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Jaheira Recast v1.2

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Jaheira Recast

A BG:SoD mod by AstroBryGuy

Introduction

Heidi Shannon (the original voice of Jaheira) was unreachable for Siege of Dragonspear, and Beamdog originally cast a new voice actor in the role. Eventually, they decided the new actor was not working out, and left Jaheira's lines unvoiced and her original BG1 soundset. However, many of Jaheira's voiced lines and almost all of her soundset are included in the SoD files. This mod reconnects those files to the dialog lines and gives Jaheira's soundset an SoD update like the other returning NPCs.

Downloads

https://github.com/AstroBryGuy/JaheiraRecast/releases

Components

Jaheira Recast: Character Sounds - Use new SoD Character Sounds

This component gives Jaheira her planned soundset for SoD. Almost all the files for the soundset are available, except the REACT_TO_DIE_GENERAL and REACT_TO_DIE_SPECIFIC sounds. The former is left blank and for the latter, another appropriate voiced line has been used.

Here is a sample:

image

Jaheira Recast: Character Sounds - Use BG1+BG2 Character Sounds

This component keeps Jaheira's original BG1 soundset, but supplements it with BG2 sounds for character sound not present in the BG1 soundset (e.g., the "SPELL_FAILED" sound).

Jaheira Recast: Dialog Voiceover

This component adds the available voiced lines to Jaheira's dialogs. There are about 100 lines of voiced dialog/banter in the SoD files.

Note: it is not required to install the Character Sounds component in order to install the Dialog Voiceover component. You can have original BG1 character sounds and new SoD voiced dialog.

Jaheira Recast: Give Jaheira her BG2 Portrait

This component will replace Jaheira's portrait with her BG2 portrait for BGEE and SoD.

Installation

Note: It is recommended to start a new game, or at least install this mod before starting the SoD campaign.

Windows

If the mod was previously installed, uninstall it before extracting the new version. Jaheira Recast is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the archive into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "jaheirarecast" folder and setup-jaheirarecast.exe in your game folder. To install, simply double-click setup-jaheirarecast.exe and follow the instructions on screen.

Please run setup-jaheirarecast.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X

If the mod was previously installed, uninstall it before extracting the new version. Jaheira Recast is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the folder "OSX-jaheirarecast-v1" into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "jaheirarecast" folder, setup-jaheirarecast, and setup-jaheirarecast.command in your game folder. To install, simply double-click setup-jaheirarecast.command and follow the instructions on screen.

Contact Information

Comments and bug reports can be directed to the Jaheira Recast thread in the [BGEE Mods forum at Beamdog](https://forums.beamdog.com/categories/bg:ee-mods). If the thread is inaccessible, you can contact [AstroBryGuy](https://forums.beamdog.com/profile/AstroBryGuy) on the Beamdog forums.

Acknowledgements

To the Beamdog team - Thanks for giving us the Enhanced Editions and now Siege Of Dragonspear! I look forward to playing your next adventure.

To the BG Modding community - you rock! Without you, we wouldn't have the tools to create mods or the examples you have set for other modders to follow. Thanks!

Jaheira Recast is not developed, supported, or endorsed by Beamdog or Wizards of the Coast. All images, sounds, and contents of this mod are copyright Beamdog or Wizards of the Coast.

REDISTRIBUTION NOTE: Jaheira Recast was created to be freely enjoyed by all Baldur's Gate gamers. You may share the mod freely with others, but for-profit distribution is not permitted. You are free to use the code in your own mod or mod compilation. To avoid confusion, any altered version of the mod should not be released under the name "Jaheira Recast".

Version History

Version 1.2 - May 30, 2016
  • Fixed issue with blanking Jaheira's biography
Version 1.1 - April 17, 2016
  • Added VO lines for script-banters
Version 1 - April 10, 2016
  • Initial upload

.tbg files with DLTCEP

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Hi,

I love the old custom stuff from places like Arundor's Abode, BG Storeroom, and Dharlome's Keep. Weird thing is - I can only import BG2 stuff from Arundor's Abode. None of the BG1 stuff will import. I get an error message from DLTCEP saying it "doesn't support this feature". Any thoughts?

BG1 Unfinished Business v14 (with BGEE compatibility) - UPDATED 2016-05-17

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Hello all,

BG1UB v14 is (finally) out of "beta" status! ;D

Until the official download page (http://www.pocketplane.net/bg1ub) is updated, you can download Windows and OSX packages from my GitHub site:

https://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0

Main highlights of v14:
  • BGEE compatibility
  • New Components
    • Nim Furlwing Encounter
    • Restored Elfsong Tavern Movie
    • Svlast, the Fallen Paladin Encounter
    • Mal-Kalen, the Ulcaster Ghost
  • For a full list of changes, see below...
Note: Some of the BG1UB components are blocked from installing, as they are included or superceded by BGEE. Here is a list of components that can be installed on BGEE:
Ice Island Level Two Restoration
The Mysterious Vial
Finishable Kagain Caravan Quest
Coran and the Wyverns*
Kivan and Tazok
Branwen and Tranzig
Place Entar Silvershield in His Home
Scar and the Sashenstar's Daughter
Quoningar, the Cleric
Shilo Chen and the Ogre-Magi
Edie, the Merchant League Applicant
Creature Corrections
Creature Restorations
Creature Name Restorations
Minor Dialog Restorations
Store, Tavern and Inn Fixes and Restorations**
Item Corrections and Restorations
***Prism and the Emeralds Tweak
***Duke Eltan in the Harbor Master's Building
****Nim Furlwing Encounter
****Svlast the Fallen Paladin
****Mal-Kalen the Ulcaster Revenant

*Superceded in BGEEv2
**Most of this component is already included in BGEE.
***New component for v13.1
****New component for v14

NOTE: if you're installing both BG1UB and BG1NPC, BG1NPC has its own versions of the following components: Finishable Kagain Caravan Quest, Coran and the Wyverns, Kivan and Tazok, Branwen and Tranzig. If you install BG1UB first, do NOT install these components since BG1NPC does not detect BG1UB. If you install BG1UB after BG1NPC, it will detect BG1NPC and skip these components.


