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Is modding impacted by the method of installation? Beamdog vs. stand-alone installer

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I've just purchased the game through Beamdog, and have to decide which method I'll use to install it. Will my decision have any impact upon the ability/ease of modding the game?

Which method did you use and why?

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

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

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

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

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

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

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

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

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

New versions of NearInfinity available

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

Download

Summary of new features:
[spoiler]• Full BG:EE and BG2:EE support (including support of new resource types and effect opcodes)
• Icewind Dale: Enhanced Edition support
• Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
• Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
• Native Ogg Vorbis sound support
• Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
• A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
• Various conversion routines (found under the menu Tools->Convert):
    • a powerful BAM Converter
    • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
    • Image to MOS
    • Image to PVRZ
    • Image to TIS
• Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources
• Extended search (found under the menu Search)
• and many more improvements and bugfixes
[/spoiler]
These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often.

@AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar.

Note: NearInfinity requires Java 6 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

Kitlist.2DA Questions ... Kit issues

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So I am working on creating a kit and all is going well except the Kitlist.2DA. From my understanding I can add the Hex values under the "Unusable" column to create additional restrictions of items to the kit. The Kit I am making is under the Paladin (6) class, and when I add the Cavalier restrictions "0x00000008" with the restrictions of any of the Thief Kits (i.e. Assassin 0x00040000 + Cavalier 0x00000008 = New Kit 0x00040008) I do not get the Thief restrictions. The Cavalier restrictions are working (no ranged weapons), but I can still wear helmets et cetera.

Ideally it would be nice if there was a way for me to remove the following items from the Kits usability.

Ranged weapons (got this one w/Cavalier)
Armor Restricted to Thief (Leather, and up to Elven Chain)
No Helmets like a Thief (can still use ioun stones etc.)
Shields restricted to Buckler (like Thief or Bard)

If anyone can provide me with the Hex value I would be very grateful.

/////////////////////////////////////////////////////////////////

It seems there are other issues. Maybe something is not right with my Kit. I have included a RAR of the files so far. What I am noticing is that if I create the Kit, it doesn't display the Kit Name in game, but instead Paladin. If someone wants to look at the TP2 etc, they are in the RAR.

[MOD] Starlight - new weapons and spells for IWD:EE [WIP]

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Features

New weapons inspired by "imagine magic weapon" thread
New spells
Enhanced old spells and abilities

New weapons

A new NPC in Kuldahar\Lonelywood John Avaritia now sales new weapons and spells.

Blue Rhino
+2 halberd with +2 to criticals
Needs 19 dex

Red Bear
+3 axe with DND3 "Cleave" feat implementation:
Each time an enemy is killed by this weapon, its wielder gets +1 apr for 3 sec and automatically attacks nearby enemy.

Green Mantis
+3 Greatsword wich can't get a critical hit, but has 5% chance to do double damage.

Sequencer Sword
Each time you hit an enemy, there is a 10% chance to gain an ability to cast "Spell Sequencer".
You can have only one ability at the moment.
For Ranger, Bard and Paladin

Spray Sword (wanted to name it Rainbow Peafowl but it doesn't sound)
A +2 shortsword with 10% to cast "Color Spray" on hit

Gray Turtle
A +1 shortsword with +3 AC bonus

Purple Frog
+2 longsword with unique ability "Teleport Other". Twice a day you can teleport an enemy you choose in distance of 15 (?) to your party.

Illmerica
A +2 kinetic spear that can attack from a distance of 10. Physical bonus doesn't apply to damage.

Battering Ram
+3 hammer with 15% chance to cast an unique ability "Knockdown". An enemy of same or smaller size as you is unconsious for 3 seconds.Undead are stuck for 3 seconds. Enemies with circle larger than yours are immune to knockdown.

Shusui
A +3 magical katana which origin is unknown. Has a 10% chance to cast unique ability on hit that deals damage to enemy equal to 10% of enemy's current HP.

Haganemushi
A +3 wakizashi which origin are uknown. Has a chance to cast unique ability on hit that decrease enemy's THAC0 for seconds.
Percentage and duration of debuff will be set after twsting

Tsunami
A +2 wakizashi with 10% chance to cast a spell "Smashing Wave" on hit.

New and enhanced spells

Most of spells will be created as in Spell Revisions, Gibberlings Three Mod created by Demivrgvs
If those authors will be against this implementation, spells will be deleted from mod

Wizard spells

LVL1

True Strike
Range: Self
Duration: 1 round

Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.

