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Spell Revisions

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Has anybody played BG:EE or BG2:EE with the Spell Revisions mod to any significant length? I have given it a run through the first two chapters on my BGTutu installation (so as to test the mod content as opposed to its compatibility) and it makes the game feel really fresh. It makes almost all the spells worth learning, nerfing some (e.g. creatures put to a slumber by "Sleep" wake up when attacked) while powering others (e.g. "Burning Hands" significantly scales with the mage level).

I could easily assess whether it is compatible with BG:EE on the surface by spending 1/2 hour with it but I don't have time to do more than that now as I felt compelled to finish that BGTutu play through! Hence my question.

"weak invisibility"

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opcode 20, invisibility, anyone know what this does? Is it in use anywhere ingame?

5th Edition Ruleset

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A while back, I acquired copies of the 5th Edition rulebooks and immediately wondered how much of the system could be translated into the Infinity Engine. I've been passively experimenting with various implementations of features from 5th Edition, and I've been pleasantly surprised by how much of the system can be approximated (if not fully implemented) within the Enhanced Infinity Engine.

A brief overview of the important mechanics is provided below:



Advantage and Disadvantage
One of the biggest systems in 5th Edition is the concept of advantage and disadvantage. For those unfamiliar, whenever you make a check that has factors in your favor (granting "advantage"), you roll two dice and take the higher number; conversely, if you make a check in unfavorable conditions (imposing "disadvantage"), you roll two dice and take the lower number. If you have both advantage and disadvantage, they cancel each other out and you simply roll a single die. After this, you add whatever numerical modifiers you may have to the roll, and that produces the final result.

As the engine does not (and likely will never) support this "roll 2 dice, take higher/lower" functionality, I instead looked at probability and examined the average increase or decrease that advantage or disadvantage caused. Advantage, on average, is about the same as adding +3.2 to your roll, and disadvantage is about the same as applying a -3.2 penalty to your roll.

Within the context of this mod, I have made advantage count as a non-stacking +4 bonus to a given d20 roll, and disadvantage counts as a non-stacking -4 penalty on the given d20 roll. As rogue skills function on a percentile basis, advantage and disadvantage give a +20% or -20% bonus, respectively.

(From an internal mechanics standpoint, all player controlled characters, summoned monsters, and enemy NPCs that can see a player character have an effect that applies appropriate advantage/disadvantage bonuses once per second.)

Resistance, Vulnerability, and Immunity
Much like its approach to situational modifiers to checks, 5th Edition also simplified how damage type resistances behaved. For each damage type, a character can either be immune (meaning they don't take any damage), resistant (half-damage), vulnerable (double damage), or none of the above (normal damage). Immunity negates vulnerability, and resistance and vulnerability cancel each other out.

Bounded Accuracy
Another significant change that 5th Edition uses is that there is a much tighter restriction on numerical bonuses to rolls. Characters may add an amount to rolls on which they are "proficient" that typically varies between +2 and +6, plus whatever the appropriate ability modifier is (which is capped at +5 except in certain circumstances). Thus, a fighter with 16 Strength at 1st level has an attack bonus of +5, while a 20th level fighter with 20 Strength has a +11 bonus, for a total change of +6 across 20 levels of experience. Conversely, in 2nd Edition, a 1st level fighter with 16 Strength has a +0 bonus to hit, while a 20th level fighter with 20 strength has a +22 bonus to the same roll (and this is before you count magic items and specialization bonuses and a host of other benefits.)

This allows content that is not exactly at the characters' level to not be annoyingly trivial or impossibly difficult, and offers a decent amount of consistency with difficulty checks (e.g. a DC 20 roll is nearly impossible for someone untrained, but a max level character trained in that will still only succeed about 50% of the time).

Reduced Magic
Tying into bounded accuracy, 5th Edition tries quite hard to bring non-magical characters up to par with their spell-slinging counterparts. The main way it does that is simply reducing how absurdly well casters scale into upper levels, mainly by requiring them to expend higher level spell slots to make their spells more powerful. Magic Missile, cast as a 1st level spell, will always make 3 missiles, regardless of your caster level; if you want more unblockable magic damage, you need to spend a higher level spell slot (e.g. a 3rd level Magic Missiles would have 5 missiles). Spellcasters also receive much fewer high level spell slots (e.g. at maximum level, a full caster such as a Sorcerer will have a single 9th level spell slot).

The other side of this reduction in magic potential is that magic items are both rarer and less powerful. Weapon enchantment bonuses cap out at +3 (even for artifacts like the Holy Avenger). The Hammer of Thunderbolts is a +1 weapon in 5th Edition. That is the kind of low magic campaign we're talking about.

Spellcasting Progressions
Oh and while we're on the subject of magic, spellcasters all behave like Sorcerers now. Memorization-based spellcasters (such as the Wizard) still choose a subset of spells from either the spells they know or their spell list (although they can swap which spells they are considered to have memorized each day), and spontaneous spellcasters simply have access to all spells they know. The flip side of this is that you can use your higher level spell slots to cast spells you have prepared for lower levels.


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Yes, yes Aqua, this is all great, so what have you actually implemented?

Well, a lot of stuff.

I have racial bonuses, as listed here:

Racial Bonuses
Human: +1 to all ability scores
Half-Elf: +2 Charisma, +1 to two other ability scores, advantage against charm effects, immunity to magical sleep effects, +1 bonus to movement speed, infravision
Elf: +2 Dexterity, +1 Intelligence, advantage on Perception checks, proficiency with light blades and bows, advantage against charm effects, immunity to magical sleep effects, +1 bonus to movement speed, infravision
Dwarf: +2 Constitution, +1 Wisdom, advantage against poison effects, resistance to poison damage, proficiency with axes and blunt weapons, +1 hit point per level, -1 penalty to movement speed, infravision
Gnome: +2 Intelligence, +1 Constitution, +2 bonus to speed factor, advantage against magic, +1 lore per level, -1 movement speed, disadvantage with heavy weapons, infravision
Halfling: +2 Dexterity, +1 Charisma, +2 bonus to speed factor, +1 luck bonus, advantage against fear effects, advantage on Stealth checks, -1 movement speed, disadvantage with heavy weapons
Half-Orc: +2 Strength, +1 to two other ability scores, proficiency with heavy blades and spiked weapons, critical hits deal an additional die of damage, infravision


I have a mostly functional advantage/disadvantage system implemented that can be accessed through setting various splstates.

