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[Mods] Awesome Soundsets Mods Master Thread. Custom Soundsets for BGEE, BG2EE and IWDEE

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-Overview-
The "Awesome Soundsets Volumes" are collections of sound sets with subtitles that can be used for player characters in Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.

* At the moment Siege of Dragonspear is not supported.


-Here are all the collections I've made-
So far I've made 4 collections that add an additional 74 soundsets to your games.
Download links and descriptions are below.

Volume 1: Baldur's Gate 1 NPC Soundsets


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Ajantis Ilvarstarr: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jason Marsden
Alora: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Amber Hood
Coran: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Brian George
Eldoth Kron: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Neil Ross
Faldorn: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Heidi Shannon
Garrick: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Dee Bradley Baker
Khalid: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jim Meskimen
Quayle: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Safana: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Diane Pershing
Shar-Teel Dosan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jennifer Darling
Skie Silvershield: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Grey DeLisle
Tiax: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: John Mariano
Xan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Xzar: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Frank Welker
Yeslick Orothair: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Bill Farmer

Pictures
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Volume 2: IWD2 Soundsets


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42 Soundsets from Icewind Dale 2 (and IWD 1)

Volume 3: Planescape Torment NPC Soundsets


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Annah-of-the-Shadows: (c) 1999 Interplay Entertainment, voice actor: Sheena Easton
Dak'kon: (c) 1999 Interplay Entertainment, voice actor: Mitch Pileggi
Fall-From-Grace: (c) 1999 Interplay Entertainment, voice actor: Jennifer Hale
Ignus: (c) 1999 Interplay Entertainment, voice actor: Charles Adler
Morte: (c) 1999 Interplay Entertainment, voice actor: Rob Paulsen
The Nameless One: (c) 1999 Interplay Entertainment, voice actor: Michael T. Weiss
Vhailor: (c) 1999 Interplay Entertainment, voice actor: Keith David

Pictures

Volume 4: Monkey Island Soundsets


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Cutthroat Bill: (c) 1998 Lucasarts voice actor: Gregg Berger
Elaine's Cook: (c) 2002 LucasArts, voice actor: Patrick Pinney
Edward Van Helgen: (c) 1998 Lucasarts, voice actor: Michael Sorich
Guybrush Threepwood : (c) 1998 LucasArts, voice actor: Dominic Armato
LeChuck and LeChuckie: (c) 1998 LucasArts and 200voice actor: Earl Boen
Mort the Gravedigger: (c) 1998 LucasArts, voice actor: Roger Behr
Murray: (c) 1998 LucasArts, voice actor: Denny Delk.
Pirate #1: (c) 1998 Lucasarts, voice actor: George DelHoyo
Rene Rottingham: (c) 1998 Lucasarts, voice actor: Tom Kane
Wally: (c) 1998 Lucasarts, voice actor: Neil Ross

Pictures



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

Awesome Soundsets Vol. 0 Soundset Mod Shell
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If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer.
If you are interested in contributing to these mods or have suggestions, please post below

"Awesome Soundsets" Volumes feature up to 33 sounds w/ subtitles in IWDEE, 25 in BGEE, and 29 in BG2EE. The default soundsets in IWDEE feature 25/33 sounds and BGEE default soundsets only use 15/25 sounds. Soundsets added with this mod use up to the maximum number of sounds - depending on if appropriate sounds are available.

The weidu installer will install the correct number of sounds possible with subtitles for each different installation. Using weidu you can also add and remove individual soundsets as you like.

This thread can be used to request soundsets, commentary, to report problems or even just to let me know that you like these.

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

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Tome and Blood v0.70 is now available for download.



Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.



The current release of Tome and Blood offers the following features. A more comprehensive readme is available here. (Note, this only displays properly with Chrome, I'll look into an alternative method for displaying the readme.)

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

REVISED DRAGON DISCIPLES
This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.

MAGUS
This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge.

FAVOURED SOUL
This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers.

