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Critter Parts mini-mod for Baldur’s Gate: EE

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Introduction:
Leaving the remains of all the bears, wolves and wild dogs that my Ranger and Druid protagonist encounter to rot in the sun has always bothered me. It strikes me that they would find this not only a terrible waste of natures gifts, but disrespectful to the creatures themselves. Not to mention the twitch that my packrat self gets when whole groups of critters in the game never drop any items. Yes, I am one of those obsessive creatures that take great delight in finding tiny bits of treasure on the bodies of my vanquished foes.

What started as a slight modification for my own game, grew into a small quest mod. It is a little thing that adds flavor and extra role-play possibilities. I have found myself enjoying it’s addition to my own game so much that I thought it might appeal to a few others as well.

image

This mod adds harvestable drops to several of the critters that the PC encounters in the game. It does not change anything else about them. It will add these drops to all instances of the following types of animals that the PC encounters, with the exception of special quest specific instances.

Brown Bear
Black Bear
Cave Bear
Polar Bear
Wild Dog
War Dog
Worg
Wolf
Dread Wolf
Dire Wolf
Vampiric Wolf

The dropped items can be sold to any of the merchants in the game who will also buy miscellaneous items. Thalantyr in High Hedge, and the innkeeper in the Feldepost Inn are two such merchants available early in the game. The value of the different hides and meats vary with type.

All like items stack with each other and include:

Bear Meat
Wolf Meat
Wild Dog Meat
Bear Hide
Wolf Hide
Dog Hide
Animal Bones

Additionally, all of the meat drops can be consumed by any character in your party and will return varying amounts of hit points, depending on the type of meat eaten.

The meat must be placed in one of your quick slots in order for it to be consumed.

The Quest:
This mod includes a quest that will eventually allow your protagonist to bring a new NPC some of the dropped hides, meat or bones to have them made into a new piece of armor. The items needed are dependant on which of the three types of armor the player picks to have made. Choose carefully, he will only make one item per play-through.

This mod is meant to add a bit more role-play and flavor to the game. The only fighting involved are the encounters that you would normally have with the critters in the game. These have not been modified in any way.

Please note:
In order to begin the quest, the player must choose to “use” the new “campfire” that appears in area AR4300, the North Nashkel Road. This is directly in front of the big campfire you find in the game after killing the band of Hobgoblins near the road. Just hover your mouse around in front of the campfire to find it at coordinates 3265,0720.

A note about the new armor pieces:
The new pieces were tailored to fit my own play style and fit with what my own protagonists might find useful at the point in the game that they are likely to be able to obtain them. Of course, not every other player will have the same preferences. If other players don’t find them appropriate for use in their own game, they can instead sell them for gold.

I also thought that it might be fun to eventually add more choices to the list that can be made. Ones that might come from the suggestions of other players. Something that they would like to see available in their own games. So I am open to ideas. :) They must, of course, fit the tone of the role-play within the mod. The NPC in question has some fairly strong opinions about what he will or will not do.

As novice modders we would welcome any insight that any of you more experienced modders might be willing to share concerning how we might have done a better job in our coding efforts.

Anything that you might wish to share in this area can be posted here in this thread, so that others might be able to benefit from it as well, or if you prefer, you can just use Shadowhawk’s email that can be found in the Critter Parts Readme.

Updated to Version 2.0 April 24, 2016

As of version 2.0 this mod has been expanded to include drops from all of the spiders that the protagonist encounters in her/his travels. A new NPC with an uncommon interest in such trinkets has been added to area AR2200, the first Cloakwood Mines, or Cloakwood Lodge map.

Updated to version 2.1 May 15, 2016

As requested, version 2.1 of this mod has been traified.

Updated to non-beta version 1.0 December 17, 2016

Updated to version 1.1 May 7, 2017


DOWNLOAD LINK:
Click on the Source code (zip) file

https://github.com/shadowhawk703/CritterParts/releases



Baldur's Gate Dark Alliance Stuff

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Hey guys! As you all I love D&D games, but also love to extract in-game recourses which is pretty fun. So here some screenshots of 3d models that I've ripped from Baldur's Gate Dark Alliance. If you played this game you definitely find familiar Elfsong Tavern and its cellar.







If somebody find this interesting or maybe want use this models into mods or something - just ask. I can describe the whole pipeline of extraction process.

PS Sorry for my English, that's not my native language.

