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

[NPC Mod] Sirene NPC for BG:EE and BG:SoD v2.1.2

$
0
0

Sirene, Paladin of Ilmater


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

Portrait by Isandir

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

Mod Content

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

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

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

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

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

Biography

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

Personality

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

Friendship & Future Romance

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

Download version 2.1.2

image

Download version 1.5.1 (for pre-2.0 players)

image

Release Log


v2.1.2
- Added Legacy of Bhaal compatibility (no more absurd stats)

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

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

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

v2.0.5
- Fixed romance-related stutter issue

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

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

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

v2.0.1
- Post-Korlasz crypt talk added

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

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

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

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

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

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

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

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

v0.beta
 - initial release of mod for playtesting

[MOD] Verr'Sza NPC (for BGEE and SoD)

$
0
0
I prepared something for those who believed there are too little evil fighters for BGEE and SoD (well, it was mostly about SoD). So here is Verr'Sza, the evil rakshasa ranger (it has his own kit, as most hunter kits won't work for someone like him).



Alignment: Chaotic Evil, Neutral Evil in SoD
Class: Ranger (Naztharune Ranger)
Race: Rakshasa

==> OVERVIEW

The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep.

The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way.

Note that the mod may include language considered blunt or inappropriate for kids.


Mod was designed to work on EE. Never tried it on Tutu or BGT.
Consider this an open beta. There may still be some bugs.

==> NUMBER OF TALKS:

original campaign:
  • ~15 non-romantic talks (5 timered / timer-related talks; 10 situational talks)
  • ~11 romantic talks (mostly timered / timer-related talks)
  • at least 1 banter talk with every NPC, including EE NPCs (Neera, Dorn, Rasaad, Baeloth)
  • Some additional information and flirts available via the PIDs (player initiated dialogues)
  • some interjections
Siege of Dragonspear DLC:
  • ~6 non-romantic talks (3 timered / timer-related talks; 3 situational talks)
  • ~4 romantic talks (timered / timer-related talks / situational) + an "epilogue" talk
  • additional romantic content available through a 3rd character (available in Bhaalspawn's camps; ~5 talks)
  • Thrix the Profane reaction
  • few "head string" talks with other NPCs

The mod includes crossmod talks with Sirene NPC.

NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him.

SHS alternative download

Simple question for modders. Custom Icons.

$
0
0
Recently made a mod which includes a new innate ability (channel). The icon I made for it doesn't look right and I've been googling like crazy trying to figure out why. The background of the icon is transparent but for some reason it doesn't have that lighter underlay that every other icon in the game has. Anybody have any clues? Link goes to screenshot.

http://imgur.com/RHIN9v7

While I don't think it looks terrible I am a huge perfectionist and this issue is making me crazy.

Eve of War [Work in progress]

$
0
0
Eve of War

Highlights

- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits.

- Contains 12 new quests, new approaches and outcomes for existing quests,1 new area, and three new NPCs.


- Removes many existing main plot restrictions:

Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own).

Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.

Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences.

Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.

Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes.

If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.


- Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook.

- Incorporates unused files and dialogues from the original game.

- Variables created in this mod will be used in A Journey's End (its successor mod in BG2EE). I haven't worked out all the details on this yet though.

- The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem.

This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow



Friendly Arm Inn

- On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.

- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).


Beregost

- Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.

- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.

- Adds a watch to the streets of Beregost (this occurs starting in Chapter 3).

- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).

- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.

- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and
soldiers)

- An Acolyte of Lathander is now serving the temple (instead of Kelddath).

- A head smithy is now serving the smithy (instead of Taerom)

- The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.

- Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented)


High Hedge

- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.

South of High Hedge

- You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region.


South South of High Hedge

- On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!


Nashkel

- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).

-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.

- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.

- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).

- A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented)

- The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.

- In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented)


Carnival and Nashkel Mines

- The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).

Archaeological Site/Brage Area

- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.

Gullykin

- Gullykin is now a wild magic area. This is where you can find Yeorg.

