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Home of Game Mods for Baldur's Gate and Icewind Dale: Enhanced Editions

The Artisan's House Tweaks

A selection of various tweaks to the Enhanced Edition games to change various gameplay mechanics.

Expanded Racial Enemies

Adds new racial enemies.

This component unifies the racial enemy selection between BG:EE, BG2:EE and IWD:EE and offers an expanded variety of choices. The available racial enemies include:

Ankheg, Basilisk, Bear, Beholder, Carrion Crawler, Doppleganger, Dragon, Drider, Dwarf, Elemental, Elf, Ettercap, Ettin, Fairy, Fiend, Genie, Ghoul, Giant, Gibberling, Githyanki, Goblin, Golem, Gnoll, Gnome, Half-elf, Half-orc, Halfling, Hobgoblin, Human, Imp, Kobold, Kuo-toa, Lich, Lizardfolk, Lycanthrope, Mephit, Mind Flayer, Minotaur, Myconid, Ogre, Orc, Otyugh, Rakshasa, Sahuagin, Salamander, Shadow, Shambling Mound, Skeleton, Slime, Spider, Troll, Umber Hulk, Vampire, Wolf, Wyvern, Yeti, Yuan-ti, Zombie

Expanded Shapeshifting

Provides more versatile and powerful shapeshifting for druids.

This component replaces the mediocre shapeshifting abilities of the vanilla druid with a much more powerful ability. The druid and avenger gain a ‘Wild Shape’ ability which, three times per day, allows them to shapeshift into five different animal forms. Additionally, the Fire and Earth Elemental Transformation HLAs have now been removed. Instead, the druid gains one cast of Elemental Shape at 14th level, allowing them to transform into four different types of elemental, each with unique benefits.

The totemic druid and shapeshifter are not affected by this component.

Wild Shape

Using this ability, a druid may take on the shape of a chosen animal at will. As the druid advances in level, gains additional uses of Wild Shape and animal forms increase in power. From 14th level onwards, the druid is able to cast spells while shapeshifted.

BROWN BEAR: 18/00 STR, 9 DEX, base AC 6, 1.5 attacks per round, +30% bonus hit points, +25% physical resistance. Attacks deal 1d12 piercing or slashing damage (whichever is better) and have a 15% chance to deal an additional 2d6 crushing damage.

WOLF: 18 STR, 17 DEX, base AC 4, 2 attacks per round, +10% bonus hit points, +10% physical resistance. Attacks deal 1d4 piercing or slashing damage (whichever is better) and have a 15% chance to knock down targets for one round on a failed save vs. death.

SPIDER: 17 STR, 17 DEX, base AC 6, 4 attacks per round. Attacks deal 1d2 piercing damage and inflict 12 points of poison damage over six rounds.

BOAR: 18/50 STR, 9 DEX, base AC 5, 1 attack per round, +50% bonus hit points, +40% physical resistance. Attacks deal 1d8 crushing damage and have a 15% chance to deal an additional 2d4 crushing damage and stun for 2 rounds on a failed save vs. death.

PANTHER: 18/75 STR, 18 DEX, base AC 2, 3 attacks per round, +20% bonus hit points, +25% physical resistance, increased movement rate. Attacks deal 1d8 slashing damage and have a 15% chance to bleed targets for one point of slashing damage per second for six seconds.

Avengers are able to shapeshift into three additional forms: red salamander, wyvern, and winter wolf.

RED SALAMANDER: 17 STR, 18 DEX, base AC 4, 2 attacks per round, +25% bonus hit points, +25% physical resistance, fire resistance set to 125%, cold resistance set to -50%. Attacks deal 1d8 piercing damage plus 1d6+1 fire damage, increasing by one point per level gained. An opponent that hits the avenger with any weapons or spells within melee range suffers the same amount of fire damage.

WYVERN: 18/00 STR, 9 DEX, base AC 4, 1 attack per round, +25% bonus hit points, +15% physical resistance, immunity to poison. Attacks deal 1d10 piercing damage and have a 50% chance to poison targets for 20% of their maximum hit points (save vs. death for half)

WINTER WOLF: 17 STR, 17 DEX, base AC 4, 1 attack per round, +10% bonus hit points, +10% physical resistance, cold resistance set to 125%. Attacks with a cone projectile which deals 4d4+2 cold damage, increasing by two points per level gained, and slows for two rounds. Save vs. Breath to avoid slow and half damage.

