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Spells Mods - Installation Order

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Hello :)

I'm having some trouble trying to use, at the same time, Divine Remix, Iwdification and Spells Revision.

Some spells appears "doubled" (like Sunscorch for druid) and some disappears (like Beast Claws).

I understand that Divine Remix should go last 'cause in the installation it asks something like "do you want to install/review spells?" and gives you a option "only those that aren't from other mods". I can be wrong here.

Anyway - can I have some enlightenment about this?

Thanks!

? How can I change/kill repeating encounters?

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Could s.o. change the always repeating nerving BG2:EE encounters

- moving from the docks to Waukeen's and
- moving from Amn to outside destinations

to 1time encounters? Or delete them complete...

TIA

Longer Road working in BG2EE

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I've managed to get Longer Road, the mod that allows Irenicus to join your party in ToB, working with BG2EE. Couldn't have been simpler. Download the mod from here: http://iegmc.shphockey.com/longerroad/LongerRoad_v1.5.1.zip and extract to your BG2EE directory.

Open setup-longerroad.tp2 in notepad.
Comment the "REQUIRE_FILE" lines near the top by adding "//" so that they read:
//REQUIRE_FILE ~Data/25Dialog.bif~ @2
//REQUIRE_FILE ~Data/25Scripts.bif~ @2
Save.

Now install! You'll know it's working if when you start a new game of ToB, Ellesime almost immediately appears to talk to you. Just to be safe, don't click the stone heads until she appears.

You have to have a combined INT+WIS of 24 and choose the right (slightly odd) dialogue options with Ellesime in order to get a necesseray tem. Note that Irenicus is hilariously OP. He's a level 30 mage with with an item that gives him +4 spells at every level, +1 INT and permanent haste. He also has innate immunity to petrify and charm and reduced casting time.

Please note that I have only playtested it up to the point when Irenicus joins. I'm actually playing through SoA right now so won't be testing further until I've got to ToB. I'm playing with SCS, Tweaks, Atweaks, BP Ascension, UB, Kelsey and Banter Mods. I installed Longer Road last. One of the mods I have prevented the Longer Road music from installing but no other problems that I can see so far.


[MOD] Druid Grove Makeover

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This mod aims to improve the visual art of the druid grove outdoor area.

To me this area has always been a huge disappointment.

When you think ''druid grove'' you usually imagine some enchanted mythical forest and a few monoliths or rune stones. Instead of all that BG2 delivered a barren, swampy wasteland covered in orange dirt and a druid grove that looks more like a futuristic nuclear bomb shelter than anything else.

My goal was to only edit the actual area art and not touch anything else (lighting and pathing). Because of this, the lower part of the area has only been slightly modified as there are simply too many dead tree polygons to make any significant changes and still keep the area in line with the underlying .wed file.

Here is a short overview of what has been changed:

Lower part of the map:

-added some ground vegetation and adjusted coloring in some parts to make the ground look less like plain orange dirt and make the whole area look more alive.

Upper part of the map:

-changed the ground to a healthy, grass covered floor
-added trees to the upper map border to make the area look like it is bordering on a (slightly) higher altitude forest
-reworked druid grove exterior to look like a natural cave entrance (which is inline with the vanilla druid grove interior area art)
-changed the ground around the stone circle in front of the druid grove to look more natural

Here a side by side comparison between the original and the edited druid grove exterior.
imgur link


Compatibility:

The mod should be compatible with all mods that do not alter the area files of the druid grove area (ar1900) and comes with a legacy .tis file (untested) for the classic BG2 game and a new PVRZ .tis file for BG2EE/EET.

Common sense would suggest that mods that do change the area art of ar1900 are either incompatible (if they change the .wed file) or will overwrite/be overwritten by this mod (if they only change the .tis file as well).

Installation:

You can install/uninstall this mod at any time and there is no need to start a new game for the changes to take effect.

Credits:

Many thanks to Argent77 for his work on NearInfinity

The mod can be found here.

[Mod] New Refinements (v4?) beta release

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So, I have delved into the classic Refinements mod, hacked it up, and made separate components for each class. In the hopes that it will be easier to combine with other mods that change HLAs, like Rogue Rebalancing and Faiths & Powers.

I have massaged the code until it installs on BG2EE, and it seems to install fine. I have NOT extensively playtested it. So, I will give you guys the link and you can do the playtesting! :wink:

Update to 0.3 0.4 0.5 0.6 0.8! It includes:
- install HLAs on a class-by-class basis
- patches HLA tables instead of overwriting them
- patches HLA tables of mod kits in addition to base kits
- specific compatibility with RR HLAs and simplified install order (RR, then Refinements)
- the Sword Angel works in EE games

https://github.com/subtledoctor/refinements/releases/tag/0.8

This is actually starting to look pretty complete. Cheers, and good luck!

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

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


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

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

Overview

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

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

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

Biography

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

Preview




[KIT MOD] The Shieldbearer - V1.0

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The Shieldbearer - V1.0
A mod for BGEE, IWDEE, BG2EE.

First off, thanks for stopping by.

Second, this mod is fresh off the press. Version 1.0. You might even consider this a beta. If there are problems (of which, there are bound to be several), please let me know, and I'll fix it. Feedback on functionality of the kit, as well as gameplay balance, is wholly welcome.

Third, and perhaps most importantly, thank you to @Subtledoctor and @CrevsDaak for answering several questions of mine, and for writing their own mods for me to shamelessly learn from.

For installation, simply copy the setup, tp2 file, and mod folder into your game directory and execute.
You can also download the mod here: https://github.com/Lafein/Shieldbearer-kit-for-BGEE/raw/master/SM_Shieldbearer.zip



Shieldbearers are trained from a young age in the often underappreciated use of shields. Where some warriors might discard the shield in favor of a second weapon, or a larger blade, the Shieldbearer stays true to the path. For their perseverance and dedication to the art, they are rewarded with the knowledge needed to turn a simple shield into an invaluable, and often deadly, extension of themselves.

Known Issues

-The most glaring issue for me is that none of the SB's abilities require having a shield equipped. Now, I'm going to assume that if you've downloaded this, you want to play a fighter that uses a shield. The place where I can see this being the most noticeable is if you play with breakable shields.