Sandrah Saga For EET

Version 1 of the Tweaks Anthology Now Available

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The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 1 tops off a year of beta testing.

Please disassociate creature sounds

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I'm not sure where to post this, but it is better if many modders read this than to file it away at Troubleshooting or Feature Requests...

Animations come with ready sounds when they should not. No matter what you put in a CRE's ATTACK, DYING and DAMAGE sounds (and those sounds play), the animation's ready sound will play also. Anybody with an ogre avatar gives a shrill yell when he dies, anyone with a xvart avatar screams "Eeeeeee" when he attacks. An imp avatar always squeaks, and if you make an invisible imp to use as a minion, you can't shut it up in case of accidental damage. These integrated sounds of creatures play even under Silence. I don't know why Bioware did it this way, maybe there was no difference in their minds yet between an animation and a creature. They wanted to embed sounds in visuals and then just use those. But now that there are all sorts of avatar-changing tricks and polymorphs, many more than actual creature types, animations need to be cleansed of these internal sounds. Someone at Beamdog should sit down and look in those files, and after sounds uproot other weirdness, like the Volo avatar's immortality. The Burning Man avatar has in-built fire resistance. And so on.

After I typed this and was ready to send, I realized there was one polymorph possibility I had not explored, so I did: Polymorph (135) with "Change into" (stat 0). And I was surprised. The other parameters, "Appearance only," and other ways of changing the avatar all produce figures with these ingrained sounds. But 135 with stat 0 takes them away. This is what allows your character not to bubble like an ooze if you are killed polymorphed into one but scream your own death scream instead. What should be done for all monsters - and this shows you what an awkward situation we are in - is for them to receive this Change-0-polymorph into themselves, so they lose the ingrained sounds. They would still keep their regular sound bits from the TLK as written in the CRE file, but now modders would be able to mod creature sound sets.

To put it simply: right now you can't diversify or change the sound set for, say, ogres, nor create your own breed of ogres who sing falsetto. You just can't, because they will die and groan and attack with their ingrained thing. Your custom sounds will play alongside with that or you will have to compromise and just stick to the polite right-click sounds, SELECT_COMMON and INITIAL_MEETING. But change everybody into themselves first, and then assigned sounds will play properly.

Ascension v1.5 BETA - Enhanced Edition Release UPDATED 6/8/2016 - SCS Fix located on Page 2!

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NOTE: Original release documentation can be found inside of the ascension folder of the release archive.

FORWARD & THANK YOU:
By JediMindTrix on 5/20/2016

Been way to long since I've updated this mod. That is all.
Back to work ;)

All of JediMindTrix's work is dedicated to Charles Hein, beloved cousin and best friend, and Michael Taylor, close friend.

ABOUT THIS BETA
I want to stress that this is a BETA, not a final release. Just because everything installs without an error does not mean everything is working as intended. This is where the community comes in: I do not have time for a lot of beta-testing (long workweeks!) myself, so I am counting on everyone to report everything they find from simple typo's or grammatical errors in dialogue to enormous Fallout-Sized termite infestations (hopefully I sprayed all of these!)

CHANGELOG/CREDITS
I felt it easiest to describe who did what and also display what's changed by using this method (changelog from previous version can be found inside of release archive).

6/8/2016 (Edvin/Aedan)
- Italian translation for Shawne's EE Epilogue's by Aedan
- Czech translation (Ascension rewritten, also Shawne's components translated) by Edvin

5/23/2016 (WhiteAgnus/JediMindTrix)
- Installer woes should now be fixed.
- Installer should also now properly apply the correct version of the description for Sarevok's Sword of Chaos to EE/BioGate (English and Italian ONLY).
- EDIT: Forgot to note that Restored Bhaalspawn Powers should now check to see if the version included in PPG's Unfinished Business is installed already (I believe they are functionally identical, even if written separately.)

5/20/2016 (All @Aedan)
- Italian translation updated!
- American translation typo and grammar fixes!
- Sarevok's sword description updated to EE standards. CURRENTLY EE version only, backwards compatibility to BioGate incoming.

4/8/2016 (All @WhiteAgnus)
- Killing Balthazar will no longer prevent you from being able to access the Throne of Bhaal.
- The final fight will now progress correctly after the Five are dead.
- Alternate portraits fix.

1/20/2016
- Yaga-Shura will no longer be immobile. At any point in the battle (it is a Tougher component, afterall).

