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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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Tome and Blood v0.70 is now available for download.



Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.



The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post.

REVISED SPECIALISTS
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.

REVISED DRAGON DISCIPLES
This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.

MAGUS
This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge.

FAVOURED SOUL
This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers.

REVENANT DISCIPLE
This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor.

SYLVAN DISCIPLE
This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey.

AMORPHOUS DISCIPLE
This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins.

INNATE FIND FAMILIAR
This component makes Find Familiar an innate ability for all Mages and Sorcerers.

ARMORED CASTING FOR BARDS
This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors.

ARCANE CRAFTING
This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls.

CANTRIPS
Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells.

SPELL TWEAKS
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.

METAMAGIC
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.

ABILITY SCORE BONUSES
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.

SPELL SELECTION DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.



INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.



KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.

v0.7
None to my knowledge. Go out and find some!





CHANGE LOG
A list of all mod version changes is available here.


Version 0.7
- Total overhaul of all existing components.
- New Feature: Added the Ability Score Bonuses component.
- New Feature: Added the Level One Cantrips subcomponent.
- New Feature: Added the Innate Familiar component.
- New Feature: Added the Favoured Soul component.

Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.

Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.

Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.

Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.

Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.

Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.

Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.

Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.

Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).




Ideas, criticism and comments always appreciated.

Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

[mod] Innershade

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Follow a path between the trees to find a very new village to visit: the village of Innershade. It's been having some problems lately: some people disappeared, and the attacker was never seen. You must stop the guilty party, if you can. Solving the problem may be not enough; getting rid of the attacker is only one of the ways to handle this. The second is understanding the motives and past that became a great burden. In the end, you may have to become a judge of sorts.
In the village, you will also find some minor problems, and even a little affair. Meet Eva, a female blacksmith with a really explosive character. Listen to Li'l Bud's tales about heroes and villains. If you are a bard, maybe you will learn a new skill from a not-too-kind minstrel. Don't forget to visit Granny Bunny, a really nice and kind elderly lady, who will tell you some stories from her past. What else can she offer? Hot tea with some jam, homemade biscuits, and a warm smile.

Colours of Infinity download section

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

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Introducing The Tweaks Anthology, Beta 1 2 3 4

edit: Now at beta 4

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

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

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

Download Beta 4: Windows | OS X | Linux
Readme

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

How can I find SoD in-game bio using Nearinfinity?

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I think I located the companion .cre file used in SoD, like MINSC7, whose sound set is different from MINSC, MINSC2, MINSC4, MINSC6 - those are pre-SoD.
But the bio in MINSC7 is still the same as pre-SoD ones while he does have a different bio in the expansion, any idea how I may find the correct bio?
Thanks!

Temple of Elemental Evil: Icewind Dale Total Conversion

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Greetings all.

I must confess I am a newbie to the world of Baldur's Gate, but not to D&D in general, (I've been playing on and off for 21 years or so) and not to D&D CRPG game modding (I've been a modder for the Temple of Elemental Evil for 13 years or so). I recently purchased Baldur's Gate 1 EE & 2 EE, and Siege of Dragonspear, and Icewind Dale 1 EE on Steam with the intention of discovering for myself if if would be possible to make a Baldurs Gate Total Conversion Mod for Temple of Elemental Evil, thus marrying one of the best loved D&D CRPG adventure series with the best CRPG turn based D&D tactical game engines.

I hope to use the maps, story, dialogue and movies from the original Baldur's Gate game adapted as necessary for use in the Temple of Elemental Evil game, and have 3D models and animations for items, scenery and monsters not currently available in ToEE created from scratch or adapted from existing models to provide a full Baldurs Gate experience to players of ToEE, and vice versa.

Please feel free to reference our sister thread on this matter at the Circle of Eight forum and offer assistance to this project if you so wish to do so.

As I stated earlier I am new to Baldur's Gate modding, and as such I am having some difficulty getting started. For one thing I'm unsure as to whether such a project would even be allowed legally? Do I need to seek permission to use certain files? If so who do I address this question to? Both games have been extensively modded by fan based communities so I am inclined to believe that the basic unmodded game files are basically fair game but please correct me if I am wrong.

I have thus far been unable to extract the game maps from Baldur's Gate which will need all open-able doors removed, and possibly resized to accommodate ToEE's 3d character models. I gather Infinity Explorer requires the Baldur.ini file which does not exist in the Steam version of BG EE. Is there another way to extract the maps so they may be edited?

All dialogue files will need to be recreated from scratch obviously, and while I have looked at some, the format is unfamiliar to me, is there a FAQ or something for getting started with dialogue editing?

The Infinity Engine games use a different scripting language to ToEE which uses Python for it's scripts, Is there a detailed list of global flags and variables that get set via scripts and/or dialogue files available somewhere so we may recreate the many complex situational nuances of Baldur's Gate's story in ToEE.

I'm sure there will be many many more questions from me if this project gets underway in earnest, I hope this community is as helpful as the Circle of Eight has proven themselves to me to be over the years, and I would appreciate any assistance I receive from yourselves.

[NPC Mod] Pai'Na NPC v1.2.1

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Introduction

STR: 10
DEX: 18
CON: 15
INT: 14
WIS: 16
CHA: 15
Total: 88

This mod makes Pai’Na, the true neutral half-drow druid in the Graveyard tombs, a playable NPC with banters and interjections. She has a unique hivemaster kit.