So for now, you can shield bash without a shield. If you know of a way that this case be remedied, let me know.

-Offensive/Defensive Fighting use the Offensive/Defensive Spin Portrait icons. Not my preference, but I haven't devised a way to dynamically add to STATDESC.2DA and update the spell's Display Portrait Icon accordingly yet. I'm sure there's a way, I just haven't found it yet.

-I'm sure there are many more, but hey, as of writing this I've JUST finished the mod. So let me know if any issues come up and I'll make like a tree and fix it.


Class Features
Advantages:
-Hit Die: d10
-May gain High Mastery in Sword and Shield Style.
-Gains a number of unique abilities starting at level 1.

-1st Level: Defensive Fighting and Offensive fighting stances.
-2nd Level: Shield Bash and Shield Block.
-3rd Level: Defender.
-5th Level: Second Wind.
-7th Level: Shield Wall.
-9th Level: Shield Ward.

Disadvantages:
-May only achieve mastery in One-handed weapons, and Specialization in all other melee weapon types.
-Cannot specialize in ranged weapons.
-May not put points in Dual-weapon or Two-Handed weapon styles.
-THAC0 increases at slower rate than normal Fighters.


Abilities
DEFENSIVE FIGHTING: While some would consider wearing a shield enough to be considered "Defensive Fighting", the Shieldbearer understands the subtle differences that make a shield more than a simple wall to hide behind. By utilizing that knowledge, can more easily deflect incoming blows, at the cost of accuracy and damage. For as long as this stance is active, the Shieldbearer gains +1 bonus to AC, 5% resistance to physical damage, and a -1 penalty to THAC0 and damage. The bonuses and penalties increase at levels 4, 12, and 20.

-1st level: +1 AC for -1 THAC0 and Damage, 5% resistance to phyiscal damage.
-4th level: +2 AC for -1 THAC0 and Damage, 10% resistance to phyiscal damage.
-12th level: +3 AC for -2 THAC0 and Damage, 15% resistance to phyiscal damage.
-20th level: +4 AC for -2 THAC0 and Damage, 20% resistance to phyiscal damage.

OFFENSIVE FIGHTING: The Shieldbearer has learned to use shield more effectively as a weapon, but as a result, loses some of the protection that it would normally provide. For as long as this stance is active, the Shieldbearer gains +1 to THAC0, a -2 penalty to AC, and an on-hit effect for extra crushing damage. The damage bonus increases at 4th level, and every 4 levels thereafter, while the THAC0 and AC penalty increase at levels 4, 12, and 20.

-1st level: +1 crushing damage/+1 THAC0 for -2 penalty to AC.
-4th level: +1d4 crushing damage/+2 THAC0 for -3 penalty to AC.
-8th level: +1d6 crushing damage
-12th level: +1d8 crushing damage/+3 THAC0 for -4 penalty to AC.
-16th level: +1d10 crushing damage
-20th level: +1d12 crushing damage/+3 THAC0 for -5 penalty to AC.

-2nd Level: May use Shield Bash and Shield Block.

SHIELD BASH: Just as a shield can be used to deflect and block incoming blows, so too can it be used to deliver devastating, and often unexpected, attacks. Nowhere is this more true than with a shield wielded by a trained Shieldbearer, for even inexperienced students of the shield are capable of delivering powerful strikes that leave their targets dazed and disoriented. Starting at single use at 2nd level, a Shieldbearer can deliver 1d6 + STR damage, plus Daze with a successful Shield Bash. The strength of the attack and the number of uses per day* grow at levels 4, 6, 8, and 10. At level 6, Shield Bash has a chance to stun the target for 1 round.

-2nd level: 2d4+STR+Daze 1 rounds (-1 THAC0/AC)
-4th level: 3d4+STR+Daze 2 rounds (-1 THAC0/AC)
-6th level: 4d4+STR+Daze 2 rounds (-2 THAC0/AC) + Stun 1 round (Save vs Paralysis -2)
-8th level: 5d4+STR+Daze 3 rounds (-2 THAC0/AC)
-10th level: 6d4+STR+Daze 3 rounds (-3 THAC0/AC)
*5 uses available at level 10, with an additional use granted every 6 levels after.

SHIELD BLOCK: Where a solid Shield Bash may highlight the offensive capabilities of a shield, a well timed Shield Block offers a glimpse into how valuable a shield can be in protecting the life of its wielder. Often learned early in a Shieldbearers training, the Shield Block allows the bearer to focus on deflecting a single incoming strike with startling precision. Starting at a single use at level 2, Shield Block grants a -2 bonus to AC, and immunity from the first attack each round for 2 rounds, plus an additional round every 4 levels, up to 6 rounds at level 18. An additional use is gained at levels 6, 10, 14, and 18.

-2nd level: +2 AC + Block 1 for 2 Rounds
-6th level: +2 AC + Block 1 for 3 Rounds
-10th level: +2 AC + Block 1 for 4 Rounds
-14th level: +2 AC + Block 1 for 5 Rounds
-18th level: +2 AC + Block 1 for 6 Rounds

-3rd Level: May use Defender.

DEFENDER: A student of the shield is often taught that their shield is not only used to protect themselves, but also to protect the lives of those around them. For even the most callous soldier knows the importance of protecting allies on the battlefield. Starting with one use at 3rd level, the Shieldbearer can focus on defending an ally, at the cost of losing some of that protection themselves, granting +2 bonus AC and 5% resistance to physical attacks at the cost of a -2 penalty to AC and 5% vulnerability to physical attacks for 6 rounds. The power of this ability, and its number of uses grow at levels 9, 15, and 21, with an additional use granted every 6 levels past that.

-3rd level: Target gains +2 AC and 5% Physical resistance. Caster loses equal amount.
-9th level: Target gains +3 AC and 10% Physical resistance. Caster loses equal amount.
-15th level: Target gains +4 AC and 15% Physical resistance. Caster loses equal amount.
-21st level: Target gains +5 AC and 20% Physical resistance. Caster loses equal amount.


