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BGEE Leveled Spawns Mod - v0.3 [UPDATED 2014-12-27]

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BGEE Leveled Spawns Mod - Version 0.3 (UPDATED 2014-12-27)

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

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

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

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


DOWNLOAD: http://github.com/AstroBryGuy/BGEESpawn/releases/tag/v0.3


OPTIONS

Time Between Spawn Point Resets: After a spawn point has triggered, it will not spawn again until a certain time interval has passed. The duration of this time interval is user-selectable with the following options:
[1] 4 HOURS of game time between spawnings
[2] 8 HOURS of game time between spawnings
[3] 16 HOURS of game time between spawnings
[4] 1 day of game time between spawnings
[5] 2 days of game time between spawnings
[6] 4 days of game time between spawnings
[7] 7 days of game time between spawnings
[8] 10 days of game time between spawnings
[9] 14 days of game time between spawnings
[0] 1000 days of game time between spawnings

Notes:
  • A spawn point will not reset if the PCs are within a certain range of the spawn point. This is to prevent spawns from suddenly appearing within the visual range of the PCs.
  • A spawn point will also not reset until it is "clear" (i.e., there are none of the spawned creatures within range of the spawn point). This is to prevent overly large groups of spawns from accumulating, especially those that are not automatically hostile (e.g., bears).
  • Game default behavior is to require at least 16 hours to pass before a spawn point is reset. Option 3 should match that timing most closely.
  • 1000 days effectively ensures that each spawn point will trigger at most once during the game.
Spawning Probability: When a spawn point triggers, this probability controls whether or not the spawn point is populated. The user has the following spawning probability options:
[1] 10% chance of spawning
[2] 20% chance of spawning
[3] 35% chance of spawning
[4] 50% chance of spawning
[5] 65% chance of spawning
[6] 75% chance of spawning
[7] 85% chance of spawning
[8] 90% chance of spawning
[9] 95% chance of spawning
[0] 100% chance of spawning

Notes:
  • If you set a low spawn % and a long time between spawns, you will see very few spawns.
  • If the spawn is not populated, it will not trigger again until the spawn point reset time interval has passed.
  • Game default spawn percentages are 85% in most areas, with 100% in certain areas like Firewine Ruins.
INSTALLATION

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

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

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


COMPATIBILITY

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

The mod is compatible ONLY with BGEE.


ACKNOWLEDGEMENTS

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

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

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

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


TOOLS USED

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

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


LEGAL INFORMATION

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


HISTORY
Version 0.3: Added notes on game defaults, updating spawn trigger reset timings and spawn probabilities
Version 0.2: Install bug fixes, update spawn trigger reset timings.
Version 0.1: Initial public release

Level adder v0.5

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SOME INFORMATION:

This magical shit adds X (with X being the number you enter at installation time for each choice) to every single 'Classed' enemy (every single non-joinable NPC that has a class the PC can also use/be), which makes them more powerful if you later install SCS (and don't disable it from correcting all the mistakes in the creatures' proper stats for their levels).
I think that this is a must for BG1, because it's very easy, but watch out, you can get a level 5 Carbos at Candlekeep if you choose to add 4 levels to every single Thief (single class thief) in the game, also, don't blame me if Tarnesh starts casting level 5 spells of stuff like that.
You'll be asked for every single class, only Sorcerers will get the same as Mages.

It also gives the user the option to install one of the "Multiply HP by X" components to make the game (stupidly) harder (it's recommended to install this AFTER BG2Tweaks' "Max HP for every creature").

COMPATIBILITY:

It's compatible with everything, since it copies and changes one (or two or three, depends on the class) single bytes of the CRE files, which does not cause issues (as far as I know).

It will only work in BG2/BGEE engines, that means no BG1, IWD nor PS:T.

I recommend installing this after mods that add Quests or new creatures/enemies/quest givers to the game, . It's completely useless unless (redundancy!) you use SCS, it's recommended to install the BG2Tweaks' "Max HP for every creature in the game" component, which will use the modifications done by this mod, so your level 5 Carbos will get 30 HP.

KNOWN ISSUES:

Until now, I can point that SCS has a level override feature for several creatures in the game, they won't get the bonus, they will be set to the level SCS points them.

