FixPack 1 for Baldur's Gate 1 -- Easy TUTU
JAN/01/2007
===========

CONTENTS
========
1) ABOUT
2) (UN)INSTALL
3) BALDUR'S GATE 1 FIXES
4) EASY TUTU FIXES
5) RELEASE NOTES
6) CONTACT INFORMATION

ABOUT
=====
  With a desire to have a WeiDU version of Baldurdash, I set about creating patches for those specific fixes.  This is a fully working version of that attempt for Baldur's Gate 1 WITHOUT Tales of the Sword Coast.  Tales of the Sword Coast is fixed in a limited fashion.  I hope to have that changed in the near future.
  During the process, I learned about a few differences between NON-TOTSC and TOTSC versions.  I also ran across one new bug that was not addressed in Baldurdash or Dudleyville fixes.  These are now fixed with this mod.
  One of the new fixes was not corrected in the installation of Easy TUTU (DEC/23/2006).  There is included support for Easy TUTU concerning that component.
  Due to WeiDU limitations, installation is an all or nothing process for your initial subcomponent selection.

Initial Options presented to the user are:
1)	Original BG1 without TOTSC
2)	Original BG1 with TOTSC
3)	Easy TUTU with TOTSC as of DEC/23/2006
4)	Easy TUTU without TOTSC as of DEC/23/2006

Each subcomponent will install only those components compatible and necessary for that version of the game.

(UN)INSTALL
===========
  To Install: 
Unzip the archive into the main folder of the game of your choice. 
Run the file:  Setup-ABFixPack1.EXE
Choose your options and let it run.
  To Uninstall: 
Run the file:  Setup-ABFixPack1.EXE
Choose uninstall where necessary and let it run.
If desired delete:
  File: Setup-ABFixPack1.EXE
  File: Setup-ABFixPack1.DEBUG
  Directory: ABFixPack1

BALDUR'S GATE 1 FIXES
=====================
  NEW FIXES
-----------
1) Nobleman with Golden Pantaloons
  A PC with charisma 18 or higher would be asked to wait for a tip upon agreeing to "clean" the golden pantaloons.  No tip was ever given.  Dialog file contained the script action to give gold, but the creature file did not have any gold.  This fix gives gold to the creature file.

2) Friendly Arm Inn area AR2300 -- NON-TOTSC SPECIFIC
  In the final Bioware patch of BG1 without TOTSC the hidden container with the ring of wizardy was some how left out.  This fix restores the container to that area.

BALDURDASH FIXES
----------------
1) Ordulinian Quest Reward Fix
  ORIGINAL B-DASH DESCRIPTION
  "File ORDULI.DLG; an edited version of the dialog definition for the character
Ordulinian, a priest found in the Sorcerous Sundries shop in Baldur's Gate.
It resolves a bug which causes his quest reward of a cloak to not be given.
He is supposed to reward the player with a Cloak Of Non-Detection, but the
dialog command to cause this to happen fails to take into account that he
doesn't have the cloak with him; it must be created. He now gives the
intended reward.

Thanks to Dan Simpson (of FAQ fame) for pointing this out!"

  Fixed by way of patch to the creature file instead.  The priest will actually have the reward on their person to present to you upon completion of the quest.

------------------------------------------------------------------------
2) Arrows Of Biting Damage Fix
  ORIGINAL B-DASH DESCRIPTION
  "Files AROW05.ITM, AROW12.ITM and AROW14.ITM; edited versions of the item
definition files for the Arrow Of Biting poisoned arrows. They resolve the
bug whereby these arrows give a strength bonus to damage, like a thrown
weapon would. Arrows are not supposed to give such a bonus (any damage
bonus is provided by the bow and the archer's proficiency.)"

  Files are now patched to remove the incorrect flag.
-------------------------------------------------------------------------
3) Jalanta Mistmyr Pickpocket Exploit Fix
  ORIGINAL B-DASH DESCRIPTION
  "File JALANT.CRE; an edited version of the creature definition file for
Jalantha Mistmyr, priestess of Umberlee. It resolves the exploit of being
able to pickpocket the "Child's Body" item from her, thereby completing the
Varci Roaringhorn quest without either killing her or paying her 2,000 gold
pieces."

