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Anyone up for making Drow portraits of NPCs for a mod?

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Anyone up for making Drow portraits of NPCs for Portraits Portraits Everywhere (PPE) mod?

Isandir made some great ones back in the day here:
http://isandir.com/baldurs-gate-ii-drow-portraits/
But there are quite a few missing for a complete set for the EE game.

Dorn, Edwina, Neera, Hexxat, Rasaad according to my calculations should be done.

These guys won't have to be done for various reasons:

Yoshimo (DOA), Wilson (immune), Sarevok (TOB)

I'm not sure if Clara/Hexxat should be done or not. Is it possible to take her to the underdark?
If you want to make Yoshimo for sentimental reasons I would include it too.


Please use the stock images, as Isandir did and 210x330 size. Here's the Edwina I'm using:
image

@bob_veng & @lefreut have made portraits for the mod before and if they want to again, but I know they get busy and wanted to open this up in case others want to pitch in. If you want to help, please reply to this post.

Foundling: Between the Shades BETA is available

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

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

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

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

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


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


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

[Testers Wanted] Tweaks is dead. Long live Tweaks!

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Introducing The Tweaks Anthology, Beta 1 2 3 4

edit: Now at beta 4

This mod originally started when a couple of friends--myself and Idobek--decided to combine their small tweak packs into a single mod, christened the G3 Tweak Pack and hosted at the (then brand-new) Gibberlings Three modding community. As Baldur's Gate Tutu gained in popularity, the G3 Tweak Pack was spun off into the Tutu Tweak Pack. As modding tools became more advanced and as conversion projects began to overlap the G3 and Tutu Tweak Packs were recombined and, with the permission of Wes Weimer, included the Ease-of-Use mod. This effort resulted in the BG2 Tweak Pack. Once again, demand caused several spin off mods--Andyr spun off the IWD and PsT Tweak Packs; the bigg created the IWD2 Tweak Pack; grogerson made the BG1 Tweak Pack; and DavidW integrated several tweaks into the IWD-in-BG2 combo fixpack/tweak pack. Once again, technology has caught up, and all of these individual projects are once again being discontinued individually and combined--hopefully for good this time--into a monolithic mod, the Tweaks Anthology.

In short, the Tweaks Anthology should run on any Infinity Engine game, from the original Planescape: Torment through the impending Siege of Dragonspear expansion for Baldur's Gate: Enhanced Edition. In the nearly 18 months since the release of BG2 Tweaks v16, I've been grabbing bits of time here and there to work on this, and I think we're now at a place where you can install the mod without your computer catching fire. In other words, it's time for beta testing.

I'll try to delineate my points of concerns on a per-platform basis in the next few posts; for now here are the relevant bits you want:

Download Beta 4: Windows | OS X | Linux
Readme

Beta 4 Changelog
  • Make Magic Shields Glow had two bugs preventing its installation; it would halt on games without an extended color palette (e.g. non-EE games or without 1pp) and would halt on shields without any colors set, such as IWD's Lyre of Progression
  • Unique Containers was supposed to be available for BGEE, but was omitted from the allowed platforms list for the component
  • The werewolf paws in Shapeshifter Rebalancing now get named explicitly
  • Move NPCs from Baldur's Gate will now be skipped if the SCS version of same is installed. The component will also skip NPCs already moved by similar somponents in the BG1 NPC Project, or skip the component altogether if all three have been moved already.
  • Change Experience Point Cap should now work on Siege of Dragonspear
  • Included workarounds for incomplete 25stweap.2da in Siege of Dragonspear and IWDEE for the various components that touch kits (Enforce PnP Proficiency Rules on Dual-Classed Characters and Expanded Dual-Class Options), though the next patches should take care of this. In general, the component should be more forgiving for incomplete files.
  • Remove Racial Restrictions for Single Classes and Remove Racial Restrictions for Kits will no longer allow non-human monks. Other races do not have monk animations so the engine tends to crash during character generation. Support for shamans has been added to both.
  • If Druids Use 3e Alignment Restrictions was installed after Shapeshifter Rebalancing, which is the likely install order, non-true neutral shapeshifter druids would not be able to use their symbolic paws.
  • On a suggestion from Sam., the component Stores Purchase All Item Types has been added.
  • Minimum Stats Cheat now lets you specify minimums for the six attributes individually.
  • Friendly Random Drops needed a few more fixes
    • The 'Token Genie' was undead, meaning a cleric could turn or even chunk him.
    • Items with charges should now be handled in a more robust fashion
  • The library for fixing kit.ids as part of should now be up to date for Expanded Dual-Class Options
  • The BG and IWD variants of Alter Weapon Proficiency System should now account for racial bonuses in the EE games
  • Sensible Entrance Points only modifies the Beregost entrance point for BG content on BGT games, as BGT already defines good entrances for the other areas.
  • Updated Italian translation, thanks improb@bile!
Beta 3 changelog
  • Miloch's Unique Containers mod has been added to Tweaks as a cosmetic component, including all of its original options and translations. If Add Bags of Holding is installed after it, the new bags will use the unique icons.
  • Added Use Character Colors Instead of Item Colors component
  • Added components Everyone Gets Bonus APR from Specialization (subtledoctor) and Enforce PnP Proficiency Rules on Dual-Classed Characters (subtledoctor) courtesy of subtledoctor
  • Make Magic Shields Glow will now try to read in an appropriate glow color from the palette bitmap instead of a (limited) lookup table
  • Fixed a bug with Higher HP on Level Up > NWN-Style; withdrew the Low Variance Rolls option due to the same bug
  • Fixed a math error in Change Experience Point Cap > Remove Completely that caused bards and thieves to need an extra 100,000 XP to advance from level 39 to 40
  • Fixed a bug with Send BioWare NPCs to an Inn where it wouldn't install on vanilla Baldur's Gate due to bad tra references (thanks Angel)
  • Friendly Random Drops was failing to account for two random drops in IWDEE that are different compared to IWD+UB; the fix in beta 2 caused it to not install on vanilla IWD, which is in turn fixed (thanks to Angel again)
  • The Change Avatar When Wearing Robes or Armor (Galactygon) component is being withdrawn, as One Pixel Productions has a superior solution
Beta 2 changelog
  • Fixed bug with Commoners Use Drab Colors where commoners ended up lookng like they were made of chocolate instead
  • Unique Icons was expanded to BG2 games; also fixed a bug where it was not updating helmet animations
  • After discussion, Rest Anywhere was expanded into mltiple components. The main component continues to work as the original, and Disable Non-Hostile Rest Spawns and Alter Hostile Rest Spawns have been added to give players a finer grain of control.
  • Friendly Random Drops could pull from the wrong table in IWDEE.
  • Fixed a bug with Friendly Random Drops > Choose Your Drop where it was not accounting for Orrick's reward after you bring him the Mythal book. Also fixed the bug that would cause the Kuldahar merchant to leave after the orog attack, for real this time.
  • All BAMs in the mod converted to uncompressed for better cross-platform goodness.
  • Fixed a couple of bugs where Faster Chapter 1&2 Cut-Scenes & Dreams was not quite matching and replacing verything it should and Gaelan's dialogue lacked the shortcuts it was supposed to have
  • Faster Chapter 1&2 Cut-Scenes & Dreams will skip adjusting the Irenicus-Cowled Wizard cutscene in the Promenade if the player has installed Extended Waukeen's Promenade Cutscene from Almateria's Restoration Project. Other cutscenes and dreams are still affected in this case.
  • Fixed bug with Increase Potion Stacking where it handled items with multiple charges incorrectly; thanks argent77!
  • OS X version now up to date with WeiDU v239, as the Windows version; thanks argent77 again!
Beta 1 changelog (compared to BG2 Tweaks v16):
  • New components:
    • New - Baldur's Gate Casting Graphics, Max HP at Level One, Recoverable ammunition (argent77), Recoverable throwing weapons (argent77)
    • From BG1 Tweaks - Make Magic Shields Glow (plainab/grogerson), Send BioWare NPCs to an Inn (DavidW/Zed Nocear), Portable Containers (Zed Nocear), Friendly Arm Inn Hidden Container Restoration (plainab), Move NPCs from Baldur's Gate, Bardic Reputation Adjustment, Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior, Paladins Use IWD-HoW Spell Progression Tables (grogerson), Rangers Use IWD-HoW Spell Progression Tables (grogerson), Druids Use 3e Alignment Restrictions, Loosen Item Restrictions for Multi- and Dual-class Clerics, Loosen Item Restrictions for Multi- and Dual-class Druids, Taerom Makes Additional Ankheg Armors (Icendoan/grogerson), Give Coran A Legal Dexterity Score of 19, and Make Xan a Generalist Mage (Mike1072)
    • From IWD-in-BG2 Fixpack/Tweaks - Game ends when the main character dies; NPCs respond to the main character, not to whichever character talks to them; Make Heart of Winter accessible at any level; and Restore BG2 spells and make scrolls available, and Never lose access to Orrick the Grey's trade goods
    • From IWD Tweaks - Friendly Random Drops, Restore IWD Loading Screens (icelus), and Unique Icons
  • Fixed an original game bug with Alter HP Triggers for NPC Wounded Dialogues that would affect Edwin's wounded dialogue
  • Fixed a bug with Gradual Drow Item Disintegration; items should have a chance to break upon use
  • Improved Improved Multi-Player Kick-out Dialogues further with input from BG1 Tweaks; NPCs in BG now have more places to go when kicked out
  • Gems and Potions Require Identification now uses different scales for determining lore for gems vs. potions; also capped max lore to identify at 100
  • Fixed multiple bugs with Multiple Strongholds. In the No Restrictions variant, it would fail to account for the shifted clerical stronghold alignments in BG2EE. Notably, this meant no one would spawn after Gaal's speech in the Temple district. Also fixed a bug where the druid restriction was still in place, preventing the messenger who would summon you back to the Grove. Also fixed a bug where both variants could bypass the bard stronghold XP reward from Raelis for rescuing the troupe from the Planar Prison.
  • Bonus Merchants (Baldurdash, Weimer) now places a little more nicely with other mods.
  • Streamlined and combined code from Two-Handed Bastard Swords, Two-Handed Katanas, and Two-Handed Axes. Also fixed weapon breakage issues for BGT games.
  • Change Experience Point Cap > Remove Completely should now tackle rules tables in a more robust fashion
  • The armor lookup table used by Allow Stealth and Thieving Abilities in Heavy Armor per P&P, Allow Arcane Spellcasting in Armor, and Icon Improvements has been expanded with new items and now allows for individual armor values instead of trying to broadly categorize items.
  • kit.ids is now properly patched as part of Expanded Dual-Class Options
  • Fixed a fairly large and glaring oversight with Wear Multiple Protection Items > P&P Restrictions where the items with AC bonuses could still be worn together
  • Alter Weapon Proficiency System underwent a significant revamp. Most notably, DavidW's IWD options from IWD-in-BG2 are now available, and the BG system was improved with some of the techniques from the IWD system.
  • True Grandmastery is now one option in Change Grandmastery Bonuses instead of a standalone component, as a BG2 option has been added.
  • Added two new options to Higher HP on Level Up: Average and Low Variance Rolls. Also adjusted NWN-style to be a little more accurate.
  • Expanded and renamed Increase Ammo Stack Size, Increase Jewelry and Gem Stacks, Increase Potion Stacking, and Increase Scroll Stacking to include four options: 40, 80, 120, and unlimited (999). Increase Jewelry and Gem Stacks also covers furs, pelts, and other miscellany like bandit scalps
  • Expanded Rest Anywhere to include options for disabling rest spawns.
  • Fixed a bug when adding Friendly Random Drops > Wandering Merchant that would cause the Kuldahar merchant to leave after the orog attack
  • Added more NPCs to the Improved Fate Spirit Summoning component
  • ToB-Style NPCs should now have a more robust method of finding joinable NPCs and their creature files
  • Consistent Stats: Viconia should now better adjust her spellbook to account for the gain or loss of bonus spells due to the change in wisdom
  • Fixed similar issues with Make Khalid a Fighter-Mage (Domi) and Make Montaron an Assassin (Andyr); now it checks for walking speeds on non-Tutu games, better adjusts proficiencies for the alternative schemes, and now work if installed after ToB-Style NPCs
  • Faster Chapter 1&2 Cut-Scenes & Dreams (Karzak, Blucher, aVENGER, Weimer) no longer overwrites scripts, which was causing a compatibility issue with BGT
  • Added compatibility for EET

