Quantcast
Channel: Modding — Beamdog Forums
Viewing all 11774 articles
Browse latest View live

[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

$
0
0
Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile!

Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases

Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md

Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.

These mod components now contain:

1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS

2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 5 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Spellbender, and Ranger/Mage (coming soon: Ranger/Thief))

It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

[MOD] Assassin Backstab/Critical Bonus Effects

$
0
0
This mod is meant to provide the assassin with a more useful backstab, but not through simply improving their modifier. After all, a trained assassin should know more ways to cripple their opponent than simply stabbing them in the gut. With this mod, an assassin will have significantly more options for crippling their opponents. Cut their hamstrings? Sure. Aim for a mage's throat? Go ahead. Pierce an artery and make them bleed out? Why not?

With this mod installed, the assassin gains a special ability which allows them to enhance their backstabs with one of the following effects:
  • Paralysis: Target must save vs. death at +2 or become paralyzed for 2 rounds.
  • Hamstring: Target must save vs. death or have their movement rate and Dexterity halved for 3 rounds.
  • Bleeding: Target must save vs. death at +2 or suffer 1d4+1 piercing damage every round for 2 rounds + 1 round/6 levels.
  • Cutthroat: Target must save vs. death or be silenced for 5 rounds.
  • Lethal (Level 18+): Target must save vs. death at +4 or be slain instantly.
The assassin may not have more than one bonus effect active at once.

Save modifiers decrease by 1 per 6 levels of the assassin. Additionally, the assassin will become invisible for 1 round after landing a critical hit, which is meant for more opportunities to backstab in the midst of battle instead of resorting to hit and run.

As long as you install this after any mods that affect the assassin, it should be compatible with mods that alter the assassin kit... hopefully. I use Rogue Rebalancing and it doesn't cause any noticeable issues (although it may be too strong in conjunction with RR at higher levels, can't say yet)

Currently known issues:
- Backstab/critical bonuses aren't displayed on the kit description. Not sure if I can do much about this, as any addition I write will override or be overridden by other mods.

Restore 2.0 tooltip graphic?

$
0
0
It's pretty commonly agreed that the 2.3 scroll tooltip is a step back from the original, but I think I'm one of the few who actually liked the minimalist 2.0 "box" tooltip best. Does anyone have a file to restore that (or a similar) version? Thanks!

[WIP MOD] Dorn Romance Expansion

$
0
0
I said I wasn't going to post this until I had enough work invested that I wouldn't burn out all my enthusiasm by talking... and I think I am at that point now!

So if you're like me, you played through the entire Dorn romance and were like, "wow what a hot orc," and "i wish there was more hot orc" and "i love this unhealthy relationship." After poking around to see if anyone had done any big expansions already, and reading forum posts and critiques, I decided to try one myself.


Stuff that's already in:
- It's PG-13. Sorry to everyone looking for orcin' porkin'.

- It imports a couple new variables from BGEE/SoD. The most consequential one triggers a variant lovetalk track if you finished the SoD romance.
The new track also plays out a little differently depending on how sour your PC is during recruitment & first lovetalk, not necessarily in a bad way. You can even just roll up and demand revenge if that's what you're into.

- There's more dialogue choices for neutrally-aligned PCs where it felt like they were missing before, particularly while recruiting him. You don't really need to share his enthusiasm for slaughter in order to feel for him.

- Chapter 6 abduction plot. I learned how to do art assets for this!
Only if he has no patron. And Bodhi really has some low punches to throw your way.

- As long as you can keep Anomen ignorant of what you've been doing behind his back, he'll join you. I can't promise he'll stick around forever or that no one will get killed. But until then, watch him and Dorn be jerks to each other.
Or like, you know, make Anomen hate the Order.

- A handful of tweaks and some little fixes, like, there was a problem with the wrong version of a later context-sensitive lovetalk triggering, some newly-recruited NPCs reacting to things long after they'd happened, a couple replies mistakenly did/did not end the romance, etc. Also, if the PC knew him in BGEE/SoD, he'll know them from the beginning.


Stuff I'm progressing on or haven't decided about yet. I welcome comments!!!:
- Alternate lovetalks for the post-SoD track. The talks are still paced more or less the same, and it's not a whole new romance, but it accounts for some things Dorn realizes through SoD and the fact that you've been through some stuff already.

