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Restored Textscreen Music


Mod request: not so random drops

Wizard Slayer 2.0

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Since the existing rebalance of the wizard slayer isn't exactly what I was looking for, I made my own and figured I'd share

Here's the description:

WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. He must remain fully devoted to his cause and cannot pursue additional professions.

Advantages:
- Gains 1% bonus to magic resistance for every level of experience
- Gains additional 4% bonus to magic resistance starting at level 20 and every 2 levels thereafter
- Gains the Aura of Silence ability at level 1 and every 5 levels thereafter

Aura of Silence:
When activated, the Wizard slayer silences enemies in 40ft radius for 1 turn.

Disadvantages:

- Cannot use metal armor
- Cannot use ranged weapons
- Cannot dual class

Installation:

Extract into game dir, run setup-ws2.exe

Conflicts:

Obviously, Wizard Slayer Rebalancing and any other mod that changes the kit.

How to install custom soundsets the easy way; custom soundsets included. Now with subtitles!

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I've been searching the forums on how to use custom soundsets, and the only way I've seen is the DLTCEP method brought up in this tutorial: http://forum.baldursgate.com/discussion/17259/tutorial-how-to-use-dltcep-to-enable-custom-soundsets#latest. While I'm sure that works, I did notice that a couple of the old soundsets made for Icewind Dale II work by just dropping the wav files in the proper sound folder, so I figured there had to be a simple drag-and-drop solution to all this. Also, I didn't want to start a new game for the new soundsets to work. Well, by fooling around with it I found a way, described in the steps below!

First, you need to get a soundset. The amount of sounds needed for a complete soundset in IWDEE is at least 25. You can have less, but I'd imagine that your characters would be silent for certain activities. The sound files have to be in a wav format.

The wav files in the set need to be labeled by ending the name of the file with a Hashtag (#), an Underscore ( _ ), or by a letter: "a" through "m", and "s" through "y". The specific characters signify the state the player is in (e.g., "c" stands for the "Tired" state). When naming the file, the appropriate character should be used at the end of the filename.

For example, if the soundset was named "Jeff", the "Tired" sound file for that soundset - played when Jeff is fatigued - should be named "Jeffc.wav". The letters in the file may or may not need to be lowercase to work in-game...the default files in the "sounds" folder are all lowercased but I don't know if that would honestly make a difference.

There are also some sound files labeled by the numbers "0", "8", and "9". These files signify a Confirmation, a Battle Cry, and a second Battle Cry, respectively.

Definition of characters:

Underscore ( _ ): Rare Party Member Selection 1
Hashtag (#): Rare Party Member Selection 2
a: Battle Cry 1
b: Becoming Leader
c: Tired
d: Bored
e: Need to be Healed
f: Selected Party Member 1
g: Selected Party Member 2
h: Selected Party Member 3
i: Confirmation 1
j: Confirmation 2
k: Confirmation 3
l: Taking Damage
m: Dying
s: Action Confirm 1
t: Action Confirm 2
u: Action Confirm 3
v: Action Confirm 4
w: Reaction to Dead Party Member
x: Annoyed Selection 1
y: Annoyed Selection 2
0: Confirmation 4
8: Battle Cry 2
9: Battle Cry 3

If you want to test the sound clips that are already in the game, just know that not all the default sound clips shipped with the game work properly in media players. For some reason some of the sound clips will only run properly in-game. For instance, a lot of the "Taking Damage" sound files only play in-game. They usually don't run in Windows Media player, and when I try other media programs like VLC player or K-Lite's Media Player Classic, the sound clip is slowed down or warped.

I've attached a soundset I've just finished working on as an example. The soundset is the "Dark Brooding Hero" set from Neverwinter Nights, which was submitted to Sorcerer's Place (http://www.sorcerers.net/Games/IWD2/index_soundsets.php) by Kenneth Van Coppenolle a long time ago. I just downloaded it and changed the naming convention so it would run in IWDEE. It's not the best soundset, as if you've ever played NWN and used Dark Brooding Hero, you know it's not the most...well-rounded (lots of screaming and war cries). But if you're making a gruff fighter with anger issues, it's nearly perfect! I did use some of the same clips a couple of times in different situations to try to balance it out, which lead to a comedic effect in some cases!

