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Sentrizeal's Alt Avatars Mod for BGEE/IWDEE ~ Cloaked fighters? Hooded clerics? They're possible!

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Apparently there's someone working on new BG/IWD character models, 100% compatible with the EE! Not only that, they're AWESOME! Make sure to visit his site and show him some love: http://www.sentrizeal.com/


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He's also working on leather-armored warrior avatars! COOL!

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Download(s):
• Sentrizeal's Alternate Avatar Pack (all mods) ~ WeiDU installation
• Sentrizeal's Female Ranger Avatar ~ manual installation
• Sentrizeal's Male Ranger Avatar ~ manual installation

NOTE: He hasn't the chance to fully test these yet, so if you find any bugs, please contact him with the word *BUG* at the beginning of the title.

[MOD] Golem Construction for Spellcasters

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

Download latest release (21 MB)


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

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

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

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

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

Optional Tweaks include:
  1. Replace original Golem Manual: Replaces the now obsolete original Golem Manual with items related to this mod.
  2. Improve enemy spellcaster AI: Enemy mages and priests attempt to use more effective spells against golems.
  3. Golems for enemy spellcasters: Enemy mages may be accompanied by one or more golem servants.
  4. Greater variety of enemy golem types: Enemy golems will come in greater variety. Some fights may become more difficult because of it.
  5. Fighter Stronghold golems may continue to serve you: One or more golems that survived the siege may serve you if you accept de'Arnise Keep as your stronghold.
  6. Make golems vulnerable to specific spell effects: A number of spells can (positively or negatively) affect golems of certain golem types.
  7. Reduce weapon immunities and resistances for constructed golems: Nerfs constructed golems, so that more opponents have a realistic chance to defeat them.

Golem types taught by the Manuals of Golem Building:

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


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


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


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


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


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


Golem types taught by the Secret Manuals of Golem Building:



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

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

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

[Mod] The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in english -> V13 :)

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This is the new release of my kits mod.
Available for BG2/BGT, all EE versions, for PC and Mac.

In this pack, you'll find:
- A half-orc fighter kit: the Bearer of Hate.
- A ranger kit: the Hunter of Vermin.
- A cleric kit: the Preacher of Fire.
- A druid kit: the Master of the Swarm.
- A thief kit: the Shadow Walker.
- A wizard kit: the Sorcerer.
- A mage (conjurer) kit (replaces the vanilla conjurer): the Savant Artilleryman.
- A fighter paired to a mage kit: the Warlord.
- An elf multiclass fighter/mage kit: The Bladesinger.
- A human multiclass cleric/entropist kit: Theurgical Explorer.


What new since the v11 ? Many improvements for many kits and a new one (the Theurgical Explorer).

The archive is here: http://www.mediafire.com/download/1t7okyfgjc5hzs3/Derat's_Unused_Kits_Pack_v13_Bilanguage.rar (corrected for SoD and IWDEE)
Corrected TP2 for who have downloaded the old not corrected version: http://www.mediafire.com/download/j1ahnwkhbsx1d2t/Setup-Derats_kits.tp2


Compiled readme:

- half-orc fighter kit: the Bearer of Hate -> Protection from charm, "Intimidation", "Roar of rage" and "fist of fury" as special habilities
- ranger kit: the Hunter of Vermin -> Free action, immunity to poison and desease, can cure poison and summon vermins.
- cleric kit: the Preacher of Fire -> Playable as a mage: 30+ new fire spells, cannot heal, cure, restore nor raise dead.
- druid kit: the Master of the Swarm -> Many summon spells based on vermin and swarms, vermin polymorphy.
- thief kit: the Shadow Walker -> Poor combat capacities, cast spells from abjuration, alteration, illusion and divination schools as a sorcerer, "Aura of shadow", "Mantle of shadow" and "Shape of shadow" as special habilities (Near TSR 9492)
- wizard kit: the Sorcerer -> Sorcerer with fighter capacities. Quasi equal to a fighter/mage.
- mage (conjurer) kit (replaces the vanilla conjurer): the Savant Artilleryman -> Specialised in the "Magic missile" and "Mordenkainen force missiles" spells, cast upgraded versions.
- fighter dualed to a mage kit: the Warlord -> Start as a fighter. After dualed to a mage,cast spells in heavy armor, has augmented combat capacities, has is own combat focused spell panel.
- elf multiclass fighter/mage kit: The Bladesinger -> Cast spells in light armor, limited to 1 hand, gain -1 to CA per even warrior lvl (TSR 2131)
- human multiclass cleric/entropist kit: Theurgical Explorer. ->Cast spell in heavy armor, 5% power surge on cleric spells, special benefits from Azouth.


For the Blasinger, start as an elvish fighter
For the Theurgical Explorer, start as a human cleric
For the Sorcerer, on BG2/BGT, start as a wizard with at least 15 STR/DEX and set the specific player script to gain the kit. (On EE versions, you just have to select the kit under wizard selection)

Tactics mod - BG2EE compatibility - conversion and beta test

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Hello,
As agreed by some of us on another thread, here is a first post / placeholder for a discussion on Westley Weimer's Tactics2 components and their compatibility with BG2EE.

First introduction.

@Gotural , @Blackraven ,
As announced, please find attached a first package for your beta test expertise.

As this mod is not mine, I decided to encapsulate the old mod without premodifying anything. All modifications are done at install time. Moreover the paradigm is to patch rather than overwrite. The weidu code is entirely rewritten.
The focus is on the compatibility and bugs. I have no intent/talent to work on the AI itself.
Therefore all dialogs and translations come from the original files. (I just experienced a little psycho-rigid moment with the translation of Pushkin's work but this is ultra minor - more to read in the Iliych tpa file itself)
The various deployed objects are, by order of priority,
- a patched version of an EE file
- a copy of the original mod if totally new and acceptable
- a copy and patched version of the original mod (because this is often required)
Sometimes I used a modified inlined script rather than the original mod bcs/baf though.

When dealing with some components I was eager to not interfer with the new EE content (basically all the oh* files from the BP2 and new areas/npcs/adventures).
That gives me extra work but I have two reasons to do so: lack of solid knowledge of the new content and, more importantly, there is an enhanced AI work associated to those new EE files - it would be silly to alter those things.

Thanks to the handle_charset function now available in weidu (with a better logic), the original tra files are translated into UTF-8 required by the EE version. However my implementation really stinks at the moment, it just works but I will change it. The ideal solution would be to pretranslate and distribute the final files but I don't want to distribute a modified file without the proper consent of the author(s).
Btw, the original mod is to be unzipped under a directory of my own tree. For this early test (and I saw nothing preventing a redistribution, let me know) I already included the unzipped original mod.

