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Longer Road working in BG2EE

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

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

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

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

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



EEKeeper Creatures Not Updating.

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First time using EEKeeper, been using NI in the past. So I changed my saved game character and a few NPC's and it all went ok.

Then I thought I would modify some creatures. I have a Mega Mod set up and installed with Big World Set-Up. Using the "Tactics" option. On level 3 of the Naskil Mines someone decided to put 5 nasty critters that are impossible for a level 1 party to kill. So I used EEKeeper to edit them. Ive always been able to do this with Near Infinity on the original versions of a Mega Modded Baldurs Gate.

I re-start the game, play that encounter, and nothing changed. I use EEKeeper to relook at what I changed and yep everything looks good.....but in the actual game nothing. I start a new game thinking maybe it doesnt effect saved games, I port my character directly to level 3 Nashill Mines, cntr Y kill everything and nothing. They are still the originals. Also I open the game with Near Infinity, navigate to the creatures and they show as being modified.

What is up with this? Are there creature stats in two locations with EE? I see these ones I am modifying are kept in the override folder. But shouldn't they be updating in game immediately?

[MOD] EEUITweaks Mod Collection - All EE Platforms

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EEUITweaks User Interface Mods Collection Version 2.2

The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.

EEUITweaks supports BGEE, BG2EE, BGEE/SoD; and EET with the BG2(default) and SoD (EET_gui) user interfaces. It also supports installing mods on the Dragonspear UI++, BG2EE GUI To BGEE, LeUI, Revised Dragon Scale, IWD GUI for BG2:EE and BG:EE, and IWD2 for BG2 replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).

EEUITweaks-master.zip contains the usual WeiDU setup-EEUITweaks.exe installation program and EEUITweaks mod files directory and should present no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's EEUITweaks directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.

If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod contained in EEUITweaks, I'd recommend manually un-installing it prior to re-installing via EEUITweaks.

Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.

I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.

Enjoy!

EEUITweaks-master.zip

I would like to get a introduction into modding ICW and BG1.

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I generally want to learn how to create mod´s mostly for IWD 1 and BG1 (maybe even 2), but mostly IWD. Creating Kit´s, Map´s, AI´s, Dialog and all that kind of stuff. I already know basic coding but lack the knowledge on what software i should take and how i have to use/install it.
So my first question would be for what specific aspects i have to use what specific software.
From what i have read i need "NearInfinity" as a browser, "WeiDU" for Dialog and "DLTCEP" for basicly everything.
I would also like to know where good tutorials can be found or if there is anything else thats important to know.

High-Power Baldur's Gate: Giving Everyone in BG1 Ridiculous Abilities

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This is a mod that I've been working on for quite a while, and I'm still adding to it. The goal is to turn Baldur's Gate 1 into a "high-power" adventure, where you are much more powerful, but so are the enemies. All the party members have several additional powers, and in general are a good deal stronger than they are initially. However, the enemies get additional powers too, and their new abilities are much more ridiculous than those of the companions. The mod presents a very different kind of high-power DnD than in Shadows of Amn, Throne of Bhaal, or Heart of Winter. The level cap isn't actually any higher than it is in the regular Baldur's Gate 1; the creatures and party members are powerful because of their silly innate abilities and innate effects, rather than their level.

Another focus of the mod is to make everyone more unique. The buffs to enemies and party members are not simply meant to make them more powerful, but also to make them more unique. In the base game, a large percent of the enemies in the game fight you in the same way: they walk up to you and attack you. That's all they do; they don't have any tricks up their sleeve aside from simply walking up to you and attacking you. In this mod, everyone has their own unique tricks: giant spiders summon additional spiders each time they hit you, tasloi use their berserking gaze to make party members attack each other, some kobolds use Greater Whirlwind Attack to fire streams of arrows, other kobolds assist their allies by setting their allies' Strength to 25, other kobolds summon pit fiends if you don't kill them quickly, half-ogres have -20 AC (specifically half-ogres do; it's not a change I made to all creatures), Chill hobgoblins cast Melf's Acid Arrow at level 20 (or at least some members of the Chill do; others summon hordes of skeletons or chase you around while under the effect of Globe of Blades), and a WHOLE lot more! I've also been trying to make the spellcasters more unique by giving each spellcaster in the game their own unique script and set of spells.