The totemic druid and shapeshifter are not affected by this component.

Expanded Racial Bonuses

Modifies racial stat bonuses and proficiencies.

This component alters the racial bonuses of the playable races as follows:

Human

Quick To Master: Humans gain a +5% bonus to experience gained from all sources.
Skilled: Humans receive a +5% bonus to all thieving skills and +2 bonus to minimum rolls to all ability scores.

Elf

Hardiness vs. Enchantments: Elves gain a +2 bonus to Saving Throws vs. Enchantment spells and a 90% resistance against charm and sleep magics.
Infravision
Elven Proficiency: Elves gain a +2 bonus to hit with bows, short swords, and long swords.
Thieving Skills: Elves gain a +15% bonus to Move Silently, a +10% bonus to Find Traps and Hide in Shadows, and a +5% bonus to Pick Pockets and Detect Illusions.
+1 Dexterity, -1 Constitution.

Half-elf

Minor Hardiness vs. Enchantments: Half-elves gain a +1 bonus to Saving Throws vs. Enchantment spells and a 30% resistance against charm and sleep magics.
Infravision.
Thieving Skills: Half-elves gain a +15% bonus to Pick Pockets, a +10% bonus to Hide In Shadows and a +5% bonus to Find Traps.
Amiable: Half-elves gain a +4 bonus to minimum Charisma rolls.

Dwarf

Dwarven Hardiness: Dwarves gain a +1 bonus to Saving Throws vs. Paralysis/Poison/Death, vs. Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution.
Infravision.
Dwarven Proficiency: Dwarves gain a +2 bonus to hit with axes and warhammers.
Small Stature: Dwarves gain a +2 bonus to Armor Class and Saving Throws vs. giant creatures, but a -2 penalty to hit with all two-handed melee weapons.
Thieving Skills: Dwarves gain a +20% bonus to Find Traps, +10% bonus to Open Locks and Set Traps, and a +5% bonus to Detect Illusions.
+1 Constitution, -1 Dexterity, -1 Charisma.

Halfling

Halfling Hardiness: Halflings gain a +1 bonus to Saving Throws vs. Paralysis/Poison/Death, vs. Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution.
Halfling Proficiency: Halflings gain a +2 bonus bonus to hit with with slings, darts and daggers.
Small Stature: Halflings gain a +2 bonus to Armor Class and Saving Throws vs. giant creatures, but a -2 penalty to hit with all two-handed melee weapons.
Thieving Skills: Halflings gain a +15% bonus to Pick Pockets, Open Locks and Hide in Shadows, a +10% bonus to Find Traps and Move Silently, and a +5% bonus to Set Traps.
+1 Dexterity, -1 Strength.

Gnome

Gnomish Hardiness: Gnomes gain a +1 bonus to Saving Throws vs. Rod/Staff/Wand and vs. Spell, with additional bonuses based on Constitution.
Infravision.
Spell Focus (Illusion): Gnome mages will always specialize in the Illusion school, even when multi-classed. They receive an additional +2 bonus to Saving Throws vs. Illusions.
Small Stature: Gnomes gain a +2 bonus to Armor Class and Saving Throws vs. giant creatures, but a -2 penalty to hit with all two-handed melee weapons.
Thieving Skills: Gnomes receive a +15% bonus to Detect Illusions, a +10% bonus to Open Locks and Find Traps, and a +5% bonus to Hide in Shadows, Move Silently and Set Traps.
+1 Intelligence, -1 Wisdom.

Half-orc

Infravision.
Great Fortitude: Half-orcs gain a +2 bonus to Saving Throws vs. Paralysis/Poison/Death.
Orcish Proficiency: Half-orcs gain a +2 bonus to hit with two-handed melee weapons.
+1 Strength, +1 Constitution, -1 Intelligence, -1 Charisma.

Expanded Proficiencies

Modifies proficiencies to expand weapon options for certain classes.

This component a modifies few weapon proficiencies and restrictions, opening up some classes to a greater variety of weapons.

Clerics may use Heavy and Light Crossbows.

Mages may use Clubs and Light Crossbows, and may become Proficient in Two-Handed Weapon Style and Single Weapon Style.