Firewine Bridge

- The Firewine Bridge is now a wild magic area.

Firewine Ruins

- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
The wardstone is found in the inventory of a junk dealer in Baldur's Gate



Bandit Camp

- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.

- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.

- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.

- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.

- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.



Cloakwood Forest

- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.

- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate.

- There are additional dialogue options for druid and avenger characters.



Ice Island

- The Ice Island now has remorhaz that appear instead of ankhegs.


Werewolf Island

- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.


Baldur's Gate (the city)


- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented)

- A temple dedicated to Mask now exists in the thieves guild. (not yet implemented)

- The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented)

- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented)

- 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented)

- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.

- The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented)

- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.


Final Battle

- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released.

- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.



Quests

- Contains 12 new quests.

Some mundane ones

- You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch.

- You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch.

- There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi.

- Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)



And some larger ones

- You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains.

- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress)

- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented)




Yeorg - an evil Dragon Disciple NPC.


Who is Yeorg
Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.

Yeorg, Dragon Disciple (level 4)
Human
Neutral Evil

STR: 16
DEX: 9
CON: 15
INT: 15
WIS: 16
CHR: 15

Total = 86

Starting HP: 24 hp (which includes the constitution bonus)

Innate abilities:

Dragon Disciple abilities.


Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon.

His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north.

When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business.


Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)


Stats

Strength, Dexterity, Constitution


Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility.


Intelligence and Wisdom

As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.

Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).


Alignment

Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer.


Starting Location: AR4013 (a small hut in the north-east part of Gullykin)

Reason for his presence in Gullykin

He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty.

As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).



Spells:

Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher


Daran Highhammer (Siege of Dragonspear only)



(Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.)

Class: Fighter/Thief
Kit: Vermin Slayer
Alignment: Neutral Good

STR: 18/10
DEX: 17
CON: 14
INT: 11
WIS: 9
CHR: 11

Proficiencies:

Short Sword: **
Crossbow: **
Short Bow: *
Single Weapon Style: *

Thief Skills

His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else.


Kit: Vermin Slayer

VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons.

Bonus

- It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups.
- It gives +5 to Find Traps, Hide in Shadows, and Move Silently

Penalty

- 10 to Pick Pockets

Restrictions

- Only accessible by Daran Highhammer


Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar.

Where you find him:

You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault.

Characterization:

He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired.



Storyline (BGEE)



Chapter 1

Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.

Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members.

Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter.


Chapter 2

The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms.


Chapter 3

The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments.

Concerned over word that the Zhentarim are behind many of the issues plaguing the region the Council of Six has agreed to send additional troops to reinforce the compliment guarding Nashkel. Progress in getting troops to Nashkel has been decidedly slow however, with much of the difficulty resting on moving across the inhospitable Cloudpeak Mountains. With news of more troops entering town shortly the town merchants have grown concerned about becoming overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears.

Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.


Chapter 4:

With rumours swirling in both cities tensions continue to rise between Baldur's Gate and Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a growing concern over if the situation has been adequately handled.

Due to its inability to address the bandit problem, as well as its concerns over the influence of the Zhentarim in the city, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle internal problems. Word of the Zhentarim operating secretly in Baldur's Gate has only bolstered their concern over how truly independent the Grand Dukes of Baldur's Gate really are.


Chapter 5

Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire.

The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers.



Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):

In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.

Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.


Chapter 7

As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation. News of Eltan's sickness has only served to confirm their suspicions.

It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod, as well as A Journey's End (its successor mod for BG2EE).


Storyline (Siege of Dragonspear)



Chapter 7

You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn.

Chapter 9

As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.




Will be released after the release of Siege of Dragonspear

How can I import items and spells from BGEE to BG2EE?

$
0
0
I'm interested particularly in some innate abilities added by SoD, which are very convenient for the character I have in mind. The objective is to be able to see the spells in EEKeeper, with their names and descriptions intact.

I wish it was a simple copy & paste, but I suspect that won't be the case.

Thanks.

