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- ZSTweaks - A Tweak Mod for EE Games
ZSTweaks - A Tweak Mod for EE Games
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Version1.4.9
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szaumoor - aka RoyalProtectorUploaded by
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About this mod
This is large collection of tweaks of over 200+ components to improve your experience in the enhanced editions of Baldur's Gate (Siege of Dragonspear included), Baldur's Gate II, and Icewind Dale.
- Requirements
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Nexus requirements
Mod name Notes DLC Merger Required if using the GoG version of BGEE. Not needed in the other supported EE games - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
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Name GitHub - Changelogs
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Version 1.4.9
- >>> Fixes
- - Aura of Despair addition to The Visage now uses the correct icon for it, and is self-cast as it should
- - Anomen's shield tweak will update its enchantment level according to the upgrade
- - Fixed small issue altering an item upgrade item
- - Fixed install errors due to some weidu weirdness parsing comments
- - Fixed Sunray not having a chance to kill vampyres outright (only vampires were allowed before -- granted, there's only one vampyre in the whole game, but that's besides the point)
- - Fixed Sunray not having special effects vs. spectral undead creatures when it should have due to missing files
- - Fixed Gram The Sword of Grief tweak damage debuff effect duration of 0
- -Fixed issue preventing installation of end-of-install components
- - IO operations on first install where error-prone on reinstalls, reverted this by implementing a safer method that does not affect the end user
- - Fixed a few warnings when installing in IWDEE
- ---Modifications
- - Rewrote a line in Equalizer to be more clear as to who gets a benefit
- - Gram's component will cause it to decrease damage output of enemies by 25% when they fail their saves, instead of 10%
- - Sunray component will now make Sunray affect fungal creatures (aka Myconids), similar to IWDEE
- - Removed the random wizard spells shadows have for no reason if the Shadow-creatures component is installed
- - Sunray no longer inflicts fire/radiant (irresistible) damage to living targets, but half magic, half fire
- - Sunray is now less damaging the more cadaverous the enemy to be hit is (vampires being the exception), namely:
- ---- Vampires and vampyres take the usual 20d6 fire/radiant damage, if they don't die outright
- ---- Shadow creatures take 15d6 damage in the same manner
- ---- Other cadaverous creatures like zombies, ghasts, and liches/demiliches, take 10d6
- ---- This is to remove some of the cheese associated with this spell, similar to what happens with disruption weapons (and it is closer to the P&P spell anyway than just overall total destruction to all undead
- - Made the radiant damage part of sunray mimick a randomized amount of inflicted damage a bit better
- - Laid the groundwork for a future release where the user may select which parts will be installed during a group-wide component installation. For example, you could set up the config file so "install all" is not what is by default, but a custom selection.
- - Shadow creatures tweak also improves the AC of shadow creatures by 2 against missiles specifically
- - Library updates
- - **The mod is now compatible with the current version of the EE Fixpack (Alpha 1)**
- - Call Lightning's damage tweak will now adapt to EEFP's version
- - Call Lightning component will also make the spell use the lightning animation and sound from IWD (optional; can be disabled). This only affects the direct hit of the bolt, not the ground sparkles afterwards, which I don't think are portable
- - Call lightning damage boost part will also be optional, so users that only want the animation change can do that if they wish
- - All the components that change the dice and damage configuration of weapons are now merged in one component (katanas, ninjatos, wakizashis, bastard swords, two-handed swords, warhammers, and spears). Configuration options are provided to allow users to decide which of those are desired
- >>> Fixes
- - Aura of Despair addition to The Visage now uses the correct icon for it, and is self-cast as it should
- - Anomen's shield tweak will update its enchantment level according to the upgrade
- - Fixed small issue altering an item upgrade item
- - Fixed install errors due to some weidu weirdness parsing comments
- - Fixed Sunray not having a chance to kill vampyres outright (only vampires were allowed before -- granted, there's only one vampyre in the whole game, but that's besides the point)
- - Fixed Sunray not having special effects vs. spectral undead creatures when it should have due to missing files
- - Fixed Gram The Sword of Grief tweak damage debuff effect duration of 0
- -Fixed issue preventing installation of end-of-install components
- - IO operations on first install where error-prone on reinstalls, reverted this by implementing a safer method that does not affect the end user
- - Fixed a few warnings when installing in IWDEE
- ---Modifications
- - Rewrote a line in Equalizer to be more clear as to who gets a benefit
- - Gram's component will cause it to decrease damage output of enemies by 25% when they fail their saves, instead of 10%
- - Sunray component will now make Sunray affect fungal creatures (aka Myconids), similar to IWDEE
- - Removed the random wizard spells shadows have for no reason if the Shadow-creatures component is installed
- - Sunray no longer inflicts fire/radiant (irresistible) damage to living targets, but half magic, half fire
- - Sunray is now less damaging the more cadaverous the enemy to be hit is (vampires being the exception), namely:
- ---- Vampires and vampyres take the usual 20d6 fire/radiant damage, if they don't die outright
- ---- Shadow creatures take 15d6 damage in the same manner
- ---- Other cadaverous creatures like zombies, ghasts, and liches/demiliches, take 10d6
- ---- This is to remove some of the cheese associated with this spell, similar to what happens with disruption weapons (and it is closer to the P&P spell anyway than just overall total destruction to all undead
- - Made the radiant damage part of sunray mimick a randomized amount of inflicted damage a bit better
- - Laid the groundwork for a future release where the user may select which parts will be installed during a group-wide component installation. For example, you could set up the config file so "install all" is not what is by default, but a custom selection.
