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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

[MOD] Duskblade Kit v1.1 (For BG1 EE and BG2 EE)

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THE DUSKBLADE

Ladies and Gentlemen! :)
Here I am, proudly presenting you the mighty Duskblade kit for BG2:EE!
This kit has its own innate-based spellbook with unique arcane channelled touch spells!

Enjoy!

Description


"My blade and my magic are one and the same."

The Duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess.
A student of arcane spellcasting techniques, the Duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millenia the secrets of the Duskblade have been disseminated to the other races, and today members of any race can become a Duskblade.

Disadvantages:
- May only specialise 2 stars in weapons
- Can't dualclass
- Can't use bows and missile weapons
- Can't wear armor heavier than splint mail
- Max Constitution 15
- Min Intellect 14
- No Greater Whirlwind
- -13% EXP penalty


Advantages:
- Arcane Channelling
- Can use magic while wearing armor

Arcane Channelling : At 5 lvl, all touch spells in duskblade spellbook are channelled to deliver the spell effects through your weapon with a melee attack.
If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Duskblade Spellbook:

1. Chromatic Orb, Burning Hands, Shocking Grasp (channelled), Spook, True Strike, Chill Touch (channelled)
2. Blur, Ghoul Touch (channelled), Melf's Acid Arrow, Ray of Enfeeblement, Knock
3. Fire Arrow, Vampiric Touch (channelled), Dispelling Touch, Keen Edge, Skull Trap
4. Dispel, Fire Shield, Dimension Door, Improved Invisibility, Haste

Level 1: 1 lvl spells x 1
Level 5: +1 slot 1 for 1 lvl spell, all touch spells are arcane channelled.
Level 7: +1 slot 1 for 1 lvl spell
Level 9: 2 lvl spells x 2
Level 10: +1 slot for 1 lvl spell
Level 11: +1 slot for 2 lvl spell
Level 13: 3 lvl spells x 2
Level 14: +1 slot for 2 lvl spell
Level 15: +1 slot for 3 lvl spell
Level 17: 4 lvl spells x 2
Level 18: +1 slots for 1 and 3 lvl spells
Level 19: +1 slot for 4 lvl spell

Summary:
1 lvl - 5 slots (6 slots with HLA)
2 lvl - 4 slots
3 lvl - 4 slots
4 lvl - 3 slots

A Duskblade has additional HLA's:
-Quick Cast
This ability provides -2 spell cast time for your next spell.

-Extra 1 Level Spell



Duskblade Spellbook
DUSKBLADE SPELLBOOK

All touch spells are automatically arcane channelled.
Only one of those spells can be activated at the moment, and recasts of same spells before expiration will overwrite effects of previous spells.
So for example if you cast Chill Touch, and recast it after 5 rounds, then this spell will last another turn.

LEVEL 1

Chill Touch (Arcane Channelled)
School: Necromancy
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a blue glow encompasses his weapon.
This energy attacks the life force of any living creature upon which the duskblade makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-8 points of damage and receive a -2 penalty to its THAC0.

Burning Hands
School: Alteration
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from duskblade fingertips.
The duskblade's hands must be held so as to send forth a fanlike sheet of flames: duskblade thumbs must touch each other and the fingers must be spread.
The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the duskblade.
Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage.
Those successfully saving vs. Spell receive half damage.


Chromatic Orb
School: Evocation
Range: 30 yards
Duration: special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Special

This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target.

The effect the orb has upon the target varies with the level of the mage who casts the spell. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. spells at +6. At first-level, the sphere inflicts 1-4 damage and blinds the target for one round. At second-level, the sphere inflicts 1-4 damage and inflicts pain upon the victim.

At third-level, the sphere deals 1-6 damage and burns the victim. At fourth-level, the sphere deals 1-6 damage and blinds the target for 1 turn. At fifth-level, the sphere deals 1-8 damage and stuns the target for 3 rounds.
At sixth-level, the sphere deals 1-8 damage and causes weakness in the victim. At seventh level, the sphere deals 1-10 damage and paralyzes the victim for 2 turns. At 10th level, the sphere causes 1-12 acid damage and turns the victim to stone. At 12th level, the sphere will inflict 2-16 points of acid damage and instantly kill the victim.

NOTE: The victim saves vs spells at +6 against all the effects and gets
no save against the damage.


Shocking Grasp (Arcane Chanelled)
School: Alteration
Range: Touch
Duration: 1 round/level
Casting Time: 1
Area of Effect: Touched creature
Saving Throw: None

A bright yellow glow encompasses duskblade's weapon, and when he hits a creature with it, an electrical charge will deal 1d8 damage + 1 per level of the caster to the creature. The duskblade only has one charge, and once an opponent has been touched the spell's energies have been used. If he misses, then the spell is wasted. The caster has 1 round per level in order to touch the target creature.


Spook
School: Illusion/Phantasm
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

A spook spell enables the duskblade to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner.
If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the duskblade as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two experience levels of the caster, to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does.

In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.


True Strike
School: Divination
Range: Personal
Duration: 1 round
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

Upon the casting of this spell, the caster will gain temporary, intuitive insight into the immediate future. Any attack roll made before the end of the next round gains a +10 perception bonus.


LEVEL 2


Ghoul Touch (Arcane Channelled)
School: Necromancy
Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, his weapon will glow a red color.
If the duskblade makes a successful melee attack against a creature, that creature is paralyzed by the negative energy. Enemy creature must make a saving throw vs. spell or be paralyzed for 5 rounds.

Knock
School: Alteration
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None

The knock spell opens locked, held or duskblade-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments.

Ray of Enfeeblement
School: Enchantment/Charm
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

By means of a Ray of Enfeeblement, a duskblade weakens an opponent, reducing its Strength and thereby the attacks that rely upon it.

The victim is reduced to a strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 strength such as attack and damage penalties as well as lower weight allowance.

Melf's Acid Arrow
School: Conjuration
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special

By means of this spell, the duskblade creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage. (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc.

LEVEL 3

Keen Edge
School: Transmutation
Range: Visual range of caster
Duration: 10 turns
Casting Time: 3
Area of Effect: Creature
Saving Throw: None

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 18-20, and a threat range of 19-20 becomes 17-20.
Multiple spells don't stack.


Flame Arrow
School: Conjuration/Summoning
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.

Skull Trap
School: Necromancy
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2

Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens the skull is triggered and explodes, damaging everyone within a 30 foot radius. The damage inflicted is equal to 1d6 hit points per level of the caster, or half with a successful save vs. spell. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.

Vampiric Touch (Arcane Channelled)
School: Necromancy
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None

If you succesfully hit target with weapon, victim loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th level caster.
These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.

