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[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 or by becoming a Disciple of Aoskar while talking to Aola. 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.

- Whenever the Nameless One changes between Fighter and Priest, any experience they have accumulated beyond the experience required for their current level is granted to the other class as well.

- 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.

Want to Help?

I am looking for BAM editors/artists and translators. If you are either of these and want to help with the development of this mod, please send me a private message.

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.

BG EE 2.0 and Siege of Dragonspear Compatible Mods

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Version 2.0 of BG EE and the release of Siege of Dragonspear brought a lot of changes to the game engine.

Rather than creating a lot of confusion editing the original compatible mod list thread I decided it would be a better idea to create a new clean thread.

So if you have written a mod that is 2;0/SoD compatible or have tested a mod and found it to be compatible just let me know so that it can be added to the list.

The rule of no direct links stay. Give a link to the mod thread. The modder deserves full credit for his/her creation.

Good modding and have fun!

Attention! GOG/Steam users . If you have Siege of Dragonspear installed you must install this before trying to install any mod.

AI Enhancements

Sword Coast Stratagems

SCS brings hundreds of enhancements to AI in the game. ATTENTION in order to install SCS on 2.0+ you need this fix. Thanks to @subtledoctor for the fix :)

Banter packs

Ajantis BG1 Expansion Mod
Adds friendship dialogues for Ajantis if he is not in romance from BG1NPC Project.

Chatty Imoen
This mod expands Imoen's voice set and adds interaction banters with other NPCs. It also has a component to change Imoen's portrait to one of three choices: BG1, SoD, or BG2.

Coran's BG Extended Friendship Talks
This mod expands Coran's Friendship talk sequence.

Delainy/Durlyle Same-Sex Romance Options Mod
This is a simple mod to spawn Delainy for female PCs and/or Durlyle for male PCs..

Garrick's infatuation
"Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited.

Neera Banters for BGEE
Adds additional dialogue between Neera and other NPCs. Prevents Neera and Edwin from being in the same party.


Neera dialogue expansion and flirts

Adds additional dialogue between Charname and Neera, as well as flirts.

Xan's friendship path
Xan-initiated banter.

Equipment

Barbed Club of Pain
Convenient Ammunition
Distinguishable clubs
Golem Construction for Spellcasters
Nerfed Ankheg Armor

Wand Case
Thalantyr sells a container to store wands.

GUI & Graphics

BG2EE GUI To BGEE
Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET
EEUITweaks Mod Collection
Lefreut's enhanced UI

Journal Fixes
Compatible with BGEE and BGEE+SOD v2.2, this mod adds various enhancements including filtering to the UI of the quest and journal screens - supports multiple languages.

Lighting Pack

Multi-portrait Mod
The Multi-portrait mod allows the player to see 10 portraits at a time when creating a character or changing appearance, and allows rapid paging through large portrait collections.

Portrait Picker
Why click through portraits when you can scroll? After automatic registration and a little setup, you can access the entire portrait pool (custom and default), apply descriptions to all, and use advanced filter/sort functions.
Recolored toolbar buttons

Portraits Portraits Everywhere
The Picture Standard for BGEE 1 & 2
Dragonspear UI++

Kits & Races

Most kits and classes mods have a minor compatibility problem with version 2.0. Check @subtledoctor's comment for details.
Arcane Archer Redone
Eldritch Magic
FG Cleric Kits
Improved Archer Kit
Might and Guile *Fully compatible*
Mystic Fire Paladin Kit
Warrior Monk Mod
Pale Master Sorcerer Kit
Planetouched Races
Wizard Slayer Rebalancing

NPCs

Gavin
A cleric of Lathander

Ishlilka the Wizard Slayer for BG1 + SOD [Alpha Release]

Sirene NPC BG:EE


Shar-Teel NPC mod (SoD)


Verr'Sza NPC
An evil rakshasa ranger.

