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[MOD] Golem Construction for Spellcasters

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Golem Construction for Spellcasters
A mod for BG:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE.

Download latest release (22 MB)


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

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

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

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

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

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

Golem types taught by the Manuals of Golem Building:

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


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


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


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


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


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


Golem types taught by the Secret Manuals of Golem Building:



Golems that can be commissioned during the BG1 part of the game:



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

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

Important: BG:EE and BG2:EE must be patched to v2.0 or higher to install this mod. IWD:EE must be patched to v1.4 or higher to install this mod.

Distinguishable clubs WEIDU(Update 1.1)

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Update 1.1 Weidu patching for great compatibility

Since the release of BG:EE the magical clubs where a problem for a lot of players. If you found a club, and it was identified (as of the first version) you couldn't tell the difference between the normal and magical clubs. This was fixed in v1.2 by setting them Unidentified.
This was no solution for inventory management, because they all shared the same graphic.

NOT ANYMORE!

I created new BAM's for Club +1, +2, Night Club and my own Barbed club of Pain.
image
From left to right:
Club, Club +1, Mighty oak +2, Night Club, Root of the problem, Chanserv's Fish, Barbed club of Pain

And to make the Night Club somewhat nicer, I recolored the paperdoll animantion. It's now BLACK! So the +2 at night makes a lot more sense now, you won't see it comming! (It should negate dex based AC, but I dont think thats possible)

imageimage

If you can't use weidu: The attachment contains 3 Item files and 3 new Bam's. Put them in your override and you ready to go.

The WEIDU version is ready!

Update 1.1 Weidu patching for great compatibility

Please download the OvrV1.1 (If you use android and cant use weidu)

Please use Weidu on PC and MAC

Javelins Weidu

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Some people noticed that there where Javelins in the gamefiles. They work but the coding was not finished.

To make unloved items more loveable, I first put some work in Clubs. Now the spears are next, by fixing the ranged version, the JAVELIN . there is one in the game files, and it works. But the coding was not consistent with spears and trowing axes. I fixed that and put it in stores that sell spears (and in the missle store of the Black Pits).


Its Weidu, Try it out (it should work)

Its not for BG2:EE at the moment. soon it will be.
If you want to use it in bg2ee, you can delete the stores in the tp2. And replace them with the stores where you want to put them in.

If there is need for magical and/or returning javelins. I can make them!

Leave a Like or comment if you try it, because I have no way to now if there are downloaders. I like to know if my mods are used!

(Work in Progress) Shar-Teel NPC mod (SoD)

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In the link below you will find a mod that will allow players to take Shar-Teel as a potential party member in Siege of Dragonspear.

She is only acquirable during the games prologue. You can find her in the Flaming Fist's headquarters in one of the jail cells.

She has only limited dialog during the game (and it is all in modal form, so no overhead text). This will make her stand out compared to other NPC's. I hope to add more dialog for her in the future and maybe look into converting more of her banter to the overhead text format SoD uses.

So bear in mind that this mod is still very much a work in progress.

Also, if you are starting a new game in SoD and wish to dual class her I've scripted her so that she should allow a degree of flexibility with this. Once you dual class her (and return to the main game screen) you should find her gaining some experience. Whether or not she does (and by how much) is based on Player1's XP. If you do want to benefit from the XP (when it comes to dual classing) you'll need to do it while you are still in the main floor of the Flaming Fist headquarters.

http://www.shsforums.net/files/file/1164-sharteel-npc-mod-for-sod/

Foebane +3 and +5 improvement mod

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So basically the intent behind this "mod" (if you want to call it that I did this all in Near Infinity) is to add various races when it comes to the damage bonus granted by Foebane (both versions).

The original weapons described their extra damage as being "+6 damage vs undead, shapeshifters, and all extraplanar beings (demons, planetars, etc)"

Only thats not how it works in game. The weapon doesn't do extra damage against planetar's and there are extraplanar beings (like elementals, genies/djinni, mephits, githyanki, etc) that aren't included with its bonus either.

The intent of this mod is to add in this extra damage to as many of the extra-planar beings as I can figure out. In some cases like Faeries and Beholders, it seemed like in D&D there were specific examples where these monsters had extra-planar sub species but in general they lived in the prime plane (so I didn't include them). I'm sure the list on what should be included is up for interpretation, but under this mod the following are now getting the +6 bonus.

Original weapons bonuses

Lycanthropes (Wolfwere's, Werewolfs, etc).
Dopplegangers
Undead
Rakshasa
Demonic (which tends to be demons but there are probably other examples that fall under this category).

Additions for modded Foebane

Solars/Anti-Solars
Planatars/Dark Planatars
Elementals
Githyanki
Imps
Mephits
Genie
Tiefling

In any case I've tested it out myself and it seems to work fine.


Installation Instructions

Thanks to Crevsdaak there is now a weidu mod for this. You can find it here. Just install it as you would any weidu mod.

https://forums.beamdog.com/discussion/comment/779516/#Comment_779516

Using new spell states

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I apologize if this is known, I ran some searches but didn't come up with anything.

Is there a good way to automatically add a new spell state to an empty slot in SPLSTATE.IDS? I think I'd like to use it for a couple new things I'm working on. (Here's a preview: what if you didn't lose your extra memorization slot from the Zerth Blade or the Mage Dagger, just because you switch away to a sling for a few seconds?)

I might just go ahead and squeeze this into extraprof20... but I'm up to bit6 in that stat, there's not much room left for more stuff.

