Aura NPC for BG:EE
v3.8
The Artisan
https://artisans-corner.com/aura-npc/

FEMALE
GNOME
ARTIFICER (THIEF)
LAWFUL GOOD
STR: 8
DEX: 16 CON: 13 INT: 19 WIS: 14 CHA: 15
◊
CONTENTS
1.
Introduction
2.
Installation
3.
Overview
4.
Artificer and Priestess Kits
5.
Friendship, Romance and Other Things
6.
Frequently Asked Questions
7.
Credits
8.
Version History
◊ INTRODUCTION
"When
asked about her past, AURA tells you a long and convoluted tale of her life
from her childhood to her life spent in faraway Kozakura. Born from the
prestigious Glimmershine family in the "enlightened" island
nation of Lantan, known for their skills in invention and artifice. Aura's
talent for artifice and creation at a young age coupled with a wide-idea
curiosity of the world beyond her home led her to travel to distant lands
looking to advance her knowledge of cultures and exchange knowledge to
other, less advanced societies.
While few Lantanese
venture far from the western side of Faerun, Aura is unusually well
travelled, having ventured to the most distant parts of and even beyond
Faerun. Among such places, she claims to have taken a temporary residence
in faraway Kozakura, a nation in the eastern land of Kara-Tur. Aura's
talents in creation gave her a place among the locals of the village in
which she made her new home for three years, after which a certain course
of events led her to leave on a journey towards the Sword Coast."
|
Aura Glimmershine is a
young lawful good-aligned gnome artificer and inventor from the island nation
of Lantan. She is kind and idealistic at heart, and while she can be rather
shy and socially inept when interacting with strangers, but easily turns
peppy and excitable when the topic strays into her fields of expertise. Aura
uses the custom artificer thief kit—while unsuited for direct combat, it
specializes in various forms of utility such as traps, alchemy, and a bit of
unique magical prowess.
◊ INSTALLATION
Always
make sure to start a fresh game after installing mods. At the very least, you
must use a save from before entering Beregost.
To
install the mod, extract all the contents of the .zip folder into your game
directory (example: "C:\Program Files (x86)\Baldur's Gate Enhanced
Edition\Data\00766" for Baldur's Gate: Enhanced Edition or
"C:\Program Files (x86)\Baldur's Gate Siege of
Dragonspear\Data\00806" for Baldur's Gate with the Siege of Dragonspear
expansion) and run the Setup-Aura_BG1.exe folder. Follow the instructions to
complete the install.
Please
Note: This mod was designed using resources from v2.0+ of Baldur's Gate: Enhanced
Edition and will not work for older versions (e.g. v1.3) or vanilla Baldur's
Gate.
Aura
should be compatible with all WeiDU mods for the Enhanced Edition, however,
mods that affect vanilla spells (e.g. Spell Revisions) may cause
gameplay inconsistencies with her abilities (e.g. certain resources using
vanilla spells instead of SR-modified ones). If there are any errors during
installation, please contact me at either Beamdog Forums:
(https://forums.beamdog.com/profile/AionZ)
Make
sure you are not running the game on which you are installing the mod. If you
have EEKeeper, make sure it is closed upon installing.
◊ OVERVIEW
Baldur’s Gate I
-
Aura may be found and recruited in
Beregost (AR3300). She joins at level 1 by default but gains up to 32,000
experience based on the PC’s level when first recruited.
-
She joins with a small selection of personal items, most notably
being her unique Sunshooter bow which cannot be removed. Although she cannot
use other bows, the Sunshooter improves with her artificer level and can
additionally be configured to change its statistics.
-
If the player character is female, she may show hints of
romantic attraction. While there is no exclusive romance branch for BG1, some
dialogue will be slightly different.
-
She has one character-related quest encounter upon entering
Baldur’s Gate city that involves several battles. After a certain battle, rest
when prompted to begin the final stage of the quest.
-
Additionally, she has crossmod content with the following mod
NPCs:
§ Sirene and Drake by The
Artisan
§ Emily, Kale, Vienxay,
Helga and Recorder by Skitia
§ Littlun, Flara,
Moidre, Dave and Vynd by Glam Vrock
§ Isra by Rhaella
§ Verr’Sza and White by Lava
Del’Vortel
Siege of
Dragonspear
§ If brought to the end
of Baldur’s Gate I, Aura will join the party for the starting dungeon. Like
other party members, she will temporarily leave to be recruited again later.
