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General BGEE Customization Pre V2.0

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FOR SOD AND BGEE V2.0 YOU WILL BE EDITING THE BALDUR.LUA AND NOT THE BALDUR.INI


SetPrivateProfileString('Program Options','Debug Mode','1')

1. Enabling the CLUA Console

C:\User\My Documents\Baldur's Gate - Enhanced Edition
Open up the Baldur.ini with a text editor. I suggest ConTEXT as its free and will also enable you to easily edit scripts too.

Add these lines 'Program Options', 'Debug Mode', '1', You can put it right at the top if you like
   
CREATE TABLE options (
section string,
name string,
value string
);
INSERT INTO options ROWS (
'Program Options', 'Debug Mode', '1',
**NOTE** If you are having trouble getting Vista/7/8 to recognise or keep your changes... try either changing the system permissions on the INI file, or another method is to copy out the INI file to your desktop (or wherever), make your edits then save. Verify they are in there, then drop back into your Documents\Baldur's Gate - Enhanced Edition folder and 'replace' the existing one.

Start up your game and either create a new game or load a save. Hit Ctrl+Space
This will bring up a window where you need to type in the following:

New!
Console commands were prefaced by CLUAConsole:, but now begin with C:

Useful Console Commands

C:ExploreArea() Set current area to fully explored

C:SetCurrentXP("[Number]") Set XP for selected characters
Example - C:SetCurrentXP("1000") will SET the current character at 1000 experience points.

C:AddGold("[Number]") Sets the party gold
Example - C:AddGold("1000") will give the party 1000 gold.

C:CreateItem("[Item name]") Creates an item in the leaders inventory
Example - C:CreateItem("SW1H01") will create a long sword.

C:CreateItem("[item]", [number]) sets the amount of charges that an item will have upon spawning it- if the item has charges anyway.
Example -
C:CreateItem("POTN08", 10) will create 10 potions of cure light wounds.
C:CreateItem("amul17", 50) to get a Greenstone Amulet with 50 charges
C:CreateItem("scrl75",99) 99 Identify Scrolls

For quest and other items, you can do an internet search. This Item List; looks fairly complete. Remind me to add in the new BGEE items.

C:CreateCreature("[CRE FILE]") Spawn a creature
Example - C:CreateCreature("GIBBER") will create a gibberling using GIBBER.CRE

Example:
C:MoveToArea("[Area Name]") Move selected characters to an area
Example - C:MoveToArea("AR2300") will move the player to the Friendly Arms Inn.
From @CamDawg - A list of area codes is available as part of the IESDP; use the original BG area codes.

C:WriteScript("[Directory Name]") Output scripts to directory
Note: If the mouse is over a creature, the command will evaluate the scripts attached to that creature. Otherwise it will evaluate the area scripts.
Example - C:WriteScript("DebugScripts") will output the script results to a folder called DebugScripts in the root of your BG install.

C:SetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - C:SetGlobal("CHAPTER", "GLOBAL", 2) Would advance to Chapter 2

C:GetGlobal("CHAPTER", "GLOBAL", [Chapter Number]) : Advance to Chapter X
Example - C:GetGlobal("CHAPTER", "GLOBAL", 2) Will display current GLOBAL setting

C:Eval("action") : execute a scripting action. Note that any quotes in the action itself need to have a "\" before them. A list of available script actions can be found in the IESDP.
Example - C:Eval("ActionOverride(\"Cernd\",MoveGlobal(\"AR0406\",Myself,[1368.1922]))") Will move Cernd to the specified location.

C:Exec("filename") : executes a series of console commands contained in the file specified by filename, where filename is in the game directory
Example - C:Eval("test.txt") Will execute all the commands in the file test.txt

Cheat Keys:

CTRL + X - Show [x,y] coordinates of mouse and current area in the Dialog window.
CTRL + F : Change Selected face position
CTRL + S/A : Change Selected Animation Sequence
CTRL + I/L : Play Selected Animation effect on Selected
CTRL + C - Display SoA/ToB Epilogue GUI (Do Not Use)
CTRL + J : teleports selected party members to position under cursor
CTRL + Q : auto-recruit creature under cursor into party
CTRL + R : insta-restores any creature under cursor- also removes any effects
CTRL + Y : insta-kills creature under cursor
CTRL + T : Advances game time by 1 hour
CTRL + P : Center screen Selected
CTRL + G - Display loaded area ref
CTRL + M/Enter : Display current info about your location
CTRL + N : Freeze screen for 5 seconds
CTRL + 1 - Display Selected Animation armour level
CTRL + 3 - Fade Screen to black
CTRL + 5 - Display Selected current Animation frame/Sequence
CTRL + 6/7 : Change Selected animation
CTRL + 8 : During Character Creation this will set all attributes to 18 (STR 18/00)

I hijacked some of @KeithS stuff and added more.

2.INI Config Settings

You can disable the colored foot circles by editing your Baldur.ini with this setting:
'Game Options', 'Color Circles', '0',

You can now change the FPS settings in the Baldur.ini. This entry already exists as of the 09 patch. *NOTE: Anything higher than what I have listed below will result in destroying the game cutscenes. If you are okay with that, go ahead. Bug reports for broken cutscenes resulting from changing to higher FPS than what I have confirmed to work will be closed.
'Program Options', 'Maximum Frame Rate', '35',

3.Using Custom Scripts

Custom scripts can be assigned to your character via the 'Customize" button in your Character Sheet.

Modding sites such as G3, SHS and Pocket Plane have scripts that you can download and use for your player.

Navigate to this folder and place your scripts below to use in-game:
\Baldur's Gate Enhanced Edition\Data\00766\scripts

You can also use 'Hotkey' scripts to accomplish single or multiple actions that will save you time.
To use 'Hotkey' scripts:
1 - Assign the script to your character.
2 - Back in game hit the appropriate letter key when you wish to activate the script. Simple.
3 - You can use the key as many times as you like.
4 - When finished, unassign the script via the 'Customize' screen by assigning "None.bs"

For those familiar with compiling BAF to BCS, here are some examples you can paste into your text editor to compile with WeiDU, DLTCEP or NI.
Feel free to grab these and use them, change numbers or resources indicated. Have fun.

