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[MOD] Portraits Portraits Everywhere (for BG1EE, SOD, BG2EE, IWDEE, EET)

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by @Smeagolheart and @bob_veng
Preview
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WHAT IS IT?:
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Portraits Portraits Everywhere (PPE) - core component
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The core component of this mod adds portraits to speaking NPCs in the Enhanced Edition Infinity Engine games. It can be installed on multiple platforms including Enhanced Edition Trilogy (EET), Baldur's Gate 1 Enhanced Edition including Siege of Dragonspear, Baldur's Gate 2 Enhanced Edition, and Icewind Dale Enhanced Edition. The mod can add representative portraits for all 4617 speaking creatures throughout these games so that when you speak to them, these NPC characters that inhabit these rich worlds will appear a little bit more alive.

If any of the portraits are not to your satisfaction due to quality or you feel that the portrait does not match the in game NPC, feel free to post on the forums for potential inclusion in future updates. If there is a future patch to
the game, it's a good idea to reinstall this mod. Keep in mind that when installing or reinstalling this mod, NPCs on areas you've previously visited won't get portraits, but areas and NPCs you have not yet visited will get portraits.

If you start a new game, then all NPCs that should get portraits will get them.

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Category Portraits (Recommended)
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This mod has an optional Category Portraits component to assign portraits from a pool of random portraits to actors that are not assigned specific portraits by the main component. This component is highly recommended and covers beings that are genericly named. For example, human characters named "Thief" or "Mugger" will get portraits from the male or female Rogue pool, characters named "Commoner" or "Peasant" will get portraits from the commoners pool, and "Drow" will get portraits from either the male or female Drow pool. There are more than ninety pools of random portraits that range from a few portraits to over 20. There are more breakdowns for groups of Humans than there are for other races. Please note that you may get repetition in portraits if you speak to multiple characters as once a pool of portraits is exhausted, then an additional round of picks from the portrait pool will be assigned to additional NPCs.

There are two ways to install the Category Portraits component - Sequentially or Randomly. If you install the component 'Sequentially' then Portraits from the Pool are assigned in numerical order to allow for reproducible results. That means that when you speak to "Mugger" in the dark alley, he should look the same if you were to reinstall the mod. There is also a Random option to grab a random portrait from the pool so that our friend the "Mugger" might get a different portrait if this component was installed a second time. If the random option is selected then a random pick will be selected. The way the random picked works is that all possible numbers from a pool are used before a second pick of the same number is picked meaning that you should not get random picks out of a group of 5 with the same number being used until all 5 of the portraits have been picked.

This is optimized for vanilla supported games but you might get some decent results for mod added characters. For example if installed after other mods, then matches from those mods of characters specifically named "Mugger" would get portraits from the Rogue pool. Please note that how other mods name or code their creatures or whether they name their rogue characters specifically "Mugger" or one of the other matching keywords is beyond my control - results may vary. Due to the varying coding standards in mods and the vast number of potential mods available, there is little chance that this component will act perfectly for mod added NPCs but it will do the best that it is able to do. An example of where the component would not act perfectly is a a character for a mod that works for Baldur's Gate 1EE that describes a human as a Half Orc through dialogue. Mods made for Baldur's Gate 1 do not support Half Orcs because there were not a playable race and that character would appear human to the engine and would get a human portrait.

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Isandir's CHARNAME Portraits
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A beautiful portrait pack by Isandir in a style similar to vanilla BG1 and BG2 portraits.
Preview of some of the portraits:

image

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Replace Low Quality TOB & SOA Portraits
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This component, for Baldur's Gate 2 Enhanced Edition, replaces legacy portraits included with the game for Bhaalspawn. The portraits that
are replaced are generally low quality 38x60 size and are replaced with beautiful 169x266 portraits created for the Enhanced Edition
engine.

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Edwin/Edwina
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This component, for Baldur's Gate 2 Enhanced Edition, gives Edwin a female portrait once he completes the Nether scroll ritual. The portrait
was created by Syntia13 and is based on the default portrait for Edwin in Baldur's Gate 2. This is highly recommended but optional. If
you've replaced the portrait for Edwin with a custom one, you might not want to load this component.

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Ust Natha Drow NPCs
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This component, for Baldur's Gate 2 Enhanced Edition, provides drow versions of vanilla NPC portraits. This is highly recommended but
optional. The code to transform the portraits was thoughtfully provided by K4thos. Most of the drow versions of NPC portraits are by
Isandir. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.

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Vampire NPCs
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This component, for Baldur's Gate 2 Enhanced Edition, provides vampire versions of vanilla NPC portraits. This is highly recommended but
optional. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.
"Vampirized" NPC portraits provided by lefreut.

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CREDITS and Additional Information
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This mod is based on older mods for Baldur's Gate prior to the EE editions had mods that included small portraits for some NPCs. The pictures in these mods are lower resolution than the ones carefully selected for this mod. Some of these older mods for classic Baldur's Gate with smaller pictures that directly inspired this project are:
Gerri's BGT NPC Portraits ( https://kerzenburg.baldurs-gate.eu/downloads.php?id=69 )
BG1NPC ( http://www.gibberlings3.net/bg1npc/ )

Sources of the pictures include Neverwinter Nights portraits found online, searches for baldur's gate and IWD portraits, and as a last resort search engines were used to round out the collection.