Note: This spell may not be cast multiple times to radically increase the caster's hit-points. The caster must wait for the first vampiric touch spell to run its course before casting another.

Dispelling Touch (Arcane Channelled)
School:Abjuration
Range: Touch
Duration: 1 round
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None

Your succesful hit with the weapon causes one spell to rip free of its source and dissipate into nothingness.
You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect.
The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

LEVEL 4

Haste
School: Alteration
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 40-foot cube centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level. This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a slow spell.


Dispel Magic
School:Abjuration
Sphere: Protection
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special

A dispel magic removes magical effects upon anyone within the area.
This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted

magical items or spell protections such as Spell Turning, and Spell Deflection.
The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.
However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.
Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.


Fireshield (Red)
School: Evocation, Alteration
Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None

The red fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% fire resistance, but also protects the caster from attacks made within a 5' radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8 +2 fire damage.


Improved Invisibility
School: Illusion/Phantasm
Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.


Mirrors for download:

BG1 EE version: http://yadi.sk/d/4yd8nbEwHRG9h
BG2 EE version: http://yadi.sk/d/dwr-WA9gHRGE4

[MOD]Monk Overhaul

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This started as a small mod to increase the progression of the Monk Fist's magical enchantment but during the course of my googling I found Kish's Oversight mod that included unique High Level Abilities for the Monk, so I thought I would throw them all together (with Kish's permission) ready to be used in the Enhanced Editions.

The Details:
Monk Overhaul

Monk High Level Abilites by Kish
This component was created by Kish for the Oversight mod (http://www.gibberlings3.net/oversight/) and ever-so-slightly modified by me for BG2EE compatability.

"In unmodded Throne of Bhaal, monks have access to the same pool of High Level Abilities as fighters. This seems lame. This component will give monks their own set of High Level Abilities instead, most of which should be quite familiar to anyone who has played through Throne of Bhaal before.

Shadowless Kick
This kick throws the target back, knocks the target unconscious, and deals 4d8 points of damage.

Tiger Strike
A more powerful form of Shadowless Kick, this power ensures every blow for the next round is a critical hit. In addition, every blow for the next two rounds throws the target back and knocks the target unconscious.
Prerequisite: Shadowless Kick.

Dragon Fist
With a blow, the monk strips away the magical protections of the target.

Faster Than The Eye
By concentrating briefly on another area within 4000 feet, the monk can instantly transport herself there.
Prerequisite: Feet of the Wind.

Flip Resistances
The monk's magic resistance converts into physical damage resistance for a number of rounds equal to twice the monk's level. The monk also becomes immune to backstab for the same duration.

Solar Stance
Solar Stance renders nearby enemies more vulnerable, reducing the saving throws of any within 60 feet of the monk by 4. It creates a cloud of glittering golden particles that fill the air for twenty feet around the monk, revealing invisible creatures. All enemies in the cloud must roll a successful saving throw vs. spell or be blinded (-4 to attack rolls, saving throws, and Armor Class) until the dust fades, after 4 rounds. Also, a blast of fire emanates from the monk, scorching and throwing back everyone in a 30-foot radius, though the stance protects the monk from the flames.
Prerequisite: Tiger Strike.

Lunar Stance
A monk who strikes this stance gains a +5 bonus to Saving Throws vs. Death, a + 2 bonus to luck, and becomes immune to Slay, Imprisonment, Petrification, Level Drain, Disintegrate, and Time Stop. The duration of this power is four rounds.
Prerequisite: Solar Stance.

Shadow Stance
This stance causes the monk to instantly become both invisible, as per the spell Improved Invisibility, and immune to divination spells such as True Seeing. This power lasts for 23 rounds.
Prerequisite: Lunar Stance.

Feet of the Wind
Each time this ability is chosen, it greatly and permanently increases the monk's movement rate.

Second Wind
By concentrating briefly, the monk can shrug off even the worst of wounds, once per day. The effect of this power is to fully heal the monk instantly.
Prerequisite: Flip Resistances.

Stunning Blow
The monk has one more use of the Stunning Blow ability per day.

Quivering Palm
The monk has one more use of the Quivering Palm ability per day."

Monk Fist Overhaul
This component offers two choices of monk fist magical enchantment progression.

Option 1:
+1 fists at 3rd level
+2 fists at 9th level
+3 fists at 12th level
+4 fists at 15th level
+5 fists at 25th level

This option is obviously very overpowered compared to vanilla progression, I made it mainly as an option for those that want to ensure that they will be able hit anything they are likely to encounter.

Option 2:
+1 fists at 5th level
+2 fists at 10th level
+3 fists at 15th level
+4 fists at 20th level
+5 fists at 25th level

This option I feel is more balanced between faster progression and what vanilla monks get. This option requires the Enhanced Edition.


Edit: v1.1 - Small update, hadn't tested in BGEE, fixed the fist names so they work regardless of game.

Edit: v1.2 - Bugfix, stupid mistake on the early monk fists, forgot to check a box, cheers @Forliezen for the heads up

Download: https://goo.gl/Nq8gan

Dark side of the sword coast

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Is this mod available for BG EE?

[Testers Wanted] Tweaks is dead. Long live Tweaks!

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Introducing The Tweaks Anthology, Beta 1 2 3 4

edit: Now at beta 4

This mod originally started when a couple of friends--myself and Idobek--decided to combine their small tweak packs into a single mod, christened the G3 Tweak Pack and hosted at the (then brand-new) Gibberlings Three modding community. As Baldur's Gate Tutu gained in popularity, the G3 Tweak Pack was spun off into the Tutu Tweak Pack. As modding tools became more advanced and as conversion projects began to overlap the G3 and Tutu Tweak Packs were recombined and, with the permission of Wes Weimer, included the Ease-of-Use mod. This effort resulted in the BG2 Tweak Pack. Once again, demand caused several spin off mods--Andyr spun off the IWD and PsT Tweak Packs; the bigg created the IWD2 Tweak Pack; grogerson made the BG1 Tweak Pack; and DavidW integrated several tweaks into the IWD-in-BG2 combo fixpack/tweak pack. Once again, technology has caught up, and all of these individual projects are once again being discontinued individually and combined--hopefully for good this time--into a monolithic mod, the Tweaks Anthology.

In short, the Tweaks Anthology should run on any Infinity Engine game, from the original Planescape: Torment through the impending Siege of Dragonspear expansion for Baldur's Gate: Enhanced Edition. In the nearly 18 months since the release of BG2 Tweaks v16, I've been grabbing bits of time here and there to work on this, and I think we're now at a place where you can install the mod without your computer catching fire. In other words, it's time for beta testing.

