; Tutu and BGT only

This component "fixes" the attributes of BG1 NPCs, as discussed in this link. Primarily, this addresses various inconsistencies as noted on that page.

Fix BG1 NPC spells and innate abilities - Optional; Tutu and BGT only

As above, this fixes various glitches in spell books and innate abilities. This is the last of Ergopad's 3 components, offered here for convenience prior to making future NPC tweaks.

Update game references to NPC classes/kits - Optional

This component does nothing in itself, but enables the changing of game dialogues, item descriptions and character biographies that reference an NPC's class or kit if you have changed that class or kit. It is very select; for example, it does not change a cleric's deity mentioned in dialogue you've changed the kit, though if you change the class, the cleric may become referred to as a paladin (or whatever) of said deity. Changes should be logged to the batchlog/l1dlg.txt file. Please attach this to the forum if you wish to report any discrepancies while using this component (which is optional, if we didn't mention it already).

Change Anomen's knighthood reward/penalty - Optional; BG2 and BGT only

  1. Wisdom +1 on passing (instead of set to 16)
  2. Wisdom +1 on passing; Constitution +1 on failing
  3. Wisdom +1 on passing; Wis -1 and Con +1 on failing
  4. Wisdom +1 on passing; Wisdom -1 on failing

On passing his knighthood test, Anomen would normally get his wisdom set to 16, regardless of what it had been previously (normally 12). This component will augment his wisdom by 1 instead (if, for example, you want to increase his wisdom in the "Mod an NPC" component). You also have four choices to change his attributes if he fails the test.

Mod an NPC - Optional

These components allow you to change the classes and/or kits of individual NPCs installed in your game. You can choose from any class available, including multiclasses. After that, you can choose to assign one kit related to the class(es) you assigned. The engine does not allow assignment of more than one kit. However, you can choose from any mod-introduced kits available. Of course, you can also decide not to assign a kit.

Contact Information

Nythrun created this mod, with assistance from cmorgan, Azazello, Miloch and others. Visit The Gibberlings Three for information on this mod and many others.

Thanks and Acknowledgements

Thanks to Gebhart Blucher for the original concept and mod for changing the assigned kits of several default NPCs. He has given us his explicit encouragement to expand on his concept.

Legions of thanks are also due to:

  • Lambs to the slaughter... erm, brave alpha testers: Miloch, Kulyok, Raven_Song, Padisha and kimmel. Much thanks!
  • CamDawg: Dawg != Ward :)
  • igi: I like the IESDP.
  • Avenger: I really like the IESDP.
  • Wes Weimer: WeiDU loves me.
  • the Bigg: but BiggDU has stolen my heart.
  • Ggib eht: nosaer ralucitrap on rof.
  • devSin: not setting me on fire.
  • jcompton: for kidnapping most of the IE modders and incarcerating them in The Broken Hourglass™ brand shoefactory/sweatshop. In an empty sky I cannot but shine the brighter, and who doesn't like inexpensive shoes?
  • Man At Work: I LOVED omicron testing Improved Barl!
  • The Gibberlings Three which has been good enough to not eject me despite my irascible and surly disposition. :)
  • Dirty Uncle Bertie: for filtering tons of bugs and fixed bugs into one easy-to-verify list. -erik
  • Lord Psion and Ancalagon el Negro: Spanish translation
  • Graoumf and Isaya: French translation
  • yarpen and Lava Del'Vortel: Polish translation
  • Ergopad: BG1 NPC-related components (with an option to tweak further by mos_anted)

Thanks to the active and vibrant Infinity Engine modding community who continue to offer encouragement, support, bug reports, suggestions and feedback. This is a community-nurtured mod: all are encouraged to aid in its support and development.

Tools Used in Creation

Credits and Copyright Information

Level One NPCs is copyright © 2007-2011 Elizabeth Strand (contact Nythrun at the mod's forum).

This work (including all code and documentation) is licensed under a Creative Commons Attribution-Noncommercial 3.0 Unported License. You are free to share (copy, distribute and transmit) and to remix (adapt) this work, except for commercial purposes. If you claim you wrote it, the authors may choose to mock you gently :).

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the Creative Commons Public License for more details.

These are not "fixes from TS." Really.

Version History

Todo
  • Find some non-intrusive way to limit proficiency selection to weapons the character has sufficient stats to wield, if desired
  • Add support for "give them this much experience and stop, so that I can dual-class them." That'll be fun.
  • Recode deprecated component, somehow (bwahahaha...)