If there are any particular portraits that need to be removed you don't wish them to be featured in this work, let me know and the pictures will be removed. If you have any suggestions for submissions or changes, please feel free to comment in the discussion forum.

This mod is distributed freely and not for any commercial purpose non-profit. This mod was not developed, supported, or endorsed by BioWare, Interplay/Black Isle, Beamdog or any other official agency. Portraits remain the copyright of their respective rights holders.

If there are any copyright issues or this statement needs revision then please contact me to let me know what to do
about it. The purpose of this mod is not to make money but to advances knowledge and progress of the arts through the addition of something new onto a great game.

Special thanks to bob_veng on the baldur's gate.com forums for assistance recoloring, adjusting, selecting and creating new portraits for this mod.

Thank you all and enjoy,
Smeagol

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Technical Details and how you can add your own portraits
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All pictures are 169x266 or greater.

The table in (mod folder)\tbl\bgee.tbl lists the creatures/actors and portrait name.
You can reference the creature name to the actor in tools such as NearInfinity.

The Portrait names in the tbl are filenames in the portrait folder.
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KNOWN ISSUES
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None at this time
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Thanks everyone you know who you are, I hope you appreciate the hard work of the artists as I do.

Additional thanks to lynx and argent77 from Gibberlings3 Forums for coding assistance.
Thank you to Mr2150, Cahir, AstroBryGuy, Thels, lefreut, swit, K4thos, Syntia13, Isandir and others for their input
and assistance on the Baldur's Gate Forums.

The mod name was suggested by Cahir.
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v1.01 21 Sept 16
- Updated 57 portraits with bob_veng

v.1.00 08 Sept 16
- Updated 42 portraits with bob_veng
- revised code for Isandir's CHARNAME Portraits component

V.0.99 03 Sept 16
- Downgraded Weidu from beta version to stable version 239
- Added additional install components
Isandir's CHARNAME Portraits
Replace Low Quality TOB & SOA Portraits
Edwin/Edwina
Ust Natha Drow NPCs
Vampire NPCs
- Modified & replaced a few portraits with bob_veng

Version History:
V0.91 20 Aug 16
- Fixed a few entries

V0.90 20 Aug 16
- Initial Release

Some EE Keeper "Effects" Questions.

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I have been teaching myself a few things mostly successfully however there are a few questions I have if anyone has the answer which I seem to be stuck on. I am trying to do these things with effects/save editing solely and not creating modded items for ease of use.

Question One:
Colour: Change by RGB [8]

its asking for,
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)


Issue is I cant seem to figure out what values its asking for. Simply inputting RPG values eg: "108236108" for a R108 G236 B108 dosnt work. Likewise if you have a colour that has values less then 100 there is no way to distinguish them as 0 at the start just removes the digit. I Also tried Hexadecimal "6CE26C" however Letters arent an accepted input, and I tried Decimal "7135852" colour codes, however that also seems to produce the wrong colour.


Question Two:
Item: Create Item in Slot [143] &/or Item: Create Magical Weapon [111]

Im creating a non humanoid NPC and was wanting to give them the "magical Weapon" icon similar to there race. EG how wolf has paws or the bear shape change has claw icons. I am able to correctly make it show in game and work correctly. However even know I set it as "Cannot Dispel/Can Bypass Resistance", the "magical weapon" icon can be dispelled and the effect is removing itself. I have seen a bug report saying that the icon in general can be removed from things like transformations or shape change. So im guessing this isnt something I cant fix with effects alone and is an unavoidable bug if im just using effects?

Question Three:
Shape change, Appearance or Graphics: Polymorph into Specific [135]

These next two related things im pretty sure I cant do with effects alone but I thought I would ask anyways.

1: Character voices still play even when they are a different creature appearance. I cant figure out a way to make them sound like a wolf or whatever animal. Likewise they keep talking with there voice set when you click/move them around. Im guessing this is impossible to change as its based on there "class/race" being the same as the creature you want them to be? But thought I would ask. I know I can just override and delete there voice sets but I dont want to do something that drastic. And I want to keep them with the stats of the class/race I have chosen.

2: Likewise, Is there a way to make the paperdoll in the inventory look different then the appearance in the game world? EG: Look like a human in the world but a bear in the inventory. Every thing I have read so far says they are linked and cant be changed but thought I would ask anyways.


Question Four:

Usability: Item Usability, Item: Can't Use Item [180], Item: Can Use Any Item [302] and Item: Can't Use Itemtype [181].
I can easily let a player use any item, or specific items. But I cant let them use a class/type of items I choice easily.

So for example currently If I want to let a cleric use spears I need to give them "Use Any Item" then set each weapon type(Sword/Bow/etc) I want to block using "Can't Use Itemtype". However this still allows them to use alignment or misc class restricted items. EG: The cleric can use bard items as they are counted as Misc and I cant just block all Misc, or if there is Armour only for monks I cant block Monk Armour as it will block ALL Armour. Im not sure if there is something easy im missing But I have a feeling I cant with effects alone. I know I can block items on a item by item bases but that could be like 50 effects blocking each item and that is going to be a pain and time consuming.

