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[Kit Mod] Undead Redeemer (Cleric Kit for IWDEE, EET, BGEE and BG2EE)

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UNDEAD REDEEMER:

Being an Undead Redeemer goes beyond being ordained by some church. It requires a lifetime of devotion, sacrifice, and courage. Clerics of many faiths may become a Redeemer, but this hard path is more usual for priests of Kelemvor and Lathander. They are efficient soldiers against one of the more common weapon of profane clergy: the undead. Regardless of under which banner they fight, the Redeemer is a force to be feared by necromancers, unholy priests and, most of all, the undead.

Advantages:

- Uses Turn Undead as a priest three levels higher
- Always under the effect of Death Ward
- +3 to Hit and Damage against Undead
- May cast Redemption once per day. Gains one use at level 1 and an additional use every 10 levels thereafter.

REDEMPTION:

The Redeemer pleads to PRO_HISHER deity and touches a creature, delivering 6d6 points magic damage. Undead creatures, besides the damage, need to make a save vs. spells with a -2 penalty or be destroyed.

Disadvantages:

- May not cast the following spells: Animate Dead, Raise Dead, Resurrection, Mass Raise Dead
- Alignment restricted to Lawful Good or Lawful Neutral
- Requires at least 12 Charisma
- Can't be resurrected

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Feel free to check for bugs and grammar/spelling errors. Every update will be attached in this first post and every feedback is welcome.

I want to thank @Gwendolyne, who helped me with Redemption and with the spells restriction, @kjeron , @Grammarsalad and @subtledoctor for the usual patience helping me. Thanks, guys!

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You can always download the latest version on this link.

If you like this kit you'll probably also like:

Undead Predator (Ranger Kit)

Undead Slayer (Wizard Kit)

Undead Hunter (Paladin Kit Revision)

Undead Tricker (Thief Kit)

Undead Ravager (Fighter Kit)

Undead Mourner (Bard Kit)

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PS: This kit was inspired by the Doomguide of Kelemvor PrC from 3E. Due to a conflict with IWD's timeline, I had to adapt into something "new".

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This kit works fine with Spells Revision but with this mod, it will be able to cast Create Undead, Summon Shadows and Summon Death Knight.

I think I have a solution for this, but I need some time to make adjustments and some tests.

Tweaks Anthology v3 Released

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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 3 includes bug fixes and a revamped Chinese translation courtesy of Angel.

[mod] Dusky NPC for IWD EE

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DUSKY NPC for IWD EE

ABOUT THE MOD:

Dusky is a new companion for IWD:EE (the mod won't work on any other version of the game). Just as in Baldur's Gate, he will join you once he's found and offered place in the player's group. You may join him quite soon as he's standing near the entrance to the cave near Easthaven.
Dusky is a male half-orcish cleric/thief of chaotic neutral alignment and may be romanced by any male character of Charisma 11 or greater. The mod was written as an addition to Kulyok's IWD NPCs, which also offer joinable NPCs with and without romances. Since the mod did not provide male/male romantic relationship, I've decided to write yet another mod to fill that space in the game.
Dusky should fit good, neutral, and evil themed teams. He will stay until the very end. The mod includes friendship talks, romance talks, a few interjections, and two banters with each Kulyok's characters (all approved by Kulyok).
The progression of talks is slightly different than in BG2: most talks will appear while visiting new places and following the main quest.
Note that the mod includes mature content.

Thanks to people who made this mod happen, especially to @typo_tilly and @Artemius_I - our dear community members, who supported me greatly!

Basic NPC information:

=> male half-orcish cleric/thief
=> chaotic neutral alignment
=> statistics: strength - 17 / dexterity - 18 / constitution - 16 / intelligence - 10 / wisdom - 16 / charisma - 9

[Mod] Multi-portrait mod - BG - SoD - BG2 - WeiDU installation

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This mod replaces the standard, one picture at a time, portrait chooser with a screen that shows 10 pictures at a time. The mod is also a part of AncientCowboy's EE UI Tweaks. I took AC's WeiDU code and edited it down to make a WeiDU script to install my mod as a standalone.

BG screenshot:


BGII screenshot:


SoD screenshot:


Installation instructions:
Download the zip file attached to this post and unzip it into your game folder (the one with chitin.key in it).

If you don't have UI.menu in your override already, extract it with Near Infinity.

Run setup-BYMultiPort.exe and follow the instructions like any WeiDU mod.

Now, start the game and you have your new portrait chooser.

In the portrait screen, you can click on the portrait or the button underneath to choose the portrait. The smaller arrows move forward or backward one screen, while the big arrows move forward or back five screens (50 portraits). The portraits wrap around just like the standard chooser does.

This is fully functional and should be able to handle any number of portraits.

Comments and suggestions welcome.

Chatty Imoen v1.3

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Chatty Imoen

A Baldur's Gate mod by AstroBryGuy

Introduction

In the original Baldur's Gate, Imoen was a late addition to the game. Unfortunately, this means that she has no banter dialogs or interactions with other NPCs. Her voice set was also limited. 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.

Download at the GitHub: https://github.com/AstroBryGuy/ChattyImoen/releases/latest

Components

Chatty Imoen: Expanded Character Sounds

This components expands Imoen's character sounds using lines from BG2 and the BGEE tutorial. Some of her original BG1 sounds are also repurposed for interactions with other NPCs.

If you have kicked Imoen out of the party, she gets a voiced line when you start a conversation with her to rejoin the party.

Chatty Imoen: Add NPC Interactions

This component adds Imoen to the INTERACT.2DA file, which controls the "non-dialog" banters that BG1 NPCs have. This component requires the Expanded Character Sounds component, otherwise Imoen will have nothing to say.

Also, this component gives Imoen a specific reaction to Garrick's death (no other NPC has one).

Chatty Imoen: Imoen Portrait Replacements

If you want Imoen to have a consistent portrait through BGEE and SoD, you can use this component to make all her character files use the same portrait. The options are:
  • Give Imoen her BG1 Portrait
  • Give Imoen her SoD Portrait
  • Give Imoen her BG2 Portrait

Supported Games

Chatty Imoen currently supports BG1, Tutu, BGT, BGEE, and EET.

Installation

Note: You will need to start a new game. The Imoen character files in any previously saved games will NOT be affected.

Windows

If the mod was previously installed, uninstall it before extracting the new version. Chatty Imoen is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the archive into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "chattyimoen" folder and setup-chattyimoen.exe in your game folder. To install, simply double-click setup-chattyimoen.exe and follow the instructions on screen.

Please run setup-chattyimoen.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X

If the mod was previously installed, uninstall it before extracting the new version. Chatty Imoen is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the folder "OSX-chattyimoen-v1" into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "chattyimoen" folder, setup-chattyimoen, and setup-chattyimoen.command in your game folder. To install, simply double-click setup-chattyimoen.command and follow the instructions on screen.

Please run setup-chattyimoen.command in your game folder to reinstall, uninstall or otherwise change components.

Contact Information

Comments and bug reports can be directed to this thread. If the thread is inaccessible, you can contact AstroBryGuy (https://forums.beamdog.com/profile/AstroBryGuy) on the Beamdog forums.

