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EE Keeper and kits on NPCs

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Can you just change NPC Class to a kit, check their weapon proficencies and any thieving adjustments is there anything else to check? e.g. changing Ajantis to a paladin kit

How to Uninstall BG2 Tweaks??

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I think I mistakenly loaded the component that raises HLA trigger to Level 21. Not something I wanted at all.

The uninstall directions from Gibberling3 says something about running setup_BG2 tweaks which I have located in my Black Isle program files but I don't know how to do that or really what that means.. When I open that file i see a bunch of enigmatic computer-language but nothing to click on to begin Uninstall process. The only such Uninstall 'button' is for BG2 SoA-ToB itself. Running Windows 7.

Thanks.

[BG:EE] Battle Enhancer Mod (ver 1.33 RELEASED!)

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Battle Enhancer Mod ver. 1.33 (BG:EE 1.2 compatible)

Designed and created by Charan and lunar: Long awaited release of Harsh Faerun Mod - Now know as Battle Enhancer Mod!

Most important changes and features:
- ENEMY CORE AI IMPROVED:
Most enemies and NPC's have a chance to possess random potions and WILL use them in fight.
Enemies who use projectile weapons have a chance to possess random magical projectiles they can use and they WILL use them on the player.
Most enemies and NPC's use SMART TARGETING and attempt to chase your weakest members unless kited
Most mages and clerics will now reposition or attack between casting spells.
It's no longer possible to lure enemies from fog of war one by one. Attacking an enemy makes him call for help in a decent radius.

- GAME BALANCE REVISED:
Guards, soldiers and mercenaries recevied some proper training. A watcher in plate mail is no longer just cannon fodder that can't hit a gibberling. (Game is even harder for EVIL teams)
Human NPC's and monsters have received buffs by maxing their Hit Points rolls and stats for given levels.
Critter races have been separated into variety of tiers.
Some tiers received more significant overall buffs than others. Just try the Gnoll Stronghold now.
Exp rates revised and rebalanced according to challenge. Some rates went up, some rates went down.
It should be faster to leave the early game levels but overall pool of EXP per game did not go up too much.
Note: Most changes were HAND EDITED while stricktly following of AD&D rules and progression tables. Take care as the game WILL be HARDER now.

- DROP RANDOMIZER:
Most enemies have a chance to be in possession of random treasure which can be stolen or looted.
Drop chance and loot pool depends on the enemy tier.
Separate tier for spellcasters, which gives a better opportunity to get rare scrolls.
Some treasures in hidden stashes have been randomized in balancing purpose.
Drop rates have been adjusted so that during an average game course you will find: around 12 low tier items, around 6 medium tier items and 1-2 Legendary tier items.
Note: Critters who previously did not drop items did not receive the chance for loot.
It's impossible to find personalized/one of a kind items (for example, you won't find a second Helmet of Balduran)

- NEW FIGHTS
Some new encounters and new enemies added.
Some fight with mages have been reworked to be more difficult and interesting.
Reworked Ogre Mage fight mechanics to provide an ultimate and unique experience (Enjoy)
Chieftain and Leader critters received additional boosts and special abilities to strengthen their kin

- MEETING COMPANIONS AT MAX HIT POINTS ROLLS
All companions are met at their MAX HIT points rolls, regardless of player's level.

- HARSH TIMES
Shop prices are now higher but players won't receive more gold for their items (crisis right?)

Notes:
!WARNING!
THIS MOD IS NOT RECOMMENDED FOR BALDUR'S GATE BEGINNERS! It's perfectly possible to start a new game with it BUT you need to have at least slight idea on what you are doing.

1. Installation:
Simply put the Override folder into:
Steam Version: your BG Enhanced edition main directory (Example for steam version: D:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition)
Non-Steam Version: ...\Baldur's Gate - Enhanced Edition\data\00766\ folder

You can instal this mod at ANY moment of the game but it is just more fun and more balance to play with it from the beginning.

It should be compatible with all other mods (unless they change creature statistics and HP) and all game languages - especially if you install Battle Enhancer as last. Pr
"MEETING COMPANIONS AT MAX HIT POINTS ROLLS" can be overwritten with other mods that edit your companions (new kits, etc) and it will not affect the other features at all.

You can use ANYTHING included in this mod package without my permission - even for commercial use - I simply do not care. Just enjoy and make a good use of it.

