Quantcast
Channel: Modding — Beamdog Forums
Viewing all 11774 articles
Browse latest View live

The Eve of War [Conceptual idea]

$
0
0
At the moment this is merely a conceptual idea for a mod. Its not something I may ever be able to do.

This mod begins at the beginning of chapter 3. It expands over the course of chapters 4, 5, 6, and 7.


Chapter 3

Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.

Troubles are brewing along the Sword Coast. Troops are being moved northward from Athkatla towards the town of Nashkel, hoping to bolster forces there in the event of an attack. Merchants there complain that they are being overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell fears.

Meanwhile, concerned over the Flaming Fists chances in the event of a war with Amn the town council of Beregost has convened a meeting to decide its strategy in the event of an invasion. A small number of militia now line its streets and stand ready in the event they are needed.

Where desperation and despair lurks profiteers have answered. With weapons still brittle from the Iron Crisis profiteers have been shipping in new weapons from far away lands, leading to an arms buildup across the region as concern grows over the quality of the regions ore. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.


Chapter 4:

Thalanyr is found murdered in High Hedge. Evidence points to this being the work of bandits, perhaps as retaliation for any assistance he may have granted you in the past, though given his magical abilities you suspect otherwise. The investigator outside the door explains that the unconscious bandit found next to him is the primary suspect in the murder, though in his state you won't get anything out of him. If the character talking to the investigator has sufficient charisma, wisdom, or intelligence it is possible to convince him that bandits were likely not involved. Mages and Bards with sufficient intelligence (along with Sorcerers) can detect residual magical energies that suggest teleportation magic was somehow involved here. You gather that perhaps it was used by someone who fled the scene.

High Hedge from this point onwards has been locked magically to prevent anyone from entering the crime scene.



Chapter 5

At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops continue to train there, expecting the call of war at any time.

In Beregosts fears of a conflict have only served to escalate the situation there. The Flaming Fist now have a much more visible presence in the city, alongside the cities militia. The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of a war.



Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):

In Baldur's Gate the Grand Dukes themselves have been preparing for war. The compliment of Flaming Fists in the streets has been doubled in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.

Concern over the war has also caused Beregost to request additional troops. More soldiers now line its streets. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.


Chapter 7

As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought, even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation.

It is in this chapter that you are effectively granted four choices. The point of no return in this case would be when you finally confront Sarevok in the Temple of Bhaal.

1) "Good" or perhaps "lawful neutral" path: Align with the forces of the Flaming Fist and put an end to this Zhentarim threat by raiding their compound (basically kill a few wizards and their henchmen). To be directed to the compounds location you need to bring Eltan to the Harbormaster (to roleplay this you should try to disable those members of the Flaming Fist who are after you). The Harbormaster then directs you to talk to Officer Vai (who since returning from Beregost has become concerned about the unusual orders she has been receiving). Vai has received intel on the compounds location.

2) Goodish path: Save Eltan but do nothing else to help the Fist.

3) "True neutral" or perhaps the "chaotic neutral" path: Take no action (do not save Eltan and instead proceed to killing Sarevok).

4) "Evil" path: Align with the Zhents by making a bold attack upon the Flaming Fist headquarters, killing Eltan in the process. Assist them in their efforts and in the process threaten to delve the region into war.

The decision you make here will have an impact if you install the follow up to this mod in BG2EE (assuming of course this mod or its subsequent mod ever gets made).

Soulmarine's BG:EE Wood GUI

A Frosty Journey: The IWDEE Kitpack

$
0
0
A Frosty Journey: The IWDEE Kitpack

Features

- 33 new kits. With more on the way!
- Additional dialogue between an Icepriest of Auril character and Lysan (as well as a few other characters like Hrothgar).
- Unique biographies and kit colours for each kit.


