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[Mod] TeamBG's Weapon Pack for BG:EE, BG2EE, BGT & TuTu

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TeamBG's Item Pack

Information: Baldur's Gate2:Enhanced Edition
This is the second installation of the "pack" mods that I will be making
for Baldur's Gate2: Enhanced Edition. This mod is a weapon pack. There is a
dwarf, Maltz, who is at Waukeen's Promenade. He will
sell you these weapons.

V1.01BG2EE 9/8/14
Added Polish translation thanks to Cahir
Added .tra files for translations for the mod.
Updated to Weidu 236.

V1.00BG2EE 11/15/13
First release

Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=8091.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=191

Information: Baldur's Gate:Enhanced Edition

This is the second installation of the "pack" mods that I will be making for Baldur's Gate: Enhanced Edition. This mod is an weapon pack. There is a dwarf, Maltz, located outside of the Friendly Arm Inn who will
sell you these weapons. Some of the weapons are color variations of what you find in the game, some from BG2 and some of them are new. The magical weapons are expensive so you will have to save a lot of gold to buy them.

Version History:

V1.05 8/18/14
Added Polish translation thanks to Cahir

V1.04 8/15/14
Added .tra files for translations for the mod.
Updated to Weidu 236.
Gave Kurtz a portrait.

V1.03 10/17/13
Removed the usability flags since its redundant in BG:EE

V1.02 4/28/13
Removed a line the in TP2 file for BAMs

V1.01 1/9/13
Fixed the Dwarven Thrower Thac0 which was at +3 when it shouuld be +2
Fixed the text of the Ninja-To +2. It said it was +1 when it is a +2 weapon.
New cross platform for BG:EE, BGT and Tutu

V1.00
First release

Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=7868.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=186

Where the new store clerk is at in the Friendly Arm Inn.

image

[BGEE MOD] Oriental Adventures - Rise of the Samurai

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MOD DESCRIPTION

Overview:
---------
Dishonored and shamed, Kuronada was was cut loose from the system of honour and loyalty. He is no longer a samurai; he is a ronin with no honor and no standing in society. He retains the abilities of a samurai, and can still advance in level as a samurai, but at double the normal experience. Now he roams the countryside, earning money however he can, in search of honor…

Kuronada
o======================================================================o
Recruitable: Early
Max Hit points per Level: 10
Male, Human, Ronin Lawful Neutral
Str 17, Dex 17, Con 16, Int 10, Wis 13, Cha 11
Katana of Quality
Ashigaru Armor
Potion of Extra Healing x1
Potion of Defence x1

Kuronada 2
Experience: 2262
Hit Points: 17
Katana ++
Single-Weapon Style ++

---or---

Kuronada 4
Experience: 9012
Hit Points: 34
Katana ++
Longbow +
Single-Weapon Style ++

---or---

Kuronada 6
Experience: 36120
Hit Points: 57
Katana +++
Longbow +
Single-Weapon Style ++

How to Use Kuronada Effectively:
-----------------------------
Kuronada is good enough that he can be a great melee character. He starts out Specialized in Katanas and Single-Weapon Style, which is great, but his light armor means that he should always be attacking from behind another character. Aim to rehonor him quickly, thus eliminate the crippling experience point penalty he suffers as a ronin.

Recruiting Kuronada:
-----------------
You'll find Kuronada milling about the northern side of Friendly Arm Inn (AR2300),
at (x=1122, y=722). Kuronada will join your party if you are honourable (non chaotic), and you allow him

RONIN KIT DESCRIPTION

RONIN: Ronin are masterless samurai, members of the noble class who have been cut loose from this system of honour and loyalty. He is no longer a samurai; he is a ronin with no honor and no standing in society. He retains the abilities of a samurai, and can still advance in level as a samurai, but at double the normal experience. A ronin can return to full samurai status with his old diamyo or a different one.

Advantages:
- May use Kai ability once per day per level (start at 1st level with one use)

KAI: The samurai increases his strength score to 18/00 for one round

- 2nd level: Gains a +1 to damage rolls every 3 levels
- 5th level: Becomes immune to fear and morale failure
- 6th level: May use the Fear ability once per day

FEAR: All characters and creatures within a 10-ft radius must save vs. Breath Weapon or run away in panic for 4 rounds.

- 9th level: May use the Great Kai ability once per day

GREAT KAI: The samurai increases his strength score to 18/00 for two rounds and all enemies within 10 feet must save vs. paralyzation or be stunned for one round

- 12th level: +2 THAC0 bonus with off hand

Disadvantages:
- Race restricted to human
- Alignment restricted to lawful
- May not dual class
- May not wear armour heavier than splint mail
- Earns experience points at half the normal rate

ITEM DESCRIPTIONS

Katana of Quality
The Katana of Quality is a family heirloom with which the character will not part, but will wear proudly. It is said that the soul of a samurai is contained within his blade, and the eldest of each generation is blessed to carry the katana of his grandfather. It is an honor, and a burden.