I don't know how much free time I will have this weekend and I am sure to be unavailable next week. Hence this early drop.

For this alpha20 for BG2EE only, you will find
- the UTF-8 translation stuff that triggers when you install your first component (no matter which one).
- As announced Improved Ilyich (a lot of work - more on this below)
- Kuroisan per Gotural's suggestion (so far basically no work beyond the charset transformation)
- a list of low hanging fruits and other smarter creatures components. Clearly not what you requested guys but I already wrote them back in March to learn and practise the weidu language and also to learn more about the BG2 setup, typically which creature uses which script. A couple of implementations are now much more selective (undead, golems, etc...)
- the archer kit. I thought it would take a few minutes to write the code for the two kits. Well, for the archer that was the case but the anti-paladin gave me a little headache, we will have to discuss this kit if someone is still interested.

I had the time to test almost... nothing.
I verified the kit and I tested the Improved Ilyich which is the largest piece.
I do not suggest testing/using the improved creatures yet but I inserted a little group of questions at Ilyich install time: please see it, I think it's self-explanatory (despite my English) and it offers the options to test Ilyich as if other components were also deployed (choice #1). It would also be nice to get a feedback on the mod behaviour once combined with SCS and/or aTweaks (choice #2 for all questions but the last one).
I would appreciate if you could test
1) dropping Imoen/Jaheira/Minsc/Yoshimo out of the party I know it used to crash some games in the original versions.
2) dialog with Ilyich (I did test it but a confirmation would be nice).
3) Spawn points on the first level. I kept using the spawn point mechanics on the first floor. Apparently the author and I share some problems to fully understand the black magic behind those (i.e. control the number of creatures). W.Weimer used a trick on the first map and apparently failed to implement what he wanted on the second map (I failed too and decided to deactivate the 2nd level spawn points and used a couple of triggers/traps instead).
4) Beyond the first 12 hours, a group of duergars will appear "offscreen" every 6 hours. IIRC those guys used to appear just out of sight, now in EE they can appear far away. Let me know (I am clueless).

Ah yes, adding a few ammunitions to the jailkeep table was performed through a script after the game start. I preferred to modify the area container instead. Apparently it takes time to complete when you install the mod but that's ok.

Comments, Insults, Suggestions: your turn.


Content
// WIP

The current package includes:

- Improved Ilyich
Original version converted to BG2EE - modifications in patch mode, bug fixes. There is an option to use enhanced script if you don't deploy another tactical mod enhancing the generic dwarves.
- The Ritual
Original version converted to BG2EE with several fixes.
- Improved Torgal
Original version with many fixes - installed in patch mode.
- Improved Sahuagin City
Original version converted to BG2EE - modifications in patch mode.
- Improved Bodhi
Original version converted to BG2EE + fixes and modifications.
- Improved Irenicus
Original version converted to BG2EE + fixes and modifications.
- Improved Guarded Compound
Original version + fixes.
- Improved Twisted Rune
Original version + fixes.
- "Kuroisan", the Acid Kensai
Original version converted to BG2EE.
- "Red Badge" Poison-Based Encounter
Original version converted to BG2EE with patches.
- Gebhard Blucher's Improved Mae'Var
Original version with minor enhancements.
- Gebhard Blucher's Lich in the Docks
Original version slightly modified and converted to BG2EE.
- Gebhard Blucher's Improved Demon Knights
Original version slightly modified for a better deployment on BG2EE. Slightly altered AI.
- Kensai Ryu's Tougher Kangaxx
Original content + fixes and you can choose to deploy Tougher Kangaxx (demi-lich) or its guardians or both.
- Kensai Ryu's Gnome Fighter/Illusionist in the Docks
Original version slightly modified and converted to BG2EE.
- Kensai Ryu's Improved Crypt King
Original version with a slightly altered AI.
- Ishan's "Always Toughest Random Spawns in Dungeons"
Original scope but rewritten and modified to select your own values.
- Gebhard Blucher's Random City Encounters
Original version with patches.
- Kensai Ryu's Random Wilderness Encounters
Original version with many fixes.
- Improved Undead
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts.
- Gebhard Blucher's Improved Mind Flayers
Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. Psionic "spells" are patched.
- Smarter Dragons
Original version slightly modified.
- Smarter Beholders
Altered version with a few minor tweaks.
- Smarter Vampires
Original version.
- Smarter Mages
Original version slightly modified. No modification to the AI script. This component also modifies the Liches (original behaviour).
- Slightly Smarter Golems
Original and Altered version to more selectively modify the appropriate golems.
- Göran Rimén's Improved Nymph
Original version.
- Kensai Ryu's Improved Copper Coronet
Original version (just twelve additional foes, no script - not the real KR version as in DSoA).
- SimDing0's Improved Oasis (obsolete)
Original version in patch mode. Do not use that version, use the full version from QuestPack instead.
- Mike Barnes's Improved Small Teeth Pass
Original version in patch mode.
- Mike Barnes's Improved North Forest
Original version in patch mode - a few minor alterations.
- Mike Barnes's Marching Mountains
Original version with small adaptations.
- Slightly Tougher Demons
Original version with fixes and tweaks.
- Tougher Druid Grove
Original version with minor modifications - patch mode.
- Tougher Fire Giants
Original version with a few patches.
- Streamlined Trolls
Direct transposition + an extension to modify some spells dealing with the troll play-dead sequence.
- Generic Archer Kit
Original Kit converted to BG2EE.
- Anti-Paladin Kit
Altered version with fixes and without "dispel on hit with any melee weapon".



Latest version : alpha73 - February 21, 2016
Please consult the readme file under the eetact2 directory
Both the current version and the version n-1 (or older) are attached to this post, use only one of them.

Does SCS make mages too hard to kill?

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I find spells such as breach, ruby ray, warding whip and pierce magic to be inconsistent at best, and it really made me rethink the order in who to attack first and when and how. Most of the lower level mages are easily dealt with the standard ways involving lots of melee and maybe a breach. But then there are the medium difficulty and higher who take a very long time to make vulnerable, and I don't really know any other way of dealing with it than distracting them with animate dead while I handle the warriors and priests by stabbing them to death or dominating them. I try starting fights by hitting the mage with poison from darts or arrows or insects and sometimes they work, but it changes nothing. I distract with animate dead so I can kill them last and the mages fighters and priests first.