Abilities Continued
-5th Level: May use Second Wind.

SECOND WIND: There is a saying coined by the famous (or perhaps infamous) General Napol Bonapere, who served Tethyr under King Haedrak III; "The first virtue in a soldier is endurance of fatigue; courage is only the second virtue." There is no doubt that fatigue has perhaps killed its fair share of able-bodied soldiers, on and off the battlefield. But there are those who recognize this danger, and actively seek ways to combat this unseen foe. By enduring great hardships and perilous conditions, a warrior can learn to draw upon reserves of strength and energy to sustain through even the longest of marches, or tedious of battles. Even existing wounds and bruises seem lessened through this surge of raw vigor.

Starting at 5th level, a Shieldbearer can draw upon these reserves of energy once per day to aid in or out of combat.

-5th level: +15% of Max HP for 1 turn. Resets Morale and lessens Fatigue by 50%.
-8th level: +20% of Max HP for 1 turn. Resets Morale and lessens Fatigue by 50%.
-11th level: +25% of Max HP for 1 turn. Resets Morale and lessens Fatigue by 50%.
-14th level: +30% of Max HP for 1 turn. Resets Morale and lessens Fatigue by 50%.
-17th level: +35% of Max HP for 1 turn. Resets Morale and lessens Fatigue by 50%.

-7th Level: May use Shield Wall.

SHIELD WALL: Shieldbearers are taught that not all shield walls require an entire group of soldiers, and that with the proper technique and skill, even one can stand defiant against overwhelming odds. This intense concentration on defense is physically taxing however, building fatigue equal to 4 hours of travel when the Shield Wall ends. Once per day, starting at 7th level, the Shieldbearer may enter into a shield wall for 1 turn. The Shieldbearer gains immunity to normal missles, +25% resistance to all weapon damage, and +2 bonus to saving throws. APR is set to .5, and movement speed is reduced to 1/4. Cannot be used with Offensive Fighting.

At 7th level, Shield Wall has the following effects;
Bonuses - Immunity to normal missles. +25% resistance to all weapon damage. +2 to saving throws
Penalties - APR set to .5. Movement speed reduced to 1/4. Cannot be used with Offensive Fighting. Builds fatigue.
-11th level: The movement speed in only reduced to 1/2.
-15th level: The APR is set to 1.

-9th Level: May use Shield Ward.

SHIELD WARD: The Shieldbearer has become so skilled at the art of the Shield, that even the feared magics of Mages and Sorcerors can be deflected, for a time. By using equal parts skill with a shield, and pure willpower, the Shieldbearer can deflect spells targetting once per day, for 1 round a level up to level 21. This ability functions as the Wizard spell Minor Spell Deflection at level 9, and as Spell Deflection at level 17, for the purposes of how spells are deflected. An additional use of this ability is granted at level 13.

-9th level: 3 spell levels Deflected
-13th level: 5 spell levels Deflected
-17th level: 7 spell levels Deflected
-21st level: 10 spell levels Deflected

BGEE "Item Replacement" Fun Pack (Completed)

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Hi guys, first of all I am new here, hope I could get some guidance from the experienced peeps here. :)


I enjoyed quite everything I had so far for BGEE (except a few bugs), but I realised the original fun aspect of the theme were gone when some of the "unique" items have duplicate extras in Sword Coast (In fact I found out a staggering 18 of them were duplicated).

So I decided to came out with a "Fun Pack" mod that seek to improve the gaming progression/experience by replacing all this duplicated gears. Currently I have 3 aims to focus on improving gameplay without destroying the game balancing, so please don't expect any godly (+3 and above) items :).


Focus for the mod will be:


1) To remove all duplicated magical items (about 18 of them) and replace them with similar new items (Mostly from BG2EE, total 18 new items added in)

2) Minor XP tweak on certain Enemies & Quests (very small scale, 98% of the gameplay are not affected)

3) Tweak all General Stores (only inside BG City) so you can sell anything to them (including scrolls, gems and potions).


So below are the detail changelog on what I been working on...

GEARS CHANGES


Latest Update:

Band01 removed, Only need Ring25 + helm23 to exchange for band04 (Circlet of Archmagi).
Ulcaster Academy Ring added as a reward for returning Ulcaster's Dusty Book.

* - Modified Item
** - Complete New Item (Refer to pictures below for more details)


Replacement loot:

Amulet of Cheetah Speed* - Lothander (Replace Boot of Speed)
Gauntlet of Missile Snaring - Tazok tent (Replace Gauntlet of Weapon Expertise)
Girdle of Fortitude* - Merklin (Replace Boot of Avoidance)
Gloves of Strength** - Simmeon (Replace Golden Girdle)
Golden Ioun Stone - AR5500 (Replace Ring of Fire Resistance)
Hunter's Ring** - Friendly Arm Inn (Replace Ring of Wizardry)
Plate Mail +2 - Simmeon (Replace Plate Mail +1)
Ring of Human Influence - Dushai (Replace Ring of Free Action)
Robe of Invocation - Baeloth (Replace Robe of Evil Archmagi)

Quarterstaff +2 - Shandalar (Replace Robe of Neutral Archmagi)
Malakar +2 - Undercity (Replace Plate Mail +2)
Wakisashi +2 - AR2100 (Replace Cloakwood Scimitar +2)


New add on:

Gargoyle Boot - Semaj
Helm of Charm Protection - Chest (Duchal Palace basement)
Morning Star +2 - Empty Crypt (Candlekeep Dungeon)
Orc Leather +3 - Black Lily (Purchasable @ 20K GP)
Ring of Earth Control - Tracea Carol (Shandalar House basement)
Small Shield +2 - Crate (Balduran Ship Lv3, Replace Medium Shield)
Ulcaster Academy Ring - Ulcaster (Reward after returning his Dusty Book)


Removed items:

Cloak of Non-detection - Ordulinian, Sorcery Sundries (Refer below under Quest Tweaks)
Girdle of Bluntness - Storekeep at AR1117
Harrower +1 - Elkart (Replace with a normal Long Sword +1)
Long Bow of Marksmanship +2 - Undead Knight
Plate of the Dark +1 - Undead Knight
Ring of Thorn - AR2100 (Replace with Fire Opal Ring)
Sling of Unearring Accuracy - Black Lily (Black Thieves Store)


