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Sword Coast Stratagems of BG2EE: Modded File Locations?

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Greetings, all!

So far, all the files I've seen the SCS mod alter are in the Override directory OR in Dialog.tlk. Are there any others I should know about now, and if so, what are the details?

Sword Coast Stratagems now available for BG:EE

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The latest version (v22) of Sword Coast Stratagems is compatible with BG:EE.

This is a BETA release, and I mean the beta label fairly seriously. This version merges the BG and BG2 versions of SCS, adds BG:EE compatibility, and rewrites most of the code base. The chance that I broke something in doing this is fairly high. I hope to release a non-beta-labelled version in a couple of weeks, depending how much feedback I get for this version.

EDIT: Updated to version 23, though I think I'll leave the beta flag in place.

EDIT: Updated to version 24 (not before time). This version fixes the problems with Davaeorn, Mulahey and Bassilus that have been reported, as well as bringing the "NPCs wait at inns" and "allow NPC pairs to separate" components to BG:EE and playing more nicely with the BG:EE text strings. Still technically a beta, though I'll probably strip that label shortly.

EDIT: Updated to version 26 (and no longer in beta). Details, and download links, at http://www.gibberlings3.net/scs/)

[MOD] High Moor Shaman w/leveling Familiar ver. 1.00 Updated (Updated Link)

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*** START WARNING ***
This will copy over your True Neutral Famliar (famrab.cre). This means if you make a TN Mage and cast Call Famliar you will get the CRE from this kit. Make a copy of your original file just in case.

Been gone for awhile, and noticed ppl were asking for this mod, so here is the updated link. I have not started modding for BG2:EE so I am unsure if this will work for it or not.

*** END WARNING ***

ver1.00

Fixed animation problem with Javelin 4 (ranged attack didn't show a spear being thrown).

http://www78.zippyshare.com/v/51476695/file.html

For the Panther to work you will have to use this kit as the Protangonist (he is a familiar).

This kit adds a Shaman choice under the Druid Class. The kit contains an upgraded familiar that levels up as you do. The kit also contains 4 new Spears/Javelins that are located in several stores (details below). You can choose to install these or not include them. I have done a good bit of testing on this and it seems to function properly. Any feedback would be appreciated. When you start the game you will have a spirit item in your inventory, move it to a quick slot to call your companion spirit initially (this does not cause the Spirit Companion Ritual to occur).


High Moor Shaman:
The High Moor is a large monster-infested, open moorland in western Faerun, and is bordered on the east by the Serpent Hills and on the west by the Misty Forest. These wild lands are home to many druids and shaman, as well as all types of flora and fauna. The High Moor Shaman trains in healing the wilds of nature, and through rituals, and his empathy for the wildlife, he may gain a companion spirit which will serve as a guide to the druid. This spirit and the shaman become as one through shamanic ritual, and this bond is permanent in nature and nearly impossible to break. The death of a companion spirit is permanent to the bond and another spirit cannot be called for again by the same shaman. The companion spirit will fight to the death if need be, but will normally retreat to the shaman and release his spirit into a totem when the wounds sustained are too great to risk. This action is not out of fear, but out of loyalty to the bond shared. If the companion spirit does die it will cause the shaman a permanent loss in his constitution, and the permanent loss of his companion.

ADVANTAGES:

- May specialize, 2 points, in Spears.
- May add 2 points in Two-Handed Weapons.
- Gains a Companion Spirit at level 1. In this case the spirit is that of a Panther, who goes by the name Phyxmur'ss.
- Phyxmur'ss gains levels and abilities every level you achieve.
- On level up Phyxmur'ss gives you a gift (sellable from 100 Gold to 2000 Gold).

DISADVANTAGES:

- Due to the spirit companion bond, spell casting takes more effort. (Casting times are increased)
- Reduced spell choices within the Druid spellbook.
- Companion Spirit death will cause 1 point of permanent Constitution damage and loss of Companion Spirit permanently.
- The ritual to recall Phyxmur'ss from the totem in your backpack will cost 50% of your current Hit Points, and cause a deep slumber for 10 seconds.
- Cannot Shapeshift.

COMPANION SPIRIT:

- Creature type Greater Panther (Phyxmur'ss).
- Thief Class, with very low skill points in pick pocket, and disarm skills, due to his form. His keen eyesight grants him great skills in Find Traps, and Detect Illusion. Gains backstab multiplier as a Thief of the same level (starts at level 1 and levels with the Protagonist). Has very good Hide/Move Silently skills, and movement rate. If the hit points of Phyxmur'ss drop below 40%, your companion will return to your backpack to avoid permanent death (he has a healthy pool of HP). Remember your ritual to recall Phyxmur'ss will remove 50% of your life force and drop you to the ground helpless for 10 seconds, so it would be wise to not recall during battle, and instead find a safe place and time for performing your ritual.

Stats at Level 1:
STR 16, DEX 19, CON 15, INT 10, WIS 12, CHA 6
Move Silently 50
Hide 50
AC 5
ApR 3
125% Movement Speed
Immune to Charm and Poison.
Regenerates 1HP per Minute.
Has Cure Light Wounds and Charm Animal as innate abilities once a day.

Gains +5 HP, +5 Move/Silently, +5 Hide, and a -1 Thac0 per level
Gains +25% Speed levels 2,3,4 (200% Total)
Armor Class -1 on odd levels.
+1 Strength on levels 2, 6, 10, 14, & 18.
+1 Dexterity on levels 3, 7, & 11.