Grease
This spell will additionaly decrease a fire resistance by 15% for greased enemies. Debuffs won't stack.


LVL2

Keen Edge
Range: Self
Duration: 10 turns

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.


Druid spells

LVL2
Fire Trap
A magical trap, acts as glyph of warding but does a fire damage.

LVL3
Gust of Wind - Acts as Zone of Sweet Air plus creatures near the caster must save or be blown away.

Know Opponent - replaces Know Alignment; reduces target's AC by 2 and physical resistance by 10%

LVL4
Smashing Wave - additionaly an enemy hitted by this spell gets a +15% fire resistance and -15% lighting resistance for 6 seconds

Ranger Spells

LVL1
Blades of Fire (as in Kit Revisions)
Level: 1
School: Transmutation
Sphere: Combat
Range: Personal
Duration: 6 rounds
For the duration of this spell, caster's melee weapons deal an extra 1d6 points of fire damage. Multiple castings of this spell are not cumulative.

List may be improved with another ideas.

Other tweaks

A paladin's ability "Smite Evil" will be replaced with DND3 feat of same name. (As in Kit Revisions)
"Smite Evil: During the round when this ability is activated the paladin gains +2 bonus to attack rolls, and any melee hit against an evil creature causes 1d6 additional points of magic damage. For every 4 levels, the additional damage increases by 1d6, up to 6d6 at 20th level."

A John Avaritia can sell wizard scrolls up to 8 lvl but at 150% of original price.
John Avaritia sells Arrows of Piercing x1

John Avaritia will listen to your suggestions...

Current progress - 40%

[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.

TeamBG Community Updates

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This topic will keep you updated on our mods and other news. The mod updates in this topic are for the non-BG:EE mods so there will be no confusion. Any BG:EE mods released by TeamBG will have its own topic. TeamBGCoM is a combination of the oldest Infinity Engine modding communities, TeamBG and the Chosen of Mystra.

Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE, BG2EE. We have a large source of tutorials on how to mod and modding tools!

We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE, BG2EE mods to us. Free area on the message board and space to download your mod.

Mods listed below that are for or work with BG2:EE:

Tweaks
Drizzt & Friends Rework: http://www.baldursgatemods.com/forums/index.php?topic=8093.0
Item & Store mods
TeamBG's BG2:EE Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=8092.0
TeamBG's BG2:EE Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=8091.0
Expansion mods
Encounters: http://www.baldursgatemods.com/forums/index.php?board=22.0
Freedom's Reign/Reign of Virtue: http://www.baldursgatemods.com/forums/index.php?board=105.0
The Undying 2.50: http://www.baldursgatemods.com/forums/index.php?board=36.0
NPC mods
Alora: http://www.baldursgatemods.com/forums/index.php?board=13.0
Kindrek: http://www.baldursgatemods.com/forums/index.php?board=15.0
Petsy: http://www.baldursgatemods.com/forums/index.php?board=129.0
Saerileth: http://www.baldursgatemods.com/forums/index.php?board=16.0
Tsujatha Melalor: http://www.baldursgatemods.com/forums/index.php?board=17.0
Vampire Tales: http://www.baldursgatemods.com/forums/index.php?board=92.0
Yasraena: http://www.baldursgatemods.com/forums/index.php?board=18.0
Yoshimo Romance: http://www.baldursgatemods.com/forums/index.php?board=99.0

Mods listed below that are for or work with BG:EE:

Deidre and Joluv in BG:EE: http://www.baldursgatemods.com/forums/index.php?topic=7815.0
Drizzt Rework: http://www.baldursgatemods.com/forums/index.php?topic=7809.0
Level 40 Rule Set/High Level Abilities: http://www.baldursgatemods.com/forums/index.php?topic=7796.0
TeamBG's Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=7806.0
TeamBG's Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=7868.0
Dark Horizons http://www.baldursgatemods.com/forums/index.php?board=101.0
Dark Side of the Sword Coast [Open BETA] http://www.baldursgatemods.com/forums/index.php?board=146.0

Mods listed below that are being worked on to be compatible with BG:EE:

Mods listed below that are being worked on to be compatible with BG2:EE:
The Undying Version 3.0: http://www.baldursgatemods.com/forums/index.php?board=36.0

Our mod list: http://www.baldursgatemods.com/forums/index.php?topic=117.0
TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG & Mod News http://www.teambg.org/ Get the latest news on mod releases

http://teambg.info/ A site that takes you back into the history of IE modding.