Like all soundsets, just extract all the wav files into your lang/en_US/sounds folder (change "en_US" if you're using a different language) found in your Icewind Dale Enhanced Edition main directory. Don't just drop the "Dark Brooding Hero" folder in there; take out all the wav files in the rar and place them in the "sounds" folder. After that, just launch the game, go into your character's record sheet, choose "Customize", then "Sounds", and the soundset will be labeled "DBH".

EDIT: The new attached rar file features multiple soundsets, five in total, with working subtitles: Archetypal Male Rogue, Dark Brooding Hero, Male Assimar, Bodhi from Baldur's Gate II and Imoen from the Baldur's Gate series. To use the subtitle feature, drop the dialog.tlk file in your "en_US" folder (make sure to backup the dialog.tlk file that is already there) and drop the CHARSND.2da file in your "override" folder. If you don't want to use the subtitles for some reason, you can just drop all the wav files into your sound folder per usual and leave the dialog.tlk and CHARSND.2da files in the rar.

Also, just to note, I did not create the actual wav files that comprise the soundsets; I merely downloaded them from various sites and edited them using the steps above to get them running with Icewind Dale Enhanced Edition. Good places to download soundsets and other mods are the game hub at Sorcerer's Place (http://www.sorcerers.net/Games/index.php), the forums at Baldur's Gate Mods (http://www.baldursgatemods.com/forums/index.php), Pocket Plane Group (http://www.pocketplane.net/mambo/), and of course, The Gibberlings Three forums (http://forums.gibberlings3.net/). I've also gone to the Spellhold Studios website for modded content in the past, but that site seems to not be working for me as of this typing.

[BGEE Mod] Improved Gnoll Stronghold - Help needed

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This mod adds:
-A challenging Gnoll Overlord between the upper pits of the Gnoll Stronghold
-Textscreen and artwork for the Gnoll Stronghold upon entering first time (artwork to be finalised)

I wish for the Gnoll Overlord to say a single line to the PC and then attack.
I have gnoll_x.bcs call gnoll_x.dlg (which is compiled from gnoll_x.d)
I have spent two days trying to decipher the many guides and weidu tutorials available to no avail in finding a solution to why my code doesn't work.

I have attached the files in a zip.
Please can anyone help out?

1. Why does this code from the .d file not even make the Gnoll Overlord say the line when he sees a party member?

BEGIN gnoll_x
IF ~~ THEN BEGIN block1
SAY ~The weak will perish!~
IF ~~ THEN EXIT
END

2. Why does the below code to speak and attack not compile from .d to .dlg dialogue file?

IF ~~ THEN BEGIN block1
SAY ~The weak will perish!~
DO ~Enemy() Attack(Player1)~ EXIT
END

3. Isnt the IF ~~ THEN on 3rd line below pointless despite it not compiling without it?
[spoiler]IF ~~ THEN BEGIN block1
SAY ~The weak will perish!~
IF ~~ THEN EXIT
END[/spoiler]

4. Fundamentally, when exactly are "BEGIN xyz", END, EXIT and "IF ~~ THEN" used please?

Many thanks

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

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

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

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

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

CORE REVISIONS
This component does the following:
- Allows Gnomes to become Sorcerers and Dragon Disciples.
- Allows Sorcerers, Specialists and Mages to use Crossbows and Clubs.
- Significantly changes all existing Mage and Sorcerer kits with a focus on making them all balanced.

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

[/spoiler]

A more exhaustive list of the features of this mod are available in the Readme, available in the files section of this post.

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

[IN PROGRESS] Delainy/Durlyle Same-Sex Romance Options Mod

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This is a simple mod to spawn Delainy for female PCs and/or Durlyle for male PCs. I know the whole Delainy/Durlyle thing isn't much of a romance, but it still doesn't have to be straight by default.

The initial beta release (v0.1) only contains the script changes to affect whether Delainy or Durlyle spawns. There are three options: always spawn Delainy, always spawn Durlyle, or spawn Delainy for female PCs and Durlyle for male PCs.

It's been years since I've fooled around with WeiDU and this is the first mod I've actually released, so I just wanted to put it out there and make sure I didn't royally screw anything up. I tested the mod on vanilla BGEE for Windows and it seemed to work.

TODO:
- Fix dialogues to correctly recognize the PC's gender.
- Crossmod romance conflicts (make sure mods that recognize Durlyle/Delainy flirtation check for gender).
- Cross-platform installation options.
- BGT/TuTu compatibility.

