This mod improves the main feature of the Shaman class - the Shamanic Dance. It allows you move at reduced speed while dancing to improve tactical options and provides additional features such as more useful spirits at higher levels, a new shamanic spell as well as several shaman-specific artifacts.
Version 4.2 fixes compatibility issues with EE patch 2.6, improves combat behavior of summoned spirits and makes shaman-specific items available to BG2:EE and EET. The full changelog can be found in the Readme.
You can grab the latest release from the download link below.
In May 2021 Near Infinity celebrates its 20th anniversary. For this occasion, a new version v2.2-20210501 is released which introduces a full-featured creature animation decoder and viewer. It comes in three different applications: a quick viewer, a powerful creature animation browser and creature animation support for the area viewer.
In addition to the new feature the release also provides a great number of bugfixes, updates and improvements.
Brage's Redemption is a Quest Mod for BG1 and an NPC Mod for the whole Baldur's Gate Epic. It is natively compatible with BG:EE, SoD, BGII, BGT, BGII:EE, EET. No Tutu.
The mod introduces a quest extention to the Brage quest in the game (BG1). Brage is the captain of the Nashkel guard and went missing after killing his family. The quest extention to prove his innocence was originally published as the component "Brage's Sword" in the mod bgqe.
To gain Brage as a joinable NPC, the PC needs to prove his innocence as well as give him back his real sword. After leaving the temple once after that, Brage can be visited inside the temple of Helm in Nashkel and will offer to join the PC.
Portrait and promotion art by Acifer!
v6.1 comes with bugfixes and more content for BG1, SoD, and crossmod. Italian version completed by Coland!
- Italian translation finished by Coland.
- German translation finished.
- Corrected install error of crossmod with BST.
- Corrected Brage's kickout dialgue in BG1 (BGT).
- Added check to forbit install after EET_End.
- Added Brage to bddialog and bdbanter for EET.
- Corrected Brage's assigned banter dlg for SoD.
- Corrected Imoen DV in bdbanter for SoD.
- Corrected Brage's appearance in bd0121.
- Comment upon entering Avernus is now added to end of bd4400.bcs instead of top.
- Added crossmod scripts for Transitions Mod to Brage's SoD script, too, and fixed triggers for direct EET transition.
- Line in tp2 for bgqe "Nashkel Monster" now traified.
- New crossmod added: bg1re "Necromancer's Trouble", Balduran's Seatower, Northern Tales of the Sword Coast.
- More BG1 reacions (Bassilus, Jardak & Delrik in BG city).
- Reaction to cleared bandit camp revised.
- Brage will not complain about HC entering Manor Hause in Nashkel if it was opened by Megan from DCotSC.
- Corrected patching of Sendai from BG1 for BGT/Tutu/EET.
- Corrected install of kickout dialogue for BG:EE (without SoD).
- More SoD reactions.
- corrected cpmvars.tpa entries for "Beregost_House08_L2"
- Typo corrections.
Shades of the Sword Coast is a mod that adds new quests and enhances existing areas. The first game from the Baldur's Gate series includes many areas that introduce some empty places. This creates a chance for new stories to appear. That is the main purpose of this mod: to add new stories, new characters, new items, and many new chances for your party to show what they are capable of.
New in this version:
Added a new quest: "The Ghost Ship"
Added a new quest: "The Skeletal Captain and His Sons"
Added a new quest: "The Dungeon of the Carnal Challenges"
Added a new encounter: "The Tree of Shades"
Added a new encounter: "The Inactive Golem"
Added a new area/quest: "My Very Own Hideout"
Added 5 encounters that may happen when travelling between some areas
Added new interjections for BioWare/Beamdog companions
Improved encounter: "The Bone Collector"
Fixed "Skeletal Mother" dialogue
Moved Skeletal Mother to a different spot
Fixed "Halo of the Infesting Light" item
Updated pirates' cave
Updated Mountain Cemetery cave
The mod requires BGEE to work properly, preferably with Siege of Dragonspear installed.
The Shuri Ninja kit mod, from Twinblades2, has been updated and is now available on the Couronne de Cuivre forums.
This mod adds a new thief kit to the game: the Shuri Ninja. Created many years ago by Twinblades2, it has been rewritten to the WeiDU modern standard way of coding and ported to Enhanced Editions games by Aalkaor and Gwendolyne?
Version 2.0.0 is BG2:ToB, Tutu, BGT, BG:EE, BG2:E, IWD:EE and EET compatible, and is now available with macOS and Linux support.