I have a revamped weapon proficiency system that groups weapons into 10 martial weapon classes. This system also allows spellcasters to get bonuses to their makes spell attacks (such as Shocking Grasp). Furthermore, this system leaves about a dozen open proficiency slots that could be used to introduce new weapons or weapon groups.

I have a couple classes and kits from PnP 5th edition converted to 2nd Edition, as listed here:

Fighter
Hit Die: d10
Armor: Any
Shields: Any
Weapons: Any
Saving Throws: Strength and Constitution
Kits: Champion, Eldritch Knight

Fighting Style: Pick one of several fighting styles, gaining benefits such as +1 AC, a bonus to damage with ranged weapons, or bonuses from various modified weapon styles.

Second Wind: Once per day, regain hit points equal to d10 + your level.

Action Surge: Once per day at 2nd level, you may act for an additional round while others remain frozen in time. An additional use is gained at 17th level.

Extra Attack: At 5th level, you may make two weapon attacks per round. This improves to three attacks at 11th level, and four attacks at 20th level.

Indomitable: Once per day at 9th level, gain advantage on all saving throws for 1 round. Additional uses are gained at 13th and 17th levels.



Champion [Kit]
Improved Critical Chance: At 3rd level, gain a +5% bonus to critical hit chance. This improves to +10% at 15th level.

Remarkable Athlete: At 7th level, you may add half your Strength modifier to your movement speed.

Additional Fighting Style: At 10th level, you may select a second Fighting Style.

Survivor: At 18th level, you regain hit points equal to 5 + your Constitution modifier each round while you have less than half of your hit points left.

Eldritch Knight [Kit]
Arcane Spellcasting: At 3rd level, you are able to cast a small amount of Abjuration and Evocation spells, as well as several Wizard cantrips of your choice. Your spellcasting improves as your Fighter level increases.

War Magic: At 7th level, whenever you use a cantrip, you gain +1 Attack per Round for 1 round.

Eldritch Strike: At 10th level, your successful attacks impose disadvantage against spells for 1 round to the target.

Arcane Charge: At 15th level, while you are using Action Surge, your movement speed is doubled.

Improved War Magic: At 18th level, whenever you cast a spell, you gain +1 Attack per Round for 1 round.

will add more soon...


Is this a mod that people would be interested in (or would like to assist with)? Are there features you would like to see? How do you feel about what I've shown above? Opinions? Comments? Criticism? Ideas?

See also the thread on gibberlings3, available here.

Area maps, editing

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I know area editing is a whole separate field, and I don't really need the ins and outs of it, but there is a small change in an area I'd like to do, so I'm looking for information on how. What I want is to repaint, in an editor, a little bit of the scenery. The side of a house. Nothing else is going to change about the area - the actors, the lighting map, entrances, all will stay the same. Just this cosmetic touch. So how would I go about exporting-importing for this, in Near Infinity?

how about a 'Kill Imoen Dead' mod?

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Hello

How much work would it take to create a mod that kills off Imoen right off the bat in BG2(ee), say somewhere in Irenicus' dungeon or as an act of spite by Irenicus himself at the Promenade AND THEN SHE IS NEVER REFERENCED AGAIN IN DIALOGUE OPTIONS FOR THE REST OF THE GAME? Move up the "I've got part of yer soul, Charname, neener neener" line of inquiry or "I'll get you for all the torture/deaths you've caused Irenicus you bastard", or something else so that I want to chase after Irenicus, but take her out of the game. She can do a "Ghost of Christmas Past" /narrator voice during the Slayer dreams with Bhaal, if rewriting that entire section is too much work, but I just want a game where she's not in the picture as my quest object (so often to be immediately abandoned in a trapped maze for lack of room in my party or in my heart).

I mean, sure, you can have her conveniently walk into a series of Fireballs once you recriut her in Chapter Four or so, but it's just not the same. The minimally acceptable option would be a scorched earth tactic where Irencicus kills her just before you get to her, but ideally she goes the way of Dynaheir, right from the outset.

I am actually being serious here. Could this be done? Would anyone be willing to do it?

Problem installing mods on macOS Sierra?

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This may not be the cause, but...

On OS X El Capitan I was successfully able to install Dungeon Be Gone with weidu through the terminal.

Then I updated my mac to macOS Sierra. Now I'm trying to install SCS, however this time I get an error message when I try to start the installer, which is simply "Killed: 9"

This is the output.


MacBook-Air-4:Resources user$ ls -l
total 14184
-rwxr-xr-x 1 user admin 2679715 Jun 9 03:33 BaldursGateII.icns
-rwxr-xr-x@ 1 user staff 15220 Feb 14 2016 COPYING
drwxr-xr-x@ 3 user staff 102 Aug 10 19:24 Mac WeiDU Launcher.app
-rwxr-xr-x@ 1 user staff 126510 Feb 14 2016 README-WeiDU-Changes.txt
-rwxr-xr-x@ 1 user staff 814070 Feb 14 2016 README-WeiDU.html
-rw-r--r-- 1 root admin 5116 Sep 12 12:03 SETUP-DUNGEONBEGONE.DEBUG
-rwxr-xr-x@ 1 user staff 983040 Nov 18 2013 Setup-DungeonBeGone
-rwxr-xr-x@ 1 user staff 80 Feb 5 2014 Setup-DungeonBeGone.command
-rwxr-xr-x@ 1 user staff 1673 Jan 17 2014 Setup-DungeonBeGone.tp2
-rw-r--r-- 1 root admin 244 Sep 12 12:03 WeiDU.log
-rwxr-xr-x 1 user admin 875812 Jun 9 03:32 chitin.key
drwxr-xr-x 189 user admin 6426 Jun 9 03:32 data
-rwxr-xr-x 1 user admin 104 Jun 9 03:32 engine.lua
drwxr-xr-x@ 18 user staff 612 Mar 7 2016 examples
drwxr-xr-x@ 24 user staff 816 Sep 12 09:15 jassy
drwxr-xr-x 6 user admin 204 Jun 9 03:32 lang
drwxr-xr-x@ 4 user staff 136 Mar 7 2016 lib
-rwxr-xr-x@ 1 user staff 118512 Nov 14 2014 mospack
-rwxr-xr-x@ 1 user staff 144064 Nov 14 2014 mosunpack
drwxr-xr-x 29 user admin 986 Jun 9 03:33 movies
drwxr-xr-x 205 user admin 6970 Jun 9 03:32 music
drwxr-xr-x 8 root admin 272 Sep 12 12:03 override
-rwxr-xr-x@ 1 user staff 2283 Oct 30 2011 readme-mosunpack.txt
-rwxr-xr-x@ 1 user staff 2225 May 15 2004 readme-tisunpack.txt
drwxr-xr-x 28 user admin 952 Jun 9 03:32 scripts
lrwxr-xr-x 1 root admin 5 Oct 27 16:47 setup-stratagems -> weidu
drwxr-xr-x@ 50 user staff 1700 Jan 15 2015 stratagems
-rwxr-xr-x@ 1 user staff 118872 Nov 14 2014 tispack
-rwxr-xr-x@ 1 user staff 144440 Nov 14 2014 tisunpack
-rwxr-xr-x@ 1 user staff 999424 Mar 7 2016 weidu
-rw-r--r-- 1 root admin 17 Sep 12 12:03 weidu.conf
-rwxr-xr-x@ 1 user staff 184320 Mar 7 2016 weinstall
MacBook-Air-4:Resources user$ ./setup-stratagems
Killed: 9
MacBook-Air-4:Resources user$


Does anyone have any tips on how I might solve this?