Example Cheat/Debug Scripts

Giving Experience to the party or PC

IF
HotKey(D)
THEN
RESPONSE #100
AddexperienceParty(24000)
END

IF
HotKey(C)
THEN
RESPONSE #100
AddXPObject(Player1,5000)
END
Giving Special Abilities
   
IF
HotKey(D)
THEN
RESPONSE #100
AddSpecialAbility("spin101") // Cure Light Wounds
AddSpecialAbility("spin104") // Larloch's Minor Drain
AddSpecialAbility("spin105") // Horror
AddSpecialAbility("spin106") // Vampiric Touch
DisplayStringHead(Myself,10315) // Ability Bonuses
END
Set Chapter and reveal area on map
   
IF
HotKey(A)
THEN
RESPONSE #100
SetGlobal("Chapter","GLOBAL",4)
RevealAreaOnMap("AR0900")
IncrementChapter("Chptxt5")
AddJournalEntry(15839,USER)
END
Heading to Baldur's Gate via a hotkey cutscene
   
IF
HotKey(D)
THEN
RESPONSE #100
ClearAllActions()
StartCutSceneMode()
CutSceneId(Player1)
FadeToColor([30.0],0)
Wait(2)
LeaveAreaLUAPanic("AR0900","",[2830.2330],0)
LeaveAreaLUA("AR0900","",[2830.2330],0)
ActionOverride(Player2,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player3,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player4,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player5,LeaveAreaLUA("AR0900","",[2830.2330],0))
ActionOverride(Player6,LeaveAreaLUA("AR0900","",[2830.2330],0))
Wait(2)
MultiPlayerSync()
FadeFromColor([30.0],0)
EndCutSceneMode()
END
Anyone can cast a spell
   
IF
HotKey(D)
THEN
RESPONSE #100
ForceSpellRES("SPWI502",NearestEnemyOf(Myself)) // Cloudkill
END

4.Custom Portraits

Will link to this thread. It has all the correct info.
http://forum.baldursgate.com/discussion/7461/heres-how-to-use-custom-portraits/p1

Overriding Core Portraits

Some people have wanted to know how this is done. Simply take your custom portrait set and rename them exactly to an existing name. Once that is done, put them in the OVERRIDE! Not the Portraits folder.

image

Here I am using the no-name guy to override the ALORA portrait set: ALORAS, ALORAM and ALORAL
Then I can simply select is like a normal portrait. Hope this helps.

5.Custom Soundsets

****Note: Soundsets are not currently working properly. Will leave the instructions below for now until we can discover a fix.

For those wishing to use some BG2 soundsets in addition to what was shipped, it is not too hard.

- Extract the soundset you want to use with any of a number of tools from BG2 (NI, DLTCEP, WinBIFF, etc)
- Rename the next to the last character to 7. ie: FEMALE2A becomes FEMALE7A
- Do this for the entire series of sounds A-Z
- Drop into your \Data\00766\lang\en_US\sounds (or whichever language folder your game uses)
- Start up the game -> Character Record page -> Customize -> Sounds -> Select FEMALE7 -> Done -> Done
Done!

If you would like to add in a custom listing for your sound, you can check out this; thread from @dib

Customization Mod

Here is a link to the Customization Mod that will do almost everything above for you except for editing the INI.

More stuff to come.

Mod Compatibility (BG1EE, SoD, BG2EE, Modmerge, SCS, BG Tweakpack, Ascension)

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Hi everyone,

I apologise if this has been asked before but it doesn't seem as if there's a thread that contains a consolidated guide on how to get the following mods running. A lot of the information out there I've had to put together from different sources on this forum. My last playthrough was around two years ago and things seem to have gotten a bit more complicated since SoD and the Ascension Beta came out (this is actually the first time I'll be playing the game with SoD and Ascension!)

Can anyone confirm that the install process below is correct for a PC running Windows 10?

Anyway, here goes:

BG1 Install process

1. Install clean versions of BG1EE and SoD from Steam, allow to patch fully as applicable
2. Install and run the modmerge utility (http://github.com/ScottBrooks/modmerge)
3. Install SCS v30 (http://gibberlings3.net/forums/index.php?app=downloads&showcat=32)
4. Install BG2 Tweak Pack (http://www.gibberlings3.net/bg2tweaks/)
5. Play!

BG2 Install Process

1. Install clean versions of BG2EE and ToB from Steam, allow to patch fully as applicable
2. Install Ascension 1.5 Beta (https://forums.beamdog.com/discussion/45563/ascension-v1-5-beta-enhanced-edition-release-updated-6-8-2016-scs-fix-located-on-page-2/p1)
3. Download SCS and apply the fix as per page 2 of the Ascension Thread (https://forums.beamdog.com/discussion/45563/ascension-v1-5-beta-enhanced-edition-release-updated-6-8-2016-scs-fix-located-on-page-2/p2)
4. Install SCS v30 (http://gibberlings3.net/forums/index.php?app=downloads&showcat=32)
5. Install BG2 Tweak Pack (http://www.gibberlings3.net/bg2tweaks/)
6. Play!

Thanks to anyone taking the time to read this. I really appreciate all that the modding community has done to improve these games but don't want to run in to any gamebreaking bugs – it happened to me once on a playthrough and I got all the way to ToB and the game broke and I was heartbroken.

[mod] Universal party AI script

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It was my intention to create a script fit for any kind of a party member, a script with which a character will fight smart, use potions if necessary, use spells when needed, turn undead, look for traps, backstab and all the other fancy stuff. Furthermore, it was my intention that the script sshould be compatible with any baldur or icewind dale game, and it should not cheat no matter what. I took universal script made by Rich Martel, found on Sorcerers Place website, and heavily modified it to suit my needs. I'm happy with what I have achieved, and am willing to share, although this was meant only for me originally.

Installation instructions:

Download and extract the zip file, and copy file with BS extension into scripts subfolder where your game is installed. Then inside the game, click on character screen/customize/script and then scroll to bottom and pick this script. You need to repeat the latter for every party member. BAF file is only needed if you intend to edit the source code, and if you intend to do so, I recommend using nearinfinity, a nice java based utility.

Cheers!

[MOD] The Power of Belief

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The Power of Belief makes it possible for the Nameless One to become a Priest (while maintaining their Fighter, Mage and Thief levels).

The newest version of this mod is available on GitHub.

Features

This mod is being actively developed, and will be expanded as my free time permits. Currently, the mod consists of a few extra dialog lines that allow the Nameless One to become a Priest, specialization bonuses for reaching 7th or 12th level as a Priest, two new tattoos available only for a Priest-specialized Nameless One, and changes to a handful of Maces and Warhammers to make them usable by Priest Nameless Ones.

The Nameless One can gain access to the Priest class by speaking to Mourns-for-Trees after encountering them during Mebbeth's quest. Should the Nameless One step off the path of faith, they can speak to either Mourns-for-Trees or Fall-from-Grace to resume progression in the Priest class.

The specialization bonuses are:
- 7th level: +1 Wisdom
- 12th level: +2 Wisdom, +1 Charisma, +10% Magic Resistance

The Priest specialiation tattoos, available from Fell, are:
- Tattoo of Belief: +1 Wisdom, +1 1st and 2nd priest spell slot. (Costs 3600 coppers; requires 7th level Priest Specialization.)
- Tattoo of the Hierophant: +3 Wisdom, Doubled 1st and 2nd level priest spells slots. (Costs 12000 coppers; requires 12th level Priest specialization.)

This mod is currently available in English, Russian (courtesy of Saigon1983), and Polish (courtesy of mstar).

Upcoming Changes

I am currently working on the following features:
- New divine spells.
- New spell acquisition methods (including alignment, factions, and quests).
- New items for Priests, including The Nameless One and Fall-from-Grace.

Features listed above will be pushed to the live version when I am satisfied with stability and behavior. If you have ideas for future updates to this mod, please let me know in the comments.

Technical Limitations

I am aware of the following inconsistencies and do not believe there are ways to prevent them, as much of the class system in PSTEE is hardcoded.
- The first time the Nameless One becomes a Priest, they will lose any experience they have accumulated in the Fighter class beyond the amount required for their Fighter level.
- If you get the Priest specialization bonuses, the game will still tell you that you have received the specialization bonuses for other classes. These should all be automatically counteracted via scripting, but the display might be slightly confusing.