REVENANT DISCIPLE
This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor.

SYLVAN DISCIPLE
This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey.

AMORPHOUS DISCIPLE
This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins.

INNATE FIND FAMILIAR
This component makes Find Familiar an innate ability for all Mages and Sorcerers.

ARMORED CASTING FOR BARDS
This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors.

ARCANE CRAFTING
This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls.

CANTRIPS
Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells.

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

METAMAGIC
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.

ABILITY SCORE BONUSES
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.

SPELL SELECTION DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.



INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.



KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.

v0.7
None to my knowledge. Go out and find some!





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


Version 0.7
- Total overhaul of all existing components.
- New Feature: Added the Ability Score Bonuses component.
- New Feature: Added the Level One Cantrips subcomponent.
- New Feature: Added the Innate Familiar component.
- New Feature: Added the Favoured Soul component.

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

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

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

Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.

Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.

Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.

Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.

Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.

Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).




Ideas, criticism and comments always appreciated.

Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

IWD Divine spells in BGEE, SoD and BG2EE

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OKay, so I've converted all IWD divine spells to BGEE and BG2EE. My plan is to add them to the Faiths and Powers mod, but I figured why not release it as a standalone mod.

So, this is a mod that adds all IWD divine spells into BGEE and BG2EE. I'm reasonably confident that this mod is bug free, the spells in this mod are functional, but please do report any bugs you find and I'll fix it asap.

I do also plan to add all IWD wizard spells to BG (etc.), but that's a longer term goal. I will probably add some custom spells eventually.

This should be pretty much compatible with any mod (though, not Faiths and powers atm), though let me know if you find any incompatibilities as well.

Updates:
2016-06-23
Version 0.79

- Numerous bugs squashed
- Increased compatibility with spell revisions ( install after sr!) most notability, it will no longer install duplicate spells such that both the sr and iwd versions are memorizable (e.g. cause light wounds)
- Compatibility code for future, and in progress projects
- Updated secondary spells an icons to use the standard (i.e. the spell name + some letter suffix)

Version 0.80
- This one is all about the static charge spell. Added the projectile in secondary spell to make it actually work correctly (and not target the caster!), updated text notification to something less wacky, and sec spell rename to match default implementation

Version 0.81
- Apparently, I inadvertently removed Whirlwind. Also, Spiritual Wrath was using the Whirlwind pro in version 0.80. That must have been interesting. Fixed
- Bug fixes
- Added a missing file for symbol, pain.
- Changed portrait icons for symbol spells to existing ones in the bg(2)ee engine.

Version 0.82
- Added 7 7th level IWD spells that I missed. Oops!
- Fixed a compatibility error with Spell Revisions. You shouldn't be getting those installation errors anymore.
- Some bug fixes
- Added an IWD wizard spell: icelance. I'll be adding a few wizard spells seemingly at random. It's not random as those spells are being used in Faiths and Powers. But, anyway, the plan is to add IWD wizard spells, so, I'm fine with that.

Version 0.84
- Added Acid Storm, Shadow monsters and Shades wizard spells.
- I am aware that I still need to add wizard scrolls. That will come when I seriously start adding wizard spells. Right now, I'm just doing the minimum for faiths and powers mod.
_____________________________________________________
Links:
Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1
IWD and new Arcane spells will eventually find a home in this mod

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

Divine spells will go here.

Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153
A great spell mod. I'll eventually create a mod to use these spells in IWD (as they are not currently available in that game). I will also work to ensure compatibility with this mod

http://www.d20pfsrd.com/magic/spell-lists-and-domains

Inspiration

Anyway to alter character model?

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Hey guys! I'm looking to play through the series as either a stalker or an archer but I absolutely can't stand the half naked leather armour models in this game. Is there anyway to mod my sprite appearance so it looks like mail or something instead? I don't want to cheat or alter the mechanics in anyway. Just the PC sprite or armour model that's displayed for BGEE and BG2EE.

Thanks!