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Well these are my questions so far, I have tried searching online and in the forums but unless im just searching for the wrong terms I cant find an answer. Thanks for any help or feedback!

[MOD] Lefreut's enhanced UI (for BG1EE, BG1EE+SoD, BG2EE and EET)

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Hello,

This mod contains the full UI.menu (and resources) and should be used only if you don't have any other UI modifications. Otherwise, I publish most of the individual tweaks in this forum and you can install them with @AncientCowboy mod.

Installation:

Download the archive here.
This mod is compatible with BG1EE, BG1EE+Sod, BG2EE and EET.

Content:

Improved start screen

Background image by @Pecca.

Improved character creation screens

Modify the character creation screens to something closer to the v1.3 look.










Improved main screen

Lot of tiny changes: alignment of buttons, removal of button I don't use, ...

Dialog box tweaks

From here.

Improved inventory screen

From here.

Improved record screen

Mix between the mockup from this discussion and the 1.3 look.



Item description tweaks

Using this scrollbar.



You can directly identify item from this screen, you no longer have to open a popup.

Store screens tweaks

From here and with this.

Customize screens tweaks

From this post and with this.

Loot screen tweaks

Use scrollbar instead of buttons.

World map tweaks

Left click on the map icon to open the area map.


Right click on the map icon to open the world map.

Load / Save screens

Restore the load and save screens to the v1.3 look.

Options screens

Restore and improve the options screens.








Journal screens

Restore and fix the journal screens.



Mage/Priest spells screen

Redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla.




Restored confirmation prompt before un-memorizing a spell.


Spell description is opened by right-clicking the spell and showed on the other side of the book.


Contingency screen.

Level-up indicator

From here.

Other tweaks

Tooltip image from here.
Back button on levelup from here.
Tweak popup with modified image from v1.3:

Fix journal popup when the text is too long:

Pick party screen:


There are probably other tiny changes that I forgot.

EET compatibility

The UI.menu is compatible with EET.


Changelog:
v2.2: Restore 'Pick for me' button in mage spell selection.
v2.1: Add keyboard shortcut in character creation (Shift: Change Gender. R: Reroll S: Store C: Recall). Restore sound in the mage book/priest scroll when changing spell levels. New install option (Single Click to Map Travel).
v2.0: Revert journal fixes. Add scrollbar to spell screens. Add install options (choose font, disable item comparison, reverse button position).
v1.9: Journal fixes thanks to @HaHaCharade.
v1.8: Fix small portrait aspect ratio. Re-add stats cheat.
v1.7: Journal and journal popup fixes. Add missing sound on some button in character creation. Properly hide the background image when closing dream sequences.
v1.6: Fix Ctrl+Key shortcut. Fix right-click on portrait when journal is open. Fix click on journal popup not always selecting the correct category. Minor character creation tweaks.
v1.5: EET bug fix.
v1.4: Reencode pvrz to fix glitches with scaling on. Fix tooltip with scaling on. Fix unlearning spells. Reduce min height for dialog box. Spell trigger fixes. Add keyboard scrolling to portrait picker.
v1.3: Quickloot fix.
v1.2: Do not show item comparison if nothing changes. Fix gender filtering in portrait picker. Fix crash in portrait picker. Reduce dialog min size.
v1.1: Fix text position in graphic options. Play movie button should be clickable only when something is selected. Customize appearance should always select current portrait. Closing journal should un-pause. Journal should not have empty section. Revert button position in Worldmap. Tweak some elements positions.
v1: Mage spells screen tweaks. Weidu mod.
v0.9: Journal popups can be scrolled. Priest spells screen tweaks. BG2 vanilla priest spells bam. Convert PNG to PVRZ. Compatibility with BG1EE and BG1EE+SoD.
v0.8: Import screen. Better fix to hardcoded keyboard shortcuts. Fix dialog box to not prevent clicking at bottom map border to move to another area.
v0.7: Character creation screens (+ portrait picker). Do not hardcode the keyboard shortcuts. Fix wrong chapter screen.
v0.6.1: Fix scrolling.
v0.6: Fix quickloot position. Make the movie screen modal. Restored Journal screen.
v0.5: Fix glitch reported by @Elfenix. Revert Done/Cancel buttons order. Restore some popup images. Tweak options screens.
v0.4: Tweak several minor screens (map note, item abilities, journal popup, import, pick party, ...)
v0.3: Restored Load/Save screens. EET compatibility. Update dialog box tweak. Tweak popup. Fix some wrong tooltip.
v0.2: Fix bug reported by @switchza (message box incorrectly resetting to the top). Improved record screen. Minor tweaks to the start screen.
v0.1: Initial release.

Temple of Elemental Evil: Icewind Dale Total Conversion

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Greetings all.

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

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

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

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

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

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

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

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

[Mod] New Refinements (v4?) beta release

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

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

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

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

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

[MOD] -Scales of Balance- a post-hac tweak mod

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THIS MOD IS deprecated REVIVED!!