Version 14 CHANGES
* General Updates for BGEE Compatibility: Replace FILE_EXISTS checks to GAME_IS checks where appropriate. Add BGEE variables to getcpmvara/getcpmvarp calls.
* Update to WeiDU v237, Windows and OS X binaries
* Added UTF-8 support for BGEE via HANDLE_CHARSETS - Add iconv Windows binary for character set conversion. Redefine %LANGUAGE% variables to NOT include the tra directory, e.g., "english" instead of "tra/english". Changing %LANGUAGE% variables to lowercase to allow character set to be inferred.
* Updating OSX sox binary to v14.4.0 (Intel CPU).
* Updating lib files for BGEE compatibility - Adding g3_bgee_cpmvars.tpa. Updating rr_tutubgt_addvars.tpa for BGEE, rename rr_tutubgtbgee_addvars.tpa
* TRA File Updates: Moving game content that uses Windows encoding to a separate file, bg1ub.tra. Setup.tra now only contains install text. This is done so that setup.tra can be excluded from UTF-8 conversion by HANDLE_CHARSETS.
* Ice Island - Moving "tis" subdirectory to "tiz" to work with WeiDU function HANDLE_TILESETS. Moving tisunpack binaries to win32 and osx subdirectories of tiz. Also, renaming ar1010.tiz to ub1010.tiz for unpacking, since it will now unpack to the override directory. Changes to .tp2 file will rename ub1010.tis to the appropriate name after unpacking. BGEE has copies of AR1010 .wed and .bmp files, don't copy these files for BGEE.
* Blocking the following components from installing on BGEE:
* Additional Elminster Encounter
* Angelo Notices Shar-teel
* Safana the Flirt
* Appropriate Albert and Rufie Reward
* Flaming Fist Mercenary Reinforcements
* Audio Restorations
* Area Corrections and Restorations
* Permanent Corpses
* Elven Charm & Sleep Racial Resistance
* The Original Saga Music Playlist Corrections
* Sarevok's Diary Corrections
* Kivan & Tazok - Change KIVANJ reference in ubkivan.d to %KIVAN_JOINED% for compatibility.
* BGEE: Creature Restorations - Created BGEE version of ubcorian.cre.
* Kagain's Caravan - Update DECOMPILE_BCS_TO_BAF to DECOMPILE_AND_PATCH. BGEE compatibility updates. Kagain's quest journal entry was not being removed in BGEE. Copied file bgKAGAIJ.d to bgeeKAGAIJ.d and added a block to remove journal entry.
* BGEE: Coran & Wyverns - Skip IKCoranWyvernFix for BGEE (already included as DXCoran)
* BGEE: Place Entar Silvershield in His Home - Add BGEE variable for AR0101 to getcpmvara call
* BGEE: Scar and the Sashenstar's Daughter - Skip ubscar_fixes.d - not needed for BGEE
* BGEE: Quoningar, the Cleric - ADD_JOURNAL command to add quest journal entries for BGEE. Created BGEE version ubquon.cre.
* Shilo Chen and the Ogre Magi - Shilo Chen says the Ogre Magi are in the southwest corner of the Wood of Sharp Teeth. However, the Ogre Magi are found on the Bandit Camp map, which is at the north end of the Wood. Moving them to Larswood, which is the southwest part of the Wood. (BGEE) ADD_JOURNAL to add quest journal entries for BGEE. Created BGEE version of ubglove1.itm.
* BGEE: Edie, the Merchant League Applicant - ADD_JOURNAL for quest journal entries in BGEE.
* BGEE: Creature Corrections - Replace DECOMPILE_BCS_TO_BAF and DECOMPILE_DLG_TO_D blocks with DECOMPILE_AND_PATCH blocks. Skip fixes due to CamDawg's Inventory Checker - already included in BGEE.
* BGEE: Creature Name Corrections - Skip Beresh fixes - already in BGEE.
* Store, Tavern and Inn Fixes and Restorations - Add comments to indicate sections of component. Move ubba0133.dlg creation into Bartender Fixes section. Move Maltz' Weapon Shop and Unused General Store fixes into "Inn, Tavern, Store name restorations" section. (BGEE only) Block sections already implemented in BGEE. Add BGEE version of ubstores.d.
* Item Corrections and Restorations - Add BUT_ONLY_IF_IT_CHANGES to item edit blocks. Updating item charges for ADD_STORE_ITEM: #1 #0 #0 for scrolls and bolts of polymorph, #0 #0 #0 for armor, helms, belts, bracers, etc.. (BGEE Only) Give Corsone "The Root of the Problem" since Amarande already has Mighty Oak +2 in BGEE. Updated Bala's Axe description for BGEE.
* Audio Restorations: Moving .ogg files out of "tra" directory and into new "audio" directory. Update audio handling to built-in WeiDU function HANDLE_AUDIO.
* Prism and the Emeralds - Add BGEE variable declaration: rr_bgee_addvars.tpa. ADD_JOURNAL for quest journal entries on BGEE. Move dialog to UBPRISM.D.
* Duke Eltan in the Harbor Master's Building - BGEE compatibility updates.
* Fix for TazokSays script blocks in AR2400.BCS and AR2900.BCS in BGEE.
* Incorporating %FACE% variables to all CreateCreature strings for compatibility with BG1 (without TotSC).
* Adding new component for BG1UB v14: Restore Nim Furlwing Encounter. Note: .tra files are temporarily updated with English text until translations can be provided.
* Adding new component for BG1UB: Restored Elfsong Tavern movie. Thanks to Sams for the UBTAVERN.MVE file with soundtrack. Note: This component is only for BG1, Tutu, and BGT. BGEE users who want this movie should install Sams' BG:EE Classic Movies mod.
* Adding new component for BG1UB: Svlast, the Fallen Paladin.
* Adding new component for BG1UB: Mal-Kalen, the Ulcaster Ghost.
* Restoring cut dialog for Unshey regarding Girdle of Gender Bending (Minor Dialogs Component).
* Fixes for Lahl's dialog: TotSC, BGT, Tutu ONLY: Lahl's dialogs are random, rework the dialogs into a tree (already fixed in BGEE) - added to Minor Dialogs Component.
* Updates to Ice Island Level 2: Give Dezkiel some additional defenses, including Snow Golems.
* Fix for duplicated actions in OUBLEK.D - Prism and the Emeralds component
* Prevent Coran Wyvern Quest component from installing on BGEEv2/SoD.
* Updated Italian Translation - thanks Aedan!
* Added extra_tmp_ee.tra with BGEE Dialog.tlk strings