- - Shadow creatures tweak also improves the AC of shadow creatures by 2 against missiles specifically
- - Library updates
- - **The mod is now compatible with the current version of the EE Fixpack (Alpha 1)**
- - Call Lightning's damage tweak will now adapt to EEFP's version
- - Call Lightning component will also make the spell use the lightning animation and sound from IWD (optional; can be disabled). This only affects the direct hit of the bolt, not the ground sparkles afterwards, which I don't think are portable
- - Call lightning damage boost part will also be optional, so users that only want the animation change can do that if they wish
- - All the components that change the dice and damage configuration of weapons are now merged in one component (katanas, ninjatos, wakizashis, bastard swords, two-handed swords, warhammers, and spears). Configuration options are provided to allow users to decide which of those are desired
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Version 1.4.7a
- - Fixed install errors, and other minor misc bugfixes
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Version 1.4.7
- **Fixes**
- - Removed unnecessary code to update finesse spells when running components that alter dice size and number of weapons, such as katanas
- - Fixed issue with Sunray tweak where if installed without the silver sword tweak, it could potentially not kill undead and leave them bugged with negative HP
- - Fixed issue with configuration file not affecting Sarevok's Deathbringer Assault tweak
- - Small code fixes
- - Forgot to modify Keldorn's armor's description if the component that allows Haste with his armor on was installed (should specify that the user is immune movement-limiting effects, instead of Free Action)
- - Fixed Mazzy's Sword not getting an updated description according to the tweak
- - Fireball tweak should have made sure other fireballs use the new animation, if selected in the config file
- - Fixed Fireball tweak not modifying the scroll description of Sunfire accordingly
- - Misc code improvements
- - Fixed possible install failure when installing dagger group component in iwdee
- - To avoid issues with novel ways of using current HP opcodes (such as irresistible damage effects), Rashad's Talon component that prevents healing on critical hits (Cursed Wound), will instead of blocking that opcode, directly protect against the healing spells and potions in vanilla games (BG / IWD). Description will be modified to allow leeway (most healing effects won't work vs. Healing doesn't work). Could be patched in the future if I become aware of other mod-added healing sources.
- - Fixed Rashad's Talon Cursed Wound effect lasting 10 seconds when 2 rounds was intended
- - Rashad's Talon's Cursed Wound can now be removed with a Remove Curse spell
- - Small .tra fixes / changes
- - Improved old code relying on less than ideal methods to achieve what they aimed to do
- - Removed needless code & functions
- - Library update with more safety mechanisms to catch errors more easily
- - Fixed Holy Power and Tenser's Transformation THAC0 tweak making the spell last 1 round less on level 21
- - Fixed Holy Power component not affecting the cleric kit that grants uses of an innate version thereof
- - Fixed warhammer base damage improvement not affecting the ranged attack type of throwing hammers
- - Fixed Sun Soulbeam tweak not being included in the group-wide install component
- - Fixed Silver sword component not changing the speed of the weapon when it should
- - Fixed various coding errors exposed by using MODDER (where has this been before?)
- - Fixed extra damage by Darkfire Bow not being sleep safe when it should due to a coding error
- - Fixed issue with Finger of Death component not modifying the description of the scroll
- - Fixed throwing dagger available as melee component not being able to use Strength to increase damage
- - Fixed throwing dagger available as melee component not properly changing the melee header's poisoning abilities for balance
- - Fixed Flame Blade dealing extra damage to half elves instead of to the undead. Poor Jaheira's kindly offered to put that to the test
- - Fixed Flame Blade component applying partially incorrectly to IWD
- - Fixed Asp's Nest component not being included in the group-wide component
- - Fixed Assassination component not functioning correctly and being incorrectly dispellable
- - Fixed duplicated +2 damage effect for single-classed thieves in Assassination
- - Fixed small issue with Mace of Disruption tweak
- - Fixed the blackguard component not adding all blackguard creatures the backstab multiplier bonus
- - Fixed Call Lightning component mistakenly only allowing 1 lightning bolt per cast instead of 4 at level 19 and 20
- - Fixed tweak to Knave's Robe adding another Slashing AC bonus instead of a Piercing one as intended
- - Fixed Peridan's tweak not adding properly an enchantment bonus vs dragons and wyverns
- - Fixed incorrect probabilities in Sword of Mask component that prevented the level drain from working. Big oopsie on my part
- - Fixed Usuno's Blade not dealing half of the 15% chance extra damage on a save success as intended
- - Fixed Spectral Brand's bonus to Armor Piercing Strike affecting the weapon summon ability instead of the actual Armor Piercing charge ability
- - Fixed Borok's Fist tweak not properly targetting giant humanoids for the stun effect
- - Fixed Eyes of Truth tweak using the incorrect opcode to improve the Find Traps skill (I misread the opcode, whoopsies)
- - Fixed extra bonuses for thieves, archers, and bards not working due to a missing file. Oops. WTH
- - Fixed throwing dagger as melee not using the right animation, and being consumable when they shouldn't
- - Fixed Life Stealer component mistakenly removing effects from Finesse if installed previously
- - Library fixes
- - Fixed issue where Valygar's weapon tweak would not work correctly if the finesse component was installed, or the group component it belongs to
- - Fixed wrong description being set to Writhing Fog in the component
- - Fixed Sunray tweak making the spell behave unexpectedly at level 15 or more and deleted needless spell headers
- - Component to allow characters to cast from level is now available to IWDEE as intended
- - Sunray component no longer affects IWDEE as Sunray is very different in that game
- - Fixed installation errors in IWDEE for the component that adds party XP when summoned demons kill things
- - Fixed Bone Club component not targetting spectral trolls correctly for the extra damage
- - Staff of Rhynn special ability now uses the regular fireball animation, and also causes a small screen shake and a cosmetic witch's wail (banshee, of course)
- **Modifications**
- - Added configuration variables to enable and disable weapon groups in the Finesse component. A value of 1 activates, a value of 0 deactivates. All are activated by default
- - Axe critical damage component now differentiates between one-handed and two-handed weapons, for the benefit of IWD and BGEE with a mod that inserts two-handed axes (IWDification for example). Two-handed axes now inflict 1d12+bonus extra damage on critical hits (1d8+bonus for one-handed, melee or ranged)
- - Added compatibility / tweaks with many items that required it in ItemUpgrade mod for design / philosophy consistency (and yes, please, install the tweaks here after that mod and any other item pack):
- - Ring of Elemental Mastery: My tweak to the original rings will add to this upgrade what would be missing, in this case, the 50% acid resistance that I gave the Earth version of the ring too.
