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[Work in Progress - beta stage] Gleya NPC Mod for BG2

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I'm in playtesting stage of my mod NPC, Gleya. Original idea posted in the following thread: http://forum.baldursgate.com/discussion/comment/523597


image
(art by Isandir: http://isandir.com/category/portraits/)

Name: Gleya Windborn (real last name unknown)
Gender: Female
Race: Human genasi (air)
Class: Cleric
Alignment: Chaotic Good
Deity: Selune

Stats:
Str: 15
Dex: 19
Con: 9
Int: 14
Wis: 16
Cha: 15

Proficiencies:

Mace +
Flail +
Sling +

Biography: When asked about the past, GLEYA merely shrugs. She tells that she was once the healer for the Bright Pearl, a merchant ship which is known for travelling throughout a large portion of Faerun to trade exotic goods. She adds that she was taught the faith of Selune, the Moonmaiden, by a man named Ezeim. Her unusual appearance stems from her extraplanar ancestry as a windborn genasi, which she mentions is a heritage not unheard of in the djinn-populated land of Calimshan, her birthplace. With her tendency to drift off into different subjects, it is difficult to learn more.

Content: 1 new joinable NPC, 2 new spells, 5 new items, 1 combat encounter/short quest. Currently lacks voice acting.

Friendship/Romance: 10 time-based friendship talks, chapter-based talks, romance talks (romance-exclusive talks start after last friendship talk)

Comments: I have trouble writing a single character for too long. Romances in particular aren't something I'm great at, but I figured I'd give it a shot anyway. I used the Branwen NPC mod (http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=113&Itemid=84) as a base and tutorial, which I'd recommend anyone interested in making a mod NPC look at.

Banters (very minor spoiler potential):

[spoiler]
Arranged as SoA/ToB (conditional talks included). There's a bit more than average than vanilla NPCs without banter mods. No conflicts other than romance.
Aerie - 4/2
Anomen - 2/2
Cernd - 3/1 (1 conditional SoA talk)
Dorn - 3/1 (there are more, but some are mutually exclusive)
Edwin - 3/1 (1 conditional SoA talk)
Haer'dalis - 3/2
Hexxat - 1/1
Imoen - 4/3 (1 conditional ToB talk)
Jaheira - 4/2
Jan - 1/1 (sorry, hate writing for Jan :( )
Keldorn - 3/1
Korgan - 2/1
Mazzy - 3/1 (1 conditional SoA talk)
Minsc - 3/1
Nalia - 2/1
Neera - 4/1
Rasaad - 3/2 (1 conditional SoA talk, 1 conditional ToB talk)
Sarevok - 2 (1 conditional talk)
Valygar - 2/2
Viconia - 3/2 (1 conditional SoA talk with Rasaad)
Yoshimo - 3 (1 conditional talk)
[/spoiler]

Spells:

[spoiler]
image - Moon Shield: Using this spell, the Silverstar of Selune raises a barrier of moonlight around self, shielding from magic. For the duration, the caster gains 20% magic resistance and +5 to saving throws vs. death and magic. 1 use/day.
image - Moonfire
(Evocation)

Level: 7
Sphere: Sun
Range: 0
Casting Time: 5
Area of Effect: Special
Duration: Instant
Saving Throw: 1/2

This spell can only be cast by priests of Selune. When this spell is cast, a cone of fiery white moonlight springs from the caster's hand. Living creatures in the area feel an unnatural chill and take 1d8 points of magic damage per two caster levels, to a maximum of 10d8. Undead take 10d8 damage with no save. Targets who pass a saving throw vs. spell at take half damage. In addition, targets may also have their effects dispelled as per the Dispel Magic spell.
Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round, removing all invisibility effects.