Pale Master Kit for Sorcerers (1.4.5)

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Based off this Feature Request, @Artemius_I and @bfons86 have put together a Pale Master kit for sorcerers.

The latest build is here: https://github.com/ArtemiusI/Pale-Master-Sorcerer-Kit/releases

Per the description:

PALE MASTER: Necromancy is usually a poor choice for arcane spellcasters -- those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

Advantages:
- 1st level: Gains Boneskin.

BONESKIN: The pale master's tough, cadaverous flesh gives them immunity to sleep and a +1 to AC (+2 at 7th, +3 at 13th).

- 2nd level: May use Animate Dead once per day.

ANIMATE DEAD: As per the mage and cleric spell, summons an allied skeleton warrior to serve the caster.

- 3rd level: Gains Deathless Vigor.

DEATHLESS VIGOR: The pale master’s body becomes more akin to the undying flesh of his undead associates. Gains infravision and +1 to saves vs. death (+2 at 8th, +3 at 13th).

- 6th level: The pale master gives in to terrible necrophiliac urges. He cuts off his arm and replaces it with an undead prosthetic, which may be skeletal in form or preserved flesh stitched in place like that of a flesh golem. May use Undead Graft twice per day.

UNDEAD GRAFT: The pale master touches a target with a ghoulish hand. Target must save vs. death or be held for 5 rounds.

- 10th level: Undead Graft saving throw at -1.
- 12th level: Gains Tough as Bone.

TOUGH AS BONE: The pale master becomes more and more like one of the implacable undead. Immunity to hold, stun and poison.

- 14th level: Undead Graft saving throw at -2.
- 15th level: May use Create Skeleton Abomination once per day.

CREATE SKELETON ABOMINATION: Summons a powerful skeleton abomination to serve the caster for 2 hours.

- 16th level: The pale master's touch becomes deadly and can instantly kill a target. May use Deathless Master's Touch twice per day.

DEATHLESS MASTER'S TOUCH: The pale master touches a target with a life-snuffing hand. Target must save vs. death with a -3 penalty or die instantly.

- 18th level: Undead Graft saving throw at -3.
- 20th level: Gains Deathless Mastery.

DEATHLESS MASTERY: The pale masters are practically undead creatures themselves. Immunity to death magic and level drain.

- Hit Die: d6

Disadvantages:
- May cast one fewer spell per level per day.
- Alignment restricted to non-good.
- Incurs a -2 penalty to Charisma.

Feedback and technical assistance would be much appreciated if anyone has the time and inclination to jump in. :)

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features:
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more improvements and bugfixes

These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often.

@AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar.

Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

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

[MOD] Portraits Portraits Everywhere (for BG1EE, SOD, BG2EE, IWDEE, EET)

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image
by @Smeagolheart and @bob_veng
Preview
image

image

WHAT IS IT?:
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Portraits Portraits Everywhere (PPE) - core component
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The core component of this mod adds portraits to speaking NPCs in the Enhanced Edition Infinity Engine games. It can be installed on multiple platforms including Enhanced Edition Trilogy (EET), Baldur's Gate 1 Enhanced Edition including Siege of Dragonspear, Baldur's Gate 2 Enhanced Edition, and Icewind Dale Enhanced Edition. The mod can add representative portraits for all 4617 speaking creatures throughout these games so that when you speak to them, these NPC characters that inhabit these rich worlds will appear a little bit more alive.

If any of the portraits are not to your satisfaction due to quality or you feel that the portrait does not match the in game NPC, feel free to post on the forums for potential inclusion in future updates. If there is a future patch to
the game, it's a good idea to reinstall this mod. Keep in mind that when installing or reinstalling this mod, NPCs on areas you've previously visited won't get portraits, but areas and NPCs you have not yet visited will get portraits.

If you start a new game, then all NPCs that should get portraits will get them.

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Category Portraits (Recommended)
-----------------------------------------------------
This mod has an optional Category Portraits component to assign portraits from a pool of random portraits to actors that are not assigned specific portraits by the main component. This component is highly recommended and covers beings that are genericly named. For example, human characters named "Thief" or "Mugger" will get portraits from the male or female Rogue pool, characters named "Commoner" or "Peasant" will get portraits from the commoners pool, and "Drow" will get portraits from either the male or female Drow pool. There are more than ninety pools of random portraits that range from a few portraits to over 20. There are more breakdowns for groups of Humans than there are for other races. Please note that you may get repetition in portraits if you speak to multiple characters as once a pool of portraits is exhausted, then an additional round of picks from the portrait pool will be assigned to additional NPCs.

There are two ways to install the Category Portraits component - Sequentially or Randomly. If you install the component 'Sequentially' then Portraits from the Pool are assigned in numerical order to allow for reproducible results. That means that when you speak to "Mugger" in the dark alley, he should look the same if you were to reinstall the mod. There is also a Random option to grab a random portrait from the pool so that our friend the "Mugger" might get a different portrait if this component was installed a second time. If the random option is selected then a random pick will be selected. The way the random picked works is that all possible numbers from a pool are used before a second pick of the same number is picked meaning that you should not get random picks out of a group of 5 with the same number being used until all 5 of the portraits have been picked.

This is optimized for vanilla supported games but you might get some decent results for mod added characters. For example if installed after other mods, then matches from those mods of characters specifically named "Mugger" would get portraits from the Rogue pool. Please note that how other mods name or code their creatures or whether they name their rogue characters specifically "Mugger" or one of the other matching keywords is beyond my control - results may vary. Due to the varying coding standards in mods and the vast number of potential mods available, there is little chance that this component will act perfectly for mod added NPCs but it will do the best that it is able to do. An example of where the component would not act perfectly is a a character for a mod that works for Baldur's Gate 1EE that describes a human as a Half Orc through dialogue. Mods made for Baldur's Gate 1 do not support Half Orcs because there were not a playable race and that character would appear human to the engine and would get a human portrait.