- New dialogues where it felt like they were missing in the original track. I try to write him as the more nuanced version he is in SoD. He just doesn't want you to let anyone mess with you, you know?
Like, do you want to discuss those wraiths, Dorn, or what.
I also think it's kind of really funny that he doesn't say anything to the PC the morning after he sleeps with them, but I'll probably put something in because I've heard some people think it's just not triggering.

- Feelings about Dragonspear are pretty much resolved (one way or another) by the end of SoA. ToB throws back to the decision Dorn made at Resurrection Gorge, similar to Anomen's romance progression, but my ideas about this are still a little loose.
His personality shift is slight; he just reverts to the less strung-out version of Dorn that was in BGEE once his patron stops making him itchy all the time... or whatever he did. He does take an alignment shift if he retains a patron, but it's, uhh, not upward.

- New epilogue where I felt one was missing.

- Dorn's ToB quest was a lot of fun, but it felt disproportionately epic given the decisions I made through SoA. I'm wondering if he should have an optional, more grounded ToB quest based on his SoA quest outcome.
I'm torn on this because I do like the running theme that he was damned before he met you and sometimes all the effort in the world can't save someone, but I alsooo like the idea of him giving up his patron having a more tangible, rewarding result on his storyline.


Stuff I'd really need to be convinced to do:
- I don't want to change a lot about his character or replace too much of the original dialogue, because that seems rude to the writers, and I wouldn't be doing this if I didn't like Dorn in the first place. I'd rather focus on adding new content based on context (eg, different outcomes at Resurrection Gorge).

-Likewise, I'm not touching his recruitment quest. I don't think it's too comically evil for this setting. Not after Xzar.
It feels odd because, being the PC, you're usually the one being bust in on. If you need moral absolution, Dorn is under duress and you can spare the wedding party?

- I can't really get myself interested in redeeming Dorn in the eyes of the world at large.
His personal growth seems to be tied up in realizing there's more to power than mere brutality, and I think it'd undermine all his bitter outcast's opinions on morality if he turned good or neutral. I like how useless it is to want to save him, and I think it makes him a better character. He might have his own high hopes for you, though.


Anyway.

That's what I've been up to. If this interests you, stay tuuuned.

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

$
0
0
Introducing The Tweaks Anthology, Beta 1 2 3 4

edit: Now at beta 4

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

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

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

Download Beta 4: Windows | OS X | Linux
Readme

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

Any mod to bring NWN voicesets in to BG2EE?

Lead an Army!

$
0
0
I'm not too far off approaching SCS Improved Drow City - Is there any mods that allow you to summon a large army? I can ofcourse summon monsters in, but I'm thinking something more along the lines of SoD - nothing quite as complex. Just so I can see my own forces fighting the Drow? Just want to make it feel even more epic

Did something happen to the minor npc portrait mod?

$
0
0
I really wanted to get the minor npc portrait mod that adds pictures to every npc but I get an "error don't have permission" when I try to access the mod page for it on this forum and I cannot find any other links for it

Edit: here is the link that I get the weird error:
https://forums.beamdog.com/discussion/55237/mod-minor-npc-portraits-for-bgee/p1


thanks

P.S. Since I'm making a post anyway anyone know if iwdificaiton or divine remix works with BG:EE + SOD? And I assume you can't use them together right?

Feedback / Input for my new Item mod for SOD

$
0
0
This is an extension of my BGEE Item replacement mod, but for this thread I will want to focus solely on feedback and input for the new items I created, such as the lores, the stats if they are suitable for BGEE / SOD.

[SOD] Royal Guard +2



[SOD] Gauntlet of Extraordinary Specialization



[BGEE] Cloak of Dampening



[BGEE] The Stone Breaker





Note: Parenthesis denote the location for the availability of items

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

$
0
0

View Readme

Download Djinni Companion (latest version) (22 MB)


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

image

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

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

Overview

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

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

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

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

FAQ

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

Have fun! :)

[Tool] Easy mod installer (WeiDu launcher) for OS X

$
0
0
This is an app for easy, double-click launching of WeiDU on OS X. It should make mod installation as easy - or easier! - on a Mac as it is in Windows. The app is attached to this post.

https://github.com/subtledoctor/OS-X-Weidu-Launcher/releases

HOW TO USE THIS - FOR PLAYERS:
First, follow steps 1 through AND 3 here (now you can skip step 2!):
http://forum.baldursgate.com/discussion/31155/the-hitchhiker-s-guide-to-installing-mods-on-osx

Then, for step 4, just drop this app into your "resources" directory along with WeiDU and your mods, and double-click it. Choose which mod to install from the list. It will open up the Terminal and start the WeiDU installer for that mod. Just follow the prompts.