STATISTICS:

THAC0 +1
Damage: 1d10 (slashing)
Speed Factor: 4
Proficiency Type: Katana/Wakizashi
Type: One-handed
Requires:
6 Strength

Weight: 6
Usable by

Kuronada

Ashigaru Armor
Ashigaru armor is a light and inexpensive armor worn by farmers conscripted into a daimyo’s army. It consists of a light breastplate and thigh protectors made of laced metal plates, shin guards, and a light helmet resembling a round straw hat.
STATISTICS:

Armor Class: 7
Requires:
12 Strength

Weight: 20

FUTURE CHANGES
1. Quest to rehonor

Rehonoring Kuronada allows him to return to full samurai status, thus negating the experience point penalty

2. Quest to find and destroy the Egg of P’an Ku (Tamoko)

The Egg of P'an Ku was a powerful artifact, the last surviving part of the mad dragon P'an Ku, who unmade itself rather than become corrupted by the power of the Taint and the Nothing. It was said to have the power to create a shadow replicate of anyone and anything. It beared P'an Ku's madness curse and using it risked destruction.
The Egg of P’an Ku creates a duplicate of a target character. The duplicate is created at 60% of the level of the character being copied, and possess all the skills, abilities and hit points of the original.

Tamoko posses the egg, defeating her and gaining possession of the egg will offer the PC a choice, allow Kuronada to destroy the egg for 20,000 quest experience per character and retain his services or choose to keep and use the egg but face Kuronada in a fight to the death

Pale Master Kit for Sorcerers

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Based off this Feature Request, @Artemius_I has put together a Pale Master kit for sorcerers. Per his description:

PALE MASTER: Necromancy is usually a poor choice for arcane spellcasters -- those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

Advantages:
- 1st level: +2 bonus to AC.
- 5th level: May use Animate Dead once per day.

ANIMATE DEAD: As per the mage and cleric spell, summons an allied skeleton warrior to serve the caster.

- 6th level: May use Undead Graft twice per day.

UNDEAD GRAFT: The pale master touches a target with a ghoulish hand. Target must save vs. death or be held for 5 rounds.

- 8th level: Gains +2 to saves vs. death.
- 10th level: Undead Graft forces a save at -1.
- 12th level: Immunity to hold, stun and poison.
- 14th level: Undead Graft forces a save at -2.
- 15th level: May use Create Boneguard once per day.

CREATE SKELETON ABOMINATION: Summons a powerful bone golem to serve the caster for 2 hours.

- 16th level: May use Deathless Touch twice per day.

DEATHLESS TOUCH: The pale master touches a target with a life-snuffing hand. Target must save vs. death or die instantly.

- 18th level: Undead Graft forces a save at -3.
- 20th level: Immunity to death magic, cold, level drain.
- Hit Die: d6

Disadvantages:
- May cast one fewer spell per level per day (CURRENTLY NOT IMPLEMENTED)
- Alignment restricted to non-good.
- Incurs a -2 penalty to Charisma.
- Race restricted to human.


The kit is still in its initial stages, so feedback and technical assistance would be much appreciated if anyone has the time and inclination to jump in. :)

The latest build of the Pale Master is here.

Is level 1 NPCs likely to be available any time soon for Enhanced edition?

Anyone running Dungeon Be Gone on BG2 EE?

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

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

[MOD] Djinni Companion: Call for playtesters!

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Hi folks!

I've been working for some time on a mod that lets you tag along a djinni. He is in dire need of help, is involved in several exciting quests, has lots of banters with your character and he joins your party in a very unusual way.

I think that he's now ready to be released into the wild. But a mod of this size needs to be thoroughly tested first. That's why I'm looking for playtesters. If anyone is interested in helping me out, just let me know by dropping me a PM, posting in this thread or (preferably) over at Spellhold Studios.

Djinni Companion Overview:

[spoiler]
image
Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures in BG2 - Shadow of Amn and Throne of Bhaal.

Content:
    - The djinni Afaaq who acts as your "seventh party member"
    - Extensive dialog content between Afaaq and the protagonist
    - Banters with each of the original Bioware NPCs (in the works)
    - Interjections and commentaries
    - An extensive player-initiated dialog with Afaaq
    - Five new quests
    - Six new areas
    - A couple of unique artifacts
    - Several easter eggs ;)
    - Supports the original BG2 as well as BG2:EE
[/spoiler]

BG2 Tweak Pack not installing correctly?

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I saw this on the list of supported mods so I installed what I wanted from it but now my game is all messed up. I'm not sure how it happened but it seems that many of the things that were supposed to be changed didn't work, particularly in regards to descriptions for things.

For example, I installed the tweak that shuffles around weapon profficiencies which is supposed to include a new description, but the profficiencies did not change and now the descriptions that should have been changed look to be some random Haer'dalis dialog. Some of the item descriptions had this happen as well. My favorite is the White Dragon Scale description which now reads 'Come now, who could be stronger than you? Who would dare give orders to you?' That is an awesome description for a suit of armor but I digress.

I don't know what all is affected because I didn't really do much after I noticed the mod didn't install correctly. I'm going to reinstall the game and take another crack at it and make sure everything I'm using is up to date (like Weidu). Before I did this I wanted to check here to see if anyone else has had this happen before and how to fix it, since I really enjoy the tweak pack and would like to use it.

[EE Keeper] Party Editing

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Hey guys.

So, essentially, I want to re-live my old IWD days of complete party creation here on BG(EE). My current approach is to start up a game & recruit any 5 party members as quickly as possibly before I then edit their portrait, stats and such using the EE Keeper. This is working pretty well besides 2 points:

Name
Voice

I can't seem to find an option to edit either of these things so I'm hoping someone can point me in the right direction. I also realize that this is quite a convoluted process so if there is an easier way to create your own partyin BG:EE that'd be fantastic to hear.

Thank you. I apologize in advance if I have missed any existing & relevant threads.

