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Baldur's Gate & Baldur's Gate II Mod Thread

Azdul

Magister
Joined
Nov 3, 2011
Messages
3,779
Location
Langley, Virginia
most of these mods are available for the EE
The Northern Tales of the Sword Coast, and Dark Side of the the Sword Coast mods both have different versions for bg1ee and EET. The bg1ee versions are a lot like the originals with some crazily powerful loot and a lot of (too many) enemies in the dungeons. The EETs are 'balanced ' but all maintain the same no-sense quests that will require a guide at least once or twice.

I don't remember Dark Horizons' plot but there was a ton of wayyy too powerful stuff and a (presumably bugged) dwarf in Beregost who sells it; he buys higher and sells lower than any other merchant. There is also dwarf crafter at Friendly Arm who adds Fire Giant strength to Girdle of Piercing from sex-change ogre, and makes wyvern heads into ac +2 helms with +2 strength and 25% magic resistance... Yeah of course half my party will be wearing them

Exactly my point! Yes these old megamods have EE versions, but why would anyone want to play them in the first place? Why would anyone want La Femme Nikita content in their Baldur's Gate game whether it's translated into Polish or not? Makes no sense. I remember trying Secret of Bonehill years ago, supposedly an adaptation of a P&P module. As soon as I got to the first super ugly mod area I found every single chest was packed with hoards of Beljurils, Rogue Stones, Diamonds, etc. I just quit playing. I don't know what World of Baldur's Gate does to these trash tier old megamods but I assume there's a limit to how much they can be improved.

On the other hand there's a lot more smaller, but deeper and well written, lore friendly content mods released and upcoming for the EE games, to the point that it seems a lot of EE players can afford to be way more picky w/ the content mods they add to their game. I don't think anyone would want to play DSOTSC, NTOTSC, TDD, SOBH, CTB, TOA, TDS, SOS, TS, NEJ, TSOA, TGC, DH anymore.
I had not seen a single guide to EE megamod installation guide / tool that would result in completeable 500 or 1000 hours campaign.

I've seen A LOT of drama when someone tries to make one, and a lot of unfulfilled promises. Twelve years after EE release, every EE install tool and EE mod is left in more or less unfinished (aka 'basically stable') state with author nowhere to be seen.

There is a simple way to falsify these statements - publishing a list and install guide of quality EE mods that will result in large, lore-friendly, more or less balanced campaign that can be installed without errors and finished without using console to spawn missing items / NPCs.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,733
Codex 2012 MCA
One of the biggest reasons why EEs are garbage is that they fucked up the EAX/environmental audio, many areas in the original games have reverb and other effects on them, which they didn't enable in Enhanced Edition. They didn't even touch the original audio, even though they had the original music files in actual CD-quality, which they released separately. Someone took those soundtrack releases and modded them into the original games:
http://www.shsforums.net/files/category/29-1pp/

The original music files are 22khz and low bitrate, about 120-190 kbps. It's fucking ridiculous that they didn't upgrade the one thing what really could've used enhancing.

BG2 with EAX vs. without:


You can get EAX working on BG2 with ALchemy.
 

d1r

Single handedly funding SMTVI
Patron
Joined
Nov 6, 2011
Messages
4,422
Location
Germany
One of the biggest reasons why EEs are garbage is that they fucked up the EAX/environmental audio, many areas in the original games have reverb and other effects on them, which they didn't enable in Enhanced Edition. They didn't even touch the original audio, even though they had the original music files in actual CD-quality, which they released separately. Someone took those soundtrack releases and modded them into the original games:
http://www.shsforums.net/files/category/29-1pp/

The original music files are 22khz and low bitrate, about 120-190 kbps. It's fucking ridiculous that they didn't upgrade the one thing what really could've used enhancing.

BG2 with EAX vs. without:


You can get EAX working on BG2 with ALchemy.

Well, the original version was kinda bugged too:
Original game option "Environmental Sound" is bugged, it only enables/disables DirectSound 3-D positional sounds, EAX effects still always enabled if EAX detected. Offical documentation tells about A3D effects, but A3D API is not used in engine.

The BG2 Improved UI mod fixes all of it.
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,529
Call of the Lost Goddess screenshot dump.

Baldr068.png


Baldr071.png


Baldr074.png


Baldr075.png


Baldr088.png


Baldr086.png


Baldr078.png


Baldr089.png


So far, such a great mod. Well written, lots of quests, different approaches to take with consequences to them, gorgeous area art that's strongly reminiscent of PST, lots of intrigue with the creatures of the abyss, memorable characters, interesting but well balanced items. Aside from a few grammatical errors and awkward sentences (English is not the author's native language I guess), it feels more like a premium expansion pack or paid DLC than a fan made mod.

Pretty damn close to a 5/5. I think my only real issue is that the combat is tweaked to match the difficulty of the base game, so if you're used to SCS tier (or, God forbid, Tactics tier) combat encounters, some of it will feel too easy.
 

d1r

Single handedly funding SMTVI
Patron
Joined
Nov 6, 2011
Messages
4,422
Location
Germany
These remind me of the Crucible mod for BG2 TOB.

That's another one I'm looking forward to trying! Looks like Acifer also did the art for Crucible.
How does the Call of the Lost Goddess mod even start? From the looks of the screenshots, it looks like something you should do post BG2.
 
Last edited:

CootKeeper

Augur
Joined
Dec 30, 2011
Messages
144
roshan thanks for keeping us up to date on quest mods. It's a good thing if IE quest mods are better quality now

I remember playing "shadows over soubar" 2 decades ago, and I hated it. the VO was really bad
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,529
He pretty much is doing all the art for the bigger que
These remind me of the Crucible mod for BG2 TOB.

That's another one I'm looking forward to trying! Looks like Acifer also did the art for Crucible.
How does the Call of the Lost Goddess mod even start? From the looks of the screenshots, it looks like something you should do post BG2.

You get recruited outside the Temple of Waukeen in Athkatla, that unlocks Goldspires on your map. It's pretty epic for something you can do in Chapter 2. I think someone mentioned on Beamdog that it would be better suited to Chapter 6 or TOB but apparently the source materials it's based on did suggest a party around level 12 or so.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,577
Location
Grand Chien
I don't really care about that, just need to know if it's well-balanced and appropriate for the game itself

Most of the content I've ever tried for BG2 was a fucking disaster, I remember trying out some companion mod that was well reviewed and it was absolute shite

Probably going to make a mod guide for BG1EE/BG2EE at some point this year
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,529

Anything that hasn't been updated in a decade and never left beta is probably not a good idea.

I would rather try this:
https://github.com/UnearthedArcana/Will_to_Power/tree/master

There's also this one that also adds a new magic system to the game but not psionics:
https://artisans-corner.com/shadow-magic/
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,347
Location
Frostfell
Anything that hasn't been updated in a decade and never left beta is probably not a good idea.

I would rather try this:
https://github.com/UnearthedArcana/Will_to_Power/tree/master

There's also this one that also adds a new magic system to the game but not psionics:
https://artisans-corner.com/shadow-magic/

Shadow Magic I already played. About About Will to Power, sadly it forces you to multiclass and honestly I didn`t liked the psionic powers there. Found too "4eish". No psionic disintegrate, animate object or anything like that. About the mod that I mentioned, I downloaded it, installed fine in Linux, using the M$ spybloatware version but when I create my charname, my charname always moves back to "fighter" instead of picking the right subclass.
 

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