Version 3: BGEE Bugfix (9Jan19)

  • Fixed bug that prevented Joinable NPCs more closely match the PC's experience from installing on BGEE games

Version 2: Happy 15th G3 Anniversary (9Sep18)

  • Now setting the correct values for Barbarian and Wild Mages in kit.ids
  • Should now work on Enhanced Editions (I think!), though the new Beamdog NPCs are not covered
  • Updated Tweaks detection to the new Tweaks Anthology from the deprecated BG2 Tweak Pack
Version 1.9: Happy 8th G3 Anniversary (24Sep11)
  • Changed druids and fighter/druids to get scimitars instead of longswords if player chooses to use "large swords" with BG1-style proficiencies
  • Reoptimized NPC WeiDU GROUPs
  • Fixed monk off-hand bug
  • Fixed Imoen BGT "equipment poverty" bug
Version 1.8: Where's that v2 Anyway? (4Sep11)
  • Accounted for p#kivan's special equipment
  • Dodged avatar-switching glitch by moving Aerie's armor to inventory
  • Fixed opcode typo in fj_npc_specific_perqs macro
  • Fixed monk equipment bugs
  • Fixed glitches when game references component not installed
  • Accounted for TDD Shar-Teel's special armor
  • Fixed numbering glitch in French translation
  • Added Anomen knighthood attribute component
  • Fixed bug in dual wielding with sling equipped
  • Added support for BG1 NPCs in BG2
  • Refixed more glitches in Ergopad's Dudleyfix component
Version 1.7: More Orcish Bugfixing (17Mar11)
  • Implemented the bigg's improved resref regexp
  • Fixed bug with Yeslick's HP in Ergopad's Dudleyfix component
  • Fixed "arrowless" bug in cleric/ranger longbow tweak
  • Added longbows-only option to cleric/ranger tweak
  • Fixed bug in "Update game references" component referencing Branwen's biography
  • Fixed bug in fighter/druid armor tweak installing on its own
  • Added rejoining subcomponent for "Joinable NPCs more closely match the PC's experience"
  • Eliminated cheesy "poof" when experience-matching component invoked
  • Changed description updating to match game language rather than mod installation language
  • Fixed creature-ordering macros to use latest versions and avoid corrupting files further
  • Changed weapon-tweaking component so it doesn't start over from scratch if you make one mistake
  • Added Nephele NPC component
  • Added existing NPC variants (Coran, Eldoth, etc.)
  • Fixed several bugs in assigning monk class to characters
  • Implemented class/kit-based ability determination
Version 1.6: Absolutely No Bugs Here (5Dec10)
  • Fixed glitches with ToB NPCs
Version 1.5: Geomantic Sorcerers are not Druids (28Nov10)
  • Re-enabled kit menu for sorcerers to allow Geomantic Sorcerer kitting
  • Fixed typos in non-English translations
  • Recommented out some sub-functional 2da patching
  • Fixed a variable typo preventing installation on Tutu
Version 1.4: Miloch's Mad Orcish Rampage (9Nov10)
  • Added French and Spanish translations; updated Polish translation
  • Added optional dialogue-modding component and logging
  • Added altered proficiency support (a la BG2 Tweaks) for modded NPCs
  • Added display conversion for accented characters leeched from game text
  • Added function to display current NPC stats
  • Tweaked animation assignment (primarily to avoid bearded female gnomes and the like)
  • Fixed regexp typo pertaining to one-handed axes
  • Revised weapon assignment routine to avoid duplicate and redundant weapons
  • Revised armour assignment routine to make heavier armour more realistic (also fixed some bugs)
  • Added more options to the "Tweak weapon proficiencies" component (largely specific to multi-classes and barbarians); fixed a bug or two
  • Auto-skipped weapon-tweaking questions if another mod has done something similar
  • Skipped kit menu for sorcerers and monks (if someone hacks that, we can re-enable it)
  • Added support for mod NPCs
  • Fixed a bug in setting item "baseclass" usability if no kit chosen
  • Fixed kit display in deprecated component and undeprecated it via NO_LOG_RECORD (yes, it should be safe, but keep extra backups just in case)
  • Required main component for all subcomponents to avoid uninstall and reinstall glitches
  • Added "hard to kill" support for Ajantis, Shar-Teel and Viconia pre-joining
  • Fixed bug in proficiency assignment for Haer'Dalis, Jan and Xan
  • Added Ergopad's "NPC Attributes" components for BG1 NPCs (with an extra option by mos_anted)
  • Added option to manually mess further with NPC attributes
  • Grouped components for easier selection (or not)
  • Added sample batch file installer
  • Updated to WeiDU v224
  • Enhanced NPC custom item compatibility
  • Possibly other stuff I've forgotten that Nythrun has probably already recoded in some better form ;)