Phyxmur'ss Bite/Claw/Claw Progression
Level 1 (1d6/1d2/1d2)
Level 4 (1d6+1/1d2+1/1d2+1)
Level 7 (1d8+1/1d4+1/1d4+1)
Level 10 (1d8+2/1d4+2/1d4+2)
Level 13 (1d10+2/1d6+2/1d6+2)
Level 16 (1d10+3/1d6+3/1d6+3)
Level 19 (1d12+3/1d8+3/1d8+3)
The sequence is actually Claw/Bite/Claw - His Bite is in his off-hand slot (dual weilding)

Optional: Javelins/Spears

These items were added to give the Shaman a ranged attack that better fits his style. Once the last one in a stack is thrown you still have the base Spear, so it works out well (at least for me it does). The Stores that sell them, and which ones are available are listed here (3&4 are quite pricey, so save your money) they are all located at the end of each of the store items list;

Candlekeep Inn
Javelin-1

Friendly Arm Inn
Javelin-1
Javelin-2

Highhedge
Javelin-1
Javelin-2
Javelin-3

Ulgoth's Beard
Javelin-1
Javelin-2
Javelin-3
Javelin-4

***Javelin -1***

Javelin:

One of the earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When the civilized races mastered metals, spearheads were made from iron and steel. Having reached this end, weaponsmiths began experimenting with different types of spearheads, thus leading to the development of certain polearm types. This version of the spear is smaller and can be used as a thrown weapon as well.

STATISTICS:

Melee Damage: 1d6 (piercing)
Thrown Damage: 1d6 (piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: Two-handed
Requires: 5 Strength
Weight: 5
(Max stack 10)

Not Usable By:
Cleric/Any
Mage
Mage/Thief
Thief
Monk

***Javelin-2***

Javelin of Biting:

These javelins have been enhanced by elvish craftsmen to be lighter, allowing the carrying of larger stacks, and are sharper than a standard javelin.

STATISTICS:

Melee Damage: 1d8+1 (piercing)
Thrown Damage: 1d8+1 (piercing)
Speed Factor: 6
Proficiency Type: Spear
Type: Two-Handed
Requires: 5 Strength
Weight: 2
(Max stack 40)

Not Usable By:
Cleric/Any
Mage
Mage/Thief
Thief
Monk

***Javelin-3***

Javelin of Returning:

This weapon is much heavier than any other of its type, and seems less likely to be thrown with any accuracy. Once in the hands of the wielder it seems to find its target with greater accuracy than anticipated. Beyond that, once thrown it reappears in the capable hands of its owner.

STATISTICS:

Melee Damage: 1d8+2 (piercing)
Thrown Damage: 1d8+2 (piercing)
Special: Returning
Speed Factor: 4
Proficiency Type: Spear
Type: Two-Handed
Requires: 12 Strength
Weight: 10

Not Usable By:
Cleric/Any
Mage
Mage/Thief
Thief
Monk

***Javelin-4***

Drazganar Arahko:

In the ancient times, even before the crafting of the Mithril Hall deep in the bowels of the Deep Realm, this weapon was forged by the greatest of Dwarven weaponsmiths, from the rarest and most splendid of ore. Within it are forged potent magics and resonant ability that it lends to its fortunate wielder. The shaft of this weapon smolders with warmth and magic, the tip gleams brightly and eagerly awaits its next foe. This weapon never leaves the hand of the owner; instead its power is released in the form of a javelin burning the unfortunate target. This weapon demands a healthy strength to wield appropriately, and a fair sense of coordination to work its ranged powers.

STATISTICS:

Melee Damage: 1d10+3 (piercing)
Thrown Damage: 1d10+3 (piercing)
Special: Returning
Speed Factor: 4
Proficiency Type: Spear
Type: Two-Handed
Requires: 14 Strength
Requires: 14 Dexterity
Weight: 20

Not Usable By:
Chaotic/Any
Evil/Any
Any Elf (Half-Elf)
Cleric/Any
Mage
Mage/Thief
Thief
Monk

Let me know what you think!!

Have fun:)

Spells Removed from Druid Spellbook

Level 1
Shillelagh
Doom
Armor of Faith

Level 2
Find Traps
Flame Blade

Level 3
Dispel Magic
Miscast Magic
Rigid Thinking

Level 4
Animal Summoning I
Call Woodland Beings
Death Ward

Level 5
Animal Summoning II
Chaotic Commands
True Seeing

Level 6
Animal Summoning III
Blade Barrier
Conjure Animals
Harm

Level 7
Conjure Earth Elemental
Confusion
Earthquake

Spell casting speed reduced by 3.

Kensai and Ammo

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Greetings, all!

A Kensai cannot normally equip slings (or any other purely ranged weapon), but currently he can equip sling bullets in his ammo section. Same thing with bolts and arrows.

Is this intentional?

[Utility] EE Autoroller

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Enhanced Edition - Autoroller

FEATURES

This utility program will automaticly roll for attributes.
It stores the highest attribute score rolled.
If a new roll is equal to previously highest it compare the STR% and picks the highest.
Priority settings for STR%.

SUPPORTS

• BGEE - 'Single Player'
• BG2EE - 'Single Player'
• IWDEE (& Heart of Winter)

DOWNLOAD

Current version of the program is working with BGEE (v1.3.x), BG2EE (v1.2.x) & IWDEE (v1.3.x).

DOWNLOAD: http://www.mediafire.com/download/2v17h4j1pp3k3bk/EE_Autoroller.zip
Here is the un-compiled ahk version of the program: Download AHK version

Updates to BGEE can break the program, it all depends on what kind of update it is.
Check below for new OFFSET values.