APPENDIX:
-This won't affect the game much if you don't later use SCS & the BG2Tweaks component named "Max HP for all creatures in the game".
-Please don't blame me because now all the mages have a 21 levels bonus.
-Don't message me, use this thread instead if you need to say something about this.
-THIS IS THE README. Surprise! It's short but it says all it has to say.

Updated to v0.4. Now Clerics don't get their level bonus twice.

Updated to v0.5, now the mod installs, no longer ships a copy of WeiDU.

Download.

[MOD] Scales of Balance is compatible with IWD:EE

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A quick announcement that Scales of Balance, the mod with more kits and tweaks than you could shake a Shillelagh at, is now at version 1.4 - 1.6 - 2.5 - 2.9 - 3.1!!! - and should be fully compatible with IWD:EE. A quick rundown of what it offers:

- tweaked stats, saves, hit points, XP tables, and multiclass options
- a complete overhaul of the weapon proficiency system (classes begin proficient with a number of weapons, and go on to distinguish themselves according to what they excel at, not according to what they're marginally proficient at)
- largely cosmetic tweaks to add flavor to clerics and paladins
- revamped druid shapeshifting
- cantrips for wizards - never run out of something to cast!
- a kensai that actually focuses on a single weapon, like the description says
- over 25 new kits, including multiclass kits (!)

Everything is optional, everything is compartmentalized, install the parts you like, ignore the ones you don't. Everything should be compatible with other mods. (Except the Divine Remix spell spheres component. Don't use that with Scales of Balance.)

More information and download link here:
http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks#latest

Return To Menzoberranzan - 1994 SSI game Reboot on IWDEE engine

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image



TEASER TRAILER


image


Some info:

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

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

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

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

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


Update:

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

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

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

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

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

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

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

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

Thanks


Keep calm and roll a d20 ;)

CTD on first dialog after fresh install and installing bg2tweak

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So, I just made a fresh install of BG2 EE, and decided to just go with the bg2 tweaks, went through and picked the ones I want etc. Then made a character. However, the moment it gets to imoen saying anything in the dungeon, when you pick your first piece of dialog, it crashes and says - ".\sql_compiler.c(1021): [Not Exists] Cannot find column 'time_revieved on table 'quests'. then - .\sql.c(38): sql: attempting to call NULL statment. Then finally - There was an error. A crash report was saved to : blah blah blah please contact support@beamdog.com

Can anyone help me with this? Is there some hidden step or prerequisite to using bg2 tweak that I missed?

[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.

Spellholdstudios?

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Anyone know what happen to their website?

Portraits for BGEE & BGEE II

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Hi, hello! I'm new here but not new in BG game - that's why I made this portraits pack.
It's my first portraits pack so go ahead tell me what you think about images used there.
To use them you have to add portraits folder in documents/BGEE/ and copy all of images from link below (they are in zipped folder ShadowPortraitsPack):

http://www.4shared.com/archive/9eYAJoduba/ShadowPortraitsPack.html

I hope this forum isn't dead & I'm waiting for your feedback guys!

BG2 Tweaks "Allow Arcane Spellcasting in Armor"

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Hello, I have a request with the following tweak "Allow Arcane Spellcasting in Armor", it allow you to cast spell in heavy armor with a miscast penalty, would it be possible to add an option to add the tweak only on armors and not on shields ?

Thanks

[WeiDU Mod] Silver Staff of Aule

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Silver Staff of Aule - Version 8
BG Version: This mod works with BG:EE, vanilla TotSC, Tutu TotSC and BGT
Languages: English, Italian, Polish

Description:
This mod adds the silver and cold iron properties, and a bonus to damage and thac0 vs. lycanthropes, to the Aule's Staff which is sold at the store in the Ulgoth's Beard Inn, providing an additional weapon able to damage the Greater Wolfwere (Karoug). For balancing reasons, the staff's price has been increased from 5500 to 7500 gold (base price, actual price as usual will depend on reputation and charisma). The staff icons and colours have been changed to make it look more like silver.

Credit and thanks for the custom BAM used by this mod go entirely to @CrevsDaak.