[MOD] Golem Construction for Spellcasters

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Golem Construction for Spellcasters
A mod for Siege of Dragonspear, Baldur's Gate II - Enhanced Edition and EET (Enhanced Edition Trilogy).

Download latest release (17 MB)


You can encounter a great number of golems of various types throughout the game. They are strong, resistant, and utterly loyal to their master. Unfortunately they are mostly hostile towards you.

This mod makes an attempt to change it. It scatters a number of tomes across Faerûn containing the secret knowledge of how to construct golems. Reading these books allows you to build golems by yourself, provided you have enough experience, and all the required materials at hand. Only characters knowledgeable in the arcane arts are able to understand the complex theories behind the golem construction.

Golems can exist for a virtually unlimited time, or until destroyed. They can travel with the party all over the world and follow the commands of their master unconditionally.

The main component of the mod installs the "Manual of Golem Building" which comes in six volumes and can be found all over Faerûn. Each tome teaches you to build a different type of golem.

There are also rumors about a "Secret Manual of Golem Building" which teaches you to construct various exotic golem types.

Optional Tweaks include:
  1. Replace original Golem Manual: Replaces the now obsolete original Golem Manual with items related to this mod.
  2. Improve enemy spellcaster AI: Enemy mages and priests attempt to use more effective spells against golems.
  3. Golems for enemy spellcasters: Enemy mages may be accompanied by one or more golem servants.
  4. Greater variety of enemy golem types: Enemy golems will come in greater variety. Some fights may become more difficult because of it.
  5. Fighter Stronghold golems may continue to serve you: One or more golems that survived the siege may serve you if you accept de'Arnise Keep as your stronghold.

Golem types taught by the Manuals of Golem Building:

1. Flesh Golems in lesser, regular, greater and perfect variants.


2. Clay Golems in lesser, regular, greater and perfect variants.


3. Stone Golems in lesser, regular, greater and perfect variants.


4. Iron Golems in lesser, regular, greater and perfect variants.


5. Mithral Golems in lesser, regular, greater and perfect variants.


6. Adamantite Golems in lesser, regular, greater and perfect variants.


Golem types taught by the Secret Manuals of Golem Building:



The construction of golems takes time and has to be done in places with the right equipment. Golem may follow simple commands. You can instruct them to follow each of your command obediently, attack opponents by their own or guard a certain position passively or actively.

More details about the golems, the requirements to build them, their stats, traits and abilities can be found in the mod's readme.

Important: The game must be patched to v2.0 or higher to install this mod.

[in-progress] Will of the Wisps - Shamanic enhancements

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"Will of the Wisps" is my new BG2EE mod in-progress. I don't usually show my work when it's not ready, but I decided to make an exception. The mod is to introduce more shamanism in BG2. I understand that many people just don't play shamans because they do not get their own Stronghold and there is no shamanic NPCs in BG2. That resulted in making this class very little popular. What's more, right now original game does not include any kits for shaman class.

In the mod you will receive:
  • Shaman's stronghold, that hopefully blend in with other original strongholds;
  • A new kit for shamans: witchlight shaman;
  • A brand new NPC: Will, the undead shaman (witchlight) with short friendship track;
  • A change in original shaman's description to get rid of the "no stronghold" line;
  • Some new items for shamans and undead character (Will, Hexxat and others added by other possible mods)
Just like in my other mods, you will get at least one new area, some graphics, items, characters. The mod is not going to introduce romance with Will. He is long gone and as much as he may tell you about someone he loved, he won't romance the Bhaalspawn. He will talk to other NPCs. The mod will include ToB part for will.