As of 2/12/17:

I'm not done with the mod yet, but I'm doing pretty good.

THINGS I STILL NEED TO DO:

Give new, unique scripts to: Resar, Semaj, Shandalar, Ramazith, Ithmeera, Delorna, Helshara, Andris, Marcellus, Beyn, Tellan, Cythandria, Daer'Ragh, Voltine, Gervisse, Daital, Narcillicus, and Ekandor

Make Flaming Fists Stronger
Improve Durlag's Tower
Make Werewolf Island More Interesting

Re-Mod (creatures I've edited but I'm going to re-edit because the first time I changed them I didn't do it very well): Helmed Horrors, Battle Horrors, Doom Guards, Dwarven Doom Guards, Hobgoblin Elites, Kaldran, Air Aspect, Grael, Demonknight, Aec'Letec, and Vampiric Wolves

Notable creatures I still have to mod (there are probably others): Phoenix Guards, Dryads, Kirinhale, Oozes, Sewerfolk and Familiars.


Once I get all that stuff modified, I'll go back through it and code it all up with WeiDU to make it installable.

BG/BG2/ToB Un-nerfed Items?

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I might be missing something... I did a scan through the forums and tried looking up some keywords but was unable to find what I was looking for.

I've never been a fan of the fact that a lot of iconic BG items were nerfed.
For balance, it may have made sense.
But I enjoyed having Twinkle as a +5 weapon (especially from a true-to-lore perspective) or having a grossly powerful axe for Korgan (Axe of the Unyielding... which still didn't feel as OP as some other existing items).

Is there a mod out there that can restore these old statistics to these classic items?

[Mod] TeamBG's Weapon Pack for BG:EE, BG2EE, BGT & TuTu

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TeamBG's Item Pack

Information: Baldur's Gate2:Enhanced Edition
This is the second installation of the "pack" mods that I will be making
for Baldur's Gate2: Enhanced Edition. This mod is a weapon pack. There is a
dwarf, Maltz, who is at Waukeen's Promenade. He will
sell you these weapons.

V1.01BG2EE 9/8/14
Added Polish translation thanks to Cahir
Added .tra files for translations for the mod.
Updated to Weidu 236.

V1.00BG2EE 11/15/13
First release

Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=8091.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=191

Information: Baldur's Gate:Enhanced Edition

This is the second installation of the "pack" mods that I will be making for Baldur's Gate: Enhanced Edition. This mod is an weapon pack. There is a dwarf, Maltz, located outside of the Friendly Arm Inn who will
sell you these weapons. Some of the weapons are color variations of what you find in the game, some from BG2 and some of them are new. The magical weapons are expensive so you will have to save a lot of gold to buy them.

Version History:

V1.05 8/18/14
Added Polish translation thanks to Cahir

V1.04 8/15/14
Added .tra files for translations for the mod.
Updated to Weidu 236.
Gave Kurtz a portrait.

V1.03 10/17/13
Removed the usability flags since its redundant in BG:EE

V1.02 4/28/13
Removed a line the in TP2 file for BAMs

V1.01 1/9/13
Fixed the Dwarven Thrower Thac0 which was at +3 when it shouuld be +2
Fixed the text of the Ninja-To +2. It said it was +1 when it is a +2 weapon.
New cross platform for BG:EE, BGT and Tutu

V1.00
First release

Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=7868.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=186

Where the new store clerk is at in the Friendly Arm Inn.

image

G3 Announces IWDification; Beta 3 Available

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This is the original announcement for Beta 1. See below for Beta 2 info.

IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the IWD-in-BG2 conversion project. The mod adds various elements such as selectable bard songs, two-handed axes, and over 65 new spells into your BG2, Tutu, BGT, or BGEE game. Every component can be installed independently of one another.

Dark side of the sword coast

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Is this mod available for BG EE?

Turn Undead Modifier Question

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In ToB, it seems that originally Turn Undead basically does nothing here so I am trying to increase the level/modifier for it. Is this possible? Using EEKeeper there is a misc. tab with it but it doesn't seem to do anything in-game via testing.

TL;DR: Is there a way, and if so how, to edit/modify your turn undead level via EEKeeper or some other tool/mod?

