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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))

[MOD] Neera dialogue expansion and flirts

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The Neera dialogue expansion mod has hit v1!

This adds a series of dialogues to Neera in BG:EE, as well as a flirt menu for those who engage in a romance with her.

It also includes components to make Neera and Rasaad same-sex romanceable (with thanks to Jalily).

You can download the Neera Expansion here, and you can find the discussion forum here at Spellhold Studios.

--
Original post:

Hey guys and gals,

Just letting y'all know that I've got a small Neera dialogue expansion mod in the works that should go into testing later this week, with somewhere between 10-15 extra dialogues between Neera and the PC for those who like a little more content and want something new to play with.

There will be a few bits and bobs for the romantically inclined, but in keeping with Overhaul's preference to keep the actual romance out of BG:EE it definitely won't be the focus of the dialogues--they'll be more like the IEP friendships over at SHS for BGII.

I'm wondering if anybody would be interested in testing the mod or proofreading/editing the dialogue? Just shoot me a PM or post here. :)

Does anyone have BAM editing suggestions? [Item Icons Included]

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My BAMworkshop I + II and DLTCEP are acting up very strangely and I cannot 'currently' figure it out. The palette seems to act up and then the colour goes black, white and grey instead of actual colours.

I am 'currently' wondering if my programs got compromised or if I need a new set of programs or if I need new strategies to operated my existing programs.
I created this New Scimitar +1 with no hassles.
image

Then when I created this longsword +1 in BAMworkshop II; I think that I have success finally!
image

Then 'Bam!' I reopen it up and it is black and discoloured in BAMworkshop I.


Anyone have suggestions?

Also I have a similar thread if anyone feels particularly 'Tech. Generous'..
http://forum.baldursgate.com/discussion/38655/i-need-help-bams-are-colourless#latest

[BG:EE]Dark Horizons Released

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Current
Dark Horizons for Baldur's Gate:Enhanced Edition released.

This is a large tactical quest and encounters mod. As you journey along the Sword Coast you will encounter undesirables trying to do harm to you. Not only that, but an organization for good, Section, has been contracted by someone to send its operatives to hunt you down. They don't want you alive, they want you dead. Your first encounter is behind the very walls of Candlekeep and it won't end until you defeat Section and their overseers at Oversight. If you are lucky, you may survive. And perhaps you may pick up a new friend or friends along the way.

There are a lot of new items to be found and new stores to shop at. There is an item upgrade store located at the Friendly Arm Inn. There are two new NPCs who will join your party. This mod would work best with my Level 40/HLAs mod for BG:EE.

Visit the forum: http://www.baldursgatemods.com/forums/index.php?board=101.0
Download the mod: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=189




Old--------------------
I'm working on Dark Horizons for BG:EE. I'm thinking it won't be too painful of a process to convert. There will be some new things though.

I already have a dragon quest, but in this version you will fight an actual dragon.
A few more bounty hunters and other lowlife. The Sword Coast is supposed to be a dangerous place after all.
I will be making use of some of the powerful spells and enemy scripting, so some fights will be hard. I've always considered this mod a tactical mod after all.

This will be part one. Part one I want to get released ASAP.

Part two I will finally add in the NPCs. At the moment they will have a few dialogs, nothing elaborate like you find in BG2 mods.

Nathaniel's quest

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Hello I am currently playing through a game with Nathaniel in my party. (http://www.spellholdstudios.net/ie/nathaniel)

I have only gotten a few lovetalks with him, he has responded nicely to each of them. I recently went and discovered that his ex (?) Latimer had escaped prison but from there on nothing has happened. I have slept outdoors but I cant find any info on what to do. I also bought him cake...

Thanks in advance for any advice

Please help: Nathaniel Mod (v 4.4) does not work correctly

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The mod can be installed, but it doesn't work correctly, the following issues occur:
1) I can't initiate a dialogue with Nathaniel, which I should be able to do. There would be a lot of dialogue available, and I am not sure if you can romance him or have a complete friendship with only the conversations which he initiates.
2) He takes 4 damage when my party first meets him, whenever I load a savegame and whenever his unique katana is equipped.
I've tried to contact the creator of this great mod, but she cannot be reached, there has been virtually no activity in the mod forum for months. So if you have played the mod as well and/or have found a way to circumvent these issues, especially the first one, please let me know.

Sword Coast Stratagems is now available for BG:EE and BGII:EE

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The newest version of my mod "Sword Coast Stratagems", version 25, is now out and ought to be a bit improvement on previous versions for BG:EE in terms of stability and ease of install. It should be compatible with version 1.2 of BG:EE and (with any luck) with BG2:EE when it comes out later this week. The new version fixes a host of bugs large and small (though mostly not with BG:EE, as it happens) and (with some trepidation) I'm declaring it non-beta, though realistically it's still beta for BG2:EE.

You can download it from http://www.gibberlings3.net/scs

Edit: after two fast updates in response to problems identified with BG2:EE installs, we're now on v27. I've had to disable the "Improved Vampires" component on BG2:EE installs for the moment: some kind of animation bug is causing crashes and I don't immediately have time to sort it out. (If you have installed that component, I recommend uninstalling it.)

Edit: version 29 now out. Many thanks for Mad Mate and others for the unofficial Fixpack they produced last year; fixes from that are now incorporated into v29.

In development, Kerick NPC mod for BGEE.

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image

Kerick
NPC mod for Baldur’s Gate Enhanced Edition
Human - Chaotic Neutral - Male - Thief
By Ravenslight
Coding by Shadowhawk
Original Portraits by Isandir
Voice work undecided

Kerick is used to making his living as an assassin for hire, and bodyguard to the “soft bellies” among the local noble classes of Baldur’s Gate. He seldom talks about himself or his past, even when pressed. Kerick loves women, and as many of them as will let him. He enjoys the chase. Despite the fact that he actively pursues any woman that catches his eye, he always treats them with deference and respect, high born or low. As with most people, his views on men, women, love, and life in general, are heavily colored by his past.

I see Kerick as a discordant combination of gentleman and rogue. A chameleon, who can easily move among and be accepted by those around him as he wishes. A talent that has served him well in his dealings with both the upper classes of Baldur’s Gate and the seedier inhabitants as well. He has no compunctions about taking advantage of that talent. His weakness is a true innocent. This weakness has not often stood in his way, as he rarely sees people as such.

Kerick on reputation:

Reputation is important to Kerick as he believes that only a fool would allow their reputation to drop so low as to draw unwanted attention to themselves. He believes that one is always better able to accomplish ones goals if they can move freely within society, hated or hunted by no one. Whether or not ones true intentions are noble, how others perceive you should always remain nonthreatening. Especially if that is far from the truth. He will not long follow a leader who continually draws negative attention to themselves. He is far too fond of his own hide.