Version 1.3: The Bugs Are Especially Squishy This Year, Right Boo? (21Jan10)
  • Fixed: install failure with NEJ2
  • Fixed: armed and armoured Viconia at the stake in SoA
  • Fixed (several times): various people not affected by "More closely match protagonist experience" in various situations
  • Fixed: lowest-level variants of Viconia and Imoen not changed in SoA
  • Fixed: Xan was offered for changing in SoA, though he's just a tutorial character
  • Fixed: fighter/druid proficiency bug without multiclass grand mastery
  • Fixed: tieflings should use elven avatar, not human
  • Fixed: NPC experience matching was overly generous when protagonist had 100k-190k XP
  • Fixed: kitted multiclasses were limited to kit weapon proficiencies, now limited to base multiclass proficiencies instead, as that's what takes effect in-game
  • Fdded: bonus longbow star for Coran
  • Fixed: Don't-get-so-hurt banters triggering too soon in BG2
  • Fixed: Haer'Dalis bonus star (and again with v13eib1)
  • Fixed: Aerie doing a runner if changed to sorcerer or mage (v13eib2)
Version 1.2: Rebuilding Berlin One Newline At A Time. (17Jan09)
  • Updated to WeiDU v210
  • erik's Repaired tp2 newline for German versions
Version 1.1: Poland's Translating, London's Calling. (20Aug08)
  • Updated to WeiDU v208
  • Added yarpen's Polish translation
Version 1: First Official Release (23Dec07)
  • Updated to WeiDU v203; small WeiDU bug in PRETTY_PRINT_2DA hacked around
  • Changes made to the weapon proficiency rules now apply to any kits added by mods as well
  • New option in the Tweak weapon proficiencies for some classes component: Restrict all two-handed weapons from bonus backstab damage
  • XP adjuster slightly recoded
  • Added rest script to XP adjuster
  • Some paucity of spells (i.e. 1-2) will be memorized before joining
  • Yes/no prompt for retaining Minsc rage
  • Quickslot/inventory prompt for expatriating Boo
  • Optional Boo annihilation added for your cruel pleasure. It's less fun than it might sound.
  • Added the option to abort the install of a component by entering 0 at the class selection menu, to make those "Oops! I didn't mean to press [A]!" errors less painful
  • BGT users only: if the Level Zero NPCs component of SCS has been installed, it will now be possible to modify the Shadows of Amn incarnations of a given NPC. It's still preferable that you not install that particular component of DavidW's mod along with this mod, but it doesn't cause any (known) problems :) SCS really is rather good, by the way.
  • Omission of unselectable kits recoded to avoid issues with new versions of Refinements et al.
  • Illegal mage kit multiclasses no longer penalized with their weapon proficiency assignments (again)
  • Fixed Imoen not always receiving her sorcerer spells
  • Optional restriction of fighter/druids from druid-unusable armors will not display if the Druid Remix component of Divine Remix is installed, as something identical is already included in that mod
  • Thief/mages occasionally receiving chainmail in their automatic new equipment assignment (as though they were bards) fixed
  • Added code to fix hdragsil.cre if broken by a conflict between Quest Pack and SCS II (won't be making a habit of this). In addition, some small and pitiful amount of bugfixes to items introduced by other mods is gradually being incorporated, though only when necessary to prevent errors when installing this mod. Prevention of crashes is but collateral damage.
Version 0.7: Ultimate Beta Revisited (with new improved spellchecking)! (19Oct07)
  • Updated readme and WeiDU to v201; renamed to "level1npcs" because there seems to be a bunch of versions floating around out there; packaged for G3
  • Fixed regexp to catch aerie10.cre; no other significant code touched (cmorgan just ogled and whistled at it while studying it)
Version 0.6: Ultimate Beta! (31May07)
  • Added a new component to allow NPCs to have an XP total closer to the PC's upon joining. I'm discontent with it at the moment.
  • Removed the remainder of the bugfixes (exception: effect version for Tutu creatures) in the interests of compatibility
  • Fixed a problem (?) with fighter/thief hitpoints
  • Fixed a problem with fighter/non-mage kitted multiclasses receiving an overly restrictive menu of weapon proficiencies
  • Removed some typo corrections that were applied to original game files; no one else cares that avengers are referred to as BEAST_FRIEND which was dropped before BG2's release :)
  • Added a Divine Remix style option to restrict fighter/druids from armors single class druids cannot wear. It's in the weapon proficiency tweaks, and it's optional in an optional component :).
