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[Mod Release] APR on Spec

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I've updated my teeny-tiny mod "APR on Spec" to install on IWD:EE. I don't have the game yet so I cannot test it, and cannot yet see whether I've made any bad assumptions about the presence/absence of various .2da files. So if there seems to be any problem, report them here.

What this does:
This simply allows non-warriors to get extra APR bonuses from specializing in weapons. That includes Swashbucklers, and anyone using spell weapons that grant a certain level of proficiency. Warriors behave normally, getting APR bonuses at levels 7 and 13 as well as the usual specialization/grandmastery bonuses.

Get it here: (Click "view the full file" do download the .zip archive with the mod.)
https://github.com/subtledoctor/EE-APR-on-Spec/blob/master/APR on Spec v1-4.zip

[Release] Difficulty and Tweak mod ver 7

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UPDATE - updated the mod to Ver7, the only change is added BG2EE compatibility.

This is a mod that allows you to change item stacking, enemies HPs, AC, Saves and Thac0 plus some other tweaks. It allows you to set how much you want to change it. Please read the readme before installing, it will work with any IE game, including BGEE, since it's Weidu mod it will work with any version, including future patches.

I did not have a chance to test it that much with BGEE, so if you think some enemy is not modified, or some neutral creature is please let me know.

Readme: https://www.dropbox.com/s/xsv1adty58gkvry/readme-DiffTweak.html

Install: https://www.dropbox.com/s/s8212fhmqsuqllr/Diff_Tweak.exe

or a zipped version:

https://www.dropbox.com/s/9kdkjaov1urttnk/Diff_Tweak.zip

You can also find the install file attached, just change its extension from txt to exe

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

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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) [Slightly better than the no armour that she originally 'wore']
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) [A naturally er, 'unattractive' Armour by lore for an uncharacteristically low Charisma of 6!]
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) [For her Portrait looks the most like Chainmail Armour was personally adorned.]
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
image
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.)

getting the original movies in enhanced edition

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When I get home, I will try taking the original intro and see if I could get it to play as the intro. I miss the original. My question is if we could possibly mod in the movies that have been removed, such as gnoll stronghold. It isn't important, but it is a big complaint to many. I could deal with it, but it would be great to have them.

[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---
[NEW NPC] Saradas Magic 2 [ENG] V_1.6 NOW FOR ToB
http://forum.baldursgate.com/discussion/25512/new-npc-saradas-magic-2-eng-v-1-6-now-for-tob

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

Awesome Soundsets
http://forum.baldursgate.com/discussion/38319/mods-awesome-soundsets-mods-master-thread-custom-soundsets-for-bgee-bg2ee-and-iwdee#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.

Soulmarine's BG:EE Wood GUI

Here's how to use custom portraits

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Well, I guess the thread title is self-explanatory. This is an updated and expanded version of the original post, which I hope will be lot more helpful.

Many many thanks to everyone who contributed to this thread with further advice and/or questions.

1. PORTRAIT FILES

1.1 Image file format

Portraits for BG:EE are 24-bit bitmaps (.BMP). You can save images in this format using practically any image editor such as MSPaint, Adobe Photoshop or GIMP. (Check Item 6 for more info on how to properly convert your image)

1.2 Image file dimensions

UPDATE: you can now use a single large portrait, which will be resized to fit the other screens. The optimal size is 210x330 pixels. Keep it at a minimum of 169x266, to prevent blurred images.

Images can be larger than that, but no wider than 1024 pixels. Also try to keep it proportional to the dimensions that have just been mentioned, otherwise, the image will be "squeezed" and may look distorted. (Check Item 6 for more info on how to properly crop your image)

The deprecated directions are still valid and are useful if you'd like your character to have different images for each screen (or, in IWD style, different crops):

[spoiler]To use a custom portrait, you need 3 versions of an image (only 2 are required, though) with different dimensions (width x height, in pixels):

Large - 210x300 (not required - character creation screen)
Medium - 169x266 (for the character record screen)
Small - 54x84 (for the right sidebar of the game screen)[/spoiler]

1.3 Image file naming conventions

You can name your portraits however you want, as long as you follow these rules:

· NO spaces.
· Between 1 and 7 characters (not counting the size letter, see below)
· End with the letter L, M or S, according to size.

e.g.: mulderL.bmp (large), scullyM.bmp (medium), krycekS.bmp (small).