I'm not going to give you all details or release dates as it just takes time. I would also like to thank @Artemius_I who prepared the kit for shaman. I just came up with some ideas, but it is he who made it. (Aremius, where were you when I was working on my previous mods!? ;) Thanks, really. You're great.)

To not leave you empty-handed, just with few promisses, here are some screenshots. Note that content may change a bit with time.

Screenshots:





[MOD] Revised Dragon Scale UI for SoD (V1)

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This is a mod for people like me who feel that SoD's new dragon scale UI is... almost there.

What does it change?

(click the spoiler to read and view screenshots)

Font Changes

- Buttons, labels, lists and the game log now use a variation of the font used in the original BG/BG2. This font was already in the game files and it is currently unused.

- Title bar now use the old school Forgotten Realms font a la BG1.

- Tooltips, floating text and world map locations now use Post Antiqua, the font you already know and love.

New Parchment Color

- Parchment graphics from all screens have had their colors changed. I'm not the only one who thought they look a bit too white.

Gameplay Screen

image
- The Bhaal symbol was restored to the Game Button on the sidebar.
- Clock position adjusted (it's no longer off-center).
- Game log and action bar width adjusted. They're now properly aligned.
- The little white line from the game log has also been removed.

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- Action bar buttons are now equidistant from each other. Those buttons used to be grouped together according to the layout of a keyboard's F1-F12 keys, but most modern computers don't use that layout anymore, so...

Area Map

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- New header graphic and slightly tweaked layout.

World Map

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- New header graphic and reworked World Map graphic: colors are now muted and look more like the SoD campaign maps. To be completely honest I'm not in love with this one, but then again I never liked BG:EE's oversaturated map, so there you go.
- Repositioned Travel Button.

Journal

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- New background graphic: the journal window now looks less out of place using a new graphic posted by Pecca.

Inventory

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- Slightly tweaked layout. Headers are now consistent between Inventory/Record/Mage Book and Priest Scroll screens.
- Restored secondary color button.
- Combat Stats now list Number of Attacks under Damage (restored v1.3 feature).
- Gold number is yellow again.

Record

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- Redesigned Record screen, with a more familiar layout.

Dual Class Screen

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- Character portrait now has the correct proportions. How this got past QA in the first place is beyond me.

Mage Book and Priest Scroll

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- Different margins and scrollbar: these minor changes should make those screens more pleasant to look at and use, even if you don't like the list-of-spells layout.

Options Menu

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- Totally redesigned Options screen. It also changes the big logo according to the current campaign (BG, SoD or Black Pits).

Stores

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- Different store screens now have more consistent layout.
- Upper and lower panels are now properly joined.

Character Generation

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- Bigger buttons for this screen.

Installation

Just unzip the attached file on your Override folder which is located on Documents\Baldur's Gate Enhanced Edition. If the folder does not exist, it can be created.

Compatibility

This is currently not a WeiDU mod. It will completely replace your UI.menu so it should be compatible with other GUI tweaks as long as it's installed first.

A note on customization:

In order to revert or further tweak font changes, you should edit the styles in M_CKUI.LUA - please don't just delete the file, as it introduces new styles that are referenced by UI.menu.

Enjoy! As always, feedback, bug reports, complaints and suggestions are always appreciated.

[MOD] EEUITweaks Mod Collection - All EE Platforms

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EEUITweaks User Interface Mods Collection Version 1.8

Important! If you've installed any mods using EEUITweaks version 1.0, please un-install them using 1.0 and install them again using the current version. Please see the version 1.1 announcement message below for details. You do not need to un-install/re-install mods if they were installed with version 1.1 or later.

The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.

EEUITweaks supports BGEE, BG2EE, BGEE/SoD, and EET with both the BG2 and SoD user interfaces. It also supports installing mods on both the Dragonspear UI++ and BG2EE GUI To BGEE replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).

EEUITweaks-1.8.zip (below) contains a standard 'setup-EEUITweaks.exe/EEUITweaks directory' WeiDU configuration and will be no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's 'EEUITweaks' directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.

If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod, I'd recommend manually un-installing it prior to installing via EEUITweaks.

Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.

I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.

Finally, I'd like to appeal (or beg, or grovel) for help translating the EEUITweaks dialog into languages other than English. EEUITweaks uses the standard parameterized WeiDU tra-reference for strings (setup.tra to be specific), so there should be no technical difficulty in supporting non-English languages. Please contact me if you're interested and I'll do anything I can to assist and to incorporate the translation into EEUITweaks.

Enjoy!

A request

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I've made a couple of mods for Baldur's Gate, which should also work for Icewind Dale, but their scripts use the Protagonist object. Apparently this object is also present in object.ids of Icewind Dale, but who could it refer to? I'd like to know whether scripts with that object will work in IWD. Someone please test it in a sample script and find out, for everyone's benefit.

EE Keeper, Updated to v1.0.3

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

FAQ Quick Links


Download


There are two different downloads for Keeper on Windows, and one for Mac (in most cases). The two choices on Windows are:- a standard ZIP file, or an (Inno) installer.

Unless otherwise stated, an archive unpacker will be required in order to open the compressed ZIP archive. WinZip, WinRAR, 7-Zip, etc.

The default location for the installer is 'Program Files'. As of Windows Vista, User Account Control (UAC) forbids writing files to directories within Program Files unless the User Account Control feature is disabled. If you use the installer, you can now opt to have the INI file saved in AppData during installation.


Previous versions of EE Keeper can be found on SourceForge.

Download (ZIP)

Sorcerers.net mirror (ZIP)

Download (EXE Installer)

Mac Wineskin Wrapper - Current Version: v1.0.3.4

Modification Disclaimer


EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice.

Compatibility


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

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

Windows: The current version should work on everything from XP to Windows 10. If you encounter a problem, please see the details in the next post on reporting any issues you find.

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

Credits


Obviously, like any program, there are bugs and there are people who voluntarily test and people who report bugs. If you've tested this to make sure it works in a beta, you'll be listed here. If you're not specifically testing for bugs, but still find one and take the time to come here and report it, you'll be listed. If you're not listed here (I may have simply forgotten), send me a PM and you'll get added.

@AHFTesting
@AntonTesting
@argent77Testing, feedback.
@AstroBryGuyMaintainer of the Mac Wineskin version.
@CrevsDaakTesting
@DavideTesting, Italian Translation
@DeeTesting
@ErgTesting
@ermoTesting
@HeasTesting
@IsayaTesting, French Translation
@KunikosTesting
@mattinmWork on the Qt version so as to natively support other platforms.
@MikaalTesting
@mlneveseTesting
@NifftTesting
@PibaroTesting, Italian Translation
@silver_gpChinese Translation
@swnmcmlxiTesting
@TeflonKorean Translation
@TressetTesting

[MOD][BETA] The Horde 1.0

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[Introduction]
This mod will tweak the amount of ALL the enemies in the game that are not plot related.
It effects creatures spawned by a script or placed in the map.

Candle Keep rats before:



Candle Keep rats after:



Nashkel Mines before:



Nashkel Mines after:




[Installation]
1) Place the zip file in your root Baldur's Gate 1/2 directory (where baldur.exe is), right click and select Extract Here. Then move the zip file to another location.

2) Open your Baldur's Gate 1/2 folder, and double-click 'THE_HORDE.exe'. If there is no 'THE_HORDE.exe' in this directory, you have extracted it to the wrong place.

3) This mod should be installed last and before generalized biffing.

If you want to uninstall the mod, just double-click again 'THE_HORDE.exe' and press 'U' for uninstall.


[Compatibility]
For the time being the mod is only compatible with Windows.

The mod should work with BG2:EE and BG1:EE.

Steam/GOG SOD dlc:
You can install it after merging SOD with BG1:EE installation.
Can find instructions HERE.

Beamdog SOD:
No idea, if someone knows how to install this on Beamdog version please mail me the instructions.


[Download]
http://www.shsforums.net/files/file/1159-the-horde-beta/


[README]
You can find the readme inside THE_HORDE folder.

