Play the classic Baldur's Gate using the improved Baldur's Gate II engine with continuity between Tales of the Sword Coast, Shadows of Amn and Throne of Bhaal.
Baldur's Gate Trilogy is a modification originally created by Bardez that aimed to achieve two major goals: to play Baldur's Gate and Tales of the Sword Coast expansion using the much improved Baldur's Gate II engine, and to generate some kind of continuity between the events of Baldur's Gate, Tales of the Sword Coast, Shadows of Amn, and Throne of Bhaal. Baldur's Gate Trilogy-WeiDU takes this a step further by converting the modification to WeiDU format, which has improved compatibility with other modifications.
While BGT-WeiDU remains mostly faithful to the original Baldur's Gate and Tales of the Sword Coast, a number of new features have been introduced to satisfy the above goals.
Baldur's Gate using the Baldur's Gate II engine: BGT-WeiDU is a modification installed on Baldur's Gate II: Throne of Bhaal. Therefore, the story of Baldur's Gate can be experienced with the updated graphics, better resolution, and interface improvements present in Baldur's Gate II.
Bug fixes: BGT-WeiDU includes an internal fixpack that addresses a significant number of bugs that remained in Baldur's Gate and Tales of the Sword Coast.
Continuity from Baldur's Gate into Shadows of Amn: BGT-WeiDU uses a dynamic system to transfer players from the end of Baldur's Gate to Shadows of Amn. A cover story is used, in which the player talks to Belt after Sarevok is defeated, and NPCs are conditionally imported into Shadows of Amn depending on what fate you led them to experience in Baldur's Gate.
Expansive compatibility with other modifications: BGT-WeiDU is compatible with the latest versions of modifications in a mega-modification installation, as well as a large number of other fan-made modifications. This allows the player to expand the world of Baldur's Gate to an enormously rich location to explore.
Organised journal entries: BGT-WeiDU utilises a full quest journal system and ensures that all Baldur's Gate journal entries are removed prior to the transition to Shadows of Amn. This prevents clogging up of the journal, which normally makes it hard to find important information in the journal.
Map Notes: The advent of map notes makes it useful for the player to pin their own special locations. BGT-WeiDU comes with a number of map notes already inserted to help the player find particular buildings quickly, instead of running around like crazed chickens into every single house in a particular area.
Changes in version 1.22
Spoiler
New worldmap based on dex909's artwork
Restored the original BG1:TotSC map labels
Partial revision of the BG1 game text updates (dialogue and journal only)
Integrated BGT Music as a component of the main BGT installer
Changed biffing into an optional component
Updated tis2bg2 binaries for 64-bit Linux and macOS (thanks to Roberciiik)
Fixed gtimes.ids uninstall error
Removed dependency on MOSunpack and TISunpack
Added mod component labels: A6-BGT-Core, A6-BGT-MusicBG1, A6-BGT-MusicHybrid, A6-BGT-MusicFull, A6-BGT-Biff
Restored the original Albert's reward (from BG1UB)
Made important corpses permanent (from BG1UB)
Fixed Coran introducing himself again when refused (from BG1UB)
Normalized XP bonuses for lockpicking, disarming traps and learning spells to BG2 base values divided by 50
Restored item inventory and/or ground icons: Abela the Nymph, Bassilus's Holy Symbol, Brage's Body, Brun's Dead Son, Butter Knife of Balduran, Dagger of Venom, Dead Cat, Delorna's Spellbook, Gong Mallet, History of the Nether Scrolls, Ithmeera's Statue, Mallet Handle, Mallet Head, Marek's Potion of Antidote, Mirror, Samuel, Switch for an Engine, Vial of Mysterious Liquid (thanks to Salk and Andrea C.)
Restored the original BG1 generic NPCs' sounds: genfg02, genfg07, genfg08, genfg09, genfg12, genft05, genft07, genft10, genmg08 (thanks to Graion Dilach)
Restored the original BG1 gamesmen's sounds: games01, games02, games03, games04, games05, games06 (thanks to Bagel)
Fixed Firebead's 300 gp trick (thanks to Andrea C.)
Fixed Raiken and Teven not leaving the areas after the bandit camp (thanks to Andrea C.)
Kirinhale now recognizes the speaker's gender (thanks to Andrea C.)
Added checks to prevent crashes in the Hall of Wonders if Alora is removed by another script (thanks to Roberciiik)
Set Durlag's Tower and Balduran's ship traps to undetected (thanks to Magus)
Set Davaeorn's Glyph of Warding trap to detectable
Zeke now notices Branwen isn't petrified anymore (thanks to Andrea C.)
Dushai now sees you've already been to the island (thanks to Andrea C.)