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

This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:

- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks (in 2 parts)
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul

That's it!

Full Readme:

https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md
...

If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:

https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2

But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :)

Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.

Cheers!

Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:

Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest

Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest

Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues

NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone

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HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866

DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")

README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html

What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.

This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.

I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.

Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.

A very general idea of what the mod contains (not in this order):

1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique

2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)

3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)


A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

[MOD] Journal Portrait Conversations for PSTEE

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This Mod will make it so when you initiate dialogue, it will show a portrait that is scaled down to half size of the appropriate bestiary entry that is located in your journal.

Example:
image

In the future this will probably be integrated into Portraits Portraits Everywhere.

Please note the following:

- Portraits for dialogue will not show up in PSTEE without modifying the UI. This can be done manually, or you can install this component to copy over a pre-modified UI.menu. If you do copy it over, it will overwrite any custom ui.meu you may already. Instructions on how to manually do this are in the readme if you don't want to overwrite a custom ui.menu.

- This will behave differently on a games in progress and a new game. When installing or reinstalling this mod on a game in progress, NPCs in areas you've previously visited won't get portraits, but areas and NPCs you have not yet visited will get portraits. If you start a new game, then all NPCs that should get portraits will get them.


Important: Please do not distribute the included WeiDU binary! This is an unofficial version which contains experimental code and may contain bugs or other incompatibilities.

Version History:
v0.52 19 Apr 17
-Added code to copy over NPC portraits to alleviate stretched portrait issue on existing games

v0.51 16 Apr 17
-Added code to modify UI.menu by patching instead of overwriting by argent77

v0.50 16 Apr 17
- first Release, no weidu for UI.meu


Additional screenshots:

image
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Here is a link to the .pstoverride file for iOS users provided by @AstroBryGuy
Be sure to note that this is only for the current patch and that uninstalling the mod on iOS requires uninstalling/reinstalling the PST:EE app.

[mod] Southern Edge - Athkatla's new district

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After so many plays, I realized Athkatla got a bit boring, so I decided to make a new district to make the city more interesting. It's called the Southern Edge and is the "minor" city gate in the southern part of the city wall. Some merchants use this place to for the transporting their goods.


Southern Edge is a new district for our favorite BG2 city - Athkatla - available from the very start, once you talk to Gaelan and hear his offer. The mod is to make the first hours of the game more interesting, as some player might have got bored with doing the same quests over and over again. The area isn't as big as Slums or as Bridge District, but it includes a main quest introduced by a halfling name Mairo and a series of mini-quests and encounters introduced by both some new characters, and some you might have met before.
There are also some nice bits every district should have - a small shop, a tavern, some commoners, a temple, some troubled men and women... what else do adventurers need, right?
It's not a big mod, but it should entertain you for a moment or two. I hope that the Southern Edge will become a nice stop for you, Bhaalspawn, and your trusted group.



The mod is now compatible with EET and old BG2.




SHS Thread

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

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Introducing the Ishlilka mod for BG!

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





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


What you can expect:

At least two banters with every companion in BG1.

A friendship and romance path.

A unique quest for BG1 and SOD.

Various interjections at different points in the game.

A balanced front liner with a unique ranged weapon.

FORESHADOWING!

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

Some tips:

Should be fully compatible with other BG1/SOD mods.

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

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

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

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

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

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

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

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

SETUP INSTRUCTIONS:

1) Install into game directory.

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

3) start the setup executable.

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

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

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

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

[MOD] - Portrait Picker for BGEE+SOD and BG2EE (v2.1+)

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So... I finally got around to finishing a few things off with the Portrait Picker. And here's the first official launch!

Manual fix for v2.3:

BG1EE+SOD (non-scaled) and BG2EE = For v2.3 of the games you will need to make one slight amendment to ensure compatibility. After installing as per the instructions - go in to the UI.menu file in a text editor and search for 'rectangle 5' ... there should be only one instance in the whole file. Change this to 'rectangle 6'.


Screenshots:






Thanks to everyone that's helped me along the way! I really appreciate it.

Features:

- For v2.1+ of BGEE+SOD and BG2EE
- Updated Interface
- Supports scaled/non-scaled interface
- Supports French, Czech, German, Italian, Polish, Brazilian Portuguese and English
- Ability to give descriptions to all default portraits
- Ability to give descriptions and genders to all custom portraits
- Filters portraits by Male & Female
- Ability to make portraits appear in both Male/Female lists
- Ability to exclude portraits
- Four sorting options: Default > Custom, Custom > Default, Alphabetical and Reverse Alphabetical
- Powerful searching: Two filters supporting simultaneous AND filtering and toggles to turn them individually into NOT filters (eg search for Mage AND elf, or search for NOT Dwarf AND NOT Cleric)
- Automatic registration of portraits available via WEIDU installer
- Large / Medium portrait management to allow different portraits to appear in the character screen vs sidebar
- Comprehensive Instructions with pictures for installation
- Coming soon: a graphical interface for creating and editing the M_BG.lua


To make the most of the portrait picker you will need to edit the M_BG.lua and M_nicks.lua files manually with descriptions. This does not need to be done straight away.