Expanded Weapon Styles

Modifies the weapon style proficiencies to be more diverse and useful.

This component rebalances the bonuses granted by the weapon styles, giving each style its own niche. Additionally, it unlocks Grandmastery of Weapon Styles to appropriate classes and kits.

TWO-HANDED

This fighting style allows the character to use a two-handed melee weapon and receive special bonuses.

Non-proficient The wielder incurs a penalty of 2 to Speed Factor.
Proficient The wielder is no longer penalized and gains a +2 bonus to damage rolls.
Specialized The wielder gains a further +2 to damage rolls and a -1 bonus to Speed Factor.
Master The wielder gains gains a further +2 to damage rolls a critical hit threat range of 19-20.
High Master The wielder gains a further +2 to damage rolls and -1 to Speed Factor.
Grandmaster The wielder gains a further +2 to damage rolls, -1 to Speed Factor and a critical hit threat range of 18-20.

SWORD AND SHIELD

Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received.

Non-proficient The wielder incurs a penalty of 1 to THAC0 and Speed Factor.
Proficient The wielder gains a -1 bonus to Armor Class and an additional -1 against missile weapons.
Specialized The wielder is no longer penalized and gains a -2 bonus to Armor Class and an additional -2 against missile weapons.
Master The wielder gains a further -1 bonus to Armor Class and an additional -1 against missile weapons.
High Master The wielder gains a further -1 bonus to Armor Class and an additional -1 against missile weapons.
Grandmaster The wielder gains a further -2 bonus to Armor Class and an additional -1 against missile weapons.

Single-Weapon

This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon.

Non-proficient The wielder receives no bonus nor penalty.
Proficient The wielder gains a -1 bonus to Armor Class vs. melee attacks, -1 bonus to Speed Factor, and a critical hit threat range of 19-20.
Specialized The wielder gains a +1 bonus to THAC0 and damage rolls, a further -1 bonus to Armor Class vs. melee attacks, Speed Factor, and a critical hit threat range of 18-20.
Master The wielder gains a further +1 bonus to THAC0, Speed Factor, and a critical hit threat range of 17-20.
High Master The wielder gains a further +1 bonus to THAC0, damage rolls and Speed Factor.
Grandmaster The wielder gains a further +1 bonus to THAC0, damage rolls, Armor Class vs. melee weapons, Speed Factor and a critical hit threat range of 15-20.

Two-Weapon

This fighting style allows the character to use two melee weapons at the same time with fewer penalties. Those who master the technique of dual-wielding even receive exclusive bonuses according to their degree of mastery.

Non-proficient The wielder incurs a THAC0 penalty of 4 to the main hand weapon, 8 to the off-hand weapon, and a penalty of 2 to Armor Class vs. melee weapons.
Proficient The wielder's penalties are reduced to 4 to the main hand weapon, 4 to the off-hand weapon, and a penalty of 1 to Armor Class vs. melee weapons.
Specialized The wielder's penalties are reduced to 2 to the main hand weapon, 4 to the off-hand weapon, and they no longer suffer a penalty to Armor Class.
Master The wielder's penalties are reduced to 0 to the main hand weapon and 2 to the off-hand weapon.
High Master The wielder gains a -2 bonus to Speed Factor and Armor Class vs. melee weapons.
Grandmaster The wielder no longer suffers a THAC0 penalty to the off-hand weapon, and they gain a +2 bonus to damage rolls to the off-hand weapon, a -2 bonus to Speed Factor, and a critical hit threat range of 19-20.

Racial Weapon Proficiency

Allows for certain races to proficiently wield certain weapon types regardless of class... with some technical concessions.

This component attempts to imitate 3e’s racial weapon proficiency system. Certain races receive automatic proficiency with weapon types they favor, even if no points are added to them. These are the following:

Elf: Long Swords, Short Swords, Longbows, Shortbows
Dwarf: Axes, War Hammers
Halfling: Daggers, Darts, Slings.

The proficiency bonus is, unfortunately due to engine limitations, applied after character creation. This does mean you are disincentivized from investing points in these weapons normally unless intending to specialize or go further.

Additionally, this component removes class restrictions on weapons for the sake of allowing, for example, an elven sorcerer or cleric to wield long swords, or for a dwarf thief to wield axes. However, this does not modify existing proficiency tables. This means that an dwarf fighter/cleric, for example, will only ever benefit from their innate proficiency in axes and never be able to specialize.