PLEASE REPORT ANY BUGS IN THIS DISCUSSION SO I CAN HOTFIX THEM.

Chagelog:
Ver 1.11:
- Minor bugfixes with neutral NPC's sometimes assaulting the player.
Ver 1.12:
- Gnoll5 overbuffing and dialogNPC fix.
- Nashkel Mine lvl 3 crash fix.
Ver 1.2:
- Full compatibility with BGEE patch 1.2 (Rasaad required HP-Reroll due to change in his kit).
- Improved casters behavior between spell casts. Also they will no longer leave areas when repositioning.
- Enemy backup requests feature added (No longer possible to lure enemies from fog of war one by one).
- Slighty lowered drop chances.
- Improved potion using mechanism. Now enemies are much more likely to use their magical mixtures and will also do it faster than before.
Ver 1.21:
- Fixed potion using by neutral NPC's.
- Vampiric wolf is no considered Undead.
Ver 1.3:
- Smart targeting has been improved. Enemies won't attempt to chase your squishies too far - they will choose appropriate nearby target instead (it's almost impossible to keep them focused on the main party tank). Current design is more sofisticated and won't allow for hit'n'run exploit.
- Cosmetic fix for casters: They will now face nearest enemy after repositioning.
- Added Smart targeting to some enemies that were lacking it.
Ver 1.31:
- Script optimalization and cleanup.
- Smart targeting added to more enemies.
- Fix for Branwen starting HP.
Ver 1.32:
- Borda won't drink his cursed potions during fight.
- Improvement of script for creatures using both ranged and melee weapons. These enemies will sometimes attempt to increase their distance before switching to melee when approached by players(should be more annoying and harder to catch now). Also improved weapon switching response time.
- Some AI script performance improvements.
- Fix for quest to bring Worn Whispers boots. (Unfortunately it's not retrospective once you have killed the hobgoblin dropping the boots.)
Ver 1.33:
- Fix for Zombie Plague Quest.
- Fix for Xvarts attacking cow quest.
- Fix for Flind damage (they were dealing less than they should).

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

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TeamBG's Armor Pack

Information For Baldur's Gate2: Enhanced Edition

This is the first installation of the "pack" mods that I will be making
for Baldur's Gate2: Enhanced Edition. This mod is an armor pack. There is a
dwarf, Kurtz Goldenaxe, who is at Waukeen's Promenade. He will
sell you these armors. Some of the armors are color variations of what you
find in the game and some of them are new. The magical armors are expensive
so you will have to save a lot of gold to buy them.

Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=8092.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=192

Version History:

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

V1.00BG2EE
First release


Information For Baldur's Gate: Enhanced Edition

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



Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=7806.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=182

Version History:

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

V1.04 8/15/14
Added .tra files for translations.
Updated to Weidu 236

V1.03 5/19/13
Fixed the Boots of Evasion - The useability settings still were not correct.
Fixed the Boots of Quickness - The useability settings were not correct.
Removed the "Not Useable By:" text since the EE items have a heading that automatically fills that in.

V1.02 5/5/13
Fixed the Boots of Evasion - The useability settings were not correct.

V1.01 1/7/13
Fixed the usability settings on the Elven Chainmail of the Hand +3
Fixed the unidentified text of the Elven Chainmail of the Hand +3
Changed the store so you can't steal.
New cross platform for BG:EE, BGT and Tutu

V1.00
First release

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

image

*******************************
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!

We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE mods to us. Free area on the message board and space to download your mod.

TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG http://www.teambg.org/ Modding news

http://teambg.info/ A site that takes you back into the history of IE modding.

[MOD] "T'was a Slow Boat from Kara-Tur" Quest/Store/New Items - Release .90

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http://www14.zippyshare.com/v/47479850/file.html

This is my first Mod that contains dialog files, a store, and a quest. The battle is pretty rough, and I would suggest a party of 6 level 5 or better ... depending on your ability. The quest starts at the Friendly Arm Inn (just to the left after entering the drawbridge). There will be 3 monks, the one in red has a story to tell you. If you take his quest and then complete it; when you return he will give you a unique leveling relic (with a future quest tied to it). Once completing the quest he will also open up a Store from Kara-Tur. I couldn't figure out 2 pieces of the Dialog, so I will list them now; < CHARNAME > is supposed to list your character name (it did not work for me). The second being creating/updating/deleting Journal Entries, so I gave you items instead that have reminders of what you are to be doing ... they serve as well as tips to the huge easter egg the quest itself is. If you enjoy playing a Monk there are some very nice items to help you through your early life (don't forget your Wisdom).