Version History

v1.3 - May 6, 2017
  • Added French, German, and Polish translations
  • Added .tra template and sourcefile list for expanded character sounds
  • Added BGT and EET compatibility
v1.2 - May 30, 2016
  • Fixed issue with blanking Imoen's biography
v1.1 - May 14, 2016
  • Added Italian translation - Thanks @Aedan!
  • Added compatibility with BG1, TotSC, and Tutu.
v1.0 - April 6, 2016
  • Initial upload

[MOD] FG Cleric Kits - Now with BG:EE 2.0 Compatability

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And we're back (a mod's story). Now with proper accreditation but if the authors of Divine Remix say to take this down then down it goes.

Small mod that has the following components:

1) Consistency Pass Tweaks:
Currently only consists of ensuring that the vanilla priest kits' special spells scale properly into level 20 in Baldur's Gate 1 and 2 Only

2) Priest of Baervan - Now comes with alternate version!

PRIEST OF BAERVAN: Usually found far abreast from heavily urban areas, followers of Baervan Wildwanderer seek to protect nature from evil creatures. They have a particular affinity for forest plants and creatures, especially raccoons.

Advantages:
– May cast Animal Summoning I once per day every 5 levels of the caster (starts at 1st level with one use).
– May cast [Naturewalk/Sanctified Growth] once per day every 10 levels of the caster (starts at 1st level with one use).

NATUREWALK: This spell grants one person protection from ground and nature based movement impairing effects such as webs, entangling, and grease. This spell lasts 1 round per level of the caster.
SANCTIFIED GROWTH: Upon casting this spell, a small field (10-ft. radius) of overgrowing plants appear in an area around the caster for 5 rounds. This spell grants Sanctuary to any ally standing inside of it however they are unable to attack, cast spells, use abilities, or use items while inside and for a short time after leaving.

Disadvantages:
– Race restricted to gnome.
– Alignment restricted to good.


3) Priest of Baravar - Now comes with alternate version!

PRIEST OF BARAVAR: Baravar Cloakshadow is the gnome god of illusions and deceit. Certain that protection can only be certain under a heavy veil of secrecy and phantasms, followers of Baravar are hard to find and often not what they seem.

Advantages:
– May cast [Blur/Wraithform] once per day every 5 levels of the caster (starts at 1st level with one use).
– May cast [Shadowcloak/Colour Burst] once per day every 10 levels of the caster (starts at 1st level with one use).

SHADOWCLOAK: This spell lasts 1 round per 2 levels of the caster starting from 1st level. It gives the caster improved invisibility, mirror image, and non-detection
COLOUR BURST: This spell sprays multicoloured lights from the caster. All enemies within a 30-ft. radius are blinded for 5 rounds, and all enemies within a 15-ft. radius are also stunned for 1 round. A Saving Throw vs. Spell will negate both effects and is made at a -1 penalty. This penalty increases by 1 every 5 levels of the caster.

Disadvantages:
– Race restricted to gnome.
– Alignment restricted to neutral good, chaotic good, and chaotic neutral.


4) Priest of Clangeddin - Now comes with alternate version!

PRIEST OF CLANGEDDIN: Clangeddin Silverbeard is the dwarven deity of battle and war. Whether through careful tactics or berserk fury followers of Clangeddin fight for honor, glory, and the future of dwarfkind, especially against the hated giants.

Advantages:
– May cast [Armor of Faith/Stoneskin] once per day every 5 levels of the caster (starts at 1st level with one use).
– May cast [Ehontar/Battlestorm of Clangeddin] once per day every 10 levels of the caster (starts at 1st level with one use).

EHONTAR: This spell grants all allies in a 30-ft. radius a +1 bonus to attack rolls, damage, and saves for five rounds, while all enemies in the area receive -1 penalty to attack rolls, damage, and saves for five rounds. The magnitude of both effects increases by 1 every four levels starting from 5th level until 21st level (resulting in a +5 bonus to allies and a -5 penalty to enemies total).
BATTLESTORM OF CLANGEDDIN: Affecting the caster as well as one extra target every 6 levels (starting at 6th level), this spell grants a stacking bonus of 1/2 attack per round with every successful melee attack they make. The spell lasts for 5 rounds after which all bonus attacks are lost and leaving those affected winded for 5 rounds, suffering a -2 penalty to Armor Class, to-hit rolls and damage rolls.

Disadvantages:
– Race restricted to dwarf.
– Alignment restricted to lawful good, neutral good, and lawful neutral.


5) Priest of Aerdrie

PRIEST OF AERDRIE: The patron goddess of the Avariel, Aerdrie Faenya is the elven goddess of birds and weather. Her followers are fascinated with flight, both literal and metaphorical, natural or aided, and are good friends with the airborne.

– May cast Zone of Sweet Air once per day every 5 levels of the caster (starts at 1st level with one use).
– May cast Air Barrier once per day every 10 levels of the caster (starts at 1st level with one use).

AIR BARRIER: All allies within a 30-ft. of the caster repels any normal projectile hurled or launched back to its source, and move at double their speed. This spell lasts 5 rounds, and its effects persist even if the allies leave its radius.

Disadvantages:
– Race restricted to elves and half-elves.
– Alignment restricted to neutral good, chaotic good, and chaotic neutral.

6) Priest of Arvoreen

PRIEST OF ARVOREEN: Arvoreen is the halfling god most aware that the peace that halfling settlements enjoy needs to be actively protected. His followers act as sheriffs, guardians, and field commanders for halfling communities.

– May cast Remove Fear once per day every 5 levels of the caster (starts at 1st level with one use).
– May cast Glyph of the Sentinel once per day every 10 levels of the caster (starts at 1st level with one use).

GLYPH OF THE SENTINEL: The caster of this spell inscribes a magical inscription onto a target space. Any enemy which comes into a 20-ft. radius of the glyph cause it to activate, forcing all enemies in the radius backward, and knocking them off their feet for 1 round. All allies in a 40-ft. radius of the activation receive a +2 bonus to their strength, and are hasted for 5 rounds. The caster receives one glyph every 6 levels beyond the 6th (2 glyphs at 12th level, 3 at 18th level, etc.

Disadvantages:
– Race restricted to halfling.
– Alignment restricted to lawful good, neutral good, and lawful neutral.


7) Priest of Gruumsh

PRIEST OF GRUUMSH: It is said that Gruumsh lost one of his eyes in a duel with Corellon Larethian. While disputed by his followers, Gruumsh remains a brutal god that favors hate-filled strength and vicious expansion in orcs, especially against elves.

Advantages:
– May cast Ray of Enfeeblement once per day every 5 levels of the caster (starts at 1st level with one use).
– May cast Eye of Hatred once per day every 10 levels of the caster (starts at 1st level with one use).

EYE OF HATRED: This spell summons a copy of Gruumsh's missing eyeball. The eye can travel in any direction as long as the spell lasts, can be detected, and is blocked by solid barriers. The eye has a 15-ft. sight radius but constantly lowers the armor class and saves of every enemy in that radius, starting at -1 at first level and increasing the penalty by 1 every six levels therafter.

The powers of the eye cannot be enhanced by other spells or items, and is ended via a successful Dispel Magic spell (either on the caster or the eye itself).

