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Brandock the Mage NPC for BGT, BGII, BG:EE(SoD), BGII:EE, and EET

A Kerzenburgforum Modification
Author: jastey
Portrait Artist: Acifer
German Soundset: Reader of the Runes
English Soundset: BignatiousMacIntosh
Languages: English, German
Platform: Windows, macOS, Linux

Brandock the Mage is an NPC Mod for the whole Baldur's Gate Series. It is natively compatible with BG:EE, SoD, BGII, BGT, BGII:EE, EET. No Tutu.
Please note: So far, the mod officially contains no official BGII content, but Brandock can be met and join the group in BGII, reacts to the mage stronghold and sphere quest, and has an epilogue, but apart from that content for BGII is not done yet.

Content

  1. Installation
  2. Compatibility with other mods and Install Order
  3. Description
  4. Known Issues
  5. Credits
  6. Tools Used
  7. Copyright
  8. Version History

Installation

NOTE: If you've previously installed the mod, remove it before extracting a new version. To do this, uninstall all previously installed components and delete the mod folder and executables.
Make sure the game is not running while installing the mod.
When installing or uninstalling, do not close the DOS window by clicking on the X button! Instead, press the Enter key when instructed to do so.

Notes to modding EE games

If you use SoD from GOG or Steam, you need to prepare your game with DLC Merger or modmerge before installing any mods:
argent77's DLC Merger
modmerge(if in doubt, use the DLC Merger instead)
For Enhanced Edition it is important that you istall 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.
The EE games 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 as even after reinstalling the mods, you might not be able to continue with your old savegames.

Windows

Extract the contents of the mod archive to your game's main directory (BG:EE/SOD/BG2/BGT/BGII:EE/EET which contains the CHITIN.KEY file). On successful extraction, there should be an c#brandock folder and a setup-c#brandock.exe file in your game folder. To install, simply double-click setup-c#brandock.exe and follow the instructions on screen.
Run setup-c#brandock.exe in your game folder to reinstall, uninstall or otherwise change components.

macOS

Extract the mod archive, then copy the contents of the folder into your game folder (BG:EE/SOD/BG2/BGT/BGII:EE/EET which contains the CHITIN.KEY file). If properly extracted, you should have a "c#brandock" folder, setup-c#brandock, and setup-c#brandock.command in your game folder. To install, simply double-click setup-c#brandock.command and follow the instructions on screen.
Run setup-c#brandock.command in your game folder to reinstall, uninstall or otherwise change components.

Linux

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 https://github.com/WeiDUorg/weidu/releases and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal and cd to your BG2 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. If you're unsure, running tolower and choosing both options is the safe bet.
Run WeInstall c#brandock in your game folder to install the mod. Then run wine BGMain.exe and start playing.

Compatibility with other mods and Install Order

Brandock the Mage was implemented with WeiDU with highest priority to compatibility with other mods.
The mod is compatible with Imoen 4 Ever.
The mod is compatible with Endless BG1.
As an NPC mod, this mod should be installed after quest mods and before tweak mods. There is crossmod content included in the mod which should show if the install order suggestions are being followed.
To see most cross mod content, install the mod in the following order (other mods listed in alphabetical order!):
(at least the Crossmod component:) AFTER: Ajantis BG1 Expansion, Alternatives, Ascalon's Breagar, Ascalon's Questpack, Balduran's Seatower, BGQE, BG1NPC, BG1RE, Black Hearts, Brage's Redemption, EndlessBG1, EET, Finch NPC, Framed, Gavin BG1, Imoen4Ever, NPC Strongholds, NTotSC, Sir Ajantis for BGII, Solaufein's Rescue, The Boareskyr Bridge Scene, The Calling, The Lure of Sirine's Call, Transitions.
(main Brandock component:) BEFORE: Grey the Dog, EET_End.
Crossmod with aTweaks "Allow Mages to scribe memorized spells onto scrolls": for aTweaks component "Allow Mages to scribe memorized spells onto scrolls" there is an own compatibility component in the Brandock mod with two options. Install this after aTweaks. Both options will integrate the aTweaks option into Brandock's original scroll scribing ablity. This means the following: 1. Brandock will only gain the overall ability to scribe scrolls like in his original quest, i.e. not necessarily at level 9, and 2. He will only be able to start writing scrolls once per day. He can write all memorized spells onto scrolls per session, but the actual ability will only reset after the next rest. Refer to the descriptions of the components to see the details of the two options.
Please note: For Brandock to react to game events in SoD accordingly, the main component (Tracking System, 2nd component) of "Road to Discovery" needs to be installed.

