Baldur's Gate II: Enhanced Edition

Baldur's Gate II: Enhanced Edition

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Installing Quest Mods Into An Ongoing MP/SP Game
By Evil Tendencies
1. If You Just Want To Play New Quest Right Away.
Follow the instructions to enable the in-game console then go to the "tested quest mod section" and download any mods I did not list as unrecommended. All issues you will encounter should be listed with their console solutions. Copy and paste the commands into the console as they show up. If you have trouble or run into something not listed let me know. That's it. Easy peasy.

PS Achievements will not be disabled by anything in this guide

2. If You Want To Install An Untested Quest Mod.
If you want to install mods I haven't tested then things are going to get a bit more complicated and you'll need to follow the bulk of this guides directions so you'll know how to figure out the solution to things yourself.

Should you do this, I'd appreciate and credit you if you let me know what issues you encountered and their solutions. You must complete the mod first.
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All mods were tested in a three player MP game in the EE version of the game (With SCS, Iwdification and The Tweaks Anthology mods installed prior). These solutions therefore will work in a SP setting as well. EET will come in the future but I imagine it will also work there. Make sure to likewise distinguish your BG version and game play mods if you decide to contribute.
   
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Step 1 Enable The Console
The first step is the easiest. Navigate to your documents folder. My computer/My documents/Baldur's Gate II - Enhanced edition.

Inside you'll find your INI file called Baldur (see attached picture). Open this file and find the line setting it to 1 from 0.

SetPrivateProfileString('Program Options','Debug Mode','1')

Note: It can sometimes be a bit of a pain to spot this line amidst the clutter, keep your eyes peeled specifically for "program options" to make it a bit easier.

If you need more help or are using a MAC check out this link here. https://forums.beamdog.com/discussion/61900/how-to-enable-the-console-in-bgee-sod-bg2ee-in-version-2-0-and-later/p1
Step 2 Downloading & Using EEkeeper For Fixes
You'll find the program here.
https://sourceforge.net/projects/eekeeper/

1. Download EEkeeper
2. Extract the files into your Baldur's gate 2 save folder (the same folder with the INI file see previous screenshot in step 1)

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This program will come in handy with larger mods allowing you to do various things such as add innate spells that might not otherwise install properly or, In other cases, fix bugged quest or things not functioning correctly.

Some mods, for example, give the mage class access to spells innately instead of needing to scribe them but some of them do not account for sorcerer class. In my case I had trouble with the lichdom mod and SCS with its innate sequencers.

With this program, I was able to give my character the innate abilities myself. As will you be able to should you run into issues. (This is especially important to mod specific spells).

Moreover, EEkeeper will allow you to figure out the item code of any item in the game, including mod items, very easily. Meaning if any mod you install requires you to visit a merchant you've already visited to buy a specific item (which will subsequently not be in available for purchase in his inventory since you've likely visited him before installing the respective mod) this can be used as a workaround. It's also a great way to fix bugged quest in more vanilla situations where quest items don't drop or can't be removed from your inventory.

To make sure EEkeeper is opening the proper files follow these instructions after having installed it with steps one and two.

3. Open the unzipped EEkeeper folder and run the program then click on settings.
4. Click installation directory.
5. Set the installation directory to your steamapps/Baldur's gate II enhanced edition folder.
6. Set your save directory to whatever saves you're using in My Documents/Baldur's gate II Enhanced edition folder. Either SP or MP.

EEkeeper should now be ready to go.

The screenshot above highlights a quest item in a mod called "call of the lost goddess" I had issues with. So, to get that item in-game, we would load our save, press spacebar + CTRL (sometimes a couple of times as it doesn't always register) and type...

C:CreateItem("AC#WORM2")

Or you can copy and paste it and use Ctrl+V in-game. Problem solved. This also works for NPCS and the process is identical.
Step 3 Getting Mod Location Area Codes
In order to get an area code of any area you're in, all you have to do is press X and the game will give you the location of the area you currently occupy as such...



The above screenshot was taken in MP after I installed the mod here https://www.gibberlings3.net/forums/topic/38129-released-mod-call-of-the-lost-goddess-a-quest-mod-for-bg2ee/ which is a fairly extensive mod with over forty new areas. We installed this into our ongoing game and, as you can see if you checked the link, the mod author states "You must start a new game". We did not and thus far are having no real issues aside from a single resolved bug which I believe was related to the quest itself not our installation.



I repeat, down in the text box below of the first screenshot, you'll see the area code. You can retrieve this information by pressing the X key in any area you happen to be in.

Some mods do not have their areas placed into the drop down alongside the vanilla locations, meaning that the only way you can access these areas if they don't show up on your world map or certain doors don't spawn, is by directly teleporting to these areas manually.

