DudleyFix
BG1 Mods
What might you find on this page?
- Borderline Bugs: while there are a lot of definite
bugs in BG1, there are also some borderline bugs that maybe require
some extrapolation
to arrive at a fix. I have therefore grouped them here as mods owing
to the small amount of Dudleyville-created content they
require to work.
- Re-enabled Options: there are some extra features
(such as more dialogue options) within the game that are disabled through
coding errors or maybe just
not
finished
before the retail release date.
- Complete Spell Overhaul: the spells are littered
with errors, inconsistencies, missing levels, etc. I originally had
these listed as "fixes" but there is so much tinkering and interpretation
involved it is more
appropriate they are moved here as a mod.
- Improvements: tougher bosses, Khalid as a Fighter/Mage (cos he's
a yellow streak of a fighter), pure mods.
To download the completed mods
go to the Completed Tweaks page.
You might also be interested in:
- DudleyFix's BG1
Fixes
version
3.0 mods
Item mods
24.11.04 AROW06.ITM
- Arrow of Detonation - increased range to 100 to match all other arrows.
05.12.04 AROW08.ITM, AROWKC.ITM, ARROPHE2.ITM, DIALOG.TLK string 17540
- Arrow of Fire, Arrows of Fire used by Kobold Commandos, Arrows used by Phoenix Guard - removed bonus 2 damage. This arrow is overpowered for its cost and availability. THAC0 bonus is missing from description.
Script mods
15.11.04 ABELA.DLG
- Abela, AR0137 - has poorly prioritised dialogue
so that she rewards you even after you give her to Ramazith. If properly
prioritised you will receive no reward if you are apologetic, or you
will lose 5 Reputation points if you try to cash in on Ramazith's plans
instead. Ramazith must be dead for the non-reward options to become
available. The only time to get the full reward is at Ragefast's house.
- Change the trigger value in [State 11] from 2 to 0, this can
be done easily in the DLTCEP utility.
- Add trigger to [State trigger 2] GlobalLT("HelpRamazith","GLOBAL",2).
- Add action to [Action 3] after Reputation penalty: ForceSpell(Myself,DRYAD_TELEPORT).
05.11.04 AR1100.BCS (includes Dabron Sashenstar,
AR0700 fix), AR0128.BCS, FFHUNT.BCS, ALDETH.DLG, BRANDI.CRE,
FLAMAL.DLG
- Aldeth betrayal, AR0128 - cannot occur as the door
to the Merchant League is warded (previously opened by Aldeth in Chapter
5 but now closed again). Brandilar is not in the building during the
betrayal (as he has no conversation options for the event. Also the
waiting guards appear too soon in the context of the conversation.
- Add IF Global("Chapter","GLOBAL",7)
Global("HelpAldeth","GLOBAL",2) THEN RESPONSE
#100 SetGlobal("HelpAldeth","GLOBAL",3)
OpenDoor("DOOR0127") END to AR1100BCS file.
- In ALDETH.DLG remove actions to summon 'FFHUNT.CRE
guards' from [Response 33] and instead add a duplicate set
of these
actions to [Responses 34, 35 and 36].
- Add new [Action 10] Shout(1) Enemy().
- Add Action(2) flag and Action Index 10 to [Response 37].
- In AR0128.BCS add IF GlobalGT("Chapter","GLOBAL",5)
Exists("Brandi") THEN RESPONSE #100 ActionOverride("Brandi",DestroySelf())
END.
- Change CRE Script name to Brandi.
- In FLAMAL.DLG add StateCheck(Myself,STATE_CHARMED)
to [State Trigger 0].
- Add new [Action 0] with StartCutSceneMode()
SetGlobal("Captured","GLOBAL",1) StartCutScene("Capcut01").
- Add Action(2) flag and Action Index 0 to [Response 1].
- In FFHUNT.BCS add IF Heard("ALDETH",1) THEN RESPONSE #100
Enemy() END.
05.11.04 AMNIS4.DLG, DIALOG.TLK string 1214*
- Amnish Soldier, AR5401 and AR5402 - is missing a
trigger to make use of his dialogue when charmed (not necessarily an
error).
- Add triggers in [State 1] StateCheck(Myself,STATE_CHARMED)
and GlobalLT("Chapter","GLOBAL",3).
- Change Response in [State 2] from StringRef 8910 to 1214.
- Add StateCheck(Myself,STATE_CHARMED) GlobalGT("Chapter","GLOBAL",2)
to [State trigger 2].
- Create new string 1214 to read: "Now that those kobolds
have gone I might take up something a little less stressful like
gardening. Don't tell the lads."