Wizard Slayer Rebalancing for BG:EE and BGII:EE

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Per popular demand, the Wizard Slayer Rebalancing mod is now fully compatible with BG:EE and BGII:EE. Enjoy! :)

Download location
Readme


Component 1: Wizard Slayer kit revision

WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. This rigorous training regimen requires the Wizard Slayer to forego the use of any magic items besides weapons, armor and healing potions. In addition, he must remain fully devoted to his cause and cannot pursue additional professions.


Advantages:
- Starts with 10% base magic resistance
- Gains an additional +2% bonus to magic resistance for every level of experience
- Gains the Disrupt Magic passive ability at first level
- Gains the Shatter Magic ability at first level and every 8 levels thereafter


Disadvantages:
- Cannot use any magic items except for weapons, armor and healing potions
- Cannot dual-class


Disrupt Magic:
Whenever a Wizard Slayer lands a successful hit on an arcane spellcaster the target is afflicted with a cumulative spell failure penalty. During the next 3 rounds, the victim has a 10% base chance to miscast any arcane spell plus 1% for every experience level the Wizard Slayer attains. This passive ability is always in effect.


Shatter Magic:
A Wizard Slayer can channel his innate magic resistance into his weapons in order to break through the magical defenses of arcane spellcasters. During the round when this ability is activated, each successful hit removes one combat and one specific protection from his target. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to magic during the next 2 rounds. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.

Component 2: Wizard Slayer High Level Ability revision

Reflect Magic (replaces Resist Magic)

An experienced Wizard Slayer eventually learns to channel his innate magic resistance in a manner which allows him to reflect magic back to its source. For 3 rounds after this ability is activated, all spells targeted directly against the Wizard Slayer are redirected back to the original caster. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to any spells that are not directly targeted at him. This vulnerability takes effect when the ability is activated and persists for 3 rounds after it expires. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.


Arcane Bane (replaces War Cry)

An experienced Wizard Slayer can apply a special technique to his attacks making them extremely effective against wielders of arcane magic. For 2 rounds after this ability is activated he gains a +5 bonus to damage against all arcane spellcasters. Furthermore, the Wizard Slayer's attacks become so forceful that his opponents must save vs. death with a -4 penalty or lose one of their memorized spells on each hit.

Component 3: Revised Wizard Slayer item restrictions

This component slightly loosens the item restrictions that are normaly imposed on the Wizard Slayer. It can be installed in two ways.

The "Minimal changes" option will allow the Wizard Slayer to use items which increase magic resistance, such as the Amulet of 5% Magic Resistance, Kaligun's Amulet of Magic Resistance, the Cloak of Balduran and the Potion of Magic Protection.

In addition to everything mentioned above, the "Moderate changes" option allows the Wizard Slayer to also use items which provide protection from magic in some form, such as the Cloak of Mirroring, Belt of Inertial Barrier, Amulet of Spell Warding, Ring of Spell Turning, Potion of Magic Shielding and Potion of Magic Blocking.

Disclaimer

Although I am a Beamdog/Overhaul developer this mod is completely unrelated to my work there. Please do not mistake this for an officially supported product. I have made this mod in my own free time and Beamdog/Overhaul does not support it.

[MOD] [BETA] Monastic Orders of Faerun

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Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds five new Monk kits, inspired by various monastic orders throughout the Realms. Finally, it adds two entirely new types of equipment designed exclusively for monks.

The current version of Monastic Orders (v0.3) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.

Features:
- Revised progressions for trueclass, Sun Soul and Dark Moon Monks
- Expanded race options, allowing half-elves, half-orcs and halflings to become Monks
- 5 new kits, based on various Monastic Orders of Faerûn
- 2 new item types exclusively for monks: handwraps and vestments

A more complete list and explanation of features is available in the ReadMe.pdf at the end of this post.

This mod is currently in a beta stage, and I need feedback to improve and balance the kits and items. If you would like to playtest it, just extract that attached .rar to your BGEE, BG2EE or IWDEE install and run.

Suggestions about kit and item balance are welcome, as are suggestions for item colors, availability and locations.

Change Log

Version 0.3
- Fixed Shadowstep ability bug (discovered by @Draylyn).
- Added Polish translation (courtesy of @Cahir).