2. THE "PORTRAITS" FOLDER

In order for your portraits to show up in BG:EE, you must place them in an specific folder, named "Portraits" (without quotes). This folder is not created when the game is installed, so you must create it yourself.

2.1 Where to create your "Portraits" folder

On Windows: go to your User(s) folder. You know, the one that has My Music, My Pictures, and so on. Now follow this path: My Documents > Baldur's Gate - Enhanced Edition. That's where you must create your Portraits folder.


3. USING CUSTOM PORTRAITS

Once you have the right files on the right folder, all you have to do is select the portrait inside the game.

3.1 On a new character

When creating a new character, once you're prompted to select his or her portrait, you will notice a button labeled "CUSTOM" now shows up on the screen.

This button will take you to the screen shown below, where you'll be able to select the Medium and Small portraits. They're not required to match - you can use different M and S portraits for one character if you so desire.

(hit the spoiler button to see image)
[spoiler] image[/spoiler]

The Large portrait will be selected automatically according to the Medium one, or ignored (if there is no L version).

3.2 On a previously created character

If you're already playing a character and want to change it's portrait, go to his/her Record screen and hit the button labeled "CUSTOMIZE", then "APPEARANCE".

Once you're prompted to select his or her portrait, you will notice a button labeled "CUSTOM" now shows up on the screen.

This button will take you to the screen shown below, where you'll be able to select the Medium and Small portraits. They're not required to match - you can use different M and S portraits for one character if you so desire.

The Large portrait will be selected automatically according to the Medium one, or ignored (if there is no L version).

3.3 On an exported character

Changing the portrait of an exported character is just a little trickier. There are two ways you can do so:

3.3.1 Via importing/re-exporting

Import your character into a new game (or into a loaded multiplayer game), and then follow the steps on 3.2. After doing so, you can export it again so it'll remember your portrait selection.

3.3.2 Using a game editor

You can also use EEKeeper. Open your exported character using the program and click the "Change Portrait" button. You will notice your custom portraits are now listed along the others.


4. HOW TO CHANGE NPC PORTRAITS

As you probably already know, it's not possible to edit a NPC's portrait or soundset using the Customize menu under their record screen.

If you want to do it, however, you don't really need to use a game editor. There's a simple method that will not only apply to any game (new or previously saved), but it's easily reversible.

All you need is to have portraits that use certain specific file names which will be recognized by the game as the original portraits and be shown instead.

These files can be put on your Portraits folder. In fact, be careful not to use these names if you don't want to change a NPC's portrait. Though you will be able to select it for your character, the substitution will still occur.

To revert the process, simply rename or remove the files from your Portraits folder.

Hit the spoiler button to view the list of NPCs and their respective file names:
[spoiler]Ajantis - AJANTISL.bmp, AJANTISM.bmp, AJANTISS.bmp
Alora - ALORAL.bmp, ALORAM.bmp, ALORAS.bmp
Baeloth - BAELOTHL.bmp, BAELOTHM.bmp, BAELOTHS.bmp
Branwen - BRANWENL.bmp, BRANWENM.bmp, BRANWENS.bmp
Coran - CORANL.bmp, CORANM.bmp, CORANS.bmp
Dorn - DORNL.bmp, DORNM.bmp, DORNS.bmp
Dynaheir - DYNAHEIL.bmp, DYNAHEIM.bmp, DYNAHEIS.bmp
Edwin - EDWINL.bmp, EDWINM.bmp, EDWINS.bmp
Eldoth - ELDOTHL.bmp, ELDOTHM.bmp, ELDOTHS.bmp
Faldorn - FALDORNL.bmp, FALDORNM.bmp, FALDORNS.bmp
Garrick - GARRICKL.bmp, GARRICKM.bmp, GARRICKS.bmp
Imoen - IMOENL.bmp, IMOENM.bmp, IMOENS.bmp
Jaheira - JAHEIRAL.bmp, JAHEIRAM.bmp, JAHEIRAS.bmp
Kagain - KAGAINL.bmp, KAGAINM.bmp, KAGAINS.bmp
Khalid - KHALIDL.bmp, KHALIDM.bmp, KHALIDS.bmp
Kivan - KIVANL.bmp, KIVANM.bmp, KIVANS.bmp
Minsc - MINSCL.bmp, MINSCM.bmp, MINSCS.bmp
Montaron - MONTARL.bmp, MONTARM.bmp, MONTARS.bmp
Neera - NEERAL.bmp, NEERAM.bmp, NEERAS.bmp
Quayle - QUAYLEL.bmp, QUAYLEM.bmp, QUAYLES.bmp
Rasaad - RASAADL.bmp, RASAADM.bmp, RASAADS.bmp
Safana - SAFANAL.bmp, SAFANAM.bmp, SAFANAS.bmp
Shar-Teel - SHARTEL.bmp, SHARTEM.bmp, SHARTES.bmp
Skie - SKIEL.bmp, SKIEM.bmp, SKIES.bmp
Tiax - TIAXL.bmp, TIAXM.bmp, SKIES.bmp
Viconia - VICONIAL.bmp, VICONIAM.bmp, VICONIAS.bmp
[/spoiler]