Kerick on the gods others worship:

Kerick has no problem with others that have a strong faith. Even those who have dedicated their lives to their god. He himself however, believes the gods have their own agendas and the only true interest they have in those who follow them is how they can be used to further their own cause. He believes that those who choose to follow a god are deluding themselves if they believe that their god truly cares what happens to them personally.

The romance:

This mod provides a branching romance option for any elven, half-elven or human female PC of neutral to good alignment. If the PC is the kind that likes to kick puppies and kill innocents, she won’t hold his romantic interest for long, but he will put up with most of your decisions as his boss. He works for you, you make the decisions.

If Kerick takes an interest in a woman, he tends to be fairly up front about it. If your protagonist is not interested in such shenanigans, she can easily tell him that she is only interested in a business relationship via the PIDs at any time. He will respect your wishes.

Rating:

Ratings are always subjective and based on personal perceptions, but I would personally rate the content within this mod as mature.

To see more beautiful portraits crafted by Isandir, please follow this link.
http://isandir.com/

waterwalker of istishia; anyone interested in creating it?

Wild Mage Additions

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So, I tried asking before but didn't get much help, so going to try again.

I really would like to play this mod again http://mods.jo-ge.net/bg/shaper.htm I tried installing it onto BG2:EE but it said that it requires ToB to function properly. Obviously, ToB is installed but clearly there's a file missing that was originally in ToB but not in EE. My question is, is there a way that you can track the installer to think ToB is installed or is there a way to just manually install this mod? I don't even know if it'll work but I'd like to try.

Thanks.

[MOD] Keldorn Firecam Romance ToB Content - Download Link

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Before Christmas a community member expressed their disappointment at the lack of Throne of Bhaal content in Berelinde's (excellent) romance mod for Keldorn Firecam.

There is content for ToB but it was never made officially available outside of a public beta, which afaik, was only shared via a link on the Petals & Thorns gamers forum. Unfortunately both the forum & Berelinde's hosting site are now offline so I've uploaded my copy of the mod and am making the link available here: https://drive.google.com/file/d/0B8eMlTqZLmm-S1d1OExPR2pIVzA/view

Our lovely Moderators indicated that this should be okay but if anyone knows Berelinde & knows of any reason why she might not be okay with this please let me know as it is her work.

A couple of notes on the mod:-

I'm posting it here in General Modding rather than the BGIIEE sub-forum as it hasn't been tested with this version of the game, I don't even know if it runs but I will give it a go at some point. If you have already ran it please post your experiences.

Suffice to say there isn't any content for the new NPCs in BGIIEE.

Remember, this is a Beta version it's mostly fine but there are a couple of small issues, one being a dialogue early on the additional content that doesn't have a resolution. It's not something that will break your game and is just a banter discussion rather than a Lovetalk.

The Mod readme is in the spoiler tags below.

[spoiler]
berelinde's Keldorn Romance

Version beta 20120116
Languages: English
Platforms: Windows

==================================================
CONTENTS
==================================================
I. Overview
II. Compatibility
III. Installation
IV. Romance Walkthrough
V. Quest Walkthrough
VI. Credits
VII. Contact Information
VIII. Legal Stuff
IX. Version History

==================================================
I. Overview
==================================================

This mod adds a romance for female PCs and a quest for Keldorn.


==================================================
II. Compatibility
==================================================

This mod is designed to work with Baldur's Gate 2: Shadows of Amn.
It requires the Throne of Bhaal expansion.


==================================================
III. Installation
==================================================

The Keldorn Romance is packaged and installed with WeiDU. If properly
extracted, you should have a "keldorn_rom" folder and setup-keldorn_rom.exe
in your game directory. To install, simply double-click setup-keldorn_rom.exe
and follow the instructions on screen.

Please run setup-keldorn_rom.exe in your game directory to reinstall
or uninstall.


==================================================
IV. Romance Walkthrough
==================================================

***Note: If you played the SoA beta, this part is slightly different

When Keldorn asks to visit his family, go with him.

Go with Keldorn while he confronts Sir William and then return with him when
he goes to speak with Maria afterward. Allow him to remain with Maria or retain
him in your party, as you prefer.

If you allowed him to remain with Maria, he will return to you five days later.
If you asked him to remain with your party, a messenger will summon him home five
days later. Keldorn will leave, but he will return the next day.

After that, just let the romance play out. Keldorn can be removed from the party
when necessary, but he must be in the party when you transition to ToB. If he is
not, strange things will probably happen. There is no option to summon "my
lover, Keldorn."

This is really not the romance for multi-romancers. Any committed romance
will kill Keldorn's.


==================================================
V. Quest Walkthrough
==================================================

If your PC is female and eligible for romance, the quest will begin 2 days after
Keldorn rejoins the party. If your PC is ineligible for romance, the quest begins
once Keldorn and Maria reconcile (they still have to reconcile).

Quest starts when Keldorn literally bumps into an old acquaintance, Zasheida, in
the Docks. Follow her to the Sea's Bounty.

Gain access to her room either by her invitation, by bribing or coercing the
porter into giving you the key, or by asking the Thumb which room is hers and
either picking or forcing the lock.

The journal found in the room will take you to a warehouse in the Slums, where
the party will find livery.

The livery will point to the safe house in the Gov't district. Keldorn has to take
you there. If it's daylight when you find the livery, he'll offer to take you
immediately, or you can ask him to take you there later via PID.

At the safe house, there are a variety of ways to distract the butler and get the
documents you need.

One day later, Vakola confronts Keldorn in the Slums.

If you decide to find an artist, you can get a "mug shot." Take the sketch around
the Slums asking if anyone has seen him. Shopkeepers won't rat him out, but beggars
will, for 10 gp. If you talk to the landlord at the boarding house, he'll tell you
to look for Vakola at the Sea's Bounty.

If you let the matter drop, Vakola will find Keldorn himself 3 days later.

Either way, you'll wind up in a back alley.

There are both peaceful and violent endings.


==================================================
VI. Credits
==================================================

Editors: StoneDog, Kitanna, Bookwyrme, and jastey
Music: "Medieval City" by Partners in Rhyme

Tools:
WeiDU - http://www.weidu.org/
IESDP - http://iesdp.gibberlings3.net/
Crimson Editor - http://www.crimsoneditor.com/
WeiDU Crimson and ConTEXT Highlighters - http://www.gibberlings3.net/tools/weidu.php
DLTCEP - http://www.gibberlings3.net/tools/dltcep.php
IETME - http://www.teambg.org/forum/index.php?action=downloads;sa=view;down=4
Bam Batcher - http://www.shsforums.net/index.php?app=downloads&showfile=837


==================================================
VII. Contact Information
==================================================

berelinde can be reached at berelinde@gmail.com


==================================================
VIII. Legal Stuff
==================================================

This mod may not be sold, published, compiled or redistributed in any form without
the consent of its author. This includes changes imposed by the BiG World Fixpack.