Cast as a priest spell similarly to Jaheira's Harper's Call.
[/spoiler]

Items:
[spoiler]
Only revealing one item for now.
image
[/spoiler]

Screenshots:

Gleya's location:

[spoiler]
And a line of her starting dialogue.
image
[/spoiler]

Gleya's Stats:

[spoiler]
Her health is pretty terrible. Her armor class is incredible though, and she can use full plate and heavy shields without help, unlike Viconia.
image
[/spoiler]

Other:

[spoiler]
One of the later friendship talks.
image
[/spoiler]

[spoiler]
Selunites and Sharrans really don't like each other. Gleya doesn't have any breaking conflicts normally, however her romance conflict with Viconia and Dorn are the only ones that can lead to her leaving the party.
image
[/spoiler]

[spoiler]
Banters working fine. I can't keep some of the NPCs perfectly in character, but I've done my best.
image
[/spoiler]

Current bugs and 'not working as intended' features I can't fix (anyone have any ideas?):

Gleya, as a human with appropriate stats, can dual-class to thief. I have no idea how to prevent it, but I'd rather she remain as a cleric. Though with the game's lack of advancing 'good-aligned' thieves I'm considering keeping it as a feature. A couple talks don't make sense in context.

installation files afetr instal

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Once a mod has been installed can I delete the setup file and directory or are they still needed for some reason besides uninstalling

Barbed Club of Pain (FINISHED v1.0)

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v1.0 Ready!



I'm creating a new Club for BG because I think it's lacking a weapon for my evil Cleric/Thief (assassin).

Barbed Club of Pain

Unidentified description:

Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This one is very light weight and slim, so it’s easy to handle but can’t do much damage. Only the metal pieces in it, make it appear dangerous. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use.

Identified description: (Thanks @Kamigoroshi )
[spoiler]
A Loviatan priest from the Resting Place of the Whip in Melvaunt created the Barbed Club of Pain to use as an offhand weapon beside his whip. It was used as a reward for an allied Bhaalist assassin who fulfilled a mission for the temple. Since then the Barbed Club of Pain was used for several assassinations and always left distinct marks on the dead, cold bodies. While not efficient for one-hit backstab kills, a successful hit with this club lets victims to be overcome by excessive pain and critical blood loss that can eventually lead to their demise.

In contrast to most other clubs, this weapon is crafted from a simple thin stick. Its slim size and low weight makes the club easy to handle and allows for dangerously precise maneuverability. Numerous metal barbs grew out of the wood, carefully created through the priest's magic and Loviatar's fell blessing. With every strike sharp barbs dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow.
[/spoiler]

Stats
[spoiler]

Item value 2000 GP

Weight 3 lbs.
Identify ??

Combat
Combat type Melee
Proficiency Type Clubs
Handing 1-handed
Damage 1d4 +1, +2 bleeding damage/round, lasting two rounds.
THACO +1 bonus
Damage type Crushing
Speed 4

Minimum requirements
Strength 3
Usable All (even mages)
[/spoiler]

Other thoughts:
Cold iron or silver for greater werewolfs/wolfweres? Loviatar and Malar are Allies so not likely.

Poison? Bleeding is better. Why? Loviatar likes pain and suffering. Poison is better suited for Talona (who is an enemy of Loviatar)

1d4 why? Because it will easily become a very overpowered weapon. It’s now a lightweight stick, instead of a thick club.

+1 Thac0 an damage why? Because it’s easier to handle (like the masterwork items in IWD) the +1 damage will maybe get lost if it’s to overpowered.

Alignment restiction: is it used on any weapon? I think not. Loviatar will be pleased if an Ilmateri priest uses it.

Where to place it? Maybe an encounter with a priest? Firewine, Ulcaster?



Progress v1.0:
The weapon works
Bleeding damage works (copied from Valygars blade)
Bleeding icon works on Imoen
Description not yet in dialog.tlk
added to store
New BAM's used.

TO DO:
It says Imoen: poisoned if i hit her.


V1.0 Ready

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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The first release of Tome and Blood is now available in beta!

To install, just extract that attached .rar to your BGEE or BG2EE install and run.

Mod Description
[spoiler]
OVERVIEW
Tome and Blood is a mod designed to revise, overhaul and diversify Mages and Sorcerers.

COMPATIBILITY
Tome and Blood is designed to work with either of the Enhanced Editions.

CORE REVISIONS
This component does the following:
- Allows Gnomes to become Sorcerers and Dragon Disciples.
- Allows Sorcerers, Specialists and Mages to use Crossbows and Clubs.
- Replaces trueclass Sorcerer with a new kit: Eldritch Sorcerer (this is due to a game engine issue).
- Significantly changes all existing Mage and Sorcerer kits with a focus on making them all balanced.

