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game crashes when i click on world map and when i try an area transition

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I am using:
Manufacturer: Hewlett-Packard
Model: HP Mini 110-3000
Processor: Intel(R) Atom(TM) CPU N450 @ 1.66GHz 1.67 GHz
Installed memory (RAM): 1.00 GB
System type: 32-bit Operating System
Steam install Baldur's Gate 2 & Throne of Bhaal
steam install file not to the c: drive

windows updated
My Big World updated with mods installed
no problems zoning or looking at the world map prior to install
graphics card driver updated
direct x updated
open AL updated
sound driver updated
Microsoft visuals updated
Baldur's Gate updated
Steam updated

installed mods (installed with no noticeable conflicts (conflicts were sorted and weeded out at appropriate place prior to install):
general:
big world fixpack (includes trimpack) [en]
big world installpack [en]
big world textpack [en]
ee keeper [en]
weidu [en]
weidu-filechanglog [en]
corrections:
jim's fixes and tweaks [en]
nightfarer's item patcher [en]
big mods:
tddz (ee-compatible installer for the darkest day [en]
the darkest day [en]
quest mods:
alternatives [en]
assassinations [en]
back to brynnlaw [en]
dong0`s quest pack [en]
dungeon crawl [en]
elistraee`s song[en]
fading promises [en]
fishing for trouble [en]
i shall never forget [en]
innershade [en]
mal des vampirismus [en]
reunion [en]
tales of the deep gardens [en]
the sellswords[en]
the white queen [en]
tower of deception [en]
mini mods:
adalonès blood silberdrachenblut [en]
lucy the wyvern [en]
the gibberlings three anniversary mod [en]
the minotaur and lilacor [en]
wheels of prophecy [en]
npcs:
adrian npc [en]
afaaq the djinni companion [en]
ajantis npc for bg2 [en]
alora npc [en]
amber npc soa [en]
angelo npc [en]
aran whitehand npc pre-release [en]
arath npc [en]
auren aseph npc [en]
branwen bg2 npc [en]
chloe npc [en]
coran npc for bg2 [en]
dace npc [en]
fade npc [en]
faren npc [en] foundling between the shades [en]
haldamir npc [en]
isra bg2 npc[en]
lylos npc tob [en]
kelsey npc [en]
keto npc soa [en]
kindrek npc [en]
kivan and deheriana companions [en]
nathaniel npc [en]
nephele npc [en]
ninde npc [en]
quayle redone [en]
rajali romance [en]
saerileth npc [en]
saradas magic 2 [en]
sarah npc [en]
sirene npc for bg2ee [en]
skie bg2 npc redone [en]
tashia remix npc [en]
the undying [en]
tiax npc [en]
tsujatha npc [en]
tyris flare npc [en]
vampire tales [en]
weimer's solaufein npc [en]
xan npc [en]
xulaye npc [en]
yasraena npc [en]
yvette romance [en]
npc related mods:
banter packs [en]
crossmod banter pack [en]
dearnise romance [en]
edwin romance [en]
haerdalis romance [en]
iep extended banters [en]
imoen friendship [en]
keldorn romance [en]
lavalygar [en]
mazzy friendship [en]
npc flirt pack [en]
npcs enhanced for everyone [en]
romantic encounters [en]
sarevok friendship [en]
sarevok romance [en]
viconia friendship [en]
wings aerie expansion for bg2ee [en]
yoshimo friendship [en]
yoshimo romance [en]
tactical encounters:
ascension [en]
azengaard tactical encounter [en] (not sure)
butchery [en]
com encounters [en]
din0's quest pack [en]
rogue rebalancing [en]
sword coast stratigems [en]
turnabout [en]
vampire tales [en]
rules and tweaks:
almaterias restoration project [en]
animal companions [en]
atweaks [en]
difficulty and tweak mod [en]
divine remix [en]
eet enhanced edition trilogy tweaks[en]
full plate and packing steel [en]
golem construction for spellcasters [en]
item revisions v4 prerelease [en]
iwdification [en]
jims fixes and tweaks [en]
klatu tweaks and fixes [en]
might and guile [en]
refinments [en]
rogue rebalancing [en]
scales of balance [en]
spell revisions v4 prerelease [en]
sword coast stratagems [en]
teleport spell [en]
tome and blood [en]
tweaks anthology prerelease [en]
stores and items:
freedom reign and reign of virtue [en]
haerdalis swords [en]
improved archer kit [en]
iwdification [en]
more style for mages [en]
pack mule[en]
song and silence [en]
stuff of the magi [en]
team bg armor pack for bg2 [en]
team bg weapon pack for bg2 [en]
thrown hammers [en]
upgradable dakkon blade [en]
vampire takes [en]
weimer`s item upgrade [en]
artificial intelligence:
ding0`s quest pack [en]
sword coast stratagems [en]
character kits:
chantelame [en]
divine remix [en]
duskblade kit [en]
eet enhanced edition trilogy tweaks[en]
eldritch magic [en]
improved archer [en]
jkits [en]
mught and guile [en]
rougue rebalancing [en]
song and slience [en]
the bear walker a werebear ranger kit [en]
tome and blood[en]
warsling sniper [en]
wizard slayer rebalancing [en]
graphic portrait and sound mods:
aran whitehand npc prerelease [en]
ascension [en]
bpbgt worldmap [en]
eet alternative gui sod [en]
lighting pack shader scripts [en]
nathaniel npc [en]
recolored toolbar buttons [en]
sentrizealès alternative avatar pack [en]
the picture standard for bg2ee [en]
thrown hammers [en]

stuff was added and removed to fix the conflicts with the mods

jimfix-v2-1 removed from install couldnt unpack properly
if someone could teach me how to manually add jimfix-v2-1 to the big world install and the wildmage17 mod that would be cool.
can i just run&install them after the big mod install or will that conflict with the big install

PROBLEMS:
1) not sure how to install jimfix-v2-1 and wildmage17 mods after the install or how to add them to the bigworldproject.
2) when i click on the world map the game crashes. also when i try to zone out of wakeens promenade the game crashes.
the forum isnt allowing me to attach this file i can email it or someone can teach me how to attach it
attached is C:\Users\maxwang\Documents\Infinity Engine - Enhanced Edition\crash

Eve of War [Work in progress]

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Eve of War

Highlights

- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits.

- Contains 9 new quests, new approaches and outcomes for existing quests,1 new area, and three new NPCs.


- Removes many existing main plot restrictions:

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

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

Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences.

Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.

Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be auto-killed by the grand dukes.

If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.


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

- Incorporates unused files and dialogues from the original game.

- Variables created in this mod will be used in A Journey's End (its successor mod in BG2EE). I haven't worked out all the details on this yet though.

- The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem.

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



Friendly Arm Inn

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

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


Beregost

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

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

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

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

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

- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and
soldiers)

- An Acolyte of Lathander is now serving the temple (instead of Kelddath).

- A head smithy is now serving the smithy (instead of Taerom)

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

- Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented)


High Hedge

- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.

South of High Hedge

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


South South of High Hedge

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


Nashkel

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

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

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

- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).

- A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented)

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

- In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented)


Carnival and Nashkel Mines

- The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).

Archaeological Site/Brage Area

- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.

Gullykin

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

Firewine Bridge

- The Firewine Bridge is now a wild magic area.

Firewine Ruins

- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
The wardstone is found in the inventory of a junk dealer in Baldur's Gate



Bandit Camp

- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.

- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.

- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.

- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.

- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.



Cloakwood Forest

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

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

- There are additional dialogue options for druid and avenger characters.



Ice Island

- The Ice Island now has remorhaz that appear instead of ankhegs.


Werewolf Island

- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.