Version 0.5: Barely Beta! (31Mar07)
  • Updated to WeiDU v199. There are still a few cases where I'm using some stupid hack rather than a nice WeiDU action, but things in general ought to work better. Please note that this mod cannot run on WeiDU versions earlier than 199: the bigg has fixed too many bugs and added too many new features.
  • Completely rebuilt primary component; installation ought to proceed much more quickly. Consequently, most of the creature correction routine has been removed. Please let me know if the mod chokes on any creatures and I'll endeavor to fix them on a case-by-case basis.
  • Completely rewrote the weapon assignation routine; it should be slightly stingier now. Please report any cases of duplicating items to me so that I may kill myself or fix any remaining bugs, depending on my mood at the time.
  • Completely rewrote the armor assignation routine too
  • Weapons that have usability restrictions altered by the mod will have their descriptions updated. We've lost the 3,600 character regular expression and reverted to a simpler match, so it should be much faster than the original.
  • Mages will have one spell and specialist mages two spells memorized when met in game, as a courtesy to those who have no time to rest. Priests will come with a Cure Light Wounds. Sorcerers come with their own peculiar mechanical implementation.
  • Sorcerer kits that select fewer than two spells at first level can be added now. Uh, who is making sorcerer kits, again?
  • Deprecated the "Kit exported characters" subcomponent, as the coding was far too advanced for my own good (i.e. it causes terrible problems upon uninstall because I am an idiot). Sorry about that. Flee this component.
  • BG Imoen's Magic Missile wand had entirely too many charges; now it has ten
  • Includes swank HTMLed readme. Thanks, Miloch!
  • TP2 now contains a few comments. Not many. May add more. Feeling terse.
Version 0.4: Beta! (20Mar07)
  • Major bug that could delete files fixed. I have done the impossible with WeiDU, and it sucked a lot.
  • Fixed a bug that prevented installation
  • Auto-skipping of unavailable NPCs actually works now
  • Fixed a bug that caused multi-classes with Mage kits to receive an unduly restrictive selection of weapon proficiencies
  • Code to skip adding items to NPCs who shouldn't have any actually works now (OR and AND are not equivalent in respectible truth tables, silly!)
  • NPCs with super special weapons will now have their proficiencies with that weapon incremented by one if they have some already
  • Cleaned up some slop in a couple macros (no effect, but tidier)
  • Added component which allows kitting of exported characters if they have none already. Be very careful with this.
  • Removed GROUP usage that was wasting time and accomplishing nothing.
  • Commented out the item description updater - it's just too slow
Version 0.3: Alpha Three (8Mar07)
  • Corrected a bug where some kits received weapon proficiencies from the next kit in kitlist.2da
  • Gave sorcerers their second level one spell (whoops!)
  • Blocked BG2 NPCs from displaying in Tutu
  • Added code to convert any creature effect version to v2 automatically (this has to be done to prevent LOCALS from being truncated if over eight charcters, and to make sure they can be saved)
  • Fixed typo in class selection menu
  • Blocked barbarians from being selectable as a multiclass (sorry, hardcoded hitpoint funk here; I can't make this work well)
  • Two-handed weapons will now be equipped (unless you've selected another weapon afterwards, naturally :) )
  • Made cleric/mages use the (correct) cleric avatar rather than the mage avatar
  • Xan's Moonblade will now be a longsword usable by whatever Xan is, and he'll get a proficiency point in longsword for free whether that's normally allowed or not: this represents his deep spiritual bond with the weapon in the only way the uncouth BG2 engine can express :)
  • Fixed a bug where NPCs would stockpile weapons in their inventory; should be one per customer, iron crisis or no
  • Made the armor assignation for BG NPCs a bit less generous
  • Added a bloated preliminary component that allows tampering with weapon proficiency rules. While there are other, standalone mods that do this, if you want altered rules to apply for this mod, those altered rules would have to be installed first. So I'm doing it for you :).
  • Forced barbarian and wild mage symbols to take a value of 0 in kit.ids
Version 0.2: Alpha Two (16Feb07)
  • Approximately Moser's number worth of bugs fixed
Version 0.1: Alpha One (2Feb07)
  • Let us never speak of this again