Looking for Sirine paperdoll/inventroy image

$
0
0
I've foudn that MSIR***.bam ar the files for the sirine avatar animation and I'm trying to asign them a /bam file to enable in image in the inventroy screen, similar to druid shapeshifts. I see ones for werewolves and mind flayers. I've tried copying a human fighter bam to MSIRINV.bam but it still doens't seem to be showing up in-games. Anyone have any experience in assigning inventory images to new polymorphs?

EDIT: And while we're at ti, is there a file ot table entry somewhere which links indexs from ANIMATE.ids to the *.BAM files they use??

Status of Unfinished Business for PST:EE?

$
0
0
I've bought PST:EE, but before I play it I really want to see the content from Qwinn's Unfinished Business mod (as well as some tweaks, like the Save Nordom tweak) available for it.

Does anyone know what the status is on converting those mods to PST:EE? Is Qwinn even interested in working on such a thing, or is it up to other modders to take up the cause? Would love to know where it's at.

Problems with custom portraits

$
0
0
So I've made a few custom portraits:

They are all 210x330 pixel 24-bit bmp's as required
They all end in "L" on the filename as required

They look fine on the character description screen but on the overall party portrait list they show the generic "Biff the understudy" image i.e. the generic face with a questions mark in the middle, without the portrait I created

Does anyone know why??

Thanks

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

$
0
0
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://github.com/UnearthedArcana/NPC_EE/blob/master/README.MD

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!

montaron and xzar

$
0
0
Is there a mod to make it so I can have Montaron and Xzar in bg2ee? Xzar having complete amnesia that we were best friends in bg1 and not being able to recruit him again always ruined the game for me.

Will of the Wisps - Shamanic enhancements

$
0
0



"Will of the Wisps" is my new BG2EE mod in-progress. I don't usually show my work when it's not ready, but I decided to make an exception. The mod is to introduce more shamanism in BG2. I understand that many people just don't play shamans because they do not get their own Stronghold and there is no shamanic NPCs in BG2. That resulted in making this class very little popular. What's more, right now original game does not include any kits for shaman class.

Some information from the readme:

The mod introduces many shamanic improvements to BG Series. After playing Siege of Dragonspear I had a feeling that shamans in BG1 and BG2 would use some nice additions. Keep in mind that the mod was created with BG2 in mind, so if you try to install the mod on BG1, you will only see the component with the new shamanic kit. In mod you can find: => the brand new shaman kit: Witchlight Shaman => Shaman's Stronghold along with optional change of shaman's class description (to erase "no stronghold" line) => Brand new NPC - Will, the undead witchlight shaman (may be joined on the Shaman's stronghold area, which is available for every CHARNAME) => A mini-quest to restore a certain area's power (first Stronghold quest which is available to every PC) => Optional new items for shamans and exclusive items for undead NPCs (like Will or Hexxat) => Optional new enemy types: driders and treants (you may now encounter just few of these) INSTALLATION AND COMPATIBILITY: Install like any other WeiDU mod, by unzipping the mod in your BG2EE game directory and running Setup-willowisp.exe on Windows or equivalent on other platforms. You must have an EE version of the game updated to v2.0 or higher. The mod should be compatible with any other WeiDU mod. This mod also can be installed with (after) the Enhanced Edition Trilogy (EET), before EET_End. FAQ: Q: When/Where can I find Will or the shaman stronghold? A: After destroying the Shade Lord, you will encounter a wisp. Listening to it will start the short quest leading to both. Q: Will dies instantly when I travel to a different location! Help! A: Read his joining dialogue... he states that he physically can't leave without visiting his grave first. Q: How often will I need to return to the stronghold? A: You will be notified three days since the previous event. Q: Does Will have conflicts with other NPCs? A: No. He might not get along so well with everyone, but he won't fight with them. Q: Can I romance Will? A: No. You can try, but he'll turn you down. However, he might have something to say if you romance another party member. Q: Any crossmod content? A: Yes. If installed, Will may have a small talk (or two) with: Foundling, Pai'Na, Petsy, Quayle, Sirene. CREDITS: Mod author.........................................................Lava Del'Vortel Kit, feedback, text editing, testing and debugging.................Artemius_I Testing and debugging..............................................agb1 Additional technical help..........................................argent77 Voicing............................................................Soul Music source.......................................................Planescape: Torment; Laurent Danis (https://www.jamendo.com/track/689398/rituel) Stock image used for the portrait..................................NikitaKalevala (http://nikitakalevala.deviantart.com/art/Stock-624283061) Thank you to all players who decided to try out this and my other mods I created over the years.