- Change Trigger index in [State 0] to -1.
24.01.05 ACTFLAM6.BCS*,
BRATHL.DLG, BRATHL.CRE, BRATHL.BCS*, BELAND.DLG, BELAND.CRE, BELAND.BCS,
FLAM6.BCS, FLAM6.CRE, FLAM6A.CRE*, FLAM6B.CRE*, DIALOG.TLK strings 1249*,
2522, 7004
- Brathlen and Be'land, AR0130 - Brathlen should summon
three additional guards to the Hall when you reveal that the wards
are not working. However the trigger for this is Brathlen himself revealing
the wards don't work when he is charmed. The script does not allow
him to continue with his uncharmed conversation immediately afterwards
as he would turn hostile. It would make more sense if Be'land was the
one you charmed for the clue in this respect. I have also corrected
Be'land's dialogue so if the PC refuses to pay and has a poor reaction
from Be'land then he will back up his words with actions if not obeyed.
Additionally, Brathlen should not be able to cast Entangle as a cleric
in the Spell fixes.
- BRATHL.DLG, BRATHL.CRE, BRATHL.BCS
- Change string in [State 13] of BRATHL.DLG to 6250. Remove Action
flag and Journal Entry flag and change Action index to -1. Set
Journal entry to -1.
- Delete [Action 7].
- Change Script name to Brathlen.
- Change Override script to new BRATHL.BCS (copied from SHOUT.BCS).
Add to top of BCS IF Dead("Brathlen") Global("KilledFlam6","GLOBAL",0)
THEN RESPONSE #100 SetGlobal("KilledFlam6","GLOBAL",1)
END IF Allegiance(Myself,ENEMY) Allegiance("Beland",NEUTRAL)
THEN RESPONSE #100 ActionOverride("Beland",Enemy())
Continue() END.
- Change Class script to None.
- Remove Entangle from Known and Memorized spells (add Hold);
Level first class increased to 4 to allow legal use of Hold Person
(x2).
- BELAND.DLG (must be done in following order)
- Change StringRef in [State 10] from 6250 to 6256.
- Add Journal entry flag, Journal entry StringRef 7004, Action
flag and change Action index to 7 in [Response 18].
- Edit string 7004 to change "Brathlen" to "Be'land".
- Add NEW [Action 7] to end of list. Edit action to read SetGlobal("WardsClue","GLOBAL",1).
- Change Next dialog state in [Response 7] to 6.
- Add triggers in [State trigger 3], [State trigger 4] and [State
trigger 5] NumTimesTalkedTo(0).
- Change Trigger index in [State 11] to 2. Add trigger to [State
trigger 2] True().
- Change [Action 4] to SetGlobal("BelandAngry","GLOBAL",1).
Add Action flag and change Action index to 4 in [Response 11].
Change Action index to 4 in [Response 12].
- Change Trigger index in [State 12] to -1. Add Action flag and
change Action index to 3 in [Response 20]. Add actions to [Action
3] Wait(5) Shout(99) Enemy().
- Remove Action flag and change Action index in [Response 13]
to -1. Change [Action 6 to SetGlobal("BelandAngry","GLOBAL",2).
Append to DIALOG.TLK string 2522 "I suggest you leave."
- Using DLTCEP, create new [State 13] with new string 1249 "I
hope you've changed your mind about paying the entrance fee?
I won't give you another chance to leave with your dignity intact." Add
three responses (21-23). Set Trigger index to 1. Add trigger
to [State trigger 1] Global("BelandAngry","GLOBAL",1).
[Responses 21-23] should all have Text associated (in order 2530,
2531, 2532) and Action flags. Trigger indices are all -1, Action
indices are (6, 6, 8), Next dialog states are all BELAND.DLG
(12, 12, 7).
- Add new [Action 8] SetGlobal("BelandAngry","GLOBAL",2)
TakePartyGold(1).
- Reorder State triggers in ascending order: Charmed, BelandAngry,
NumTimesTalkedTo(0) (Poor, Average, Good variations), True().
This can be easily done using the DLTCEP utility.
- BELAND.CRE, BELAND.BCS
- Create new BELAND.BCS (copied from SHOUT.BCS). Add to top of
BCS IF Dead("Beland") Global("KilledFlam6","GLOBAL",0)
THEN RESPONSE #100 SetGlobal("KilledFlam6","GLOBAL",1)
END. At bottom of BCS write IF Global("BelandAngry","GLOBAL",1)
See([PC]) THEN RESPONSE #100 Wait(6) Dialogue([GOODCUTOFF]) END.