LavaIt - IWD: an item pack for IWD EE

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ABOUT THE MOD

LavaIt-IWD is an item pack for Icewind Dale EE. After playing IWD for yet another time, I realized I would like to see something new, some items perhaps. The mod was made for me, my friend and our multi-player run, but after a year I decided that perhaps it would be a good idea to publish the mod for those who would also like to give IWD EE another run, but are worried that they will end up with using exactly the same set of items.
You'll find the items in many different places - carried by certain creatures, sold by merchants or left in specific containers. I never made a list of what may be found where and to be honest, after a year I myself forgot where they may be found. That may be even better. You'll need to look for those items, check places, talk to merchants.
Hope you'll enjoy them.
Number of items: ~30

HOW TO INSTALL THE MOD

Just like any other WeiDU mod - unzip it to your main IWD EE directory and run Setup-LavaIt-IWD.exe and then follow the instruction.

CREDITS

Mod author: Lava Del'Vortel
Proofreader: Typo Tilly
Some items were requested by Soul.
Some of the bams are based on graphics by BeamDog.
Thanks to everyone who decided to give this mod a try! I hope you'll enjoy using them!

[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released

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View Readme

Download Djinni Companion (latest version) (22 MB)


Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well!

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Content
- The djinni Afaaq who acts as your "seventh party member"
- Extensive dialog content between Afaaq and the protagonist
- Banters with the original Bioware/Beamdog NPCs (still in the works)
- Interjections and commentaries
- An extensive player-initiated dialog with Afaaq
- Up to five new interesting quests
- Six new areas
- A couple of unique artifacts
- Several easter eggs ;)

This mod is available for the original Baldur's Gate II, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition.

Overview

Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself.

When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later.

Initial Statistics
Class: Fighter/Mage at level 10/11
Alignment: Chaotic Good
Strength: 15
Dexterity: 16
Constitution: 13
Intelligence: 15
Wisdom: 16
Charisma: 11

If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.

FAQ

Q: Where can I find the djinni?
A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures.
A: (Icewind Dale) You can find it somewhere in Dragon's Eye.

Q: Could you be more specific where I can find the djinni?
A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise.
A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove.
A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye.

Q: What's the deal with the full version and the light version of Afaaq?
A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale.

Q: How useful is the djinni if he doesn't join like a regular party member?
A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself. ;)

Q: Does he have a quest?
A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest.

Q: Does he get along with evil characters?
A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists.

Q: Can you romance the djinni?
A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on.

Q: How does he get along with other NPCs?
A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party.

Q: Will there be crossmod content?
A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs.

Q: I want Afaaq to retreat into his lamp. How do I do that?
A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button.

Q: Afaaq is badly hurt. What are my options to heal him?
A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack.

Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar?
A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable.

Q: Will Afaaq become stronger later in the game?
A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well.
A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game.
A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp.

Q: Afaaq picked a fight with me. How does it affect the game?
A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual.

Q: Quest "Vengeance": How can I disable the barriers around the temple complex?
A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map.

Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest?
A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however.

Q: Quest "An unexpected encounter": How can I enter House Arabani?
A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation?

Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave?
A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem.

Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni?
A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game.
A: (Light Version) You can find the djinni after you have beaten Illasera.
A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.



Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme.

Feel free to post your thoughts, suggestions, questions or bugs either here or in my topic on SHS Forums.

Have fun! :)

How do I read existing .DLG files in .D format?

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Near Infinity is great for reading the dialogs and trees, but I would like to be able to read the existing DLG files in .D format to help me figure out how to write things. Supposedly WeiDU can decompile .DLG files into .D files so one can read them, but even following the guide I can't get it to work.

Any suggestions? What's the best way to read in-game dialogs?

Thank you.

BGEE "Item Replacement" Fun Pack (Re-Open for SoD)

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2017 Update: Hi guys, sorry for the dead mod over a time span of more than a year. I stopped BGEE for a long period after I was terribly disappointed my entire party was un-recruitable in SoD. Took me that long to get over it. Eventually I was able to continue where I left off by doing a custom 6-person party Single-Player mode available in SoD (Use EEKeeper to clone every single items over).

Original Post:


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...

BGEE GEARS CHANGES


Latest Update (still working):

1) Added Cloak of Dampening (New Item)
2) Added Ring of Fire Control
3) Removed Orc Leather +3, replaced with Ammo Belt
4) Replace Wakisashi +2 with +1 version
5) Buffed Girdle of Fortitude (Set to 18 Con once Equipped)
6) Ulcaster Academy Ring has been slightly nerfed. Different name to separate it out from the OG version.
7) Polish Item Lore for the remaining new items.


* - 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)
Delver's Plate +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 +1 - AR2100 (Replace Cloakwood Scimitar +2)


New add on:

Cloak of Dampening** - Ulgoth Beard Store
Ring of Fire Control - Ulgoth Beard Store
Gargoyle Boot - Semaj
Helm of Charm Protection - Chest (Duchal Palace basement)
Morning Star +2 - Empty Crypt (Candlekeep Dungeon)
Ammo Belt - Black Lily Store
Ring of Earth Control - Tracea Carol (Shandalar House basement)
Small Shield +2 - Crate (Balduran Ship Lv3, Replace Medium Shield)
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, 3 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 Gears/Items that has gone through slight modification change or are completely new Items.



Note: Mod still in progress, please do not download the attached FILES

Fade v4.0 with ToB released!

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After an extended standstill, the Fade NPC returns with a new writer (Kai of Candlekeep) and a new maintainer (Lava Del'Vortel) to bring you the final instalment of the story!

The new version of the mod incudes ToB content originally prepared by Mistress Elysia, as well as additional content by the new maintainers. It also includes a myriad of bugfixes, a new gift in SoA, EE compatibility, banters with EE characters, optional "Fade as a shadowdancer" component, Romantic Encounters crossmod, a brand new portrait by Lesatho and more!

"Fade is a shadow thief, under the employ of Aran Linvail. With her crimson hair, crimson eyes and lashing tail, she is definitely not your regular elf-on-the-street; she is a fey'ri, a part succubus with a temper to match. At first, her reasons for joining the party are unclear - is she a spy? Or something else…"


Related links:
http://www.shsforums.net/files/file/1083-fade/
http://www.shsforums.net/forum/322-fade/

[NPC Mod] Sirene NPC for BG2:EE v1.3.1 (EET-compatibility added)

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Sirene, Paladin of Ilmater


Portrait by Isandir

Mod Introduction

This mod adds a new joinable NPC to the game: Sirene, a tiefling paladin of Ilmater. She has a custom kit: Martyr.

She can be found within the High Hall of the Radiant Heart, in the corridor past the entrance. She will only join a non-evil PC.

Her level is dependent on the PC's upon joining.

STR: 16
DEX: 17
CON: 16
INT: 10
WIS: 14
CHA: 17
Total: 90

As a tiefling, she also has 10% fire and cold resistance.