Polish translation kindly provided by @Cahir.

An attempt is made to update the in-game description for the staff, but it may fail if the description has been substantially altered by another mod, or an official BGEE update. In this case the description will be entirely replaced by a new one instead. You will be notified during mod installation if this happens.

NOTE for BGT:
BGT replaces the Aule's Staff with the Martial Staff. Therefore, this mod puts back the Aule's Staff in the Ulgoth's Inn, but does not alter other instances of the Martial Staff. Please note that in BGT, unlike other BG versions, it is required to start a new game for this mod to work, if you have already browsed the items in the Ulgoth's Inn store. As a workaround for ongoing games, it is possible to use the CLUA console to get the staff.

Item Codes for the CLUA Console:
This mod uses the following item codes for the Aule's Staff:

STAF08 (BGEE and vanilla TotSC)
_STAF08 (Tutu TotSC only)
ER_STA08 (BGT only)

Installation Instructions:
See the enclosed ReadMe file.

________________
Version History
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

August 11, 2014 - Version 8
Added polish translation (kindly provided by @Cahir)
Fixed .tra files encoding for the original non-enhanced game
Moved ReadMe files inside the mod folder to reduce cluttering

April 21, 2014 - Version 7
Added custom BAM (made by @CrevsDaak)
Updated WeiDU to version 236
Removed .bat files (because not required with WeiDU 236)
Updated installation instructions (and links)

April 27, 2013 - Version 6
Added Italian translation
Added .bat files for easier BG:EE installation in Windows
Added links to installation instructions for Mac and iPad users
Removed version number from filenames

March 27, 2013 - Version 5
Added bonus damage and thac0 vs. lycanthropes
Changed icons and colours to make the staff look more like silver

March 24, 2013 - Version 4
Added support for Vanilla TotSC, Tutu TotSC and BGT
The mod now attempts to update the description instead of replacing it

March 6, 2013 - Version 3
Minor changes

February 25, 2013 - Version 2
Added custom description for the staff

February 18, 2013 - Version 1
Initial release for BG:EE

This mod has been inspired by this discussion.

Silver Staff of Aule - Version 8

Map icons in BG:EE

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I'm trying to update the The Stone of Askavar for BG:EE. In the past when adding new areas to the original map I've used the option in Near Infinity that allows all the icons to be seen. This way I could get a good idea of where to position the map icons so as not to overlap others. This information isn't currently available when using Near Infinity with BG:EE. Is there any way to see all the icons on the map by other means?

How do I change the Kensai kit to include the magic weapon restriction?

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I'm trying to recreate the PnP Kensai from Oriental Adventures 1ed, thus I'm trying to figure out a way to include a restriction on magical weapons.

This has been suggested, but unfortunately includes several non-magical weapons. Is there a way to refine or adjust this code?

COPY_EXISTING_REGEXP "^.+\.itm" override
PATCH_IF SOURCE_SIZE > 0x71 BEGIN
READ_LONG 0x64 ex_off
READ_SHORT 0x68 ex_co
PATCH_IF LONG_AT 0x60 > 0 BEGIN
FOR (i = 0; i < ex_co; i += 1) BEGIN
READ_BYTE (ex_co + i * 0x38) type
PATCH_IF type == 1 || type == 2 || type == 4 BEGIN
WRITE_BYTE 0x2f (THIS & 0b00000100)
END
END
END
END
BUT_ONLY

[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]

What Would You Like To See In A Mod?

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What type of content would you like to see in a Baldur's Gate: Enhanced Edition Mod?
-Please be informative about your ideas and please try to give a good insight into what your ideas are.

Tweaking the Thieves (Shadowdancer, Assassin, Bounty Hunter, and Thief)

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The v1.2.0 patch modifies the Shadowdancer kit rather significantly; as a result, there has been some discussion about whether we've gone from one end of the spectrum (too powerful) to the other (too weak). I'm reserving judgment, but in an effort to get a little more information, I've made this little override pack. The pack affects the Thief, as well as the Shadowdancer, Assassin, and Bounty Hunter kits.

Just extract to your override. The changes will only work with v1.2 or later.