Baldur's Gate (the city)


- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented)

- A temple dedicated to Mask now exists in the thieves guild. (not yet implemented)

- The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented)

- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented)

- 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented)

- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.

- The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented)

- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.


Final Battle

- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released.

- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.



Quests

- Contains 9 new quests.

Some mundane ones

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

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

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

- Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)



And some larger ones

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

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

- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented)




Yeorg - an evil Dragon Disciple NPC.


Who is Yeorg
Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.

Yeorg, Dragon Disciple (level 4)
Human
Neutral Evil

STR: 16
DEX: 9
CON: 15
INT: 15
WIS: 16
CHR: 15

Total = 86

Starting HP: 24 hp (which includes the constitution bonus)

Innate abilities:

Dragon Disciple abilities.


Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon.

His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north.

When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business.


Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)


Stats

Strength, Dexterity, Constitution


Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility.


Intelligence and Wisdom

As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.

Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).


Alignment

Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer.


Starting Location: AR4013 (a small hut in the north-east part of Gullykin)

Reason for his presence in Gullykin

He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty.

As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).



Spells:

Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher


Daran Highhammer (Siege of Dragonspear only)



(Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.)

Class: Fighter/Thief
Kit: Vermin Slayer
Alignment: Neutral Good

STR: 18/10
DEX: 17
CON: 14
INT: 11
WIS: 9
CHR: 11

Proficiencies:

Short Sword: **
Crossbow: **
Short Bow: *
Single Weapon Style: *

Thief Skills

His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else.


Kit: Vermin Slayer

VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons.

Bonus

- It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups.
- It gives +5 to Find Traps, Hide in Shadows, and Move Silently

Penalty

- 10 to Pick Pockets

Restrictions

- Only accessible by Daran Highhammer


Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar.

Where you find him:

You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault.

Characterization:

He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired.



Storyline (BGEE)





Chapter 1

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

Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members.

Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter.


Chapter 2

The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms.


Chapter 3

The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments.

Concerned over word that the Zhentarim are behind many of the issues plaguing the region the Council of Six has agreed to send additional troops to reinforce the compliment guarding Nashkel. Progress in getting troops to Nashkel has been decidedly slow however, with much of the difficulty resting on moving across the inhospitable Cloudpeak Mountains. With news of more troops entering town shortly the town merchants have grown concerned about becoming overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears.

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


Chapter 4:

With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a growing concern over if the situation has been adequately handled. With rumours swirling in both cities there now exists a very real state of rising tension between Baldur's Gate and Amn. Due to its inability to address the bandit problem, as well as its concerns over the influence of the Zhentarim in the city, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate to handle internal problems. Word of the Zhentarim operating secretly in Baldur's Gate has only bolstered their concern over how truly independent the Grand Dukes of Baldur's Gate really are.


Chapter 5

Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire.

The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a much more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers.



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

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

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


Chapter 7

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

It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod, as well as A Journey's End (its successor mod for BG2EE).


Storyline (Siege of Dragonspear)



Chapter 7

You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn.

Chapter 9

As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.




Will be released after the release of Siege of Dragonspear

A proposal: script mule

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When a modder wants his actions to run all the time or anywhere, he goes to baldur.bcs. There is no other place to put them. The dplayer#.bcs files are only active if the party AI is on. But baldur can get cluttered if very large mods are installed. What else, or who else, can run scripts always and everywhere? An invisible creature given an otherwise blank OVERRIDE script. All it takes is extending all area scripts so that they spawn this silenced and avatar-less helper somewhere, unless it already Exists.

Modders could then add custom entries to the script of this mule, extending it. Putting actions in a creature script even has some advantages over baldur, which can't run certain actions. But the mule must be a common resource, with a definite filename for CRE and BCS. If every modder spawns his own mule, all running their own scripts, it's going to be rather inconvenient and maybe disruptive, as they click and whir in the background. It's much better to have this one strong back to saddle. So why don't we work out a script extension code here for area scripts and agree on the names? I suggest ---MULE.CRE and ---MULE.BCS, so that they show up on top of the Override folder in NI, and the creature's script name, in case we need it, "mule."

Then we can publish this thing on Spellhold and people can start making use of it and include it in their archives.

EEKeeper hangs indefinitely when indexing resources (SCS, BG2EE, OSX)

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Hi all!

I'm curious to see if anybody else has hit this... I'm running BG2EE v2.3.67.3 (GOG) on OSX Sierra, and AstroBryGuy's EEKeeper for OSX v1.0.3.2 was running fine, until I installed SCS.

After modding, EEKeeper hangs forever in the "Indexing Resources" initial popup, and is therefore unusable. I also tried later versions of the EEKeeper, even the latest Windoze one with WineBottler, with no luck...

Has anybody run into this, or knows how to fix this? Thanks!

pit fiend xp question

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I search for the answer but i didnt find it. Can i modify gate spell summoned pit fiends to give xp when they kill enemies ? Its okay that they are hostile, bit i want the xp for kills they do.

Installation SCS during an ongoing game

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Hello.

I have a question that I have not found a clear answer yet. As i know there are some mods (or components of those) which require starting a new game,and there are some which you can install into an ongoing game, without the need of restart.


So how is it with SCS (Stratagems)? I've started few weeks ago a new game in BG II with fixpack,ub,tweaks and widescreen mods installed, but now i've discovered SCS and i'm really curious about it.

But im not really happy to abandon this playthrouh and start a new one. I've seen in SCS readme that only some components requires "starting a new game".


How is about the mod in general? Does it need to start a new game to work properly ?

Sharing my custom graphics (pointy hat/face bag/duck helm)

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Hello, fellow players.
My friend and I were and are playing BG (EE in this case) first time so after making proper custom portraits that would suit our characters I went further and made few custom items for own amusement.

Now I'm sharing it all with you but note that its helmet animations are not for all creature sizes, but issue there is only coordinates, so other modders could probably fix it easily. I was using a scripting tool I wrote to ease animation making but still I edited about 2000 frames and got fed up with it to make it for creature sizes we didn't use in our playthrough. Item descriptions and some messages they make have our character names instead of proper tokens, but again if somebody wishes its easily fixable.

Pointy hat is showing only for Large size races and duck for small ones.

File archive itself is too big to attach it through forums so here is a link
And here is promised hotfix for files only, if you are interested in BAMs only, just download upper one

Note thogh that portraits are not work of my own, but merely photoshop editing of existing arts found in google. Item description also has a quote from Terry Pratchett's books.
-------------------------------------------------------
UPDATE

LATEST VERSION.

Added 1 additional item - sleeping bed roll for adventurer camps. It doesn't do anything other than makes your character lie on the ground (animation only+1 second feeblemindness to prevent canceling sleep animation with movement). Waking up is achieved by ordering sleeping char to move.

It still has specific party names in descriptions/lines and few party-only jokes, you could easily edit that. Additionally I removed most of OP effects from items, now its mostly for flavor and rp (for example if a person wears pointy hat with misspelled "WIZZARD" and comes close to any npc who is wizard/cleric there is a chance that npc will start giggling)


Installation SCS (Stratagems) during an ongoing game

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Hello.

I have a question that I have not found a clear answer yet. As i know there are some mods (or components of those) which require starting a new game, and there are some which you can install into an ongoing game, without the need of restart.


So how it is about SCS? I ve started few weeks ago a new game in BG II with fixpack,ub,tweaks and widescreen mods installed, but now i've discovered SCS and i'm really curious about it.

But im not really happy to abandon this playthrouh and start a new one. I've seen in SCS readme that only some components requires "starting a new game".


How is about the mod in general? Does it need to start a new game to work properly ?

Here's how to use custom portraits

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Well, I guess the thread title is self-explanatory. This is an updated and expanded version of the original post, which I hope will be lot more helpful.