Description

General Info

Brandock is a mage NPC for Baldur's Gate. He is curious, friendly and helpful, but it will take a little time until he opens up and tells the PC where he originates from, for reasons he will readily explain once he is ready to.
The mod contains of 6 components:
Component 1 is the main component that will insert Brandock into the game. All other components are dependent on this one but optional.
The second component contains all crossmod content and should be installed as late as possible.
The third component gives a choice of 3 alternate portraits by Acifer. See below to have a look at the portraits.
The 4th component is for SoD and EET and transfers the "SoD style banter" to "dialogue style banter" like they are common for BGII. Without this component, Brandock's banter in SoD will be in SoD style with floating texts above the NPCs' heads.
The 5th component integrates the ability to scribe scrolls from aTweaks' component "Allow Mages to scribe memorized spells onto scrolls" into Brandock's own scribe scroll ability. There is two options: Option 1 just adds the aTweaks possibility to write all memorized spells onto scolls but leaves the original fixed spells list for the normal scroll scribing. Option 2 not only adds the possibility to write all memorized spells onto scrolls but also replaces the fixed spell list with what Brandock actually has in his spellbook. This only works properly for the EE games because there is no check for "spells inside the spell book" in the classic engine, so for original BG2/BGT this option replaces the list with what Brandock has memorized which might be a bit meager, so I do not recommend this option for original BG2/BGT.
The 6th component replaces the (long) cutscene in Thalantyr's abode with a short version. Note that both cutscene versions are skippable for the EE games.
Please note: For Brandock to react to game events in SoD accordingly, the main component (Tracking System, 2nd component) of "Road to Discovery" needs to be installed.

Where to meet in Game

In BG1 Brandock will wait at the Coast Way in the north. He needs help to fight an Ogre who is camping in front of a cave where Brandock needs to go in and retrieve some of his possessions. The Ogre can also be killed without Brandock in party but he will only recognize it after joining. The Ogre is the one that has Unshey's girdle.
In SoD, Brandock will be in front of the Ducal Palace, waiting in the crowd.
In BGII he can be found in a small house right in the north west besides the sphere in the slums.

Content

Brandock comes with friendship talks, own quests, and banters with some NPCs, and player initiated dialogues. The latter offers the possibility to ask Brandock a lot of questions to topics he mentioned or events in game. While travelling with Brandock, the PC learns about why he is at the Sword Coast and where he is from - both deeply connected to well known locations of the BG games but I do not want to spoiler too much. Brandock talks a lot, and there will be several topics along the game's story that will keep his thoughts - and mouth - busy.

Brandock's Stats and Portrait

When first met in BG1, he will be a second level mage with the spells Armor, Burning Hands, Charm Person, Protection from Petrification, Identify, Magic Missile, Chromatic Orb, Resist Fear, Mirror Image, and Sleep in his spell book.
When starting a new SoD or BGII game, he receives correspondingly more experience points and has more spells in his spellbook. Also his equipment (cloak, staff, sling) is more powerful when starting in SoD or BGII.
Brandock will level up upon first joining in BG1, SoD, SoA, and ToB when the PC's HP are higher than his. Also every time Brandock's XP are lower than the PC's when rejoining the group after being 7th Party Member.

Brandock's alignment is Chaotic Good.

His stats are the following:
Brandock starts with an increased Lore base score of 10 due to story reasons.
For the English version, Brandock's soundset was spoken by BignatiousMacIntosh.