Spirit Armor Hotfix

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Hi, folks!

Let me get this out of the way first: I'm not a modder by any stretch. I have absolutely zero experience with the Infinity Engine. Nada. Zilch.

But there is an irritating bug with Spirit Armor at the moment that works like so: in the event that a character fails his or her saving throw when the spell is cast, then you will be unable to save the game until the spell's damage is applied (i.e. the spell expires). For me, this was an absolute dealbreaker, so I bumbled around in Near Infinity just long enough to cobble together a fix.

That fix is attached below.

Note that all I've done is remove the damage component from the spell so that the game will not prevent you from saving while it is active. Certainly, this is not ideal (i.e. it breaks the spell's intended behavior), but I find it preferable to the current default functionality.

I'm sharing it here because I figured someone else may also be interested. Drop it into your override folder and you should be good to go. Just ensure you backup the original file before you do.

[MOD] GUI for BG2:EE (IWD2 theme) v1.1

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here is my second UI reskin inspired by icewind dale 2 design. i modified existing resources form iwd2 to fit bg2:ee design. take a look at the screenshots and see for yourself if you like it.

installation- download link to .rar files is at the bottom of the page. download ALL FOUR parts and unrar/unzip them. copy the content of both folders into "override" folder in your bg2:ee installation folder. that's it.

to uninstall, simply delete all the files you've copied. (fastest way to uninstall would be to make a backup of your override folder before installing the mod and simply replace override folder with backup version)

two warnings-

1. mod was made for 1920x1080 display with "scale UI" turned off in graphical settings. weird things could happen if you use this mod scaled or with different resolutions, but it might work for you, i don't know.

2. since UI is not scaled, i tried to compensate for microscopic small portraits by enlarging portraits in sidebar and conversations. in order for this to work, you have to install high-res-portraits mod found here :

shsforums.net/files/file/1126-bgee-bgsod-and-bg2ee-high-resolution-portraits/

let me know if the mod worked for you and if you like it! :)

oh, and have a link to my previous iwd themed gui- https://forums.beamdog.com/discussion/62974/mod-iwd-gui-for-bg2-ee-and-bg-ee#latest













Free action mod?

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I'm well aware that this request may be viewed as an inclination towards 'cheating' in the perspective of devoted fans of the series such as yourselves. However:

Is there a mod for BG2:EE that makes free action compatible with being hasted, not to mention improved(ly) so? (And if such is the case, would you enlighten me as to its whereabouts?) Free action feels a lot like a debuff to me only on account of the Firecam armor, and i *really* want that FoA+5 for my F/M protagonist.

Cheers!

[Fix] Bala's Axe, Wizard Slayer (now Dispels Magic 1/day)

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The last sentence in the description for Bala's Axe states that it is enables the wielder to cast Dispel Magic once per day, however this was never implemented.

I've modified the Axe so that Dispel Magic may now be cast once per day on a single target (range=20). The spell is cast at the same level of the wielder, with the standard bonuses and penalties applied for being above or below the caster level of the spell(s) to be dispelled.

To cast the Dispel Magic spell, click on the "Use Item" icon on the bottom menu while the Axe is equipped and select your target. (Note: the spell will be drained when you first acquire the Axe, so you will need to rest to recharge it.)

Installation:
Simply extract the file into the override folder within your game directory (typically, 00766).

Feel free to leave comments or suggestions. Enjoy!

*Update 12/08/15: There are separate files for BG and BG2, as the string reference for "Miscast Magic" is not the same in BG2.

TeamBG Community Updates

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This topic will keep you updated on our mods and other news. The mod updates in this topic are for the non-BG:EE mods so there will be no confusion. Any BG:EE mods released by TeamBG will have its own topic. TeamBGCoM is a combination of the oldest Infinity Engine modding communities, TeamBG and the Chosen of Mystra.

Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE, BG2EE. We have a large source of tutorials on how to mod and modding tools!

We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE, BG2EE mods to us. Free area on the message board and space to download your mod.

Mods listed below that are for or work with BG2:EE:

Tweaks
Drizzt & Friends Rework: http://www.baldursgatemods.com/forums/index.php?topic=8093.0
Item & Store mods
TeamBG's BG2:EE Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=8092.0
TeamBG's BG2:EE Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=8091.0
Expansion mods
Encounters: http://www.baldursgatemods.com/forums/index.php?board=22.0
Freedom's Reign/Reign of Virtue: http://www.baldursgatemods.com/forums/index.php?board=105.0
The Undying 2.50: http://www.baldursgatemods.com/forums/index.php?board=36.0
NPC mods
Alora: http://www.baldursgatemods.com/forums/index.php?board=13.0
Kindrek: http://www.baldursgatemods.com/forums/index.php?board=15.0
Petsy: http://www.baldursgatemods.com/forums/index.php?board=129.0
Saerileth: http://www.baldursgatemods.com/forums/index.php?board=16.0
Tsujatha Melalor: http://www.baldursgatemods.com/forums/index.php?board=17.0
Vampire Tales: http://www.baldursgatemods.com/forums/index.php?board=92.0
Yasraena: http://www.baldursgatemods.com/forums/index.php?board=18.0
Yoshimo Romance: http://www.baldursgatemods.com/forums/index.php?board=99.0

Mods listed below that are for or work with BG:EE:

Deidre and Joluv in BG:EE: http://www.baldursgatemods.com/forums/index.php?topic=7815.0
Drizzt Rework: http://www.baldursgatemods.com/forums/index.php?topic=7809.0
Level 40 Rule Set/High Level Abilities: http://www.baldursgatemods.com/forums/index.php?topic=7796.0
TeamBG's Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=7806.0
TeamBG's Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=7868.0
Dark Horizons http://www.baldursgatemods.com/forums/index.php?board=101.0
Dark Side of the Sword Coast [Open BETA] http://www.baldursgatemods.com/forums/index.php?board=146.0

Mods listed below that are being worked on to be compatible with BG:EE:

Mods listed below that are being worked on to be compatible with BG2:EE:
The Undying Version 3.0: http://www.baldursgatemods.com/forums/index.php?board=36.0

Our mod list: http://www.baldursgatemods.com/forums/index.php?topic=117.0
TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG & Mod News http://www.teambg.org/ Get the latest news on mod releases

http://teambg.info/ A site that takes you back into the history of IE modding.

Remember, we will be happy to host mods or custom files for the BG and IWD games.

List of BG2EE Compatible Mods

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Note: Previously there was a list found here
http://forum.baldursgate.com/discussion/23726/bgii-ee-compatible-mod-list/p1

this list has been incorporated into this thread.

Normally when it comes to installing mods it should be good to follow this structure:

1) non-weidu mods
2) story mods
3) NPC mods
4) item mods
5) kit mods
6) BG2Tweaks
7) other tweak/overhaul mods (for example SCALES of BALANCE)
8) SCS
9) aTweaks

An example of installation order would be as follows


Ascension
Tales of the Deep Gardens
Dungeon Crawl
Assassinations
Back to Brynnlaw
The Sellswords
I Shall Never Forget
Adalon's Blood
CoM Encounters
Weimer's Item Upgrade
Amber NPC
Ajantis NPC
Ajantis Portrait Pack for BG(II):EE
Tashia NPC
Kivan and Deheriana Companions
Kindrek NPC
Xan NPC
Yasraena NPC
Alora NPC
Auren Aseph
Tiax NPC
Sarah NPC
Angelo NPC
Vampire Tales
Ninde NPC
Saerileth NPC
Arath NPC
Dace NPC
de'Arnise Romance
Banter Packs
IEP Extended Banters
Viconia Friendship
Mazzy Friendship
Yoshimo Friendship
Yoshimo Romance
Edwin Romance
Tsujatha NPC
Imoen Friendship
Coran NPC
Sarevok Friendship
Branwen NPC
Unfinished Business
Almateria's Restoration Project
Dungeon-be-Gone
Wheels of Prophecy
Kelsey NPC
Keto NPC
Nathaniel NPC
Iylos NPC
Faren NPC
Adrian NPC
Isra NPC
NPC Flirt Packs
Romantic Encounters
Haer'Dalis Romance
Nephele NPC
Petsy NPC
Gibberlings Three Anniversary Mod
Sarevok Romance
BG2 Tweak Pack
Rogue Rebalancing
Sword Coast Stratagems
BPSeries AI Scripts
Wizard Slayer Rebalancing
aTweaks
Item Randomiser



This thread is for BG2:EE only mods in the moment. I might add a list with Mods that work in BGEE and BG2EE later.
If this is getting to unclear I will add more sections.
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Released Mods
--------------------------------------------------------------------

Fix Pack & Bugfixing


https://github.com/BiGWorldProject/BiG-World-Fixpack#readme
If you are using BWS, the latest BiG World Fixpack patches will be applied for you automatically before any mods are installed. The following info is aimed mostly at users doing manual mod installation.
Please read this thread for important information about the Fix Pack:
https://forums.beamdog.com/discussion/comment/836218/#Comment_836218

Fix for disappearing simulacrum & similar abilities
https://forums.beamdog.com/discussion/comment/850917/#Comment_850917

Installer/Mega Mod

Kit Packs & Class changes


The Deratiseur Unused Kits Pack for BG2/BGT and all EE versions in english -> V13 :)
https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13

Refinements_EE beta release (New reworked version from subtledoctor. Under active development and usable)
https://forums.beamdog.com/discussion/48694/refinements-ee-beta-release

Might & Guile
https://github.com/subtledoctor/Might_and_Guile

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1

[MOD] [BETA] Faerunian Monastic Orders
http://forum.baldursgate.com/discussion/18620/mod-beta-faerunian-monastic-orders/p1

[MOD] Eldritch Magic
https://forums.beamdog.com/discussion/49591/mod-eldritch-magic-bgee-bg2ee-iwdee/p1

The Divine Remix
http://forums.gibberlings3.net/index.php?app=downloads&showcat=46

Song & Silence
http://www.gibberlings3.net/sns/

JKits V6 (Kenshei, Undead Eliminator, Amazon) 1/26/16
https://forums.beamdog.com/discussion/18607/jkits-v6-kenshei-undead-eliminator-amazon-1-26-16/p1

Psionics Unleashed -- Not compatible with 1.3 patch and newer!
http://www.shsforums.net/forum/634-psionics-unleashed

Single Kit's

Single Kit Rework and Changes


Kensai Kit Revision Mod NEW VERSION (v2.0)
https://forums.beamdog.com/discussion/41836/kensai-kit-revision-mod-new-version-v2-0/p1

[MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT)
http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt/p1

Wizard Slayer Rebalancing
https://forums.beamdog.com/discussion/24181/wizard-slayer-rebalancing-for-bg-ee-and-bgii-ee/p1
http://www.shsforums.net/files/file/960-wizard-slayer-rebalancing-v109-windows-version/