Vynd, drow assassin

Portrait packs

Artastrophe portraits

Quests & expansions

Baldur's Gate Mini Quests & Encounters
Baldur's Gate Romantic Encounters
BG1 NPC
BG1 Unfinished Business

Critter Parts mini-mod for Baldur’s Gate: EE
Role-play based quests. New harvestable drops and edible meats from the bears, wolves, dire wolves, etc. Also drops from all spider types that can be used for bartering with a new NPC who has an interest in such trinkets.

The Stone of Askavar

Tools

Big World Setup
EE Autoroller

Tweaks

Animal Companions
Disable Enhanced Edition NPCs
3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice)

Rough World
The concept behind this mod is to make the world a rougher place. It does this by changing the tone of the games reputation system, adding a bit of difficulty, and making the world feel not quite as forgiving.

Jaheria Recast
Non-Player Characters Enhanced

NPC Tweaks mod
Allows continuous portraits and colors for the Baldur's Gate saga NPCs. Additional options include more convenient locations for some BGEE and SOD companions and appropriate kits for NPCs.

Quick Save Slots Tweaks 1.2

Random Character Generation
Bored playing the same types of character over and over? Let this Random Character UI mod choose for you. Simple to install.

No Race Restrictions
SCALES of BALANCE!
Simple XP cap remover
Tweaks Anthology BETA Remove traps/locks reported as not working

Spells

Taunt Spell

How to mod Freedom of Movement and Haste with DLTCEP?

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Hi everyone,

I've got two questions and was wondering if anyone here could help me:

1. I want to mod the haste spell so that characters do not incur a fatigue penalty after it expires. After I've opened each iteration of the spell up in DLTCEP, what do I have to change? (You remove an opcode right? – maybe I could compare the haste effect from the spell vs the potion)

2. I would like to mod the "Freedom of Movement" effect on items (namely: Flail of Ages +5, Firecam Armor, Ring of Free Movement - can't think of many important others). What do I need to change to do this?

Many thanks for any help you can provide.

[Questions] Custom Spell Creation

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Hi all,

I have some question on spell creation. Maybe one of you can figure out what is going on.

I am creating a kit which has innates available. All of them create a list of spells to cast, similar to spell immunity.

Steps I took to create the innates.
1. Create innate spell
... Spell type innate gets it on the innate bar.
... SAY NAME1 gives it a name
... SAY UNIDENTIFIED_DESC gives it a description when right clicked.
... extended effect OP-CODE 214 allows it to select a spell from a table (2DA).
... At level 1, I get tabel 1 with 1 spell entry
... At level N, I get table N with N spell entries.
... all Spell entries are set to only function starting that level.

Now the 2DA works. I have a spell in there that I can cast. Only, when I rightclick it gives no description
I tried NAME1 which works, but NAME2 and UNIDENTIFIED_DESC do not give it a right-clickable info.
Does anyone know how to get this done?

Cheers

Script a creature to pick up an item and equip it - how?

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I'm looking for a way to script a creature to look around for usable items, on the ground, get them and equip them. Is that possible?

Changing creature sounds on the fly?

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I have a reason to want a creature to start moaning like a zombie and otherwise react to right clicks with different sounds instead of its normal voice. Anything that could do that? Nothing comes to my mind, but how about yours?

How can you mod the UI scale

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Hello everyone

Where in the files can I affect UI scaling behavior? I play with surface pro so small screen with super high resolution so I have to play without UI scaling or everything is too small. Wanted to adjust this myself.

I'm tech guy so just point me in the right direction so I will figure the rest out.

Quick Save Slots Tweaks 1.2


[MOD] Accurate Vhailor's Helm

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Hey guys, now that I finally played Planescape: Torment I noticed how vastly inaccurate Vhailor's Helm from Deidre's bonus shop looks, so I decided to make a small mini-mod to fix that.

Just download the attached .zip folder and extract it into your BG2:EE override folder.