Brandock's portraits were generously created and provided by Acifer. There are four portraits to chose from in an optional component:


Insecure (Default portrait) ----- Friendly (Alternate 1) ----- Mischevious (Alternate 2) ----- Juvenile (Alternate 3)

Walkthrough / Spoilers

Finding Brandock's possessions will start a cycle of dialogues and after that his quest. Retrieving his possessions as early as possible will make sure the quest will start before going to Candlekeep, which gives more content.

Having Brandock in party when bringing Melicamp to Thalantyr will trigger an event which will remove Brandock from the party until Melicamp is restored. This event is interesting for Brandock's personal development, but the mod can also played without it. The event can be prevented by forbitting Brandock to help Melicamp with a spell.

Brandock is very interested in magic books and wisdom. He will ask for time to study magic books and go through many of the libraries found in game. If granted, this will give him a bonus to his lore score until he is too experienced (in BGII).

7th Party Member Mode

If you need the party slot for someone else, Brandock can be kicked out of the party and told to "stay close", then he will follow as a "familiar" or, as I call it "7th party member". If in 7th party member mode he needs to join the group from time to time to level up. In 7th party member mode Brandock can be selected and given commands, as well as told to use quick slot items. All his dialogues, banters, and interjections will trigger as normal.
To rejoin the group, talk to him and tell him you need "access to (his) inventory", and he will rejoin as a full party member. If you time this accordingly, the moment he is in group before any other kicked out NPC reaches the PC for his post-kickout dialogue is sufficient to let Brandock level up and rearrange his spells and items, without having to finally kick out any other party NPC to achieve this. (Unless those just leave without a follow-up dialogue, of course.)
He cannot die while following as a 7th party member, but will remain at 1 HP. If Brandock's HP fall to 1 HP during a fight, he will pass out. Healing him then will not change this. He will change to "neutral blue" so enemies stop attacking him. Once the fight is over, he will regain consciousness, be healed fully, and rejoin the party as a "familiar" as before. The full healing might be seen as a cheat, but it's one way to fix the engine behavior (not to call it bug) with Brandock dying upon rejoining if his HP are too low.
The 1 HP drop out can be prevented if Brandock is healed in time during a fight. If told to he will give a warning before his HP drop too low, but this seems to be buggy in BGT.

NOTE TO PLAYERS:
Unfortunately, the "7th party member mode" in the game requires special handling to accommodate all restrictions: (The hints are a mix of the existing engine restrictions and the workarounds I used).
-The NPC has no "Clear Fog of War" around him in the 7th GM. So he can "disappear" in the "black" area of the map. Unfortunately, this can lead to Brandock no longer be included in the "gather all party" button although he is still green circled and will return properly with the group as soon as he is seen by a full party member again. This is especially annoying if he loses sight of full party members because the AI wanted him to walk to whatever destination on a different path, and he needs to be searched for by walking the map until he can be seen again. This seems to be especially a problem if several "7th party members" follow, and with the old game engine.
-Items in the NPC's inventory are *not* recognized as items owned by the group. This is an engine problem. It follows that quest items that are needed in the game should not be in the NPC's inventory if they are to be recognized by the quest giver. Examples: Elvenhair's book, Ankheg shell for Taerom, etc.
-Quest items tagged as "critical" will be moved to the PC's inventory when moving to the 7th PMM. This may cause items from the PC's inventory to end up on the floor. This is an engine problem. As a result, you should always check after switching the NPC to the 7th PMM to see if items have landed on the floor!
-When new items are given to one of my NPCs in 7th PMM in a quest specifically for this NPC, they always appear in the inventory of the group or PC, even if the NPC is supposed to receive them. This is an engine problem. Even if I scripted it so that the items would end up in the NPC's inventory after the encounter, they would still be handled via the PC's inventory. And thus, items from the inventory may have ended up on the floor.
-For my NPCs, I have tried to have their own quest items (even if they are original in-game items, as long as they are necessary for my NPC's quest) recognized in the NPC's inventory as well. This works with the following restrictions:
-- All items in question are handled through the PC's inventory before they are either given to or received from a quest giver. This means that other items may have ended up on the floor.
-- If the item was in a bottomless bag (this includes all kind of bags, gem bags, bags for bottles etcpp.), then the item will not be removed in a dialogue with the quest giver. It is still in the bottomless bag afterwards and can cause problems if the scripting of the quest does not consider this (and assumes that the item should be gone).
-- 2. Problem with items in bottomless bags: If the item was in a bottomless bag, then the game crashes for unknown reasons if the NPC is to be taken afterwards into the group as a full member. This "crash bug" can be worked around by saving the game and reloading it.