§ She can be encountered
after leaving Baldur’s Gate. She is found in the Coast Way Forest, close to
Rasaad.
§ If kept, her starting
armor will receive an upgrade upon rejoining.
§ If her ‘travelling
companion’ annoys you, you can force-talk her to disable the overhead
comments. She will part ways with her companion once you reach a certain
stage.
§ She has an extensive
romance path on par with vanilla NPCs that is intended to continue into
Baldur’s Gate II: Enhanced Edition. More details are given in the
corresponding section.
◊ ARTIFICER AND PRIESTESS KITS
Aura uses the custom Artificer thief kit, which is exclusive
to her.
ARTIFICER: Lantanese artificers are master innovators and craftsmen,
making up for their lack of combat or cloak-and-dagger skills with expert
knowledge in use of arcane runes, deadly alchemical traps and metal
automatons.
Advantages:
– +20 bonus to Lore.
– +5 additional Lore per level gained.
– +10% bonus to Find Traps, Open Locks and Set Traps.
– May use the Set Alchemical Snare ability once per day in
addition to the normal Thief's Set Snare. Gains one use at level 1 and an
additional use every 5 levels thereafter.
Set Alchemical Snare: Set a trap in the targeted location
when no hostile creatures are in sight. Traps deal 2d4 (+1d4 extra damage
per 3 levels) fire, cold, acid or electrical damage of the artificer's
choice in a 10' radius, inflicting additional effects that last for 2
rounds + 1 round per 3 levels of the artificer. Effects are dependent on
the chosen element. Alchemical Snares can only be set off by enemies, but
affect all within its area of effect.
ALCHEMIST'S FIRE: Trap damage increases to d6 and sets
targets Aflame, dealing an additional 1d4 fire damage per round.
RAPID FREEZE: Targets become Slowed, suffering a -4 penalty
to THAC0 and Armor Class.
ACIDIC COMPOUND: Targets are afflicted with Corrosion,
suffering a -25% penalty to Physical Resistance and Damage.
ELECTRIC CHARGE: Targets become Shocked, suffering a 10%
chance every round to become Paralyzed for 1 round.
– May use the Craft Rune ability once per day.
CRAFT RUNE: Artificers that have knowledge of magic are
capable of creating and using runes charged with arcane energy. When the Craft
Rune ability is used, a rune may be chosen from a selection that may be
expended immediately or imbued on a target to discharge under specific
triggers to cast a powerful arcane spell.
– May use the Advanced Alchemy ability at will.
ADVANCED ALCHEMY: Lantanese artificers are skilled in
chemistry and potion-making. This skill may be used to craft a number of
potions or alchemical weapons. The types of potions available for crafting
increase with the artificer's level.
– May use Analyze at will.
ANALYZE: With this ability, the user carefully observes the
target and identifies their strengths and weaknesses, revealing their Hit
Die, THAC0, Saving Throws, Magic Resistance, Damage Resistance and
vulnerability to Poison and Backstabs. This ability may be used an
unlimited number of times.
– 3rd level: May use the Infusion ability once per day.
INFUSION: The artificer infuses their allies' weapons. All
party members' weapons are treated as having a +1 enchantment for the purposes
of determining what they can hit for 8 hours. This ability can only be used
outside of combat.
– 8th level: Infusion's enchantment bonus increases to +2.
– 9th level: May use the Craft Automaton ability once per
day.
CRAFT AUTOMATON: The artificer spends two rounds to
assimilate a powerful automaton which can be controlled at will. Automatons
last until destroyed, are disabled if their creator is incapacitated, lose
control if their creator's mind is affected and fall apart if their creator
is killed. Only one automaton can be controlled at any given time.
– 10th level: Gains an additional use of Craft Rune.
– 16th level: Infusion's enchantment bonus increases to +3.
– 18th level: Soul of Artifice: +1 bonus to Saving Throws.
This bonus increases to +3 while under the effects of Infusion.
– 20th level: Gains an additional use of Craft Rune.
– 24th level: Infusion's enchantment bonus increases to +4.
– 32nd level: Infusion's enchantment bonus increases to +5.
