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How to create epilogue triggers?

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Looking for technical advice: I want to create a new variable that is attached to a specific line of dialogue; if this line is selected by the player, it will trigger an alternate epilogue for a specific party member at the end of ToB. How would I go about doing this?

EDIT: Also, is there a way to attach a similar variable to a character's class? (ie: they get one epilogue if they're a paladin and one if they're a fallen paladin)

Modding Advice: Redundancy

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Now that patch 1.3 is out, I'm finally going in for a full EE run, with a relatively conservative mod loadout. What I'd like to know is whether any of the following components are obsolete/problematic for the EEs and should be removed before I dive in - advice/feedback would be most appreciated.

For BG:EE:

[spoiler]
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v21_PRERELEASE_20141114
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v21_PRERELEASE_20141114
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v21_PRERELEASE_20141114
~BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v21_PRERELEASE_20141114
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16[/spoiler]

For BG2:EE:

[spoiler]
~BP/SETUP-BP.TP2~ #0 #0 // Big Picture, core component (required for most subcomponents): v181-b4611
~BP/SETUP-BP.TP2~ #0 #2000 // Ascension for BP: v181-b4611
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v3
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v25
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v25
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v25
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v25
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v25
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v25
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v25
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v25
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v25
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v25
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16[/spoiler]

Vynd, drow assassin NPC now available for BG:EE, Tutu and Trilogy.

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image

VYND

“Why leave? Because in the Underdark, there are mind flayers, beholders and aboleths. Up here, there are sheep. And trees. So I weighed things up and I thought, you know what? How bad could a little sunburn possibly be?”

New download link here, or check out his forum.

LOCATION

Burning Wizard Inn, Beregost.

STATS

Str: 16
Dex: 19
Con: 15
Int: 16
Wis: 10
Cha: 11
Race: Elf (Drow)
Class: Assassin
Alignment: Neutral Evil
Proficiencies: Long Sword, Dart

BIOGRAPHY

"When asked about his past, Vynd wonders aloud how you'd feel if some nosy bastard you barely know asked for your life story. You've pieced together that he's not new to the surface world, and he left the Underdark by choice. Beyond that, he remains a mystery. A snide, abrasive mystery."

Vynd is found in Beregost looking for work, and seems to consider his presence on the surface a non-issue. He is unashamedly self-interested, with a sometimes acidic, sometimes childish, but always relentless sense of humour.

FEATURES

Vynd includes banters with all Bioware NPCs, numerous interjections, a friendship track, and a soundset kindly provided by Icewind Dale.

Player-initiated dialogue becomes available after the first timed friendship talk. However, not all dialogue options appear right at the beginning. More conversations are unlocked as the friendship track progresses, so be sure to check back!

Sick of reputation management? No worries. Vynd knows that being liked has advantages. Though evil in alignment, he'll stick with you no matter how popular you are, and fits right in with a good-aligned party. Unless it includes Kivan. Be warned. Sadly, this feature is not currently compatible with Enhanced Edition.

Huge thanks to G3 for providing this jerk with a home, to Kulyok for her Branwen BG2 NPC tutorial, to cmorgan for crossplatform code, and to everyone else who's made BG:EE compatible mods. Couldn't have made sense of this mess without you.

Concept/Idea for Minimalistic GUI

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Hello.
As I am no modder and I have no modding/proggraming skills, so I would like to present you an concept/idea, which you may (or may not) like and make it happen, if you are skilled enough.
So I have an idea of minimalistic GUI, which would be as minimalistic (it would obstruct less view) as possible, BUT it would be as convenient as the old one.

So here's a concept screenshot (it's just a photoshopped image, so don't get too enthusiastic :P )

http://oi60.tinypic.com/2z8z52a.jpg


I don't know if it's even possible to make such changes to existing GUI, but here it is.

How to reduce XP rewards?

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Lately i've been mostly doing solo playthroughs, and while i enjoy playing solo, there is one big downside - i'm leveling up way too fast. It's not too bad in BG1, but in BG2 i would often hit SoA XP cap before even venturing outside Athkatla, especially when playing a thief or a mage. And at some point that inevitably kills my enthusiasm for completing side quest and stuff.

So, what i would like to do is to mod the game in a way such as to receive only 1\4 or 1\5 of XP for kills, completing quest and so forth. Kinda like having a party without having a party. So i was wondering if anyone knows of any efficient way to do that? Obviously, editing every CRE file and every quest XP reward is not an option.