- - Boots of the Hornet: My tweak to senses of the cat will add to this +1 save vs. breath, and will partition the AC bonus in the same way as the original component, but it will not add the +3 to movement rate, because it's already doubled by combining it with Boots of Speed.
- - Improved Corthala armor will have the irrelevant stat requirements removed, since it's superfluous in EE; there are better ways to deal with it. It will add negative plane protection and saves vs. illusion and necromancy if my shadow dragon scale tweak is installed
- - Enhanced archmage robes will also gain my tweak to the normal archmage robes and the new benefits in the enhanced version that overlap will be adapted to fit the scheme.
- - Keldorn's Armor's tweak that removed the immunity to Haste will affect the improved armor too
- - Azuredge +4 will receive my disruption tweaks, which makes disruption it less overpowered and cheap vs. undead. It also streamlines the upgrade, since the original doesn't even get the +3 damage and THAC0 bonus from being a +3 weapon, but it does with my tweak.
- - Sword of Arvoreen +5 will get the main benefits of the tweak, except the enchanment level being 1 point above normal. It will make the movement rate reduction harsher and more difficult to resist, instead of inflicting Slow, and instead of increasing strength, it will cause +4 extra piercing damage vs. evil. Additionally, it will also make the effects on-hit require a save vs. Wand at -2 instead of at no penalty. Free Action from Item Upgrade will also not prevent Haste. Only Mazzy can wield it.
- - Keldorn's upgrade will be tweaked. Dicesize will be brought down to 1d10, the dispel magic will be tweaked similarly to carsomyr, allowing a Save vs. Spell to avoid it, and the silence on hit will happen only 30% of the time.
- - Lilarcor +5 will get the confusion on hit effect, but with a 5% higher chance than normal, and the save will require have to be made at a -2 penalty. Dice size reduced to 10, and speed factor standardized to 5, same as other normal +5 two-handed swords.
- - Quietus +4 will become a +5 dagger, dealing 1d4+5 instead of 2d3+4. Instead of a constant +1 backstab multiplier, it gets a +5% critical chance bonus for the weapon. It will get the benefits of bone dagger tweak, but slightly improved. The poison no longer blinds, it still only makes enemies fall asleep, but with a -2 penalty. A special effect is triggered when an enemy falls asleep, where the wielder gets: +5% critical chances (doesn't stack) and +1 to damage and THAC0 (stacks) for 2 rounds.
- - Gloves of Master Thief will get the immunity to backstabs that the ring of danger sense component grants.
- - Soul Reaver +6: Will benefit from the Soul Reaver tweak that rebalances the effect of the normal Soul Reaver
- - Water's Talon: This extremely overpowered weapon needed to be toned down. Since it is absurdly powerful (it inflicts 360 poison damage over three minutes on each hit, no save allowed, I kid you not), most of the changes are about toning those down and aligning it with those other tweaks, though generally boosting the original effects slightly. This modification will be installed automatically, if Item Upgrade is installed, and as soon as all three required items to get it are installed in their correspondent component (or when installing the group wide one-handed sword component)
- - Mazzy's Sword is now only usable by her. This also affects the Item Upgrade version of it
- - Mazzy's Sword tweak now also makes the movement rate slowdown effect dispel haste if it succeeds (50% chance). This affects the Item Upgrade version of it.
- - Soul Reaver tweaks (nerf and dicesize) will now merge in one. The configuration file can now be used to determine which parts of the old tweaks are desired
- - Carsomyr tweaks (dispel magic nerf, damage bonus vs evil) will now merge in one. The configuration file can now be used to determine which parts of the old tweak are desired
- - Flame of the North tweaks (damage vs trolls, damage bonus vs evil) will now merge in one. The configuration file can now be used to determine which parts of the old tweak are desired
- - Unholy Reaver tweaks (dispel magic tweak, dicesize tweak) will now merge in one. The configuration file can now be used to determine which parts of the old tweak are desired
- - Hawksight tweaks will now merge in one. The configuration file can now be used to determine which parts of the old tweaks are desired
- - Poisoned throwing dagger tweaks will now merge into one. The configuration file can now be used to determine if more stock in stores is desired, without needing the extra component
- - Purifier tweaks (dispel magic boost, damage vs. all evil) will now merge into one. The configuration file can now be used to determine which parts of the old tweak are desired
- - Luck (spell) boosts will now merge into one. The configuration file can now be used to determine which parts of the old tweak are desired
- - Flame Blade tweaks are now merged into one. The configuration file can now be used to determine which parts of the old tweak are desired
- - Holy Power and Tenser's Transformation analogous tweaks will now each be merged. The configuration file can now be used to determine which parts of the old tweak are desired
- - All three tweaks to Earthquake are now merged in one component. The individual old components can be turned on or off in the configuration file.
- - Nature's Beauty tweaks are now merged in one. The individual old components can be turned on or off in the configuration file.
- - Holy Power and Tenser's Transformation APR tweak in the relevant component is now by default only applicable to casters who don't have fighter levels. This can be overridden in the config file to revert to the previous behavior, which is that it is granted to everyone. Additionally, the APR bonus of either can no longer stack with the other, to prevent too much cheese.
- - Improved implementation of Holy Power and T. Transformation APR bonus if the option is chosen
- - The following weapons from the Wares of the Planes mod by Argent77 have been excluded from some components:
- - Last Resort: It's a dagger that is meant to deal almost no damage, but with an extremely high THAC0, therefore it's out of place to give it Finesse benefits. However the Dagger Boost component will apply.