Disadvantages:
– Race restricted to orc and half-orc.
– Alignment restricted to evil.


There's still some things left to do and some things that I have to look at. This includes:
- Divine Remix: Sphere System compatability - I can't really do this at the moment with the current Divine Remix being borked when installing the sphere system. I'll take a look at a previous version but Sphere System compatibility isn't a priority for me at the moment.
- Divine Remix style Stronghold fixes - So you know how Divine Remix kits get special bits of dialogue during the Unseeing Eye quest? That's currently beyond me right now so I need to look into that.
- BAM touchups (for example Clangeddin holy symbol clips the item frame). Also for some reason the bam shows in the quick slot menu but in the description interface.
- Other minor things, other major things

Ulb's Shaman Package: New Kits, New Items, and more (WIP) UPDATED 08.02.2017

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UPDATE 08.02.2017:

So I decided to start working on some more shaman kits.
The current plan is to “pre-release” the kits in this thread for feedback/testing and then release the whole kit pack once they are all ready.

The Far Realm Seer Kit which I teased/pre-released before is on the back burner for now since I accidentally deleted my latest version and right now I'm not really inspired to pick it up again anyway.

Instead I've completed another kit; The Storm Caller.
I consider the kit pretty much release ready barring any bugs/typos/balancing concerns.

STORM CALLER Shaman Kit:


STORM CALLER: Unlike other shamans the Storm Caller focuses his attention on harnessing and mastering the powers of the storm. With their ability to conjure up terrible storms and call down lightning on their opponents these shamans make powerful foes and allies even though they are less versed in the ways of the spirit world than others of their kind.

CLASS FEATURES:

– May only wear leather, studded leather, and hide armor.
– May not equip shields larger than bucklers.
– May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
– May only become Proficient (one slot) in any weapon class.
– May only become Proficient (one slot) in any fighting style.
– May cast druidic spells.
– Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
– Does not gain immediate access to the following number of Shaman-specific spells: Spirit Ward, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, and Ether Gate.
– Gains immediate access to the following Shaman-specific spell, which can be cast like any other: Writhing Fog.
– Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
– A Storm Caller's 'Shamanic Dance' does not summon spirits but instead calls down lightning strikes from the elemental plane of air on his opponents.

SHAMANIC DANCE: Storm Callers can summon lightning storms from the elemental plane of air by performing a ritualistic dance. While dancing, the Shaman takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Storm Caller dances, opponents within a 30' radius have a 12% base chance plus 2% for each level of the Shaman to be struck by lightning, up to a maximum of 50% at level 20. The lightning strikes become more powerful as the Shaman gains additional levels:
Level 1: 2d6 electrical damage
Level 6: 4d6 electrical damage
Level 12: 6d6 electrical damage
Level 18: 8d6 electrical damage
Level 24: 10d6 electrical damage

– Gains 'Storm Aura' as a special ability at level 12.

STORM AURA: Once a Storm Caller has become powerful enough he can conjure up a small storm on the spirit plane which follows him around and occasionally strikes out against the Shaman's opponents on the material plane. While Storm Aura is active opponents within a 30' radius have a 5% chance each round to be struck by lightning and take 10d6 electrical damage.

– Can not be of lawful alignment.
– Does not gain bonus spells per day from high Wisdom.
– May not dual-class or multi-class.
– Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.)
– Hit Dice: d8

The kit comes with two unique HLAs (Lightning Master: +10% Elect. Resistance +5%Elect. Dmg, can be picked 5 times. Improved Storm Aura: Hit chance increased to 20%.) which replace Globe of Blades and Aura of Flaming Death. The other HLAs are the vanilla shaman ones.




Old post concerning FRS Kit:

Hey there, I'm planning on releasing a little shaman kit mod or rather a mod package containing a shaman kit, several shaman items (for BGEE & BG2EE) as well as a simple shaman script á la aTweaks' Simple Class scripts.

I originally made the kit for personal use only but since there is little shaman content out there yet I figured I could as well make it into a real mod.
I might or might not add more shaman kits in the future.

The kit is done but I still have to finish up the items and the script. For now I'm looking for some feedback on the kit before release. Writing isn't my strong suit and I'm not a native speaker so I would appreciate some proof reading as well.

The 'Far Realm Seer' kit is inspired by C'thulhu/Great Old Ones.

Full kit description:

Far Realm Seer: The Far Realm is a plane of madness situated very far from the planes of the standard cosmology. This maddening realm has many alien and twisted inhabitants, some even as powerful as deities.
Some shamans have a mythical connection that transcends the spirit world and allows them to extend their sight into the far corners of the cosmos. Of those that manage to retain their sanity a select few decide to embrace the maddening realm and harness its power for themselves.

CLASS FEATURES:

May only wear leather, studded leather, and hide armor.
May not equip shields larger than bucklers.
May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow.
May only become Proficient (one slot) in any weapon class.
May only become Proficient (one slot) in any fighting style.
May cast druidic spells.
Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization.
Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, and Ether Gate.
Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20.
Gains the 'Far Realm Exposure' trait.
May use 'Shamanic Dance' at will.

FAR REALM EXPOSURE: There is little that would instill more fear than the maddening terrors of the Far Realm. Constant exposure to those condition has left the Far Realm Seer immune to fear and moral failure. Yet, their sight of the Far Realm is still a constant strain on the mind, leaving them with a -2 penalty to saves vs. enchantment spells.

SHAMANIC DANCE: Far Realm Seers can pierce the veil between the Prime Material Plane and the Far Realm and thereby summon entities from the Far Realm to assist them in combat. While dancing, the Far Realm Seer takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Far Realm Seer dances, there is a 35% base chance plus 2% for each level of the Shaman that an entity will answer the call, up to a maximum of 75% at level 20. Any summoned beings will disappear if the Shaman moves, stops dancing, or if the beings leave visual range. The entities grow in power as the Far Realm Seer gains additional levels:
Level 1: Weak manifestations, up to 2 manifestations at the same time.
Level 6: Lesser manifestations, up to 3 manifestations at the same time.
Level 12: Average manifestations, up to 4 entities at the same time.
Level 18: Strong manifestations, up to 5 entities at the same time.
The type of manifestation is randomly determined from all the manifestations available at the Far Realm Seer's level.

Does not gain bonus spells per day from high Wisdom.
Can not be of good or lawful alignment.
May not dual-class or multi-class.
Ineligible for any stronghold. (This affects only the Shadows of Amn campaign in Baldur's Gate II: Enhanced Edition.)
Hit Dice: d8

Some notes: The "entities" summoned all use the awesome new Neothelid animation. The weaker ones are more transparent. The more the shaman can pierce the veil the stronger the entities get, becoming more "real".
Those summons are a bit stronger than the vanilla shaman ones, making the kit also somewhat stronger in the process. So far I've only played about half of BG1 with the kit and while it felt strong I don't think it is broken or anything.

Seem to have encountered bugs in BG2 Edwin romance mod

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I went to the graveyard and triggered the nether scroll quest BEFORE his romance starts, now I've encountered Degardan once, but he won't appear again, to make things worse, Edwina now asks me to go to graveyard for the nether scroll :'(
Obviously it's a bug, what should I do, help!