Others:

1) Change Icon for Magma Bulwark to BG2 version of Plate Mail +2.
2) Stupifier +1 has been balanced to fit into BG power level (Refer to pics below)
3) Girdle of Fortitude & Amulet of Cheetah Speed is abit different from BG2EE (Refer to pics below)
4) Among the new items, 2 of them are created by myself
5) Undead Knights & Ulcaster are no longer killable by poison or legit means (There is hidden surprised though)
6) You can now exchange "Koveras ROP+1", "Golden Ioun Stone" for a "Circlet of Archmagi" from Ulcaster *Special Spoiler*


QUESTS & XP TWEAKS


1) Final Battle XP has been buffed slightly to reflect correct difficulty which is based on vanilla BG1, as well as give a more gratifying feel for completing the game

Semaj - 6000 XP for killing him instead of 3000XP (He is stronger than Davaeron afterall)
Tazok - 6000 XP for killing him instead of 4000XP (Original BG XP)
Angelo - 10000 XP for killing him instead of 9800XP (Same as Angelo.cre)

Note: Final Battle now net you a grand total of 57K XP (including 5 Battle Horrors traps). Call me OCD but 57K is a nice divisible number for a party of 1-6 characters ;).


2) Ordulinian will now reward you with a Cloak of Protection +1 for completing Arkion & Nemphre Quest. To balance the changes Nemphre house no longer contain a cloak of protection+1 but a Pearl Necklace. (To compensate for removal of CoND)

Note: The above changes indirectly fixed the bug where you can get extra 2x cloak of non-detection by turning in Arkion Quests and then kill Ordulinian. In my mod, Ordulinian will physically pass you his cloak from his inventory so if you pickpocket him earlier you wont get anything (Shows about the dev's negligence)


3) Hurgan Stoneblade now reward you 15K XP, +1 Reputation, Kneecapper+1 for completing the Soultaker Quest

4) Extend Samuel Quest (AR5500) timer of his death from 3 days to 10 days.

5) Extend Coran Wyvern Quest timer from 16 days to 28 days (I have also edit Coran5 to make sure his pt is all focus into Find Trap, but this change wont be included in the mod itself)


STORES MOD

All 6 General Stores in BG city will accept anything you sell them. They are:

AR1112
AR1115
AR1116
AR1117
AR1302
AR1320


CHANGES ON ITEMS STATS


Below are the pictures of 5 Gears/Items that has gone through slight modification change or are completely new Items.



Zipfiles is ready for download. Do note that this a very small mod with only 350KB of files sizes so I believe it doesnt change the game (or the gameplay) radically.

So please try out if you are interested and let me know any feedback on this. :)

[Work In Progress] Predator Of Undeads (Ranger Kit)

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Predator of Undeads

(Text to be developed)

Advantages:

+3 Hit / +3 Damage against Undeads

Protection From Evil

Casts Remove Fear as a priest of the same level. Gains an use at level 2 and another every 4 levels up to three uses at level 10

Casts Remove Paralyze as a priest of the same level. Gains an use at level 2 and another every 4 levels up to three uses at level 10

Casts Negative Plane Protection as a priest of the same level. Gains an use at level 2 and another every 4 levels up to three uses at level 10

At level 10 gains the ability to cast Phantom Blade once per day as a wizard of the same level

At level 12 gains the ability to cast False Dawn once per day as a priest of the same level

At level 15 gains the ability to cast Sunray once per day as a priest of the same level

At level 17 gains the Strong Soul ability:

STRONG SOUL

The Crypt Ranger constantly faces death during its life. This kind of experience let him endure things that other warriors would not be capable of. During 1 Round/Level it becomes immune to Charm, Fear, Hold, Energy Drain, Death Magic, Maze and Imprisonment.

Disadvantages:

May only use Crossbow, Spears, Maces, Longswords and Axes.
Alignment restricted to Lawful Good
Can't wear metal armor
-2 Charisma penalty
No Charm Animal
Can't cast spells

[MOD] Eldritch Magic (BGEE/BG2EE/IWDEE)

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Eldritch Magic

Introducing a new mod, inspired by the Complete Book of Elves and other second edition handbooks, Eldritch Magic!
Features include kits, items, spells, and much more. Comments and feedback are strongly encouraged. Please report any bugs to me.
Now compatible with BG[2]EE v2.0+

Eldritch Magic v1.62 (GitHub)

Eldritch Magic v1.62 (Google Drive)

README

Kits:
Current kits include:
Abyssal Warrior - (tiefling)
Bladesinger
Eldritch Knight*
Herbalist
Priest of Mystra*
Priestess of Lolth - (drow)
Undead Hunter Paladin kit for Elves
War Wizard*
Wilderness Runner
Windrider

Kits to be released soon include:
Collector*
Elven Minstrel
Huntsman*
Infiltrator*
Spellfilcher*
and more.

Tentative Faiths and Powers Kits in progress:
Clerics:
Halcyon of Aerdrie Faenya
Circle Singer of Angharradh
Feywarden of Corellon Larethian
Mischiefmaker of Erevan Illesere
Lone Wolf of Fenmarel Mestarine
Goldheart of Hanali Celanil
Chronologian of Labelas Enoreth
Starsinger of Sehanine Moonbow
Dhaeraowathila of Shevarash

Druids:
Totem Sister of Angharradh
Druid of Rillifane Rallathil

Rangers:
Ranger of Solonor Thelandira

https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1

*Multiclass kits. Please read the README for instructions.

Congenio's Pebble Collection
New Component: "Congenio's Pebble Collection" - Allows multiple Ioun stones to stack without using any equipment slots, as per PnP. Ioun stones can still be worn as helmets, and if used in the equipment tab, will "float" around you giving you the benefits of the stone and a free helmet slot. Simply use an innate ability to reach out and grab the Ioun stone you wish to remove from orbit. This can be quite powerful by ToB.
Wong Fei's Ioun Stone now also has same usability as all other Ioun stones, excluding Malla's Soul Stone, which still excludes Good-Aligned users.