Add IF Allegiance(Myself,NEUTRAL) See([PC]) NumTimesTalkedTo(0)
THEN RESPONSE #100 Dialogue(PC]) END.
- Change Script name to Beland.
- Change Override script to BELAND.BCS. Change Class script to
None.
- FLAM6.CRE, FLAM6A.CRE, FLAM6B.CRE, FLAM6.BCS, ACTFLAM6.BCS
- Change Script name to Flam6. Change Class script to None. Change
Override script to FLAM6.BCS.
- Completely rewrite FLAM6.BCS (copied from SHOUT.BCS). Add to
top of BCS IF Dead("Flam6") Global("KilledFlam6","GLOBAL",0)
THEN RESPONSE #100 SetGlobal("KilledFlam6","GLOBAL",1)
END IF Allegiance(Myself,ENEMY) Allegiance("Beland",NEUTRAL)
THEN RESPONSE #100 ActionOverride("Beland",Enemy())
Continue() END.
- Create new FLAM6A.CRE based on FLAMEN.CRE. Change Script name
to Flam6. Change Override script to FLAM6.BCS and Class script
to GUARDS.BCS.
- Create new FLAM6B.CRE based on FLAMEN2.CRE. Change Script name
to Flam6. Change Override script to FLAM6.BCS and Class script
to GUARDS.BCS.
- Create new ACTFLAM6.BCS based on ACT03.BCS. Change CreateCreature
refs to FLAM6A and FLAM6B (twice).
09.01.05 Centeol, AR2101
- Improves her offensive ability (which was absent)
so that in addition to summoning her spiders she
will use
other spells relevant to her arachnid abilities. Without
this tweak she would sit and wait for the player to kill
her, now she has some means of attack. You won't call
her fatty again. Please let me know if this mod has
made her too powerful for a mid-level party.
- CENTEOL.BCS,
CENTEOL.CRE, CENTEOL.DLG
05.11.04 AR1803.BCS
- Davaeorn, AR1803 - could have a small pause after
his death so that you can witness his demise before the Chapter 5 introduction
begins (not necessarily an error).
- Add action in 1st block in BCS Wait(5). Not sure if this is
the best solution.
05.11.04 DUMKIE.BCS, DIALOG.TLK strings 1215 and 1216
- Door puzzle, AR0512 - a situation can arise where
certain doors will lock if you leave the level and return. This can
prevent you from reaching the third level of the labyrinth even if
you have the Exit Wardstone.
Jonathan Ellis suggests a stronger fix than my one
below:
"You make all the doors set to "open" once
you have the Level 2 Exit Wardstone (so that characters
can leave the dungeon, either the way they came or
through Islanne teleporting them to the top, and
come back in again).
"This, unfortunately, does not go far enough:
what happens if the characters have opened *some*
but not all of the doors, have not yet got the level
2 exit wardstone, and want to leave the dungeon (e.g.
to sell off loot) and return later?
"Some of the doors are keyed to open when you
first pick up the Fuernebol, Kiel and Islanne wardstones.
The obvious thing to do is, always check to see if
they are open, if the party is *carrying* the relevant
wardstone(s) or approaches the door carrying the
correct wardstone. This is particularly vital for
the doorway through from the entrance chamber to
the great hall where you find Kiel's Helmet, and
for the side doors out of that hall.
"(Of course, if the party leaves the relevant
wardstone in the area behind the wrong door, so that
it closes behind them when they go out and they can't
get back in, because they need the wardstone that's
stuck behind the door they can't get through again,
then it's their own fault for blocking themselves
out...)
"Carrying the Level 2 wardstone, of course,
should make *all* the "puzzle" doors open,
for convenience. (There are eleven of them, some
of which open with wardstones, some of which open
by hitting the armour stands, and some of which can
only be opened from the control room.)"
- Add trigger and action IF HitBy([ANYONE],Crushing)
Global("KielDoor1","GLOBAL",1)
THEN RESPONSE #100 ClearActions(LastAttackerOf(Myself))
SetGlobal("KielDoor","GLOBAL",0)
DisplayString(Myself,1216)
- Add action to first block DisplayString(Myself,1215)
12.01.05 Entar Silvershield, AR0102,
DIALOG.TLK strings 3052*, 3053*, 7566
- Adds Entar back into the game who was notable
by his absence. He cannot be killed (as he is crucial
to the
plot) and will summon some guards before fleeing if you
talk to him (unless Skie is in the group). He will also
flee if attacked or if he sees anyone turn hostile towards
his staff. If you attack him Skie (and Eldoth) will leave
the party for good. He can be pickpocketed.