-----------------------------------------------------
Isandir's CHARNAME Portraits
-----------------------------------------------------
A beautiful portrait pack by Isandir in a style similar to vanilla BG1 and BG2 portraits.
Preview of some of the portraits:

image

-----------------------------------------------------
Replace Low Quality TOB & SOA Portraits
-----------------------------------------------------
This component, for Baldur's Gate 2 Enhanced Edition, replaces legacy portraits included with the game for Bhaalspawn. The portraits that
are replaced are generally low quality 38x60 size and are replaced with beautiful 169x266 portraits created for the Enhanced Edition
engine.

-----------------------------------------------------
Edwin/Edwina
-----------------------------------------------------
This component, for Baldur's Gate 2 Enhanced Edition, gives Edwin a female portrait once he completes the Nether scroll ritual. The portrait
was created by Syntia13 and is based on the default portrait for Edwin in Baldur's Gate 2. This is highly recommended but optional. If
you've replaced the portrait for Edwin with a custom one, you might not want to load this component.

-----------------------------------------------------
Ust Natha Drow NPCs
-----------------------------------------------------
This component, for Baldur's Gate 2 Enhanced Edition, provides drow versions of vanilla NPC portraits. This is highly recommended but
optional. The code to transform the portraits was thoughtfully provided by K4thos. Most of the drow versions of NPC portraits are by
Isandir. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.

-----------------------------------------------------
Vampire NPCs
-----------------------------------------------------
This component, for Baldur's Gate 2 Enhanced Edition, provides vampire versions of vanilla NPC portraits. This is highly recommended but
optional. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.
"Vampirized" NPC portraits provided by lefreut.

-----------------------------------------------------
CREDITS and Additional Information
-----------------------------------------------------

This mod is based on older mods for Baldur's Gate prior to the EE editions had mods that included small portraits for some NPCs. The pictures in these mods are lower resolution than the ones carefully selected for this mod. Some of these older mods for classic Baldur's Gate with smaller pictures that directly inspired this project are:
Gerri's BGT NPC Portraits ( https://kerzenburg.baldurs-gate.eu/downloads.php?id=69 )
BG1NPC ( http://www.gibberlings3.net/bg1npc/ )

Sources of the pictures include Neverwinter Nights portraits found online, searches for baldur's gate and IWD portraits, and as a last resort search engines were used to round out the collection.

If there are any particular portraits that need to be removed you don't wish them to be featured in this work, let me know and the pictures will be removed. If you have any suggestions for submissions or changes, please feel free to comment in the discussion forum.

This mod is distributed freely and not for any commercial purpose non-profit. This mod was not developed, supported, or endorsed by BioWare, Interplay/Black Isle, Beamdog or any other official agency. Portraits remain the copyright of their respective rights holders.

If there are any copyright issues or this statement needs revision then please contact me to let me know what to do
about it. The purpose of this mod is not to make money but to advances knowledge and progress of the arts through the addition of something new onto a great game.

Special thanks to bob_veng on the baldur's gate.com forums for assistance recoloring, adjusting, selecting and creating new portraits for this mod.

Thank you all and enjoy,
Smeagol

======================================================================
======================================================================

Technical Details and how you can add your own portraits
--------------------------------------------------------
All pictures are 169x266 or greater.

The table in (mod folder)\tbl\bgee.tbl lists the creatures/actors and portrait name.
You can reference the creature name to the actor in tools such as NearInfinity.

The Portrait names in the tbl are filenames in the portrait folder.
======================================================================
======================================================================
KNOWN ISSUES
--------------------------------------------------------
None at this time
======================================================================
======================================================================


Thanks everyone you know who you are, I hope you appreciate the hard work of the artists as I do.

Additional thanks to lynx and argent77 from Gibberlings3 Forums for coding assistance.
Thank you to Mr2150, Cahir, AstroBryGuy, Thels, lefreut, swit, K4thos, Syntia13, Isandir and others for their input
and assistance on the Baldur's Gate Forums.

The mod name was suggested by Cahir.
======================================================================

v1.01 21 Sept 16
- Updated 57 portraits with bob_veng

v.1.00 08 Sept 16
- Updated 42 portraits with bob_veng
- revised code for Isandir's CHARNAME Portraits component

V.0.99 03 Sept 16
- Downgraded Weidu from beta version to stable version 239
- Added additional install components
Isandir's CHARNAME Portraits
Replace Low Quality TOB & SOA Portraits
Edwin/Edwina
Ust Natha Drow NPCs
Vampire NPCs
- Modified & replaced a few portraits with bob_veng

Version History:
V0.91 20 Aug 16
- Fixed a few entries

V0.90 20 Aug 16
- Initial Release

The Baldur's Gate 1 Standalone Mod

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This is a mod that I've been working on for quite a while, and I'm still adding to it. The goal is to turn Baldur's Gate 1 into a "high-level" adventure, where you are much more powerful, but so are the enemies. All the party members have several additional powers, and in general are a good deal stronger than they are initially. However, the enemies get additional powers too, and their new abilities are much more ridiculous than those of the companions. I haven't actually changed the experience cap, though the party will reach it a bit quicker. By the end of the game, the party will probably reach mid to late Shadows of Amn power, but by that point they will facing enemies that would be formidable even for Throne of Bhaal!

I'm not done with the mod yet, but now and then I'll mention a few of the things I've recently put into it. Just keep in mind that the things I'll mention barely scratch the surface of what this mod throws at you. Over the past half a year or so I've been throwing every nasty trick I could think of into this mod and so far my override folder has more than 900 files.

So, recently I added in:

*Fire snakes! These enemies will burn you for 4d6 damage multiple times with their fire gaze, then they'll come in and chomp you up with fireball teeth for AOE melee damage! I've made this creature, but I'm not sure where to place them in the game yet.
*Frenzied sword spiders! These berserk spiders will go up to the nearest creature at maximum movement speed and attack 10 times per round with 25 strength and extremely good THAC0. I'll probably place a one of them in Baldur's Gate so that you could try to save innocent commoners from this horrible beast.
*I modified Tarnesh so that he can cast some nasty spells like Greater Missile Storm, an enemy-only spell which fires 100 Magic Missiles, each doing 1 damage. The good news is that the guards are a lot tougher too and there are more guards. The bad news is that some of these additional "guards" are actually doppelgangers who are working together with Tarnesh to assassinate you!

