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How to find and change variables in DLTCEP?

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So, I was dissatisfied with the Slayer change in BG2, namely the 100hp limit, and the part where it kills you too fast. I was planning on changing this, but unfortunately I get this error " Cannot load c:\program files(x86)\steam\steamapps\common\baldurs gate ii enhanced edition\itemchecker.var

I searched the spell spin822, the one that lets you change into a slayer. But unfortunately it was no help. It had one thing that changed the variables called "Slayer10", however I couldn't find this anywhere. Am I going the right way about this? Or is there a different easier way to change things around how I would like?

Help would be greatly appreciated. I have previously made 2 topics on this website, and nobody bothered to even respond.

The new script which will allow you to see as well as change the morals of the members of your team.

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When I read the forum, I have noticed that many players would like to see as is a check morale. Frankly speaking, I have and it was very interesting to see why my fighters are fleeing from the battlefield, and whether there is a meaning to draw attention to this in the time mechanics battlefield.

I have created a script which allows you to do this. As long as it is compatible only with the Baldur's Gate Tales of the Sword Coast. And it does not support Original Saga and Enhanced Edition. But soon, I intend to do separately version for each if anyone is interested.

image

In the beginning, save your file dialog.tlk in a safe place.
Then, place the script in the folder with scripts.
Select the script one of the 6 members of the team, it is best to ensure that this was who the who sustained morality. For example a Minsc, Ajantis, Branwen etc.
Turn on AI.
If you did all corect then you will see morals of the members of your team.

Random questions I have regarding modding

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Rather than making a new thread every time I have a modding related question I figure I'll just repurpose this one.

At the moment it concerns an issue I'm having with getting quests to appear in the journal (see below).

[Mods] Awesome Soundsets Mods Master Thread. Custom Soundsets for BGEE, BG2EE and IWDEE

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-Overview-
The "Awesome Soundsets Volumes" are collections of sound sets with subtitles that can be used for player characters in Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.

-Here are all the collections I've made-
So far I've made 4 collections that add an additional 74 soundsets to your games.
Download links and descriptions are below.

Volume 1: Baldur's Gate 1 NPC Soundsets

[spoiler]
image

Ajantis Ilvarstarr: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jason Marsden
Alora: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Amber Hood
Coran: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Brian George
Eldoth Kron: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Neil Ross
Faldorn: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Heidi Shannon
Garrick: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Dee Bradley Baker
Khalid: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jim Meskimen
Quayle: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Safana: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Diane Pershing
Shar-Teel Dosan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jennifer Darling
Skie Silvershield: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Grey DeLisle
Tiax: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: John Mariano
Xan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Xzar: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Frank Welker
Yeslick Orothair: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Bill Farmer

Pictures
imageimageimageimageimageimageimageimageimageimageimageimageimageimageimage
[/spoiler]

Volume 2: IWD2 Soundsets

[spoiler]
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42 Soundsets from Icewind Dale 2
[/spoiler]

Volume 3: Planescape Torment NPC Soundsets

[spoiler]
image

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

Pictures

[/spoiler]

Volume 4: Monkey Island Soundsets

[spoiler]
image

Cutthroat Bill: (c) 1998 Lucasarts voice actor: Gregg Berger
Elaine's Cook: (c) 2002 LucasArts, voice actor: Patrick Pinney
Edward Van Helgen: (c) 1998 Lucasarts, voice actor: Michael Sorich
Guybrush Threepwood : (c) 1998 LucasArts, voice actor: Dominic Armato
LeChuck and LeChuckie: (c) 1998 LucasArts and 200voice actor: Earl Boen
Mort the Gravedigger: (c) 1998 LucasArts, voice actor: Roger Behr
Murray: (c) 1998 LucasArts, voice actor: Denny Delk.
Pirate #1: (c) 1998 Lucasarts, voice actor: George DelHoyo
Rene Rottingham: (c) 1998 Lucasarts, voice actor: Tom Kane
Wally: (c) 1998 Lucasarts, voice actor: Neil Ross

Pictures

[/spoiler]

Here's a link to a mod shell so that you can make your own soundset collections with subtitles
[spoiler]
Awesome Soundsets Vol. 0 Soundset Mod Shell
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[/spoiler]

If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer.
If you are interested in contributing to these mods or have suggestions, please post below

"Awesome Soundsets" Volumes feature up to 33 sounds w/ subtitles in IWDEE, 25 in BGEE, and 29 in BG2EE. The default soundsets in IWDEE feature 25/33 sounds and BGEE default soundsets only use 15/25 sounds. Soundsets added with this mod use up to the maximum number of sounds - depending on if appropriate sounds are available.