- AR0102.ARE,
AR0101.BCS, AR0102.BCS*, BRILLA.BCS, BRILLA.CRE,
ENTAR.CRE, ENTAR.DLG, SKIEJ.DLG, ENTAR.BCS*
22.11.04 FIREB1.DLG, CUTSAR.DLG, CH1CUTZ4.BCS*, SPELL.IDS, (SPWI120.SPL)*,
(SPWI121.SPL)*, DIALOG.TLK string 1251*
- Firebead Elvenhair, AR2616 - casts a cleric version
of Protection From Evil (he is a mage) which is intended to protect
the player several hours later into the night. Firebead should cast
a unique protection spell to avoid confusion with spells players will
use themselves.
- Change 5th action in [Action 2] to ForceSpell(Player1,FIREB1_WARD).
- Copy SPWI113.SPL to create SPWI120.SPL, remove all Abilities
except L1, then remove portrait icon and all Effects except Lighting
types. Reduce durations to 1.
- Create new string 1934 "Firebead's Contingency".
- Change Spell name to string 1934.
- In CUTSAR.DLG add 2nd Response to [State 1], identical except
with trigger Global("HelpFirebead","GLOBAL",2)
and change CutScene to ch1cutz4.
- Add trigger !Global("HelpFirebead","GLOBAL",2)
to 1st Response and ensure actions include CutScene ch1cut04.
- Copy CH1CUT04.BCS to create CH1CUTZ4.BCS.
- Add action to start of Player1 ReallyForceSpell(Myself,FIREB1_CONTINGENCY).
- Copy SPWI113.SPL to create SPWI121.SPL, change Casting sound
to None, remove all Abilities except L1, then change Casting
speed to 0, Target type to Caster, Target to Self and durations
to 120.
- Create new string 1935 "Firebead's Contingency has triggered".
- Change Spell name to string 1935.
- Add line 2120 FIREB1_WARD to SPELL.IDS.
- Add line 2121 FIREB1_CONTINGENCY to SPELL.IDS.
19.01.05 Hobgoblin, AR4200, DIALOG.TLK strings
5104, 5106, 5109 (see also Hobgoblins, various fix)
- Modifies the creature so that he initiates dialogue
(which was disabled in the original game) and demands
healing. You can give him money or threaten him
in which case he will attack or flee.
- HOBGO5.CRE,
HOBGO5.DLG
10.01.05 Ike, AR1000
- Has some Reaction based costing options for
his tour that were not implemented.
- IKE.DLG
06.12.04 Khalid as a Fighter/Mage
- There is some evidence to suggest Khalid
was actually a Fighter/Mage before emerging
as Fighter. This tweak restores his magical
powers leaving the fighting to the real men.
- KHALID.CRE, KHALID2.CRE, KHALID4.CRE, KHALID6.CRE
20.01.05 Indoor spellcasters *1
- Mages with access to area effect spells usually
end up loosing a Lightning Bolt at the PC only
to kill themselves instantly when it rebounds off
the nearest wall. There is no other spell at that
level quite as devastating. The following edits
give these mages alternative spells.
A big thanks to Robert who compiled
a detailed list of all the Lightning Bolt users
which made the editing task that much easier!
- (see below) *1
13.12.04 Maximum Hit Points on Level Up
- Ensures that every character gains the maximum
number of hit points when levelling up.
- HPPRS.2DA, HPROG.2DA, HPWAR.2DA, HPWIZ.2DA
Soon . . . Missing/new weapons
- A two-fold tweak that (1) puts some items
back into the game that were either removed, rather
hard
to come
by, or
found only as a very lucky pick
from random treasure; and (2) adds some
new items
for your adventuring pleasure. This TweakPack
is intended to maintain the game's balance.
Where are the weapons you ask? Now that would be
telling.
- Missing Priest Scrolls:
- Animal Summoning II
- Champion's Strength
- Chaotic Commands
- Cure Critical Wounds
- Flame Strike
- Raise Dead
- Missing Mage Scrolls:
- Animate Dead
- Shadow Door
- Missing Weapons:
- Bolts of Polymorphing
- Long Bow +1
- Club +1 (+3 vs. unnatural creatures)
- Heavy Crossbow +1
- Helmet of Charm Protection
- Helmet of Opposite Alignment
- Scimitar +1
- New Weapons:
- Spear +2 (Heartspike)
- Studded Leather Armor +3 (Silzak's Stinky
Suit)
- Two Handed Sword +2 (Penitence)
19.01.05 PALIN.DLG
- Palin, AR1500 - is the only wolfwere who attacks
you but doesn't transform into a wolfwere.