Thief:
All I've done is applied an additional multiplier boost at level 17. The Bounty Hunter follows the same progression.
Backstab progression changed:
- Level 1-4: x2
- Level 5-8: x3
- Level 9-12: x4
- Level 13-16: x5
- Level 17+: x6
Shadowdancer:
The Shadowdancer now follows the same progression as the Thief, but at -1 multiplier.
Backstab progression changed:
- Level 1-4: x1
- Level 5-8: x2
- Level 9-12: x3
- Level 13-16: x4
- Level 17+: x5
Assassin:
The Assassin now follows the same progression as the Thief, but at +1 multiplier. Because this makes the Assassin a bit of a power house at level 1, the Poison Weapon ability has been moved from level 1 to level 7.
Backstab progression changed:
- Level 1-4: x3
- Level 5-8: x4
- Level 9-12: x5
- Level 13-16: x6
- Level 17+: x7
Poison Weapon received at level 7 instead of level 1 (starts at level 7 with one use)
(obligatory tagging for @Infiltrator, @enneract, and @Aranthys)

The Eve of War [Work in progress]

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Eve of War

Highlights

- Currently contains approximately 21,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits.

- Contains 8 new quests, 5 new outcomes for existing quests,1 new area, and Yeorg - an evil Dragon Disciple NPC.

- Removes many existing main plot restrictions: [spoiler]
Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's auto-kill restriction in the process (though Tethoril retains his own).

Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.

Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book needed to return to Candlekeep from either the Thieves Guild or the Sorcerous Sundries.

Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack.

Players with insufficient evidence, but who manage to save at least one grand duke, may ask for a stay (2 game hours long) of execution in order to gather evidence against Sarevok.

If Liia and Belt are killed then its not an automatic death for the player. Provided you have sufficient evidence to support your claims and you have saved Duke Eltan.[/spoiler]

- Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook.

- Incorporates unused files and dialogues from the original game.

- Variables created in this mod will be used in its successor mods in Adventure Y and BG2EE. I haven't worked out all the details on this yet though.



This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow

[spoiler]

Friendly Arm Inn

- On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.

- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).


Beregost

- Adds a militia headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.

- Kelddath Ormlyr, Taerom, and a Shadow (representing Thalantyr) are now added around the table in the Town Council buildings first floor.

- Adds militia to the streets of Beregost (this occurs starting in Chapter 3).

- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).

- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.

- The Flaming Fist now have a much more visible presence in the city, alongside the towns militia (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.

- Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war.


High Hedge

- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about her relationship with Thalantyr (and she will serve as a witness to the events involving his murder).

- There is a quest involving Thalantyr being found murdered (chapter 4 or later).


South of High Hedge

- You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region.


South South of High Hedge

- Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!


Nashkel

- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).

-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.

- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.

- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 5000 feet above sea level).

- A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later).

- The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.

- In chapters 6 and 7 there will be additional Amnish troops stationed in the town.


Carnival and Nashkel Mines

- The probability of it snowing is increased to 50 percent (this is due to Nashkel being 5000 feet above sea level).

Gullykin

- Gullykin is now a wild magic area. This is where you can find Yeorg.

Firewine Bridge

- The Firewine Bridge is now a wild magic area.

Firewine Ruins

- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs.


Cloakwood Forest

- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.

- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate.



Baldur's Gate (the city)

- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later).

- A temple dedicated to Mask now exists in the thieves guild (chapter 5 or later).

- Halbazzer Drin is now given the Meteor spell (and the instructions to cast it in his scripting). (chapter 5 or later)

- The compliment of Flaming Fists in the streets is increased (chapter 6 and later).

- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses.


Quests

- Contains 8 new quests.

- You are given a series of tasks to secure cheaper tavern drinks for Beregost's militia.

- You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the militia.

- You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains.

- There is a quest involving acquiring obtaining better armor and weapons for the towns militia from Bethi.

- Thalantyr is found murdered.

- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion.

- Scout out Nashkel's forces for the Flaming Fist Sergeant.

- Final quest (details are still being worked out).
[/spoiler]

Storyline

[spoiler]

Chapter 3

Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.