The weidu installer will install the correct number of sounds possible with subtitles for each different installation. Using weidu you can also add and remove individual soundsets as you like.

This thread can be used to request soundsets, commentary, to report problems or even just to let me know that you like these.

Use Any NPC Item - Add-on for Use Any Item HLA.

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Attached is a zip file containing the following modified items:

[spoiler]Flasher Launcher
Jansen AdventureWear
Bow of Arvoreen +2
Corthala Family Armor
Cloak of the High Forest +1
Jansen Spectroscopes
Jansen Techno-Gloves
Firecam Full-Plate Armor
de'Arnise Signet Ring (also allowed item to be moved/dropped)
Delryn Family Shield
Staff of the High Forest +2
Sword of Arvoreen +2
Yoshimo's Katana +1
Hallowed Redeemer +2
Corthala Family Blade
Entropy +2
Chaos Blade
Moonlight Walkers
Glimmering Bands
Neera's Staff +1

I think that's all of them. If I have missed anything, do let me know.
[/spoiler]

Use Any NPC Item - Primary component.

I did not bother to make a WeiDU install script, but can do so if people would prefer. Just copy the files to the override folder. As standard, I have not removed the "Usable by [NPC Name]", but an optional blank item_use.2da is also attached if seeing the alignment and class restrictions is preferable.

Blank item_use.2da - optional, displays Usable/Unusable list instead of just the character name the item is intended for.

Please note that other restrictions such as class and alignment still apply to characters without the Use Any Item ability, but can still be used if they meet the requirements. I have left some items, such as Boo, as they currently are.

[spoiler=Hexxat]
Likewise for Hexxat's amulet. Hexxat, from a lore point of view, should not be able to use certain items (for what should be an obvious reason). I will, however, make an optional component if it is desirable.
[/spoiler]

Few basic mods for starters

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I want to start new complete playthroug of both BGEE and BG2EE. As for BGEE I decided to install few mods for the first time. After some reading I came to conclusion about specific mods and order:

[GUI Mod] BG2:EE GUI in BG:EE
http://forums.beamdog.com/discussion/31069/gui-mod-bg2-ee-gui-in-bg-ee/p1

[GUI Mod UPDATED] Improved GUI for Baldur's Gate Enhanced Edition (v2.0)
http://forums.beamdog.com/discussion/40001/gui-mod-updated-improved-gui-for-baldurs-gate-enhanced-edition-v2-0/p1

Soundsets Mod. Custom Soundsets for BGEE, BG2EE and IWDEE
http://forums.beamdog.com/discussion/38319/mods-awesome-soundsets-mods-master-thread-custom-soundsets-for-bgee-bg2ee-and-iwdee/p1

Baldur's Gate Mini Quests & Encounters
BG1NPC v21 and BG1NPC Music Pack v6
BG1 Unfinished Business v14 [BETA]
Roque Rebalancing
SCS
aTweaks
BG2 Tweakpack

I am still thinking about Dark Horizons but it has some overpowered items included and I am not sure about install order. If someone could help and tell me about his experience with Dark Horizons or recommend some other worthwhile mods I would be greatfull.

I also has some other question. I plan to install RR SCS aTweaks and Tweakpack for BG2EE along with some other mods so there shouldn't be any errors or problems about importing character to BG2EE?

I am not a specialist when it comes to mods but I know about megamod lists of mod orders but after reading few readmes from listed mods I came to conclusion that asking someone more experienced is my best bet.

NPC Preview: Dark Side of the Sword Coast

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1 of 9. Who recognizes the first?