If there are any questions, suggestions, or problems, please let me know!

To Install: Just download Portrait Picker v1 .zip and follow the instructions.

[Mods] Awesome Soundsets Mods Master Thread. Custom Soundsets for BGEE, BG2EE and IWDEE

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-Overview-
The "Awesome Soundsets Volumes" are collections of sound sets with subtitles that can be used for player characters in Baldur's Gate 1 Enhanced Edition, Baldur's Gate 2 Enhanced Edition or Icewind Dale Enhanced Edition.

* At the moment Siege of Dragonspear is not supported.


-Here are all the collections I've made-
So far I've made 4 collections that add an additional 74 soundsets to your games.
Download links and descriptions are below.

Volume 1: Baldur's Gate 1 NPC Soundsets


image

Ajantis Ilvarstarr: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jason Marsden
Alora: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Amber Hood
Coran: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Brian George
Eldoth Kron: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Neil Ross
Faldorn: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Heidi Shannon
Garrick: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Dee Bradley Baker
Khalid: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jim Meskimen
Quayle: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Safana: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Diane Pershing
Shar-Teel Dosan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jennifer Darling
Skie Silvershield: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Grey DeLisle
Tiax: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: John Mariano
Xan: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Jeff Bennett
Xzar: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Frank Welker
Yeslick Orothair: (c) 1998 Black Isle Studios, Interplay Entertainment, voice actor: Bill Farmer

Pictures
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Volume 2: IWD2 Soundsets


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42 Soundsets from Icewind Dale 2 (and IWD 1)

Volume 3: Planescape Torment NPC Soundsets


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Annah-of-the-Shadows: (c) 1999 Interplay Entertainment, voice actor: Sheena Easton
Dak'kon: (c) 1999 Interplay Entertainment, voice actor: Mitch Pileggi
Fall-From-Grace: (c) 1999 Interplay Entertainment, voice actor: Jennifer Hale
Ignus: (c) 1999 Interplay Entertainment, voice actor: Charles Adler
Morte: (c) 1999 Interplay Entertainment, voice actor: Rob Paulsen
The Nameless One: (c) 1999 Interplay Entertainment, voice actor: Michael T. Weiss
Vhailor: (c) 1999 Interplay Entertainment, voice actor: Keith David

Pictures

Volume 4: Monkey Island Soundsets


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Cutthroat Bill: (c) 1998 Lucasarts voice actor: Gregg Berger
Elaine's Cook: (c) 2002 LucasArts, voice actor: Patrick Pinney
Edward Van Helgen: (c) 1998 Lucasarts, voice actor: Michael Sorich
Guybrush Threepwood : (c) 1998 LucasArts, voice actor: Dominic Armato
LeChuck and LeChuckie: (c) 1998 LucasArts and 200voice actor: Earl Boen
Mort the Gravedigger: (c) 1998 LucasArts, voice actor: Roger Behr
Murray: (c) 1998 LucasArts, voice actor: Denny Delk.
Pirate #1: (c) 1998 Lucasarts, voice actor: George DelHoyo
Rene Rottingham: (c) 1998 Lucasarts, voice actor: Tom Kane
Wally: (c) 1998 Lucasarts, voice actor: Neil Ross

Pictures



Here's a link to a mod shell so that you can make your own soundset collections with subtitles

Awesome Soundsets Vol. 0 Soundset Mod Shell
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If you enjoyed any of the soundsets and you do not already own the game that the soundsets come from, you are largely encouraged to buy the related games, both because they're excellent games on their own, and because this way you're giving something back to the game developer.
If you are interested in contributing to these mods or have suggestions, please post below

"Awesome Soundsets" Volumes feature up to 33 sounds w/ subtitles in IWDEE, 25 in BGEE, and 29 in BG2EE. The default soundsets in IWDEE feature 25/33 sounds and BGEE default soundsets only use 15/25 sounds. Soundsets added with this mod use up to the maximum number of sounds - depending on if appropriate sounds are available.

The weidu installer will install the correct number of sounds possible with subtitles for each different installation. Using weidu you can also add and remove individual soundsets as you like.

This thread can be used to request soundsets, commentary, to report problems or even just to let me know that you like these.

BG1NPC v22.8

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

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

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


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

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


Changes for Version 22.8 - 2017-03-25

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


Changes for Version 22.7 - 2017-03-01

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


Changes for Version 22.6 - 2017-01-28

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


Changes for Version 22.5 - 2017-01-08

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


Changes for Version 22.4 - 2017-01-04

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


Changes for Version 22.3 - 2016-04-16

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


Changes for Version 22.2 - 2015-12-12

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


Changes for Version 22.1 - 2015-12-01

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


Changes for v22 - June 14, 2015

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


Changes for Version 21 - February 10, 2015

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



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

[question] unidentification of items

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Is it possible to unidentify an item if it is given to a party member of the wrong class?