Example: placing IMOENM.bmp and IMOENS.bmp on your portraits folder will make Imoen use these portraits instead of the original.


5. TROUBLESHOOTING

5.1 My custom portraits don't show up at all! (may or may not include: The "CUSTOM" button on the portrait selection isn't even there!)

Are they in the right folder? Double-check the path and if yes, make sure there aren't any typos on the folder name.

Was the game running before you put them there? If you change the contents of the Portraits folder while the game is running, you need to restart it in order for any changes or additions to be applied.

5.2 The file names show up but not the portraits - all I see is a blue silhouette with a question mark!

Make sure the files are 24-bit bitmaps.

If you are using MSPaint, the program will often save .bmp files as 32-bit, even if you specifically select the "24-bit bitmap" file format.

Simply changing the extension of .JPG images will not work. Open up the files in an image editor and save them as bitmaps.

If you're not sure on how to do that, read the next section.


6. A QUICK GUIDE ON EDITING AND SAVING IMAGES

If you're having problems saving or resizing your custom portraits, here are a few tips:

6.1 Resizing and proportions

To learn how to resize an image using MSPaint, check out this link (thanks to @SableRhapsody).

Now, most of the times the image you want to use as a portrait is not on the right proportions, and you most likely don't want it to be all streched or distorted when you save it. So how do we get around that?

You need to edit the image so it'll better "fit" inside the portrait dimensions. Using MSPaint to do that isn't the most practical way (you'll find out why soon enough), but if you really want to try, @Dee posted a quick guide right here.

Truth is, you are better off using a more sophisticated image editor. It doesn't take a graphic designer to do simple resizing and cropping - only patience and a few minutes to learn. I'll give you some tips on how to do it using free software - I figure if you are an Adobe Photoshop user, you don't need help with this.

6.1.1 Using Paint.net

(coming soon)

6.1.2 Using GIMP

[spoiler]GIMP is a free (and pretty powerful) image editor. In fact, it might be overkill for the task at hand (it's a 70MB download and it'll take around 150MB once installed), but it's a nice option if you also want to start fiddling around with other stuff (brightness, contrast, colors, etc). However, that's beyond the scope of this guide, at least for now.

To make a portrait using GIMP, follow these steps (hit the spoiler buttons to see the images):

1) Start by clicking File > New. This will open a "Create a New Image" window, where you'll set the file's width to 210 and the height to 330. Keep every other option as it is and hit OK. Now you have a window that looks like this:
[spoiler]image[/spoiler]

2) Go to the folder where the image you want to edit is. Click the file and drag it into the GIMP window, more specifically, into the image area (trust me, it'll work). Once you do that, you should see only part of the image inside the portrait dimensions. Don't worry, we're making progress.
[spoiler]image[/spoiler]

3) Now, take a look at the right part of the screen. There's a small window there named "Layers - Brushes", right? Notice that now that you've dragged your image into GIMP, there's a layer there named after your original image. In my case, here, it's "wizard". Make sure this layer is selected by clicking on it.
[spoiler]image[/spoiler]

4) Now, take a look at the left part of the screen. There's a rather tall window there named "Toolbox - Tool Options". What we want to click there is the MOVE tool, which is highlighted on the next image. Click that icon.
[spoiler]image[/spoiler]

5) Now try clicking and dragging inside your new portrait area. You will notice this area is actually a canvas, or a bounding box. Although not completely visible, the entire image is still there. Move it around until it's "framed" exactly as you want. If you want to zoom out and show more of the image, follow the next step.