Remember, we will be happy to host mods or custom files for the BG and IWD games.

Spell/item/kit revision appreciation thread

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Love these mods, completely gives the game a new feel even with old content.

Alora NPC Mod issues.

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So using the Alora NPC mod (http://www.baldursgatemods.com/forums/index.php?PHPSESSID=42C2dtOKkV1Lihwfs1gaQ3&topic=359.0) using the BG2:EE version but when I talk to Alora I get an Invalid code instead of dialogue D:

Did I install it wrong is it simply out of date?

If out of date, I may just try my hand at modding to fix it and expand upon it n_n (granted I learn how to mod and stuff; I have zero knowledge). Alora is definitely my fav npc and would love to have more of her.

Edit: I installed it by dragging the files within the Alora folder into the directory and then used the exe to install. It said success but I still have the error code @_@

Do I need to drag files within the Alora sub-folder into a place other than the directory?

[Utility] EE Autoroller

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Enhanced Edition - Autoroller

FEATURES

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

SUPPORTS

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

DOWNLOAD

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

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

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


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

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

HOW TO USE

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

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

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

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

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

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


IF IT DOESN'T WORK

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

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

DISCLAIMER

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


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

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

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

Coran's BG Extended Friendship Talks v4

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Coran's BG Extended Friendship Talks is updated to v4!

This mod expands Coran's Friendship talk sequence, adding up to eighteen (18) new banters with the protagonist (and one potential comment by Garrick) for a player character who is not in an active romance with him. If you have The BG1 NPC Project installed, they begin playing after the last regular friendship talk. If the player started and interrupted Coran's The BG1 NPC Project romance, the friendship sequence should initiate after that. If you do not have The BG1 NPC Project installed, they become available immediately.

Version 4 brings BGEE compatibility to @Domi's mod.


Project Website: http://www.gibberlings3.net/coran/
Download: http://gibberlings3.net/forums/index.php?app=downloads&showcat=12
README: http://www.gibberlings3.net/readmes/readme-coranbg.html

Changes for v4:
* BGEE Compatibility
* Typo fixes
* WeiDU v237

BG1NPC for BGEE Prerelease - UPDATE v21-PR_20150131

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EDIT:

BG1NPC v21 and BG1NPC Music Pack v6 are released with BGEE compatibility!

I started a new thread for the official release versions:

http://forum.baldursgate.com/discussion/39422/bg1npc-v21-and-bg1npc-music-pack-v6/p1

*****************


A beta version of BG1NPC v21 with BGEE compatibility is available for testing by the BG community. Please check it out and report bugs here.

The most recent prerelease is v21-PR_20150131: https://github.com/AstroBryGuy/BG1NPC/releases

BG1NPC Project page at Gibberlings site: (http://www.gibberlings3.net/bg1npc/)

BG1NPC v21 Prerelease 2015-01-31

NEW for v21_PR_20150131
* Xzar dialog bug fix
* FIx for BGEE area script issues in AR2400 and AR2900
* Updates to Amelia in Coran's Quest
* Various typo fixes

Summary of Amelia changes:
[spoiler]Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1.
* HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats.
* Only immune to non-magical weapons
* On BGEE (or Tutu/BGT installs with 1 PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installs without 1PP Wings).
* Updated combat script, inspired by Kirinhale's from TotSC[/spoiler]

NEW for v21_PR_20150115
* German translations for Skie dialogs and banters
* Updates to Amelia's scripting in Coran's Quest to better account for force-attacks on Amelia
* Updates to fix issues with NPC Wait at Inns component, KickedOut variable not being set correctly
* Miscellaneous typo fixes

NEW for v21_PR_20141231:
* This is an internal housekeeping update. No new content or bugfixes.
* Move bg1npc.tp2 inside bg1npc directory (to reduce clutter in game directory)
* Packing TIS files (tisunpack binaries added for HANDLE_TILESETS)
* Removing unneeded charset conversion batch/shell script files (HANDLE_CHARSETS function used now)
* Integrating files for BGEE into correct phases

NEW for v21_PR_20141223:
* Additional material for German translation - Thanks to S.!
* Updated Spanish, French, and Polish translations - Thanks @CrevsDaak@Isaya@Etamin‌!
* Update WeiDU to v237
* Update handing of .tra-file conversions to HANDLE_CHARSETS - Thanks @Isaya
* Fix for Montaron Wait at Inns location
* Fix Safana-Dorn dialog issue - BGEE ONLY
* Fix for Dynaheir interjection with Cythandria - Tutu ONLY
* Coran Succubus Quest Updates
* Kivan-Prism Interjection Fix
* Safana-Darkwalk PID Fix
* Minor bugfixes, typos, etc..