Added missing gold checks to Dushai's dialogue triggers
Restored Gerde's angry states (thanks to Andrea C. and Salk)
Prevented Arkanis and Deder from following the player before the dialogue starts (thanks to Andrea C.)
Prevented NPCs with the follow script from pushing the leader
Added a chapter check to Lestor's information about the mines (thanks to Andrea C.)
Changed the prices of Cursed Scroll of Ailment and Cursed Scroll of Stupidity to 300 gp (thanks to HunterZ)
Restored Balduran's Log Book item category to allow selling it to gem merchants (thanks to HunterZ)
Allowed books to be sold at select stores (Candlekeep Inn, Friendly Arm Inn, High Hedge, Feldepost Inn, Nashkel Store, Sorcerous Sundries, Ulgoth's Beard Store)
Restored Emerson's unused lines after the events in the mines (thanks to Andrea C.)
Changed the minimum strength requirement of The World's Edge to 14
Corrected the script name of the cultist wizard in Ulgoth's Beard (thanks to Salk)
Restored Shoal's kissing sound
Fixed the entrance orientation in the farmlands (AR7500)
Updated the Polish translation (thanks to Roberciiik)
Great thanks. Not sure who made the new world map (as someone that already used dex909's for a number of years), but it looks good - location shifts seem to make sense and make a number of incongruities...well, much less so.
On a side note, I have been taking a look at the updated bg1.tra and I can but congratulate skellytz further for what seems to be an excellent work, way better than I have done myself when I updated the BG1 strings as part of the BG1 Fixpack.
I will of course be doing a comparison check, in case there is something on my side that might be incorporated into BGT's bg1.tra but so far (I have just been checking the first 350 strings) there was nothing. Chapeau!
By the way, skellytz, did you tackle the game text update yourself? I know it was a very time consuming job for a single man...
By the way, skellytz, did you tackle the game text update yourself? I know it was a very time consuming job for a single man...
You know how it is: a cup of coffee, a laptop, and WinMerge away. I haven't finished all the dialogue strings yet (several thousand left). Then item descriptions, soundsets, system messages, etc. I'm trying to keep BGT a bit closer to the original by manually discarding many instances of hypercorrection.
while checking on the text, I happened to take a look at SW1H03 (the bastard sword Kondar) and I was wondering about two things:
1) It is described as a +1 weapon that is +3 against shapeshifters but when I look at the file's properties I see two .eff (DOPPHIT and LYCANHIT) that add a +2 bonus to THAC0 against 106 and 122. Shouldn't it also add 2 points of damage? In my BG1 installation I see in fact two additional eff. (DOPPDAM and LYCANDAM) that do exactly that.
2) The weapon does not seem to improve THAC0 or inflict any extra damage to every other creatures. Aren't a generic +1 THACO bonus and a generic +1 damage bonus missing here?
1) It is described as a +1 weapon that is +3 against shapeshifters but when I look at the file's properties I see two .eff (DOPPHIT and LYCANHIT) that add a +2 bonus to THAC0 against 106 and 122. Shouldn't it also add 2 points of damage? In my BG1 installation I see in fact two additional eff. (DOPPDAM and LYCANDAM) that do exactly that.
For BG2 the bonus damage EFF references have been moved from the global effects to the item abilities. Kondar still uses doppdam.eff and cdsw1h03.eff (which is lycandam.eff cloned by BG2 Fixpack).
2) The weapon does not seem to improve THAC0 or inflict any extra damage to every other creatures. Aren't a generic +1 THACO bonus and a generic +1 damage bonus missing here?
Are you sure? These bonuses are set directly in the item abilities (bonus to hit: 1, bonus damage: 1).
One question: does Vampiric Touch really work the way it is described? I mean, the hit points loss from the target is actually transferred to the caster?
If I am not mistaken, the EE engine has introduced flags that would make spells like this and other similar ones (ex. Larloch's Minor Drain) really work as intended. I guess this is not the case for us?
Does Vampiric Touch really work the way it is described? I mean, the hit points loss from the target is actually transferred to the caster?
No, as far as I know, the original BG2 engine doesn't have the ability to directly transfer HP. The spell uses two separate effects: damaging the target and adding a bonus to the caster. On the other hand, BG2FP addresses a few issues:
Larloch's Minor Drain, Vampiric Touch, and psionic Life Drain were healing the caster even if the target was not affected due to magic resistance. Both spells now only heal the caster if the target is affected. This also fixes an additional bug of Vampiric Touch being able to boost the caster's hit points multiple times through multiple castings, though the description explicitly states this shouldn't happen. This also fixes a damage bug with the innate version of this spell (the one added as a Bhaalspawn ability and used by Foebane on hit) where it did 1d4 damage instead of 4 points, per its description.
If I am not mistaken, the EE engine has introduced flags that would make spells like this and other similar ones (ex. Larloch's Minor Drain) really work as intended.