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Baldur's Gate 1 Sprites

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I know this kind of topic was here milion times but i didn't find actually the answer. So is there any possibility to have an male elf warrior sprite from bg1 in bg2? I know there are problems with dualwielding but really I don't need to dualwield, I just want my pretty sprites from the first Baldur's Gate/Icewind Dale... If it's possible please tell me how to do it 'cause im newbie

Unbiased Ir'revrykal+5 mod

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BG2:EE added Ir'revrykal, a +5 TWS only usable by evil Paladins (Blackguards), but as it is based in the good ol' Unholy Reaver (thanks to Tresset for finding that it was actually based in that sword, codenamed reaver.itm), it's much underpowered than Carsomyr (which can also be upgraded to +6), so I made a few tweaks to it so it gets a little more powerful and description accurate :) abilities toward good creatures.
In the future I might add some other things to the weapon. Any type of feedback it's welcome.

Android SD Card

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Not for sure if i am posting in the right part of the forum. I have a Motorola Droid Razr M That has insufficient space for the 2.3gb Game BGee, so i went and purchased a 4gb SD card this week. The problem is i can't download it to my phone to get it to the SD card. It is also not allowing or giving me the option to download to External SD card that i baught. Any Idea's pls.

Is BG1 Unfinished Business compatible with EE yet?

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Is BG1 Unfinished Business compatible with EE yet? If so, could I have the link to the compatible version?

Sorry if this is the wrong category to put this in.

Creative Solutions to the 7th Character Issue

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Greetings all, way back when, when I was working on Paareth's Evil NPC pack (which I still have in various stages of disrepair), I had often toyed with how to put a 7th NPC into BG2. Though now of course with the addition of an evil thief and an evil blackguard, two of what I had worked on, there seems little point continuing on with the pack itself.

So my questions turn to the 7th NPC instead!

Now before anyone rails on about engine limitations, I was thinking outside the party system. Obviously you have the ability to use summoning items which are reasonably straight forward; then there is adding an NPC to important battles who assists the player, a bit more work but perfectly possible; if you are feeling like a lot of work there is adding an NPC to every area in BG2 and having them accompany the player (time consuming). Other additions perhaps are to have an item like a talking sword, gemstone, or other item. I was thinking gemstone myself as an interesting addition, as a 7th character in banters and such like.

Now as its been a good 5 years since I looked at the code, forgive me if adding a non party character to party character initiated banters (as a 3rd speaker) is impossible, as I wouldn't know without looking.

You see what I am saying though and what I am asking hopefully, what other ways can you conceive of doing this? Getting a follower who can be interacted with dialogue wise and banterwise, even if they don't add much in combat.

As for the type of NPC - My initial thoughts are using either an npc who has been bound, or is actually dead and thus can die repeatedly like a spirit, perhaps an aspect of the god himself who has broken away and wants to avoid being returned to it. For the good side of things there could be a spectral knight who can't abandon his cause because of an oath, as an example, or a young girl who simply couldn't pass on etc.


Link to the old pack thread:
http://www.shsforums.net/topic/36423-paareths-evil-npc-pack-for-baldurs-gate-2/

Animus: Sentient Weapon mod [RELEASED]

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The Animus weapon mod has been completed, full credit to @Alkalurops !

If the download goes down, just post here and I'll replace it. :)

Mod Description:

Animus is a sentient weapon capable of conversing telepathically with you and you alone. Unlike Lilarcor, Animus is reasonably intelligent and capable of holding an actual conversation-although since it's a telepathic weapon he's incapable of speaking in-battle like Lilarcor. It's normally a +1 weapon with no special benefits, but once you discover a little more about your heritage, it can be upgraded to a +2 longsword with a couple of extra benefits at the cost of it's ability to converse.

Animus can be found in the Nashkel general store for a reasonable fee.

Download

https://docs.google.com/file/d/0B6Y0ez-SKHL1czE4d3lFYWw4NXc/edit?usp=sharing&pli=1

Hope you enjoy it!