[MOD]Monk Overhaul
http://forum.baldursgate.com/discussion/33618/mod-monk-overhaul/p1

Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1
http://forum.baldursgate.com/discussion/28623/mod-eng-bg1-ee-soa-tob-saradas-revisioned-shapeshifter-v-1-1/p1

Shapeshifter paw weapon tweak
http://forum.baldursgate.com/discussion/26791/shapeshifter-paw-weapon-tweak/p1

UPDATED Wizard Slayer Overhaul (IWD:EE; BG:EE; BG2:EE)
https://forums.beamdog.com/discussion/37503/updated-wizard-slayer-overhaul-iwd-ee-bg-ee-bg2-ee

Wild Mage Additions
http://forum.baldursgate.com/discussion/33799/wild-mage-additions/p1

Rule Rebalance and Reworks


Enchant the Missile Launchers (Ranged Weapon Tweak)
https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak

Rogue Rebalancing
http://www.shsforums.net/files/category/62-rogue-rebalancing/

SCALES of BALANCE! Post-hac kits and tweaks
http://forum.baldursgate.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1
https://github.com/subtledoctor/Scales_of_Balance

Hardcore Dual-Classing
https://forums.beamdog.com/discussion/43824/mod-announcement-hardcore-dual/p1

APR on Spec
https://forums.beamdog.com/discussion/36197/mod-release-apr-on-spec/p1

[MOD]: Spellcasting in light armor
http://forum.baldursgate.com/discussion/26366/mod-spellcasting-in-light-armor/p1

High Level Abilities as Innate Abilities
http://forum.baldursgate.com/discussion/34002/high-level-abilities-as-innate-abilities/p1

Use Any NPC Item - Add-on for Use Any Item HLA.
http://forum.baldursgate.com/discussion/26240/use-any-npc-item-add-on-for-use-any-item-hla/p1

Experience cap remover and new High Level Ability pools for F/M/C and F/M/T
http://forum.baldursgate.com/discussion/26198/experience-cap-remover-and-new-high-level-ability-pools-for-f-m-c-and-f-m-t/p1

Content Packs (Spells, Items, etc.)

Content Restoration

TWEAK Packs

Tactical Encounters and Story Change

AI & Difficulty

Convenience Tweaks

Item Packs

Item Reworks and Upgrades


Weimer's Item Upgrade [in progress]
http://weidu.org/item.html

Useful Plot Items for BG2:EE
https://forums.beamdog.com/discussion/54090/useful-plot-items-for-bg2-ee/p1

Foebane +3 and +5 improvement mod
http://forum.baldursgate.com/discussion/31391/foebane-3-and-5-improvement-mod/p1

Upgradable Dak'kon's Blade
http://forum.baldursgate.com/discussion/29328/upgradable-dakkons-blade/p1

Brick +2 mod
http://forum.baldursgate.com/discussion/28427/brick-2-mod/p1

Unbiased Ir'revrykal+5 mod
http://forum.baldursgate.com/discussion/32456/unbiased-irrevrykal-5-mod/p1

[mod] Improved Cloak of Non-Detection.
http://forum.baldursgate.com/discussion/40116/mod-improved-cloak-of-non-detection/p1

Cloak of Displacement remove Blur effect mod
http://forum.baldursgate.com/discussion/40055/cloak-of-displacement-remove-blur-effect-mod/p1

New Items

Quest Mods


Tower of Deception for BG2EE
https://forums.beamdog.com/discussion/39282/tower-of-deception-for-bg2ee

Eilistraee's Song
http://www.shsforums.net/files/file/938-eilistraees-song/

Tales of the Deep Gardens
http://www.shsforums.net/files/file/820-tales-of-the-deep-gardens-v100/

Dungeon Crawl
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=168&Itemid=117

Assassinations
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=177&Itemid=121

Back to Brynnlaw
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=186&Itemid=125

The Sellswords
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=183&Itemid=126

I Shall Never Forget
http://www.shsforums.net/files/file/1004-i-shall-never-forget-v40/

Adalon's Blood
http://kerzenburg.baldurs-gate.eu/downloads.php?id=63

Gibberlings Three Anniversary Mod
http://www.gibberlings3.net/g3a/

Shadows over Soubar (need file change to find the dialog file)
http://www.shsforums.net/files/file/63-shadows-over-soubar-v113/

The Undying Mod BG2:EE Compatible
http://forum.baldursgate.com/discussion/34297/the-undying-mod-bg2-ee-compatible#latest

Freedom's Reign/Reign of Virtue Now Enhanced
http://forum.baldursgate.com/discussion/34075/freedoms-reign-reign-of-virtue-now-enhanced#latest

The White Queen (v4.0) for BG2EE
http://forum.baldursgate.com/discussion/38825/the-white-queen-v4-0-for-bg2ee#latest

NPC Tweaks, Class & Kit changes

Extra Companions

NPCs Banter, Romance & Friendship


Wilson Chronicles - expansion of the furry paragon
https://forums.beamdog.com/discussion/62741/wilson-chronicles-expansion-of-the-furry-paragon/p1

Keeping Yoshimo is now available for EE and Mac! (spoiler for newbies to BG2)
https://forums.beamdog.com/discussion/33721/keeping-yoshimo-is-now-available-for-ee-and-mac-spoiler-for-newbies-to-bg2/p1

Banter Packs
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=95&Itemid=78

IEP Extended Banters
http://www.shsforums.net/files/file/558-iep-extended-banters/