- - Entropic Blade: It's 1d20 dagger, and because it's considered a dagger only symbolically due to its very strange nature, it doesn't benefit from Finesse or Dagger Boost (and doesn't need it)
- - Enlightenment: Same as Grave Binder, a 1d6 dagger. Won't be affected by the Dagger Boost component but will be by the Finesse component (normal dagger dice size)
- - Silver Fork: It's not really a dagger, and doesn't benefit from the Finesse component but will be affected by the Dagger Boost component.
- - Axe of the Jester: Due to the unusual nature of the axe and the damage of 1d2, it won't benefit from the critical damage bonus component for axes
- - Bolts of Alcheron / Acidic Sponge Bolts / Bolts of Whistling Doom: No benefit from Finesse due to their unusual functioning
- - Celestial Fire: Will not benefit from Finesse.
- - The extremely plain and boring icons for the weapons created by the Rod of Royal Might will now be substituted by unique icons colored in a similar way as the rod, courtesy of zenblack
- - Arrows of biting component will now add a 5% critical hit chance bonus to them, and also deal +1 poison damage on hit to compensate for the no thac0 or enchantment level bonus
- - Arrows of piercing component will now add a 10% critical hit chance bonus to them. Extra piercing damage restored to 6 (save to take half part of the tweak is still kept).
- - Healing spell boost tweak will now include Mists of Eldath (IWDEE spell), which will improve it by healing 40 instead of 25, reducing the casting speed from 9 to 6, providing immunity to poison and disease and 1 HP per second regeneration for 2 rounds after the casting (similar to my tweak to Elixir of Health, minus regeneration), which is more reasonable for a level 7 spell.
- - Healing spell boost tweak will also be affected by the config file, allowing you to disable specific tweaks. For example, if you only want the change to Mists of Eldath, you can set the others to "0" (aka disabled). This might be of use when combining with SCS's changes to standard cure and cause wounds spells, for example
- - Healing spell boost tweak will merge now with the Mass Cure component. It can also be disabled in the config file.
- - All Shaman-specific spell tweaks are now merged into one component. The configuration file may be used to disable particular tweaks if desired.
- - Quivering palm component will add the save penalties at levels 16 and 24, instead of 18 and 26
- - Components that are meant to be installed either at the end of the mod, or after other similar mods, will now have a dedicated component group at the end: End-of-install-order Components
- - Death Fog component now makes it bypass Magic Resistance by default, since it's conjured acid, similar to the 3rd edition. This can be disabled in the configuration file
- - Merged the NPC components for Keldorn's sword and armor in on. Configuration provided
- - Merged the backstab disabling component for iron golem and BBoD in one. Configuration provided
- - Fireball component now will allow installing only the new animation if desired, by using the configuration file
- - Merged sun soul ray/beam tweaks into one. Configuration provided to only activate the ones you're interested in
- - Merged all Class Tweaks for Thief HLAs into one. Configuration provided to only activate the ones you're interested in
- - Dagger of the Star component will also give the dagger the ability to cast an ability of fiery electricity to cause damage
- - Balor component vorpal hit save penalty can be overridden (so you can choose -4 if you think -2 is too forgiving for example)
- - RR's Crippling strike component modified slightly to use more "modern" item design. It no longer works only once every 30 seconds on a target; instead, each succcessful strike refreshes the duration of a previous strike
- - Light Crossbow tweak is now considered and end-of-install-order component, as the tweak may work incorrectly if other tweaks to crossbows are applied first. Very low chance, I'd say, but to be safe
- - Double dice throwing dagger component now moved to dagger components
- - Robes of Elemental Resistance are now called of Elemental Affinity, as the tweak also boosts elemental damage slightly
- - Cloak of the Stars tweak now makes the user automatically specialized in darts, not just proficient (unless higher)
- - Blackmist's Blindness ability can no longer be stopped by magic resistance
- - Tweak to Jerrod's Mace now deals 6 extra crushing damage vs fiends instead of 3
- - Tweak to Wyvern's Tail will allow the 4% chance adult wyvern poison to use a -2 penalty in the save vs. Death instead of no penalty
- - Mana Bow's spell failure on hit is now dispellable, and its duration will be noted in the description
- - Valygar's weapon will now note it causes poison damage, and not "bleeding"
- - Balor's Vorpal Hit is not by default made at -4 (can be changed in the config file)
- - Added a ranged edit for all other groups of weapons in the component that changes their weapon damage configuration, to anticipate mods that may introduce ranged attacks for them (for example, Aura NPC introduces a throwing katana)
- - Added an extra countermeasure to ensure Sunray, and Repulse Undead's irresistible radiant damage, and other instances of irresistible damage, cause death appropriately when hitpoints reach 0
- - Distributed Evasion checks to various abilities added in this mod so if Evasion is enabled by mods such as IWDification or ToF, they get included
- - Flesh to stone now mimicks IWD version, where spectral creatures, shambling mounds, petrified targets, skeletons, slimes, golems, statues, elementals, and demiliches are immune to it. Can be disabled in the configuration file
- - Configuration variables are now prefixed with "zst" to avoid the very slim chance it clashes with another variable
- - The configuration file is now "zstweaks_prefs.txt" and will be copied into override when installing any component. This will grant other mods easy access to configuration variables
- **New components / features**
- - Make Chaotic Commands' duration extend up to level 20 instead of only 18
- - Make Repulse Undead more useful by causing damage and Slow when they're repulsed
- - Make Bolts of Biting have an inherent +5% extra critical hit chance, and deal +1 poison damage on hit
- - Make Melf's Acid Arrow have a chance of splashing enemies and optionally bypass magic resistance
- - Make Mencar Pebblecrusher a fair fighter for his level
- - Make lions and other cat creatures not slow as molasses
- - Make Void-weapons strength-sapping not affect undead, and able to critically hit to deal double damage
- - Give Dragon Disciples (Red) automatic access to all fire-based wizard spells and optionally increase fire damage by 5%
- - Make Aid a party buff and optionally disable the character glow
- - Make creature on-hit effects that should be natural not behave as magical attacks that can be dispelled or magically resisted
- - Make Shadow creatures slightly harder to damage, and make strength sapping last much longer so it's an actual inconvenience
- - Make Restoration spells cure the user of stat draining effects such as mindflayer attacks and the touch of shadows
- - Make Club of Detonation's Fireball not tied to wizard level and improve it slightly
- - Make Storm Star slightly more electrifying and improve the chances of the chain lightning part
- - Make Wall of Moonlight more effective
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Version 1.4.5
- **Fixes**
- - Fixed harmless warnings when installing on BGEE
- - Fireball component was not properly increasing the area of effect of Delayed Blast Fireball to be equal to Fireball
- - Resolved small issues when component that makes spells bypass magic resistance is installed after other tweaks
- **Modifications**
- - Poisoned throwing daggers added to vendors is now 1 higher per stack
- - Configuration file can change the percentage of poisoned throwing daggers added into the game by component 1002. For example, 150 would add 50% more stacks of daggers
- - The damage that Sarevok's Deathbringer's Assault inflicts can now be configured in the configuration file. Vanilla is 200 slashing damage, component sets it to 150 by default
- - Component to increase jewelry's price now increases it by 50% by default, but it's fully customizable using the configuration file. The user may increase it or decrease in any magnitude that is desired
- - Configuration file can now set the save penalty of poisoned throwing daggers, and also Asp Nest's darts
- - The Misc Item section is no more. Now the Rod of Might component will be in the gear group, and the Shadow Jump tweak will be in the class/kit section
- - The Fireballs component now changes the god-awful explosion effect of the spells for something more worth looking to IMO. This can be disabled in the configuration file.