General BGEE Customization Pre V2.0

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FOR SOD AND BGEE V2.0 YOU WILL BE EDITING THE BALDUR.LUA AND NOT THE BALDUR.INI


SetPrivateProfileString('Program Options','Debug Mode','1')

1. Enabling the CLUA Console

C:\User\My Documents\Baldur's Gate - Enhanced Edition
Open up the Baldur.ini with a text editor. I suggest ConTEXT as its free and will also enable you to easily edit scripts too.

Add these lines 'Program Options', 'Debug Mode', '1', You can put it right at the top if you like
   
CREATE TABLE options (
section string,
name string,
value string
);
INSERT INTO options ROWS (
'Program Options', 'Debug Mode', '1',
**NOTE** If you are having trouble getting Vista/7/8 to recognise or keep your changes... try either changing the system permissions on the INI file, or another method is to copy out the INI file to your desktop (or wherever), make your edits then save. Verify they are in there, then drop back into your Documents\Baldur's Gate - Enhanced Edition folder and 'replace' the existing one.

Start up your game and either create a new game or load a save. Hit Ctrl+Space
This will bring up a window where you need to type in the following:

New!
Console commands were prefaced by CLUAConsole:, but now begin with C:

Useful Console Commands

C:ExploreArea() Set current area to fully explored

C:SetCurrentXP("[Number]") Set XP for selected characters
Example - C:SetCurrentXP("1000") will SET the current character at 1000 experience points.

C:AddGold("[Number]") Sets the party gold
Example - C:AddGold("1000") will give the party 1000 gold.

C:CreateItem("[Item name]") Creates an item in the leaders inventory
Example - C:CreateItem("SW1H01") will create a long sword.

C:CreateItem("[item]", [number]) sets the amount of charges that an item will have upon spawning it- if the item has charges anyway.
Example -
C:CreateItem("POTN08", 10) will create 10 potions of cure light wounds.
C:CreateItem("amul17", 50) to get a Greenstone Amulet with 50 charges
C:CreateItem("scrl75",99) 99 Identify Scrolls

For quest and other items, you can do an internet search. This Item List; looks fairly complete. Remind me to add in the new BGEE items.

C:CreateCreature("[CRE FILE]") Spawn a creature
Example - C:CreateCreature("GIBBER") will create a gibberling using GIBBER.CRE

Example:
C:MoveToArea("[Area Name]") Move selected characters to an area
Example - C:MoveToArea("AR2300") will move the player to the Friendly Arms Inn.
From @CamDawg - A list of area codes is available as part of the IESDP; use the original BG area codes.

C:WriteScript("[Directory Name]") Output scripts to directory
Note: If the mouse is over a creature, the command will evaluate the scripts attached to that creature. Otherwise it will evaluate the area scripts.
Example - C:WriteScript("DebugScripts") will output the script results to a folder called DebugScripts in the root of your BG install.

C:SetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - C:SetGlobal("CHAPTER", "GLOBAL", 2) Would advance to Chapter 2

C:GetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - C:GetGlobal("CHAPTER", "GLOBAL", 2) Will display current GLOBAL setting

C:Eval("action") : execute a scripting action. Note that any quotes in the action itself need to have a "\" before them. A list of available script actions can be found in the IESDP.
Example - C:Eval("ActionOverride(\"Cernd\",MoveGlobal(\"AR0406\",Myself,[1368.1922]))") Will move Cernd to the specified location.

C:Exec("filename") : executes a series of console commands contained in the file specified by filename, where filename is in the game directory
Example - C:Eval("test.txt") Will execute all the commands in the file test.txt

Cheat Keys:

CTRL + X - Show [x,y] coordinates of mouse and current area in the Dialog window.
CTRL + F : Change Selected face position
CTRL + S/A : Change Selected Animation Sequence
CTRL + I/L : Play Selected Animation effect on Selected
CTRL + C - Display SoA/ToB Epilogue GUI (Do Not Use)
CTRL + J : teleports selected party members to position under cursor
CTRL + Q : auto-recruit creature under cursor into party
CTRL + R : insta-restores any creature under cursor- also removes any effects
CTRL + Y : insta-kills creature under cursor
CTRL + T : Advances game time by 1 hour
CTRL + P : Center screen Selected
CTRL + G - Display loaded area ref
CTRL + M/Enter : Display current info about your location
CTRL + N : Freeze screen for 5 seconds
CTRL + 1 - Display Selected Animation armour level
CTRL + 3 - Fade Screen to black
CTRL + 5 - Display Selected current Animation frame/Sequence
CTRL + 6/7 : Change Selected animation
CTRL + 8 : During Character Creation this will set all attributes to 18 (STR 18/00)

I hijacked some of @KeithS stuff and added more.

2.INI Config Settings

You can disable the colored foot circles by editing your Baldur.ini with this setting:
'Game Options', 'Color Circles', '0',

You can now change the FPS settings in the Baldur.ini. This entry already exists as of the 09 patch. *NOTE: Anything higher than what I have listed below will result in destroying the game cutscenes. If you are okay with that, go ahead. Bug reports for broken cutscenes resulting from changing to higher FPS than what I have confirmed to work will be closed.
'Program Options', 'Maximum Frame Rate', '35',

3.Using Custom Scripts

Custom scripts can be assigned to your character via the 'Customize" button in your Character Sheet.

Modding sites such as G3, SHS and Pocket Plane have scripts that you can download and use for your player.

Navigate to this folder and place your scripts below to use in-game:
\Baldur's Gate Enhanced Edition\Data\00766\scripts

You can also use 'Hotkey' scripts to accomplish single or multiple actions that will save you time.
To use 'Hotkey' scripts:
1 - Assign the script to your character.
2 - Back in game hit the appropriate letter key when you wish to activate the script. Simple.
3 - You can use the key as many times as you like.
4 - When finished, unassign the script via the 'Customize' screen by assigning "None.bs"

For those familiar with compiling BAF to BCS, here are some examples you can paste into your text editor to compile with WeiDU, DLTCEP or NI.
Feel free to grab these and use them, change numbers or resources indicated. Have fun.