NEW for v21_PR_20141114:
* Fixes potential issues with the Imanel Silversword encounter
* Updates for the french translation (thanks to @Isaya!)

NEW for v21_PR_20141017:
* German translation available! (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch)
* Wait at Inns component now works with BGEE
* Quest journal entries updated to be BGEE-compatible
* Various bugfixes, typos, etc..


Changes:[spoiler]
  • Updated FILE_EXISTS checks to GAME_IS checks for tutu, tutu_totsc, bgt, bgee
  • Replace references to macro tutu_items_to_bgt with cmorgan's new macro convert_tutu_items_bgt_bgee.
  • New "just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya)
  • Updated cross-platform libraries with latest fixes for all platforms. (Jastey)
  • Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6.
  • Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3, and itemharp.wav.
  • New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE.
  • Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files.
  • Create version of x#bgreplace_X for BGEE.
  • Create version of X_area_script_assign.tph for BGEE.
  • Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk (e.g., Sahaugin, Mephit names)
  • Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg.
  • Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix
  • For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). This was only done in BGEE via GAME_IS checks; Tutu and BGT will still use available BG2 sounds.
  • Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup.
  • Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest.
  • Added imppp04.wav for BGEE (used by BG1NPC for Dynaheir Quest creatures).
  • Fixes for x#cutspy creating errors in BGEE.
  • Firebead book quest fixed for BGEE.
  • Fixed spell name for Imoen's Artifact in BGEE. (Mike1072)
  • Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne.
  • Updated Tiax Quest bounty hunters scripts in BGEE (referenced script was for party-members in BGEE).
  • Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre.
  • Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms).
  • Reordered #keth dialog actions to place EscapeArea() command last.
  • Update x#garwyl to use GHAST sounds like a spectre (all platforms).
  • Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter.
  • Romance Challenges area files updated for BGEE.
  • Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE).
  • Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files)
  • Updated Open Cloakwood components to work in BGEE. (Isaya)
  • Updated Imoen's death variable in x#pcbury.d. (Jastey)
  • Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin.
  • Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey)
  • Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE.
  • Minor dialog typo fixes (e.g., missing spaces).
  • Added polish language files. (Etamin)
  • Coran Wyvern quest fixes for BGEE
  • Pink Xan portrait updates for BGEE
  • BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity.
  • TRA converter script update
  • Ajantis Romance missing BG2 items fix for BGEE
  • Ajantis Romance/SCS Wait at Inns component incompatibility fix
  • FIXED: Alora starts in Gullykin AND the Hall of Wonders bug in BGEE
  • FIXED: Viconia interection with cultists
  • NEW for BGEE: Move NPC components for Eldoth, Quayle, and Tiax updated to work BGEE
  • NEW for BGEE: Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE)
  • Xan-Mulahey interjection fix
  • Colquetle Family Amulet Fix
  • Imoen-Gorion's Body dialog fix
  • Imoen no longer interrupts returning Brage to Nashkel
  • Kivan no longer attempts dialog with Tazok after he is dead
  • Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE
  • Updates for Coran Succubus Quest and Tiax's Quest to close open quests at conclusion
  • Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir
  • BG1NPC Wait at Inns component now enabled for BGEE
  • German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch)
    [/spoiler]

    NEW COMPONENT FOR BGEE:
    Banter Timing Tweak - Utilizes the new BANTTIMG.2DA file available in BGEE to adjust banter dialog timings. This component replaces Compton's Banter Accelerator script for BGEE. It is not available for Tutu/BGT (Compton's Banter Accelerator remains available for Tutu/BGT). There are five timing options available:
    [1] Normal banter timing (~27 minutes between banter dialogs)
    [2] Faster banters (Banter dialogs occur ~50% faster)
    [3] Very fast banters (Banter dialogs occur twice as fast)
    [4] Slower banters (Banter dialogs occur ~50% slower)
    [5] Very slow banters (Banter dialogs occur twice as slow)

    INSTALLATION:
    Download and unzip the archive. Copy the mod files to the directory/folder where the CHITIN.KEY file lives (depends on OS and download version). See the following links for more information on installing on your platform:

How EEs structure fare when compared to vanilla?