Fighter Kits

- Breachgnome
- Mercenary
- Myrmidon
- Tunnelrat


Ranger kits

- Giant Killer


Paladin kits

- Divinate of Mystra
- Divinate of Mielekki
- Divinate of Ilmater


Monk Kits

- Brother or Sister of the Pure Flame (Kossuth - Lawful Neutral)
- Child of the Passive Voice (Oghma)
- Disciple of the Changeless Face (Grumbar)
- Disciple of the Phoenix (Kossuth - Lawful Good)
- Disciple of the Salamander (Kossuth - Lawful Evil)
- Disciple of the White Rod (Loviatar)
- Disciple of the Yielding Way (Eldath)
- Monk of the Old Order (no deity)
- Monk of the Order of the Long Death (no deity)
- Monk of the Shimmering Wind (Akadi)
- Monk of the Shining Hand (Azuth)
- Monk of the Weeping Friars (Ilmater)
- Zealot of the Written Word (Deneir)


Thief kits

- Mouseburglar
- Pest Controller
- Scout
- Tumbler
- Vermin Slayer


Cleric kits

- Earthwalker of Grumbar
- Shaman of Gruumsh
- Priest of Luthic
- Icepriestess of Auril
- Iceguardian of Uluntiu
- Leaftender


Druid kits

- Hivemaster


Download Link

You can download it here

http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/




Compatibility

Provided you don't use the "Cleric Kit Penalties" and "Druid Kit Penalties" components this kitpack should be compatible with other mods.



Bug Reporting: Though I was sure to test each of them it is entirely possible that these kits could have bugs. If you do experience kit or spell specific bugs feel free to report them here. Also don't be using this mod when making any bug reports to Overhaul.


With all that in mind you can find more details about the kits in the next few posts below.



Special Thanks

CrevsDaak - For his kit mod instructions. This wouldn't be possible if those hadn't been written. If you haven't seen it check it out here.

http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1

(Also for help with figuring out how dialogue works)

Overhaul/Camdawg - For all their work on IWDEE. Camdawg in particular since I took advantage of some leftover 2DA work for the Priest of Tempus to figure out how to not just grant spells but also base it off of alignment.

Wisp - and anyone else involved with Weidu updating.

Argent77 - For all the work put into Near Infinity. I found it to be tremendously helpful here.

Isaya For help figuring out dialogue.

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

$
0
0
This mod allows you to play BG:EE with the BG2:EE GUI. It works with version 1.3 of BG:EE.

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

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

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

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

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

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

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

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

$
0
0
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]

Getting Sharpshooter kit from Songs and Silence to work with IWD:EE

$
0
0
Now that Songs and Silence (http://www.gibberlings3.net/sns/) has been updated for the EE engine, I figured I'd be able to get it to work with IWD:EE. In particular, I'm trying to get the Sharpshooter kit to work, but I'm having problems. The kit installs without any errors, but:

1. Although it shows up at character creation under thief, it's greyed out no matter what.
2. Even if I use EEKeeper to give a character the kit, while that character has the Sharpshooter abilities, the name and description of the kit doesn't show up on the character. It just has the normal name/description for Thief.

I've checked and the strings KITLIST.2da is referring to for the name and description have been added to dialog.tlk. So I can't figure out what the problem is.

Thanks.

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

$
0
0
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.

Awesome Soundsets Vol. 1 for BG1EE, BG2EE, and IWDEE

$
0
0
This is a collection of soundset packages for BGEE, BG2EE or IWDEE to be used by player created characters.

Different versions of the soundsets with subtitles will be installed depending on your game. See the readme for more information.

Current contents:
BG1NPCs
--------------------
Ajantis Ilvarstarr
Alora
Garrick
Khalid
Shar-Teel Dosan
Xan
Xzar
Yeslick Orothair

Planescape Torment
--------------------
Annah-of-the-Shadows
Dak'kon
Fall-From-Grace
Ignus
Morte
The Nameless One
Vhailor

Cursed Soundsets
Guybrush Threepwood, Mighty Pirate
Murray

The Bigg Character Pack
--------------------
Alyx Vance (HL2)
Jane Doe "the Soldier" (TF2)
Heavy Weapons Guy (TF2)

If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer.

If you are interested in contributing to this mod please post here: http://www.shsforums...od/#entry573903


Credits

This mod was put together by the Smeagolheart. Portions of the code were developed by thebigg, Ascension64, Mike1072.