[XP Mod] TeamBG's Level 40 Rule Set/High Level Abilities

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This mod enables you to reach level 40 in Baldur's Gate: Enhanced Edition. There are two files that you need to make this work.

http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=180 Level 40 Rules Set this is allowing you to go to level 40 in BG:EE.
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=181 High Level Abilities this is needed in order to not break your game. These abilities are omitted in BG:EE and you must install this if you use my Level 40 Rule Set or another rule set/EXP cap removing mod.

These are both betas. I need feedback mainly on the High Level Abilities mod to make sure everything works and there are no other files missing.

Install:

To install the Level 40 Rule Set just open up the rar archive-open the level 40 folder and drop those files in your Override folder. You may need to create this which should be in you 766 folder.

To install the High Level Abilities mod put it in your game folder and double click on the executable mod file and follow the install instructions. This is a Weidu mod after all which is necessary to get the text for the abilities.

http://www.baldursgatemods.com/forums/index.php?board=139.0 Feedback message board

Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE. We have a large source of tutorials on how to mod and modding tools!
TeamBG http://www.teambg.org/ "Still Building Worlds"

Current Versions:
Level 40 @ Version 3. Updated the Luabbr.2da to include the new kits. 5/19/13
HLA's @ Version 1.06. Added missing creature files for druid transformation into an earth and fire elementals.

[Resource Pack] Extended Animations

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Hi modders, I created big pack with animations for you!

What is idea this pack?
Add as much as possible new animations for BGEE and BG2EE, from others IE games

Do you use others works?
I used only tools DLTCEP, NearInfinity, BAMWorkshop, WEIDU and conversions animations from PST by @Cuv, thanks @Cuv! Everything else is my job for now. I have hope that, you help and it will change :)

How long did you do it?
I started making pack on 13th June.

How can I install it
Like, others mods. Just download pack from here:
https://www.dropbox.com/sh/yslrbm9o686ktw2/ZHwO77ay7I

What does pack contain?
This pack contain all animations from BG, BG2, BGEE, IWD, IWD2, PST. There are ~162 animations. To comparison - orginal game has ~280 entry in ANIMATE.IDS and there are many repeating animations (recolored). There are all soundset too, but I didn't tested it too much, and there aren't soundsets for PST yet. There are entries of ANIMATE.IDS EXTSPEED.2DA EXTANIM.2DA and my work-file.csv, weidu, one script and one program.

How can I help?
You can help on many ways:
1.) Testing slots
2.) Find new animations
3.) Help with set soundsets
4.) Making new .cre which use animations and have everything good - weapon range, class, race, general, statistics. I would like to attach one creature per one animations. (and it shouldn't be "cat" or "wizeye").
5.) Describe animations from PST - I think about ANIMATE.IDS - there are many PST_SUPRISE
6.) Recolored animations from PST
If you make something, send it to me!

How works animations slots in BGEE?
So, we have externalize animations to 2 files: EXTANIM.2DA and EXTSPEED.2DA

EXTSPEED.2DA


EXTANIM.2DA
I can only quote @Scottbrocks.

SLOT_NUMBER
ARMOR_MAX_CODE = [0,1,2,3,4] max armor level. 4 = plate. It's basically set to 4 for all the characters except for the monk who has it set to 1
CAN_LIE_DOWN = [0, 1] Do we have frames where we are on the ground? Death animation checks this.
DETECTED_BY_INFRAVISION = [0,1] Are we detected by infravision
DOUBLE_BLIT = [0,1] Should probably always be set to 0, but the DEMB animation has this set to true.
EQUIP_HELMET = [0,1] Can they equip a helmet
SPLIT_BAMS = [0,1] Are the bams split
COLOR_BLOOD = [0-255] color palette lookup. Seems like 47 is pretty common
COLOR_CHUNKS = [0-255] used in EFFECT_EXPLODINGDEATH(8), seems to be either 0 or 255
FALSE_COLOR = [0,1] Tell it to use the character colors
HEIGHT_CODE = string - "WQM", "WQL", "WQS", etc. The prefix to the weapon animations. Will be set to "NONE" for most monsters.
HEIGHT_CODE_HELMET = string - same as above, but for the helmet animation
HEIGHT_CODE_SHIELD = string - see above
SND_FREQ = [0-255] Sound frequency. Lots of animations are set in under 10, then a few are quite high(150+, MGCP, MGCL, MDOG, etc)
PERSONAL_SPACE = [0-255] most are 3, dragons are 13
RESREF = string - animation resref. MDOG, ARAB, etc.
RESREF_PAPERDOLL = "CHMB", etc
RESREF_ARMORBASE = single char, 'T' thief, 'W' wizard. This is the 4th character in CHM?
RESREF_ARMORSPECIFIC = single char, see above. Use when their armor code is equal to ARMOR_MAX_CODE
RESREF_SHADOW = "CSHD", etc.
If you think that, it is end, you are almost right - for each animations you must search slot and most of slots doesn't work, because are reserved. Slots which works with IWD animations type:
0xE240 - 0xE2FF - free
0xE330 - 0xE3FF - free
0xE440 - 0xE4FF - free
0xE530 - 0xE5FF - free
0xE620 - 0xE6FF - free
0xE730 - 0xE7FF - free
0xE850 - 0xE8FF - free
0xE920 - 0xE9FF - free
0xEA30 - 0xEAFF - free
0xEB30 - 0xEBFF - free
0xEC30 - 0xECFF - free
0xED30 - 0xEDFF - free
0xEE20 - 0xEEFF - free

I reserved this range 0xE240 - 0xE2FF, in my pack, so we have little less space :)