6) To resize your layer, select the SCALE tool (highlighted on the next image) by clicking on the icon and then click anywhere on the image. You will notice a small "Scale" window showed up, and the layer is fully visible, with a grid over it. Click on one of the layer's corners and drag it to resize it. If you hold CTRL, the aspect ratio will be kept, avoiding any distortions. Once it's done, you'll need to reposition your layer. Use the MOVE tool again as necessary.
[spoiler]image[/spoiler]

7) Once you're happy with how your portrait looks, it's time to save it. Hit File > Export, and on the Export Image window's lower right corner, hit the dropbox that says "All Export Images" and select "Windows BMP Image (*.bmp)". Select the folder where you want to save it, type in an appropriate name and hit Export.
[spoiler]image[/spoiler]

8) Now, before the image is saved, an "Export Image as BMP" window pops up. This is an important step - you need to expand the "Advanced Options" menu and select the "24 bits" option (R8 G8 B8). This will make sure the portrait works. Hit export and you're done...
[spoiler]image[/spoiler]

9) ...or almost. We still need the other sizes, right? To resize a whole image in GIMP, go to Image > Scale Image. On the "Scale Image" window, edit the width and height according to the M and S dimensions. Notice that unless you click the little "chain" button, the other axis will automatically adjust to keep the image proportional. Sometimes the measurements will be off by one or two pixels (the medium image will be 169x267, and the small 54x85, for example). This is okay.

10) Once you resized the image, follow step 7 to export it again to another BMP file.[/spoiler]

[Windows] problem with puzzle room in Upper Dorn's Deep

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I am having a problem here. I have walked over the three panels on the floor after entering the secret room. I return to the previous room to move the hammer, then go back to the secret room. The problem is, the stairs are not open. I also see the center of the room highlighted in purple, making it not possible to walk over.

Is there a toned down version of Ascenscion

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While the new dialogues and options seem interesting the rest of the mod just seems to be overly brutal. I already have the SCS components for that which should be more reasonable at least with my setup without the spell caster and demon boost. Ascencion on the other hand seems to be downright brutal...

Proficiency: Gun

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So, I've been browsing stuff in DLTCEP looking for fun stuff to change, and I entered Carsomyr (SW2H10). Since I didn't know how doing stuff on hit was done, I wanted to take a look at what's here. To my surprise, at equipping effects I found opcode 233 Stat: Proficiency. Curious why Carsomyr would mess with that I entered the details, and there...
On equip it sets the proficiency to 5.
Type 109 - Gun.

Did one of my mods (Ascencion or Weimar item upgrade) do this? If so, did this proficiency exist in the vanilla game? If it does - why? What would be the purpose of that?

Review: Back to Brynnlaw

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In this mod you are approached by a wizard that your help is required in Brynnlaw and that they might get your Soul back in the process. You then return to Brynnlawn by ship and have to fight through the Cowled Wizards which overtook the island. The writing in the Mod is pretty good. The only problem is that you will meet quite some people that you most likely killed before and they all use some line similar to Edwins "Death is just a minor inconvenience to me" line. While this fits quite nice in the AD&D interpretation of Baldur's Gate it does not so much to actual PnP rules. So purists might not like that, especially with Lady Galvana which didn't seem to be all that powerful. Imoen also has some nice exclusive banter in the Mod and apparently Xan from the Xan mod does too but I did not test that.

Other than that the difficulty is not that high, you have to fight a lot of mid to high mid level Mages. So with the smarter mages component from SCS the mod might turn out quite brutal ( I removed the component after a few to many frustrating encounters short after leaving the underdark). For my liking the mod might have needed a few of more of the high level enforcers and the leader of the mages should have been at a power level above them. He actually seems weaker than them.