Now, on to v15... :wink:

The 1000 - The Restless Edition

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Takes away 1000 gold every day. This one is not tied to any particular hour, the counting begins from the hour your game was saved at. You will still be able to buy the equipment with your starting money in a new game.

There are two installers in the package. The 1000 file works as described, and 1000RE instead applies the tax every time the party rests. You should probably choose just one.

1000 was my original goal for the deduction mod, which I then reduced for "The 500." But the game has too many magic weapons and free gold, and 500 is not nearly enough to make any difference. You will feel this one more. The purpose in both cases is to keep the party lean and heroic, relying on its own strength.

"The 1000" also uses a timer instead of a time-of-day check, so it works better.

Includes an optional readme with some considerations about the role of money and treasure.

Download

Room for new content in BG - where?

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New content added to BG sometimes makes me feel kind of cramped. I mean, they put Dorn's necromancer Kryll in a half-empty area in the southeast - all right, had a "random" encounter with him between maps - that was clever... But there is also fan-made content. The Friendly Arm is stuffed (but only downstairs, for some reason), and putting more encounters on the old maps is a bad idea, space is the most important thing about this game. There are also too many people trapped in stone lately.

So where else to stick "new" places or just NPC? I'm putting "new" in quotes, because the areas will usually, of course, be rehashes and imports from IWD or some other game...

Some modders found smart solutions. @DarkDogg used the abandoned house while still keeping it abandoned (which is just right), and hacked a cave entrance on another map. (It would be good to hear ideas about which areas in the Infinity games are the least known and used, by the way.) Now, I don't make areas myself, and probably never will, but I'm eager to play in them. I hate stepping on toes, too. So let me think of possible destinations for added content and ways to avoid filling up the game. Here is what comes to mind:

1) Make more caves on the existing maps, with small entrances. A cave entrance is a hole in a wall, so it doesn't clutter the map any or interfere with its theme. For instance, there are enough sand and loam banks on the lonely, muted Firewine map for one or even two holes behind a bush. New caves should also be easy enough to draw up. It is probably better not to staff caves chock-full of creatures, that looks unnatural, especially for a place like Firewine. An empty cave is just fine, it makes the game feel "roomy." An empty cave is a valuable contribution to the game, no less than a full one.

2) Open up the top of Durlag's Tower. When you walk out on the terrace, you see that there remains enough space up there, above the highest floor, for a couple of good-sized rooms. And there must be rooms, too. It can't be just solid stone, can it? The shape of the tower is so irregular, it can probably accept almost any room. There is a also a door, next to the stairs, that is enticing.

3) Use the right river bank of AR0400 (Farmlands north of Baldur's Gate, with the zombies). For some reason the right bank is impassable. Well, there is enough space there for an encounter or two.

4) Use houses in Baldur's Gate itself. There are a lot of blanks with generic NPC. Evict them and put some interesting folks instead. Planescape: Torment had no "generics" in houses, everybody had a name and a quest, and the game was the better for it. But these NPC and their quests, of course, won't be accessible until after Cloakwood.

5) The Nashkel Fair is just what the doctor prescribed if you don't know where to put gamblers, tricksters, idlers, entertainers and wandering heroes. The Fair is, to be frank, not much fun at the moment and never has been. If you have Unfinished Business, there are two or three merchants, fat of course, who sell the same usual boring weapons... you know you want that non-magical sling... but also, let's be Fair, overpowered equipment and duplicates of weapons you thought your party has already come by... The huge gambling tents are next to empty of anything interesting, and you can't even really play. Well, if the Fair really does attract many people from distant parts, as Volo says, you can expect many unusual types there and in the tent of the lotus smokers... Or better, so as not to clutter it, put someone outside.