Help Requested: New Modder's Attempt at Making Monk Mod

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Hello all. The reason I'm doing this is that the monk has always annoyed me in Baldur's Gate because it seems to be entirely based on some version of the Shaolin warrior monks but the Shaolin monks use weapons (currently, historically, and in movies), and as far as I know training in just about every melee weapon known to them at the time was a key part of their training, and it's one reason the various Chinese martial arts today have so many weapon styles (weapons are way better than hands for fighting and people trained in them to fight, not just compete). Yes, they also trained in unarmed combat but for some reason that ended up as this Monk class that can barely hold a sword.

Also low-level Monks are really weak. They're supposed to be a mighty front-line warriors but you instead have to keep any monks you have cowering in the back throwing rocks like spell-less wizards. This wasn't as much of a problem in BG 2 since you start at a higher level, but once BG:EE added the monk and then made one of their main new characters a monk it really showed. I like Rasaad but he's basically a wasted party slot for most of BG 1 for everything except his story/writing.

So I looked for a mod to change this and not finding one I decided to make one. I'd never modded before but I searched around these forums and read what modding information I could find and dove in. Some of the stuff I read was out-dated and there were some broken links, but also some useful information and eventually I stumbled upon the latest version of Near Infinity and got started poking around.

So here's my attempt at a mod to turn monks into weapon-using warrior monks (just like the real warrior monks) and to make them better at low levels, thus allowing both players to make such a character but even more importantly to give people a reason to actually take Rasaad in BG 1. I also wanted to remove some Monk abilities so it's still somewhat balanced.



Here's what I've done already:

1) Allowed Monks to be of Neutral Alignment (Edited ALIGNMNT.2DA : Changed all non-chaotic alignments to value of 1 for Monks and did that for Neutral Evil/Neutral Good for Evil and Good Monk kits). Because Monks are relatively zen and neutralness seems to fit.

2) Allowed Monks and Kits to be all races (Edited CLSRCREQ.2DA : Changed Monks and kits to 1 for all races. Then edited KITABLE.2DA : changed all races to K_MN_H for Monk.) Because why not? Anyone could train as a monk.

3) Gave Monks more weapon proficiency points. (Edited PROFS.2DA : Gave Monks 6 at first level with a rate of 2). Because warrior monks spend much of each day training with weapons. No sex, no entertainment, and no alcohol means lots of training.

4) Removed Find Traps and Gave all monks detect Illusion (Edited THIEFSCL.2DA : Set values for 100 for Monks and Kits for Detect Illusion, Hide in Shadows, and Move Silently. Value 0 for everything else.) I reasoned Monks would never have seen traps in their monasteries.

5) Gave Monks more points to apply to thief skills each level. (Edited THIEFSKL.2DA. Set start points to 40 and Level points to 25 for Monks.) I reasoned Monks should be pretty good at sneaking around and seeing through illusions.

6) Allowed Monks to place weapon proficiency points for Melee weapons and Melee weapon skills to same level as warriors. But no shields or missile weapons (Edited WEAPPROF.2DA). Warrior monks train melee weapons, but historically no missile weapons or shields.

7) Gave Monks an additional AC bonus of 3 points (Edited SPCL822.SPL. Selected all abilities (all named Melee). Selected View/Edit two times. Then edited AC Value. Started at 6 for the top one and went down 1 value point each time.) At lower levels monks should still be decent enough at dodging that they don't just walk up and die against any bum with a sword.

8) Gave Monks the same hitdice (hitpoints) as Barbarians. (Edited HPCLASS.2DA and changed monks to HPBARB). Monks are tough warriors who spend all day training. They should have far more hitpoints than your average cleric.

9) Replaced the movement speed bonus with a crushing resistance bonus of 5%. (Edited SPCL812 and SPCL813- Changed to crushing resistance bonus. Set value to 5.) I figured monks shouldn't be any faster at running. They have no armor, but in Baldur's Gate heavy armor doesn't slow one down. Crushing resistance makes total sense though.

10) Removed immunity to disease, haste, slow, charm and normal weapons. Also removed magic resistance. (Edited SPCL814, SPCL817, SPCL819, and SPCL821. Clicked on Edit tab at top. Scrolled down to Spell Abilities. Clicked remove.) I figured Monks should be just as susceptible to magic as anyone else (except for illusions), and if anything a life spent in a monastery should make them more susceptible to diseases. Plus with everything I'm giving them I need to remove something to keep things fair.



Here's what I still want to do but don't know how to do it:
1) Remove deflect missile bonus. They already have lots of AC bonuses and it's not much easier to dodge a crossbow bolt than a sword especially when you're not looking at it.

2) Allow Monks to use all melee weapons, but not missile weapons, helmets, or shields. I can place proficiency points on the weapons but I can't use them yet.

3) Give monks animations for the other races (I'll probably just use the warrior ones if that's possible). Right now I can select other races but they all look human.

4) Change the text in the character creation screen and in the class/kit screens to reflect the changes.

5) Turn the finished product into an easily installable mod that anyone can use with BG1:EE

6) Host said mod on a website so people can download it.


So any suggestions and especially any help with the things I don't know how to do would be appreciated.

Thank you.

overwhelmed with mods

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so as every ambitious person who jumps into the mods section i found like 20-30 mods i want to install and i've hit a wall starting at the beginning. i am running baldur's gate 2 on steam and i want to do all this clean and in proper order. i have read the tutorials on the big world setup and on modmerge and i am right out to lunch. i would appreciate if someone, after finishing laughing at my ignorance, would give me a step by step on how to install these mods in the correct order. I am not expecting someone to run through all of them in one breathe. i would greatly appreciate if we could go one by one starting with just the big world setup and modmerge. after those two are in place then move on to the rest perhaps along the way i'll see a pattern and be able to implement the rest on my own. i just get really overwhelmed with programming and tutorials and i learn best through verbal interaction and breaking things down.

if someone were willing to go through this from start to finish all the mods below i would be more than willing to gift them one of the $20.00 games as a token of gratitude. (this could take some time depending on how easy all this stuff is i am very green on the topic.) (must have knowledge on what order and how to debug whatever issues come up i understand some mods may not be possible to coexist so deciding how to maximize which mods is also needed.) (payment comes after last mod is successfully installed payment confirmation will be posted as proof of payment to helper) admins i hope im allowed to do this i apologize if this is somehow against the rules.

#1 when trying to install big world setup i give the correct path to my balur.exe but it says that it cannot find the correct path.

#2 when trying to install modmerge i err can't find any executable so i don't really know what to do with it. (yes this is the level of intelligence you are working with)

If someone could explain where i am going wrong with #1 and #2 to start i would greatly appreciate it.

BWS / Big World Setup
modmerge-master
Might & Guile
[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
[MOD] Eldritch Magic
The Divine Remix
Song & Silence
Pale Master Kit for Sorcerers
[MOD]Monk Overhaul
Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1
Shapeshifter paw weapon tweak
Wild Mage Additions
SCALES of BALANCE! Post-hac kits and tweaks
[MOD]: Spellcasting in light armor
Experience cap remover and new High Level Ability pools for F/M/C and F/M/T
IWD Divine spells in BGEE, SoD and BG2EE
IWDification
Unfinished Business
Quest Pack v3.1
Ascension v1.5 BETA
Wheels of Prophecy
BGII:EE - Unofficial Item Pack
[MOD] More Style for Mages: Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks (v1.5 released)
[MOD] Golem Construction for Spellcasters
Item Pack (for BG2 can someone verify that it works on EE?)
Weimer's Item Upgrade [in progress]
[MOD] Afaaq, the Djinni Companion
Xan NPC

quests
Eilistraee's Song
Tales of the Deep Gardens
Dungeon Crawl
Assassinations
Back to Brynnlaw
The Sellswords
I Shall Never Forget
Adalon's Blood
Gibberlings Three Anniversary Mod
Shadows over Soubar (need file change to find the dialog file)
The Undying Mod BG2:EE Compatible
Freedom's Reign/Reign of Virtue Now Enhanced
The White Queen (v4.0) for BG2EE


gee i hope this works you modders are amazing :)

Choosing components in WeiDU

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Hi. Is it possible to choose components using WeiDU? What i mean is that i have mod, in which only half of components are translated. So after chosing language i would like to have a choice: install all components (like normally) or install only those translated (f.i. @1, @5, @18, @23 etc). How to do this? Now i have to choose option "ask about each component" and skip those not translated, but i want to automate this process.