– 40th level: Infusion's enchantment bonus increases to +6.
Disadvantages:
– Hit Die: d4
– Base THAC0 progresses as a Mage of the same level.
– -10% penalty to Pick Pockets, Hide in Shadows and Move
Silently.
– No backstab multiplier.
– May only distribute 20 skill points per level among
thieving skills.
|
Aura can also optionally be installed as a multi-classed
Illusionist / Artificer (note: Installing mods that expand upon mage kits for
gnomes will cause her class to display as a regular Mage / Artificer in the
character records!) or as a Priestess / Artificer. The Priestess is a custom
cleric kit designed for thematic purposes:
PRIESTESS: Priestesses of
the Way, a Kozakuran faith, are believers in harmony and seek to understand
how to manipulate the forces that keep the world in balance, gaining powers
similar to that of divine magic in the process. Many dedicate themselves to
wandering the land for knowledge, tending to sacred shrines, or becoming
philosophers.
Advantages:
– May use the Spiritual
Blessing innate ability once per day.
SPIRITUAL BLESSING: The
priestess invokes a prayer to heavenly spirits, bestowing a random blessing
upon the target. There is a 25% chance of gaining +2 THAC0 and +10%
increased damage, a 25% chance of gaining +2 to Luck and Saving Throws, and
a 25% chance of gaining +2 to Armor Class and +10% resistance to all
damage. Regardless of the blessing, the target is also healed for ten hit
points and cured of all diseases and poisons. However, the fickle nature of
spirits means there is a 25% chance that no blessing is granted at all.
From 12th level onwards, Spiritual Blessing is cast in a 15-ft. radius
around the priestess, affecting all allies.
– May cast Protection from
Evil 10' Radius once per day. Gains one use at level 1 and an additional
use every 10 levels thereafter.
– From 6th level onwards,
may cast True Seeing as an innate ability once per day.
Disadvantages:
– May only be proficient in
clubs, quarterstaves, short bows and slings.
– May not wear armor
heavier than studded leather.
– May not be chaotic or
evil-aligned.
|
If installed as a multi-class, dialogue may be slightly
altered in some cases to account for the change, although there are no major
differences.
◊ FRIENDSHIP, ROMANCE, AND OTHER THINGS
Baldur’s Gate I
Aura will regularly initiate
conversation with the player character, first on a timer- and then an
event-based schedule. The player can learn more about her background and
other things about her. If you’re not interested, you can force-talk her to
access Player-Initiated Dialogue to shut her up. This can be undone at any
time.
Player-Initiated Dialogue
also allows you to learn other bits of lore, with more content being added
the further along you are in her friendship path. You may also flirt with her
if you are a female player character to get different responses, but there is
no romance-exclusive content in Baldur’s Gate I.
As an artificer, Aura may
be able to modify certain cursed items you acquire throughout your journey.
She will automatically speak up once acquiring a modifiable item, and you may
allow her to work on it whenever you please. Aura is able to work on a total
of items equal to her artificer level. If installed as a single-class, she
can improve all ten items under the normal level cap.
Siege of Dragonspear
As in Baldur’s Gate I, Aura
will regularly converse with the player character. If you are a female with
12+ Intelligence and 10+ Charisma, she can be romanced, which extends certain
dialogues in the friendship path and adds a few new dialogues near the endgame.
Aura does not modify any
items in Siege of Dragonspear, owing to being too occupied with war efforts.
However, she does introduce a couple of new items to the player during
certain parts of the plot. This is available regardless of whether or not she
is in the party.
Aura also introduces an alternative solution to the
‘poisoning’ subplot during the latter half of Siege of Dragonspear. Again,
her presence in the party is not required.
◊ FREQUENTLY ASKED QUESTIONS
Baldur’s Gate I
Q: Where can I find Aura in Baldur’s Gate I?
A:
In case you missed it, she’s in
Beregost. Specifically, in the town square next to the monument.
Q: Will she join my evil protagonist?
A:
Yes, as long as you’re not rude to her,
she’ll be happy to join you regardless of alignment. However, should your
reputation drop too low, you may be in for a nasty surprise.
Q:
Why does she have so much unremovable
equipment?