By the way, when a farmer comes to a fair, he usually wants to buy or sell something practical. Buy a new plow, sell a pig. He's not there to play the roulette... Ahem. If we want to keep a toehold on common sense, should the place not reflect this medieval reality?

6) Place more people on second floors of inns, including the Friendly Arm. Felderpost's is huge. There is enough space in city inns as well. It's okay to make players look for an NPC outside of the bar room. Legwork is a good thing more often than not.

7) Combine NPC. This is a trick, but it works: instead of adding a "realistic" number of servant-type NPC like guards, roaming ass-scratching peasants and so on, add enough to make the impression you want to convey. A certain mod places several merchants in the courtyard of the Friendly Arm, each with two or three guards, and the guards all have flaming swords out... Aside from making Doom Guards less impressive and just being in bad taste, this crowd throngs the map. Two-three or three-four guards would have been enough for all of the merchants. They symbolize strong security, and that's all the situation calls for. It's not like more guards can prevent the player from killing everybody, if he really wants to. It's always best to keep numbers down, this leaves more player attention for the surroundings. And a crowd of people with near-identical avatars looks ridiculous. Sorry, SoD.

8) Take over NPC. Do you see a wandering Reader with no name? A guard called Guard? A little girl called Girl? Don't make your own actors - grab and christen these, already available. You can even sign up a wandering cat if you have a mind to. Beregost or Nashkel aren't metropolises to teem with people (including the little crowd gathered to look at a monk). They are small, boring places, or there wouldn't be any adventurers.

9) Phase out NPC. So you really need a peasant woman to appear at X to answer the party's question, it has to be outdoors, and you can't take over an NPC already there. Why shouldn't, then, she disappear after the party leaves the area, or after 1 minute? Nobody will miss her, surely. She doesn't have to remain, when the only thing she will have to say until the end of the game, if the party stumbles across her again, is "Hello, how fare thee?" We fare fine, thank you, and don't you have better things to do than stand there with your one-liner and block the view?

Those are my suggestions. Obviously there are going to be exceptions, but the important part, on the whole, is to find unexplored spaces instead of jamming it all in a world not meant to hold so much magic, so many weapons, such throngs of people, in short, this amount of content.

Regarding modding SoD NPCs for BG2:EE

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Attention, modders and players!

There have been several discussions on whether Beamdog considers adding SoD NPCs to BG2:EE, or not.

I've asked around.

In regards to modders wanting to work with SoD NPCs, we tell you: "Go nuts!". Go and add them to BG2:EE, create stories for them.

While Beamdog would like to perhaps explore the idea in the future, we have no plans to pursue that project any time soon.

[MOD] BGII:EE - Unofficial Item Pack

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For many years bothered me that lot of items have completely untapped potential.
So I decided to rework large number of them and "Unofficial Item Pack" was born.

Version 2.7:
https://www.dropbox.com/s/e4dnxe3ft0t4yza/Unofficial Item Pack V2.7.zip?dl=0

Unfortunately, (most parts) this mode (part one is exception) requires starting a new game and patch version 2.0 or higher.

Languages: English, Czech

Installation of this mode has eight optional parts:

A ) Unofficial Item Pack

01) Malla's Soul Stone - Human souls are source great strength. Gotta catch 'em all!


02) Sigil of Tyr - Only for the best of us.


03) Dark Elven Chain - Armor Class: +1


04) Handmaiden's Mace - Now Mace +3 (also new, better model)


05) Mask of King Strohm III - I do not see practically nothing.


06) Symbol of Amaunator - Praise the sun!


07) Human Flesh +5 - You can be evil and also look elegant. (recolored)


08) Keepsake Locket - True love make you stronger.


09) Shadow Dragon Wardstone - Loks like Ioun stone to me...


10) Mantle of Waukeen - You can save the world with this stylish jewelry!


11) Kurtulmak's Crystal Shard - Ruby crystal? Hmm...


12) Soul Reaver +4 - The ultimate weapon for evil incarnate.


13) Boo - Simply because I can!


14) Deirex's Gems - Souls belonging drow warriors? That sounds useful.


15) Talisman of the Hearthfire - Jump to left or jump to the right!


16) Girdle of Fortitude - Stay healthy little longer.


17) Blackmist +4 - Now you see me...


18) Cloak of Balduran - New drop from Firkraag
19) Helm of Opposite Alignment - Ask undead mayor
20) Girdle of Femininity/Masculinity - Owned by biggest Casanova in Amn
21) Bracers of the blinding strike - New drop from Drizzt (According lore he should have them)
22) Cloak of Displacement - Blur is gone
23) The Claw of Kazgaroth - Blur is gone
24) Silver Dragon Scales - New drop from Adalon
(Right now usable only in ToB. Modification for Cromwell will be in the next version.)

B ) Scarlet Katana

01) Scarlet Katana - Scarlet Ninja-To is now Scarlet Katana.
Higher price, but useful for monks, bards and thieves.

C ) Gourmet from Underdark

Someone said "Rare ingredients"?
That sounds very... delicious.


01) Kuo-toa's Blood - It tastes little bitter.


02) Elder Brain Blood - It tastes pretty sweet.


03) Eyestalk of an Elder Orb - It tastes like chicken.
Boo approve this very tasty dish. :smile:


WARNING: Do not eat them all!
At least one is required for Q.