I originally started working on this mod while writing Sirene BG1 and long before Sirene BG2. The writing's not my favorite, but I hoped she'd be a simple, unique NPC that'd be fun to write during my free time. Now I've bothered to finish the bulk of the writing I had left and now she's a fully playable NPC with roughly Bioware-NPC levels of content (though still silent).

The mod is compatible with Unfinished Business now... sort of. It doesn't mesh very well due to the different tone of speech, but you can recruit her after completing the Spider's Bane quest by talking to her a second time after receiving her reward.

Biography

“PAI’NA snarls when you ask about her past, telling you that it is none of your business and that it is enough to know that her half-drow heritage has made her an outcast from any form of civilized society. As a hivemaster druid, her duty of tending to the arachnids of the land is foremost, though she has decided to travel with you for now.”

Personality & Background

Pai’Na is the progeny of human and drow parentage – her mother was a human slave of the Underdark who escaped by some unknown means. Though she did not survive after reaching the surface, the newborn Pai’Na was taken in by a woman in the forest of Tethyr. Though a witch by reputation, the woman was actually a powerful hivemaster, and tutored Pai’Na in her ways. For reasons unknown, Pai’Na left her foster mother’s care not long after coming of age, before her training was complete.

Well, what else can I say about Pai’Na… her original BG2 character did not have much in the ways of personality, aside from her devotion to her spiders – her children, as she likes to call them. Therefore, much of her character as written is my own creation. She is very much unlike Jaheira and Cernd – don’t expect her to preach on about the importance of balance, as her foremost concern is for the safety of her own charges. Personality-wise, she can be moody, unsociable and temperamental, but she isn’t that bad of a person if you get on her good side. In short, she’s less of a druid and rather someone looking out for herself and her ‘family’, so to speak. She also despises drow, whom she blames for making her a social outcast, and doesn’t care much for humans either due to their lack of care for where they step. If you’re not charismatic enough, she will come to blows with Viconia.

Download version 1.2.1

image

Screenshots






Readme
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Pai'Na NPC Mod for BG2:EE by Artemius_I
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Introduction & Details
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This mod makes Pai'Na, the true neutral half-drow hivemaster druid in the Graveyard tombs, a playable NPC with banters and interjections. She has a unique hivemaster kit.

STR: 10
DEX: 18
CON: 15
INT: 14
WIS: 16
CHA: 15
Total: 88

Vanilla Pai'Na stats:
STR: 14
DEX: 18
CON: 13
INT: 13
WIS: 15
CHA: 15

I shifted her stats around to favor a pureclass druid but kept the total the same.

She has interjections, banters with every NPC and a few talks with the PC. She may fight Viconia, but a sufficiently charismatic PC can prevent it if he/she so wishes.

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Hivemaster Kit
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HIVEMASTER: The Hivemaster is a druid that focuses on fostering and protecting insects and arachnids, including giant versions thereof. Most commonly stylise themselves after either communal insects, such as ants or bees (hence the name), or predators like spiders, scorpions and dragonflies.

Advantages:
– Gains immunity to poison.
– May cast Web and Spider Spawn as 2nd and 4th level priest spells respectively.
– May use the Poison Weapon ability once per day. Gains another use at levels 7 and 14.
– 5th level: May shapeshift into a huge spider once per day.
– 8th level: May shapeshift into a sword spider once per day.
– 14th level: May shapeshift into a wraith spider once per day.

Disadvantages:
– May not shapeshift into default animal forms.

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Widow's Kiss
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This obsidian ring is quite large and embedded with a large spider-shaped gemstone. It is Pai'Na's most (and only) treasured possession and she refuses to even remove it.

STATISTICS:

Combat abilities:
- Once per day, may summon a swarm of 12 spiders under Pai'Na's control. The spiders are weak but have a powerful poison and can be extremely dangerous in a group.

Equipped abilities:
– Can memorize one extra divine spell of each level

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Installation
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Unzip the files into your Baldur's Gate: Enhanced Edition folder (usually C:/Program Files/Baldur's Gate Enhanced Edition/Data/00783) and run Setup-Sirene.exe

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FAQ
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Q: Voicing?
A: No.

Q: Hey, she feels really out of character!
A: There's really not much character you could've derived from the, what was it, three lines vanilla Pai'Na had? I took a bit of creative license in the writing.

Q: What parties does she fit in?
A: All sorts. She doesn't particularly like any NPC over another, except for Viconia, who she hates.

Q: Why does she fight with Viconia?
A: She despises drow. You can stop them with a Charisma of 15 or above. Go pick up the Ring of Human Influence.

Q: Isn't she a bit overpowered?
A: Maybe. I always felt druids tapered off with level so she'll at most keep up with your other characters, but she certainly is a step up from Cernd and maybe even Jaheira. She won't break the game's difficulty, that's for certain. Be thankful I didn't keep her vanilla 50% magic resistance.

Q: Any personal quests?
A: No. Yes, sort of. It's not very long and will show up of its own accord.

Q: Romance?
A: No.

Q: Is this mod compatible with Unfinished Business?
A: Yes. The difference in writing may be jarring, though.