Troubles are brewing along the Sword Coast. Troops are being moved northward from Athkatla towards the town of Nashkel, hoping to bolster forces there in the event of an attack. Merchants there complain that they are being overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears of a conflict between Amn and Baldur's Gate.

Meanwhile, concerned over the Flaming Fists chances in the event of a war with Amn the town council of Beregost has convened a meeting to decide its strategy in the event of an invasion. A small number of militia now line its streets and stand ready in the event they are needed.

Where desperation and despair lurks profiteers have answered. With weapons still brittle from the Iron Crisis profiteers have been shipping in new weapons from far away lands, leading to an arms buildup across the region as concern grows over the quality of the regions ore. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.


Chapter 4:

Thalanyr is found murdered in High Hedge. Evidence points to this being the work of bandits, perhaps as retaliation for any assistance he may have granted you in the past, though given his magical abilities you suspect otherwise. The investigator outside the door explains that the unconscious bandit found next to him is the primary suspect in the murder, though in his state you won't get anything out of him. If the character talking to the investigator has sufficient charisma, wisdom, or intelligence it is possible to convince him that bandits were likely not involved. Mages and Bards with sufficient intelligence (along with Sorcerers) can detect residual magical energies that suggest teleportation magic was somehow involved here. You gather that perhaps it was used by someone who fled the scene.

High Hedge from this point onwards has been locked magically to prevent anyone from entering the crime scene.



Chapter 5

At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops continue to train there, expecting the call of war at any time.

In Beregost fears of a conflict have only served to escalate the situation there. The Flaming Fist now have a much more visible presence in the city, alongside the cities militia. The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of a war.



Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):

In Baldur's Gate the Grand Dukes themselves have been preparing for war. The compliment of Flaming Fists in the streets has been doubled in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.

Concern over the war has also caused Beregost to request additional troops. More soldiers now line its streets. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.


Chapter 7

As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought, even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation. News of Eltan's sickness has only served to confirm their suspicions.

It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the follow up to this mod for Adventure Y and BG2EE. [/spoiler]

Will be released after the release of Adventure Y

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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Tome and Blood v0.5 is now available for download.



Tome and Blood is a mod that revises and expands the class options for Mages and Sorcerers. This mod began as the Sorcerous Origins kitpack, which took advantage of the newly added Sorcerer kit options to add several kits to Sorcerers. It has since grown into a mod that makes changes to all Mage and Sorcerer kits, spells and items as well as adding dozens of new kits, abilities and functionality.



The current release of Tome and Blood offers the following features. A more detailed explanation of changes is available in TomeAndBlood.pdf, attached at the bottom of this post.

CORE REVISIONS
Core Revisions is the primary overhaul component and includes the following features.

* A complete overhaul of existing Mage and Sorcerer kits.
* Extensive changes to opposed schools and specialists.
* Incorporation of the Divination school into Generalist and the removal of Diviners.
* Allows Gnomes to become Sorcerers and Dragon Disciples.
* Allows Elven and Half-Elven Mages to choose any specialization at character creation.
* Allows Mages and Sorcerers to become proficient in and use Crossbows and Clubs.
* Allows Dragon Disciples to select a Draconic ancestor, changing their associated element and bonus spells.
* Removes Find Familiar from the spells table and replaces it with an innate granted to some Mage and Sorcerer kits.
* Other small fixes.

SPELL SELECT THROUGH DIALOGUE
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu. (This feature is only available for BG2:EE and IWD:EE).

UPDATED SPELL SCHOOLS
This component changes the schools of 30+ arcane spells to be more appropriate for the theme of the spell. The most substantial of these changes is that the Sequencer, Contingency and Wish families of spells are now available to all mages, regardless of specialization.

ARMORED CASTING
This component adds a system that allows certain Mage, Sorcerer and Bard kits to cast spells while wearing armor. In order to do this, all armor (and all shields) has been updated to allow Mages (and Sorcerers, etc.) to equip them, provided that the character meets the ability requirements of the item. Mages, Specialists, Sorcerers and Dragon Disciples will see no change other than being able to equip the armor; they still won't be able to cast spells while wearing any armor. This component also lets Bards cast spells while wearing Light (Leather, Studded Leather, Bucklers) armor.