[MOD] Congenio's Pebble Collection - Use Multiple Ioun Stones

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Congenio's Pebble Collection BETA

Congenio's Pebble Collection
This mod allows multiple Ioun stones to stack without using any equipment slots, as per PnP. Ioun stones can still be worn as helmets, and if used in the equipment tab, will "float" around you giving you the benefits of the stone and a free helmet slot. Simply use an innate ability to reach out and grab the Ioun stone you wish to remove from orbit. This can be quite powerful by ToB.
Wong Fei's Ioun Stone now also has same usability as all other Ioun stones, excluding Malla's Soul Stone, which still excludes Good-Aligned users.

WARNING: Ioun stones that use Opcode "Stat: Maximum HP Modifier [18]" work differently than others. In order for the HP modifier to be removed when the Ioun stone is, the HP modifier cannot be saved and loaded. In other words, if you save with the Pale Green Ioun Stone and/or Wong Fei's Ioun Stone equipped in orbit, you must equip them again upon loading to receive the HP modifier.

This mod is already a component of Eldritch Magic. I'm releasing this standalone version in the hopes of finding testers to help me improve what is otherwise a fun addition to any BGEE/BG2EE/IWDEE game. Please do not hesitate to contact me about bugs, means to improve compatibility, or solutions to the issue with Opcode 18. I know that this mod can be greatly improved, but I lack the knowledge to do that myself. Help would be greatly appreciated and credit will be given for any contribution.

BGII:EE Android Tweaks

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This might already be answered elsewhere on the site but I can't seem to find a straight answer wherever I go. Info on the game on androids is vague at best.

Are mods able to be used on Android? I just want the tweak pack, but it looks like the pack itself has been discontinued and is only available in another mod. Everything I find is not compatible with android.

Secondly, are cheats/use of the console not available for android? I'm seeing conflicting answers, but following the instructions of other players it's been successful for hasn't led it to work for me. Editing the .ini, using hackers keyboard app and still not successful.

Before I spend another day or two searching, can someone be able to give details on whether or not these options are even possible on android?

Thanks in advance

[MOD PREVIEW] The Fallen Light (SoD spoilers)

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Just a little teaser on what might be coming...







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
I Hate Undead Kitpack
Improved Archer Kit
Might and Guile *Fully compatible*
Mystic Fire Paladin Kit
Warrior Monk Mod
Pale Master Sorcerer Kit
Planetouched Races
Undead Hunter Revision
Undead Predator (Ranger Kit)
Undead Redeemer
Undead Slayer (Wizard Kit)
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

[Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE]

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Hello :)

I finally finished all the kits and combined them in a single kit pack.

The components follow:

UNDEAD PREDATOR (Ranger Kit)

This ranger devotes PRO_HISHER life to hunting and destroying the undead and helping those who have fallen victim to them. They are nomads wandering through the darkest corners of the land fighting these profane creatures. Their hard training comes at a cost: they do not have the same affinity with nature as other rangers and rarely create bonds with the people around them.

Advantages:

- +10% to Move Silently and Hide in Shadows
- +3 to Hit and Damage against Undeads
- -2 AC Bonus against Undeads
- Starts with a +1 bonus to PRO_HISHER save against Paralyzation, Poison or Death Magic. Another one is given at levels 5, 10, 15, and 20.
- Casts Cure Disease, Lesser Restoration, Negative Plane Protection, Remove Fear and Remove Paralysis. Gains a use for each spell at level 2 and another every 4 levels up to three uses at level 10.
- At level 10 becomes immune to Disease
- At level 15 gains the Deceive Undead ability
- At level 20 gains the Bless of Recognition

DECEIVE UNDEAD:

The Undead Predator is capable of turn himself undetectable by the undead. While this ability is active every undead will completely ignore the Predator no matter what PRO_HESHE does. The effect can be used once per day and lasts for 10 Rounds.

BLESSING OF RECOGNITION

After a long, valiant and hard journey, the Predator gains the favor of the gods. From now on PRO_HESHE's permanently under the effect of Bless, Protection From Evil, Negative Plane Protection and Remove Fear.

Disadvantages:

- May only use the following weapons: Axes, Clubs, Crossbows, Warhammers, Longswords, Maces, Quarterstaff and Spears.
- All spell-like abilities are single-target and require touch
- Alignment restricted to Neutral Good
- Requires at least 16 Wisdom
- Can't wear metal armor
- -2 Charisma penalty
- Cannot Dual Class
- No Charm Animal
- Can't cast spells


UNDEAD REDEEMER (Cleric Kit)

Being an Undead Redeemer goes beyond being ordained by some church. It requires a lifetime of devotion, sacrifice, and courage. Clerics of many faiths may become a Redeemer, but this hard path is more usual for priests of Kelemvor and Lathander. They are efficient soldiers against one of the more common weapon of profane clergy: the undead. Regardless of under which banner they fight, the Redeemer is a force to be feared by necromancers, unholy priests and, most of all, the undead.

Advantages:

- Uses Turn Undead as a priest three levels higher
- Always under the effect of Death Ward
- +3 to Hit and Damage against Undead
- May cast Redemption once per day. Gains one use at level 1 and an additional use every 10 levels thereafter.

REDEMPTION:

The Redeemer pleads to PRO_HISHER deity and touches a creature, delivering 6d6 points magic damage. Undead creatures, besides the damage, need to make a save vs. spells with a -2 penalty or be destroyed.

Disadvantages:

- May not cast the following spells: Animate Dead, Raise Dead, Resurrection, Mass Raise Dead
- Alignment restricted to Lawful Good or Lawful Neutral
- Requires at least 12 Charisma
- Can't be resurrected


UNDEAD HUNTER REVISION (Paladin Kit - Caution: This will overwrite the vanilla Undead Hunter)

This holy avenger has honed PRO_HISHER abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities.

Advantages:
- May create a Holy Sword once per day for one hour (starting at level 5).
- May Turn Undead as a priest of the same level (starting at level 3).
- +3 bonus to hit and damage rolls against undead creatures.
- Immune to hold and level drain.

HOLY SWORD:

Starting at level five, the Undead Hunter may materialize this holy weapon once per day for one hour. Despite its +3 bonus, this bastard sword is considered +5 for the purpose of determining what it can hit. The Undead Hunter always uses this blade as a specialist and while wields it 's under the effect of Bless.

Disadvantages:
- May not use Lay On Hands ability.


UNDEAD SLAYER (Wizard Kit - Caution: IWDEE requires a workaround explained here)

The Undead Slayer is a necromancer that devotes PRO_HISHER life to the destruction of the undead, striving always to rid the living world of their abominable existence. By mastering the Forbidden Art, this wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Undead Slayer's militant opposition to all forms of undead frequently places PRO_HIMHER in direct conflict with other necromancers who delight in creating zombies, skeletons, ghouls, and other undying monstrosities.