- Change actions Enemy() to ForceSpell(Myself,WOLFWERE_CHANGE).
09.01.05 Permanent corpses *2
- Makes most dead bodies that were NOT killed
by the player a permanent feature of the map as
they would normally
disappear after a few hours which could mean the player
never got to see them. With the edit installed these
bodies will become skeletons after a while and remain
on the map. This edit incorporates a fix for an error
involving the Ogre Mage in AR1802 who greets the player
with a question about his collection of dead bodies.
However if the player has rested in the dungeon before
talking to him the bodies are gone and his speech makes
no sense at all. Monsters and NPCS slain in battle will
still disappear as normal (this was probably to relieve
demand on our computers).
- DEAD.CRE, DEAD1.CRE, DEAD2.CRE, DEADFUCK.CRE, HALFMIRI.CRE,
AR2800.ARE, AR5402.ARE, AR2700.BCS, AR2800.BCS, AR3800.BCS,
AR5402.BCS, AR5403.BCS, DEAD3.CRE* (copy of Dead1), DEAD4-6.CRE* (copies of Dead2), DXSKEL.CRE* (Skeleton)
25.01.05 SAFANA.CRE, SAFANA4.CRE, SAFANA6.CRE, SPIN119.SPL, DIALOG.TLK string 3065 *
- Safana the Flirt and new innate Charm Person spell - Have you ever wondered why Safana, who chats
up the men in your party, and is generally a bit
of a babe, has Charm Animal as her innate ability?
Well now she has "Flirt" instead, which isn't as reliable as magic but when it does work those who fall for her charms will be very forthcoming.
Thanks to Necaradan for the inspiration! SPIN119.SPL does not appear to be used, so DudleyMod has assigned it to Safana in place of Charm Animal.
- Duration should be 120.
- Remove all flags.
- Change Save bonus to 4.
- Add Effect Use EFF similar to mage Charm Person spell pointing to CHARM.EFF and giving 95% resistance to women and 5% to men. Feel free to disagree with my stats!
Stores
05.11.04 ERDANE.STO
- Erdane, AR0500 - improved shop as he would not buy any kind of ammo at all, despite the fact that he sells all kinds of enchanted ammo, and also buys and sell all other kinds of weapon, both enchanted and unenchanted. Now he buys and sells bolts, bullets and arrows too.
05.11.04 HIGHHEDG.STO
- High Hedge, AR3202 - improved shop so that now Thalantyr buys bolts as they were the one kind of weapon he didn't buy, although he sold them.
05.11.04 STO0703.STO
- Sorcerous Sundries, AR0703 - improved shop so that now Halbazzer Drin buys bolts as they were the one kind of weapon he didn't buy, although he sold them.
05.11.04 STO1112.STO, DIALOG.TLK string 1217*
- General Stores, AR0304, AR0803, AR1112, AR1116 - improved shops so that now the merchants buy bolts as they were the one kind of weapon they didn't buy, although they sold them. Also, as the shops share the same STO file you will find that a weapon you sell to one vendor will appear in the inventory of another vendor across the city which always struck me as a little unlikely. To explain this I have changed the shops' names to "Iron Tower Weapons Company" - they have a great delivery network like Amazon.com!
- Create new string 1217 "Iron Tower Weapons Company".
- Change Name to string 1217.
06.11.04 STO1115.STO, DIALOG.TLK string 1218*
- General Stores, AR1115, AR1117, AR1302, AR1320 - As the shops share the same STO file you will find that a item you sell to one vendor will appear in the inventory of another vendor across the city which always struck me as a little unlikely. To explain this I have changed the shops' names to "Bubbling Bottles Emporium".
- Create new string 1218 "Bubbling Bottles Emporium".
- Change Name to string 1218.
05.11.04 STO4803.STO
- Nashkel Store, AR4803 - improved shop so that now the storekeep buys bolts, arrows, darts and bullets as they were the kinds of weapon he didn't buy, although he sold them. This makes up for the lack of stores in the southern area buying/selling projectiles. In addition the storekeep buys and sells all kinds of armour, but does not buy shields despite selling a magical shield. He will now buy shields.
05.11.04 STO4906.STO, DIALOG.TLK string 765*
- Merchants, AR0706, AR4907 - has no name but can be called "Curio's Traveling Enterprise" or something similar.
- Change Name attribute from No such index to "Curio's Traveling Enterprise".
05.11.04 STO4909.STO
- Ranged Weapons Merchant, AR4909 - improved shop so that now the merchant buys bolts as they were the one kind of weapon he didn't buy, although he sold them.