UNIVERSAL WEAPON USABILITY
This component allows Mages and Sorcerers to equip any weapon (excluding class-restricted weapons), provided that they meet the minimum ability requirements. This component does not change the Mage and Sorcerer proficiency options.

ARCANE CRAFTING (by Grammarsalad)
This component introduces four new crafting abilities for Mages and Sorcerers. Scribe Scroll is available exclusively to Mages, and allows the mage to make a scroll of any spell they have memorized by spending gold. Brew Potion is available to all Mages and Sorcerers at 5th level and allows the character to brew certain potions by spending gold and expending memorized spells. Craft Wand is available to all Mages and Sorcerers at 10th level and allows the character to make certain wands by spending gold. Recharge Wand becomes available at 15th level and allows the character to expend certain spells to recharge their wands. (This component is heavily based on the Scribe Scroll component of aTweaks by aVENGER ( @AlexT‌ ) and @Wisp‌ .)

BLOODLINE KITS
This component adds 9 new Bloodline Sorcerer kits. In addition, Sorcerers are now given an innate ability that allows them to select one of the Bloodlines. Sorcerers will not receive any other class features until they declare a Bloodline.

NEW KIT: ORACLE
This component adds the Oracle, a divine spontaneous spellcaster, and 8 Oracle Mystery kits, which each grant additional class features. Oracles may choose a single Mystery, and will receive all class features once they declare a Mystery. (This feature is only available for BG2:EE and IWD:EE).

NEW KIT: MAGUS
This component adds the Magus, a class that blends a Sorcerer's magical abilities with a Fighter's martial prowess. As Magi progress in levels, they become able to cast spells in progressively heavier armor, eventually learning how to cast spells while wearing Full Plate.

SPECIALIST MAGE KITS
This component adds eleven new Mage kits (and 18 subkits) that can be selected through the innate menu after choosing a Mage specialization during character creation. Each of the new kits has certain requirements, such as specialization, race, or alignment in order to be selected. Full kit descriptions are available in the ReadMe.

ALLOW JOINABLE NPCS TO SELECT SPECIALIST KITS
By default, any NPC that is a Specialist will have their kit changed to prevent them from being able to select a Specialist Mage kit. This component allows joinable Specialist NPCs (BG: Dynaheir, Xan, Quayle, Edwin, Xzar; BG2: Edwin, Jan) to choose any Specialist Mage kit that they qualify for.

ALLOW JOINABLE NPCS TO SELECT BLOODLINE KITS
By default, any NPC that is a Sorcerer will be given the Eldritch Bloodline by default. This component allows joinable Sorcerer NPCs (BG: Baeloth) to choose any Bloodline Sorcerer kit. This component will also allow Dynaheir to choose a Bloodline, if you install the "Make Dynaheir a Sorcerer" component.

MAKE XAN A BLADESINGER
This component changes Xan to have a Bladesinger kit.

DYNAHEIR OPTIONS
This component offers two class options for Dynaheir. The first option makes her a Sorcerer, and the second option gives her a Hathran kit.

MAKE EDWIN A RED WIZARD
This component changes Edwin to have a Red Wizard kit. A choice of what third school Edwin sacrificed to become a Red Wizard is offered; you can either have Edwin lose access to Enchantment or Evocation.




INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.



KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.
[spoiler]
v0.5
- The numeric effects of some Oracle spells will stack when they shouldn't.
- Under certain conditions, it is possible for the Spell Selection dialogue to loop at your highest spell level, allowing you to select far more spells than you should know at a given level.
[/spoiler]



CHANGE LOG
A list of all mod version changes is available here.

[spoiler]
Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.

Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.

Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.

Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.

Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.

Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).
[/spoiler]



Ideas, criticism and comments always appreciated.

Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

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.

IWD2 Portraits in IWD:EE

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Where can I find a collection of IWD2 Portraits to use them in IWD:EE?

[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 (v0.3) 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 Faerûn
- 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 0.3
- Fixed Shadowstep ability bug (discovered by @Draylyn).
- Added Polish translation (courtesy of @Cahir).

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]
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