So, one way you can do this that is fairly simple and won't require any headache. First start a temporary new game in SP or MP, export any character you want in. Skip the OG dialogue with Irenicus (most of it) by hitting esc. Quickly spam through Imoen's comments. Hit Ctrl+Spacebar and use the upper left box to teleport yourself to the bridge district, then travel to the slums, talk to the shadow thieves to jump start into chapter 2 (so you're not restricted on the world map) and now you can travel.

So, go wherever you need to go in order to start up the quest mod you want to play, get to the new quest location you can't access in your ongoing game where things take place, hit X, write down its area code then go back to your ongoing session and teleport your party there.

For example, to start the lost goddess mod, I had to teleport my party using the command...

C:MoveToArea("AC#W01")

and then subsequently teleport to the bridge at the start of the district with CTRL-J (which teleports you to your cursor and requires you have the characters selected. In MP, you need to control all the characters for this to work).

Note that the initial area teleport (not CTRL-J but the command function) will always slap you into the upper left of the map upon arrival which may cause problems if any triggers happen to exist on the map in that area. Bear that in mind.

Also, if possible, use clairvoyance (Or the "explore" button with the cheat menu) to help you navigate easier before using the Ctrl+J function to teleport yourself to wherever you need to be to start things the normal way.
Small Quest Mods Tested
Before attempting to install mods into an ongoing game always make a copy of both your save folder AND your entire baldur's gate II steam folder found in commons. *always*.

Aside from that everything should work just fine. Here are the mods I installed into my ongoing multiplayer game, I will update this list infrequently with issues and their fixes.

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1. Lichdom
https://forums.beamdog.com/discussion/88122/lichdom-for-bg2ee-eet-merry-lichmas

No issues encountered.
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2. Tangled Oak Isle
https://forums.beamdog.com/discussion/79831/mod-tangled-oak-isle/p1

No issues encountered. Make sure to update your save files when asked during the weidu install.
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3.Whinhill
https://forums.beamdog.com/discussion/86905/mod-the-journey-to-the-whin-hill

No Issues encountered. Make sure to update your save files when asked during weidu install.
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4. White Queen
https://forums.beamdog.com/discussion/38825/mod-the-white-queen

Issue One: Book to start quest will not spawn in merchants inventory if you've already talked to him.

Solution: C:CreateItem("WQXBOOK")

No other issues. Make sure to update your save files when asked during the weidu install.
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5. Oozes-lounge
https://downloads.weaselmods.net/download/oozes-lounge/

Issue One: The Slime key will not spawn

Solution: C:CreateItem("L#NSKEY") Note this solution is unnecessary as the grate is inaccessible if you've ever traveled to the slums district, but I included it anyway on the off chance you haven't.

Issue Two: The grate is inaccessible in the slums district if you already visited it. Solution: C:MoveToArea("L#NS01")
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6. Innershade
https://downloads.weaselmods.net/download/innershade/

Issue one: The Map Required to update the world map will not spawn in Ribald's Inventory.

Solution: C:CreateItem("ISHMAP") - Note there is another way to get this map through an encounter.

Make sure to update your save files when asked during the weidu install.
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7. Alabaster-sands
https://downloads.weaselmods.net/download/alabaster-sands/

Issue one: After the painter sends you to collect a picture frame, the artist he is feuding with will not spawn. Instead of spawning him as a creature, the easier solution is to spawn the frame as his interaction has no quest related updates save some flavor. I'll update this later.

Solution: C:CreateItem("L#ASFRA")

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You should be ok to deviate from this list, but remember, if the quest mod is too vanilla heavy or places triggers in awkward places, you may encounter more headache than it's worth, I can't guarantee anything until I've played it myself. These are the ones I know work for a fact with either no issues or only having to use the teleport function once to start the quest (raven loft and goddess) and then once more for raven lofts case to leave after re arriving at the crypt. White queen required spawning a quest book to start off the quest.

Otherwise. GL and hf.
Medium Quest Mods Tested
1. Ravenloft
https://forums.beamdog.com/discussion/87931/mod-the-dreadful-tales-the-bloodied-stings-of-barovia-a-dark-ravenloft-adventure/p1

Issue One: Graveyard district will not be updated with the new crypt door required to start this mod.
Solution: C:MoveToArea("L#RV00")

No other issues.