Advantages:

- At level 3 gains the ability Soul Sacrifice. Gains another use at levels 6, 9, 12 and 15
- Does not take a 15% penalty when scribing scrolls from other schools
- As a Necromancer casts one more spell per level
- Immune to Death Magic and Level Drain

SOUL SACRIFICE:

The Undead Slayer sacrifices PRO_HISHER own life force to enhance PRO_HISHER casting capability. Using this ability raises PRO_HISHER caster level by 3 and damages PRO_HESHE by one-quarter of PRO_HISHER maximum hit points. The effect lasts for 5 rounds and after it, the caster level returns to its natural value. If the damage taken is higher than the Undead Slayer's current hit points PRO_HESHE will be killed.

Disadvantages:

- Requires at least 16 Constitution (besides the minimal scores for a Necromancer)
- As a Necromancer can't cast or learn spells from the Illusion school
- Does not gains a 15% bonus when scribing Necromancy scrolls
- Does not gain a save bonus against Necromancy spells
- Does not apply a save penalty for Necromancy spells
- Alignment restricted to Good


UNDEAD TRICKER (Thief Kit)

Sometimes called heroes, sometimes called crazies. These thieves make a living by entering places that most people would run away from. Often hired to retrieve artifacts and family heirlooms the Undead Tricker is an expert in evading the undead and breaking into their lair having developed special techniques to do so.

Advantages:

- At level 3 gains the ability Evade Death. Gains another use at levels 10 and 17.
- At level 2 gains the ability Holy Trap. Gains another use every six levels.
- +10% to Find Traps and Open Locks.
- At level 1 gains the Trick ability.

TRICK:

The Tricker knows how to outsmart PRO_HISHER opponents and takes advantage in a fight (or flee). Starting at level 1 PRO_HESHE receives a +1 bonus to AC, all saves, physical damage resistance, to hit, critical hit chance and damage delivered.

EVADE DEATH:

"When things go bad stay low and get out quick". That's the first commandment a Tricker will learn while being trained. When this ability is used the Tricker gets under the effect of the spell Sanctuary and movement speed is doubled. The effects last for 5 rounds.

HOLY TRAP:

Mostly used to cover PRO_HISHER way out of a tomb or den, this trap is a mix of acid and holy water. Any enemy that triggers the trap receives 3d8 points of acid damage and undead receives further 3d8 points of magic damage due to the holy water (no save for both effects). It is said that this trap's name is a bad taste joke, but no Tricker ever confirmed or denied it.

Disadvantages:

- May only distribute 20 skill points per level among thieving skills.
- Requires at least 12 Intelligence.
- May not be of Evil alignment.
- May not use Pick Pockets.
- Can't wear armor


UNDEAD RAVAGER (Fighter Kit)

The undead ravager is a barbarian appointed by the shamans of PRO_HISHER tribe to watch the sacred graves of his people. In rare occasions, however, PRO_HESHE may be designated by the elders to some journey - usually to face some evil non-living force that is foreseen to menace the tribe.

Advantages:

- May achieve Grandmastery in Two-Handed Swords, Halberds, and Axes.
- +5 bonus to hit, damage and Speed Factor against undeads.
- Moves 2 points faster than other characters.
- Immune to backstab.
- Immune to disease.
- Barbarian Rage.
- Hit Die: d12.

BARBARIAN RAGE:

The enraged status lasts for 5 rounds and provides a +4 bonus to Strenght and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells.

Disadvantages:

- Cannot put any slot in Sword and Shield style.
- Can only become proficient in ranged weapons.
- Cannot be Chaotic Evil.
- Cannot wear metal armor.
- Cannot use shields.
- Cannot Dual Class.


UNDEAD MOURNER (Bard Kit)

Where this bard appears a tragedy has occurred. It's PRO_HISHER responsibility organize the funeral and tell tales of the departed, as well as comfort the hearts of those who are in mourn. It is said that whenever a Mourner attends an undead will never be raised. It is also known that these bards are often hired by wealthy families to return an inconvenient ancient relative to the grave before a scandal begins.

Advantages:

- At level 1 gains the Tale of Dreadful Deeds ability.
- At level 6 gains the Remembrance Of The Beloved Ones ability.
- At level 11 gains the Warning Of The God's Wrath ability.
- At level 16 gains the Warm Memories Of A Friend ability.
- At level 21 gains the Recall Of The Living Conscience ability.
- Instead of the regular Bard Song gains the Requiem.

TALES OF DREADFUL DEEDS:

The Mourner starts a narrative about heroes that overcame powerful undead in glorious fights. Any undead hearing this tale must make a save versus spell with a -2 penalty or become deaf for 5 rounds.

REMEMBRANCE OF THE BELOVED ONES:

The Mourner mocks the undead by remembering it of the people that it will never see or touch again. Any undead hearing this mockery must make a save versus spell with a -2 penalty or become berserker for 5 rounds.

WARNING OF THE GOD'S WRATH:

The Mourner exalts ancient tales of mighty gods vanquishing the undead. Any undead hearing this exaltation must make a save versus spell with a -2 penalty or become held for 5 rounds.

WARM MEMORIES OF A FRIEND:

The Mourner pretends to be an old friend of the undead. Any undead hearing this act must make a save versus spell with a -2 penalty or become dominated for 5 rounds.

RECALL OF THE LIVING CONSCIENCE:

The Mourner speechs firmly to the undead remembering that it is nothing but a rotting corpse and a piece of void. Any undead hearing this speech must make a save versus spell with a -2 penalty or become feebleminded.

REQUIEM:

This sad song breaks the spirit of the enemies, giving them a penalty of 1 to Luck. There is no save against this effect.

Disadvantages:

- Can't cast or learn Necromancy spells.
- Bard Song doesn't improve with level.
- Can't get the Enhanced Bard Song HLA.
- Can't get the Use Any Item HLA.
- Alignment restricted to non-Evil.
- Requires at least 17 Charisma.


CIRCLE ENFORCER (Druid Kit)

The Circle Enforcer is a druid appointed by those above PRO_HIMHER in the Circle to be its defender. To fulfill PRO_HISHER duty, the Circle Enforcer learns particular ways of using the lightning and the fire: Nature's weapons against its defilers. Because of PRO_HISHER responsibilities, it is forbidden to PRO_HIMHER to call animal and other woodland beings for aid. As a keeper of the natural order, this druid is specially devoted to defeating undead and constructs having a special training to do so. Circle Enforcer will not get along with Lost Druids, probably fighting them to the death.

Advantages:

- At level 1 may cast the following spells: Burning Hands and Shocking Grasp.
- At level 3 may cast the following spell: Flametongue.
- At level 5 may cast the following spells: Fireball, Flame Arrow, and Lightning Bolt.
- At level 9 may cast the following spell: Sunfire.
- At level 11 may cast the following spell: Chain Lightning.
- +2 Thac0, AC and damage bonus versus undead and constructs.

FLAMETONGUE:

As the wizard spell "Aganazzar's Scorcher".

Disadvantages:

- May not cast the following spells: Animal Summoning (any), Call Woodland Being, and Conjure Animal.
- May not wear heavier armor than leather.
- Cannot use shapeshift.
- Cannot Dual Class.


ORDER OF THE PALLID MASK (Monk Kit)

The Order of the Pallid Mask is a group of Jergal's monks who specialized in combating the undead whose existence is not sanctioned by the church or who has proven to be troublesome - as well as their creators. They also are the supervisors of the skeleton and zombie work crews that the church sometimes ran to profit itself.

