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Sound files question..

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Hi guys,

It was really bugging me that the enhanced editions don't have the original "Male1" voice from BG1, so I thought it would be simple to swap the files over from my old original disc install to the steam install DIR. But there isn't a "Sounds" folder in the enhanced version so how would I do this?
Guessing they are kept in one of those .bif files now?

Cheers

Help with some bugs...

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Installed SCS and tweaks to ipad via ifunbox. Orcs and archers no longer attack, and also occasionally the game won't allow me to save because of monsters about, though there are none.

Any help is appreciated...

Remove Weapon Restrictions

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Does anyone know of a mod that currently works for BG2:EE that will remove weapon restrictions (similar to what Level 1 NPC did) so that a mage can use a sword, etc.?
I've seen some folks here who've modified 2da files to allow classes to improve proficiency in weapons but nothing that actually removes the classic restrictions.
My main goal is to allow fighter/clerics the ability to use fighter weapons, if that makes it any easier.

Is it true?

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Is it true that there's a mod that allows Irenicus to be in your party? I've heard things about that, but I don't know if it's true.

Mods you wouldn't go without - Tell people about your favorite BG I mods!

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Please note we are in BG1- section of forums!! Only BG1 mods please!


Most people present have been (occasionally..) playing Baldur's Gate for a very long time now. I think it likely most people have come across a mod or two they think so highly of that it has turned into an integral and essential part of their BG experience. Let's talk about those mods! Which ones are invaluable to you?Why?

Please provide name of the mod, status of compatibility with EE and some relevant link or another if you know of any.Describe the mod briefly! Excessive mod listings are welll and good and can be incredibly handy. It's just that bare name of a mod isn't a very meaningful thing for somebody who has never tried it or played BG all that much.

Ideally, this thread might increase visibility and generate well earned buzz around few excellent if a bit overlooked mods.

- - -


BG1 NPC Project

Starting such listing with the BG1 NPC Project makes a highly obvious choice for me. Not sure if I've ever seen a mod for *any* game enhancing and improving atmosphere of the vanilla experience as much as the NPC project does.

The BG1 NPC Project is all about ensuring the days of silent,empty joinable NPCs are over. The mod adds several hundreds of banters,few quests and romances. Significant portions of the content is of very high quality. Dialogue written usually suits mood of the game and the NPCs perfectly. The mod is all about immersion, atmosphere and making the NPCs and Player Character richer in flavor. Don't expect any additional mobs to kill etc. Great deal of the new dialogue is all about interjections and reactions to surroundings. Mod kicks in and shows it's teeth the moment PC and Imoen arrive to Gorion's body. It doesn't just make the NPCs richer but also adds great deal to the environment, world as a whole. I much appreciate how, despite adding a drastic amount of new content, NPC project still manages to stay loyal to the original atmosphere.

Due to the nature of this mod, there is nothing to consider in terms of game balance. It won't be handing you game breaking amounts of XP(or any XP at all, iirc)) or some imbalanced extra gear or such.

As made apparent enough by my rampart fanboyism, I've come to think extremely highly of the NPC Project. To a degree where any intention to start a single BG:EE playthrough without it flew out of window as soon as I heard our valiant @LiamEsler is busy(!!!;p) crafting a BG:EE friendly version of it.



BG:EE Compatibility status: In progress!

Relevant links:
http://forum.baldursgate.com/discussion/9744/the-bg-npc-project/p12
Local thread for local people, about the up and coming BG:EE version of the mod.

Original home&place of birth of the mod:
http://www.gibberlings3.net/bg1npc/

Pocket plane listing, comes with pile of other mods similar in nature and spirit
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=134&Itemid=94


There is an excellent G3 forum devoted to the mod. Seems to come with pretty interesting sub forums too
http://forums.gibberlings3.net/index.php?showforum=45



- - -



Nice to have seperate forums for BG&BGII now. Just wanna try bringing little more life here, really;p

Your turn! Please add mod you like to the list. Explain what makes it awesome. Is it available in BG:EE?

Sound files question..

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I want to put the old male1 voice from BG1 into BG2 EE.. but BG2 EE does not have a "Sounds" directory so how do I replace the new male1 sounds with the old?
Will it work If I just make a override dir with Sounds folder inside??

Please help.. I am waiting for an answer before I play the game.