I'll try to delineate my points of concerns on a per-platform basis in the next few posts; for now here are the relevant bits you want:

Download Beta 4: Windows | OS X | Linux
Readme

Beta 4 Changelog
  • Make Magic Shields Glow had two bugs preventing its installation; it would halt on games without an extended color palette (e.g. non-EE games or without 1pp) and would halt on shields without any colors set, such as IWD's Lyre of Progression
  • Unique Containers was supposed to be available for BGEE, but was omitted from the allowed platforms list for the component
  • The werewolf paws in Shapeshifter Rebalancing now get named explicitly
  • Move NPCs from Baldur's Gate will now be skipped if the SCS version of same is installed. The component will also skip NPCs already moved by similar somponents in the BG1 NPC Project, or skip the component altogether if all three have been moved already.
  • Change Experience Point Cap should now work on Siege of Dragonspear
  • Included workarounds for incomplete 25stweap.2da in Siege of Dragonspear and IWDEE for the various components that touch kits (Enforce PnP Proficiency Rules on Dual-Classed Characters and Expanded Dual-Class Options), though the next patches should take care of this. In general, the component should be more forgiving for incomplete files.
  • Remove Racial Restrictions for Single Classes and Remove Racial Restrictions for Kits will no longer allow non-human monks. Other races do not have monk animations so the engine tends to crash during character generation. Support for shamans has been added to both.
  • If Druids Use 3e Alignment Restrictions was installed after Shapeshifter Rebalancing, which is the likely install order, non-true neutral shapeshifter druids would not be able to use their symbolic paws.
  • On a suggestion from Sam., the component Stores Purchase All Item Types has been added.
  • Minimum Stats Cheat now lets you specify minimums for the six attributes individually.
  • Friendly Random Drops needed a few more fixes
    • The 'Token Genie' was undead, meaning a cleric could turn or even chunk him.
    • Items with charges should now be handled in a more robust fashion
  • The library for fixing kit.ids as part of should now be up to date for Expanded Dual-Class Options
  • The BG and IWD variants of Alter Weapon Proficiency System should now account for racial bonuses in the EE games
  • Sensible Entrance Points only modifies the Beregost entrance point for BG content on BGT games, as BGT already defines good entrances for the other areas.
  • Updated Italian translation, thanks improb@bile!
Beta 3 changelog
  • Miloch's Unique Containers mod has been added to Tweaks as a cosmetic component, including all of its original options and translations. If Add Bags of Holding is installed after it, the new bags will use the unique icons.
  • Added Use Character Colors Instead of Item Colors component
  • Added components Everyone Gets Bonus APR from Specialization (subtledoctor) and Enforce PnP Proficiency Rules on Dual-Classed Characters (subtledoctor) courtesy of subtledoctor
  • Make Magic Shields Glow will now try to read in an appropriate glow color from the palette bitmap instead of a (limited) lookup table
  • Fixed a bug with Higher HP on Level Up > NWN-Style; withdrew the Low Variance Rolls option due to the same bug
  • Fixed a math error in Change Experience Point Cap > Remove Completely that caused bards and thieves to need an extra 100,000 XP to advance from level 39 to 40
  • Fixed a bug with Send BioWare NPCs to an Inn where it wouldn't install on vanilla Baldur's Gate due to bad tra references (thanks Angel)
  • Friendly Random Drops was failing to account for two random drops in IWDEE that are different compared to IWD+UB; the fix in beta 2 caused it to not install on vanilla IWD, which is in turn fixed (thanks to Angel again)
  • The Change Avatar When Wearing Robes or Armor (Galactygon) component is being withdrawn, as One Pixel Productions has a superior solution
Beta 2 changelog
  • Fixed bug with Commoners Use Drab Colors where commoners ended up lookng like they were made of chocolate instead
  • Unique Icons was expanded to BG2 games; also fixed a bug where it was not updating helmet animations
  • After discussion, Rest Anywhere was expanded into mltiple components. The main component continues to work as the original, and Disable Non-Hostile Rest Spawns and Alter Hostile Rest Spawns have been added to give players a finer grain of control.
  • Friendly Random Drops could pull from the wrong table in IWDEE.
  • Fixed a bug with Friendly Random Drops > Choose Your Drop where it was not accounting for Orrick's reward after you bring him the Mythal book. Also fixed the bug that would cause the Kuldahar merchant to leave after the orog attack, for real this time.
  • All BAMs in the mod converted to uncompressed for better cross-platform goodness.
  • Fixed a couple of bugs where Faster Chapter 1&2 Cut-Scenes & Dreams was not quite matching and replacing verything it should and Gaelan's dialogue lacked the shortcuts it was supposed to have
  • Faster Chapter 1&2 Cut-Scenes & Dreams will skip adjusting the Irenicus-Cowled Wizard cutscene in the Promenade if the player has installed Extended Waukeen's Promenade Cutscene from Almateria's Restoration Project. Other cutscenes and dreams are still affected in this case.
  • Fixed bug with Increase Potion Stacking where it handled items with multiple charges incorrectly; thanks argent77!
  • OS X version now up to date with WeiDU v239, as the Windows version; thanks argent77 again!
Beta 1 changelog (compared to BG2 Tweaks v16):
  • New components:
    • New - Baldur's Gate Casting Graphics, Max HP at Level One, Recoverable ammunition (argent77), Recoverable throwing weapons (argent77)
    • From BG1 Tweaks - Make Magic Shields Glow (plainab/grogerson), Send BioWare NPCs to an Inn (DavidW/Zed Nocear), Portable Containers (Zed Nocear), Friendly Arm Inn Hidden Container Restoration (plainab), Move NPCs from Baldur's Gate, Bardic Reputation Adjustment, Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior, Paladins Use IWD-HoW Spell Progression Tables (grogerson), Rangers Use IWD-HoW Spell Progression Tables (grogerson), Druids Use 3e Alignment Restrictions, Loosen Item Restrictions for Multi- and Dual-class Clerics, Loosen Item Restrictions for Multi- and Dual-class Druids, Taerom Makes Additional Ankheg Armors (Icendoan/grogerson), Give Coran A Legal Dexterity Score of 19, and Make Xan a Generalist Mage (Mike1072)
    • From IWD-in-BG2 Fixpack/Tweaks - Game ends when the main character dies; NPCs respond to the main character, not to whichever character talks to them; Make Heart of Winter accessible at any level; and Restore BG2 spells and make scrolls available, and Never lose access to Orrick the Grey's trade goods
    • From IWD Tweaks - Friendly Random Drops, Restore IWD Loading Screens (icelus), and Unique Icons
  • Fixed an original game bug with Alter HP Triggers for NPC Wounded Dialogues that would affect Edwin's wounded dialogue
  • Fixed a bug with Gradual Drow Item Disintegration; items should have a chance to break upon use
  • Improved Improved Multi-Player Kick-out Dialogues further with input from BG1 Tweaks; NPCs in BG now have more places to go when kicked out
  • Gems and Potions Require Identification now uses different scales for determining lore for gems vs. potions; also capped max lore to identify at 100
  • Fixed multiple bugs with Multiple Strongholds. In the No Restrictions variant, it would fail to account for the shifted clerical stronghold alignments in BG2EE. Notably, this meant no one would spawn after Gaal's speech in the Temple district. Also fixed a bug where the druid restriction was still in place, preventing the messenger who would summon you back to the Grove. Also fixed a bug where both variants could bypass the bard stronghold XP reward from Raelis for rescuing the troupe from the Planar Prison.
  • Bonus Merchants (Baldurdash, Weimer) now places a little more nicely with other mods.
  • Streamlined and combined code from Two-Handed Bastard Swords, Two-Handed Katanas, and Two-Handed Axes. Also fixed weapon breakage issues for BGT games.
  • Change Experience Point Cap > Remove Completely should now tackle rules tables in a more robust fashion
  • The armor lookup table used by Allow Stealth and Thieving Abilities in Heavy Armor per P&P, Allow Arcane Spellcasting in Armor, and Icon Improvements has been expanded with new items and now allows for individual armor values instead of trying to broadly categorize items.
  • kit.ids is now properly patched as part of Expanded Dual-Class Options
  • Fixed a fairly large and glaring oversight with Wear Multiple Protection Items > P&P Restrictions where the items with AC bonuses could still be worn together
  • Alter Weapon Proficiency System underwent a significant revamp. Most notably, DavidW's IWD options from IWD-in-BG2 are now available, and the BG system was improved with some of the techniques from the IWD system.
  • True Grandmastery is now one option in Change Grandmastery Bonuses instead of a standalone component, as a BG2 option has been added.
  • Added two new options to Higher HP on Level Up: Average and Low Variance Rolls. Also adjusted NWN-style to be a little more accurate.
  • Expanded and renamed Increase Ammo Stack Size, Increase Jewelry and Gem Stacks, Increase Potion Stacking, and Increase Scroll Stacking to include four options: 40, 80, 120, and unlimited (999). Increase Jewelry and Gem Stacks also covers furs, pelts, and other miscellany like bandit scalps
  • Expanded Rest Anywhere to include options for disabling rest spawns.
  • Fixed a bug when adding Friendly Random Drops > Wandering Merchant that would cause the Kuldahar merchant to leave after the orog attack
  • Added more NPCs to the Improved Fate Spirit Summoning component
  • ToB-Style NPCs should now have a more robust method of finding joinable NPCs and their creature files
  • Consistent Stats: Viconia should now better adjust her spellbook to account for the gain or loss of bonus spells due to the change in wisdom
  • Fixed similar issues with Make Khalid a Fighter-Mage (Domi) and Make Montaron an Assassin (Andyr); now it checks for walking speeds on non-Tutu games, better adjusts proficiencies for the alternative schemes, and now work if installed after ToB-Style NPCs
  • Faster Chapter 1&2 Cut-Scenes & Dreams (Karzak, Blucher, aVENGER, Weimer) no longer overwrites scripts, which was causing a compatibility issue with BGT
  • Added compatibility for EET