I was thinking this could work, but then I would need to put the script block in dplayer.bcs, and it would only work if AI is enabled, right? Or I would need to put it in baldurs.bcs if it always needs to be enabled

If
Hasitem itemnr
Partyhasitemidentified itemnr
Myself class is not mage
Then
Takeitemreplace itemnr original itemnr
End

[MOD] Reveal Hidden Gameplay Options (for all EE games patched to v2.0 or higher)

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Reveal Hidden Gameplay Options


Download: Reveal Hidden Gameplay Options (latest)

Overview

The Enhanced Editions provide a great number of settings that are not directly accessible in the in-game options menu, but instead have to be manually enabled or disabled in the game's configuration file which might discourage less computer-savvy players from using them at all.

This mods adds a number of useful options directly to the game, which includes the (in)famous debug console, various graphics and feedback settings, and more.

The mod is available in English, French, German and Portuguese.

Compatibility

The mod supports all Enhanced Edition games patched to v2.0 or higher, which includes BG:EE, BG:SoD, BG2:EE, EET and PST:EE. It is also compatible with Pecca's "Dragonspear UI++" and Lefreut's Enhanced UI (LeUI). Some options may be moved into other sections when these mods have been detected.

The mod can not be installed together with EEUITweaks component "Hidden Game Options". You can install either one, but not both at the same time.

Patching UI definition files can be tricky. To ensure that a failed patch attempt does not corrupt the game it will fail with a forced error and restore the original state of the patched files.

Components


1. Install Hidden Gameplay Options (main component)

This component allows you to choose whether to install selected options individually or all at once. See more detailed information about individual options below.


The following components are available when you chose to select options individually:

2. Add in-game option "Enable Debug Console"

Allows you to enable cheat keys and the debug console in the game.

Option can be found in Gameplay section.


3. Add in-game option "Enable UI Edit Mode"

Enabling this setting allows you to use UI edit functionality in the game.

Option can be found in Gameplay section.


4. Add in-game option "Show Strrefs"

Setting this option places string reference numbers in front of game strings.

Option can be found in Gameplay section.


5. Add in-game option "Show trigger icons on tab"

Setting this option reveals more information about interactive regions when pressing the TAB key.

Option can be found in Gameplay section.


6. Add in-game option "Allow Spacebar in Dialogs" (only available in PST:EE)

Setting this option allows you to use the spacebar to continue in dialogs.

Option can be found in Gameplay section.


7. Add in-game option "Limits druidic spells for Cleric/Ranger" (not available in PST:EE)

Setting this option limits druidic spell levels to level 3 for Cleric/Rangers (as per D&D rules).

Option can be found in Gameplay section.


8. Add in-game option "3E Sneak Attack"

Setting this option activates Sneak Attack and Crippling Strike, which are special abilities similar to those from 3rd Edition Dungeons & Dragons rules.

Option can be found in Gameplay section.


9. Add in-game option "Critical Hit Screen Shake"

Setting this option triggers a screen shake whenever a party member rolls a critical hit in combat.

Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE).


10. Add in-game option "Hotkeys On Tooltips"

When this option is enabled tooltips will display hotkeys when available.

Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE).


11. Add in-game option "Show extra combat info"

Setting this option displays all factors that influence an attack roll.

Option can be found in Gameplay > Feedback > Feedback Messages.


12. Add in-game option "Show Game Date and Time on Pause"

Setting this option shows game date and time when activating pause.

Option can be found in Gameplay > Feedback > Feedback Messages.


13. Add in-game option "Disable Area Map Zoom" (only available in PST:EE)

Setting this option disables animation when zooming in or out of the area map screen.

Option can be found in Graphics > Display Options.


14. Add in-game option "Reverse Mouse Wheel Zoom"

Setting this option reverses zoom direction when using the mouse wheel.

Option can be found in Graphics > Display Options.


15. Add in-game option "Pause Game on Map Screen"

Setting this option causes the game to pause whenever the map screen is active.

Option can be found in Graphics > Display Options.


16. Add in-game option "Enable Fog" (not available in PST:EE)

Setting this option enables fog effects on maps.

Option can be found in Graphics > Display Options.


17. Add in-game option "Disable Movies"

Enabling this option disables movie playback.

Option can be found in Graphics > Display Options.

Screenshots









[MOD] Animal Companions for Rangers and Druids (for BG1EE, SOD, BG2EE, EET)

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Heya,
I have finally gotten around to updating my Animal Companions mod for the EEs.

I'll leave a short description down below. You can find more information on the mod's download page over at the Spellhold Studios or check out the readme which contains detailed information about each animal companion.


Overview:
With this mod all ranger and druid (optional) characters will gain the 'Find Animal Companion' ability.

Upon using your 'Find Animal Companion' ability, you will be able to pick an animal companion
from a list of available animals in your current area. (If there is no animal to your liking in a given
area, you can of course try it again in another area.)

Once you've picked your new animal friend, it will follow you around on your adventures and even
increase in power as you do.

NOTE: I should add that this mod only allows main character rangers/druids to get an animal companion. NPC characters are not affected.
It is also compatible with all kit mods and can be installed in any order.


PS: I have never gotten too much feedback on the animal companion's strength. So, should you choose to check out the mod, I'd be happy to hear from you about that. :)

[NPC Kit] True Berserker Minsc v1.5

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"Despair not! I will inspire you by charging blindly on!"