1/15/2016
- Balthazar's Adherants (unique Monks) should now properly spawn when entering his monestary for the final time. -JediMindTrix

PACKAGE
- Fixed patching errors on spell abilities -JediMindTrix
- Reorganized several files, corrected typo's -WhiteAgnus, JediMindTrix
- Fixed Translation Encoding -WhiteAgnus
- Detectable Spells and HANDLE_CHARSETS moved into components that utilize them -WhiteAgnus
EDIT: This had the side effect of depreciating the initialization component, restoring BWP compatibility and the original install order. :)
- All epilogue's no longer install by overwriting -WhiteAgnus

ASCENSION - MAIN COMPONENT
- Fixed gamebreaking bug where bridges to the pools were not spawning in endgame. This was accomplished through a restructuring and rewriting of code. UNTESTED with BODHI. -JediMindTrix
- Pool fix implemented -WhiteAgnus
- melis02.spl updated to DS v3 -WhiteAgnus
- Fixed minor script errors -WhiteAgnus

TOUGHER DEMOGORGON
- Fixed Demogorgon's A.I. script, mismatched variables were causing him to stand still after timestop -JediMindTrix
- Changed Summon the Infernal Host to Summon the Abyssal Host to be lore accurate -JediMindTrix

RESTORED BHAALSPAWN POWERS
- Dark Taint converted to patching, big credit to Gwendolyne for generously allowing use of their code :) -JediMindTrix, mainly Gwendolyne

NEW COMPONENTS
-Shawne's Revised Epilogue's -shawne
-Shawne's Revised Epilogue's - EE NPC's -shawne
-Original Ascension Epilogue's -WhiteAgnus
-ANYONE EA.IDS hotfix for mod compatibility -WhiteAgnus

BETA-TESTER REQUESTS
- Dark Taint's bonus damage needs to be tested to see if it applies to enemies properly.
- Evil Bhaalspawn DR requires testing, especially to see if it properly stacks with barbarian and hardiness resistances.
- The final Ascension battle requires thorough testing. The Bridge Bug fix is untested with Bodhi fighting by the Bhaalspawn's side.
- Ascension NPC epilogue's require testing.

Feel free to post bugs to this thread, or by private message!

WHAT DOES THE FUTURE HOLD?
1) Custom BAMs for Unique Bhaalspawn Powers
2) Original Ascension .bcs script fixes
3) Improved mod compatibility
4) Custom "Pools" conversation for Bodhi in the Final Battle
5) An alternate, revised Tougher Demogorgon Battle is on my drawing board
6) Fully assured compatibility with "Biogate"

DOWNLOAD
Direct Download Link, 7z Archival Format

INSTALLATION INSTRUCTIONS
https://forums.beamdog.com/discussion/comment/698724/#Comment_698724

Have fun everyone!

Cheers,

-JediMindTrix

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features:
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more...

These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often.

@AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar.

Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

Blazing Inferno

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Cool spell, isn't it? :)
Anyhow, back on my first playthrough of SoD I've noticed that this spell doesn't affect creatures immune to fire.
No damage animation or (even worse) spell failure due to it, nothing; as if the spell didn't work at all. Now, in that run I was playing a Cavalier, he had 100% Fire res from his armor and a potion.
I also had Spell Revisions installed. SR makes some spells work similar to what happens with Inferno, but that only works for spells like Pro Fire; which make you immune to fire based spells.
But my Cavalier had no Pro Fire on himself, and SR couldn't take into account Blazing Inferno.
Hence I was curious; how does this spell work? In vanilla game, short of a baldur.bcs hack, I can't think of a way. So I found out it's a new opcode being used. A lot of SoD spells (like Shaman's Writhing Fog) work this way. If you're Cold immune (from any source), Writhing Fog is completely useless.
I tought, why not make all spells work this way?
So, I took my time, made a small mod that patches the new effect on all spells (well, not all - I didn't take all mod-added spells into account when making this - it's made on an EET spells list as a base). In effect, what this does is as shown below.
W/o this mod:



Poor Dragon Disciple, despite having 100% immunity to fire, still rolls a save and is suffering from damage animation. Why oh why? Even old ToBex had an option to make all casting succesfull on zero-damage instances. Unfortunately, this isn't possible in EE.

Hence, my mod does this:



Provided you're fire-immune, no damage animation, no spell failure, nada.