Screenshots:







NOTE: You may need to start a new game OR at least use a savegame from before you started the Umar Hills / Temple Ruins quest.

Spellhold Studios Download Link
ADDITIONAL DOWNLOAD LINK

Dark Horizons - Ulcaster (mild spoiler)

$
0
0
I know that there are some more levels to the Ulcaster dungeon, but I can't find them. I have a while to look, as after reading the spoiler over on TeamBG I found out I need to level up a bit before tackling these levels, but I still need to find them. Any hints?

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

$
0
0
image
by @Smeagolheart and @bob_veng
Preview
image

image

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

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

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

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

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

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

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

image

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

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

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

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

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

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

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

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

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

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

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

Thank you all and enjoy,
Smeagol

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

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

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

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


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

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

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

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

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

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

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

V0.90 20 Aug 16
- Initial Release

[SoD] Patching BDLEAT05.ITM

$
0
0
I'm trying to patch BDLEAT05.ITM (the Dragonscale Armor in Siege of Dragonspear) to make its in-game colors better match its icon. The code I'm using is part of a much broader mod component that changes color offsets for most items in the game; every other item I'm patching is changing accordingly except BDLEAT05.ITM, which remains systematically untouched for reasons I cannot fathom.

My code:

ACTION_IF (FILE_EXISTS_IN_GAME ~bdleat05.itm~) THEN BEGIN COPY_EXISTING ~bdleat05.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN LAUNCH_PATCH_MACRO ~clear~ SET gradient = 142 // colour index SET location = ablue // location LAUNCH_PATCH_MACRO ~colour~ SET gradient = 142 // colour index SET location = ared // location LAUNCH_PATCH_MACRO ~colour~ END BUT_ONLY END


The macros I'm using (which work flawlessly with all other items) were gently provided by Erephine (I have her written permission to use them):

DEFINE_ACTION_MACRO ~Locations~ BEGIN OUTER_SET agrey = 0 OUTER_SET ateal = 1 OUTER_SET apink = 2 OUTER_SET ayellow = 3 OUTER_SET ared = 4 OUTER_SET ablue = 5 OUTER_SET agreen = 6 END DEFINE_PATCH_MACRO ~clear~ BEGIN SET opcode_to_delete = 7 LAUNCH_PATCH_MACRO DELETE_ITEM_EQEFFECT SET opcode_to_delete = 8 LAUNCH_PATCH_MACRO DELETE_ITEM_EQEFFECT SET opcode_to_delete = 9 LAUNCH_PATCH_MACRO DELETE_ITEM_EQEFFECT END DEFINE_PATCH_MACRO ~colour~ BEGIN SET opcode = 7 // Set opcode SET target = 1 // target type SET timing = 2 // timing type SET power = 0 // power SET resist_dispel = 0 // dispel/resitance SET duration = 0 // duration SET probability1 = 100 // probability 1 SET probability2 = 0 // probability 2 SPRINT "resource" "" // resource SET dicenumber = 0 // dice number SET dicesize = 0 // dice size SET savingthrow = 0 // saving throw SET savebonus = 0 // saving throw bonus SET parameter1 = gradient // set colour gradient SET parameter2 = location // set location LAUNCH_PATCH_MACRO ADD_ITEM_EQEFFECT END


Any help would be appreciated; I just can't wrap my head around the reason why this particular item fails.

Wilson Chronicles - expansion of the furry paragon

$
0
0
Have you wished you could have more conversations with your furry companion - Wilson, the bear paragon? Do you think other party members should share their thoughts with him? Wilson Chronicles can make that wish come true!



