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Drizzt Saga v3 released, now BGEE compatible!

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Drizzt Saga is a quest mod that brings Drizzt and his companions into the game as joinable characters with their own major quest and side quests, numerous new areas, items (some to be forged) and creatures. It was originally released for BG1:TotSC, later updated to be compatible with BGT/Tutu, and now as of v3 also works with Baldur's Gate Enhanced Edition.

All credit for the story and content goes to the original author: Flysoup The full list of changes from previous versions is in the readme.

Listed below is an explanation of the mod's components:

1. The Drizzt Saga (Main component)

This is the core component and must be installed for the mod to work. You will be prompted to install one of two possible versions, which differ in how many of the new areas are added to the game's worldmap (this changes how player will be able to reach them):

a) Default version: areas connected by travel triggers
    This subcomponent works the same as the original BG1 version of the mod: only 4 new areas are added to worldmap, and most areas are connected with travel regions, meaning that travelling between them happens automatically when the player clicks at the appropriate edge of the map. Choose this if you're not planning to install the BP-BGT Worldmap mod later, or if you are not sure what option to pick.
b) BP-BGT Worldmap version: all areas added to worldmap
    This subcomponent makes use of the larger worldmap offered by the BP-BGT Worldmap mod by adding all 8 possible areas to game worldmap. Method of travel between some of the added areas is changed from travel regions to the usual method of manually picking the destination area on worldmap. Choose this only if you're planning to install the BP-BGT Worldmap mod later.
2. Optional component: Raise the XP cap

Installing this component will lift the default XP limit present in vanilla BGEE and Tutu games, setting it at 3750000 experience points for all classes. Drizzt and all his companions are high level characters, and without this component their actual level will not match their current experience shown on the character record screen - the game will "truncate" their experience to the highest value allowed by the current XP cap. This will not affect their in-game performance (level-dependant stats like THAC0, attacks per round, etc. all depend on the actual level of the character, not current experience), but will just look weird when opening their record sheets.

This component is only available for BGEE and Tutu, and is automatically skipped for BGT.

3. Optional component: Delayed Start - Drizzt joins after Durlag's Tower

This optional component aims to improve compatibility (see below) and balance - by delaying the mod's start until the protagonist character has enough experience to be more effective against the high-level enemies and threats introduced by Drizzt Saga. Instead of joining the party right in the middle of the initial encounter with the gnolls, Drizzt will now meet the party after completing Durlag's Tower and can be later recruited in Ulgoth's Beard inn.

This component resolves potential compatibility issues with several mods (see the compatibility notes section in readme for more details) by leaving the original Drizzt vs gnolls encounter completely untouched.

Please note that since the Worldmap mod has not yet been updated to work with EE, BGEE users must choose the "Default" version of the core component when installing.

BG EE Mods and modding tutorials quick links

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Hi all,

this thread is meant to provide a guide to all available mods for BG:EE. As we all know, the forums are very active and it's very easy for a new mod to get lost in page 5 a few minutes after being announced. If your mod is not in this list, don't take it as an insult :)

For mod threads not in the list bellow, notify me or post in the thread and I'll update it ASAP.

Just one rule for the mod to be added to the thread:

No direct download links. Respect the modders. If you like their mods go to their threads and give them a like or an insightful :)


If you're looking for information about older mods compatibility, read this thread.

If you're looking for information about how to install older mods, read this thread.

A new section about modding tutorials has been created. Have fun!

Version 1.2 incompatible mods
Right now ALL mods that add kits to the game are incompatible with version 1.2.
Also if you are experiencing crashes in the game, check your portraits folder for "bgee.sql". If you find this file there delete it and the crashes should be solved.