OFFSET VALUES
BGEE v1.3: 0x0068719C
BG2EE v1.2: 0x0064832C
IWDEE v1.3: 0x00695E44

OLD OFFSET VALUES
[spoiler]BGEE v1.2: 0x0064439C
BGEE v1.0.2014: 0x00561734
BGEE v1.0.2012: 0x0055E6A4
BGEE v1.0.2011: 0x0055E6AC[/spoiler]

HOW TO USE

1. UPDATE the OFFSET value in the ini file, ___EE_OFFSET = 0x________
2. Run the Enhanced Edition game in windowed mode (IMPORTANT)
3. Run EE Autoroller (you might have to run it as administrator)
4. If creating a class with STR%, set priority settings as you want it (set all to 0 if you don't want to these features).
5. Press START when you have reached the attribute screen, you will be promted to press the RECALL, STORE and REROLL buttons.
6. Once you hit the REROLL button it will start rolling.

Hold down 'X' when you want to stop rolling.
'UP' will increase the rolling speed.
'DOWN' will decrease the rolling speed.

IMPORTANT
Baldur's Gate 1 & 2
If you want to create characters for Multiplayer or The Black Pit use Pre-Generate Character.

Icewind Dale
When creating a new party make sure the game is newly started. That means if you have been playing then decide that you want to start a new party please restart IWDEE before creating characters.
Supporting party creation isn't bulletproof, but I hope I have managed to make it work fully when the game is newly started

ABOUT THE STR% SETTINGS
Exceptional STR% worth:
This will add priority to STR% values. Giving the possibility to store a lower roll if it's STR% is good enough.
Example:
If your currently stored total is 90 with a STR% 20 then you roll a 89 with STR% 77 the new 89 roll will be stored if 76-90 is worth 1 or more attribute points.

Minimum STR% to store:
This will simply ignore ALL rolls with a STR% below the one set.
If you have it at 51 and would happen to roll 100 with a STR% score of 12 that roll will be ignored.


IF IT DOESN'T WORK

Most likely it's due to an game update and I have tried to make it as easy as possible get it working again if thats the case.
To get it working again you need to update the OFFSET value in "EEautoroller.ini"
To do that:
1. First you need a new OFFSET value, I'll update this post with new ones.
2. Open the ini file in a text editor (like Notepad).
3. Change the OFFSET value to the new one.

If it's not due to an update then please post here.

DISCLAIMER

I take no responsibility at all for the use of this program. However if used properly nothing should happen as it only reads memory data.


IF ANYONE WOULD LIKE TO HELP GETTING NEW OFFSET VALUES
(Requires you to know how to search for memory addresses)

For BGEE:
1. Find the memory address for the STR attribute (value type: byte)
2. Make a pointer scan for that address (max level 1 is enough)
3. You should find a pointer where Offset0 = 610
4. Look at the base address "baldur.exe"+________
5. New OFFSET = 0x________

For IWD:
! Do this with Pre-Generate Character !
1. Find the memory address for the STR attribute (value type: byte)
2. Make a pointer scan for that address (max level 1 is enough)
3. You should find a pointer where Offset0 = 614
4. Look at the base address "icewind.exe"+________
5. New OFFSET = 0x________

[EE Keeper Help] "Can't find Dialog.tlk" on Mac

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I run BG:EE on a Mac, and recently downloaded EE Keeper for it, but I can't seem to get the folder locations correct. I downloaded from the App Store, so I put the Installation Directory as Z:\Applications\Baldur's Gate - Enhanced Edition.app\ . I put the Game Language as English, and the User Save Data Directory as Z:\Users\myusername\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Document\Baldur's Gate - Enhanced Edition\ because that's where the character, .ini, and save folders are. The error message reads "Can't find Dialog.tlk". What did I do wrong?
Also, if it's possible, can someone give me some guidelines on how to go about editing the save files in EE Keeper? I've never done this before, and I don't want to mess up the game. I accidentally put 1 pip in Daggers instead of Dual-Wielding for my Elf F/T. Simple fix I assume, just have to get the damn thing running.

Edit: Thank you! Problem fixed.

[Mod] Pink Lingerie Pack v1.5

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First, this mod was based in http://forum.baldursgate.com/discussion/25628 THAT discussion, I really do not recommend installing if you dislike people with sense of humor, including neverending effects like being named Imoen and being female, and evil jokes like a Staff of Seven to kill broccoli.
Both items are in different containers in Candlekeep.
Well, the bracers rename you to Imoen and change your gender to female, also they give some AC bonus and, well, they give +3 to CHARISMA cuz they make you female :P @LordRumfish @Anduin @KidCarnival @booinyoureyes @Southpaw @Pecca Then, JUST DROP THE OVERRIDE IN YOUR FILES FOLDER!!! No, just drop the files in your override folder, if you don't know where the override folder is go search for it somewhere else.
Then, oh, the screenshots! NOTE: the brown UI is from another mod, I am too lazy to take it out, and the discrepancies in the Item names in the images are only because my dialog.tlk got splited by me while fooling with DLTCEP, I shouldn't have done that).
image
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VERSIONS:
v1.0 Original release.
v1.1 Upgraded to WeiDU, item upgraded too, added description, staff removed.
v1.2 Added the Staff of Anti Broccoli back, now both items can be found in Candlekeep, ARE file added.
v1.3 Improved Staff (now it works :P) and its description is correct.
v1.4 Description improved (thanks to @Anduin) and inventory BAM added (thanks to @Pecca).
v1.5 Updated WeiDU and signature changed.
image
Also, I like this one better @Anduin :P

It is compatible with my other mod: http://forum.baldursgate.com/discussion/22147 which isn't so foolish (luckily for those that don't know why I did a so foolish mod :P).