- **New components / features**
- - The mod has now a configuration file. This can change various variables in some components, which can change results in the ways the user might desire. Only a few included for now. Thanks to dark0dave for showing me an easy way to do this
- - Make Shar-Teel especially effective when fighting males (BGEE/EET-only unless I become aware of a mod that adds her to BG2EE)
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Version 1.4.4
- Fixes
- - Fixed install errors in previous version
- - Readme fixes
- - Fixed small issue in description of Ice Storm, which was not updated appropriately
- - Fixed small issue in description of Potion of Power, which was not updated appropriately
- - Fixed small issue in the description of Halcyon +1
- - Other more minor string fixes
- - Fixed Vexation component not updating its Finesse bonus if installed after the finesse component
- - Fixed Mazzy's weapon component so the sword upgrade accounts for finesse
- - Improved the descriptions of some items
- - Fixed CON and STR bonus from CHARNAME's Tankard missing from description, and prevented it from stacking
- - Updated Potion of Heroism's description to the current state of the tweak
- - Fixed component that adds +1 HP to bracers, boots, and bracers so it doesn't make Harpers throw a hissy fit. WARNING: install this component after you're absolutely sure no other mod will modify items, to prevent some issues. Because of this, this component is not longer part of the group-wide install component for general tweaks.
- - Removed some needless code
- - Fixed component that add weapon AC damaging effects to warhammers, maces, and clubs, so it doesn't include creature weapons that are considered for whatever reason that type of weapon; also made sure this effect was added to melee headers, and not just one of them such as in the case of throwing hammers
- - Blunt weapon AC debuff component now also fixes in passing the misaligned data it has, which would bork the weapon Dwarven Thrower +2 when installed. Many thanks to Argent77 and CamDawg for the help and the blazingly fast fix creation for my mod and the Fixpack
- - Kachiko's Wakizashi component should now react to the presence of the piercing/slashing tweak for wakizashis and reflect it in the description
- - Fixed Psion's Blade mindflayer slay effect saving throw being harsher than it should be
- - Fixed some code errors that could potentially alter things in inappropriate ways
- - Fixed sonme incorrect component strings during installations
- - Fixed sword version of Rod of Might not being updated properly for the Finesse component, if it was installed previously
- - Sword of Lordly Might new effects are no longer affected by magic resistance as it should
- Modifications
- - Finesse component's extra damage for +0 weapons, all arrows and bolts, is always guaranteed to be at least 2, to prevent messages of "immunity to damage" when save vs. breath is made
- - Finesse component's extra damage for darts is now smaller to compensate for their higher APR. The formula is 2 + Enchantment / 2, rounded down
- - Finesse component's extra damage uses now a dice size 1 point smaller than the weapon it originates from (remember to update other components that update damage levels of the spells!). For example, a long sword +1 inflicts 1d8+1 damage, and it would have the chance of dealing 1d7+1 damage, 11% of the time, or half that if a save vs. Breath is made (at whatever penalty is right for the user's dexterity)
- - Finesse component's saving throw to take half damage now not only depends on enchantment but on the thief's dexterity, further involving the user's characteristics in the performance of this feature. The maximum save penalty is unchanged, but the dexterity it requires to achieve it is ultimately >= 24. For example, if wielding a +3 1d10 katana at DEX 10, the finesse hits would have a save vs. Breath at +4. If the Dexterity is 24, the save would have to be made at -3 to receive only half damage (in this case, 2-6 slashing damage, instead of 4-12).
- - Finesse component's chance to trigger per weapon now also depends on enchantment level. +1% is added for each even enchantment level, +2% for odd ones. For example, an unenchanted long sword would have a 6% chance, a +1 one would have 8%, and a +2 would have a 9%. As such, it was reworked as follows:
- - Long swords, Staves: 6-15%
- - Katanas, Scimitars: 9-18%
- - Ninja-tos, Wakizashis, Slings: 16-25%
- - Short Swords, Clubs: 26-35%
- - Bows, Crossbows: 31-40%
- - Darts, Daggers: 43-52%
- - Whispers of Silence tweak now also makes the cloak grant the user a +5% critical hit chance when becoming invisible once per turn. A bright red glow on the character will alert of this each time it triggers
- - Massively simplified the code in the finesse component, eliminating over 230 lines. Not that you should care but damn, that feels good!