Many many thanks to everyone who contributed to this thread with further advice and/or questions.

1. PORTRAIT FILES

1.1 Image file format

Portraits for BG:EE are 24-bit bitmaps (.BMP). You can save images in this format using practically any image editor such as MSPaint, Adobe Photoshop or GIMP. (Check Item 6 for more info on how to properly convert your image)

1.2 Image file dimensions

UPDATE: you can now use a single large portrait, which will be resized to fit the other screens. The optimal size is 210x330 pixels. Keep it at a minimum of 169x266, to prevent blurred images.

Images can be larger than that, but no wider than 1024 pixels. Also try to keep it proportional to the dimensions that have just been mentioned, otherwise, the image will be "squeezed" and may look distorted. (Check Item 6 for more info on how to properly crop your image)

The deprecated directions are still valid and are useful if you'd like your character to have different images for each screen (or, in IWD style, different crops):

To use a custom portrait, you need 3 versions of an image (only 2 are required, though) with different dimensions (width x height, in pixels):

Large - 210x300 (not required - character creation screen)
Medium - 169x266 (for the character record screen)
Small - 54x84 (for the right sidebar of the game screen)


1.3 Image file naming conventions

You can name your portraits however you want, as long as you follow these rules:

· NO spaces.
· Between 1 and 7 characters (not counting the size letter, see below)
· End with the letter L, M or S, according to size.

e.g.: mulderL.bmp (large), scullyM.bmp (medium), krycekS.bmp (small).


2. THE "PORTRAITS" FOLDER

In order for your portraits to show up in BG:EE, you must place them in an specific folder, named "Portraits" (without quotes). This folder is not created when the game is installed, so you must create it yourself.

2.1 Where to create your "Portraits" folder

On Windows: go to your User(s) folder. You know, the one that has My Music, My Pictures, and so on. Now follow this path: My Documents > Baldur's Gate - Enhanced Edition. That's where you must create your Portraits folder.


3. USING CUSTOM PORTRAITS

Once you have the right files on the right folder, all you have to do is select the portrait inside the game.

3.1 On a new character

When creating a new character, once you're prompted to select his or her portrait, you will notice a button labeled "CUSTOM" now shows up on the screen.

This button will take you to the screen shown below, where you'll be able to select the Medium and Small portraits. They're not required to match - you can use different M and S portraits for one character if you so desire.

(hit the spoiler button to see image)
image


The Large portrait will be selected automatically according to the Medium one, or ignored (if there is no L version).

3.2 On a previously created character

If you're already playing a character and want to change it's portrait, go to his/her Record screen and hit the button labeled "CUSTOMIZE", then "APPEARANCE".

Once you're prompted to select his or her portrait, you will notice a button labeled "CUSTOM" now shows up on the screen.

This button will take you to the screen shown below, where you'll be able to select the Medium and Small portraits. They're not required to match - you can use different M and S portraits for one character if you so desire.

The Large portrait will be selected automatically according to the Medium one, or ignored (if there is no L version).

3.3 On an exported character

Changing the portrait of an exported character is just a little trickier. There are two ways you can do so:

3.3.1 Via importing/re-exporting

Import your character into a new game (or into a loaded multiplayer game), and then follow the steps on 3.2. After doing so, you can export it again so it'll remember your portrait selection.

3.3.2 Using a game editor

You can also use EEKeeper. Open your exported character using the program and click the "Change Portrait" button. You will notice your custom portraits are now listed along the others.


4. HOW TO CHANGE NPC PORTRAITS

As you probably already know, it's not possible to edit a NPC's portrait or soundset using the Customize menu under their record screen.

If you want to do it, however, you don't really need to use a game editor. There's a simple method that will not only apply to any game (new or previously saved), but it's easily reversible.

All you need is to have portraits that use certain specific file names which will be recognized by the game as the original portraits and be shown instead.

These files can be put on your Portraits folder. In fact, be careful not to use these names if you don't want to change a NPC's portrait. Though you will be able to select it for your character, the substitution will still occur.

To revert the process, simply rename or remove the files from your Portraits folder.

Hit the spoiler button to view the list of NPCs and their respective file names:
Ajantis - AJANTISL.bmp, AJANTISM.bmp, AJANTISS.bmp
Alora - ALORAL.bmp, ALORAM.bmp, ALORAS.bmp
Baeloth - BAELOTHL.bmp, BAELOTHM.bmp, BAELOTHS.bmp
Branwen - BRANWENL.bmp, BRANWENM.bmp, BRANWENS.bmp
Coran - CORANL.bmp, CORANM.bmp, CORANS.bmp
Dorn - DORNL.bmp, DORNM.bmp, DORNS.bmp
Dynaheir - DYNAHEIL.bmp, DYNAHEIM.bmp, DYNAHEIS.bmp
Edwin - EDWINL.bmp, EDWINM.bmp, EDWINS.bmp
Eldoth - ELDOTHL.bmp, ELDOTHM.bmp, ELDOTHS.bmp
Faldorn - FALDORNL.bmp, FALDORNM.bmp, FALDORNS.bmp
Garrick - GARRICKL.bmp, GARRICKM.bmp, GARRICKS.bmp
Imoen - IMOENL.bmp, IMOENM.bmp, IMOENS.bmp
Jaheira - JAHEIRAL.bmp, JAHEIRAM.bmp, JAHEIRAS.bmp
Kagain - KAGAINL.bmp, KAGAINM.bmp, KAGAINS.bmp
Khalid - KHALIDL.bmp, KHALIDM.bmp, KHALIDS.bmp
Kivan - KIVANL.bmp, KIVANM.bmp, KIVANS.bmp
Minsc - MINSCL.bmp, MINSCM.bmp, MINSCS.bmp
Montaron - MONTARL.bmp, MONTARM.bmp, MONTARS.bmp
Neera - NEERAL.bmp, NEERAM.bmp, NEERAS.bmp
Quayle - QUAYLEL.bmp, QUAYLEM.bmp, QUAYLES.bmp
Rasaad - RASAADL.bmp, RASAADM.bmp, RASAADS.bmp
Safana - SAFANAL.bmp, SAFANAM.bmp, SAFANAS.bmp
Shar-Teel - SHARTEL.bmp, SHARTEM.bmp, SHARTES.bmp
Skie - SKIEL.bmp, SKIEM.bmp, SKIES.bmp
Tiax - TIAXL.bmp, TIAXM.bmp, SKIES.bmp
Viconia - VICONIAL.bmp, VICONIAM.bmp, VICONIAS.bmp


Example: placing IMOENM.bmp and IMOENS.bmp on your portraits folder will make Imoen use these portraits instead of the original.


5. TROUBLESHOOTING

5.1 My custom portraits don't show up at all! (may or may not include: The "CUSTOM" button on the portrait selection isn't even there!)

Are they in the right folder? Double-check the path and if yes, make sure there aren't any typos on the folder name.

Was the game running before you put them there? If you change the contents of the Portraits folder while the game is running, you need to restart it in order for any changes or additions to be applied.

5.2 The file names show up but not the portraits - all I see is a blue silhouette with a question mark!

Make sure the files are 24-bit bitmaps.

If you are using MSPaint, the program will often save .bmp files as 32-bit, even if you specifically select the "24-bit bitmap" file format.

Simply changing the extension of .JPG images will not work. Open up the files in an image editor and save them as bitmaps.

If you're not sure on how to do that, read the next section.


6. A QUICK GUIDE ON EDITING AND SAVING IMAGES

If you're having problems saving or resizing your custom portraits, here are a few tips:

6.1 Resizing and proportions

To learn how to resize an image using MSPaint, check out this link (thanks to @SableRhapsody).

