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Tenya Thermidor v1.5

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Tenya for BG:Enhanced Edition

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

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

BGEETenya15.rar

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

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

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

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

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

image

Some other notes:

Class: Cleric

Stats:

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

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

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

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

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

Spoiler:

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


[Utility] EE Autoroller

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Enhanced Edition - Autoroller

FEATURES

• This tool will automaticly roll for attributes and stores the highest rolled score.
• You can set some priorites for Exceptional Strength if you wish.
• No longer the hassle with OFFSETS changing with patching

SUPPORTS

• BGEE (& Siege of Dragonspear)
• BG2EE (& Throne of Bhaal)
• IWDEE (& Heart of Winter)
• The Black Pit (1 & 2)

DOWNLOAD

Current version of the program should work with any version of the supported games.

DOWNLOAD (v3.3): https://www.mediafire.com/?z5071l780ae8qrr
Here is the un-compiled ahk version of the program: Download AHK version

HOW IT WORKS

1. Run the Enhanced Edition game in windowed mode (IMPORTANT)
2. Run EE Autoroller (you might have to run it as administrator)
3. If creating a class with exceptional strength, set the priorites as you want them OR set them all to 0 if you don't want to use this.
4. Press START when you have reached the attribute screen, you will be promted to press the RECALL, STORE and REROLL buttons.
5. Once you hit the REROLL button it will start rolling.

Hold down 'X' when you want to stop rolling.
'UP' will increase the rolling speed.
'DOWN' will decrease the rolling speed.

ABOUT THE EXCEPTIONAL STRENGTH SETTINGS
Exceptional Strength
This will give STR% a value and be counted towards your roll score.
Example:
If you wish that STR% 51 and higher be worth 1 attribute score you set all boxes 51+ to 1.
Now when it rolls and your currently stored total is 90 with a STR% 20 then you roll a 89 with STR% 77 the new 89 roll will be stored.

Minimum STR% to store
This will simply ignore ALL rolls with a STR% below the one set.
If you have it at 51 and would happen to roll 100 with a STR% score of 12 that roll will be ignored.

DISCLAIMER

I take no responsibility at all for the use of this program. However if used properly nothing should happen as it only reads memory data.

Status of Unfinished Business for PST:EE?

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I've bought PST:EE, but before I play it I really want to see the content from Qwinn's Unfinished Business mod (as well as some tweaks, like the Save Nordom tweak) available for it.

Does anyone know what the status is on converting those mods to PST:EE? Is Qwinn even interested in working on such a thing, or is it up to other modders to take up the cause? Would love to know where it's at.

[MOD] [IN PROGRESS] High-Power Baldur's Gate

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This is a huge mod for Baldur's Gate 1 that I am still working on, and I am almost done with it. This mod makes drastic changes to the game, modifying just about every creature and item as well as many spells. All the enemies throughout the game are now given ridiculous powers they have no right to have: xvarts stop time whenever they move, giant spiders summon additional spiders each time they hit you, tasloi use their berserking gaze to make party members attack each other, and much more. The tougher enemies are much worse. There are some enemies in the Cloakwood Mines now that could probably solo Sarevok in the unmodded game with ease. Altogether, the enemies are much stronger as a result of their new powers. The good news is that your party gets powered up as well.

Each NPC party member now gains additional abilities and passive effects. For example, Xzar now has permanent Aura Cleansing (he can begin casting another spell right after casting his previous one), and he can cast Control Undead and Energy Drain at will and summon hordes of skeletons which ignore the summoning limit. Imoen now attacks five times per round no matter what weapon she uses and can cast Phantom Blade, creating a sword which can now attack at long range (allowing her to backstab at long range). Kivan has increased vision range, allowing him to see enemies who cannot see him back, and he can attack those enemies with ranged attacks from an increased distance. Edwin can now cast double spells of all spell levels; this also doubles the additional spells from his amulet and his conjurer kit (if he equips a Ring of Wizardry he can cast quadruple spells!). All the NPC party members are given awesome powers like these.

In addition, the protagonist - as well as any other player character created at the start of the game - will gain innate abilities based on their class and their kit. For example, a Paladin player character with no kit will be able to cast Draw Upon Holy Might, Holy Power, Righteous Magic, Champion's Strength, Chaotic Commands, Death Ward, Negative Plane Protection, and Critical Strike (ability from Throne of Bhaal) once per day each. These abilities are meant to make them somewhat on par with the NPC party members. The protagonist will also get more powerful abilities from the dreams. By the end of the game, a good protagonist will be able to cast spells like Greater Restoration and Mass Raise Dead, while an evil protagonist will be flinging around abilities like Power Word, Kill and Emotion: Hopelessness.

I've greatly empowered all magical weapons and armor, with the exception of certain ammunition and shields. The items usually have new abilities and often have greater enchantment. For example, the Short Sword of Backstabbing is now a +7 weapon which allows the wielder to cast Assassination once per day, making every attack count as a backstab for 1 round. I even modified generic +1 and +2 magical weapons and armor. For example, the Katana +1 now gives the wielder the effects of Kai while it's equipped. Note that this also makes enemies that use these items tougher. Additionally, I've added a lot of new items to the game. Some of them are original to me; others were taken from Baldur's Gate 2, Icewind Dale, or Planescape Torment. I've spread cool items throughout the stores in the game so that almost every shop sells something interesting.

I've increased the rewards from many quests. Now more quests will reward you with unique items you can't get anywhere else, rather than just a small amount of gold or a weak magic item.