Shadows over Soubar mod

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Does anyone know how I can get Shadows over Soubar mod to install?
I get

ERROR Installing [Shadows Over Soubar], rolling back to previous state
Will uninstall 12 files for [SETUP-SOS.TP2] component 0.
Uninstalled 12 files for [SETUP-SOS.TP2] component 0.
/bin/sh: SOS/SOS-UNINSTALL.bat: Permission denied
ERROR: Unix.Unix_error(20, "stat", "dialog.tlk")
PLEASE email the file SETUP-SOS.DEBUG to Charles Bisson, Horred The Plague (WeiDU), King Diamond (WeiDU revision)
Using Language [English]

Thanks

Where to put conditions and timers instead of baldur.bcs?

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I have a good number of triggers and timers in the mod that I'm making, with various globals set and so on. They have to do with the party as a whole, not to any particular NPC or area, and may apply at any time. I'd rather avoid putting them all in baldur.bcs, if I can. Any other option for a script that would always accompany the party and react instantly? By the way, what is baldur25.bcs?

[MOD] Bardic Wonders v0.3 (Troubadour bard kit + item pack)

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Bardic Wonders

This is what comes out of me having a bit of time to spare and messing with the game... I had this mod sitting in my file directory as a jumble of separate components for a while now and, since I had the time, I decided to combine it into an item pack + kit mod to share with everyone.

Bear in mind this mod's only marked as v0.1 because I might want to expand on it one day... I've played with the components for a while and they work quite well. Just remember that this was originally created for my own use so the balance isn't great. I'd rate the kit as being pretty stupid at high levels and the items as strong, but below Item Upgrades in strength.

Component 1 - Troubadour Kit

This component can be installed in either BG:EE or BG2:EE.

TROUBADOUR: Troubadours are musicians that specialize in lyric poetry. Their songs are often of chivalry and courtly love. In adventuring, troubadour bards are valuable due to their proficiency in healing spells, including songs of rejuvenation that protect their comrades. Women that choose the profession of the troubadour are usually known as trobaritz.

Advantages:

- May use the Bard Song "Song of Healing".

SONG OF HEALING: The troubadour's song gradually heals <PRO_HISHER> allies and provides them with resistance to any attempts to impair their movement, magical or otherwise.

1st Level: allies regenerate 1 hit point per round and are immune to slows.
9th Level: allies regenerate 2 hit points per round and are immune to all movement-impairing effects.
18th Level: allies regenerate 3 hit points per round and are immune to all mind-affecting and movement-impairing effects.

- Gains the following priest spells in their spellbook:

1st Level: Cure Light Wounds
2nd Level: Remove Paralysis
3rd Level: Cure Medium Wounds
4th Level: Cure Serious Wounds
5th Level: Cure Critical Wounds
6th Level: Mass Cure

- May cast spells while wearing armor.
- 10th Level: May use the Voice of Peace ability once per day.

VOICE OF PEACE: Chanting a soft melody, the troubadour soothes <PRO_HISHER> allies' spirits and renews their confidence, healing them for 1d6 (+1 per level) hit points. All allies affected also gain 10% physical resistance and immunity to berserk effects for 1 turn. However, allied barbarians and berserkers will find themselves unable to call upon their rage while the aura of calm is in effect.

