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Dungeon-Be-Gone & Me

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So, I'm feeling pretty stupid posting this, but I can't seem to get DBD to work. I put the RAR in the game directory and extracted the stuff so that there's three things called "DungeonBeGone" in said folder, but the mod isn't working for me. I'm positive I'm doing something wrong, and I really, really don't want to repeat the dungeon for the Xth time (especially after losing my saved game files when updating the OS -_-).

Request; Improved Staff of the Magi and Amulet of Power

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What title says.
I wonder if any modder would be willing to make an improved Staff of the Magi giving +2 THAC0 instead of +1, dealing 2d6+4 damage instead of 1d6+1.

Amulet of power adding 2 spells/level and permanent Improved Alacrity while equipped.

A unique item (or two) granting the bonus-spells and I.A. would also be fine. (I am planning on soloing a Sorcerer though BG-EE to SoA/ToB-EE)

An alternate path would be if someone was willing to update the Stuff of the Magi mod located at; http://www.shsforums.net/files/file/643-stuff-of-the-magi-v4-weidu/
to make the WEIDU-part compatible with with BG2-EE. ( would kind of be preferable, but not sure if anyone's willing to do that (the page linked contains another link to the original original of the mod at Sorcerers Place, page 2, entry 5))

Mod Caster Level

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I see that wild magic has an effect that changes a caster level for purposes of spell damage/effects, but is there another way to do it? I believe in talents. Not all mages are created equal, nor or all fighters. I would like to have a mod (or Near Infinity) assign a random +3/-2 caster level to mages at creation to simulate some mages "feel" the aethyr better than others. Also, what about damage. Is it possible to add +1 minimum damage per die roll say in your chosen specialty? An Evoker should get more effect from a fireball than say an illusionist.

Looking for an "Contingency" ability mod

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Yes, I know this is considered "cheating" but is there an easy way to make the sequencers & contingencies an ability rather than a spell? My sorcerer would love to get these, but I don't want to use a spell pick for them (nor do I think it should be a "spell"....)
I would probably like it set up as a once a day skill in one incarnation, and in a 'at will' use in another incarnation.

Is this a mod? It seems more of a hack. I suspect it can be done totally in near infinity.

Thank you

Soundset transfer from BGII:EE to BG:EE

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Not sure if I can get clearer than that. I really liked the MALE2 voice from Baldur's Gate 2 and I always wanted to use it in the first game, but was unable to. If there is a way to do so or a program I could use that someone can link me to, it'd be greatly appreciated.

Override Directory Locations

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For those who aren't quite sure where their override folders should be, here's a nice nifty collection of all of the default locations for various devices. [Please note that many of these have merely been checked with Google and may be inaccurate]

Please note that you may have to substitute drive letters with your own.

The most likely locations are shown first.

Windows x64(64-bit) Steam: "C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\override"
Possible Alternative: "C:\Program Files (x86)\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Data\override"

Windows x86(32-bit) Steam "C:\Program Files\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\override"
Possible Alternative: "C:\Program Files\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Data\override"

Windows x64(64-bit) Non-Steam "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\00766\override"
Possible Alternative 1: "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\override"
Possible Alternative 2: "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766\override"
Possible Alternative 3: "C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\override"

Windows x86(32-bit) Non-Steam "C:\Program Files\Baldur's Gate Enhanced Edition\00766\override"
Possible Alternative 1: "C:\Program Files\Baldur's Gate Enhanced Edition\override"
Possible Alternative 2: "C:\Program Files\Baldur's Gate Enhanced Edition\Data\00766\override"
Possible Alternative 3: "C:\Program Files\Baldur's Gate Enhanced Edition\Data\override"

Mac OS X appears to require additional work and isn't a simple matter of dropping mods in so I'll provide a link to what seems to be a great guide. It includes folder locations.
"http://forum.baldursgate.com/discussion/16334/installing-mods-in-osx-a-quick-tutorial"




I'm unsure of how iPad modding works so if somebody could provide either folder locations or a link to another guide, I would appreciate it.

Also, more folder locations will be added as platform support is introduced.

Wilson

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Is his race bear, and his class bear or are they one in the same? Would love to make a bear PC.