D ) Holy symbols

All six holy symbols will now have Armor Class: +1

E ) New Items

Completely new (almost) original items.
(Adventure Mart)

01) Butcherer of Innocents - BLOOD!


02) Guenhwyvar's Figurine - New drop from Drizzt


03) Ring of superior arcane clumsiness - In possession of a well-known religious madman


04) Hourglass of Gond - Reward for the hardest fight of your life.


05) Kangaxx's robe - New robe for evil mages

F ) SoD Items

Few useful items from SoD.
(Adventure Mart)

01) Backwhacker +2


02) Nimblefinger Gloves


03) Stalker Gauntlets


04) Screaming Bagpipes


05) Cloak of the Gargoyle


06) Crown of Lies


07) Wizzard Hat


08) Circlet of the Cynosure


09) Bloody Bone Plate +2


10) Robe of Arcane Aptitude


11) Shield of Egons +2


12) Fleshripper +2


13) Daeros' Full Plate +1


14) Headband of Focus


15) Tongue of Acid +3 - New drop from Thaxll'ssillyia (Shadow dragon)


16) Key ring - New drop from Ilyich


G ) Better archery shop



This guy will have much bigger inventory + some ammunition from SoD.

01) Bullet of Fire +1


02) Bullet of Ice +1


03) Bullet of Electricity +1


04) Bolt of fire +1


05) Bolt of ice +1

H ) Reworked free action

Abilities that prevents from being hasted were removed from the following items:

Firecam Plate
Ixil's Spike +6
Flail of Ages+5
Ring of Free Action

Need help deciding these Mods (To Avoid Potential Bugs)

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I want to say first that I'm using the GoG Version, and I hope there are those on this forum that can help me figure out which mods to avoid or keep. It's been a little difficult due to the whole SoD thing, and I'm very unsure which mods currently are giving trouble for EET in general or the Mod that still clashes with other Mods or SoD. Going through the BWS (On Recommended Mode) these were the Mods I picked out:

Another reason I created this topic because today a unknown mod corrupted the Logo Movies for SoD in the EET Movie Selection under options with SoD Text from the game, and for the life of me I don't know which Mod caused this issue. I hope someone here can figure it out if he/she experience the same issue. I'm assuming if that was broken then other stuff was broken as well.


======================================================================
General:
(Mandatory)
======================================================================
Corrections:
(Semi-Mandatory)
======================================================================

Big Mods (I didn't install any of the Big Mods last time, but I'm curious if they're safe to use right now):

Dark Horizons (Unsure of EET-SoD Status, I almost finished it back in old BGT)

Darkside of the Sword Coast (Unsure of EET-SoD Status, I remember I couldn't even get to the areas last time back on the old BGT)

Drizzt Saga (My understanding this Mod is suffering from Area Transition issues last I've read)

======================================================================
Quest Mods:
Back to Byrnnlaw
BG1 Mini Quests & Encounters
BG1 Unfinished Business
Dungeon Crawl
=
Eilistraee's Song
Fading Promises
I Shall Never Forget
Innershade
Tales of the Deep Gardens
The White Queen
(My understanding one of these Author's mod map areas is overlapping another area..was this fixed?)
=
Lure of the Sirine's Call (I've read the Extended Lighthouse is broken, but not a total loss)
The Sellswords
The Stone of Askavar (Understanding this mod got fixed up pretty good now)
Tower of Deception
Unfinished Business
======================================================================
Mini-Mods:
Adalon's Blood
Lucy the Wyvern
The Minotaur & Lilacor
Wheels of Prophecy
======================================================================
NPC Related Mods:
Banter Packs
BG1 NPC Project (All Romances turned off)
IEP Extended Banters
Imoen Friendship
NPC Flirt Packs (Only Jaheira Enabled)
Sarevok Friendship
Yoshimo Friendship
======================================================================
Tactical Encounters:
Ascension
Ding0's Quest Pack
======================================================================
Rules & Tweaks:
Almateria's Restoration Pack (Honestly it should be Mandatory considering it restore lost content)
EET Tweaks
NPC Tweak
Klatu's Tweaks & Fixes
Rogue Rebalancing (Have most issues been corrected lately???)
Tweaks Anthology (Safe to use? Pre-release version it states, I turned off some features)
Unfinished Business
Wizard Slayer Rebalancing
======================================================================
Stores & Items:
Thalantyr Item Upgrade
Thrown Hammers
======================================================================
Character kits:
Rogue Rebalancing
======================================================================
Graphics, Portraits & Sounds Mod:
Baldur's Gate Classic Movies
The Picture Standard
Thrown Hammers
Worldmap
======================================================================


Is my setup safe or too much?


Question about WEIDU functions from a novice

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Actually I'm not even a novice!

Up to this point I haven't bothered with weidu as I see it as a packaging/batch processing/productivity tool. For my little home projects I haven't needed those kind of functions.

I've kinda come up with an idea, a personal project that I might try if its feasible. I'm not going to outline all the details, precisely because its probably not feasible, especially if I can't use weidu to make the grunt work easier.

Basically imagine I'm writing my own personal version of Spell Revisions. I need to touch every spell in the game. For this project, I'd basically need to multiply every caster level entry in every spell 10x, the way Spell Revisions increased each spell to scale to level 50. Yeaah...


So take fireball, spwi304.spl. It has 6 "abilities" (sorry I'm still new and use NI not DLTCEP...I'm sure the later has a better description). These correspond with "minimum level", which I think is the minimum caster level for each ability within the spell; minimum caster level 1 (5d6), and caster levels 6-10.