Adding caster level to the fighter class

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I have a little question for you guys. Is it possible to add caster level to the fighter class ?

There's this fighter kit mod I want to play, the duskblade, who can cast some mage spells, but doesn't seem to gain any caster level when leveling up. I asked on this matter in the duskblade thread a few days ago and haven't received any answer. Maybe the creator is not around here anymore, so I decided to ask a more general question to see if I can fix this myself.

I fiddled around with NearInfinity and EEKeeper to no success. I tried to add the effect Spell: Casting Level Modifier [191], both to Charname and to an item he was wearing, but that didn't do anything. Is it one of those hardcoded thing, that fighter can't have caster level, or there is something I can do ? If I have to create an item to make this work, I'm willing to do this, I just need some pointers.

Why not just play a fighter/mage you might think ? Well, even though I've always been attracted to the warrior/caster archetype the most, I just don't like OP build, which the fighter/mage in BG saga definitively is. There's nothing I can do : not attracted to f/m at all. The duskblade seems to strike that balance between being the two : he's a good fighter, though not great, but has SOME magic abilities to make up for it, he's not casting Time Stop to whirlwind things to death while a Planetar is cleaning the rest...

Anyway, any help would be appreciated.

DO and other actions in IF ~~ THEN BEGIN lines of Weidu

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Is it possible to put any actions there directly rather than in the reply lines below? If so, where? It's a bother to have to repeat the same action or PlaySound for every line that leads to a state.

[MOD] Verr'Sza NPC (for BGEE and SoD)

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I prepared something for those who believed there are too little evil fighters for BGEE and SoD (well, it was mostly about SoD). So here is Verr'Sza, the evil rakshasa ranger (it has his own kit, as most hunter kits won't work for someone like him).



Alignment: Chaotic Evil, Neutral Evil in SoD
Class: Ranger (Naztharune Ranger)
Race: Rakshasa

==> OVERVIEW

The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep.

The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way.

Note that the mod may include language considered blunt or inappropriate for kids.


Mod was designed to work on EE. Never tried it on Tutu or BGT.
Consider this an open beta. There may still be some bugs.

==> NUMBER OF TALKS:

original campaign:
  • ~15 non-romantic talks (5 timered / timer-related talks; 10 situational talks)
  • ~11 romantic talks (mostly timered / timer-related talks)
  • at least 1 banter talk with every NPC, including EE NPCs (Neera, Dorn, Rasaad, Baeloth)
  • Some additional information and flirts available via the PIDs (player initiated dialogues)
  • some interjections
Siege of Dragonspear DLC:
  • ~6 non-romantic talks (3 timered / timer-related talks; 3 situational talks)
  • ~4 romantic talks (timered / timer-related talks / situational) + an "epilogue" talk
  • additional romantic content available through a 3rd character (available in Bhaalspawn's camps; ~5 talks)
  • Thrix the Profane reaction
  • few "head string" talks with other NPCs

The mod includes crossmod talks with Sirene NPC.

NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him.

SHS alternative download

IWD NPC v5 for IWD:EE is now available!

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I've finally uploaded the mod on the official site: http://www.pocketplane.net/iwdnpc , and the mod now features correct, IWD:EE-sized portraits.

The readme should have all the necessary information:
http://mods.pocketplane.net/kulyok/Readme-IWDNPC.txt

But let me tell you what to expect, just in case:

- five companions, three male, two female;
- alternate classes available to pick a more balanced party(check the readme);
- two male and two female romances for human, elven and half-elven protagonists;
- lots of banter in every area, including interparty banter and dialogues with the protagonist;
- player-initiated dialogue(and plenty of it for romance interests - 15 extra conversations for each romance interest, if I remember correctly);
- interjections in IWD, HoW and TotL;
- I recommend to visit HoW after Chapter 3 or Chapter 4, but feel free to pick your own pace.

Enjoy!

[MOD PREVIEW] The Fallen Light

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Just a little teaser on what might be coming...