Example Cheat/Debug Scripts

Giving Experience to the party or PC

IF
HotKey(D)
THEN
RESPONSE #100
AddexperienceParty(24000)
END

IF
HotKey(C)
THEN
RESPONSE #100
AddXPObject(Player1,5000)
END
Giving Special Abilities
   
IF
HotKey(D)
THEN
RESPONSE #100
AddSpecialAbility("spin101") // Cure Light Wounds
AddSpecialAbility("spin104") // Larloch's Minor Drain
AddSpecialAbility("spin105") // Horror
AddSpecialAbility("spin106") // Vampiric Touch
DisplayStringHead(Myself,10315) // Ability Bonuses
END
Set Chapter and reveal area on map
   
IF
HotKey(A)
THEN
RESPONSE #100
SetGlobal("Chapter","GLOBAL",4)
RevealAreaOnMap("AR0900")
IncrementChapter("Chptxt5")
AddJournalEntry(15839,USER)
END
Heading to Baldur's Gate via a hotkey cutscene
   
IF
HotKey(D)
THEN
RESPONSE #100
ClearAllActions()
StartCutSceneMode()
CutSceneId(Player1)
FadeToColor([30.0],0)
Wait(2)
LeaveAreaLUAPanic("AR0900","",[2830.2330],0)
LeaveAreaLUA("AR0900","",[2830.2330],0)
ActionOverride(Player2,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player3,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player4,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player5,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player6,LeaveAreaLUA("AR0900","",[2830.2330],0))
Wait(2)
MultiPlayerSync()
FadeFromColor([30.0],0)
EndCutSceneMode()
END
Anyone can cast a spell
   
IF
HotKey(D)
THEN
RESPONSE #100
ForceSpellRES("SPWI502",NearestEnemyOf(Myself)) // Cloudkill
END

4.Custom Portraits

Will link to this thread. It has all the correct info.
http://forum.baldursgate.com/discussion/7461/heres-how-to-use-custom-portraits/p1

Overriding Core Portraits

Some people have wanted to know how this is done. Simply take your custom portrait set and rename them exactly to an existing name. Once that is done, put them in the OVERRIDE! Not the Portraits folder.

image

Here I am using the no-name guy to override the ALORA portrait set: ALORAS, ALORAM and ALORAL
Then I can simply select is like a normal portrait. Hope this helps.

5.Custom Soundsets

****Note: Soundsets are not currently working properly. Will leave the instructions below for now until we can discover a fix.

For those wishing to use some BG2 soundsets in addition to what was shipped, it is not too hard.

- Extract the soundset you want to use with any of a number of tools from BG2 (NI, DLTCEP, WinBIFF, etc)
- Rename the next to the last character to 7. ie: FEMALE2A becomes FEMALE7A
- Do this for the entire series of sounds A-Z
- Drop into your \Data\00766\lang\en_US\sounds (or whichever language folder your game uses)
- Start up the game -> Character Record page -> Customize -> Sounds -> Select FEMALE7 -> Done -> Done
Done!

If you would like to add in a custom listing for your sound, you can check out this; thread from @dib

Customization Mod

Here is a link to the Customization Mod that will do almost everything above for you except for editing the INI.

More stuff to come.

PaintBG for all BG platforms

Neera Banters for BGEE v0.1.2-20150101a

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The Neera Banters - Version 0.1.2-20150101a

http://github.com/AstroBryGuy/NeeraBanters/releases/tag/v0.1.2-20150101a

Do you wish Neera would interact more with her companions in BGEE? Then this mod is for you! The Neera Banters adds banters for Neera and several of the joinable NPCs.

It is my intention to give Neera at least 1 banter with all of the joinable NPCs available in vanilla BGEE. For now, only a subset are available.

Banters are currently available with Branwen, Coran, Dynaheir, Faldorn, Imoen, Jaheira, Khalid, Minsc, Montaron, Xan, and Xzar. More will be added in future releases, and content suggestions are welcome!

Note: Neera does NOT get along with Edwin (or any other Red Wizard).

Changes in v0.1.2:
* Fixing typos identified by @Hook71 - THANKS!

Changes in v0.1.1:
* Quick bugfix to add missing CD_STATE_NOTVALID declaration.
* Fixes an issue with one of Neera's banters with Imoen. It removes a duplicated line of dialog.



INSTALLATION

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

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

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

If you have installation problems or encounter any bugs, please contact me at the BGEE Forums (http://forum.baldursgate.com/).

Question regarding extended night areas

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Hey there,
I'm working on a little visual make over for the druid grove area (the biggest let down of the original games in my opinion) and since I haven't done anything area related in years, I've got a few questions.

I'm more or less finished with editing the day area but I've noticed that the druid grove area (ar1900) has an extended night area even though the game doesn't use it. I would like to know if there is a relatively easy way to check that “extended night” flag in the area file with Weidu. Also, if I did that, would that cause any compatibility problems with other mods? I would assume not, because the area would still use the same area script but I'm not entirely sure if there isn't anything in the .wed file that is commonly used/edited by mods.

Also, is there anything else in the .wed files that could cause inconsistencies between day/night cycles (e.g.: actors not spawning or something like that) which I would have to account for?

That's it, thanks in advance!

Oh, here is a screen shot of the new day area. I focused mostly on the nothern part of the map since the lower part is riddled with dead tree polygons which makes it pretty hard to change anything. Feel free to leave some feedback.

http://imgur.com/a/qMHMz

IWD GUI mod for BG2:EE

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this mod is mostly a reskin for bg2:ee, made with graphics from iwd:ee.

i made this since i don't like original or enhanced gui design in bg games (like, at all), but think iwd:ee had quite nice look to it. take look at the screenshots and see for yourself if you like it.

installation- download link to .rar files is at the bottom of the page (ignore the last screenshot image, it shows as attachment for some reason but only rar file are important). download BOTH parts and unrar/unzip them. copy the content of both folders into "override" folder in your bg2:ee installation folder. that's it.

two warnings-

1. mod was made for 1920x1080 display with "scale UI" turned off in graphical settings. weird things could happen if you use this mod scaled or with different resolutions, but it might work for you, i don't know.

2. since UI is not scaled, i tried to compensate for microscopic small portraits by enlarging portraits in sidebar and conversations. in order for this to work, you have to install high-res-portraits mod found here :

shsforums.net/files/file/1126-bgee-bgsod-and-bg2ee-high-resolution-portraits/

let me know if the mod worked for you and if you like it! :)












[NPC Mod] Pai'Na NPC v1.1

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Introduction

STR: 10
DEX: 18
CON: 15
INT: 14
WIS: 16
CHA: 15
Total: 88

This mod makes Pai’Na, the true neutral half-drow druid in the Graveyard tombs, a playable NPC with banters and interjections. She has a unique hivemaster kit.