  Patched item in creature file to be flagged "can't steal"
-------------------------------------------------------------------------
4) Ramazith Pickpocket Exploit Fix
  ORIGINAL B-DASH DESCRIPTION
  "File RAMAZI.CRE; an edited version of the creature definition file for
Ramazith, a mage of Baldur's Gate. It eliminates the exploit of being able
to pickpocket his Ring Of Protection +2 from him, and then obtain another
which he drops when he is slain at the top of his tower."

  Patched item in creature file to be flagged "can't steal"
-------------------------------------------------------------------------
5) Bandit Scalp Pickpocket Exploit Fixes
  ORIGINAL B-DASH DESCRIPTION
  ".CRE files ARGHAI, BANDCAP, BANDCR, BANDIC, BANDIT, BANDIT2, BANDIT3,
BANDITA, BANDITC, BANDITCY, BILLY, CANTO, DRIBBE, HOBGOBC, JEMBY, KNOTT,
NEVILL, RAEMON, REPMAN, TEYNGA, THUG and ZAKAR; edited versions of the
creature definition files for bandit characters. They resolve the somewhat
minor exploit and humourous oversight of being able to pickpocket all these
bandits for their scalps (item can be sold for 50 gp to certain characters
as bounty.)"

  Using REGEXP patched items in creature files to be flagged "can't steal"
-------------------------------------------------------------------------
6) Alignment By Class Table Fix
  ORIGINAL B-DASH DESCRIPTION
  "File ALIGNMNT.2DA; an edited version of the definition table of alignment
by class. It resolves a bug whereby multiclass thieves were not permitted
to be of any Lawful alignments, rather than being restricted only from
Lawful Good, as single-class thieves are. This bug was carried over into
Baldur's Gate 2: Shadows Of Amn as well."

-------------------------------------------------------------------------
7) Gauntlets Of Ogre Power Usage Fix
  ORIGINAL B-DASH DESCRIPTION
  "File BRAC06.ITM; an edited version of the item definition file for the
Gauntlets of Ogre Power. It resolves the bug of Bards being unable to use
this item. They are not restricted from it in the description, and it was
confirmed by Senior Designer David Gaider that they should be allowed to,
as this bug carried over into Baldur's Gate 2: Shadows Of Amn."

  Patched item file to include bards in the usability list
-------------------------------------------------------------------------
8) Killing Marl After Calming Him Down Exploit Fix
  ORIGINAL B-DASH DESCRIPTION
  "File MARL.DLG; an edited version of the dialog definition file for the
character Marl, found in Feldepost's Inn in Beregost. It resolves an
oversight leading to an exploit with this character. Marl doesn't like
adventurers and explains why, so the player can either fight him for 650XP,
or talk sense to him and calm him down for 900XP. However, once he was
calmed down and harmless, the player could then kill him for 650XP but
with no loss of reputation or other consequences though he had then become
a neutral innocent. The appropriate loss of reputation and possible
consequences now occur if this is done."
-------------------------------------------------------------------------
9) Three Old Kegs Noblewoman Charm Exploit Fix
  ORIGINAL B-DASH DESCRIPTION
  "File NOBW8.DLG; an edited version of the dialog definition file for the
unnamed noblewoman on the top floor of the Three Old Kegs Inn in the city
of Baldur's Gate. It resolves a bug with her dialog that led to an exploit
whereby she could be charmed and repeatedly talked to, and she would give
a gem and 500 gold pieces to the talker every time. This was a definite bug
as the Global instead of SetGlobal command was being used as an Action to
change a variable; it was not an oversight of failing to anticipate the
exploit."
-------------------------------------------------------------------------
1) Magic Missile Damage Fix
  ORIGINAL B-DASH DESCRIPTION
  "Files SPWI003.SPL and SPWI112.SPL; edited versions of the spell definition
files for the 1st level wizard spell Magic Missile. They resolve a bug with
the amount of damage done by the Magic Missiles. This may have been a
limitation of the early BG Infinity engine that spell effect damage could
only be of xDy, not xDy + z modifier form, and the spells were created first
as the Wand Of Magic Missiles does the correct 1D4 + 1 damage.

Note: The previous FixPack changed the Wand Of Magic Missiles' damage to
match the (incorrect) damage of the other Magic Missile spells, but as 1D4+1
is the correct amount, the Wand Of Magic Missiles file will be removed if it
is found as these changes now finally correct all instances of Magic Missile
in the game."