[MOD] Warlock Kit (in progress)

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Hey guys,

I'm working on making a Warlock kit mod.
For those who do not play a lot of D&D outside of BG, I'll drop a link to explain the concept of the class:
http://nwn2.wikia.com/wiki/Warlock
Basically it's a special kind of spellcaster that has a very restricted number of spells (4 spell levels, and up to 3-4 spells per level) but can use them at will.

It's rather unique and since we can't make new classes, just kits, I had to cope with that and find a class that'd fit in terms of GUI, item usability etc...

So here's what the kit would look like:
Rogue Kit
0 points per level to share among rogue skills, 0 at level 1. The only points you get are those from Dex/Race/item/spells bonuses
Cannot set traps
Cannot backstab
Cannot dual-class
I will explain why below the rest of the features, but it's not to be played like a rogue

At level 10, the Warlock will be allowed to choose two energy types (Magic (damage), Acid, Fire, Cold, Lightning, Poison). He'll gain 10% resistance to these, increasing to 20% at level 20.

Has access to Eldritch blast: this ability has a casting time of 2, can be used at will, and deals1d3+1 damage per level on a single target, up to 15d3+15 magic damage.

Has access to special abilities called invocations. These are special abilities that can be used at will. Details in the spoiler. You'll also find HLAs in the spoiler.

Spell progression: Same as in NWN2
http://nwn2.wikia.com/wiki/Warlock

Invocations I plan to implement:
Note: Every Blast spell deals magic damage and are subject to Magic Resistance, unless specified otherwise. Their spell level is considered equal to the number of damage dice, up to level 9.
Besides, any damage/duration indicated here is purely indicative and might no make it as such in the mod once it(s released. It will go through balance testing first.
Eldritch Blast, and all that derives from it has been largely tuned down damage-wise, because the HP scaling is not the same in AD&D and 3E, and because it normally requires a touch-attack which cannot be implemented in BG2. Normally, Eldritch Blast derivatives deal as much damage as Eldritch Blast. I chose to tune down that as well so that a warlock will have to choose between trying to control his enemy and optimizing his damages.

Least invocation:


Draining Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation at -2 or it is slowed for one round per 3 levels.

Frightful Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be frightened for one round per 3 levels.

Beguiling Influence: +6 to Charisma for 24hours

Dark One’s Own Luck: +1 to all saving throws per 5 levels for 24 hours.

Leaps and Bounds: +4 to dexterity for 1 turn per level

See the Unseen: grants See Invisible and Infravision for 1 turn per two levels. Also grant a bonus 5% per level up to 100 at level 20 to your Detect Illusion and Detect Traps skills.

Hideous Blow: Channels your Eldritch Blast into your weapon. Your next attack within 5 rounds will deal additional magic damage equal to that of your eldritch blast (still need to hit the target, if you don’t, the Hideous Blow is wasted).

Sickening Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Death or be diseased for 1 turn.

Cloak of Shadow: +5 per level, up to 100 at level 20 to your HiS, your MS and your PP skills for 8hours.


Lesser invocations:


Beshadowed Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be blinded for 2 rounds.

Brimstone Blast: Deals fire damage. 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or suffer an additional 1d8 damage each round for one round per 4 levels.

Hellrime Blast: Deals cold damage. 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation or suffer a -4 AC Penalty for 1 round per 2 levels.

Curse of Despair: Target must save vs Spells or suffer a permanent -3 to all ability scores. This can be cured with a Remove Curse Spell.

The Dead Walk: Basically a copy of Animate Dead

Voracious Dispelling: Just like dispel Magic, and it deals 1 magic damage per level up to 10 to hit targets, allies included.

Walk Unseen: Permanent-duration invisibility, only on self, until any action that would normally break invisibility is used.

Flee the scene: As dimension door, and leaves a darkness spell from your casting point for 1 round


Greater invocations:


Eldrith Cone: 1d3+1 damage per level on a single target, up to 15d3+15 in a cone.

Bewitching Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -4 or be confused for 1 round per three levels.

Stunning Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -2 or be stunned for 1 round per three levels.

Vitriolic Blast: 2d3+2 per three levels, up to 10d3+10,+2d6 acid damage. Ignores any magic resistance.

Chilling Tentacles: Creates a zone filled with tentacles. Any creature in the zone suffers 1d6 crushing damage and 2d6 cold damage per round, and must save vs Paralysation each round or be Held for one round.

Devour Magic: Replaces your weapon for one hit with a melee one that has no damage of its own, +10 to-hit, but dispels any effect on the target and heals you for 4hp per level, up to 80.

Tenacious Plague: Carbon Copy of Insect Plague

Repelling Blast: 2d3+2 per three levels, up to 10d3+10. Enemies must save vs Spells or be knocked back.

Eldritch Beam: 1d3+1 damage per level on all enemies between you and your target, up to 15d3+15, save vs spell for half.


Dark Invocations:


Eldritch doom: 1d3+1 damage per level up to 15d3+15 on a 30 foot radius, self-centered, save vs spells for half.

Utterdark Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target must save vs spells at -2 or have two of her levels drained.

Binding Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target is stunned for one round.

Dark Foresight: Protects the caster from any physical attacks for two rounds.

Retributive Invisibility: The caster becomes invisible and is granted immunity to divination for 3 rounds. When it ends, any nearby creature suffers 4d6 magical damage.

Overwhelming Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target must save vs spells or fall under control of the caster for 1 round per level and be fully healed.

High-level abilities:
Note on HLA: unless specified otherwise, these HLAs can only be picked once, and only be used once a day.


Word of Changing: the caster may assume the form of several Demons for the next hour: Marilith, Pit Fiend, Balor. Can be picked multiple times.

Hellfire Blast: 1d6+2 damage per level on a single target, up to 15d6+30. Half is fire damage, the other half is magic damage. The caster suffers a -3 Constitution penalty for 1 turn after using Hellfire blast. Half the damage of each component ignores magic resistance. Once picked, this ability can be used at will.

Hellfire Shield: Much like Fireshield(Red) , dealing 1d10+3 fire and 1d10+3 magic damage instead. This shield lasts 5 rounds and the caster suffers a -5 Constitution penalty for 1 turn after using Hellfire Shield. Can be picked multiple times. Requires Hellfire Blast

Hellball: Deals 8d6 fire, 8d6 cold, 8d6 acid, 8d6 magic and 8d6 electricity damage to all enemies in the area. Save vs Spells at -2 for half, ignores magic resistance (though not damage resistance). Requires Hellfire Shield

Summon the Infernal Host: Summons a Marilith.

Extra least invocation: Allows you to pick an extra least invocation.

Extra lesser invocation: Allows you to pick an extra lesser invocation. Requires Extra least invocation

Extra greater invocation: Allows you to pick an extra greater invocation. Requires Extra lesser invocation

Damnation: Banishes a single creature to hell. Much like Imprisonment, except the target will drop its items and cannot be brought back with Freedom. This spell is very exhausting and will incur instant fatigue as well as a -5 Constitution penalty for 24 hours. Requires Hellball.

Hellish Constitution I: Gains +1 Constitution. Requires Damnation.

Hellish Constitution II: Gains +1 Constitution. Requires Hellish Constitution I

Hellish Constitution III: Gains +1 Constitution. Requires Hellish Constitution II

Use Any Item

Time Stop (as a one-cast-a-day special ability, pickable only once)

Fiendish Regeneration: Self-cast only. The caster heals for 5hp/second for 10 rounds. He then suffers a -4 penalty to Constitution for 2hours. Requires Hellfire Shield




Now, why would I make it a rogue kit if it can hardly do anything a rogue does? Several points:
Hit die: rogue and warlock both have d6
Armor restriction: Both are restricted to medium armors
Weapon choice: More or less in line with what a Warlock gets in 3E.
2 Quick-weapon slots: That's what you have on most spellcasters.
Rogue skills: as you may have seen if you have been through that wall of text that was hidden in the spoiler, some invocations will buff your rogue skills. These are adapted from 3E invocations that boost the same skills, and aim to open a wider choice of ways for your character. Besides, any character in 3E may pick those rogue skills, except it will not be as effective as if a rogue were taking them.
No spellcasting except your special abilities.