Advantages:

- +3 Hit and Damage against undead.
- May use the Disrupt Heretic ability. Starts at level 1 with one use and gains another every four levels up to five uses at level 19.

DISRUPT HERETIC:

During the next 5 rounds, every melee blow delivered by the Pallid Mask will give 1d8+5 points of damage and, unless a save versus Death is successfully made, a cumulative spell failure of 30% to the target. The effect lasts for 3 rounds and does not bypass either Magic Resistance or Mirror Image. The Pallid Mask have a +5 Thac0 bonus while using this ability.

Disadvantages:

- Alignment restricted to Lawful Neutral.
- Cannot use Lay on Hands.
- Cannot be resurrected.


I want to thank everyone that helped me build these kits, specially @Gwendolyne @kjeron @Grammarsalad and @subtledoctor

And all the modders of the community because most of what I did was based on reverse-engineering other mods and reading their tutorials (a special mention to @CamDawg here)

You can always find the latest upgrade here

Will of the Wisps - Shamanic enhancements

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

Some information from the readme:

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

Screenshots:







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

Spellhold Studios Download Link
ADDITIONAL DOWNLOAD LINK

About the the player initiated dialog of the mod BGNPC

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I know that the PID for romances go through a few phases, and the list of dialoges expands. Is it like this for other characters too? What triggers a new phase of PID from Imoen, or Montaron or Garrick for example? I randomly check them sometimes, and I sort of stopped checking between the bandit camp and cloakwood after not noticing anything changing.

Game Data Editing Tutorial (Hex Style) - Android Friendly

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Editing Infinity Engine Game Data (on Android)

COPYRIGHT: I have found this tutorial posted elsewhere with others taking credit! Beamdog forums has the only official and author authorized post. If you reproduce it, be courteous enough to give me credit - in fact, I insist on it. You must give credit to "Trasd" and link to this post. If you follow this very simple and reasonable requirement, you are free to repost it.

Please Note: These techniques work with any OS, but I chose to demonstrate on Android for the reasons sited.

It seems, once again, as far as convenience, Android users are left out in the cold. Specifically, I am referring to the Beamdog Infinity Engine game ports' modding and console cheats. I don't blame Beamdog in the least (in fact, I both praise them for their efforts and applaud them for their accomplishments), but it would be nice if we could enjoy the same benefits as players of other OSs!

I find it highly unlikely Android users will ever be able to load most Infinity Engine game mods or that all users will be able to get to the console. To help close the gap just a little, I've decided to write a couple tutorials on editing saved games. This is essentially what a saved-game editor does, we're just going to do it manually and, we're going to do it all on Android itself (these same techniques work perfectly well on other OSs, but there are usually much easier methods for those). Theoretically, you can change nearly all values associated with your characters (any dynamic game data, for that matter), but it can get very complicated. I'm going to keep the tutorials fairly simple. My goal is not to show you how to change every modifiable value in your game, but to give you the knowledge and techniques necessary to do this for yourself. For sanity's sake, though, I would suggest using these procedures for nothing more than simple game tweaks.

Be aware, you will be editing the games' raw data (I hesitate to call it hacking because I believe executable code is hacked, data is edited). Even keeping it simple, it's easy to get confused (hopefully not with this tutorial, though), I still do and I've been doing this stuff for over 35 years (see Notes at the bottom of this post)! Always make a backup (you only need to copy the files to somewhere safe). Also, be aware, sometimes problems won't show up until much later; simple changes can have unexpected and catastrophic consequences and sometimes, a cascading effect. If you have problems with your Beamdog Infinity Engine game after editing one of its files, do not (I repeat, do not) blame me or Beamdog or, bother them with bug reports (unless you can reproduce the problem with a clean game). You are on your own! Take responsibility for your own actions. OK, this was actually the disclaimer, but if I put "disclaimer" at the beginning, no one would read this paragraph!

If you are not technically inclined, stop here or proceed with extreme caution (I don't give specific step-by-step instructions on what I consider to be prerequisite knowledge). At a minimum, you will need to be able to manipulate hexadecimal values. If you decide to do this, you will need a hexadecimal editor and calculator (for my recommendations, see the app links below). If you are not comfortable with these procedures, you should be able to transfer the data to your PC, then edit it with a saved-game editor (I haven't tried this, but it should work fine).

The apps needed (or something similar) are:
  • A hexadecimal calculator (I use NeoCal*, but there are alternatives)
  • A hexadecimal editor (I use Hex Editor Pro*, but there may be alternatives, though I haven't found one)
* I link to and use the Pro version of these apps because I believe people should be paid for their work (and I hate ads), but some do offer a free and or ad-supported version.

I also suggest bookmarking the following sites:
  • BGII item code list (many of these item codes work across all Beamdog's Enhanced Editions (in theory) as they share the same engine)
  • IWD item code list (Sorcerer's Place)
  • Infinity Engine game data file formats, which give you a rough idea of where to look, what to look for, and its format and size (in this tutorial we're specifically interested in the CRE layout)
Don't worry if all this looks intimidating, this tutorial should, at the least, get you through editing your ability scores and manipulating inventory items. After that, you should be knowledgeable enough to proceed on your own.


Editing Ability Scores

Screenshots at the bottom.

This procedure can be used on both saved game files (BALDUR.gam) and character files (*.chr). One thing you need to be aware of (you can see this by examining the CRE file format linked above) is that ability scores are in a different order than they are presented in-game. Instead of: Str, Dex, Con, Int, Wis, then Cha, the data files store them as: Str, Str Bonus, Int, Wis, Dex, Con, then Cha. Since we will be using the ability scores to locate specific characters in the BALDUR.gam file (character names are not necessarily stored with their data), I suggest you write them down in the data file's order (translating them to hex at this point can save time). If you happen to have more than one character with the same ability scores, examine the data beneath the scores to help determine which toon you are viewing.

In this tutorial's example, we will be editing the Strength Bonus ability score in a BALDUR.gam file. Editing ability scores is quite easy. I will be using the following scores in the example (you will use your own toon's scores for your game, that's why we write them down), most likely, your values will be different than my example's:

Ability Decimal Hexadecimal
Strength1812
Strength Bonus311f
Intelligence100a
Wisdom110b
Dexterity1610
Constitution1812
Charisma808

For the example, lets say this is a Dwarven fighter and we want the strength bonus to be 100% (hex 64, aka 0x64). We need to change the 31 (0x1f) to 100 (0x64).
  1. Write down the ability scores of the character(s) you want to modify making sure to put them in the data file's order: Str, Str Bonus, Int, Wis, Dex, Con, Cha, then convert them to hexadecimal and put them together (side-by-side) [in the example, the resulting value would be: 121f0a0b101208 - from the hexadecimal column above]
  2. Open the BALDUR.gam save file you want to edit in Hex Editor Pro
  3. Search for the hex value of the toon you want to modify (the value you previously wrote down) keeping in mind that you usually only need the first three or four values to uniquely identify the character [in the example, we'd use 121f0a0b, then verify the rest (101208) in Hex Editor Pro's left pane to make sure we are working on the correct character]
  4. Tap the ability score you want to modify in Hex Editor Pro's left pane [in the example, we would tap 1f]
  5. In the resulting Edit dialog box, confirm the value displayed (to make sure you tapped the correct entry) and change it to whatever value you want (in hex) [in the example, we'd change it to 64 (hex for 100)]
  6. Tap the disk icon in the Edit dialog box to commit your changes
  7. Tap the disk icon in the menu bar to save the file
That's it! Open the game and verify your new ability score (make sure you load the modified saved game). If the toon's score is not what you expected, restore your backup and try again.