All fixes currently listed unde *FIXES* category are unnecessary if you have version 1.2 installed

AI
BPSeries Party AI Goes WeiDu!
[BG:EE] Battle Enhancer Mod ver. 1.0
SwordSword Coast Stratagems is now available for BG:EE and BGII:EE


Banter
Download link Ajantis BG1 Expansion
Neera Expansion v1
Xan's friendship for BG:EE is available


Equipment and magic
Convinient Ammunition v1
Curses! (Item Revisions) - revision of some cursed items
Deidre and Joluv in BG:EE
Ebon Lash and Hades Hand for Edwin & Xzar
elven chain mail for the Black Pits, with Gorch the Armorer, after the first upgrade of his stock
[Mod]Imoen-turning-pink-lingerie v1.1
Need a Shuriken 1.1?
More Style for Mages: Ranged Wizard's Staffs, Circlets, Robe Visual Tweaks
Nerfed Ankheg Armor
[Override Mod] New BG:EE items available in shops
Silver Staff of Aule - Version 2
Staff of Withering
TeamBG's Armor Pack for BG:EE, BGT & TuTu
TeamBG's Weapon Pack for BG:EE, BGT & TuTu
W_PackMule for BG:EE
Saradas Magic
Teleport Spell Mod
Wand Case


Expansion
[BG:EE]Dark Horizons Released
IWDification
Sirine's Call
Drizzt Saga
T'was a Slow Boat from Kara-Tur" Quest/Store/New Items - Release .90



Fixes (These are no longer necessary after version 1.2)
BGEE Fix Pack for v2014
Boots of Speed bug(?) fix
Fixed Shadowdancer
Temporary fixes for bugs present in v2014
Tresset's Shadowdancer bugfixes. IMPORTANT UPDATE!!!!


Graphics
Mr. Pennyway's Cosmetic Changes)
Sharing my custom graphics (pointy hat/face bag/duck helm)
getting the original movies in enhanced edition
Lighting adjustments for BG:EE and BG2:EE (Requires BG:EE v1.2 or higher)


GUI
[BG:EE GUI Mods] Grey GUI and GUI from BG2:EE
GUI Icon Mod
Recolored toolbar buttons for BG:EE and BG2:EE
These mods do not work after patch 1.2:
Archaic GUI for BG:EE
Larger Font Size For BG:EE [Beta 1.0]
Mod *Finished*] Recoloured BG:EE skin V1.1


Kits and Races
Aasimar ring
Black Blade
BG:EE Kitpack V1.61 26/1/13
Eldritch Knight: Sorcerer Kit v1
Faiths of Faerûn Kitpack v0.5a (Ready for testing)
High Moor Shaman w/leveling Familiar ver. 1.00 Updated
My Kenshei (F) and Undead Eliminator (F) kits
Kit Revisions Beta 18
Kit Tomes
Psionics Unleashed 0.2
Rayban's for a new Drow
Ring of the Smurf
Rogue Rebalancing for BGEE
Saradas Revisioned Shapeshifter V 1.0
Sun Soul Monk Kit
Tiger Style Monk Kit 1.2 - Staff Style - Release w/Descriptions
TSR Crusader Kit - Preview Version v2
Scion of Murder - Looking for Suggestions/Feedback
"Beta" Subraces for BG:EE - 0.77
Wild Sorcerer Kit
Witcher-like Fighter Kit


Modding Resources
[Resource Pack] Extended Animations


NPCs
NPC Mod for BGEE: Helarine, Doomguide of Kelemvor
Isra NPC for BG:EE, BGT & TuTu released!
[MOD] NPC: Margarita Zelleod
Saradas Magic 2 [ENG] V_1.1 NOW FOR ToB - NEW NPC
Valerie NPC for BG:EE, BGT & TuTu
[mod] White NPC


Portraits & Sounds
EXII - Baldur's Gate - Portrait Pack
New stylized portrait pack
PaintBG for all BG platforms
Portraits for reclutable NPC, and important not-reclutable NPC


Tools
Alweth's easy Portrait Grabber tool
BG Portraits Creator
BGEE Autoroller v2]
DLTCEP
Easy mod installer for OS X
EE Keeper, Shadow Keeper for BG:EE.
EE Keeper 1.0.2.1 for OS X via Wineskin
giving NPCs classkits [tool version: alpha 5 | MOD version: 1.3]
NearInfinity