Mod Order

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So I try to install quite some mods this time and wonder if there is anything wrong with the order or if some of these mods conflict:
00 Override Mods, BG2 GUI with tweaks and Continue Game after Credits
01 Kara Tur Quests
02 Mini Quests for BG1
03 Romantic Encounters
04 BG1 NPC Project
05 Ajantis BG1 improvement
06 Improved Neera
07 Distingt Clubs
08 Wand Case
09 Convenient Ammunition
10 Duskblade Kit
11 Pale Master Kit
12 Ravager Kit
13 Hexblade Kit
14 Lost Druid Kit
15 Psionics Unleashed Kit
16 IWDfication
17 Rogue Rebalancing
18 Song and Silence
19 Divine Remix
20 Monk Overhaul
21 Wizard Slayer Rebalanced
22 Spontaeous Casting
23 Bg2 Tweaks
24 BP Series AI
25 SCS
26 atweaks


[GUI Mod] BG2:EE GUI in BG:EE

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This mod allows you to play BG:EE with the BG2:EE GUI. It works with version 1.3 of BG:EE.

There are two versions of this mod, one for Windows and Mac, and second for iPads and Androids. There are also two versions of GUI tweaks, one for BG2:EE and the other for BG:EE with this mod installed.

To install this mod, download it from my shs page and copy all files into your override folder.

Note: Make sure to install "Window Edges" after "Tweaks".

Note 2: Do not install "Window Edges" if you play with scaled interface on. They don't fit.

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

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

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

custom projectiles

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Hello again, I've created a .pro file, but it isn't showing up under the projectile list in the spell creation window under extended effects tab. the file is sitting in the override folder right now. help!

[Mod] Spontaneous Casting For Clerics and Druids (now works with IWD:EE)

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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 BG:EE, BG2:EE and now also IWD: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 1: 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")".

Edit (8.7.2014):
New version 1.1 is uploaded. It contains polish and czech translation and also improved spell icons (old icons had some distorted colors).

Edit (27.11.2014):
New version 1.2 is uploaded. The mod now works with IWD:EE.

Spell with paper doll flame sword

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How to assign a paper doll animation FS - Flame Sword (like that flaming animation in druidic Flame Blade spell) to random weapon via spell?
While it's easy to assign that paper doll animation on some sword via DLTC, I don't know how to do that via opcode or script...

How to make .ogg work with BG2EE?

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I was looking into adding new soundsets into BG2:EE, and I came across a pack that adds 30 new soundsets to the game.

http://www.shsforums.net/files/file/562-pc-soundsets/

The thing is, all the files are .ogg format. Does BG2EE support ogg, because I put the sounds where they should go, and the game does not recognize them. I even ran the included installer program (which seemed to run and install correctly) but I don't even know where that thing put the files, because they weren't in the sound folder, or anywhere else on my PC according to search results.

So I have all these .ogg soundset files. How do I make them work with BG2?

EEkeeper romance

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Hey modders --

On the Anomen and Jaheria romances I prefer the friendship dialogues. Is there a way I can use EEkeeper to make Jaheria treat my male protagonist she would as woman and vice versa with Anomen? I tried deleting "Jaheriamatch" but it didn't work.

Barbed Club of Pain (FINISHED update v1.3)

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Update 1.3 Damage fixed (no more poison)!



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, +3 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 v1.3:
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. Update 1.1 Melee BAM's corrected
Tra-fied
It says Imoen: poisoned if i hit her. I copied the effect of Insect swarm (with lesser duration)


Update 1.3 Damage fixed (no more poison)!

SCS druid cove battle crash

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Crash to desktop every time from the druid cove fight.
I have BGEE with no other mods just SCS with all the smarter AI componants installed (improved druid cove NOT installed). The druid cove crashes to desktop everytime the enemy druid starts casting a spell. After removing SCS to test everything out it works fine.

EE Keeper Issues, Modding page is dead.

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So I installed the latest version of EE Keeper for Windows, v1.0.2.6 and have input what I believe to be the correct Directory paths.