[mod] Increased Rate of Banter
http://forum.baldursgate.com/discussion/40530/mod-increased-rate-of-banter

NPC Flirt Packs
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=104&Itemid=81

Romantic Encounters
http://www.gibberlings3.net/romanticencounters/

de'Arnise Romance
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=119&Itemid=118

Yoshimo Romance (In Progress - Everything but journal entries works)
http://www.baldursgatemods.com/forums/index.php?PHPSESSID=9n2akja78ap0q7849b60qjqcd5&board=99.0

Edwin Romance
http://www.shsforums.net/files/file/1003-edwin-romance/

Haer'Dalis Romance
http://www.shsforums.net/files/file/984-haerdalis-romance/

Sarevok Romance
http://www.shsforums.net/files/file/810-sarevok-romance/

Imoen Romance v3.3
http://imoen.blindmonkey.org/downloads.php

Viconia Friendship
http://www.shsforums.net/files/file/629-viconia-friendship-soa-tob/

Mazzy Friendship
http://www.shsforums.net/files/file/712-mazzy-friendship-soa-tob/

Yoshimo Friendship
http://www.shsforums.net/files/file/713-yoshimo-friendship/

Imoen Friendship
http://www.shsforums.net/files/file/901-imoen-friendship-soa-tob/

Sarevok Friendship
http://www.shsforums.net/files/file/1036-sarevok-friendship/

Eternal Imoen (Should be installed after the Imoen Romance mod but before the Rjali mod)
http://dragonshoard.blackwyrmlair.net/mods_download.php?mod=387

BG1 NPCs in BG2

New NPCs


Varshoon (Mind Flayer NPC)
http://www.shsforums.net/files/file/846-varshoon-an-illithid-npc/
https://forums.beamdog.com/discussion/comment/839320/#Comment_839320

Sirene NPC for BG2
https://forums.beamdog.com/discussion/62163/wip-npc-mod-sirene-npc-for-bg2-ee-v0-2

[Mod] Pai'Na NPC v0.6
https://forums.beamdog.com/discussion/43113/mod-paina-npc-v0-6

Isra NPC
http://www.shsforums.net/files/file/1070-isra-bg2-pc/

Amber NPC

http://www.gibberlings3.net/amber/
(uses an old WeiDU version, update WeiDU manually. BG2EE will most likely crash if the mod is installed in a language other than English)

Tyris Flare
http://gibberlings3.net/forums/index.php?app=downloads&showcat=22

Yvette romance mod
http://www.shsforums.net/files/file/981-yvette-romance-v30/

Rjali Romance (should be installed after all other mods with romanceable females (heterosexual only) )
http://dragonshoard.blackwyrmlair.net/mods_download.php?mod=389

Xulaye
http://www.shsforums.net/topic/58589-xulaye-for-ee/#entry587457

Gerris BGT NPC Portraits
https://kerzenburg.baldurs-gate.eu/downloads.php?id=69

Tashia NPC
http://www.shsforums.net/files/file/33-tashia/

Kindrek NPC
http://www.baldursgatemods.com/forums/index.php?board=15.0

Yasraena NPC
http://www.baldursgatemods.com/forums/index.php?board=18.0

Auren Aseph
http://www.gibberlings3.net/auren/

Sarah NPC
http://www.gibberlings3.net/sarah/

Angelo NPC
http://gibberlings3.net/angelo

Vampire Tales
http://www.baldursgatemods.com/forums/index.php?board=92.0

Ninde NPC
http://www.shsforums.net/files/file/714-ninde/

Saerileth NPC
http://www.baldursgatemods.com/forums/index.php?board=16.0

Arath NPC
http://www.shsforums.net/files/file/1001-arath/

Dace NPC
http://www.shsforums.net/files/file/1038-dace/

Tsujatha NPC
http://www.baldursgatemods.com/forums/index.php?board=17.0

Kelsey NPC
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=81&Itemid=66

Keto NPC
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=140&Itemid=107

Nathaniel NPC
http://www.shsforums.net/files/file/734-nathaniel/

Iylos NPC
http://www.shsforums.net/files/file/539-iylos/

Faren NPC
http://www.shsforums.net/files/file/946-faren/

Adrian NPC
http://www.shsforums.net/files/file/1007-adrian/

Nephele NPC
http://www.shsforums.net/files/file/953-nephele/

Fade NPC:
http://www.shsforums.net/forum/322-fade/

[NEW NPC] Saradas Magic 2 [ENG] V_1.6 NOW FOR ToB
http://forum.baldursgate.com/discussion/25512/new-npc-saradas-magic-2-eng-v-1-6-now-for-tob

Aran Whitehand (NPC)
(Comment from Ratatoskr589: Appears to work just fine. The only glitch I've noticed is that all the people in his new tavern were standing against the back wall when I returned and that's not a huge deal) http://www.gibberlings3.net/aranw/index.php

Gavin (NPC)
(Comment from Ratatoskr589: also appears to work fine. However, you may need the hotfix (either direct download or from the BWS fixpack) and his portraits need to be resized)
http://www.gibberlings3.net/gavin_bg2/
Hotfix: http://gibberlings3.net/forums/index.php?showtopic=23639

Alassa (NPC):
http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=113&Itemid=84.
(Comment from Ratatoskr589: This one works with some caveats. First, you have to edit the tp2 file to remove the TOB requirement. Other than that, her portrait also needs to be resized and the "wait here" option when reorganizing your party didn't work for me.)