NEW KITS
This set of components adds 7 new Sorcerer kits to the game. Each kit has a set of Bloodline Spells, which are spells that any sorcerer created with that kit automatically knows, as well as several small buffs. Of note now is that all sorcerers suffer a casting speed penalty whenever they cast spells, although the severity of this penalty varies from kit to kit.

[/spoiler]

Please feel free to post comments or suggestions in this thread.

[WeiDU Mod] NPC Renamer

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BG Version: This mod works with BG:EE and BGII:EE (credit and thanks for the BGII:EE component go to @CrevsDaak )
Languages: English only
Version: 3

Mod Description:
This mod allows to rename NPCs through an (hopefully) easy to use textual menu. It will work for both new and ongoing games.

Using the textual menu, one can rename several NPCs, or several times the same NPC (e.g. to fix a typo), by just selecting their corresponding number(s), until one is fully satisfied with the changes and ready to proceed with the installation.

However, once the mod has been installed, further name changes are only possible by uninstalling or re-installing. In both cases all NPCs will revert to their original names (e.g. if the mod has been installed, one can't just rerun the installer and rename only one NPC while retaining custom names for the others).

Installation instructions:
See the enclosed ReadMe file.

This mod has been inspired by this discussion.

Many thanks to @CrevsDaak (for writing) and to @TheFanxza (for testing) the BGII:EE component of this mod.

Edit: this is how the textual menu looks like
image

Refinements HLAs hot fix

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Since I really can't play this game beyond the levels you start getting HLAs without the revised HLAs from Refinements, and it looks like the author is "off the grid", I tried to make it work on BG2EE myself. I really have no clue how Weidu works or much anything about it so if you follow these instructions it's -

- AT YOUR OWN RISK!

It seems to be working fine for me so far but you might screw up your game.

1. Get the latest version of Refinements: http://www.shsforums.net/files/category/31-refinements/ and extract the files anywhere and then put them in ...\Baldur's Gate II Enhanced Edition\Data\00783

2. Get the latest version of Weidu: http://www.weidu.org/main.html#weidu and extract anywhere, make a copy of weidu.exe and rename it "setup-refinements.exe" and then move it to ...\Baldur's Gate II Enhanced Edition\Data\00783 (choose to replace the existing file).

3. Open up setup-refinements.tp2 with wordpad, notepad or similiar text editor and search for the line "REQUIRE_FILE ~Data/25Dialog.bif~ @10". It appears 2 times in the file, delete both of these lines completely. Save and exit.

4. Edit kitlist.2da with DLTCEP or other IE editing tool, and remove the last column, labeled KITIDS.

5. Install mod as usual.

Note that new kits like Shadowdancer, Blackguard, Dragon Disciple etc. will just get the HLAs of other kits. If you don't care then just play on, otherwise I made some fixes for these for my own use which I'll share here. It's not a weidu mod though so you'll have to add one spell description manually if you want it to display correctly. The description itself is in a text file in the attached archive called "unholy aura description" and the description belongs to the spell TG#UHOLA.spl. You can add the name and description with DLTCEP or similar tools.

Copy all the files to the override folder AFTER you installed refinements.

IMPORTANT: If you have any mod kits installed my fix will screw them all up, sorry. If someone feels like making this little fix into a weidu mod and a little more compatibility friendly, go for it.

The Undying Mod BG2:EE Compatible

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This mod is an NPC/Quest/Store mod. There are two NPCs who will join your party, Callisto and Ninafer.
Callisto is a Chaotic Evil Berserker elf who is looking for action because she is bored with Amn. She has quests that you can take that are not timer dependent.
Ninafer is a Lawful Neutral Fighter/Mage elf who is looking for action as well. She has spent most of her life sheltered in an elven city and she is looking to know more about the world outside her city.
The NPCs will banter with your character and the other joinable NPCs in the party as well as interact with others in the world.
There are a couple of minor quests to under take.
There are a couple of new stores with new items.
A new inn, the Dwarven Hammer can be found in the Slums.
Optional installs include smarter creature scripts and Harder enemies who have been beefed up.