Installation Directory is set to
>C:\Program Files\Steam\steamapps\common\Baldur's Gate Enhanced Edition\

Game Language is set to English

Save Data path is
>C:\Users\Robert\Documents\Baldur's Gate - Enhanced Edition\save\

These are right aren't they? I'm running the latest version of BG:EE I bought from Steam, and every version of KEEper from v1.0.2.1 is supposed to be Steam compatible.

[MOD] Runescarred Berserker v 1.0 (for IWD EE)

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image

THE RUNESCARRED BERSERKER

Dear adventurers, here is new kit for you! Runescarred Berserker, a mighty warrior capable of scarring magical runes onto his own skin, a unusial and interesting combination.

Description
[spoiler]
RUNESCARRED BERSERKER

Deadly barbarians who bear magical runes carved into their flesh, Runescarred Berserkers are among the most feared of Rashemen's defenders. They are loyal body guards to the hathrans of the land and stand ready to unleash a storm of martial fury at a single word from any Witch.

CLASS FEATURES

Enrage
During 60 seconds , they have +2 bonus to damage and -2 bonus to armor class and thaco and +15 hit points. They are also immune fear, charm, hold, maze, imprisonment, and sleep. But after this effect ends, they lose the hitpoints given by the ability, which may kill the berserker and will becomed winded, which gives a +2 penalty to armor class and THACO and -2 penalty to damage.
After Enrage, then berserker becomes winded he receive a -1 cast time penalty for runescarring



Runescarring
A Runescarred Berserker knows a number of runescars equal to the amount shown on the table above. A runescar is a means of storing a spell, much like a scroll. The berserker knows only a limited number of spells with which to imbue runescars, selected from the runescarred berserker spell list below.
All runescar spells target only the runescarred berserker and a Runescarred Berserker can only have 7 scars scribed at a time.
The act of scribing a runescar is painful and deals damage, according to its level.
(lvl 1 - 3d2 dmg, lvl 2 - 4d3 dmg, lvl 3 - 6d3 dmg, lvl 4 - 12d2 dmg, all damage bypass resistances)
Then the runescar's magic is discharged, the rune fades to nothing but a faint outline. Typically, a berserker's skin is crisscrossed with dozens of old, discharged runescars.


Ritual scarring
Through frequent disfiguration of her own skin, a runescarred berserker gains 5% resistance vs slashing damage.



- At 1st level: gains Enrage, usable once per day. Additional uses are gained at 10 and 20 levels.
- At 3rd level: gains Runescar lvl1, 1 use per day
- At 6th level: Runescar lvl1, 2 uses per day
- At 8th level: gains Runescar lvl2, 1 use per day
- At 11th level: Runescar lvl2, 2 uses per day
- At 13th level: gains Runescar lvl3, 1 use per day
- At 15th level: gains Ritual Scarring
- At 16th level: Runescar lvl3, 2 uses per day
- At 18th level: gains Runescar lvl4, 1 use per day


SPELL LIST

Runescarred berserkers must select their spells known from the following list:

1st level- Divine Favor, Protection from Evil, Armor of Faith, Invisibility Pure, True Strike.
2nd level- Bull's Strength, Bear's Endurance, Blur, Keen Edge, Protection from Fire and Cold, Self Dispel
3rd level- Cloak of Fear, Death Ward, Additional Attack, Free Action, Empower Weapon, Neutralize Poison, Lesser Restoration
4th level- Improved Invisibility, Righteous Magic, Iron Skins, Lesser Globe of Invulnerability.


DISADVANTAGES

- Can use only bladed weapons (swords, skimitars, katanas, axes)
- After Enrage, then berserker becomes winded he receive a -1 cast time penalty for runescarring
- Can get only 3 stars in them
- Limited to wear up to scale armor
- Must be chaotic
- Cannot use shields
- Cannot dual class
- 14 WIS, 10 INT
[/spoiler]

Spellbook
[spoiler]
All runescars take damage then casted.
Level 1 - 3d2 dmg, level 2 - 4d3 dmg, level 3 - 6d3 dmg, level 4 - 12d2 dmg, all damage bypass resistances.
First level runescars has a casting time of 1, but on higher levels they become more difficult to scribe and gets a 2 casting time at second level, and 3 casting time on higher levels. Exception are Neutralize Poison and Lesser Restoration spells, they have a casting time of one.