6wmvr4zh8sox.png


WARNING: Ioun stones that use Opcode "Stat: Maximum HP Modifier [18]" work differently than others. In order for the HP modifier to be removed when the Ioun stone is, the HP modifier cannot be saved and loaded. In other words, if you save with the Pale Green Ioun Stone and/or Wong Fei's Ioun Stone equipped in orbit, you must equip them again upon loading to receive the HP modifier.



Change Log:
[Upcoming] - Kits: Collector, Elven Minstrel, Huntsman, Infiltrator, Spellfincher, and Faiths & Powers-compatible "Clergy of the Seldarine."

[v1.62] - Improved Priestess of Lolth's "Shapeshift: Spider," haste and poison come with higher levels.
- Multiclass F/M Bladesinger should now have access to all available quick spell slots.
- Minor item and string reference fixes, improved compatibility between BGEE & IWDEE.
https://drive.google.com/open?id=0B3oh7euE-ND2U1VUaWc1OVhRYkE

[v1.61] - Bug Fixes: Fixed Post-2.0 Multiclass Kits. BG2EE no longer crashes. Priest of Mystra's kit tome now works. Abyssal Warrior's free weapon & armor now function in IWDEE.
- New Components: XP Cap Removal, Increased Start XP (BGEE:SoD/BG2EE), Remove dual- and multi-class restrictions.
https://drive.google.com/open?id=0B3oh7euE-ND2b19idUhDVFBkNWc

[v1.6] - Bug Fixes: fixed spells required for Congenio's Pebble Collection. Ioun stones now unequip identified.
-Redaction: BGEE Item Expansion absorbed BGEE HLA component. All BG2EE Item Expansions merged into one component.
https://drive.google.com/open?id=0B3oh7euE-ND2WmpicUJscUIwQ2M

[v1.5] - New Component: Congenio's Pebble Collection. Allows multiple Ioun stones to stack without using any equipment slots.
https://drive.google.com/open?id=0B3oh7euE-ND2OHJ6aFh6VmV1UVU

[v1.11] - Removed 25STWEAP.2da made unnecessary with patch v2.1.
- Disabled Alpha components for IWD2 & PS:T.
- Slight changes to custom races. Tiefling should work in BGEE, SoD, and BG2EE. Vampire should appear in BG2EE, but has no selectable classes. Removed changes to IWDEE racetext.2da.
https://drive.google.com/open?id=0B3oh7euE-ND2Y0FUSXFUWVhoRnc

[v1.1] - Bug Fixes: Abyssal Warrior's level 1 free weapon now created in inventory.
- Changes: Windrider's mount only usable outdoors. Now has no casting time like other non-magical innates.
- Other: XP Cap Removal added to HLA component. Tiefling added as a playable race, essentially just an Elf with different string references. Only an Abyssal Warrior can be a true tiefling with all racial traits.
https://drive.google.com/open?id=0B3oh7euE-ND2Z3MwUVlsaFMtRXM

[v1.0] - Kits: Abyssal Warrior, Bladesinger, Eldritch Knight, Herbalist, Priest of Mystra, Priestess of Lolth, Undead Hunter Paladin kit for Elves, War Wizard, Wilderness Runner, and Windrider.
https://drive.google.com/open?id=0B3oh7euE-ND2X21iR1NWUXFxcWM

Solaufein for BG2:EE

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Are there plans to update Solaufein for EE or has it already been and I'm just late?

BGEE Mod Compatibility Thread

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First, in order to even get mods to install while we wait for a new version of WeiDU, follow the instructions in this thread to enable mod installation for Windows and OS X.

I'm hoping to make this a running thread of known (in)compatibilities with BGEE. A lot of this at the beginning will be, unfortunately, trial-and-error and a lot of updating by mod authors. If you should find a problem with a mod, let fellow players know here but more importantly let the mod author know. Mods have readmes with contact information; the mod will never be fixed unless the author is at least aware of the issues.
I'll start us rolling with my own stuff below.

Since BGEE is essentially BG1 content in the BG2 engine, which mod may be appropriate is often unclear, e.g. you should use BG2 Tweaks on BGEE, not BG1 Tweaks.

Stuff You Don't Need

  • ToBEx (fixes)
  • BG1 Fixpack
  • BG2 Fixpack (core and core beta)
  • Baldurdash
  • Dudleyville
  • Tutu/EasyTutu and TutuFix
  • BGT or its fixes
  • Widescreen mod
  • One Pixel Productions

Stuff That Works

Stuff That Might Work

Stuff That Partially Works

Stuff Being Worked On for Compatibility

Stuff Confirmed as Not Working

Barbed Club of Pain (Italian translation update v1.5)

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Update 1.5 Italian Translation



I'm creating a new Club for BG because I think it's lacking a weapon for my evil Cleric/Thief (assassin).

Barbed Club of Pain

Unidentified description:

Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This one is very light weight and slim, so it’s easy to handle but can’t do much damage. Only the metal pieces in it, make it appear dangerous. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use.

Identified description: (Thanks @Kamigoroshi )

A Loviatan priest from the Resting Place of the Whip in Melvaunt created the Barbed Club of Pain to use as an offhand weapon beside his whip. It was used as a reward for an allied Bhaalist assassin who fulfilled a mission for the temple. Since then the Barbed Club of Pain was used for several assassinations and always left distinct marks on the dead, cold bodies. While not efficient for one-hit backstab kills, a successful hit with this club lets victims to be overcome by excessive pain and critical blood loss that can eventually lead to their demise.

In contrast to most other clubs, this weapon is crafted from a simple thin stick. Its slim size and low weight makes the club easy to handle and allows for dangerously precise maneuverability. Numerous metal barbs grew out of the wood, carefully created through the priest's magic and Loviatar's fell blessing. With every strike sharp barbs dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow.


Stats


Item value 2000 GP

Weight 3 lbs.
Identify ??