It comes with a French translation, many fixes and two new components for EE games.
This mod is designed to work on most Infinity Engine games. This includes:
The series of Enhanced Editions published by Beamdog, which at present includes Baldur's Gate: Enhanced Edition (BGEE) and Baldur's Gate II: Enhanced Edition (BG2EE). The BGEE Siege of Dragonspear expansion (SoD) is supported as well. All the Enhanced Edition games include the original expansion packs.
The original Baldur's Gate II (BG2, or just SoA) with the Throne of Bhaal (ToB) expansion. Make sure you have Throne of Bhaal patched to version 26498.
The conversion projects based on ToB: Baldur's Gate Trilogy (BGT), Baldur's Gate Tutu (Tutu) and Enhanced Edition Trilogy (EET).
Other Mods Compatibility
This is a WeiDU mod, and therefore should be compatible with all WeiDU mods. However, we cannot test every single one. Though we are striving to make it compatible with as many other mods as possible, there is always a chance that incompatibilities will arise. Below are the ones discovered thus far:
Although it is not required for the Shuri Ninja mod to function properly, ToB players are strongly recommended downloading and install the latest version of the BG2 Fixpack before proceeding with the installation of this mod.
Here is the recommended installation order:
Please install Shuri Ninja after ToBEx, BG2 Fixpack and EET.
Please install Shuri Ninja before EET_End, and any final "biffing" routines.
The installer includes the following components. The number of each is the component `DESIGNATED` number which gives it a fixed install position, lets other components detect it and allows automated installers to specify component choices.
☛ Due to IE limitations, it is not possible to restrict weapons the Shuri Ninja can equip to katana, scimitar, dagger, short bow and dart, without breaking other mods compatibility. This feature is only available in EE games.
 Shuri Ninja Kit (legacy)
This component installs the original thief kit:
Shuri Ninjas are trained by the Shurikai, an organisation of ninja assassins that operate across Kara-Tur. They are quick, deadly, masters of stealth and highly skilled in the use of oriental blades, hand thrown weapons and archery. It is guaranteed if one is marked by the Shurikai they will die that night. Their lethal skills have earned them the respect and intense hatred of Samurai and other rival ninja clans. Very few warriors have crossed blade with a shuri ninja and lived to tell the tale.
Many leave the Shurikai to follow their own paths at the cost of constantly watching their backs for the blades of former comrades. Their services are highly sought after by the western thief guilds if they make it to the western lands alive. None dare double cross them as entire guilds have met their deaths by a single Shuri Ninja. Due to the rarity of demi-humans in Kara-Tur only humans are trusted with the secrets of Shurikai Ninjutsu.
+20% bonus to Hide in Shadows and Move Silently.
+2 bonus to Dexterity.
At high levels, gains the fighter's special abilities.
+1 bonus to hit and damage rolls every 4 levels, starting at 4th level.
+1 bonus to Armor Class every 5 levels, starting at 5th level.
May specialize (two slots) in katana, scimitar, dagger, dart and short bow.
May achieve Specialization (two slots) in Single-Weapon Style and allocate three slots in Two-Weapon Style.
As Shuri Ninjas increase in level, they learn new deadly techniques to aid them in combat or assassination:
5th level (Blue Belt): Learns to detect illusions (may use the True sight ability twice per day).
10th level (Purple Belt): Learns to strike opponents at pressure points (may use the Stunning Blow ability twice per day). All successful attacks within the next round force the victim to save vs. Spell or be stunned.
15th level (Red Belt): Learns to maximize the damage they deal for a limited time (may use the Blinding Strike ability once per day, and gains an additional use every 10 levels thereafter). All successful attacks within the next 10 seconds deal maximum damage.
20th level (Brown Belt): Learns to use the monk's Quivering Palm ability once per day (The secret was stolen from an eastern monastery). The next successful attack forces the opponent to save vs. Spell or die.
25th level (Black Belt): Learns to coat their weapons with poison (may use the Poison Weapon ability once a day).
30th level: Learns to strengthen their minds against all mental attacks (may use the Chaotic Commands ability once per day). Gains an additional +20% bonus to Hide in Shadows and Move Silently.
35th level (First Dan): Their skill in combat increases (+1 bonus to THAC0). Gains an additional use of the Poison Weapon ability.
Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:
1st: Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
5th: Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
9th: Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
13th: Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)
May not use the Set Snare ability.