After the first mod is done and you have "typed enter to exit" in Terminal, just run this app again and you can install a second mod. Just use this app every time, for each mod you want to install - simple!

PLEASE NOTE: This app does NOT display your mods in any kind of order; do NOT just install them from top to bottom in the dialog box. Mod install order matters greatly with BG. It's not like Oblivion/whatever game where you can just check a box to 'enable' a mod. It's more like *layering* mods on top of each other. Think of a pizza: if you layer the ingredients out of order (cheese on the bottom?) it just doesn't work.

So, I highly recommend planning ahead. Get all the mods you want to use, read up about them and about BG mod install orders. Maybe find the latest "BiG World Guide" .pdf that has installation notes for getting literally hundreds of mods to work together. Then write out the list, in order, so you can keep track as you go. That is kind of anal, but it is worth it in the end, because most people end up going through this process more than once (because they reinstall mods that are updated, or because they get the bug and end up finding more and more mods they want to try).


NOTE FOR MODDERS::
This app can take the place of the dedicated "setup-X.command" scripts found in (e.g.) some of G3's Mac-packaged mods. One of my goals is to make *your* life easier, by simplifying mod packaging. All the player needs is a single copy of this app, a single generic copy of Weidu, and your .tp2 and mod folder. You don't need to do anything specific to the Mac OS, unless your mod uses some special tool like OggDec (and my understanding is that even those audio-handling tools are now cross-platform). With most mods out there, you can really just make a single package for your mod download, rather than one for each OS.

Feel free to include this app in your mod package instead of a .command installer script. It's open-source, I don't mind it being re-distributed, altered, improved, whatever. As long as you don't claim you invented it, it's all good.

A Frosty Journey: The IWDEE Kitpack

$
0
0
A Frosty Journey: The IWDEE Kitpack

Features

- 34 new kits. With more on the way!
- Additional dialogue between an Icepriest of Auril character and Lysan (as well as a few other characters like Hrothgar).
- Unique biographies and kit colours for each kit.


Fighter Kits

- Breachgnome
- Mercenary
- Myrmidon
- Tunnelrat


Ranger kits

- Giant Killer


Paladin kits

- Divinate of Mystra
- Divinate of Mielekki
- Divinate of Ilmater


Monk Kits

- Brother or Sister of the Pure Flame (Kossuth - Lawful Neutral)
- Child of the Passive Voice (Oghma)
- Disciple of the Changeless Face (Grumbar)
- Disciple of the Phoenix (Kossuth - Lawful Good)
- Disciple of the Salamander (Kossuth - Lawful Evil)
- Disciple of the White Rod (Loviatar)
- Disciple of the Yielding Way (Eldath)
- Monk of the Old Order (no deity)
- Monk of the Order of the Long Death (no deity)
- Monk of the Shimmering Wind (Akadi)
- Monk of the Shining Hand (Azuth)
- Monk of the Weeping Friars (Ilmater)
- Zealot of the Written Word (Deneir)


Thief kits

- Mouseburglar
- Pest Controller
- Scout
- Tumbler
- Vermin Slayer


Cleric kits

- Earthwalker of Grumbar
- Shaman of Gruumsh
- Priest of Luthic
- Icepriestess of Auril
- Iceguardian of Uluntiu
- Leaftender
- Treetender


Druid kits

- Hivemaster


Download Link

You can download it here

http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/




Compatibility

Provided you don't use the "Cleric Kit Penalties" and "Druid Kit Penalties" components this kitpack should be compatible with other mods.



Bug Reporting: Though I was sure to test each of them it is entirely possible that these kits could have bugs. If you do experience kit or spell specific bugs feel free to report them here. Also don't be using this mod when making any bug reports to Overhaul.


With all that in mind you can find more details about the kits in the next few posts below.



Special Thanks

CrevsDaak - For his kit mod instructions. This wouldn't be possible if those hadn't been written. If you haven't seen it check it out here.

http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1

(Also for help with figuring out how dialogue works)

Overhaul/Camdawg - For all their work on IWDEE. Camdawg in particular since I took advantage of some leftover 2DA work for the Priest of Tempus to figure out how to not just grant spells but also base it off of alignment.