I've also placed lots of stat-increasing manuals and tomes throughout the game, mainly in the hands of enemies. There are enough of them to get one or two party members to 25 in all stats by the end of the game. The mod is designed in such a way that having 25 in all stats isn't completely broken like it would be in the unmodded game.

Despite all this, I didn't actually change the experience cap. By the end of the game, you'll have level 8-10 characters that are comparable to Throne of Bhaal characters. By then, the tougher enemies will be comparable to Throne of Bhaal enemies as well. However, you will reach the experience cap faster, since most enemies give a lot more experience now.

This mod also modifies content that was introduced in the Enhanced Edition, namely Rasaad, Neera and Dorn, and the areas, creatures and items that are associated with them, as well as the items that Beamdog put throughout the game, such as the Chesley Crusher.

One main focus of the mod is to make each encounter in the game as unique as possible in the hopes of making each one more interesting. The powers the enemies get are meant to make them more unique, because different enemies get different powers. Each enemy that has a name (like "Drasus" or "Nimbul") gets empowered in their own way. In particular, I went out of my way to make it so that every spellcasting creature file in the game has a unique script and set of spells. No longer will all the mages in the game be casting the exact same spells in the same order. Some enemy spellcasters get signature spells that no one else gets, like "Ragefast's Duplication," which lets him cast his spells twice as with Enoll Eva's Duplication from Planescape Torment.

This mod adds a good number of combat encounters to the game, often in creative ways. The enemies in the mod are sneaky, especially shapeshifters. I've scattered doppelgangers throughout the game. They masquerade as ordinary commoners, only to strike when you let your guard down. Doppelgangers can even shapeshift into animals now. The doppelgangers you encounter in different areas all cast different spells. One doppelganger might maze everyone in the party except the protagonist and rush at them with Improved Haste, while another one might spam lightning bolts at the party. I've also placed a lot of interesting new monsters throughout the game, like Vorpal Spiders, Burning Wizards, and Insidious Lightning Kobolds.

Aside from giving each spellcaster a unique AI, this is not an AI mod, but it does make one general change to most enemies: if you damage an enemy who can't see you (e.g. by casting Cloudkill on them from offscreen), they will come to you. This is mainly done so that a character like Kivan who has increased vision range can't simply pick off enemies from outside their vision range without them doing anything (though if you attack someone from outside their vision, you can still get a few hits in before they see you).

This mod tries to turn the game into a very different experience from the regular Baldur's Gate 1, and also a different experience from Baldur's Gate 2. My hope is that this will make the game more fun. It definitely makes the game much more fun for me. I'm enjoying this mod so much that it has ruined my appreciation for the unmodded game. It's just so much more awesome with this mod.

My plan was to be done before August, but unfortunately I have failed to deliver. However, I've gotten a LOT of stuff done on this mod during the last few weeks. Here are the things I still need to do:

Modify Durlag's Tower DONE!
Modify a few parts of Chapter 7 that I haven't gotten to yet (namely, the Ducal Palace fight, the maze, and the final battle)
Modify the rest of the creatures in the game (I've already modified most of them)

Screenshots:















Mods that add more levels of Monster Summoning

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Are there any mods out there that add spells for levels of monster summoning beyond Monster Summoning III? I always found it odd that they weren't present in BG2...

The New UI System: How to Use It

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If you’re reading this guide, it’s because you want to know how the new UI system works and how you can make use of it to create your own UI layouts. Happily, the UI system created for v2.0 of the Infinity Engine is a lot more friendly to modification than the old system of CHU files.

What you'll need:

• A good text editor (I recommend Sublime Text)
• A keyboard with working F5 and F11 keys
• A desire to create stunning UI layouts

It also doesn't hurt to familiarize yourself with the Lua programming language, but it's not absolutely necessary. (If you want to know more about the Lua programming language, I highly recommend this guide as a one-stop shop for everything you'd want to know. Google is your friend.)

It's very important to save and back up your work often. There may be occasional hiccups that can corrupt your UI.menu, which can ruin hours of hard work if you're not careful.

Guide Index

1. UI Edit Mode and the F11 key
2. Changing Game Fonts
3. An Introduction to UI.menu
4. UI Sample: Classic-Style Character Sheet
5. Using PNGs Instead of MOS Files
6. Using Lua in UI.menu

In each section, I’ll start with the basics, and then provide a short tutorial on how to do something specific. If after reading through the entire guide you have questions about how to do something, please don’t hesitate to ask. I’ll do my best to answer your questions, or to find the answers out from our programmers.

Eve of War [Work in progress]

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Eve of War

Highlights

- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits.

- Contains 12 new quests, new approaches and outcomes for existing quests,1 new area, and three new NPCs.


- Removes many existing main plot restrictions:

Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own).

Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6.

Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences.

Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well.

Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes.

If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.


- Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook.

- Incorporates unused files and dialogues from the original game.

- Variables created in this mod will be used in A Journey's End (its successor mod in BG2EE). I haven't worked out all the details on this yet though.

- The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem.

This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow



Friendly Arm Inn

- On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth.

- The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later).


Beregost

- Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building.

- Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor.

- Adds a watch to the streets of Beregost (this occurs starting in Chapter 3).

- Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day).

- Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep.

- Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and
soldiers)

- An Acolyte of Lathander is now serving the temple (instead of Kelddath).

- A head smithy is now serving the smithy (instead of Taerom)

- The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter.

- Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented)


High Hedge

- An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water.

South of High Hedge

- You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region.


South South of High Hedge

- On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all!


Nashkel

- Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition).

-The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar.

- The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe.

- The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level).