Note that without EEex, class restrictions will be unlocked from all weapon types outside of those with specific themes (e.g. Carsomyr or any other special race/class restricted weapons). I count on the innate penalty to non-proficient weapons to deter people from brute forcing weapons on characters that normally can’t wield them, though I cannot account for any potential exploits.

If EEex is installed, batch file patches will ensure weapon usability remains as close to the original game as possible outside of racial proficiencies.

Rebalanced Attacks per Round Progression

Gives all classes attacks per round progression scaling with base THAC0.

In vanilla, attacks per round, as well as specialization in most cases, are restricted, purely to warrior classes, limiting the viability of other classes in direct combat roles without dipping into a warrior class via multi-class or dual-class. This component aims to somewhat change that. Similar to how base attack bonus in 3e determines number of attacks per round, this component allows all classes to gain bonus attacks per round determined by their base THAC0 stat, which is the same as that of warriors at base THAC0 values 14 and 8.

Backstab Tweaks

Add the ability to backstab from any direction and/or backstab at a lower modifier from out of stealth.

This component has two options:

- Allow playable characters to backstab from any direction while invisible
- The above + backstab from behind at a lower (-2 penalty) modifier from out of stealth

Constitution Tweaks

All classes get equal hit point bonuses for constitution. Regeneration rates increased all around.

This component makes Constitution a much stronger stat for non-warrior classes by granting full hit point bonuses to all classes.

Additionally, this component also greatly increases high-constitution regeneration rates as well as giving slow regeneration to lower constitution values. CON-based Regeneration has always felt a little too slow to be useful and this was my attempt to make the effect much more noticeable. Also, as a player who tries to rest sparingly, slow regeneration makes resting between area transitions less necessary while not affecting combat. This will also hopefully also reduce cases of ‘resting for 3 days and 16 hours’ for those who play with ‘rest until fully healed’ enabled.

As an addendum: Dragon Disciples will absolutely LOVE this change.

Stat-based Spell Slot Bonuses

Grants bonus spell slots based on stats for the Mage, Sorcerer, Ranger, Paladin, Bard and Shaman.

This component makes the mental ability scores of Intelligence, Wisdom and Charisma more persistently valuable to spellcasters, giving them extra spell slots per ability point.

Mage / Sorcerer
1 2 3 4 5 6 7 8 9
17 1 1
18 2 2 1 1 1
19 2 2 2 2 1 1
20 3 2 2 2 1 1 1
21 3 3 3 3 3 3 1 1
22 4 4 3 3 3 3 2 1 1
23 5 4 4 3 3 3 3 2 1
24 5 5 5 4 4 4 4 2 1
25 5 5 5 5 5 5 4 3 2
Ranger / Paladin
1 2 3 4
14-15 1
16-17 1 1
18 1 1 1
19 2 1 1 1
20 2 2 1 1
21 2 2 2 1
22 2 2 2 2
23-24 3 3 2 2
25 3 3 3 3
Bard
1 2 3 4 5 6
17 1 1
18 2 2 1
19 2 2 1 1
20 3 2 1 1 1
21 3 3 3 1 1 1
22 3 3 3 2 2 1
23 4 3 3 3 2 1
24 4 3 3 3 3 2
25 4 3 3 3 3 3
Shaman
1 2 3 4 5 6 7
17 1 1
18 2 2 1 1 1
19 2 2 2 2 1 1
20 3 2 2 2 1 1 1
21 3 3 3 3 3 3 1
22 4 4 3 3 3 3 2
23 5 4 4 3 3 3 3
24 5 5 5 4 4 4 4
25 5 5 5 5 5 5 4

Warrior HLAs

Modifies the HLAs Resist Magic, Critical Strike, War Cry

These three High Level Abilities are, in my opinion, poorly implemented. War Cry has a pathetic effect, Resist Magic has anti-synergy with spells and equipment, and Critical Strike is abused with high APR which overshadows Whirlwind Attack. As such, I’ve changed all three abilities significantly:

Resist Magic
This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 5 rounds, the warrior gains a +10 bonus to all saves. In addition, the warrior absorbs the next 20 spell level’s worth of spells cast upon them. The saving throw bonus always persists for the full duration.

