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

KainenMorden

Educated
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Aug 19, 2022
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Codex Year of the Donut
I found IWD spells in BG to be unbalanced, they made clerics too powerful so I didn't use then but had them enabled to make enemy clerics tougher though there are few cleric fights throughout the BG trilogy.

I can't really see a reason why mages and clerics would need more spells and don't expect them to be particularly balanced either.

Where is the info about talents of faerun coming from? I haven't seen any details about the project posted anywhere
 

mastroego

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I'm starting to consider the half-formed idea of trying and installing BG2 again.
I'm scared at the prospect though.

Back then (WAY back) I used to have installed - what was the name? - Weimer mods I think. With Tacticts and so on.
Then Xyx's Beholder stuff, Ascension, Rogue Rebalancing, Refinements too.
Probably lots of other stuff I can't remember.
I remember that installing them required a lot of time and attention to install order and so on.

The idea of learning everything about installing methods and conflicts scares me a lot.
Also I don't even know what version of the game one is supposed to use nowadays.
Surely not EE, right?

Also, are there LEGIT GOOD quest mods?
Stuff that really blends with the rest?

Is anyone willing to give a brief summary of what one should do to try and get back on this boat again?
 

d1r

Single handedly funding SMTVI
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Big World Project/Setup was the way to go back then when you wanted to create mega mod installations (because it was downloading, and installing everything in the right order so that you didn't have to look out for that). I have no idea if that is still a thing in 2023 though. Otherwise, Project Infinity is a mod manager for EE, though it's absolutely not user friendly for newcomers.

When it comes to modding, EE is pretty good because it allows for better scripting, and more complex effects in the engine. But EE looks like absolute dog shit, and the only good thing about it is the way how you can change the UI to make the game look more like IWD2. You will not be able to play most of the newer mods today because mod authors refuse to create mods for the old engine.

Legit good quest mods for BG1 are BG1NPCProject, BG1 Unfinished Business, BG1 Mini Quests and Encounters, BG2 Assassinations, D0 Quest Pack, BG2 Ascension, BG2 Longer Road, BG2 Unfinished Business.
 

Jvegi

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Messages
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Surely not EE, right?
Wrong. Unless you want to go through much more trouble installing mods. Remove or ignore ee npcs. Ee looks just fine, diseable outlines, grayscale on pause and such. Ease of use features are absolutely worth it. Most of them got modded to the old engine by some autistic weirdos, but why would you bother in bg2?

Also, are there LEGIT GOOD quest mods?
There are not.

Scs, tweaks, ascension if you want. Rogue Rebalancing if you can find it.
 

NecroLord

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I'm starting to consider the half-formed idea of trying and installing BG2 again.
I'm scared at the prospect though.

Back then (WAY back) I used to have installed - what was the name? - Weimer mods I think. With Tacticts and so on.
Then Xyx's Beholder stuff, Ascension, Rogue Rebalancing, Refinements too.
Probably lots of other stuff I can't remember.
I remember that installing them required a lot of time and attention to install order and so on.

The idea of learning everything about installing methods and conflicts scares me a lot.
Also I don't even know what version of the game one is supposed to use nowadays.
Surely not EE, right?

Also, are there LEGIT GOOD quest mods?
Stuff that really blends with the rest?

Is anyone willing to give a brief summary of what one should do to try and get back on this boat again?
BG2 Fixpack and Tweaks Anthology.
Try not to get too carried away when modding the game. Stick to bug fixing and things which do not fundamentally change the game and its mechanics. Then again, it's up to you to decide what you want.
 
Joined
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Messages
15,257
The idea of learning everything about installing methods and conflicts scares me a lot.
Its not that bad, modding has gotten to the age where the community is fairly tight knit and skilled so major modern mods will automatically fix or adapt to a lot of incompatibilities that would have happened a decade ago. Just be a bit wary of really old mods that haven't been updated since before EE. Often someone else has made a new version that converts it to EE.

Install things like fixpacks first, then content mods (anything adding areas/quests/npcs), then your tweaks/scs/balance mods/etc at the end. Don't worry about crap like BGT, it's for 300% autistic people, even when you do it right its likely to be buggy, and it really does fuckall to improve the experience of actually playing the game.

Surely not EE, right?
EE is fine. Mods nowadays tend to be designed for EE, though compatibility with non-EE is still there for most of them.

Also, are there LEGIT GOOD quest mods?
Stuff that really blends with the rest?

Aside from Ascension, which is more like an unofficial ending expansion to ToB, no. And Ascension isn't really even much of a quest mod, it's 90% a tactics overhaul.
 

mastroego

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Thanks for the answers so far.
I will need to learn about the new stuff just a bit even to decide what to do it seems.
Will consider that EE thing, despite myself....
 

NecroLord

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Thanks for the answers so far.
I will need to learn about the new stuff just a bit even to decide what to do it seems.
Will consider that EE thing, despite myself....
Don't play EE.
Just install the mods and you should be fine.
Don't forget the widescreen mod.
 

Jvegi

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Show current action icon on portraits, combined with no lag in clusterfuck fights, is the greatest improvement to the modded difficulty gameplay ever.

"Show area background" is the thing you didn't know you needed.

Once you start using zoom out feature, you will never feel right without it (not true, but adapting to iwd2 and such can take a while).

Ease of use in bg2ee is like a black dick. Once you try it, you will never play with anything else.