The store has a mix of about 30+ new items (around 7 or so new types). The relic is something you'll have to figure out how to work, but it has 4 levels of power. All in all it shouldn't be too over the top, the highest items in the store are +2 and there are only 3 if I remember correctly.

It may need some fixes, but I have run through it about 10 times and it seems to function ok for me. If you run across an issue please let me know, and I would be glad to correct it.

If you really have to know what is in the store, or what powers the relic will give, send me a PM.

I hope it is enjoyable!


** Two quick pix. 1. This is your quest giver. 2. .... the lights go out. What's that spinning around the head of the Avatar?

[Development In progress] Yeorg NPC mod for BGEE

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Who is Yeorg
Yeorg is a level 4 dragon disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. Specifically he mentions he is looking for a yet unnamed artifact that he needs as a component (which happens to be for returning to the lair of Shakiel, something that would only happen if this mod was expanded into BG2EE). The existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.

image


Yeorg, Dragon Disciple (level 4)
Half-Dragon (labelled as a human)
Neutral Evil

STR: 18
DEX: 7
CON: 15
INT: 15
WIS: 16
CHR: 10

Total = 81

Starting HP: 24 hp (which includes the constitution bonus)

*Innate abilities:

- Flame Burst: Causes 4d8 damage (this increases with level to 5d8 at level 6 and 6d8 at level 9) with no save. Knocks back enemies (save vs breath -2). (he gets both this and the dragon disciple's breath weapon)

- Alter Form: Can change appearance to an elderly human mage once per day. Grants him +5 charisma. Using this leaves Yeorg temporarily taxed. He cannot use any spellcasting or any other special abilities for the first two rounds. This includes reversing the illusion.

- Cease Illusion: Cancels "Alter Form"

Unique Items: Yeorg's Wings (I've made his normal forms hair to be red, which gets reflected in his wings, but as you may know there isn't too much in the way of options here) and Yeorg's Robes (just adventurers robes that I believe I custom coloured). He also has a quarterstaff that I believe I've uniquely coloured. The purpose of these items is mainly aesthetic (they don't really do much from a powergaming standpoint).



Biography: When asked about his past Yeorg is unusually transparent. He mentions that at a young age Yeorg was traded to be a slave to a Djinni known as Shakiel. He is unsure as to what was traded for his life, though knowing Shakiel it was probably material goods that were consumed soon after. He remains unsure of his origins. He knows that his birth name is not Yeorg and that Yeorg was the name of his mothers human husband, a warrior of some renown. It was chosen as a name of failure, cast on him by Shakiel as a means of establishing Yeorgs place in life.

From what Yeorg has since been able to gather his mothers husband was part of a group of men attacking the lair of a red dragon. The attack ended with everyone except the dragon having been slaughtered. Yeorg's mother, a magic user mostly only interested in her own aims, tipped off the red dragon in exchange for the promise of great wealth and power. Some point later Yeorg came to be, though he personally doesn't like to think too much on those details.

From what you can tell it seems like Yeorg was left broken while in the clutches of Shakiel. As he describes it in his time as a slave he did gradually gain a small level of power, but in such poor conditions this ended up being largely wasted on examining the assortment of magical items Shakiel came across.

Eventually Yeorg gained his freedom, though he has no interest in saying how this came about. He will however say that leaving the lair for the first time in his memory didn't prove to be easy.

It wasn't long before he realised that he was considerably different than most humans. His increasingly large stature and great strength, along with the wings he had been born with, made him seem unsightly to those he met along the road. Out of a need of supplies and companions he ended up on the streets of Athkatla. It was there that he fully realized the extent and potential, as well as the danger, of his innate magical abilities.

In time Yeorg's power grew, enough so that he learned a few more spells at least. As a half-dragon Yeorg has gained some unique magic that few in the realms can claim to have. This includes the ability to send out a burst of fire on at his enemies, as well as an ability to make his physical appearance appear that of a much older human mage. He appears unwilling to discuss this latter ability any further, including its origins, though you suspect it comes with its own restrictions. Regardless, it seems to have served him well in his current home in Gullykin.



Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)


Stats


Yeorg is physically strong but his torture has left him with enough physical damage that this has had an impact particularly on his dexterity and constitution.


Strength

His extremely high strength for a mage is because of his ancestry. At level 6 he will gain an additional point in this (as well as continue to get the constitution, fire resistance and AC bonuses a dragon disciple would normally get).


Dexterity and Constitution

The reason his dexterity and constitution is that like Aerie the torture he took at the hands of Shakiel left him scarred. Unlike Aerie however he started out being unusually hearty given his ancestry, so the effect on his constitution wasn't as significant. Essentially he has become physically much stronger (in the sense that he can lift more weight) since leaving but lacks the fortitude to diseases and other ailments that he might otherwise have. Had he not lived an early life that involved torture he never would have been a particularly dexterous person either, so the torture has only made things worse for him there.


Intelligence and Wisdom

As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg has been making his way along the Sword Coast and slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.

Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).


Charisma

Technically his charisma is an illegal amount given the class (the minimum should be 15). The intention here is to reflect the impact that his wings has on his perception by others (its just the easiest way of doing this).



Alignment

Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer (for instance a group of goody two shoes adventurers have uncovered part, if not all, of his plans). He also has no interest in slaughtering a village on a whim.


Starting Location: AR4013 (a small hut in the north-east part of Gullykin)



Quests and more detailed explanation for his presence in Gullykin

[spoiler]
He's actually partly responsible for the Kobolds being released into Gullykin. He originally actually came to Gullykin looking for information about treasures in Durlag's Tower and the Firewine Ruins and after staying in the village for a bit of time he learned about the secret passage between the villages winery and the ruins. Shortly after that he was approached by Jenkal. Jenkal had this idea where Jenkal, the Ogre Mage, and Yeorg would collaborate in order to gain money from the rest of the villagers.

Essentially the Ogre Mage and Jenkal would allow Kobolds loose into the village. As an outsider who was viewed by the villagers as a capable spellcaster Yeorg would then offer (to Gandolar Luckyfoot) to investigate how the Kobolds were entering the village. Needless to say this was a task that Yeorg demanded a relatively large amount of money for (given the limited wealth of the village). By the time your adventuring party has arrived the village coffers are largely dry (and the kobold attacks have only become bolder). In addition, though nobody but Yeorg and Jenkal know this, Yeorg recently used a portion of the funds he has acquired from the villagers in order to eliminate the band of hunters that Luckyfoot is hoping are returning shortly (he mentions them in the vanilla game).

Not surprisingly Luckyfoot tasks your party instead with discovering the truth behind how the kobolds are entering the village as by this point he doesn't believe Yeorg is capable of doing so (he hasn't however caught on to the arrangement between Yeorg and the others).


Essentially when you arrive you have 3 branches you can take with the mini quest. These may change if turn out to be too complicated to implement.

A) Without first talking to Yeorg at all you kill both Jenkal and the Ogre Mage, and then talk to Yeorg (this branch is also the same as if you talked to him but didn't have him join). Having heard about the deaths of Jenkal and the clearing out of the Firewine Ruins Yeorg may accept the premise of joining your group (this will also depend on your alignment and what you say to him). The downside with this is that by not having Yeorg in your party (at least when you confront Jenkal and the Ogre Mage) you miss out on a few banters about these plans (Jenkal and the Ogre Mage don't otherwise make any mention of the plans).

B) Having killed either Jenkal or the Ogre Mage (but not both) you talk to Yeorg and agree to have him join your party. Yeorg agrees to join your group however you have 3 days to eliminate whoever it is that you have not yet killed. The reason for this is that Yeorg has basically decided that with your arrival the jig is up and its time to clean house. While prior to this he was fairly confident in his ability to survive if the halflings were to discover this arrangement and attack him, your arrival has complicated matters and he'd rather just leave as soon as possible.

C) You talk to Yeorg before killing either Jenkal or the Ogre Mage and have him join your group (as with the other approaches how effective you are at this will in part depend on your alignment). If you are looking to learn about the plan and the situation as a whole this ends up being the best approach. I'm planning on giving both Jenkal and the Ogre Mage special dialogue if Yeorg is in your group. Like with option B Yeorg will only remain in your party for 3 days. If by that point the Ogre Mage and Jenkal are both still alive Yeorg will leave.