Some "strange choices" you might have noticed:
Why would I give a warlock UAI as an HLA? Warlock have the "use magic device" as a class skill in 3E, as well as the "deceive item" passive feat. So using items that are not made for them is in tune with the class.

Why would I give a warlock Time Stop as an HLA? Well, that's something I am not yet sure about. Basically, a high-level warlock is an immensely powerful caster, and as such I find it normal that he should have access to Time Stop. Making it an HLA that he can only use once a day is for balance reasons.

What's with all those CON-lowering HLAs? It aims to mirror the prestige class Hellfire Warlock in NWN2, which basically gives an immense offensive power in exchange for CON drain upon using its specific abilities.

Why make Word of Changing an HLA? Some of you might know it's supposed to be a dark invocation. The reason I moved it to an HLA is an balance matter which is related to an engine limitation. Polymorphing disables spellcasting, but not special abilities. I could make it disable special abilities as well but then you would not be able to transform back to human form or to another demon form. So basically Word of Changing would allow you to be in an alternate form while retaining all your warlock abilities. This deserves to be an HLA.

What's with the superlong duration spells? Well, it's a matter of conveniency, as well as a reflection of 3E behaviour. Since you have an unlimited amount of spells, casting them over and over would just be tedious. As you may have noticed, the very powerful spells when used in the thick of combat have a very short duration, much shorter than their arcane counterpart (retributive invisibility and Dark Foresight), to counterbalance the fact that they can be cast at will.


Most of the invocations are adapted from their NWN2 version, some are unimplemented 3E invocation, and there's one Dark Invocation (Overwhelming Blast) that is my own creation (or so I think).

I'll keep you informed of the progress of the mod.

As always, I'm opened to any suggestion or discussion over the mod. I might have forgotten a detail or two in this wall of text, so if you want any detail, please ask in the comments. I cannot guarantee that grammar will be perfect, I am not a native, but I'll try as hard as I can.

Current state: Creating custom spells (takes a looooooooooooong time)

Opcode 340 - 'change backstab effect'

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If you have Sneak Attack enabled, does this effect apply to sneak attacks?

SCS with hotfixes - (EDIT: forget hotfixes, usevthe BWFixPack)

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ATTENTION: I have removed this link, because it has been superseded by the far-superior Big World FixPack maintained (at the moment) by @agb1. In his words:
The BiG World Fixpack includes the patches required to install SCS v30 on EE 2.0+ and also K4thos' EET compatibility patches. It also includes a patch from someone else that presumably makes the arrows component (that you had trouble with) work again, although I haven't tested it. This is the basic set of fixes that everyone will get when they apply the Fixpack to a baseline SCS v30.

The BiG World Fixpack also includes kreso's latest Revised SCS (Spell Revisions compatibility) patches, automatically applied as an addition to the previous -- if Spell Revisions' folder (spell_rev) is present in the game folder when you run the Fixpack script. (So remember to unpack both SCS and Spell Revisions into your game folder before running the Fixpack script, if you plan to install Spell Revisions later).

I suggest reading this post for usage information: http://gibberlings3.net/forums/index.php?showtopic=27741&page=33#entry248962

The BiG World Fixpack is hosted on GitHub here: https://github.com/BiGWorldProject/BiG-World-Fixpack/

And it can be downloaded (direct link) here: https://github.com/BiGWorldProject/BiG-World-Fixpack/archive/master.zip
Okay, I have hesitated to do this, because I think it is contrary to DavidW's wishes about distribution of SCS... BUT people are passing around /override folders with SCS installed, and I think that is even more contrary, so I'll go ahead, for now.

...

That linked .zip file has a copy of SCS v30 with all hotfixes applied that are mentioned here:
http://gibberlings3.net/forums/index.php?showtopic=28095

( @DavidW @CamDawg @Mike1072 if anyone has a problem with this, please let me know and I will take it down immediately.)

As far as I can tell, this version has all of the recent fixes relating to EE 2.0 games. I have also bundled two installers with it: a Windows version of the most recent stable Weidu release (v239.00) and my Mac Weidu Launcher utility for Mac users (which itself contains Mac Weidu v239.00).

Anyone who is confused about or has trouble installing SCS, go ahead and try this version and please let me know if it doesn't work.

How does opcode 363 (cancel song) work?

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How does the new "cancel bard song on movement" opcode work?

With the Shaman, it is attached as an effect in the Shaman dance. There, it is set to timing mode 1 (instant/limited) with a duration of 3. What does that "duration" mean in this context?

EDIT - and what does the "movement rate" value signify in the parameter1 field?

I'd like to use this opcode with a bard song I'm working on, but I'm having a bit of trouble. For whatever annoying reason, bard song does not kick in right away. It can kick in anywhere from "pretty quickly" to a few seconds after I press the button.

When I put the song cancellation effect from Shamans into my song's .SPL file, it has a problem: if I move around, the cancellation can trigger before the song itself triggers. So in those cases it doesn't do much cancel bard song, as much as prevent it. For reasons I won't get into now, I want to make sure that when I press the bard song button it definitely takes effect. Even if only briefly.

Can the cancellation-on-movement opcode be adapted to this purpose? Can I make it kick in later - like, 6 seconds later? Does it work with timing mode 4 (delayed/permanent)?

Sheena - The Half Dragon Tale

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Sheena - The Half Dragon Tale

Sheena's story begins in Firkraag's lair at level 8-10 in a prison cell next to Garren's child. Sheena is a neutral good half red dragon multiclass Fighter / Wizard. Her half dragon form is hidden most of the time (cities, forests...) to balance the game. Sheena is limited to two handed swords, quarterstaffs, halberds and darts (an animation limitation). Sheena's strength and constitution can not be raised by any item (potions and spells do work). Sheena has extensive banters with all Bioware NPCs, numerous interjections and a friendship path available to both male and female PCs. Sheena's flirts are available to male PCs of good and neutral alignment. She has also a small romance path (TOB like), which triggers if Mazzy is in the party, other romances are not active, you are through with the friendship talks and your character is of neutral or good alignment. Sheena leaves for good if is kicked out from your party.

image image

Race: Human/Dragon

STR: 16
DEX:12
CON: 16
INT: 15
WIS: 10
CHA: 15


- Infravision
- 50% fire resistance
- Half dragon form
- Half dragon breath ability useable once per day
- Slightly faster movement speed to speed up the half dragon animation

Half dragon form: + 4 STR, +2 CON, +4 AC (lizard scale bonus), 100% fire resistance, immune to paralysis as any large creature would and immune to mind spells (charm, confusion and stun). This is the standard half dragon template.

Languages: English, French, Spanish


What needs to be done:

- New better HD portrait
- Small adjustment for rules in her romance
- Extended romance (Right now is romance only in SoA)
- Few more special items
- Czech translation
- Personal Q ?


Actual version - V2.3
Link - https://www.dropbox.com/s/vctuf9957eq9uqb/Sheena_v2.3.zip?dl=0

P.S.
I really tried to contact Red Knight the original author, but all websites are dead and all profiles and emails are canceled.
I hope he will not mind that I took over his mod.

Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers: Gods of the Realms

This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod.

The first few posts will contain the most up-to-date information about the mod itself.

Goals

This mod has a few goals:

-To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character.

-Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities.

-To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible)

-To expand role-play options based on these selections (a very long term goal)

Features


With these goals in mind, the plan (already in motion) is to include the following:

- A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR).

- "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.)

- Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites.

In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described.

(Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!)