Other Baldur's Gate 2 modders may make free use of this modification, however,
using whatever variables, dialogue resources, or script resources that they choose.
Feel free to interject into quest or romance dialogue, or comment upon it in your own mods.


==================================================
IX. Version History
==================================================

beta 20120116 - First public beta
[/spoiler]

This mod may not be your cup of tea, this isn't the place to discuss that, though I will say that if you're playing a male PC it does add a nice side-quest that isn't romance dependent.

[MOD] [BETA] Monastic Orders of Faerun

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Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds five new Monk kits, inspired by various monastic orders throughout the Realms. Finally, it adds two entirely new types of equipment designed exclusively for monks.

The current version of Monastic Orders (v0.2) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.

Features:
- Revised progressions for trueclass, Sun Soul and Dark Moon Monks
- Expanded race options, allowing half-elves, half-orcs and halflings to become Monks
- 5 new kits, based on various Monastic Orders of Faerun
- 2 new item types exclusively for monks: handwraps and vestments

A more complete list and explanation of features is available in the ReadMe.pdf at the end of this post.

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

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

Change Log
[spoiler]
Version 0.2
- Renamed to Monastic Orders (of Faerun)
- Added IWD:EE compatibility
- Fixed a text string with the improve fists
- Fixed bugs with the fist progression

Version 0.1
- First public release as Monks Remastered
[/spoiler]

Known Bugs
[spoiler]
There are currently no known bugs. Go find some!
[/spoiler]

More isometric landscape areas for Infinity Engine

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Hi all,

almost 1 year after my last thread (http://forum.baldursgate.com/discussion/22488/new-landscape-environment-art-for-infinity-engine-games-with-blender#latest) I've made it to dive in once again into creating more environment art for IE. I've come across some new software which made my life much easier in terms of modelling.
The first is Vue (e-on software) and goes well together with World Machine. It is so much easier to create believable realistic terrains with it. You will find enough tutorials on youtube.

To make it short, I want to show you what I have modelled in the last month:

I started with some mountains in World Machine and with the right lightning its immediately looked great - at least from an overview.
The problem was that if you zoom in the details are too low.

image

So this one needs some rework, but it was a good start. With so many ideas in my mind I jumped right onto the next projects (pics are attached below):

A swamp

A area near a lake in the winter like in Icewind Dale

And a mountain scene like the ones from the National Park where I live:

http://blog.synnatschke.de/wp-content/uploads/2012/11/saechsische-schweiz-schrammsteinaussicht.jpg
http://images.fotocommunity.de/bilder/jahreszeiten/herbst/indian-summer-am-prebischtor-b287b5c6-ab25-47c0-b98e-31a194c3451a.jpg
http://upload.wikimedia.org/wikipedia/commons/4/45/Caspar_David_Friedrich_-_Felsenlandschaft_im_Elbsandsteingebirge_(1822-23).jpg
http://img.galerie.chip.de/imgserver/communityimages/984800/984812/original_8AA9DD1157240D1A8774120E29F636CF.jpg
http://www.haus-elbglück.de/wp-content/uploads/2011/07/Pirna-082011-5092.jpg

My next project is going to be an inside environment like a cave. There are so many possibilities...

is it possible to make a minotaur playable character?

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as I asked in the title is it, and if it is, would it be extremely difficult?

I ask as I have no idea how to begin adding new races, let alone paperdolls and animations, after some forethought today, I decided I should ask, as I have managed to install weidu, but what other things would I need to do this, and would it be something I could do, as someone who has never even installed through weidu, let alone been able to really understand the underlying mechanics of the game, beyond the 2e rules I know from my childhood.......

I only ask as in 3.5 I play as a Chaotic Good Minotaur who is a Wild Mage.

Item Codes for console commands

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I was looking for a list of item codes for the console command, found a list that included all items like Illithium Ore and Montaron's body, but the item codes don't seem to be working in the EE, any idea of there is a more complete list for the EE floating about?

Tenya Thermidor v1.2

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Tenya for BG:Enhanced Edition

Tenya:- No! Bring her back! I want to kill her again!

--

I took a little break from working on my Aerie mod for BG2, to try something a little more fun. This is a mod that makes 12 year old Umberlant Tenya a joinable NPC, after you help her of course. Yes, if you like character like Arya Stark or Hit-Girl, but feel they don't talk about carnivorous sea snails enough, now you can become guardian of your own darling little tempestuous ball of fury.

BGEETenya12.

Tenya has a low strength for a cleric, but makes up for it with some special abilities and unique items. She can cast Storm Shield once per day like a cleric of Talos. She also of course has the Bowl of Water Elemental Control... but her mother never even told her how to make it work, so she has to learn elsewhere.

She has one interaction with every Bioware and Beamdog NPC. Mostly just a couple of lines in keeping with the norm for the original cast. And a few interjections with other non-joinable NPC's, in particular around the temple of Umberlee of course. I was going to put in this whole thing of trying to find her a new home, but never got it all fully worked out.

Otherwise, what is there is to say? Tenya is a twelve year old priestess wielding a lot of power for someone so young. Her earth-mother never treated her well, but Tenya still always felt a strong bond to her parent. But only after her mother's murder did she, consumed by anger, turn to Umberlee. She wished for vengeange, but it was the bowl her mother had entrusted her to protect Tenya most wanted back. She had hoped she would be able to scare the fishermen who stole the artifact into returning it, but they were proving more stubborn than she had anticpated and she was starting to consider more desperate measures, when of course, you step in.

In addition to banters, small quest, and a few interjections, Tenya now has a small number of Player Initiated Dialogues... press on the speech button and then on Tenya while she's in the party to have a little chat.

image

EE Keeper, Updated to v1.0.2

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At the suggestion of @Dee, this thread will be used to post updates (as and when I have time), looking into bug reports, and a host of other things.

Download

The program can be found on SourceForge (link below), and this post will be updated with links when a new version is ready. Some details of usage can be found within the Wiki on the Keeper SourceForge page). If people have free time, feel free to add to it for the benefit of others.

Unless otherwise stated, an archive unpacker will be required in order to open the RAR archive.

The source code for EE Keeper can be found here. The Visual Studio solution is for VS2012, so you will need that in order to do anything (or you could make a quick edit to the solution so it will load in older versions).