[/spoiler]


Spells:

Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher

Progress:
Biography - 90% (may tweak a few things)
Dialogues - 70%
Interjections - 0%
Banters - 0% (not sure I plan on having much of these given that its BGEE)
Portrait - 75% (I'd personally prefer to find another picture but at the moment this is all that I've got)
TP2 File - 98%
Audio - 0%
cre file - 100%
Unique Items and Spells - 99%
Scripts - 75%
Readme - 50%
Find Place to Host Mod - 100%

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]

Soulmarine's BG:EE Wood GUI


Return To Menzoberranzan - 1994 SSI game Reboot on IWDEE engine

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image



TEASER TRAILER


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Some info:

[spoiler]
I am opening this thread just as teaser for my new project, and it's open for discussion

As you know I'm currently working on Frostwood GUI for IWDEE and Wood GUI For BG:EE, so this project is on wait until they are done !

I have learned a lot from Infinity engine so far, and I'm preparing a special treat for you!
After I am done with those GUI modification (I hope it will be done by the end of the year) , i have prepared a new project, (older AD&D gamers will love what i am preparing)

Project will include new ui, new setting, new areas, new updated assets, new graphics, and ofc new/old story ;)
I have done some assets, scripting & 2D/3D graphic so far for this project :) as a proof of concept test...

Now back to frostwood creation... :) , see you later after I'm done with Frostwood project


Update:

So.... what is in plan for this project so far??

Story - Done, but it need to be tweaked
NPC/PC Portraits - They have to be redrawn to HD from 1990's Pixel art
Buildings - 50+ unique HD buildings rendered from 3D to isometric 2D (exterior & detailed interior)
Terrain(landmass) - New unique 3D terrain rendered to isometric 2D
Trees & Flora - New HD trees,flora & mushrooms rendered from 3D to isometric 2D
GUI - New GUI interface, with new GUI sounds
New HD FX - Only for bad ones from Vanilla engine like fire, etc...
New Areas - Yes ~20 main areas (not counting sub areas & buildings)
New HD WorldMap - Yes

New Audio Dialogs - Perhaps, but not possible yet at this project stage, unlikely....
New Music - Perhaps (need to be redone from original midi samples)
New Movies - Yes

New Items - Yes (if needed)
New Spells - Yes (if needed)
New Weapons - Yes (if needed)
New Classes - No
New Playable Races - Yes
New Enemies - Yes

Minsc & Boo?? - No :(((((( QQ
Hours of awesome roleplaying - Yes :)

So far i have done some 2D & 3D concept art for Areas, Buildings, Gui, Terrain Landmass, Trees & Flora, Spell & FX animations,as a test, and i think i can handle all the 2D/3D graphics for this project.
(I will need help with NPC portraits redesign)

[/spoiler]
Expect first alpha gameplay trailer in a few months
For now this project is on Hold,and only concepts are being made....
I have 2 more small projects to finish before i can start this project!!
Please be patient this is not a small project

Yes i know this is pretty ambitious project, but i have free time to do it....

Thanks


Keep calm and roll a d20 ;)

Any mods adding sub-races that are not present?

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I never understood why drow and svirfneblin and sofort are not present in this game.
Has anyone rectified this yet?

Thank you.

[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

Image and video hosting by TinyPic

[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

2da index and descriptions

[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.

Big Picture read me - does it exist?

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I'm installing Big pictures in the dark, i don't even know what each install provides, and in the internet there's no read me for this mod. So, can anyone point the path for one?

[List] BG2:EE MOD List

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Hello there, because the list on top was not updated since half a year ago, I try to collect all working mods in this thread. If I overlooked something, please let me know.

This list is intended as an addition to:
http://forum.baldursgate.com/discussion/23726/bgii-ee-compatible-mod-list/p1

Right know I have no recommended install order for this list.
This could change depending on what happens with the "bgii-ee-compatible-mod-list" Thread.