Class Changes: Cleric

Clerics will begin play with a number of kit options, including:

Class: Base Cleric

Not very many changes here. Of necessity, the cleric will be able to 'use' all weapons, as the various deities have different preferences for cleric weapon use. Proficiency will be limited to the weapons normally available to the cleric, and (possibly) a few extra 'simple' weapons such as daggers, crossbows, and short swords. However, like SoB, proficiency slots will be (optionally) expanded to allow for increased specialization for normal clerics (i.e. 2 points for all weapons, and mastery with their chosen weapon. Details need to be worked out, but this is the current assumption in the write-ups to follow.) Deity selection will expand these selections and possibly give automatic proficiency in various weapons. Initial spell memorization will be governed by 'general' spheres that should be available (more or less) to all clerics. Deity selection will add special abilities, and expand sphere access appropriate for the deity in question. This is true of all cleric kits (except the Ur-Priest.)
CLERIC: The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. Though  is both protector and healer,  is not purely defensive.  When a threat to the church arises, the Cleric is well suited to it out on its own ground and destroy it.

CLASS FEATURES:
– May wear helmets.
- Medium Armor: may not wear armor heavier than chain.
– May use any shield except Tower Shields.
- Simple Weapon Proficiency: The cleric can gain one point in spears, short swords, daggers, short bows, and any blunt weapon.
- May gain maximum ranks in any fighting style.
- May Turn, or Rebuke Undead.
- May cast priest spells up to 7th level.
- Full Casting Progression
- Lore 4/level
- Hit Die: d8
- Medium THAC0 Progression
- Gains Special Abilities, and spell access depending on the deity that worships.
- Select Deity: Gains the following bonuses, the specifics of which vary by selected deity:
*Can specialize in deities' favored weapon.
*Sphere access: Average access: 12 spheres, major access to 6 spheres
*Various granted powers as they level up

Deity access: Helm, Talos, Lathander, Tempus, Bane, Azuth, Deneir, Oghma, Mystra, Selune, Shar, Tyr, Torm


Cleric kit: Priest
PRIEST: Also known as "Archivists" or "Cloisters", Priests are especially pious and studious clerics that rarely venture beyond abbey walls.  However, when they do go adventuring, their skills and spells are quite useful, even if they lack combat training typical of most clerics.
Advantages:
- Lore: 8/lev
- Devoted Servant: Priests always get more bonus spells than other clerics of the same deity as the have spent years cultivating a connection with that deity through rigorous ritual and meditation. As such, they gain +1 spell per spell level.
- Use Magic Device: Through their studies, priests have experience with various magic items and are able to use magic items that are normally barred to them. As such, they can use wizard scrolls and wands (may, or may not be satisfactorily implementable--we'll see).

Disadvantages:
- Light Armor: may not wear armor heavier than studded leather.
– May not equip shields larger than bucklers.
- Cannot specialize in their deity's favored weapon, but can become proficient in their deitie's favored weapon, even if proficiency is otherwise prohibited.
- Gains only d6 HD per level.
- Slow (Wizard) THAC0 progression
- D6 HD

Deity access: Loviatar, Sune, Ilmater, Talona, Talos, Lathander, Mykrul, Azuth, Deneir, Oghma, Mystra, Selune, Shar, Leira, Beshaba, Talona

Cleric Kit: Ur-Priest
UR-PRIEST: Ur-Priests are heretical practitioners that have found a way to wrest divine power from the gods with the use of ancient and forbidden rituals.  As might be expected, this behavior is frowned upon by the gods, and Ur-Priests have to keep their profession secret or risk persecution or worse.
Advantages:
- Sphere Access: High Access: Maximum access possible within the constraints of the engine. SPECIFICS TO BE DETERMINED. (and fluff will be modified accordingly)
- Steal Spells: Drain spells from other casters to replenish their own slots. Ability improves with level (and will hopefully be useful enough to compensate, with expanded spell access, for missing granted abilities).

Disadvantages:
- Cannot Turn Undead
- Cannot specialize in any weapon

Deity access: None, despises the gods.

Restrictions: Cannot be of a good or lawful alignment





Class Changes: Druid to Mystic

The plan right now is to change the name of the base druid to "Mystic" and make the standard druid a kit of that class. The feeling is that Mystic implies more than just a 'nature focused' class (though, it is conceivable that a given mystic might be 'nature focused').

Class: Base Mystic TO DO
MYSTIC: fluffy fluff
CLASS FEATURES:
- Light Armor: may not wear armor heavier than studded leather.
– May not equip shields larger than bucklers.
- Simple Weapon Proficiency: The cleric can gain one point in spears, short swords, daggers, short bows, and any blunt weapon.
- May gain a single rank in any fighting style.
- May cast priest spells up to 7th level.
- Exceptional Casting Progression (+1 spell/level compared to the cleric)
- Lore 2/level
- Hit Die: d8
- Medium THAC0 Progression
- Gains Special Abilities, and spell access depending on the deity that worships.
- Select Deity: Gains the following bonuses, the specifics of which vary by selected deity:
*Sphere access: Low access: 10 spheres, major access to 5 spheress
*Sphere Focus: Gains early access to one of their available (Major access) spheres, as determined by deity selection
*Various granted powers as they level up

Deity access: Akadi, Malar, Eldath, Chauntea, Grumbar, Istishia, Kossuth, Mielikki, Moander, Shaundakul, Silvanus, Talos, Selune, Mystra, Shar, Beshaba, Talona



Mystic Kit: Incarnate
INCARNATE: Often called, "Chosen", Incarnates are 'natural' priests, with little or no connection to any church hierarchy.  It is less true to say that they choose their deity than they are 'chosen' by a given deity (whether they like it or not) for their temperament, and natural connection to divine magic.  Often peasants, they typically have few skills or other special training.

Advantages:
- Divine Savant: Incarnates are naturals when it comes to divine magic. They can cast +1 spell per spell level. In addition, their divine spells are especially potent, and are cast at their cleric level +2.

Disadvantages:
- Cannot wear armor.
- Does not gain specialization in any weapon, nor access to any additional weapon training.
- Unpracticed: Incarnates are natural conduits of divine power, chosen by the gods, but are uninitiated and cast in an untrained, unorthodox and clumsy manner. Their spells are cast at -2 casting speed. --TO DO
- Gains only d6 HD per level.
- Slow (Wizard) THAC0 progression
- D6 HD

Deity access: Bane, Loviatar, Sune, Ilmater, Talona, Talos, Lathander, Mykrul, Deneir, Oghma, Mystra, Selune, Shar, Leira, Beshaba, Talona


Mystic Kit: Druid
DRUID: The Druid serves the cause of nature and neutrality; the wilderness is  community, and  uses  special powers to protect it and to preserve balance in the world.

Advantages:
- Shape Shift: Can Shape Shift into various animal and elemental forms. Forms vary by deity.
- Superior Sphere access: 12 spheres, major access to 6 spheres
- Animal Companion: Gains an animal familiar that can fight alongside .

Disadvantages:
- Slower casting progression: -1 spell per spell level

Deity access: Auril, Akadi, Malar, Eldath, Chauntea, Grumbar, Istishia, Kossuth, Mielikki, Moander, Shaundakul, Silvanus, Talona.

Restrictions: Must have a neutral component to alignment
Notes:
(SoB has done a lot of great work on druids, and the plan is to incorporate that work into this one. For example, standard Forest Druids of Silvanus will shape shift into wolf, rat etc as in that mod. Druids of Malar--at least one sect--will be SoB's lycanthropic druids, and so on.)

Naming/ability scheme:
Druids of Silvanus: 'Standard' Forest Druids
Shamelessly copied from Kamigoroshi's post:

Druids of Ghaunadaur (BG saga)/ Moander (IWD) = the Gray Druid branch
Druids of Ubtao / Thard Harr = the Jungle Druid branch
Druids of Ulutiu / Auril = the Arctic Druid branch
Druids of Grumbar / Geb = the Mountain Druid branch
Druids of Talona / Sebek = the Swamp Druid branch
Druids of Nobanion / Malar = the Plains Druid branch
Druids of Kossuth / Set = the Desert Druid branch

Note to self: Update per the list


Mystic Kit: Alienist

(NOTE REVISE!) ALIENIST: While all mystics concern themselves with the supernatural to some extent, the alienist has dedicated self to the study of the truely alien. Through this study, has gained insight and power over the bizzar, but sanity has taken a hit, and is more vulnerable to psychic manipulation.
Advantages:
- Superior Sphere Focus: Gains sphere focus to more than one sphere, and/or gains unique sphere access. Details vary by specialty.