The Undying Mod BG2:EE Compatible

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

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

New Expansion Pack [Baldur's Gate Path of the Lost Odyssey]

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*This Post Will Be Expanded in the Future so Stay Tuned!*

This is a 'Trajection' of mine that I wish to pursue as an adventure in the undertaking.
*The Finite Details and Problems will be worked out at a later date.*
This is a Compilation of [My Own Unique ('100% Authentic, Real it is!') Ideas / Concepts for my Own Content along with (If everything Works Out my my Content First + Community Negotiations)] Previous Modifications 'Tweaked' and given [Updated + Refined Original and New] Unique Content, e.g. [Updated + New] Unique Maps with [Loads of] Research and T.L.C.
-New Custom Content that I would like in the Game [Baldur's Gate] and Some Optional Features, Quests NPCs etc. e.g Ankheg Matriarch Quest Chain.
Basically this is an Expansion Pack that [Focuses on my Own Content Plus wants to give] the 'A' Quality Mods a Chance to Shine with a New 'Professional' Coat of New Features and Unique 'Twists'. That is my Ambition and I hope that it Works! [There will be Problems; Yes! (That is what Passion is for, Others Quit when 'it' is Not Easy; but the Passionate Stay).]

(Updated: 2:52 PM 21/05/2014)

*Goes to Work*

Stay Tuned Friends!

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Update: One (1.1) [??:?? ?? ??/05/2014]
I'm Currently Looking for every great modification to Baldur's Gate and as it stands there is a great chance for these 'Great Mods.' to be implemented into the Expansion Pack.

Please List Other Mods than These:
- Dark Side of the Sword Coast
- Stone of Askavar
- Dark Horizons
- The Grey Clan Episode One: In Candle Light
- BG1 Unfinished Business
- Fields of the Dead
- BG 1 Adventure Pack
- BG 1 CoM Forge/Item Upgrade
- The Vault
- Ease-of-use Pack by Tioma
- Slime Quest

- Team BG's Weapon Pack
- Team BG's Armour Pack
- North Side of the Sword Coast
- Sword Coast Stratagems
- Firewalker by Jason Higgins
- TUTU
- BG Mini-Quests and Encounters
- Russian Bonus for Baldur's Gate I
- BG Mini-Quests and Encounters
- Back to Baldur's Gate
- Drizzt Saga

Also I'm Aware of These Mods:

Revised World Map
http://forum.baldursgate.com/discussion/16446/revised-world-map-test/p1

Here is the Working File that I'm Personally Using: "Known Great Mods" (As a Download Below).

Take Care Friends and Have Fun!

(Extra: Please Help Me Out on Creating this 'Community' Expansion Pack; I Would Most Like the Support.)

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Update: Two (1.2) [9:09 PM 20/05/2014]
I wish to also make my own '100% Custom' content and THEN see if I can get the 'A' quality Mods some time in the sun.

Here are Two Maps that I made Today [Actually one file but I Screenshot'ed and Cropped the two different map 'types' beside one another into more 'bite [or byte] sized' pieces with two different programs]

Baldur's Gate Path of the Lost Odyssey Alpha Map:
-21 New Areas
-Fields of the Dead
-Expanded Gnoll Stronghold [If Beam Dog Does Not]
-The Bronze Mines of the Sword Coast
-The City Arylon
-Mintarn Islands
-Greenest
-More Wilderness Areas
-More Settlements
-More Islands!
-Damn it! I Forgot the Ankheg Matriarch Quest Locations! ARRRRRG! (I guess that is why it is Called the ALPHA Map) Drink Milk Guys; preferably Goat's Milk it is better for you.

Update Two Out... For Now!

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Update: Three (1.3) [2:38 PM 21/05/2014]
Production Plan! I'm Coping my Production Plan that I Gave in a Below Comment Reply for Updating here to make Finding Content Easier for my Readers.