Info


imageEE Keeper* uses MFC (Microsoft Foundation Class), which means that you will need a standard version of Visual Studio, rather than an express version. Even if you don't, but you have programming knowledge and would like to help, then over the course of the next few months the plan I have is to convert all the code to be Unicode friendly. The second part of the plan is to convert to Win32 or (better yet) use Qt or wxWidgets to make it cross-platform friendly. Either way, feel free to post your coding suggestions. I will also be taking suggestions, but please keep them realistic. I don't have a lot of time to spare on this project and so any suggestions will likely take weeks or months to implement; keep them short and sweet, modifications to the UI, tweaks, etc.

*Since EE Keeper seems to be the widely accepted name, that's what it is called officially. However, anyone can call it whatever they like.

Compatibility

Mac This is a big question for a lot of people. The answer is that it is not officially supported. Some trials on Mac via Wineskin, by @Nifft, have been done and it seems to work, depending on the version - it will be up to others to help with that should any issues arise. More details here. @AstroBryGuy, has recently started creating wrappers for new versions of EE Keeper. Please note that a new wrapped version will be released behind the Windows version; it requires that he gets the latest version and then create and upload a wrapper. For future builds I will be submitting one to him sooner so that he can have it wrapped and uploaded in conjunction with the Windows release.

Linux Though not ideal, Keeper works with the use of Wine and it functions well enough. To load different languages, environmental variables may need to be set; e.g. Exec=env LC_ALL=zh_CN.UTF-8 WINEPREFIX="[location of wine]" wine '[location of file]'.

Windows The current version, 1.0.2.4, should work on everything from XP to Windows 8. If you encounter a problem, please see the details below on reporting it any problems you find.

As a final note: just because a new thread is made, and the release is more of a Live/REL version, it doesn't mean that the program is bug free, nor does it mean that I won't be tweaking it any more (I will). If you come across any issues, or you are in doubt over something, feel free to post and either myself of some other helpful community member will try to help overcome it. If you find something, and you're certain that it's a bug (i.e. portraits not displaying when they should), feel free to create a ticket for it here. If the ticket is not a bug, but a misunderstanding, then it will be moderated as such. Feature requests can also be made, just set the 'Report Type' option to 'Feature Request'. When trying to bring a bug to my attention, please specify what platform you are using (Mac or Windows) and exactly what you are or were trying to do at the time of the bug.

Credits

Obviously, like any program, there are testers. If you've tested this to make sure it works in a trial stage, you'll be listed here. If you're not listed here (I may have simply forgotten), send me a PM and you'll get added.

@AstroBryGuyMaintainer of the Mac Wineskin version.
@MikaalTesting
@HeasTesting
@mlneveseTesting
@NifftTesting
@CrevsDaakTesting
@swnmcmlxiTesting
@DeeTesting
@AHFTesting
@PibaroTesting, Italian Translation
@DavideTesting, Italian Translation
@silver_gpChinese Translation
@TeflonKorean Translation
@IsayaTesting, French Translation
@KunikosTesting
@AntonTesting
@ermoTesting
@ErgTesting
@mattinmWork on the Qt version so as to natively support other platforms.

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

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

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

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

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

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

Definition of characters:

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

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

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

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

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

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

[Mod]World map unlock

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This mod unlocks all areas(except main quest areas) at the beginning of the game.

You must start a new game in order to get it to work and it came into effect at the beginning of the game .So after a save file is created,you can remove this mod or do whatever you like.

I don't often visit this forum,so if there already have one mod like this. plz feel free to delete this post:)

SCALES of BALANCE! Post-hac kits and tweaks

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IGNORE the files attached to this post, get the mod here:

https://github.com/subtledoctor/Scales-of-Balance/blob/master/v1/Scales of Balance v1-6-1.zip
("View the full file" to download the .zip archive.)

If that doesn't work, try downloading it from here:

https://dl.dropboxusercontent.com/u/86011511/Scales of Balance v1-6-1.zip

What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.

This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.

I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is totally compatible with RR and aTweaks. I love those mods and this is very much meant to be applied on top of them - not instead of them. Of course, other mods that change the same areas of the game will be incompatible in a conceptual sense. (Some specific compatibility notes are at the end of this post.)

In such cases, just choose which mod - or which components of each mod - is to your liking. My mod components are totally compartmentalized, so you can generally mix and match with other mods. (But note that my item tweaks are specifically built to be usable with Item Revisions and other item mods. No conflict there.

SoB should be installed late in the order.
Probably last or close to last. That's why I call it a "post-hac tweak mod!" (See installation notes at the end of this post.)

Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.

The components:

1) ITEMS REFORGED
[spoiler]Component 1a: ITEM ENCHANTMENT STANDARDIZATION. The main function of this component is a cosmetic one: eliminate every "+1" etc. in item titles. BUT, this could create confusion: how will a player know what weapon can hit what enemy? That too is streamlined.

All generic "items +1" will become "high-quality items." They retain their +1 enchantment behind the scenes because of the exceptional skill and advanced alloys that went into forging them. This includes poisoned arrows and bolts.

Generic "items +2" and "items +3" will become "enchanted items." They will have the same stats and prices as vanilla items +2, and will be considered +2 for purposes of what they can hit. This includes special extra-damage missiles (fire, ice, lightning, etc.).

All named items will be considered +3 for purposes of what they can hit. But their stats will not change. So, Varscona will do the same damage, but will now be effective against Karoug. This includes Sunstone bullets.

Artifact-level and upgraded weapons will be +5 for purposes of what they can hit.

Component 1b: WEAPON TWEAKS:
- Spears do 1d8+1 damage, per PnP.
- Quarterstaves seem better suited to defensive parrying than many other weapons, so they get an inherent -1 AC bonus.
- Daggers get base 1.5 APR. A thief dual-wielding daggers should be a reasonable and interesting choice.
- Axes do "slashing or crushing" damage.
- Short swords do "slashing or piercing" damage.
- Crossbow bolts do 2d4 damage.
- Arrows do 1d5 damage from shortbows; longbows add +2 damage and comp. longbows add +4, with base APR reduced to 3/2.
- Sling bullets do blunt damage.
- Darts have 5/2 APR instead of 3.[/spoiler]
2) MISCELLANEOUS TWEAKS
[spoiler]Component 2a: TWEAKS TO STATS & SAVES: I've changed STR, DEX, CON, and WIS bonuses so that every point added above 13 or so results in a tangible benefit. E.g. for DEX, 13 gives -1 AC; 14 gives +1 missile thac0; 15 gives another -1 AC; etc.