- - Defender of Easthaven component now compensates the halving of damage resistance with +1 extra AC too
- - Substantial buff to Equalizer, since you get it late and it's still underwhelming in my estimation, the following was added:
- - Speed factor is now 0, to match +5 swords
- - Equalizer offers now various different passive bonuses depending on the alignment on the wielder, following the same normal rules but inverted, i.e. if the wielder is True Neutral, they will get the most out of it. True Neutral characters get: +2 AC and saving throws, +15% magic resistance, +1 damage, +5% critical hit chances while holding the equalizer. Other neutral alignments get: +1 AC and saving throws, +10% magic resistance, +1 damage while holding the equalizer. The rest of alignments get +1 AC and +5% magic resistance.
- - Equalizer's damage bonus against alignments is now divided in slashing and magical in nature
- - Rod of Lordly Might is not called to the more gender-neutral Rod of Royal Might (weapons included)
- - Spear of Lordly Might is now "barbed" as per the description, causing instead "bleeding" (save vs. Death), with a 10% of causing the usual magic damage
- - Sword of lordly might now has a 50% chance of stun instead of paralyze, 50% chance of comatose slumber (it's hypnotic)
- - Hindo's Doom now has a bonus against undead which the description reflects: thac0 and damage bonus
- - Non upgraded Hindo's Doom now offers 5% magic resistance instead of nothing compared to the upgraded version
- - Removed the undocumented save vs. spell at -10 that Set Exploding Trap forces to avoid unconsciousness and now it no longer allows a save, and the unconsciousness effect increased in duration from 3 seconds to 6 (1 round).
- - Warcy component now *also* rallies the allies and the warrior, causing the following effects:
- - Allies and self: +2 bonus to damage and THAC0 for 3 rounds, morale is restored to its maximum, and they're healed by 12 HP instantly.
- - Self-only: +5% critical hit chances for 3 rounds
- - Additionally war cry's fear effect also reduces movement speed by 50% (because everyone hates fear otherwise)
- - Added the basic paladin's bracers descriptions into the upgraded blessed bracers
- - Potion of perception's THAC0 bonus reduced to 1 so it doesn't overlap with potion of heroism in that sense
- - Reduced the Silver Sword bonus thac0 and damage vs. mindflayers by 1. Enchantment level vs. them is now 5, down from 6
- - Reduced the Psion's Blade bonus thac0 and damage vs. mindflayers by 1.
- - Reduced Assassination bonus to single-classed thieves and documented the fact that they get also +1 APR during this time
- - Refined the dagger boost component so the speed factor is instead of always being set to 0, it's set to Speed Factor minus 2. This will prevent non-standard dagger items that are not supposed to be as fast as normal daggers from having their speed factor set erroneously to 0. For normal daggers, this change will make no difference as 2 is the slowest possible value for daggers
- - Blunt weapon AC debuff component now also affects throwing hammers's ranged attacks
- - Psion's Blade mindflayer slay effect is now stopped if the mind flayer has stoneskin on (like possibly alhoons), similar to the vorpal hit component
- New components
- - Make RR's Crippling strike no longer able to increase Strength; instead it reduces STR to half its current value
- - Make Avoid Death HLA slightly more effective
-
Version 1.4.3c
- Fixed critical issue that would cause Harpers to become hostile if the component to add +1 HP to belts, bracers, and boots was installed. Warning: install that component after any other components that modify items of that type just in case.
-
Version 1.4.3b
- Important fix for scrolls component that allows to cast at character level
-
Version 1.4.3
- -Fixes
- .tra tweaks and fixes
- Grammar and typos galore fixed in readme
- Fixed dagger component overriding special dagger description where they only had a general unique description and no identified description (DAGG18 DAGG19). Other daggers that may be added by mods will be left alone as well.
- Removed needless assignment of projectile to critical effect on daggers
- Minor code fixes
- Couple of Finesse files that were missing the fix from the previous version fixed
- Magical Weapon tweak was not setting APR to 2 correctly
- Fixed small bug with dagger component tweaking descriptions
- Fixed small bug with warhammer component tweaking descriptions
- Removed the duplicated bleeding icon on Vexation component
- Vexation's extra damage no longer wakes up sleepers
- Flails extra damage component no longer wakes up sleepers
- Code quality changes
- Removed Duergar from the list of races Bone Dagger is effective against as the race is not used by the game
- Added umberhulks to the list of creatures Bone Dagger deals damage to, since I forgot to add them originally
- Every component that modifies a weapon will make sure that all the damage effects don't wake up sleepers, to avoid a corner case where you can put them to sleep with your weapon just to wake them up immediately
- Renamed component that adds bonuses to bracers and boots, so the effect of the component is clear by just reading it
- Updated outdated description in the readme for Silver Sword
- Fixed The Burning Earth's component not changing all damage effects to fire, leaving one still in slashing
- Fixed Potion of Power adding a damage bonus twice
- Fixed Elixir of Health preventing a Smite icon for 10 seconds by mistake
- Fixed some incorrect incompatible component messages for some components
- Scroll usability component will now remove the unusability for specific kits that some scrolls have for some weird reason
- Fixed a bug causing the descriptions of some items to be "strref" instead of the actual description
- ---------------------------------------
- -Modifications
- Wand rebalance tweak now also reduces the duration of the paralysis from the Wand of Paralyzation from 1 turn to 7 rounds
- Wand rebalance tweak now also reduces the duration of fear effect of the Wand of Fear from 15 rounds to 1 turn, and removes the undocumented +2 save bonus
- Wand rebalance tweak now also makes sure the Wand of Sleep notes that same as the spell, only up to creatures of 4 HD are affected
- Finesse damage chances tweaked further:
- Scimitars, long swords, staves: 11%
- Katanas: 17%
- Ninja-tos and Wakizashis: 25%
- Bows, Short Swords and Clubs: 33%
- Slings, Crossbows: 42%
- Darts, Daggers: 53%
- Finesse saving throws to take only half damage now vary for weapon types:
- Katanas: no penalty at Enchantment level 0, and progresses up to up to -6 with +6 Katanas
- LL/Staves/Scimitars: -1 at Enchantment level 0, and progresses up to -7
- Ninja-To, Wakizashi: -2 at Enchantment level 0, and progresses up to -8
- Short Swords, Slings, and Clubs: -3 at Enchantment level 0, and progresses up to -9
- Daggers, Darts, Bows, and Crossbows: -4 at Enchantment level 0, progresses up to -10
- Flails component now assigns piercing damage bonus slightly differently.