I would need WEIDU to make copies these 6 "abilities", increasing the minimum caster level to a bogus number each time. So Fireball would have 66 entries/abilities, the current 6, another 6 starting at minimum level 101 through 106, another 6 with a minimum level of 201-206, and so on.

Spells with more minimum caster entries, that scale to level 20, like Armor of faith...same thing. Twenty new entries starting at 101-120, twenty new entries 201-220...etc.

I'd actually need this for EVERY spell in the game. Unfortunately, for my purposes, it doesn't matter whether I actually make any changes to some spells or not, all spells will need base, higher level entries as placeholders even if nothing else changes. My BG2 installation shows 4411 .spls. Hehe. Anyway, I assume Spell Revisions did something similar, and didn't do it by hand. So I'm hoping A: Weidu can run that task for me easily and more and B: drastically increasing the size of .spl files isn't going to kill performance, though I have to increase the size/depth with Weidu before I can do any performance testing. That's the minimum I need to know before I can even continue any theorycraft on the actual project.

How does EET handle Black Pits 1 & 2?

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I realize that you can't access them in the main campaign, so that leaves a bit of a issue with a continuous story line because you have to import the character for both of them. I imagine for now that you have to role play a bit, and just import your character after a certain point in the game, but the down side is that you won't be able to keep any items from Black Pits 1 & 2.

I guess in a "way" that it balances out the main campaign a bit, but it would just seem odd in another way.

[Tool] QDMULTI: A Library for Multiclass Kits

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QDMULTI is a library for mods that install multiclass kits in the Enhanced Infinity Engine (v2.0+).

The newest version of this library is available on GitHub.

Background

Beamdog released the Enhanced Infinity Engine (v2.0) with the release of their original game, Siege of Dragonspear. Among numerous other functionality changes, this patch enabled the character creation menus to display multiclass kits. Unfortunately, any kit that would appear in the multiclass menus would not gain any of its unique class bonuses, due to the way that the engine handled multiclass kits.

This library fixes that problem, and enables multiclass kits to both appear properly in character creation and apply the appropriate bonuses during character advancement.

Usage

If you would like to tie your mod's multiclass kits into the qdmulti framework, then you first need to download the latest version of qdmulti and include it somewhere in your mod's installation files. The .tpa file (qd_multiclass.tpa) can be kept anywhere within the installation files, but the other three files must be kept in the same directory.

After adding these files to your mod structure, you can enable the functionality in your mod's compenents by adding the following code to your mod's installation files (either .tp2 or .tpa).

This line should be included before you use the ADD_KIT function (if you are adding a new kit).
INCLUDE ~your/folders/here/qd_multiclass.tpa~ 
This line should be included after you use the ADD_KIT function (if you are adding a new kit).
LAF qd_multiclass
STR_VAR
kit_name = ~kitname~ //the internal name for your kit (e.g. QDMAGUS)
kit_clab = ~kitclab~ //the internal name of your kit's clab file, without the .2da extension
base_class = ~X~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
mc_dir = ~your/file/structure~ // the directory containing the three files, as noted above
END
Of the parameters utilized, the only one that I feel needs further explanation is the "base_class" parameter. This parameter handles which class the kit abilities will be tied to; if you say that a multiclass kit's base class is fighter ("base_class = F"), then it will gain the assigned kit bonuses from increases in its fighter level.

Limitations

Note that this library is only designed to handle class benefits that are granted through the class' clab file; it will not handle specialist mages' school restrictions, specific kit's item restrictions, or other effects tied to the kit's usability flags.

Furthermore, due to the length restrictions on internal names, the library can only include abilities that have internal names of 7 characters or less. Abilities with internal names of 8 characters (or more) will not be converted during the qd_multiclass function.

Applications

This library is very versatile, and can be used in a variety of scenarios. Some of the things it can do include:
- giving a kit to a multiclass character at character creation (e.g. Swashbuckler/Mage).
- allowing a multiclass character to have one kit for each of their classes (e.g. a Berserker/Priest of Talos).
- allowing modders to implement their own multiclass kits that have abilities tied to each of the base classes (e.g. the Bladesinger Fighter/Mage kit).
- allowing a single- or multiclass character to gain the benefits of multiple kits of the same class.

QDMULTI in Action

Mods that make use of QDMULTI include:
- Eldritch Magic by @Abdel_Adrian
- Might and Guile by @subtledoctor

Permissions and Support

I am publishing QDMULTI so that other modders may make multi-class kits more reliably and efficiently. I do not require nor expect modders to contact me requesting permission to use this library. If you encounter errors while using this library, please contact me so that I may provide fixes and updates.

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

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

* At the moment Siege of Dragonspear is not supported.


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

Volume 1: Baldur's Gate 1 NPC Soundsets


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

Pictures
imageimageimageimageimageimageimageimageimageimageimageimageimageimageimage

Volume 2: IWD2 Soundsets


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42 Soundsets from Icewind Dale 2 (and IWD 1)

Volume 3: Planescape Torment NPC Soundsets


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

Pictures

Volume 4: Monkey Island Soundsets


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

Pictures



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

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

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

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

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

[MOD PREVIEW] The Fallen Light (SoD spoilers)

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







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

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Eldritch Magic

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

Eldritch Magic v1.68 (GitHub)

Eldritch Magic v1.68 (Google Drive)

README

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

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

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

Druids:
Totem Sister of Angharradh
Druid of Rillifane Rallathil

Rangers:
Ranger of Solonor Thelandira

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

*Multiclass kits. Please read the README for instructions.