- A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented)

- The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops.

- In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented)


Carnival and Nashkel Mines

- The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level).

Archaeological Site/Brage Area

- You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple.

Gullykin

- Gullykin is now a wild magic area. This is where you can find Yeorg.

Firewine Bridge

- The Firewine Bridge is now a wild magic area.

Firewine Ruins

- The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you.
The wardstone is found in the inventory of a junk dealer in Baldur's Gate



Bandit Camp

- The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres.

- The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory.

- In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment.

- As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly.

- Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it.



Cloakwood Forest

- You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her.

- Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate.

- There are additional dialogue options for druid and avenger characters.



Ice Island

- The Ice Island now has remorhaz that appear instead of ankhegs.


Werewolf Island

- Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%.


Baldur's Gate (the city)


- The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented)

- A temple dedicated to Mask now exists in the thieves guild. (not yet implemented)

- The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented)

- You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented)

- 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented)

- One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist.

- The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented)

- Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase.


Final Battle

- Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released.

- (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level.



Quests

- Contains 12 new quests.

Some mundane ones

- You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch.

- You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch.

- There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi.

- Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later)



And some larger ones

- You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains.

- Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress)

- Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented)




Yeorg - an evil Dragon Disciple NPC.


Who is Yeorg
Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.

Yeorg, Dragon Disciple (level 4)
Human
Neutral Evil

STR: 16
DEX: 9
CON: 15
INT: 15
WIS: 16
CHR: 15

Total = 86

Starting HP: 24 hp (which includes the constitution bonus)

Innate abilities:

Dragon Disciple abilities.


Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon.

His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north.

When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business.


Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)


Stats

Strength, Dexterity, Constitution


Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility.


Intelligence and Wisdom

As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.

Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).


Alignment

Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer.


Starting Location: AR4013 (a small hut in the north-east part of Gullykin)

Reason for his presence in Gullykin

He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty.

As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).



Spells:

Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher


Daran Highhammer (Siege of Dragonspear only)



(Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.)

Class: Fighter/Thief
Kit: Vermin Slayer
Alignment: Neutral Good

STR: 18/10
DEX: 17
CON: 14
INT: 11
WIS: 9
CHR: 11

Proficiencies:

Short Sword: **
Crossbow: **
Short Bow: *
Single Weapon Style: *

Thief Skills

His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else.


Kit: Vermin Slayer

VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons.

Bonus

- It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups.
- It gives +5 to Find Traps, Hide in Shadows, and Move Silently

Penalty

- 10 to Pick Pockets

Restrictions

- Only accessible by Daran Highhammer


Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar.

Where you find him:

You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault.

Characterization:

He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired.



Storyline (BGEE)



Chapter 1

Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.

Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members.

Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter.


Chapter 2

The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms.


Chapter 3

The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments.

Concerned over word that the Zhentarim are behind many of the issues plaguing the region the Council of Six has agreed to send additional troops to reinforce the compliment guarding Nashkel. Progress in getting troops to Nashkel has been decidedly slow however, with much of the difficulty resting on moving across the inhospitable Cloudpeak Mountains. With news of more troops entering town shortly the town merchants have grown concerned about becoming overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears.

Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.


Chapter 4:

With rumours swirling in both cities tensions continue to rise between Baldur's Gate and Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a growing concern over if the situation has been adequately handled.

Due to its inability to address the bandit problem, as well as its concerns over the influence of the Zhentarim in the city, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle internal problems. Word of the Zhentarim operating secretly in Baldur's Gate has only bolstered their concern over how truly independent the Grand Dukes of Baldur's Gate really are.


Chapter 5

Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire.

The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers.



Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):

In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.

Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.


Chapter 7

As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation. News of Eltan's sickness has only served to confirm their suspicions.

It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod, as well as A Journey's End (its successor mod for BG2EE).


Storyline (Siege of Dragonspear)



Chapter 7

You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn.

Chapter 9

As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.




Will be released after the release of Siege of Dragonspear

[AVAILABLE] Warlock Kit (Beta release v0.1.1)

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Hey guys,

I'm working on making a Warlock kit mod. At long last this mod is available !!!

Before anything, this is my very first mod, it has gone through some technical testing but some bugs might have slipped in (e.g. a spell dealing incorrect damage at a certain level). Make sure to report them here.
I'll make a playthrough myself to check the balance of the mod, but it might very well be totally unbalanced, and I think it might be too strong, especially at higher levels. Drop your suggestions here, I'll take them into account.
I tried to make an effort concerning aesthetics but many spells, especially Eldritch Blast derivatives, might look similar or identical on screen. I'll change that soon.
Last, but not least, I am not a native, so my English is quite far from perfect. If some descriptions sound weird to you, it's normal, just tell me and I'll correct them.


Mod Features:
A brand new Rogue kit, with 32 unique spells and 13 unique HLAs, and hopefully more than that shortly. Features in the spoiler below. Quite the wall of text actually.





For those who do not play a lot of D&D outside of BG, I'll drop a link to explain the concept of the class:
http://nwn2.wikia.com/wiki/Warlock
Basically it's a special kind of spellcaster that has a very restricted number of spells (4 spell levels, and up to 3-4 spells per level) but can use them at will.

It's rather unique and since we can't make new classes, just kits, I had to cope with that and find a class that'd fit in terms of GUI, item usability etc...