Now, most of the times the image you want to use as a portrait is not on the right proportions, and you most likely don't want it to be all streched or distorted when you save it. So how do we get around that?

You need to edit the image so it'll better "fit" inside the portrait dimensions. Using MSPaint to do that isn't the most practical way (you'll find out why soon enough), but if you really want to try, @Dee posted a quick guide right here.

Truth is, you are better off using a more sophisticated image editor. It doesn't take a graphic designer to do simple resizing and cropping - only patience and a few minutes to learn. I'll give you some tips on how to do it using free software - I figure if you are an Adobe Photoshop user, you don't need help with this.

6.1.1 Using Paint.net

(coming soon)

6.1.2 Using GIMP

GIMP is a free (and pretty powerful) image editor. In fact, it might be overkill for the task at hand (it's a 70MB download and it'll take around 150MB once installed), but it's a nice option if you also want to start fiddling around with other stuff (brightness, contrast, colors, etc). However, that's beyond the scope of this guide, at least for now.

To make a portrait using GIMP, follow these steps (hit the spoiler buttons to see the images):

1) Start by clicking File > New. This will open a "Create a New Image" window, where you'll set the file's width to 210 and the height to 330. Keep every other option as it is and hit OK. Now you have a window that looks like this:
image


2) Go to the folder where the image you want to edit is. Click the file and drag it into the GIMP window, more specifically, into the image area (trust me, it'll work). Once you do that, you should see only part of the image inside the portrait dimensions. Don't worry, we're making progress.
image


3) Now, take a look at the right part of the screen. There's a small window there named "Layers - Brushes", right? Notice that now that you've dragged your image into GIMP, there's a layer there named after your original image. In my case, here, it's "wizard". Make sure this layer is selected by clicking on it.
image


4) Now, take a look at the left part of the screen. There's a rather tall window there named "Toolbox - Tool Options". What we want to click there is the MOVE tool, which is highlighted on the next image. Click that icon.
image


5) Now try clicking and dragging inside your new portrait area. You will notice this area is actually a canvas, or a bounding box. Although not completely visible, the entire image is still there. Move it around until it's "framed" exactly as you want. If you want to zoom out and show more of the image, follow the next step.

6) To resize your layer, select the SCALE tool (highlighted on the next image) by clicking on the icon and then click anywhere on the image. You will notice a small "Scale" window showed up, and the layer is fully visible, with a grid over it. Click on one of the layer's corners and drag it to resize it. If you hold CTRL, the aspect ratio will be kept, avoiding any distortions. Once it's done, you'll need to reposition your layer. Use the MOVE tool again as necessary.
image


7) Once you're happy with how your portrait looks, it's time to save it. Hit File > Export, and on the Export Image window's lower right corner, hit the dropbox that says "All Export Images" and select "Windows BMP Image (*.bmp)". Select the folder where you want to save it, type in an appropriate name and hit Export.
image


8) Now, before the image is saved, an "Export Image as BMP" window pops up. This is an important step - you need to expand the "Advanced Options" menu and select the "24 bits" option (R8 G8 B8). This will make sure the portrait works. Hit export and you're done...
image


9) ...or almost. We still need the other sizes, right? To resize a whole image in GIMP, go to Image > Scale Image. On the "Scale Image" window, edit the width and height according to the M and S dimensions. Notice that unless you click the little "chain" button, the other axis will automatically adjust to keep the image proportional. Sometimes the measurements will be off by one or two pixels (the medium image will be 169x267, and the small 54x85, for example). This is okay.

10) Once you resized the image, follow step 7 to export it again to another BMP file.

[How to] Install mods on Android

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Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).

You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.

You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.

Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).

This procedure was tested on Windows.


WARNING

This procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).




Building an environment to install mods (BGEE)

WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.


Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.

Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.



  • Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
  • According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
  • Using your usual file explorer, open the drive that just appeared
  • If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
  • Go into folder Android/obb/com.beamdog.baldursgateenhancededition
  • There you should find two files with an .obb extension:
    • main.2106.com.beamdog.baldursgateenhancededition
    • patch.2100.com.beamdog.baldursgateenhancededition
    Nota: this is for the beta version, values after main and patch may vary between versions of the game
  • On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
    • Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
  • Copy the two obb files into that new directory
  • On the hard disk, rename the two obb files and replacing the .obb extension with .zip
  • Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
  • Once finished you should see the following directory content in the BGEE_Android directory:
    • data
    • lang
    • movies
    • music
    • script
    • chitin.key
    in addition to the two zip files.

Mod installation

  • In the BGEE_Android directory, extract the archives of the mods you want to install
  • Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
    • Download the latest of WeiDU available for your operating system on this page
    • Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
    • In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
    • Select file setup-MOD_NAME.exe and delete it
    • Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
    • Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
  • Install the mods, in the recommended order
    • Windows: run the setup-MOD_NAME.exe file of each mod
    • Mac OS X: here is detailed guide
    • Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
    Warning: when installing the first mod, WeiDU will ask you which language you want to play the game with. Be sure to select the game language you intend to use, this will impact the language sub-directory which WeiDU will modify to add the texts coming from the mods. This is a different choice than your preferred translation of the mod.

Creating the mods archive to transfer to Android

The aim is to build a directory structure that includes only the files modified by the mods installation.
  • From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)

    Warning: this must match your game language choice in the previous step!
  • Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
  • Create a new temporary directory, for instance Android_Files
  • In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
  • Paste the dialog.tlk file(s) from the clipboard into that directory
  • Copy the override directory from BGEE_Android into Android_Files
  • Run your preferred zip tool (7-Zip, WinZip, ...)
  • Using drag and drop or another method, add directories lang and override from Android_Files into the archive
  • In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression

    For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store"
  • Create the archive and give it a name such as Mods.zip
  • Copy the centralfix.exe file into the same directory as the Mods.zip archive
  • Open a command line windows and move to the directory where you created the Mods.zip archive

    Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here"
  • Enter command

    centralfix Mods.zip

    It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.

Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.

Transferring the mods archive to Android

  • Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files

    Beware, this is not the same directory as in the beginning.

Notes on content to include in the mods archive

In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.

According to what mods are changing in the game, you might have to add other items into the mods archive:

  • for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
  • for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
  • for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts

Nota : the list above is not exhaustive.

As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.

Finally you'll have to add all those files when building the Mods.zip archive.

It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.

Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.

In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).

Example with BGEE

Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

Meeting with Finch in Candlekeep

BG2EE

The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):

  • main.226.com.beamdog.baldursgateIIenhancededition.obb
  • patch.220.com.beamdog.baldursgateIIenhancededition.obb

The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files

I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).

IWDEE

Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:

  • main.406.com.beamdog.icewinddale.obb
  • patch.400.com.beamdog.icewinddale.obb

It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).

The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files

[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.

EE Keeper for OS X via Wineskin -- UPDATED to 1.0.3.6

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Hello all,

I've created a Wineskin wrapper for @Troodon80's EE Keeper, and I'm happy to share it with other Mac users out there.

The lastest version can be found here: https://github.com/AstroBryGuy/EEKeeper-OSX/releases

Link to the main EE Keeper thread: http://forum.baldursgate.com/discussion/16497/ee-keeper-updated-to-v1-0-2/p1

GAME PROFILES

For version 1.0.2.6+, you will need to create profiles for each game and set the installation and user data folders for each profile. The locations of these folders may depend on the source you purchased the game from. They both can be a bit tricky to find. So, I'd like to compile a list of locations here for everyone.

The "Installation Directory" is the folder which contains the CHITIN.KEY file. On OSX versions of BGEE/BG2EE/IWDEE, this folder is actually inside the game's app package.