Known Issues


Short summary of things to keep in mind while playing in 7th party member mode:
-After each quest event and after moving to the 7th PMM, check whether the PC has lost items from the inventory that should be picked back up from the floor.
-Save before adding a 7th PM back to the group. If the game then crashes, reload the save game. This should prevent the crash from occurring.
-It is necessary and also recommended to have non-critical quest items not in the inventory of the 7th GM but in that of the normal party members.
-Take quest items out of bottomless bags in the 7th PM's inventory before approaching the appropriate quest givers, or at least save the game to prevent the "crash bug" before taking the NPC back as a full PM.
-In some game cutscenes, Brandock might be visible at places where he shouldn't be as 7th party member. This can only be prevented by explicitely considering Brandock in the relevant scripts. Some will be covered in later versions.
-Items in Brandock's inventory will not be recognized by quest givers. Exception is some custom mod items for which I specifically scripted in that they are being noticed.
-Brandock has no clear fog of war effect. (The reason is that the engines cannot handle more than 8 creatures with CFoW - and that includes the 6 party members and cutscene spies.) So when following as 7th party member, he might "vanish" behind the line of sight and stop walking. He will then no longer come to a meeting point but needs to be back in visual range of a party member to be activated again.

Credits

Acifer: Portraits, ideas, D&D knowledge, alpha testing. Thank you for giving Brandock a face (several, actually) with the wonderful portraits!
berelinde: Ideas
BignatiousMacIntosh: English Soundset. Thank you for giving Brandock a voice!
Brokenkatana: Proof reading (English).
Caedwyr: Proof reading and editing suggestions (English).
Gerri: German version of Valerie crossmod.
Lava: Area artist (Thalantyr's private quarters).
Lumorus: Testing.
maus: Testing.
Morywen: Ideas, Testing.
Reader of the Runes: German Soundset. Thank you for giving Brandock a voice!

Thanks to BioWare, Black Isle and Wizards of the Coast for Baldur's Gate 1, 2 and the Infinity Engine, and BeamDog for the revival of the games including the SoD campaign.
Thanks to Kerzenburgforum for hosting the mod and giving a place for exchange of ideas.
Thanks to all modders who developed and are maintaining the IE modding tools, without which this mod would not have been possible.
Thanks to all who play this mod or any of my mods, and also those of you who give feedback to help improving my mods. Modding would not be as much fun without you.
I totally mean this although I use this text modules in other readmes, too! :-)

Tools Used

Modding Communities, Tutorials, and technical Assistance

Further Links

Copyright

This mod is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. This mod is also not developed, supported, or endorsed by BioWare, Black Isle Studios, Interplay Entertainment Corp., Overhaul Games or Beamdog. All other trademarks and copyrights are property of their respective owners.

Version History

Version 1.5:
- Compatibility fix with cave of "Black Hearts" added.
- Brandock's comment about the ongoings in Candlekeep Catakombs should not interrupt his Halfogre quesz´t encounter.
- Brandock's comment on Ice Island should not skip a line.
- Streamlines the install order in the .ini. Added METADATA ~AFTER install order syntax to tp2. Updated info in readme regarding install order with other mods.
- (BGT) Corrected MOS for c#br02.are.
- Crossmod with Valerie removed.

Version 1.4:
- Brandock's comment on being arrested should fire not too early.