So here's what the kit looks ike:
Rogue Kit
0 points per level to share among rogue skills, 0 at level 1. The only points you get are those from Dex/Race/item/spells bonuses
Cannot set traps
Cannot backstab
Cannot dual-class
I will explain why below the rest of the features, but it's not to be played like a rogue



Has access to Eldritch blast: this ability has a casting time of 1, can be used at will, and deals1d3+1 damage per level on a single target, up to 15d3+15 magic damage.

Has access to special abilities called invocations. These are special abilities that can be used at will. Details in the spoiler. You'll also find HLAs in the spoiler.

Spell progression: Same as in NWN2
http://nwn2.wikia.com/wiki/Warlock

Invocations implemented:
Note: Every Blast spell deals magic damage and are subject to Magic Resistance, unless specified otherwise. Their spell level is considered equal to the number of damage dice, up to level 9.
Besides, any damage/duration indicated here is purely indicative and might no make it as such in the mod once it(s released. It will go through balance testing first.
Eldritch Blast, and all that derives from it has been largely tuned down damage-wise, because the HP scaling is not the same in AD&D and 3E, and because it normally requires a touch-attack which cannot be implemented in BG2. Normally, Eldritch Blast derivatives deal as much damage as Eldritch Blast. I chose to tune down that as well so that a warlock will have to choose between trying to control his enemy and optimizing his damage output. Might not be balanced.


Least invocation:


Draining Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation at -2 or it is slowed for 2 rounds

Frightful Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be frightened for 3 rounds

Beguiling Influence: +6 to Charisma for 24hours

Dark One’s Own Luck: +1 to all saving throws per 5 levels and +1 to luck for 24 hours.

Leaps and Bounds: +4 to dexterity for 1 hour.

See the Unseen: grants Infravision for 1 turn per two levels. Also grant a bonus 10% per level up to 100 at level 10 to your Detect Illusion and Detect Traps skills.

Hideous Blow: Channels your Eldritch Blast into your weapon. Your next attack within 5 rounds will deal additional magic damage equal to that of your eldritch blast (still need to hit the target, if you don’t, the Hideous Blow is wasted).

Poisoning Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Death or suffer 3 poison damage per round for 5 rounds.

Cloak of Shadow: +10 per level, up to 200 at level 20 to your HiS, your MS and your PP skills for 8hours.


Lesser invocations:


Beshadowed Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be blinded for 1 turn.

Brimstone Blast: Deals fire damage. 1d3+1 per level on a single target, up to 15d3+15. Target must save vs Spells or suffer an additional 1d8 damage each round for one round per 4 levels, up to 5 rounds at level 20.

Truecold Blast: Deals cold damage. 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation at -4 or suffer a -4 AC Penalty for 5 rounds

Curse of Despair: Target must save vs Spells or suffer a permanent -3 to all ability scores. This can be cured with a Remove Curse Spell.

The Dead Walk: Basically a copy of Animate Dead

Voracious Dispelling: Just like dispel Magic, and it deals 1 magic damage per level up to 10 to hit targets, allies included.

Walk Unseen: Permanent-duration invisibility, only on self, until any action that would normally break invisibility is used.

Flee the scene: As dimension door, and leaves a darkness spell from your casting point for 1 round


Greater invocations:


Eldrith Cone: 1d3+1 damage per level up to 15d3+15 in a cone.

Bewitching Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -4 or be confused for 4 rounds

Stunning Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -2 or be stunned for 4 rounds

Vitriolic Blast: 2d3+2 per three levels, up to 10d3+10,+2d6 acid damage. Ignores any magic resistance.

Chilling Tentacles: Creates a zone filled with tentacles. Any creature in the zone suffers 1d6 crushing damage and 2d6 cold damage per round, and must save vs Paralysation each round or be Held for one round.

Devour Magic: Replaces your weapon for one hit with a melee one that has no damage of its own, +10 to-hit, but dispels any effect on the target and heals you for 4hp per level, up to 80.

Tenacious Plague: Carbon Copy of Insect Plague

Repelling Blast: 2d3+2 per three levels, up to 10d3+10. Enemies must save vs Spells or be knocked back.

Eldritch Beam: 1d3+1 damage per level on all enemies between you and your target, up to 15d3+15, save vs spell for half.


Dark Invocations:


Eldritch doom: 1d3+1 damage per level up to 15d3+15 on a 30 foot radius, self-centered, save vs spells for half.

Utterdark Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target must save vs spells at -2 or have two of her levels drained.

Binding Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target is stunned for one round.

Dark Foresight: Protects the caster from any physical attacks for two rounds.

Retributive Invisibility: The caster becomes invisible and is granted immunity to divination for 3 rounds. When it ends, any nearby creature suffers 4d6 magical damage.

Crack the Weave: Removes one Spell protection, as well as all specific and combat protections.




High-level abilities:
Note on HLAs: unless specified otherwise, these HLAs can only be picked once, and only be used once a day.

Word of Changing: Demon: Allows the Warlock to assume the form of a Balor or a Marilith for 1 turn. It retains its warlock abilities while in this form. Excluded by Word of Changing: Devil. Can be picked multiple times.

Word of Changing: Devil: Allows the Warlock to assume the form of a Cornugon or a Pit Fiend for 1 turn. It retains its warlock abilities while in this form. Excluded by Word of Changing: Demon. Can be picked multiple times

Fiendfire Blast: 1d6+2 damage per level on a single target, up to 15d6+30. Half is fire damage, the other half is magic damage. The caster suffers a -3 Constitution penalty for 1 turn after using Fiendfire blast. Half the damage of each component ignores magic resistance. Once picked, this ability can be used at will.