Combat
Combat type Melee
Proficiency Type Clubs
Handing 1-handed
Damage 1d4 +1, +3 bleeding damage/round, lasting two rounds.
THACO +1 bonus
Damage type Crushing
Speed 4

Minimum requirements
Strength 3
Usable All (even mages)


Other thoughts:
Cold iron or silver for greater werewolfs/wolfweres? Loviatar and Malar are Allies so not likely.

Poison? Bleeding is better. Why? Loviatar likes pain and suffering. Poison is better suited for Talona (who is an enemy of Loviatar)

1d4 why? Because it will easily become a very overpowered weapon. It’s now a lightweight stick, instead of a thick club.

+1 Thac0 an damage why? Because it’s easier to handle (like the masterwork items in IWD) the +1 damage will maybe get lost if it’s to overpowered.

Alignment restiction: is it used on any weapon? I think not. Loviatar will be pleased if an Ilmateri priest uses it.

Where to place it? Maybe an encounter with a priest? Firewine, Ulcaster?



Progress v1.3:
The weapon works
Bleeding damage works (copied from Valygars blade)
Bleeding icon works on Imoen
Description not yet in dialog.tlk
added to store
New BAM's used. Update 1.1 Melee BAM's corrected
Tra-fied
It says Imoen: poisoned if i hit her. I copied the effect of Insect swarm (with lesser duration)


Update 1.3 Damage fixed (no more poison)!
Update 1.5 Italian translation by @Aedan

Modding my install to oblivion?

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Today I'm (probably) going to mod my BGEE installation into oblivion... Below is the list of mods I have chosen (picked from this list). However, a further filtering will probably happen as I will only install those that can be installed through the Big World Setup. Only two questions remain: Will Big World Setup handle the installation ordering for me..? And is there any chance on earth, that I will not make a total mess of my installation, given the number of mods I will install..?

Banter packs

Chatty ImoenThis mod expands Imoen's voice set and adds interaction banters with other NPCs. It also has a component to change Imoen's portrait to one of three choices: BG1, SoD, or BG2.

Garrick's infatuation"Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited.

Xan's friendship pathXan-initiated banter.

Equipment

Distinguishable clubs

Golem Construction for Spellcasters

Nerfed Ankheg Armor

Wand CaseThalantyr sells a container to store wands.

GUI & Graphics

Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET

Lighting Pack

Portraits Portraits Everywhere

The Picture Standard for BGEE 1 & 2

NPCs

Sirene NPC BG:EE

Verr'Sza NPCAn evil rakshasa ranger.

Vynd, drow assassin

Portrait packs

Artastrophe portraits

Quests & expansions

Baldur's Gate Mini Quests & Encounters

BG1 NPC

BG1 Unfinished Business

Critter Parts mini-mod for Baldur’s Gate: EERole-play based quests. New harvestable drops and edible meats from the bears, wolves, dire wolves, etc. Also drops from all spider types that can be used for bartering with a new NPC who has an interest in such trinkets.

Tweaks

Animal Companions

Non-Player Characters Enhanced

Random Character GenerationBored playing the same types of character over and over? Let this Random Character UI mod choose for you. Simple to install.

Simple XP cap remover

Spells

Taunt Spell

AI Enhancements

Sword Coast StratagemsATTENTION in order to install SCS on 2.0+ you need this fix.

BG1NPC v22.4 and BG1NPC Music Pack v6

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BG1NPC Project and BG1NPC Project Music Pack have been updated and officially released!

Main changes are BG:EE compatibility for both, and inclusion of "short versions" (30 seconds) of all music pieces in the music pack.

BG1NPC Project
This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down).

Project Website: http://www.gibberlings3.net/bg1npc/
Download: https://github.com/AstroBryGuy/BG1NPC/releases
README: http://www.gibberlings3.net/readmes/readme-bg1npc.html

Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable.

https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1

Changes for Version 22.4 - 2017-01-04

* Updates for Jaheira's "Bury Gorion" dialogue
* Updates to Kagain's Quest
* Update BGEE Banter Tweak prompts
* Change Shar-teel's interjection on meeting Kagain
* Update Lord Foreshadow's Ring Description
* Ajantis Bhaaltalks - variable correction
* Fixing Minsc's interjection with Vitiare
* Check before adding "missing" items to BGEE games (SoD adds many of
the previously missing items)
* Portraits: Make filenames consistent with naming scheme, i.e.
%SOURCE_RES%s.bmp
* Portraits: Replaced BGEE portraits with new 169x266 images
* Portraits: Added a few new portraits
* Fix for 2 Legacy of the Masters gauntlets in Bandit Camp
* Make Amulet of the Apprentice Mage unusable by Monks
* Updates to dragon animations for Romance Challenges
* Update BGT_VAR for EET support
* Update x#tqbh2.cre sex to match animation
* Enforce LoveTalk timer on Branwen romance post-rest talks
* Fix Colquetle Family Amulet bug


Changes for Version 22.3 - 2016-04-16

* Fix Gatekeeper dialog if CHARNAME has been to the Friendly Arm Inn
* Updating Jaheira's interjection to ELMIN2.DLG
* Moving SetGlobal actions to before non-INSTANT actions
* Updating CRE sounds for Xan's quest CREs
* Update for Coran Wyvern Quest fixes for BGEEv2
* No Dynaheir Romance endgame cutscene on SoD
* Disable "your voice is strange" PID function on BGEE and BGT.


Changes for Version 22.2 - 2015-12-12

* Fix for bug in NPC Starting Location Component - Thanks Lollorian!


Changes for Version 22.1 - 2015-12-01

* Correcting typos in German tra files [Isaya]
* More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/)
* Minor bug fixes
* Fix: Invulnerable Lake Poets
* Fix: Xzar's Quest journal entries not working on BGEE
* Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf
* Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog
* Adding timer for Jaheria's "Bury Gorion" talk
* Adding death variable for Bheren
* Fix: Minsc stutter bug at Lighthouse
* Fix for Minsc-Vitiare stutter issue
* Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him


Changes for v22 - June 14, 2015

* David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901.
* Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed.
* Dynaheir's Journal Quest: Fix for quest failing to start
* Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE
* Kagain's Caravan Quest: Cross-mod compatibility with Thimblerig's upcoming Skie mod.
* Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre not going hostile if you attacked them
* Romance Challenges: Fix Battle song reference for x#ch12.are
* Fixed redundant usability sections in item descriptions for BGEE
* Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE
* Incorporated fixes from BWP Fixpack v15.1.1
* New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE.
* Updated WeiDU to v238
* Adding Polish translation credits to README.
* Various dialog typo fixes.