Version 1.3:
- Messenger from Elvenhair should come.
- Brandock's comment on being in prison should fire.
- Reduced Brandock's starting HPs to 10.
- More crossmod (Brandock reacts to libraries in mod areas from Breagar and Aajntis BGII).
- Brandock's remark about freeing the Nashkel Mines should not fire before mine is freed.
- Removed deprecated PID options.
- Removed empty sling proficiency effect from c#bran01.cre.
- Typo correction.

Version 1.2:
- Mod should not give install error on BG:EE/SoD for mod folder of Road to Discovery not being present.

Version 1.1:
- Fixed install error of crossmod with The Calling mod.

Version 1:
- SoD content finished.
- Work around for looping original area script in Gorion's Death Site area.
- More crossmod in BG1: Finch, The Calling.
- More reactions to dead enemy mages - BG1: Venkt; BGII: Deril, and more.
- Some more interjections and small reactions in BG1 (e.g. to Albert and Roofie).
- Fixed stutter in BG1 book rest dialogue.
- Fixed interjections into Imoen's dialogue in SoD palace (all lines should play, not only the first one).
- Cutscene in Thalantyr's abode is long versions again; but it is skippable for EE.
- Added new optional component to replace the (long) cutscene in Thalantyr's abode with the sort version; short version is also skippable for EE.
- Banter should not end abruptly when Brandock is in 7th party member mode.

Version Beta 16:
- New component "Make Cutscene in Thalantyr's Abode Short" added, including description in readme.
- Cutscene in main component is long again, and skippable for EE (in both versions).
- Added more reply options to the "book is finished" dialogue in ToB.
- Brandock's special ability "Scribe Spell Scrolls": some higher spells will not be available in BG1 even though Brandock reached appropriate spell level; for EE, he will only be able to write durable scrolls for spells he has in his spellbook; Fixed minor bugs in Brandock's restored book dialogue and handling; removed fade-to-black cutscene for normal scrolls.
- Brandock's restored book: he will offer at lower level to write pages; same spells should not be offered more than once; added available spells to journal entry; corrected description of book pages for EE.
- Added more trigger to some comments so Brandock will not say them upon joining late in game when he wasn't present when it happened.
- Invisible helper cre will only spawn if Brandock is in party (Gorion's death site, Nashkel Carnival).
- Fixed compatibility with aTweaks component "Allow Mages to scribe memorized spells onto scrolls": other mages should be able to write their spells onto scrolls.
- Compatibility with aTweaks component "Allow Mages to scribe memorized spells onto scrolls": rewritten the two options and added description to readme.
- SoD optimizations: changed how bdbanter.2da is created; all banter files of NPCs will be created if not present; updates and improvements with regard to my updated SoD NPC Tutorials.
- Updated install order syntax in the .ini.
- Typo corrections.

Version Beta 15:
- Fixed install error if EndlessBG1 is not installed.
- More SoD content, with checks for Road to Discovery mod.
- "Durable Scrolls" should have three charges and are no longer stackable.
- BGII: Brandock will only write pages of his book if the book is in inventory.
- BGII: After writing the first page, the empty book should no longer be in inventory.
- Typo corrections.

Version Beta 14:
- Custom Soundset for English version added, by BignatiousMacIntosh.
- 3 crossmod banter with Solaufein from Solaufein's Rescue mod added.
- Brandock will not use the name "Spellhold" without explaining what it stands for. PC cannot ask him about Spellhold unless the name was mentioned before.
- Added PID option to ask Brandock about the restored book.
- Brandock should not mention a messenger towards Elvenhair if none came.
- Compatibility with the 5E casting mod and the TnB multiclass sorcerers and the FnP multiclass shamans: Increase of PC's FATIGUE for detection of scripted resting will happen after 15s timer and only if it wasn't increased by another mod already.
- More reactions to defeated enemy mages in SoD.
- Added compatibility to Imoen4Ever for the existing BGII dialogues.
- Asking Brandock how he fared in BGII should not lead to a stutter bug.
- Rewritten Book of Infinite Spells should recharge after rest.
- Muted Brandock's line when he gives a written spell scroll.
- Adjusted check for EndlessBG1 so crossmod doesn't get installed for only Transitions mod, too.
- Spell "sleep" should be at correct spell level 1 in Brandock's spell book
- Brandock the half ogre will fight with a bastard sword and be hasted. Talk button in half ogre form no langer disabled.
- Updated Readme.