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PaintBG for all BG platforms


[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released

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Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. (Afaaq's portrait)

Content
- The djinni Afaaq who acts as your "seventh party member"
- Extensive dialog content between Afaaq and the protagonist
- Banters with the original Bioware/Beamdog NPCs (still in the works)
- Interjections and commentaries
- An extensive player-initiated dialog with Afaaq
- Up to five new interesting quests
- Six new areas
- A couple of unique artifacts
- Several easter eggs ;)

This mod is available for both the original Baldur's Gate II and Baldur's Gate II: Enhanced Edition.

Overview

Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself.

When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later.

Initial Statistics
Class: Fighter/Mage at level 10/11
Alignment: Chaotic Good
Strength: 15
Dexterity: 16
Constitution: 13
Intelligence: 15
Wisdom: 16
Charisma: 11

If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.

FAQ

[spoiler]Q: Where can I find the djinni?
A: You will find the djinni in the course of your Trademeet adventures.

Q: Could you be more specific where I can find the djinni?
A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise.
A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove.

Q: What's the deal with the full version and the light version of Afaaq?
A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I've merely added this option as a bonus for power gamers or people who already know him inside out.

Q: How useful is the djinni if he doesn't join like a regular party member?
A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself. ;)

Q: Does he have a quest?
A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest.

Q: Does he get along with evil characters?
A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists.

Q: Can you romance the djinni?
A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on.

Q: How does he get along with other NPCs?
A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party.

Q: Will there be crossmod content?
A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs.

Q: I want Afaaq to retreat into his lamp. How do I do that?
A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button.

Q: Afaaq is badly hurt. What are my options to heal him?
A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack.

Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar?
A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable.

Q: Will Afaaq become stronger later in the game?
A: Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even stronger. He will gain a couple of new innate abilities and spells as well.

Q: Afaaq picked a fight with me. How does it affect the game?
A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual.

Q: I want to start a ToB-only game. Where can I find the djinni?
A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game.
A: (Light Version) You can find the djinni after you have beaten Illasera.[/spoiler]

Readme: Link

Download: Djinni Companion (latest version) (22 MB)





Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme.

I have tested the mod extensively in clean BG2:ToB and BG2:EE installations as well as lightly modded game installations. My experiences with heavily modded BWS installation are more limited. However, feedback from the the most recent semi-public beta test didn't reveal any serious compatibility issues.

Feel free to post your thoughts, suggestions, questions or bugs either here or in my topic on SHS Forums.

Have fun! :)

BGllEE Mods for Android?

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On the Baldur's Gate encyclopedia I saw the mod unfinished business among several other interesting ones for BG2. Are there any known mods compatible with BG2EE on droid?

[GUI Mod] Improved GUI for IceWind Dale Enhanced Edition (v1.2) by The Improved Guy

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IMPROVED GUI FOR ICEWIND DALE ENHANCED EDITION v1.2

We do not lose too much time with the presentations, how in the others mods for the two chapters of Baldur's Gate I tried to improve where necessary the work done by the developers, without altering the original set ..

I changed most of the interface, tweaking color, position, and when necessary their design UI ..

I hope you like it

___________________
v1.0: first version.
v1.2: new main screen, new selection effect.

Soulmarine's BG:EE Wood GUI

Need help with custom spells- mutually exclusive "stances"

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I've been making a Bladesinger kit for some time now, but avoided the actual bladesong since it seemed like a pretty big project. Now I've got 6 spells, 2 for each of the 3 various bladesong styles, corresponding with 2 or 3 proficiency points in bladesinging.
[spoiler]1.
They may gain a +1 bonus to their AC or, if they wish to spend an extra slot, may boost this bonus to +2 to their AC. That is the highest bonus those who choose blade-singing as an additional skill can attain. Or
2.
They may gain a +1 to hit or, if they wish to spend an extra slot, may boost this to a +2 to attack. As with the AC bonus, +2 is the best they can hope for. Or
3.
They may attack and parry in that same round, without wasting any additional attacks. Note that these three benefits are not cumulative; that is, practitioners cannot use all three at once. However, they do have the option of varying between these three options during the course of a combat.
[/spoiler]
So I've got a +1 & 2 AC and THAC0 bladesong, and the closest I could get to attacking a parrying in the same round was +1/2 APR and +1 APR, but I'm having two big problems:

1) I need these styles to be permanent when activated, but mutually exclusive. Only one of the three types, and only one level of it, should be active at any time, but setting the duration in DLTCEP has always confused me. I need activating one stance to deactivate another, but the only things I could think of to get this to work just made every bladesong have no effect whatsoever for some reason.