Disadvantages:
- Slower casting progression: -1 spell per spell level
- Sphere access: Very low, even for a mystic. Gains access to 4 major sphers, and 8 total spheres.

Special:

- Select Focus: Does not select a deity per se, but selects from a number of 'interests' that control sphere access and special abilities.

Specialties include:

2015/09/04: Merged with the alienist kit
- Elementalist
* Sphere Focus: all four elemental spheres. No major access to any other sphere(?) Minor access to ~4 more spheres.
* Shapeshift into various greater and lesser elemental forms
* Elemental familiar(?)
* More(?)

- Oozemaster
* Sphere Focus: Unique ooze sphere(?)
* Shapeshift into various ooze forms
* Ooze familiar(?)
* More(?)

- Hivemaster
* Sphere Focus: Unique insect sphere(?). Animal(?)
* Shapeshift into various insectoid forms; perhaps even a swarm if I can make it work
* Giant Insect or arachnid familiar(?)
* More(?)

2015/09/04: Merged with the alienist kit
- Diabolist
* Sphere Focus: (?).
* Shapeshift into various devilish forms
* Imp familiar(?)
* More(?)

2015/09/04: Merged with the alienist kit
- Demonologist
* Sphere Focus: (?).
* Shapeshift into various demonic forms
* Quazit familiar(?)
* More(?)


I see both the alienist types as something straight out of Cthulu: they become obsessed with something totally alien and monstrous, are more than a little unhinged, but can gain great power, even if ultimately they are consumed by it.


Class Changes: Paladin to Champion
Paladins are goody goody. Not all warriors that dedicate themselves to the gods are. "Champion" is (hopefully) a more neutral term.

The plan is to better support non-good paladins, and to allow all to select a deity (or demon, whatever).

Class: Base Champion
CHAMPION: Like the Fighter, the Champion is a person of action and combat. However, the Champion lives for the ideals of  deity, and strives to be a living example of the tenants of  faith.

CLASS FEATURES:

– May wear helmets.
– May wear any armor and use any weapon.
– May not exceed Specialization (two slots) in any weapon class, unless that weapon is favored by deity, in which case can gain mastery.
– May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
– Hospitalar: May use Lay On Hands ability once per day to heal a target for 2 Hit Points per level of the Champion.
– May Turn Undead as a Cleric two levels lower, starting at level 3.
– May cast priest spells starting at level 3.
– Receives a +2 bonus to all Saving Throws.
– Hit Die: d10
- Full THAC0 progression
- D10 HD
- Lore 1/lev
- Smite Infidel (Details to come)
- Gains various special abilities depending on deity choice
- Can gain Mastery in any weapon (High Mastery in god's chosen weapon)
- Select Deity: Gains the following bonuses, the specifics of which vary by selected deity:
*Can gain High Mastery in god's favored weapon
*Sphere access: Minor access only; determined by deity
Deity access: Helm, Bane, Torm, Tyr, Tempus, Kelemvor (will be undead slayers; will make them have full turn undead), Lathander (ditto on the undead turning).



Champion Kit: Inquisitor
INQUISITOR: The Inquisitor has dedicated  life to finding and eliminating imposters within the faith, especially those that use magic to deceive the faithful, and  god has provided  with special abilities toward that end.
Advantages:
- Oracle at 1st level (dispels all illusions)
- Minor Globe of Invulnerability at 5th level
- Breach at 10th level
- Spell Turning at 15th level
– Immune to hold and charm spells.
– May cast True Sight once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

Disadvantages:
– May not turn undead.
– May not use the Lay On Hands ability.
– May not cast priest spells.

Deity access: Bane, Mystra, Azuth, Kelemvor...depends on sphere access. TO BE UPDATED


Champion Kit: Zealot
ZEALOT: Not every champion is a part of the church heirarchy.  Many individuals feel a divine connection to a deity, ...(REVISE)
Advantages:
- Frenzy (bonuses and uses to be determined)
- D12 HD

Disadvantages:
– May not turn undead.
– May not use the Lay On Hands ability.
- Light Armor: may not wear armor heavier than studded leather.
- Does not gain extra training in deity's favored weapon

Deity access: I want to include just about every deity here. Zealots aren't part of any church hierarchy, or order; they just 'zealously' follow some god of their own accord out of pure faith, and are rewarded for it.


Champion Kit: Blackguard
BLACKGUARD: The Blackguard epitomizes evil and is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Often confused for an Anti-Paladin, who is merely a champion of a dark god, they sink to an even lower level, for the Blackguard has turn away the gods completely, and has made a dark pact with a major demon or devil lord. While this pact offers relative autonomy, and great power while the blackguard lives, the price is their very soul. Because of this, the Blackguard is especially depraved, and is hated and feared by all.
Advantages:
- Absorb Health
- Poison weapon
- Aura of Despair

Disadvantages:
- Light sphere access (demons and devils are limited in the spells that they can grant)
- Can gain Mastery in any weapon (High Mastery in god's chosen weapon)
- Does not gain extra weapon training

Patron: List demon and devil lords here...


Class Changes: Ranger

The plan is to better support non-good rangers as well (and to allow all to select a deity).

Details forthcoming.


Class Changes: Bard

We want to, at the very least, include a bard kit (hymnist?) that is devoted to a specific deity. Details are in flux, but are forthcoming.

Class Changes: Other possibilities

Barbarian: A possible way to differentiate the barbarian from the berserker is to make the barbarians rage something of a religious expression of devotion to a god or spirit/animism
.

Shaman:Shaman support is planned. We need more details about the class first, though.

Other Ideas

Item Crafting: Healing potions and such.

Orisons: Basically, cantrips for clerics. See SoB.

Rituals: Special spells with a long casting time, increased effects, but have special requirements (either costing gold, requiring special materials, cause the caster non-lethal damage, or other). Very up in the air. But if something like this gets implemented, it would have a kit called the "Ritualist" which would specialize in these spells.

Download Link

To be added

Compatibility

Here's the new compatibility file that can be used by other kit modders to add their kits to our sphere system - the only difference is using "Benediction" instead of "Divine Aid."

Btw for any makers of kit mods who want to hook into our sphere system, here is what you need to add with your kit: unzip the attached file and rename it so that "mykit" is replaced with the 2da name of your kit's CLAB table (for, for instance, for the vanilla trueclass cleric would become "clabpr01_spheres.d5").

Install it with your kit with the following code (edited to work with your mod structure, of course):

ACTION_IF NOT FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
COPY ~mymod/path/mykit_spheres.d5~ ~override~
END
See attached file


Special Thanks:

Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations.

Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games.

Avenger: DLTCEP is essential.
http://gibberlings3.net/forums/index.php?showtopic=23917

Argent77: As is Near Infinity.


The keepers of IESDP: Again, essential.

http://gibberlings3.net/iesdp/index.htm


Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential.

http://weidu.org/WeiDU/README-WeiDU.html

Playtesters:
@iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3.

Extra special thanks to @ineth for being so helpful!

Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues:

http://gibberlings3.net/forums/index.php?showforum=16

Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod.

http://www.shsforums.net/topic/38261-atweaks-v442-released/

Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational:

http://gibberlings3.net/forums/index.php?showforum=29

Aquadrizzt: I've learned a lot from this guy.

Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance:

https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1

Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational:

https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1

Special thanks to Kjeron for some timely help with code for the sphere system

CrevsDaak: For his lovely tutorial found here:

http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1

Wolpak: Very knowledgeable fellow. Learned a lot from him.

Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod:

https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1

Smeagolheart : I have learned a lot from his mods, especially

https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1

Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah: Helpful Suggestions

Red_Carnelian for graciously providing bam creation resources:

https://forums.beamdog.com/discussion/42011/blazing-bams

Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P

ToBex

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Is ToBex a viable option for bg2ee?
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