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

6wmvr4zh8sox.png


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



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

[v1.68] - Further improved Bladesongs! Bladesingers are meant to stick to robes/elven chain and single weapon style, but as a fighter/mage kit, they were able to perform their powerful bladesongs in cumbersome full plate and heavy tower shields. No more! Bladesongs are now properly limited to Bladesingers in armor no heavier than chain mail so long as they are wielding a single one-handed melee weapon and have one free hand. Splint/Plate, ranged weapons, 2H-weapons, shields, and even hand-to-hand combat will disable bladesinging, removing its effects and preventing its reapplication until proper weapon/armor requirements are met. Courtesy of @subtledoctor.
- Revised abilities for Herbalists & Priests of Mystra, improving balance as well as kit usefulness.
- A few components shifted groups (but not component numbers) to maintain a minimum number of component groups.
- Bug Fixes: Multiple strref fixes, including War Wizard's innate ability descriptions.
Removed all instances of 'sod' under REQUIRE_PREDICATE GAME_IS, due to the fact that IWDEE does not yet recognize that game.
Fixed multiple Ioun stones for IWDEE. Also replaced 2 SoD Ioun .BAMs with closest matching images from compatible games.
https://drive.google.com/open?id=0B3oh7euE-ND2S3hCRXNHeHRqQm8

[v1.67] - Bug Fixes: Further fixes to Priestess of Lolth's 'Shapeshift: Spider,' should work as intended now.
- Format changes: Component order changes, completely uninstall mod before updating. Will affect games in progress.
https://drive.google.com/open?id=0B3oh7euE-ND2MjJFVHA1VGNDbk0

[v1.66] - Bug Fixes: Multiclass kits will now function properly for class abilities of level 10 or above, all credit to @Aquadrizzt.
https://drive.google.com/open?id=0B3oh7euE-ND2SWNuV21pdUZOSEk

[v1.65] - Bug Fixes: Resolved issue with Priestesses of Lolth being unable to talk after shapeshifting out of spider form.
- Fixed minor typos.
https://drive.google.com/open?id=0B3oh7euE-ND2SVhvMUwxTjR4Tjg

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

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

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

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

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

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

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

A question for modders/ Modding and new creatures

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I dont know a thing about modding myself. But I wanted to ask a question. How hard is it to make new creatures for the game. I have long thought that some of the old standards in dungeon critters would be nice to have. Examples would be rust monster(eating nice metal weapons), slithering trackers to interrupt a nice rest, piercers to drop down on a party from above, and trappers to come up from the floor.
Myconids were a great addition I thought to the original games. We already have some nice slimes and oozes. (can you detect my gray druid tendancies yet, hehheh).
Just thinking aloud here and wondering what you folks thought.

[MOD] Ishlilka for BG1 + SOD [Alpha Release]

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Introducing the Ishlilka mod for BG!




Ishlilka is a newly trained Wizard Slayer that has come to this part of the Sword Coast to prove herself worthy to her father and his band of reputable mercenaries. Noble at heart, and up alone against a strange foe, she willingly takes up your cause in exchange for aid in her own.


What you can expect:

At least two banters with every companion in BG1.

A friendship and romance path.

A unique quest for BG1 and SOD.

Various interjections at different points in the game.

A balanced front liner with a unique ranged weapon.

FORESHADOWING!

---------------

Some tips:

This is an Alpha Release, it has never before seen the light of day. I have tested it extensively by myself but only by myself. Bugs may occur. If you see something, say something. Updates in content and potential bug fixes will happen.

This mod was made for BG:EE with SOD installed. I don't know what will happen if you add it to a vanilla BG:EE install. You may just get an "installed with warnings" and it will be fine. You may open up a portal to the Hells. I can not be held responsible for such reckless acts. (I will post a standalone BG:EE version in the comments sooneventuallyish)

She can be found at the grounds of the Friendly Arm Inn.

Romance is available to Half Orcs, Humans, and Half Elves, although Half Elves will have special difficulties.

Ishlilka will follow you into SOD only if she was with you for the final battle with Sarevok and you export your game.

If you failed to complete her quest in BG1 but brought her into SOD, you need to talk to her if you want to start her next quest.

The plot will get thicker and the quests will get juicier in BG2/TOB ;)

----------------

If you have any suggestions, comments, tips on how I can improve it, reasons why I suck, please let me know.

----------------

Special thanks to every modder who has ever made a tutorial as well as a certain trio of gibberlings whose advice was invaluable.

Anyone know what those odd creatures were in the official walkthrough? (Spoilers?)

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Remember back in the day there were creatures shown, but never actually appeared in the game? I remember seeing things like a Yellow Dragon, and I *think* a Purple Dragon? Correct me on this if I'm wrong, I've not looked at the guide in a long long time now.

No matter how many times I've played BG2 that I never encountered those creatures.

How to set new Global variable in DLTCEP?

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I tried to create and set a new global variable but it doesnt seem to work when I tried them under dialogue files

Any idea?

For eg this is one of the global variable inside:

SetGlobal("bd_205_forge_carapace","global",1)


I try to add a new variable:

SetGlobal("bd_205_forge_combatsh","global",1)



But it doesnt seem to work? The dialogue cannot progress when the condition which requires:

Global("bd_205_forge_combatsh","global",1)

doesnt trigger.

arrow bonus dmg mod?