2) Ideally, no bladesong would be able to stack upon itself multiple times, but currently can as many times as you'd like, since each casting also refreshes the spell in the innate tab, as these styles are supposed to be interchangeable as many times as you'd like throughout the day.

Does anyone know how I can make one style remove the bonuses of every other style, and keep that style active 24/7 without fear of having multiple stacks of it up?
And on a side note, what do you think of my version of the attack and parry style? Close alternative, or OP?

Of course, if I can get this all to work, I might add a fourth button for simply having no active bladesong, but it seems a little silly that a Bladesinger would ever fight without it.

Osprey the Fighter / Diviner! (New Non-Player Character Mod.)

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***Prototype Download Available Below (Next 'Rainbow-Post')!***

Here is a 'recent' project of mine for a recruitable Non-Player Character:
To turn Osprey the Cleric / Mage from the 'Candlekeep / Obe Party' into a usable Fighter / Mage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quick Update (7:51 AM 21/05/2015): *Belated Publish* New Item B.A.M. for Osprey!
image
image
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[Spoiler]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*Slightly Obsolescent Information*
Here are my recent Osprey Images:
-Osprey's Attributes [Level Fighter 2, Level Mage 1]-
image
^New Dexterity: 14 +1. The Enhanced Dexterity Bonus is from her Unique Purple Two-Handed Sword +1.
"Osprey has now 9 Charisma, Her dexterity is still raised from 9 to 14 but now her Charisma is no longer an illogical value of 6. Her Charisma was changed to be more realistic to her portrait and also because I was willing to respectably improve her character where changes would make sense and to not perpetuate any dogmas of unpractically staying the same just because of her ill planned original version had it so. Her 'New Charisma' is a result of respecting her character and thus 'needing' to raise her likableness above that of the annoying and repulsive Quayle (of which she is originally 'molded' from) while also paying homage to her old Dexterity value of 9; as in 9 Dexterity is almost as 'useless' as Charisma. Although to be fair if a Character's Dexterity is not 15 it can be around as low as 7 and still have the same combat effectiveness as 14 (Interestingly enough that is why her Unique Purple Two-Handed Sword +1 has a +1 Dexterity Bonus, to turn a 'useless' 14 Dexterity into a useful Armour Class Bonus +1 granted by 15 Dexterity).
(16+14[+1]+13+15+10+9=78)"
Source: http://withinamnesia.deviantart.com/art/Osprey-Character-Attributes-2-0-Sword-Equipped-509342952

Osprey's Appearance Colouring (all according to Sword Coast Keeper):
Hair: 0x00
Clothing Major: 0x2D
Armour: 0x1A
Metal: 0x1B
Skin: 0x54
Clothing Minor: 0x3A
Leather: 0x17
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Calculated Values Below:

-Osprey's Level 2 Fighter, Level 1 Mage Inventory-
image
Osprey: 4001 Experience.
-Inventory Items List-
Item 0: Leather Armour (LEAT01) [Slightly better than the no armour that she originally 'wore']
Item 1: War Hammer (IHAMM01)
Item 2: [Osprey's Unique Purple-Hilted] Two-Handed Sword +1 [Dexterity bonus +1] (ISW2HO03)
Item 3: Medium Shield (ISHLD03)
Item 4: Wand of Fire [x3 Charges](WAND05)
Item 5: Osprey's Magic Candle (MISCO01)

Hit-Point Roll: 11

Innate Spell Memorization:
1 - Invisibility

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

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

Hit-Point Roll: 23

Innate Spell Memorization:
1 - Invisibility

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

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

Hit-Point Roll: 39

Innate Spell Memorization:
1 - Invisibility

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

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

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

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

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

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

Kensai revision PnP

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This is a PnP Kensai from AD&D Oriental Adventures 1st edition, compare to existing Kensai in the game?