Tiax would rule all! of BG2EE

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How do I love him? Let me count the ways.

No, seriously, what this game needs is a Tiax mod that lets you pick him up in chp. 2. Pocketplane.net has a mod introducing him near the end in chp. 4, but oh that is so far off. Anyone agree?

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

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Hello all,

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

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

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

GAME PROFILES

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

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

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

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

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


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


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


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



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

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


Purchased from Mac App Store:
TBD


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


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



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


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

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

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

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

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

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

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

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

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

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

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

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

[MOD] IWD GUI 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 a 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! :)














Keeping Yoshimo is now available for EE and Mac! (spoiler for newbies to BG2)

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Warning: If you have never played BG2 there is a pretty major spoiler here. For the ideal gaming experience I would recommend that you back out of this thread now and play the game first, then return here afterward if you're curious about this mod.

At long last, thanks to @CrevsDaak the Gibberlings 3 mod Keeping Yoshimo is now available at Gibberlings 3 for download for BG2EE, both PC and Mac. In a nutshell, this mod
  • allows players to keep Yoshimo for the entire saga
  • adds dialogue re: Yoshi's betrayal of the PC (his spying b/c Irenicus' Geas)
  • adds an entirely new subplot for Yoshi with dialgoues and an encounter
  • adds a Tree of Life dialogue for Yoshimo
The download link on the page linked above will be updated in a day or two. But it will direct to this thread which provides the latest download and version updates, and links to report bugs and compatibility issues with other mods.

This mod has modest aims. Basically, it allows you to keep Yoshimo to the end of ToB. In order to do that a new story was created, a subplot for Yoshimo if you will. It consists of dialogues about why Yoshimo cannot join you for your excursion to Spellhold. Yoshimo removes himself from the party in Brynlaw and then rejoins the party after you have completed Spellhold. We also decided to add an encounter (battle) just for fun. The mod also includes the option to change Yoshimo's alignment to Chaotic Good.

If you can give this mod a go and provide feedback either at the G3 forum or here if that's easier for you, we will greatly appreciate it!

Major props to @CrevsDaak for taking this on. The mod has languished in Alpha status at G3 for the last five years due to lack of a coder, and Crevs graciously stepped up to update it for EE and Mac. I wish we could give him a boatload of promotes for it, but he clearly deserves at least one!

Warrior Monk Mod (Version 1.04) for BG1:EE

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Hello everyone,
The goal of this mod is to balance monks to make them useful as front-line warriors from level 1, and then in exchange balance the later levels by taking away many of their high-level abilities. Also I gave them more weapon use, modeled after the Shaolin Warrior Monks (hence the mod name).

There are two mods attached to this post. The one labeled Post-2.0 is the normal one to use if you have the latest version of Baldur's Gate 1: EE (or any version 2.0 or after). The other one labeled Pre-2.0 is if you have an earlier version than BG1:EE 2.0.

The two mods are identical except that the pre-2.0 mod doesn't have character animations for non-human monks (since those files aren't compatible with BG1:EE before 2.0). You can make non-human monks, but they all look human. In the post-2.0 mod there are character animations for all the non-human monks since BG1:EE 2.0 allows me to easily mod that.

For either mod you install it by extracting it to the folder that has chitin.key, which for me I can find in the following place: C: Program Files (x86)/Baldur's Gate Enhanced Edition/Data/00766/
And then you run the installer (Setup-WarriorMonkMod). The class description file isn't important for the mod, it's just for you to read to have a reference for what the mod changes.

If you notice any bugs or have any suggestions please post them in this thread. A final note is this mod isn't finished for the SoD expansion yet. So if you play SoD it might still work in most cases, except that if there are new creatures or new items that weren't in BG1:EE they will not be modified (so if there's some new magic axe type in SoD that wasn't in BG1:EE the monks won't be able to use it).