How Do I Create an N.P.C. Only Item? (Boo)

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So I'm stuck on NearInfinity trying to create an N.P.C.-Only Item like Boo or the Rabbit's Foot or Edwin's Necklace or Xan's Moonblade.

How do I create the N.P.C. Only Item Restriction(s)?

[MOD]Monk Overhaul

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This started as a small mod to increase the progression of the Monk Fist's magical enchantment but during the course of my googling I found Kish's Oversight mod that included unique High Level Abilities for the Monk, so I thought I would throw them all together (with Kish's permission) ready to be used in the Enhanced Editions.

The Details:
[spoiler]Monk Overhaul

Monk High Level Abilites by Kish
This component was created by Kish for the Oversight mod (http://www.gibberlings3.net/oversight/) and ever-so-slightly modified by me for BG2EE compatability.

"In unmodded Throne of Bhaal, monks have access to the same pool of High Level Abilities as fighters. This seems lame. This component will give monks their own set of High Level Abilities instead, most of which should be quite familiar to anyone who has played through Throne of Bhaal before.

Shadowless Kick
This kick throws the target back, knocks the target unconscious, and deals 4d8 points of damage.

Tiger Strike
A more powerful form of Shadowless Kick, this power ensures every blow for the next round is a critical hit. In addition, every blow for the next two rounds throws the target back and knocks the target unconscious.
Prerequisite: Shadowless Kick.

Dragon Fist
With a blow, the monk strips away the magical protections of the target.

Faster Than The Eye
By concentrating briefly on another area within 4000 feet, the monk can instantly transport herself there.
Prerequisite: Feet of the Wind.

Flip Resistances
The monk's magic resistance converts into physical damage resistance for a number of rounds equal to twice the monk's level. The monk also becomes immune to backstab for the same duration.

Solar Stance
Solar Stance renders nearby enemies more vulnerable, reducing the saving throws of any within 60 feet of the monk by 4. It creates a cloud of glittering golden particles that fill the air for twenty feet around the monk, revealing invisible creatures. All enemies in the cloud must roll a successful saving throw vs. spell or be blinded (-4 to attack rolls, saving throws, and Armor Class) until the dust fades, after 4 rounds. Also, a blast of fire emanates from the monk, scorching and throwing back everyone in a 30-foot radius, though the stance protects the monk from the flames.
Prerequisite: Tiger Strike.

Lunar Stance
A monk who strikes this stance gains a +5 bonus to Saving Throws vs. Death, a + 2 bonus to luck, and becomes immune to Slay, Imprisonment, Petrification, Level Drain, Disintegrate, and Time Stop. The duration of this power is four rounds.
Prerequisite: Solar Stance.

Shadow Stance
This stance causes the monk to instantly become both invisible, as per the spell Improved Invisibility, and immune to divination spells such as True Seeing. This power lasts for 23 rounds.
Prerequisite: Lunar Stance.

Feet of the Wind
Each time this ability is chosen, it greatly and permanently increases the monk's movement rate.

Second Wind
By concentrating briefly, the monk can shrug off even the worst of wounds, once per day. The effect of this power is to fully heal the monk instantly.
Prerequisite: Flip Resistances.

Stunning Blow
The monk has one more use of the Stunning Blow ability per day.

Quivering Palm
The monk has one more use of the Quivering Palm ability per day."

Monk Fist Overhaul
This component offers two choices of monk fist magical enchantment progression.

Option 1:
+1 fists at 3rd level
+2 fists at 9th level
+3 fists at 12th level
+4 fists at 15th level
+5 fists at 25th level

This option is obviously very overpowered compared to vanilla progression, I made it mainly as an option for those that want to ensure that they will be able hit anything they are likely to encounter.

Option 2:
+1 fists at 5th level
+2 fists at 10th level
+3 fists at 15th level
+4 fists at 20th level
+5 fists at 25th level

This option I feel is more balanced between faster progression and what vanilla monks get. This option requires the Enhanced Edition.[/spoiler]

Edit: v1.1 - Small update, hadn't tested in BGEE, fixed the fist names so they work regardless of game.