I took a Fireball as an example here, but it works for most of the in game spells - from Grease to Cone of Cold, from Confusion to Dragon's Breath.
There are some instances which aren't black or white (should Death Ward give immunity to Finger of Death's damage effect as well as instakill?) but I think I've got the most ground covered.
I've made this so it will work for both vanilla and Spell Revisions installs.
I'm willing to go an "extra mile" for SR concerning this opcode; but more on that later...I should have the mod ready to download tomorrow.

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

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Introducing the Ishlilka mod for BG!

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





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


What you can expect:

At least two banters with every companion in BG1.

A friendship and romance path.

A unique quest for BG1 and SOD.

Various interjections at different points in the game.

A balanced front liner with a unique ranged weapon.

FORESHADOWING!

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Some tips:

Should be fully compatible with other BG1/SOD mods.

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

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

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

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

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

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

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

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SETUP INSTRUCTIONS:

1) Install into game directory.

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

3) start the setup executable.

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

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

BG:EE v2.3 and SCS (v30) with BigWorld Fixpack

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Hi guys, I apologise if this has been asked and answered ad nauseam, but I'm struggling to get my SCS (v30) working on my BG:EE + SOD playthrough. I've been reading the comments in the BG:EE modding section and everyone says to use the BigWorld Fixpack, however I'm very noob at this and don't understand the readme instructions on how exactly this works. Do I run the BW Fixpack before I install any mods? Or do I do my usual install order (with SCS last) and then apply the BW Fixpack? Also, there are multiple folders/files that get extracted into my SOD folder when I unzip the BW Fixpack.. which is the right one?

I did try installing EET to get around doing the manual installation but that was a dismal failure and I had to re-install the base game from scratch so I've given up on that for now. I'm happy to settle for a BG:EE + SOD play through and then I'll port my guy over into a BG2EE modded game.

[NPC Mod] Noamuth, Noa, Kyorlin, Qu'lith & Plynn come to Amn! [In Progress]

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THIS POST CONTAINS ITEM SPOILERS AND OTHER POSSIBLE SPOILERS.
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Welcome to my Mod!
My name is Cinnamon and I will be creator of this Mod.
I hope you enjoy this post!
Feedback is encouraged, please comment below!
Thank you and have a wonderful day! <3


All Artwork is done by the gorgeous Artastrophe© on DeviantArt!
Please do not redistribute these images without our combined consent.
They are commissioned pieces specifically for this Mod.
So happy with her work~


  • Current Mod status: Work in Progress. (WIP IT REAL GOOD!)

  • If people feel like this Mod is gonna take too long, I am more than happy to release a beta-sort of play testing launch where one character is available at a time.

  • I'd really appreciate feedback on each of these characters and whether or not they are too strong or too weak in certain areas, or over-all. Please don't be shy and let me know your bluntest thoughts!

  • I can add a book to translate Drow to Common if people need it. Would be available in Noamuth/Plynn/Noa/Qu'lith's Inventory. (Kyorlin only speaks Common.)

  • With all these creative intentions, I will be placing unique nerfs to some of the kits. (Like Use All Item being removed from my Mageling Bard.) This should be doable, but everything on this page is a "To-Do-If-Doable" list and will be changed if it is not.

  • You can only have one of these characters with the Mod, they are not designed with having all of them in the same party. You cannot pick up the Assassin, Bard, Cavalier or Shaman until you complete the associated quest to pick one of them. You'll start by meeting Noamuth. I am currently still deciding whether he should be found in Copper Coronet, The Bridge District, The Docks or Accessed through a specific area outside of the City. Feedback on this could help hasten a decision. Eventually after enough time has past after you keep him around, you'll unlock a personal quest where you have to help him out. This leads to choosing one of 5 characters: Noamuth, Noa, Kyorlin, Plynn or Qu'lith. The decision is totally yours - Adding replay-ability, too! (Or you can just save the game before finishing the quest, the options are all up to the individual!) 

  • When these NPCs do get released, please do so with a new game, as they interact with certain quests and plot points, you'll miss some big back story if you've already beaten/played through most of Amn. (Also, it will bug if you don't start a new game!)

  • The personal quest items you see here are part of later stages in the game, that's why they are mostly +2 or have certain affects. (Affects you should already have as part of the story received items by this point.) 
  • This is mainly focusing on being an immersive role-play Mod. Some things may seem a little different than the usual though do not fret! It's nothing huge or majorly silly, mostly inconsequential background stuff that helps flesh out the entire Mod. This means the characters adventure and tell their story - So the items should go in-toe with this sort of storytelling. Hopefully this clears things up for everyone! I hope I'm not spoiling too much here...