BG2EE Mod Interaction Qs: Sword Coast Stratagems and BG2 Tweakpack

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Greetings, all!

I installed Sword Coast Stratagems with Smarter Priests et al before the BG2 Tweakpack. The Tweakpack mod in question that I installed includes an altered Druid progression to match that of a Cleric according to the 2E AD&D tabletop rules.

Is this safe to do? I want to ensure SCS can properly reference Druid spells.

Can seeking Sword be enabled for non-kitted Clerics?

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Via tools, etc, does the IE code allow for non-kitted Clerics to have the Seeking Sword ability, perhaps as an innate ability or how PoH have it? IF so, then what about Multi M/Cs?

This is for an RP specific setup, not for the utility or usefulness of SS.

Thanks!

Mazzy in BG:EE

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Hello everyone, I'd like to have your thoughts on a project of mine.

After years of procrastination, I decided to try to mod BG again. Considering I put 2 years and a half of computer science between my first try and now, I'm expecting it to go a bit smoother on the technical side.

I decided I'd start directly on the EEs with a little npc mod. (I would ask if that's a good idea or not, but that's really all I can do 'til I fix or replace my dvd player)

The idea is, as you might have understood by now =D, to make Mazzy a recruitable npc in the first BG. First a working npc, then if I'm not bored yet add some banters, and if I'm feeling particularly audacious, a quest that would play somewhen during chapter 5. First of all, do you know if there's already a mod doing this ? I didn't find any, but I don't really know where to look...

Now how I see the lass :
You'd get her at lvl 1 at Nashkel (part of Amn) with the following build :

L/G Halfling Fighter (yep)

Str : 13 | Dex : 18 | Con : 16 | Int : 10 | Wis : 11 | Cha : 14 --It's two point lower in wisdom and strength than slightly older BG2 Mazzy, otherwise I think she'd be a bit too strong for bg1. This way she gets to wear every armour but the strongest one. The idea here is that she just left Trademeet and is still a bit young and hotheaded. Plus, she isn't the weird Arvoreen paladin she'll get to be later.

Proficiencies : Short sword : * Short bow : *** --At first I thought her bg2 build would railroad me into short swords and bows at two pips, but it appears that if you get her early enough in bg2 she is grand master in archery already and still have a single pip in s.s. That's totally doable in bg2 but supposedly impossible in bg1. But since Coran have illegal proficiencies as well, I thought why the hell not ? But maybe the ability to attain grand mastery in bows in bg1 is a bit too powerful, what do you think ?

Finally, for this little quest project that I will obviously never get around to do, I thought a fitting reward would be some of the phat magikss she have in bg2 (probably lay on hand, maybe strength too ? Haste strikes me as unnecessary and i'm not sure if remove fear would still serve any purpose at this point), along with her +2 sword. Now, said +2 sword is pretty awesome, and probably a bit too much for bg1 ? if I'm not mistaken, it's a +2 (there's better) that makes the wielder immune to slow and stun (I suddenly don't know if there's better) and can slow on hit when the target fails a throw versus wands. That's pretty powerful, and while not everyone can use it, every halfling can. So what do you think, should I discard any idea concerning this sword and never think of it again, or is it fine as it is ? Or maybe I could reduce its power a bit, taking away the free action. Or limiting it to lawful good halfling, to screw the thiefs ?

There. And now back to having far too much work to do this thing right now.

Bonus character classes?

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Is there a mod that allows the player to have 4th or 5th edition AD&D character classes?

What I'm mainly interested in are the Invoker and Avenger divine classes. This doesnt mean the mage or druid sub-classes. The following are direct quotes from Forgotten Realms wiki:

Invoker
"Invokers, are divine spellcasters who gain their power through the direct touch of a deity, carrying with them a fragment of the god's divine power. This is unlike avengers, clerics, or paladins, who channel their prayers carefully through holy symbols. Invokers have no need for such tools, however, and their prayers come directly from their god and none of their power is lost through transition. Invokers use these powers to control the battlefield, smite foes from a distance, or empower their allies, making them quite versatile."

So basically they are the sorcerers of divine magic.

Avenger
"An avenger was an agent of one or more gods who sought to bring divine wrath unto the enemies of their divine patron. Invested with traditions both ancient and quite often secret, avengers served as a well-crafted weapon of their deity, finding the enemies of their faith and striking them down. Of all a god's agents they were the most deadly, marked and empowered by rituals of investiture similar, but not identical to those that which marked the training of a cleric or paladin."

I think this means a paladin with more offensive abilities and alignment isn't limited.

There are other classes like Warlord, Swordmage, Shaman, Warlock and Psion.

The other thing I'm interested in is 4th or 5th edition spell lists. I would love Hammer of the Gods for my cleric as well as using cantrips.

[MOD] Lighting Pack for the Enhanced Edition

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Since this forum is dedicated to BG(2)EE and IWDEE, I'd like to advertise my Lighting Pack for the Enhanced Editions. It supports BG1:EE, BG2:EE and IWD:EE.

Download

Description:
The original Infinity Engine games provided options to adjust brightness and contrast which helped a lot, especially in dark dungeons or at night time. Unfortunately these options have been removed from the Enhanced Editions of the games.