PORTRAITs


[MOD] Portraits Portraits Everywhere (for BG1EE, SOD, BG2EE, IWDEE, EET)
https://forums.beamdog.com/discussion/61015/mod-portraits-portraits-everywhere-for-bg1ee-sod-bg2ee-iwdee-eet/p1

[MOD] Artaport 3.1
https://forums.beamdog.com/discussion/51904/mod-artaport-3-1

PaintBG for all BG platforms
http://forum.baldursgate.com/discussion/13507/paintbg-for-all-bg-platforms/p1
or (new sorted for easy use)
https://forums.beamdog.com/discussion/51904/mod-artastrophe-portraits-pack-for-ee

The Picture Standard
http://www.shsforums.net/files/file/1114-the-picture-standard-for-bgee-1-2/
or
http://www.nexusmods.com/baldursgate2ee/mods/9/?tab=2&navtag=http://www.nexusmods.com/baldursgate2ee/ajax/modfiles/?id=9&pUp=1

[MOD] Isandir's Portrait Pack
http://forum.baldursgate.com/discussion/33490/mod-isandirs-portrait-pack#latest

[MOD] Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET
https://forums.beamdog.com/discussion/56009/mod-continous-viconia-appearance-for-bg1ee-bg2ee-sod-and-eet/p1

Soundsets

GUI


Quick Save Slots Tweaks 1.2
https://forums.beamdog.com/discussion/49757/quick-save-slots-tweaks-1-2

[Mod] Lefreut's enhanced UI (for BG1EE, BG1EE+SoD, BG2EE and EET)
https://forums.beamdog.com/discussion/61571/mod-lefreuts-enhanced-ui-for-bg1ee-bg1ee-sod-bg2ee-and-eet/p1

[MOD] - Portrait Picker for BGEE+SOD and BG2EE (v2.1+)
https://forums.beamdog.com/discussion/56916/mod-portrait-picker-for-bgee-sod-and-bg2ee-v2-1/p1

[MOD] - Journal Fixes for BGEE, BG2EE and BGEE+SOD (v2.2+)
https://forums.beamdog.com/discussion/60029/mod-journal-fixes-for-bgee-bg2ee-and-bgee-sod-v2-2/p1

[Mod] Multi-portrait mod - New BG II version
https://forums.beamdog.com/discussion/57176/mod-multi-portrait-mod-new-bg-ii-version/p1

[Mini-Mod] BGEE, BGEE + SOD, BG2EE = Random Character Generation (compatible with 2.0+)
https://forums.beamdog.com/discussion/58560/mini-mod-bgee-bgee-sod-bg2ee-random-character-generation/p1

*GUI mods potential not compatible with patch 2.0*

[GUI Mod] Improved GUI for Baldur's Gate II Enhanced Edition (v1.0)
http://forum.baldursgate.com/discussion/39557/gui-mod-improved-gui-for-baldurs-gate-ii-enhanced-edition-v1-0/p1

[MOD] BG2:EE Antique Amber GUI
http://forums.beamdog.com/discussion/41542/mod-bg2-ee-antique-amber-gui/p1

Powerfull Spells ;)

Cheat Mods





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

Work in progress

(some playable some not):
--------------------------------------------------------------------

Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)
(contact subtledoctor for a very good and playable beta)
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1

Spell Revisions (contact Demivrgvs for a very good and playable beta)
http://gibberlings3.net/forums/index.php?showforum=153

Item Revisions (contact Demivrgvs for a very good and playable beta)
http://gibberlings3.net/forums/index.php?showforum=157

Refinements HLAs hot fix: (use only this when you are not using subtledoctor version)
http://forum.baldursgate.com/discussion/28613/refinements-hlas-hot-fix#latest

[BG:EE & BG:EE 2 MOD] Card kit 0.3v WIP [ENG/PL]
http://forum.baldursgate.com/discussion/36342/bg-ee-bg-ee-2-mod-card-kit-0-2v-wip-eng-pl

Wings Version 0.91b
http://forum.baldursgate.com/discussion/26945/wings-version-0-8d/p1

Please let me know if a link or mod is not working anymore etc.
Feedback is very welcome.

[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

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I'd like to announce the first release of my new mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE!

HUGE update for version 2!

Here is the download link:
https://github.com/UnearthedArcana/NPC_EE/releases

And here is a link to the readme:
https://dl.dropboxusercontent.com/u/86011511/readme-NPC_EE.html

This makes MAJOR changes. There are no more install options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue:

Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows.

It's frakkin' awesome. You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian!

Also, as if that's not enough, I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out:
- ranger/clerics: choose a ranger kit
- fighter/clerics: choose a cleric kit
- cleric/thieves: choose a cleric kit
- cleric/mages: choose a cleric kit
- fighter/druids: choose a druid kit
- fighter/thieves: choose a thief kit
- fighter/mages: choose a mage kit
- thief/mages: choose a mage kit

So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage.

YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use.

I'll keep the old v1 main post in spoiler tags, for posterity:

What is this mod?

Well, this is a bone I'm throwing to BGEE players, since the wonderful, excellent, currently-unsupported "Level 1 NPCs" mod does not work on the new engine. I added some rekitted NPC components to the end of my Scales of Balance mod (SoB); but there were only a few options, and many of them relied on having installed earlier parts of SoB.

So, I expanded it such that every NPC that gets options to change will have their own full component with numerous subcomponents that give you different options. The most basic option for each NPC is to change nothing, except to drop them to 1st level so that you can control their development as they level up. (They will keep all their XP and spells, so you can level them up immediately. This option should mimic the "TOB-style NPCs" component of BG2Tweaks, on an NPC-by-NPC basis.)