Incurs a -2 penalty to Strength, Constitution and Charisma.
May only use the following weapons: katana, scimitar, dagger, short bow and dart. ([iI]EE games[/i])
May only use the following weapons: long sword, short sword, katana, scimitar, dagger, club, quarterstaff, crossbow, short bow, dart and sling. (classic games)
May not place any slots in Two-Handed Weapon Style and Sword and Shield Style.
May not dual class.
Alignment restricted to any chaotic.
Race restricted to human.
The two next components don't need further explanation, I guess...
 Shuri Ninja may not wear heavier armor than leather (EE only)
 Shuri Ninja may not wear any armor (EE only)
Added shurininja.ini metadata file to support AL|EN's "Project Infinity".
Renamed Setup-Shurinin.tp2 -> shurininja and moved it into mod top folder to support AL|EN's "Project Infinity".
Replaced `AUTHOR` keyword with `SUPPORT`.
Added `VERSION` flag.
Replaced `AT_INTERACTIVE_EXIT` deprecated command with `README`.
Added `HANDLE_CHARSETS` function to convert string entries for EE games.
Added missing `REQUIRE_PREDICATE` process to avoid installing the mod in inaccurate games.
Added components `DESIGNATED` numbers and "gw_shuri_ninja_kit_original", "gw_shuri_ninja_kit_only_leather" and "gw_shuri_ninja_kit_no_armor" `LABELS`.
Added "always.tpa" library.
Added Modmerge check for SoD games.
Externalized tp2 code into "main_component.tpa" library for more comfortable readability and maintenance.
Commented code as much as possible.
Added native BG:EE, BG2EE and IWD:EE compatibility (probably with EET, but not yet tested):
Added armor restrictions (new sub-components).
Added weapons restriction: from now on, Shuri Ninja can't equip long sword, short sword, quarterstaff, club, crossbow and sling, as per description. Unfortunately, IE limitations does not allow to code it for classic games, without breaking other mods compatibility.
Shuri Ninja can't wear any shield.
Added specific Stunning Blow and Quivering Palm abilities: applied op#248 to any weapon wielded (EE games: parameter2 is set to 4 - fists only).
Added two sub-components (EE only): "Shuri Ninja may not wear heavier armor than leather" and "Shuri Ninja may not wear any armor".
BGT, tutu and IWD:EE: Added katanas, Ninjatos and Wakizashis to the games, so that she Shuri Ninja kit should be friendly playable.
Removed one extra Blinding strike at 40th level.
Fixed innate Chaotic Commands ability: duration reduced to 1 turn and included a few fixes.
Fixed wrong proficiencies pips.
No longer overwrites system files (cloned and patched existing SPL files to improve compatibility).
Handled special classic game engine restriction: kit descriptions can't exceed 4815 characters, or the game crashes at chargen!
Updated and renamed readme file to "shurininja-readme-%LANGUAGE%.txt" (Shuri Ninja now supports translated readmes).
Proofread English texts (Gwendolyne).
Added French translation, including readme (Aalkaor and Gwendolyne).
Traification. Feel free to provide me with translations. I will include them as soon as possible.
Removed unused files and "backup" folder.
Reorganized mod architecture tree: created or renamed folders to sort files according to their types.
Lower cased files.
Included Linux and Mac Os X versions in the same package (thanks AL|EN's Infinity Auto Packager tool!).
Added archive libiconv-1.9.2-1-src.7z with iconv licence info.
This tweak pack is mainly meant for the SoD part of BG:EE and EET (except for the last component which introduces Imoen's SoD portrait into BGII). It deals with some tweaks that I found useful for my own game.
The Tweak Pack updates to v5. Main change is a new component which gives 4 install choices for the ending of SoD, starting after the "slayer" dream killing cutscene.
- new component added: "SoD Ending: jastey's Tweaks"
- "More dialogue choices": added lines to Jaheira & Dynaheir at the end about their motivation to join the PC
- added install order syntax for PI
- Russian version now uses English setup.tra directly
The Gibberlings Three is proud to welcome a new mod by @morpheus562!
Enhanced Powergaming Scripts is a collection of player AI scripts designed for use in Baldur's Gate II: Enhanced Edition and the Enhanced Edition Trilogy. With these scripts, you can focus on the fighting aspect of combat while these take care of the nuances in the background. Of note, these scripts allow easy pre-buffing of all characters with a keystroke, intelligent debuffing of enemy protections, and smart use of defensive spells and abilities.
bg1re, the Baldur's Gate version of the popular Romantic Encounters mod, adding several encounters and quests all over the game, aims at populating the game with romantic encounters, intense dialogues, unexpected private dinners, romantic traces of long lost times, and real quests that all deal with true love, fulfilled or unfulfilled.