Can you tell me, where the difference between your mod and Infinity Animations is? Except that IA isn't compatible to BGEE yet.
1. List with slots from Infinity Animations is useless for BGEE, because animations on these slots doesn't works!
2. This packed doesn't modified any .exe
3. Inifinity animations doesn't knows slots in EXTANIM.IDS and EXTSPEED, so...
4. Bams have others name, I used core name from orginal game.
7. Dynamic repaletted PST animations.
8. Authors :P


Special thanks
@Cuv for conversions, support and advice

How can I quick test it?
I made area with all animations (all it means that, there are old animations too), specially for you! I used Heroes III editor to make it, so area isn't beatifull. I separated this area to independent mod - you can download it here:
https://www.dropbox.com/sh/xgql2tkjuh0zavl/2LsLfTqXI_
Install it and put in cheat console:
C:MoveToArea("ANIMAT")

Some screenshots
image
image
image

Changelog
[spoiler]
V 2.0: add support for BG2EE
V 1.0: release
[/spoiler]

I wait on feedback :)

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.

How to edit the GUI?

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I recently became curious on how to edit the GUI like @Archaic has been doing. I was wondering if he, or others could point me in the right direction. I have DLTCEP installed and have been messing about with it. However, one of the biggest things I would like to achieve is the action bar. The reason being, in BGTuTu, using the widescreen mod, higher resolutions cause the action bar to shift to the left substantially. I would like to correct this by making at least the action bar compatible with the higher resolutions. If I can manage that, then maybe I could move onto scaling the rest of everything else to the correct dimension that I personally play on.

Thank you,
- S

Keeping Yoshimo is now available for EE and Mac! (spoiler for newbies to BG2)

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Warning: If you have never played BG2 there is a pretty major spoiler here. For the ideal gaming experience I would recommend that you back out of this thread now and play the game first, then return here afterward if you're curious about this mod.

At long last, thanks to @CrevsDaak the Gibberlings 3 mod Keeping Yoshimo is now available at Gibberlings 3 for download for BG2EE, both PC and Mac. In a nutshell, this mod
  • allows players to keep Yoshimo for the entire saga
  • adds dialogue re: Yoshi's betrayal of the PC (his spying b/c Irenicus' Geas)
  • adds an entirely new subplot for Yoshi with dialgoues and an encounter
  • adds a Tree of Life dialogue for Yoshimo
The download link on the page linked above will be updated in a day or two. But it will direct to this thread which provides the latest download and version updates, and links to report bugs and compatibility issues with other mods.

This mod has modest aims. Basically, it allows you to keep Yoshimo to the end of ToB. In order to do that a new story was created, a subplot for Yoshimo if you will. It consists of dialogues about why Yoshimo cannot join you for your excursion to Spellhold. Yoshimo removes himself from the party in Brynlaw and then rejoins the party after you have completed Spellhold. We also decided to add an encounter (battle) just for fun. The mod also includes the option to change Yoshimo's alignment to Chaotic Good.

If you can give this mod a go and provide feedback either at the G3 forum or here if that's easier for you, we will greatly appreciate it!

Major props to @CrevsDaak for taking this on. The mod has languished in Alpha status at G3 for the last five years due to lack of a coder, and Crevs graciously stepped up to update it for EE and Mac. I wish we could give him a boatload of promotes for it, but he clearly deserves at least one!

[BG:EE EVIL KITS MOD] RAVAGER AND PALEMASTER

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Hi friends.
I've decided to share my new custom DnD kits with you.
Now you can beat the BGEE and BG2EE games with the Ravager or with the Palemaster.
Image and video hosting by TinyPic


RAVAGER

Image and video hosting by TinyPic

[spoiler]
RAVAGER: Feared by many and understood by few, the infamous ravager is an individual who has dedicated himself to the service of Erythnul, deity of slaughter. Living a life of violence and savagery, the ravager seeks to spread this deity's malignant influence wherever he goes, never resting long in one place lest the forces of good pursue him. Ravagers who come from the ranks of fighters and barbarians find that the ravager's offensive capabilities enhance their combat skills. Ravagers spend much of their time with others of their kind, roaming the land in small, close-knit communities without warning, and retiring back into the wilderness to plan their next terrible raid. Sometimes the clergy of Erythnul commands a lone ravager to undertake some mission or project that obliges the ravager to join up with other individuals, but such alliances are usually temporary and must be managed carefully, lest they lead to quarrels or worse.

Advantages:
- May use Haul ability once per day.

HAUL:
The ravager throws a hook with a 50 feet long mithral chain torwards the opponent to lug him to a closer distance.

- May use Pain Touch ability once per day.
- At 2nd level may use Aura of Fear ability once per day.

AURA OF FEAR:
Enemies within 10 feet of a ravager of 2nd level or higher take a —2 morale penalty on all saving throws for 1 turn. The range of this aura increases at 6th level to 20 feet, at 15th level to 30 feet, at 20th level to 40 feet.
There is no Saving Throw against this ability.

- May use Cruelest Cut ability once per day every 5 levels (starts at 5 level with one use).

CRUELEST CUT:
When a ravager reaches 3rd level, his familiarity with pain and fear grant him a cruel precision with his melee attacks.
The ravager gets a 30% chance for 5 rounds to knock the target down and wound it dealing additional 1d4 piercing damage that causes 1 point of additional bleeding damage per round.

- At 10th level may use Visage of Terror ability once per day.