Edit: v1.2 - Bugfix, stupid mistake on the early monk fists, forgot to check a box, cheers @Forliezen for the heads up

[New Non-Player Character] Osprey the Fighter/Mage

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Here is a recent Project of mine:
Turn Osprey the Cleric / Mage from the 'Candlekeep / Obe Party' into a usable Fighter / Mage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are my recent Osprey Images:
-Osprey's Attributes (New Dexterity: 14 +1 [Two-Handed Sword +1]) [Level Fighter 2, Level Mage 1]-
image
Osprey's Appearance Colouring (all according to Sword Coast Keeper):
Hair: 0x00
Clothing Major: 0x2D
Armour: 0x1A
Metal: 0x1B
Skin: 0x54
Clothing Minor: 0x3A
Leather: 0x17
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Calculated Values Below:

-Osprey's Level 2 Fighter, Level 1 Mage Inventory-
image
Osprey: 4001 Experience.
-Inventory Items List-
Item 0: Leather Armour (LEAT01)
Item 1: War Hammer (IHAMM01)
Item 2: [Osprey's Unique Purple-Hilted] Two-Handed Sword +1 [Dexterity bonus +1] (ISW2HO03)
Item 3: Medium Shield (ISHLD03)
Item 4: Wand of Fire [x3 Charges](WAND05)
Item 5: Osprey's Magic Candle (MISCO01)

Hit-Point Roll: 11

Innate Spell Memorization:
1 - Invisibility

Wizard Spell Memorization:
[Level One Spells]
2 - Magic Missile
1 - Identify
0 - Shield
0 - Friends

Weapon Proficiency Points:
++ Large Swords / Two-Handed Swords
+ Missile Weapons
+ Blunt Weapons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Osprey's Level 4 Fighter, Level 3 Mage Inventory-
image
Osprey: 16001 Experience.
-Inventory Items List-
Item 0: Hide Armour (LEAT10)
Item 1: War Hammer (IHAMM01)
Item 2: [Osprey's Unique Purple-Hilted] Two-Handed Sword +1 [Dexterity bonus +1] (ISW2HO03)
Item 3: Medium Shield (ISHLD03)
Item 4: Wand of Fire [x3 Charges](WAND05)
Item 5: Osprey's Magic Candle (MISCO01)
Item 6: Light Crossbow (XBOW04)
Item 7: Bolt [x20](BOLT01)

Hit-Point Roll: 23

Innate Spell Memorization:
1 - Invisibility

Wizard Spell Memorization:
[Level One Spells]
2 - Magic Missile
1 - Identify
1 - Shield
0 - Friends
[Level Two Spells]
1 - Horror
0 - Melf's Acid Arrow

Weapon Proficiency Points:
++ Large Swords / Two-Handed Swords
++ Missile Weapons
+ Blunt Weapons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Osprey's Level 6 Fighter, Level 6 Mage Inventory-
image
Osprey: 40001 Experience.
-Inventory Items List-
Item 0: Chainmail Armour (ICHAN01)
Item 1: War Hammer (IHAMM01)
Item 2: [Osprey's Unique Purple-Hilted] Two-Handed Sword +1 [Dexterity bonus +1] (ISW2HO03)
Item 3: Medium Shield (ISHLD03)
Item 4: Wand of Fire [x3 Charges](WAND05)
Item 5: Osprey's Magic Candle (MISCO01)
Item 6: Light Crossbow (XBOW04)
Item 7: Bolt [x20, x20](BOLT01)

Hit-Point Roll: 39

Innate Spell Memorization:
1 - Invisibility

Wizard Spell Memorization:
[Level One Spells]
4 - Magic Missile
1 - Identify
1 - Shield
0 - Friends
[Level Two Spells]
1 - Horror
1 - Melf's Acid Arrow
0 - Mirror Image
[Level Three Spells]
1 - Monster Summoning I
1 - Ghost Armour

Weapon Proficiency Points:
++ Large Swords / Two-Handed Swords
++ Missile Weapons
+ Blunt Weapons
+ Spiked Weapons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
http://withinamnesia.deviantart.com/art/Osprey-III-6-6-Inventory-500956456?q=gallery:withinamnesia/46496241&qo=2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Unique Magical Items:

Osprey's Unique Purple-Hilted Two-Handed Sword +1:
image
image
image
image
Unique Item Features [When compared next to a regular Two-Handed Sword +1]:
() +1 Dexterity Bonus
() -1 Strength Requirement
() -1 Weight (lbs.)
() Usable only by Lawful Good Alignment
() Unique Colour Scheme
() Planned Unique Drawing and BAM files
-[The +1 Dexterity bonus is calculated for Osprey to act as a pseudo 'Defender Weapon +2' for the +1 Dexterity bonus elevates Osprey's 14 Dexterity into 15 Dexterity; thus receiving a +1 bonus to her Armour Class.]
-Also the only other 'natural' / 'default' Non-Player Character who can wield this Two-Handed Sword +1 is Ajantis).