The mod installs on BG w/TotSC, Tutu, BGT, BGEE, and EET.
Version 7 comes with several bugfixes and corrected French text formatting. Also area art for Thalanytr's private quarters is now the same as in Shades of the Sword Coast, by Lava! Thank you for providing the area art!
-"Dinner with Thalantyr": Thalantyr's private quarters is now area art from Lava! (Same as in SotSC); PC should not be able to ask carpenter about chess piece a second time, journal entry shold be removed correctly; added references to bgqe "Warm Place for Noober" quest.
-"Girdle of Gender Reactions": Skie should say correct lines if girdle is removed.
-"Necromancer's Trouble". dialogue variables should close correctly; Trevor should give his correct dialogue when being with Mrs. Thirsty and Berta.
-"Scar's Return": Corrected reference to Harbormaster -> Duke Eltan in case Sarevok is dead; fixed Tutu install bug; fixed install bug for crossmod with Transitions Mod; added reference in case Sarevok is dead.
-"The Messenger 2": Garrick should now REALLY take his ring. Question about his fan should be added to correct state in kickout dialogue (Tutu).
-"The Novelists": made missed text lines into own dialogue lines.
-Added Dynamic Install Order Category to .ini
-Added check for EET_End to prevent installation if detected.
-French version: formatting changed to ANSI and typo corrections.
-corrected entry for "Beregost_House08_L2" in cmpvars.tpa.
Mur'Neth is an NPC mod for Baldur's Gate: Enhanced Edition or either of the Baldur's Gate conversions, Tutu or BGT-WeiDU. He can be found inside the Nashkel Mines and is a Ghaunadan, a member of the race of ooze - like shapechangers who venerate Ghaunadaur, the evil deity of oozes, moulds and the like.
Version 13 comes with Russian version by yota13 and p_zombie, and some minor fixes, mostly for EET. Thank you for the translation and tipun for most of the fixes!
- Added Russian translation (by yota13 and p_zombie)
- Added the removal of NPC after the completion of the introductory part of SOD
- Added EET_TRANSITION function
- Added a file transition.tra with a line for the Fate Spirit
- More compatibility updates for EET (dlg names special cases)
- Optimized "NPC can talk" checkes in scripts and dialogues.
- Added mur'neth.ini with mod meta data to support Project Infinity.
Solaufein's Rescue - Jasteys Solaufein NPC Mod for BGII
With this modification the game character Solaufein, drow fighter from Ust Natha, is extended to a joinable NPC. Before he can join, Solaufein has to be freed from drider chambers. This starting quest can be played independently to whether he should then join the group or not. (This is not Weimer's Solaufein NPC mod.) The mod is compatible with original BG2 (with ToB), BGT, BGII:EE, and EET.
Solaufein can also follow as a '7th party member' in case your group already consists of 6 persons. More details about this - and the quirks that go along with it - please refer to readme.
The second, optional mod component offers the possibility to give the game Solaufein in Ust Natha the mod's portrait. If you want to see this in the game, this component has to be installed after Weimer's Solaufein.
The third, optional component is for BGII and BGT: If the main component of Infinity Animations is installed, this component will install and use the drider animations for the mod.
Without this component, all driders in the mod will be displayed as drow. There is no loss in gameplay, other than it won't look as nice.
For BGII:EE and EET the animations will be included and used automatically.
The forth, optional component enables to install the alternative portrait for Solaufein.
The fifth, optional component adds a reply option to Adalon's dialogue for elf PCs that will set the race by which Solaufein recognizes the PC as drow. Only install (and chose) this reply option if Solaufein should address your PC as a fellow drow.
Both portraits are from Chinasky, with many thanks!
Version 2.1 Beta comes with fixed crossmod install for the subrace mods and some more minor fixes.
The version is in Beta because of the changes (it is alphatested) and because patch 2.6 seems to be on the way with unknown changes to the game. Let me know if you encounter any problems!
- tipun's subrace mod for EE considered for check whether PC is drow.
- fixed install error if subrace mod(s) were detected.
- Solaufein should not start a banter directly after changing into 7th party member mode.
- ToB encounter now considers items in Solaufein's inventory if he is in 7th party member mode.
