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Quest Pack (beta) available for BGII: EE

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Quest Pack was written by SimDing0 et al. and adds a bunch of additional content to the game in the form of new quests and expansions to existing material. (Yes, it's modular and you can pick and choose.) Those who've played it seem to rather like it. Version 3 is compatible with BGII: EE. It is available as an open beta to flush out remaining issues, but I expect it to be on the fixed side already. Feel free to treat the beta as a form of early access and go nuts, but if you do encounter a problem, please report it so I can fix it.

You can download the latest beta here. The mod's forum is here.

140628: updated the link to point to beta 4.
140828: updated the link to point to beta 5.

Big World Project Issues

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So I've been trying to use Big World Project, but I have been getting some issues. When trying to use the setup I run into the error stating:Missing seperator character after keyword.

Help?

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

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Tome and Blood v0.62 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. An updated ReadMe will be coming soon.

CORE REVISIONS
Core Revisions has only a single mechanical change, which is that Find Familiar is now an innate that is granted to all Mages and Sorcerers by default. Core Revisions also does some of the groundwork for systems that other mod components will utilize.

GNOME SORCERERS
This component allows Gnomes to become Sorcerers and Dragon Disciples. This will also allow Gnomes to access any of the Sorcerer kits introduced by other components of this mod.

EXPANDED SPECIALIZATION FOR ELVES AND HALF-ELVES
This component allows elves and half-elves to specialize in any school of magic.

CROSSBOWS AND CLUBS
This component allows all Mages and Sorcerers to place a single proficiency point into the Clubs and Crossbows proficiencies.

ARMORED CASTING
This component establishes a system for allowing arcane magic users to cast spells while wearing armor or using shields. Armor is divided into three general tiers: light (leather, studded leather; bucklers), medium (hide, chain, scale; small and medium shields), and heavy (plate and full plate; large and tower shields). Characters who have the appropriate tier of Armored Casting will be able to cast arcane spells while wearing applicable armor with no penalty. This component does not grant Armored Casting to any of the existing Mage or Sorcerer kits, but it does allow Bards to cast their spells while wearing leather or studded leather armor.

SPELL TWEAKS (by subtledoctor)
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.

ARCANE CRAFTING (by Grammarsalad)
This component adds in four new crafting abilities: Scribe Scroll, Brew Potion, Craft Wand, and Recharge Wand. All Mages learn Scribe Scroll at 1st level. All Sorcerers and Mages learn Brew Potion at 5th level, Craft Wand at 10th level, and Recharge Wand at 15th level. In order to brew a potion, craft a wand, or scribe a scroll, two things are required: a sufficient amount of gold (see the table below) and having the relevant spell memorized. While any arcane spell can be scribed into a scroll, only certain spells can be infused into wands or brewed into potions. (This component is heavily based on the Scribe Scroll component of aTweaks by aVENGER ( @AlexT‌ ) and @Wisp‌ .)

METAMAGIC AND SPELL BATTLES (by subtledoctor)
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.

CANTRIPS (by subtledoctor)
This component grants each Mage or Sorcerer a single minor ability that is usable once every 6 seconds. A full list of cantrips is provided below. Trueclass Mages and Sorcerers may pick a single cantrip from the main set of eight; kitted mages and sorcerers are assigned an appropriate cantrip.

MAGUS
This component adds the Magus kit for Sorcerers. The Magus trades some of a sorcerer’s arcane power for the ability to cast spells while wearing even the heaviest armors.

BLOODLINE SORCERER
This component adds a set of nine new Sorcerer kits that each offer unique class features and bonus spells. Bloodline Sorcerers may select a single sorcerous bloodline through the Declare Bloodline innate ability. Doing so will grant them a full host of class features and bonus spells.

DRAGON DISCIPLE EXPANSION
This component changes the progression of Dragon Disciple to be more spell-focused and also offers four new subkits, allowing players to choose the element of their Dragon Disciple’s ancestor.

SPECIALIST REVISIONS (by subtledoctor)
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.

SPELL SELECT THROUGH DIALOG
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 component is only available for BG2EE and IWDEE and is required to install the Oracles component of this mod.]

ORACLES
This component adds the Oracle, a divine spontaneous spellcaster, and seven subkits to the game. Oracles cast spells much like Sorcerers, but select their known spells from the divine spell list, instead of the arcane.

BLADESINGER XAN
This component changes Xan into a Fighter/Mage and gives him the Bladesinger kit from Subtledoctor's Might and Guile mod.