- +0, +1: 1 piercing damage
- +2, +3: 1d2 piercing damage
- +4, +5: 1d2+1 piercing damage
- +6: 1d3+1 piercing damage
- Fire Seeds component now also increases the duration by 2 more turns (5 in total, or 1 in-game hour)
- Bless/Bane component also cuts casting duration by half
- Silver Sword component Psionic Attack causes irresistible damage (that is, not reduced by magic damage resistance), but only affects creatures with minds/brains
- Life-stealer now correctly absorbs 1 HP per hit, 3 HP for vampires
- Life-stealer now absorbs health when levels are drained appropriately: 1d6 HP + 10% of your max health
- Added Spiders to the list of creatures Bone Dagger deals extra damage to
- Asp's Nest darts component also makes them cause 1d2 poison damage directly on hit
- Ice storm component also affects Dragon Rain from Silver Dragons
- Potion of heroism also increases Damage by 1 in the potion rebalancing component
- Potion of heroism and power no longer set THAC0 to 90% or 80%, but they improve it by 2 and 4, respectively, which nullifies the diminishing returns of the previous design
- Removed backstab bonus from potion of power to prevent too much cheesiness, especially considering it already increases damage output by 10%
- Sunray tweak now overhauls it more deeply, eliminating most of the cheese associated with it while still keeping it relevant, and tweaks slightly False Dawn to it's more useful. Component renamed appropriately
- Phantom Blade tweak opened for IWDEE. The scaling part is not needed, but it will prevent the issue of waking up sleepers if the initial hit of the weapon causes Sleep
- Added BP2 deva mace for the Mace of Disruption tweak
- CHARNAME tankard's component now merged into the Potion Rebalance component
- Scroll usability component will adjust stats needed to use them more precisely. It should be Int/Wis + Spell Level. For example, a level 3 wizard spell would require 11 intelligence, a level 9 spell would require 17 intelligence to read it. A level 5 priest scroll would require 13 wisdom.
- -------------------------------------
- -New components
- Make Assassination more generally useful, especially for single-classed Thieves
- Make Darts use a speed factor of 0
- Make Life-Stealer +4 a more powerful cursed weapon (requires mod to make it available, such as UB)
- Make classes other than arcane and divine spellcasters able to use scrolls freely
- ---Everyone can
- ---Everyone can as long as they have 12 Intelligence/Wisdom depending on scroll type
- ---All bards and Thieves can
- ----All bards and Thieves can as long as they have 12 Intelligence/Wisdom depending on scroll type
- Make throwing poisoned daggers slightly less rare
- Make the planetar more balanced and allow it to grant allies passive partial spell invulnerability
- Make the Balor's vorpal attack not guaranteed to succeed but be affected by a saving throw too
- Make the Ravager's vorpal hit bound by saving throws with harsh penalties and rebalance effects
- Make Gram, the Sword of Grief able to become +6 and rebalance effects
- Make vorpal hits not work if target is under Stoneskin or Ironskins
- Make Sarevok's Deathbringer assault a bit more balanced
- Make Shadowstep/Shadow Jump impossible to use while in the Shadow Plane
- Make scrolls always cast at character level no matter your class is
- Make one-handed axes deal extra damage equal to its base damage on critical hits
- Make maces, clubs, and hammers damage the target's AC temporarily based on enchantment level
-
Version 1.4.0a
- -- Fixes
- Library fixes and extensions
- Readme fixes
- The assassin's backstab perk with GM armor was mistakenly removing BH/Stalker backstab effect, if it was active
- Fixed Horrid Wilting component not affecting the Wish version of it
- Fixed missing resource for Vexation component
- Removed needless files
- Fixed Azuredge's extra damage against undead tweak not applying to the range option
- Prevented inlined file in XP component for summoned fiends from having a genuine chance of clashing with other mods
- Code quality improvements
- Performance improvements
- Improved the code that changes the stats of weapon categories so they don't depend on hardcoded value intervals and therefore are more resilient to unusual item designs
- Improved some logging code which will help alert users of oddities in their own mod setup when running my tweaks, which may help to strengthen the code and improve compatibility in the future
- Fixed bug with Dagger of the Star component that wasn't taking into account the THAC0 advantage from the dagger boost component
- Fixed Werebane component not changing speed to 0 as intended
- Fixed missing extra damage for Ixil Spike that was "added" recently but not implemented
- Fixed Silver Sword component not setting the new name as intended
- .tra minor issues
- Finesse and Dagger boost components that add extra damage no longer wake up unconscious targets if they were meant to stay unconscious until the next actual hit
- Fixed incorrect Dart +6 and Throwing Dagger (ranged) finesse damage bonus
- Fixed finesse extra damage for bullets of darkness not being assigned a valid projectile
- Fixed failed installation of Flesh to Stone component in IWDEE
- Fixed Horrid Wilting modification to Wish version of it failing in BGEE
- -----------------------------------
- -- Modifications
- Ninja-to of the Scarlet Brotherhood component also improves it slightly, particularly for Monks
- Ras, the Dancing Sword will now intermittently gleam with a white light if wielded by Shadowdancers, Blades, or Swashbucklers to signify they're getting more benefit out of it
- Grandmaster's Armor component now changes the armor more profoundly, making it less simplistic and offering more usefulness to rogues of all kinds, including stalkers
- Azuredge tweak will also severely moderate the undead disruption effect, which is an infamously overpowered effect in several weapons. Will follow instead close-ish the PnP version, which makes powerful undead less likely to be affected.