  • Please take note this is my first NPC Mod, and it's going to be quite big, but I am heavily and whole-heartedly invested in this.
  • If there's anything you didn't like the look of, or do enjoy, please let me know. I am 100% open to feedback and totally comfortable changing things as my viewpoint might not be compatible with what's known as "Baldurization".



SPECIAL THANKS:

SEMITICGOD FOR ALL HIS HELP WITH TEACHING ME HOW TO MOD!!! <3


Screenshot(s) [Updated]



This Screenshot does not represent their final-product HP values, this is only to showcase what their most highly probable confirmed colours/Class Appearance are!

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Qu'lith




"Personality":

Crazed, Bloodlusted and unintelligent (does not speak Common.) He will behave essentially like a beast-like Companion, you will have choices to teach him Common words and be allowed to make him more "House-Trained" in terms of socialising and understand when it is appropriate to kill, but only if you want him to. You do not have to do anything, you can just choose to leave him to his cruel ways. Since he does not speak Common, I will add a book translating the dialogues for the player. (Viconia might also be able to help you.)

Kit:

Assassin: Level 8+ 
[Going to be implementing my own Custom Thief Kit]
Chaotic Neutral
Grey Orc + Drow (Dorc?)



Party Function:

Assassin standard gameplay - Aim for the weak targets, this will be kept in mind for his creation. Please feel free to play him as you see fit!


Personal Items:

Starts with:

Dagger & Hide Armor (Customised to allow his custom colors)


Optional Personal Items: (Quest)

Blood Soaked Dagger +3

Victim's Skin (Leather Armor). Upgradable to +2 and +4 as part of the quest.


Pips:

Dagger: +

Crossbow: +

Single Weapon: +


Thief Ability:

PP: 20

Open Locks: 20

Find Traps: 5

Hide: 100

Silently: 30

Set Traps: 40


Stats:
19
17
14
4
6
4
Total Roll: 64

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Plynn



"Personality":

Narcissistic (Self-Obsessed), Womaniser (In the sense that he's a douche-bag and the Women love it) and a Humorous-type Bard. (Though his jokes are borderline insulting.)

Bard: Level 8+ [Going to be making a customised Bard Kit]
Neutral Evil
Grey Orc + Drow (Dorc?)

Party Function:

Mageling in the form of a Bard, with more focus on the Magical Aspects and much less on the Thieving capabilities. 

He is for Evil Parties, but you might find use for him with other characters, you never know until you look! 


Unique Change: Use Any Item will be removed. Most of his HLA (High Level Abilities) on the Thieving side will most likely be removed, I may add in a specific HLA for Plynn. 

Personal Items:

Starts with:

Mirror (Off-Hand) [Undroppable, cannot be removed]:

Special Ability: Mirror Image once per day.

Additional Effects: +1 to 2nd, 3rd & 4th level spells.


[Note: I'm probably going to try and add in a spell level cap of up to 7th]


Optional Personal Items: (Quest)

Robe: 
Now has permanent Vocalize.

Cunning Bastard +2:

+1AC, +1 Fire damage, +3 Feet Range for attacks. (On-Top of BaSW+2 which should be 2D4+2 slashing)


Plynn's Rings:

Rings are not removable once he finds them, he will equip them automatically. 

Thespian Ring: 
+2 5th and 6th level spell slots.

Iridescent Ring:
Doubles 1st level, but gives him +10% spell casting failure. (Subject to get stronger) [Trying to find a balance for this]


Pips:

Crossbow +

Bastard Sword +

Dart +

Single Weapon +

Stats:

11
16
6
16
12
10

Total Roll: 71
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Kyorlin



"Personality":

Kind hearted, Justice-Focused and Protector of the people, has a soft spot for "weaker" individuals.

Cavalier: Level 8+
Lawful Good
Grey Orc + Drow (Dorc?)

Personal Items:

Starts with:

Spear, War Hammer, Leather Armor (Customised to allow her custom colors) & Medium Shield.


Will need to locate:

Spear of Demon Slaying +2: +5 HP, Protection against Evil.

Shield of X Deity: [Concept being designed]

War Hammer of the Dragon Slayer +2: [Concept being designed]


Party Function:

Off-Tank with bonuses against Evil Creatures and Dragons.