The other options will change the NPCs in various ways. Some will add a kit to NPCs who were unkitted. Some will change a kitted NPC's kit. Some will actually change the NPC's class. Some will change the class and add a new kit, and some can even add kits to multiclass characters (e.g. Yeslick can be a kitted fighter/cleric; and Alora can become a kitted cleric/thief).

Okay, so what are the options?

Here's the list (class changes noted in parentheses):
Imoen: Swashbuckler, Adventurer (S&S), or Spellfilcher (mage/thief)
Jaheira: Totemic druid, or Elementalist
Khalid: ranger/cleric, Marksman, Justifier (DR), or Corsair
Minsc: Berserker, or Barbarian Ranger
Kivan: Archer, or Stalker
Coran: Sniper, or Swashbuckler
Branwen: Battleguard of Tempus (DR), or Gloryblood of Tempus (fighter/cleric)
Safana: Swashbuckler, or Bounty Hunter
Ajantis: Inquisitor, or Cavalier
Montaron: Assassin (single-class thief)
Yeslick: Alaghor of Clangeddin
Quayle: Hoodwinker of Baravar Cloakshadow (single-class cleric)
Faldorn: Avenger, or Purifier, or Lost Druid
Skie: Assassin, or Shadowdancer
Eldoth: Blade, or Jongleur
Garrick: Gallant, Chorister (S&S), or Meistersinger
Alora: Sniper, Swashbuckler, or Misadventurer of Brandobaris (cleric/thief)
Xan: fighter/mage, Bladesinger (fighter/mage), or Loremaster (bard)
Shar-Teel: Berserker
Tiax: Strifeleader of Cyric (DR)
Viconia: Nightcloak of Shar (DR), or Darkcloak of Shar, or cleric/thief
Yoshimo: Swashbuckler, or fighter/thief
Valygar: Mage Hunter, or fighter/thief
Nalia: Loremaster (bard), or Loresinger of Milil (bard), or Spellbender (cleric/mage)
Haer'Dalis: Jongleur, or Gallant, or Skald
Mazzy: Hearthguard of Arvoreen (fighter/cleric)
Aerie: Fastpaws of Baervan Wildwanderer (but still cleric/mage)
Keldorn: Paladin, or Cavalier
Cernd: Totemic druid, or Elementalist, or Purifier
Kits marked (DR) or (S&S) will only be available if you first install that kit from Divine Remix or Song & Silence, respectively.

Can I change things around later?

Yes. This mod should be installed dead last, after all other mods. After BG2Tweaks. After SCS. Even after Generalized Biffing, if you're playing the non-EE engine and using GB. The whole idea of this is that, after you play a game with Kivan as an Archer, you can easily uninstall that component and reinstall him as a Stalker. If this is the last mod you install, then you can do that many times without disturbing anything else.

I've already changed up some NPCs with your Scales of Balance components (or the NPCKits mod, or some other method). Do I have to uninstall those changes before using this mod?

No - whichever one goes in last should control. You should be able to install/uninstall/reinstall this one on top of anything else you've already done. (I have not tested doing this, but it overwrites the various ckass/kit/HP/etc. fields, so I don't see how they would conflict.)

Great. But, don't take this the wrong way, there aren't many options.

Yeah, I know. I'm releasing this as a beta right now under the theory that some options are better than no options. Right now the mod includes options for various vanilla kits (e.g. "make Montaron an Assassin"), for various SoB kits (e.g. "make Khalid a Corsair"), and for @zupsky's very nice Lost Druid kit ("make Faldorn a Lost Druid"). If you choose one of those options, it will install that kit into the game, but only for that NPC - not for the player. If you want those kits to be available for your PC, then you'll have to actually install those mods. (So, you do *not* have to install anything from Scales of Balance to make these options work. Yay!)

Additionally, there will be a few more options if you install kits from the Divine Remix and Song & Silence mods. I'm going to reach out to the keepers of those mods, and maybe one or two others, to see if I can borrow their code to install those kits independently, like the SoB and Lost Druid kits are now. We'll see.

Okay, I installed DR and S&S and there are still only like 3-4 options for most NPCs.

Yeah, well, again: some options are better than none! If you have suggestions for more options for any NPCs, let me know in this thread.

Further, anyone has my complete and utter blessing to delve into this .tp2 file and add to it. Want to add an option for Shar-Teel to be a Wizard Slayer? Well, copy the component that turns her into a Berserker, edit the kit line (0x246) to point to Wizard Slayer instead of Berserker (look in kit.ids) and copy/adapt one of the ADD_CRE_EFFECT lines to give her the 1st-level Wizard Slayer abilities. Done. Send me the code (or just do a pull request on Github) and I'll add it to the mod. I don't have time to add too much, but I designed the mod to support up to 17 options for each NPC. So there is definitely room to grow.

Are you a modder, who makes kits? Want to include them here like @zupsky's? Fantastic! Add your kit installation code as a .tpa file, put it and the kit's clab file and any supporting .spl/.itm/etc. files into a folder in "/npc_ee/kits/" and then add a component to whichever NPCs you think are appropriate (take a look at the code giving Faldorn the Lost Druid kit; it checks to see whether the kit mod is already installed, and if it is not, INCLUDEs the .tpa). Send me the code or do a pull-request, and bam! More options!

What about proficiencies? If you make Coran a single-class thief he can't use his 3 pips in long bow!