"As for Content [A Production Plan] Goes; here is how I Plan for 'it to go' (2:36 PM 21/05/2014):

1.) Research and Conceptualize Original Content / Brainstorm + Play Baldur's Gate + Mods for Inspiration.
2.) Learn, Improve and Research my 'Production' Skills e.g. Blender + Team BG Tools.
3.) [Workin' Time] Over the coarse of [Insert 'X' Years Here] Time I Will Work and Develop my Original Content
4.) Internally Test and Improve my Content via Adding and Removing Content to make 'It' Better.
5.) Public Beta Release, Q & A, 'Work out Bugs' Time and general Open Mindedness for New or Better Ideas.
6.) More Work 'Ironing Out' my Original ['Improved'] Content. (Community Feed Back = Change / Improvement.)
7.) Ask for Permission to Use, Integrate and or Update ('Good') Modifications via their Original Creators.
8.)
- If Allowed: Work With the Original Creators for Inspiration and Refinement.
- If Not Allowed: Ask for a Compatibly Allowance and (if every thing works out) a Recommendation 'Link' Included into My/Our Content as an Optional Feature.
9.) Refine, Refine, Refine; Continue Steps 4 and 5 + 'Resource Dump' of 'Professional Refinement'.
10.) Work at Publishing... Find Monetary, Find Lawyers, Find IP Owners; Negotiation Time.
11.) Publishing Time [Left Blank for now]
12.) Repeat Step 5. + If New Content 'Happens': Repeat Step 3,4,5 and 6. If (A+) Mods Happen repeat Steps: 7,8 and 9.

For now friends, just throw your comments here and ask some critical questions, no matter how harsh; One Cannot see both sides if one always stands on the sunny side of things.

So Please Don't Assume my Abilities nor Claims; for now just Hope and give Inspiration if you Want / Will.

Take care on that Mundane Battlefield!"

Update: Three (1.3) Over and Out... For Now (Dunt-Dunnn).

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Update: Four (1.4) [10:29 PM 22/05/2014]
"How in the Nine Hells are you Going to Release this 'Expansion' ahmmn?!"- 'Giving a harsh 'Drogulative' look'.

Here is the plan so Far (10:24 PM 22/05/2014) [Quoted from a Below Comment to Dee]

"I see a few possible ways this 'Expansion' could be Released to the Public:

Step One: [Non-Professional Alpha Release]
Options:
A.) Internal Development of 'Roughed Out' Unique Content with Semi-Community Testing. Create Solid Content, 'win over the hearts' of the 'desired' modders, see if I can give them some 'time in the spotlight'.
Add Updated + Improved 'Permission-ed' Mods into the Rough State Release for Rigorous Community Testing.
B.) General Life Altering Bull ca rp Happens and results in Delays with Option A.)
C.) I Die and Nothing Happens.

Step Two: [Rise to Power or Plunder]
Options:
A.) Education, Experience and Adventure in the Video Game Industry. Years Later: Create and Expand a Personal 'Video Game Developing' Company for 'Other Projects' of mine + New ones that I 'befriend' along the way. Start Focusing on 'Professional Development' and 'Very Fine Construction' of the 'Expansion'.
B.) General Life Altering Bull ca rp Happens and results in Delays with Option A.)
C.) I Die and No 'Professional Release'; all that is left is an empty, hollow Ambition and a Roughed Out Spine of way could have been...

Step Three: ['Professional' Release]
Options:
A.) VERY Do-able: Free Release with Minimal Effort in the 'Law End' of things. Company Non-Resourceful.
'Fair' Near-Professional After Launch Support. No Bonus Net Profit.
B.) Fairly Do-able: Free Release with Fair Effort in the 'Law End' of things. Monetary Resources Semi-Successfully Found; I become in dept but fulfilled. 'Excellent' Near-Professional After Launch Support. No Bonus Net Profit.
C.) Hard, but Do-able: Published Release with Extreme Effort put in the 'Law End' of things. Resources Fully Successful, with or without a Personal Company; Full 'Launch' and Professional After Launch Support. Modders get Fair Percent of Net Profit. The Rest goes Toward Company Expansion.
D.) Option C.) But the 'Law End' of things 'fell through the floor' and was unsuccessful with securing the 'rights' for a Professional Publish. Although the 'Expansion' has Professional Support and my Personal Company is backing the Development; a free Launch happens with Professional After Launch Support. Modders get nothing.
E.) I Die before Full Development and Project is Unfinished. No 'Professional' Release. No Future IPs, Just third party Memories and Mysteries.
F.) Option D.) Around Ten Years after Step Three is Completed: Baldur's Gate becomes 'abandon ware'; Expansion Rights Secured, new non-filler unique excellent quality content is added. New System Compatibly is Included and Packaged with New Features / Content. Full 'Launch'; Professional After Launch Support. Alive Modders get Fair Percent of Net Profit. Dead Modders' Families get Fair Percent.
G.) Free Launch Happens, I die before I can Secure Rights to publish a Full 'Launch' of the 'Expansion'. No 'Professional' Launch. Modders get nothing.