  Personally, I don't agree with this fix, but since Baldurdash has become a standard and almost required fixpack for all modders I decided to include it.  Patched the spell files to have the same settings as B-dash originals.
-------------------------------------------------------------------------
2) Aldeth Sashenstar Betrayal Fix
  ORIGINAL B-DASH DESCRIPTION
  "Files ALDETH.DLG, AR0128.BCS, AR1100.BCS, FLAMAL.BCS and FLAMAL.CRE; edited
(and newly created) dialog definition file for Aldeth Sashenstar, area
control script for AR0128 (Merchant League 2nd floor) and AR1100 (Baldur's
Gate SW,) and newly created creature definition and creature control scripts
for a specific Flaming Fist Enforcer. They complete a neglected (possibly
forgotten) element of the Aldeth Sashenstar story: he will betray the player
if he is spoken to in Chapter 7. The reasoning behind the conclusion that
this may have been forgotten about during development is that the creature
file for the Flaming Fist he summons was never created, nor did his dialog
scripting attempt to summon it, so if he happened to be spoken to in
Chapter 7, he would betray the player to Biff The Understudy. This would
also occur if he hadn't been talked to since Cloakwood until Chapter 7.
This is only supposed to occur after saving the Consortium, which is not
an option in Chapter 7. Now, if the Consortium hasn't been saved by Chapter 7,
he will no longer be found in front of it, nor will he be found in the
Consortium after the Dukes have been saved, and the betrayal event will be
completed properly should it be encountered.

  New scripts and creature files are copied over.  Other modifications made by way of patching.
-------------------------------------------------------------------------
3) Albert Doesn't Give The Reward For Rufie Fix -- NOT INCLUDED.  UNFINISHED BUISNESS FIXES THIS.
  ORIGINAL B-DASH DESCRIPTION
  "File ALBERT.DLG; an edited version of the dialog definition file for Albert,
the "boy" met near Nashkel who wants his lost "puppy" named Rufie found. It
corrects an omission where Albert, on leaving, says that he is giving another
"chew toy" to the player, but gives nothing. He will now give an appropriate
"chew toy" that Rufie might have removed from someone in the area. :^)"

-------------------------------------------------------------------------

4) Gorpel Hind's Multiple Maulers Of The Undermountain Fix
  ORIGINAL B-DASH DESCRIPTION
  "Files AR0116.ARE, AR0116.BCS and GORPEL.DLG; edited versions of area
definition file and area control script for AR0116 (the Helm And Cloak Inn
in Baldur's Gate; AR0116.BCS did not exist previously) and the dialog
definition file for Gorpel Hind, the leader of the Merry Fools adventurers
found there. They resolve the bug whereby speaking to Gorpel Hind repeatedly
causes the Maulers Of The Undermountain, an adventuring group that will
attack the player and party, to appear as many times as Gorpel Hind is
talked to. They will now only appear once."

  Gorpel.dlg had a broken trigger.  Repairing the trigger should fix the problem.  Other files should not be needed.
-------------------------------------------------------------------------
5) Oublek Emerald Bounty Exploit Fix
  ORIGINAL B-DASH DESCRIPTION
  "File OUBLEK.DLG; an edited version of the dialog definition file for Oublek,
the bounty bureaucrat of Nashkel. It resolves a minor exploit with the return
of the emeralds stolen by Prism for their bounty. If they were returned one
at a time, he would pay the bounty twice."

  Changes dialog triggers to check for two emeralds before taking two emeralds, should solve exploit.
-------------------------------------------------------------------------
6) Taerom Fuirium Ankheg Shell Exploit
  ORIGINAL B-DASH DESCRIPTION
  "File TAEROM.DLG; an edited version of the dialog definition file for Taerom
 "Thunderhammer" Fuirium, the blacksmith of Beregost. It resolves a bug
leading to an exploit whereby the player could sell Ankheg shells to him
multiple times. The player is only supposed to be able to choose once
between selling all shells for 500 gold, or making a shell into Ankheg
Plate Mail +2 for 4,000 gold. This was definitely a bug, as the embedded
script command to turn off the ability to sell shells to him again was
present, but was not being accessed due to an incorrect command length
reference."

  Fixed a dialog action error, takes all shells when choosing to make armor.
-------------------------------------------------------------------------
7) Ulgoth's Beard Residents Hostile When Cult Attacks Fix
  ORIGINAL B-DASH DESCRIPTION
  "File CULT3.CRE; an edited version of the creature definition file for the
cult wizard who appears when the player arrives in Ulgoth's Beard with the
Soultaker dagger. It resolves the bug where some of the innocent residents
of Ulgoth's Beard would go hostile when this character was attacked, though
he is an enemy and is clearly threatening the player. The cause was a
leftover AI reference only for use by innocents."