-----------------------
Credits
-----------------------

Author: Artemius_I
Portrait: Ubisoft
Original Portrait: http://lorrain.deviantart.com/art/Feriel-94342211
-----------------------
Change Log
-----------------------
v1.2.1
- Added Legacy of Bhaal compatibility (no more absurdly high stats)

v1.2
- Added EET-compatibility

v1.1
- Spider's Bane (Unfinished Business) can now be reforged by Cromwell
- Spider's Bane's description edited to be more suitable

v1.0 - initial release

- Added Poison to hivemaster kit
- Added inventory paperdolls to spider shapeshifts
- Added extensive ToB content
- Added friendship track to SoA and ToB
- Added mini-quest
- Added UB-compatibility

v0.6
- Hivemaster kit reworked slightly - innates moved to priest spells, shapeshifts buffed
- Dialogues tweaked
v0.5.beta
- initial release of mod for playtesting

Using Near Infinity to make items

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Ages ago, I did extensive modding for Baldur's Gate II using the old Team BG tools. Never released them, just made them for personal use. Lost them when my old computer crashed. I don't want to really get back into modding, but there are some of my old items I'd like to remake. However, I can't get DLTCEP or any other old program to work. I've tried using Near Infinity to make an item, but I can't seem to figure it out. Any tips?

Baldur's Gate Mod Ideas

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Let's discuss Mod ideas for people to consider.

Also @CrevsDaak How goes your progress on Keeping Yoshimo. I'd like to try the mod, but I'm too afraid to do so until V1 comes out.

Rough World (beta)

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In essence, the mod intends to change the tone of the games reputation system, add a bit of difficulty, and make the world feel not quite as forgiving.

The concept behind this mod is to make the world a rougher place. Low reputation characters are considered to be absolutely horrid human beings - so there is a very low expectation that they will assist anyone. When they do it is regarded as being an exceptional act. As a result low reputation characters now have a lower bar to donating to increase their reputation than higher reputation characters. Merchants are also actually now inclined to give them a discount - if only to ensure they themselves are not hurt.

Likewise, because the world is such a dark and unforgiving place characters that have higher reputation amounts are seen in a much more positive light. People are more willing to forgive them should they make a mistake (such as killing a civilian).

It also includes some of the components I've been working on for my upcoming Eve of War mod. This includes a component that significantly changes how chapter 7 is handled in the game. You can find more details on this below.

The mod also has other components that increase the games difficulty.


Installation order: It should probably be installed after any quest or romance mods but before any other tweak mods. However, I could be wrong here so please feel free to report any issues you have with this working with other mods so we can determine the best time to install this.

Scaled Spawning should be installed before you install Fixed Insane Difficulty


This mod has 9 components:


Scaled Spawning (BGEE Original Campaign Only)

Scaled spawning adds new creatures (including creatures that you would otherwise not encounter in BG1) along the main (critical) path of the game. This is in part based on your difficulty level. This also does not change the AI for these creatures (so if you want a challenge there you might want to look into something like SCS). These are all just one-time encounters (they won't respawn).


Sparse Resting (BGEE Original Campaign Only)

Sparse Resting changes the probability of successfully resting in some areas based on your difficulty setting. In some cases it may now be extremely difficult to successfully rest. It will also open up the option to rest in other areas (that previously blocked resting).


Chapter 7 Hardcore Component (BGEE Original Campaign Only)


The chapter 7 hardcore component does three things
1. It makes it so that when you hit chapter 7 you lose access to all areas within the City of Baldur's Gate (as well as the farm area). The only way to access the city (and to leave as well) is to pay a smuggler to bring you into and out of the city. The smuggler can be found near the bridge in the bridge area.
2. It makes it so that your movement within the city is very limited. You are only able to move one area at a time - even if you have previously explored a section of the city.
3. It adds Flaming Fist patrols to the streets

These restrictions will end at the end of Sarevok's coronation ceremony.

Improved Beggars Component (BGEE Original Campaign Only)

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.


New Reputation Names Component

This component renames the description you get for your given level of reputation to one of the following

Savior
Hero
Adventurer
Medler
Ruffian
Thug
Sadist


Reputation Rebalanced Component (BGEE Original Campaign Only)

This changes reputation in a couple of ways
- Higher and lower reputation characters get better prices in stores. A character with around 10 reputation for instance would pay more for a good than one with 1 or 20.
- Starting reputation only varies between 9 and 11 now (depending upon your starting alignment).
- A low reputation character killing someone in law enforcement is now unlikely to cause further reputation losses. Killing civilians however will.
- The reaction modifier for players with higher reputation is improved. Players with 20 reputation now will get +7 to reaction instead of +4. This essentially makes the progression more even than in the vanilla game (at least compared to how low reputation's are handled).
- Very low reputation characters will pay less to see a reputation improvement from donating to a church.

Innocence Re-Conceived Component (BGEE Original Campaign Only)

Changes who the game considers to be "innocent", meaning that killing people found in obscure locations (defined as being either a diagonal location or more than one (e,w,s,n) area away from an urban area) will not result in a reputation loss.

Also makes it so that if you are a paladin that kills an innocent person you lose your paladin status. Rangers however do not face this restriction.


Only Autosaves


This Component makes it so that you cannot save the game. You must rely on autosaves (and your own wit) to make your way through it.


Fixed Insane Difficulty

This component turns Legacy of Bhaal into effectively a game where you are permanently playing on the insane difficulty setting.


Note: I do not recommend you install the Fixed Insane Difficulty and Only Autosaves components after you have already started a game. The results could be very mixed if you do so.

Anyways, special thanks to @Cuv and @Ardanis for helping me figure out the Weidu stuff behind the mod. Special thanks to Etamin for their work on the Polish translation.
Fixed Insane Difficulty

This component turns Legacy of Bhaal into effectively a game where you are permanently playing on the insane difficulty setting.