She has both a friendship path and a romance, which can be initiated by a PC with 12 or above charisma and of either gender. PCs who knew her from BG1 can bring up their past for a few extra talks.

If your reputation drops below 9, she will stop her friendship and romance talks and warn you. If it drops below 5, she will leave permanently.

She is compatible with all NPCs except Dorn and Hexxat, who she will come to conflict with quickly and force you to choose between them.

Biography

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

Martyr Kit

MARTYR: Martyrs are worshippers of Ilmater, the good god of suffering, endurance and martyrdom. Paladins of Ilmater's order are compassionate and train themselves to become protectors of their allies and to alleviate the suffering of others.

ADVANTAGES:

- Hit Die: d12
- May use the Sacrifice ability once per day. Gains one use at level 1 and an additional use every 7 levels thereafter.

SACRIFICE: The martyr heals the target for 1d6+1 per level hit points and deals 1d6+1 per level nonlethal damage to self.

- May use the Martyrdom ability once per day starting at level 5. Gains an additional use every 7 levels thereafter.

MARTYRDOM: The target gains a +4 bonus to armor class and 50% resistance to physical damage for 5 rounds while the martyr loses the same amount.

- 12th level: Gains 10% resistance to physical damage. An additional 5% is gained at levels 16 and 20.
- 15th level: May use the Ilmater's Grace ability once per day.

ILMATER'S GRACE: The martyr regenerates for 3 hit points per second for 1 turn.

DISADVANTAGES:

- -1 penalty to THAC0 every 5 levels (starting at level 1).
- May not cast Protection from Evil.
- May not Turn Undead.
- May not use ranged weapons.

Friendship & Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. A PC with 12 or more Charisma of either gender and any race or class can start a romance with her. Bear in mind that Sirene will not 'come on' to you immediately as vanilla romances do, and you actually have to show interest at some point during her friendship talks for the romance to take over. If she knew the PC from Baldur's Gate 1, the romance can start from their very first talk, while those who just met her will have to talk to her a few times. Show her you're interested, whether by bringing up a former relationship, flirting with her during her talks, or... buying her something nice?

Crossmod

Sirene comes with crossmod content, which includes banters with the following mod NPCs: Fade, Foundling, Yvette (Lava Del'Vortel) and Pai'Na (myself)

Sirene also reacts to the following quest mods: Innershade, Tales of the Deep Gardens, I Shall Never Forget (Lava Del'Vortel)

Sirene also reacts to NPCS from the Romantic Encounters (multiple authors) mod (for technical reasons, this component may be installed separately): The reactions are harmless and will not break the romance (except for Anne)

FAQ - non/minor spoilers

Q: I had Sirene in my party in BG1 and acknowledged it to her. What changes?
A: You get one more dialogue in which you can set your previous relationship, and she gets a few more banters with NPCs from BG1, as well as one with Keldorn.

Q: Does Sirene have any personal quests?
A: Technically no quests, but there are encounters.

Q: Where are the encounters?
A: The first is a waylay that occurs when leaving Athkatla via the City Gates. The second is near-impossible to miss so long as you go to any Athkatlan district in Chapter 6 (except the Graveyard). There is also one in ToB - which she will begin via dialogue upon reaching the North Forest.

Q: Romance conflicts?
A: Not directly. However, Sirene will eventually ask you if you're interested in anyone. Choosing anyone except Sirene herself will terminate the romance.

Q: Can the Brimstone +1 be upgraded?
A: Yes, at Cromwell's. Requires a demon heart and 5,000 gold.

Q: Are there any new items?
A: There are over a dozen usable items included with this mod. Two can be upgraded and three are Sirene-exclusive.

Q: New areas?
A: Three in SoA, one in ToB. Each one has a specific encounter you can deal with, but only the first is mandatory.

Q: New spells?
A: Several. Some are mutually exclusive, owing to a certain choice Sirene must make.

Q: Does Sirene have conflicts with any other party members?
A: Sirene will not, under any circumstances, be in a party with Dorn or Hexxat.

Q: Which party members are good ideas to take with Sirene?
A: Sirene is written to fit in well with good-aligned parties, but she has plenty of dialogue with most party members. She has at least four banters with Keldorn, Anomen, Mazzy, Imoen, Jaheira, Valygar, Viconia and Yoshimo, so any of the above are good choices. She has the least to say with Jan and Korgan. Additionally, keeping Sirene and Valygar in the party for long enough may result in a tiny bonus...

FAQ - spoilers

Q: I'm romancing Sirene, and she's not talking to me. Help!
A: A few of Sirene's lovetalks require certain conditions to trigger:
LT4: Triggers when PC is wounded (less than 75% hit points)
LT10: Triggers when party is in a city
LT11: Triggers when party is in Umar Hills
LT14: Triggers when party rests at an inn

Q: Are there any lasting consequences for the Ilmatari encounter?
A: Depending on how you resolve the situation a certain number of points add to or subtract from a hidden 'faith' counter, which can potentially affect the conclusion of her final encounter. The amount of points gained or lost are as follows:
- Sirene executes Revered Brother Daeron: -1 faith point
- Party kills all Ilmatari (requires 17+ CHA, -2 reputation penalty): -4 faith points
- Convince Sirene to let them go (requires 15+ CHA): -2 faith points
- Convince Ilmatari to turn themselves in (requires 15+ WIS or CHA): +3 faith points

There is also a following dialogue, in which the following dialogue options will affect her faith:
"Perhaps Ilmater pitied him." = +1 faith point
"You can't doubt your god, Sirene." = +2 faith points
"Gods act in strange ways..." = +1 faith point
"Maybe you're right." = -1 faith point
"You don't need Ilmater..." = -2 faith points
"Think on it..." = no change

Q: What does the 'faith' counter affect?
A: Depending on whether Sirene's faith is positive or negative, she will either be more inclined to spare or kill her brother respectively in her final encounter. With persuasion, or if she is romanced, the Bhaalspawn may convince her to make the opposite decision, however, if her faith leans heavily (6+) in either direction, she will make her decision immediately without giving you a chance to persuade her. Bear in mind it is harder to convince Sirene to fall than to do the opposite.