Disadvantages:
- May not wear armor heavier than studded leather.
- May only be proficient in weapons usable by thieves.
- Only has one-half normal Lore value.
- Only has one-half Pick Pockets percentage
- May only be of Neutral Good, Chaotic Good, True Neutral or Chaotic Neutral alignment.

Regarding the Troubadour: I honestly have no idea how this kit came to be. This was an original design with no particular basis, but the intention was to make a bard that could double as a healer and support with a powerful defensive bard song.

Admittedly, the song is pretty bonkers, especially at high levels. Unfortunately this is because regeneration doesn't work well with bard songs and can only be implemented as 'heal X damage per round' so it's at a much higher rate than I'd like it. On the other hand, it's less useful in combat than expected because it's using the nerfed bard song range and its overpoweredness really depends on how much you like to hammer that Rest button.

The reason the troubadour gets to wear armor is... well, I dunno. I prefer bards to wear leather over chain mail or nothing, I guess. With the advantages/disadvantages, the troubadour has a good variety of armor but can't wear some of the best late-game options.

NEW - as suggested, an optional component to give Garrick the troubadour kit is now included.

Component 2 - Item Pack

This component can only be installed in BG2:EE. It adds a dozen new items, mostly intended for bards although a couple can also be used by other classes.

All items can be bought at Trademeet from a new merchant, Leanne the bard. She can be found in Trademeet, within the blue tent outside of the city. Location here.

Additionally, the PC can purchase one of two legendary weapons only usable by bards for a very high price. In order for her to offer these weapons, the PC must have an 'extreme' reputation (i.e. 20 or 1 reputation). If the PC is a bard, Leanne will offer the weapons at a significant discount, albeit the end cost is still pricey.

The Item Pack adds the following items to the game:
- Unseen +4 (short sword)
- Armor of the Grey Fox +3 (leather armor)
- Resonating Shield +1 (buckler)
- Harp of Tranquility (casts Eldath's Mist 1x/day)
- Haven Lute (casts Otiluke's Resilient Sphere 3x/day)
- Dancing Heels (boots)
- Silence (amulet)
- Cacophonic Voice +4 (halberd)
- Whispering Links +2 (chain mail)
- Cloak of the Wild Singer (cloak)

Leanne's two legendary weapons:
- Dirge +5 (long sword)
- Lament +5 (shortbow)

NEW - Jester's Chain for Jesters: The Jester's Chain is massively disappointing for two major reasons. One, its intended users, jesters, can't wear it very well due to it disabling casting. Two, it's pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester's chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable - the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield.

Also, the armor is now significantly more colorful. No self-respecting jester would settle for less.

My apologies if the names come off as bland or generic. I am the award-winning giver of lame names :p

Want to be spoiled on the item descriptions? If you just want to see a few, don't worry, they're all individually spoiler-ed:

Unseen +4


Armor of the Grey Fox +3


Resonating Shield +1


Harp of Tranquility


Haven Lute


Dancing Heels


Silence


Cacophonic Voice +4


Whispering Links +2


Cloak of the Wild Singer


Dirge +5


Lament +5



Download

image

Final Comments

Maybe I'll come back to this. Who knows? Anyways, it was just kind of a shame to watch these bits and pieces sit there and gather dust. It might not be the most inspired or exciting mod out there, but I hope it'll be fun to try out regardless. ;)

Porting items forward and backward

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Is there currently an easy-run mod to port all the new Siege of Dragonspear items forward into Baldur's Gate 2 and perhaps backward into Baldur's Gate 1?

If not, would any kind soul perhaps direct me to how I would learn to do this myself? (not preferred, due to propensity for error)

Either way, Much Appreciated!

My mods collection for BG1EE

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Hello again!
So after i opened this thread https://forums.beamdog.com/discussion/comment/846689#Comment_846689 i decided to sit down and check every existing BG1EE mod (hopefully every) to have overall a better understanding on how things work (i think its a traumatic experience : D ).
Once again thank you all guys for the replies on that thread.
Now im going to give you the lists with my mods.

---PRIMARY mods--- (must mods)

Continue Playing After Defeating Baldur's Gate Enhanced Edition

Sword of Stratgems


W_PackMule


Wand Case

XP cap remover

(Please tell me if any of this mods is not needed or it exists in big mod pack/tweaks pack)

-----

---I DONT THINK THEY HAVE COMPATIBILITY ISSUES WITH EACH OTHER OR OTHER MODS---

Barbs Club of Pain

Convinient Ammunition 2

Critter Parts

Deidre and Joluv in BGEE

Disable Enhanced Edition NPCs

Distinguishable Clubs

EE items available in shops

Javelins

Lighting adjustments

Mini Quests & Encounters

Pale Master

Psionics Unleashed

Saradas Magic

TeamBG's Armor Pack

TeamBG's Weapon Pack

T'was a Slow Boat from Kara-Tur


Lost Druid


Duskblade Kit


Dark Horizons

Eldritch Magic

IWDification

The Stone of Askavar

Hexblade

(Please let me know if any of these mods has compatibility issues with each other or the PRIMARY mods.
Also if any of this mods is not needed or it exists in big mod pack/tweaks pack)


-----

---PROBABLY WITH COMPATIBILITY ISSUES WITH EACH OTHER---



BGII Tweak Pack

Curses Item Revision

Dark Side of the Sword Coast

Difficulty and Tweak

Kit Revisions

Might & Guile

Monastic Orders of Faerun

Monk Overhaul

More Style for Mages Ranged Staffs, Circlets, Robe Tweaks, Familiar Tweaks

Rogue Rebalancing

Scales of Balance

Song and Silence

Tome and Blood

The Divine Remix

Tweaks Anthology

Wizard Slayer Rebalancing



This...... is the list of the mods that i am even afraid to go and check in detail. I really dont know what to ask here. Should i ask which mod is better at doing the same thing? which mod does it better? but then again thats relative.
Maybe i should ask which mod here is also MUST because it fixes bugs and does very important tweaks regarding the gameplay.

To make things easier i would like to say (as i said in the previous topic i made) that i like realism regarding the monsters, classes, the world itself etc. I also like uniqueness in classes, monsters, world etc. So that classes dont feel the same and you can notice and appreciate the differences in them. I like specializations.
I am saying this having in my mind a 2-3 mods here (if not more) that do changes on Monks and other classes.

In the end i will go in much more detail to check these mods if needed but if there is any way you can help me plz let me know.

Lastly, im new to BG games and sorry for the huge newbie post.
Thanks in advance!!!