Disadvantages:
- Incurs a -2 penalty to Charisma.
- May not wear armor heavier than splint mail.
- May not exceed Specialization (two slots) with any weapon class.
- May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
- Alignment restricted to evil.
- Hit Die: d8.
[/spoiler]

[spoiler]
Visage of Terror
(Illusion)

Level: 1
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal image. You see only a vague shape. The subject must make a Spell save to recognize the image as unreal, or flee in panic for 3 rounds. Even if the Spell save is successful, the subject takes 3d6 points of damage.~

Pain Touch
(Necromancy)

Level: 1
Range: Touch
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

Erythnul teaches that life is pain, and so is the touch of a ravager. A ravager can make an unarmed magical touch attack that deals 1d8 points of damage + 1 point per ravager level, to a maximum of 1d8+10 points.~
[/spoiler]

Supposed to be a Barbarian kit, but have no idea how to add a kit to the Barbarian class. Hardcoded :-P


PALEMASTER

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[spoiler]
PALEMASTER: Necromancy is usually a poor choice for arcane spellcasters - those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Many pale masters still end up supplementing their arcane power with levels of divine magic. The mixture of "pale lore" and clerical abilities to sway, create, command, and destroy undead can be a potent one.

Advantages:
- 1st level: Bone Skin.

BONE SKIN:
The pale master's tough, cadaverous flesh gives them a +2 natural armor bonus to AC. This bonus increases to +4 at 4th level and +6 at 8th level.

- 2nd level: Gains the ability to cast Animate Dead once per day.
- 3rd level: Gains Infravision innate ability.
- 4th level: Gains +2 bonus to AC.
- 5th level: Gains the ability to cast Control Undead once per day.
- 6th level: Undead Graft.

UNDEAD GRAFT:
A pale master gives in to terrible necrophiliac urges. He cuts off his arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved flesh stitched in place like that of a flesh golem. Regardless of its composition, the graft grants a +4 inherent bonus to the character’s Strength score. Additionally, the undead graft allows him to cast Harm once per day.

- 7th level: Tough as Bone.

TOUGH AS BONE:
The pale master becomes more and more like one of the implacable undead. They gain Immunity to hold & level drain

- 8th level: Gains +2 bonus to AC.
– 10th level: Deathless Master's Touch.

DEATHLESS MASTER'S TOUCH:
At 10th level the pale master's touch becomes deadly and can instantly kill a target. The Deathless Master's Touch allows him to cast Slay Living once per day.

Disadvantages:
- Race restricted to Human.
- Incurs a -3 penalty to Charisma.
- Alignment restricted to any non-good.
[/spoiler]

A necromantic sorcerer kit with some priest abilities as the description says.


Source:
http://nwn2.wikia.com/wiki/Pale_Master
http://dndtools.eu/classes/pale-master/
http://dndtools.eu/classes/ravager/
http://www.dandwiki.com/wiki/Ravager_(3.5e_Prestige_Class)


Link v1.1:
https://www.mediafire.com/?7nkfhmbppehi45p

Enjoy!


P.S.:
also check out my first BGEE NPC mod:
http://forum.baldursgate.com/discussion/34279/bg-ee-mod-caina-fighter-brigand-npc-and-zarra-ranger-archer-npc

[BG:EE MOD] Caina Fighter/Brigand NPC and Zarra Ranger/Archer NPC

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Hi friends.
Officially its my first BGEE mod, so...
I thought there's a lack of evil custom NPCs (personally I prefer evil NPCs), so I've decided to try my luck in BG modding =)

CAINA:
Image and video hosting by TinyPic
Caina is a mercenary from Luskan. She is a Brigand (Thug).
You can find her in Beregost in a mansion on the north.
Caina is currently working for Gerard Travenhurst, knocking out his debts.
She has a lot of interactions and some banters with BG NPCs and a personal quest.
She will join you only after you've done her quest.
While traveling with her she will give some gifts to Edwin, Xzar, Xan.

ZARRA:
Image and video hosting by TinyPic
Zarra is a drow from the city of Sschindylryn (near Cormyr). She is an archer goblin hunter.
She is obviously lost. She needs your help to retrieve an item that belongs to her.
Zarra has a special friend - an animal companion called Auflaque.
You will meet her near Nashkel (eastern area).
She has a lot of interactions and some banters with BG NPCs and a personal quest and some IG interactions with most vanilla NPCs (compliments, insults...)
She is very nervous and vulnerable, treat her well or she will leave.
[spoiler]
Image and video hosting by TinyPic
[/spoiler]

Explore 3 new dungeons (or 10 new areas) with the 2 new NPCs:
The Orc Cave near Gullykin village:
[spoiler]
Image and video hosting by TinyPic
[/spoiler]
Blackmaul enclave near Nashkel:
[spoiler]
Image and video hosting by TinyPic
[/spoiler]
Old Temple near Beregost:
[spoiler]
Image and video hosting by TinyPic
Image and video hosting by TinyPic
[/spoiler]

Face new enemies and find over 20 new items:
[spoiler]
Image and video hosting by TinyPic
Image and video hosting by TinyPic
Image and video hosting by TinyPic
Image and video hosting by TinyPic
Image and video hosting by TinyPic
Image and video hosting by TinyPic
Image and video hosting by TinyPic
Image and video hosting by TinyPic
[/spoiler]

!The new kit fighter/brigand is not a DnD kit!
[spoiler]
BRIGAND: A Brigand is a common outlaw robber who travels with others in a group or a loner assassin.
Brigands break into the battle without honor and respect using dirty tricks.
Brigands can either stab their enemies from the back with a sharp dagger or strike outright with a long sword when they have an advantage in numbers and strenght.
Voracious gold diggers, Brigands usually have no deity.