Manipulating Inventory Items

Screenshots at the bottom.

In this tutorial, we are going to add a Bag of Holding (BAG31) to our inventory! At the beginning of a game, I use this procedure to add a Find Familiar scroll (SCRL6D) to my main magic user's inventory so I don't have to worry about finding the spell or wasting a spell slot.

Rather than trying to calculate exactly where each inventory slot's data address begins (based off the CRE data format information linked above), which is fraught with danger, I'm going to teach you a much easier method. The best way I've found to insure I'm editing a valid address is to put a cheap, unique item into an empty slot before saving the game; a placeholder. I don't recommend using a stackable item, but if you do, make sure there is only one and not a stack (even if it appears to work with a quantity greater than one, the data will not be what the engine expects and this translates to trouble).

For the example, we will assume our Dwarven fighter (from the previous tutorial) does not normally carry a dagger and so, we'll use one as the placeholder. Grab an ordinary dagger (DAGG01) from somewhere in the game and put it into one of your character's inventory slots, then save the game.
  1. Use the procedure outlined in the previous tutorial to identify the character who's inventory you want to modify
  2. Open the BALDUR.gam file you want to edit in Hex Editor Pro
  3. Search for the hex value of the toon you want to modify (the value you previously wrote down) [in the example, if we continue with the modified Dwarven character from the previous tutorial, we'd search for the hex value 12640a0b (notice the 64 now, instead of 1f), then verify the rest of the scores (101208) in Hex Editor Pro's left pane to make sure we are working on the correct character]
  4. Look for DAGG01 (in Hex Editor Pro's right pane) below the ability scores (if you examine the CRE format, you'll see a character's inventory items are below the ability scores), it shouldn't be too far down
  5. In the left pane, tap on 44, the capital letter D's hexadecimal value (this should be on the same row as the 'D' in DAGG01 you found in the right pane - count the spaces if needed to insure you're editing the correct 'D' if there is more than one on that row, the correct one begins the "44 41 47 47 30 31" sequence), and you will get Hex Editor Pro's Edit dialog box
  6. In the Edit dialog box, tap the small white down-arrow and select the ASCII radio button (the 44 on the edit line will change to the letter D)
  7. Change the 'D' to a 'B', then to get to the next value, tap the '>' icon in the dialog box (Item codes are case-sensitive: there are a few Bag of Holding codes, but from my experience, BAG31 is the only one that works correctly)
  8. Continue changing DAGG01 to BAG31 until you get to the final '1' and, as the Bag of Holding code is shorter than the dagger's item code, be sure to replace the final '1' in DAGG01 with 00 (do not use the space bar, either switch back to hex and enter 00 (zero zero) or just delete the value from the edit line altogether (Hex Edit Pro will replace an empty edit line with 00), this final value must be 00 in the left pane); in the right pane, "DAGG01" should now be replaced with "BAG31." (zero zero from the left pane is represented as a period in the right pane) and in the left pane, "44 41 47 47 30 31" should now be "42 41 47 33 31 00"
  9. Tap the disk icon in the Edit dialog box to commit your changes
  10. Tap the disk icon in the menu bar to save the file
That's it! Open the game and verify your new Bag of Holding (make sure you load the modified saved game). If something did not work, restore your backup and try again.

Do not try to add quest items with this method - it will not work (no triggers are activated) and will usually result in a corrupt game. You've been warned.


I hope this helps! Remember, with knowledge comes responsibility. Be careful as you can easily make the game boring by over-powering your party.

If any part of these tutorials is unclear or if you find a mistake, please send me a PM so I can correct it.

Have fun!


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Notes

One of the ways working on raw data can become confusing is in an understanding of which method a system chooses to store its values in memory. All Android devices (from my understanding) use a technique called little-endian, though strictly speaking, they don't have to (it depends upon a number of factors). This topic is far to complicated for me to try to explain here, so I will just give an example and leave it to you to explore further, if you feel the need.

Lets say your party currently has 964 (0x03c4) gold pieces and you want to change it to 2000 even (0x07d0). The easiest way would be to simply search for your current number of gold pieces and change the value, but because the data is stored in little-endian, you have to reverse the hexadecimal numbers (this is because the value here is 2 bytes wide, not 1, like with ability scores). Instead of searching for 03c4, you'd have to search for c403 (the bytes in the word are stored with the least significant byte at the lowest address) and replace it with d007! I told you it can get confusing! For numbers that are larger than a single byte (greater than 8 bits: 4 bits = a single hexadecimal digit), just remember to reverse the hexadecimal values (the hex digit pairs) when manipulating them.

[mod] Weasels!

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I would like to present you my little mod, a tiny one, but written with love to certain kind of creatures: Weasels!


Weasels! Mod for BG:EE / BG2:EE / IWD:EE
_________________________________________
Author: Lava Del'Vortel

INTRODUCTION:

The Infinity Engine games always needed more weasels, right? That's why I've decided to create this mod. It introduces 5 weasel-themed items to BG:EE / BG2:EE / IWD:EE and also adds 4 new spells (1 arcane spell for mages / wizards / bards, 1 shared by both arcane and divine casters, and 2 divine spells for druids / shamans / rangers) which are available through both character creation and scrolls you may find during your adventures.

Warning: Those who dislike weasels should should avoid this mod. Seriously, there are probably other interesting mods that suit you far more, and won't make your games smell of musk.

INSTALLATION:

The mod must be unzipped to your game directory, just as any other WeiDU mod. Run the Setup-Weasels!.exe program and simply follow the instructions thereafter.


Thanks to modders that helped me to release this project: @Artemius_I, @swit, @argent77
The mod is available in English and Polish.

Enjoy weasel magic!

[MOD] Unhide Chargen Options

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Version 1.0



The EE 2.0 update brought with it the new practice of hiding unavailable character choices during character creation. This means, for instance, that if you choose the halfling race, in class selection you will only see the 4 classes that are available to you and none of the disabled options, where in previous game versions you could see all the disabled options. As you can probably tell, I'm not a fan of this new behavior. So I made this.

The lazily named Unhide Chargen Options mod restores the original chargen behavior, showing disabled character options to you during character creation. It does not change which options you can choose, only which ones will show up (as in, all of them).

The following previously hidden options are restored:
  • Classes excluded by your race selection
  • Kits excluded by your race selection
  • Alignments excluded by your class/kit selections
  • Weapon proficiencies excluded by your class/kit selections

Install:

1. Download the zip file from the bottom of this post and unzip it into your override folder


2. Backup your UI.menu file, then open it up for editing


3. First, we'll make the race, class, kit, alignment, and racial enemy list rows a bit narrower so we can fit more options in there.