[How to] Install mods on Android

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

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

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

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

This procedure was tested on Windows.


WARNING

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




Building an environment to install mods (BGEE)

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


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

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



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

Mod installation

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

Creating the mods archive to transfer to Android

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

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

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

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

    centralfix Mods.zip

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

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

Transferring the mods archive to Android

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

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

Notes on content to include in the mods archive

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

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

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

Nota : the list above is not exhaustive.

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

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

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

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

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

Example with BGEE

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

Meeting with Finch in Candlekeep

BG2EE

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

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

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

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

IWDEE

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

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

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

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

Solaufein for BG2:EE

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

War Hulk Kit for Fighters v1.0

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I've finally put together an old kit for fighters, revised to imitate the 3.x War Hulk class that a friend of mine told me about. The basic idea is that this fighter only gets one attack per round, but it hits like a truck, with unnaturally high STR values and bonuses to melee damage. Whenever it takes damage, it gains even more bonuses, but its AC and save vs. spell get penalized, and it has a chance of going berserk, making it easy for the War Hulk to spiral out of control as it gets stronger mid-combat.

I've run it most of the way through BG1 and it's fairly well-balanced. At full rage and close to death, it's done over 100 damage on a critical hit (!), but it has a habit of losing control and can easily get worn down by multiple hits. When I got that critical, my War Hulk had an AC of 14 (guaranteed enemy hits), a save vs. spell of 20 (guaranteed failed saves), and was nearly dead. Despite having far more HP than any other class, he died many times, but it was a lot of fun.

Kit description:

WAR HULK: A War Hulk is an undisciplined, wild, and savage fighter. While most warriors develop their skills in the martial arts, the War Hulk only seeks raw strength. The War Hulk eschews strategy and tactics, preferring to concentrate all of his or her energy into a single massive blow.

CLASS FEATURES:

- May only land a single hit per round, regardless of level, weapon choice, or magical enchantments (attacks per round is set to 0 for 4 seconds on each hit)
- May not use missile weapons
- May only place a single proficiency in any weapon class or fighting style

SAVAGE BLOW: Although the War Hulk may only land a single strike per round, each attack has incredible force behind it. The War Hulk gains +1 Strength every level from level 1 to 5, and +1 to hit and damage every level thereafter. The War Hulk also gains +1 to his or her critical hit rolls at level 1 and every 2 levels after, up to a maximum of +19 at level 38.

CRITICAL STRIKE: Whenever the War Hulk lands a critical hit, the target must make a save vs. death at -3 or be stunned, pushed back, and knocked unconscious for 6 seconds. Helpless opponents can be hit automatically, but the War Hulk cannot land a critical hit on a prone target.

RAGE: War Hulks channel their rage into their strikes, using pain and fury to add force to each blow. War Hulks strike harder when they are wounded, but the rage weakens their minds and causes them to lower their defenses. Whenever the War Hulk suffers damage, he or she gains a set of combat bonuses and penalties:
+3 damage
+1 THAC0
+1 save vs. death
+1 movement rate
Immunity to fear
-1 AC
-1 save vs. spell
All effects are cumulative and last 2 rounds. In addition, the War Hulk has a 25% chance of going berserk on a failed save vs. spell, gaining double the above bonuses and penalties for 1 round.

UNSTOPPABLE: Highly experienced or enraged War Hulks may overcome any obstacle in their path, whether magical or physical. Whenever the War Hulk is knocked unconscious or immobilized, he or she may attempt a save vs. death at -15. If successful, the War Hulk can shrug off the effects of sleep, hold, paralysis, or stun.

- Hit Die: 2d8 (2d6 after level 9)

I split the kit into 4 different versions, depending on whether you're installing it on BG:EE or BG2:EE, and depending on whether you have Item Revisions installed. Item Revisions (mostly) removes immunity to critical hits, which is why the War Hulk kit gets bonuses to critical hits. But if you don't have it installed, I included an alternate version of the kit that replaces the War Hulk's critical hit bonuses with damage bonuses.

WarHulkKitBGEE.rar:
This is the version for BG:EE without Item Revisions.

WarHulkKitBGEE4IR.rar:
This is the version for BG:EE with Item Revisions.

WarHulkKitBG2EE.rar:
This is the version for BG2:EE without Item Revisions.

WarHulkKitBG2EE4IR.rar:
This is the version for BG2:EE with Item Revisions.

What do you think about this kit?

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I'm currently creating this kit, and I wanted to hear what people thought about it, mostly from the balance part, and maybe some ideas to give the kit interesting Lore.

THUNDERFIST: These powerful warriors are trained not to rely on any weapon but those their body already provides—fists—and to channel the power of Lightning throughout them and their body. Because of their intense training to master the Way of the Thunder, they gain resistances to breath weapons and have innate skills to dodge ranged attacks. These Monks are unusual in Faerun, and their origin of their Order is said to be tied to other Planes as well.

Advantages:
— +10% to Move Silently and Hide in Shadows.
— Receives a +2 to Saving Throws vs. Breath Weapons.
— Gains -1 to Speed Factor every 5 levels, starting at level 1 (max. -4 at level 15).
— May get different High Level Abilities than other Monks.
— May use the Spiritual Thunderstorm ability once per day. Gains one use at level 1.
— May use the Thunder Strike ability once per day. Gains one use at level 5 and an additional use every 5 levels thereafter.
— May select the Storm Stance fighting form, starting at level 1.
— May select the Lightning Stance fighting form, starting at level 5.
— May select the Spark Stance fighting form, starting at level 10.
— May make 3/2 unarmed attacks per round. An Additional 1/2 attack per round is gained every 5 levels. The Lightning Damage shown here is only dealt when the Storm Stance fighting technique is being used. Damage dealt by unarmed attacks increases with level as follows:
Level 1-2: 1d6 Crushing, +1 Electrical Damage every 3rd strike
Level 3-5: 1d8 Crushing, +2 Electrical Damage every 3rd strike
Level 6-8: 1d10 Crushing, +2d2 Electrical Damage every 3rd strike
Level 9-14: 1d12 Crushing, +2d4 Electrical Damage every 3rd strike
Level 15-24: 1d20 Crushing, +2d6 Electrical Damage every 3rd strike
Level 25+: 1d20 Crushing, +3d8 Electrical Damage every 3rd strike
— Gains a +1 bonus to AC Modifier vs Missile weapons every 5 level, starting at level 1.
— Gains a +1 bonus to AC every 5 levels, starting at level 1.


