The Level 1 NPCs mod derives from Gebhart Blucher's (lvl1npcs.zip) mod. Azazello recommended updating it for WeiDU, cmorgan further promoted it for development and Nythrun formally coded the mod and made it monstrous (in a good way, of course). The mod is called 'Level 1' because the NPCs thus modded start as level one characters with excess experience points. When they join your party, you can level them up and choose their skills. Their experience points end up being the same as if they had joined your party without the mod installed.
Blucher's mod allowed players to use kits and classes that are different from the default ones assigned to several default BG2 NPCs. The mod allowed only a limited number of kit and class choices, to only a few NPCs. Level 1 NPCs expands on the original concept by allowing players to assign any installed kit/class - default or customized - onto any default NPC from both BG1 and BG2 games. The mod also allows players to change the NPC's skills and weapon proficiencies. Cernd the Monk, Mazzy the Paladin, Jaheira the Kensai and Valygar the Wizard Slayer are just a few examples. The combinations are endless and the choices are purely up to the players interests.
The extra benefit of the mod is that it allows the player to try customized kits from other mods, and to apply them to as many default NPCs in the game as desired. You can read more details in the mod's and its thread. Please report any bugs or suggestions for improvements in the mod's forum. This mod works with BG2: Shadows of Amn, with or without the expansion pack Throne of Bhaal. If you do not have Throne of Bhaal installed, you will not be able to assign any kits based on the wild mage. Make sure your game has the latest patch before installing any fan-made mods: for SoA that would be 23037 and for games including ToB it's 26498.
Do not under any circumstances install the beta patch version 26499, as it's likely to make your game uncompletable. Check the ReadMe files related to your patch in your game folder and the website if necessary. This mod is designed to work with all other mods, including (and EasyTutu). We gently suggest installing the for all platforms except Tutu.
If you decide not to include it, we may not be able to help you with any in-game bugs or bugs added by Baldurdash. You can install this mod during an existing game, but the modifications will only take effect if the NPC has not yet joined the party. Although you can install the mod anywhere in a mod list, you should place it near the end of your mod list. If you want to assign an NPC a customized kit, be sure to install Level 1 NPCs after the custom kit mod. If you want to use or another mod that changes the weapon proficiency rules, then that should also go earlier so this mod will follow the changed ruleset. If you'd like to install the BG1-style proficiencies component of, you may now install that before Level 1 NPCs and it should correctly pick up those proficiencies.
You may also install it after Level 1 NPCs. If you have installed the Revised High Level Abilities component of, a kitted multiclass will crash the game upon whichever level-up would allow selection of an HLA. This is not a bug in Level 1 NPCs - do not tempt fate by kitting any multiclasses with installed and consider deferring that gnome cleric/(obligatorily)illusionist protagonist until another playthrough.
Enhanced Editions Note The Enhanced Editions are actively supported games. Please note that every patch update will wipe your current mod setup! If in the middle of a modded game you might want to delay the patch update (if possible) as even after reinstalling the mods, you might not be able to continue with your old savegames. Alternatively, copy the whole game's folder into a new one that can be modded and will stay untouched by game patches. For BG2:EE it is important that you install the mod to the language version you are playing the game in. Otherwise, the dialogues of the mod will not show but give error messages.
Windows Level One NPCs for Windows is distributed as a self-extracting archive and includes a WeiDU installer. To install, simply double-click the archive and follow the instructions on screen. Alternatively, the files can be extracted into your game directory using. When properly extracted, your game directory will contain setup-level1npcs.exe and the folder level1npcs. To install, double-click setup-level1npcs.exe and follow the instructions on screen. You can run setup-level1npcs.exe in your game folder to reinstall, uninstall or otherwise change components. Mac OS X Level One NPCs for Mac OS X is distributed as a compressed tarball and includes a WeiDU installer.
First, extract the files from the tarball into your game directory. When properly extracted, your game directory will contain setup-level1npcs, setup-level1npcs.command, and the folder level1npcs. To install, double-click setup-level1npcs.command and follow the instructions on screen. You can run setup-level1npcs.command in your game folder to reinstall, uninstall or otherwise change components. Linux Level One NPCs for Linux is distributed as a compressed tarball and does not include a WeiDU installer. Extract the contents of the mod to the folder of the game you wish to modify.
Download the latest version of WeiDU for Linux from and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your game installation directory, run tolower and answer Y to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either if you've extracted only this mod since the last time you lowercased file names.
If you're unsure, running tolower and choosing both options is the safe bet. To install, run WeInstall level1npcs in your game folder. Then run wine BGMain.exe and start playing. Note for Complete Uninstallation In addition to the methods above for removing individual components, you can completely uninstall the mod using setup-level1npcs -uninstall at the command line to remove all components without wading through prompts. List party-joinable NPCs - Required for all other components This component scans and indexes all standard NPCs in your game.