The tables:
STR
14: +1 dmg
15: +1 dmg
16: +2 dmg
17: +1 thac0, +2 dmg
18: +1 thac0, +3 dmg
18/00: +2 thac0, +4 dmg
19: +2 thac0, +5 dmg
20: +2 thac0, +6 dmg
21: +3 thac0, +6 dmg
22: +3 thac0, +7 dmg

DEX
12: -1 reaction
13: -1 reaction, -1 AC
14: -1 reaction, -1 AC, -1 ranged thac0
15: -1 reaction, -2 AC, -1 ranged thac0
16: -2 reaction, -2 AC, -2 ranged thac0
17: -2 reaction, -3 AC, -2 ranged thac0
18: -3 reaction, -3 AC, -3 ranged thac0
19: -3 reaction, -4 AC, -3 ranged thac0
20: -4 reaction, -4 AC, -4 ranged thac0
21: -4 reaction, -5 AC, -4 ranged thac0
22: -5 reaction, -5 AC, -5 ranged thac0

CON
12: min roll =2
13: min roll =2, warriors' hp +1
14: min roll =3, warriors' hp +1
15: min roll =3, warriors' hp +2, others' hp +1
16: min roll =4, warriors' hp +2, others' hp +1
17: min roll =4, warriors' hp +3, others' hp +2
18: min roll =4, warriors' hp +3, others' hp +2, regen =60
19: min roll =4, warriors' hp +4, others' hp +2, regen =60
20: min roll =4, warriors' hp +4, others' hp +2, regen =50
21: min roll =4, warriors' hp +4, others' hp +2, regen =40
22: min roll =4, warriors' hp +4, others' hp +2, regen =30


This also sets the minimum for every stat for every class to 7. More consistent rolls, at the price of no dump stats.

SAVING THROW TABLES are just made more sensible, nothing earth-shaking. Wizards save well against spells, priests save well against death, rogues save well against breath, etc This post is getting too long for the forums, so just look at the files in /SoB/misc to see what the values are.

Component 2b: HIT POINT TWEAKS: This makes characters less delicate in the early game, giving 2 hit dice at first level. Thereafter, they only gain more hit dice until 8th level, instead of 9th/10th. So the last hit die is front-loaded. To balance this, hit dice are dropped a bit: priests get d6 instead of d8, and warriors get d8 instead of d10. (Yeah - we're going back to BECMI rules!) Warning, this increases the difficulty, as your warriors will be finishing SoA with around 100hp instead of ~150.

Component 2c: XP TWEAKS: XP advancement and thac0/spell/skill advancement are two ends of the same rope; you only need to pull on one end to get the desired effect, but for some reason the 2e rules pull both. I've streamlined it to a fast path and a slow path. Fighters, thieves, bards, and clerics are on the faster table; paladins, rangers, druids and wizards are on the slower table. (No more thieves with more hp than fighters with the same XP!) Advancement is a bit faster than vanilla in the middle levels, and then gets progressively slower at epic levels. You'll be at or near level 20 with 3 million XP, like in vanilla; but won't hit level 30 until 8 million XP.

This also switches the druid spellcasting table to match the priest one (since the PnP druid XP and spell tables were only for Grand/Hierophant Druids who settle down in a grove and stop adventuring).

Component 2d: MODIFIED SPELLCASTING TABLES: For wizards and clerics this is a small change, giving them slightly more spells to cast at very low levels. For Rangers and Paladins this stretches out the table, giving more spells at low levels (starting at level 3), fewer spells at middle levels, and slightly more at high levels, with paladins eventually reaching level 5 spells. For bards, the changes are very slight until epic levels (20+), when bards get a few 7th and 8th levels spells.

Component 2e: APR ON SPEC. (EE v1.3 only) This sets all classes to get extra APR from proficiencies. You can use this apart from any other Scales of Balance components: in an otherwise-unmodded game, its only effect will be to allow Swashbucklers and Haer'Dalis to get the extra APR from specialization.

Component 2f: PROFICIENCY OVERHAUL. Collapses the weapon proficiency system from 5 *s to, effectively, 3. It shaves a * off the top by simply removing "high mastery" and making the 4th * grandmastery. And it shaves a * off the bottom by having classes begin at 1st level with certain proficiencies. It liberalizes what classes can advance, and how far, according to the themes of their kits.
- FIGHTER: begins proficient in all non-exotic weapons, and in all four styles. Can advance to GM (4 *s) in martial/soldier weapons (2H sword, bastard sword, war hammer, spear/halberd, flail, and mace) and to mastery (3 *s) in simple/rogue weapons and ranged weapons.
- BERSERKER: begins proficient in all non-exotic weapons, and can reach mastery (3 *s) in all weapons. Can only become proficient (1 *) in weapons styles or ranged weapons.
- KENSAI: can reach 4 *s in their chosen weapon, and only 1 in anything else. Begins specialized on their chosen weapon and proficient in SWS, 2HW, and DW.
- CORSAIR: begins proficient in all swords/blades, and in SWS and DW. Can get 4 *s in light swords/blades, 2 in most other weapons, none in heavy weapons.
- MARKSMAN: begins proficient in missile weapons and swords/simple weapons. Can reach 4 *s in bows/crossbows, 2 *s in anything else.
- PALADINS: begin proficient in and can reach 3 *s in non-exotic weapons.
- RANGERS: begin proficient in ranger weapons (light swords, axe, spear, dagger, staff, club, bows, sling), as well as DW, and can add 2 more *s to those or to any other weapon.
- ARCHER/SLINGER: like Marksman.
- HARRIER: same as ranger, plus begins proficient in SWS. Can reach 4 *s with staff and bows.
- BEASTMASTER: begins like other rangers; can reach 4 *s in staff, club, sling; only 2 in any other weapons.
- STALKER: can reach 4 *s in short sword, dagger; only 2 *s in other weapons.
- THIEVES: begin proficient in rogue weapons and DW; can reach 2 *s in rogue weapons and SWS, and 3 *s in DW. They gain 1 * each 4 levels.
- ASSASSIN: can reach 3 *s in dagger.
- SCOUT/SWASHBUCKLER: can reach 3 *s in long sword and short sword; they also begin proficient in SWS.
- SNIPER: can reach 4 *s in bows, crossbows, slings; only 1 * in other weapons and styles.
- BARDS: begin proficient in most one-handed weapons, and can reach 2 *s. Can put 1 * into any style.
- BLADE: can reach 3 *s in light bladed weapons, none in other weapons.
- SKALD: can reach 3 *s in any one-handed weapon. Can put 1 * into any style.
- JONGLEUR: can reach 4 *s in daggers and darts; only 2 *s in others. Begins proficient in SWS.
- CLERICS: begin proficient in cleric weapons. They can reach 2 *s in cleric weapons as well as 2HW and S&S styles. They gain one * each 5 levels.
- DRUIDS: begin proficient in druid weapons. They can reach 2 *s in druid weapons and 1 * in 2HW, SWS, and DW styles.
- WIZARDS: begin proficient in staff, dagger, club, dart, and sling. They do not advance at all.
- MONKS: begin proficient in club, sling, and dagger. They do not advance. Unarmed attacks do normal, non-lethal damage; but monks may power up their fists to do crushing and magical damage, at will.