- Reduced Azuredge's extra damage to undead from 1d6+6 to 1d6+3
- Reduced Finesse's probabilities for daggers, darts and crossbows to 55%
- Improved implementation of Horrid Wilting component so no unnecessary log messages are generated due to Water Elementals and plants not being affected by the normal effects of the spell
- Mod folder organization
- Bless duration component will also affect Curse in IWDEE, or if it's installed in BG
- General components now change descriptions accordingly. For example, if a component changes the dice size of spears to 8, the description will now say 1d8 and not 1d6. Non-general tweaks will respect this.
- APR bonus for magical weapons will now set the base APR to 2 instead of increasing it by 1, making it less likely to break the balance with other mods
- Finesse weapons will now deal half damage on a Save vs. Breath. It starts off with -4 penalty at +0 enchantment, up to -10 penalty at +6 enchantment.
- Arrows and bolts will now also benefit from Finesse's extra tiers per enchantment, but only in the new Saving Throw penalty part
- ---------------------
- -- New components
- Make Earthquake's more effective as a spell
- Make Maces of Disruption more balanced when fighting the undead and improve misleading description
- Make Devas hasted, same as Planetars
-
Version 1.3.7
- Modifications
- -- THAC0 improvement for bards and thieves components now also patch thieves and bards with inadequate thac0, which means they'll be slightly more effective (difficult)
- -- Bless component will also apply the same tweak to Curse if it exists (IWDEE, BG games with ToF, SCS, and other mods that include them) // todo
- ----------------------------
- New components
- -- Fix Swashbuckler incorrect THAC0 when Thief THAC0 improvement is installed (only use if no Swashbuckler overhaul is installed!) [Class and Kit Tweaks]. Not included in group installation, so it doesn't compromise setups that may include Swashbuckler tweaks.
- -- Make The Burning Earth better and the horrendously misleading description no longer so
-
Version 1.3.6
- Fixes
- -- Readme and .tra corrections
- Modifications
- -- Silver Dagger thac0 bonus against is now lycanthropes: +6
- -- Peridan's regeneration improved to 1 HP per 5/2 rounds
- -- Made magic resistance bypass component not included in the group-install component, since it may be required to be installed after other tweak mods that add new effects to those spells
- -- Danger Sense component also grants +1 AC and +1 Saves vs. Breath
- New components
- --Make summoned demons grant XP to the party when they kill something [Creature Tweaks]
-
Version 1.3.5
- Initial release on Nexus
-
- Donations
-
Straight donations accepted
ZSTweaks
This mod is a compilation of tweaks that I think personally improve things as they are in the vanilla game. The vast majority of the tweaks are designed to be simple improvements of underpowered items or abilities. Some of them overhaul the game a bit more extensively, though not radically.
Every group of components, except those that have only a few items, have as the first component the option to install all components in the group, except those that require user input. See the README.md attached with the downloads.
Only available in English for now. Translations will have to be provided by others if so desired.
This section includes non-specific improvements to groups of items and spells.
This section includes specific armor tweaks, and it updates descriptions accordingly in a destructive way.
This section includes tweaks to specific daggers found in the games.
This section includes tweaks to specific two-handed melee weapons found in the games (halberds, staves...).
This section includes tweaks to specific one-handed swords found in the games (longswords, wakizashis...).
This section includes tweaks to specific blunt weapons found in the games (axes, maces...).
This section includes tweaks to specific ranged weapons and their projectiles found in the games (arrows, crossbows...).
This section includes tweaks to specific vanilla NPCs or their gear unique gear.
This section includes tweaks to miscellaneous items in the game.
This section includes tweaks to wizard spells found in the game.
This section includes tweaks to cleric spells found in the game.
This section includes tweaks to some aspects of the kits and classes found in the game, including their abilities and other characteristics.
This section includes tweaks to the various creatures in the game world.
This mod is a compilation of tweaks that I think personally improve things as they are in the vanilla game. The vast majority of the tweaks are designed to be simple improvements of underpowered items or abilities. Some of them overhaul the game a bit more extensively, though not radically.
Every group of components, except those that have only a few items, have as the first component the option to install all components in the group, except those that require user input. See the README.md attached with the downloads.
Only available in English for now. Translations will have to be provided by others if so desired.
- General Item & Spell Tweaks
This section includes non-specific improvements to groups of items and spells.
- Armor/Gear Tweaks
This section includes specific armor tweaks, and it updates descriptions accordingly in a destructive way.
- Dagger Tweaks
This section includes tweaks to specific daggers found in the games.
- Two-handed Melee Weapons Tweaks
This section includes tweaks to specific two-handed melee weapons found in the games (halberds, staves...).
- One-handed Sword Tweaks
This section includes tweaks to specific one-handed swords found in the games (longswords, wakizashis...).
- Axes and Blunt Weapon Tweaks
This section includes tweaks to specific blunt weapons found in the games (axes, maces...).
- Ranged Weapon Tweaks
This section includes tweaks to specific ranged weapons and their projectiles found in the games (arrows, crossbows...).
- NPC Tweaks
This section includes tweaks to specific vanilla NPCs or their gear unique gear.
- Misc Items Tweaks
This section includes tweaks to miscellaneous items in the game.
- Wizard Spell Tweaks
This section includes tweaks to wizard spells found in the game.
- Cleric/Druid Spell Tweaks
This section includes tweaks to cleric spells found in the game.
- Class/Kit-related Tweaks
This section includes tweaks to some aspects of the kits and classes found in the game, including their abilities and other characteristics.
- Creature Tweaks
This section includes tweaks to the various creatures in the game world.