This mod provides a way to bring back the means to adjust brightness, contrast and gamma correction. You can choose from a set of predefined lighting configurations or enter the desired values manually.

The most recent version adds support for IWD:EE and is much more mod friendly (in case other mods are modifying the game's shader scripts).

Preview screenshot (it's quite big):
[spoiler]
image
[/spoiler]

Graphical problem after importing areas from BG1:EE to BG2:EE - water with weird overlay

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In the attached screenshot you can see the scene from BG1:EE ported into BG2:EE engine. As you can see there is some strange graphical problem with water going on. It is only present in BG2:EE engine, so the files seems to be fine. The problem shows in every ported area that contain water. It's strange that both engines interprets the same area resources differently :(

I remember that @AndreaColombo and @Avenger_teambg once talked about similar problem (green water overlay). Any idea what may cause it? Thanks in advance for a help with this matter.

Alveus Custom Soundset mod

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Cheers!

As the title said, this is a soundset for IWDEE. I made this using the video series Icewind Dale Survival Rules featuring Mark Meer.
Big thanks goes to @Cuv‌ for his customization mod (http://forum.baldursgate.com/discussion/9969/customization-mod#latest), actually i just edited that one a little bit, so he did the hard work for me.

And thanks to @Luigirules‌ too, for his excellent tutorial: http://forum.baldursgate.com/discussion/17259/tutorial-how-to-use-dltcep-to-enable-custom-soundsets#latest

Oh, and thanks to @Drugar‌ for the idea!

For using this extract the zip file in your main IWDEE directory and run install_alveus_customsound.bat

This is my first mod, so constructive remarks are welcome!

Question about installing Big Picture in order...

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So after finding out that BP has a somewhat working version of Ascension currently, I decided to try and install it but got hit with an installation error. Having experienced this before, I realize it's something to do with the WeiDu and probably the installation order of mods. Currently I have BG2 Tweaks, DungeonBeGone, and Rogue Rebalancing installed, and in proper order.

My question is what the proper install order is, or how do I fix the WeiDu in order to get BP installed without getting errors on Setup?

Glows and Paperdolls mod

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After playing iwd, returning to bg felt like a downgrade in terms of casting graphics and sounds. Somehow, iwd feels more magical and their casting animations look prettier to me. They also sound better. So I dig into iwd files , edited them a bit and used them in my bg games. The results looked aesthetically pleasing to me, so I decided to share it as a mini-mod.

This is for variety, and those who want to see or hear new things in their bg2 game.

This mod has 5 components. To install, you need to do a basic, manual installation:you must copy all of the files in the corresponding folder to your override folder. Uninstalling is just deleting those files from your override folder.

Component:Casting Glows. Simple enough, this makes all casting glow effects to use iwd versions. I have edited them a bit to make them look more interesting. I know there is a bg2 tweaks component for this, but mine are a bit edited to make them look a bit different. Here is a screenshot that shows different characters casting different spells. I think they look better.

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Component:Casting Sounds. These import iwd casting sounds, they accompany casting glows and are more powerful sounding than bg counterparts IMHO. Casting finishing sounds are also included.

Component:Additional effects. These add a few new graphic effects from iwd game. To see them you need to use edited spells component, as well, so that the spells will use these effects.

Component:Edited spells. These edit various spells to use iwd additional effects included in the previous component. Also I have tweaked a few spells.

Visual tweaks:Charm person type spells do not use a projectile. IWD Enchantment hit effects included if the spell works.
IWD Necromancy, evocation, and alteration hit effects added to many spells. Illusion hit effect added to some illusion spells. Note that these hit effects look weaker than iwd in bg engine, somehow they look more translucent. It adds a bit more to look at though.

Added new effects for disintegrate and finger of death from iwd. Finger of death's projectile omitted. Disintegrate projectile uses the old bg2 one. Screenshot:

image

Tweaked spells:

Good berry-iwd version, creates 1 berry, heals 5 hp.

Ice storm-tried to make it close to pnp and give it some use in the battlefield. Damage reduced to 1d8/round but added sleet effect:random blindness or slow for one round. Cone of cold's ice effects are also made more bluish. Added cold hit effect from iwd.

Meteor Swarm-completely redesigned the spell. This spell had no use at all in vanilla gameplay. I made it a bit interesting and closer to pnp. It now launches a mini bursting bullet to every target in the area. The more targets, the more bursts. Each burst does 4d10 dmg with a save for half. This is an experimental spell, and since it has no use in vanilla gameplay (dragons breath or comet is far superiour) I think it may be fun to experiment with it.

Deva-Planetar summonings-reduced their duration to 10 rounds, same as elemental prince summoning. Also, edited them heavily. I made them closer to pnp. They are not fire immune (but %50 resistant) and their spells are changed to what they should have according to pnp. Added a cool sound effect upon summoning.

Component:Paperdolls. These put the bg2 paperdolls back for the nostalgic player. Many consider bg2 paperdolls inferiour but I like them, regardless. There are a few caveats with the enhanced edition, though. Elven paperdolls look a bit goofy with some helmets, as they cover their eyes. Halfling paperdolls wearing heavy armor produce a minor graphical glitch in the empty area for some reason. And if a thief/bard wears chain armor it reverts to ee version as bg2 had no paperdolls for these.

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I also reccomend improved bams mod, it reverts many item icons back to bg2 ones for the truly nostalgic effect.

This is a mod I have cooked up for my personal enjoyment. Just wanted to share with others that want to try out some colorful graphical and sound variety in their bg2 games.