Proficiency benefits (cumulative totals):
** = +1 thac0, +1 dmg, +.5 APR
*** = +2 thac0, +2 dmg, +1 APR
**** = +4 thac0, +3 dmg, +1.5 APR

Additionally, warriors will get an extra 1/2 APR at level 15. So take a fighter and a paladin for example: at 3rd level with 2 *s they have 1.5 APR; at 6th level they can have 3 *s, bringing them to 2 APR. At 9th level the fighter can reach 4 pips, coming to 2.5 APR; and at high levels the fighter will have 3 APR and the paladin will have 2.5.

If you use APR on Spec, then at high levels a fighter will have 3 APR; rangers and paladins will have 2.5 APR; swashbucklers and blades and skalds will have 2 APR, most thieves, bards, clerics will have 1.5 APR, and mages will stay at 1 APR. This is, IMO, a more pleasing slope in combat ability, from fighters (best) to wizards (useless).

WEAPON STYLES will be slightly rebalanced as well. This bit is EE-only. (Values represent the total combined benefit)
Single-Weapon Style:
*: -1 AC, +1 thac0
**: -2 AC, +2 thac0, +5% chance crit
Sword & Shield Style:
*: -1 melee AC, -2 missile AC
**: -2 melee AC, -4 missile AC
Two-Hand Weapon Style:
*: +2 damage
**: +4 damage, +5% chance crit
Dual-Wielding: no change.

PROFICIENCY GROUPING:
A little further toward "flattening" the proficiency system:
- Two-handed swords and bastard swords are combined into a "greatswords" proficiency.
- Scimitars, katanas, and wakizashi are combined into a "curved swords" proficiency.
- Spears and halberds are combined into a "polearms" proficiency.
- Daggers and darts are combined into a "knives" proficiency.
- Long bows and short bows are combined into a "bows" proficiency.
- Clubs are truly universal, simple weapons: everyone can use them and everyone is proficient from level 1.
- Crossbows are usable by everyone except druids. But no one can reach Grand Mastery except Marksmen.

THAC0 TWEAKS: Rogues' thac0 is buffed, making it equal to clerics. Their progression is smoothed out, no more jumping by 2. Warriors are a bit better at level 1 (thac0 19) and a bit worse at level 20 (thac0 3), to offset the effects of the proficiency tweaks.

IMPORTANT: this has a limitation when dual-classing: when you reach a high enough level to regain your first class, all proficiencies in the first class are reduced to one star. Any advancement achieved in the second class will remain, however. And the overall limit to future advancement will be the higher of the two classes.

Component 2g: MULTICLASS REVISIONS. Some liberalizing of multiclassing rules.
- Enables humans to multiclass.
- Enables elves to be bards, fighter/clerics, cleric/thieves, cleric/rangers, and cleric/mages.
- Enables half-elves to be cleric/thieves.
- Enables dwarves to be cleric/thieves.
- Enables halflings to be fighter/clerics and cleric/thieves.

To slightly balance this increased freedom and make humans more special, demihumans will have more stat penalties: -2 for their weakest stat, and -1 for the 2nd-weakest (Except half-elves). So the racial maximums would be:
- Elves: 19 Dex, 17 Str, 16 Con
- Half-elf: 19 Dex, 17 Con
- Dwarf: 19 Con, 17 Cha, 16 Dex
- Halfling: 19 Dex, 17 Int, 16 Str
- Gnome: 19 Int, 17 Str, 16 Wis
- Half-orc: 19 Str, 17 Int, 16 Cha

Multiclass ranger/clerics will automatically be granted one of two kits: Woodscout of Mielikki, or Forestwalker of Rillifane Rallathil (elves only). Single-class rangers will not be about to dial-class to cleric unless the find a religious totem of Mielikki and use it to become a Woodscout, abandoning further progression in their current kit.

This component adds six other multiclass kits, which can be obtained by using the appropriate tome or totem and having the right race/class combinations:
- Elven Bladesinger, a fighter/mage kit
- Spellfilcher, a mage/thief kit
- Nightrunner of Mask, a cleric/thief kit
- Misadventurer of Brandobaris, a halfling cleric/thief kit
- Hearthguard of Arvoreen, a halfling fighter/cleric kit
- Alaghor of Clangeddin, a dwarf fighter/cleric kit[/spoiler]
3) DRUIDS REDRAWN
[spoiler]This focuses on shapechanging. In PnP it can accomplish all sorts of things (trickery, camouflage, etc.) but in BG it only matters for combat. The shapechanging abilities all come at the same time, and they are not very good or fun. So:

Component 3a: ENHANCED SHAPESHIFTING.

TRUECLASS DRUIDS can change into shapes born of the natural world. It begins with a canine form - man's best friend! But as the druid gains experience, he can take on the form of beings more powerful and more alien.
- 1st level: wolf
- 3rd level: bear
- 6th level: lion
- 9th level: giant spider
- 12th level: wyvern
- 15th level: giant troll
- HLA: shambling mound

LYCANTHROPIC DRUIDS become very comfortable in their canine form, so comfortable that they infect themselves with lycanthropy to enhance it. Over time their wolfish forms become more powerful.
- 1st level: wolf
- 3rd level: dire wolf
- 6th level: werewolf hybrid form
- 9th level: werewolf 2x/day
- 13th level: greater werewolf
- HLA: greater wolfwere
(I guess those first two forms are a nerf, since the vanilla Shapeshifter can turn into a werewolf from level one. (Which is ridiculous.) To balance I'll let him wear leather armor.)

AVENGER DRUIDS form a deep connection with nature - not with the animals and plants that we usually think of as 'natural,' but with the fundamental mystical forces that course through all life. They become able to shapeshift into forms of the basic elements that make up the world. First is earth, close as it is to our physical bodies; but in time, the Avenger can learn to take more exotic forms like air, and even pure fire.
- 6th level: earth elemental
- 10th level: air elemental
- 15th level: fire elemental
- HLA: greater elemental forms[/spoiler]
4) WIZARDS REWIRED
[spoiler]The point here is to make wizards a bit more fun and useful at low levels, and give generalists some benefits relative to specialists. I do this by adding cantrips: innate spell abilities at a very low level that wizards can cast even when they are out of memorized spells.