Feedback

If you encounter any bugs while using this mod, please let me know.

As with all of my mods, if you have any ideas, comments, or criticism, please do not hesitate to post in this thread.

[mod] Eilistraee's Song

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Eilistraee's Song is a project, which expands the plot of Eilistraee - the deity of drows that rebelled against Lolth the Spider Queen. Eilistraee is actually mentioned in original BG2:SoA by Solaufein after we decide to let him go, but still players were never allowed to get know the full tale.
This mods adds content for players who decided to spare Solaufein's life and let him escape. That means that your decision in Underdark actually has a consequence in the later game. I think it's a pity in original BG2 your decisions in Ust Natha don't really matter in the later chapters. When Solaufein returns to you later, after escaping Ust Natha, he tells you how grateful he is. Eye for an eye, and friendly arm for a friendly arm - he tells you about a new place, where you can ask for help with getting your soul back.
Mod includes 6 new areas, 21 new items (2 of those are available through Cromwell) and obviously some new quests - it's up to you if you wish to complete them or focus on real quests and get your soul back. On the areas you may hear new music themes.
Also, there is a new kit available by completing one of minor quests, although there are some requirements (female, cleric - baseclass, multi- or dualclassed, non-evil character, elf or half-elf). Yes, it's a bit harsh, but that's what the D&D book says.

Installation:

-This mod is a WeiDU mod, so you can install it as any other WeiDU mod. Unzip the archive to your Baldur's Gate 2 directory and run Setup-Eilistraee.exe
-Note that this mod requires BG2:ToB installed!
-Mod is compatible with Solaufein NPC
-If you're using BG2EE START A NEW GAME to find the clearing on the map.


SHS THREAD WITH DOWNLOAD LINK

[Mod] New Refinements (v4?) beta release

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So, I have delved into the classic Refinements mod, hacked it up, and made separate components for each class. In the hopes that it will be easier to combine with other mods that change HLAs, like Rogue Rebalancing and Faiths & Powers.

I have massaged the code until it installs on BG2EE, and it seems to install fine. I have NOT extensively playtested it. So, I will give you guys the link and you can do the playtesting! :wink:

Update to 0.3 0.4 0.5 0.6 0.8 0.10! It includes:
- install HLAs on a class-by-class basis
- patches HLA tables instead of overwriting them
- patches HLA tables of mod kits in addition to base kits
- specific compatibility with RR HLAs and simplified install order (RR, then Refinements)
- the Sword Angel works in EE games

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

This is actually starting to look pretty complete. Cheers, and good luck!

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

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TeamBG's Item Pack

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

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

V1.00BG2EE 11/15/13
First release

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

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

Information: Baldur's Gate:Enhanced Edition

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

Version History:

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

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

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

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

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

V1.00
First release

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

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

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

image

[Mod] All Things Mazzy, v: 1.034. Temples now know when you steal for Mae'Var

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All Things Mazzy: Friendship, romance, NPC conversations and more.
Written and edited by BCaesar and Ratatoskr589. Coded by BCaesar
First version posted on these forums: 1.027, posted on March 27, 2017.
Latest update: Version 1.034. Attached April 14th, 2017.
Download location: This thread! (The mod is attached to this post).

Hello all. Ratatoskr and I are working on an expansion mod for Mazzy which includes various conversations with NPC's, and will also include a romance. There will be some friendship talks as well, but not a huge number since we're assuming if you want a chatty Mazzy you already have the Mazzy Friendship Mod.

We made the decision to try to release the mod in parts rather than try to write and edit everything and then code it because this way if something happens and we stop making the mod we'll actually have part of it finished (instead of it ending up in the mod graveyard with so many others). And if we ever disappear for more than a year this is up for grabs. Take it and run with it. Also if you want to use any part of this mod in another mod the answer is probably yes, just ask us.

Completed so far:
-Hostile Mazzy:
Mazzy now correctly attacks you if your reputation gets too low (it was coded but seemed to be bugged).
- Other characters now choose sides (or stay out of it) if Mazzy and Player 1 fight. Every character should talk, so if one doesn't (and it's in BG2:EE) then it's a bug.

-Interjections, comments and reactions:
- Mazzy comments and/or reacts during the conversation with Lady Delcia Cain in Nalia's keep.
- Mazzy comments during Keldorn's Quest with his wife.
- Mazzy comments during Anomen's quest if he kills the woman, but only if no one else comments.
- Mazzy comments when the thug is bullying the merchant by the city gates.
- Mazzy comments if Mae'Var asks you to steal the necklace from Talos.

- Korgan and Mazzy conversations: 5 total (2 were existing BG2 conversations that were modified and moved.)
The first conversation takes place after 4 days after both are in your party, the 2nd 6 days after that, the 3rd when you rest in an inn, and the 4th when they're both in your party and able to talk again. There is also a stand-alone conversation in the docks if you talk to any of the women commoners there.

- Jan and Mazzy conversations: 1 total.
Takes place 3 days after both are in your party, upon rest in a dungeon or outside.

- Viconia and Mazzy: One scene.
Mazzy comments and reacts when Viconia is at the stake. There will be two branches of Viconia conversations, one for if Mazzy helped rescue Viconia and one if she didn't. They both merge a few conversations is, but Mazzy and Viconia are on better terms if Mazzy saw her on the stake and helped to rescue her.

- With the Shadow Thieves
- Both the Talos and Lathander Temples figure out that it's you if you steal from them for Mae'Var and you have the option of returning the necklace and statuette later. This triggers whether you have Mazzy or not, but she's involved too if you do.


- Restcheck: coding to prevent the rest scenes in this mod from triggering on the same rest as those in game or in any other mod (that I've coded for) and for 2 minutes of real time after. The coding for preventing your mod's rest scenes from triggering the same night as any from BG2:EE is available for anyone to use in their own mod here. Coding to prevent your mod's rest scenes from triggering with those from other mods is available upon request.


Known bugs that I don't know how to fix:
Mazzy and Player 1 fighting:
Cernd and Jan go neutral during the fight and the little circles around them start pulsing with four little triangles. When they come back this stays and I don't know how to turn it off.


Partial to do list:
- Add conversations with/about Edwin and Mazzy (4 written so far)
- Add one more with Korgan and Mazzy
- Add friendship/romance conversations and make modifications to the Mazzy Friendship Mod that will show if both are installed (so the mods match).
-Add Keldorn/Mazzy conversations and quest to join the Order of the Radiant Heart
-Various Viconia/Mazzy conversations (10 written so far)

Installation and Compatibility
This mod should be generally compatible with all other mods. We've worked hard to make it like that. In addition we have tried (and will continue to try) to make it fully compatible with BG2:EE and the following mods (meaning that our rest scenes don't trigger the same rest as their rest scenes, and we use their triggers sometimes for additional dialogues, for example Imoen might react differently in a reaction if she's in love with Player 1):
Friendships/Banters: Mazzy Friendship, Viconia Friendship, the IEP Banter Project (as of March 25th, 2017)
NPC Romances: De'Arnise Romance, Edwin Romance, Haer'Dalis Romance, Imoen Romance, Keldorn Romance, Sarevok Romance, and the Yoshimo Romance.
Miscellaneous Mods: Alternatives

Also if you install this mod you do not need to restart your game or do anything like that. The triggers are all structured to just work whenever the mod is installed and check for existing situations (rather than adding my own triggers to in-game events). You should be able to do some conversations, kick Mazzy out of your party, delete the mod, play half the game, get Mazzy back in your party, reinstall the mod, and have it pick up right where it left off.