Version Beta 13:
- Brandock should learn his ability to scribe scolls.
- Brandock's special abilities should have descriptions.
- Brandock's special ability "Shapeshift: Half-Ogre" should be usable in all instances (wild magic zone etc.).
- Reworked Brandock's scribe scroll ability (the according dialogue and scripts). Unified for BG1 and BGII, fixed bugs, increased costs for scrolls.
-New component: Crossmod with aTweaks "Allow Mages to scribe memorized spells onto scrolls"
- PID option about Elvenhair after Candlekeep should not be available if book restoration quest is already active.
- Elvenhair should initiate dialogue if clicking on his table in all relevant cases.
- More interjections in Korlasz Tomb.
- Minor internal restructuring with regard to how Korlasz Tomb is handled.
- Improved compatibility and crossmod with EndlessBG1 and Transitions mod.

Version Beta 12:
- Brandock will say a goodbye line upon original transition to SoD (interjection into Imoens dialogue)).
- Added crossmod with EndlessBG1 (Brandock will say a goodbye line upon leaving).
- Fixed crossmod with Transitions (update to Transitions v1.1 plus fix: Brandock will not say the BGII goodbye line upon SoD transition).
- Updated crossmod with Framed: Brandock will now also talk about going to Candlekeep if he saw the monastery before receiving the work order.
- Added short "space timer" so Brandock doesn't fire several dialogues in a row in case he joins the group late(r).
- Changed Brandock's level-up system: He will only level up to the PC's level if: he joins the first time for BG1/SoD/BGII OR he joins after being a 7th party member. No more automatic level-up although he is in party or was separated for a while.

Version Beta 11:
- German version (BG1) completed.
- BG1 content completed. Only thing missing is more crossmod.
- Crossmod is now separate component.
- "Brandock scribes his first scroll" quest fixed.
- "Brandock Restores his Book" quest revised.
- Added more instances to "Lore Path".
- Fixed BG1 "go to Beregost" kickout option.
- Fixed comment on flooded mines: should not be doubled if Breagar is in party.
- Corrected "BrandockSpawn" variable in SoD.
- Typo corrections.
- Brandock should only comment on Jardak and/or Drelik's deaths if they indeed died.
- Brandock should only comment on Delorna + Ithmeera + Helshara being dead if they indeed died.
- Dialogue about schlumsha the sewer slime king should trigger correctly.
- Added one more line to Brandock's dialogue after shape shifting in Candlekeep.
- Brandock's book case should not vanish in Irenicus' Dungeon.
- Cutscene at Thalantyr's shortened.
- The area for Cutscene at Thalantyr's should be empty afterwards.
- Brandock should not read Sunin's spell book twice / find a spell book with Joular.
- Crossmod interjection to bg1ub's "Mysterious vial" quest should be at the right state of Thalantyr's dialogue.
- Crossmod with BG1NPC (Imoen's tome) should not stutter.
- Crossmod with BST: finding spellbook of dead mage should lead to lore increase.
- Crossmod with Breagar should not skip 1,5 banter.
- Reworked Brandock's reaction to Cadlekeep to make it better compatible with Framed Mod.
- Added some Crossmod with Framed Mod.
- Brandock's book case now takes Miscellaneous items, too, to allow for quest books.
- Wrong "Slow Poison" spell removed from Brandock's spell book for new SoD or BGII game.
- Added missing InParty checks to trigger script blocks.
- Updated credits section.
- Changed instances of "OSX" to "macOS".
- Added globally unique LABELs to support Project Infinity.
- Added more notes about playing in 7th party member mode to readme.

Version Beta 10:
- Fixed stutter for book restore quest.
- Edited c#brandock.ini to shorten mod package name.
- Corrected "ring" to "spellbook" in SoA meeting dialogue.
- Thalantyr should say his line in crossmod with A. Questpack "Of Wolves and Men".
- Added !See([ENEMY]) to lorepath script blocks.