Note that this mod works on Ipad, this is where I play all the time. (and where screenshots are from) Since I don't touch dialog.tlk, just copying the files into override or portraits folder in bg2 folder on Ipad, via a program like Ifunbox, will work.

Note that paperdolls and casting glows/sounds will work for bg1:ee game. Paperdolls also work for iwd:ee.

elminster's BGEE Shapeshifting related fixes/tweaks

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One of the things I've wanted to see fixed for awhile has been shapeshifting in the game. I've taken a bit more liberty when it comes to modding/fixing shapeshifting, because frankly as it stands now the descriptions for the abilities forms are not accurate (leaves room for interpretation). Attached to this you will find a rar file whose contents you can post into your override folder (I am still working on learning this whole Weidu thing but in the meantime I wanted to get this finished).


Shapeshifting changes

Keep in mind that the effects of these changes require you to be using the polymorphs weapon (the bears claws for instance). So if their weapons get dispelled (which unfortunately still occurs) so do these changes. I have incorporated a fix posted internally by Tresset into this so that it stop the weapons from disappearing after after a period of time (which is a bug that currently exists for most shapeshifting forms).

Also keep in mind I haven't been looking at changing the descriptions for these abilities, just what they do. In some cases (especially with regard to the constitution scores) the descriptions won't match up entirely.

Another thing I did was to try to get it so that the proper strings lined up with the shapeshift, so most of the shapeshift descriptions should now be showing up.




Specific changes are as follows


Ogre Form as part of Polymorph Self - files SPWI494 and PLYMSTAR.ITM


I debated whether or not to up its damage to make it consistent to what it is in BG2EE (4d6 damage with 1apr). I looked over every ogre file in the game and there is no ogre that gets anywhere near this damage. However, after having play tested it I realized that unless you are a fighter/mage your Thac0 is still going to suck (the base Thac0 for a mage at level 9 is 18). So I decided to give it 4d6 damage.

I also restored the original constitution score of 18.



Flind Form as part of Polymorph Self- files SPWI493 and PLYFLIND.ITM


I replaced its "Haste" effect with the one the flind gets in BG2EE so it should now grant bonus APR and speed (it may have been interfering with the APR before). I also restored its 12 constitution. Also apparently despite a description to the contrary it uses a +1 halberd that does 1d10+1 piercing damage (with +1 fire damage) so that seemed like a reasonable amount of damage to me.

The flind apparently has a problem right now when it comes to its Thac0 (people using it are being treated as though it has no proficiencies) and given that this is also mentioned in its description I did ensure it was getting a significant Thac0 bonus to compensate for this penalty and to actually provide a bonus (I will have to revisit this at some time when the proficiency problem is resolved).



Mustard Jelly Form as part of Polymorph Self - files SPWI496 and PLYJELLY.ITM



Restored its constitution bonus/penalty so that it is always set at 9. As per its description it should now grant immunity to stun, sleep, fear, poison, petrification, confusion, charm, paralysis (aka hold), level drain (this mostly is in regards to on-hit effects since the magic protection would have covered you in the case of spells before on this). I have also granted it immunity to normal weapons (which is what I suspect they were going for) and not the immunity to +2 weapons and lower that the description implies. Finally its attack should now be a ranged attack (5d4 crushing) that can slow and poison. Previously (despite a description to the contrary) it was set as a melee attack, gave no status effects (well the BG2EE one gave a slow effect but no poison), and did 1d6 piercing damage.


Shapeshifts: Brown Bear (either through Polymorph Self or via druid ability) - files BRBRP.ITM, SPWI497, and SPCL611.spl


Removed the haste effect it had on it. Set the damage so that its 1d8 as per its description. The description doesn't say what type of damage its supposed to do, so I switched it to slashing damage. Now sets constitution to 18.


Shapeshifts: Black Bear (either through Polymorph Self or via druid ability) - files BLBRP.ITM, SPWI498, and SPCL613.spl


Set the damage so that its 1d6 as per its description. The description doesn't say what type of damage its supposed to do, so I switched it to slashing damage. Now sets constitution to 18.


Shapeshifts: Wolf (either through Polymorph Self or via druid ability) - polymorph self files PLYWolf1.ITM and SPWI499. Druid files wolfm.itm and SPCL612.spl (druid wolf)

The description for the wolf is totally off at the moment. So all I'm really looking to do here is to make it so it sets constitution to 17. I also removed a "haste" effect on the polymorph self version of the wolf (I don't know if the druid one had this but if it did it now doesn't as well).


Shapeshift: Wolf (Relair's Mistake) - cdwolfm.itm

Made it so that becoming a wolf with this cloak sets constitution to 17.



Werewolf - file PLYWERE.ITM and SPCL643.spl


I've created a new weapon for them just to make it so I can set constitution bonuses specifically just for each form (and not the brown bear). Sets constitution at 15. I also bumped their damage up to 1d8 slashing damage (because I can...wuhahah).


Fire Salamander - file PLYSALA.ITM and SPCL634.spl

I set its constitution to 15. I also removed its haste effect (which was making it look goofy with its attacks) and instead gave it a movement rate boost (150% of player movement). So you will move around fast but you can still be hasted.


Baby Wyvern - file PLYWYVRN.ITM and SPCL633.spl

Set its constitution to 16. As per its description it now has immunity to hold, paralysis, slow, level drain, web, entangle, and grease. Its poison also now gets a -4 save against it.


Sword Spider (avenger forms and polymorph self forms) - PLYSPID.ITM, SPCL632.spl, WI495.spl

If it wasn't already it should now be entirely immune to web and hold. Sets its constitution to 9. Gives it poison damage of 2hp/round (no save).