HATHRAN DYNAHEIR
This component changes Dynaheir into a Sorcerer and gives her the Hathran kit.



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.

v0.6
None to my knowledge. Go out and find some...




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


Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.

Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.

Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.

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).




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.

Problem with custom soundsets

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I have created mod adding 57 extra, polish soundsets for player, but i noticed 3 "selected" sounds (XXXXf, XXXXg XXXXh) doesn't work ingame. What's funny by default we have the same set of sounds as mine (Male1/ON1) with exactly the same sounds and names and it works fine. Can anyone check it (install it at BG1 or SoD since BG2 game doesn't have pl_PL/sound folder)?
https://github.com/Eltamin/etamin-soundsets
EDIT: Just noticed this bug doesn't concern EET, just BG1 and SoD.

Would people be interested in a 'hardcore gameplay' mod?

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I've had a number of ideas of the years, to nerf all sorts of stuff in these games. I never implemented most of them, because most players don't like stuff to be nerfed. But maybe it's worth creating a collection of nerfs, to give longtime players a bit more challenge and force people out of their comfort zones...? Maybe call is something like DMAJ - for "the Dungeon Master's A Jerk." :mrgreen:

If people like the idea and contribute possible components, we could code it up as a compilation of hardcore tweaks. Here are some notes I have in my phone:

- No Murder XP: reduce XP for kills so no grinding - you rely on quest XP

- PnP Dual-Classing: you can't continue up to specialization/grandmastery in any more weapons after dualling away from warriors classes

- Less-Improved Alacrity: add 1-second disable spell buttons to every spell

- PnP Immunity spells: the Immunity: [school] spells will only block a single spell from the indicated school.

- Sorcerers Can't Cast from Scrolls: what it says

- No Cast & Fight: have every spell set APR to 0 for a few seconds

- No Chugging Potions: make all potions like Goodberries - can't drink them from the inventory screen

- Visible Staff of the Magi: make its invisibility a usable ability instead of an instant equipping effect

- Speed weapons only work in main hand: what it says

- Further: *all* passive effects only work in main hand


All of those are definitely possible to do, as a technical matter. (Though the last two would be a bit tricky.)

Would this be a waste of time? Or would people be interested in it? Does anyone have other ideas for little hardcore mod components? Go ahead and post them here, and we'll see what's possible to implement.

Anyone know of a working mod to get HLA in bgee?

NPC bodies (a Raise Dead/Resurrection mod)

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This mod is intended for those playing a minimal/no reloads game (therefor using Raise Dead services of temples instead of reloading when a NPC dies) and has three components that can be installed independently.

1) NPC bodies for BG:EE

When a NPC dies, he (or she) drops a body at the feet of the Protagonist (ideally it should have been dropped together with the inventory items at the spot the NPC was killed, but so far it does not seem possible) in the place he is killed. In order to be raised at a temple, the NPC's body must be carried in the party inventory and upon casting the spell, the body will disappear from inventory and the NPC will be brought back to life.

Do not attempt to raise dead a NPC without his body, this will result in his permanent death ! Also leaving an area without the body will cause the body to disappear after a time, resulting in the impossibility to bring the character back to life.

Each of the 28 joinable NPC's has his unique body with a weight based on race, gender and strength.







2) Raise Dead permanent Constitution loss

This cause the characters brought back to life with Raise Dead or Resurrection to lose 1 point of CON as in PnP


3) Fixed price for Raise Dead spell

It makes little sense for the dynamic progression with level of the Raise Dead cost in temples. At lowest levels Raise Dead cost less than Slow Poison, or Cure Critical Wounds or Heal, while at the higher levels it becomes absurd, when the player usually has the means to cast the spell himself or by someone in the party and doesn't need this service anyway. So the price of Raise Dead has been set at the fixed price of 500gp


Warning, this is mod is not fully tested, and it is marked as BETA

Mod Install Help!

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Hi all, I'm trying to setup my BG2EE game with the following mods:

Unfinished Business
Ascension
SCS
Dungeon-be-gone

I thought with it being only 4 it should be a piece of cake but alas I seem to be really struggling when following the many instructions on this board (wot a noob lol). I think I'm getting confused between the EE & Non EE versions of the game along with the many updates from the community over the years.

Would anyone be kind to give me a step by step set of instructions to install the above 4 mods in the most stable way?