On the reward side you get quite a nice amount of gold and a reasonable amount of XP for the quest. For the unique rewards there are some items that are quite nice for the utility slots. None of them are really overpowered but they give mages nice defense and spell slot boosts. There is also a neat one for dual wielders and you get some neat high level scrolls.

The rewards are the Following: Gloves of the Old Master, Damage +2 +2 off hand THAC0. Allowing flawless Dual Wield. The damage does not show up in the profile so I'm not sure if its an error in the display or if it doesn't work.

Boots of Good Defense: +2 Bonus to AC, +10 to maximum HP. The AC stacks with other boosts so its quite a good boost, especially for mages.

Wind (Ion Stone): Boots of Speed movement rate bonus and an additional 8th level spell slot.

Melf's Bracerrs of Defense: Armor Class 3, +10 max HP and 3 additional level 3 spells. Only usable by single class Mages and uh Barbarians (an oversight maybe?).

Then there is the final Reward: you get a piece of your soul back. This means, that you get the stat point back that you lost when entering The building in the Candle Keep dream. I actually had the choice between int wis and char so I don't exactly know how it determinates what you can raise again.

Overall a pretty enjoyable mod where only the defensive items you get might be a bit too strong because they also add 10hp.



Soulmarine's IWD:EE FrostWood GUI

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ALL DOWNLOADS & UPDATES RELATED TO IWD:EE FROSTWOOD GUI MOD

IWD:EE has arrived ...
New GUI Updates Soon!, take a look at General IWD/BG Wood gui thread meanwhile for details & devlog



Development in progress ~35% complete



FrostWood GUI - MAINMENU
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FrostWood GUI - INVENTORY


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FrostWood GUI - INGAME TEST


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FrostWood GUI - UI Elements


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FrostWood GUI - New CGEAR Animation


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ANIMATED GUI CONCEPTS (partially supported by engine)


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Problems/Bugs with GUI animations:
Current Engine Cannot loop movies
Current Engine Cannot load movies in "bottom" layer of GUI, they are always on "top"
Engine for some reason decrease Movie Frame rate & reduce Quality on playback in game

Color Picker Update
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I Need Help! BAMs are Colourless.

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BAMworkshop has stopped working for me and I cannot paste an item into a frame without it turning colourless after. I also tried DLTCEP and BAMworkshop II. I know something is wrong for when I paste my scimitar +1 (that I made earlier)
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the blue hued blade turns grey, white and black.

If anyone can fix this then we can get some items for Baldur's Gate.

Please leave constrictive comments I do not want non-solution posts; I'm only doing this thread as a last resort after 3 hours of trouble shooting, reinstalling, and rebooting.

Saerileth, dungeon be gone, unfinished business, and Ascension mods on Android

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Is there a way to make any of these mods work in android BG II: EE? Any help would be appreciated. :)

Return To Menzoberranzan - 1994 SSI game Reboot on IWDEE engine

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TEASER TRAILER


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Some info:

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

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

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

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

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


Update:

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

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

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

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

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

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

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

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

Thanks


Keep calm and roll a d20 ;)


If my Bladesinger mod is a bard kit, then...

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1) Is there any way to disable the bard song button?

2) Any way to change his spell progression from bard->FM? I can get mage HLA no problem, but can't ever cast spells past level 6.

3) Same as 2, but prof rate from bard->FM? (I did edit claswpbon.2da and enabled APR from profs, which I thought was hardcoded against, but my changes to profs.2da didn't seem to change my Bladesinger's initial or advancement rate.)

4) Any way to allow spell casting to progress (or at least function) past lvl cap? I added all xp/hp tables up to 50 but spells seem trickier.

5) And unrelated to whether the kit is a fighter or bard, my kitlist.2da implements an aesthetic char gen error (pictured below) that I'd like to fix if anyone knows how.

Thanks!
p.s. I only used DTCEP, no WeiDU yet, but my work-in-progress mods are public on Google drive.