This is for BG2:EE only mods in the moment. Maybe I add a list with Mods that work in BGEE and BG2EE later.
If this is getting to unclear I will add more sections.
--------------------------------------------------------------------
Released Mods
--------------------------------------------------------------------

---KITs & Class changes---
[MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE)
http://forum.baldursgate.com/discussion/29633/mod-duskblade-kit-v1-1-for-bg1-ee-and-bg2-ee/p1

Pale Master Kit for Sorcerers
http://forum.baldursgate.com/discussion/34749/pale-master-kit-for-sorcerers#latest

[Mod] Arcane Archer Kit Mod for BG:EE and BG2:EE (Fighter Kit)
http://forum.baldursgate.com/discussion/33738/mod-arcane-archer-kit-mod-for-bg-ee-and-bg2-ee-fighter-kit#latest

[MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT)
http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt#latest

[MOD] [BETA] Faerunian Monastic Orders
http://forum.baldursgate.com/discussion/18620/mod-beta-faerunian-monastic-orders/p1

[MOD]Monk Overhaul
http://forum.baldursgate.com/discussion/33618/mod-monk-overhaul#latest

Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1
http://forum.baldursgate.com/discussion/28623/mod-eng-bg1-ee-soa-tob-saradas-revisioned-shapeshifter-v-1-1#latest

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1

Psionics Unleashed
http://www.shsforums.net/forum/634-psionics-unleashed/

The Divine Remix
http://forums.gibberlings3.net/index.php?app=downloads&showcat=46

[BGEE & BGEE 2 MOD] Lost Druid Kit 1.0v#
http://forum.baldursgate.com/discussion/24865/bgee-bgee-2-mod-lost-druid-kit-1-0v

NPC Kitpack
http://www.gibberlings3.net/npckit/

Song & Silence
http://www.gibberlings3.net/sns/


---AI & Difficulty---
Level adder v0.3
http://forum.baldursgate.com/discussion/32334/level-adder-v0-3#latest

[Release] Difficulty and Tweak mod ver 7
http://forum.baldursgate.com/discussion/19928/release-difficulty-and-tweak-mod-ver-7/p1


---TWEAKs & Overhauls---
SCALES of BALANCE! Post-hac kits and tweaks
http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1

High Level Abilities as Innate Abilities
http://forum.baldursgate.com/discussion/34002/high-level-abilities-as-innate-abilities#latest

Use Any NPC Item - Add-on for Use Any Item HLA.
http://forum.baldursgate.com/discussion/26240/use-any-npc-item-add-on-for-use-any-item-hla#latest

Experience cap remover and new High Level Ability pools for F/M/C and F/M/T
http://forum.baldursgate.com/discussion/26198/experience-cap-remover-and-new-high-level-ability-pools-for-f-m-c-and-f-m-t#latest

elminster's Micro BG2EE Fixes and Tweaks
http://forum.baldursgate.com/discussion/31976/elminsters-micro-bg2ee-fixes-and-tweaks#latest

[MOD]: Spellcasting in light armor
http://forum.baldursgate.com/discussion/26366/mod-spellcasting-in-light-armor#latest

Shapeshifter paw weapon tweak
http://forum.baldursgate.com/discussion/26791/shapeshifter-paw-weapon-tweak#latest

[Mod] Dee Summoning Spell v1.2
http://forum.baldursgate.com/discussion/26958/mod-dee-summoning-spell-v1-2#latest


---ITEMs---

[MOD] Druid Armaments
http://forum.baldursgate.com/discussion/26910/mod-druid-armaments#latest

[Item Mod] More Style for Mages: Ranged Wizard's Staffs, Circlets, Robe Visual Tweaks, Now in IWD:EE
http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1

Long bow of Stealth +5
http://forum.baldursgate.com/discussion/34009/long-bow-of-stealth-5#latest

Foebane +3 and +5 improvement mod
http://forum.baldursgate.com/discussion/31391/foebane-3-and-5-improvement-mod#latest

Upgradable Dak'kon's Blade
http://forum.baldursgate.com/discussion/29328/upgradable-dakkons-blade#latest

Brick +2 mod
http://forum.baldursgate.com/discussion/28427/brick-2-mod#latest

Unbiased Ir'revrykal+5 mod
http://forum.baldursgate.com/discussion/32456/unbiased-irrevrykal-5-mod#latest


---Quest Mods---
Quest Pack v3
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=128&Itemid=100

The Undying Mod BG2:EE Compatible
http://forum.baldursgate.com/discussion/34297/the-undying-mod-bg2-ee-compatible#latest