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Hi all!!

I've my own modded version of BGT (Bg1+2+ToB), which I like to play and adjust as a "hobby" every now and then, I've constructed it adding and changing bits and pieces over the last years, between all the .exe hacks and mods added, its immensely massive.

I was thinking about acquiring EEs and rebuild my modded version on top of it, for my own hobby purpose, but for that I must ask first:

1- how does EEs file structure fares with the originals? Is it the exact same engine or are there one too many caveats?
2- Does DLTCEP and NI work as good on EEs?
3- How stable and malleable are EEs? I don't mind having to go over, say, the baldur.bcs or many BAM sequences and fix or adapt it to my own tastes, however I would hate to face limitations or bugs that do not exist, or are long fixed, in the original games.

I would thank if these questions can be answered with no wishful thinking, have been meaning to ask those for some time now.

Also, I believe these would be the questions that modders need to know about EEs, I tried searching for a topic about it but could not find, if there is one, please point me to, if there is not, please make one and stick.

Is there some way to allow a non-Mage/Bard kit to use wands?

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I guess I'd have to use NearInfinity but I have no idea how, if someone could guide me through this I would really appreciate it!

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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Newb at Mods - Unlimited Ammo Stacks

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I have never used a mod and I am curious if there is a mod that removes the limit for ammo stacks. If there is, can someone explain where I can find it and how I can apply it. I am looking for BGII:EE but I wouldn't be hurt if it also worked for BG:EE...

BG1 Unfinished Business v14 [BETA] (with BGEE compatibility)

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Hello all,

A beta of BG1 Unfinished Business (BG1UB) v14 with BGEE compatibility is available over at PocketPlane.

http://forums.pocketplane.net/index.php/topic,29319.0.html

BG1UB Homepage: http://pocketplane.net/bg1ub

The beta needs testing. So please post bug reports at PocketPlane.

Note: Some of the BG1UB components are blocked from installing, as they are included in or superceded by BGEE. Here is a list of components that can be installed on BGEE:

Ice Island Level Two Restoration
The Mysterious Vial
Finishable Kagain Caravan Quest
Coran and the Wyverns
Kivan and Tazok
Branwen and Tranzig
Place Entar Silvershield in His Home
Scar and the Sashenstar's Daughter
Quoningar, the Cleric
Shilo Chen and the Ogre-Magi
Edie, the Merchant League Applicant
Creature Corrections
Creature Restorations
Creature Name Restorations
Minor Dialog Restorations
Store, Tavern and Inn Fixes and Restorations*
Item Corrections and Restorations
Prism and the Emeralds Tweak
Duke Eltan in the Harbor Master's Building

*Most of this component is included in BGEE.

NOTE: if you're installing both BG1UB and BG1NPC, BG1NPC has its own versions of the following components: Finishable Kagain Caravan Quest, Coran and the Wyverns, Kivan and Tazok, Branwen and Tranzig. If you install BG1UB first, do NOT install these components since BG1NPC does not detect BG1UB. If you install BG1UB after BG1NPC, it will detect BG1NPC and skip these components.

lost, clueless, and generally in need of help

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I'm attempting to add the BGEE classic movies mod into my Windows Vista system, and I've run into trouble. This is my very first attempt at modding, and at the moment I'm feeling a little helpless. I will deeply appreciate any help, especially if it's explained at a level I can understand.

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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

Modded Game: Crashes when click 'New Game'

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Hey guys,

First time modder here. I'm unable to start a new game (in either SoA or ToB) because when I click on the New Game button the game crashes and I get an error pop-up. I'm pretty sure it has something to do with one of the mods I've installed because vanilla worked fine. I tried to make sure each mod was compatible, and installed in the right order, but I may have missed one. This is the second run I've had trying to install these mods, and after hours of getting no where, I was hoping for some help. Any support would be much appreciated!

WeiDU list attached.

PS As seen in the WeiDU list, I tried uninstalling the last mod, aTweaks, to see if some of the pnp rules might have messed up the game. No luck.


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