Tweaks
aTweaks v4.21 is partially compatible with BG: EE. PnP creature components are still unavailable.
A Simple XP cap remover
Baldur's Gate II Tweak Pack v12 Available for Download
[Mod]: Beholder Invasion v1.2
BG1-style Entangle spell
Charan's Max Hit Points rolls for leveled companions
Continue Playing After Defeating Baldur's Gate Enhanced Edition
Difficulty and Tweak mod ver 6
Drizzt Do'Urden Randomization
Drizzt Tweak
Item Randomizer v7 Dev Release
Spontaneous Casting For Clerics and Druids
Give Rasaad the Sun Soul Monk Kit as intended - v3
Improved difficulty mod beta
Lower Level NPCs
NoAutoLevelup
NPC Renamer
Original casting sounds
Restore the repeatable trap in Durlag's Tower
Revised World Map Test
TeamBG's Level 40 Rule Set/High Level Abilities
Weapon Sets Swapper
World map unlock
XP Cap Raiser

WeiDu setup vs. Steam version =(

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Hey folks,

I'm new to BGII-modding, and this question might be dumb, but I could not find it yet by searching the forums.

I just got BGII:EE during summer sales, and after googling a little found this page with all those fine mods. As of now, I'd like to get Sarah (which is available for EE from the Gibberlings forum) and the Tweak Pack installed - only, it does not install anything: if I unpack the rar'ed setups to the main folder, setup says it misses the dialog.tlk file. If I put it into the folder where the dialog.tlk is (which doesn't seem right, but was worth a try ;) ), setup encounters another error and aborts. And, last but not least, if I put the dialog.tlk to the main folder (same same, worth trying), there's another error and the following abort.

So, long story short: is there any way how to install mods onto the steam version?


Thanks in advance!

BG docks Entillis Fulsom bug

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Hi i am running a modded game and I have reached baldurs gate. Everytime i enter the dock my game seems to crash, if i CLUA teleport the crash seems to happen when I get near Entillis Fulsom.

I have used NI to try and locate the problem and EF comes up with all sorts of errors. Is there a way to edit him or somehow solve the crashing problem? I am a rookie with NI but know how to move around