A: Partially thematic, but her early usefulness
gameplay-wise is limited to supportive roles, and her access to exclusive
containers gives her an extra niche. Her Sunshooter and Magatama have
immeasurable value and she will not remove them for anything.
Q:
Is the Sunshooter upgradeable?
A: Yes, it improves naturally with Aura’s artificer
level. Specifically, it upgrades at levels 5, 8 and 11.
Q: A cutesy anime-inspired gnome? Uhh… seriously?
A:
Yes, it’s whack. These ideas come to me
on a whim. Aura was inspired by some JRPGs I was into at the time and is a
mishmash of multiple concepts. Hopefully, her writing is good enough to make
the premise work.
Q:
I was rude to Aura at some point and
now she won’t talk to me.
A: Apologize. She’ll forgive you, but only once.
Beware—if you do it again, and you’ll permanently lose access to some of her
features.
Q: How lore-accurate is this mod?
A: Ehh… gameplay-wise the artificer kit is completely
homebrew and doesn’t follow any inspiration from official rulebooks.
Story-wise, I used as much from official sources as possible, but I took some
creative license towards background lore on Lantan and Kara-Tur where I felt
there wasn’t enough. If there is something that contradicts official FR
canon, let me know and I’ll see if I can revise it.
Q:
Okay, I can get behind her character,
but by golly is she overpowered!
A:
Potentially. But at the same time,
you’ll probably get to have some fun with the array of tools at her disposal.
That aside, with her laughably low hitpoints and lack of real defenses other
than her last-chance protection from her amulet, you need to at least try to
properly to make use of her abilities to not be a liability.
Q:
How well does Aura get along with the
cast? Any particular NPCs to pair with/avoid?
A: While Aura will never become violent or leave due
to another party member, she does get along with certain characters better
than others, though most have plenty to talk about with her regardless. An
overview of her relations is listed below:
Likes: Dynaheir, Imoen, Kivan, Yeslick, Khalid, Edwin, Quayle,
Ajantis, Garrick, Glint (SoD), Sirene, Emily, Recorder, Littlun, Isra
Neutral/Unsure: Safana, Alora, Viconia, Minsc, Branwen, Skie, Rasaad,
Corwin (SoD), Drake, Kale, Vienxay, Moidre
Bemused: Tiax, Xzar, Baeloth, Coran,
Xan, Neera, Voghiln (SoD), White, Verr’Sza, Helga, Dave
Afraid: Jaheira, Faldorn, Dorn,
Shar-Teel, M'Khiin (SoD), Flara
Dislikes: Kagain, Montaron, Eldoth, Vynd
Generally,
the more good-aligned or friendlier NPCs have richer content. Imoen is
recommended but not essential. SPOILERS (highlight):
Neera gets a neat bonus if the two are together long enough.
Q:
What’s with the fear of bears?
A:
Just a silly thing I decided to add. It
actually does have a gameplay effect – be careful not to let one get too
close to her or she may lose morale and flee.
Q: I’m a fellow NPC modder and writer. May I write
crossmod with Aura?
A: Yes, absolutely! I would very much appreciate it
if you collaborated with me first before release, but if I don't respond to
your messages then feel free to write your own crossmod and add it to your
own mod.
Q: When does Aura’s quest start?
A: SPOILERS (highlight): As
soon as you enter Baldur’s Gate city. The quest-related NPC will come to you.
Q:
When can Aura start making explosive
weapons?
A: SPOILERS (highlight): After
finishing her quest. You can directly ask her via PID and she’ll agree, but
she’ll have them enabled by default via her Advanced Alchemy skill
regardless.
Q:
Dude, WTF?! That final battle is
absurd! What were you smoking when you designed that?
A: Yeah, I know. Battle encounters aren’t really my
thing. SPOILERS (highlight): That
said, the enemies in that fight are statistically legal, albeit much higher
level than what you’re normally facing. If it’s too much, make sure you don’t
rest in any of the inns in the city until you’re ready.
Q: Can I persuade Aura to keep SPOILERS
(highlight): the masterwork katana?
A: SPOILERS (highlight): Yes.
You must be non-evil and have 14+ Charisma. Bear in mind Aura herself will
refuse to wield it.
Siege of Dragonspear
Q:
I didn’t have Aura between chapters.
Did I lose her for good?