After you install the mod it will ask you if you want to install the restcheck tool. There's no reason to install this other than to test the mod. I use it to test to make sure the coding that prevents our mod's rest scenes from triggering with other rest scenes is working.

Like all mods if you want to install a later version of this mod you should uninstall the old one, delete the folder, and then put in the folder containing the later version of All Things Mazzy.

This thread is primarily for questions, bug-reporting, and for telling us that we're horrible people who have ruined Baldur's Gate II and thus your life. We also welcome dialogue suggestions (either changes or additions).

Thank you.

BG1NPC v22.8

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BG1NPC Project has been updated and officially released with BGEE compatibility!

BG1NPC Project
This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down).

Project Website: http://www.gibberlings3.net/bg1npc/
Download: https://github.com/Gibberlings3/BG1NPC/releases/latest
README: http://www.gibberlings3.net/readmes/readme-bg1npc.html


Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable.

https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1


Changes for Version 22.8 - 2017-03-25

* Fixed issue with Faldorn-Izefia quest. #26
* Deprecating Non-Joinable NPC Portraits component due to copyright issues


Changes for Version 22.7 - 2017-03-01

* Fixed issue with some portrait BMPs having negative heights in the image header.


Changes for Version 22.6 - 2017-01-28

* Fixed: missing entar.cre for BGT install? https://github.com/Gibberlings3/BG1NPC/issues/23


Changes for Version 22.5 - 2017-01-08

* French translation updates
* Fixed item flags for Romance Challenge dragons


Changes for Version 22.4 - 2017-01-04

* Updates for Jaheira's "Bury Gorion" dialogue
* Updates to Kagain's Quest
* Update BGEE Banter Tweak prompts
* Change Shar-teel's interjection on meeting Kagain
* Update Lord Foreshadow's Ring Description
* Ajantis Bhaaltalks - variable correction
* Fixing Minsc's interjection with Vitiare
* Check before adding "missing" items to BGEE games (SoD adds many of
the previously missing items)
* Portraits: Make filenames consistent with naming scheme, i.e.
%SOURCE_RES%s.bmp
* Portraits: Replaced BGEE portraits with new 169x266 images
* Portraits: Added a few new portraits
* Fix for 2 Legacy of the Masters gauntlets in Bandit Camp
* Make Amulet of the Apprentice Mage unusable by Monks
* Updates to dragon animations for Romance Challenges
* Update BGT_VAR for EET support
* Update x#tqbh2.cre sex to match animation
* Enforce LoveTalk timer on Branwen romance post-rest talks
* Fix Colquetle Family Amulet bug
*


Changes for Version 22.3 - 2016-04-16

* Fix Gatekeeper dialog if CHARNAME has been to the Friendly Arm Inn
* Updating Jaheira's interjection to ELMIN2.DLG
* Moving SetGlobal actions to before non-INSTANT actions
* Updating CRE sounds for Xan's quest CREs
* Update for Coran Wyvern Quest fixes for BGEEv2
* No Dynaheir Romance endgame cutscene on SoD
* Disable "your voice is strange" PID function on BGEE and BGT.


Changes for Version 22.2 - 2015-12-12

* Fix for bug in NPC Starting Location Component - Thanks Lollorian!


Changes for Version 22.1 - 2015-12-01

* Correcting typos in German tra files [Isaya]
* More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/)
* Minor bug fixes
* Fix: Invulnerable Lake Poets
* Fix: Xzar's Quest journal entries not working on BGEE
* Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf
* Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog
* Adding timer for Jaheria's "Bury Gorion" talk
* Adding death variable for Bheren
* Fix: Minsc stutter bug at Lighthouse
* Fix for Minsc-Vitiare stutter issue
* Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him


Changes for v22 - June 14, 2015

* David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901.
* Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed.
* Dynaheir's Journal Quest: Fix for quest failing to start
* Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE
* Kagain's Caravan Quest: Cross-mod compatibility with Thimblerig's upcoming Skie mod.
* Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre not going hostile if you attacked them
* Romance Challenges: Fix Battle song reference for x#ch12.are
* Fixed redundant usability sections in item descriptions for BGEE
* Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE
* Incorporated fixes from BWP Fixpack v15.1.1
* New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE.
* Updated WeiDU to v238
* Adding Polish translation credits to README.
* Various dialog typo fixes.