One of my favorites!
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4. Dark Tidings
https://www.gibberlings3.net/forums/topic/36739-mod-dark-tidings-a-quest-mod-for-bg2/

No issues encountered.
Large Quest Mods Tested
2. Call Of The Lost Goddess
https://www.gibberlings3.net/forums/topic/38129-released-mod-call-of-the-lost-goddess-a-quest-mod-for-bg2ee/

Issue One: World map will not update with new area to start quest.
Solution: C:MoveToArea("AC#W01")

Issue Two Mod Related Quest Bug: The soul contract will not drop from the succubus. Solution: C:CreateItem("AC#WORM2")

No other issues. Issue two will likely be patched at some point hopefully.

Special Note:
Another Of My Favorites & Is Several Hours Long!
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3. Fishing For Trouble
(Not Recommended After Testing)
https://forums.beamdog.com/discussion/79451/mod-spotlight-fishing-for-trouble

Issue One: Lief Torman did not spawn at the city gates until act 3.

Issue Two: Elminster"s world map update does not work - Solution: C:MoveToArea("YS1000")

Issue Three: "Government District West" will not be updated to world map. - Solution: C:MoveToArea("YS0390")

Issue Four: Cerendor Hold will not be added to the world map. Solution: C:MoveToArea("YS0360")

Issue Five: Cloudpeak Mountains will not be added to the world map. Solution: C:MoveToArea("YS0370")

Issue Six: You will not be able to get to Porthpentyrch restored (This is a different area from the Porthpentyrch you are initially sent to) Solution: C:MoveToArea("YS1001")

Issue Seven: Unresolved Graphics bug.

Issue Eight: Unresolved Quest Lock Bug

https://baldursgate.fandom.com/wiki/Fishing_for_Trouble_walkthrough

Special Note: This mod has some issues outside of those created by ongoing installation. Per the above walk through.

"DO NOT!!! enter the cave anymore because that will make the village unrestored again without a way to fix it this time (bug)."

Final comments: I gave up on this mod after running into issues seven and eight. Even if you could resolve them, the amount of times you'll need to resort to the console and potentially EEkeeper to get this one to work, especially in MP, is not worth the effort. Best to do this one on fresh game. I will not be wasting anymore time with it.
General Advice & Multiplayer
This section is a bit divorced from the other main sessions and is general advice.

I do not recommend installing mods like CDtweaks or SCS and expecting them to work in an ongoing game. Restart.

That said, as far as the general stuff goes, make sure you and your friends regularly backup both your steamapps common file for Baldur's gate 2 (or w.e BG you're playing) AND your my documents save files as well.

For SCS and intensive mods, it's best you send your game files directly to your friends so they can copy and paste your files over their own.

For SCS in particular...
"What CrevDaak says is true... I myself would just copy paste the whole game folder from a computer to another, and if the install folder structure got changed, then you just need to change the baldur.ini file's [Alias] -paths... and always start the game from the BGMain.exe in the case of the game being the regular BG2 at least.

The reason why it's better to do this via copying and not via two installs that are same is that mods randomize stuff, the SCS has actually a special .ini file option that allows you to stop that, it's found in the stratagems-v30.exe/stratagems/stratagems.ini -file and it's called the "God_Does_Not_Play_Dice 0", and if you set to 1 on both computers, the random seeds get a preset default values on both installs and the the two installs will be clones. BUT this is only for the SCS's randomization, so if the SCS is the only mod you install. If there's another mod that randomizes stuff, then you need to use the copy-paste method."

Taken from this link here... https://www.gibberlings3.net/forums/topic/27149-is-it-possible-to-play-scs-in-multiplayer/

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You can upload to google drive which is the safest bet. Some mods have "length issues" when it comes to zipping them, but luckily, you can download most quest mods without needing to recopy your entire folder and send it to your friends. Just make sure they install the exact same options as you and have the exact same in-game difficulty sliders etc selected.
Important Cheat Codes
While these are easy enough to look up, I figured I'd post them for ease of reference.

C:CreateItem("")

CLUAConsole:CreateCreature("")

C:CreateCreature("")

C:MoveToArea("")


Put the relevant code in between the quotation marks ".

C:MoveToArea("YS1001")
2 Comments
Evil Tendencies  [author] Nov 15, 2024 @ 11:29am 
Unfortunately no, not as of yet. I do intend on expanding the guide in the future however for just such reasons, in addition to expanding the quest portion a bit more with the specifics as I test things out (I want to detail any issues I run into if any for each individual quest mod). EET is also on that list.

For the most part the biggest issues with quest mods are right at the start as a lot of them cannot update your save file. IE any already explored areas or talked to merchants cannot be updated in addition to your world map. Once you get past that first initial problem, it's usually smooth sailing unless the mod is too integrated into vanilla content.
Vice Nov 14, 2024 @ 2:23pm 
any advice for EET Multiplayer?