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[MOD] W_PackMule for BG:EE & BG2:EE

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Pack Mule mod for Baldur's Gate 2, Baldur's Gate (1): Enhanced Edition,Baldur's Gate 2: Enhanced Edition, Tutu, Baldur's Gate Trilogy, Classic Adventures
Version 1.4
Creator: Kwiat_W (kwiatw.e[at]gmail.com)
Languages supported: Polish, English, German, Italian, French


CONTENTS
I. Overview
II. Installation and uninstallation
III. Known issues
IV. Acknowledgments
V. Version history


I. OVERVIEW

This mod adds a pack mule to the game. It will follow your party around and carry your equipment for you. To access the mule's inventory, talk to it and select appropriate option. The mule will try to avoid combat. However, it will defend itself if forced to. It cannot die. When badly injured, the mule will escape the area of combat and return when it's safe.
If you ever lose your pack mule (or you forget where you left it), you can use the "Call your pack mule" special ability. You can also use it to summon the mule into places where it wouldn't normally follow you (inside buildings, sewers and other such areas).

IMPORTANT NOTE: The game will not recognize items the mule carries as being in party possession.

You can buy the mule from a guy named Stedd, who can be found near the northeast exit of Waukeen's Promenade or in the courtyard of the Friendly Arm Inn (if you are playing Tutu or BGT, or BGEE). Haggle with Stedd to buy the mule at the best possible price. If you start a new game in ToB, the pack mule will be waiting for you in the starting area.

In the mule's spell menu, you can find three abilities you can use quickly to give orders to your pack mule. Those abilities are:
- Follow: this orders the mule to follow your party around
- Stop following: the mule stops following your party but will move with you to the next area
- Stay: the pack mule will become a neutral character (making it unselectable); it won't follow you and won't move to the next area until you talk to it and change this order


II. INSTALLATION AND UNINSTALLATION

Install this mod after any mods that add outdoor or dungeon areas to the game.

To install the Pack Mule mod, extract the archive content to your game's main directory and run "install-w_packmule.exe".
To reinstall or uninstall the mod, run "install-w_packmule.exe" again.


III. KNOWN ISSUES

Sometimes the pack mule's shadow can face other directions than the mule.


IV. ACKNOWLEDGMENTS

Thanks to:
Berelinde - for writing the "joining" dialogue
Miloch - for proofreading
ilot - for italian translation
Galathée - for french translation
Gerri - for german translation

Tools used in the creation of this mod:
WeiDU by Wes Weimer and the bigg - http://weidu.org/
DLTCEP by Avenger - http://forums.gibberlings3.net/index.php?showforum=137
BAM Workshop 1 by Glenn Flansburg - http://www.sorcerers.net/Games/IEmodding/index.php
BAM Workshop 2 by Andrew Bidges - http://www.sorcerers.net/Games/IEmodding/index.php


V. VERSION HISTORY
1.4 (09.06.2013)
- added support for BGEE and BG2EE (separate release for BGEE will be discontinued)
- non english translation should no longer crash BGEE

1.3a (26.04.2012)
- added russian translation by Lihtenshtein (arcanecoast.ru)

1.3 (26.07.2011)
- fixed bug with incorrect bag size

1.2 (29.03.2011)
- added german translation by Gerri
- hopefuly the "blue box" bug is fixed

1.1 (18.03.2011)
- added italian translation by ilot
- added french translation by Galathee
- Stedd can be now found in Saltmarsh if you have CLassic Adventures installed or in Kuldahar if you have IWD-in-BG2

1.0 (27.02.2011)
- Initial version of the mod


http://www.shsforums.net/topic/47668-w-packmule/

Revised World Map Test

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Hello All,

There are a number of issues with the Vanilla BG and BGEE World Maps:
* Travel times are inconsistent between areas
* Travel between areas seems to take convoluted paths
* BGEE: Areas were shifted east on the map, resulting in crowding of areas on the East edge of the map
* BGEE: Game text says that Adoy's Enclave is East of Firewine Bridge, but it is south
* You could travel directly from Ulgoth's Beard to Durlag's Tower and the Cloud Peaks
* Areas are not near their FR canonical locations: Ulgoth's Beard, Durlag's Tower, Gullykin, Nashkell, others
* Travel time to/from, location of the Cloakwood Mines & Bandit Camp near the main road didn't make sense

All of these items are addressed with this mod, plus a number of other inconsistencies have been corrected and general clean-up of the data.