That is what I have going around my head; well the short version that is. I hope that above clears 'things' up, if not please ask questions; I would be more than happy to reply (Hopefully in a timely fashion).

Take care my Friend(s) and Readers alike, and Thank You Dee for the Support. No matter what a person will say to you face to face; we are all Very Emotionally Insecure in our own ways and Any Support goes Miles in the Long Run. Especially with Myself with this 'Bucket List' of an Ambitious Work.

See You Later."

Update: Four Discontinued

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Update: Five (1.5) (2:12 PM 23/05/2014)
Production and Fan Confidence ['Pulled' from a Below Comment]

How I Currently Plan on the 'Production' of the this 'Expansion': (2:10 PM 23/05/2014)

"Picture these Events that I Currently Plan (23/05/2014):

1.) Tinker Around with Concept Art and Design [Internal] with some 'Releases' of 'Roughed Out' Ideas / Concepts to you Guys. [Over all Time Frame (Through out the 'Expansion's' Development.]

2.) Any where from 8 to 20 Months [Time May Vary] from now to start the 'Very Rough, Rough Production' with a 'Sea' of Concept Behind Me. [Internal: with Screenshots, [Videos] and General Progress Reports.]

3.) [Time Unknown] After "Very Rough, Rough Production", Start 'Rough Refinement' either
A.) Do it all myself with 'Open Ended' Change 'Logs'; Community Feed Back Open.
B.) Me and My 'Friends' Do Option A.)
C.) Release Super 'Ca rp' 'Expansion' 'Mod' and let every one down but get new Ideas.
D.) [Open For new Ideas as time 'Chugs' Along.]

4.) Polish, Polish, Polish. [I could Elaborate but I would need specifics of which I plan not to assume; and I will 'Cross that Bridge when it Comes'.] [Internal]

5.) Release 'Roughed Out Version' to the General Public. [Estimated Time of Release: 2-10 years from Now.] [Public]

6.) Professional Support Acquired! [If Not, I will just need more time or I would have 'Kicked the Bucket']
-[Intentionally Left Blank.] (e.g. My Personal Development Company (Other Game Produced Beforehand).
[Internal]

9.) Expansion Gets New 'Professional' Content. [Intentionally Left Blank.] [Internal]

8.) Super Professional Polish Time [Intentionally Left Blank.] [Internal]

9.) Polish Until "The Time Comes" [Intentionally Left Blank.] [Internal]

10.) 'Professional Launch' [Estimated Time of Release: 8-15+ years from Now. (Time may Vary).]
Options:
A.) If 'Rights' Secured: Full Professional Launch. Net Profit Divided Fairly: Bonus; not Required.
B.) If 'Rights' Not Secured: Free Professional Launch. Dept: Worth it. [Public]

'This' Is my Current (23/05/2014) 'Idea' of 'Things'.

Note: 'Expansion' Planned (23/05/2014) Development Stages: =

'Rough Unfinished' 'Mod' Release to the General Public for Testing Purposes.
V
Next: Unknown Amount of Time Passes; Years Even.
V
Professional Development Resources Acquired [e.g. My Personal Company with Past Experience].
V
Professional Development Begins and Ends Possibly Years Later.
V
Time to Ask for 'Rights' with 'Work in Hand'.
V
Open Beta [Time Unknown].
V
Professional Launch: With Profit or Not.
V
Professional After-Launch Support.
V
Encourages / Supports / Lends Assets to the Modding Community [If there is one].
V
New Horizons Await!

Does this Make Any Sense? Where is it 'Weak' and or do you have any Questions? I Plan to Replay if So [Hopefully in a timely Manner :P].

Take Care Friend and Have a Nice: Day / Night / Noon / Morning.

[Yes, Yes I Built the 'Great Wall of China' Here...]"

Update: Five Out.

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Update: Six (1.6) (2:57 PM 23/05/2014)

Here is a Progress Report from the Front!

Files Attached:

Unfinished "New Items" Sheet. There is a A Larger Separate 'All Items' One with a Table and More Information and then there is a Third File with Lore and Extra Things but for now it will be the Unfinished One with JUST SOME [Minority] of the New Items.
I know I'm giving the 'Crappy End of The Stick' out First but eh; all in good time.