Anyways, special thanks to @Cuv and @Ardanis for helping me figure out the Weidu stuff behind the mod. Also special thanks to @Etamin for providing the polish translation.

http://www.shsforums.net/files/file/1149-rough-world/

[MOD] Dragonspear UI++ (v2.14)

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Dragonspear UI++

This mod (previously named SoD GUI Overhaul) makes many changes to the SoD user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution.
Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing.

As of version 2.0, this mod is almost finished, I plan to release only one more bigger patch with widescreen overhaul of the chapter screens.

One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem.

About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen.

WeiDU components are:
-Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder.
-Core Component: This will install the mod
-Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark.
-Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab.
-Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6.
-Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead.

Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo.
- It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars.
- New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal.
- In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics.
- Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component.
- Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process.
- Stored values are visible and more view options are available in the stat rolling screen (by Mr2150).
- Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down.
- Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual.
- There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen.
- Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command.
- Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon.
- Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes.
- Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background.
- Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu.
- Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box.
- Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description
- Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel.
- All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply.
- Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left.
- Store item list filters allow to search by name for specific items (by Mr2150).
- Identify screen item list only shows unidentified items (by lefreut).
- Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled.

Changelog:
v1.0
- Main gameplay screen tweaks
- Journal background image tweak
- Inventory screen tweak
- Record screen tweak
- Mage/Priest spell screens tweaks

v1.1
- Spell description screen tweak
- Opening/closing Journal pauses/unpauses the game
- Journal "finished quest" font color is black
- Dialog box opens "older messages" with click on the text instead of special button
- "Older messages" box is bigger
- Number of attacks shows in the inventory "damage details" box

v1.11
- Fixed greyed out inventory screen for dead characters
- Change color button in the inventory now shows major color

v1.12
- Fixed 4th weapon slot coordinates in the inventory
- Character name labels in priest a mage screens should have same height

v1.2
- Mage/Priest spell screens tweaks revised
- Record screen tweaks revised
- Item description screen tweaks revised
- Level-up screen tweaks
- Button graphics in Character Generation menu
- Journal doesn't unpause the game if it's paused before opening
- Save Game screen tweak - bottom buttons switched

v1.3
- Store screens tweaks
- Updated graphics of all screens (original images were slightly horizontally asymetrical)
- Scrollbar in the Item description screen changed
- Journal now shows all information, when a quest is selected
- Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150)
- Split stack tweak (by Mr2150)
- Identify section in shops only displays unidentified items (by lefreut)

v2.0
- Main Menu tweak
- Character Generation tweaks
- Save/Load screen tweaks
- Option screens tweaks
- New option screen - UI Settings
- Multiplayer screen tweak
- Journal overhauled
- Worldmap tweak
- Third bottom buttons re-enabled
- Record and spell screens more tweaks
- Quickloot tweak
- Dialog Box tweak
- Portrait picker by Mr2150
- Autoroller by Mr2150, based on work by Faydark
- Store and Load filters by Mr2150
- Multiple stealing in shops by lefreut
- Proper campaign logos in main game option screen
- Several small fixes

v2.01
- Bug fix - Main menu panel appears on the right side now

v2.02
- Bug fix - Escaping the Worldmap travel should not pop it over and over again

v2.03
- UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now
- Polish translation added
- Bug fix - "UI Settings" label added to L_xx_XX.LUA file
- Bug fix - Character Generation label is added to portrait picker screen

v2.04
- Italian translation added

v2.05
- Bug fix - Mage screen label and character name fixed

v2.06
- Bug fix - error in italian language file fixed

v2.1
- Quickloot uppgraded
- Journal upgraded
- Dialog screen upgraded
- In-game Option screen overhauled
- Chapter screens overhauled
- Main gameplay screen overhauled
- Tooltip scroll image updated
- Tooltip scroll without sound (thanks to Kerozevok)
- Transparent TAB tooltip background as WeiDU option
- Selectable number of quicksaves as WeiDU option
- Inclusion of the "Restore missing potraits" mod by lefreut

v2.11
- "Journal note" button in dialog screen now works properly

v2.12
- Ground container works with quickloot properly
- Unsellable items in shops are greyed
- Inventory has custom greyed graphics for dead characters
- Italian translation added
- "My Notes" label is now in the Large Journal

v2.13
- M_BG.lua works correctly now, all custom portraits are properly registered

v2.14
- Polish tra file bug fixed
- Italian tra file updated
- Werewolf Island chapter screens fixed


Screenshots:























Download: the mod file size has exceeded this forum's limit, so now it can be downloaded from google disc. Click on the link below and then the "download" button(the file size is 59mb).

https://docs.google.com/uc?id=0B6IgMgIWtPbReEJESmhuaUp6S00&export=download

[HOW TO] Awesome Soundsets Vol. 0 Soundset Mod Shell

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Hi.

This is a Mod Shell that can be used to add your own soundsets with subtitles to BGEE, BG2EE and IWDEE.

This Mod Shell comes with one example soundset set up called "Ajantis" and a Blank template that you can adjust to what you need.

The instructions below describe how to add a soundset for Ajantis. Because an Ajantis soundset is already included with this mod you can look at the game files and compare the written steps to how it actually looks in the mod.