A:
Nope. As long as you encountered her in
the woods, she’ll follow the camp.
Q: That cat’s really annoying.
Can I stop Aura from interacting with it?
A: Talk to her via PID.
Q: How do I feed the cat?
A: SPOILERS
(highlight): Get a fish from the sahuagin.
Q: What happens after I’ve fed
the cat?
A: SPOILERS
(highlight): After some time’s passed, check on it again. You’ll get a nice
present.
Q: When do I know I’ve
‘secured’ the romance with Aura?
A: SPOILERS
(highlight): During the dialogue where she begins with talking about war.
As long as you’re not rude to her, she’ll confess her feelings for you.
◊ CREDITS
§ Writer:
The Artisan (formerly AionZ/Artemius_I)
§ Coder:
The Artisan, with resources created by modders OlvynChuru, Wisp, Argent77,
Aquadrizzt
§ Portrait:
The Artisan
§ Alt.
Portrait 1: Omar Diaz
§ Alt.
Portrait 2: Pantalion
§ Alt.
Portrait 3: Bioware—Neverwinter Nights (edited)
§ First
BG1 Default: Lava Del'Vortel
§ Second/Third
BG1 Default: The Artisan
§ BG2
Default (old and new): AionZ/Artemius_I
§ Default
Soundset: Zhephyre (Casting Call
Club)
§ Original
(pre 3.4) Soundset: Kait
Programs/tools used in creation:
§ WeiDU,
by Westley Weimer/Valerio Bigiani (the bigg)
§ Near Infinity,
by Jon Olav Hauglid and argent77
§ Infinity
Explorer, by Dmitry Jemerov/bigmoshi
§ WinRAR,
by Eugene Roshal/Alexander Roshal
§ IESDP,
maintained by igi
Copyright
Notice:
Aura NPC for
BG:EE was developed by The Artisan (formerly AionZ/Artemius_I), based on
material from the game Baldur's Gate: Enhanced Edition and Baldur's Gate:
Siege of Dragonspear.
All mod content
is © The Artisan (formerly AionZ/Artemius_I).
Baldur's Gate,
Baldur's Gate II: Shadows of Amn, and Baldur's Gate II: Throne of Bhaal ©
TSR, Inc. The BioWare Infinity Engine is © BioWare Corp.
Please note that
any and all redistribution and/or hosting of this mod is expressly unwanted
without permission from the author(s).
|
◊ VERSION HISTORY
Version 3.8:
-
Improved
default portrait a bit
-
Item
enhancement reworked – most old items removed, now modifies cursed items
-
Rebuilt
mod files for future convenience
Version 3.7:
-
Updated
potion and explosives icons
-
Fixed
missing crossmods
-
Slightly
altered portrait
Version 3.6:
-
Added
new default portrait
-
Improved
a few item icons
-
Improved
grenade throwing animation
|
Version 3.5:
-
Fixed
timers for friendship talks in BG1
-
Added
grenades and Analyze ability to Artificer, moved Analytical Archery from
kit to the Sunshooter
-
Added
Violet and Red Potions to alchemy
|
Version 3.4:
-
New
soundset, voice acted by Zhephyre. Original soundset by Kait can still be
installed as an optional component.