  TOTSC SPECIFIC Files copied over
-------------------------------------------------------------------------
8) Bone Wardstone Doesn't Disable Trap Machine Fix
  ORIGINAL B-DASH DESCRIPTION
  "File TRAPDIS.BCS; an edited version of the control script for the Rune
Carpet machine in Durlag's Tower. It resolves the problem with being unable
to disable the device even though the player is in possession of the Bone
Wardstone "key" for it. The cause was a different range requirement when
disabling the machine than when merely looking at it, which made it appear
if the player was too far away that it was broken."

  TOTSC SPECIFIC Files copied over
-------------------------------------------------------------------------
9) Game Crash In Tremain Belde'ar Dialog Fix
  ORIGINAL B-DASH DESCRIPTION
  "File TREMAI.DLG; an edited version of the dialog definition file for the
character Tremain Belde'ar, a Tymoran priest. It resolves a dialog
definition file corruption that would crash the game if the second, then
first responses were chosen in the first dialog with him at his home after
being brought there by Varci Roaringhorn."

  Corrected broken portion of dialog file.
-------------------------------------------------------------------------
10) Thief Scimitar Use Fix
  ORIGINAL B-DASH DESCRIPTION
  "Files SW1H20.ITM, SW1H22.ITM and SW1H23.ITM; edited versions of the item
definition files for the Scimitar, Scimitar +1 and Scimitar +2 (Rashad's
Talon) items. They resolve the inconsistency, which may or may not have
been a bug, that thieves cannot use these weapons. I based the decision
that this was an inconsistency and to change this on the following:

1) The two most powerful scimitars in the game are Drizzt's. They are both
   usable by thieves, and it's too late to take this ability away given the
   number of players who kill Drizzt for his items. Both these Scimitars'
   restrictions and descriptions do not exclude thieves, so this appears
   deliberate.
2) Thieves have full access to Scimitars in Baldur's Gate 2. There is even
   a thief character named Habib who dual-wields them (and throws them at
   player characters.)
3) There is no specific restriction on thieves from Scimitars in either the
   AD&D 2nd Edition Player's Handbook, the Arms & Equipment Guide, nor the
   Complete Thief's Handbook. While the ability is not granted, nor is it
   restricted.
4) Scimitars are no heavier and do no more damage than long swords, which
   thieves can use.
5) The speed factor of scimitars is lower than that of long swords, which
   would make them more appropriate thieves' weapons; minimal speed factor
   means a faster backstab (or in this case 'backslash.') And although
   scimitars are not thrusting weapons, neither are clubs, which thieves
   can also backstab (or 'backwhack') with.

As well, this is not an "unbalancing" decision. Scimitars are rare in
Baldur's Gate; there are few of them. Other than Drizzt's (which thieves
could already use,) there is only one +2 scimitar and it's in the TOSC
expansion. There are one or two +1's. So, Drizzt's scimitars are still by
far the best in the game, and they were thief-friendly already."

  TOTSC SPECIFIC Files copied over
-------------------------------------------------------------------------
11) Game Crash When Entering Area AR0717 Fix -- UNFINISHED BUISNESS FIXES THIS
  ORIGINAL B-DASH DESCRIPTION
  "File AR0717.ARE; an edited version of the area definition file for AR0717,
an unnamed house just east of the city of Baldur's Gate carnival, whose door
faces north and so cannot be seen. It resolves a game crash that would occur
when entering the house. This was caused by an undefined creature reference
that could not be found by the engine."
-------------------------------------------------------------------------

EASY TUTU FIXES
===============
  NEW FIXES
-----------
1) Nobleman with Golden Pantaloons
  A PC with charisma 18 or higher would be asked to wait for a tip upon agreeing to "clean" the golden pantaloons.  No tip was ever given.  Dialog file contained the script action to give gold, but the creature file did not have any gold.  This fix gives gold to the creature file.

RELEASE NOTES
=============
January 1, 2007 -- Initial Beta Testing Release.

CONTACT INFORMATION
===================
Questions, comments, suggestions should be sent to Andy B.
E-MAIL: plainolandyb@yahoo.com
SUBJECT:  ABFixPack1