Here's what you'd need to know to add your own soundsets:

1. Gather the soundfiles and decide on a name. This will determine how the soundset will show up in game (for example: "Ajantis")
2. Create a folder in the SND folder of this Mod Shell called "Ajantis". In that new folder, create a folder called "sounds" and put your sound files in that folder.
3. In the ./SND/Ajantis folder, you must place a file called "Ajantis.tra".
* This file must be in a specific order to correctly display subtitles in game. I've included a template, blank.tra with this mod.
* This file is in a specific order and is documented with comments. You may view blank.tra and Ajantis.tra for comparison purposes of what it looks like before and after.
- If you choose NOT to include a sound for a particular event you must still make a blank entry that references an empty string. This way no sound will play in game and no text will be displayed but the mod will install correctly. I find it better for a character to say nothing at all rather than say the wrong lines for a particular event.

For example this would leave your guy without a sound for Battle Cry1:
@0 = ~~

4. Edit your mod's .TP2 file to account for your soundset "Ajantis".
* The first section of the included TP2 file automates copying your sound files and initializes variables needed to put the sounds and subs in the game. This section need not be changed (unless you are changing the mod name - see step 5).

* Scroll down to about row 225 or search for s9_soundsetBEGIN to find the section that adds soundsets. The TP2 included with this has an entry for Ajantis and a commented one for "blank".

* The entries for each soundset is mostly the same with only the first two lines needing to change to whatever your soundset name is ("Ajantis") to whatever you are adding. To add an entry for "Spongebob" you could copy the block for Ajantis and change the two instances of Ajantis to Spongebob.

BEGIN ~Spongebob~ // Ajantis changed to Spongebob
OUTER_SPRINT soundName ~Spongebob~ // Ajantis changed to Spongebob
LAUNCH_ACTION_FUNCTION s9copy END // this line is the same everytime
INCLUDE ~S9SoundsetsVol0/baf/core.tpa~ // this line is the same everytime

5. If you change the path from S9SoundsetsVol0 to another name you must search and replace ALL instances of S9SoundsetsVol0 with your new path name in the following files:
.\BAF\core.tpa
setup-(yourmodname).tp2

6. That's it! Install the mod and choose your soundset. Soon adding soundsets with subtitles will be a snap.


If you have any questions please contact myself or another helpful forum member at:
http://forum.baldursgate.com/discussion/37760/how-to-awesome-soundsets-vol-0-soundset-mod-shell#latest

Mark aka Smeagolheart
12/14/14

image

Version 1.1 18 Dec 2014
- Revised Blank.TPA (thanks to amyae@forums.baldursgate.com)
- Added checks for each version of the game (BGEE, BG2EE, and IWDEE) so that ONLY sound files WITH subtitles are copied for that game (unfortunately this increased the header section of the TP2)
- Added checks to ONLY copy over sound files if they exist.
- Added Support for # file extension for IWDEE
- Revised Readme.txt instructions
- Renamed Mod

Version 1.0 Initial Release 14 Dec 2014

Weimer's Item Upgrade mod

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It works wihout problems AFAIK and is one of my favorite mods for BG2. I just wanted to mention @CamDawg @jcompton as I read on a forum they have a v41 which is otherwise not available for download anywhere.

Could I ask either of you two guys for the changelog or the whole mod? Any compatibility/balance changes perhaps for BG2EE (as v40 was aimed fo BG2)?

Thank you for your time.

Some files could not be downloaded with the "BiG World Setup".

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Some files could not be downloaded with the "BiG World Setup". Do you want
the BWS to try to load the mods again, provide the files yourself (see remarks)
or just continue?
Enter [r]etry, [p]rovide or [c]ontinue.
[r]
WandCase[] = NA
RR[] = NA
aTweaks[] = NA
The following mod(s) could not be downloaded:

aTweaks: The Mod itself (atweaks-v450.zip)
https://dl.dropboxusercontent.com/u/78949477/atweaks-v450.zip
Wand Case: The Mod itself (Wand Case.rar)
https://15254b2dcaab7f5478ab-24461f391e20b7336331d5789078af53.ssl.cf1.rackcdn.com/baldursgate.vanillaforums.com/FileUpload/52/2ce2629f62a6106ca1e202408930a9.rar
Rogue Rebalancing: The Mod itself (rr-v490b1.7z)
https://dl.dropboxusercontent.com/u/78949477/rr-v490b1.7z

The following mods cannot be installed because of missing dependence:

The Picture Standard for BG2:EE:
10000: Rogue Rebalancing -> Vanilla



Some files could not be downloaded with the "BiG World Setup". Do you want
the BWS to try to load the mods again, provide the files yourself (see remarks)
or just continue?
Enter [r]etry, [p]rovide or [c]ontinue.
[r]
RR[] = NA
aTweaks[] = NA
WandCase[] = NA
The following mod(s) could not be downloaded:

aTweaks: The Mod itself (atweaks-v450.zip)
https://dl.dropboxusercontent.com/u/78949477/atweaks-v450.zip
Wand Case: The Mod itself (Wand Case.rar)
https://15254b2dcaab7f5478ab-24461f391e20b7336331d5789078af53.ssl.cf1.rackcdn.com/baldursgate.vanillaforums.com/FileUpload/52/2ce2629f62a6106ca1e202408930a9.rar
Rogue Rebalancing: The Mod itself (rr-v490b1.7z)
https://dl.dropboxusercontent.com/u/78949477/rr-v490b1.7z

The following mods cannot be installed because of missing dependence:

The Picture Standard for BG2:EE:
10000: Rogue Rebalancing -> Vanilla



Some files could not be downloaded with the "BiG World Setup". Do you want
the BWS to try to load the mods again, provide the files yourself (see remarks)
or just continue?
Enter [r]etry, [p]rovide or [c]ontinue.

modmerge: merge your Steam/GOG zip based DLC into something Weidu/NearInfinity/DLTCEP can use.