Critical Strike
A high-level warrior’s intimate knowledge of vital spots on opponents allows them to, once per day, concentrate their next attack to strike a vital area. With this ability, the warrior’s next attack is a natural 20, a critical hit that deals 4x damage (2x against enemies immune to critical hits).

War Cry
With a War Cry, the warrior lets out an invigorating roar, healing their hit points to full in addition to removing fatigue and restoring drained levels.

Improved Dialogues (BG:EE)

Makes a couple interactions more convenient for the player.

These three High Level Abilities are, in my opinion, poorly implemented. War Cry has a pathetic effect, Resist Magic has anti-synergy with spells and equipment, and Critical Strike is abused with high APR which overshadows Whirlwind Attack. As such, I’ve changed all three abilities significantly:

Allows the player to get the reputation bonus from Officer Vai without giving up the ability to sell scalps. Talking to Brage no longer forces the party to teleport back to Nashkel.

Not-so-Indestructible Rats

Removes the 90% physical resistance from Candlekeep’s rats.

Makes Candlekeep’s worst sidequest more bearable, especially in Legacy of Bhaal mode.

Good-Aligned Roleplay Rewards (BG2:EE)

Allows the player to acquire items that previous required evil actions.

Soul Reaver and Girdle of Frost Giant Strength
The morally upright players may attempt to desecrate the shrine to Demogorgon to draw the attention of the Demon Knights instead of offering up a living sacrifice. Beware though, a transgression against the Prince of Demons will not go unpunished. Non-evil clerics and paladins get a safer alternative.

Silver Pantaloons
After freeing Lady Elgea, the party will receive the Silver Pantaloons from a messenger after three days.

Deck of Many Things
After playing the game with Aesgareth the cambion, assuming a peaceful resolution, he may be persuaded to trade the deck… for a rather steep price, naturally.

Cloak of Dragomir Tweaks

The Cloak of Dragomir only decreases stats in daylight, removing annoying micromanagement.

Addressing one of the points of frustration regarding Hexxat, with this component the Cloak of Dragomir only decreases its wearer’s stats while standing in daylight. Hexxat will also auto-equip the cloak when necessary if it is in her inventory.

EENPC Stat Bonuses for BG2

Gives the returning EENPCs in BG2 a stat boost as per the other BG1 NPCs.

This component gives a boost to the stats of the EENPCs, in line with the returning BG1 party members.

Rasaad

+1 Strength
+1 Dexterity
+1 Constitution

Neera

+2 Constitution
+1 Intelligence

Dorn

+1 Dexterity
+2 Constitution

Useful Plot Items

Gives abilities to the plot items that stay in the inventory.

This component (originally its own mod) gives special abilities to the Mask of King Strohm III, Shadow Dragon Wardstone and Symbol of Amaunator.

Faster Troll Unconsciousness

Makes killing trolls less annoying.

This component modifies the troll’s near death mechanic to make them fall over a lot faster than usual.

Restore Reputation Increase Sound Effect for BG2

Restores the reputation increase sound for BG2.

This component brings the reputation increase jingle from BG:EE into BG2:EE.

Race Text Patch

Adds character record text for all races.

This component adds text to the character record screen for all races in the game. This does not enable any new races for character creation, but should you use an editor or mod to add a non-playable race to your party, it will be named in the records screen and any race references in dialogue.

Hoodless Thief Avatars

Changes the unarmored thief avatar.

This component restores the hoodless avatars for unarmored thieves from vanilla BG2. Options for each race can be chosen individually.

NPC Soundsets for Icewind Dale

Adds a bit more life into IWD.

One of the biggest flaws of IWD in my opinion, as inconsequential as it is to gameplay, is the complete silence of the majority of NPCs in the game due to their lack of soundsets, which in my opinion hurts the atmosphere of the game. This component injects some of the BG soundsets to most of the appropriate NPCs in the game, save for a few already-voiced characters (e.g. Hrothgar, Arundel). I’ve tried to use as wide a range of voices as possible so nothing sounds too repetitive.

Soundset Tweaks for Anomen and Sarevok (BG2:EE)

Applies Anomen’s existing soundset changes to more broad conditions. Restores some unused Sarevok soundset lines.