Quest Pack (beta) available for BGII: EE

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Quest Pack was written by SimDing0 et al. and adds a bunch of additional content to the game in the form of new quests and expansions to existing material. (Yes, it's modular and you can pick and choose.) Those who've played it seem to rather like it. Version 3 is compatible with BGII: EE. It is available as an open beta to flush out remaining issues, but I expect it to be on the fixed side already. Feel free to treat the beta as a form of early access and go nuts, but if you do encounter a problem, please report it so I can fix it.

You can download the latest beta here. The mod's forum is here.

140525: updated the link to point to beta 3.

Trouble with leaving party dialogue

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Hey, while using about half the mods on the mod compatible list, installed in order. Several bioware and non bioware NPC's are just sitting around and not giving me their leaving party dialogue, remaining in place. They just give me a general comment when I go to talk to them, but remain with a blue ring around them not a green one.

Minsc left okay, Jaheira didn't and is standing there, a modded Dace didn't. Any ideas how to fix this?

BG2 soundsets from League of Legends

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Hi, I made some soundsets from the League of Legends files from the champions Riven, Lux, Ezreal and Akali and thought maybe some people want to try them too.

So, here they are. I hope someone will enjoy them.

@Wisp

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I love you and your work RE: BG2 EE modding.

That is all.

Oh, and thanks. :)

Above level 7 for bard spells?

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Are there any mods that allow bards to reach level 9 with spells? I have the mod that lets you go up to 7 but that's as far as it goes. Probably because you wouldn't need a mage if the bard COULD go to level 9.

Modding Android BG:EE

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has anyone managed a WeiDU mod on the android platform? am looking to port my mod to the upcomming android BG2:EE so using BG:EE as a test case.
At the moment cant change the content of the .obb files which contain the chitin.key and dialog.tlk due to android restrictions, will the files live in override ok ? Admit never tried overiding them :)
Or has anyone come up with a workround ?

A question about Divine remix

Return To Windspear?

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I apologize in advance if this was asked and answered already but the one mod I was always disappointed to never see released for BGII was Return To Windspear. I lurked on the Spellhold Studios forums for years checking up on that thing to see if/when it was done and I read the following statement from one of the team members over a year ago:

"All the rights to the Return to Windspear material were signed over to Beamdog back in July. It might one day appear as part of their Baldur's Gate special editions. Or it might not."- Quitch 17 October 2012

What parts, if any, of RTW made it into BGII EE? Is that something that can be shared with the public? Is any of it going to potentially show up in the future? Given that these Expanded Editions have gotten me back into playing BG and BGII I find myself incredibly curious....

Features of TobEx...

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Which features of TobEx are included in BGEE ? It exist a list somewhere ?

I also read on the general forum, that some features of TobEx can be activated only if we add some options in the ini file, but what are these lines ?

TIA.

Bgee Tweaks on ipad - sending npc's to inns?...

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I am using tweaks on a non-jail broke ipad, and as such am unable to see the new text (shows as invalid). When I boot someone from the party, can y'all tell me what the new options are. A screen shot would help a lot, just trying to figure out where they go if I select invalid 1, 2, etc? Field posts, friendly arm?

New to SK. Question about Jester song.

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Hi all, this is my first post. I've played BG and BGII off and on since they've been released, but I've never tinkered around with Shadowkeeper. (Great tool, btw!) For this run (my first stab at the Trilogy mod), I've decided to make Imoen a Jester. Unfortunately, I really can't tell if her battlesong is working correctly. I'm pretty confident that I set her class and kit properly, and I get the notifications that she is using her song ability, but I don't see any resist rolls from enemies and I haven't had any successful confusion effects. Granted, I'm not even to Nashkel yet, but I figure I should have seen some evidence of the jester song in the dozen or so small skirmishes I've had so far.

So, I guess my question is this: do I need to tweak anything in SK to ensure that my jester is using the correct bard song, or is that taken care of by just setting the class? Thanks in advance.

[MOD]BGO Weidu Install

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Updated: Version 1.3 allows to choose between fixed bugs and now allows you to install bows that attack 3/2 rounds instead of twice a round.

BGO is done and ready for BG1:EE. It doesn't do anything magical, just does it differently. I only recreated stuff already out there if I could do it as well, or if it was needed to be a part of the mod. There are many things not added, but would enhance this mod in other mods created. I have already started doing BG2:EE which is mostly the same besides some string locations and items.