Fiendfire Shield: Much like Fireshield(Red) , dealing 1d10+3 fire and 1d10+3 magic damage instead. This shield lasts 5 rounds and the caster suffers a -5 Constitution penalty for 1 turn after using Fiendfire Shield. Can be picked multiple times. Requires Fiendfire Blast

Hellball: Deals 8d6 fire, 8d6 cold, 8d6 acid, 8d6 magic and 8d6 electricity damage to all enemies in the area. Save vs Spells at -2 for half, ignores magic resistance (though not damage resistance). Requires Word of Changing: Devil

Summon the Infernal Host: Summons a Marilith.

Extra least invocation: Allows you to pick an extra least invocation.

Extra lesser invocation: Allows you to pick an extra lesser invocation. Requires Extra least invocation

Extra greater invocation: Allows you to pick an extra greater invocation. Requires Extra lesser invocation

Living Portal: This spell replaces its target with a Balor under the control of the caster, with no save. This spell is very exhausting and will incur instant fatigue as well as a -5 Constitution penalty for 24 hours. Requires Word of Changing: Demon.

Fiendish Constitution I: Gains +1 Constitution.

Fiendish Constitution II: Gains +1 Constitution. Requires Hellish Constitution I

Fiendish Constitution III: Gains +1 Constitution. Requires Hellish Constitution II

Use Any Item

Time Stop (as a one-cast-a-day special ability, pickable only once)

Fiendish Regeneration: Self-cast only. The caster heals for 5hp/second for 10 rounds. He then suffers a -4 penalty to Constitution for 2hours. Requires Fiendfire Shield





Now, why would I make it a rogue kit if it can hardly do anything a rogue does? Several points:
Hit die: rogue and warlock both have d6
Armor restriction: Both are restricted to medium armors
Weapon choice: More or less in line with what a Warlock gets in 3E.
2 Quick-weapon slots: That's what you have on most spellcasters.
Rogue skills: as you may have seen if you have been through that wall of text that was hidden in the spoiler, some invocations will buff your rogue skills. These are adapted from 3E invocations that boost the same skills, and aim to open a wider choice of ways for your character. Besides, any character in 3E may pick those rogue skills, except it will not be as effective as if a rogue were taking them.
No spellcasting except your special abilities.



Some "strange choices" you might have noticed:
Why would I give a warlock UAI as an HLA? Warlocks have the "use magic device" as a class skill in 3E, as well as the "deceive item" passive feat. So using items that are not made for them is in tune with the class.

Why would I give a warlock Time Stop as an HLA? Well, that's something I am not yet sure about. Basically, a high-level warlock is an immensely powerful caster, and as such I find it normal that he should have access to Time Stop. Making it an HLA that he can only use once a day is for balance reasons.

What's with all those CON-lowering HLAs? It aims to mirror the prestige class Hellfire Warlock in NWN2, which basically gives an immense offensive power in exchange for CON drain upon using its specific abilities.

Why make Word of Changing an HLA? Some of you might know it's supposed to be a dark invocation. The reason I moved it to an HLA is an balance matter which is related to an engine limitation. Polymorphing disables spellcasting, but not special abilities. I could make it disable special abilities as well but then you would not be able to transform back to human form or to another demon form. So basically Word of Changing would allow you to be in an alternate form while retaining all your warlock abilities. This deserves to be an HLA.

What's with the superlong duration spells? Well, it's a matter of conveniency, as well as a reflection of 3E behaviour. Since you have an unlimited amount of spells, casting them over and over would just be tedious. As you may have noticed, the very powerful spells when used in the thick of combat have a very short duration, much shorter than their arcane counterpart (retributive invisibility and Dark Foresight), to counterbalance the fact that they can be cast at will.


Most of the invocations are adapted from their NWN2 version, some are unimplemented 3E invocation, and there's one Dark Invocation (Crack the Weave) that is my own creation (or so I think). Most HLAs are brand new though some are derivatives from either existing invocations, 3E epic spells or 2E spells.




Current state: First version of the mod released. Writing the README. Mod attached to the post.

How to install: Much like most WeiDu mods, copy the zkwarlock folder and the setup-zkwarlock.exe file into your game folder, and execute the setup.

Changeplan: Pending for your feedback and my playthrough.
So far the kit appears to be quite balanced. Quite strong early and midgame, but the fact it doesn't have improved alacrity, stoneskin or a spell that protects from magic to some extend makes it a bit weak in ToB game. What I am looking to add is an additionnal invocation, probably a greater one, that will give some martial defense (kind of like stoneskin) and a dark one that will give some spell defense, like a spell deflection or something along those lines. I'm happy with not having improved alacrity (it would litterally mean instadeath of any enemy with robe of vecna since you'd have no cast time on most blasts), as mages must still have some advantage over warlock, as well as the fact the warlock's really good at duelling but not that good when it comes to AoEs. I am also happy with the number of invocations.

Changelog: 07/14/17: V0.1.1: First public release. EDIT: made a slight mistake, so the uploaded file will cause bug upon leveling up. Just fixed it and it should be fine. You may reinstall the mode midgame if you haven't experienced the bug yet. Besides I notice a few disappearing spells upon playing. I'm checking that out right now.. Partially solved, you shouldn't experiment the issue anymore but you'll have an extra cast of each of these spells everytime you cast them. This is purely cosmetic though, no gameplay influence since you have unlimited uses anyway.

So is there any Bard NPC mods compatible with the latest version of the game out there?

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If there is something I kind of realized, the game is severely lacking in Bards compared to the first game in the series (Hell, SoD even got "Voghlin", a Skald). Sure, there's Haer'Dalis but as a Blade he offers a different type of bard-based support than what I was kind of hoping for, and to be honest I don't like the idea of making my own character a bard (I want stories to be written about me, not writing about myself, know what I mean?)