It also corrects creatures using the wrong effect version. You can also 'batch uninstall' all components you've previously installed by uninstalling this component. Tweak weapon proficiencies for some classes - Optional This component alters weapon proficiency rules like other mods such as or, with specifics described below. When you're altering the joinable NPCs, this mod follows whatever rule set is in place. So if you want mages to be able to use crossbows, and you want Edwin to have to crossbow proficiency, you'll need to change the rules so that this mod will know what rules to follow. Most of the content here mirrors other mods and is presented as convenience, or as an alternative to the many mods that must be installed last. You can:.
Allow clerics one star in any weapon type a fighter can use; if your deity's weapon is a sword, you should bloody well be able to use a sword!:) At this prompt you may choose to allow clerics one star (which will skip the following five changes by default), choose amongst the following options separately, or skip all cleric-related tweaking. If you refused 'one star in anything for clerics,' allow cleric/mages one star in mage weapon types (1 for daggers and darts or 2 for daggers only). If you refused 'one star in anything for clerics,' allow cleric/thieves one star in thief weapon types (1 for all thief weapons, 2 for short swords and daggers or 3 for daggers only). If you refused 'one star in anything for clerics,' allow cleric/rangers one star in ranger weapon types (1 for all weapons, 2 for longswords and longbows, 3 for longswords only or 4 for longbows only).
If you refused 'one star in anything for clerics,' allow fighter/clerics two stars in any weapon type - just using the fighter restrictions rather than the cleric's, as fighter/mages and fighter/thieves already do. Choosing '2' allows only axes in addition to standard cleric weapons. If you refused 'one star in anything for clerics,' allow fighter/mage/clerics two stars in any weapon type. Choosing '2' allows only daggers in addition to standard cleric weapons.
I'm sure you can make up your own mind.:). Allow druids one star in any weapon type a fighter can use. This will allow fighter/druid multiclasses the full gamut of weapons available to fighters (as per second edition AD&D rules). Restrict fighter/druids from armors single class druids cannot wear - by request; seems closer to the arbitrary 2nd edition rules in any case. This component will be automatically skipped if you have installed Druid Remix from or, as they already include this change. Allow weapons mastery for fighter multiclasses - some will find it cheesy, but if you were going to get this elsewhere (e.g.
BG2 Tweaks), then you might as well have it for party joinables too. You may limit this to mastery (3 stars), high mastery (4 stars) or grand mastery (5 stars). Allow melee weapons mastery for for barbarians - as above, but pertains only to non-ranged weapons.
You may limit this to mastery (3 stars), high mastery (4 stars) or grand mastery (5 stars). Allow thieves, mages and bards to place one star in any weapon type. Allow thieves and thief multiclasses three stars in dual-wielding - a la aVENGER's, and probably a dozen other mods:) (and will be skipped if you have this tweak already installed from somewhere else).
Allow backstab with any weapon a mage/thief, fighter/thief or cleric/thief can use. Backstabbing with a two-handed sword shouldn't be less effective than backstabbing with a quarterstaff, yes?. Make quarterstaves unusable for backstabbing - by request. Make all two-handed weapons unusable for backstabbing - note that in the unmodded game, the only two-handed weapon that is capable of backstabbing is the quarterstaff, so this isn't going to do much unless you've already installed the 'allow backstab with thief multiclass weapons' subcomponent.
The neat company receipts for mac. Add kits to exported characters - Optional This component allows brave cheaters, er, players to assign a kit to an exported PC. Most people who'd consider doing that will probably use an editor like DLTCEP or NI instead:).
You cannot use this component to assign a kit to a character already kitted. Nor can you uninstall the component normally, as it makes no changes to your actual game.
You can, however, restore characters in the level1npcs/backup/2 folder if you aren't happy with your changes. It is always wise to keep an extra backup also, just in case. Joinable NPCs more closely match the PC's experience - Optional. On initial joining only.
On initial joining and rejoining NPCs, upon joining, will have their total experience points adjusted to a value closer to that of the player character. Feedback will display in the game window to let you know what's going on and when it ends so you can let this component do its work.
After the experience points have been adjusted, the character will have a one-time-only rest script (so that you may fill their spell slots at your discretion). To use this, make sure that the AI lantern in the bottom right corner of the game screen is activated, select the character, and press R. Return to the main screen and your character will now be rested (and you may turn the AI off if you prefer). This script is self-effacing: it will go away if you rest, leave the area, save the game, change party members, or do almost anything else, so if you want to use it, you'd best do so as soon as the experience points have stopped twitching. As a side benefit, it's easy to ignore if you don't want it.