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Hey,

Updated to 1.1 to look for sod-dlc.zip where GOG puts it.

People have certainly made their voices heard about the zip based dlc that we use on Steam and Gog. I had a few hours to spare Saturday and Sunday night, so I made modmerge for those who may be interested.

You can download binaries for your platform at http://github.com/ScottBrooks/modmerge/releases or view the source at http://github.com/ScottBrooks/modmerge

This comes with no warranty, and if you need to restore your steam copy to normal, you can use the 'Properties->Local Files->Verify Integrity of Game Cache' feature to restore things to how they were before.

If you download this and place it beside your game data folder(aka, modmerge.exe should be sitting beside chitin.key), and run it, it will do the following.
  1. Backs up your chitin.key to chitin.key.bak, just in case
  2. Unzips your dlc/sod-dlc.zip, copying over top of the existing lang/, movies/, music/ folders. The data folder inside of the zip will be renamed to no overwrite files in the existing data directory.
  3. Updates your chitin.key with so any resources from inside of the zip file will point to their appropriate bif files.
  4. Renames your dlc/sod-dlc.zip to dlc/sod-dlc.disabled so the engine no longer loads the zip based dlc.

This should give you a chitin.key that references all the BGEE assets in data/*.bif, along with referencing all the SOD assets in the sod-dlc/*.bif files.

I've tested this on two machines here(PC/Mac), on steam. Let me know if you have any success.

Dragonspear UI++ Black Screen Launch Issue

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I'm posting in here as well as in the mod topic just in case someone online ATM has had the same problem. It's infuriating and I've been wrestling the UI for a while now.

I installed Dragonspear UI++ to great success and opened up the game (which is more than could be done with my previous attempt at a UI mod; LeUI; that just didn't let me launch the game at all). It offered me tutorials and all that and then presented options. I clicked 'left side menu' just for experimentation's sake, and when I did this the screen went black. Now no matter how many times I uninstall or change the option in the baldur.lua, the screen launches to total blackness with Dragonspear UI++ installed. It was obviously working before so I have no clue what's going on.

I should point out that the intro credits and cutscenes work fine. It cuts then to a black screen instead of the main menu. I can see the game cursor and when I alt+f4 it brings up a ui-appropriate dialog box about Boo missing me, but besides that there is absolutely nothing I can do with the black screen issue.

I have google searched high and low for similar problems. Nothing helps. For all I can tell this problem is unique to me, which I find very, very hard to believe.

I really don't want to go back to the default SoD UI, I think it's clunky and requires WAY too much unnecessary clicking. Please help me, I'm absolutely at my wit's end here trying to mod this game with SoD in the way.

EDIT: I managed to roll back to a 'first launch' mode which brought up the tutorial again. I bypassed the options BS and went straight towards trying to play the game. Black screen, no options. Get me out of this hellhole.

[MOD] Revised Dragon Scale - UI tweaks for SoD and EET (V4)

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Revised Dragon Scale V4

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

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

It's a minor overhaul of SoD's UI with a lot of little tweaks and fixes, as well as some completely reworked screens, which are individual components, for your convenience.

Screenshots and Component Breakdown:

Main Component: SoD UI Fixes and Minor Tweaks

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

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

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

4) There's a new button for the quickloot toggle.

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

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

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

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

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

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

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

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

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

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

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Redesigned Options Screen, including bigger buttons which have also been ported to the Start Menus.

Optional: Revised Inventory Screen

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

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

Optional: Revised Record Screen

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

Optional: Classic Spellbook

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

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

Optional: Larger Ring Icons

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This component ports over the ring icons from BG2:EE, which are larger, just like they were in the original games.

Optional: Alternate Fonts

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

Installation

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

Compatibility

This mod is compatible with Baldur's Gate: Siege of Dragonspear or Enhanced Edition Trilogy (if the SoD GUI optional component is installed).

(If you're playing either the GoG or Steam versions of the game, please install modmerge before modding your game.)

It's also supported by EEUITweaks Mod Collection as long as you install this one first.

There's a slight compatibility issue with EEUITweaks and the component "Mr2150's Journal Fixes" - if you install this component, it will revert the Journal's close button to its original graphic. It won't break anything,
though, so don't worry about it.

Special Thanks

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

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

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

Alternate Viconia Ending?

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I know that the old Edwin romance mod has an alternate Viconia romance ending, but I don't want to install the mod and get all the way through BG2 and ToB just to see how her new ending pans out. Does anyone have the text of the new ending, or perhaps has experience with the mod and simply remembers what the new ending was like?

[NPC Mod] Sirene NPC for BG2:EE v1.5.1

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Sirene, Paladin of Ilmater


Portrait by Isandir

Mod Introduction

This mod adds a new joinable NPC to the game: Sirene, a tiefling paladin of Ilmater. She has a custom kit: Martyr.

She can be found within the High Hall of the Radiant Heart, in the corridor past the entrance. She will only join a non-evil PC.

Her level is dependent on the PC's upon joining.