Forums: http://www.baldursgatemods.com/forums/index.php?board=36.0
Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=8

Custom Sounds.

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I love having custom sounds for my chars. Are there ways to get the HOW icewinddale sound files on BG2 EE or any other custom sound files?

Custom Sounds Not Working

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I have a custom sound set that I'm trying to get running for BGEE. I followed the procedure from BG and the sound set to shows up when I go to select sounds for my character, but they don't play. I bought it on steam, and I've seen elsewhere that the steam version doesn't behave as well as the beamdog version. I've looked into DLTCEP to add the set in (per this thread: http://forum.baldursgate.com/discussion/8868/here-s-how-to-add-custom-sound-sets) but no luck either.

[MOD] Improved Archer Kit (for BGEE, BG2EE and original BG2/BGT)

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Download: Improved Archer Kit 1.0


Overview

The original Archer kit does not scale well with progressing levels. While the kit is very strong in the early parts of the game, it becomes more and more useless later on. This mod attempts to improve the kit by giving the Archer a couple more features which make the kit interesting even against very powerful enemies.

Components

The mod includes three components:
1. Improved Archer Kit (supports BG2:ToB, BGT, BG:EE and BG2:EE)
- Installs the Archer kit

2. Add +4 arrows and bolts to the game (supports BG2:ToB, BGT and BG2:EE)
- Adds +4 arrows and bolts to a number of stores and creatures in the ToB part of the game as well as to Watcher's Keep.

3. Add two powerful bows to the game (supports BG2:ToB, BGT and BG2:EE)
- Adds a powerful longbow somewhere to the first level of Watcher's Keep
- Adds an even more powerful composite longbow to the outdoor area of Sendai's Enclave

Each component can be installed independently.

Kit Description

[spoiler]ARCHER: The Archer is the epitome of skill with the bow-the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with melee weapons and armor.

Advantages:
- +1 to hit and damage rolls with any missile weapon every 3 levels.
- +1 to AC vs. missile weapons every 6 levels.
- May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows.
- May use Rooting Shot ability once per day every 4 levels. Can not be used together with other shot abilities.
- May use Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
- May use Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other shot abilities.
- May use Create Blessed Ammunition ability once per day every 4 levels.

ROOTING SHOT: All successful ranged attacks within the next 12 seconds will entangle the target, according to the level of the Archer:
  4th level: Target is entangled for three rounds if failed save vs. Spell.
  8th level: Target is entangled for three rounds if failed save vs. Spell at -1 penalty.
  12th level: Target is entangled for four rounds if failed save vs. Spell at -1 penalty.
  16th level: Target is entangled for four rounds if failed save vs. Spell at -2 penalty.
  20th level: Target is entangled for five rounds if failed save vs. Spell at -2 penalty.

POWER SHOT: All successful ranged attacks within the next 12 seconds have a chance to knock back the target, according to the level of the Archer:
  8th level: Knock back target if failed save vs. Breath.
  12th level: Knock back target if failed save vs. Breath at -1 penalty.
  16th level: Knock back target if failed save vs. Breath at -2 penalty.
  20th level: Knock back target if failed save vs. Breath at -3 penalty.

EXPLOSIVE SHOT: All successful ranged attacks within the next 12 seconds will explode on impact and cause physical damage to nearby targets in 15' range, according to the level of the Archer:
  8th level: 1d4 damage to nearby targets
  12th level: 1d4+2 damage to nearby targets
  16th level: 1d4+4 damage to nearby targets
  20th level: 1d4+6 damage to nearby targets
Caution: Damages enemies, allies and innocent bystanders alike.

CREATE BLESSED AMMUNITION: Create a spiritual arrow or bolt blessed by the Archer's worshipped god or goddess for 8 hours containing a score of charges.
  4th level: +1 enchantment, +1 to hit and damage rolls, additional 1d6 damage and slow for two rounds to undead if failed save vs. Death.
  8th level: +1 enchantment, +2 to hit and damage rolls, additional 1d6+2 damage and hold for two rounds to undead if failed save vs. Death.
  12th level: +2 enchantment, +2 to hit and damage rolls, additional 1d6+4 damage and instant death to undead if failed save vs. Death.
  16th level: +3 enchantment, +3 to hit and damage rolls, additional 1d6+6 damage and instant death to undead if failed save vs. Death at -2 penalty.
  20th level: +4 enchantment, +4 to hit and damage rolls, additional 1d6+8 damage and instant death to undead if failed save vs. Death at -4 penalty.