Advantages:
- May use backstab ability for increased damage:
Level 1-3: x1
Level 4-9: x2
Level 10-15: x3
Level 16+: x4

- May use Smoke Bead ability once per day every 4 levels (starts at 2 level with one use).

- May use Bone Slug ability once per day every 4 levels (starts at 3 level with one use).

- May use Bone Dust ability once per day every 4 levels (starts at 4 level with one use).

Disadvantages:
- Incurs a -4 penalty to Charisma.
- May not wear armor heavier than splint mail.
- May achieve Grand Mastery (five slots) only with the following weapons: long sword, short sword, katana, scimitar, dagger, club.
- May only become Proficient (one slot) in any other weapon.
- May only become Proficient (one slot) in any fighting style.
- Alignment restricted to evil.
[/spoiler]

WARNING!
rar archive = 90 mb

How to install:
There are 3 folders in the archive: "override", "kit" and "install". Put them all in your BGEE directory (Baldur's Gate Enhanced Edition\Data\00766). You need to override your override folder (sorry for that), but it shouldn't override most of your files, I guess. Mostly area files are there.
Then copy the setup-xxx.exe and xxx.tp2 files from the "kit" and "install" folders to the BGee directory and install "kit" and then the main "install".
I did this because I was planning to use the new kit in BG2EE too. If you want to try it in BG2EE - no problem. Simple copy the "kit" folder to your BG2EE directory and install it, it should work.

v1.02
https://www.mediafire.com/?b9z8ladxpi5la64

General BGEE Customization

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1. Enabling the CLUA Console

C:\User\My Documents\Baldur's Gate - Enhanced Edition
Open up the Baldur.ini with a text editor. I suggest ConTEXT as its free and will also enable you to easily edit scripts too.

Add these lines 'Program Options', 'Debug Mode', '1', You can put it right at the top if you like
   
CREATE TABLE options (
section string,
name string,
value string
);
INSERT INTO options ROWS (
'Program Options', 'Debug Mode', '1',
**NOTE** If you are having trouble getting Vista/7/8 to recognise or keep your changes... try either changing the system permissions on the INI file, or another method is to copy out the INI file to your desktop (or wherever), make your edits then save. Verify they are in there, then drop back into your Documents\Baldur's Gate - Enhanced Edition folder and 'replace' the existing one.

Start up your game and either create a new game or load a save. Hit Ctrl+Space
This will bring up a window where you need to type in the following:

New!
Console commands were prefaced by CLUAConsole:, but now begin with C:

Useful Console Commands

C:ExploreArea() Set current area to fully explored

C:SetCurrentXP("[Number]") Set XP for selected characters
Example - C:SetCurrentXP("1000") will SET the current character at 1000 experience points.

C:AddGold("[Number]") Sets the party gold
Example - C:AddGold("1000") will give the party 1000 gold.

C:CreateItem("[Item name]") Creates an item in the leaders inventory
Example - C:CreateItem("SW1H01") will create a long sword.

C:CreateItem("[item]", [number]) sets the amount of charges that an item will have upon spawning it- if the item has charges anyway.
Example -
C:CreateItem("POTN08", 10) will create 10 potions of cure light wounds.
C:CreateItem("amul17", 50) to get a Greenstone Amulet with 50 charges
C:CreateItem("scrl75",99) 99 Identify Scrolls

For quest and other items, you can do an internet search. This Item List; looks fairly complete. Remind me to add in the new BGEE items.

C:CreateCreature("[CRE FILE]") Spawn a creature
Example - C:CreateCreature("GIBBER") will create a gibberling using GIBBER.CRE

Example:
C:MoveToArea("[Area Name]") Move selected characters to an area
Example - C:MoveToArea("AR2300") will move the player to the Friendly Arms Inn.
From @CamDawg - A list of area codes is available as part of the IESDP; use the original BG area codes.

C:WriteScript("[Directory Name]") Output scripts to directory
Note: If the mouse is over a creature, the command will evaluate the scripts attached to that creature. Otherwise it will evaluate the area scripts.
Example - C:WriteScript("DebugScripts") will output the script results to a folder called DebugScripts in the root of your BG install.

C:SetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - C:SetGlobal("CHAPTER", "GLOBAL", 2) Would advance to Chapter 2

C:GetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - C:GetGlobal("CHAPTER", "GLOBAL", 2) Will display current GLOBAL setting

C:Eval("action") : execute a scripting action. Note that any quotes in the action itself need to have a "\" before them. A list of available script actions can be found in the IESDP.
Example - C:Eval("ActionOverride(\"Cernd\",MoveGlobal(\"AR0406\",Myself,[1368.1922]))") Will move Cernd to the specified location.

C:Exec("filename") : executes a series of console commands contained in the file specified by filename, where filename is in the game directory
Example - C:Eval("test.txt") Will execute all the commands in the file test.txt

Cheat Keys:

CTRL + X - Show [x,y] coordinates of mouse and current area in the Dialog window.
CTRL + F : Change Selected face position
CTRL + S/A : Change Selected Animation Sequence
CTRL + I/L : Play Selected Animation effect on Selected
CTRL + C - Display SoA/ToB Epilogue GUI (Do Not Use)
CTRL + J : teleports selected party members to position under cursor
CTRL + Q : auto-recruit creature under cursor into party
CTRL + R : insta-restores any creature under cursor- also removes any effects
CTRL + Y : insta-kills creature under cursor
CTRL + T : Advances game time by 1 hour
CTRL + P : Center screen Selected
CTRL + G - Display loaded area ref
CTRL + M/Enter : Display current info about your location
CTRL + N : Freeze screen for 5 seconds
CTRL + 1 - Display Selected Animation armour level
CTRL + 3 - Fade Screen to black
CTRL + 5 - Display Selected current Animation frame/Sequence
CTRL + 6/7 : Change Selected animation
CTRL + 8 : During Character Creation this will set all attributes to 18 (STR 18/00)

I hijacked some of @KeithS stuff and added more.