STR: 16
DEX: 17
CON: 16
INT: 10
WIS: 14
CHA: 17
Total: 90

As a tiefling, she also has 10% fire and cold resistance.

She has both a friendship path and a romance, which can be initiated by a PC with 12 or above charisma and of either gender. PCs who knew her from BG1 can bring up their past for a few extra talks.

If your reputation drops below 9, she will stop her friendship and romance talks and warn you. If it drops below 5, she will leave permanently.

She is compatible with all NPCs except Dorn and Hexxat, who she will come to conflict with quickly and force you to choose between them.

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.

Martyr Kit

MARTYR: Martyrs are worshippers of Ilmater, the good god of suffering, endurance and martyrdom. Paladins of Ilmater's order are compassionate and train themselves to become protectors of their allies and to alleviate the suffering of others.

ADVANTAGES:

- Hit Die: d12
- May use the Sacrifice ability once per day. Gains one use at level 1 and an additional use every 7 levels thereafter.

SACRIFICE: The martyr heals the target for 1d6+1 per level hit points and deals 1d6+1 per level nonlethal damage to self.

- May use the Martyrdom ability once per day starting at level 5. Gains an additional use every 7 levels thereafter.

MARTYRDOM: The target gains a +4 bonus to armor class and 50% resistance to physical damage for 5 rounds while the martyr loses the same amount.

- 12th level: Gains 10% resistance to physical damage. An additional 5% is gained at levels 16 and 20.
- 15th level: May use the Ilmater's Grace ability once per day.

ILMATER'S GRACE: The martyr regenerates for 3 hit points per second for 1 turn.

DISADVANTAGES:

- -1 penalty to THAC0 every 5 levels (starting at level 1).
- May not cast Protection from Evil.
- May not Turn Undead.
- May not use ranged weapons.

Friendship & Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. A PC with 12 or more Charisma of either gender and any race or class can start a romance with her. Bear in mind that Sirene will not 'come on' to you immediately as vanilla romances do, and you actually have to show interest at some point during her friendship talks for the romance to take over. If she knew the PC from Baldur's Gate 1, the romance can start from their very first talk, while those who just met her will have to talk to her a few times. Show her you're interested, whether by bringing up a former relationship, flirting with her during her talks, or... buying her something nice?

Crossmod

Sirene comes with crossmod content, which includes banters with the following mod NPCs: Fade, Foundling, Yvette (Lava Del'Vortel) and Pai'Na (myself)

Sirene also reacts to the following quest mods: Innershade, Tales of the Deep Gardens, I Shall Never Forget (Lava Del'Vortel)

Sirene also reacts to NPCS from the Romantic Encounters (multiple authors) mod (for technical reasons, this component may be installed separately): The reactions are harmless and will not break the romance (except for Anne)

FAQ - non/minor spoilers

Q: I had Sirene in my party in BG1 and acknowledged it to her. What changes?
A: You get one more dialogue in which you can set your previous relationship, and she gets a few more banters with NPCs from BG1, as well as one with Keldorn.

Q: Does Sirene have any personal quests?
A: Technically no quests, but there are encounters.

Q: Where are the encounters?
A: The first is a waylay that occurs when leaving Athkatla via the City Gates. The second is near-impossible to miss so long as you go to any Athkatlan district in Chapter 6 (except the Graveyard). There is also one in ToB - which she will begin via dialogue upon reaching the North Forest.

Q: Romance conflicts?
A: Not directly. However, Sirene will eventually ask you if you're interested in anyone. Choosing anyone except Sirene herself will terminate the romance.

Q: Can the Brimstone +1 be upgraded?
A: Yes, at Cromwell's. Requires a demon heart and 5,000 gold.

Q: Are there any new items?
A: There are over a dozen usable items included with this mod. Two can be upgraded and three are Sirene-exclusive.

Q: New areas?
A: Three in SoA, one in ToB. Each one has a specific encounter you can deal with, but only the first is mandatory.

Q: New spells?
A: Several. Some are mutually exclusive, owing to a certain choice Sirene must make.

Q: Does Sirene have conflicts with any other party members?
A: Sirene will not, under any circumstances, be in a party with Dorn or Hexxat.

Q: Which party members are good ideas to take with Sirene?
A: Sirene is written to fit in well with good-aligned parties, but she has plenty of dialogue with most party members. She has at least four banters with Keldorn, Anomen, Mazzy, Imoen, Jaheira, Valygar, Viconia and Yoshimo, so any of the above are good choices. She has the least to say with Jan and Korgan. Additionally, keeping Sirene and Valygar in the party for long enough may result in a tiny bonus...

FAQ - spoilers

Q: I'm romancing Sirene, and she's not talking to me. Help!
A: A few of Sirene's lovetalks require certain conditions to trigger:
LT4: Triggers when PC is wounded (less than 75% hit points)
LT10: Triggers when party is in a city
LT11: Triggers when party is in Umar Hills
LT14: Triggers when party rests at an inn

Q: Are there any lasting consequences for the Ilmatari encounter?
A: Depending on how you resolve the situation a certain number of points add to or subtract from a hidden 'faith' counter, which can potentially affect the conclusion of her final encounter. The amount of points gained or lost are as follows:
- Sirene executes Revered Brother Daeron: -1 faith point
- Party kills all Ilmatari (requires 17+ CHA, -2 reputation penalty): -4 faith points
- Convince Sirene to let them go (requires 15+ CHA): -2 faith points
- Convince Ilmatari to turn themselves in (requires 15+ WIS or CHA): +3 faith points