So is there any out there? Or do I just cave in and make one myself and have him/her take a character slot?

Ascension in BG2EE - guide and fixes

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There still seems to be some understandable uncertainty about getting Ascension to work in BG2EE and what the issues may be. So below are some tips and fixes based on my playtesting and frustrations. After a great deal of tinkering and annoyance, I have got a smooth experience.

The Sendai not dying bug was fixed by either patch 1.3 or v30 of SCS.

The required files are:
Big Picture : http://www.shsforums.net/files/file/546-the-big-picture-v181/
This has the Ascension mod. The WEIDU version is incompatible with BG2EE.

SCS: http://gibberlings3.net/forums/index.php?app=downloads&showcat=32
This is important for reasons I'll explain.

Slayer form fix (attached)
This is to solve the bug where changing to Slayer form continues to drain your health after you change back. Not sure who produced this fix but thanks.

Throne of Bhaal pools fix (attached) (by me!)
There's a bug with the pools that give you powers in the Throne of Bhaal. They heal you but do not restore your spells as they're meant to. This fixes the issue.

Installation guide:

1. Big Picture Ascension. This should be first on your mod install list. A minimal installation of Big Picture works best in my experience. From what I can tell, BP uses custom scripts for creatures that can cause all sorts of problems, eg disappearing monsters, inability to rest in areas, Sendai not doing anything., etc So I recommend only these components:

Big Picture, core component (required for most subcomponents): v181-b4611
Ascension for BP: v181-b4611
Improved Abazigal: v181-b4611
Improved Demogorgon: v181-b4611
Improved Gromnir: v181-b4611
Improved Illasera: v181-b4611
Improved Sendai: v181-b4611
Improved Yaga-Shura: v181-b4611

2. Whatever quest, NPC, dialogues, fixpacks (BG2 Tweaks, Spell Revisions, Unfinished Business, Arestorations etc), other mods that you like. Note that Unfinished Business has a "Restored Bhaalspawn powers" component. I recommend that you do not install this as it conflicts with the restored powers that you get from the Ascension mod.

3. SCS. I suggest installing this because of the problems I mentioned with BP scripts. Certain SCS components will override those scripts. So you don't need to install everything but will need:
Initialise mod (all other components require this)
Initialise AI components (required for all tactical and AI components)
Smarter Throne of Bhaal final villain
Smarter Illasera
Smarter Gromnir
Smarter Yaga-Shura:
Smarter Abazigal
Give Ascension versions of Irenicus and Sendai SCS scripts and abilities
Give Ascension demons SCS scripts and abilities

4. Slayer fix. Backup the relevant file in your Override directory and then copy this into it.

5. ToB pools fix. Backup the relevant files in your Override directory and then copy these into it.

Hopefully this will work for all of you. Please note that there may still be issues with Longer Road and Wheels of Prophecy working together.

Default soundsets from BG1 extracted and renamed

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I wanted to use the default soundsets from BG1 in BG2, and it took a bit of Googling to find out how to extract them with NearInfinity (because unlike the other soundsets, those files are not in the sounds folder). Couldn't find the actual files anywhere. So for the convenience of anyone else who wants to make use of them, here are the files extracted and renamed to fit the soundset naming convention. Just plonk them in the lang/en_US/sounds folder in your BG2 install directory and you're good to go (with the usual caveat that, like all BG1 soundsets, they lack the additional BG2 voicelines).

PS:T:EE modding related feature requests

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There are a couple impediments to properly porting over some legacy mods, as well as hindering future ones. At the risk of sounding ignorant, I'll just dump the requests:
1) Refactor Area Checks to 2DA(s)
Right now, it is impractical to implement mods like unrestricted use of DUSTROBE.itm, being restricted in-code to AR0201/2/3. Moreover, these needlessly hardcoded checks limit the flexibility of the advertised moddability.
2) Refactor list of Bestiary Entry References/Triggers to moddable file.
Not really sure how this would be accomplished, but exposing this would allow modders to add new characters and content with corresponding bestiary entries.

If either of these are infeasible, that's fine - but please let me know. :smiley:

Help with Deva Quest in Watcher's Keep, part of the Longer Road mod

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I am stuck like something very stuck in something else that has great sticking properties . . . I cannot seem to find any guidance on how to proceed after finding the Deva and the demon. Has anyone run through this, and be willing to part with hints/guidance/direct spoilers? Thanks, if so. If not, thanks for reading this!

(Noob question) Editing the conversation window background image in PST:EE

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After two days noobingly trying to understand how to edit BIF and MOS files (Using stuff like WinBiff, MOSutility, MOSWorkshop and the likes) i have started to question my sanity. Can someone help me out here...

All i want to do is to edit one image (The background image of the conversation window) and then toss it back in the game again and then be happy forever.... But i can not find this particular image anywhere!

I have changed the ui a bit and now want to do this last change. Since a screenshot says more than a thousand words take a quick look here and you will see exactly my point.



Thank you.
Manglu

Add monk fists to other classes?

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Hi everyone, I just got BG:EE and BG2:EE and it looks amazing. Havn't actually played it much because I want to play a specific character idea and cannot figure out how to implement it.

I installed EET and a number of mods, which may be important. But basically I want to make changes to the Monk class to be able to cast some arcane spells (I don't think this is actually possible to do) or make changes to a Bard kit to make them able to use monk fists, or any kind of custom fist slot weapon that would simulate the monk increases in damage for them.