Q: and his demons are handing me my ass! What gives?
A: This was intended to be a very difficult battle. It's entirely optional and you don't have to go for the encounter if you really can't beat it, but there are a lot of goodies if you succeed. Some tips and useful information that might help:
- The boss leads with a cheap shot before the fight begins by poisoning your whole party. The spell is essentially a max power Poison spell that also lowers Constitution by 4 if your party members fail the save. Poison immunity and saving throw bonuses will save you from losing the fight before it begins.
- A random demon (glabrezu, balor or death knight) will spawn from the rift every five rounds so long as the fight continues, so it's in your best interest to end the fight as quickly as possible before you are overwhelmed by sheer numbers. To abuse this advantage, the boss will cast Time Stop a lot not only to obliterate you with magic, but also to stall for more demons to spawn.
- Figure out what your highest priority should be. Defeating the boss will end the battle immediately, but allowing the demons to maul you for free in the meantime may not be the best idea. However, due to the demon-spawning rift, stalling will only get you killed unless you can wipe out the existing demons quickly.
- The boss will use a 'sequencer' when he reaches Near Death for the first time, which instantly casts Heal, Stoneskin and Mislead on himself, so avoid blowing everything on round one.
- Summons are very helpful in this fight, despite their tendency to get gibbed. Any means of distracting the demons while you wear down the boss will ultimately make your life easier.
- If the rift is giving you trouble, try fighting away from it. It won't stop the demons from spawning, but at least they won't chase after you.
- To avoid breaking continuity Sirene is scripted to auto-resurrect once the boss is defeated if she dies.
- If Sirene has proficiency points in bastard swords, or if any other Lawful Good party member does, there is a weapon in the area which may be effective in this battle.
- Protection from Evil is a lifesaver.

Q: I romanced Sirene and she committed suicide to prevent Bodhi from turning her. Bringing her to the Temple Ruins doesn't restore her. Help!
A: Read the item description for her body.
A2: Go to the Temple of Ilmater and let the rest take care of itself.

Q: I killed and Sirene turned Chaotic Good. Will she be able to regain her paladinhood?
A: Nope. She chose her path and she's going to have to stick with it. Bear in mind this is not meant to be a 'wrong' decision by any means and there are rewards exclusive to this path.

Q: Okay... does she at least get compensation for losing her paladin abilities?
A: Yes. After one in-game day, she'll inform you that since she's no longer bound by her oaths, she will regain use of her tiefling innate powers: Burning Hands, Blur and Blindness (with a chance for berserk). She'll gain more uses of these abilities as she levels up. There are also a couple of unique items on 's body that you can only claim upon his death, one of which is extremely powerful and Sirene-exclusive. Oh, by the way, if she stayed Lawful Good after the encounter, she'll get one new innate power instead.

Q: Can the Celestial Fire sword be upgraded?
A: Yes, in ToB.

Q: Can you be more specific?
A: The Celestial Fire can be upgraded for 15,000 gp and the Eye of the Celestial (found in Watcher's Keep).

Known Issues

The Sacrifice and Martyrdom abilities can be selfcast. Don't do it for obvious reasons.

Change Log

v1.3.1
- Fixed missing crossmod

v1.3
- Renamed most files for EET-compatibility

v1.2
- Fixed alignment-related dialogue bugs in ToB
- Fixed repeating dialogue bug with ISNF

v1.1
- Fixed romantic epilogues for a female PC

v1
- Initial full release
- Added two new event-based talks in ToB

v0.4 (BETA)
- Fixed attempts at flirting in Hell

v0.3 (BETA)
- Fixed broken Bodhi-abduction sequence

v0.2 (BETA)
- Fixed 'no valid response' for flirts (hopefully)

v0.1 (BETA)
- initial release of mod for playtesting

Download version v1.3.1

image

Feedback / Input for my new Item mod for SOD

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This is an extension of my BGEE Item replacement mod, but for this thread I will want to focus solely on feedback and input for the new items I created, such as the lores, the stats if they are suitable for BGEE / SOD.

[SOD] Royal Guardian +2



[SOD] Gauntlet of Extraordinary Specialization



[BGEE] Cloak of Dampening



[BGEE] The Stone Breaker





Note: Parenthesis denote the location for the availability of items

Mod Help (All Things Mazzy 1.003)- Errors in my files, but can't figure out what I'm doing wrong.

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Ok My folder is named AllThingsMazzy. In it is my tp2 file: setup-AllThingsMazzy.tp2
Also 3 folders: dialogues, scripts, translations
Inside dialogues is: _bmainsa.d and _bmakosa.d
Inside scripts is: korgand.baf
Inside translations is a folder named english and inside that is _bmainsa.tra and _bmakosa.tra

_bmainsa.d and _bmainsa.tra work so I'm not bothering to post them. I don't really know what I'm doing with some of these files, I just read various guides and copied other mods as best I could, but I can't get the other files to work. They won't even show up correctly in Near Infinity after I install them (the installation works at least now).

The goal for the thing that is not working is we click "rest" at an inn and Korgan starts dialogue. It attempts to create and use a dream script file (korgand) as talked about here.

setup-AllThingsMazzy.tp2 looks like this:

BACKUP ~AllThingsMazzy/backup~

AUTHOR ~BCaesar at caesarbran@gmx.com and BrianaC (Ratatoskr) ~

VERSION ~Version1.003~

AUTO_TRA ~AllThingsMazzy/translations/%s~

LANGUAGE ~english~
~english~
~AllThingsMazzy/translations/english/_bmainsa.tra~
~AllThingsMazzy/translations/english/_bmakosa.tra~


BEGIN ~All Things Mazzy~

// Adds CD_STATE_NOTVALID state
APPEND ~STATE.IDS~ ~0x80101FEF CD_STATE_NOTVALID~
UNLESS ~CD_STATE_NOTVALID~

COMPILE ~AllThingsMazzy/dialogues/_bmainsa.d~
COMPILE ~AllThingsMazzy/dialogues/_bmakosa.d~
COMPILE ~AllThingsMazzy/scripts/korgand.baf~
korgand.baf looks like this (it's adding Korgan's dream script as mentioned here)

IF
InParty("Myself")
InParty("Mazzy")
!StateCheck("Mazzy",CD_STATE_NOTVALID)
!StateCheck("Myself",CD_STATE_NOTVALID)
Global("_BKTRM","GLOBAL",0)
OR(11)
AreaCheck("AR0021") // City Gates - Crooked Crane 1st floor
AreaCheck("AR0313") // Docks - Sea's Bounty 1st floor
AreaCheck("AR0406") // Slums - Copper Coronet
AreaCheck("AR0509") // Bridge - Five Flagons 1st floor
AreaCheck("AR0513") // Bridge - Calbor's Inn 1st floor
AreaCheck("AR0522") // Bridge - Five Flagons 1st floor (stronghold)
AreaCheck("AR0704") // Waukeen's Promenade - Mithrest Inn
AreaCheck("AR0709") // Waukeen's Promenade - Den of the Seven Vales
AreaCheck("AR1105") // Umar Hills - Imnesvale Inn
AreaCheck("AR1602") // Brynnlaw - Brynnlaw Inn
AreaCheck("AR2010") // Trademeet - Vytori's Pub
THEN
RESPONSE #100
SetGlobal ("_BKTRM","GLOBAL",1)
MoveToObject(Player1)
Dialogue(Player1)
END
_bmakosa.d looks like this:

BEGIN _bmakosa.d

APPEND KORGANJ
IF ~Global ("_BKTRM","GLOBAL",1) InParty("Mazzy") InParty("Korgan")~ THEN BEGIN _BKTRM0
SAY @0 /*Ye all go to sleep. I need a drink. I haven't been this parched since I was stranded in the Plains of Purple Dust fer three long weeks. I ever tell ye about that, lass? I had naught but me axe and a talking skull fer company. Now the skull...*/
IF ~~ THEN EXTERN MAZZYJ _BKTRM1
END
END

APPEND MAZZYJ
IF ~~ THEN BEGIN _BKTRM1
SAY @1 /*I do not want to hear your story, Korgan. I'm sure it is bloody and ultimately pointless so keep it to yourself. I am going to see the innkeeper about a bath.*/
IF ~~ THEN EXTERN PLAYER1 _BKTRM2
END
END

APPEND PLAYER1
IF ~~ THEN BEGIN _BKTRM2
SAY @2 /* You go into your room and are just falling asleep when you hear Korgan's berserker battle cry echo through the inn. */
IF ~~ THEN EXTERN KORGANJ _BKTRM3
END
END

APPEND KORGANJ
IF ~~ THEN BEGIN _BKTRM3
SAY @3 /*RAAAAAAGH!!*/
IF ~~ THEN EXIT
END
END
And lastly _bmakosa.tra looks like this:

@0 /*Korgan*/ = ~Ye all go to sleep. I need a drink. I haven't been this parched since I was stranded in the Plains of Purple Dust fer three long weeks. I ever tell ye about that, lass? I had naught but me axe and a talking skull fer company. Now the skull...~
@1 /*Mazzy*/ = ~I do not want to hear your story, Korgan. I'm sure it is bloody and ultimately pointless so keep it to yourself. I am going to see the innkeeper about a bath.~
@2 /*Narrator*/ = ~(You go into your room and are just falling asleep when you hear Korgan's berserker battle cry echo through the inn.)~
@3 /*Korgan*/ = ~RAAAAAAGH!!~
Any help would be appreciated. I also zipped and attached the files to this thread if you prefer to look at them directly. Also if you could tell me what I'm doing wrong rather than just editing it for me that would be great since I'm trying to figure this stuff out and I have lots of more coding to do (most of it is easier than what I'm attempting here, I just started with this because the writing is actually done and edited to basic satisfaction on this one).

EE Keeper, Updated to v1.0.3

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

FAQ Quick Links


Download


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

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

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


Previous versions of EE Keeper can be found on SourceForge.

Download (ZIP)

Sorcerers.net mirror (ZIP)

Download (EXE Installer)

Mac Wineskin Wrapper - Current Version: v1.0.3.4

Modification Disclaimer


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

Compatibility


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

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

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

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

Credits


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

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

-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

[KIT] Way Of The Fist 1.3 ~Testers Requiered~

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[Introduction]
This mod introduce a new kit under the monk class.
I always loved the monk class and plaid it in Baldur's gate and Never Winter Nights, but it wasn't the class i always dreamed of.
I always wanted to play as a martial artist, something close to those found in wuxia/xian xia stories (if you are into those kind of stories, please do yourself a favor and read "The Breaker" manhwa).

6 months ago i sat down and created the first version of the mod, and what will eventually become Way Of The Fist kit.
The first version was nice and had lot's of passive abilities that gave it an edge RP wise, but it had the same flaws of any other melee kit in the game, it was somewhat dull and boring.
What made it even more boring, was the fact that i couldn't use any magical items.
So i sat once more and rewrote the old kit in a way that made it much more engaging for me to play with.
Today i am sharing this kit with you, with the hope of making someone smile, and getting some feedback's and maybe some new ideas.

The new version is much more engaging:
1. you can use any ability without any pauses.
2. It introduces a new game mechanic called Ki Pool which fuels your abilities, whenever you use an ability it subtracts number of ki points from that pool.
for example, casting Quivering Palm will subtract 5 ki points.
one need to be cautious though, using an ability which requires 3 ki points while having only 1 ki point will drain the user life force to fuel the ability, 1 ki point equals to 15HP.
3. It introduces new abilities and passives.

[Kit description]
Martial practitioners of the Way of the Fist are the ultimate masters of unarmed martial arts combat.
As their close brethren the monks they also make careful study of a magical energy called Ki.

Ki is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies.
Students of the Way of the Fist harness this power within themselves to create magical effects, and exceed their bodies physical capabilities.
some of their special attacks can hinder the flow of ki in their opponents, or even outright kill them in one hit.
Using this energy, Way of the Fist practitioners channel uncanny speed and strength into their unarmed strikes.

As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.
Because of their rigorous unarmed and Ki trainings, they don't have the time to get higher than proficient in their weapon of choice, after all their bodies are their greatest weapon.
There's another reason why they shy away from weapons, their internal Ki is enhanced in a way that causes it to negate magic, which means that students of the way of the fist cannot use any and all magical items.

Way of the Fist practitioners can be of any alignment, they are encouraged to find their own way in the world,
and at the age of 16 they no longer allowed to train with their masters, and encouraged to go outside and wander the world,
hopefully to learn about themselves and find an expression to their talent, may it be neutral, lawful or chaotic.

Ki Mastery:
Practitioners of Way of the Fist use Ki to fuel their abilities.
one need to be cautious though, using an ability which requires 3 ki points while having only 1 ki point will drain the user life force to fuel the ability, 1 ki point equals to 15HP.
Starting with 4 Ki points at level 1, they gain another 2 Ki points for every 5 levels of experience.
For every 10 levels of experience they get another 2 points as a bonus.