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If you encounter any problems let me know. I figured I was fairly thorough when it came to checking over things but chances are I missed something when making this.

[Help Wanted] typing for soundset mod

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Do you have a strict attention to detail, free time and typing skills? Do you want to be a credited contributor to a mod that adds soundsets?

I'm looking for assistance typing out dialogue to give subtitles to in game soundsets.

In particular, I'm considering making a mod that adds the BG2 NPC soundsets and the PST soundsets located on one of the four download pages here:
http://www.sorcerers.net/Games/BG2/index_soundsets.php

What would be required would be listening to the dialogue and transcribing it into a text file in a specific format.
The file must be in a specific order with all the right format (weidu tra format) to be usable in game.

If you are interested in this leave a note here with which one you are interested in doing.

The available ones I'm looking for are: (if you volunteer for one I'll put your name next to it)

Aerie
Anomen
Cernd
Edwin
Edwin (Female)
Haer'Dalis
Imoen
Irenicus
Jaheira
Jan
Keldorn
Korgan
Mazzy
Minsc
Nalia
Sarevok
Valygar
Viconia
Yoshimo

Annah
Dakkon
The Nameless One
Vhailor

All these soundsets are available through the link above at sorcerors.net, they will be the ones I intend to use, if you re-rip them directly from the games they may be different.

I can also include other soundsets if you want to transcribe something else outside of the ones above.

In the next post I'll describe the format needed.

[Item Mod] More Style for Mages: Ranged Wizard's Staffs, Circlets, Robe Visual Tweaks, Now in IWD:EE

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This mod aims to make mages in the game to appear more stylish. For that end it adds mage-specific staffs with ranged attacks and circlets, plus it also tweaks all robes, so that player can choose their look. The idea of this mod began in the Narbucchad's Demise Wizard's Staff thread, after I discovered the ranged staff animation within the game files.

Since version 1.3, BG:EE and BG2:EE content has been combined into one single mod. It will recognize the game and skip the content of the other. There are a lot of components now, so I will try to describe them here as clearly as possible.



Mod components are following:
WIZARD’S STAFF FOR BG1
STAFF OF WIZARDRY FOR BG2
STAFF OF WIZARDRY FOR IWD
CUSTOM INVENTORY ANIMATION FOR SOW
STAFF OF THE MAGI WITH RANGED ATTACK
CIRCLETS
CUSTOM INVENTORY ANIMATION FOR CIRCLETS IN BG1
CIRCLET OF REVELATION FOR BG1
VISUAL TWEAKS FOR ROBES
ROBE COLORSETS FROM COSMETIC CHANGES MOD

Navigation:
UPDATE LOGS
INSTALLATION
SCREENSHOTS




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This adds 7 Staffs with +1 enchantment, to the High Hedge stock and Xithiss in the Black Pits, after the first upgrade of his stock.. Each one has different color, mainly to fit different color styles of NPC mages. They have unique paperdoll animations which I have accidentally discovered some time ago, but lacked an inventory paperdoll, which I drew myself. I have also edited few existing icon bams to fit colors of individual staffs and created energy projectiles which all fit the color of their staffs' gems (See the screenshot below).
With the WeiDU install (the last rar file), proper descriptions and names are added. If you wish to use an override install (the first rar file), the description uses related string, but is rather vague and incorrect.


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This component adds 7 Staffs of different color variations into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them. Since version 1.3, they are also available in the Black Pits 2, in the stock of the un-named Illithid.
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In BG2, they are called Staffs of Wizardry and are +3 weapons. But the main difference from BG1 is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally.
Warning:
Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage.

Activated staffs have following abilities:
[spoiler]Staff of Abjuration
- 25% chance of casting Spell Thrust, on successful hit
- can cast Minor Spell Turning once per day

Staff of Conjuration
- 25% chance of casting Summon Insect, on successful hit (like the priest spell)
- can cast Monster Summoning III once per day

Staff of Divination
- 25% chance of casting Know Enemy, on successful hit
Know Enemy: Lowers AC, THACO and saving throws at -4 each for 2 turns
- can cast Oracle once per day

Staff of Enchantment
- 25% chance of casting Hold Person, on successful hit
- can cast Domination once per day

Staff of Illusions
- 25% chance of casting Blackout, on successful hit
Blackout: Target is effected by Blindness and Deafness for two hours (Save vs. Spell negates the effect)
- can cast Shadow Door once per day

Staff of Invocation
- 25% chance of casting Lightning Bolt, on successful hit (only effects the target)
- can cast Cloudkill once per day

Staff of Necromancy
- 25% chance of casting Vampiric Touch, on successful hit
- can cast Animate Dead once per day

Staff of Alternation
- 25% chance of casting Slow, on successful hit
- can cast Teleport once per day (similar to Dimension Door, but is cast instantly)

Staff of Wild Magic
- 24% chance of casting one of the "on hit" spells of the other staffs, on successful hit
- can cast Wildstrike once per day
Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds

Staff of Dragon Power
- 25% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage)
- can cast Dragon Fear once per day
Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead.

