I've proposed this to Beamdog on their forum, but I don't know if they'll ever get around to it, or if they care to. Still, somebody has to do it. A lot of mod ideas require creatures to have Intelligence and Wisdom different from 9, where the designers left them because the stats didn't matter. My Illusions will use disbelief, tied to Intelligence. And common people and some monsters should have different alignments. Alignment should not be a privilege of VIPs. So long as it is, it's not going to matter, and then ideas and spells will ignore it likely they mostly do, while it's something to be played with. For example, right now hardly anyone casts Know Alignment and Detect Evil, because a) it's too obvious already, b) it's used almost nowhere, there are zero or next to zero alignment-restricted items, spells etc., and c) because the Know Alignment spell, in particular, only reveals the MASK categories - and currently allows no save; that's too easy. It should have a penalized save and use Glow + filters to show all of the 9 aligments instead of just three.
This is part of what made AD&D more than hack-and-slash. Complexity to build relevance on.
So this needs to be done. I just don't know what Weidu function could take care of all creatures in the game. But I'm ready to contribute my ideas, and whoever wants to bring the code - we can author the patching mod together.
The Int/Wis change and the alignment change would require two big combings-through of the CRE files, I think. For the first the code should go through all creatures and if they have Int and Wis both at 9 set them to something else, randomly, 0-5 points up and 0-5 points down. This won't matter to creatures immune to charm, sleep and illusions, like undead, because they have immunities from items and I'll make them immune for my spells where they don't. Then, after that's done, we should go by General, with ANIMAL getting a separate treatment (don't want dogs with 13 Int). Then separately by RACE like Carrion Crawler and Ogre and set them non-randomly. I can do this myself if I get an example. Again, Weidu should only do this to creatures with Int and Wis = 9.
As for alignment, the question is how to diversify it? Both towards what - should all bandits be Netral Evil? - and how actually, because if the bandits we meet use BANDIT.CRE, then they will all end up changed. I think the best idea is to go by CLASS and leave out real character classes like MAGE etc. Those NPC can be handled individually. But creatures of normally the same alignment (for Chaotic Evil, that's going to include those with OGRE, XVART and other classes) should be patched to carry a special item in a slot where they don't normally have anything (like Cloak or Belt). This undroppable item is going to have a Self-directed Change AI (opcode 72) on Instant/While Equipped, with some probability of a different alignment in the same range. So a spawning creature is going to be "colored" an alignment from a range. For those known to be normally Chaotic Evil we could set probabilities at, let's say, 100-90 to be Neutral Evil instead, 89-85 to be Lawful Evil, plus a few percentile points for Neutral and maybe even Good. A little moral dilemma for a paladin who bothers to use his Detect Evil power!
I can make the items, but who can tell me how to go about the code?