In BG2, Anomen has a few different soundset lines that he is intended to swap to depending on the outcome of his trial, as well as whether he is in a committed romance, reflecting his personality change. However, these lines have oddly specific conditions that mean they are not used when you would expect them to. For example, a Chaotic Neutral Anomen does not use his appropriate lines until Throne of Bhaal. This component pushes his soundset change to immediately after his alignment change in Shadows of Amn. Additionally, Anomen also has a few calmer, gentler lines in place of his more arrogant ones when in a committed romance. This component also applies these lines to a Lawful Good Anomen, irrespective of romance, to make his character more palatable in accordance to his character development.

Additionally, this component also restores four of Sarevok's unused action lines for his soundset.

Experience Books

Adds experience books to help weaker or late-recruited party members keep up.

Many players like to switch party members in and out for more interactions or to change their playstyle. However, as experience is not shared to out-of-party members, this often leads to companions falling behind and large imbalances in strength. This component adds ‘experience books’ to various temples. These books allow a character at a certain experience threshold to set an underleveled ally to that level. For example, a companion with over 50,000 experience may set an ally with lower experience to 50,000. However, these books are limited in supply and highly expensive to try and prevent abuse, so use them wisely!

Restored Blade of Aihonen Tweak

Change the Blade of Aihonen's weapon type.

The Blade of Aihonen is an iconic weapon in the game with a tie to the plot. However, not all protagonists or parties may choose to be proficient in longswords. This component can change the blade into either a bastard sword or two-handed sword.

Frozen, Disintegrated and Petrified Creatures Drop Items when Shattered

Allows you to loot petrified, frozen and disintegrated enemies.

This tweak makes all creatures in the game drop their inventory on frozen, disintegrated or petrified death, to try and provide a workaround for losing valuable loot. As of a recently improved method of forcing drops, dropped items now work more reliably without a delay.

Low-level Charm spells e.g. Charm Person (or Mammal) no longer turn targets hostile after expiring

Make low-level charm spells no longer turn their targets hostile.

Charm dialogue, especially in BG1, can be very entertaining. Unfortunately, since most charm effects are treated as hostile, targets will turn against you once their effects wear off, meaning most of this dialogue goes unnoticed. This component makes the weaker Charm spells, such as Charm Person, count as non-hostile, keeping NPCs friendly.

Passive Trap Detection

Search for traps passively at a percentage chance while the detection mode is off.

This component adds a passive effect to all thieves, monks and (with the Artisan’s Kitpack’s overhaul and EEex) rangers, which allows them to passively detect traps using a percentage of their Find Traps skill even when the mode is not selected.

Remove all 'Hide in Shadows' Voice Cues

Disable voice lines for hiding.

Some people find the constant repetition of stealth characters' lines when hiding rather annoying. This component disables them.

Remove all 'Set Traps' Voice Cues

Disables voice lines for successful trap setting.

Same as above, but for setting traps instead.

Make Helmets Invisible on Mage Avatars

Removes the helmet model on all mage avatars.

Some mods add helmets that are usable by mages. These can clip with the hoods on the highest tier robes and look rather weird, and some simply dislike the look of metallic helmets on their unarmored spellcasters in general. This component makes helmets invisible when worn with a mage avatar.

Backstab With Any Weapon

Allows any weapon to backstab.

This component allows any character with a backstab multiplier to backstab with any weapon they can wield, as opposed to the original restriction of only allowing weapons equippable by thieves.

Ankheg and Dragonscale Armor Count as Medium Armor

Changes class restrictions of certain armors.

Changes class restrictions of certain armors.

Charisma Bonus to Turn Undead Levels

Gives Turn Undead an increased modifier based on Charisma.

This component grants classes with Turn Undead a bonus to their modifier based off their charisma, increasing at values 17, 19, 21, 23 and 25.

Trap Activation Tweaks

Modifies traps to no longer trigger if character fulfills certain conditions.

This component all traps in the game to not activate if the target fulfills certain conditions:

  • Target is a bounty hunter
  • Target is incorporeal (spectre, wraith or shadow race, accounting for certain mod NPCs)
  • Target has 150 or more points in either Find Traps or Set Traps

Set Traps in Enemy Range

Allow you to set traps while an enemy is in sight.

This component uses some special effects to allow the thief traps to be set while they can see an enemy. This should compatible with mod-added traps, so long as it is installed after them. There are two subcomponents:

  • No restrictions
  • Traps may only be set in enemy range if the user is invisible