The art assets used in this mod are taken from official Planescape: Torment artworks
(with some touching up of course) namely these two images:


Screenshots



Read Me

--- Accurate Vhailor's Helm Mini-Mod --- 1. About 2. How to install/ uninstall 3. Credit _____________________________________________________ 1. About This mini-mod switches out a few graphics for the 'Vhailor's Helm' item in Baldur's Gate 2: Enhanced Edition (available at Deidre's store at the Adventurer's Mart) so that it actually resembles Vhailor's Helmet in Planescape: Torment. All changes in this mod are purely cosmetical, there are no changes as to how the item functions. _____________________________________________________ 2. How to install/ uninstall Just copy the files included in this mod into your Override folder within your game directory. The files in question are: BC_CHLM1.BAM, BC_HLM1.BAM and WA2HELM.ITM. To uninstall the mod just delete these three files again. _____________________________________________________ 3. Credit This mod was created by Buttercheese. If you have any questions or want to incorporate this mini-mod into another mod, please contact me via PM at https://forums.beamdog.com/profile/Buttercheese All additional art assets used in this mod are taken from official Planescape: Torment artworks and belong to Wizards of the Coast. This mod is a non-profit fan-project and may not be monetised in any way. Special thanks to Troodon80 for helping me troubleshoot this mod.
Enjoy :)

Mods for PST:EE

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

GUI

Items

Kits

Tweaks

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

Why "RESPONSE #100"?

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Why not just "RESPONSE #1"? Would save our fingertips.

Undead level

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Where is it set? All of the undead creatures I've looked at have that stat at 0. What makes some more difficult to turn than others?

[How to] Making kit mods for the EE!

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How to: Making kit mods for the Enhanced Editions!

First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.)

Second, be sure you register your own modding signature here, so none of your files clash with other mod's. Skip this if you have done so already.

Third, to make a kit mod, you need to have some things done by your own, they are:
  • The spells for the abilities of the kit, both the innate abilities and the passive abilities are coded as spells (mind the permanent duration effect and undispellability on the latter).
  • The CLAB*.2DA, this is the file that applies and gives the spells at level up.
  • (optional) The LU*.2DA table, needed for High Level Abilities, works like the CLAB*.2DA but has a different way of listing the entries.
  • (optional) The HP*.2DA table, if you want, you can determine your kit's hit point gain rate with this table.
  • (optional) new icons for the new Innate abilities/spells.
For the spells, I recommend making the with NearInfity, unless you are good enough with WeiDU to edit them on-the-run. When working on spells to be applied to the character and treated as Passive Abilities (like a Kensai's AC bonus at level one), be sure to put the Timing to instant/permanent (9).

When you are creating the CLAB*.2DA, I recommend making it 50 columns long (up to level 50), since BG2Tweaks has a component to extend the levels up to that point, and it avoids possible bugs with other mods that read the CLAB table. A CLAB*.2DA file should look like this (this one was cut because of its length):
2DA         V1.0
****
1 2 3 4 5 6 7
ABILITY1 GA_SPCL213 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212
ABILITY2 GA_SPCL212 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213
ABILITY3 GA_SPCL212 **** **** **** **** **** ****
ABILITY4 GA_SPCL212 **** **** **** **** **** ****
ABILITY5 GA_SPCL212 **** **** **** **** **** ****
ABILITY6 AP_SPCL241 **** **** **** **** **** ****
ABILITY7 AP_SPCL242 **** **** **** **** **** ****
This is a Paladin CLAB (the Inquisitor's I think). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus.

If you need more rows, just add them manually with NearInfinity (or with your favourite text editor) with an ABILITY8 (and then 9, 10, etc) name on column 1 (up to column 50).

For the LU*.2DA, you can just give WeiDU the name of the vanilla LU*.2DA file you want to use, or create your own.