I originally started working on this mod while writing Sirene BG1 and long before Sirene BG2. The writing's not my favorite, but I hoped she'd be a simple, unique NPC that'd be fun to write during my free time. Now I've bothered to finish the bulk of the writing I had left and now she's a fully playable NPC with roughly Bioware-NPC levels of content (though still silent).

The mod is compatible with Unfinished Business now... sort of. It doesn't mesh very well due to the different tone of speech, but you can recruit her after completing the Spider's Bane quest by talking to her a second time after receiving her reward.

Biography

“PAI’NA snarls when you ask about her past, telling you that it is none of your business and that it is enough to know that her half-drow heritage has made her an outcast from any form of civilized society. As a hivemaster druid, her duty of tending to the arachnids of the land is foremost, though she has decided to travel with you for now.”

Personality & Background

Pai’Na is the progeny of human and drow parentage – her mother was a human slave of the Underdark who escaped by some unknown means. Though she did not survive after reaching the surface, the newborn Pai’Na was taken in by a woman in the forest of Tethyr. Though a witch by reputation, the woman was actually a powerful hivemaster, and tutored Pai’Na in her ways. For reasons unknown, Pai’Na left her foster mother’s care not long after coming of age, before her training was complete.

Well, what else can I say about Pai’Na… her original BG2 character did not have much in the ways of personality, aside from her devotion to her spiders – her children, as she likes to call them. Therefore, much of her character as written is my own creation. She is very much unlike Jaheira and Cernd – don’t expect her to preach on about the importance of balance, as her foremost concern is for the safety of her own charges. Personality-wise, she can be moody, unsociable and temperamental, but she isn’t that bad of a person if you get on her good side. In short, she’s less of a druid and rather someone looking out for herself and her ‘family’, so to speak. She also despises drow, whom she blames for making her a social outcast, and doesn’t care much for humans either due to their lack of care for where they step. If you’re not charismatic enough, she will come to blows with Viconia.

Download version 1.1

image

Screenshots






Readme
---------------------------------------
Pai'Na NPC Mod for BG2:EE by Artemius_I
---------------------------------------

-----------------------
Introduction & Details
-----------------------

This mod makes Pai'Na, the true neutral half-drow hivemaster druid in the Graveyard tombs, a playable NPC with banters and interjections. She has a unique hivemaster kit.

STR: 10
DEX: 18
CON: 15
INT: 14
WIS: 16
CHA: 15
Total: 88

Vanilla Pai'Na stats:
STR: 14
DEX: 18
CON: 13
INT: 13
WIS: 15
CHA: 15

I shifted her stats around to favor a pureclass druid but kept the total the same.

She has interjections, banters with every NPC and a few talks with the PC. She may fight Viconia, but a sufficiently charismatic PC can prevent it if he/she so wishes.

-----------------------
Hivemaster Kit
-----------------------

HIVEMASTER: The Hivemaster is a druid that focuses on fostering and protecting insects and arachnids, including giant versions thereof. Most commonly stylise themselves after either communal insects, such as ants or bees (hence the name), or predators like spiders, scorpions and dragonflies.

Advantages:
– Gains immunity to poison.
– May cast Web and Spider Spawn as 2nd and 4th level priest spells respectively.
– May use the Poison Weapon ability once per day. Gains another use at levels 7 and 14.
– 5th level: May shapeshift into a huge spider once per day.
– 8th level: May shapeshift into a sword spider once per day.
– 14th level: May shapeshift into a wraith spider once per day.

Disadvantages:
– May not shapeshift into default animal forms.

-----------------------
Widow's Kiss
-----------------------
This obsidian ring is quite large and embedded with a large spider-shaped gemstone. It is Pai'Na's most (and only) treasured possession and she refuses to even remove it.

STATISTICS:

Combat abilities:
- Once per day, may summon a swarm of 12 spiders under Pai'Na's control. The spiders are weak but have a powerful poison and can be extremely dangerous in a group.

Equipped abilities:
– Can memorize one extra divine spell of each level

-----------------------
Installation
-----------------------

Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00783) and run Setup-Sirene.exe

-----------------------
FAQ
-----------------------
Q: Voicing?
A: No.

Q: Hey, she feels really out of character!
A: There's really not much character you could've derived from the, what was it, three lines vanilla Pai'Na had? I took a bit of creative license in the writing.

Q: What parties does she fit in?
A: All sorts. She doesn't particularly like any NPC over another, except for Viconia, who she hates.

Q: Why does she fight with Viconia?
A: She despises drow. You can stop them with a Charisma of 15 or above. Go pick up the Ring of Human Influence.

Q: Isn't she a bit overpowered?
A: Maybe. I always felt druids tapered off with level so she'll at most keep up with your other characters, but she certainly is a step up from Cernd and maybe even Jaheira. She won't break the game's difficulty, that's for certain. Be thankful I didn't keep her vanilla 50% magic resistance.

Q: Any personal quests?
A: No. Yes, sort of. It's not very long and will show up of its own accord.

Q: Romance?
A: No.

Q: Is this mod compatible with Unfinished Business?
A: Yes. The difference in writing may be jarring, though.

-----------------------
Credits
-----------------------

Author: Artemius_I
Portrait: Ubisoft
Original Portrait: http://lorrain.deviantart.com/art/Feriel-94342211
-----------------------
Change Log
-----------------------

v1.1
- Spider's Bane (Unfinished Business) can now be reforged by Cromwell
- Spider's Bane's description edited to be more suitable

v1.0 - initial release

- Added Poison to hivemaster kit
- Added inventory paperdolls to spider shapeshifts
- Added extensive ToB content
- Added friendship track to SoA and ToB
- Added mini-quest
- Added UB-compatibility

v0.6
- Hivemaster kit reworked slightly - innates moved to priest spells, shapeshifts buffed
- Dialogues tweaked
v0.5.beta
- initial release of mod for playtesting

Problems with text in BG:EE

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So, I have a weird problem. I have been prowling the grand interwebs in hope of finding others in the same situation as me, but so far no luck. Hence, I turn to you guys; help me < CHARNAME >, you're my only hope!

I've been trying to install some kits that I've made, and in BG2:EE most features works as intended. In BG:EE, however, some things have gone awry. I seem to be unable to add new text to the engine. Whenever I try to add some text to, say, the name of abilities, their descriptions or the kit description (even the name!) itself, i end up with a completely different text string instead. It's apparently just the text that I add through mods that are bogus -the original texting in the game seems to be fine.

