Horace - Skeletal NPC for BGII
by Seifer (Steven D Andrews)

Document Structure
Section One - What & Why
Section Two - The Mod itself
Section Three - FAQ
Section Four - Credits
Section Five - Legal Stuff
Section Six - History

Section I - What and Why?
This is a project that was initially used as a testing dummer for my Nocturnal Supremacy Mod
Horace is my first major contributon towards BGII modding. He is yet another NPC, this I wont deny.
What I have attempted to do with Horace is to add a character that will provide a diferent kind of stress relief
then the one Jan offers as well as dealing with some more serious issues. I'm sure that there will be many purists who
disagree with having a skeleton in the party. To them, the choice exists to not install it.
What I would advise though is that this mod is more about concept then novelty (although that does exist somewhat) but is
designed to add some enjoyment for an already enjoyable game.
He was originally being used as a practice product for the Mod Nocturnal Supremacy but as things wore along he seemed to
take a life all of his own. As the current climate is becoming saturated with custom NPC's, some of which break the
boudaries of the original game, some of which add more philosphy and so forth this will be my only sole NPC contribution.
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Section II - The Mod
Horace is to be found in the Trademeet Crypt at the start of the feuding familes quest. As a unique NPC he will have his own kit
to reflect this. Some of his levelling up abilities are designed to cater for the emotion he can instill in others. His HLA
is a an undead one mostly with some spells adapted from IWDII and others brand new.
This mod will also aim to provide a fitting aim for the fueding families quest by providing a better ending and a more amusing outcome,
Horace will also come with his own AI which can be used at any point in time.
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Section III - FAQ
Q. Why has Horace got a permanant/undroppable shield?
A. This is for animation reasons alone. It has been incorporated into the storyline to give it a more aesthetic feel as opposed
to using IE limits as a reason. It is possible to get rid of it later on IF you can find the manner of upgrades for him later on.

Q. Why are some of his HLA abilities limited to 5?
A. In the interests of game balance it was better to limit some of them such as BoneBlade and Curse of the Ancients. Too many of the same abilities led to a case of overkill.

Q. Why is Horace so limited in his weapon choices?
A. The BAM's (animation frames) used were never meant for NPC use hence some teething problems. I've alreasy advised of weapons that cannot be used. If you try using one and the game crashes, dont come along and whinge at me, you've been warned!
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Section IV - Credits
As always, there would be no mod without a good environment with which to foster and nurture ideas.
A - Tools
Mr Jon Olav Hauglid - Near Infinity
Mr Westley Weimer - Weidu tool
Mr Glenn Flansburg - Original BAM workshop
Mr Andy Bridges - BAM Workshop II
Mr Gustov Montessi - IEEP
Mr Theo de Moree - IETME
Bardez - Secondary tools for area editing

B - Technical help
Mr Jason Compton - General Weidu pointers **Big help**
Mr Rene Herioux (Japeth)- Specific pointers regarding kit installation via TP2
Moonfruit - For agreeing to come aboard and offer LOTS of assistance with the programming due to a lack of time on my part.
Mr Erik Manning (Icelus) - Allowing me to 'borrow' the TP2 coding for a HTML readme rather then the really, really ugly TXT file.

C - Plot, narrative and so forth.
Ama, Tsuru, Athena, Dashael, TC, Caetlyn, Mikka
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Section V - Legal Stuff

Horace is not developed, supported, or endorsed by BioWare or Interplay/Black Isle.
All images and contents of this mod are copyright BioWare, Interplay/Black Isle
or Wizards of the Coast.

If there are any copyright issues or this statement needs revision then please
get in touch and I'll amend it.

Horace is copyright © 2003 by Steven D Andrews AKA Seifer

Horace was created to be freely enjoyed by all Baldur's Gate 2 players.

However, Horace may not be sold, published, compiled or redistributed in any form
without the SPECIFIC consent of its author.
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Section VI - Version History

Version 1.0 - Coded the bastard kit, had a few problems with this,. Basic banters added.
Version 1.5 - Amended an error with the 2DA transfer (Cheers Moonfruit).
- Amended 2DA coding in relation to dialogue.
- Horace BCS tested and initialized
- Kit details now transfer properly.
- VVC's for animations added.
- Icons now set up properly
- Tested 8th HLA ability - Revenge of the Damned - DIDN'T WORK

Version 1.6
- Added the AI script

Version 1.65
- Added Poison Immunity for the Kit
- Amended the Kit Value to properly reflect weapons choices
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