05.11.04 STOBLACK.STO, DIALOG.TLK string 1212*
- Black Lily's shop, AR0153 - has no name but can be called "Lily's wares" or something similar. "Wares" may be better than "Shop" as she is just standing in the Thieves' Guild and doesn't really have a shop. Improved shop so that now Lily buys bolts as they were the one kind of weapon she didn't buy, although she sold them.
- Change Name attribute from No such index to "Lily's wares".
06.11.04 STOCHEAP.STO
- Lucky Aello's, AR0810 - is called General Store but should be called Lucky Aello's Discount Store.
- Change Name attribute from General Store to string 11818.
05.11.04 TAERUM.STO
- Thunderhammer Smithy, AR3301 - improved shop so that now Taerom buys bolts as they were the one kind of weapon he didn't buy, although he sold them.
05.11.04 ULGOTH.STO
- Ulgoth's Beard Inn, AR1001 - improved shop as the innkeeper would not buy any kind of ammo at all, despite the fact that he sells all kinds of enchanted ammo, and also buys and sell all other kinds of weapons, both enchanted and unenchanted. Now he buys and sells bolts, bullets and arrows too.
Jonathan Ellis has provided all the fixes for shops that did not buy magic crossbow bolts.
*1 More detail on "Indoor spellcasters" tweak:
Reference files affected
18.07.06 SPELL.IDS
- Add line 2922 WIZARD_CONTINGENCY.
- Add line 2923 WIZARD_CHAIN_CONTINGENCY.
NPCs affected and edits made
- Beyn, AR1009 - doesn't use Lightning
Bolt but in same room as Andris (whose DLG forces
Beyn to use one
Potion of Insulation just before combat
starts).
- ANDRIS.DLG, BEYN.CRE
- Dynaheir - uses as many Potions
of Insulation or Absorption as required (as long
as she has them in her inventory)
when fighting Edwin.
- DYNAHEIR.BCS
- Edwin - uses as many Potions
of Insulation or Absorption as required (as long
as he has them in his inventory)
when fighting Dynaheir and Minsc.
- EDWIN.BCS
- Eldoth - uses as many Potions
of Insulation or Absorption as required (as long
as he has them in his inventory)
when fighting Shar-Teel.
- ELDOTH.BCS
- Islanne, AR0512 - slightly
mad spirit probably wouldn't be concerned with
self-preservation but I've increased her resistance
to 50% as a compromise.
- DOPISL.CRE
- Quayle - uses as many Potions
of Insulation or Absorption as required (as long
as he has them in his inventory)
when fighting Tiax.
- QUAYLE.BCS
- Xzar - uses as many Potions
of Insulation or Absorption as required (as long
as he has them in his inventory)
when fighting Khalid and Jaheira.
- XZAR.BCS
NPCs affected who use MAGE3.BCS and edits made
MAGE3B.BCS swaps Lightning Bolt for Flame Arrow,
and adds Greater Malison (only for higher level opponents).
- Angelo, AR0125 - now uses
MAGE3B.BCS.
Added one Greater Malison and two extra Magic Missiles.
- ANGELO.CRE
- Arkion, AR0805 - now uses
MAGE3B.BCS.
Added three extra Magic Missiles, one Melf's Acid Arrow
and one Flame Arrow.
- ARKION.CRE
- Brielbara, AR0103 - now uses
MAGE3B.BCS.
Added two extra Magic Missiles.
- BRIELB.CRE
- Helshara, AR0145 - now uses
MAGE3B.BCS.
Added two extra Magic Missiles. Removed one Melf's Acid
Arrow.
- HELSHA.CRE
- Ogre Mages, various - now use
MAGE3B.BCS.
- OGREMA.CRE, OGREMA_C.CRE
- Ragefast, AR0126 - now uses
MAGE3B.BCS.
Added two extra Magic Missiles.
Removed one Melf's Acid Arrow.
- RAGEFA.CRE
- Tranzig, AR3352 - now uses
MAGE3B.BCS.
Added one Agannazar's Scorcher. Removed one Color Spray,
three Magic Missiles, one Mirror Image and two
Lightning Bolts.
- TRANZI.CRE
NPCs affected who use MAGE4.BCS and edits made
MAGE4B.BCS swaps Lightning Bolt for Hold Person.
- Delorna, AR0145 - now uses
MAGE4B.BCS.
Added one Flame Arrow.
- DELORN.CRE
- Gervisse, AR0162 - now uses
MAGE4B.BCS.
Added one Agannazar's Scorcher and one Flame Arrow. Removed
one Chromatic Orb.
- GERVIS.CRE
- Hareishan, AR1804 - now uses
MAGE4B.BCS.