Changes for Version 21 - February 10, 2015

* BGEE compatibility
* "Just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya)
* Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3
* Create version of x#bgreplace_X for BGEE.
* Create version of X_area_script_assign.tph for BGEE.
* Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk
* Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6
* Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg
* Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix
* For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). Note: Tutu and BGT will still use available BG2 sounds.
* Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest.
* Fixes for x#cutspy creating errors in BGEE.
* Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE)
* Fixed spell name for Imoen's Artifact in BGEE. (Mike1072)
* Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre.
* Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter.
* Romance Challenges area files included with BG1NPC for BGEE.
* Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE).
* Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files)
* Updated Open Cloakwood components to work in BGEE. (Isaya)
* Updated Imoen's death variable in x#pcbury.d. (Jastey)
* Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin.
* Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE.
* Pink Xan portrait updates for BGEE
* Alora starts in Gullykin AND the Hall of Wonders bug in BGEE
* Colquetle Family Amulet Fix for BGEE
* Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE.
* Adding fixes for Safana-Dorn and Tiax-Dorn dialogs preventing PIDs from firing.
* Fix area scripts for AR2400 and AR2900 to not continuously fire when the variable TazokSays = 1. This was preventing blocks added by BG1NPC from firing.
* Updated to WeiDU v237
* German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/)
* Polish translation available (Tlumaczenie przez Children of Bhaal, http://athkatla.cob-bg.pl/viewtopic.php?t=5734)
* General coding updates to modern WeiDU standards (e.g., using GAME_IS instead FILE_EXISTS for game type checks)
* Updated cross-platform libraries with latest fixes for all platforms. (Jastey)
* New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE.
* New variable %RunAwayFrom% for scripts to use action "RunAwayFrom()" in Tutu/BGT and new action "RunAwayFromNoLeaveArea() in BGEE.
* Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files.
* Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne.
* BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity for compatibility with BG1 Romantic Encounters mod.
* Reordered dialog actions to place EscapeArea() command last. * Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey)
* Ajantis Romance/SCS Wait at Inns component incompatibility fix.
* Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup.
* Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms).
* Update x#garwyl to use GHAST sounds like a spectre (all platforms).
* Imoen's dialog regarding Gorion's body no longer requires CHARNAME to be holding Gorion's letter. Her script triggers the dialog by the party picking up the letter, but in the time it takes her to walk to CHARNAME, it was possible to read and drop the letter, leaving her unable to initiate the proper dialog.
* Imoen's dialog on Laryssa will no longer interrupt Brage's script to return the party to Nashkel.
* At the Bandit Camp, if Tazok was engaged in combat too quickly, Kivan could be left trying to initiate dialog with him. This dialog would fire after the combat, with Tazok possibily dead. Kivan no longer attempts dialog with Tazok after Tazok is dead.
* Updates for Tiax's Quest to close open quest entries at their conclusions.
* Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir
* Xan's interjection with Mulahey was copying a "ChangeEnemyAlly(Myself,NEUTRAL)" command to Xan since there is no pass back. Changed to ICT2 to prevent issue.
* Added checks to Imanel Silversword's script to prevent dialog from re-initiating and stop dialog from initiating during battle.
* Montaron was being sent to Minsc's "goto" location in the Elfsong Tavern rather than the Low Lantern with Xzar by BG1NPC's Wait at Inns component. Updating to send Montaron to Low Lantern.
* In Tutu, when refusing Cythandria's surrender, Dynaheir will turn hostile. Danaher's interjection is inheriting an Enemy() action from Cythandria. Only affects Tutu, Cythandria's dialogue state 6 has an "Enemy()" action which is not present in BG:EE and BGT. Solution is to remove the Enemy action() in Tutu.
* Kivan gives his reaction to Prism's death upon entering the Nashkel Mines area even if he wasn't in the party when Prism died. Adding a See("prism") check to script block in kivan.bcs. That should prevent the trigger from firing long after Prism is dead (and the corpse is removed).
* Safana's response to PID option "Do you have any advice, Safana?" References Narlen Darkwalk, even in Chapter 1. Corrected triggers to not show this response until after Narlen has been encountered.
* Correcting "Bruno" DV in x#yeint2.baf. (MadMate)
* Updated item slots for x#david and x#dragon to place items in correct slots. (MadMate)
* The XZNI1.6 dialog in xzint.d has an issue with the conditions. If Montanan is in the party, alive, but disabled (e.g., held, panicked, etc..), the dialog cannot continue. Updating the second transition condition to be "OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID)" which is the opposite of the first transition, ensuring one branch can fire.
* Updates to Coran's Succubus Quest
* Updates to close open quest journal entries at quest conclusion. Added "close quest" journal entries.
* If you refuse the quest initially, Coran no longer becomes instantly "charmed" before he has been given the roses. He has a more appropriate reaction to your refusal of Amelia.
* Scripting updates to account for players force-attacking Amelia. Amelia will now turn hostile and attack the party. If Natan has not been talked to, remove him if Amelia is force-attacked (quest is aborted). If Natan has been talked to, increment X#CoranSuccubus to 13 to allow quest to complete.
* Coran will now become "charmed" by Amelia when in her presence if Natan is "charmed" (i.e., has been shown the roses).
* Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1.
* HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats.
* Only immune to non-magical weapons
* On BGEE (or Tutu/BGT installs with 1PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installations without 1PP Wings).
* Updated combat script, inspired by Kirinhale's from TotSC
* Many dialog typo fixes.



Also, there are expansions for several BG1 NPCs available:
Ajantis BG1 Expansion: http://gibberlings3.net/forums/index.php?showtopic=13889&st=0
Coran's BG Extended Friendship v4: http://forum.baldursgate.com/discussion/39423/corans-bg-extended-friendship-talks-v4?new=1
Garrick's Infatuation b20140925: http://gibberlings3.net/forums/index.php?app=downloads&showcat=82
Xan's Friendship Mod: http://forums.pocketplane.net/index.php/topic,24286.0.html

Romance - Non Party Member

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Hi Folks,

Is anyone aware of any Romance mods for BG2/TOB which involves a character that is not part of your party?
Someone who maybe you have to keep visiting at a house etc.

Cheers,

Necro

How do I make custom colours take priority over different equipment selection? [NPC Mod Question]

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Just wondering how/if this is achieved so that I don't have to make custom starter armors that are only good for 2 seconds upon arrival to the party.



Old photo, I've fixed a lot of the weird colours in the obvious places since here. Just showcasing what I mean.

[How to] Install mods on Android

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Several months ago, @ScottBrooks, a Beamdog developer provided a method to work around the inability to change the text file(s) of the game for iOS (dialog.tlk/dialogF.tlk). A bit later, @WhiteAgnus reported on the BG1 NPC Project forum that the method was also working on Android. That method, which allowed me to offer a partial French version for BG2EE on Android, also opens the gate to using mods on Android, far beyond the currently limited set of override only mods that were already available (because of the restrictions).

You will need a computer pour install mods. However you don't need to have a computer version of the game installed on the computer.

You need an access to the content of your tablet/phone from your computer. To do that, you may need to install a driver or a software provided by the manufacturer of your Android device. For instance, for Sony, I had to install the Sony PC Companion software, which in turn installed the drivers to access the tablet file system.

Finally, you need to download the centralfix.exe software provided by ScottBrooks for Windows. It is not restricted to Windows though. The author also provided the source code, written in Go (a language created by Google and available here), to allow players running another OS to run the software (I'm afraid I can't give any hint on how to proceed for Linux or Mac OS X though).

This procedure was tested on Windows.


WARNING

This procedure was tested on the beta version of BGEE for Android available from Beamdog for volunteers who register to their google group. I can't confirm that it also works with version 1.3.2053 (latest official patch).




Building an environment to install mods (BGEE)

WeiDU is not available on Android. Therefore we need to build a game environment on a Windows computer that looks like a typical install of the game on that system. Fortunately it's possible to do that starting from the game files installed on your Android tablet or phone.


Note that you could use Linux of Mac OS X instead. In this case, you will need to ensure that you can run the centralfix software from its sources, as it is mandatory for the last step. I'm afraid I can't give any direction for that.

Starting from now, I'll use tablet as a generic way to refer to your tablet or phone.



  • Plug the tablet to your computer though the USB cable. Alternatively use a wireless if you know how to do
  • According to your operating system, perform any additional step required to get a new drive appear on the desktop or in the file explorer
  • Using your usual file explorer, open the drive that just appeared
  • If several drives appeared when you plugged (it may happen as some devices have the memory split into "internal memory" and an emulated SD card, or if your tablet has an additional SD card), use the one referring to "internal memory" (that's a translation of the term used in French, I don't know the term actually used in English)
  • Go into folder Android/obb/com.beamdog.baldursgateenhancededition
  • There you should find two files with an .obb extension:
    • main.2106.com.beamdog.baldursgateenhancededition
    • patch.2100.com.beamdog.baldursgateenhancededition
    Nota: this is for the beta version, values after main and patch may vary between versions of the game
  • On your computer hard disk, create a new directory named BGEE_Android (or any name you like)
    • Linux: according to a discussion on the WeiDU forum, you should use a file system that is not case sensitive when to install the game when you intend to use mods
  • Copy the two obb files into that new directory
  • On the hard disk, rename the two obb files and replacing the .obb extension with .zip
  • Now extract into the current directory (BGEE_Android) the content of the two .zip archives, starting with main.2106.com.beamdog.baldursgateenhancededition.zip - if your unzip tool creates a sub-folder for each, move their content to the BGEE_Android directory
  • Once finished you should see the following directory content in the BGEE_Android directory:
    • data
    • lang
    • movies
    • music
    • script
    • chitin.key
    in addition to the two zip files.