Staff of Wizardry (Empowered)
- Wielder can cast any 5th-level spell, once per day[/spoiler]
Since version 1.3, Staffs of Wizardry can be upgraded by Cespenar in ToB. There are seven gems called "Shard of Netheril" scattered in ToB maps, which can be combined with Staffs of Wizardry. If you want to know, where exactly, see spoiler below:
[spoiler]Fist floor of Watcher's Keep - container with candle in the back room
Fourth floor of Watcher's Keep - tomb of the demilich
Saradush - underground with vampires - secret room opened by tortured spirit
Yaga-Shura's Lair - guarded container with skull wardstone
Dead body of Draconis
Room of the Lich in the Sendai's Enclave
Stock of Amkethran Tavern[/spoiler]
Upgraded staffs have +5 enchantment and have increased on-hit chance to cast spell to 35%. They also gain one additional 8th-level spell (Note that this spell doesn't have tooltip, since maximum of tooltips for an item has been exceeded, so the tooltip displays only the name of the staff. However, when spell is cast, it shows proper name in the dialog window. I will try to resolve this in the future.)

Additional spells are:
[spoiler]-Staff of Abjuration +5: Pierce Shield

-Staff of Conjuration +5: Conjure Swamp
Conjure Swamp: Covers 30 ft. area with toxic swamp. Everyone within takes 6d4 acid damage per round nad must save vs. spell at -4 penalty or be slowed.

-Staff of Divination +5: Prediction
Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds.

-Staff of Enchantment +5: Thrall
Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections.

-Staff of Illusions +5: Simulacrum

-Staff of Invocation +5: Incendiary Cloud

-Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting

-Staff of Alternation +5: Mass Polymorph Other
Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty.

-Staff of Wild Magic +5: Wild Sphere
Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds

-Staff of Dragon Power +5: Lesser Dragon Form
Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by @viader and his Extended Animations Resource Pack.

-Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day[/spoiler]

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Staffs of Wizardry for IWD:EE are very similar as for BG2:EE. The differences are, that the staffs (which are available in Orrick's shop) are only of +1 enchantment when bought and they will get to +3 only after the "activation" when the wielder is over 250 000 XP. Then, the staff can be upgraded to +5 the same way, when he reaches 1 000 000 XP. All spells and abilities remain same.

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This component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original.


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This component adds ranged attack to the Staff of the Magi. You can choose melee or ranged the same way as it works for Staffs of Wizardry. The projectile has yellow color.


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In BG1, circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock (and to Xithiss in BP as well). They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drew for them (they are an individual component).
In BG2, these circlets are not within the game files anymore, so I took them unchanged from BG1 and put them into the stock of Garlena, the helmite, on the top of Watcher's Keep. Only Circlet of the Archmagi and Eilistraee's Boon +1 were added. Unlike BG:EE, circlets have original inventory animations.
In IWD, Circlet of the Archmagi and Eilistraee's Boon +1 are added to Orrick's shop.


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This component adds missing inventory animations for circlets in BG1, drawn by myself. Look at screenshots, if you want to see how they look.


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This item allows mages to become specialists the same way as Staffs of Wizardry in BG2 work. But because Wizard's Staffs in BG1 don't offer such option, I made this one to make it possible in BG1. The circlet is available in Thalantyr's stock and can be used multiple times. But it only works for non-specialist mages (including dual and multis), so once mage becomes a specialist, he cannot use it to change his specialization. The effect is permanent.


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Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. This allows to set the favourite look for your wizard (and overcome some graphical glitches - elven female horribly colored leg comes to mind...).
Robe tweaks come in two versions (there are two folders in the rar file, and two choices in the WeiDU install). One version keeps all original set colors of robes and the other removes them, which makes them use character's colors instead.
Note, that as a side effect, I had to make all robes automatically identified.
Since version 1.3, robes remain in armor slot, so they don't need to be equipped again.


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This component allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod. They are also tweaked so you can change their visual type.


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v1.0 of BG:EE, v1.0 of BG2:EE
-Staffs, circlets and visual tweaks for robes added

v1.1
-BG:EE and BG2:EE mods combined into single mod

v1.2
-Dialog bug of SoW for multi-classes fixed
-Various typos fixed
-Melee characteristic of SoW fixed
-Speed factor of SoW fixed
-Added own projectiles for WS and SoW
-Robes remain in armor slots after changing
-Blue SoW colorset slightly tweaked

v1.3
-SoW can be upgraded by Cespenar
-On-hit chance of SoW increased from 15% to 25%
-Circlet of Revelation added to BG:EE
-Added ranged attack to the Staff of the Magi
-SoW available in the Black Pits 2

v1.35
-Enchantment level of staffs fixed
-Thrall spell fixed

v1.36
-Polish translation added (credits to @Cahir)

v1.4
-Compatible with IWD:EE

v1.41
-Fixed invalid strings for some of SoW's on-hit effects in IWD:EE


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Extract the "MSFM WeiDU Install.rar" file below in the game's core folder of either BG:EE or BG2:EE (the one with a file "chitin.key" in it) and run "setup-MSFM.exe". All parts can be installed individually.
You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs.

I hope you enjoy it.


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Wizard's Staffs and circlets in BG:EE:
[spoiler]image[/spoiler]
Staffs of Wizardry in BG2:EE:
[spoiler]image
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image[/spoiler]
Circlets in BG2:EE:
[spoiler]image[/spoiler]
Robe Tweaks:
[spoiler]image
image[/spoiler]

Last but not least, this mod would not be what it is without help of @KidCarnival and his ideas. Special thanks also goes to @Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. Of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod and @viader, whose work on extended animations I used for this mod.

(OP edited 23.11.2014)

Are there conflicts between BPSeries scripts and SCS?

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I remember reading somewhere that BPseries depends on a main component that modifies similar things but in differents ways, so it's an either/or situation with SCS. Can someone confirm if that's true?
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