Freedom's Reign/Reign of Virtue Now Enhanced
http://forum.baldursgate.com/discussion/34075/freedoms-reign-reign-of-virtue-now-enhanced#latest

---NPCs---
Imoen Romance v2.2
http://imoen.blindmonkey.org/downloads.php

Kivan & Deheriana
http://www.gibberlings3.net/kivan/

Fade NPC:
http://www.shsforums.net/forum/322-fade/


---PORTRAITs---
PaintBG for all BG platforms
http://forum.baldursgate.com/discussion/13507/paintbg-for-all-bg-platforms/p1

[MOD] Isandir's Portrait Pack
http://forum.baldursgate.com/discussion/33490/mod-isandirs-portrait-pack#latest


---Soundsets---
[mod][kinda]Custom Cavalier Soundset
http://forum.baldursgate.com/discussion/26768/mod-kinda-custom-cavalier-soundset#latest



--------------------------------------------------------------------
Work in progress (some playable some not):
--------------------------------------------------------------------

[BG:EE & BG:EE 2 MOD] Card kit 0.3v WIP [ENG/PL]
http://forum.baldursgate.com/discussion/36342/bg-ee-bg-ee-2-mod-card-kit-0-2v-wip-eng-pl

Keeping Yoshimo is now available for EE and Mac! (spoiler for newbies to BG2)
http://forum.baldursgate.com/discussion/33721/keeping-yoshimo-is-now-available-for-ee-and-mac-spoiler-for-newbies-to-bg2/p1

[MOD] Djinni Companion: Call for playtesters!
http://forum.baldursgate.com/discussion/33717/mod-djinni-companion-call-for-playtesters#latest

[Work in Progress - beta stage] Gleya NPC Mod for BG2
http://forum.baldursgate.com/discussion/33540/work-in-progress-beta-stage-gleya-npc-mod-for-bg2#latest

Refinements HLAs hot fix:
http://forum.baldursgate.com/discussion/28613/refinements-hlas-hot-fix#latest


Wings Version 0.8d
http://forum.baldursgate.com/discussion/26945/wings-version-0-8d/p1


Please let me know if a link or mod is not working anymore etc.
Feedback is very welcome.

Mods on Android?

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Are mods for IWD:EE fully supported on Android? Or are they crippled in the same way as in BGEE?

[Mod] Faiths of Faerûn Kitpack v0.5c (Ready for testing)

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The Faiths of Faerûn Kitpack by @Requiem & @Mordeus

Version 0.5c is out for testing.

The following link will take you to the developer's dropbox where past and present versions of the mod are archived. It's recommended you download the latest version.

https://drive.google.com/folderview?id=0BwxUZXZbu5bpeTVBV3RUMFJTQjg&usp=sharing

Readme Documentation can be found here:

http://danpugh.eu5.org/

Also in the following link is a voting form where users can vote on their favourite D&D deities. Those with the highest votes will make it into the mod.

https://docs.google.com/forms/d/1HUcQC-wMWQZ-RJ8FB9p-uLcubS9zYtTcCVYtyphtxR4/viewform

[spoiler]
- Over 25 Cleric Kits from 2ed organized into just 1 Character Creation Kit Slot, each with their own deity specific spells.

image

- Pre-existing Divine Spells are organised into spheres with 30 additional new spells from 2ed.

image

- A new Usability Flag System allowing for unconventional equipment combinations.

image

- New enlarged spell icons that reflect the schools they come from.

Divination = White
Conjuration = Purple
Abjuration = Green
Alteration = Blue
Invocation = Red
Enchantment = Yellow
Illusion = Pink
Necromancy = Cyan

image

Beta Version ETA: Late March 2013

We are into the finer stages of the project. Most of the kits are done, the spells are nearly finished and the graphical work is close to complete. However before our first release, we're going to use this thread to test out our ideas so we can quickly course correct the more unpopular ones.

The first idea up for discussion is the new look for spell icons. I've tried to emulate the original white/red/blue look but I couldn't achieve the same look when it came to the stone interface icons. So instead the Conjuration/Divination/etc... glow effect icons shown above were created. The plan is to give an option to make them universal for all Divine priests, and to use the same effect when we start work on mage kits. When shown in the spellbook, the icons take on a drawn look.

So yes or no to changing the look of the divine spell icons?
[/spoiler]

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)
• Icewind Dale: Enhanced Edition support
• Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
• 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.

@AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar.

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.

No restrictions

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After having to do manually remove the race & alignment restrictions once again, I decided to do a little weidu mod to do it for me and upload it for future use. Feel free to make use of it.

1st component removes class/alignment restrictions. As far as I can tell, creating evil/neutral rangers/paladins doesn't make them fallen. Should work on every IE game.

2nd component removes race/class restrictions. This extends to allowing humans to multi-class and others to dual-class. Should work on every IE game.

3rd component unlocks (at lvl 21 for all classes) all of the ToB high level abilities in IWD:EE. Might cause issues if installed in other IE games.

Installation:

Extract in your game folder, run setup-norest.exe

Conflicts:

Won't modify kits from mods. 3rd component probably will clash with anything that adds HLAs to vanilla classes.

The Mod List (with thanks)

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Thanks to:

Zafiro and DMZ (for talking it through), William, Iansounet (for that tough love on the outside and the gooey marshmellow fudge on the inside!), jay, cmorgan, Andrea, other people that I forget at this very moment, people that wrote readmes, people that cleaned up after me when I cried myself to sleep, etc.

With help from all of you here, I've compiled a list of modifications which are commonly used to boost the gaming experience. This isn't finished and will soon be updated with links to documentation for whatever install you might be doing. I'll provide sufficient detail so that, in case you're new to the mod business, we can help. Remember to read the posts below.

This can include core system changes, gameplay mechanics, content, areas, soundsets, portraits, etc

Baldur's Gate Modifications:
----------------------

Baldur's Gate Tutu/EasyTutu:
http://www.pocketplane.net/tutu
http://usoutpost31.com/easytutu/

Tutu (manual installation) is a program which copies parts of the game archives from Baldur's Gate and Baldur's Gate 2 (ToB not required but useful) and supplies a separate installation. This installation is essentially Baldur's Gate and it's content, but operating under the updated engine powering Baldur's Gate 2.

EasyTutu is an installer which creates a preset recommended version of Tutu, without all the fuss.

Features include added races, classes, kits (sub classes, I guess) and 800 x 600 pixel resolution (from the original one of 640 x 480). The GUI (interface) which the gamer uses to navigate the game will be of Baldur's Gate 2, however, another mod can be used to change this to the original interface of Baldur's Gate.

Baldur's Gate Trilogy:
http://www.spellholdstudios.net/ie/bgt/

Trilogy is another common installation process which converts the engine of Baldur's Gate to Baldur's Gate 2. It copies game archives from Baldur's Gate and places them in your Baldur's Gate 2 directory, rather than making an entiely separate installation. A player can seamlessly play through Baldur's Gate and it's expansions with Trilogy, rather than stopping and reimporting their character for Baldur's Gate 2.

1PP (Spellhold Studios):
http://www.shsforums.net/forum/159-1pp/

One Pixel Productions is set of modifications which restores the paperdolls (inventory characters) and avatars of Player Characters and NPCs in BG2 to that of their BG counterparts, as well as edit inventory icons.

This can be applied to a BGTrilogy or Tutu installation. If the latter, it can then be applied to your Baldur's Gate 2 installation as well. A very popular mod, considering the quality of paperdolls and avatars in BG2 is considerably less.

Baldur's Gate 2 Tweaks (G3):
http://www.gibberlings3.net/bg2tweaks/index.php

This popular modification allows you to selectively modify game rules, cosmetics and applies various fixes.

BG1 NPC Project (G3):
http://www.gibberlings3.net/bg1npc/index.php

This is divided into three packs.

BG NPC Banter, which applies large amounts of interaction between NPCs party members and the Player Character, including friendships and romances.
BG NPC Music, which applies suitible music backings to these interactions (as opposed to spoken voice, which could not be arranged).
BG NPC Portrait, which is a minor cosmetic altering component. It gives you the opportunity to replace some NPC portraits with fresh ones designed by the community members.

Icewind Dale Modifications:

Cross-Compatible Modifications:

Widescreen:
http://www.gibberlings3.net/widescreen/

This modification allows infinity engine games to be played at higher resolutions for supporting monitors, meaning standard sizes of 640 x 480 or 800 x 600 can be increased to fit modern screens. However, it should be noted that title menus, pages and User Interfaces remain scaled and so become furthur squeezed as the resolution is brought up.
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