This is a kit mod for Minsc, largely inspired by the Frenzied Berserker prestige class.

Component 1: Kit

RASHEMI BERSERKER: The distant land of Rashemen has a strong tradition of berserker warriors. The berserkers of Rashemen are organized into lodges named after local creatures, such as the Ice Dragon Berserker Lodge. True to their names, Rashemi berserkers are famed for their mighty rage, but also for their prowess in battle, sense of honor, and fierce loyalty to their land and rulers, the wychlaran. Newly inducted berserkers undertake a coming-of-age tradition known as 'dajemma', a journey far from their homeland to see and understand the world. Often, they travel alongside a wychlaran to whom they are sworn to defend with their lives. The berserkers of Rashemen are the mortal enemies of the Red Wizards of Thay, who they have been at war with for centuries. ADVANTAGES: - Hit Die: d12 - May achieve mastery in any melee weapon. - May use the Berserker Rage ability once per day. Gains one additional use every 5 levels. BERSERKER RAGE: The Rashemi berserker becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength, one extra attack per round and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. He also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking him unconscious). However, his armor class is penalized by 4 points while enraged. Additionally, the berserker is unable to perform any action aside from movement and attacking, such as spellcasting, using items, stealth or talking until the rage has ended. The berserker is also nearly incapable of using ranged weapons while enraged. Bonuses to Strength increase to +4 at 12th level and +6 at 20th level. Once the duration has ended, the berserker becomes winded, losing 4 points of THAC0, AC and damage and is unable to go berserk again for one turn. - 5th level: May use Mighty Blow. MIGHTY BLOW: The Rashemi berserker may choose to forsake accuracy for more power, reducing his THAC0 by 4 but dealing 4 extra points of damage per hit (melee only). THAC0 and damage modifiers increase to 8 from level 20 onwards. This ability may be toggled at will. - 8th level: Gains Unbreakable Will. UNBREAKABLE WILL: Rashemi berserkers have tremendous willpower. The berserker permanently gains +3 to saves vs. spell, which is doubled while berserk. The Rashemi berserker also gains immunity to psionics while berserk. - 12th level: Gains Unstoppable Rage. UNSTOPPABLE RAGE: The Rashemi berserker has become a juggernaut while enraged, truly a being to be feared. The berserker is immune to all movement-hindering effects and Imprisonment while berserk. - 16th level: Gains Tireless Rage. TIRELESS RAGE: The Rashemi berserker is no longer winded and will not suffer damage after his rage has ended. - 18th level: Gains Deathless Frenzy. DEATHLESS FRENZY: The Rashemi berserker's rage is so great that it allows him to temporarily stave off death. From 18th level onwards, the Rashemi berserker is unable to die by any means within the first five rounds of entering rage. DISADVANTAGES: - May cast one less priest spell per level. - May not wear armor heavier than splint mail. - May not specialize in ranged weapons.
Minsc is one of my favorite NPCs. Unfortunately, he has a bit of an identity crisis when it comes to gameplay and just falls short of being great at any particular role. His berserk is one of the most impractical abilities in the whole game. I made this kit to hopefully remedy both problems. This kit turns him into a glass cannon with a huge emphasis on the cannon. He's less versatile but far, far more powerful.

I didn't remove his spellcasting unlike most Minsc mods, though I did reduce his ability a little. I actually like that feature of Minsc - Rashemen is a very spiritual land, after all. It hurt me to take heavy armor away from him ("Full plate and packing steel" and all) but like I said, he's supposed to be a glass cannon. As for ranged weapons, well - the point of this kit is to charge headfirst into battle, not sit in the sidelines shooting arrows.

Any variants of Minsc above level 4 have proficiencies slightly altered (+1 point in two-handed swords, -1 point in longbows)

Have fun, and hopefully this mod helps make Minsc a much more viable choice in comparison to the other warriors of the game.

Component 2: Red Bearskin Hide

In one of the many caves near the Gnoll Stronghold, the party will find a rather strong bear. After killing it, the party may take its skin to Taerom to have it made into a strong hide armor.

[MOD] Swankified HUD v1.0 [SoD GUI Overhaul]

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Swankified HUD Redesign



A Mod for Pecca's SOD GUI Overhaul

Requirments:

SOD GUI Overhaul - This amazing UI mod by @Pecca is required. You can learn all about it, and download it here:
https://forums.beamdog.com/discussion/50357/mod-sod-gui-overhaul-v2-03/p1
Alternatively you can leave a message letting me know you want this new HUD for the vanilla UI and if a few people ask I'll go ahead and make it for you!

Minor Npc Portraits - This mod does not technically require this absolutely beautiful mod by @smeagolheart , but it is HIGHLY recommended as the portrait size for speaking characters has been increased substantially. You can find it right here:
https://forums.beamdog.com/discussion/55237/mod-minor-npc-portraits-for-bgee#latest

Description:

I love Pecca's Overhaul, but I wanted a slicker feel for the main game play UI. Also I tried to go for a more modern approach, getting all the UI on the same level, easy access. Hopefully this will be good for old players, and new players who have a hard time getting used to the old school setup. :wink: All I have done is edit the main HUD and tweaked the placement of a few things.