Version 0.2
- Renamed to Monastic Orders (of Faerun)
- Added IWD:EE compatibility
- Fixed a text string with the improve fists
- Fixed bugs with the fist progression

Version 0.1
- First public release as Monks Remastered


Known Bugs

There are currently no known bugs. Go find some!

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 Guard +2



[SOD] Gauntlet of Extraordinary Specialization



[BGEE] Cloak of Dampening



[BGEE] The Stone Breaker





Note: Parenthesis denote the location for the availability of items

Usability of Stats values > 255.

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For some reason I had always presumed that the stats.ids entries were limited to storing values 0-255. Many certainly are, as crashes and/or the creature file structure would indicate, but others (MAXHITPOINTS, XP) obviously had a higher limit, or we would never reach level 2.

So I did some testing with the proficiency stats, since they are always stored as effects and thus have no fixed place/size in the creature file, and aside from #99(Halberd), which consistently crashed, the other proficiency stats were accurately detected both by scripts and SPLPROT when using values >255. I was even able to create a learn as you go proficiency system, incrementing the 2nd/3rd byte of the stat as the weapon was used, then increasing the 1st byte at certain thresholds, granting/incrementing actual proficiency.
The proficiency system itself ignored these higher values entirely, even when dual-classing, probably due to how it separates active/original class values, meaning there could effectively be an extra 100 stats to assign values, provided they are checked bitwise through SPLPROT.

Most importantly, are these values used internally anywhere that will cause conflict? If not, is there any known information on which stats can have 2-4 byte values?

Item opinion

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I'm in the works of making a custom item and Im looking for some constructive opinions.

Version 1:

This flawless katana bears the mark of Taka Kobe, an honoured swordsmith of Kara-Tur, though how it came to be here is unknown. Perfectly balanced, the kensai can let the momentum from a deadly melee attack carry his weapon into another foe, thereby gaining an extra attack per round.

STATISTICS:

Combat abilities:
- 1 extra attack per round (Kensai)

Damage: 1d10+2 (slashing)
Speed Factor: 0
Proficiency Type: Katana
Type: One-handed
Requires:
6 Strength

Weight: 4

Version 2:

This flawless katana bears the mark of Taka Kobe, an honoured swordsmith of Kara-Tur, though how it came to be here is unknown. Perfectly balanced, a kensai can let the momentum from a deadly melee attack carry his weapon into another foe, thereby gaining en extra attack in the next round.

STATISTICS

Combat abilities:
- Whenever the wielder delivers a killing blow to an enemy, gains an extra attack in the next round (Kensai)

Damage: 1d10+2 (slashing)
Speed Factor: 0
Proficiency Type: Katana
Type: One-handed
Requires:
6 Strength

Weight: 4

I was planning to imbed it into the game by assigning it to a kensai enemy...

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

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



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



The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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



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

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





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


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

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

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

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

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

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

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

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

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

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




Ideas, criticism and comments always appreciated.

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

Funny values stored in 0x66 effect entries of CRE files

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This is all mostly out of curiosity:

Looking around in the embedded CRE files of characters I exported, I found out that weapon proficiencies as well as the custom AI script options (attack enemies on sight, prefer melee weapon, etc.) are stored as "effect" entries (last section of a CRE file). So even after stripping a character of all effects (from items etc.), these entries remain.

The AI script options are saved in effects with an effect code (opcode) of 0x66.

What drew my attention is that, even if I set all AI options the same between two characters, some of the values in the related 0x66 effect entries differ. This is question 1: why do they have different values when the AI script options are 100% the same / what do the values mean?

Question 2 is: in a character with which I'm at the end-game, I noticed an additional 0x66 effect entry which holds the string "OHSMLOC" in the 'Variable' field of the entry. (For AI script entries, this field holds strings like "BDAI_ATTACK_MODE", "BDAI_DISABLE_ATTACK", etc.) What's the meaning of this mysteries OHSMLOC entry that doesn't appear in a newly created character?

References:

CRE creature format (embedded in exportet .chr files):
http://gibberlings3.net/iesdp/file_formats/ie_formats/cre_v1.htm

EFF effect format (embedded at the end of the CRE format):
http://gibberlings3.net/iesdp/file_formats/ie_formats/eff_v2.htm

Effect codes AKA opcodes and their descriptions:
http://gibberlings3.net/iesdp/opcodes/bgee.htm
(Note: the page erroneously mixes up hex and dec in the code names, so the opcode 0x66 is listed as 0x187 in this page.)