Weidu log:
[spoiler] // Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 23600
~SETUP-BWS.TP2~ #0 #0 // 20140619 - Updated by Silent
~BGEEGRAPHICS/SETUP-BGEEGRAPHICS.TP2~ #0 #0 // BGEE Extended Night and Baldur's Gate Map Fixes: v1.0
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v210
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v13
~KARATUR/SETUP-KARATUR.TP2~ #0 #0 // T'Was a Slow Boat from Kara-Tur
~ANIMUS/ANIMUS.TP2~ #0 #0 // Animus Weapon: v1.1
~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.03
~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.02
~SARADAS_MAGIC/SARADAS_MAGIC.TP2~ #0 #0 // saradas_magic
~CONVINIENTAMMUNITION/SETUP-CONVINIENTAMMUNITION.TP2~ #0 #0 // Convinient Ammunition: 1.0
~SETUP-WANDCASE.TP2~ #0 #0 // Wand Case item for BGEE: v1.0
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v9bgee
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 9
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu
~ISRA/SETUP-ISRA.TP2~ #0 #1 // Install Valerie/Isra crossmod banter?
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
~NEERA/NEERA.TP2~ #0 #4 // How much time would you like between talks (approximately)? -> 1.5 hours (default): v1.1
~JKLHEL/JKLHEL.TP2~ #0 #0 // Helarine for BGEE (alpha)
~MARGARITA/SETUP-MARGARITA.TP2~ #0 #0 // Margarita for Baldur's Gate: Enhanced Edition
~MSFM.TP2~ #0 #0 // Add Wizard's Staff: v1.3
~MSFM.TP2~ #0 #1 // Add circlets: v1.3
~MSFM.TP2~ #0 #2 // Add Circlet of Revelation: v1.3
~MSFM.TP2~ #0 #3 // Add inventory animation to circlets: v1.3
~MSFM.TP2~ #0 #5 // Add robe tweaks -> Add robes with no colorsets: v1.3
~MSFM.TP2~ #0 #6 // Add Robes of Archimagi with colorsets from Mr. Pennyway's Cosmetic Changes mod: v1.3
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 2
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 2
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 2
~BPSERIES/SETUP-BPSERIES.TP2~ #0 #0 // Detectable Stats v3.1 (required for BPSeriesScript Component): v0.3121
~BPSERIES/SETUP-BPSERIES.TP2~ #0 #10 // Innate Spell Fixer: v0.3121
~BPSERIES/SETUP-BPSERIES.TP2~ #0 #100 // BP-Series Party AI for BG:EE,BG2:EE and BG2:ToB: v0.3121
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.71
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.71
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.71
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.71
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.71
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.71
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.71
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.71
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6033 // Smarter Mages -> Mages in BG1 cast short-duration spells instantly at start of combat; mages in BG2 only do so if they are created in sight of the PC: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6043 // Smarter Priests -> Priests in BG1 cast short-duration spells instantly at start of combat; priests in BG2 only do so if they are created in sight of the PC: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v14
~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.09
~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.09
~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.09
~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.09
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.32
~DIFFTWEAK/DIFFTWEAK.TP2~ #0 #3 // Increased Ammo Stacks -> Increase Ammo by 200%
~DIFFTWEAK/DIFFTWEAK.TP2~ #0 #10 // Increased Gem and Jewelry Stacking -> Increase Gem and Jewelry by 200%
~DIFFTWEAK/DIFFTWEAK.TP2~ #0 #17 // Increased Potion Stacking -> Increase Potion by 200%
~DIFFTWEAK/DIFFTWEAK.TP2~ #0 #24 // Increased Scroll Stacking -> Increase Scroll by 200%
~W_PACKMULE/SETUP-W_PACKMULE.TP2~ #1 #2 // Pack Mule (bgee) -> Standard saddlebags
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible [/spoiler]

Was a mod unlocking all classes for all races ever made?

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What the title says - Did anyone ever go the extra mile and make all classes functional in the game? I personally don't care in the slightest about ruleset accuracy, I just want to be able to have Dwarves and Half-Orcs with more than a couple of class choices.

Trying to make NPC. Running into weidu issues.

Problems downloading from PPG?

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Hi everyone - I just got EE yesterday and have been furiously downloading all my favorite old mods (thanks for all the work everyone did updating), but I'm having some issues and wondering if I'm the only one. I'm trying to get UB and DungeonBGone from Pocket Plane Group and the downloads either won't start, or start and freeze up at a fraction completed and never finish. Everything else has downloaded fine. I was just wondering if I was the only one, or if anyone knew of mirrors that had the updated versions somewhere?
Thanks :)

What are the best worst NPC mods?

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I've been reading the complaints about some of the npc mods for BG2, and I've decided I definitely have to try a soap-opera-themed game with Saerileth, Tsujatha, and Chloe. Everybody seems to despise them, but honestly they sound completely awesome to me, in a Rocky Horror Picture Show kind of way. Solaufein will make a cameo as well.

Are there any other bizarre or outrageous yet well-developed npc's out there that deserve to be added to this party? Stats or even classes are no issue to me - I plan on nerfing the hell out of all of them, so I'm only interested in their personalities. Also, is there a way to get romances to work simultaneously? I'm considering throwing in the infamous Anomen affair as well, since I've never done that.

Short introduction to WeiDU and simple mod template

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With the unfortunate proliferation of primitive mods we are currently seeing, I thought it might be helpful to have a simple and straightforward introduction to how to make WeiDU mods. Due to the vast scope of IE modding and WeiDU, this is in no way a comprehensive treatment of what you can do with modern techniques, but it should be serviceable for a fair share of the mods we are seeing posted here. If you then feel like learning more, so much the better.