Baldur's Gate 1
Uploaded by Peter Gainsford to http://www.sorcerers.net/

Ajantis Ilvarstarr: © 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jason Marsden
Alora: © 1998 Black Isle Studios, Interplay Entertainment, voice actor: Amber Hood
Garrick: © 1998 Black Isle Studios, Interplay Entertainment, voice actor: Dee Bradley Baker
Khalid: © 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jim Meskimen
Shar-Teel Dosan: © 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jennifer Darling
Xan: © 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Xzar: © 1998 Black Isle Studios, Interplay Entertainment, voice actor: Frank Welker
Yeslick Orothair: © 1998 Black Isle Studios, Interplay Entertainment, voice actor: Bill Farmer

Planescape Torment
Uploaded by Witchsmeller Pursuivant and Bombur to http://www.sorcerers.net/

Annah-of-the-Shadows: © 1999 Interplay Entertainment, voice actor: Sheena Easton
Dak'kon: © 1999 Interplay Entertainment, voice actor: Mitch Pileggi
Fall-From-Grace: © 1999 Interplay Entertainment, voice actor: Jennifer Hale
Ignus: © 1999 Interplay Entertainment, voice actor: Charles Adler
Morte: © 1999 Interplay Entertainment, voice actor: Rob Paulsen
The Nameless One: © 1999 Interplay Entertainment, voice actor: Michael T. Weiss
Vhailor: © 1999 Interplay Entertainment, voice actor: Keith David

Cursed Soundsets
Uploaded by Jessie Cook to http://www.sorcerers.net
Guybrush Threepwood : © 1998 LucasArts, voice actor: Dominic Armato
Murray: © 1998 LucasArts, voice actor: Denny Delk.

The Bigg Character Pack
Uploaded by Valerio Bigiani to Spellhold Studios
Alyx Vance: © 2004-2010 Valve Inc, voice actor: Merle Dandridge.
Jane Doe: © 2007-2010 Valve Inc, voice actor: Rick May.
Heavy Weapons Guy: © 2007-2010 Valve Inc, voice actor: Gary Schwartz.

Any portions of this mod (or the mod itself) will be removed as soon as I receive objections to it from the legal copyright holders.


image

Version History
V1.0 Initial Release

A Simple XP cap remover

$
0
0
I´ve posted my links in some threads, but I just thought it would be simpler for those looking for a XP Cap remover to make a new thread.

First the download links:

http://www.4shared.com/zip/ELKeZtFp/override.html
You'll need an account to download from 4shared

https://www.sugarsync.com/pf/D907607_60_6722740606

Or just download the file attached to this post.

And now that I've given the download links, let's have some instructions and a word of warning.

XP Cap in BG:EE is controlled by three files:

XPCAP.2DA
STARTARE.2DA
STARTBP.2DA

Actually this had me scratching my head when I tried to make a simple XPCap remover as modifying XPCAP.2DA has always been enough. In BG:EE's case changing just the XPCAP.2DA did not remove the cap, so I went on looking for the cause.

STARTARE.2DA and STARTBP.2DA control the starting conditions of the main quest and Black Pits, respectively, controlling among other things your starting position, starting XP and XP Cap for that campaign, proving that the new EE engine is able to deal with multiple campaigns with their own individual limits.

The game has all the tables up to level 40 BUT there are no HLAs (High Level Abilities) present. That means that if somehow you reach a level where you'd normally get an HLA you have to hit ENTER on the character screen to skip that.

If you want to change the XP Cap to any other fixed value all you have to do is edit the 2DA files and change the -1 into whatever value you want. Actually you can also change the starting XP in the main quest and Black Pits as well. Just change START_XP from 0 to the value you want in both STARTARE.2DA and STARBP.2DA.

Notice you'll need a text editor to change the file, such as Editpad Lite. The game will not recognize the 2DA files if they're converted to Rich Text Files or Word Documents.