Added one Agannazar's Scorcher and one Flame Arrow. Removed
four Larloch's Minor Drains, one Magic Missile,
two Melf's
Acid
Arrows,
one Mirror
Image and one Confusion.
- HAREIS.CRE
- Lendarn, AR5201 - now
uses MAGE4B.BCS. Removed
one Magic Missile, five Mirror
Images, two Fireballs, two Lightning Bolts,
one Hold Person, one Flame Arrow, three Dimension
Doors and two Cones of Cold.
- LENDAR.CRE
- Nemphre, AR0813 - now
uses MAGE4B.BCS. Added one Flame Arrow. Removed
one Magic Missile.
- NEMPHR.CRE
- Oberon, AR0144 - now
uses MAGE4B.BCS. Added one Flame Arrow.
- OBERAN.CRE
- Ogre Mage, AR1201 - now
uses MAGE4B.BCS. Added one Flame Arrow.
- OGREMA_A.CRE
- Prat, AR5506 - now
uses MAGE4B.BCS. Uses Flame Arrow instead of Hold
Person. Added one Flame Arrow.
- PRAT.CRE
- Ramazith, AR0138 - now uses
MAGE4B.BCS. Added
one Agannazar's Scorcher and one Flame Arrow.
- RAMAZI.CRE
- Rieltar, AR2610 - retains original
script but has enhanced defence against electricity
and Cloak of Electrical Resistance. Increased Level
to 7. Removed one Agannazar's Scorcher and two
Lightning Bolts
- RIELTA.CRE
- Ulraunt, AR2614 - now uses
MAGE4B.BCS. Added
one Flame Arrow.
- ULRAUN.CRE
NPCs affected who use MAGE5.BCS and edits made
MAGE5B.BCS swaps Lightning Bolt for Flame Arrow.
MAGE5C.BCS adds Chain Contingency and Contingency (which
include Protection from Electricity).
- Degrodel, AR0161 - now uses
MAGE5B.BCS. Added
one Mirror Image and four Flame Arrows.
Removed two Hastes.
- DEGROD.CRE
- Faizah, AR0719 - now
uses MAGE5B.BCS. Added three Flame Arrows. Removed
two Melf's Acid Arrows and two Hastes.
- FAIZAH.CRE
- Halbazzer Drin, AR0703 -
now uses MAGE5C.BCS. Added one Lightning Bolt.
Removed one Larloch's Minor Drain and one Melf's
Acid Arrow.
- HALBAZ.CRE
- Liia Jannath, AR0108 -
now uses MAGE5B.BCS. Added two Flame Arrows. Removed
one Melf's Acid Arrow.
- LIIA.CRE
- Marcellus, AR1009 - now uses
MAGE5B.BCS. Added one Mirror Image and two Flame
Arrows. Removed two Melf's Acid Arrows and two
Hastes.
- MARCEL.CRE
- Marek, AR0300 and AR0115 -
only MAREK2.CRE uses MAGE5B.BCS. MAREK.CRE: Added
five Larloch's Minor Drain and one Lightning Bolt.
Removed five Magic Missiles, five Melf's Acid Arrows,
one
Agannazar's
Scorcher and one Ghost Armor.
MAREK2.CRE: (as above but swaps Lightning Bolts for Flame
Arrows).
- MAREK.CRE, MAREK2.CRE
- Natasha, AR1802 - now
uses MAGE5B.BCS. Added one Flame Arrow and one
Confusion. Removed three Magic Missiles, two Chromatic
Orbs, two Agannazar's
Scorchers and one Improved Invisibility.
- NATASH.CRE
- Ogre Mage, AR0226 -
now uses MAGE5B.BCS. Added one Flame Arrow.
- OGRMBA.CRE
- Oulam, AR0704 - now
uses MAGE5B.BCS. Added two Flame Arrows. Removed
one Horror, one Melf's Acid Arrow, one Vampiric
Touch and one Skull Trap.
- OULAM.CRE
- Pargus, AR0116 - now uses
MAGE5B.BCS. Removed three
Melf's Acid Arrows and one Lightning Bolt.
- PARGUS.CRE
- Sunin, AR1111 - now uses
MAGE5B.BCS. Added two Flame Arrows. Removed one
Melf's Acid Arrow and two Hastes.
- SUNIN.CRE
- Thalantyr, AR3202 -
now uses MAGE5C.BCS. Added two Larloch's Minor
Drains, one Mirror Image, one Melf's Acid Arrow,
four Lightning Bolts. Removed one Larloch's Minor
Drain
and one
Melf's
Acid Arrow.