Ki pool by level:
1-4: 4
5-9: 6
10-14: 10
15-19: 12
20-24: 16
25-29: 18
30-34: 22
35-39: 24
40-44: 28
45-49: 30
50: 34

- Practitioners of Way of the Fist need to go to great lengths to understand the element of magic called Ki, this makes them wiser,
they are also healthier because they know how to use Ki to enhance themselves in many ways. They gain +1 to WIS,CON. Additional bonuses are gained every 5 levels.
- May activate any ability at will with no pause in between
- Starts with 20% base magic resistance. gains 2% magic resist for every level.
- Gains disrupt magic passive ability at first level, Every successful melee hit lowers the chance by 25% to successfully cast spells for 5 rounds.
- Starts with 2 attacks per round. An additional 1/2 attack is gained every 3 levels, up to 5 attacks at level 18.
- Starts with an Armour Class of 7 at 1st level and gains an additional +1 bonus every 2 levels until level 18, then it changes to +1 bonus every 3 levels till level 50.
- Ki Repel: Receives a +2 bonus to saving throws vs Spell and Polymorph.
- Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels.
- Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels.
- May use Stunning Blow ability at the cost of 1 Ki point.
- Gains 40 thief points at level 1 and another 15 every level of experience.
- Can detect illusions, find traps, move silently and hide in shadows.
- May use Enhance Self ability at the cost of 1 Ki point.

STUNNING BLOW: All successful attacks within the next round force the victim to save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done.

ENHENCE SELF: The practitioner uses Ki to enhance his speed and physical power, gains +1 STR,DEX every 5 levels.

- 3rd level: May use Image Distortion ability at the cost of 1 Ki point. The practitioners can blur themselves, by doing so they gain bonus to ac and saving throws.

IMAGE DISTORTION: Expanding their Ki Way of the Fist practitioners can distort their image by causing their outline form to become blurred, shifting and wavering.

- 4th level: May use Searing Fists ability at the cost of 1 Ki point.

SEARING FISTS: The practitioners channels their Ki into their fists, turning their fists into flaming weapons that deal an additional 1d6 (1d12 from level 10, 1d18 from level 15) fire damage per hit for the next 2 rounds. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.

- 5th level: unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves by 1 every 5 levels.

Fists Progression:
1. level 1-4: Regular Fists
2. level 5-14: Iron Fists
3. level 15-24: Steel Fists
4. level 25-39: Diamond Fists
5. level 40-50: Adamantine Fists

- Damage dealt by unarmed attacks increases with level as follows:
1. Level 1-2: 1d6
2. Level 3-5: 1d8
3. Level 6-8: 1d10
4. Level 9-14: 1d12
5. Level 15+: 1d20

- 5th level: Purity of Body, The practitioners gains control over their body immune system and are now unaffected by all natural diseases, and cannot be slowed or hasted.
- 6th level: Diamond Body, through enhanced Ki circulation the practitioners enhances all of their resistances, gains 20% resistance to fire,cold,lightning,acid,crushing,piercing,slashing, and missile attacks.
- 7th level: May use Enhanced Regeneration ability at the cost of 3 Ki points.

ENHENCED REGENERATION: Way of the Fist practitioners are able to focus ki-energies in their bodies to heal themselves. Their base regeneration rate will be increased by 6 HP/round.
Their regeneration enhanced by 2 at level 15,20,25.

- 8th level: Flurry of Blows, Gains a -1 bonus to Speed Factor.
- 9th level: Still Mind, through training and meditation the practitioner is no longer affected by mind-affecting attacks, and becomes immune to Charm,Domination, and Fear.
- 10th level: Sixth Sense, gains 10% to score a critical hit, and gains +1 to luck, this bonus improves by 1 at level 20.
- 11th level: Enhanced Purity of Body, the practitioners have firm control over their metabolism and are now immune to poison.
- 11th level: May cast Mirror Clones at the cost of 2 Ki points.

MIRROR CLONES: Through projection of Ki the practitioners can create 5 to 8 clones of themselves, the clones mirror their creator actions.
Because those clones are created from the user Ki it is impossible for opponents to be certain which is the real one.

- 12th level: Flurry of Blows, Gains another -1 bonus to Speed Factor.

- 13th level: May use the Quivering Palm ability at the cost of 5 Ki points.

QUIVERING PALM: The next successful attack forces the opponent to save vs. Death or die. This special ability automatically modifies normal attacks; no targeting needs to be done.
For every 5 levels of experience effected creatures get -1 penalty to their saving throws, to a max of -6 penalty at level 43.

- 15th level: May use Ki Coat ability at the cost of 3 Ki points.

KI COAT: The practitioners surround themselves with invisible ki force which stops part of the damage inflicted on the themselves, and enhances their saving throws.
Gains -3 to all saving throws and enhances resistance to fire,cold,lightning,acid,crushing,piercing,slashing,missile attacks by 15%,
further improves saving throws by -1 and resistances by 5% for every 5 levels of experience.

- 20th level: Perfect Self, Becomes immune to non-magical weapons.
- 20th level: May use Seismic Step at the cost of 6 Ki points.

SEISMIC STEP: The practitioner focus great amount of Ki in his foot and then stomps the ground, releasing the focused Ki in a manner that causes a local earth quake.
All creatures in the area of effect takes 8d10 crushing damage, and fall to the ground for 3 rounds. a successful saving throw vs breath weapon with a -2 penalty halves the damage and negate the effect.
Every 5 levels damage improves by 2d10, and saving throw penalty by -1.

- 24th level: Self Domain, the practitioners gain control over their own existence in the universe, resisting time effects over their body they no longer grows older,
and can't be effected by any time altering magic, gains 100% resistance to time stop.

- Hit Die: d8

Disadvantages:
- May not wear any armour.
- May only use weapons available to the Thief class (except two-handed).
- Can't use ANY Magical item, may it be potions or weapons because of innate Magic Resistance and because of the effect of Ki repel.
- No HLA's.
- Needs to rest between level ups to get the next abilities.


[Compatibility]
The mod should work with BG2:EE and BG1:EE.

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

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

[Install order]
The core component should be installed before any mod that tweak the game.
The Magical Items Restriction should be installed AFTER any mod that adds new items to the game!

[Download]
http://www.shsforums.net/files/file/1157-way-of-the-fist/

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

[Version History]
Version 1.3 - 05/12/2016
* Core - fixed remove abilities on level 3 and 4. On level up gained abilities should be removed until rest.
* README - Added information about install order.

Version 1.2 - 30/11/2016
* Core - BG:EE - Added MFIST8 and MFIST4
* Core - Fists are named instead of setting string references
* Items Restrictions - Checking that item type is not hand to hand
* Fixed allowed weapon proficiency

Version 1.1 - 28/11/2016:
* Fixed some typos in kit description
* Fixed Ki Coat description

Version 1.0 - 27/11/2016:
* First public release

[Mod] An "Unseeing Eye" Quest Bug fix

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I ran across this bug recently: I have a multiple stronghold mod. When I went to the Temple area for the first time, Gaal did his rousing speech as per usual but no priest came to talk to me. My character's alignment is good so I was expecting the Lathander representative to approach me but he was nowhere to be found. I tried looking for the default Helm representative but he was nowhere to be seen either. So then I went on Google and began a quest for this bug fix.