Wisp - and anyone else involved with Weidu updating.

Argent77 - For all the work put into Near Infinity. I found it to be tremendously helpful here.

Isaya - For help figuring out dialogue.

Saigon1983 - For providing a Russian translation and pointing out minor tra errors.

Room for new content in BG - where?

$
0
0
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.

[MOD] Revised Dragon Scale UI for SoD (V3)

$
0
0

Revised Dragon Scale V3

a UI mod for Baldur's Gate: Enhanced Edition with Siege of Dragonspear installed.

This is a mod for folks who feel the new UI introduced by Siege of Dragonspear was... almost there.

Since V3 it's been made modular, so you can choose the degree in which you want to change your UI.

Installation

This is now a WeiDU mod. Download the attached file at the bottom of this post, extract it to your game folder, run CKUISOD.exe and follow the onscreen instructions.

Compatibility

This mod is supported by EEUITweaks Mod Collection as long as you install this one first.

So what exactly does this mod do?

Open Spoilers to see descriptions and screenshots

Main Component: SoD UI Fixes and Minor Tweaks

The main component fixes and tweaks a few thing that bugged me about the UI:
image
1) The Bhaal logo has been restored as the Return to Game button, which now changes dynamically according to the campaign you're playing, so when playing SoD, you'll still see the original button with the dragon.

2) Buttons on the left sidebar bottom have been slightly repositioned. Clock/pause button is now centered.

3) The little white line on the bottom of the dialogue/gamelog window has been removed. I don't know what it was doing there in the first place.

4) More quickloot slots! There are now 4 extra quickloot slots for a total of 13.

5) Action bar buttons are now equidistant which makes things aesthetically more pleasing. Those buttons used to be grouped in clusters to mimic the distribution of a keyboard's function keys. It made perfect sense back in the day but that particular layout is not as used nowadays, so...

image
All parchment graphics have been replaced with a more saturated version. I'm not the only one who thought the color was a bit too muted. They also have the proper scrollbar now.

image
Margins on the Mage Book and Priest Scroll screens were tweaked and are now a bit nicer to look at. This is for people who were sold on the new layout of these screens. For those who miss the old behavior, please keep reading.

image
The journal has a new background graphic (offered by Pecca) and close button. I think now it's better integrated with the UI.

image
Store panels are properly joined. The headers are also consistent now.

image
The Dual-Class screen portrait has had it's aspect ratio fixed. How that got past QA is beyond me.

image
The Escape (Options) Menu big logo also changes dynamically according to the campaign you're playing.

Optional: Revised Map Screens

image
Area Map screen has a new graphic header. The World Map button has also been restored.

World Map also has a new header. Travel Button has been repositioned.

You may also have noticed the new desaturated/colored worldmap, with a few elements from the original BG1 brought back. It's still not perfect, but at least it's more consistent with SoD's worldmaps.

Optional: Revised Inventory Screen

image
The Inventory Screen has a tweaked layout as discussed here and using the graphics and functionality from this mod by Lefreut.

This version, however, adds saving throws, resistances and status effects to the combat stats window, which should further minimize going back and forth between screens to check how equipped items affect characters.

Optional: Revised Record Screen

The Record Screen has been completely redesigned, undoing almost every (disastrous, IMHO) change made by patch 2.0. It's a slightly altered version of Lefreut's Improved Record Screen, which didn't have a proper SoD version.
image
Biography, Stats and Kit Description have their own screens again, the way Bhaal intended.

Optional: Classic Spellbook

image
This component makes the Mage Book and Priest Scroll screens behave exactly like they did in the original BG and BG2 (also in the EEs prior to patch 2.0). There are a few very good arguments as to why this is preferable to the new interface, but for those of you who don't agree, this has been kept completely optional.

The basis for this component's code was brought to you by the amazing Lefreut and is also available as a standalone mod compatible with BG:EE sans SoD and BG2:EE.

Optional: Revised Start and Escape Menus

image
This component brings a redesigned Options Screen, including bigger buttons which have also been ported to the Start Menus. I know some folks may prefer the original version, so this is also optional.

Optional: Alternate Fonts

This component is a major overhaul of in-game fonts, bringing it closer to the original BG1.
image
image
image
image
Tooltips and floating text now have the same fonts as the gamelog and dialogue window, trading off a little readability for aesthetics.