The "User Save Data Directory" is the folder where the game's "save" and "portrait" folders can be found. The Beamdog install creates a link to this folder in your Documents folders. I'm not sure if other installs do this. If not, the folder can be found in your Library folder (which is hidden by default in OSX).

For BGEEv1.3, BG2EEv1.3, and IWDEEv1.4:

Purchased from Beamdog
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition\Game Data\00777\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Applications\Baldur's Gate II - Enhanced Edition\Game Data\00782\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Applications\Icewind Dale - Enhanced Edition\Game Data\00799\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from Mac App Store:
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Applications\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Applications\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from Steam:
Installation Folder:
  • BGEE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate II - Enhanced Edition\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Library\Application Support\Steam\SteamApps\common\Icewind Dale Enhanced Edition\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from GOG:
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources\game\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Applications\Baldur's Gate II Enhanced Edition.app\Contents\Resources\game\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Applications\Icewind Dale Enhanced Edition.app\Contents\Resources\game\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.



For BGEEv2.0, BG:SoD, BG2EEv2.0:

Purchased from Beamdog
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition\Game Data\00777
  • SoD: Z:\Applications\Baldur's Gate - Siege of Dragonspear\Game Data\00809
  • BG2EE: Z:\Applications\Baldur's Gate II - Enhanced Edition\Game Data\00782
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from Mac App Store:
TBD


Purchased from Steam:
Installation Folder:
  • BGEE/SoD: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate Enhanced Edition
  • BG2EE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate II - Enhanced Edition
User Save Data Directory:
  • BGEE/SoD: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from GOG:
Installation Folder:
  • BGEE/SoD: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources\game
  • BG2EE: Z:\Applications\Baldur's Gate II Enhanced Edition.app\Contents\Resources\game
User Save Data Directory:
  • BGEE/SoD: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
Where USERNAME is your OSX username.



Many thanks to @Troodon80 for all the work on EE Keeper!


UPDATE 03-DEC-2013: EE Keeper version 1.0.2.2 has been released with Unicode character support. The Wineskin wrappers have been updated to this latest version.

UPDATE 26-JAN-2014: EE Keeper version 1.0.2.3 has been released with a fix for saved games in the Pocket Plane. The Wineskin wrappers have been updated to this latest version.

UPDATE 18-JUN-2014: EE Keeper for OSX version 1.0.2.4 has been released.

UPDATE 09-NOV-2014: EE Keeper for OSX version 1.0.2.6 has been released.

UPDATE 28-FEB-2015: EE Keeper for OSX version 1.0.2.8 has been released.

UPDATE 21-MAR-2015: EE Keeper for OSX version 1.0.2.9 has been released.

UPDATE 28-MAY-2015: Updated folder location information.

UPDATE 23-JUN-2015: EE Keeper for OSX version 1.0.3.0 has been released.

UPDATE 06-JUL-2015: EE Keeper for OSX version 1.0.3.2 has been released.

UPDATE 25-OCT-2015: EE Keeper for OSX version 1.0.3.2a has been released.

UPDATE 25-APR-2016: EE Keeper for OSX version 1.0.3.4 has been released.

UPDATE 18-DEC-2016: EE Keeper for OSX version 1.0.3.6 has been released.

[Mod] Lefreut's enhanced UI (for BG1EE, BG1EE+SoD, BG2EE and EET)

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Hello,

This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with @AncientCowboy mod.

Installation:

Download the archive here.
This mod is compatible with BG1EE, BG1EE+Sod, BG2EE and EET.

Content:

Improved start screen

Background image by @Pecca.

Improved character creation screens

Modify the character creation screens to something closer to the v1.3 look.









Improved main screen

Lot of tiny changes: alignment of buttons, removal of button I don't use, ...

Dialog box tweaks

From here.

Improved inventory screen

From here.

Improved record screen

Mix between the mockup from this discussion and the 1.3 look.



Item description tweaks

Using this scrollbar.



You can directly identify item from this screen, you no longer have to open a popup.

Store screens tweaks

From here and with this.

Customize screens tweaks

From this post and with this.

Loot screen tweaks

Use scrollbar instead of buttons.

World map tweaks

Left click on the map icon to open the area map.


Right click on the map icon to open the world map.

Load / Save screens

Restore the load and save screens to the v1.3 look.

Options screens

Restore and improve the options screens.








Journal screens

Restore and fix the journal screens.



Mage/Priest spells screen

Redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla, with a new frame to restore the look of already used spells.




Restored confirmation prompt before un-memorizing a spell.


Spell description is opened by right-clicking the spell and showed on the other side of the book.


Contingency screen.

Level-up indicator

From here.

Other tweaks

Tooltip image from here.
Back button on levelup from here.
Tweak popup with modified image from v1.3:

Fix journal popup when the text is too long:

Pick party screen:


There are probably other tiny changes that I forgot.

EET compatibility

The UI.menu is compatible with EET.


Changelog:
v1.3: Quickloot fix.
v1.2: Do not show item comparison if nothing changes. Fix gender filtering in portrait picker. Fix crash in portrait picker. Reduce dialog min size.
v1.1: Fix text position in graphic options. Play movie button should be clickable only when something is selected. Customize appearance should always select current portrait. Closing journal should un-pause. Journal should not have empty section. Revert button position in Worldmap. Tweak some elements positions.
v1: Mage spells screen tweaks. Weidu mod.
v0.9: Journal popups can be scrolled. Priest spells screen tweaks. BG2 vanilla priest spells bam. Convert PNG to PVRZ. Compatibility with BG1EE and BG1EE+SoD.
v0.8: Import screen. Better fix to hardcoded keyboard shortcuts. Fix dialog box to not prevent clicking at bottom map border to move to another area.
v0.7: Character creation screens (+ portrait picker). Do not hardcode the keyboard shortcuts. Fix wrong chapter screen.
v0.6.1: Fix scrolling.
v0.6: Fix quickloot position. Make the movie screen modal. Restored Journal screen.
v0.5: Fix glitch reported by @Elfenix. Revert Done/Cancel buttons order. Restore some popup images. Tweak options screens.
v0.4: Tweak several minor screens (map note, item abilities, journal popup, import, pick party, ...)
v0.3: Restored Load/Save screens. EET compatibility. Update dialog box tweak. Tweak popup. Fix some wrong tooltip.
v0.2: Fix bug reported by @switchza (message box incorrectly resetting to the top). Improved record screen. Minor tweaks to the start screen.
v0.1: Initial release.

MakeGlobal()

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Do MakeGlobal() and MakeGlobalOverride() affect earlier saves or future playthroughs? If I record Edwin at 7th level with this action, is he going to be 1st level the next time around in Nashkel?

Opinions on Spell Revisions mod

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Hi all,

I'm planning on starting a new run through the trilogy with a mage main, and wanted to know what people thought about this mod. At first look it seems like this mod nerfs mage characters by weakening many of the class's best spells. Do the spell upgrades for the less-used spells make up for this? Thanks.

Assigning backstab multipliers to kits and help with OPcode 214

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Hi everyone,

I'm looking for some help with making a class kit. I wanted to add a backstab multiplier to my new kit but it doesn't seem to be working. I've added backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~ as explained here. Is there something else I am meant to do?

Additionally, I wanted to create a custom spell for this kit that uses OPcode 214 (Select Spell) which isn't working at all. I essentially made a copy of Summon Spirit Animal (SPCL621) and it's resource file (SPCL621.2DA), renamed the new files and assigned my new spells to the new .2DA file. I can cast the innate ability in game but there are no new spells to select after casting.

Has anyone had much experience with either of these? I've never gotten this far with creating my own spells using Near Infinity so apologies if I'm asking a really stupid question.

Cheers!

Quick questions about mods

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Hi, i just have a few questions.