KENSAI: This class’s name, which means “sword saint” in the common tongue, refers to a warrior who has been specially trained to be one with his weapon. He is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which he is proficient.)

Advantages:
- Gains a +1 bonus to all Saving Throws.
- Gains a +1 bonus to initiative (Speed Factor)
- Immune to fear.
- May use Kai ability once per day every 4 levels (starts at 1st level with one use).

KAI: All successful attacks within the next 10 seconds deal maximum damage.

- Level 2: Gains a +1 bonus to damage rolls.
- Level 3: Gains a +1 bonus to Armor Class, +1 bonus to hit.
- Level 4: May use Lay On Hands ability on himself to heal 2 Hit Points per level.
- Level 5: Gains a +1 to hit, damage and initiative rolls.
- Level 6: Gains a +1 bonus to Armor Class.
- Level 7: Gains a +2 Offhand THAC0, may use the Fear ability once per day.

FEAR: All characters and creatures 1HD or less within a 10-ft radius must save vs. Breath Weapon or run away in panic for 4 rounds.

- Level 8: Gains a +1 bonus to Armor Class, +1 to hit and damage rolls.
- Level 9: Gains a +1 bonus to initiative
- Level 10: Gains a +1 bonus to Armor Class, +1 to hit and damage rolls.
- Level 11: Gains the Whirlwind Attack ability once per day.

WHIRLWIND ATTACK: This ability allows the Kensai to unleash a flurry of super-fast blows. The ability sets one’s number of attacks per round to 10 but’s one’s THAC0 and damage suffer a 4 point penalty. The whirlwind attack lasts for one round.

- Level 12: Gains a +1 to hit and damage rolls.

Disadvantages:
- Race restricted to human.
- Alignment restricted to lawful.
- May not wear armour.
- May not use missile weapons.
- May not wear gauntlets or bracers.

What do you look for in a mod review?

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This thread is not meant to review any mods. It is also not meant to discuss any specific reviewer. Rather it is meant to find out what people find helpful in a review. What makes one review hold more weight with you than another? What makes you tend to disregard the opinions of one reviewer, while embracing the opinions of another?

I am grateful when someone takes the time to post their impressions of a mod, but sadly, have often been disappointed too find that instead of a review it was really more of a venting session. Too often I have found that a review just highlighted the things the author didn’t personally like about the mod. Then passed judgment on whether it was good or bad based on whether it included content they personally liked. Just not very helpful.

The type of review that I find most helpful offers me information from several perspectives. I really appreciate it if the reviewer is obviously trying to provide information without bias. Especially if the reviewer didn’t find the NPC appealing, but remains respectful of both the modder and those players that may like something different than themselves. Some of the information I personally look for is the following.

General impression about the NPC’s personality. I appreciate it if I can get an idea of whether or not I am likely to enjoy having this NPC in my party.

How strong or weak the NPC might be in their class. This is not as important to me as other points. I find that I can so easily change stats with EEKeeper to better fit my own game that it is rarely a problem for me. Still, I do appreciate its inclusion.

Information about any personal equipment the NPC might have so that I can decide if it fits into how I like to balance my game. Also if the equipment is removable.

The NPC’s alignment and general acceptance of other NPCs who’s alignment/personalities differ from their own.

Are there any quests, personal or otherwise, added to the game with the inclusion of this NPC.

How much dialogue and banter the NPC adds to the game.

If the NPC offers a friendship or romance path for the protagonist or other NPCs.

One of the things that really makes me question the validity of a review is when a reviewer gives a mod a grade like Pass/Fail. When a reviewer does this I get a mental image of a judge bringing his gavel down. This makes me tend to lose respect for the review in general as it says to me that the reviewer is more interested in making a point about what they personally want in their game than giving others helpful information.

Overall, I guess the thing that holds the most weight with me is if the reviewer remains respectful of both the modders hard work and the other players out there who do like the mod. Especially if they didn’t personally like it. I find myself really trying to understand their points if I see that despite the fact that they really didn’t like it, they at least respect the fact that others might.