Special Thanks

The WeiDU version of this mod was made possible by the hard work of AncientCowboy and I'm immensely thankful for it.

I'd also like to thank Lefreut and Pecca (whose code, artwork and feedback I have used) and Adul and AstroBryGuy for their feedback and insights.

Last but not least, thank you for checking out this mod. I hope you'll enjoy it. Needless to say, feedback and bug reports are always appreciated.

[MOD] Classic Spellbook for BG:EE, SoD and BG2:EE

$
0
0

This mod restores the functionality of the Mage and Priest screens to their classic pre-2.0 behavior.

- Compatible with BG:EE (with or without SoD) and BG2:EE
- Download link at the end of this post

image

It works exactly like in the original games:

- Left-click on a known spell memorizes it.
- Right-click on a known spell opens a new window with its description (and Erase button, if you're a Mage or Bard)
- Left-click on a memorized spell unmemorizes it.
- Right-click on a memorized spell also opens their spell description window.

This is for players who like me, were too used to the way spellbooks worked before the 2.0 patch. There is also a very good argument for the consistency of how screens work and what left or right-clicking on things do put forth by Adul in this post.

More Screenshots:

BG:EE:
image
image
image

SoD:
image
image
image

BG2:EE
image
image
image

How to Install:

1a) Download and extract the file attached to this post.

1b) Open the "Graphics" folder corresponding to the game you'll be modding. Copy those files to the "Override" folder of your game.

2a) Open the "Code" txt file corresponding to the game you'll be modding.

2b) Also open the UI.MENU file on the "Override" folder of your game. If you're new to messing with your game's UI and this step didn't make any sense, take a look at this thread.

3a) On your UI.MENU, find these lines:

`
function magePageInfo()
3b) Select everything from the lines above (including them) to these lines (including them, too):
			createPriestMemorizationSparkle(2, 0, 40, 40, 'bookListPriest', -1)
showPriestMemorizationFlash = true
priestScreen:MemorizeSpell( characters[id].priestSpells[currentSpellLevel][currentBookSpell].level, characters[id].priestSpells[currentSpellLevel][currentBookSpell].index )

"

}
}
3c) Paste the contents of Code.txt over the selected code on UI.MENU.

Final Notes:

This mod was built upon the Mage/Priest spells screen component of Lefreut's Enhanced UI and would not get made anytime soon (not by me, at least) without the help of his code.

Let me know if you find any bugs.

Does any BG2EE mod check "Koveras' Ring of Protection"?

$
0
0
I'm considering to import "Koveras' Ring" into BG2EE if any mod (Sarevok friendship/romance especially) will have extra dialogues lines about it.
Thanks in advance :)

portraits don't show up in BG or BG2 version 2.3

$
0
0
I just wanted to start up a new campaign with a modded BGEE version 2.3.67.3 installation. However, the custom portraits don't show up. When I click custom I just see a text explaining where portraits should be put and what size they should be etcetera.

The portraits are there, that's not the problem. I can access them using any BG or BG2 version 1.3 install, be it modded or unmodded.

But any version 2.3 install doesn't see the portraits, neither BGEE or BG2EE, modded or unmodded can access the portraits folder it seems.

I'm running Windows 10 Creator's Update. Strange thing is, when I started a new modded BG2EE 2.3.67.3 campaign a few weeks ago, I had no problem picking the portraits. Now just 2 weeks (and 1 Windows Creator Update) later, I can't assign a portrait to a new character with the same install that gave me no problems 2 weeks ago.

Is Windows causing this problem? Does anyone else experience the same problem? Does anyone know a solution?

EE Keeper for OS X via Wineskin -- UPDATED to 1.0.3.6

$
0
0
Hello all,

I've created a Wineskin wrapper for @Troodon80's EE Keeper, and I'm happy to share it with other Mac users out there.

The lastest version can be found here: https://github.com/AstroBryGuy/EEKeeper-OSX/releases

Link to the main EE Keeper thread: http://forum.baldursgate.com/discussion/16497/ee-keeper-updated-to-v1-0-2/p1

Note about OS X's GateKeeper. If you try to launch EEKeeper and get an error saying its not from the Mac App Store and its not digitally signed, then the first time you run it, you need to right click (secondary click) it, and select the "Open" option, and it will ask if you are sure that you want to open the app. Press OK to confirm. After opening the app once this way, you should be able to open it normally.