Here's an example of a LU*.2DA:
2DA V1.0
*
ABILITY ICON STRREF MIN_LEV MAX_LEVEL NUM_ALLOWED PREREQUISITE EXCLUDED_BY ALIGN_REST
1 GA_SPPR721 * * 16 99 1 * * *
2 GA_SPPR722 * * 16 99 1 * * *
3 GA_SPPR723 * * 16 99 1 * * *
4 GA_SPPR725 * * 16 99 1 * * *
5 GA_SPPR726 * * 16 99 1 * GA_SPPR727 ALL_EVIL
6 GA_SPPR727 * * 16 99 1 * GA_SPPR726 ALL_GOOD
7 GA_SPPR728 * * 16 99 1 * * *
8 GA_SPPR729 * * 16 99 1 * * *
9 GA_SPPR730 * * 16 99 1 * * *
10 AP_SPCL928 * * 1 99 1 * * *
11 AP_SPCL929 * * 1 99 1 AP_SPCL928 * *
12 AP_SPCL930 * * 1 99 1 AP_SPCL929 * *
13 GA_SPWI920 * * 32 99 1 * * *
14 GA_SPWI921 * * 32 99 1 * * *
15 GA_SPWI922 * * 32 99 1 * * *
16 GA_SPWI923 * * 32 99 1 * GA_SPWI924 ALL_EVIL
17 GA_SPWI924 * * 32 99 1 * GA_SPWI923 ALL_GOOD
18 GA_SPWI925 * * 32 99 1 * * *
19 * * * * * * * * *
20 * * * * * * * * *
21 * * * * * * * * *
22 * * * * * * * * *
23 * * * * * * * * *
24 * * * * * * * * *
The GA_ and AP_ stuff from CLAB*.2DA files is the same here.

The MIN_LEV is the level the character has to be in order to pick the High Level Ability, and MAX_LEVEL is the level where you cannot choose this HLA anymore (don't use this unless it's necessary, just put 99 or preferably 127).

ALL_EVIL and ALL_GOOD are exclusion flags (ALL_NEUTRAL also works), here they are used for the Planetar/Deva summoning spells (since this one is a Cleric/Mage's LU files).

PREREQUISITE is the HLA you must have selected before so you can choose, for example, the "Extra level 7 Slot" requires the player to have chooses "Extra level 6 Slot" before.

EXCLUDED_BY is also used for the Planetar/Deva summoning spells, but this one does something different, if the ability denoted under EXCLUDED_BY was chosen, the player won't be able to pick the spell marked on EXCLUDED_BY later.

In the EE, the table can be 25 rows long, while in the original BG2 the maximum is still 24. If you want to add the 25th row on EE games only, IMO the best is to add this to your WeiDU code (before copying the 2da to the game):
APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"
The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
2DA      V1.0
0
SIDES ROLLS MODIFIER
1 6 0 6
2 6 0 6
3 6 0 6
4 6 0 6
5 6 0 6
6 6 0 6
7 6 0 6
8 6 0 6
9 6 0 6
10 6 0 6
11 6 0 2
12 6 0 2
13 6 0 2
14 6 0 2
15 6 0 2
16 6 0 2
17 6 0 2
18 6 0 2
19 6 0 2
20 6 0 2
21 6 0 2
22 6 0 2
23 6 0 2
24 6 0 2
25 6 0 2
26 6 0 2
27 6 0 2
28 6 0 2
29 6 0 2
30 6 0 2
31 6 0 2
32 6 0 2
33 6 0 2
34 6 0 2
35 6 0 2
36 6 0 2
37 6 0 2
38 6 0 2
39 6 0 2
40 6 0 2
It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level.

Fourth, you're going to need something to install the mod, and WeiDU is the best one when doing this! If you are copy/pasting this, replace all of the "7C#KIT" with your kit's internal name and the directories, version and author fields with the according information.
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used.