- scripts of 7th party member mode should not make Solaufein stop his attacks.
- added notes to restrictions of the "7th party member mode" to the readme.
- added Dynamic Install Order Category to .ini
- corrected "fatigue" spell for detection of party rested.
- added check so mod cannot be installed after EET_End.
- added folder libiconv-1.9.2-1-src.7z with iconv licence info
Branwen, a NPC from the first game in Baldur's Gate series, is a True Neutral human cleric. She worships Tempus, and one of her most famous quotes is "By Tempus' shield!"
But Branwen not just an NPC mod for BG2 players. It is also an NPC mod for modders! If you want to create an NPC mod, but don't know how, Branwen's files will help you and teach you. Of course, you can play her, too.
Version 7 comes with a Russian translation by Jericho2, thank you very much!
For the EE games, the main aim of this mod is to provide the possibility to remain in the BG1 "world" after Sarevok is defeated. Original progressing/ending of the game will be done by talking to Duke Belt inside the Palace.
For EET, it also adds the possibility to move on to BGII by skipping SoD completely. This was included because it was easy to add, not because I think it should be skipped. (Also note that there might be mods that expect SoD events to have happened in BGII).
For BGT, the main component of the mod adds some praise for the PC to Duke Belt's dialogue and removes some oversights with regard to references to Sarevok after he died.
There are several optional components that give more flavor to the situation and prepare for the SoD story events in all games. For most additional content I was inspired by how Baldur's Gate city looks in SoD. Three components are for SoD/EET only.
Version 7 comes with a Polish version by Roberciiik and several fixes. For 2.6 patch for the EE, the Dukes should not turn hostile when resturning to the Palace after killing Sarevok. Thank you Roberciiik for the Polish traslation!
- Polish translation by Roberciiik added.
- Sarevok's armor should not be usable by Mages/sorcerers.
- missed line in duke_eltan.d traified.
- Dukes should not turn hostile when PC returns into Palace after killing Sarevok on EE patch 2.6 beta.
- afte Sarevok is dead: Duke Eltan is no longer searched for, so the Harbormaster shouldn't refer to him.
- typo corrections in readme (English).
- corrected "charset" to "charsets" in tp2.
- changes to tp2 organization: use of install.mrk so text transformation to utf-8 is only done once; Russian version now uses english setup.tra out of English language folder; added forbid checks for EET_End.
- corrected doubled cpmvars.tpa entry for "Beregost_House08".
- updated links and install order info in endlessbg1.ini.
- clearified the copyright license the mod is published under and provided a link to Tantalus' Mod "Sarevok Recovery Mod".
Baldur's Gate Mini Quests and Encounters Modification (BGQE) is a mod for "vanilla" BG1 (with the add-on Tales of the Sword Coast), BG1Tutu v4, EasyTutu, BGT, BG:EE, and EET, adding several small quests and encounters to the game. Vanilla BG1 without TotSC is no longer officially supported, but it should still work for it.
Version 24 comes with some minor fixes and a Polish version by Aristo and Zed Nocear.
Thank you very much for the Polish version!
-added Polish version, by Aristo and Zed Nocear.
-Slimequest: Eltolth should take his journal and not put it into inventory of interjecting NPCs.
-Unexpected Help: Linda should never be in tavern after meeting her outside.
-Warm Place for Noober: all journal entries should be inserted correctly in EE, all entries should be removed when quest is done.
-typo corrections (English, German).
-corrected entry for "Beregost_House08_L2" in cmpvars.tpa.
-Russian version now uses setup.tra out of English language folder.
-added check to forbid installation after EET_End.
-French version typo corrections and WEIDU prompts.
Alternatives offers two new possibilities to consider when making the decision about whether to side with the Shadow Thieves or with Valen's Mistress. In addition to the traditional two, the player may now opt to side with a group even the paladins in the party could have no objection to... or he may opt to skip the whole decision entirely and set sail for Maztica.
Alternatives also offers a different way to satisfy Mae Var's demand that the protagonist steal an artifact from a temple and an alternate way to complete the Riddle of the Sewers.
v15 comes with a Polish version by Aristo and a fixed bug where Malfisto would end his work with the PC although they didn't agree to Aster yet.
Thanks to Aristo for the Polish translation!
- Polish version by Aristo added.
- added folder libiconv-1.9.2-1-src.7z with iconv licence info
- Fixed bug with Malficus disappearing after only talking to Aster.
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