Drawbacks in bg2 are non existent at this point. Pirate the game if you don't want to support beamdog.
 
Last edited:

Krivol

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Potatoland aka Prussia
In EE you can use a bow and 2-weapon-fighting with ease, the game understands when you use a bow, you don't use a knife in off-hand. The current action icon on portraits, as Jvegi said, is cool, and the game works fast.

You can change UI (by installing mod) and remove Beamdog bullshit NPCs.

If you have it in your library there is no reason to play original (if you already tried it).
 

d1r

Single handedly funding SMTVI
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Show current action icon on portraits, combined with no lag in clusterfuck fights, is the greatest improvement to the modded difficulty gameplay ever.

"Show area background" is the thing you didn't know you needed.

Once you start using zoom out feature, you will never feel right without it (not true, but adapting to iwd2 and such can take a while).

Ease of use in bg2ee is like a black dick. Once you try it, you will never play with anything else.

Drawbacks in bg2 are non existent at this point. Pirate the game if you don't want to support beamdog.
BG2Improved UI can show your current round actions except "standard attack". It also offers many other QOL features like
In EE you can use a bow and 2-weapon-fighting with ease, the game understands when you use a bow, you don't use a knife in off-hand. The current action icon on portraits, as Jvegi said, is cool, and the game works fast.
 

Melcar

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Messages
36,568
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Merida, again
Show current action icon on portraits, combined with no lag in clusterfuck fights, is the greatest improvement to the modded difficulty gameplay ever.

"Show area background" is the thing you didn't know you needed.

Once you start using zoom out feature, you will never feel right without it (not true, but adapting to iwd2 and such can take a while).

Ease of use in bg2ee is like a black dick. Once you try it, you will never play with anything else.

Drawbacks in bg2 are non existent at this point. Pirate the game if you don't want to support beamdog.
BG2Improved UI can show your current round actions except "standard attack". It also offers many other QOL features like
In EE you can use a bow and 2-weapon-fighting with ease, the game understands when you use a bow, you don't use a knife in off-hand. The current action icon on portraits, as Jvegi said, is cool, and the game works fast.

Bro. Just reading that mod's change list got me hard. Time to fire up the originals again.
 

mastroego

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Italy
Honestly I'm most interested in the engine upgrades.
I remember the game slowed down a lot during fights with script-intense mods...
 

Jvegi

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Messages
5,446
That feel when your modded 2 months long session of 4 players co-op comes to an end because of lag just before Suldanessellar.

Beamdog didn't make Baldur's Gate, and they did not make it great (modders did). But by keeping it kicking, lubing it and enhancing the multiplayer experience (nobody does it, but they could and should), it's possible they will inspire the successor. Cause bg3 ain't it.
 

octavius

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My main reason for giving up on BG1 EE was all the unnecessary stuff it added, like those cheap magical weapons you could buy in Beregost, totally disregarding the whole premise of the Bioware game, you know the Iron Crisis.
I know there are mods that remove the offensive NPCs, but what about all the other poop BeamDog dropped in the game?
 

Krivol

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Apr 21, 2012
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Potatoland aka Prussia
cheap magical weapons you could buy in Beregost
What do you mean? I only remember a throwing axe (dirt cheap and can be used as a melee weapon so you can turn Kagain into a decent character from the go) from the smith and there is also free mace you can get from one of the inns.
 

NecroLord

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cheap magical weapons you could buy in Beregost
What do you mean? I only remember a throwing axe (dirt cheap and can be used as a melee weapon so you can turn Kagain into a decent character from the go) from the smith and there is also free mace you can get from one of the inns.
That poisoned dagger...
Poison will make just about every mage cry.
 

Krivol

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But the dagger is not cheap (8200 gp with 20 rep and 18 cha) and has been there since the beginning. Also heard that it's nerfed a bit, but I am not sure about that. Or did I miss something?
 

Krivol

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So it's only that one and the mace you mentioned, in the whole game?

Errr.... no, in Beregost (if you don't count all those gem bags, scroll tubes etc).

Of EE-added items I would say:
- mace is nerfed, but was really OP originally (like Fury of the Heavens but ... mace)
- elven armour from Dorn's quest is fine for any fighter/mage you make, nothing too op IMO
- albruin is... fine I guess..
- Buckley's Buckler is shit, maybe useful for Viconia, not sure about that
The Belt- now you are talking, the best item added by EE. Turns Kagain/Yeslick into a killing machine.

there are also some +2 weapons that just make some weapon choices viable

That's it. Not too much cheese if you ask me...
 

NecroLord

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But the dagger is not cheap (8200 gp with 20 rep and 18 cha) and has been there since the beginning. Also heard that it's nerfed a bit, but I am not sure about that. Or did I miss something?
Yeah, it got "balanced" by the EE.
Just one more reason NOT to play that overglorified piece of shit...
 

Melcar

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Merida, again
I think that dagger was there in the original (I think the smithy in Beregost sold it, or maybe at the High Edge), and in the original game that thing was a hugely overpowered weapon.
 

agris

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Legit good quest mods for BG1 are BG1NPCProject, BG1 Unfinished Business, BG1 Mini Quests and Encounters, BG2 Assassinations, D0 Quest Pack, BG2 Ascension, BG2 Longer Road, BG2 Unfinished Business.
There are a few passable additions in all of this, but most of it is not good
 

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