I have fairly extensive experience fiddling with .2da files in the like in NearInfinity, but I don't know much beyond that. There is a class kit called "Arcane Fist" in the Sorcerer's Place Collection mod, but that unfortunately does not work for BG2EE/EET. I can install it, but the kit does not show up; after messing with 2da files for a bit, I got the kit to show up but when selected I just reverted back to default bard once the game started. I then tried replacing most entries in an existing kit with the Arcane Fist entries, and everything was working except for the most important part; Fist damage was correct, except if I exited the game and loaded it again, they revert back to standard 1d2 fists that most classes have. I don't know what is causing this. There is both a custom spell in the kit that adds the fists at appropriate levels, as well as a script that force-changes the fist slot to be appropriate to your level. I suspect neither are working as intended. Here is a link to the mod if it helps anyone understand what I'm trying to do: http://www.gibberlings3.net/spc/

If someone knows how to convert this to be compatible with BG2EE/EET, please let me know what to do. Alternatively, if someone has an idea of how to recreate the kit, also let me know that. Ideally it will be a bard kit as I don't want to use a Mage kit, since that would make THAC0 levels unacceptable without editing THAC0.2da, which would also improve all other mages in the game, which is also unacceptable.

Custom Kit.. Never done this before..

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Hey ya'll,

Alright, basically.. I've been playing the Witcher 3, and, well, Ciri is incredible. So I've decided to try and create her in the Baldur's Gate series, and do a playthrough.

What I'd really like to do is create a 'Witcher' class kit (or modify an existing kit, if that is easier), using WeiDu. The thing is, although I've had a little experience modding other games, I've never even attempted it Baldur's Gate - so I've just got a couple of questions..

1) Say I follow a tutorial or something, and make a custom class kit for BG1, and it all works great, amazing - will that carry over to BG2 and beyond? Or would I have to duplicate the mod for BG2 aswell?

2) Do custom class kits have any inherent problems with them? Like, I don't know, breaking any quests, not having an xp limit.. I can't think of much else, but, basically, do I need to worry about them breaking my game at all?

3) Will EEkeeper recognise a custom kit at all? I use EEkeeper quite a lot to change character appearances and such, ideally I'd still like to be able to do that.

--

That's basically all, I think... My plan is pretty simple. I'd just like to add the generic fighter's THACO, attacks per round, and ability to reach grandmaster in certain weapons - to the Shadowdancer kit. It may be absurdly overpowered, but well, I don't mind that for a change.

Or in other words, I'd like a fighter who can hide in plain sight, who is limited to the rogue weapons/armor and HLAs.

I'd also like to rename 'Hide in Plain Sight' to 'Blink', and to make a different class description, and change the kit's name obviously.

None of the above will be too difficult to accomplish right?

Thanks very much for reading!

[mod] The White Queen

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The White Queen is a Colours of Infinity series mod, which allows player to visit brand new place - Silent Swamps - where something happened some time ago. Curious? Let yourself discover what lies under the layers of the mud, meet the White Queen and her servants.
The mod includes 8 new locations, some dialogues, new music, items and everything else that's needed to give you some fresh air in the game.
This quest was written according to some feedback I got. TotDG and Innershade are a success, but there are still some players who'd like to experience new fights, to spill some blood. This mod will give you the opportunity. However, I hope you will enjoy the story as well!
To start the quest buy a new book at book merchant's store on the Promenade. Because EE-related change, you must start a new game to enjoy the content.


Colours of Infinity download section

[Mod] Simple Centered Dialog

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I've created a simple, centered-on-screen, alternative to the existing Player/NPC dialog box. A picture is worth a thousand words:


No bells, buttons, or attached global message window. Rather 'old-school' - like me :smile: .

It is included in EEUITweaks 1.4 which I'll be updating momentarily (need the link to this announcement)

Enjoy!

[MOD] Better Quick Loot v1.6

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Version 1.6



I made an improved version of the quick loot bar, with the following enhancements:
  • Turned the quick loot bar into a compact, easy-to-navigate panel
  • It can be opened and closed via a quick key (default: E)
  • When the quick loot panel is opened, it appears right next to the mouse cursor so you can start looting immediately
  • Added encumbrance indicator
  • New page indicator shows the current page number as well as the page total
  • Previous/next page buttons only become highlighted when appropriate, they're otherwise greyed out
  • Scrolling the mouse wheel over the quick loot panel scrolls between the item pages

You can install this mod to your game by following these steps:

1. Download the zip file from the bottom of this post and unpack its contents into your override folder.

2. Open up the UI.menu file. Search for the line "toggle groundItemsButtonToggle" and delete the button section that contains it. Replace it with the following code:
-- BEGIN BETTER QUICK LOOT INIT 1.6 button { area 21 12 32 32 bam ROUNDBUT toggle groundItemsButtonToggle action " if(groundItemsButtonToggle == 1) then worldScreen:StartGroundItems() setQuickLootPosition(true) else worldScreen:StopGroundItems() end " } button { area 21 12 0 0 on e toggle groundItemsButtonToggle action " Infinity_PlaySound('GAM_09') if(groundItemsButtonToggle == 1) then worldScreen:StartGroundItems() setQuickLootPosition() else worldScreen:StopGroundItems() end " } -- END BETTER QUICK LOOT INIT