Short introduction to WeiDU

WeiDU is a mod-distribution tool and mod manager [1] for the Infinity engine. Since shortly after its inception in the earlier half of the last decade, WeiDU is the de facto standard for IE mods (to the point where you had to look under the right rock to find a non-WeiDU mod). Salient features include patching of existing game resources [2], a powerful language for creating (complex) dialogue, automatic backups of game resources for facile mod uninstallations and a scripting system for mod installation and configuration.

You could say that WeiDU has a lot of depth and maybe the WeiDU way (such as it is) can seem opaque and daunting to the novice modder. However, a WeiDU mod need not be complicated. The simplest sort of mod could consist of as little as a file–folder structure and four lines of install script (of which three lines would be largely the same across all mods).

The latest version of WeiDU is normally available from WeiDU.org. It can also be worthwhile to check the forum.

Sample WeiDU mod

A WeiDU mod consists of two things: 1) a mod folder, which houses any files you include in your mod and will house the backups created during mod installation, and 2) a installation script called a TP2 file, conventionally located inside the mod folder. Customarily, the mod is distributed together with a copy of WeiDU itself, but this is not a formal requirement. The copy of WeiDU would be named setup-mod_name.exe, where mod_name is the name of the mod folder.

The mod folder should have a name that is reasonably likely to be unique, since all mod folders exist as sub-folders in the game folder. For example, wisp_item_mod would be a better name for a mod folder than item_mod. [3]

The TP2 file should have the file extension "TP2", have the same name as the mod folder and be located directly inside the mod folder. [4]

Any other files you wish to include should likewise be placed in the mod folder, preferably in sub-folders of their own if the files can be grouped like that.

As a simple example of a WeiDU mod, say I wanted to distribute a few item files for others to enjoy. Maybe I had made some changes, which I felt improved the quality of the game, to these files with my editor of choice. I could call this mod "Wisp's item mod", with a mod folder called wisp_item_mod, containing a TP2 file called wisp_item_mod.tp2 and the sub-folder copy, which would contain my altered item files.

I would write the following TP2 file for this mod (commented for your benefit):


/*
* Note:
*
* Lines starting with double slashes (//) are comments and are completely ignored by WeiDU.
* They are strictly for your convenience (and whoever else reads your TP2 file).
*
* Likewise, text enclosed in matching, reverse pairs of slashes (/) and asterisks (*),
* like this text, is commented, with the difference that this text can span multiple lines.
* These block quotes can not be nested. Starting each line with an asterisk is just
* convention to make the comment look more distinguished.
*
* So-called strings are used to enclose spaces and special characters. They carry some
* significance beyond that, but we need not go into that now. WeiDU has a few notations
* for strings. Pairs of tildes (~) and double typewriter quotes (") are normally used.
* Each can enclose the other, but never itself.
*
*/


/*
* BACKUP declares where WeiDU should put the information it uses to uninstall your mod.
* Conventionally, this is a folder called "backup" located directly inside your mod folder.
* There is no need to create this folder yourself, or take steps to make sure it exists when
* the user tries to install your mod. This is a folder-path declaration, so there are "wrong"
* things to write here, but conventional wisdom applies. Note that WeiDU will automatically
* convert slashes into backslashes and vice versa, as needed. Case is irrelevant (with one
* exception that is only relevant to installing mods on GNU/Linux).
*/
BACKUP ~wisp_item_mod/backup~


/*
* AUTHOR declares what information should be displayed to the user in the event there is some
* error while installing your mod. Normally, it will ask the user to email the mod's debug file
* to whatever AUTHOR declares. This means it should preferably be something useful, like an actual
* email address, or some other way in which you can be reached. This is simple text, so there are
* no limitations on what you can write.
*/
AUTHOR ~Wisp, at some forum~


/*
* BEGIN declares a mod component, which the user can install. A mod can have multiple components, but
* must have at least one. The text is displayed to the user when the mod is installed and is printed
* to the log file. This is likewise simple text, so spaces and special character are completely
* acceptable.
*/
BEGIN ~Wisp's item mod~


/*
* COPY is the substance of this TP2 file. COPY declares that WeiDU should copy a file, or the files in
* a folder to a destination file or destination folder. In this case, every file located in the "copy"
* sub-folder will be copied into the override folder. Should there already be files with the same name
* in the override folder, WeiDU will place them in your backup folder and restore them when the mod
* is uninstalled. This is once again a folder-path (or file-path) declaration, so it needs to be
* written correctly.
*/
COPY ~wisp_item_mod/copy~ ~override~ //Don't forget to delete the existing files, if you make use of this mod template.