MOD SUMMARY
The Warrior Monk Mod gives Monks the following benefits (relative to their normal abilities in BG1:EE)
1) Reduced starting Armor Class from 9 to 5 (same as Chain Mail). Also made monks' AC lower by 1 point every 2 levels through level 50 like it says in their class description. Previously monks only followed their class description to level 18, after that their AC went down by 1 every 3 levels until level 30 and then by 1 every five levels until 40.

2) A 5% resistance to crushing damage and an additional 1% resistance every level after.

3) Monks now use Barbarian hit-dice instead of Cleric hit-dice (they still only gain a maximum of +2 hit-points per level from their CON bonus though).

4) They gain +1 DEX at levels 5, 20, 35, and 50. They gain +1 CON at levels 10, 25, and 40. They gain +1 WIS at levels 15, 30, and 45.

5) They gain more weapon proficiency points (5 at first level with an additional point every 2 levels).

6) They can now use all melee weapons along with all weapon styles (except shields).

7) They can still only be proficient (1 point) with a weapon or style at level 1, but now they may specialize starting at level 6, and may master weapon styles starting at level 9 (the 3rd point in single weapon style or 2-handed weapon style gives an additional 1 point bonus to AC).

8) Monks can now also be of True Neutral, Neutral Good, and Neutral Evil alignments (Sun Soul Monks can still only be good and Dark Moon monks can still only be evil).

9) They can now be of any race (the mod uses Cleric animations for non-human races).

10) Monks gain the Detect Illusion ability and gain more thief points (24 points per level).


The Mod Also Reduces the Monks Abilities in the Following Ways:
1) They are no longer immune to Disease at level 5.

2) They are no longer immune to slow at level 5.

3) They no longer gain a +2 movement bonus at start and +1 every five levels.

4) They no longer gain a +1 AC bonus against missile weapons every three levels.

5) They no longer gain immunity to charm at level 9.

6) They no longer get 42% magic resistance at level 14 and 3% every level after.

7) They no longer gain immunity to normal weapons at level 20.

8) They can no longer use any missile weapons (They could use dart, throwing dagger, and sling before).

9) They get -1 to CHR at levels 10, 25, and 40.

10) They can no longer find traps.


And The Warrior Monk Mod leaves the Following things Unchanged:
1) Monks can still fight unarmed, with the same bonuses and damage.

2) Monks still gain the same saving throw, speed, and immunity to poison bonuses.

3) Monks and their kits still have the same special abilities (Lay on Hands, Quivering Palm, etc.)



MODDING DETAILS:
For those of you who care about the modding details here's here's how I made each change:

1) Gave Monks a starting AC of five instead of their normal value of 9. Edited SPCL822.SPL and changed the AC values. I also made it continue going up by two levels all the way to level 50 so it matched what it said in the class description, since normally it only does that until level 18 and then starts slowing down).

2) Gave monks a 5% resistance to crushing damage at level 1 and 1% after that. I edited SPCL812.SPL to add 5% crushing resistance and SPCL819.SPL to add 1% crushing resistance and put them both in the right places in the three CLABMO0.2DA files.

3) Gave monks the same hitdice as Barbarians (however they still just have a maximum +2 Con bonus). I added the following to my WeiDU tp2 file:
COPY_EXISTING ~hpclass.2da~ ~override~
SET_2DA_ENTRY 46 1 1 ~HPBARB~
SET_2DA_ENTRY 47 1 1 ~HPBARB~
SET_2DA_ENTRY 48 1 1 ~HPBARB~


4) Gave Monks +1 point to Dexterity at level 5, +1 point to CON and -1 point to CHR at level 10, and +1 point to WIS at level 5. Then at level 20 the whole thing repeats with +1 point to DEX again. Edited SPCL813.SPL to give bonus to DEX, and created SPCL823.SPL and SPCL824.SPL to give the bonus to CON and penalty to CHR, and the bonus to WIS. Then put them all in the right places in the CLABMO.2da files.

5) Removed monks' immunity to haste, disease and slow at level 5. Removed AP_SPCL814 from the three CLABMO.2DA files.