Osprey's Magic Candle:
image
image
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Osprey's Magic Candle was created so that Osprey can keep her following unique bonuses as she levels up [They reset to default 'gains' if not 'preserved'..]:
+2 bonus to Level One Mage Spell Memorization.
+4 bonus to Paralyze / Poison / Death Saving Throws.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Updates and more images to come.. Stay Tuned folks!

Update 3:
I am thinking of adding Osprey on one of the islands west off of the sword coast in my planned Expansion: Path of the Lost Odyssey: http://forum.baldursgate.com/discussion/32091/new-expansion-pack-baldurs-gate-path-of-the-lost-odyssey#latest (She could be possibly be there seeking refuge from prying eyes and trying to 'cool off some unwanted heat'. Perhaps she will recognize you and will find it more appealing for her to travel in numbers rather than alone; knee-deep in pirates, cut-purses, and scoundrels.)

Wild mage additions mod

The easy way.

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Is there a collected package that adds several(talking about a dozen or more) new character portraits? I've only come across single portraits that can be added one at a time. I'd really like a package.

And how about voice sets? The normal voice sets are pretty boring, and sometimes make the CHARNAME sound like an idiot. Huhing all the time annoys the heck out of me.

I'm sorry if this is common knowledge for most of you but I'm just now getting into this stuff and there's 15 years of modding and materials to swim through, and it's all a bit overwhelming.

Difficulty installing IWDification in BG2:EE

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Hello all,

I've downloaded IWDification Beta 3 for my BG2:EE steam installation. I've created the hardlink for dialog.tlk in the game directory (i.e. steam/steamapps/common/

However, when I attempt to install either the Arcane or the Divine Spell packs, I get the following error:

ERROR: BIFF [./DATA/EE.BIF] cannot be loaded: Invalid_argument("String.create")

Stopping installation because of error.

(repeats this error four more times)

Anybody know what's going on and how to fix it?

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.

BGEE Leveled Spawns Mod - v0.2 [UPDATED 2014-09-28]

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BGEE Leveled Spawns Mod - Version 0.2 (UPDATED 2014-09-28)

BGEE Leveled Spawns replaces the default spawns with spawns that scale in difficulty with the average level of the party. Each spawn point will spawn groups of 1-6 creatures, depending on party level and creature strength.

The user can select the time interval between spawnings as well as the probability that a triggering of a spawn point will result in that point being populated.

This mod is based on the "Tutu-style leveled spawns" component of the BGT Tweaks mod (http://readme.spellholdstudios.net/BGTTweakReadme.htm). However, the spawn point scripts have been greatly simplified. First, party-size checks have been removed. Level checks above 12th level have also been removed.

Additional inspiration has come from the Tutu spawn system by CamDawg and the EasyTutu Spawn Randomizer by Maccready.


DOWNLOAD: https://github.com/AstroBryGuy/BGEESpawn/releases/tag/v0.2


OPTIONS

Time Between Spawn Point Resets: After a spawn point has triggered, it will not spawn again until a certain time interval has passed. The duration of this time interval is user-selectable with the following options:
[1] 4 HOURS of game time between spawnings
[2] 8 HOURS of game time between spawnings
[3] 12 HOURS of game time between spawnings
[4] 1 day of game time between spawnings
[5] 2 days of game time between spawnings
[6] 4 days of game time between spawnings
[7] 7 days of game time between spawnings
[8] 10 days of game time between spawnings
[9] 14 days of game time between spawnings
[0] 1000 days of game time between spawnings

Notes:
  • A spawn point will not reset if the PCs are within a certain range of the spawn point. This is to prevent spawns from suddenly appearing within the visual range of the PCs.
  • A spawn point will also not reset until it is "clear" (i.e., there are none of the spawned creatures within range of the spawn point). This is to prevent overly large groups of spawns from accumulating, especially those that are not automatically hostile (e.g., bears).
  • 1000 days effectively ensures that each spawn point will trigger at most once during the game.
Spawning Probability: When a spawn point triggers, this probability controls whether or not the spawn point is populated. The user has the following spawning probability options:
[1] 10% chance of spawning
[2] 20% chance of spawning
[3] 30% chance of spawning
[4] 40% chance of spawning
[5] 50% chance of spawning
[6] 60% chance of spawning
[7] 70% chance of spawning
[8] 80% chance of spawning
[9] 90% chance of spawning
[0] 100% chance of spawning

Notes:
  • If you set a low spawn % and a long time between spawns, you will see very few spawns.
  • If the spawn is not populated, it will not trigger again until the spawn point reset time interval has passed.
INSTALLATION

Windows
On successful extraction, there should be an bgeespawn folder and a setup-bgeespawn.exe file in your game folder. To install, simply double-click setup-bgeespawn.exe and follow the instructions on screen.
Run setup-bgeespawn.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X
If properly extracted, you should have a bgeespawn folder, setup-bgeespawn, and setup-bgeespawn.command in your game's main directory folder. To install, simply double-click setup-bgeespawn.command and follow the instructions on screen.