This'll be the component's name shown to the user. If you append to the style presented here it is very likely that people won't get confused with what they're installing.
BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"
This command includes the .tpa with the code that does the real work to install the kit.
INCLUDE "example/library/fl#add_kit_ee.tpa"
This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
ADD_KIT ~7C#KIT~
These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste of time to edit them.
~7C#KIT                1           1           1           1           1           1           1           1~
These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
~7C#KIT                0       9       0       0       0       0~
These are the stat modifiers at character creation. Both positive an negative values are accepted.
7C#KIT                0       0       0       0       0       0~
Stats requirement to dual-class TO this kit, which is impossible, so you should be using this to meme.
~7C#KIT               69      666      0       0       7      42~
Stats requirement to dual-class FROM this kit to another class. No memes here.
~7C#KIT                0       15      0       0       0       0~
Alignments that can be chosen at character generation time with this kit selected.
//                     LG      LN      LE      NG      TN      NE      CG      CN      CE
~7C#KIT 0 1 1 1 1 1 1 1 1~
This next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
	//       F  C  M  T  D  R
~7C#KIT 1 1 1 0 0 0~
This is the path of your kit's own clab*.2da.
        ~example/7C#KIT.2da~
This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
These are the kit's usability flag (it determines which items the kit is going to be able to use) and the class the kit belongs to number's. Refer to kitlist.2da for more information.
~0x00080000	4~
This is the name of the HLA file, which should always be prefixed with LU. Here, LU7C#K.2DA is noted with no extension and without the LU prefix.
~7C#K~
These are the items the kit is going to get at the start of ToB. You can put a comma and the desired number for the item as well, but only if the item can be stacked (like Arrows and Gems). Please, refer to 25stweap.2da while working on these, because each column is a different inventory slot, and you can't put and ring on your neck nor a shield in your head (actually, don't worry, because nothing bad happens actually, only misplaced items. v1.3 used to crash on this though), so watch out.
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~
This is the lowercase name of the kit, you can use a .tra reference as well if you like.
SAY ~batman~
First uppercase, the rest lower case.
SAY ~Batman~
The description for the kit (character generation and Record screen). Use the vanilla ones as examples, or if you prefer, Kit Revisions' or RR's.
SAY ~BATMAN: I heard he's cool, didn't test tho.~
Before we continue with the EE extensions to kits, I'd like to add a few things. First, only one of the parameters (kit_name) for this function are mandatory, you don't have to provide the other ones if you do not intend in changing the kit's stats from the base class' stats.
LAF fl#add_kit_ee
This is the character's biography, you can leave it empty (I think) and you'll get the default one for the class. You can browse dialog.tlk for more interesting ones or add your own.
biography = 29492
This is a short description of the kit's strengths and weaknesses that is shown in the "pick a .chr" screen during character selection. As of v2.3, it might be used elsewhere, but I am not aware of any other use for this.
briefdesc = RESOLVE_STR_REF (~FIGHTER/CLERIC: This character can use the abilities of a Fighter and a Cleric, though weapons are restricted to only those allowed by the Cleric's ethos. They may Specialize in, but not Master, any weapon they can use.~)
Zero means the class cannot Fall, and one means the class can Fall like a Ranger or a Paladin do if their reputation drops low enough.
fallen = 0
This is the string that is displayed when you Fall and lose your class. You don't need to provide anything if the class can't become Fallen.
fallen_notice = RESOLVE_STR_REF (~Lost Class: Keksimus Maximus.~)
The kit's internal code name. You HAVE to provide the function with these, otherwise it won't know for which kit it needs to add all the other stuff. Also, let me leave something perfectly clear: this is the only argument you NEED to provide for a kit to work in the EE, the rest are all OPTIONAL.
kit_name = ~7C#KIT~
This is the backstab the character get per level, you can refer to backstab.2da to understand this better in case you find the example to be unclear. Only for Thief classes. If the kit you have in mind for thieves doesn't have backstab, don't worry, just write 40 1s separated by spaces.
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This is the information that rules several bonuses related to weapons. In the first entry we have a 1, that states that WPSTACK access will be enabled for this kit (this means that, the kit will receive the extra half APR Fighters get at levels 7 and 13 besides gaining APR from Specialisation and up. If you'd like to disable this, just drop in a zero instead.

The second entry, gives an extra half-APR every [NUMBER] levels while attacking unarmed. It is used for Monks, which receive it every 3 levels.

The third entry is the amount of THAC0 the character using this kit will receive when wielding a weapon they're not proficient with.
clswpbon = ~1 0 3~
This is the number of weapon slots shown in the inventory screen, you can't change the number of those found in the game screen.
numwslot = ~2~
This is the amount of Thieving Points the character gets to spend at level one, followed by the amount the can spend every level thereafter.
thiefskl = ~40 20~
This is the maximum amount of Thief traps the kit can set per area.
traplimt = 6
Each one of these numbers represent different palettes, so to choose the colours you'd like to use, you'll have to browse the palettes somehow (pick any item with opcode 7, for example, a splint mail, open it with NearInfinity, scroll down on the Edit tab, double click on the Effects using opcode 7, and click on the field that says Color index ## and pick whichever colour you please.