The list below is pretty accurate, but not nearly all-inclusive. The description upgrades are worth the install alone :)

This mod is based on the premise of Full Plate and Packing Steel but takes it further and the scope is larger. It is also focused extending choices in armor and weapons.

Here is the scope:
1. Make a distinction between armor and avoidance.

AC now refers to "Avoidance Class" (though the name in the game remains the same). There are 3 types of ways to avoid damage. Dodging, blocking and parrying. Obviously this isn't how D&D checks attacks and thusly, the limitation of the engine requires all 3 to be lumped together. Not the worst thing, but not optimal. While there is no need to make a distinction between these 3 types of avoiding damage, it is good to do so in terms of understanding how it works.

Armor now affects resistances to attack types. This overlaps with pretty much what FPAPS did. I have done some things differently. Armor does not give any innate AC bonus and actually lowers your ability to avoid damage depending on the type of armor. Enchantments to armor give bonuses as follows:
Light +2 AC + 1 resist
Medium: +1 AC +2 resist
Heavy: +3 resist

Various enchanted armors also give some saving throw bonuses as well. Since armor cannot increase AC innately, you can wear enchanted armor with other items that increase AC.

2. Avoidance can be increased in various ways. Dexterity increases AC as usual. Shields have been given closer to 3e AC values (Large shield give +3 whereas Small Shields give +1). Weapon styles have been adjusted to focus on certain defensive methods and weapon types. All weapon styles can have up to 5 proficiency points. Sword and Shield gets a bonus of up to 8 AC where as single weapon style gets up to 5.

3. Items have been added and adjusted. Random rings and amulets have been given small enchantments and are found at random. Leather, chain and plate boots and gloves can be purchased and increase resistances but lower other stats as a by product.

4. HP will be distributed in a different way. One underlying problem with almost all role playing games is the differentiation between defense and hit points. HP are just an innate method to resist damage. It never made sense that the biggest HP influence you receive is at level 2 where you can double your HP. You start out and gain HP earlier and it tapers out more quickly.

5. Stats have been moved to 3ed standards with bonuses starting at level 12 and increasing every 2 points. Everyone can get extra HP from constitution and get a small regen bonus much earlier (which should cut down on the need to rest as much but not affect combat).

6. Weapon proficiencies have been expanded for all classes. Fighter types still reap the most rewards but all classes can specialize or even master some weapons for their class. In turn, proficiency points are rewarded more often. Multiclass characters will be able to get 5 stars in weapons that the non-fighter class can use, and 2 stars in the others (except for clerics).

7. Some classes and kits will have slight changes to accommodate these new rules. Clerics will max out at medium armor and dwarven defender and barbarian's damage resistance will be adjusted (as they will heal per hit at over 100%).

8. Defensive spells will also make more sense, focusing on AC or resistance.

9. THAC0 and saving throws will be adjusted to reflect 3ed or make more logical sense.

10. All classes will have extended APR.

This was done so you could't take advantage of more than 40 levels with dual and multiclassing and to give non fighters an offensive boost. In addition, fighters can now reach the 5 APR without having a lame off-hand weapon.

The plan is to increase options for your characters as well as have armor make more sense. I know this is recreating the wheel in some aspects, but the plan is to not just make a wheel, but an entire car. Anyway, whether this gets 0 replies or 100 replies, I'll post the mod here when it is complete and maybe it'll give a fresh new way to play through BG and eventually BG2. In some ways, this will make the game significantly harder, and in some ways, easier. My plan is to strike a nice balance between both.

Anyone running Dungeon Be Gone on BG2 EE?

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I've tried everything I can think of and still can't get this mod to work. I'm running Win 8, BG2 is installed in C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate II Enhanced Edition. Verified I have to most up to date mod version (17).

I can get to the point of the install where it runs a batch file asking me what language I want to use, but then it just stops and doesn't appear to do anything after I select English. When I start a new game, the guy never appears. Anyone have any ideas? The mod is listed as being compatible with EE.

SCS Download Antivirus Alert

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Just wondering if anybody else has their antivirus attempt to block the latest SCS download because of suspected malware. I'm going to assume it is a false positive?
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