Mod installation

  • In the BGEE_Android directory, extract the archives of the mods you want to install
  • Windows (recommended): make sure the mods you're going to install use the latest version of the WeiDU installer :
    • Download the latest of WeiDU available for your operating system on this page
    • Extract weidu.exe from the WeiDU archive into the BGEE_Android directory
    • In the BGEE_Android directory, copy and paste weidu.exe, in order to get a new file name Copy of weidu.exe (or a similar name in your language)
    • Select file setup-MOD_NAME.exe and delete it
    • Select file Copy of weidu.exe and rename it as setup-MOD_NAME.exe
    • Repeat the last three steps for each mod in order to update their setup-MOD_NAME.exe file
  • Install the mods, in the recommended order
    • Windows: run the setup-MOD_NAME.exe file of each mod
    • Mac OS X: here is detailed guide
    • Linux: open a terminal in the BGEE_Android and enter command weinstall MOD_NAME of each mod
    Warning: when installing the first mod, WeiDU will ask you which language you want to play the game with. Be sure to select the game language you intend to use, this will impact the language sub-directory which WeiDU will modify to add the texts coming from the mods. This is a different choice than your preferred translation of the mod.

Creating the mods archive to transfer to Android

The aim is to build a directory structure that includes only the files modified by the mods installation.
  • From the BGEE_Android directory, get into sub-directory lang/en_US (or your selected language)

    Warning: this must match your game language choice in the previous step!
  • Select files dialog.tlk (and dialogF.tlk if your language has one) then copy them into the clipboard
  • Create a new temporary directory, for instance Android_Files
  • In Android_Files, create a directory structure lang/en_US (or your preferred language), as above
  • Paste the dialog.tlk file(s) from the clipboard into that directory
  • Copy the override directory from BGEE_Android into Android_Files
  • Run your preferred zip tool (7-Zip, WinZip, ...)
  • Using drag and drop or another method, add directories lang and override from Android_Files into the archive
  • In the zip tool, adjust the archive creation options and make sure you tell it not to apply any compression

    For instance, when using 7-Zip (Windows), you should set Archive format to "zip" and Compression level to "Store"
  • Create the archive and give it a name such as Mods.zip
  • Copy the centralfix.exe file into the same directory as the Mods.zip archive
  • Open a command line windows and move to the directory where you created the Mods.zip archive

    Nota : using Windows 7 or newer, a short-cut is to use the file explorer, select directory, maintain the Shift key pressed, then click on the right mouse button and select "Open Command Window Here"
  • Enter command

    centralfix Mods.zip

    It will update the archive so that it is recognized by BGEE/BG2EE (and most likely IWDEE) as additional content for the game.

Nota : the step involving centralfix is described only for Windows as I have has no experience with Go and using Mac OS X or Linux.

Transferring the mods archive to Android

  • Copy the Mods.zip archive onto the tablet, into directory Android/data/com.beamdog.baldursgateenhancededition/files

    Beware, this is not the same directory as in the beginning.

Notes on content to include in the mods archive

In the procedure above, files dialog.tlk/dialogF.tlk and the override directory are the bare minimum set of files to include into the mods archive. This should cover most cases.

According to what mods are changing in the game, you might have to add other items into the mods archive:

  • for mods that build bif files, you'll have to create a directory named data into the Android_Files directory and copy the bif files created by the mods in BGEE_Android/data
  • for mods that add music (common for NPC mods), you'll have to create a directory named music in the Android_Files directory and copy the files and directories created by the mods in BGEE_Android/music
  • for mods that add new party scripts, such as BPSeries, you'll have to create a directory name scripts in the Android_Files directory and copy the filescreated or changed by the mods in BGEE_Android/scripts

Nota : the list above is not exhaustive.

As a general rule, use the ability to sort files by date in the various game directories in order to spot the files added or changed by the mods and build the same directory/files structure in the Android_Files directory.

Finally you'll have to add all those files when building the Mods.zip archive.

It is not necessary to transfer onto the tablet the mods directories created when you extract their archives, the game doesn't need them. However you'd better keep the BGEE_Android as it is if you want to be able to update, uninstall or add mods into your game. In case you change your mods installation, you will have to repeat the procedure to create the mods archive, centralfix it and transfer it to your tablet.

Note that the game handles the presence of several archives build using this method. I didn't try to identify if the game had any order when loading them. I suggest avoiding conflicts in the archives content if you want to use this capability.

In my test case, the two archives had non conflicting content: a French voice pack for the game (containing lang/fr_FR/data), and the mods archive (containing override and lang/fr_FR/dialog.tlk).

Example with BGEE

Using this method, I was able to install the BG1 NPC Project mod (together with its musics), BG1 UB, Find and Thalantyr Item Upgrade for BGEE. So far I didn't get very far enough in the game to check a lot of things, however I can confirm that the mods content actually appears in the game: I had the early meeting with Finch in Candlekeep with a newly created game.

Meeting with Finch in Candlekeep

BG2EE

The obb files are in Android/obb/com.beamdog.baldursgateIIenhancededition and are named (with the beta version):

  • main.226.com.beamdog.baldursgateIIenhancededition.obb
  • patch.220.com.beamdog.baldursgateIIenhancededition.obb

The mods archive shall be copied into Android/data/com.beamdog.baldursgateIIenhancededition/files

I used this method to build a partial French translation package. This is not strictly a mod but at its core, it's similar as it adds a dialog.tlk file to the game. Although I tested it with the beta version, I had confirmation from another player that the package works with the current non beta version (1.3.2064).

IWDEE

Thanks to @Kamigoroshi, who confirmed that this method worked with Icewind Dale Enhanced Edition, here are some more detailed information. The obb files are named:

  • main.406.com.beamdog.icewinddale.obb
  • patch.400.com.beamdog.icewinddale.obb

It is likely that they are located in Android/obb/com.beamdog.icewinddale, if Beamdog followed the same naming convention as for the data (see below).

The mods archive shall be copied into Android/data/com.beamdog.icewinddale/files

[MOD] BGEENPC Tweaks for BGEE / SOD / BG2EE / EET

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S9 BGEENPC Tweaks for BGEE / SOD / BG2EE / EET

by Smeagolheart

WHAT IS IT?:
--------------------------------------------------------
S9NPCTweaks is a mod that alters NPCs in the BGEE trilogy. I made this at first for my personal enjoyment but I figured some folks might like it too. Most of the effects are geared towards BG1EE including the Siege of Dragonspear expansion.

What are the components?

COMPONENT: Consistent NPC Portraits
Applies to BG1EE, SOD, BG2EE, EET
This component sets NPC portraits to a consistent portrait. For example, IMOEN can use the same portrait
throughout the entire Baldur's Gate Saga. These alternate portraits are contained in a folder called
NPC_Portraits that that will be applied to all instances of an NPC. If this component is installed on
BG1EE and Siege of Dragonspear installation, it will change both versions of an NPC (if applicable).
If this component is installed on a BG2EE then that version will get their new alternate portrait.

If you have another variation of a portrait and you'd like to replace the included portrait to use one
you like better, feel free to do so and install this component (or reinstall it if necessary) in order to
enjoy your portrait throughout the trilogy.

This component also sets Viconia's colors to allow you to Siege of Dragonspear colors to give a consistent appearance to the character. This effect is more pronounced on some NPCS than others.
If you have spawned any of these NPCs in the world already, they will not be affected and
the effects will only be noticeable after starting a new game.