Yeah, I've taken care of that. Coran as a single-class thief will get an illegal two pips in short bow. He will also have a short bow equipped when you meet him, instead of a long bow. Turn Khalid into a ranger/cleric and his sharp equipment will be replaced with blunt equipment. Et cetera.

Again: I have no time for anything but the most limited testing. I've installed this, and CLUA'd the NPCs into existence, and it seems to be working fine. Let me know in this thread if you see any bugs.


Cheers!

Returning to BGEE after absence -- mod confusion

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Howdy. I have played these games (well, not SOD yet) in various forms and with hundreds of mods for well over 15 years. However I am returning to the EE versions after a 2 year absence to play the whole saga with SOD, and so much has changed in two years I don't know where to start anymore.

Is this correct:
After installing the games (which I have done -- from beamdog) and moved them from Program folder to Games folder, I then install:
1) EETrilogy, then
2) Big World Fixpack, then
3) Big world set up and choose my mods from there.. and that will have me covered?

Instead of going old school like I used to and going mod by mod by mod?

And that will cover all the EE content including SOD? I don't need the EEtrilogy per se but I used to love BGT, so why not give it a shot, right?


I know there are lots of links on this forum and elsewhere attempting to give directions but there are so many explanations and links that I am confused. This is always so labor intensive I want to get it right. After playing maybe 20 times, I have yet to try the new shadowdancer thief kit --maybe EE keepered as a multi cleric. I want to get started, man!

THANKS!

P.S. last time I was playing and on these boards, ascension and refinements were either not ready or super buggy with the EE -- are they ready to go or still in need of work? And would Ascension with SCS be just too hard?

P.P.S. And thanks to all those who labor on these mods for free for the love of the game!

More Persistent +Spell Weapons

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Here is a little mod I made on a lark with new trick I learned. Ever cast Melf's Minute Meteors while wielding Dakkon's Zerth Blade and get that sinking feeling because you just lost your extra spell slots? This should fix that. Now, you have a 30-second grace period after unequipping the weapon, before your spell slots disappear.

https://github.com/UnearthedArcana/spell_weapons/releases

As a technical matter what actually happens is, the game checks every 30 seconds after you equip the weapon, to see if you still have it equipped. If you do not, it starts a secondary timer and checks again 30 seconds later. If you still don't have the weapon equipped at this secondary check, your bonus spell slots disappear. So you actually have between 30 and 60 seconds from the moment you unequip the weapon. But at least 30.

Cheers.

More Persistent +Spell Weapons

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Here is a little mod I made on a lark with new trick I learned. Ever switch to a missile weapon while wielding a Mage Dagger or Sanctified War Hammer, and get that sinking feeling because you just lost your extra spell slots? This should fix that. Now, you have a 30-second grace period after unequipping the weapon, before your spell slots disappear.

https://github.com/UnearthedArcana/spell_weapons/releases

As a technical matter what actually happens is, the game checks every 30 seconds after you equip the weapon, to see if you still have it equipped. If you do not, it starts a secondary timer and checks again 30 seconds later. If you still don't have the weapon equipped at this secondary check, your bonus spell slots disappear. So you actually have between 30 and 60 seconds from the moment you unequip the weapon. But at least 30.

Cheers.

Custom Content Thread - The Road to Solving the decades old problem

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Now from what I've seen & read over the years that many modders have hit the wall when it comes to custom content. Where it be creatures, maps, spells, and other misc. work. Most of the modders are forced to use recycled material, and I can't help, but wonder..."does it have to be that way"?

So I decided why not create a thread where we can solve this issue for many of the aging mods that would require it? Where can we find Artist resources, how much will it cost or is the person willing to work for free on it? How many communities out there could work in collaboration to help with mods?

This thread will help bounce around ideas, and solutions.

One solution is possibly work with the Modders over at the Neverwinter Nights Vault, they are currently still active, and have a lot modding experience under their belt. It is possible they could tinker around with the infinity engine to see what can be done, and what cannot be done with their experience in creature modeling, and object modeling (such as desks, chests, etc).

Personally I would love to see the Forest of Lost Souls from Darkside of the Sword Coast turn into one of the most creepy looking forests one day.

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?

Golem construction mod walkthrouhg

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Could any1 give me a walktrough on golem construction? Im playing single run FMT at hardest difficulty, so i dont care about random creatures giving like 65xp, since a there is bloody skeletons with 50% slashing resistance everywhere i just follow a guide and go stright to targets to save time, so i dont explore all ^^ Killing skeletons and random mobs takes to much time.

So if any1 played golem construction mod, plz let me know where to find the correct parts, where to find the book and where to make them? Remember spoilers or PM ^^ BGEE atm. I got a bunch of body parts atm xD

Any way to change XP reward distribution?

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Hi, is there any way to change the amount of xp charname takes out of all kills and quests. I guess "Quest experience points" would be excluded.

So, say I finish a quest or kill a monster and the party of 5 is given 700xp. Usually it is split evenly and everyone would get 140xp, charname and each of the NPCs. Can I change the distribution so charname gets 300xp and each of the NPCs gets 100xp? Or alternatively, just increase the amount charname takes - so out of 700xp the NPCs would get 140xp each, but charname would get 420xp (three times the amount allocated to it) even though the sum exceeds the 700?

I know I could do that manually through the console by adding xp to charname but I'm looking for something that would do it automatically. I'd like to have a go with FMT charname that wouldn't fall far behind the rest of the party in ToB.
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