Linux
Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your BG installation directory, run 'tolower' and answer Y to both queries.
Run WeInstall setup-bgeespawn in your game folder to install the mod.


COMPATIBILITY

BGEE Leveled Spawns Mod is coded using WeiDU and does not overwrite any files. It should be compatible with most other (WeiDU) mods.

The mod is compatible ONLY with BGEE.


ACKNOWLEDGEMENTS

Based on the "Tutu-style leveled spawns" component of the BGT Tweaks mod by Ascension64.

http://readme.spellholdstudios.net/BGTTweakReadme.htm

Additional inspiration drawn from the Tutu spawning system by CamDawg and the EasyTutu Spawn Randomizer by Maccready.

http://www.usoutpost31.com/easytutu/


TOOLS USED

The BGEE Leveled Spawns Mod was created using the resources provided by the IESDP (http://iesdp.gibberlings3.net/) and with the following software:

Near Infinity https://github.com/Argent77/NearInfinity
WeiDU http://www.weidu.org
TextWrangler http://www.barebones.com/products/textwrangler/
sed, awk, bash https://www.gnu.org/software/


LEGAL INFORMATION

This mod is not developed, supported, or endorsed by BioWare, Black Isle Studios, Interplay Entertainment Corp., the Wizards of the Coast, Overhaul Games or Beamdog. All other trademarks and copyrights are property of their respective owners.


HISTORY

Version 0.2: Install bug fixes, update spawn trigger reset timings.
Version 0.1: Initial public release

Can't add item to creature inventory with weidu

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Hello, I've made a tiny mod that adds a custom item to the game. Specifically it's a weapon that should appear in Greywolf's inventory. The item exists because i can summon it via console but Greywolf refuses to drop it when killed.

The code is : //Part 3 (add item to Greywolf)
COPY_EXISTING ~GREYWO.cre~ ~override/GREYWO.cre~
ADD_CRE_ITEM ~sper055.itm~ #0 #0 #0 ~IDENTIFIED~ ~inv5~

I can't find my error anywhere and Weidu installs the mod without any problems. As I said the item gets created but it's not where it's supposed to be.

P.S. Could it be that i just loaded a savegame not a new game? Also Weidu copies the files to override in game directory while the original override file is in documents so which one is the correct one.

Thanks in advance.

Request; Improved Staff of the Magi and Amulet of Power

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

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

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

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

[List] BG2:EE MOD List

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

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

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


---ITEMs---

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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


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



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

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

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

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

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

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


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


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

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!

---------------------------------------------------------------------------------------------

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.)

---------------------------------------------------------------------------------------------

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!

---------------------------------------------------------------------------------------------

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).

---------------------------------------------------------------------------------------------

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.

Ascension Mod Questions

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Hi,

I have just updated to v1.3 and hopefully will have some time to play this over the holidays, but I was wondering about old mods in BG2EE.

I have found my old Dave Gaider Ascension and tougher battles mod files - will they work in BG2EE on Windows if I install them the same way as for the original (iirc it was unzipping them to the override folder or something)?

If they do work in Windows, how about in the Android version? (am thinking of getting that too!)

I have read through a long Ascension mod thread talking about converting it to be compatible with BG2EE, but I couldn't tell if that was because they would break in BG2EE or they simply wouldn't take advantage of the new stuff. If they do work to some extent, I am happy just to use my existing files rather than install BP etc or wait for an official compatible version. I am also interested in using them on the Android version too! I can't imagine playing TOB without Ascension now :)

Thanks

The Sellswords mod

New NPC - Mirael

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image

Full name: Mirael Duskryn
Alignment: Neutral good (possibly Neutral)
Dual-class: Fighter/Mage
Race: Drow

Strength: 14
Dexterity: 18
Constitution: 16
Intelligence: 16
Wisdom: 10
Charisma: 16

Romance: Only males, but all races
Language: English and Czech
Dubbing: Yes

Something about House Duskryn:
http://forgottenrealms.wikia.com/wiki/House_Duskryn

Something about Mirael:
50 years of slavery can break the spirit of even the proudest Drow...
( No spoilers! )

Current status:
Scripting: 100%
Portrait: 90% ( i must do something with her skin. )
Texts: 15%
Dubbing: 0%
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