Changes for Version 21 - February 10, 2015

* BGEE compatibility
* "Just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya)
* Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3
* Create version of x#bgreplace_X for BGEE.
* Create version of X_area_script_assign.tph for BGEE.
* Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk
* Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6
* Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg
* Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix
* For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). Note: Tutu and BGT will still use available BG2 sounds.
* Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest.
* Fixes for x#cutspy creating errors in BGEE.
* Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE)
* Fixed spell name for Imoen's Artifact in BGEE. (Mike1072)
* Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre.
* Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter.
* Romance Challenges area files included with BG1NPC for BGEE.
* Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE).
* Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files)
* Updated Open Cloakwood components to work in BGEE. (Isaya)
* Updated Imoen's death variable in x#pcbury.d. (Jastey)
* Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin.
* Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE.
* Pink Xan portrait updates for BGEE
* Alora starts in Gullykin AND the Hall of Wonders bug in BGEE
* Colquetle Family Amulet Fix for BGEE
* Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE.
* Adding fixes for Safana-Dorn and Tiax-Dorn dialogs preventing PIDs from firing.
* Fix area scripts for AR2400 and AR2900 to not continuously fire when the variable TazokSays = 1. This was preventing blocks added by BG1NPC from firing.
* Updated to WeiDU v237
* German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/)
* Polish translation available (Tlumaczenie przez Children of Bhaal, http://athkatla.cob-bg.pl/viewtopic.php?t=5734)
* General coding updates to modern WeiDU standards (e.g., using GAME_IS instead FILE_EXISTS for game type checks)
* Updated cross-platform libraries with latest fixes for all platforms. (Jastey)
* New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE.
* New variable %RunAwayFrom% for scripts to use action "RunAwayFrom()" in Tutu/BGT and new action "RunAwayFromNoLeaveArea() in BGEE.
* Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files.
* Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne.
* BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity for compatibility with BG1 Romantic Encounters mod.
* Reordered dialog actions to place EscapeArea() command last. * Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey)
* Ajantis Romance/SCS Wait at Inns component incompatibility fix.
* Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup.
* Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms).
* Update x#garwyl to use GHAST sounds like a spectre (all platforms).
* Imoen's dialog regarding Gorion's body no longer requires CHARNAME to be holding Gorion's letter. Her script triggers the dialog by the party picking up the letter, but in the time it takes her to walk to CHARNAME, it was possible to read and drop the letter, leaving her unable to initiate the proper dialog.
* Imoen's dialog on Laryssa will no longer interrupt Brage's script to return the party to Nashkel.
* At the Bandit Camp, if Tazok was engaged in combat too quickly, Kivan could be left trying to initiate dialog with him. This dialog would fire after the combat, with Tazok possibily dead. Kivan no longer attempts dialog with Tazok after Tazok is dead.
* Updates for Tiax's Quest to close open quest entries at their conclusions.
* Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir
* Xan's interjection with Mulahey was copying a "ChangeEnemyAlly(Myself,NEUTRAL)" command to Xan since there is no pass back. Changed to ICT2 to prevent issue.
* Added checks to Imanel Silversword's script to prevent dialog from re-initiating and stop dialog from initiating during battle.
* Montaron was being sent to Minsc's "goto" location in the Elfsong Tavern rather than the Low Lantern with Xzar by BG1NPC's Wait at Inns component. Updating to send Montaron to Low Lantern.
* In Tutu, when refusing Cythandria's surrender, Dynaheir will turn hostile. Danaher's interjection is inheriting an Enemy() action from Cythandria. Only affects Tutu, Cythandria's dialogue state 6 has an "Enemy()" action which is not present in BG:EE and BGT. Solution is to remove the Enemy action() in Tutu.
* Kivan gives his reaction to Prism's death upon entering the Nashkel Mines area even if he wasn't in the party when Prism died. Adding a See("prism") check to script block in kivan.bcs. That should prevent the trigger from firing long after Prism is dead (and the corpse is removed).
* Safana's response to PID option "Do you have any advice, Safana?" References Narlen Darkwalk, even in Chapter 1. Corrected triggers to not show this response until after Narlen has been encountered.
* Correcting "Bruno" DV in x#yeint2.baf. (MadMate)
* Updated item slots for x#david and x#dragon to place items in correct slots. (MadMate)
* The XZNI1.6 dialog in xzint.d has an issue with the conditions. If Montanan is in the party, alive, but disabled (e.g., held, panicked, etc..), the dialog cannot continue. Updating the second transition condition to be "OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID)" which is the opposite of the first transition, ensuring one branch can fire.
* Updates to Coran's Succubus Quest
* Updates to close open quest journal entries at quest conclusion. Added "close quest" journal entries.
* If you refuse the quest initially, Coran no longer becomes instantly "charmed" before he has been given the roses. He has a more appropriate reaction to your refusal of Amelia.
* Scripting updates to account for players force-attacking Amelia. Amelia will now turn hostile and attack the party. If Natan has not been talked to, remove him if Amelia is force-attacked (quest is aborted). If Natan has been talked to, increment X#CoranSuccubus to 13 to allow quest to complete.
* Coran will now become "charmed" by Amelia when in her presence if Natan is "charmed" (i.e., has been shown the roses).
* Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1.
* HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats.
* Only immune to non-magical weapons
* On BGEE (or Tutu/BGT installs with 1PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installations without 1PP Wings).
* Updated combat script, inspired by Kirinhale's from TotSC
* Many dialog typo fixes.



BG1NPC Project Music Pack v6
Optional package with music themes for the BG1NPC Project Mod.