Now, the location of the colours in question is simple, the first one are the tiny bits of metal you have on yourself (for example, the human female mage animation has a coin-like thing on her belt which has it's colour ruled by this number), the second one is your character's Minor colour, the third one's your Major colour, the fourth's the colour of the leather the character wears (boots, straps and stuff like that as well) and the fifth is your armour's colour.
clascolr = ~35 67 67 25 80~
This is the bonus to thieving skills you get at level one. Check the file clasiskl.2da for their ordering.
clasiskl = ~10 10 10 10 10 10 10~
This one's a bit tricky. 100 means the character can spend thieving points normally on a certain thieving skill. 0 means they can't spend any points at all on that skill, and values in between zero and one hundred represent the reduction the kit receives to that certain thieving skill (please refer to thiefscl.2da for the ordering of the thieving skills). I am not sure about what happens if a Thief kit has less than 100 but more than 0 (because this is mostly used in the vanilla games to disable Shadowdancers from spending points on Set Traps, and reducing certain bard kits' pick pockets score), nor what happens if you set it at something like 200 or 150.
thiefscl = ~100 100 100 100 100 100 100 0~
This is the kit's HP*.2DA table, just as discussed before. Full name without extension.
hpclass = ~HP7C#K~
This determines which race can pick this kit at chargen. 1 means that race is able to, 0 that they aren't. The order is Humans, Elves, Half-Elves, Dwarves, Halflings, Gnomes and Half-Orcs.
clsrcreq = ~1 1 1 1 1 1 1~
This is a permanent bonus to THAC0 given at level one. Nothing in vanilla uses it I think.
clasthac = ~0~
These two lines are the one responsible for how Sneak Attack/Crippling Strike work. Please, just refer to the IwD:EE ones (I have no clue at all how this works, except that to nullify them (for example, for a kit that doesn't backstab), you have to use all 1s on sneakatt and all 0s on crippstr).
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This END closes out the LAF action started before.
END // nothin' to see 'ere
Copying spells and giving them their names... WeiDU nonsense this tutorial isn't about, classic "blah blah insert a picture of a cat here blah blah illustrative code blah blah" type of thing (I don't know what I'm talking about anymore).
COPY	"example/spl/your1.spl" "override"
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" "override"
SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so we "clear" it of it's possible name by dropping in a -1 (which has no strings assigned to).

COPY "example/tables/HP7C#K.2DA" "override" // copy this one since the other action does not do this for you.
"example/tables/LU7C#K.2DA" "override" // copy the LU*.2DA table too

/* THAT'S ALL FOLKS! (What? I'm not Khalid!) */
Here's the clean, complete code without comments:
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"


BEGIN "Example kit mod"
INCLUDE "example/lib/fl#add_kit_ee.tpa"

ADD_KIT ~7C#KIT~
~7C#KIT 1 1 1 1 1 1 1 1~
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
~7C#KIT 0 9 0 0 0 0~
~7C#KIT 0 0 0 0 0 0~
~7C#KIT 0 15 0 0 0 0~
~7C#KIT 0 17 0 0 0 0~
~7C#KIT 0 1 1 1 1 1 1 1 1~
~7C#KIT 1 1 1 0 0 0~
~example/7C#KIT.2da~
~K_T_H K_T_D K_T_G K_T_E K_T_HE K_T_HL K_T_HO~
~0x00080000 4~
~7C#K~
~* * * * * * * * * * minhp1 * * * * * * * * godbow killsw1~
SAY ~batman~
SAY ~Batman~
SAY ~BATMAN: he is mothafreakgngin awesum~