1st level- Divine Favor, Protection from Evil, Resist Elements, Invisibility Purge, True Strike.
2nd level- Bull's Strength, Bear's Endurance, Invisibility, Keen Edge, Protection from Fire/Cold.
3rd level- Cure Critical Wounds, Death Ward, Additional Attack, Free Action, Empower Weapon.
4th level- Improved Invisibility, Neutralize Poison, Lesser Restoration, Righteous Magic, Iron Skins.


LEVEL 1
Divine Favor (Evocation)
Range: Self
Duration: 2 rounds
This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.

Protection From Evil (Abjuration)
Range: Self
Duration: 3 rounds/level
When this rune is scarred, a magical barrier forms around the recipient and moves with berserker. The barrier has three effects: First, it bestows a +2 bonus to the recipient's Armor Class and Saving Throws against attacks from evil-aligned opponents; second, it prevents summoned fiends from attacking the recipient; third, it makes the recipient immune to charm-based spells or effects (e.g. Charm Person, Charm Person or Mammal, Domination, and so on).

Invisibility Purge (Divination)
Range: Self
Duration: Instant
Any invisible enemies within the area of effect have their invisibility dispelled. This includes foes that are in sanctuary, misled, under the effects of Improved Invisibility or Shadow Door invisibility, etc.

Resist Elements (Abjuration)
Range: Self
Duration: 1 turn
When the spell is cast, it confers +20% resistance to all elemental attacks such as fire, cold, and electricity, whether magical or non magical from spells, weapons, wands, breath weapons, etc. The effect of a Resist Elements spell lasts 2 rounds or until dispelled.

True Strike (Divination)
Range: Self
Duration: 1 round

Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.


LEVEL 2
Bull's Strength (Alteration)
Range: Self
Duration: 1 turn

Upon application of this spell, the target's Strength is magically increased by +1 for every 3 levels for two turns.

Bear's Endurance (Alteration)
Range: Self
Duration: 1 turn

Upon application of this spell, the target's Constitution is magically increased by +1 for every 3 levels for two turns.

Blur (Illusion)
Range: Self
Duration: 3 rounds + 1 round/level
Blur causes the berserker's body to become blurred, shifting and wavering. This distortion gives him +1 to all Saving Throws, and all missile and melee attacks have a -3 penalty to hit berserker.

Keen Edge (Transmutation)
Range: Self
Duration: 10 turns

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.

Resist Fire and Cold (Alteration)
Range: Self
Duration: 1 round/level

When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.

Self Dispel(Abjuration)
Range: Self
Duration: Instant

Self Dispel removes magical effects from berserker. This includes magically created items and the effects of spells and potions. It does not, however, affect magical items themselves.

Death Ward (Necromancy)
Range: Self
Duration: 1 turn/level
This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death.


LEVEL 3
Cloak of Fear (Conjuration)
Range: Self
Duration: 3 rounds
Cloak of Fear bestows the caster with an aura of fear in a 3-ft. radius. All creatures that enter the cloak's area of effect must make a Save vs. Spell or flee in panic for 3 rounds. The aura does not affect undead creatures.

Empower Weapon (Transmutation)
Range:Self
Duration: 5 rounds

A berserker's weapon deals additional +1d6 magic damage for 5 rounds until he gets 18 level and for 10 rounds thereafter.

Free Action (Abjuration)
Range: Self
Duration: 1 turn/level, 18 level maximum

This spell gives the affected creature an immunity to magic that impedes movement (such as Grease, Web, or Slow spells) and negates the effects of paralysis and hold spells. The recipient of the spell can still be hasted and receive beneficial movement effects such as those granted by the boots of speed.

Additional Attack (Abjuration)
Range: Self
Duration: 5 rounds
This spell gets berserker an additional +1 attack per round for 5 rounds. This spell is stackable with effects from haste and similar spells.

Neutralize Poison (Necromancy)
Range: Self
Duration: Instant
When this spell is placed upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points.