There is also a following dialogue, in which the following dialogue options will affect her faith:
"Perhaps Ilmater pitied him." = +1 faith point
"You can't doubt your god, Sirene." = +2 faith points
"Gods act in strange ways..." = +1 faith point
"Maybe you're right." = -1 faith point
"You don't need Ilmater..." = -2 faith points
"Think on it..." = no change

Q: What does the 'faith' counter affect?
A: Depending on whether Sirene's faith is positive or negative, she will either be more inclined to spare or kill her brother respectively in her final encounter. With persuasion, or if she is romanced, the Bhaalspawn may convince her to make the opposite decision, however, if her faith leans heavily (6+) in either direction, she will make her decision immediately without giving you a chance to persuade her. Bear in mind it is harder to convince Sirene to fall than to do the opposite.

Q: and his demons are handing me my ass! What gives?
A: This was intended to be a very difficult battle. It's entirely optional and you don't have to go for the encounter if you really can't beat it, but there are a lot of goodies if you succeed. Some tips and useful information that might help:
- The boss leads with a cheap shot before the fight begins by poisoning your whole party. The spell is essentially a max power Poison spell that also lowers Constitution by 4 if your party members fail the save. Poison immunity and saving throw bonuses will save you from losing the fight before it begins.
- A random demon (glabrezu, balor or death knight) will spawn from the rift every five rounds so long as the fight continues, so it's in your best interest to end the fight as quickly as possible before you are overwhelmed by sheer numbers. To abuse this advantage, the boss will cast Time Stop a lot not only to obliterate you with magic, but also to stall for more demons to spawn.
- Figure out what your highest priority should be. Defeating the boss will end the battle immediately, but allowing the demons to maul you for free in the meantime may not be the best idea. However, due to the demon-spawning rift, stalling will only get you killed unless you can wipe out the existing demons quickly.
- The boss will use a 'sequencer' when he reaches Near Death for the first time, which instantly casts Heal, Stoneskin and Mislead on himself, so avoid blowing everything on round one.
- Summons are very helpful in this fight, despite their tendency to get gibbed. Any means of distracting the demons while you wear down the boss will ultimately make your life easier.
- If the rift is giving you trouble, try fighting away from it. It won't stop the demons from spawning, but at least they won't chase after you.
- To avoid breaking continuity Sirene is scripted to auto-resurrect once the boss is defeated if she dies.
- If Sirene has proficiency points in bastard swords, or if any other Lawful Good party member does, there is a weapon in the area which may be effective in this battle.
- Protection from Evil is a lifesaver.

Q: I romanced Sirene and she committed suicide to prevent Bodhi from turning her. Bringing her to the Temple Ruins doesn't restore her. Help!
A: Read the item description for her body.
A2: Go to the Temple of Ilmater and let the rest take care of itself.

Q: I killed and Sirene turned Chaotic Good. Will she be able to regain her paladinhood?
A: Nope. She chose her path and she's going to have to stick with it. Bear in mind this is not meant to be a 'wrong' decision by any means and there are rewards exclusive to this path.

Q: Okay... does she at least get compensation for losing her paladin abilities?
A: Yes. After one in-game day, she'll inform you that since she's no longer bound by her oaths, she will regain use of her tiefling innate powers: Burning Hands, Blur and Blindness (with a chance for berserk). She'll gain more uses of these abilities as she levels up. There are also a couple of unique items on 's body that you can only claim upon his death, one of which is extremely powerful and Sirene-exclusive. Oh, by the way, if she stayed Lawful Good after the encounter, she'll get one new innate power instead.

Q: Can the Celestial Fire sword be upgraded?
A: Yes, in ToB.

Q: Can you be more specific?
A: The Celestial Fire can be upgraded for 15,000 gp and the Eye of the Celestial (found in Watcher's Keep).

Known Issues

The Sacrifice and Martyrdom abilities can be selfcast. Don't do it for obvious reasons.

Change Log

v1.5.1
- Added Legacy of Bhaal compatibility (no more absurd stats)

v1.5
- Fixed two repeating lovetalks in ToB

v1.4
- Fixed ToB flirts
- Fixed ToB spirit dialogue
- Added scripts for post-Phaere seduction dialogue

v1.3.1
- Fixed missing crossmod

v1.3
- Renamed most files for EET-compatibility

v1.2
- Fixed alignment-related dialogue bugs in ToB
- Fixed repeating dialogue bug with ISNF

v1.1
- Fixed romantic epilogues for a female PC

v1
- Initial full release
- Added two new event-based talks in ToB

v0.4 (BETA)
- Fixed attempts at flirting in Hell

v0.3 (BETA)
- Fixed broken Bodhi-abduction sequence

v0.2 (BETA)
- Fixed 'no valid response' for flirts (hopefully)

v0.1 (BETA)
- initial release of mod for playtesting

Download version v1.5.1

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

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Sirene, Paladin of Ilmater


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

Portrait by Isandir

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

Mod Content

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

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

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

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

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

Biography

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

Personality

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

Friendship & Future Romance

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

Download version 2.1.2

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Download version 1.5.1 (for pre-2.0 players)

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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

Scale of Souls?

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Is it possible to get a mod like the Scale of Souls mod from Qwinn's Tweak Pack (apparently originally by scient) working in EE? It's easily the biggest mod I want for the game.
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