Disadvantages:
- -1 CON penalty.
- May not wear any metal armor.
- May only become Proficient (one slot) with melee weapons.
- May not cast any spells.


Furthermore, the Archer gains access to two special HLAs:
- Missile Trap allows the Archer to set a powerful spring-loaded missile trap in the chosen location when no hostile creatures are in sight. It does 3d10 missile damage and each 1d10 damage of various elemental types to the unsuspecting creature that sets it off.
- The Sure Shot ability calls forth every bit of skill and experience to target vital areas of the opponent with frightening speed and precision. By enabling this ability, the Archer takes up his/her stance and shoots missiles in rapid succession. For the next 12 seconds this ability sets one's number of attacks per round to 10 and every shot is considered a critical hit. Since this technique requires utmost skill and concentration, the Archer is rooted to the spot for the next two rounds. It can not be used together with other shot abilities.
[/spoiler]

Longbow Descriptions

[spoiler]Great Sun-Reacher +3
The elves of Evereska are known for their isolationism as much as their skill and bravery in battle. One of their most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the elves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a target in battle. His bow, crafted by his mother, was never given a name that was known outside of the family. The humans that suffered under its power called it "Great Sun-Reacher," believing that Bariah's arrows could reach into the heavens themselves. In a battle that many Evereskans are bitter about to this day, Bariah's griffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol. Though only one mage escaped with his life, he did manage to take Great Sun-Reacher with him.

STATISTICS:

Charge abilities:
- Protection From Normal Missiles twice per day

Combat abilities:
- When no arrows are equipped, the bow fires +3 arrows that receive +4 to hit and deal 1d6 missile damage

THAC0: +4
Weight: 3
Speed Factor: 2
Proficiency Type: Long Bow
Type: 2-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief
[/spoiler]
[spoiler]The Defender +5
Composite longbows are bows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage.
In addition to powerful enchantments, the materials used for this particular bow are of especially exquisite quality. The bow's exceptionally durable frame can be used to deflect even the strongest blows and the ergonomic design allows the user to shoot missiles in rapid succession.

STATISTICS:

Equipped abilities:
- +4 AC bonus against melee weapons
- 3 shots per round

THAC0: +6
Damage: +2 (missile)
Weight: 5
Speed Factor: 2
Proficiency Type: Long Bow
Type: 2-handed
Requires: 18 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Bard
[/spoiler]

EE Keeper for OS X via Wineskin -- UPDATED to 1.0.2.4

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Hello all,

I've created a Wineskin wrapper for @Troodon80's EE Keeper, and I'm happy to share it with other Mac users out there.

Link to the main EE Keeper thread: http://forum.baldursgate.com/discussion/16497/ee-keeper-updated-to-v1-0-2/p1


Download links for OSX versions: I used the following paths in Wine for the games, which are the locations for the Beamdog installer. If you have a beta version or Mac App Store install, your installation directories may be different.
* BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition\Game Data\00777\Baldur's Gate - Enhanced Edition.app\Contents\Resources\
* BG2EE: Z:\Applications\Baldur's Gate II - Enhanced Edition\Game Data\00782\BaldursGateIIEnhancedEdition.app\Contents\Resources\

To get EE Keeper working with a Mac App Store install, please see the directions in the spoiler tags:

[spoiler]
Go into EE Keeper.
Select "Settings -> Installation Directory" from the application menu bar (not the OS X menu bar).
Click on "Browse BG:EE" or "Browse BG2:EE", depending on which game you want to set up (if you have both games, do both).
This should bring up a "Browse for Folder" window. Click the "+" symbols to expand the selection tree to "Desktop -> My Computer -> Z: -> Applications".
Then, find "Baldur's Gate - Enhanced Edition.app" (or BaldursGateII-EnhancedEdition.app") and click the "+" symbol to see the folders inside the app package.
Find the directory "Contents -> Resources" inside the app package. Select the Resources folder and click "OK".
These screenshots may help.