Component 4a: CANTRIPS. Each specialist will have a single cantrip relating to their field and will be able to cast it once every 18 seconds. Generalists can cast any of the 8 cantrips, once every 12 seconds. Here's the list:

Invocation: Minor Missile (target: d3 magic damage)
Illusion: Bedazzle (target: save or -3 AC & thac0 penalties for 12 seconds)
Enchantment: Befuddle (target: save or stunned for 6 seconds)
Abjuration: Protective Shell (self: 1 skin, 30 second duration)
Transmutation: Trip (target: save or become Entangled for 12 seconds)
Conjuration: Summon Rabbit
Necromancy: Stiffen Bones (target: save or slowed for 12 seconds)
Divination: Anticipation (self: -3 AC bonus, 18 sec)

To further balance single-class generalist mages against others with more spellcasting or other abilities, they will have a -1 casting speed advantage over specialists, and a -2 casting speed advantage over sorcerers.[/spoiler]
5) FIGHTERS REFINISHED
[spoiler]TRUECLASS FIGHTERS are underpowered relative to kitted fighters. So I propose to give trueclass fighters bonuses relating to weapon proficiency. They will begin with proficiency in all four styles. Also, trueclass fighters are the only kit that have the training to achieve grandmastery (with a few specific exceptions like archers and kensai). Finally kensai are supposed to choose one weapon and train with it exclusively, so I fixed that.

Component 5a: WARRIOR TWEAKS.

BERSERKERS and WIZARD SLAYERS are limited to 3 *s in weapons. Berserkers are further limited to 1 * in fighting styles. Berserk Rage does NOT protect from level drain, Maze, or Imprison; but Berserk Rage DOES grant +1 APR.

BARBARIANS' and MONKS' movement bonus is changed from a permanent characteristic to an at-will ability called Quickstride. Now if they want to walk slowly to keep the group together, they can.

RANGERS get the Quickstride ability at 10th level.

Finally, RANGERS are limited to medium armor (splint or lighter).

Component 5b: KENSAI REVISION. At character creation, Kensai will begin with an innate spell ability that will let them choose a weapon (once only! careful!). Upon casting, they are changed to a sub-kit which can reach GM in that weapon, and can only be proficient in others.

Their thac0/damage bonuses become just damage bonuses, because it fits the theme and they have great thac0 anyway and I'm lactose-intolerant. Their AC bonuses get better over time, to compensate. Finally, upon choosing a weapon focus, the Kensai will receive a weapon from the Candlekeep armory. In some instances (weaker weapons like staff, spear, dagger) it will be a +1 magical weapon.

Component 5c: Add THE CORSAIR, which is a fighter version of the swashbuckler (which was a fighter kit as well as a thief kit in the 2e books).
Advantages:
- AC bonuses every 5 levels
- can reach grandmastery in light blades (long sword, scimitar, short sword, dagger)
- begins with proficiency in single-weapon style and dual-wielding
- Swashbuckling: a variant of Defensive Stance: -1 AC per 2 levels, but 1/2 movement rate
Disadvantages:
- limited to leather armors
- can only specialize in missile weapons
- cannot even become proficient in heavy weapons
- cannot use shields
- cannot dual-class to thief (just play a swashbuckler!)

Component 5d: Add THE MARKSMAN, which is basically the Archer kit moved over to the fighter base class. Why should archers be into nature? Why cast druid spells? I never understood that. It's a weapon-based kit, it's better placed in the weapon-based class.
Advantages:
- can get GM (5 *s) with bows and crossbows
- +1 thac0/dmg bonus w/ missile weapons at levels 1, 3, 6, 10, 15, 21.
- gains 3 called shot abilities: targets must save or be Tripped (slow for 3 rounds), Pinned (movement = 0 for three rounds) or Disarmed (-3 penalty to thac0 & AC for three rounds).
Disadvantages:
- can only specialize in melee weapons
- limited to splint mail

This component will also add a HALFLING SLINGER kit, which will be a ranger kit if you have EE or TOBex, or a fighter kit in vanilla BG2. The Slinger's called shots are Trip, Disarm, and Stun. Finally, this component turns the Archer ranger into an elf-only ELVEN ARCHER, with magical called shots: Entangle, Sleep, and Faerie Fire (which prevents invisibility and gives the target an AC penalty).[/spoiler]
6) RANGERS REARRANGED
[spoiler]Component 6a: Add the HARRIER, a woodland freedom fighter. Think Robin Hood. It's sort of a 'secular ranger,' a woodsy warrior without special powers from Mielikki.
Advantages:
- can get Mastery (3 *s) in light blades (long sword, scimitar, short sword, dagger), quarterstaff, and bows
- begins proficienct in single-weapon style and two-handed weapon style
- from 8th level, may set snares once per day
Disadvantages:
- no spellcasting
- no animal charm
- limited to splint mail

Component 6b: Add the MAGE HUNTER kit - what the Wizard Slayer should have been.
Advantages:
- can cast the following: Shocking Touch & Deafness (as level 1 spells), Minor Spell Deflection & Remove Magic (as level 2), Spell Thrust, Breach, Non-Detection (as level 3)
Disadvantages:
- penalties to STR and CON, similar to the Avenger

The STALKER loses its special wizard spells. (Frankly I'm not sure why this kit has them anyway. Maybe disable druid spellcasting altogether, since this is the 'urban' ranger and backstab is very powerful.) Also:
- can get Mastery (3 *s) with short swords and daggers.
- reduced druid spellcasting.

Component 6c: Add the BARBARIAN RANGER kit, which is pretty much what it sounds like. Idea courtesy of @SharGuidesMyHand‌. [/spoiler]
7) PALADINS REPOSITIONED
[spoiler]Mostly minor and cosmetic changes here.

Component 7a: The trueclass paladin becomes a PALADIN OF TYR. Minor changes such as switching out the gazillion castings of Prot. from Evil for a few castings of Prot. from Evil 10' Radius.

The INQUISITOR OF HELM will replace the, um, Inquisitor.
- absurd Dispel Magic ability removed
- Oracle from 1st level (upgraded to dispel all illusions < 9th level)
- Minor Globe of Invulnerability at 5th level
- Breach at 10th level
- Spell Turning at 15th level

The NECROBANE OF KELEMVOR will function a lot like an Undead Hunter.

The PARAGON OF TORM will function a lot like a Cavalier. Where Paladins and Necrobanes can Protect from Evil any allies within 10 feet, the Paragon can only cast it upon himself.