This is barely scratching the surface of what WeiDU can do, but perhaps it can serve as a useful starting point. It is certainly preferable to simply handing people a handful of files, for them to manage themselves. For a more hands-on example, the faux-mod itself can be found attached to this post. Poke, probe and prod it to your content. You can use this as a template for any mod which merely places files in the override (or another folder).

Naturally, I will answer any questions you may have about things I left out, did not adequately explain or just took for granted.

Footnotes

1. Yes, it is a mod manager. It may not be graphical, but it will handle your mods for you if you, say, decide to uninstall the second mod of a set of three.

2. Including the TLK file, which is the single resource containing all of the game's text (save a handful of hardcoded exceptions). The TLK file stands out, because without patching you could not use two mods which both added/altered game text.

3. The folder name should preferably not contain spaces and non-alphanumeric characters, though they can sometimes be used without problems. Conventionally, the underscore (among others) carries no special significance and can safely be used. The name does not have to be pretty, just functional.

4. You may occasionally see WeiDU mods that come with a TP2 file prefixed with "setup-" and/or is located outside the mod folder. These are older practices that are unnecessary and not recommended today, respectively.

Restored BG1 Sounds

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I'd like to share my little mod with this community. As of version 3.2, everything should sound good in BGEE, too. Note that I spent way too much time fixing distortion/clipping present in the original sound files so that now you can truly enjoy some of the audio restorations.

Simply put, this is a small mod for Baldur's Gate II and BG: Enhanced Edition which restores some of the sounds used in the original Baldur's Gate for the sheer enjoyment of a bit more complete "that BG experience" many seem to be nostalgic about. In its current version, this mod restores the BG1 spell casting voices, several special sound effects, as well as combat attack and hit sounds.

I've tested my spell patches for BG:EE in a limited fashion, so please report any sound effect issues you might encounter. Also note that I took the selective (and subjective) approach to sound restoration, so if you feel that something still doesn't sound right, or your favorite spells still sound bad in BG:EE, let me know :)

More information available at mod forums: http://www.shsforums.net/topic/57197-restored-bg1-sounds/

Download link: http://www.shsforums.net/files/file/1081-restored-bg1-sounds/

Rogue Rebalancing Invalid Item Names/Descriptions

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I recently tried installing Rogue Rebalancing v4.66 (latest) on my Windows Steam install of BG:EE. I downloaded the .exe, pointed it towards my install folder, and picked the components that I wanted. However, it looks like some item/ability names and descriptions are missing. All of the added items have names like "Invalid:32388" for the name and no description (but they seem to be working mechanically). Abilities are the same.

I've kind of pieced together that this is a .tlk file issue with the game but I'm not sure how to solve it. I've tried running the installation .exe as an administrator and it didn't fix the issue. Anything that I'm missing?

Had an error. Crash report inside.

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I think Gorion killed Sarevok. Anyway, I had a crash right after the ambush.
I use mods, so I don't know if I should post this or not. But the game still politely asked me to post this, and I'll comply:

http://www.speedyshare.com/ggNkV/dump.1.2.0000.0002.dmp

As soon as you open the website just click on the name of the dump. No need to scroll down.