LAF fl#add_kit_ee
INT_VAR
biography = 29492
briefdesc = RESOLVE_STR_REF ~short desc of the kit goes here.~
fallen = 0
fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
STR_VAR
kit_name = ~7C#KIT~
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
clswpbon = ~1 0 3~
numwslot = ~2~
thiefskl = ~40 20~
traplimt = 6
clascolr = ~35 67 67 25 80~
clasiskl = ~10 10 10 10 10 10 10~
thiefscl = ~100 100 100 100 100 100 100 0~
hpclass = ~HP7C#K~
clsrcreq = ~1 1 1 1 1 1 1~
clasthac = ~0~
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END

COPY "example/spl/your1.spl" override
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" override
SAY 0xC #-1

COPY "example/tables/HP7C#K.2DA" override
"example/tables/LU7C#K.2DA" override

Helpful links:

Have fun modding!

"Existence" sounds

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Do they actually play? Or do most creatures just not have them? If they do, how often, normally?

P.S. Moderators, keep this one here, will you? I'll ask the next question in the General thread.

[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.

Looking for mods enhancing wilderness areas

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Hey there

As the title suggest, I'm interested in mods that are enhancing wilderness areas in Baldur's Gate: EE. What was always a disadvantage of this game for me was that the game had many optional wilderness areas, but there isn't much interesting things or encounters in them. Therefore, exploring these doesn't feels fun, but feels like chore instead.

Are there mods out there that change that? Mods that make these areas more interesting, adding encounters, mini quests, things like that? If so, can you guys reccomend some mods for that?

Modifying Turn Undead Level

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Hello all,

I'd like to know how to modify the Turn Undead skill of the Undead Hunter Paladin. To boost this kit a bit, I'd like to be able to Turn Undead like a cleric of the same level. I'll also give him Remove Paralysis as an innate ability, thus copying the benefits of the Ghosthunter of the 2e Paladin Handbook. That way, Undead Hunters get thematic benefits that boost their ability without being OP.

I tinkered around with EEkeeper and NearInfinity, but, since I'm not yet very savvy with these tools, a few pointers would be appreciated. Thanks !

-HOW TO DO STUFF IN WEIDU-

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In the last year or two, I have picked up a lot of little techniques to mod many aspects of the game. Occasionally people ask me for advice (even though I am still a rank amateur), and I try to help. But rather than answer this question here, that question there, etc., I thought it would be nice to publish a FAQ-style thread with lots of tips and stuff. The goal is, people can pick up this code and drop it into a mod they are working on, rather than having to reinvent the wheel. Every mod is individual and involves individual effort, but say someone want to make stat-based kit effects; I can at least help you drop in to code for handling opcode 326 and splprot.2da, and then you can focus on making whatever cool effects you can imagine.

There will be no particular order for this stuff; I'll publish what I can, when I have time, if the mood strikes.

First up, in answer to a request from @Reddbane: how to make stat-based effects with opcode 326.

Second: how to add kit effects to all kits of a given class (including mod-added ones)

Third: how to target your mod kit with unique effects

Fourth: how to alter class/kit descriptions and not worry about string references

Mod idea for brainstorming: "Let's Kill Imoen" ... (MAJOR BG2 spoilers, beware!)

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This thread is aimed at other kissers around here, because I have an idea that involves the kind of modding I've never done. Maybe we can spitball ideas and share code/resources, make this a collaborative project. Importantly, I think it would be a small project - I'm not asking for much of anyone's time.

The basic idea, so far, involves 2 or 3 parts:

1) Imoen dies in Spellhold. Your entire rescue mission is for naught. This would be emotionally frustrating, which I think is appropriate given it is the low point of the game (in terms of both plot, and altitude).

There are anumber of ways that could be done, but it seems the best would be to simply add a player response to the dialogue where she can normally re-join the party. Something like:
"Imoen, you seem like you're fading away before my eyes!"
"Charname I... feel so cold... [urk!]"

This way, the player has control in each playthrough, and can avoid the risk of going through the Underdark with only 5 party members.

What would need to be done:
- Identify that dialogue
- Add a new player response and new dialogue beach, and a scripted death of her .cre.

I don't know how to do anything like that. :lol:

Thoughts? Ideas? Want to help?