Disadvantages:
— Alignment restricted to neutral.
— May not use any other weapon that own fists and feet.
— Does not gain any additional Saving Throw bonuses from the Monk class.
— Does not gain additional Speed Factor bonuses at levels 8 and 12.
— Does not gain additional Movement Speed bonuses from the Monk class.
— May not gain any Magic Resistance nor special immunities from the Monk class.
— Gains AC and AC Mod. vs. Missiles every 5 levels instead of 2 and 3 respectively.
— May not spend points in the Find Traps skills.
— May not spend any points in Fighting Styles nor Weapon Proficiencies.
— May not use the Lay on Hands ability.
— May not use the Stunning Blow ability.
— May not use the Quivering Palm ability.

SPIRITUAL THUNDERSTORM: Damages nearby enemies by 1d4 points of Electrical Damage per level (max. 20d4 at level 20) and lowers their AC by 2 every 5 levels (max. -10 at level 20).

THUNDER STRIKE: The first strike damages nearby enemies with Lightning Damage for 1d4/level for every level after level 5 (max 15d4 at level 20).

STORM STANCE: The monk draws the power of Lightning from his inner self and reflects it upon his fists. Every 3rd strike, the Monk knocks the target back (no save) and Stuns them for 1 round (save vs. spell at +2, minus 1 every 5 levels, max. -2 at level 20) and deals extra Lightning damage as noted before. Also, the Thunderfist is Hasted for 1 round after the 3rd strike happens.

LIGHTNING STANCE: The Monk gains the speed of Lightning. blows now deal 1d4 slashing damage plus 3 lightning damage, and the Monk becomes Hasted, movement speed doubled and gaining one extra attack per round.

SPARK STANCE: The Monk becomes one with the Thunder and transforms into a spark, gaining 5% Lightning Resistance/level (max. 125 at level 25), and an electrical shield for 2d4 damage to anyone that hits , besides becoming immune to Slow and Normal Weapons. There is, however, one big drawback: The Monk may only attack once per round for 1d3 Lightning damage.

Mind that: this kit doesn't gain the immunites, Magic Resistance and insane AC bonus other Monks do, hence the higher damage output. Tell me what do you people think on this and thanks in advance.

The Undying Mod BG2:EE Compatible

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This mod is an NPC/Quest/Store mod. There are two NPCs who will join your party, Callisto and Ninafer.
Callisto is a Chaotic Evil Berserker elf who is looking for action because she is bored with Amn. She has quests that you can take that are not timer dependent.
Ninafer is a Lawful Neutral Fighter/Mage elf who is looking for action as well. She has spent most of her life sheltered in an elven city and she is looking to know more about the world outside her city.
The NPCs will banter with your character and the other joinable NPCs in the party as well as interact with others in the world.
There are a couple of minor quests to under take.
There are a couple of new stores with new items.
A new inn, the Dwarven Hammer can be found in the Slums.
Optional installs include smarter creature scripts and Harder enemies who have been beefed up.

Forums: http://www.baldursgatemods.com/forums/index.php?board=36.0
Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=8

Critter Parts mini-mod for Baldur’s Gate: EE

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Introduction:
Leaving the remains of all the bears, wolves and wild dogs that my Ranger and Druid protagonist encounter to rot in the sun has always bothered me. It strikes me that they would find this not only a terrible waste of natures gifts, but disrespectful to the creatures themselves. Not to mention the twitch that my packrat self gets when whole groups of critters in the game never drop any items. Yes, I am one of those obsessive creatures that take great delight in finding tiny bits of treasure on the bodies of my vanquished foes.

What started as a slight modification for my own game, grew into a small quest mod. It is a little thing that adds flavor and extra role-play possibilities. I have found myself enjoying it’s addition to my own game so much that I thought it might appeal to a few others as well.

image

This mod adds harvestable drops to several of the critters that the PC encounters in the game. It does not change anything else about them. It will add these drops to all instances of the following types of animals that the PC encounters, with the exception of special quest specific instances.

Brown Bear
Black Bear
Cave Bear
Polar Bear
Wild Dog
War Dog
Worg
Wolf
Dread Wolf
Dire Wolf
Vampiric Wolf

The dropped items can be sold to any of the merchants in the game who will also buy miscellaneous items. Thalantyr in High Hedge, and the innkeeper in the Feldepost Inn are two such merchants available early in the game. The value of the different hides and meats vary with type.

All like items stack with each other and include:

Bear Meat
Wolf Meat
Wild Dog Meat
Bear Hide
Wolf Hide
Dog Hide
Animal Bones

Additionally, all of the meat drops can be consumed by any character in your party and will return varying amounts of hit points, depending on the type of meat eaten.

The meat must be placed in one of your quick slots in order for it to be consumed.

The Quest:
This mod includes a quest that will eventually allow your protagonist to bring a new NPC some of the dropped hides, meat or bones to have them made into a new piece of armor. The items needed are dependant on which of the three types of armor the player picks to have made. Choose carefully, he will only make one item per play-through.

This mod is meant to add a bit more role-play and flavor to the game. The only fighting involved are the encounters that you would normally have with the critters in the game. These have not been modified in any way.

Please note:
In order to begin the quest, the player must choose to “use” the new “campfire” that appears in area AR4300, the North Nashkel Road. This is directly in front of the big campfire you find in the game after killing the band of Hobgoblins near the road. Just hover your mouse around in front of the campfire to find it at coordinates 3265,0720.

A note about the new armor pieces:
The new pieces were tailored to fit my own play style and fit with what my own protagonists might find useful at the point in the game that they are likely to be able to obtain them. Of course, not every other player will have the same preferences. If other players don’t find them appropriate for use in their own game, they can instead sell them for gold.

I also thought that it might be fun to eventually add more choices to the list that can be made. Ones that might come from the suggestions of other players. Something that they would like to see available in their own games. So I am open to ideas. :) They must, of course, fit the tone of the role-play within the mod. The NPC in question has some fairly strong opinions about what he will or will not do.

As novice modders we would welcome any insight that any of you more experienced modders might be willing to share concerning how we might have done a better job in our coding efforts.

Anything that you might wish to share in this area can be posted here in this thread, so that others might be able to benefit from it as well, or if you prefer, you can just use Shadowhawk’s email that can be found in the Critter Parts Readme.

Updated to Version 2.0 April 24, 2016

As of version 2.0 this mod has been expanded to include drops from all of the spiders that the protagonist encounters in her/his travels. A new NPC with an uncommon interest in such trinkets has been added to area AR2200, the first Cloakwood Mines, or Cloakwood Lodge map.

Updated to version 2.1 May 15, 2016

As requested, version 2.1 of this mod has been traified.