Critter Parts mini-mod for Baldur’s Gate: EE

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Introduction:
Leaving the remains of all the bears, wolves and wild dogs that my Ranger and Druid protagonist encounter to rot in the sun has always bothered me. It strikes me that they would find this not only a terrible waste of natures gifts, but disrespectful to the creatures themselves. Not to mention the twitch that my packrat self gets when whole groups of critters in the game never drop any items. Yes, I am one of those obsessive creatures that take great delight in finding tiny bits of treasure on the bodies of my vanquished foes.

What started as a slight modification for my own game, grew into a small quest mod. It is a little thing that adds flavor and extra role-play possibilities. I have found myself enjoying it’s addition to my own game so much that I thought it might appeal to a few others as well.

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This mod adds harvestable drops to several of the critters that the PC encounters in the game. It does not change anything else about them. It will add these drops to all instances of the following types of animals that the PC encounters, with the exception of special quest specific instances.

Brown Bear
Black Bear
Cave Bear
Polar Bear
Wild Dog
War Dog
Worg
Wolf
Dread Wolf
Dire Wolf
Vampiric Wolf

The dropped items can be sold to any of the merchants in the game who will also buy miscellaneous items. Thalantyr in High Hedge, and the innkeeper in the Feldepost Inn are two such merchants available early in the game. The value of the different hides and meats vary with type.

All like items stack with each other and include:

Bear Meat
Wolf Meat
Wild Dog Meat
Bear Hide
Wolf Hide
Dog Hide
Animal Bones

Additionally, all of the meat drops can be consumed by any character in your party and will return varying amounts of hit points, depending on the type of meat eaten.

The meat must be placed in one of your quick slots in order for it to be consumed.

The Quest:
This mod includes a quest that will eventually allow your protagonist to bring a new NPC some of the dropped hides, meat or bones to have them made into a new piece of armor. The items needed are dependant on which of the three types of armor the player picks to have made. Choose carefully, he will only make one item per play-through.

This mod is meant to add a bit more role-play and flavor to the game. The only fighting involved are the encounters that you would normally have with the critters in the game. These have not been modified in any way.

Please note:
In order to begin the quest, the player must choose to “use” the new “campfire” that appears in area AR4300, the North Nashkel Road. This is directly in front of the big campfire you find in the game after killing the band of Hobgoblins near the road. Just hover your mouse around in front of the campfire to find it at coordinates 3265,0720.

A note about the new armor pieces:
The new pieces were tailored to fit my own play style and fit with what my own protagonists might find useful at the point in the game that they are likely to be able to obtain them. Of course, not every other player will have the same preferences. If other players don’t find them appropriate for use in their own game, they can instead sell them for gold.

I also thought that it might be fun to eventually add more choices to the list that can be made. Ones that might come from the suggestions of other players. Something that they would like to see available in their own games. So I am open to ideas. :) They must, of course, fit the tone of the role-play within the mod. The NPC in question has some fairly strong opinions about what he will or will not do.

As novice modders we would welcome any insight that any of you more experienced modders might be willing to share concerning how we might have done a better job in our coding efforts.

Anything that you might wish to share in this area can be posted here in this thread, so that others might be able to benefit from it as well, or if you prefer, you can just use Shadowhawk’s email that can be found in the Critter Parts Readme.

Updated to Version 2.0 April 24, 2016

As of version 2.0 this mod has been expanded to include drops from all of the spiders that the protagonist encounters in her/his travels. A new NPC with an uncommon interest in such trinkets has been added to area AR2200, the first Cloakwood Mines, or Cloakwood Lodge map.

Updated to version 2.1 May 15, 2016

As requested, version 2.1 of this mod has been traified.


DOWNLOAD LINK:
Click on the Source code (zip) file

https://github.com/shadowhawk703/CritterParts/releases


Xan has no face

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I have several mods installed and for some reason Xan's face is replaced by a silhouette with a question mark. But in the character stats screen there's still his normal portrait. What can I do? I am playing BG:EE.
The mods I have are Xan friendship, chatty Imoen, NPC banter, unfinished business, SCS, portraits everywhere, Neera banters, quests and encounters, Coran friendship, journal fix, NPC tweaks.

Thanks for your help

[WIP - NPC mod] Drake, priest of Tyr - voice actor needed

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Another NPC I'm working on, because BG1 really needed a male cleric early on.