2.INI Config Settings

You can disable the colored foot circles by editing your Baldur.ini with this setting:
'Game Options', 'Color Circles', '0',

You can now change the FPS settings in the Baldur.ini. This entry already exists as of the 09 patch. *NOTE: Anything higher than what I have listed below will result in destroying the game cutscenes. If you are okay with that, go ahead. Bug reports for broken cutscenes resulting from changing to higher FPS than what I have confirmed to work will be closed.
'Program Options', 'Maximum Frame Rate', '35',

3.Using Custom Scripts

Custom scripts can be assigned to your character via the 'Customize" button in your Character Sheet.

Modding sites such as G3, SHS and Pocket Plane have scripts that you can download and use for your player.

Navigate to this folder and place your scripts below to use in-game:
\Baldur's Gate Enhanced Edition\Data\00766\scripts

You can also use 'Hotkey' scripts to accomplish single or multiple actions that will save you time.
To use 'Hotkey' scripts:
1 - Assign the script to your character.
2 - Back in game hit the appropriate letter key when you wish to activate the script. Simple.
3 - You can use the key as many times as you like.
4 - When finished, unassign the script via the 'Customize' screen by assigning "None.bs"

For those familiar with compiling BAF to BCS, here are some examples you can paste into your text editor to compile with WeiDU, DLTCEP or NI.
Feel free to grab these and use them, change numbers or resources indicated. Have fun.

Example Cheat/Debug Scripts

Giving Experience to the party or PC

IF
HotKey(D)
THEN
RESPONSE #100
AddexperienceParty(24000)
END

IF
HotKey(C)
THEN
RESPONSE #100
AddXPObject(Player1,5000)
END
Giving Special Abilities
   
IF
HotKey(D)
THEN
RESPONSE #100
AddSpecialAbility("spin101") // Cure Light Wounds
AddSpecialAbility("spin104") // Larloch's Minor Drain
AddSpecialAbility("spin105") // Horror
AddSpecialAbility("spin106") // Vampiric Touch
DisplayStringHead(Myself,10315) // Ability Bonuses
END
Set Chapter and reveal area on map
   
IF
HotKey(A)
THEN
RESPONSE #100
SetGlobal("Chapter","GLOBAL",4)
RevealAreaOnMap("AR0900")
IncrementChapter("Chptxt5")
AddJournalEntry(15839,USER)
END
Heading to Baldur's Gate via a hotkey cutscene
   
IF
HotKey(D)
THEN
RESPONSE #100
ClearAllActions()
StartCutSceneMode()
CutSceneId(Player1)
FadeToColor([30.0],0)
Wait(2)
LeaveAreaLUAPanic("AR0900","",[2830.2330],0)
LeaveAreaLUA("AR0900","",[2830.2330],0)
ActionOverride(Player2,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player3,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player4,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player5,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player6,LeaveAreaLUA("AR0900","",[2830.2330],0))
Wait(2)
MultiPlayerSync()
FadeFromColor([30.0],0)
EndCutSceneMode()
END
Anyone can cast a spell
   
IF
HotKey(D)
THEN
RESPONSE #100
ForceSpellRES("SPWI502",NearestEnemyOf(Myself)) // Cloudkill
END

4.Custom Portraits

Will link to this thread. It has all the correct info.
http://forum.baldursgate.com/discussion/7461/heres-how-to-use-custom-portraits/p1

Overriding Core Portraits

Some people have wanted to know how this is done. Simply take your custom portrait set and rename them exactly to an existing name. Once that is done, put them in the OVERRIDE! Not the Portraits folder.

image

Here I am using the no-name guy to override the ALORA portrait set: ALORAS, ALORAM and ALORAL
Then I can simply select is like a normal portrait. Hope this helps.

5.Custom Soundsets

****Note: Soundsets are not currently working properly. Will leave the instructions below for now until we can discover a fix.

For those wishing to use some BG2 soundsets in addition to what was shipped, it is not too hard.

- Extract the soundset you want to use with any of a number of tools from BG2 (NI, DLTCEP, WinBIFF, etc)
- Rename the next to the last character to 7. ie: FEMALE2A becomes FEMALE7A
- Do this for the entire series of sounds A-Z
- Drop into your \Data\00766\lang\en_US\sounds (or whichever language folder your game uses)
- Start up the game -> Character Record page -> Customize -> Sounds -> Select FEMALE7 -> Done -> Done
Done!

If you would like to add in a custom listing for your sound, you can check out this; thread from @dib

Customization Mod

Here is a link to the Customization Mod that will do almost everything above for you except for editing the INI.

More stuff to come.

NPC soundsets

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Is it possible to extract the soundsets of the NPCs you can add to the party and if so which program do I need. I tried to extract the files using winbiff but that is about the only files it won't extract

TESTERS NEEDED: Finch v4.0 BETA 6 for Tutu, BG:EE and BGT!

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I have tested the mod myself on Tutu, BG:EE and BGT, 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.