See the bottom of this readme for Portrait Credits

GROUP: Convenient NPCs
NPCs, mainly in the first Baldur's Gate, are in locations that make it impractical to find them until your
adventure is well underway. For example, Alora is not recruitable in BG1EE until you accept an easy to miss
quest in the city of Baldur's Gate (which you can not even access until Chapter 5). Other NPCS such as Dorn
are introduced in a somewhat mystifying way, specifically, in BG1EE to get Dorn to join you have to talk to
him at the Friendly Arm Inn - where he won't join you - and then you will "randomly" meet him when going to
the Nashkel Mines and after a short encounter you can get him to join. This component moves NPCs
and possibly alters them to make their appearance more convenient.

COMPONENTS:
Alora
-Applies to BG1EE
Alora is moved from the Hall of Wonders to Gullykin near the door to the winery. This code is reused
from the BG1NPC project, authored and coded by tons of dedicated people from all walks of life.
Her dialogue is altered to adjust to her new surroundings.

Baeloth
-Applies to BG1EE
This component moves Baeloth's appearance from a random tower area in Larswood to outside of the
entrance to High Hedge. Additionally, his introductory cutscene has been trimmed. The requirment
that you must be at least level 5 for him to appear has not changed.

Coran
-Applies to BG1EE
Coran is moved from the middle of the bridge on the Cloakwood Forest Map to near the big rock just before
the bridge on the same map. Additionally his quest timer is increased from seven days to eight.

Dorn
-Applies to BG1EE
Dorn now is outside the Cabin in the Nashkel Mines. Dorn's dialogue is altered to adjust to
his new surroundings and he will ask you to accompany him to an ambush.

-Applies to Siege of Dragonspear
Dorn now is located inside the Three Old Kegs and can be recruited much earlier than previously possible.
If you do not recruit him in the Three Old Kegs, he will be waiting at the expedition campsite.

Eldoth
-Applies to BG1EE
Eldoth is moved from Cloakwood Forest to Red Sheaf Tavern in Beregost near the Bartender. Eldoth's
dialogue is slightly altered in his initial meeting.

Hexxat
-Applies to BG2EE
This component prevents Hexxat from initiating a conversation on her own. If you want to recruit
her, talk to her.

Nalia
-Applies to BG2EE
This component prevents Nalia from initiating a conversation on her own. If you want to recruit
her, talk to her.

Neera
-Applies to BG1EE
This component prevents Neera from initiating a conversation on her own. If you want to recruit
her, talk to her.

-Applies to BG2EE
This component triggers the introduction cutscene in the Bridge District only when you talk to
Neera. She can be found near the place where the Red Wizards cutscene occurs after the townsfolk
talked about the local murders.

Quayle
-Applies to BG1EE
Quayle is moved from just outside of Baldur's Gate to the Nashkel Carnival near Great Gazib's show.

Rasaad
- Applies to BG2EE
This component triggers the introduction cutscene in Trademeet only when you talk to Rasaad.
He can be found near the fountain.

Safana
-Applies to BG1EE
Safana is moved from the Coastal Lighthouse Area to the Jovial Juggler. Her quest timer is
increased from five days to thirty days.

Shar-Teel
-Applies to BG1EE
Shar-Teel Dosan is moved from Mutamin Garden's area to the South Beregost Road a short distance
south from the northern end of the road.

Tiax
-Applies to BG1EE
Tiax is relocated from Baldur's Gate to the Beregost Town Square adjacent to Feldepost's Inn.

Viconia
-Applies to BG1EE
Viconia is relocated from Peldvale to the southwest corner of the Temple Area.

COMPONENT: Add the Priest of Tempus Kit
This component adds the Priest of Tempus kit from IceWind Dale.

COMPONENT: Dual Class Friendly Stats

Many NPCs in Baldur's Gate are tantalizingly close to having the capability to Dual Class but are
just short in an Ability Score. You can give these NPCs a tome (or two) and enable whole
new possibilities for their development. But - do you want to give an ability score tome to a temporary
companion? Those tomes belong to CHARNAME, right? Now, you don't have to make this sometimes difficult
choice, this component will give NPCs an ability score boost. All of these boosts are possible in game
with one or more ability tomes used on an NPC.

Here is what is affected and what is unlocked:
Branwen
+1 DEX
Branwen can dual class from a Cleric to a Thief.

Dynaheir
+2 WIS
Dynaheir can dual class from a Mage(Invoker) to Cleric.

Safana
+1 INT
Safana can dual class from Thief to a Mage.

Xzar
+1 DEX
+2 WIS
Xzar can now dual class from Necromancer to either a Cleric or Thief.

GROUP: Adjust NPC Classes
This group of componenets allows you to change to BGEE NPCs classes and kits.

COMPONENTS:
Make Branwen a Priest of Tempus
This component requires that the Priest of Tempus kit be previously installed.

Make Dynaheir a Sorcerer
If you set Dynaheir's class as a Sorcerer she will be unable to dual class if
you previously set her stats with the Dual Class Friendly Stats component.
This applies to BG1EE and Siege of Dragonspear versions of Dynaheir.

Make Faldorn an Avenger
This kit fits her personality in my opinion.

Make Kagain a Dwarven Defender
When thinking about applying a kit for Kagain, I would say he is not really
a Berserker, he's more of a pure fighter. Still, no NPC utilizes the
Dwarven Defender kit so this is an optional component.

Make Khalid a Fighter/Mage
Khalid's wife is a Fighter/Druid multiclass, I feel that Khalid should be
a multclass as well. He fits the profile as a Fighter/Mage best in my
opinion.

Make Kivan an Archer
This kit fits Kivan in my opinion.

Make Safana a Swashbuckler
Safana's experience on a Pirate Ship and adventurous spirit make her a
Swashbuckler.

Shar-Teel's Class
Shar-Teel has anger and rage issues.
She can be set as either a Berserker or a Barbarian.
Please note that if you change her class to Barbarian she will be unable to
dual class unless you have unlocked dual classing for Barbarians through
another mod such as Tweak's Anthology's "Expanded Dual-Class Options" component.

Make Skie a Shadowdancer
Skie's biography describes how she is a natural dancer and good as sneaking
off - Shadowdancer is a natural fit for her.

Make Xan a Blade
Xan was originally intended to be a dual wielding Katanas as a Kensai Githyanki*.
I feel that the Blade kit of the Bard class fits Xan's close connection with
his Moonblade while still retaining his spellcasting capabilities.
Yes, I know the Bard class is normally illegal for Elves.

*source: http://www.ign.com/articles/1999/12/24/developer-journal-baldurs-gate-ii-pt-3

****************************************************************************************************

Credits:
Coding: Smeagolheart

Move Alora Component from NG1NPC Project that was authored and coded by tons of dedicated people from
all walks of life.

K4thos Enhanced Edition Trilogy compatibility code and Priest of Tempus Kit

Anomaly's
BG1 NPCs at Beginning (for BGT) 2.2 with individual NPCs moving
http://www.shsforums.net/topic/54750-bg1-npcs-at-beginning-for-bgt-22-with-individual-npcs-moving/

argent77 for code from "Disabled Enhanced Edition NPCs" mod.