-
Rebalanced
artificer kit
o
Added
new special ability: Infusion
o
Delayed
extra uses of Craft Rune to 10th and 20th level
o
Runes
can be imbued on targets to activate as a contingency
o
Increased
prices of alchemy items (averaging a 50% increase in cost)
o
Analytical
Archery now grants ranged THAC0 based on the higher of Intelligence and
Dexterity instead of both
o
Melee
THAC0 penalty reduced to -2
o
New
animation for automaton
-
Fixed
EET bug that causes Aura to use her SoD player-initiated dialog in BG1
-
New
visual effects for abilities
-
New
inventory icons for a few items
-
Added
Death Ward effect to magatama
-
Reduced
Aura’s starting experience from 1000 to 500
-
Reduced
the number of Sunshooter arrows created per cast
-
Rebalanced
the Sunshooter’s configurations – Rapid mode is slightly weaker, Precise
and Power mode are stronger
-
Added
new timer between talks based on game time
-
Increased
real time delay between talks from 45 to 60 minutes
|
Version 3.3:
-
Added
new default portrait
-
Added
new custom soundset, voice acted by Kait
-
Updated
Healing Arrows: faster healing effect, quality of life changes
-
Updated
Lightning Arrows: more reliable chaining effect
-
Updated
Artificer kit: THAC0 penalty changed to -3 melee
-
Updated
Automaton: automaton no longer acts as familiar in terms of cutscene behavior
-
Fixed
a few typos
-
Updated
items: Idol of Kozah and Gold Digger upgrades
-
Added
crossmod with Glam Vrock's Littlun, Flara, Moidre, Dave, Vynd
|
Version 3.2:
-
Fixed
game-breaking global script bug
-
Added
crossmod with Skitia's Emily, Helga, Kale, Vienxay
|
Version 3.11:
-
Improved
Aura's amulet
|
Version 3.1:
-
Added
crossmod with Skitia's Emily and Rhaella's Isra
|
Version 3.0:
-
Rebalanced
Artificer Kit
-
Reduced
maximum hit points for multiclasses
-
Reworked
Priestess Kit
-
Reduced
prices on Advanced Alchemy potions and explosives
-
Fixed
a few item weights - removed weight on Sunshooter
-
Aura's
Bandolier is now a Potion Bag, which she has from joining
-
Reworked
Lightning Arrow to act as IWD-style Chain Lightning
-
Craft
Rune no longer works with sequencer menus
-
Added
crossmod with Skitia's Recorder
|
Version 2.9:
-
Fixed
missing SoD late-game romantic interactions
|
Version 2.8:
-
Rolled
back some kit mechanics that caused incorrect stats for multiclass
-
Improved
arrow visuals
-
Improved
Aerial Judgment visual
|
Version 2.7:
-
Improved
overhead comments in SoD
-
Added
an event-based dialogue in SoD
-
Added
a few alternate lines for mage-Aura
-
Added
visual effect for targets that are Aflame
-
Increased
speed and range of thrown explosives
-
Second
crossmod banter with Verr occurs during rest as intended
|
Version 2.6:
-
Added
improved icons for artificer's runes
-
Artificer
kit now displays its name instead of Thief for multiclasses
-
Priestess
kit innates are now gained through cleric levels
-
Sunshooter
III and above gains Eminence - arrows strike as enchanted weapons
-
Fixed
sleeping draught script in SoD
|
Version 2.5:
-
Reworked
Craft Rune
|
Version 2.4:
-
Rebalanced
Alchemical Traps
-
Improved
Visuals
-
Added
elemental immunity-based protection from secondary effects
|
Version 2.3:
-
Changed
Healing Arrow's effect to non-stacking regeneration
-
Alchemical
Traps can only be triggered by enemies (activation still affects all) and
have a larger explosion radius
|
Version 2.2:
-
Rebalanced
explosive weapons
-
Increased
Artificer Lore bonus to 30
-
Aura's
Quest ends if she dies permanently
|
Version 2.1:
-
Fixed
bad scripting with SoD dialogue
-
Fixed
'dead end' bugs in SoD banters
-
Reworked
'Create Sunshooter Arrows'
|
Version 2.0:
-
Replaced
Scribe Scrolls HLA with Grand Artifice
-
Illusionist/Artificer
Aura can dispel voidstone effect at Bridgefort
-
Added
crossmod banters with Sirene and Drake
-
Fixed
Story Mode bonuses not being removed when kicked out
-
Fixed
wrong variable checks for romance
|
Version 1.99:
-
Improved
SoD banter scripts
|
Version 1.98:
-
Aura's
script properly converts to SoD version upon importing from BG1
-
Moved
banter script out of creature script to (hopefully) eliminate stutter
issues
|
Version 1.97:
-
Fixed
incorrect states in several banters
-
Fixed
typo causing an installation error
|