Lesser Restoration (Necromancy)
Range: Self
Duration: Instant
When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest, and will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously. This spell has no effect on undead, constructs, or extraplanar creatures.


LEVEL 4
Improved Invisibility (Illusion)
Range: Self
Duration: 4 rounds + 1 round/level, maximum 18 level
This spell is similar to the Invisibility spell, but the recipient is able to attack, either with missile, melee weapons or spells, and remain unseen. However, telltale traces a shimmering allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made runescarred berserker presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Iron Skins (Alteration)
Range: Self
Duration: 1 hour, 6 skins maximum
When a Druid casts this powerful spell upon berserker's self, an outer skin of iron will move up from the ground, completely covering berserker. This skin is, of course, magical and will hinder the berserker in no way. The effect of this is to protect caster from physical attacks such as melee weapons and projectiles. For each skin the runescarred possesses, the spell will stop one attack, so he would be protected from the first 6 attacks made against caster, but the 7th would affect caster normally.
The skins will remain until berserker is affected by Dispel Magic, all of the skins are removed due to physical attacks, or the spell's duration expires. It is important to note that this will not protect the caster from any area attacks, such as Fireball.

Minor Globe of Invulnerability (Abjuration)
Range: Self
Duration: 2 rounds
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e. the area of effect of any such spell does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere with no penalty. The globe can be brought down by a successful Dispel Magic spell.

Righteous Magic (Alteration)
Range: Self
Duration: 1 round/level, 18 level maximum
This is a powerful combat spell that enhances the runescarred's physical prowess, transforming berserker into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled.
[/spoiler]


Mirrors for download:
https://yadi.sk/d/vxIfgSmxczNme

BGEE: F/M/T to allow Grand Mastery

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I've been lurking on this site for a while, but I can't seem to find any threads detailing how one might alter the proficiency potentials of various kits. I'm looking to allow a Fighter/Mage/Thief to access Grand Mastery in BGEE. I'm aware that the xp limit would make this a moot point, but I plan on removing the xp cap. Any assistance would be appreciated.

[MOD] Minor NPC Portraits for IWDEE

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Minor NPC Portraits for IWDEE

WHAT IS IT?:
--------------------------------------------------------
This mod adds small portraits to speaking NPCs in IWDEE. The big world of Icewind Dale gets even more beautiful!
The goal of this mod is to add small portraits to every speaking NPC in the game.

If any of the portraits are not to your satisfaction due to quality or you feel that the portrait does not
match the in game NPC, report that as well for potential inclusion in future updates. You will have to
start a new game to get the portraits on NPCs you've already met in game although future NPCs should have their
portraits. This mod patches 154 creatures future updates from Beamdog may require reinstallation of the mod if
it modifies any of those characters. Basically, if there is an update to the game, it's probably a good idea to
uninstall and reinstall this mod.

Sources of the pictures include Neverwinter Nights portraits found online, searches for baldur's gate and IWD portraits,
The Super Ultimate Portrait Pack (http://www.moddb.com/games/baldurs-gate-enhanced-edition/addons/super-ultimate-portrait-pack), as a last resort I used search engines to round out the collection. If there are any particular portraits that need to be removed you don't wish them to be featured in this work, let me know and it will be removed.

This mod is distributed freely and not for any commercial purpose non-profit. This mod was not developed, supported, or endorsed by BioWare, Interplay/Black Isle, Beamdog or any other official agency. Portraits remain the copyright of their respective rights holders.

If there are any copyright issues or this statement needs revision then please contact me to let me know what to do
about it. The purpose of this mod is not to make money but to advances knowledge and progress of the arts through the addition of something new onto a great game.

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Technical Details and how you can add your own portraits
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All pictures are 169x266 size.

The table in (mod folder)\tbl\iwd.tbl lists the portraits and their creatures/actors. You can reference the
creature name to the actor in tools such as NearInfinity.

The Portrait names in the tbl are in the 2nd column are filenames in the portrait folder.
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KNOWN ISSUES
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None at this time
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Thanks everyone you know who you are, I hope you appreciate the hard work of the artists as I do.

Click Here to Download
MinorNPCPortraitsIWDEE

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