For now this is a unzip to your override mod containing the updated worldmap.wmp and an updated AR0400 (zombie farm). You will need to start a new game to see the effects of this mod.

I welcome any and all testers, and please let me know what you like and don't like! Keep in mind that you won't necessarily find everything where it was before - below is a graphic showing where all the areas are and what links they have. Let me know if you have any questions!

The two graphs attached give some of the data about the map:
The area graph edges show exit direction:time/4:arrival edge (encoded)
The encounter graph edges show exit direction:encounter probability:encounter area

Dudleyville is a good reference for AR numbers.

0.3 update: new art for AR3200 and AR3800 courtesy of @Yovoneth to remove overlap with Beregost since those areas aren't really adjacent. Moved link to GDrive since the file is pretty big now.

0.4 update: changed link from Gullykin to Durlag's Tower to a north exit, since the east side of the Gullykin map is not accessible. Added the encounter graph - hard to read, but provides some good info.

0.5 update: all the Durlag's tower links fixed.

0.6 update: cleanup of links and map edges so that links can be followed. Shortened travel times along the Coast Way (N-S road from Baldur's Gate to Nashkell)

0.7 update: fixed entry point for AR1800 (Cloakwood Mine)

https://docs.google.com/file/d/0BwOwEmwBQcTWVEFmSjVfRUI0Ukk/edit?usp=sharing

[MOD] Minor NPC Portraits for IWDEE

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WHAT IS IT?:
--------------------------------------------------------
This mod adds small portraits to speaking NPCs in IWDEE. The big world of Icewind Dale gets even more beautiful!
The goal of this mod is to add small portraits to every speaking NPC in the game.

If any of the portraits are not to your satisfaction due to quality or you feel that the portrait does not
match the in game NPC, report that as well for potential inclusion in future updates. You will have to
start a new game to get the portraits on NPCs you've already met in game although future NPCs should have their
portraits. This mod patches 154 creatures future updates from Beamdog may require reinstallation of the mod if
it modifies any of those characters. Basically, if there is an update to the game, it's probably a good idea to
uninstall and reinstall this mod.

Sources of the pictures include Neverwinter Nights portraits found online, searches for baldur's gate and IWD portraits, The Super Ultimate Portrait Pack, and as a last resort I used search engines to round out the collection. If there are any particular portraits that need to be removed you don't wish them to be featured in this work, let me know and it will be removed.

This mod is distributed freely and not for any commercial purpose non-profit. This mod was not developed, supported, or endorsed by BioWare, Interplay/Black Isle, Beamdog or any other official agency. Portraits remain the copyright of their respective rights holders.

If there are any copyright issues or this statement needs revision then please contact me to let me know what to do
about it. The purpose of this mod is not to make money but to advances knowledge and progress of the arts through the addition of something new onto a great game.

======================================================================
======================================================================
Technical Details and how you can add your own portraits
--------------------------------------------------------
All pictures are 169x266 size.

The table in (mod folder)\tbl\iwd.tbl lists the portraits and their creatures/actors. You can reference the
creature name to the actor in tools such as NearInfinity.

The Portrait names in the tbl are in the 2nd column are filenames in the portrait folder.
======================================================================
======================================================================
KNOWN ISSUES
--------------------------------------------------------
None at this time
======================================================================
======================================================================
Thanks everyone you know who you are, I hope you appreciate the hard work of the artists as I do.

Click Here to Download
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Preview
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Version History
[spoiler]
Current Version
V1.03 13 Dec 14
- Updated 36 portraits
- 7 additional portraits added
- Changed hoster

Older Versions
V1.02 4 Dec 14
- Updated 37 portraits
- 4 additional portraits added

V1.01b 28 Nov 14
- Minor updates, 1 additional portrait added
- Changed MGNCL00M per request from Sanctifer

V1.00b 21 Nov 14
- First release
[/spoiler]

HELP!!

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Hi all,

Have been looking into creating some custom items for my characters, yet can't make head nor tail of getting them to work.
If I was to give all the details for said items would anybody out there care to create them for me please??

Thanks in advance :)
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