Portraits - The portrait row now sits horizontally along the left side, bottom of the screen.

Combat/Message Log - Along the other side you'll fine the combat/messages box for a nice symmetrical feel.

Shortcut Buttons - All the menu shortcuts can now be found horizontally above the hot-bar along with the clock.

Dialogue Box - The Dialogue box itself is in the same position as before, but it has been resized, and any portraits will appear nice and large so you can see who you're talking too.

Other - All other relevant UI elements such as the Dialogue Box, Loot Interface, Reform Party Tab ect have been adjusted accordingly to appear slightly higher. This was done so they don't overlap the shortcut buttons.

Everything Else [The Actual Good Stuff] - Was all made by @Pecca ..... cause Pecca em very muchly smarterer and coolerist and many talent :blush:

ScreenShots:


Main HUD:


Dialogue Box:


Loot Window:


Reform Party:


"Right Side" UI Elements Hidden:


Both Sides Hidden:


Installation:

1. Back Up the 'UI.Menu' file in your 'Baldur's Gate Enhanced Edition\override' folder
2. Download Swankified HUD v1.0.zip
3. Extract 'UI.Menu' from the Swanky HUD zip file into the override folder and overwrite
4. Enjoy!
5. Come back to yell at me for broken stuff cause I suck :smiley:


Multiplayer Note: I personally do not play Multiplayer but will be working towards a version compatible with it. For now, Swankified HUD works with single player, but Multiplayer may have issues.

Changelog:

v1.1 - Fixed a bug with the cursor when using the inventory screen


Risks of Shadowkeeper?

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I have an almost-done BG1 playthrough and want to carry my character to SoD to continue the saga. But in prior playthroughs the familiar hp import bug has affected me, giving my character more HP than i should have because i get another hp bonus upon resummoning my familiar.

I want to use shadowkeeper to correct this, but what are the risks of doing so? would it break my game once 2.4 is released? Will it cause any bugs or break mods?

[Tool] Weidu functions for modding HLAs

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PREAMBLE: HLAs are terrible. They were coded quickly, they are limited in number, scope, and imagination, and some of them just make no sense. Monks get fighter HLAs? Bards get traps? Huh?

Unfortunately, the extraordinary modding scene for BG2 has not produced much in the way of HLA mods. Off the top of my head I can think of Oversight for Monks, Rogue Rebalancing for rogues, maybe Divine Remix for priests (did DR include HLAs?), and of course, Refinements, the best HLA mod ever. AFAIK these mods all overwrite the HLA tables, they are largely incompatible, and they still only leave each class with like 10-12 HLAs. Other modders have, for whatever reasons, stayed away from modding HLAs.

I aim to fix that. :sunglasses: If you have any interest in modding HLAs, keep reading.

First, grab the "source code (zip)" from this project. Open it up and you'll see a little mod with a .tp2 file, a /lib folder, and a file inside that called "hla_actions.tpa." This .tpa file contains three Weidu patch functions and one action function, which are designed to help modders add HLAs to the game in a way that is completely compatible with any other such mods. I'll explain how they work. But for newbies, let's first talk about HLA basics.

HLAs are just spells. Some of them are actual spells that go in your wizard spell scroll (like Dragon's Breath) or priest spell scroll (like Globe of Blades). Others are spells that become innate abilities when you choose them (like Whirlwind, or the paladin version of Summon Deva). And others are spells that are cast on you when you choose them, resulting in some permanent effect (like bonus wizard spells). In the game engine, these are all just .SPL files. The HLA tables work just like clab tables for kit abilities: those first three categories I just mentioned are listed with "GA_" in front of them, and the last category is listed with "AP_" in front of them.

So, makign an HLA is exactly like making a spell. It is making a spell, a spell that is either given to the player to cast, or is cast on the player. Before going any further, if you don't know how to make spells, go learn that.

...

Back? Okay. Now, on to the functions in this download.

First, grab that hla_actions.tpa file and put it somewhere in your mod, and add an INCLUDE line referring to it in your .tp2 file:
INCLUDE ~mymod/lib/hla_actions.tpa~

...

The first function is "add_hla." This function accepts a number of variables, which conveniently correspond to the column headings in an HLA .2da table. The variables are pre-set to default values of "*" - except min_lev and max_level, which are pre-set to 1 and 99, respectively. You don't need to enter all variables; just the ones that you would need to put in a line in an HLA table if you were adding the HLA manually in Near Infinity, or something.

So, for example, to add the paladin's Summon Deva to the trueclass fighter's HLA table, you would do this:
COPY_EXISTING ~lufi0.2da~ ~override~
LPF add_hla STR_VAR ability = ~GA_SPCL923~ num_allowed = ~20~ END
BUT_ONLY
That will have the effect of adding this row to the fighter's HLA table:
1      GA_SPCL923     *          *         1         99         20           *            *             *
And now fighters can summon devas!

Basically, to add your HLA with this function, open up the HLA table and add variables that match the columns you would fill out manually. Hopefully that is pretty simple. :smile:

[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
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