Balanced BG1 NPC attributes - Optional; Tutu and BGT only This component adjusts the attributes of BG1 NPCs, as discussed in. The original mod is by Ergopad; mosanted made some slight adjustments (as discussed later in the topic). Therefore, you've got two choices (or three since you can skip it entirely, as will happen anyway if you're installing on BG2).
Dudleyfix for BG1 NPCs - Optional; Tutu and BGT only This component 'fixes' the attributes of BG1 NPCs, as discussed in. Primarily, this addresses various inconsistencies as noted on that page. Fix BG1 NPC spells and innate abilities - Optional; Tutu and BGT only As above, this fixes various glitches in spell books and innate abilities. This is the last of Ergopad's 3 components, offered here for convenience prior to making future NPC tweaks. Update game references to NPC classes/kits - Optional This component does nothing in itself, but enables the changing of game dialogues, item descriptions and character biographies that reference an NPC's class or kit if you have changed that class or kit. It is very select; for example, it does not change a cleric's deity mentioned in dialogue you've changed the kit, though if you change the class, the cleric may become referred to as a paladin (or whatever) of said deity. Changes should be logged to the batchlog/l1dlg.txt file.
Please attach this to the forum if you wish to report any discrepancies while using this component (which is optional, if we didn't mention it already). Change Anomen's knighthood reward/penalty - Optional; BG2 and BGT only. Wisdom +1 on passing (instead of set to 16). Wisdom +1 on passing; Constitution +1 on failing.
Wisdom +1 on passing; Wis -1 and Con +1 on failing. Wisdom +1 on passing; Wisdom -1 on failing On passing his knighthood test, Anomen would normally get his wisdom set to 16, regardless of what it had been previously (normally 12). This component will augment his wisdom by 1 instead (if, for example, you want to increase his wisdom in the 'Mod an NPC' component). You also have four choices to change his attributes if he fails the test. Mod an NPC - Optional These components allow you to change the classes and/or kits of individual NPCs installed in your game.
You can choose from any class available, including multiclasses. After that, you can choose to assign one kit related to the class(es) you assigned. The engine does not allow assignment of more than one kit. However, you can choose from any mod-introduced kits available.
Of course, you can also decide not to assign a kit. Thanks to Gebhart Blucher for the original concept and mod for changing the assigned kits of several default NPCs. He has given us his explicit encouragement to expand on his concept. Legions of thanks are also due to:.
Lambs to the slaughter. Erm, brave alpha testers: Miloch, Kulyok, RavenSong, Padisha and kimmel. CamDawg: Dawg!= Ward:). igi: I like the IESDP.
Avenger: I really like the IESDP. Wes Weimer: WeiDU loves me. the Bigg: but BiggDU has stolen my heart. Ggib eht: nosaer ralucitrap on rof. devSin: not setting me on fire. jcompton: for kidnapping most of the IE modders and incarcerating them in The Broken Hourglass™ brand shoefactory/sweatshop.
In an empty sky I cannot but shine the brighter, and who doesn't like inexpensive shoes?. Man At Work: I LOVED omicron testing Improved Barl!. The Gibberlings Three which has been good enough to not eject me despite my irascible and surly disposition.:). Dirty Uncle Bertie: for filtering tons of bugs and fixed bugs into one easy-to-verify list.erik. Lord Psion and Ancalagon el Negro: Spanish translation. Graoumf and Isaya: French translation. yarpen and Lava Del'Vortel: Polish translation.
Ergopad: BG1 NPC-related components (with an option to tweak further by mosanted) Thanks to the active and vibrant Infinity Engine modding community who continue to offer encouragement, support, bug reports, suggestions and feedback. This is a community-nurtured mod: all are encouraged to aid in its support and development.
Tools Used in Creation. by Wes Weimer, the bigg, and Wisp.
by Jon Olav Hauglid, FredSRichardson, and argent77. maintained by igi and lynx., by the Notepad team. by cmorgan, updated by argent77. Level One NPCs is copyright © 2007-2011 Elizabeth Strand (contact Nythrun at the mod's ). This work (including all code and documentation) is licensed under a.
You are free to share (copy, distribute and transmit) and to remix (adapt) this work, except for commercial purposes. If you claim you wrote it, the authors may choose to mock you gently:). This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the for more details. These are not 'fixes from TS.' Todo. Find some non-intrusive way to limit proficiency selection to weapons the character has sufficient stats to wield, if desired.
Add support for 'give them this much experience and stop, so that I can dual-class them.' That'll be fun.