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Hi
Do you know any mod that gives arrows in bg2 the bonus damage based on enchantment level like iwd or bg1 ?

[NPC Mod] Sirene NPC for BG:EE and BG:SoD v2.1.1

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Sirene, Paladin of Ilmater


Portrait by sporeboy - http://sporeboy.deviantart.com/art/Kitty-10791404

Portrait by Isandir

Race: Tiefling
Class: Martyr - Paladin kit (optional: pureclass, cavalier, inquisitor, undead hunter, fighter/cleric)
Alignment: Lawful Good
STR: 15
DEX: 17
CON: 15 (F/C: 16)
INT: 10
WIS: 13 (F/C: 15)
CHA: 17 (F/C: 14)
Proficiencies (paladin):
Two-handed Sword ++
Two-handed Style ++
Proficiencies (fighter/cleric):
Mace ++
Sword and Shield Style ++

Mod Content

- 1 new NPC with banters, interjections and talks to PC
- 1 new item
- 1 NPC specific kit with 3 new spells
- 14 friendship talks
- Soundset taken from Icewind Dale
- NEW - full content for Siege of Dragonspear expansion

She can be found and recruited outside of the Song of the Morning Temple by a PC of non-evil alignment at level 2 with a minimum of 2500 experience, though she will gain experience to match the PC at the moment of recruitment.

She banters with every Bioware and EE NPC at least once, talking more to good and neutral NPCs, and fourteen friendship talks planned with the option of teasing a romance. Currently there are no quests and no plans to add any.

In Siege of Dragonspear, she can be found in the Iron Throne building. She has a semi-romantic path with a PC with a minimum of 12 Charisma and any gender, alignment or race (though she will still not join evil protagonists).

Be warned that as a paladin, certain evil actions in the expansion will cause her to leave the party permanently.

Biography

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

Personality

Sirene exhibits many of the typical qualities expected of a paladin; she is kind, dutiful and faithful. However, beneath her calm exterior lies a hidden temper owing to the fell blood which flows in her veins. Though she is a devoted champion of Ilmater, a past of being ostracized and persecuted by those she wishes to call her fellow men has left her unsure of her abilities and worthiness. She can be easily provoked by challenging, insulting or mocking her faith, which can be seen in her interactions with characters such as Tiax, Eldoth or even Xan, though she is also quick to acknowledge and apologize for her mistakes. She is closer to the 'good' side of her alignment rather than the 'lawful', and prefers protecting the weak to destroying evil. Because of this, she may be slightly more tolerant of evil companions, even if she can also be quite judgmental towards them. However, she will not tolerate Dorn (though they can come to an uneasy truce during Siege of Dragonspear)

Friendship & Future Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. As she has few living friends in her life, she will be eager to befriend a PC that is willing to accept her. A PC of either gender with a Charisma of 12 or greater may flirt with her, though there is no separate romantic branch in BG:EE. In Siege of Dragonspear, there is a 'romance' of sorts, though it is significantly less romantic than the original romances.

Download version 2.1.1

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Download version 1.5.1 (for pre-2.0 players)

image

Release Log


v2.1.1
- Updated an item's icon and fixed it for fighter/cleric alternate class

v2.1
- Alternate classes component fixed
- Fighter/cleric alternate class re-added

v2.0.6
- Fixed several minor item bugs
- Fixed problem with kit duplicating innates

v2.0.5
- Fixed romance-related stutter issue

v2.0.4
- Fixed a dialog error involving Thrix
- Lovetalk timers now three in-game days and not real-time days (whoops...)
- Fixed an error involving an improper number of innate abilities

v2.0.3
- Fixed 'rapid-fire' banter - minimum 20 minute delay between banters

v2.0.2
- PID-breaking 'Aun Argent' talk variable fixed

v2.0.1
- Post-Korlasz crypt talk added

v2.0 beta
- Added content for Siege of Dragonspear
- Minor changes to text
- Brimstone now properly 'usable by tieflings'
- Martyr ability scaling rebalanced
- Martyr ability visuals improved
- BG1-Sirene now increases in experience when joined to match the PC (up to 32,000XP)
- PID is now disabled during combat
- Temporarily disabled Fighter/Cleric alternate class until issues are ironed out

v1.5.1
- Fixed soundset issues related to resetting via PID

v1.5
- Added alternative classes (paladin, cavalier, inquisitor, undead hunter, fighter/cleric)

v1.4
- Fixed banters with Rasaad and Neera
- Fixed Cloakwood Mines interjections

v1.3
- Another new icon and description image for Brimstone
- Expanded PID with flirts and HP-dependent responses
- (optional) Crossmod banter with White NPC

v1.2
- Fixed 'wounded' dialogue bug that caused dialogue to initiate endlessly
- Added delay between first and second friendship talks
- New icon and description image for Brimstone

v1.0
- Initial full release
- TotSC interjections and dialogue added
- Errors in banter scripts with Coran and Alora fixed
- 24 bit portrait added (thanks Lava Del'Vortel)

v0.beta.1
- v0.beta.03 - Changed some I_C_T strings to I_C_T2 so that Sirene no longer hijacks NPC actions during interjections (thanks WhiteAgnus)
- v0.beta.02 - Added missing strings that caused friendship to stall indefinitely
- v0.beta.01 - Fixed area codes for talk 13, removed useless Viconia script

v0.beta
- initial release of mod for playtesting
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