Quick question regarding BGEE mods and siege of dragonspear

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Can I install SOD over an already modded BGEE Steam version? Will the mods already installed affect SOD in any way? (do nothing, causing glitches, crashes, continue to work...ect) I have read something about a zip file for the steam version makes SOD unmoddable?

If I wanted to mod SOD should I reinstall Bgee and start over fresh, then download the mod merge thing, then Sod compatible mods? Is there a specific program or pack I should be using?

I plan on doing a more thorough modding job with bg2ee, but I am lost. Should I be messing with EET? What about the big world project, or tutu..? When I modded BGEE it was only a few mods and they all came with their own installers. I don't really have the time to spend hours trying to sort all this out so could I get some sort of rundown of what eet, big world project and tutu are, which apply to me for bg2ee on steam? I would really appreciate any who would take the time to answer my noobish questions.

Sarevok57's Mega Icewind Dale Mod is finally here and it's a big one

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Come one come all, I have finally finished this massive mod that I have made for IWD/HOW, I believe it took me over 320 hours to complete in a 3 week period or so but anyways, on to the good stuff, unless you just want to skip all of what this has to offer if you like surprises, so just go straight to the bottom for install details

PS: I will always keep the most up to date mod for download at the bottom of this page for convenience of new comers

First big improvement: Difficulty setting

the difficulty setting now greatly impacts how the game is played, on a lower setting enemies will use less spells and abilities, on higher settings more monsters/ more powerful monsters will spawn, and enemies will use better spells and abilities, to learn more, once you install the mod, check out what the difficulty slider has to say about the difficulty settings

Next: Sound sets have been restored to EVERYBODY

what this means is that EVERY SINGLE NPC in the game has a sound set now ( although I forgot to do the summons from spells, but to be honest they don't really need it anyway) this took a mammoth amount of time and effort to do and the reason why I did it, was to make the game feel more alive, and it actually does help a bit, instead of the dead cold silence everyone had before

Next: Weapon Proficiencies

weapon proficiencies have had a huge over haul, as in some classes can go as high as 7 points in one weapon, so make sure to double check the maximum proficiency points your class is allowed to have in weapons and weapon styles, even weapon styles can go as high as 5 points now as well, so be aware and check out the new proficiency point system for weapons and weapon styles( also note, if you are at 5 proficiency points and you see that it looks like it's maxed out - because of space limitations- try me, if your class allows it, you can keep pointing the points on, it just won't show up on the level up screen, but it will on the record page)

Next: A whole bunch of new items

I have added a whole bunch of new items to the game, so can be found, some can be bought, I don't recall how many I added, probably close to 50+ I'm thinking, I also tried to make it so they weren't to over powered of an addition, and also there is one secret item that I have added, and there is only one way to get it, so happy lurking

Next: Stores and Temples have been upgraded

As the title says, A LOT of the stores have been upgraded ( and by a lot I mean all of them) and quite a few of the temples have been upgraded as well so anytime you go to a store or a temple, check out and see what new goodies they have, and speaking about stores, I have made it so items are more expensive and you get less money for selling items so then you don't sit on a moon size chunk of gold the time you get to the end of the game, I've actually found it to be quite effective, plus no one will buy wands ever ( I couldn't make it so if you sold a wand and bought it back, to make it so it only gives a small amount of charges, its always 50 or 100) I did this to help calm down the OPness of wands, so what you get is what you get, so be wary

Next: Experience Points have been altered

you are going to see a familiar experience point allocation if you played bg2, I have changed a lot of the experience to give quest xp to each character instead of just getting that huge wad in one go, again I found this to be a more effective way of doing experience, plus it also helps give you solo'ers a much bigger challenge, also your difficulty setting will sometimes affect your experience from quests as well, the higher the setting, the more you will get, even a few boss enemies' experience point gain are based on the difficulty setting as well

Next: Bonus Experience for traps/locks/ and scrolls

I have added this into IWD since it's already in the bg games, although its not to huge, as scrolls will give level x 50 XP, and you will see what traps and locks will give, and as per usual the higher level your thief is, the more XP from traps and locks