Updated to non-beta version 1.0 December 17, 2016


DOWNLOAD LINK:
Click on the Source code (zip) file

https://github.com/shadowhawk703/CritterParts/releases


Alchemist Kit for Mages v1.0

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I've long dreamt of creating an Alchemist class, and with help from @kjeron, @subtledoctor, and @Demivrgvs, I've finally put it together. Attached are two different versions of the kit, one for BG:EE and SOD and the other for BG2:EE (there were some string differences between the games).

It's a mage kit with extremely limited spell slots, combined with the worst specialization in the game: it can't cast Abjuration spells, just like the infamously underpowered BG2 Transmuter. However, the Alchemist can open an in-game store to create unique potions very unlike the kind you find in the original games, plus several types of highly volatile grenades. As the Alchemist gains levels, it can create a broader variety of items. This kit adds 34 new items with vivid descriptions and novel effects, from a sickening healing potion in the form of Vampire Milk...

...to a lovable lump of moss that can raise the dead...

...to weirder things like Elf Tendon Wands, Snake Lymph, Bonemeal Eyedrops, Blood Nectar, Fairy Oil, and apocalyptic 953-pound War Engines. All of the icons are taken from Icewind Dale 2 to give them a unique feel. Bear in mind that your Paladin may decline to use some of the Alchemist's less vegetarian options (as ingesting the blood of children is frowned upon in some circles).

I've taken the kit through BG1 to the endgame and it seems balanced so far. The Alchemist is a unique support character that can do a variety of different things, but getting the most out of the Alchemist's items costs hundreds of gold in the early game, and thousands if not tens of thousands of gold in the end game. But it's worth it.

Kit description:

ALCHEMIST: Alchemists are Transmuters who dedicate their lives to the study of chemistry and potionmaking. Some use their talents to sell potions and tonics, some turn their skills to adventuring, and others are motivated solely by the pursuit of truth. An Alchemist is always searching for new ingredients to fuel their businesses and laboratories, and when the local economy falls short of their expectations, the Alchemist must set out on foot. Alchemists excel at making valuable brews and dangerous explosives out of whatever ingredients they can cobble together.

CLASS FEATURES:

Alchemical Genius:
- Can create potions and grenades at any time outside combat. Alchemists get additional benefits from their own potions.
- Can use Poison Weapon once per day at level 1. Gains an additional use of Poison Weapon every 4 levels after.

Alchemical Resilience:
- Immunity to poison
- 10% acid resistance per level
- 5% fire resistance per level
- Gains 1d6 hit points per level
- +1 to save vs. death and polymorph every 3 levels

Specialization:
- Can memorize 1 fewer spell per spell level compared to a generalist mage (an Alchemist cannot cast spells until level 2)
- 15% bonus to scribing spells from the Transmutation school
- 15% penalty to scribing spells outside the Transmutation school
- +2 bonus to saves against enemy Transmutation spells
- -2 penalty to enemy saves against the Alchemist's Transmutation spells
- May not learn spells from the Abjuration school
- Cannot gain most normal mage High-Level Abilities

CONCOCTIONS: Given the right ingredients, an Alchemist can concoct any manner of potions and brews. The Alchemist can buy pure ingredients, or simply recycle them from previous concoctions. The process is similar to purchasing goods at a store, but the Alchemist can manage ingredients much more efficiently, making his or her concoctions much less expensive than a conventional apothecary's.

More experienced Alchemists can brew a broader variety of potions and manufacture stronger explosives. There is no limit on how many potions and grenades an Alchemist can create, provided he or she has the resources to make them.

POISON WEAPON: The same skills the Alchemist uses to create potions to soothe pain can also be used to inflict it. The Alchemist can apply a thin coating of poison to a weapon, directly injecting the toxin into the victim's bloodstream. Multiple strikes can further poison the target, but only one dose of poison can be applied to the weapon. Alchemists can develop deadlier poisons as they become more experienced.

For the next 2 rounds after using this ability, any creature the Alchemist attacks must make a saving throw or suffer poison damage for the next 5 rounds. The effects stack and vary based on level:

Level 1: 1d2 poison damage, plus 1 damage per round on a failed save vs. death at +4.
Level 4: 1d3 poison damage, plus 2 damage per round on a failed save vs. death at +3.
Level 7: 1d4 poison damage, plus 3 damage per round on a failed save vs. death at +2.
Level 10: 1d6 poison damage, plus 4 damage per round on a failed save vs. death at +1.
Level 13: 1d8 poison damage, plus 5 damage per round on a failed save vs. death.
Level 16: 1d10 poison damage, plus 6 damage per round on a failed save vs. death at -1.
Level 19: 1d12 poison damage, plus 6 damage per round on a failed save vs. death at -2.

The poison cannot be applied to a grenade.

High-Level Abilities:
- Use Any Item (as per the thief ability)
- Regeneration (regenerates 1 HP per 2 seconds, permanent)
- Resist Magic (20% magic resistance for 5 rounds)
- Purity of Body (+10 HP and +1 Strength, Dexterity, and Constitution)
- Business Connections (grants 10,000 gold)
- Extra Level 6 Spell
- Extra Level 7 Spell
- Extra Level 8 Spell

- Hit Die: d6

AlchemistKitBGEE.rar:
This is the kit for BG:EE and SOD. If you don't have SOD installed with Modmerge, you may see some wrong string references.

AlchemistKitBG2EE.rar:
This is the kit for BG2:EE.

Extra Trap after every +50 in Set Trap skill

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I find it annoying that there is no use in putting points into "Set Trap" after 100.

So my question would be if it's somehow possible to create a script which checks the value of the Set Trap skill and gives the player, as soon as he has put 100 points into the skill, every 50 points an extra trap.

[MOD] CGUI - cosmetic ui mod for BG2EE

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Hi everyone.

I liked BG2EE gui, but I prefer black-on-white fonts, so I have made some cosmetic changes to UI. This is a preview.

Dialogue box and side-panels

postimage postimage

Inventory

postimage postimage

Character Record

postimage postimage

And this is mod' page - Contagion GUI (GUI mod for Baldur's Gate 2: Enhanced Edition) //Giberlings3.net/forums, there you can find a link to download, and further useful information about compability and manual installing.

NOTE: Any advises and suggestion - how to modify Dialogue Box appreciated, because I am stucked.

P.S. The mod has been made, basically only for myself, so probably a "bugs" can take a place.

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

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by @Smeagolheart and @bob_veng
Preview
image

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

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

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

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

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

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

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

image

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

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

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

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

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

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

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

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

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

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

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

Thank you all and enjoy,
Smeagol

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

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

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

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


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

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

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

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

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

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

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

V0.90 20 Aug 16
- Initial Release
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