Dual Class Friendly Stats component inspired by this thread
https://forums.beamdog.com/discussion/43803/tomes-of-ability-increase

NPC Colors is inspired by conversations about Viconia's colors on Baldur's Gate Forums
https://forums.beamdog.com/discussion/50087/viconia-devirs-sod-portrait/p1
____________________________________________________________________________________________________
****************************Portrait credits********************************************************
These portraits are my current favorite replacements for the stock portraits. Here's where they
came from to the best of my recollections. If you are the artist and prefer not wanting your portrait
in this free mod, let me know and I'll remove it.
____________________________________________________________________________________________________
Plasmocat's "BG NPC Portraits in BG2 Style"
Link: http://www.gibberlings3.net/plasmocat/bgbg2.php#
AJANTIS
ALORA
FALDORN
GARRICK
KAGAIN (background edited by me I think a long time ago)
KHALID
SHAR-TEEL
SKIE
TIAX
XZAR
MONTAR
QUAYLE
________________
Clerics get their Deity Colors
I think: http://www.shsforums.net/topic/34869-clerics-get-their-deity-colours/
YESLICK
________________
Beamdog unaltered, included in case you wanted to replace it.
BAELOTH
________________
artastrophe's portraits
http://artastrophe.deviantart.com/art/BG-Siege-of-Dragonspear-600014757
MKHIIN
________________
NiGHTMARE's NPC Beautification Pack
http://www.gibberlings3.net/nmbeauty/
HAERDALIS (edit)
YOSHIMO
_______________
Norimichi Tanaka's Online Portfolio
http://www.littlemistake.com/archives/2524
EDWIN
NEERA
DORN
MAZZY
NALIA
WILSON
________________
Portraits by Enkida
https://www.deviantart.com/art/BG2-NPC-Kivan-281829805
KIVAN
MINSC
________________
http://www.rpgcodex.net/forums/index.php?threads/will-poe-be-shit.94392/page-16
ANOMEN
________________
from: Rasaad, then and now by Syntia13
http://www.deviantart.com/art/Rasaad-then-and-now-374779254
RASAAD
________________
from: Portraits alternatifs
http://www.baldursgateworld.fr/lacouronne/le-comptoir-damn/22739-portraits-alternatifs-3.html
ELDOTH
DYNAHEIR
________________

Siege of Dragonspear portrait unaltered
VICONIA
________________

Isandir's Portrait Edits
SAFANA
HEXXAT
________________

edited by me:
GLINT
CORWIN
XAN (based on version from here:
http://zoyah.deviantart.com/art/Xan-BG-II-unfinished-111035201)
________________
Sorry where these came from is lost to time, PM me and I'll add you to the credits here
if you want me to:
AERIE
BRANWEN
CERND
CORAN
IMOEN
JAHEIRA
JAN
KORGAN
SAREVOK
________________

VERSION HISTORY
v1.1 Released 29 Aug 16
- Added options for Garrick to be Skald and Eldoth to be a Jester
- Bug fix

v1.0 Released 27 May 16
Initial Release

deleted

Please help, not sure where to post as i have yet to have many trouble with the game

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When ever i am fighting a mage or a lich that casts time stop spell the game crushes a second or two after. happens every time. obviously it makes the game almost unplayable as there are many many enemies who use time stop spell.
so i have started a new game with the big world setup of the hardest mods option installed. i might have switched around a few options to my liking but nothing big.
would appriciate help. so far (i am in spellhold) i have been able to cheese win those fights by casting acid fog and letting it kill the mages and or liches by waiting out their defences. but it becomes increasingly difficult to do so.
also i have trouble saving the game as i constantly have the messege that enemies are nearby, started after the shade lord village. the message appears every time i load a game. i can save normaly once i change a zone(but not go into a house, need to change zones like in amn map from temple districs to slams or something of the sort) and sometimes after i change zones orc archers appear(sometimes one or more depending on how many times i loaded before changing zones) i assume those are the enemies that prevent my saves and rests. but they dont appear after simply loading the game, only after changing maps and not always would they appear.

[NPC MOD] Ishlilka the Wizard Slayer for BG1 + SOD [FULL VERSION 1.3]

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Introducing the Ishlilka mod for BG!

--If you have a previous version of this mod, you must uninstall it before installing this latest version.--





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


What you can expect:

At least two banters with every companion in BG1.

A friendship and romance path.

A unique quest for BG1 and SOD.

Various interjections at different points in the game.

A balanced front liner with a unique ranged weapon.

FORESHADOWING!

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

Some tips:

Should be fully compatible with other BG1/SOD mods.

This is the Full Version, it should be functional but there still remain the minor possibility of bugs. Please inform me if so.

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

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

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

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

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

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

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

SETUP INSTRUCTIONS:

1) Install into game directory.

2) Take the ishlilkamod-setup.exe and ishlilkamod-setup.tp2 out of the mod folder and into game directory.

3) start the setup executable.

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

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

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

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

Im A Newb To Modding!!! HELP

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As the title says Never installed a MOD in my life don't even know where to begin..... I am currently going through IWDEE again and "The Frosty Journey " MOD sounds awesome. Can someone help me on how to install this mod or where I can go to learn how????

thx

[MOD] Bags of Torment

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Download: Bags of Torment (0.11-beta)

Important: Current patch version of PST:EE (v3.1.3) contains a bug that resets any container content when you enter the Modron Maze. To work around it you have to biff the content of the override folder. To do this:
  1. Download Generalized Biffing and unpack it into the game's installation directory. The included executable "setup-generalized_biffing.exe" should be updated automatically to the latest WeiDU version that supports PST:EE when you start it.
  2. On non-Windows platforms make sure to use the most recent WeiDU beta before starting mod installation.
It can be installed at anytime before you enter the Modron Maze for the first time. There is no need to start a new game.


Description
This mod adds a number of unique containers to the game which can be purchased from various shops or acquired by other means. One of the containers may also trigger a small quest.

The mod is available in English, German, Korean, Polish and Russian.

How to install
This is a WeiDU mod, that means it is very easy to install. Simply unpack the downloaded archive into your game directory and run "setup-BagsOfTorment.exe".

Components

1. Containers for PST:EE (main component)

Installs the following containers:
  • Imp Leather Bag: Can be purchased from a merchant at the marketplace in the Hive. May store up to 50 items.
  • Modron Storage Crystal: Can be looted from the Evil Wizard Construct in the Modron Maze. May store up to 200 items. (Hint: Killing the construct quickly might pay off in an unexpected way.)
  • Pocket Singularity: An exotic item that can be purchased from Vrischika's "Curiosity Shoppe" at Clerk's Ward. You'll have to figure out how to make it work first. May store up to 500 items.

2. Increase storage capacity of containers (requires main component)

This tweak increases the original storage capacity to over 32000.

How to edit summons in near infinity?

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Some of the spells are absurdly bad summon efreeti and dijinni don't even have +1 weapons for a 7th level spell. Watching them run into combat with "weapon ineffective" saddens me.

How can this be rectified in near infinity?

So I've created my first .cre file... Now what?

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Title. Don't think I can export the .cre file either without the text files missing, but I'll post what I've done so far just to make sure I didn't miss anything else?
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