http://cdn.vanillaforums.com/baldursgate.vanillaforums.com/FileUpload/06/26143b7ff6538030d8ce55966b3bad.png

http://cdn.vanillaforums.com/baldursgate.vanillaforums.com/FileUpload/b1/6efa2a73b3314dd0de6fb72bbc9837.png

http://cdn.vanillaforums.com/baldursgate.vanillaforums.com/FileUpload/39/40fc7a3542b03da98ae7c97939b39b.png


For saved games, EE Keeper is looking in the following location: "Documents\Baldur's Gate II - Enhanced Edition\save"

The Beamdog installer creates a link to the directory "\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\" in your Documents directory, letting EE Keeper find the save directory. Unfortunately, it looks like the Mac App Store version doesn't do this.

You can tell EE Keeper to use a custom save directory. There's a selectable option when you bring up the screen to open a save game. See this image:

http://cdn.vanillaforums.com/baldursgate.vanillaforums.com/FileUpload/ad/4fe79ae2cd20fc7f5672dcdf03bfce.jpg

Select the Use Custom Save directory option and then click the Browse button. Navigate to:

Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\save\

and then click OK. Don't try to pick a specific save. Just point EE Keeper to the "save" directory.
[/spoiler]

Many thanks to @Troodon80 for all the work on EE Keeper!


UPDATE 03-DEC-2013: EE Keeper version 1.0.2.2 has been released with Unicode character support. The Wineskin wrappers have been updated to this latest version.

UPDATE 26-JAN-2014: EE Keeper version 1.0.2.3 has been released with a fix for saved games in the Pocket Plane. The Wineskin wrappers have been updated to this latest version.

UPDATE 18-JUN-2014: EE Keeper version 1.0.2.4 has been released.

Fade

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I just discovered an new version of Fade ! V4 with TOB content and BGII-EE compatable. Looks like I will be starting a new game today :)

Find it on the Spellhold Studios site
http://www.shsforums.net/

New Kit: Scion of Murder - Looking for Suggestions/Feedback

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UPDATE: Mod is done and available for download. Happy to take any feedback, ideas, etc.

Download available here: http://www.shsforums.net/files/file/1023-cleric-class-kit-scion-of-murder/

Forum thread on download site: http://www.shsforums.net/topic/55624-mod-cleric-class-kit-scion-of-murder/

SCION OF MURDER: Some of the Bhaalspawn discovered their inherited power early in life and, whether they understood its true nature or not, embraced it. Rather than devoting themselves to some existing deity these scions turned their conviction inward, cultivating their own divine spark and reaping the nascent power of their progenitor.

ALIGNMENT: Any Chaotic or Evil
"Those who both respect the rule of law and the freedom or lives of others simply lack the ethical perspective required to become a living embodiment of murder."

EQUIPMENT: Scions may use Cleric equipment and wield all one handed melee weapons. Scions have access to all styles except two-handed, and may specialize in daggers, short swords, the single weapon style, and dual wielding.
"The Bhaalspawn are Scions of murder, not wholesale slaughter. Thus they favor weapons that can be carried casually and quickly thrust between the ribs or skull of an unsuspecting enemy."

REQUIREMENTS: 12 Str, 9 Dex, 12 Wis

ADVANTAGES:
- Invisibility: Once per day at level 1, with an additional use every 4 levels thereafter
- Backstab: While invisible or otherwise hidden the Scion may backstab as a thief of the same level
- Hold Person: Once per day at level 5, with an additional use every 5 levels thereafter

DISADVANTAGES:
- None

[Tool] Easy mod installer (WeiDU launcher) for OS X

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This is an app for easy, double-click launching of WeiDU on OS X. It should make mod installation as easy - or easier! - on a Mac as it is in Windows. The app is attached to this post.

[Updated to version 3, this now works for BGEE v1.2 and handles the various WeiDU 236 downloads - it will work whether you have "weidu" or "weidu+snowleopard" or "weidu+mavericks" in your Resources folder. Just make sure you have the right one for your system!]

[Update to v3.1 - now correctly handles mods in "OS X format" from G3. (They're great mods - go download them all!)]