Version 1.96:
-
Modified
autosave before quest battle to hopefully work properly
|
Version 1.95:
-
Added
Death's Razor to its intended wielder
|
Version 1.94:
-
Fixed
bugged AI for SoD-less installations
|
Version 1.93:
-
Fixed
installation bugs
-
Added
new default portrait (original as alternative)
|
Version 1.92:
-
Fixed
bug that caused compatibility issues with XP cap remover of Tweaks
Anthology
|
Version 1.91:
-
Added
a new portrait
-
Potion
effects should no longer stack
-
Fixed
the upgraded Cursed Sword of Berserking
|
Version 1.9:
-
Enemies
in the Undercellar come in groups instead of individually, enemies have
been de-leveled and grant more time between waves
-
Elite
ninja ambush leaders have been replaced with named individuals with
different classes
-
Added
a new weapon
-
Fixed
string and APR error on the Blade of Howling Souls
-
Added
compability with IWD-style sneak attack setting
-
Added
flag to prevent Aura from gaining LoB bonuses
-
Recolored
and significantly downsized automatons
|
Version 1.8:
-
Improved
automaton AI and dialogue - can now put automaton on standby. Runes no
longer have a one-turn lockout timer, applying a new rune removes the prior
rune's effect instead
-
Automaton
no longer stays with the PC when Aura is removed from the party (BUGFIX)
|
Version 1.7.1:
-
Sunshooter
mk.III can no longer produce Static Arrows (BUGFIX)
-
Improved
Long Bow of Marksmanship no longer says it increases visual range when it
doesn't (BUGFIX)
-
Improved
a few icons
-
Added
new portrait
|
Version 1.7:
-
Sunshooter:
now configures between three modes: Rapid, Precise and Power
|
Version 1.6:
-
Improved
a few item icons
-
Fixed
portrait icons
-
Create
Sunshooter Arrows: player may choose type of arrow to create at mk. III and
IV in stacks of five, maximum ten arrows
|
Version 1.5:
-
Updated
SoD banter script to hopefully eliminate cases of stuttering
|
Version 1.4:
-
Alchemy
rebalanced – now gained at level 1 and may access at will, stock
replenishes after resting
-
Improved
runecrafting dialogue
-
Cast
time on runes reduced to 0
-
Lightning
Arrow no longer chains, instead always hits and penetrates through targets
in its path (not party-friendly).
|
Version 1.3:
-
Updated
qd_multiclass.tpa resource (no more abilities duplicating on multi-class
kits)
-
Increased
Alchemy stock to 99 of each potion
-
Added
item checks for Improved Idol of Kozah
|
Version 1.2:
-
Added
failsafe for cases where the automaton vanishes. Casting the ability again
will spawn the automaton in your location.
-
Improved
arrow inventory icons
-
Merged
installation options: mod auto-detects and installs content for SoD
|
Version 1.1:
-
Fixed
repeating banter with Alora
-
Fixed
stutter bug in SoD
|
Version 1.0:
-
Initial
stable release
-
Automaton
changed to PST animation
|
Version 0.9:
-
Reduced
levels on ninjas to make them easier
|
Version 0.8.1:
-
Fixed
single-class Aura's loss of Set Snare
-
Added
alternate portrait by Pantalion
|
Version 0.8:
-
Fixed
Artificer-only item restrictions
|
Version 0.7:
-
Added
illusionist restrictions to mage/thief Aura
-
Added
learned spells for mage/thief Aura at higher levels
-
Made
the Undercellar battle easier again
-
Fixed
SoD-versions of Aura having too many skill points
-
Fixed
C/T Aura reverting to cleric animations in SoD
-
Fixed
erroneous scripts that caused dialogues to trigger too early
|
Version 0.6:
-
Added
extra bear-related dialogue
-
Fixed
repeating dialogue bug
-
Fixed
rank III Sunshooter creating five Lightning Arrows instead of two
-
Added
hard cap to number of runes per session
-
Added
optional mage/thief and cleric/thief alternates
-
Added
restrictions to upgraded Idol of Kozah
-
Made
the Undercellar battle easier
|
Version 0.5:
-
Improved
explosive visuals
-
Improved
icons
-
Fixed
banter timers
|
Version 0.4:
-
Changed
rune descriptions
-
If
installed after Spell Revisions, runes cast SR-versions of spells
-
Fixed
a few timers causing some SoD talks to fire too quickly
-
Disabled
banters in dungeons
-
Added
a few ambient comments in SoD
-
Fixed
kicking out dialogue in SoD
|
Version 0.3:
-
Added
banters and fixed installation bug
|
Version 0.2:
-
Added
BG:SoD content
|
Version 0.1:
-
Initial
release of BG:EE content
|
|