Pips:

War Hammer ++

Spear ++

Sword & Shield ++


Stats:

16
16
10
12
16
17

Total Roll: 87

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Noa



"Personality":

Naive, Impressionable and Loyal to CHARNAME. (Extremely Loyal!) Think of him as someone like Imoen in the aspect that he cannot leave the party from Reputation issues or Plot conflicts. He also speaks in 50/50 Common/Drow.

Shaman: Level 8+ [Is now a fully functioning Shaman! Yay!]
True Neutral
Grey Orc + Drow (Dorc?)

Party Function:

Just a standard Shaman really, no real extras outside of his Bow.


Personal items:

Starts with:

Shortbow +2:
Does not fire arrows, instead fires Magic for 1-9 damage. Only has one attack per round, Bow cannot be removed. 
Firing the bow causes him to lose -2 Hit points per arrow. 
Range 85, behaves as a Longbow mechanically using Shortbow proficiency for his Thac0.


Optional Personal Items: (Quest)

Spiritual Hide Armor +2: [Concept being designed]


Pips:

Shortbow: ++

Club: +


Stats:

12
17
12
14
12
10

Total Roll: 77

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Noamuth

  or   (Feedback would be nice on this)

"Personality":

Cynical and blunt. Will usually give very minimal input and behave as he sees fit.

Swashbuckler: Level 8+
Hidden Alignment
Elf (Real Race Hidden)


Party Function: Light Damage scaling into higher damage outputs

Personal items:

Starts with:

Ominous Amulet (Cursed, Unremoval), Ninja-To x2 & Studded Leather Armor.


Optional Personal Items: (Quest)

Heavy Burden (Ninja-To +2)
Applies a penalty to Armor Class (-1 AC)

Sleight of Hand (Ninja-To +2):
+1 extra attack per round


Thief Ability:
 
Locks:80

Find Traps: 90

Detect Illusions: 55


Pips:

Ninja/Waki/Scim: ++

Two Weapon Style: +++


Stats:

15
14
16
12
12
7

Total Roll: 76


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

If you read this far, thank you! It means a lot to me! It really does!

 I'm sorry that this post is a mess and I hope I've intrigued your interest, I know I've post a lot of my ideas here and that leaves little to mystery - But I haven't posted the real mystery to how these characters wind up in Amn, that's something you'll have to play through and find out for yourself!
I've always been praised for my story writing skills, so I'm hoping I live up to the praise and keep everyone gripped into the story of my band of D'Orcs!

Final Note: Just to give an idea on what the hell is going on with this Mod and why there are so many characters - The entire pack is supposed to focus on a "What does it look like to have Multiple Souls in one body and what does it look like in the Forgotten Realms setting, Baldur's Gate? And just how do I go about making it seem realistic enough to immerse yourself in the story?".

I want to try and capture what it feels like in a fantasy setting, the best and worst parts! (Since you are an Omni-Present figure within the game, you get the bonus of being able to see first-hand the conversations between all the characters. I think this is a really interesting concept to use for this kind of story!)

Do the new effects work?

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I mean opcodes from 369, Play BAM Single/Dual to 383, Hit Point Transfer? All I get is crashes.

Some problems with magical weapons

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Supposed I have a magical weapon which have 100% magical attack (no normal attack). Will it get dmg bonus from weapon proficiency? I had checked status bar in inventory icon,but it didn't show anything about this.

thx in advance

Tenya Thermidor v1.5

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Tenya for BG:Enhanced Edition

Tenya:- No! Bring her back! I want to kill her again!

--

I took a little break from working on my Aerie mod for BG2, to try something a little more fun. This is a mod that makes 12 year old Umberlant Tenya a joinable NPC, after you help her of course. Yes, if you like character like Arya Stark or Hit-Girl, but feel they don't talk about carnivorous sea snails or sing shanties enough, now you can become guardian of your own darling little tempestuous ball of fury.

BGEETenya15.rar

Tenya has a low strength for a cleric, but makes up for it with some special abilities and unique items. She can cast Storm Shield once per day like a cleric of Talos. She also of course has the Bowl of Water Elemental Control... but her mother never even told her how to make it work, so she has to learn elsewhere.

She has at least one interaction with every Bioware and Beamdog NPC as well as several comments along your main quest and a few interjections elsewhere, (in particular around the temple of Umberlee, of course).