Also, before I begin my game, should I install any essential mods? Unfinished Business looks great but is it bug-free?

Thanks!

Notinparty check

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Hey, a simple and quick question I'm sure has been answered a million times,

The NPC dialogue code has an in party check, eg. InParty("MINSC"), is there a not in party check? Eg. NotInParty("DYNAH")?

( Thats not it is it? )

Cheers. :)

Bit of mod help needed

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Hey all,

I've just installed SCS and it's brilliant, making the game much more challenging! It new to modding and it took some doing on a Mac! I'm currently trying a 4 man run with the Baldurs Gate NPC's. I'm just after rearranging Anomen's weapon proficiencies to something useful. Would I need something like Shadowkeeper to do this?

Is there a easy to use Mac mod for that?

Or if someone is comfortable with this kind of thing would you mind quickly editing my Save game file to adjust it for me? I'm after:

Flail: 5 points
Two weapon style: 3
Sword and Shield 3

I've attached the Save.game file.

Thanks very much for any help in advance!


Prefix Registration

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Right, I've been trying to register a prefix for days now, the 'proper' blackwyrm lair one is on read only and wont allow new posts. All the other ones I've found are just reposts of the original lists.
Does anyone know where this is now? Or do we not need to register?
Cheers

Ellyrian, The Cleric\Ranger NPC

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Goooood afternoon ladies and gentlemen, just thought I'd share with you a little tinkering project from BG:EE.
I felt the need for a a goodly aligned cleric/ranger with a tolerable personality.

So I made one.

She has banters with some on the NPC's and a handful of interjections. It's only in an early release at this point and it will be updated fairly often to later include quests and a few unique items. As well as a story that explains a few vague things mentioned around the place. :) At the moment, she can be found in the Jovial Juggler in Beregost. She's on a mission... ;)
Can't guarantee it's bug free but I'll do what I can to help out with it!

Cheers!

New versions of NearInfinity available

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After a lack of updates for a lengthy period of time I have started releasing updated versions of NearInfinity.

Download

Summary of new features:
• Full BG:EE and BG2:EE support (including support of new resource types and effect opcodes)
• Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
• Native Ogg Vorbis sound support
• Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
• A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
• Various conversion routines (found under the menu Tools->Convert):
    • a powerful BAM Converter
    • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
    • Image to MOS
    • Image to PVRZ
    • Image to TIS
• Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources
• Extended search (found under the menu Search)
• and many more improvements and bugfixes

Those are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often.

Note: NearInfinity requires Java 6 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

Is there a way to find traps faster

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I find it really annoying to wait for like five seconds after every few feet so that find traps will have a chance to find some traps. Is there a way to speed this up to make it instantaneous? Thanks.

Random Weidu related question

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So if I'm making a compilation of various tweaks to the game (either game really) and I want people to be able to pick and choose which ones they want is there a particular command line or phrasing I need to use in the setup file?

Edit: Nevermind I may have figured it out reading the tutorial/documentation.

Game Freezing ( after installing mods )

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I have few problem with mods. ( I use only mods compatible with BG2:EE )
If are mods instaled in English language, then is everything fine.


But if I make some changes in mods text files, for example, a translation into another language, game starts to freeze.
In the best case appears "Invalid: 119986" (or any other number)


What can I do ?
I want to translate a few mods for my community.

Kivan and Deheriana Companions for BG2EE

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I know I'm not alone when I say we eagerly await this mod for BG2EE, any news?

[Mod] Spontaneous Casting For Clerics and Druids

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As the title says, this mod adds spontaneous casting for clerics and druids, which is based on the idea of 3e spontaneous casting ability. Some time ago, I made a half-baked version and posted it on this forum, but this is finally a finished WeiDU version. It works with both BG:EE and BG2:EE.

Spontaneous casting contains three innate abilities, that upon activating, transform all memorized divine spells of the caster to healing, harming or summoning spells of their respective levels. Good clerics receive spontaneous healing, evil clerics spontaneous harming, and neutral clerics both. Druids receive spontaneous summoning. This last for 6 hours or until the chosen divine spell is cast, then all spells are transformed back.

For this to work properly I had to add some new low-level spells. They are:
First level: Cause Light Wounds, Lesser Animal Summoning I
Second level: Cause Moderate Wounds, Cure Moderate Wounds, Lesser Animal Summoning II
Third level: Cause Medium Wounds, Lesser Animal Summoning III

Healing and harming spells are added to priests and summoning spells to druids repertoire as normal spells, that they can use.