Race: Human
Class: Priest of Tyr
Alignment: Neutral Good

Strength: 17
Dexterity: 16
Constitution: 16
Intelligence: 11
Wisdom: 15
Charisma: 10

Overview

A rather crude, cynical and sarcastic cleric of Tyr who serves the Order of the Radiant Heart in Amn, sent to investigate the iron crisis. You'll find him drinking in Beregost and seeking adventurers for the task of eliminating the mad priest Bassilus. He's a man of many vices and often blasphemous, but is regardless devoted to justice and a strong hatred of all things evil.

He can be befriended by a non-evil PC and can be flirted with by a PC of either gender.

Drake's portrait was made by LavaDelVortel and edited with his permission.

Biography

"When asked about his past, DRAKE gives a sardonic laugh and responds that history would breathe easier if his past was left forgotten. A cleric of Tyr in his mid-thirties, second son of the Caulfield family, former ensign in the Amnian militia and, with a touch of irony when mentioning it, recruit of the Radiant Heart auxiliary, he considers himself 'that thing they can't get rid of' within the Order. He openly admits that his unorthodox views on the tenets of the Order as well as the distribution of justice makes him something of a social pariah with both his fellows of the Radiant Heart and his family, almost all of whom have a history of service within the Order. According to him, while him being stationed outside of Amn was officially a mission to root out evil that plagued the Sword Coast, he believes it was nothing more than a formal means of sending him away and allowing his superiors to forget about him. Such an assignment seems to be to his preference, however, as he believes justice is best served with the edge of a blade - or in his case, the head of a hammer."

Preview




[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.

* At the moment Siege of Dragonspear is not supported.


-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


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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
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Volume 2: IWD2 Soundsets


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42 Soundsets from Icewind Dale 2 (and IWD 1)

Volume 3: Planescape Torment NPC Soundsets


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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

Volume 4: Monkey Island Soundsets


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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



Here's a link to a mod shell so that you can make your own soundset collections with subtitles

Awesome Soundsets Vol. 0 Soundset Mod Shell
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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.

Is it possible to travel to Icewind Dale from Baldur's Gate 2 with mods?

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I remember reading a few years ago about how there was a mod that made it possible to take a boat or something from Baldur's Gate 2 to Icewind Dale. I think it was part of Big World Project, but I'm not sure. I couldn't get Big World Project to work on my computer then, so it was irrelevant for me. I just got a new computer that Big World Project actually works on, but now I can't find any information about the mod that would allow me to travel from BG2 to Icewind Dale.

Is there a mod that allows travel from Baldur's Gate 2 to Icewind Dale? If so, is it part of Big World Project? If not, what is it called and how would I get it? What would I need to do in the game in order to travel there?

Thanks!

A bit of help with modded Deirex, please?

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Hi folks,

I'm in Ust Natha, and trying to deal with Deired the lich, who is seriously modded (SCS). It appears my party is genuinely too inexperienced for this fight at the moment: I cannot bring down his Spell Trap and other defenses, and thus I cannot deal a single point of damage. Also, he summons that Fallen Planetar that absolutely tears me to shreds. Switching to Easy Difficulty doesn't help.

So, ahem, what would be the console command to just kill him? I'm willing to resort to that, I'm afraid. Unless someone can suggest a strategy...

Incidentally: what is the component that allows liches to summon those Planetars? It's seriously nasty, and I'll probably tone it down. Irenicus also summoned one in Spellhold, and I had to resort to running away and waiting for the Planetar to be unsummoned. With Deirex, this is not possible, the space is too small.

Quick Buffing in Infinity Engine Games

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Buffing is an essential and fun part of all D&D games. They give strategical choices on whether to use a spell slot on a long term effect or one that deals with an encounter more efficiently. They are also enables for some fun builds like the cleric/fighter or the mage/fighter.

In the infinity engine games some buffs last such a long time that you want to cast them after every rest, like armor, stone-skin and contingencies. Doing this after every rest quickly gets tedious, however. For example, in my current IWD2 game I cast 13 spells in total after each rest. That is a lot of time wasted just pressing buttons.

I have searched far and wide for scripts or mods that automates this process or makes it quicker both for BG2:EE, ICD:EE and ICD2, but have so far had no luck.

Therefore I come to you for advice. First of all, does any scripts for these game already exist?

If none exist, I would like to get into the modding action, to make a simple script or mod that can do this. I have never modded before, but have experience programming. If one were to create this, how should you go about it? Should it be a hotkey script, an AI script or a full fledged mod?

How to preserve scripts after uninstallation with Weidu?