Can a mod have two setup-modname.tp2 in its files?
What's the difference between tp2 and tpa ?
Some mods have their tp2 outside of modname folder, generally the folder isn't even named folder. Is it safe to rename the folder and move the tp2 inside? If no, can some find/replace magic solve that?

Thanks.

Rough World (beta)

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In essence, the mod intends to change the tone of the games reputation system, add a bit of difficulty, and make the world feel not quite as forgiving.

The concept behind this mod is to make the world a rougher place. Low reputation characters are considered to be absolutely horrid human beings - so there is a very low expectation that they will assist anyone. When they do it is regarded as being an exceptional act. As a result low reputation characters now have a lower bar to donating to increase their reputation than higher reputation characters. Merchants are also actually now inclined to give them a discount - if only to ensure they themselves are not hurt.

Likewise, because the world is such a dark and unforgiving place characters that have higher reputation amounts are seen in a much more positive light. People are more willing to forgive them should they make a mistake (such as killing a civilian).

It also includes some of the components I've been working on for my upcoming Eve of War mod. This includes a component that significantly changes how chapter 7 is handled in the game. You can find more details on this below.

The mod also has other components that increase the games difficulty.


Installation order: It should probably be installed after any quest or romance mods but before any other tweak mods. However, I could be wrong here so please feel free to report any issues you have with this working with other mods so we can determine the best time to install this.

Scaled Spawning should be installed before you install Fixed Insane Difficulty


This mod has 9 components:


Scaled Spawning (BGEE Original Campaign Only)

Scaled spawning adds new creatures (including creatures that you would otherwise not encounter in BG1) along the main (critical) path of the game. This is in part based on your difficulty level. This also does not change the AI for these creatures (so if you want a challenge there you might want to look into something like SCS). These are all just one-time encounters (they won't respawn).


Sparse Resting (BGEE Original Campaign Only)

Sparse Resting changes the probability of successfully resting in some areas based on your difficulty setting. In some cases it may now be extremely difficult to successfully rest. It will also open up the option to rest in other areas (that previously blocked resting).


Chapter 7 Hardcore Component (BGEE Original Campaign Only)


The chapter 7 hardcore component does three things
1. It makes it so that when you hit chapter 7 you lose access to all areas within the City of Baldur's Gate (as well as the farm area). The only way to access the city (and to leave as well) is to pay a smuggler to bring you into and out of the city. The smuggler can be found near the bridge in the bridge area.
2. It makes it so that your movement within the city is very limited. You are only able to move one area at a time - even if you have previously explored a section of the city.
3. It adds Flaming Fist patrols to the streets

These restrictions will end at the end of Sarevok's coronation ceremony.

Improved Beggars Component (BGEE Original Campaign Only)

Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.


New Reputation Names Component

This component renames the description you get for your given level of reputation to one of the following

Savior
Hero
Adventurer
Medler
Ruffian
Thug
Sadist


Reputation Rebalanced Component (BGEE Original Campaign Only)

This changes reputation in a couple of ways
- Higher and lower reputation characters get better prices in stores. A character with around 10 reputation for instance would pay more for a good than one with 1 or 20.
- Starting reputation only varies between 9 and 11 now (depending upon your starting alignment).
- A low reputation character killing someone in law enforcement is now unlikely to cause further reputation losses. Killing civilians however will.
- The reaction modifier for players with higher reputation is improved. Players with 20 reputation now will get +7 to reaction instead of +4. This essentially makes the progression more even than in the vanilla game (at least compared to how low reputation's are handled).
- Very low reputation characters will pay less to see a reputation improvement from donating to a church.

Innocence Re-Conceived Component (BGEE Original Campaign Only)

Changes who the game considers to be "innocent", meaning that killing people found in obscure locations (defined as being either a diagonal location or more than one (e,w,s,n) area away from an urban area) will not result in a reputation loss.

Also makes it so that if you are a paladin that kills an innocent person you lose your paladin status. Rangers however do not face this restriction.


Only Autosaves


This Component makes it so that you cannot save the game. You must rely on autosaves (and your own wit) to make your way through it.


Fixed Insane Difficulty

This component turns Legacy of Bhaal into effectively a game where you are permanently playing on the insane difficulty setting.


Note: I do not recommend you install the Fixed Insane Difficulty and Only Autosaves components after you have already started a game. The results could be very mixed if you do so.

Anyways, special thanks to @Cuv and @Ardanis for helping me figure out the Weidu stuff behind the mod. Special thanks to Etamin for their work on the Polish translation.
Fixed Insane Difficulty

This component turns Legacy of Bhaal into effectively a game where you are permanently playing on the insane difficulty setting.


Anyways, special thanks to @Cuv and @Ardanis for helping me figure out the Weidu stuff behind the mod. Also special thanks to @Etamin for providing the polish translation.

http://www.shsforums.net/files/file/1149-rough-world/

Comparing levels?

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Is there any way to compare the level or hit points of a creature with those of another creature - a trigger?

[MOD} Several BGEE/SOD BG2EE/TOB Leveling Progress Bar tweaks

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I love playing multi-class characters, but I'm old and lazy. While I appreciate the progress bar label telling me how much class XP is needed to level up, I hate having to do the mental multiplication to determine the total XP I need to earn. So I created an alternative to the getNextLevelString function named getAdjustedNextLevelString that does the arithmetic for me.

Also, while I like the idea of the quick 'How far I've progressed to the next level' visual that the progress bar provides; I'm not fond of the fact that it is displaying an absolute (ratio of total current XP to total required XP) rather than a level relative (ratio of XP earned since last level up to additional XP needed to reach next level) value. So, I created a Lua function, getNextLevelXPDeltas, that returns the deltas needed to feed the existing getPercent function.

I've hidden all of the previous stuff behind a spoiler tag. It's concerned with doing manual editing - interesting perhaps from a historical point of view but no longer relevant :smile:

I'm going to start with how to do the tweaks - then I'll finish with a few comments on the implementation and limitations of the getNextLevelXPDeltas function.

First, copy and paste the following code into your preferred text editor and save it as a file named LvlPgBar.lua in the {installation-directory}/00806/override directory.

function getAdjustedNextLevelString()
local multiplier = 1
if (characters[currentID].race ~= 1096) then -- Not human
if (characters[currentID].classlevel.third) then
multiplier = 3
elseif (characters[currentID].classlevel.second) then
multiplier = 2
end
end
local nextLevelXp = (characters[currentID].level.nextLvlXp - characters[currentID].level.xp) * multiplier
local str = ""
if(nextLevelXp > 0) then
str = t("NEXT_LEVEL_LABEL")
str = str .. " "
str = str .. nextLevelXp
str = str .. " "
str = str .. t("XP_LABEL")
else
str = t("READY_TO_LEVEL_LABEL")
end
return str