There is also a Screenshot [Censored] that has the 'Current' actually now out dated 'Expansion' Master File.

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With the Best of Intentions:

Within Amnesia

"Spite and Assumption Only Lead to Paths of Self-Inflicted Blight and Destruction" -Within Amnesia 2013.

how to edit ITM strings?

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Are any special tools required, or can I do this with near infinite or a simple text editor ?

[Mod] Give Rasaad the Sun Soul Monk Kit as intended - v3

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Does what it says on the tin, but you will either need to install it before you meet Rasaad, or start a new game if you want it to work as it should.

**** All credit for this mod should actually go to @erg whose weidu skills put mine to shame and who provided the mod script ****

http://www12.zippyshare.com/v/72341532/file.html

infinite casting

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Hi

I'm trying to make a spell castable infinite times per day but the only way I've found to do that is to apply opcode 316 to it and that would have the unwanted side effect of making everything else castable infinite times per day as well.

So I'm looking for a better way via scripts but I can't find an action to restore a spell that has been cast... is there one that I'm missing? Or can anyone think of some other way to implement this?

Mod mirrors

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I don't know if it's only me but I'm having a really hard time getting mods from the following websites:
-Gibberlings 3, everything seems broken
-DLing on chosenof mystra mirrors (7-15 kb/s)

The mods I'm looking for are BG1 romantic encounters and Dark Horizons BG EE (DLing 28.8 MB has never been so painful since 56k modems).

Edit: finished DLing Dark Horizons

The download link here doesn't work (for me?):
http://www.gibberlings3.net/bg_romanticencounters/
A direct link to BG1 romantic encounters download would be great.

Where to find this mod: All race/class combinations?

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Greetings, all!

Recently, I recall viewing a mod somewhere that allowed all races to play as all classes and [i]required[/i] BG2EE. What's the name of this mod and where is it?

[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 :)

Longer Road working in BG2EE

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I've managed to get Longer Road, the mod that allows Irenicus to join your party in ToB, working with BG2EE. Couldn't have been simpler. Download the mod from here: http://iegmc.shphockey.com/longerroad/LongerRoad_v1.5.1.zip and extract to your BG2EE directory.

Open setup-longerroad.tp2 in notepad.
Comment the "REQUIRE_FILE" lines near the top by adding "//" so that they read:
//REQUIRE_FILE ~Data/25Dialog.bif~ @2
//REQUIRE_FILE ~Data/25Scripts.bif~ @2
Save.

Now install! You'll know it's working if when you start a new game of ToB, Ellesime almost immediately appears to talk to you. Just to be safe, don't click the stone heads until she appears.

You have to have a combined INT+WIS of 24 and choose the right (slightly odd) dialogue options with Ellesime in order to get a necesseray tem. Note that Irenicus is hilariously OP. He's a level 30 mage with an item that gives him +4 spells at every level, +1 INT and permanent haste. He's also immune to petrify and charm.

Please note that I have only playtested it up to the point when Irenicus joins. I'm actually playing through SoA right now so won't be testing further until I've got to ToB. I'm playing with SCS, Tweaks, Atweaks, BP Ascension, UB, Kelsey and Banter Mods. I installed Longer Road last. One of the mods I have prevented the mod music from installing but not other problems that I can see so far.


Mods not recognizing TOB part in BG2EE

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Hello to everyone, I am trying to install Tortured Souls either the 6.10 BP version or the latest 7.04 and the weidu cancels the installation reporting that there is no TOB content in my current BG2EE 1.2 patched installation.
I am using the latest weidu 236.03, if someone can help with that please do it I would be greatly thankful!

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.

Mods that have to be ported to bg:ee

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Is there anyone considering to port hard times to ee?

And what about unfinished bussiness? :)

Dimension Door Scroll/Sorcerer Spell Mod

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Is there or will there be a mod to introduce Dimension Door Scrolls/Sorcerer spell option into the Game? As far as I can tell there are no points in the game where using the spell could break the game (such as jumping Wyrm's Crossing in BG1). It may seem an insignificant spell but it's just entertaining to use. It might be because a lot of the cool, powerful people use it such as Jon Irenicus in the opening scene. But anyway if anyone knows, let me know.
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