6) Removed the +2 to movement and +1 every five levels bonus. Edited SPCL813.SPL

7) Removed monks' Deflect Missile bonus (+1 to AC against missile weapons every three levels). Changed SPCL817.SPL to add a 1 point penalty to missile weapons and put it every three levels in the CLABMO.2DA files.

8) Removed monks' immunity to charm at level 9. I changed SPCL817.SPL to be the missile weapon penalty, see #6 above.

9) Previously monks got a 42% magic resistance at level 14 and 3% after that. I removed that. I edited SPCL819.SPL to give 1% crushing resistance instead. See #2 above.

10) I removed monks' immunity to normal weapons that they used to get at level 20. I removed AP_SPCL821 from the 3 CLABMO.2DA files.

11) I removed monks' ability to use any missile weapons (dart, throwing dagger, and sling) so they had no choice but to melee. In the ITM folder if I click on an item and then click on the 'Edit' tab at the top the 8th line down under that tab says "Unusable by" and I can check or uncheck boxes if I select that.

12) I gave Monks 5 weapon proficiency points at start with a gain of one more every level. I added the following to my WeiDU tp2 file:
COPY_EXISTING ~profs.2da~ ~override~
SET_2DA_ENTRY 22 1 1 ~5~
SET_2DA_ENTRY 22 2 1 ~2~


13 & 14) Allowed Monks to place a maximum of 2 weapon proficiency points for all Melee weapons, but no shields or missile weapons. However I wanted monks to only be able to use 1 weapon point max at level one per specialization until level 6. I allowed monks to place a 3rd point in weapon styles starting at level 9. The 3rd point in single weapon and 2-handed weapon styles give an additional 1 point bonus to AC. I edited WEAPPROF.2DA and STYLBONU.2DA. I also added the following to my WeiDU tp2 file:
COPY_EXISTING ~profsmax.2da~ ~override~
SET_2DA_ENTRY 22 1 1 ~1~
SET_2DA_ENTRY 22 2 1 ~1~
SET_2DA_ENTRY 22 3 1 ~1~
SET_2DA_ENTRY 22 4 1 ~2~


15) Edited every melee item to allow monks to use it and removed the ability for monks to use any missile items. In the ITM folder if I click on an item and then click on the 'Edit' tab at the top the 8th line down under that tab says "Unusable by" and I can check or uncheck boxes if I select that.

16) I allowed Monks to be of all non-chaotic alignments. I added the following to my WeiDU tp2 file:
COPY_EXISTING ~alignmnt.2da~ ~override~
SET_2DA_ENTRY 51 4 1 ~1~
SET_2DA_ENTRY 59 4 1 ~1~
SET_2DA_ENTRY 51 5 1 ~1~
SET_2DA_ENTRY 51 6 1 ~1~
SET_2DA_ENTRY 58 6 1 ~1~


17) Allowed Monks and Kits to be all races and got them the proper animations.
First I added the Cleric animations for the non-human monks. I found files 6500.INI (Monk Male Human) and 6510.INI (Monk Female Human). I made five copies of each (numbered 6501.INI through 6505.INI for male, and 6511.INI through 6515.INI for female) and changed the name of one copy to Monk_Male_Elf, one copy to Monk_Male_Dwarf, etc. until I had one copy for the 5 non-human races for male and 5 non-human races for female. Half-Elves just look like Elves. Then I found the 5 files for those races for Cleric_Male (6001.INI through 6005.INI) and the 5 files for those races for Cleric_Female (6011.INI through 6015.INI). I copied the contents of each file (except for the name at the top) and pasted them into each new Monk file of the same name. So I replaced the contents of 6501: Monk_Male_Elf with the contents of file 6001: Cleric_Male_Elf.