I tried to CreateCreature for the various priests but they were unresponsive. CreateCreature was a little problematic also, because I wasn't sure what the names for all the priests were. I also tried to use the EE Keeper with marginal success.

I finally ran across a post in a PocketPlane forum that was the exact fix I needed. It uses the CLUAConsole CreateCreature but with a little twist: you must add a "bh" in front of their creature title.

High Mornmaster Arval - "bharval" for good characters
High Watcher Oisig - "bhoisig" for neutral characters (or default with no mods and you're not a priest of Helm)
Stormherald Nallabir - "bhnalla" for evil characters

So I am posting this in case anyone else might need it.

Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2!

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NOTE: Original release documentation can be found inside of the ascension folder of the release archive.

FORWARD & THANK YOU:
By JediMindTrix on 5/20/2016

Been way to long since I've updated this mod. That is all.
Back to work ;)

All of JediMindTrix's work is dedicated to Charles Hein, beloved cousin and best friend, and Michael Taylor, close friend.

ABOUT THIS BETA
I want to stress that this is a BETA, not a final release. Just because everything installs without an error does not mean everything is working as intended. This is where the community comes in: I do not have time for a lot of beta-testing (long workweeks!) myself, so I am counting on everyone to report everything they find from simple typo's or grammatical errors in dialogue to enormous Fallout-Sized termite infestations (hopefully I sprayed all of these!)

CHANGELOG/CREDITS
I felt it easiest to describe who did what and also display what's changed by using this method (changelog from previous version can be found inside of release archive).

6/8/2016 (Edvin/Aedan)
- Italian translation for Shawne's EE Epilogue's by Aedan
- Czech translation (Ascension rewritten, also Shawne's components translated) by Edvin

5/23/2016 (WhiteAgnus/JediMindTrix)
- Installer woes should now be fixed.
- Installer should also now properly apply the correct version of the description for Sarevok's Sword of Chaos to EE/BioGate (English and Italian ONLY).
- EDIT: Forgot to note that Restored Bhaalspawn Powers should now check to see if the version included in PPG's Unfinished Business is installed already (I believe they are functionally identical, even if written separately.)

5/20/2016 (All @Aedan)
- Italian translation updated!
- American translation typo and grammar fixes!
- Sarevok's sword description updated to EE standards. CURRENTLY EE version only, backwards compatibility to BioGate incoming.

4/8/2016 (All @WhiteAgnus)
- Killing Balthazar will no longer prevent you from being able to access the Throne of Bhaal.
- The final fight will now progress correctly after the Five are dead.
- Alternate portraits fix.

1/20/2016
- Yaga-Shura will no longer be immobile. At any point in the battle (it is a Tougher component, afterall).

1/15/2016
- Balthazar's Adherants (unique Monks) should now properly spawn when entering his monestary for the final time. -JediMindTrix

PACKAGE
- Fixed patching errors on spell abilities -JediMindTrix
- Reorganized several files, corrected typo's -WhiteAgnus, JediMindTrix
- Fixed Translation Encoding -WhiteAgnus
- Detectable Spells and HANDLE_CHARSETS moved into components that utilize them -WhiteAgnus
EDIT: This had the side effect of depreciating the initialization component, restoring BWP compatibility and the original install order. :)
- All epilogue's no longer install by overwriting -WhiteAgnus

ASCENSION - MAIN COMPONENT
- Fixed gamebreaking bug where bridges to the pools were not spawning in endgame. This was accomplished through a restructuring and rewriting of code. UNTESTED with BODHI. -JediMindTrix
- Pool fix implemented -WhiteAgnus
- melis02.spl updated to DS v3 -WhiteAgnus
- Fixed minor script errors -WhiteAgnus

TOUGHER DEMOGORGON
- Fixed Demogorgon's A.I. script, mismatched variables were causing him to stand still after timestop -JediMindTrix
- Changed Summon the Infernal Host to Summon the Abyssal Host to be lore accurate -JediMindTrix

RESTORED BHAALSPAWN POWERS
- Dark Taint converted to patching, big credit to Gwendolyne for generously allowing use of their code :) -JediMindTrix, mainly Gwendolyne

NEW COMPONENTS
-Shawne's Revised Epilogue's -shawne
-Shawne's Revised Epilogue's - EE NPC's -shawne
-Original Ascension Epilogue's -WhiteAgnus
-ANYONE EA.IDS hotfix for mod compatibility -WhiteAgnus

BETA-TESTER REQUESTS
- Dark Taint's bonus damage needs to be tested to see if it applies to enemies properly.
- Evil Bhaalspawn DR requires testing, especially to see if it properly stacks with barbarian and hardiness resistances.
- The final Ascension battle requires thorough testing. The Bridge Bug fix is untested with Bodhi fighting by the Bhaalspawn's side.
- Ascension NPC epilogue's require testing.

Feel free to post bugs to this thread, or by private message!

WHAT DOES THE FUTURE HOLD?
1) Custom BAMs for Unique Bhaalspawn Powers
2) Original Ascension .bcs script fixes
3) Improved mod compatibility
4) Custom "Pools" conversation for Bodhi in the Final Battle
5) An alternate, revised Tougher Demogorgon Battle is on my drawing board
6) Fully assured compatibility with "Biogate"

DOWNLOAD
Direct Download Link, 7z Archival Format

INSTALLATION INSTRUCTIONS
https://forums.beamdog.com/discussion/comment/698724/#Comment_698724

Have fun everyone!

Cheers,

-JediMindTrix

What's the deal with Kagain's multiple dialogues?

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He's got KAGAIN.DLG, KAGAIJ.DLG, KAGAIP.DLG and KAGAIZ.dlg (with just one state). Now, I thought that everything but the first one are some special-case one-time dialogue files run from StartDialogue instead of Dialogue, or perhaps the NoSet versions. But, it seems, his dialogue does get set, because the Kagain in my current party, when looked at in the editor, has the KAGAIJ.DLG. This may explain why the EXTERN command I've put out to ~KAGAIN~ from another NPC's conversation fails, but what can I do about this? Sure, I can update all of his dialogues with the custom extra states, but I still have to put a specific dialogue file in those tildas for the EXTERN, and I have no way of knowing which one players' current Kagain will have.

[Question] How to change dialogbox background image and fonts colors?

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I am already finished my cosmetic GUI mod for BG2EE v2+, but I cannot change the last thing - the dialogbox image background and font colors of that box. In the previous version, I changed GUWBTP.MOS or something like that, - and its worked fine. But now I have checked UI.menu fields near 11730, and found no references on any MOS :( .
So how I can change that stuff?

Thanx for the answers.
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