HOW TO USE THIS - FOR MODDERS:
You don't need to do anything, this should work with normal Windows-based WeiDU mods just the way the are (i.e. with a "setup-xxxx.exe" file and a data folder containing a .tp2 file). In fact I advise against separating a "Mac version" and a "Windows version" of mods. The only thing that needs to be different between the platforms is WeiDU itself.

If you want to include Mac WeiDU with your mod, that's great - just be aware that, as of v236, there are multiple binaries and it's probably best to include both "weidu+snowleopard" and "weidu+mavericks" (in late 2014 it's probably safe to omit the 32-bit version). Or just include a link to the weidu.org download page. If you want to include a copy of this app with your mod, or a link to this thread, that's fine too.

HOW TO USE THIS - FOR PLAYERS:
First, follow steps 1 through 3 here:
http://forum.baldursgate.com/discussion/31155/the-hitchhiker-s-guide-to-installing-mods-on-osx

Then, for step 4, just drop this app into your "resources" directory along with WeiDU and your mods, and double-click it. Choose which mod to install from all the mods you've downloaded. It will open up the Terminal and start the WeiDU installer for that mod. From here you just follow the prompts.

After the first mod is done and you have "clicked enter to exit" in the Terminal, if you want to install another mod, just run this app again and choose the second mod. Just use this app every time, for each mod you want to install - simple!

NOTES:
1) This app does NOT display your mods in any kind of order; do NOT just install them from top to bottom in the dialog box. Mod install order matters greatly with BG. It's not like Oblivion/whatever game where you can just check a box to 'enable' a mod. It's more like *layering* mods on top of each other. Think of a pizza: if you layer the ingredients out of order (cheese on the bottom?) it just doesn't work.

So, I highly recommend planning ahead. Get all the mods you want to use, read up about them and about BG mod install orders. Maybe find the latest "BiG World Guide" .pdf that has installation notes for getting literally hundreds of mods to work together. Then write out the list, in order, so you can keep track as you go. That is kind of anal, but it is much better than having to go a clean BG install and repeat the whole process if you get something wrong.

I know this might sound odd!

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As I'm a bit of a geek, I've often wondered what it would take to create a mod whereby you are able to play a character from a totally different genre - in either BGEE or BG2EE?

An extreme example of what I'm thinking of is somebody like Bumblebee from Transformers - please, bear with me. Lets say, for example, Bee (for whichever bizarre reason - say as an act of advanced technology/godly magic) finds himself in the Realms and is considered Bhaalspawn.

Would something like that even be technically possible?

I'm asking as somebody who doesn't know anything about how to mod the game. Just wondered if it was possible and what might be involved if so?

Keldorn Romance Mod?

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Hey!

Has anyone tried installing Berelinde's romance mod for Keldorn in BG2EE? Or is it compatible with BG2EE? I've tried searching the other modding website about it, but haven't found much. I remember it being pretty fun on regular BG2, though.

When I tried installing it in BG2EE it (weidu) just gave me an error about not having TOB installed. I just wasn't sure if there was anyway to make it work.


EDIT:
Ok! So I opened "setup-keldorn_rom.tp2" file with a text editor and discovered that it had a check for tob installation. I commented the line out and tried installing it again. It worked (Seemingly). In-game, I have had pid conversations with him, so it seems to be functioning correctly right now. Its too early in the romance to tell if there will problems with what I did or just general incompatibility with bg2 vs bg2ee stuff; I don't know much about that.

But hey, at least it might work. Yay!

Possible to Cast Spells Straight From Spellbook?

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Does anyone know if there is a mod available that would allow me to cast spells straight from the spellbook screen? Basically, I want to edit a sorcerer to allow him to have access to all spells in the game, and then solo the game with him (not that he would need every spell, more just because I think it would be fun to try out some spells i would never otherwise use). The problem is that it is too tedious to scroll through each page of memorized spells to find the one I am looking for when so many spells are known. It would be a lot easier to find the spell I am looking for if I could just open the spellbook and cast from that screen.

I'm guessing the answer is no, mainly because I've looked around somewhat and haven't found anything. But i figured I would give it a shot.