Version Beta 9:
- Fixed stutter for journal entry after first lore increase.

Version Beta 8:
- Fixed crossmod install errors for BG1NPC and ntotsc crossmod.

Version Beta 7:
- Dialogue about being infected with lycantrophy should not stutter.
- Dialogue about inside Durlag's Tower should not loop.
- 3 more banters with Xan added (BG1).
- more interjections added (BG1).
- Imoen's DV should be applied correctly in BG1NPC crossmod script.
- More Imoen BG1NPC crossmod.
- 7th party member mode should be removed correctly if Brandock changes from it to full member (or is kicked out instead).
- SoD: interjection into Ammon's dialogue should be to the right state.
- SoD: Brandock should not die instead of Ophyllis.
- SoD: added more randomness to when Brandock is chosen in Thrix' game.
- uses same area for Thalantyr's private quarters like bg1re and SotSC, from Lava.
- crossmod added: more crossmod banters with Brage NPC; more banter with Breagar; bg1re (Necromancer's Trouble, Dinner with Thalantyr); Ascalon's Questpack (The Great Karlini, From Wolves and Men); Balduran's Seatower; Solaufein's Rescue; Imoen4Ever; Lure Of Sirine's Call; Shades of the Sword Coast; SoA; Transitions).
- Structure of folders changed: mod uses "autotra" folder for text conversion so the original files stay unchanged.
- Quests finished: "lorepath", "half-ogre shapeshifting" (BG1+SoD), "scroll scribing".
- SoD: new optional component changes SoD banter to "Dialogue style".
- BGII: changed Ebrel's ring to his spell book. Added possibility to arrange for his funeral in the Temple of Helm.

Version Beta 6:
- journal entry for Brandock's restore book path should work as intended.
- book restore path: Brandock should not think that all ingredients are present if they are not.
- mapnote to Elvenhair only for BGT (EE adds an own one)
- dialog after death of Mutamin should not lead to stutter
- Brandock should not start banter before switching into 7th party member mode is done.
- Brandock should not start dialogue about Brage if Brandock-Brage banter happened.
- Thalantyr should start dialogue to help Brandock after Melicamp is restored.
- fix stutter bug in BGII
- proof readings by Caedwyr integrated.
- Slow Poison corrected to necromancy spell instead of innate.
- Thalantyr should start spell to help Brandock after the half-ogre incident also if Brandock was 7th party member when it happened.

Version Beta 5:
- BG1NPC crossmod (Imoen's tome) should install correctly.

Version Beta 4:
- (German version) Note about Brandock's Lore increase should not be in English.
- (English version) Integrated proof readings by Brokenkatana.
- Crossmod with Valerie mod added. Not approved yet by Tempest. Will be changed or removed if requested.
- (Crossmod compatibility) Brandock should not complain that no one cares about the attack in Beregost inn if Moidre from Glam's pack is near.
- crossmod with bg1npc (Imoen's tome) should be installed.
- Brandock should not refer to Bentha being killed if she survived (Nashkel Carnival).
- Revised Brandock's reactions if his book is not in inventory.
- Brandock's book(s) and bookcase are no longer tagged as critical items (Brandock's books should not always land in HC's inventory if Brandock changes into 7th member mode).
- C#5MINHP.spl should not be applied to party.
- Change into 7th party member mode and back should not be interrupted.
- Brandock's lore should be increased after reading spell components to create a Halruaan skyship.
- Brandock's lore should only increase once after the Niemain encounter.
- More interjections and lore increases added.
- Dialoge after Sarevok's death added (for BGT or if game remains in BG1 due to other mod).
- More crossmod added: Gavin BG1, Breagar BG1

Version Beta 3:
- Thalantyr should not try to initiate Brandock's Quest after Melicamp is rescued if Brandock-Melicamp interaction did not happen beforehand.

Version Beta 2:
-install will not fail if Alternatives in installed
-Brandock will not comment on Tranzig before he was met in Chapter 3

Version Beta 1:
- First public release with BG1 content.