Otherwise, what is there is to say? Tenya is a twelve year old priestess wielding a lot of power for someone so young. Her earth-mother never treated her well, but a child's love for her mother is unconditional. After her mother's murder she, consumed by anger, turn to Umberlee. She wished for vengeange, but it was the bowl her mother had entrusted her to protect Tenya most wanted back. She had hoped she would be able to scare the fishermen who stole the artifact into returning it, but they were proving more stubborn than she had anticpated and she was starting to consider more desperate measures, when of course, you step in.

In addition to banters, small quest, and interjections, Tenya now has a small number of Player Initiated Dialogues... press on the speech button and then on Tenya while she's in the party to have a little chat.

Here is a big portrait. The actual in-game portrait has been redone a little by @Asthner, adding a bit more tecture to her scarf.

image

Some other notes:

Class: Cleric

Stats:

STR 9
DEX 16
CON 14
INT 12
WIS 16
CHA 13

Alignment: Chaotic Neutral ( I changed her alignment to CN, for several reasons. First, I don't really go along with the idea in a lot of other media that the field of child psychology is really just a diversion from the truth that all children are possessed by the spirits of evil aliens. Second, I feel it better reflects her personality anyway - she is quick to anger, abrasive, and like children do will sometimes try to test the limits of people around her to see how much she can get away with. But, she can actually be quite helpful and even nice, on occasion. Lastly I just wanted to leave it open so that maybe in some future expansion she can develop either way due to your influence.

Her stats are not magnificent, but she has a fair bit of stuff. Like a ring that gives an extra cleric spell each level and also functions as a ring of protection +2.

She has a bunch of mephit spells she can cast (steam and ice shards etc... basically all the ones that have any sort of connection to water. She's a waterbender). Not really very powerful, but can be useful on occassion.

She can also cast Storm Shield once per day like a Cleric of Talos.

Spoiler:

At the end of her 'quest', she'll be able to use the bowl. It allows her to summon a Water Elemental once per day, which gets stronger as she levels up (Lesser, norm, Greater). It improves every five levels, so since she caps at level 9 I think in BG1, you won't get the first upgrade without removing the XP cap first. Since I couldn't find any water elemental creature in BG1, I had to make up my own, just taking the fire elementals and swapping around damage/resistances to fire and ice.

[MOD] Undivided: Keeping NPCs Around

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Undivided is a mod that changes Morte (and eventually Nordom) to be a follower rather than a party member. This will ultimately allow players to have all seven companions present as they progress through the game.

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, this mod only changes Morte to behave as a follower rather than a party member. Morte will still interject and be identified as a member of the party for script/dialog purposes and will progress in levels along with The Nameless One.

To make Morte work as a follower, the following functionality changes have been made:
- Morte's teeth will automatically improve at 4th, 8th, and 12th level (d4+1, d6+2, d8+3).
- If Morte would be killed in combat, he instead "plays dead" for the remainder of combat, lying on the ground and not being controllable until combat has been concluded.
- Morte does not have access to an inventory and will not be able to open containers or pick items up from the ground.

Upcoming Changes

I am currently working on the following features:
- Allowing Morte to banter with party members.
- Allowing Morte to equip Teeth found throughout your travels.
- Making Nordom a follower, rather than a party member.
- Incorporating Morte/Nordom into the final battle.

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 issues and would welcome suggestions for how to handle them:

- Followers do not respond to the "run vs. walk" system, meaning that Morte will always walk everywhere, making him significantly slower than any party members who are running.

- When selecting a weapon for Morte, the image of his teeth does not show up in his weapon slot, but is visible if you right click the apparently empty slot.

Feedback

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

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

[MOD] 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

Weidu won't compile anything

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I'm new at modding. I don't even consider myself a beginner. Here's the problem:

I created an npc which i want to appear at the copper coronet in BG2. I managed to put the .cre in the override and change the script in the .are. so he may be created. So far so good.
Then i want to compile my .d text using Weidu. I followed the tutorial made by Alkarops, but each time i try my setup.exe weidu don't copy my files in the override, and its not because i didn't place my npc folder at the right spot. Hell, i even copied the text in his tutorial and tried just to implement his npc, just to see if i made mistakes in my coding, but to no avail. Weidu doesn't seem to detect my files.

I thought it was my version of weidu, so I downloaded the latest version, 239. No dice there.