Next: Max Level

I have increased max level to 40, and all it really does is give a little bit of HP gain, a tiny bit of a spell gain, and maybe perhaps a small saving throw gain, I really did it for those people who really want the full experience of HoF mode on insane and not get capped out to quick, with me, I did a full run on insane with the XP boost off, and I think I hit around a little under 3.5 million the time I got to the last boss in HOW, so having the level cap at 40, does not change gameplay all that much for those that are worried

Next: Superior Strength

I have altered superior strength scores ( 18/01-18/99) in which now for every point you have in the 18/xx will give you an extra 2lbs of weight allowance, so a score of 18/20 STR will now allow you to carry 240 lbs, while a score of 18/70 will allow you to carry 340 lbs, this makes it so now matte what your superior strength is, it will affect your weight allowance based on your 18/xx, and 400 is still 18/00

Next: I have changed some spells

there is a small list of spells that I have changed, nothing big, just to add a little big more flavor to them ( plus cloak of fear was bugged and did nothing so I had to fix that HA) so here is the list of spells that have been changed, check out their new spell descriptions in the game:
Chromatic Orb
Defensive Harmony
Flesh to Stone
Cloak of Fear
Flamestrike
Bless

Now it's time for the big ol' .2da list, so here is the rest of the changes I have made according to the .2da files:

Half-Orcs: get a -2 penalty to charisma as well ( since 19 str/con is too good to only get -2 int)

Alignments: A lot of classes have had their alignments revamped ( so no lawful berserkers or barbarians sort of thing) plus druid now can be neutral evil or neutral good, so make sure to check for your alignment choices

Character Sounds: If you have my jon irenicus soundset ( which is on this forum somewhere) you can use it with this mod and his sounds will have subtitles if you like that sort of thing

Classes: some classes have become more available to more races ( any type of elf can now be a druid, didn't know if that was implemented before) and now gnomes can be bards ( except for blades, since blade is more of a warrior subtype than a musician subtype) plus halflings can be cleric/thieves as well, so make sure to check it out

Racial Enemies: there has been some additions to the racial enemies, so make sure to check it out, but also a warning; some of the harder enemy racial enemies might not appear on higher difficulties, so just keep that in mind depending on which difficulty you play on

Hit Points: I have altered how HP work a little bit, now every class' hp will get a roll up to level 10 ( although thief and mages are still the only one who get a HP bonus at level 10, I cant figure out how to make the rest of the classes do it) plus barbarians and dwarven defenders get 4 HP per level pass 10 instead of 3

Intelligence: I have affected intelligence a little bit for when it comes to spell learning and how many spells you can have per level the info can be find in this table:

LEARN_SPELL______MAX_SPELL_LEVEL______MAX_SPELLS_PER_LEVEL

9___ 35___ 4___ 6
10___ 40___ 5___ 7
11___ 45___ 5___ 7
12___ 50___ 6___ 8
13___ 55___ 6___ 9
14___ 60___ 7___ 10
15___ 65___ 7___ 12
16___ 70___ 8___ 14
17___ 75___ 8___ 16
18___ 85___ 9___ 18
19___ 90___ 9___ 20
20___ 95___ 9___ 25
21___ 96___ 9___ 30
22___ 97___ 9___ 35
23___ 98___ 9___ 40
24___ 99___ 9___ 45
25___ 100___ 9___ 50


Bonus Priest Spells: this table has been altered a bit as well, I have made it a little bit more spread, so its a little easier to get bonus level 6 and 7 spells, and I believe at max wisdom you only get +3 bonus spells per level instead of 4, so its only a little different, and not too much of a game changer, some spell levels you might have a spell less than you should, but others you might have a spell more

Lore: I have altered lore tables a little bit, everyone is the same as before except that clerics now get 2 lore points per level now instead of 1 ( I thought it made sense since a lot of temples can identify, so you would think that clerics would be quite knowledgeable as well

Racial To Hit Bonus: Dwarves now get a +1 bonus to hit with axes ( since dwarves get a bonus with the waraxe in 3.5)

Reputation: it is now possible to hit 20 reputation, there is 2 ways of doing it: doing heroic deeds, or spending some serious coinage at a temple, having that higher REP has the same effect that it had in bg, if you are curious on what the new donate table is here it is:

1 5000
2 4500
3 4000
4 3500
5 3000
6 2500
7 2000
8 1500
9 1000
10 750
11 500
12 1000
13 2500
14 5000
15 7500
16 10000
17 15000
18 25000
19 50000
20 n/a
That is how much money you need at that score to raise it to the next point


Random Treasure: the random treasure tables have been altered quite a bit, where only useful items will be obtained, and plus enemies will now be using those random items instead of them just chillin in a crate or box or whatever, plus some of the better ones will only be obtainable on higher difficulties so player be aware of that as well

Racial Saving Throw Bonus: I have altered this table just a little bit, it still basically works the same as before except now you don't get the +5 bonus unless your CON is 20 instead of 18, and plus you need at least 12 CON before you even get a bonus period

Pick Pocketing: some pick pocketing tables have been changed ( like the score you need to obtain certain items; boots, belts etc.) plus there are a lot more pick pocketable targets in the game as well, so if ya got a good pick pocket score, go nuts and find some goodies...

so yeah, that's all I can think of at the moment, there could easily be more added bonuses and upgrades that I can't think of at the moment ( since I revamped the ENTIRE game) so yeah, now for the install:

INSTALLING THE MOD

Step 1:

unzip the mod folder and there is going to be 2 files in there: a dialog file, and the override folder filed with all the goodies

Step 2:

-first, back up your dialogue talk file, it will be in your IWD directory, if you are using steam, it will look something like this:
-Disk C/Steam/SteamApps/Common/Icewind Dale Enhanced Edition of if you got it from beamdog it might look like this:
-Disk C/BeamDog/Games/007xx ( I don't have IWD from beamdog's launcher, but I know it's not 00766, or 00783)
-so where ever your directory is, you want to go there and go to the "lang" file and go to the "en_US" file and you will see the dialogue talk file there
-what you will want to do is copy paste that somewhere safe because that is your original and in case something messes up with this mod, you can always fall back to the original, so make a copy of that one

Step 3:

after you have made your original copy of your dialogue talk file, replace the one that is in your "en_US" folder with one from the mod, this mod add over 1200 string references, so you will definitely need this updated dialogue talk file or else there is going to be a lot of missing strings

Step 4:

now you need to go into the directory where your "lang" folder was ( it also has "data", "movies", "scripts" ect..) this is where you want to put the mod override folder, if you already have one in there, then take all 2377 items from the mod override folder and put them into your existing folder

Warning:

I had no prior mods installed before I made this mega mod, so if you have other mods, you will probably have to install them after this one, since this mod basically replaces everything, and be careful with mods that effect the dialogue talk file, I used the strings directly after the last one ( which I think was around 40830) so if your mods use dialogue strings from 40830-42200 or so, you will see some odd strings pop in the odd place

So, that is the jist of what this mod does, it certainly does add quite a bit of flavor to the game, and please, by all means, if you find bugs, tell me so then I can fix them as soon as possible, I did quite the extensive test on insane difficulty, and based on how my AI's are set up, if insane didn't work, then the rest wouldn't but you never know, so have fun, and tell me your thoughts and feelings, and ask questions if ya got 'em :)

Question about Mod Merge (SoD)

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Now the program looked like it still did what it needed to do, but at the beginning it said that it could not locate the sod-dlc.key file, but yet it was there, but somehow just managed to successfully do everything



Backs up your chitin.key to chitin.key.bak, just in case (Success)

Unzips your dlc/sod-dlc.zip, copying over top of the existing lang/, movies/, music/ folders. The data folder inside of the zip will be renamed to no overwrite files in the existing data directory. (??? Where is this, I didn't see anything named that unless this was just the automatic first step of the Disabled File)

Updates your chitin.key with so any resources from inside of the zip file will point to their appropriate bif files.
Renames your dlc/sod-dlc.zip to dlc/sod-dlc.disabled so the engine no longer loads the zip based dlc. (Success)

This should give you a chitin.key that references all the BGEE assets in data/*.bif, along with referencing all the SOD assets in the sod-dlc/*.bif files. (Success I suppose?)

The issue is..I don't know what the deal was with the Sod-dlc.key, I just want to make sure I didn't break something.

Also I'm using GoG version.
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