The mod includes party dialogues and some encounters to make sure those groups who travel with the bear companion won't suffer from a lack of interesting events. The added dialogue maintains the style of the original game: bears have their own language and I respect that. The mod offers:
  • Wilson-CHARNAME dialogues (both timer-based and triggered under other circumstances) in both SoA and ToB
  • Additional small encounters in SoA and ToB, including 2 miniquests in SoA and 1 miniquest in ToB, with journal entries
  • At least 2 banters in SoA and 1 in ToB with each of the BioWare and Beamdog companions
  • Some new interjections here and there in both SoA and ToB
  • A few new items, including one new item that may be forged by Cromwell in SoA and one new item that may be forged by Cespenar in ToB
  • Item usability restrictions modified to allow Wilson to use necklaces, amulets and a few special items
  • New skills Wilson may learn during the game (1 in SoA, 1 in ToB) - including new icons!
  • Possibility to raise Wilson's dexterity during the game (up to +2 in SoA and an additional +1 in ToB) - for a price!
  • Unlocked possibility to summon Wilson through the Fate Spirit in ToB even if you did not meet him in SoA (something for those who would like to start a new ToB-only game)
  • New ToB-exclusive joining and kick-out dialogues (Wilson originally used SoA dialogues in ToB)
  • A small patch to ensure that Wilson's race is properly displayed on the character sheet
The conditions for meeting Wilson, the amazing furry paragon, do not change with this mod. You can gain a quest to find him by speaking with Zaviak (Neera's Quest), although it is not necessary. You will find Wilson for the first time during Rasaad's quest: after crossing the bridge towards the heretics' temple, look to the southeast (outside the temple). Be sure to speak with Wilson before taking other actions. He will leave temporarily, but if you spoke with him first, you will find him waiting for you in the northwestern part of the area. Wilson's friendship talks (added by this mod) will not start immediately; just be patient, and remember to rest from time to time!

I would like to thank some people who helped me greatly. First of all, @agb1 who proofread the mod and made sure that everything works fine. I also got some great help from @argent77 and @Artemius_I

So? What are you waiting for? Start your adventure and fight arm by arm with your big furry brother-in-arm!

ADDITIONAL DOWNLOAD LINK

[mod] Southern Edge - Athkatla's new district

$
0
0
After so many plays, I realized Athkatla got a bit boring, so I decided to make a new district to make the city more interesting. It's called the Southern Edge and is the "minor" city gate in the southern part of the city wall. Some merchants use this place to for the transporting their goods.


Southern Edge is a new district for our favorite BG2 city - Athkatla - available from the very start, once you talk to Gaelan and hear his offer. The mod is to make the first hours of the game more interesting, as some player might have got bored with doing the same quests over and over again. The area isn't as big as Slums or as Bridge District, but it includes a main quest introduced by a halfling name Mairo and a series of mini-quests and encounters introduced by both some new characters, and some you might have met before.
There are also some nice bits every district should have - a small shop, a tavern, some commoners, a temple, some troubled men and women... what else do adventurers need, right?
It's not a big mod, but it should entertain you for a moment or two. I hope that the Southern Edge will become a nice stop for you, Bhaalspawn, and your trusted group.


KNOWN ISSUES:
-No EET compatibilit yet, it's to come with some future releases, once I get some help with that.
-The mod isn't traified yet, so journal entries will appear in the journal instead among quest entries.



By changing the a creatures kit do they automatically get the kit abilities up to their level?

$
0
0
Hypothetically if I'd like to change the class/kit of Tamoko from Cleric to a Fighter/Kensai how would I go about this via weidu?

By changing a creatures kit do they automatically get the kit abilities up to their level or do I need to manually add them?