- HALBAZ.CRE ????? - wrong file!
NPCs affected who use MAGE7.BCS and edits made
MAGE7B.BCS swaps Lightning Bolt for Flame Arrow.
- Krystin, AR0112 - retains original
script but downs a Potion of Insulation before
combat begins.
- KRYSTI.CRE, KRYSTI.DLG
- Tellan, AR1009 - now uses
MAGE7B.BCS. Added one Melf's Acid Arrow, one Flame
Arrow. Removed one Magic Missile, one Horror, one
Skull Trap.
- TELLAN.CRE
NPCs who use Lightning Bolt but edits NOT
made
- Andris (Andris) - has 70% innate resistance
to electricity.
- Arkushule (Arkush) - found outside.
- Carsa (Carsa) - found outside.
- Davaeorn (Davaeo) - has 70% innate resistance
to electricity.
- Denak (Denak) - found outside.
- Diana (Diana) - found outside.
- Ghost (Daitel) - has innate 100% resistance to
electricity.
- Gorion (Gorion, Gorion3) - his
spells either kill characters instantly or
are used outside so concerns over his survival
aren't really relevant in the game context; his
Doppelganger
version doesn't use spells.
- Hafiz (Hafiz) - found outside.
- Kahrk (Kahrk) - found outside.
- Kirian (Kirian) - found outside.
- Mutamin (Mutami) - found outside.
- Narcillicus (Narcil) - found
outside.
- Phlydia (Phlydi2) - found outside.
- Rezdan (Rezdan) - found outside.
- Semaj (Semaj) - his battle is plenty difficult
(so increased skill/resistance is overkill) and
the room is large enough to reduce the risk of
bounce.
- Shandalar (Shandal2) - found outside.
- Shaldrissa (Shaldr) - found
in large cavern.
- Silke (Silke) - found outside.
- The Great Gazib (Gazib) - found outside.
*2 More detail on "Permanent
corpses" tweak:
Areas affected and edits made
- AR2700 - Gorion [Ch.1] - becomes skeleton by
Chapter 3 (AR2700.BCS, DXSKEL.CRE)
- x 3142 y 1404 face 12
- AR2800 - two bodies by wrecked caravan [Ch.1]
- become skeletons by Chapter 3 (DEAD1.CRE, DEAD3.CRE,
AR2800.BCS, AR2800.ARE)
- x 2188 y 3362 face 4; x 2360 y 3444 face
0
- AR3800 - Mirianne's husband [Ch.1] - becomes
skeleton by Chapter 3 (HALFMIRI.CRE, DXSKEL.CRE,
AR3800.BCS)
- x 3854 y 1480 face 16842752
- AR5402 - four Amnish soldiers and two miners
[Ch.2] - become skeletons by Chapter 4 (DEAD2.CRE,
DEAD1.CRE, DEAD3.CRE,
DEAD4.CRE,
DEAD5.CRE,
DEAD6.CRE,
DXSKEL.CRE, AR5402.BCS, AR5402.ARE)
- x 3188 y 1584 face 0; x 3129 y 1660 face
0; x 3028 y 1620 face 0; x 2484 y 1379 face
0; x 2596 y 1393 face 4; x 3768 y 729 face
0
- AR5403 - Amnish soldier [Ch.2] - becomes skeleton
by Chapter 4 (DEADFUCK.CRE, DXSKEL.CRE, AR5403.BCS)
- x 1625 y 341 face 0
- AR1802 - three Amnish soldiers and three miners
[Ch.4] - remain as bodies (DEAD.CRE, DEAD1.CRE,
DEAD2.CRE
Areas affected but edits NOT made
- AR1209 - one Amnish solider and one miner [Ch.5]
- remain as bodies for sake of Larriaz quest (DEAD1.CRE,
DEAD2.CRE)
- AR1210 - two miners [Ch.5] - remain as bodies
for sake of Larriaz quest (DEAD1.CRE, DEAD2.CRE)
- AR0615 - Emissary Tar [Ch.5] - remain as body
(EMITAR2.CRE)
- AR2627 - three cats - remain as body (CATDEAD.CRE)
Areas with corpses but NOT included in the
tweak
- AR0511 - multiple corpses - corpses could become
skeletons by level 4 (CORPSE1.CRE, CORPSE2.CRE,
SKELDED.CRE)
- AR0512 - multiple skeletons - remain as they
are (SKELDED.CRE)
- AR0513 - two corpses and multiple skeletons -
corpses could become skeletons by level 4 (CORPSE1.CRE,
CORPSE2.CRE, SKELDED.CRE)
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