(By the way these names, and those of clerics below, are all taken from original source material, specifically the 2e book "Warriors and Priests of the Realms.")[/spoiler]
8) CLERICS RECALIBRATED
[spoiler] Just some more variety for clerics, with fairly basic differentiating abilities (~3-4 special abilities per kit). Some spells will be restricted from each kit, but nothing so technically advanced or compatibility-breaking as DR's sphere system.

Component 8a: Alter Springlord of Lathander
- immune to level drain
- may cast Boon of Lathander on someone else once per day
- innate Lathander's Restoration at 12th level

The 'Priest of Helm' is titled 'Watcher.'
The 'Priest of Talos' is titled 'Stormrider.'

Component 8b: add the Moon Knight of Selune
- innate Free Action at 1st level
- innate Fire Shield: Blue at 7th level
- innate Mislead at 12th level

Component 8c: add the Silkwhisper of Sune
- +3 bonus to CHA
- innate Charm Person at 1st level
- innate Emotion: Despair at 7th level
- innate Nature's Beauty at 13th level

Component 8d: add the Monitor of Mystra
- may memorize and cast the following wizard spells: Magic Missile, Vocalize, Minor Spell Sequencer, Remove Magic, Minor Spell Deflection, Secret Word, Greater Malison, Spell Sequencer, Breach, Lower Resistance, Contingency, Spell Deflection, Ruby Ray of Reversal, Spell Trigger

Component 8e: add the Gloryblood of Tempus
- may specialize (2 *s) in weapons and styles
- +1 thac0 bonus at levels 3, 6, 10, 15, 21

Component 8f: add the Darkcloak of Shar
- innate Blindness at 1st level
- innate Power Word: Sleep at 5th level
- innate Feeblemind at 12th level

Component 8g: add the Beastheart of Malar
- innate Beast Claw at will
- innate Animal Summoning from 6th level
- maybe, shapeshift to greater werewolf at 13th level

Component 8h: add the Fastpaws of Baervan Wildwanderer
- immunity to Entangle
- innate Barkskin at level 3
- innate Call Woodland Being at level 7
- innate Conjure Animals from level 12
- restricted to gnomes (and honorary gnomes!) [/spoiler]
9) THIEVES RETHUNK
[spoiler]Component 9a: add the SCOUT kit, as an alternative implementation of the Swashbuckler.
Advantages:
- AC and thac0 bonuses
- may specialize (2 pips) in weapons
- begins proficient in single-weapon style, and may specialize in it
Disadvantages:
- cannot backstab

The Scout gets traps but no backstab, and the Swashbuckler will get (some) backstab but no traps.

Component 9b: add the SNIPER. Whether you need to snipe a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is who to call.
Advantages:
- thaco/damage bonuses with ranged weapons, like an Archer
- mastery with bows/crossbows
- the following Called Shots: Trip, Pin, and Blind
Disadvantages:
- no dual-wielding
- reduced skill points [/spoiler]
10) BARDS REBORN
[spoiler]BLADES are... flawed. Absurd, in fact. From the Complete Book of Bards: "Blades have reputations as the most deadly weapon masters in the land. This is generally far from the truth... Blades don't understand offensive and defensive weapon maneuvers." Bioware's kit is a munchkin joke. It must be erased.

Component 10a: Replace the Blade with the JONGLEUR, an acrobat and knife-wielding expert.
Advantages:
- may reach mastery (3 pips) in darts and daggers
- begins proficient in, and may specialize in, single-weapon style and dual-wielding
- AC bonuses every 6 levels
Disadvantages:
- leather armors only
- may not become proficient in heavy weapons or sword and shield style

Modify SKALDS to be the main offensive combat-oriented bards.
Advantages:
- thac0 bonuses every 5 levels
- may specialize (2 *s) in weapons
- Skald song
Disadvantages:
- no pickpocketing
- 1 fewer spell per level

Component 10b: add the CHORISTER LORESINGER OF MILIL, actually a priest of the deity of song and poetry, whose skills manifest in the bard class.
Advantages:
- may cast select cleric spells
- bard song Blesses companions
- at 5th level song also has a chance to Slow nearby undead
- at 9th level song also Protects allies from Evil
- at 13th level song also has a chance to Hold nearby undead
Disadvantages:
- reduced pickpocketing

Component 10c: add the GALLANT, a bard dedicated to the pursuit of Romance and adventure.
Advantages:
- thac0 bonuses each six levels
- bonuses to saves vs. death at levels 1, 3, 6, 10, 15, and 21
- may cast Death Ward innately once per day
- may cast Heart of Valor, combining the spells Aid and Protection from Evil
Disadvantages:
- no pickpocketing
- may cast one fewer spell per level per day

I highly recommend also using the 'IWDification' mod, which turns trueclass bards into song specialists. Then each kit, including the pure bard, will have its own unique strengths. [/spoiler]
11) NPCs REKITTED
[spoiler]NPC kit options:
- Minsc = Barbarian Ranger
- Khalid = Harrier
- Xan = fighter/mage
- Branwen = Gloryblood
- Kivan = Stalker or Archer
- Coran = Sniper or Scout
- Safana = Swashbuckler
- Montaron = Assassin
- Faldorn = Avenger
- Eldoth = Jongleur
- Viconia = Darkcloak or cleric/thief
- Yoshimo = Swashbuckler
- Valygar = Mage Hunter
- Haer'Dalis = Skald
- Nalia = Loresinger
- Aerie = Fastpaws [/spoiler]

A note on installation:
- Install SoB after item mods, after kit-adding mods (but remember the limit of 10 kits per class!), and after BG2Tweaks. It should be installed before Refinements (except the druid component) and before SCS.

Notes on compatibility:
- Kit Revisions does similar things as a lot of my 'basic tweaks,' but in different and more extensive ways. Best to use one or the other.
- The Divine Remix spell spheres system is now optional; DO NOT use it with this mod, they are not compatible.
- You can only have 10 total kits for each class visible on the selection screen. So note the overlaps with other mods. E.g. DR and SoB both have priests of Shar, Tempus, Selune, Sune.
- There is also some conceptual overlap between DR's Forest Runner and my Harrier; and between DR's Bowslinger and my Elven Archer.
- Likewise with Song & Silence, another excellent mod. You probably want to choose between S&S's Sharpshooter and my Sniper; and between S&S's Chorister and my Loresinger; and between S&S's Acrobat and my Jongleur.


Huge thanks to Galactygon, Smeagolheart, Crevsdaak, kjeron, Camdawg, Mike1072, Demivrgvs, kreso, and The Imp for advice and help with the code. And to everyone participating in this Dev thread, for helping to sort through my good and bad ideas and make sure the best ones get implemented.

Finally, I'll repeat myself since it's at the bottom of the post: DO NOT use the files attached below, they are outdated. Download from the link at the top of the post.
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