2) Charname needs a reason to spend so long in chapters 2/3. I had the thought that the plot pacing problem could be solved if the mid-level player needed a McGuffin before going after the immortal archmage Irenicus. Basically like the Rift Device: something like a single-use scroll or wand of "Magical Feedback:" when used against a high-level wizard, the device strips them of all spell protections and combat protections, and slows the wizard for 5 rounds, and encases the wizard in an anti-magic shell for 5 rounds. Even a mid-level player could say, "hey, five rounds for Minsc to whale on a defenseless archmage, that should do the trick."

Each major quest completion could advance a global variable; and each quest boss's dialogue would be scripted to check that variable. When it is 5 or so (choosable upon mod installation, perhaps) the McGuffin will be created in that boss's inventory. And upon finding it the player will get a journal entry indicating that this would allow them to beat Irenicus and maybe now is a good time to go try.

Actual use of the item would not be a problem; as we all know, when you actually reach Spellhold you get betrayed, captured, and soul-stolen, and then we can have the item simply disappear. (Because why would Irenicus leave such a thing lying around?) losing the super awesome McGuffin would make this chapter even more frustrating, in a good way I think.

What would need to be done:
- Seed the player with the idea of finding such a device... either insert rumors or dialogue about this specific device (rumor has it a powerful anti-mage weapon was smuggled out of the Cowled Wizards' vaults, but then lost to some Big Bad Boss) or just a suggestion that the player spend some time searching for any kind of tool that would let a noob take on an invincible archmage. This couldn't be voiced, so I don't know the best place to add it.
- Update the quest endings to advance the global variable.
- Create the item and update the quest bosses' dialogues to drop the item.
- Script the item to disappear when you are captured.

Thoughts? Ideas? Want to help?

3) Charname needs a reason to complete more quests in chapter 6. This is an alternative to #2 above - maybe they could be alternative subcomponents.

In this option, the player goes right along with the game's urgency and can go quickly to Spellhold. Maybe even create the McGuffin above and add it to their inventory as soon as chapter 2 ends. This will give them a false sense of hope. :naughty: This would be interesting because most players probably don't go to Spellhold quickly - I don't think I've ever gone before level 15 or so. And it would be a good and frightening challenge to have to get through the Underdark at low level.

Then, when you emerge and you need to find the Rhynn Lanthorn, seal Bodhi's lair and require a different McGuffin to open it. And have this McGuffin work exactly as described above, requiring the player to finish 5 or so side-quests to advance the main quest.

Anyway those are the broad ideas. I think 2) is a better idea than 3) and would happily toss 3) to the curb. I feel like doing 1) and 2) would not be a ton of work... but I also don't have the skills to do it. So, anyone interested in working together? Anyone have better ideas? Etc.

[Mod] Imoen gets turned to stone at the Promenade

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The whole mod content is a huge *** Spoiler *** for BGII game story so you are warned.


***
I feel under a lot of time pressure every time after the incident with Irenicus, Imoen, and the Cowled Wizards at the Promenade. This mod lets Imoen be turned to stone in that fight. The idea is to give the PC more ease of mind to do all the quests in Chapter 2, knowing that Imoen doesn't suffer - and can be turned back to live like Branwen was in BG1 once the PC reaches Spellhold.

The mod lets Imoen be turned to stone in the fight with Irenicus at the Promenade. She will still be taken by the Cowled Wizards, and Irenicus will have depetrified her and do his soul-experiments until the PC reaches Spellhold so the overall game flow is not altered. But overall it all happens a bit later than in the original, and (at least for me) it's a bit less disturbing.

This mod is meant to be a very small mod, which is also one of the reasons why the overall game story is not altered.

The mod tries to use as many originally voiced lines as possible, but some had to be taken out because they didn't make any sense without Imoen reacting. Also, some lines were added to stress the reasons why Imoen will be taken to Spellhold although she is turned to stone.

The mod is compatible with Alamateria's Restauration Project "Extended Waukeen's Promenade Cutscene", Tweaks Anthology "Faster Chapter 1&2 Cut-Scenes & Dreams", Alternatives, and Saeileth mod. Refer to the readme for installation orders.

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