GAME PROFILES

For version 1.0.2.6+, you will need to create profiles for each game and set the installation and user data folders for each profile. The locations of these folders may depend on the source you purchased the game from. They both can be a bit tricky to find. So, I'd like to compile a list of locations here for everyone.

The "Installation Directory" is the folder which contains the CHITIN.KEY file. On OSX versions of BGEE/BG2EE/IWDEE, this folder is actually inside the game's app package.

The "User Save Data Directory" is the folder where the game's "save" and "portrait" folders can be found. The Beamdog install creates a link to this folder in your Documents folders. I'm not sure if other installs do this. If not, the folder can be found in your Library folder (which is hidden by default in OSX).

For BGEEv1.3, BG2EEv1.3, and IWDEEv1.4:

Purchased from Beamdog
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition\Game Data\00777\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Applications\Baldur's Gate II - Enhanced Edition\Game Data\00782\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Applications\Icewind Dale - Enhanced Edition\Game Data\00799\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from Mac App Store:
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Applications\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Applications\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from Steam:
Installation Folder:
  • BGEE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate II - Enhanced Edition\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Library\Application Support\Steam\SteamApps\common\Icewind Dale Enhanced Edition\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from GOG:
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources\game\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Applications\Baldur's Gate II Enhanced Edition.app\Contents\Resources\game\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Applications\Icewind Dale Enhanced Edition.app\Contents\Resources\game\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.



For BGEEv2.0, BG:SoD, BG2EEv2.0:

Purchased from Beamdog
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition\Game Data\00777
  • SoD: Z:\Applications\Baldur's Gate - Siege of Dragonspear\Game Data\00809
  • BG2EE: Z:\Applications\Baldur's Gate II - Enhanced Edition\Game Data\00782
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from Mac App Store:
TBD


Purchased from Steam:
Installation Folder:
  • BGEE/SoD: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate Enhanced Edition
  • BG2EE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate II - Enhanced Edition
User Save Data Directory:
  • BGEE/SoD: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from GOG:
Installation Folder:
  • BGEE/SoD: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources\game
  • BG2EE: Z:\Applications\Baldur's Gate II Enhanced Edition.app\Contents\Resources\game
User Save Data Directory:
  • BGEE/SoD: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
Where USERNAME is your OSX username.



Many thanks to @Troodon80 for all the work on EE Keeper!


UPDATE 03-DEC-2013: EE Keeper version 1.0.2.2 has been released with Unicode character support. The Wineskin wrappers have been updated to this latest version.

UPDATE 26-JAN-2014: EE Keeper version 1.0.2.3 has been released with a fix for saved games in the Pocket Plane. The Wineskin wrappers have been updated to this latest version.

UPDATE 18-JUN-2014: EE Keeper for OSX version 1.0.2.4 has been released.

UPDATE 09-NOV-2014: EE Keeper for OSX version 1.0.2.6 has been released.

UPDATE 28-FEB-2015: EE Keeper for OSX version 1.0.2.8 has been released.

UPDATE 21-MAR-2015: EE Keeper for OSX version 1.0.2.9 has been released.

UPDATE 28-MAY-2015: Updated folder location information.

UPDATE 23-JUN-2015: EE Keeper for OSX version 1.0.3.0 has been released.

UPDATE 06-JUL-2015: EE Keeper for OSX version 1.0.3.2 has been released.

UPDATE 25-OCT-2015: EE Keeper for OSX version 1.0.3.2a has been released.

UPDATE 25-APR-2016: EE Keeper for OSX version 1.0.3.4 has been released.

UPDATE 18-DEC-2016: EE Keeper for OSX version 1.0.3.6 has been released.

Evil Aerie Mod

$
0
0
Hey

Just thought I would ask out there as I have looked through the internet and can't seem to find anything.

Does anyone know of any Evil Aerie Mods? Where she changes alignment and channels the hate/despair in her and rather whine about it. I like Aerie for when I am playing a good character but going to run through with a Chaotic Neutral character once I am finished with my Paladin and taking a mix of the "loons" from Baldur's Gate but I want to take Aerie in BG2 and would love to have her just loose control!

My only option was to change her portrait and alignment using EE Keeper half way through and just do it in my head as such but would love to know if there was a mod out there somewhere, which already does it!

rest only inns ?

$
0
0
Hi,

Did you know any mods that restrict you to only rest in inns or maybe some secure places but less option than now ?
Viewing all 11774 articles
Browse latest View live