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When Weidu installs a mod, it makes changes in different ways. And they are removed at uninstallation differently. If you add a line to a 2DA or an IDS file, and you already have other custom lines there, the outgoing mod will clear the new additions, but the older entries will remain. But if you EXTEND_TOP of a BCS file, and then uninstall the mod, Weidu will do the most destructive thing possible - pull the copy of the BCS file from the backup folder to override. That version may be outdated by ages, if you have already changed the file in other ways by hand or with other mods. And all of that work will be gone. Instead of pruning the tree, Weidu just chops it down.

I have two questions:

1) What kind of idiot came up with this method of backup?

2) How to uninstall anything, when the old mod you no longer want is standing there with a gun - or more likely a blunderbuss - to your temple?

[MOD] - Portrait Picker for BGEE+SOD and BG2EE (v2.1+)

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So... I finally got around to finishing a few things off with the Portrait Picker. And here's the first official launch!

Manual fix for v2.3:

BG1EE+SOD (non-scaled) and BG2EE = For v2.3 of the games you will need to make one slight amendment to ensure compatibility. After installing as per the instructions - go in to the UI.menu file in a text editor and search for 'rectangle 5' ... there should be only one instance in the whole file. Change this to 'rectangle 6'.


Screenshots:






Thanks to everyone that's helped me along the way! I really appreciate it.

Features:

- For v2.1+ of BGEE+SOD and BG2EE
- Updated Interface
- Supports scaled/non-scaled interface
- Supports French, Czech, German, Italian, Polish, Brazilian Portuguese and English
- Ability to give descriptions to all default portraits
- Ability to give descriptions and genders to all custom portraits
- Filters portraits by Male & Female
- Ability to make portraits appear in both Male/Female lists
- Ability to exclude portraits
- Four sorting options: Default > Custom, Custom > Default, Alphabetical and Reverse Alphabetical
- Powerful searching: Two filters supporting simultaneous AND filtering and toggles to turn them individually into NOT filters (eg search for Mage AND elf, or search for NOT Dwarf AND NOT Cleric)
- Automatic registration of portraits available via WEIDU installer
- Large / Medium portrait management to allow different portraits to appear in the character screen vs sidebar
- Comprehensive Instructions with pictures for installation
- Coming soon: a graphical interface for creating and editing the M_BG.lua


To make the most of the portrait picker you will need to edit the M_BG.lua and M_nicks.lua files manually with descriptions. This does not need to be done straight away.

If there are any questions, suggestions, or problems, please let me know!

To Install: Just download Portrait Picker v1 .zip and follow the instructions.

Looking for step by step instructions to install SCS for BG2:EE

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I would like to play BG2EE with the SCS mod, but I'm having an incredibly difficult time trying to install it. There seems to be a bunch of versions and mod compilations, but I can't figure out the correct one let alone how to install it. A few times I thought I finally found what I needed only for the installation to inexplicably fail. For example, I attempted the Big World tool which then asked for the modmerge tool which just errored and messed up my installation (which I fixed by verifying the game cache).

I would greatly appreciate if someone could provide me with or direct me to a set of (accurate and updated) instructions on how to install the SCS mod for BG2EE.

Please note the following:
  1. I am using the steam version of BG2EE
  2. My computer is using the 64 bit version of Windows 7
  3. Applying SCS to BG1EE (including SoD) would be nice but is not required.
  4. SCS is the only mod I am looking to install. The simplest solution to do so is preferred.

[MOD] The Stone of Askavar for Totsc, Tutu, BGT and BG:EE

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A BG:EE version is now available for download.

The Stone of Askavar is a WeiDU-based mod for Totsc, Tutu, BGT and BGEE. This mod involves a main quest and several subquests. There are new items and areas as well as lots of new creatures to fight.

This version is BG:EE v2.0+/SOD friendly with English and French translations.

Compatibility: If you are installing with Dark Side of the Coast make sure you install that mod first to avoid any files being overridden.

Download: The Stone of Askavar V2.0

You can also download the latest and previous versions from the webpage. Translators may find V1.8 useful.

Support Forum: http://www.baldursgatemods.com/forums/index.php?board=57.0

Webpage: The Stone of Askavar

Screengrabs:
Spider Cavern
Cassandra's Lute

Remove / reduce the flat + 80hp on legancy of bhaal

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Hello fellows, i tried a couple mods to reduce this hp incrase bonus on the dificulty, but I belive that any modifications that I dia happens before de hp boost, so, every time that I remove a flat - 80 what happens is that I kill a bunch of the npcs of the game Just for be close tho they


Anyone could help me witch that?
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