I even tried to change my path and using a command prompt as suggested by Japheth but it says C:(Program) unknown. Any command i tried in weidu alone just give me a serie of codes as I press Enter.

I wonder if there's a problem with modding with a steam related game, or something like this. If you have a template of a .tp2 for implementing an npc that works i would be really grateful, or a solution to this mess. I really don't know what to try at this point.

Thanks for your time.

Feedback please!

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Hello,
I was wondering if any of you played the following mod:

> Check the bodies
> tortured souls quest
> the vault

How are they?

EE Keeper, Updated to v1.0.3

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At the suggestion of @Dee, this thread will be used to post updates (as and when I have time), looking into bug reports, and a host of other things.

FAQ Quick Links


Download


There are two different downloads for Keeper on Windows, and one for Mac (in most cases). The two choices on Windows are:- a standard ZIP file, or an (Inno) installer.

Unless otherwise stated, an archive unpacker will be required in order to open the compressed ZIP archive. WinZip, WinRAR, 7-Zip, etc.

The default location for the installer is 'Program Files'. As of Windows Vista, User Account Control (UAC) forbids writing files to directories within Program Files unless the User Account Control feature is disabled. If you use the installer, you can now opt to have the INI file saved in AppData during installation.


Previous versions of EE Keeper can be found on SourceForge.

Download (ZIP)

Sorcerers.net mirror (ZIP)

Download (EXE Installer)

Mac Wineskin Wrapper - Current Version: v1.0.3.4

Modification Disclaimer


EE Keeper is a save game editor. It can also be used as a character and creature editor. It's not a mod itself, but it can be used to make modifications. If asked by a member of the Beamdog team in reply to a bug report, "are you using any mods?" please be aware that this counts as a mod, as it is used to modify something outside of the game. Most modifications achievable via EE Keeper are harmless, this is just an advisory notice.

Compatibility


Mac: This is a big question for a lot of people. The answer is that it is not officially supported. Some trials on Mac via Wineskin, by @Nifft, have been done and it seems to work, depending on the version - it will be up to others to help with that should any issues arise. More details here. @AstroBryGuy, has recently started creating wrappers for new versions of EE Keeper. Please note that a new wrapped version will be released behind the Windows version; it requires that he gets the latest version and then create and upload a wrapper. For future builds I will be submitting one to him sooner so that he can have it wrapped and uploaded in conjunction with the Windows release.

Linux: Though not ideal, Keeper works with the use of Wine and it functions well enough. To load different languages, environmental variables may need to be set; e.g. Exec=env LC_ALL=zh_CN.UTF-8 WINEPREFIX="[location of wine]" wine '[location of file]'.

Windows: The current version should work on everything from XP to Windows 10. If you encounter a problem, please see the details in the next post on reporting any issues you find.

As a final note: just because a new thread is made, and the release is more of a Live/REL version, it doesn't mean that the program is bug free, nor does it mean that I won't be tweaking it any more (I will, and it will be a long term project/hobby). If you come across any issues, or you are in doubt over something, feel free to post and either myself of some other helpful community member will try to help overcome it. If you find something, and you're certain that it's a bug (i.e. portraits not displaying when they should), feel free to create a ticket for it here. If the ticket is not a bug, but a misunderstanding, then it will be moderated as such. Feature requests can also be made, just set the 'Report Type' option to 'Feature Request'. When trying to bring a bug to my attention, please specify what platform you are using (Mac or Windows) and exactly what you are or were trying to do at the time of the bug.

Credits


Obviously, like any program, there are bugs and there are people who voluntarily test and people who report bugs. If you've tested this to make sure it works in a beta, you'll be listed here. If you're not specifically testing for bugs, but still find one and take the time to come here and report it, you'll be listed. If you're not listed here (I may have simply forgotten), send me a PM and you'll get added.

@AHFTesting
@AntonTesting
@argent77Testing, feedback.
@AstroBryGuyMaintainer of the Mac Wineskin version.
@CrevsDaakTesting
@DavideTesting, Italian Translation
@DeeTesting
@ErgTesting
@ermoTesting
@HeasTesting
@IsayaTesting, French Translation
@KunikosTesting
@mattinmWork on the Qt version so as to natively support other platforms.
@MikaalTesting
@mlneveseTesting
@NifftTesting
@PibaroTesting, Italian Translation
@silver_gpChinese Translation
@swnmcmlxiTesting
@TeflonKorean Translation
@TressetTesting

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?
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