Thanks,

Baldur's Gate: Enhanced Edition Continuity Project

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Baldur's Gate: Enhanced Edition Continuity Project
A Project by Prince_of_Lies

The purpose of this mod is to allow players to have access to additional content (portraits and soundsets) for player characters and to allow the player to use the BG2 portraits for certain NPCs. Additional content will be added later. However, for now, this is all.

CONTENTS
Installation
-Override
-Portraits
-Sounds
Tools Used
Future Plans
Legal

INSTALLATION
OVERRIDE
The contents of this folder contain the BG2 portraits of Edwin, Imoen, Jaheira, Minsc, and Viconia. Simply copy and paste the portraits you would like to use to your "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766\override" folder.

PORTRAITS
The contents of this folder contain the bonus portraits added by the Enhanced Edition of BG2. Simply copy the portraits and place them in your "C:\Users\[USER]\Documents\Baldur's Gate - Enhanced Edition\portraits" folder.

SOUNDS
The contents of this folder contain the default character sounds from BG2, simply copy the sounds and place them in your "C:\Users\[USER]\Documents\Baldur's Gate - Enhanced Edition\sounds" folder.

TOOLS USED
Dragon Lance Total Converion Editor Pro
Notepad

FUTURE PLANS
Currently, I am working to add a spoiler quest which explains the connection between Tamoko and Yoshimo from BG2.

LEGAL
All content presented within is unaltered from its original form, and is owned by Wizards of The Coast (C).

Baldur's Gate II: Enhanced Edition Continuity Project

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Baldur's Gate II: Enhanced Edition Continuity Project
A Project by Prince_of_Lies

The purpose of this mod is to allow players to have access to additional content (portraits and soundsets) for player characters and to allow the player to use the original BG portraits for certain NPCs. Additional content will be added later. However, for now, this is all.

CONTENTS
Installation
-Override
-Portraits
-Sounds
Tools Used
Future Plans
Legal

INSTALLATION
OVERRIDE
The contents of this folder contain the BG portraits of Edwin, Imoen, Jaheira, Minsc, and Viconia. Simply copy and paste the portraits you would like to use to your "C:\Program Files (x86)\Baldur's Gate II Enhanced Edition\Data\00783\override" folder.

PORTRAITS
The contents of this folder contain the bonus portraits added by the Enhanced Edition of the original BG. Simply copy the portraits and place them in your "C:\Users\[USER]\Documents\Baldur's Gate II - Enhanced Edition\portraits" folder.

SOUNDS
The contents of this folder contain the default character sounds from the original BG, simply copy the sounds and place them in your "C:\Users\[USER]\Documents\Baldur's Gate II - Enhanced Edition\sounds" folder.

TOOLS USED
Dragon Lance Total Converion Editor Pro
Notepad

FUTURE PLANS
Currently, I am working to add a functionality that will search the "final save.sav" to see which NPCs are alive, and which ones are dead, and have BG2 reflect this. I am also looking to possibly have an alternate start where, instead of Minsc and Jaheira in Irenicus' dungeon, they are replaced by Montaron and Xzar.

LEGAL
All content presented within is unaltered from its original form, and is owned by Wizards of The Coast (C).

DLTCEP help and/or a modest request

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Hello Forum,

I want to mod an item (more on that later) and, as you would expect, found that DLTCEP is the most suggested utility. I am running Windows 7 64-bit Ultimate, I downloaded the latest DLTCEP version from sourceforge, but it will not run. I can extract the .exe file, but if I try to run it it freezes up, I have to stop it, I get a hexcode error that means nothing to me, and the window explorer that is opened to the .exe containing folder freezes and must be killed via task manager. Tried running in various compatibility modes, graphic settings, and admin mode to the same effect. Any other Windows 7 Ultimate (64-bit) having these issues?

I just want to make a +6 Carsomyr equivalent for a Blackguard. I was thinking something like just adding +6 Carsomyr's dispel effect to Dark Justice +5.

I am more interested in modding though so I would appreciate any comments on DLTCEP or alternatives I should look to. Also, I know it has been asked but I didn't see a clear answer (that I remember), where the heck are the item files and the like for BGEE and BG2EE?

Thanks,

misterid
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