Project Website: http://www.gibberlings3.net/bg1npc/bg1music.php
Download: http://gibberlings3.net/forums/index.php?app=downloads&showcat=11
README: http://www.gibberlings3.net/readmes/readme-bg1npc_music.html

Changes for v6:
* Updated to WeiDU v237, VERSION, README
* Reworked install procedure to use WeiDU's built-in HANDLE_AUDIO function
* BGEE compatibility
* Added "short versions" of audio files as an install option
* Updated OSX sox binaries to version compatible with Intel-CPU Macs
* Removal of obsolete .bat style install routines


Also, there are expansions for several BG1 NPCs available:
Ajantis BG1 Expansion: http://gibberlings3.net/forums/index.php?showtopic=13889&st=0
Coran's BG Extended Friendship v4: http://forum.baldursgate.com/discussion/39423/corans-bg-extended-friendship-talks-v4?new=1
Garrick's Infatuation b20140925: http://gibberlings3.net/forums/index.php?app=downloads&showcat=82
Xan's Friendship Mod: http://forums.pocketplane.net/index.php/topic,24286.0.html

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 12 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 instant death 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 instantly 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 12 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 rumours swirling in both cities tensions continue to rise between Baldur's Gate and Amn. 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.

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's leadership 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 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

How To Get EEKeeper to Work On Mac

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Hey guys,

So this is my first post, I'm new here, and hopefully I haven't put this into the wrong forum/subforum category, but I was wondering - I've downloaded the latest EEKeeper for Windows (1.0.3.6 or something like that) and I have WineSkin.

I'm trying to get EEKeeper to work on my Mac (running MacOS Sierra currently).

I downloaded BG:EE from Steam and I cannot seem to set the right installation and save directory no matter what I try (to get EEKeeper to work).

Any suggestions would be greatly appreciated.

Thanks and regards,

dark_phoenix

Any Romance Disabling Mods?

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Specifically, mods that allow you to disable the original Bioware romances in a modular manner, picking and choosing which ones to block.

I recently did a run of BG2 with a female PC and Jaheira in the same party and was surprised to discover that Jaheira actually has some non-romantic banters with such a PC. While I love her romance and feel it is very well written, I found these banters far more appealing to me as they cast Jaheira in the mother figure role I'm most comfortable viewing her in (I hardly ever pursue her romance specifically because it conflicts with this image). I tried experimenting in EEKeeper to see if I could artificially "disqualify" myself as a romantic prospect in one of my male PC files, but alas, couldn't find a "JaheiraMatch" variable in the Global panel of the female PC's game to try and emulate. A casual internet search for a mod that satisfies these needs doesn't yield much either.

So does know of either a little known mod that does this, or one that's in progress?

No Race Restrictions Mod version 1.00 for Icewind Dale (or BG1/2) Enhanced Edition 2.0 and later

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Hello all,
I just completed a mod that removes all race restrictions for classes. So you can be any class with any race. It also adds the missing animations (halfling mages, and non-human monks) using the cleric animations for each race. I made it for BG1, but it works in BG2, and I'm told it works in Icewind Dale as well (though I don't have IWD so I can't personally test it) which is why I'm posting it in this forum as well.

The latest version of the mod is attached to this thread. To install it just copy the files into the game directory (whatever folder has the chitin.key) and then open the installer.

For example I downloaded BG1:EE directly off of Beamdog and I find the chitin.key file in C: ProgramFiles (x86)/Baldur's Gate Enhanced Edition/Data/00766/

I downloaded BG2:EE directly off of Gog.com (not using Gog galaxy) and I find its chitin.key file in C: Gog Games/Baldur's Gate II - Enhanced Edition/

I'm hoping this mod is compatible with any mod installed before it as it only overwrites files to allow more things (more class choices) and then it creates new kit and animation files.

Specifically this mod overwrites CLSRCREQ.2DA to allow all races to be all classes. Then it overwrites MGSRCREQ.2DA to allow all races to be all mage kits. Then it overwrites the kit files for mages for each non-human race to allow them to be all kit types: K_M_D.2DA, K_M_E.2DA, K_M_G.2DA, K_M_HE.2DA, K_M_HL.2DA, and K_M_HO.2DA.

Then it creates the following new files:
New Monk kit files for each missing race: K_MN_D.2DA, K_MN_E.2DA, K_MN_G.2DA, K_MN_HE.2DA, K_MN_HL.2DA, and K_MN_HO.2DA.
New Shaman kit files for the missing races: K_SH_D.2DA, K_SH_E.2DA, K_SH_G.2DA, K_SH_HL.2DA
New halfling mage animation files (using cleric animations): 6203.INI and 6213.INI
New monk animation files for each non-human race. Males: 6501.INI, 6502.INI, 6503.INI, 6504.INI, and 6505.INI
Monk females: 6511.INI, 6512.INI, 6513.INI, 6514.INI, 6515.INI.

Lastly this mod is unfortunately not compatible with any of the versions of the games older than Enhanced Edition 2.0 because only enhanced edition 2.0 and later has INI files. On older versions my new INI files crash the game. However, if you're not playing a halfling magic-user or a non-human monk you could just delete the INI files before you install it and it would probably still work on the older versions of the game (maybe even pre-EE, I don't know).

I hope you enjoy it. I made it for me, but I'm hoping others find it useful as well. If you notice any bugs or anything not working please let me know what's broken and I'll try to fix it.

-HOW TO DO STUFF IN WEIDU-

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In the last year or two, I have picked up a lot of little techniques to mod many aspects of the game. Occasionally people ask me for advice (even though I am still a rank amateur), and I try to help. But rather than answer this question here, that question there, etc., I thought it would be nice to publish a FAQ-style thread with lots of tips and stuff. The goal is, people can pick up this code and drop it into a mod they are working on, rather than having to reinvent the wheel. Every mod is individual and involves individual effort, but say someone want to make stat-based kit effects; I can at least help you drop in to code for handling opcode 326 and splprot.2da, and then you can focus on making whatever cool effects you can imagine.

There will be no particular order for this stuff; I'll publish what I can, when I have time, if the mood strikes.

First up, in answer to a request from @Reddbane: how to make stat-based effects with opcode 326.

Second: how to add kit effects to all kits of a given class (including mod-added ones)

Third: how to target your mod kit with unique effects

Fourth: how to alter class/kit descriptions and not worry about string references
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