[spoiler=Previous Versions]Download Link: Finch v4.0 BETA

Download Link: Finch v4.0 BETA 2

Download Link: Finch v4.0 BETA 3

Download Link: Finch v4.0 BETA 4

Download Link: Finch v4.0 BETA 5[/spoiler]
Download Link: Finch v4.0 BETA 6

Some BG:EE screenshots:

[spoiler=Record Screen]image[/spoiler]

[spoiler=Inventory]image[/spoiler]

[spoiler=A Banter]image[/spoiler]

BGEE Leveled Spawns Mod - v0.1

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BGEE Leveled Spawns Mod - Version 0.1

BGEE Leveled Spawns replaces the default spawns with spawns that scale in difficulty with the average level of the party. Each spawn point will spawn groups of 1-6 creatures, depending on party level and creature strength.

The user can select the time interval between spawnings as well as the probability that a triggering of a spawn point will result in that point being populated.

This mod is based on the "Tutu-style leveled spawns" component of the BGT Tweaks mod (http://readme.spellholdstudios.net/BGTTweakReadme.htm). However, the spawn point scripts have been greatly simplified. First, party-size checks have been removed. Level checks above 12th level have also been removed.

Additional inspiration has come from the Tutu spawn system by CamDawg and the EasyTutu Spawn Randomizer by Maccready.


DOWNLOAD: https://github.com/AstroBryGuy/BGEESpawn/releases/tag/v0.1


OPTIONS

Time Between Spawn Point Resets: After a spawn point has triggered, it will not spawn again until a certain time interval has passed. The duration of this time interval is user-selectable with the following options:
[0] 8 hours of game time between spawnings
[1] 1 day of game time between spawnings
[2] 2 days of game time between spawnings
[3] 3 days of game time between spawnings
[4] 5 days of game time between spawnings
[5] 7 days of game time between spawnings
[6] 10 days of game time between spawnings
[7] 14 days of game time between spawnings
[8] 30 days of game time between spawnings
[9] 1000 days of game time between spawnings

Note: A spawn point will not reset if the PCs are within a certain range of the spawn point. This is to prevent spawns from suddenly appearing within the visual range of the PCs. A spawn point will also not reset until it is "clear" (i.e., there are none of the spawned creatures within range of the spawn point).

Spawning Probability: When a spawn point triggers, this probability controls whether or not the spawn point is populated. If the spawn is not populated, it will not trigger again until the spawn point reset time interval has passed. The user has the following spawning probability options:
[1] 10% chance of spawning
[2] 20% chance of spawning
[3] 30% chance of spawning
[4] 40% chance of spawning
[5] 50% chance of spawning
[6] 60% chance of spawning
[7] 70% chance of spawning
[8] 80% chance of spawning
[9] 90% chance of spawning
[0] 100% chance of spawning

Note that the combination of 1000 days between spawns and 100% spawning probability would populate every spawn point once.


INSTALLATION

Windows
On successful extraction, there should be an bgeespawn folder and a setup-bgeespawn.exe file in your game folder. To install, simply double-click setup-bgeespawn.exe and follow the instructions on screen.
Run setup-bgeespawn.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X
If properly extracted, you should have a bgeespawn folder, setup-bgeespawn, and setup-bgeespawn.command in your game's main directory folder. To install, simply double-click setup-bgeespawn.command and follow the instructions on screen.

Linux
Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your BG installation directory, run 'tolower' and answer Y to both queries.
Run WeInstall setup-bgeespawn in your game folder to install the mod.


COMPATIBILITY

BGEE Leveled Spawns Mod is coded using WeiDU and does not overwrite any files. It should be compatible with most other (WeiDU) mods.

The mod is compatible ONLY with BGEE.


ACKNOWLEDGEMENTS

Based on the "Tutu-style leveled spawns" component of the BGT Tweaks mod by Ascension64.

http://readme.spellholdstudios.net/BGTTweakReadme.htm

Additional inspiration drawn from the Tutu spawning system by CamDawg and the EasyTutu Spawn Randomizer by Maccready.

http://www.usoutpost31.com/easytutu/


TOOLS USED

The BGEE Leveled Spawns Mod was created using the resources provided by the IESDP (http://iesdp.gibberlings3.net/) and with the following software:

Near Infinity https://github.com/Argent77/NearInfinity
WeiDU http://www.weidu.org
TextWrangler http://www.barebones.com/products/textwrangler/
sed, awk, bash https://www.gnu.org/software/


LEGAL INFORMATION

This mod is not developed, supported, or endorsed by BioWare, Black Isle Studios, Interplay Entertainment Corp., the Wizards of the Coast, Overhaul Games or Beamdog. All other trademarks and copyrights are property of their respective owners.


HISTORY

Version 0.x: Initial public release

Looking for saves from the end of BG:EE, BG2:EE, BP1 (warning: spoilers)

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As I mentioned in the title I'm looking for saves from the end of BG:EE, BG2:EE, BP1. Ideally without any mods. The saves should be from a legit playthrough without skipping any point via cheats - that is because it need to have all variables and journal entries correctly set. The more quests done, the better. I would prefer if play through have been started on the latest patch (1.2 for BG2:EE and 1.3 for BG:EE). It is for a unannounced project that deal with the end game content. More information soon.

BG:EE
- before entering the Bhaal's Temple (before the final fight with Sarevok), but with all main story content done
- before the final fight with Baeloth in Black Pits
BG2:EE
- right before teleporting to hell to battle Irenicus
- in hell, all trials done, right before the fight with Irenicus

You can upload the files for example via https://www.sendspace.com/

Thanks in advance.
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