[BG:EE GUI Mods] Grey GUI and GUI from BG2:EE

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Thanks to a new version of Near Infinity, which can edit PVRZ files, I was finally able to get rid of the blue in BG:EE GUI. The rar file in the link below contains two folders. "Grey GUI" folder contains the recolored PVRZ files and "GUI Tweaks" contains several tweaks - no gaps between buttons under the dialog window, different end dialogue button, smaller gap between bag slots and ground in the inventory screen and slightly realigned record screen (See screenshots below).

https://drive.google.com/file/d/0B-8z1o_PZqbQOXU5VkdxMDlCSlE/edit?usp=sharing

I also created a GUI mod that places BG2:EE GUI into BG:EE (with minor tweaking). As a bonus, the red gem button that allows to displays nearby items on the ground is now also available.
Update: I have uploaded version 1.2, with several fixes.

http://www.shsforums.net/files/file/1082-bg2ee-gui-in-bgee/

Now, there are GUI tweaks available for BG2:EE GUI as well. Same as the tweaks for grey GUI, it contains tweaked record and inventory screen and no gaps between buttons under the dialog window (see additional screenshots). You can download them at the bottom of this post.

To install either of these mods, just put all files in the respective folders in your override folder.

Grey GUI Screenshots:
[spoiler]image
image
image
image
image
image[/spoiler]

BG2:EE GUI in BG:EE:
[spoiler]image
image
image[/spoiler]

BG2:EE GUI tweaks:
[spoiler]image
image
image[/spoiler]

baldur.ini editing?

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I haven't had any luck finding a full list for the baldur.ini files for the EE versions and what they do. Can anyone point me in the right direction? Thank you.

Southpaw. The one, the only. Adventures of the Bounty Hunting Mindflayer.

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Well. I believe I did threaten this, and since no one stopped me.

I may have made a start. Be it a VERY minor one.
In the Candlekeep inn, there stands a tall, stunning Mindflayer.

He has no real dialogue yet, not are his stats and abilities final, however, this is a skeleton of what is to come. What I would like to do, over a very long time period, is a full usable, relatively funny and unique NPC with a full banter set and a lot of interjections.That is still a LONG way off and I will require a fair amount of tips and tricks as my dialogue writing skills are... uninspired, to say the least. Even where he is standing isn't where he will end up when I get around to finishing it, but at the moment, it's a start.


(I have a thing for Mindflayers. Deal with it.)

@Southpaw‌ mayyyy want to see this... possibly...

EDIT: If you guys wanna play around with him in his current state, be my guest. He was more uploaded for the funsies value at the moment. I will keep updating him over the coming days and weeks. :)

Idea for a mod - BG1 at higher levels

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I got the idea of reading some of the initial posts in this discussion:
http://forum.baldursgate.com/discussion/32657/i-ve-come-to-feel-that-bg2-is-very-overrated-as-an-rpg/

How much work would it require to just "level up" the whole of BG:EE to starting levels around lvl 6-8 (in that area) and continue up to maybe lvl 15-16?

This would mean replacing monsters, giving proper levels to enemy NPC's, changing scripts (bg2/scs) etc, do still have a challenging and fun experience with the benefit of BG1's open area freedom and with the fun stuff of a little more magic, wider range of abilities etc. (and of course adjust the experience gain). This is also the level range I personally feel is the most balanced.

Since I've never even touched the modding parts other than using other people's mods, I have no idea what kind of work would be behind this.

Mods that allow you to recruit Irenicus in the EE

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Ascension, Redemption and the Longer Road: will they work with the EE?

[Request] Looking for improved NPC AI Scripts

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I was just wondering if anyone has written any better scripts for BG:EE/BG:EE2 than the default scripts. I looked around the Internet and couldn’t find any. Thanks.

How does BG2:EE handle save importing (how can I import more variables)

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Hi,
I've read that BG2:EE can now import final saves from BG1:EE and get variable values regarding Neera romance this way. I'd like to ask how exactly it is done. I want to check some more variables from the final save. Is it hardcoded or maybe there is some additional new area with script that handle this stuff, before the game starts? I can't find anything new in AR0602.bcs regarding Neera Romance, so the new import stuff must be handled somewhere else.

BP Ascension breaking dialogue

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Hey, I just did the Gromnir fight with BP Ascension installed and Dorn's warning dialogue didn't happen. BP Ascension is the only mod I have installed and just to double check, I uninstalled it and loaded an earlier save. Without it, the dialogue does pop up. Does anyone know if this mod breaks any other dialogues?
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