So you must be asking yourself how to make it work. It's very simple. Just copy the three files into your override folder. If you don't have one, create one in the same place the movies and scripts folders are located (usually bgee installation path/data/00766), In my computer, for instance, it would be placed in C:\Games\Baldur's Gate Enhanced Edition\Data\00766

If you are a Steam user, the default override folder path would look something like this:
C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition\override

[MOD] [BETA] Faerunian Monastic Orders

$
0
0
Monks Remastered is a mod that significantly edits Monks to enhance viability at both low and high levels. The mod itself is designed for BGEE and BG2EE.

Features:
- Revised progressions for trueclass, Sun Soul and Dark Moon Monks
- Expanded race options, allowing half-elves, half-orcs and halflings to become Monks
- 5 new kits
-- Hin Fist: halfling monks dedicated to precise strikes and agile movement
-- Shining Hand: monks trained to be defenders of the Art
-- Broken Ones: kind and enduring monks in the service of Ilmater
-- Long Death: stealthy and treacherous monks that venerate the principle of death
-- Old Order: insightful monks devoted to a philosophy of a lost deity
- 2 new item types
-- Handwraps: grant to hit and damage bonuses while unarmed, but prevent the use of melee weapons. Rare handwraps even have weapon enchantments woven into the fabric.
-- Vestments: grant armor bonuses, but only while active and alert. Like handwraps, some of the more unique vestments are heavily enchanted

This mod is currently in a beta stage, and I need feedback to improve and balance the kits and items. If you would like to playtest it, just extract that attached .rar to your BGEE or BG2EE install and run.

Suggestions about kit and item balance are welcome, as are suggestions for item colors, availability and locations.

Weidu on Mavericks

$
0
0
Has anyone built weidu on Mac OS 10.9 (mavericks)? I followed the instructions in a post from Nifft about a year ago and it fails. Would welcome the help.

[HOW TO] Awesome Soundsets Vol. 0 Soundset Mod Shell

$
0
0
Hi.

This is a Mod Shell that you can add your own soundsets with subtitles to BGEE, BG2EE and IWDEE.

This Mod Shell comes with one soundset set up called "Ajantis" and a Blank template that you can adjust to what you need. In the instructions I'll describe the process
to add a soundset for Ajantis as if it wasn't already installed. You can look at the game files and see how this actually is.

You'll want to change Ajantis in the steps below to whatever soundset you are looking to add.

Here's what you'll need to do:

1. Gather the soundfiles. Decide on a name of how you want the soundfiles to show up in game (for example: "Ajantis")
2. Create a folder in the SND folder called "Ajantis". In that folder, create a folder called "sounds"
3. Put your sound files in the ./SND/Ajantis/sounds folder.
4. In the ./SND/Ajantis folder, there goes a file called "Ajantis.tra"*. Again this will have to renamed to whatever your character actually is.

* This file must be in a specific order to correctly display subtitles in game. I've included a template, blank.tra with this mod.
* You'll have to edit this blank.tra file by renaming to your character and putting the transcription in the correct order. I find it best to do a replace of [ with "[Ajantis" to set things up correctly. View blank.tra and Ajantis.tra for comparison purposes of what it looks like before and after.
* More technical details on the specifications exist in the doc folder included with this mod.
5. Edit your mod's .TP2 file to account for your soundset "Ajantis". The TP2 included with this has an entry for Ajantis and a commented one for "blank".

* Replace all entries of "AwesomeSoundsetvol0" in the .Tp2 with whatever you will be calling your mod, or leave it as is if you plan to just use this for personal use.
* As you may note each section for each soundset is mostly the same with only the first two lines needing to change to whatever your soundset name is "Ajantis", "Spongebob" or whatever.
* If you change the name from "AwesomeSoundsetvol0" to something else, you'll also have to open up ./BAF/core.tpa and change the top line's "AwesomeSoundsetvol0" to the new name.
6. Install the mod and choose your soundset.

Mark aka Smeagolheart
12/14/14

image

Version History

1.0 Initial Release
14 Dec 14

Slayer tweak mod

$
0
0
Hey,
can someone make a slayer tweak mod?

- I would like to be able to permanently stay in slayer form.
- I would like also to have the ravager as strong as the ravager you meet in the pocket plane. And also unlimited duration.

AHAH

Sorry, it's just me being greedy for power. Let's make the few power you got count.