end

-- Extracted from clastext.2DA
local MixIdtoClassIdMap = {
-- MixedId ClassId Class/kit name
[502] = 1, --ABJURER
[504] = 1, --CONJURER
[1076] = 2, --FIGHTER
[1077] = 12, --RANGER
[1078] = 6, --PALADIN
[1079] = 3, --CLERIC
[1080] = 11, --DRUID
[1081] = 1, --MAGE
[1082] = 4, --THIEF
[1083] = 5, --BARD
[2012] = 1, --DIVINER
[2022] = 1, --ENCHANTER
[10369] = 12, --FALLEN_RANGER
[10371] = 6, --FALLEN_PALADIN
[12785] = 1, --ILLUSIONIST
[12786] = 1, --INVOKER
[12787] = 1, --NECROMANCER
[12788] = 1, --TRANSMUTER
[24205] = 3, --FALLEN_CLERIC
[24206] = 3, --FALLEN_GODLATHANDER
[24208] = 6, --FALLEN_CAVALIER
[24210] = 6, --FALLEN_INQUISITOR
[24212] = 6, --FALLEN_UNDEAD_HUNTER
[24214] = 12, --FALLEN_FERALAN
[24216] = 12, --FALLEN_STALKER
[24218] = 12, --FALLEN_BEAST_MASTER
[24227] = 19, --SORCERER
[24228] = 20, --MONK
[24229] = 2, --BARBARIAN
[24261] = 2, --BERSERKER
[24262] = 2, --WIZARD_SLAYER
[24263] = 2, --KENSAI
[24264] = 6, --CAVALIER
[24265] = 6, --INQUISITOR
[24266] = 6, --UNDEAD_HUNTER
[24267] = 12, --FERALAN
[24268] = 12, --STALKER
[24269] = 12, --BEAST_MASTER
[24270] = 4, --ASSASSIN
[24271] = 4, --BOUNTY_HUNTER
[24272] = 4, --SWASHBUCKLER
[24273] = 5, --BLADE
[24274] = 5, --JESTER
[24275] = 5, --SKALD
[24276] = 3, --GODTALOS
[24277] = 3, --GODHELM
[24278] = 3, --GODLATHANDER
[24279] = 11, --TOTEMIC_DRUID
[24280] = 11, --SHAPESHIFTER
[24281] = 11, --AVENGER
[24282] = 1, --WILD_MAGE
[28605] = 6, --BLACKGUARD
[31971] = 4, --SHADOWDANCER
[31974] = 2, --DWARVEN_DEFENDER
[31977] = 19, --DRAGON_DISCIPLE
[31980] = 20, --DARK_MOON
[31983] = 20, --SUN_SOUL
[32307] = 6, --FALLEN_BLACKGUARD
[32342] = 21, --SHAMAN
[32345] = 3 --OHTYR
}

-- Extracted from xplist.2DA
local ClassIdToXPLevelMap = {
-- Class ID Level ?1 ?2 ?3 ?4 ?5 ?6 ?7 ?8 ?9 ?0
--[[MAGE]] [1] ={ 0, 2500, 5000, 10000, 20000, 40000, 60000, 90000, 135000, 250000,
375000, 750000, 1125000, 1500000, 1875000, 2250000, 2625000, 3000000, 3375000, 3750000,
4125000, 4500000, 4875000, 5250000, 5625000, 6000000, 6375000, 6750000, 7125000, 7500000,
7875000, 8250000, 8625000, 9000000, 9375000, 9750000,10125000,10500000,10875000,11250000,
13000000},
--[[FIGHTER]] [2] ={ 0, 2000, 4000, 8000, 16000, 32000, 64000, 125000, 250000, 500000,
750000, 1000000, 1250000, 1500000, 1750000, 2000000, 2250000, 2500000, 2750000, 3000000,
3250000, 3500000, 3750000, 4000000, 4250000, 4500000, 4750000, 5000000, 5250000, 5500000,
5750000, 6000000, 6250000, 6500000, 6750000, 7000000, 7250000, 7500000, 7750000, 8000000,
8250000},
--[[CLERIC]] [3] ={ 0, 1500, 3000, 6000, 13000, 27500, 55000, 110000, 225000, 450000,
675000, 900000, 125000, 1350000, 1575000, 1800000, 2025000, 2250000, 2475000, 2700000,
2925000, 3150000, 3375000, 3600000, 3825000, 4050000, 4275000, 4500000, 4725000, 4950000,
5175000, 5400000, 5625000, 5850000, 6075000, 6300000, 6525000, 6750000, 6975000, 8000000,
9000000},
--[[THIEF]] [4] ={ 0, 1250, 2500, 5000, 10000, 20000, 40000, 70000, 110000, 160000,
220000, 440000, 660000, 880000, 1100000, 1320000, 1540000, 1760000, 1980000, 2200000,
2420000, 2640000, 2860000, 3080000, 3300000, 3520000, 3740000, 3960000, 4180000, 4400000,
4620000, 4840000, 5060000, 5280000, 5500000, 5720000, 5940000, 6160000, 6380000, 8000000,
9000000},
--[[BARD]] [5] ={ 0, 1250, 2500, 5000, 10000, 20000, 40000, 70000, 110000, 160000,
220000, 440000, 660000, 880000, 1100000, 1320000, 1540000, 1760000, 1980000, 2200000,
2420000, 2640000, 2860000, 3080000, 3300000, 3520000, 3740000, 3960000, 4180000, 4400000,
4620000, 4840000, 5060000, 5280000, 5500000, 5720000, 5940000, 6160000, 6380000, 8000000,
9000000},
--[[PALADIN]] [6] ={ 0, 2250, 4500, 9000, 18000, 36000, 75000, 150000, 300000, 600000,
900000, 1200000, 1500000, 1800000, 2100000, 2400000, 2700000, 3000000, 3300000, 3600000,
3900000, 4200000, 4500000, 4800000, 5100000, 5400000, 5700000, 6000000, 6300000, 6600000,
6900000, 7200000, 7500000, 7800000, 8100000, 8400000, 8700000, 9000000, 9300000, 9600000,
9900000},
--[[DRUID]] [11]={ 0, 2000, 4000, 7500, 12500, 20000, 35000, 60000, 90000, 125000,
200000, 300000, 750000, 1500000, 3000000, 3150000, 3300000, 3450000, 3600000, 3750000,
3900000, 4150000, 4400000, 4700000, 5000000, 5500000, 6000000, 6500000, 7000000, 7500000,
8000000, 8500000, 9000000, 9500000,10000000,10500000,11000000,11500000,12000000,12500000,
13000000},
--[[RANGER]] [12]={ 0, 2250, 4500, 9000, 18000, 36000, 75000, 150000, 300000, 600000,
900000, 1200000, 1500000, 1800000, 2100000, 2400000, 2700000, 3000000, 3300000, 3600000,
3900000, 4200000, 4500000, 4800000, 5100000, 5400000, 5700000, 6000000, 6300000, 6600000,
6900000, 7200000, 7500000, 7800000, 8100000, 8400000, 8700000, 9000000, 9300000, 9600000,
9900000},
--[[SORCERER]][19]={ 0, 2500, 5000, 10000, 20000, 40000, 60000, 90000, 135000, 250000,
375000, 750000, 1125000, 1500000, 1875000, 2250000, 2625000, 3000000, 3375000, 3750000,
4125000, 4500000, 4875000, 5250000, 5625000, 6000000, 6375000, 6750000, 7125000, 7500000,
7875000, 8250000, 8625000, 9000000, 9375000, 9750000,10125000,10500000,10875000,11250000,
13000000},
--[[MONK]] [20]={ 0, 1500, 3000, 6000, 13000, 27500, 55000, 110000, 225000, 450000,
675000, 900000, 1125000, 1350000, 1575000, 1800000, 2025000, 2250000, 2475000, 2700000,
2925000, 3150000, 3375000, 3600000, 3825000, 4050000, 4275000, 4500000, 4725000, 4950000,
5175000, 5400000, 5625000, 5850000, 6075000, 6300000, 6525000, 6750000, 6975000, 8000000,
9000000},
--[[SHAMAN]] [21]={ 0, 2500, 5000, 10000, 20000, 40000, 60000, 90000, 135000, 250000,
375000, 750000, 1125000, 1500000, 1875000, 2250000, 2625000, 3000000, 3375000, 3750000,
4125000, 4500000, 4875000, 5250000, 5625000, 6000000, 6375000, 6750000, 7125000, 7500000,
7875000, 8250000, 8625000, 9000000, 9375000, 9750000,10125000,10500000,10875000,11250000,
13000000}
}