When memorized spells are transformed, they change their icon into the respective spontaneous spells, but names of those spells remain. You can use tooltip to determine which spell are you going to cast spontaneously.
Spontaneous spells are:
1. level: Cause Light Wounds, Cure Light Wounds, Lesser Animal Summoning I
2. level: Cause Moderate Wounds, Cure Moderate Wounds, Lesser Animal Summoning II
3. level: Cause Medium Wounds, Cure Medium Wounds, Lesser Animal Summoning III
4. level: Cause Serious Wounds, Cure Serious Wounds, Animal Summoning I
5. level: Cause Critical Wounds, Cure Critical Wounds, Animal Summoning II
6. level: Harm, Heal, Animal Summoning III
7. level: Finger of Death, Resurrection, Conjure Earth Elemental

Note: Spontaneous spells can be cast immediately after spontaneous casting is activated. There is no pause between them, such as there usually is between spells. However, in the first round after activation, you can only cast divine spells, wizard spells (for cleric/mages) and innate abilities are disabled in that round. Also, because of this, when activated spontaneous casting will end Improved Alacrity spell cast by cleric/mage, as they both use the same mechanics.

Installation:
Extract the rar file below into the game's core folder (the one with a file "chitin.key" in it) and run "setup-spontaneous_casting.exe". You need to start a new game for your divine caster to receive spontaneous casting ability. Alternatively you can point a cursor over the caster and enter console command "C:AddSpell("spheal")" or "C:AddSpell("spharm")" or "C:AddSpell("spsumm")".

Cantrips - some love for generalist mages

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BACKGROUND: I always thought that generalist mages were too disadvantaged in BG - specialists' advantages, extra spellcasting, is magnified since BG is really a tactical combat game, and their disadvantages are either minimized or not even implemented. So I gave mages extra 1st- or 2nd level spells when specialists get extra high-level spells. Something approximating cantrips, which generalist mages should excel at while their specialist brethren delve ever-deeper into their fields of study.

Now it occurs to me, it would actually be pretty simple to implement real cantrips rather than extra spells. Just give generalists special abilities that simulate very low-level spell effects. They could have infinite castings by having part of the spell effect grant the ability anew - the same way shapeshifts grant the special ability to revert to humanoid form.

So the question is, what would make for interesting cantrips? An obvious one would be a Mini Magic Missile: a little bolt of volatile magical energy that does, say, 1d3 damage. At higher levels they could get more complex, representing the mage's skill in manipulating the magic. Maybe Knock could work at some point... maybe a minor healing effect?

Any ideas? What would make good cantrips - low-level magic that would be underpowered but still (slightly) useful as a mage gets more and more skilled? If there are 10 or 12 good ideas, I can probably scrape it together as a mod pretty quickly.

The making of a good mod NPC

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Excuse the following wall of text, but I’ve been thinking about what I like in a mod NPC for a while now. I’ve always found the idea of making one to be really interesting. I enjoyed some different mod NPCs to various extents, and have tried many for short durations. Usually they don't catch my attention enough to keep them with me for extended runs, but I enjoyed Kelsey and Angelo quite a bit and played with them for a long time in some runs. (also currently using Xan mod, which I kinda enjoy)

There are a couple criteria that I’d personally like to see mod NPCs meet. I’m interested to see what others think about what makes a mod NPC interesting and what sort of character they would be interested in adding to their party and Baldur’s Gate experience.

So please come share what you like (or dislike) in mod NPCs. What do you think would add quality? What detracts from the playability of certain mods? What would improve the game in terms of characters?

Just a note: I don’t mean to bash any existing NPC mods or diminish the work of modders. I appreciate anyone who shares things for my enjoyment, even if I don’t like their work. Examples of what “not to do” are welcome in this discussion, but I’d like to refrain from bashing other people’s creations entirely, since this is a very subjective topic.