Variant Rule - Spell Recharge

$
0
0
I am tearing my hair off my head to make an Unearthed Arcana-like variant rule for this game: spell recharge.
the basis is to assign a recharge time to spell accordingly to spell slots, time that is determined in a semi-random way (min and max value from which choose, which I presume is calculated when necessary).
Anybody has an idea how to make it?

EDIT: as a clarification, http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm

Level adder v0.4

$
0
0
SOME INFORMATION:

This magical shit adds X (with X being the number you enter at installation time for each choice) to every single 'Classed' enemy (every single non-joinable NPC that has a class the PC can also use/be), which makes them more powerful if you later install SCS (and don't disable it from correcting all the mistakes in the creatures' proper stats for their levels).
I think that this is a must for BG1, because it's very easy, but watch out, you can get a level 5 Carbos at Candlekeep if you choose to add 4 levels to every single Thief (single class thief) in the game, also, don't blame me if Tarnesh starts casting level 5 spells of stuff like that.
You'll be asked for every single class, only Sorcerers will get the same as Mages.

It also gives the user the option to install one of the "Multiply HP by X" components to make the game (stupidly) harder (it's recommended to install this AFTER BG2Tweaks' "Max HP for every creature").

COMPATIBILITY:

It's compatible with everything, since it copies and changes one (or two or three, depends on the class) single bytes of the CRE files, which does not cause issues (as far as I know).

It will only work in BG2/BGEE engines, that means no BG1, IWD nor PS:T.

I recommend installing this after mods that add Quests or new creatures/enemies/quest givers to the game, . It's completely useless unless (redundancy!) you use SCS, it's recommended to install the BG2Tweaks' "Max HP for every creature in the game" component, which will use the modifications done by this mod, so your level 5 Carbos will get 30 HP.

KNOWN ISSUES:

Until now, I can point that SCS has a level override feature for several creatures in the game, they won't get the bonus, they will be set to the level SCS points them.

APPENDIX:
-This won't affect the game much if you don't later use SCS & the BG2Tweaks component named "Max HP for all creatures in the game".
-Please don't blame me because now all the mages have a 21 levels bonus.
-Don't message me, use this thread instead if you need to say something about this.
-THIS IS THE README. Surprise! It's short but it says all it has to say.

Updated to v0.4. Now Clerics don't get their level bonus twice.

Restored Textscreen Music

[scripting] Removing creatures on a map (after a specific time of day) and other questions

$
0
0
So at the moment I'm trying to get a creature file to appear only during certain times of the day. So far I've got this

IF
GlobalGT("Chapter","GLOBAL",2) Global("k9BeregostThiefEve3", "GLOBAL", 0)
OR(2)
TimeLT(5)
TimeGT(19)
!Exists("k9bethi")
THEN
RESPONSE #100
SetGlobal("k9BeregostThiefEve3", "GLOBAL", 1)
CreateCreature("k9bethi",[1442.955],15)
END

The problem being that once "bethi" appears she never leaves! I tried looking at BG2 scripts (since there are thieves there that only seem to appear at certain times) but I had no luck.


The other thing I'd like to know is how the game scripts all those soldiers moving in Nashkel when you enter it. I tried looking at the area script for it and I couldn't see anything for it.

Character Editor for IWD EE?

$
0
0
Is there a program or option like EE keeper for IWD EE? I tried installing EE keeper, but it only seems to find my old BGEE and BGIIEE files. I am trying to solo with a monk who has decent stats, but it appears I can't use the weapons I am proficient with, and i think i want to change his class and proficiencies.

I got the game via Beamdog, if that helps.

SCS for android

$
0
0
I probably did not search long enough but i was unable to find a simple answer to these questions :
- can SCS work for BGEE/BG2EE on ANDROID
- If yes, is it easy to install or is it necessary for me to get a computer science degree

Thanks for your answers

New versions of NearInfinity available

$
0
0
After a lack of updates for a lengthy period of time I have started releasing updated versions of NearInfinity.

Download

Summary of new features:
[spoiler]• 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
[/spoiler]
These 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.
Viewing all 11774 articles
Browse latest View live