Then I added the following files (all copies of K_MN_H.2da): 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). Then I added the following to my WeiDU tp2 file:
COPY_EXISTING ~clsrcreq.2da~ ~override~
SET_2DA_ENTRY 57 2 1 ~1~
SET_2DA_ENTRY 57 3 1 ~1~
SET_2DA_ENTRY 57 4 1 ~1~
SET_2DA_ENTRY 57 5 1 ~1~
SET_2DA_ENTRY 57 6 1 ~1~
SET_2DA_ENTRY 57 7 1 ~1~
SET_2DA_ENTRY 59 2 1 ~1~
SET_2DA_ENTRY 59 3 1 ~1~
SET_2DA_ENTRY 59 4 1 ~1~
SET_2DA_ENTRY 59 5 1 ~1~
SET_2DA_ENTRY 59 6 1 ~1~
SET_2DA_ENTRY 59 7 1 ~1~
SET_2DA_ENTRY 60 2 1 ~1~
SET_2DA_ENTRY 60 3 1 ~1~
SET_2DA_ENTRY 60 4 1 ~1~
SET_2DA_ENTRY 60 5 1 ~1~
SET_2DA_ENTRY 60 6 1 ~1~
SET_2DA_ENTRY 60 7 1 ~1~


18) I removed find traps and gave all monks detect Illusion instead. I put this in my WeiDU tp2 file:
COPY_EXISTING ~thiefscl.2da~ ~override~
SET_2DA_ENTRY 5 48 1 ~0~
SET_2DA_ENTRY 5 52 1 ~0~
SET_2DA_ENTRY 5 56 1 ~0~
SET_2DA_ENTRY 8 48 1 ~100~
SET_2DA_ENTRY 8 52 1 ~100~
SET_2DA_ENTRY 8 56 1 ~100~


19) I gave Monks more points to apply to thief skills each level. I put this in my WeiDU tp2 file:
COPY_EXISTING ~thiefskl.2da~ ~override~
SET_2DA_ENTRY 8 1 1 ~24~
SET_2DA_ENTRY 8 2 1 ~24~
SET_2DA_ENTRY 9 1 1 ~24~
SET_2DA_ENTRY 9 2 1 ~24~
SET_2DA_ENTRY 10 1 1 ~24~
SET_2DA_ENTRY 10 2 1 ~24~


20) I edited creature stats to make Rasaad (when he's not in your party) and the Dark Moon Monks have the right hit points, armor class, and abilities for their levels reflecting the new changes by editing the RASAAD and RSDMNK creature files in the CRE folder.

And then lastly I left everything else in place, including all their unarmed combat bonuses and abilities. This way the monks are still skilled unarmed fighters when they need to be but they're happy to use weapons when they have them. Their normal speed/save bonuses and immunity to poison they still have.

Once I finished that I changed the class and kit descriptions using my tp2 file and a .tra file in WeiDU. That process is too long to write here, but if you're making a mod and want to know how to do it just message me and I'll walk you through it and/or answer any questions you have.

Thank you.

-----------------------------------------------------
Changes from 1.03 to 1.04.

I changed how I set up the skills using WeiDU to fix some bugs which made my pre-2.0 version work again (the 1.03 version stopped working).
I also made .tra files and put the kit descriptions there rather than in my .tp2 file.
Lastly I added a read-me which has all the same information as in this thread.

These changes don't actually change any of the game-play.

-------------------------------------------------------
Changes 1.02 to 1.03.

Special thanks to subtledoctor for showing me how to use WeiDU to make these changes.

- No longer overwrites file KITTABLE.2DA. Instead there are six new files: 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.

- No longer overwrites files Alignmnt.2da, CLSRCREQ.2DA, HPCLASS.2DA , PROFS.2DA, PROFSMAX.2DA, THIEFSCL.2DA, THIEFSKL.2DA. Instead it makes edits to those files using WeiDU

- Used WeiDU to edit the Monk, Dark Moon Monk, and Sun Soul Monk class/kit descriptions to reflect the changes made by this mod.