I’ll start with a couple of my preferences (placed in spoiler tags for ease-of-use ;p)
[spoiler]
1. I think in terms of immersion it is very important for the character to be thematically consistent with existing Bioware NPCs. I mean this in terms of dialogue matching the original content, having the character not have interests or goals that seem out of place in Amn/Forgotten Realms and giving him goals that are realistic for a person in his position and an attitude and demeanor that is consistent with a medieval fantasy environment. I don’t really like the whole “my character is so super-special and unique and awesome” thing that usually happens with modd NPCs. Being unique is important to me, but there is a difference between standing out and having a huge neon sign saying “look at what the writer is trying to do/say! Isn’t it just awesome!”. I’m not saying it should be unambitious, just not too “try-hard” if you know what I mean.
For example (no disrespect to the creators of it) the Saerilith mod kind of took over my story when I installed it. I thought that the NPC stood out too much and that the author tried a bit too hard to make her seem “super-awesome-cool” at the expense of immersion.

2. Very important to me is that the character should have a good reason to travel with CHARNAME and his party. I think that it is often kind of weird how even original Bioware NPCs seem to have little reason to be willing to follow charname anywhere, and I mostly think this has to do with short friendship paths. This is one area in which I think the NPC sticking out a bit would be a good thing. Oftentimes the reasons why many NPCs are aligned with charname (not including the “canon” party or even all other characters, but a lot) have to do solely with alignment (ie Evil characters follow you because you are evil, Good because you are good. The Law-Chaos axis seems to be secondary). Nalia for example seems to have different goals that a Lawful Neutral priest of Helm would be expected to have, yet the game is limited in exhibiting this possible conflict of interests (not saying she should leave the party, but having some sort of dialogue about what a character wants out of adventuring with you is really nice). One way to do this would be an extensive friendship path that shows why the theoretical NPC would stick with your character on his journey to fight Irenicus or the Iron Throne or become a god, etc. I think BG1 actually did a better job with this than BG2, since Kivan, Xan, Branwen, etc were linked to the Iron Throne/Bandits/other bad guys and had reasons to ally with you.

So basically three reasons I can think of: The NPC hates Irenicus/the Iron Throne (or fights evil unconditionally), they want to benefit personally from the alliance (which would allow for some actual trade-off to be implemented ie share of the loot) or they form a bond with charname and his companions that is tighter than the dialogue from the vanilla game could show (friendship paths for the win!)

3. Friendship paths or mentor paths. Romance would be nice too, but not necessary. I always thought it was weird that in order to get a good insight into the NPCs you need to be bonking them. This is limiting for non-romanceable character. I mean in real life, I like many others have one love but many close friends. I think the in-game relationships should be similar. There are many things you would be comfortable sharing with or discussing with close friend (an traveling through dangerous locales fighting fierce monsters lends itself to forming deep bonds). I’d like to have a way for a mod NPC to exhibit this kind of camaraderie in ways that don’t make romantic relations necessary.
I also really like the idea of mentor paths. Your character is very young in this game and is given huge responsibilities. Older and more experienced NPCs should have some valuable advice for a newbie adventurer that would help keep them alive. One of my favorite inter-NPC interactions are between Keldorn and Minsc. Keldorn takes Minsc under his wing and kind of teaches him some things, guiding him in how to direct his anger in constructive ways. He has similar interactions with Aerie and especially Anomen. This is awesome. Keldorn and in some ways Jaheira have some similar convos with the Bhaalspawn, but more along these lines would be welcome. If the character were to be experienced I would like for them to teach CHARNAME a thing or two about how they see things or how they go about surviving while fighting scary monsters in remote areas. Or just about life in general.

4. I’d like the NPC to fit into existing quests/conflicts. Most of the Bioware NPCs are linked to some major quest in the game. Keldorn is with the Cult, Nalia and the Keep, Mazzy and Amaunator Temple, Cernd and Trademeet, Edwin and Mae’var, Haer’Dalis with Planar Prions and Valygar with the sphere. It would be cool for a mod NPC to fit in with an existing quest that maybe does not have anyone currently linked to it.
Two that come to mind off the top of my head are the slaver storyline in the Copper Coronet and the Windspear Hills. Hendak was kind of cool, and a character (maybe a barbarian or skald) that was a slave you freed would be a worthy addition to the party. Having been a slave opens up a lot of interesting possibilities. They already have a reason to be indebted to charname and would also follow him to oppose Irenicus who, like Lehtinan, has a history with holding people against their will. This satisfies my #2 desire perfectly. Also it allows for some areas (like the guarded compound in the Temple district) to have more significance. The guarded compound seems to be almost easter-eggish due to its significance not being easily apparent. Having an NPC that wants to destroy the slaver ring gives you more of a reason to be there. Also would add some flavor to the random ecounters with slavers while traveling in-between areas.
Windspear Hills seems like a perfect opportunity to add either a druid (dryad community nearby) or a Paladin (Garren Windspear’s daughter/son perhaps?)