local u8asciiMatchString = "^([^:]-)%s*:%D+(%d+)"
local u3colonMatchString = "^(..-)[\239][\188][\154]%D-(%d+)"
local nbspaceMatchString = "^([^:]-)[\194][\160]:%D+(%d+)"

local LanguageMatch = {
['zh_CN'] = u3colonMatchString,
['cs_CZ'] = u8asciiMatchString,
['en_US'] = u8asciiMatchString,
['fr_FR'] = nbspaceMatchString,
['de_DE'] = u8asciiMatchString,
['it_IT'] = u8asciiMatchString,
['ja_JP'] = u3colonMatchString,
['ko_KR'] = u8asciiMatchString,
['nb_NO'] = u8asciiMatchString,
['pl_PL'] = u8asciiMatchString,
['pt_BR'] = u8asciiMatchString,
['ru_RU'] = u8asciiMatchString,
['es_ES'] = u8asciiMatchString,
['tr_TR'] = u8asciiMatchString,
['uk_UA'] = u8asciiMatchString,
['hu_HU'] = u8asciiMatchString
}

local KitStringToXPMap = {}

local function KitStringToXPMapInit()
for k,v in pairs(MixIdtoClassIdMap) do
KitStringToXPMap[Infinity_FetchString(k)] = ClassIdToXPLevelMap[v]
end
KitStringToXPMap['Matchstring'] = LanguageMatch[Infinity_GetINIString('Language','Text')]
KitStringToXPMap['Initialized'] = true
end

local function getCurrentLevelXP(targetDetails)
local targetKit
local targetLevel
local currentlevelxp = 0

targetKit,targetLevel = string.match(targetDetails, KitStringToXPMap['Matchstring'])

if ( -- Fail safe for kit strings that haven't yet been put into language files
targetKit and
targetLevel and
#targetKit > 0 and
not string.match(targetKit, "placeholder")
)
then
currentlevelxp = KitStringToXPMap[targetKit][tonumber(targetLevel)]
end
return currentlevelxp
end

function getNextLevelXPDeltas()
if (not KitStringToXPMap['Initialized']) then KitStringToXPMapInit() end

-- Fail safe. Can't determine language so fail by returning non-delta values
if (not KitStringToXPMap['Matchstring']) then
return characters[currentID].level.xp, characters[currentID].level.nextLvlXp
end

local candidates = {} -- Array of current level base XP for each class that will next level up

if (
characters[currentID].classlevel.third and
characters[currentID].classlevel.third.active and
characters[currentID].classlevel.third.nextLvlXp == characters[currentID].level.nextLvlXp
)
then
candidates[#candidates+1] = getCurrentLevelXP(characters[currentID].classlevel.third.details)
end

if (
characters[currentID].classlevel.second and
characters[currentID].classlevel.second.active and
characters[currentID].classlevel.second.nextLvlXp == characters[currentID].level.nextLvlXp
)
then
candidates[#candidates+1] = getCurrentLevelXP(characters[currentID].classlevel.second.details)
end

if (
characters[currentID].classlevel.first and
characters[currentID].classlevel.first.nextLvlXp == characters[currentID].level.nextLvlXp
)
then
candidates[#candidates+1] = getCurrentLevelXP(characters[currentID].classlevel.first.details)
end

local currentlevelxp
if(#candidates > 0) then
currentlevelxp = candidates[1]
for i = 2, #candidates do
currentlevelxp = math.max(currentlevelxp, candidates[i])
end
else
currentlevelxp = 0 -- Something is bogus, fail safe
end

return characters[currentID].level.xp - currentlevelxp, characters[currentID].level.nextLvlXp - currentlevelxp
end

Next, open ui.menu. Near the beginning, you'll find a Lua if() then ... else ... end statement that makes a couple of calls to Infinity_DoFile. Add the following after that code:

Infinity_DoFile("LvlPgBar")

This will add the code from our LvlPgBar.lua file to the current environment. If you want to use a different file name be aware that, at least under Windows (all I can test), the file name must conform to the old 8.3 convention for Infinity_DoFile to work. Wasted an hour or so learning that. Good thing my grandsons weren't visiting at the time - they'd have learned a couple of new cuss words :smile: .

If you want to enable the getAdjustedNextLevelString tweak, search for the label (or button if you've incorporated one of my prior tweaks) that has the line that looks like this:

    text		lua "getNextLevelString()"

Change it to this:

    text		lua "getAdjustedNextLevelString()"

To enable the getNextLevelXPDeltas tweak, search for the label containing the line:

    progressbar lua "getPercent(characters[currentID].level.xp, characters[currentID].level.nextLvlXp)"

Change it to this:

    progressbar lua "getPercent(getNextLevelXPDeltas())"

That's it! Now for the why's and limits.

The obvious why is 'Why a separate override file?'. The equally obvious answer is that the ui.menu file is inconveniently large due to the interactive ui editing feature needing all of the ui code to be in one file. Since most of the code I've created here is Lua rather than ui code - I've opt'ed to not clutter ui.menu with an extra 250 lines of code.

Why create getAdjustedNextLevelString instead of just tweaking getNextLevelString? Because one of the next things I'm going to look at is the possibility of defining my own Options and this would be a simple one to investigate. I suspect that other folks already have or will soon implement this, so it may a fairly trivial exercise (for me - not them :smile:)

The next thing has to do with the behavior of getNextLevelXPDeltas. I decided early that if, for one reason or another, the function was unable to determine the current level's base XP value, that the function should 'fail safe' - which in this case means returning the same values as the existing 'non-tweaked' code. To look up the current level's base XP value for each of the (3) potential classes/kits that could be candidates for leveling, it's necessary to know the class and the current level for that class. The only way I could discover to do this from the Lua code was by extracting them from the 'details' string of the (potentially) 3 classlevel tables. Without going into the gory details, this/these string(s) is/are what you see at the top of the 'wall of text' Information panel of the character screen (disregarding the initial 'Multi-Class'/'Dual-Class' bit). To decode them, the code needs to know the language so it can properly decode the string(s) and identify the kit/class. Thus, getting back to the original point (at last!), there are 3 possibilities for the 'fail-safe' behavior. First, if the code can't recognize the language. If you're busy creating a Klingon .tlk file, this tweak won't do you any good (at least until you tell me what language string you're stuffing into Baldur.lua). Second, and most frequent, is where a new class/kit hasn't yet been added to the .tlk file or where 'placeholder' has been used until the translation team gets around to it. There are, for example, several of the languages that have 'placeholder' for the Shaman class (and yes, I know that a lot of the translation work is done by volunteers - what I'm saying should not be considered a complaint or criticism). In those cases, for characters of the 'placeholder' class(es) - you'll get the 'fail-safe' behavior. The final case is where there's a bug. Currently (2.1), the Turkish language 'details' string(s) are missing the class/kit portion. The strings (with the appropriate strrefs) are in the .tlk file. They're just not being used to build the 'details' strings. I'm assuming this is such an obvious problem that it's already been noted. So, for Turkish, this tweak doesn't accomplish anything. I'll obviously be checking this when 2.2 drops.

The last item to mention is where multiple classes will level up at the same point - with different current level base XP values. Which base value is used? The highest one. It makes the code a bit simpler (and thus faster) and also makes the progress bar a bit more sensitive to smaller XP gains. If you would prefer, you can change the line that invokes 'math.max' to 'max.min' - just be sure you're dealing with (or don't have to deal with) the case where the private getCurrentLevelXP function returns 0 (typically the 'placeholder' case above).

The current release is part of EEUITweaks
The file below contains information for configuring the mod by editing Baldur.lua (versus using Mods Options)

Enjoy - and if anyone wishes to use any or all of this (or anything else I've posted on this forum) in their own tweaks/mods, please feel free to do so. Posted publicly to be used by anyone.

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