3a) Search for all instances of "area 0 0 340 44" (without quotes) and replace them with "area 0 0 340 32".

3b) Search for all instances of "rowheight 44" and replace them with "rowheight 32".


4. We need to ensure that the mod maps out all the available character options at the start of the character creation process. Search for the following code segment:
name 'CHARGEN' align center center ignoreescBelow it, insert the following code:
onOpen "generateAllChargenOptions()"


5. Now we'll make some changes to the class menu to restore the hidden classes. Search for name 'CHARGEN_CLASS'

5a) A few lines below, replace the onopen segment (the whole line) with the following code:
onopen " lastChargenClass = nil currentChargenClass = nil if (createCharScreen:GetCurrentStep() == const.STEP_DUALCLASS_CLASS) then allChargenClasses = chargen.class allChargenOptionsGenerated = false end "
5b) A few lines below, replace
text lua "Infinity_FetchString(chargen.class[rowNumber].name)"with
text lua "Infinity_FetchString(allChargenClasses[rowNumber].name)"
5c) Directly below the label segment that includes the above line, insert:
label { area 0 0 340 32 rectangle 1 rectangle opacity 180 enabled "getClassDisabled(allChargenClasses[rowNumber].id)" }
5d) Two lines below, replace the action segment (including the two quotation marks and everything between them) with:
actionUpdate " if (allChargenClasses[currentChargenClass] and getClassDisabled(allChargenClasses[currentChargenClass].id)) then currentChargenClass = lastChargenClass else lastChargenClass = currentChargenClass end if (allChargenClasses[currentChargenClass]) then createCharScreen:OnClassSelectButtonClick(allChargenClasses[currentChargenClass].id) end "
5e) Scroll down to
table "chargen.class"and replace it with
table "allChargenClasses"
5f) Scroll down to
text lua "classOrGeneralHelp()"and replace it with
text lua "getClassHelpText()"


6. Now we'll unhide the hidden kits. Scroll down to name 'CHARGEN_KIT'

6a) Insert just below the above line:
onopen "lastChargenKit = currentChargenKit"
6b) A few lines below, replace
text lua "Infinity_FetchString(chargen.kit[rowNumber].name)"with
text lua "Infinity_FetchString(allChargenClasses[currentChargenClass].kits[rowNumber].name)"
6c) Directly below the label segment that includes the above line, insert:
label { area 0 0 340 32 rectangle 1 rectangle opacity 180 enabled "getKitDisabled(allChargenClasses[currentChargenClass].kits[rowNumber].id)" }
6d) Two lines below, replace the action segment with:
actionUpdate " if (allChargenClasses[currentChargenClass].kits[currentChargenKit] and getKitDisabled(allChargenClasses[currentChargenClass].kits[currentChargenKit].id)) then currentChargenKit = lastChargenKit else lastChargenKit = currentChargenKit end if (allChargenClasses[currentChargenClass].kits[currentChargenKit]) then createCharScreen:OnKitSelectButtonClick(allChargenClasses[currentChargenClass].kits[currentChargenKit].id) end "
6e) Scroll down to
table "chargen.kit"and replace it with
table "allChargenClasses[currentChargenClass].kits"
6f) Scroll down to
text lua "kitOrGeneralHelp()"and replace it with
text lua "getKitHelpText()"


7. Now we'll do the same for the alignment menu. Scroll down to name 'CHARGEN_ALIGNMENT'

7a) A few lines below, replace the onopen segment with the following code:
onopen " lastChargenAlignment = nil currentChargenAlignment = nil "
7b) A few lines below, replace
text lua "Infinity_FetchString(chargen.alignment[rowNumber].name)"with
text lua "Infinity_FetchString(allChargenAlignments[rowNumber].name)"
7c) Directly below the label segment that includes the above line, insert:
label { area 0 0 340 32 rectangle 1 rectangle opacity 180 enabled "getAlignmentDisabled(allChargenAlignments[rowNumber].id)" }
7d) Two lines below, replace the action segment with:
actionUpdate " if (allChargenAlignments[currentChargenAlignment] and getAlignmentDisabled(allChargenAlignments[currentChargenAlignment].id)) then currentChargenAlignment = lastChargenAlignment else lastChargenAlignment = currentChargenAlignment end if allChargenAlignments[currentChargenAlignment] then createCharScreen:OnAlignmentSelectButtonClick(allChargenAlignments[currentChargenAlignment].id) end "
7e) Scroll down to
table "chargen.alignment"and replace it with
table "allChargenAlignments"
7f) Scroll down to
text lua "alignmentOrGeneralHelp()"and replace it with
text lua "getAlignmentHelpText()"


8. Finally, we need to restore the hidden proficiencies. Search for name 'CHARGEN_PROFICIENCIES'

8a) A few lines below, replace the onopen segment with the following code:
onopen " currentChargenProficiency = nil currentChargenThiefSkill = nil ticksPassed = 0 ticksStarting = 0 if (chargen.levelingUp or (createCharScreen:GetCurrentStep() == const.STEP_DUALCLASS_PROFICIENCIES)) then allChargenProficiencies = chargen.proficiency allChargenOptionsGenerated = false profRowDict = nil else translateProficiencyRows() end "
8b) Scroll down to
text lua "Infinity_FetchString(chargen.proficiency[rowNumber].name)"and replace it with with
text lua "Infinity_FetchString(allChargenProficiencies[rowNumber].name)"
8c) Search for all instances of
chargen.proficiency[rowNumber].valueand replace them with
getTranslatedProficiencyValue(rowNumber)
8d) Scroll down to
frame lua "getPlusFrame(7)"and insert below it
enabled "getTranslatedProficiencyEnabled(rowNumber)"
8e) Scroll down to
frame lua "getMinusFrame(8)"and insert below it
enabled "getTranslatedProficiencyEnabled(rowNumber)"
8f) Search for all instances of
chargen.proficiency[currentChargenProficiency].idand replace them with
getTranslatedProficiencyId(currentChargenProficiency)
8g) Scroll down to
table "chargen.proficiency"and replace it with
table "allChargenProficiencies"
8h) Search for
text lua "proficiencyOrGeneralHelp()"and replace it with
text lua "getProficiencyHelpText()"


9. Just kidding, there's no 9. You're done. Congratulations!

Request on how to remove the spell failure concentration check

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I believe that EE brought a new concentration check to whether or not you fail spellcasting


Taken from the release notes:
Spellcasting Failure
The way that spellcasters fail after taking damage has
been externalized to CONCENTR.2da. By default, any
damage a spellcaster takes will cause them to fail their
spellcasting.
CHECK_MODE
0 Any damage
1 (1d20 + luck) vs. (spell level + damage taken)
2 (1d20 + Concentration ) vs. (15 + spell level)
Note from the Developers: This is inspired by a feature
from ToBEx. Be aware that Baldur's Gate games have
no Concentration skill; using that option will use a basic
1d20+luck formula for the caster's check.


I thought any damage taken in the original BG2 resulted in failure, is there any way to change the behaviour to back to the original?

Thank you

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

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Introducing The Tweaks Anthology, Beta 1 2 3 4

edit: Now at beta 4

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

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

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

Download Beta 4: Windows | OS X | Linux
Readme

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