5. I’d like the NPC to have a class or race that adds something new to the game. This is not the most important for me but I like to have a character that fills a role that no current NPC does. For example, there is no barbarian in either game. BG2 lacks a traditional bard and a sorcerer. Only one of each shorty in the second game, and only two of each in the first. Only one half-orc and he is evil as hell. The elves in BG2 are all kind of exotic (Avariel and Drow). I’d like to see a good/neutral dwarf or half-orc or even an evil Ranger (don’t care if it is illegal)

6. Speaking of illegal things, I don’t mind illegal race and class combos… in fact I think they are cool (Mazzy the pseudo-paladin for example). I’d like to see a dwarven skald, an elven druid or a gnome sorcerer if they are done well and have good explanations. We already have a half-orc blackguard and an elven cleric/mage.

7. Unique NPC items or abilities add a lot of flavor to the game. Whether it is Keldorn’s family weapons or Tiax’s summon shadows ability, these things all make the characters more interesting. In BG2 everyone but Korgan and Imoen (off the top of my head) have an item, spell or ability that is unique to them and has to do with their background. I’d like to see a bard with their own cool instrument or a barbarian with his/her clan’s totem. These things can make for interesting dialogue or even questlines.

8. I actually like the idea of inter-NPC romances better than additional options for CHARNAME. I think it is odd how only the Bhaalspawn seems to get any romantic interest (Jaheira and Khalid kinda in the first game and some kinda/sorta/not really flirting between Haer’Dalis and Aerie the only exceptions). One thing I really liked about the Kelsey mod is that he could romance Imoen in ToB. This adds a lot of flavor and believability to the world that I think would benefit the game immensely. I wouldn’t want this to be the center of attention or distract from CHARNAME/the main story too much, but some dialogue along these lines would be kinda cool for me.
[/spoiler]

I’d like to see what others think. I’d also like to humbly invite some friends here who have expressed similar interests, notably @Quartz and @KidCarnival

NPC Weapon Proficiencies Not Working. Any ideas or solutions?

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Hey everybody. I've run into a rather odd problem and I'm not sure how to handle/fix it. I've been using EE Keeper to modify various creatures, fixing errors, and updating creature files for a mod that I've been working on for a bit. However, I can't seem to give creatures their appropriate weapon proficiencies.

For example, if I take a creature and add two ranks into longswords, no proficiencies show up in the game (viewed with the debug CTRL+Q) and the creature is obtaining no benefits from those proficiencies. This is true for both PC-classed characters (such as human fighters) and monster class characters (such as hobgoblins). They're definitely picking up the penalties for lacking the proficiencies (in my 2da settings, 0 points in a proficiency gives a -1 to hit and -2 to damage) which they're receiving correctly. Just I can't get proficiencies on them, and I'm not sure why.

It doesn't seem to be an EE Keeper issue as when I add proficiencies to party-NPCs, it seems to work A-OK. When I save and reload a creature, EE Keeper shows the correct proficiencies. This is causing a big problem for my mod, and I'm at a loss. Any ideas folks?

TESTERS NEEDED: Finch v4.0 BETA for Tutu and BG:EE!

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I have tested the mod myself on both BG:EE and Tutu, and it should work fine. However I would appreciate some additional testing and feedback. In particular, the mod needs to be more thoroughly tested for languages other than English.

Known issues for which there is no solution (at least for now):
1) the large portrait in BG:EE is a bit blurry. Unfortunately an higher resolution image is not currently available.
2) Finch's Glasses don't do anything (other than wasting a charge) if activated from the "USE ITEM" icon (they work as usual if you right click on the unidentified item and select "SCROLL"). Unfortunately the Glasses behaviour is hardcoded, so there is nothing I can do about that.

Download Link: Finch v4.0 BETA

Some BG:EE screenshots:

[spoiler=Record Screen]image[/spoiler]

[spoiler=Inventory]image[/spoiler]

[spoiler=A Banter]image[/spoiler]
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