As with the mods themselves, everyone finds different things helpful in a review. I would very much like to learn about what you find helpful.

[BGEE mod]Misdrha'al Hymmet's Bladesinger kit

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Thanks to the combined work of Nightfarer (translation) and Gertwenger (review), the famous Blasinger kit from Misdrha'al Hymmet (french community) is finally available in english :)


This kit can be used on BG2, BGT, BGEE and BG2EE.


Summary of the kit (for an elven fighter) :

BLADESINGER: Among the High Elves, magic is ubiquitous. It is very rare to see one who cannot cast some little cantrip from a very early age. Bladesingers are a caste that consist of highly trained fighters who combine a perfect mastery of their weapon with the ability to use powerful spells. A potent combination.
The Bladesinger knows how to manipulate the flow of magic around him to protect himself and augment his abilities. In addition, he is also able to mold magical energy to his will to cast spells.
However, there are a few trade-offs to such power. First, he must keep one hand free to be able to cast magic. Magic requires somatic gestures to be turned at the will of the conjurer.
Second, he must not wear any armor. To compensate for this, a Bladesinger is given specialised armor during training which is tailor-made and allows him to cast will offer protection. The armor is also a badge of identification and a Bladesinger will not willingly part with it.

Advantages:
- Strengthening magic: +1 strength.
- Force Shield: -1 to Armor Class every 2 levels.
- He can cast spells like a wizard. He gains spells every two levels on average:
Level 1: Druid Spells 1
Level 3: Enchantment Spells 1
Level 5: Evocation Spells 1
Level 8: Druid Spells 2
Level 10: Enchantment Spells 2
Level 12: Evocation Spells 2
Level 15: Druid Spells 3
Level 18: High Magic
- At level 21, the Bladesinger achieves the "Ultimate Mastery", a secret reserved for the highest members of his caste. One extra use of the ability is gained at levels 23, 25, 28, 31, 35 and 38.

Disadvantages:
- Bladesingers train in long-blade swords. They cannot handle other weapons.
- They cannot wear armor other than elven chain mail.
- Their off-hand must be free in order to cast spells.

ULTIMATE MASTERY: This ability significantly improves the abilities of the Bladesinger. By invoking this ability, for 2 rounds, he:
- Gets 5 attacks per round.
- Gets +3 to attack, +2 damage and +2 to armor class.
- Can cast chain spells and casting speed improves by 4.]


The archive is here : http://www.mediafire.com/download/c8rr5dvcqhtr2yx/Chantelame_v5.rar

Imoen Romance V2.2 Release

Foundling: Between the Shades BETA is available

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Foundling: Between the Shades BETA is available. The mod fully playable, may need some polishing. I've decided to made the BETA version available.

Foundling is the thrall of Thaxll'ssillvia, the Shadow Dragon found in the Temple Ruins. He is cold, calculating, and determined to be freed from his influence. He can never oppose his master on his own, but everything can change thanks to the influence of the Bhaalspawn.

Foundling is a Shadow Adept who can use Shadow Weave Magic as well as some Shadow Magic. The mod introduces a new kind of magic with its own advantages and disadvantages. Even though Foundling is recognised as a mage, he can't use the Weave. In exchange he is given his own dark spells - mostly dark versions of well known spells, but there are some brand new ones too.

The mod is both an NPC and quest mod and introduces new characters, areas, music, items, soundset etc.

Foundling is not romanceable, but the character will still talk to you frequently, so no worries.


image


DOWNLOAD LINK - http://www.shsforums.net/files/file/1128-foundling-between-the-shades-beta/


Thank you to everyone who helped me in releasing this project!

Graphical problem after importing areas from BG1:EE to BG2:EE - water with weird overlay

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In the attached screenshot you can see the scene from BG1:EE ported into BG2:EE engine. As you can see there is some strange graphical problem with water going on. It is only present in BG2:EE engine, so the files seems to be fine. The problem shows in every ported area that contain water. It's strange that both engines interprets the same area resources differently :(

I remember that @AndreaColombo and @Avenger_teambg once talked about similar problem (green water overlay). Any idea what may cause it? Thanks in advance for a help with this matter.
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