BEGIN ~Tamoko Class/Kit Change (Kensai)~

COPY_EXISTING_REGEXP GLOB ~tamoko.*.CRE~ ~override~
PATCH_IF SOURCE_SIZE > 0x2d3 BEGIN
WRITE_SHORT 0x244 0 // Needed to change the the kit
WRITE_BYTE 0x246 3 // Change kit to kensai
WRITE_BYTE 0x247 0x40 // Needed to change the kit
WRITE_BYTE 0x273 2 // Change class to fighter
WRITE_SHORT 0x28 25872 // Change animation to female monk
SET_BG2_PROFICIENCY ~PROFICIENCYKATANA~ 5 // Give katana proficiency
REMOVE_KNOWN_SPELLS // Remove known spells
REMOVE_MEMORIZED_SPELLS // Remove Memorized spells
READ_LONG 0x2a8 off1 // Read Memorization Info Offset
READ_LONG 0x2ac num1 // Read Number of Memorization Info
WRITE_LONG (%off1%+(%num1%-1)*0x10+0x2) 0 // Set to 0 Number of (Currently) Memorizable Spells
WRITE_SHORT 0x0024 88 // Current Hit Points
WRITE_SHORT 0x0026 88 // Maximum Hit Points
WRITE_BYTE 0x0054 8 // Saving throw versus death
WRITE_BYTE 0x0055 10 // Saving throw versus wands
WRITE_BYTE 0x0056 9 // Saving throw versus polymorph
WRITE_BYTE 0x0057 9 // Saving throw versus breath attacks
WRITE_BYTE 0x0058 11 // Saving throw versus spells
WRITE_BYTE 0x0073 0 // Remove spiked Proficiency
WRITE_BYTE 0x0235 0 // Highest attained level in class 2
WRITE_BYTE 0x0236 0 // Highest attained level in class 3
REPLACE_CRE_ITEM ~sw1h44~ #0 #0 #0 ~NONE~ ~WEAPON1~ EQUIP // Replacing primary weapon
REMOVE_CRE_ITEM ~plat05~ ~shld06~ // Remove items
ADD_CRE_ITEM ~potn52~ #3 #0 #0 ~IDENTIFIED~ ~QITEM1~ // Add potion of extra healing to quick item slot 1
ADD_CRE_ITEM ~potn11~ #1 #0 #0 ~IDENTIFIED~ ~QITEM2~ // Add potion of extra healing to quick item slot 2
ADD_CRE_ITEM ~potn14~ #1 #0 #0 ~IDENTIFIED~ ~QITEM3~ // Add potion of extra healing to quick item slot 3
END
BUT_ONLY_IF_IT_CHANGES

BEGIN ~Tamoko Portrait Change~

COPY ~Tamoko/Portraits/TamokoL.BMP~ ~override~
ACTION_DEFINE_ASSOCIATIVE_ARRAY "cre_portrait" BEGIN
"Tamoko" => "TamokoL"
"Tamoko2" => "TamokoL"
END

ACTION_PHP_EACH "cre_portrait" AS "cre" => "portrait" BEGIN
COPY_EXISTING ~%cre%.cre~ ~override~
WRITE_EVALUATED_ASCII ~0x34~ ~%portrait%~ #8 // Change small portrait
END

Thank you in advance...

Xan portrait problem

$
0
0
Something changed recently in my setup and I cannot figure out the problem with Xan's portrait.
Some mod update I reckon, just not sure which as I have not run with him in a while. I know I did not specifically add it in and off itself.

He now has this picture (well, the top half anyway) on the character info screen but a blank question mark on the party roster, right side of screen.
Portrait is OK just tired of looking at the blank question mark. It shows up in the override files with his L,M,,and S. Not sure why they all had the 210x size but all the others do and work fine.

Only mods I can think that were updated recently was chatty imoen and BGNPC project, not sure why they would affect it though, so maybe something else I missed.

Any ideas or fixes?




Mods for PST:EE

$
0
0
A list of all the mods available for PST:EE. I will try to keep it updated based on the topics in this subforum and some of the UI mods/General mods fora.

GUI

Items

Kits

Tweaks

  • Tweaks Anthology
  • Some of the options also work on PST:EE (like ring stacking etc). Only option which cannot be installed is 'Identify all items'.
Viewing all 11774 articles
Browse latest View live