I have tried reinstalling the game, and ran it without any other mods. I have tried to update the string ref. on my mods, and while this changed the text shown, it still does not display the correct text. I haven't copied or edited the .tlk file, and I've made sure that weidu uses the en_US\dialog.tlk file (at least I think I have. My knowledge about modifications is mediocre, at best.) I have tried other mods as well (both made and not made by me), and they all seem to run into the same problem.

So I'm pretty much stuck, with little idea about where to go next. Any help, suggestions or ideas would be most welcome!

!(OR)

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I have a situation where something bad happens to the player unless he is either shrewd (wise) or can foresee the outcome (intelligent). Either Wis or Int over 14 can prevent it and open the right dialogue option. But if the player has neither, I want him to see only the stupid option. I've never used OR with a negative, and it's kind of difficult to test. So, is this combination of triggers going to work for the BAD (stupid) response?

!OR(2) CheckStatGT(14,INT) CheckStatGT(14,WIS)

[NPC Mod] Sirene NPC for BG:EE and BG:SoD v2.1.1

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Sirene, Paladin of Ilmater


Portrait by sporeboy - http://sporeboy.deviantart.com/art/Kitty-10791404

Portrait by Isandir

Race: Tiefling
Class: Martyr - Paladin kit (optional: pureclass, cavalier, inquisitor, undead hunter, fighter/cleric)
Alignment: Lawful Good
STR: 15
DEX: 17
CON: 15 (F/C: 16)
INT: 10
WIS: 13 (F/C: 15)
CHA: 17 (F/C: 14)
Proficiencies (paladin):
Two-handed Sword ++
Two-handed Style ++
Proficiencies (fighter/cleric):
Mace ++
Sword and Shield Style ++

Mod Content

- 1 new NPC with banters, interjections and talks to PC
- 1 new item
- 1 NPC specific kit with 3 new spells
- 14 friendship talks
- Soundset taken from Icewind Dale
- NEW - full content for Siege of Dragonspear expansion

She can be found and recruited outside of the Song of the Morning Temple by a PC of non-evil alignment at level 2 with a minimum of 2500 experience, though she will gain experience to match the PC at the moment of recruitment.

She banters with every Bioware and EE NPC at least once, talking more to good and neutral NPCs, and fourteen friendship talks planned with the option of teasing a romance. Currently there are no quests and no plans to add any.

In Siege of Dragonspear, she can be found in the Iron Throne building. She has a semi-romantic path with a PC with a minimum of 12 Charisma and any gender, alignment or race (though she will still not join evil protagonists).

Be warned that as a paladin, certain evil actions in the expansion will cause her to leave the party permanently.

Biography

When asked about her past, SIRENE averts her gaze and flatly states that there is little to say. She was orphaned and left to die as a babe, likely abandoned due to her apparent fiendish heritage. Only by luck did she survive certain death by being discovered by a travelling priest of Ilmater, who brought her to others of his faith and raised her as a Holy Warrior of Suffering, the order of paladins dedicated to the Crying God. She resents her own contradictory nature, though she is unsure of which side.

Personality

Sirene exhibits many of the typical qualities expected of a paladin; she is kind, dutiful and faithful. However, beneath her calm exterior lies a hidden temper owing to the fell blood which flows in her veins. Though she is a devoted champion of Ilmater, a past of being ostracized and persecuted by those she wishes to call her fellow men has left her unsure of her abilities and worthiness. She can be easily provoked by challenging, insulting or mocking her faith, which can be seen in her interactions with characters such as Tiax, Eldoth or even Xan, though she is also quick to acknowledge and apologize for her mistakes. She is closer to the 'good' side of her alignment rather than the 'lawful', and prefers protecting the weak to destroying evil. Because of this, she may be slightly more tolerant of evil companions, even if she can also be quite judgmental towards them. However, she will not tolerate Dorn (though they can come to an uneasy truce during Siege of Dragonspear)

Friendship & Future Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. As she has few living friends in her life, she will be eager to befriend a PC that is willing to accept her. A PC of either gender with a Charisma of 12 or greater may flirt with her, though there is no separate romantic branch in BG:EE. In Siege of Dragonspear, there is a 'romance' of sorts, though it is significantly less romantic than the original romances.

Download version 2.1.1

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Download version 1.5.1 (for pre-2.0 players)

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Release Log


v2.1.1
- Updated an item's icon and fixed it for fighter/cleric alternate class

v2.1
- Alternate classes component fixed
- Fighter/cleric alternate class re-added

v2.0.6
- Fixed several minor item bugs
- Fixed problem with kit duplicating innates

v2.0.5
- Fixed romance-related stutter issue

v2.0.4
- Fixed a dialog error involving Thrix
- Lovetalk timers now three in-game days and not real-time days (whoops...)
- Fixed an error involving an improper number of innate abilities

v2.0.3
- Fixed 'rapid-fire' banter - minimum 20 minute delay between banters

v2.0.2
- PID-breaking 'Aun Argent' talk variable fixed

v2.0.1
- Post-Korlasz crypt talk added

v2.0 beta
- Added content for Siege of Dragonspear
- Minor changes to text
- Brimstone now properly 'usable by tieflings'
- Martyr ability scaling rebalanced
- Martyr ability visuals improved
- BG1-Sirene now increases in experience when joined to match the PC (up to 32,000XP)
- PID is now disabled during combat
- Temporarily disabled Fighter/Cleric alternate class until issues are ironed out

v1.5.1
- Fixed soundset issues related to resetting via PID

v1.5
- Added alternative classes (paladin, cavalier, inquisitor, undead hunter, fighter/cleric)

v1.4
- Fixed banters with Rasaad and Neera
- Fixed Cloakwood Mines interjections

v1.3
- Another new icon and description image for Brimstone
- Expanded PID with flirts and HP-dependent responses
- (optional) Crossmod banter with White NPC

v1.2
- Fixed 'wounded' dialogue bug that caused dialogue to initiate endlessly
- Added delay between first and second friendship talks
- New icon and description image for Brimstone

v1.0
- Initial full release
- TotSC interjections and dialogue added
- Errors in banter scripts with Coran and Alora fixed
- 24 bit portrait added (thanks Lava Del'Vortel)

v0.beta.1
- v0.beta.03 - Changed some I_C_T strings to I_C_T2 so that Sirene no longer hijacks NPC actions during interjections (thanks WhiteAgnus)
- v0.beta.02 - Added missing strings that caused friendship to stall indefinitely
- v0.beta.01 - Fixed area codes for talk 13, removed useless Viconia script

v0.beta
- initial release of mod for playtesting
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