- These changes don’t change gameplay but they make this mod more compatible with other mods than version 1.02 was.
------------------------------------------------
Changes 1.01 to 1.02
Edited PROFSMAX.2DA and THIEFSKL.2DA

- Fixed weapon proficiency progression so Monks cannot specialize until level 6
- Fixed Dark Moon and Sun Soul Monks to have the same thief points as Monks (24 per level).
- Made into an actual WeiDU mod with an installer and everything!

-------------------------------------------
Changes 1.00 to 1.01

Special thanks to GrimLefourbe for telling me how to open a tp2 file and Ratatoskr589 for testing it.

Edited all three CLABMO.2da files, PROFSMAX.2DA, STYLBONU.2DA, THIEFSKL.2DA, WEAPONPROF.2DA
Edited SPCL813.SPL and created SPCL823.SPL and SPCL824.SPL
Edited all .CRE files.

- Monks now allowed only one point on each weapon or weapon style until level 6 when they may apply a second point. May now place a 3rd point on weapon styles at level 9. 3rd point on 1H fighting style or 2H fighting style gives an additional 1 point bonus to Armor Class.

- Monks now only have 24 thief skill points to start (instead of 40) and 24 a level (instead of 25).

- Instead of +1 DEX/CON/WIS at level 1 and at every 5 levels now only have a stat gain every five levels as follows: Level 5: +1 DEX, Level 10: +1 CON/-1CHR, Level 15: +1 WIS, Level 20: +1 DEX (repeat).

- Edited Rasaad and Dark Moon Monk creature files to reflect new values.

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

vampire race

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i am not exactly sure which mod this is from it is one from the bigworldproject. it adds tiflings and vampires to the race list. tiflings works fine but the vampire selection has it so when i choose a class there are no available classes to choose from. anyone come across this problem?

[Utility] EE Autoroller

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Enhanced Edition - Autoroller

FEATURES

• This tool will automaticly roll for attributes and stores the highest rolled score.
• You can set some priorites for Exceptional Strength if you wish.
• No longer the hassle with OFFSETS changing with patching

SUPPORTS

• BGEE (& Siege of Dragonspear)
• BG2EE (& Throne of Bhaal)
• IWDEE (& Heart of Winter)
• The Black Pit (1 & 2)

DOWNLOAD

Current version of the program should work with any version of the supported games.

DOWNLOAD (v3.3): https://www.mediafire.com/?z5071l780ae8qrr
Here is the un-compiled ahk version of the program: Download AHK version

HOW IT WORKS

1. Run the Enhanced Edition game in windowed mode (IMPORTANT)
2. Run EE Autoroller (you might have to run it as administrator)
3. If creating a class with exceptional strength, set the priorites as you want them OR set them all to 0 if you don't want to use this.
4. Press START when you have reached the attribute screen, you will be promted to press the RECALL, STORE and REROLL buttons.
5. Once you hit the REROLL button it will start rolling.

Hold down 'X' when you want to stop rolling.
'UP' will increase the rolling speed.
'DOWN' will decrease the rolling speed.

ABOUT THE EXCEPTIONAL STRENGTH SETTINGS
Exceptional Strength
This will give STR% a value and be counted towards your roll score.
Example:
If you wish that STR% 51 and higher be worth 1 attribute score you set all boxes 51+ to 1.
Now when it rolls and your currently stored total is 90 with a STR% 20 then you roll a 89 with STR% 77 the new 89 roll will be stored.

Minimum STR% to store
This will simply ignore ALL rolls with a STR% below the one set.
If you have it at 51 and would happen to roll 100 with a STR% score of 12 that roll will be ignored.

DISCLAIMER

I take no responsibility at all for the use of this program. However if used properly nothing should happen as it only reads memory data.

Where are the rumors?

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Are rumors you drink for town-specific or inn-specific? Which file contains them?

Request-Escaped Clone Portrait

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Just wondering if anyone has some Ellesime portraits without the crown and maybe a bit unhappier that I could use on the escaped clone woman.

[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
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