3. Search for the menu section with the name "WORLD_QUICKLOOT" and delete the entire menu section. Replace it with the following code:
-- BEGIN BETTER QUICK LOOT MAIN 1.6 menu { name 'WORLD_QUICKLOOT' align center center ignoreEsc onClose " mouseOverQuicklootContainer = nil " label { area 0 0 422 132 rectangle 0 actionScroll "scrollQuickLootItems()" } label { area 341 16 68 100 encumbrance actionScroll "scrollQuickLootItems()" } label { area 330 53 37 27 mosaic A0BQAR opacity 220 actionScroll "scrollQuickLootItems()" } label { area 273 54 65 24 text lua "getQuickLootPageText()" text style "label" align center center actionScroll "scrollQuickLootItems()" } label { area 283 8 45 48 bam A0BQSV10 sequence 0 frame 1 opacity 180 actionScroll "scrollQuickLootItems()" } label { area 283 76 45 48 bam A0BQSV10 sequence 1 frame 1 opacity 180 actionScroll "scrollQuickLootItems()" } button { area 283 8 45 48 bam A0BQSV10 sequence 0 enabled "worldScreen:GroundScrollEnabled(-1)" action " worldScreen:OnGroundScroll(-1) " actionScroll "scrollQuickLootItems()" } button { area 283 76 45 48 bam A0BQSV10 sequence 1 enabled "worldScreen:GroundScrollEnabled(1)" action " worldScreen:OnGroundScroll(1) " actionScroll "scrollQuickLootItems()" } button { area 13 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(0,'name')" tint lua "getGroundItemProperty(0,'tint')" icon lua "getGroundItemProperty(0,'icon')" count lua "getGroundItemProperty(0,'count')" usages lua "getGroundItemProperty(0,'usages')" action "groundItemClick(0)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(0,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 67 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(1,'name')" tint lua "getGroundItemProperty(1,'tint')" icon lua "getGroundItemProperty(1,'icon')" count lua "getGroundItemProperty(1,'count')" usages lua "getGroundItemProperty(1,'usages')" action "groundItemClick(1)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(1,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 121 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(2,'name')" tint lua "getGroundItemProperty(2,'tint')" icon lua "getGroundItemProperty(2,'icon')" count lua "getGroundItemProperty(2,'count')" usages lua "getGroundItemProperty(2,'usages')" action "groundItemClick(2)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(2,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 175 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(3,'name')" tint lua "getGroundItemProperty(3,'tint')" icon lua "getGroundItemProperty(3,'icon')" count lua "getGroundItemProperty(3,'count')" usages lua "getGroundItemProperty(3,'usages')" action "groundItemClick(3)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(3,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 229 13 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(4,'name')" tint lua "getGroundItemProperty(4,'tint')" icon lua "getGroundItemProperty(4,'icon')" count lua "getGroundItemProperty(4,'count')" usages lua "getGroundItemProperty(4,'usages')" action "groundItemClick(4)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(4,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 13 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(5,'name')" tint lua "getGroundItemProperty(5,'tint')" icon lua "getGroundItemProperty(5,'icon')" count lua "getGroundItemProperty(5,'count')" usages lua "getGroundItemProperty(5,'usages')" action "groundItemClick(5)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(5,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 67 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(6,'name')" tint lua "getGroundItemProperty(6,'tint')" icon lua "getGroundItemProperty(6,'icon')" count lua "getGroundItemProperty(6,'count')" usages lua "getGroundItemProperty(6,'usages')" action "groundItemClick(6)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(6,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 121 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(7,'name')" tint lua "getGroundItemProperty(7,'tint')" icon lua "getGroundItemProperty(7,'icon')" count lua "getGroundItemProperty(7,'count')" usages lua "getGroundItemProperty(7,'usages')" action "groundItemClick(7)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(7,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 175 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(8,'name')" tint lua "getGroundItemProperty(8,'tint')" icon lua "getGroundItemProperty(8,'icon')" count lua "getGroundItemProperty(8,'count')" usages lua "getGroundItemProperty(8,'usages')" action "groundItemClick(8)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(8,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } button { area 229 67 52 52 bam STONSLOT tooltip lua "getGroundItemProperty(9,'name')" tint lua "getGroundItemProperty(9,'tint')" icon lua "getGroundItemProperty(9,'icon')" count lua "getGroundItemProperty(9,'count')" usages lua "getGroundItemProperty(9,'usages')" action "groundItemClick(9)" actionEnter "mouseOverQuicklootContainer = getSlotContainerId(9,'containerId')" actionExit "mouseOverQuicklootContainer = nil" actionScroll "scrollQuickLootItems()" } } ` function setQuickLootPosition(buttonPress) local x,y = Infinity_GetMousePosition() if (buttonPress) then x = x - 39 else x = x + 26 end y = y - 66 local screenWidth,screenHeight = Infinity_GetScreenSize() if (x < (-screenWidth+422)/2 + 10) then x = (-screenWidth+422)/2 + 10 else if (x > (screenWidth+422)/2 - 432) then x = (screenWidth+422)/2 - 432 end end if (y < (-screenHeight+132)/2 + 10) then y = (-screenHeight+132)/2 + 10 else if (y > (screenHeight+132)/2 - 182) then y = (screenHeight+132)/2 - 182 end end Infinity_SetOffset('WORLD_QUICKLOOT',x,y) local i = 0 while (worldScreen:GroundScrollEnabled(i-1)) do i = i - 1 end worldScreen:OnGroundScroll(i) end function scrollQuickLootItems() if scrollDirection > 0 then if worldScreen:GroundScrollEnabled(-1) then worldScreen:OnGroundScroll(-1) end elseif scrollDirection < 0 then if worldScreen:GroundScrollEnabled(1) then worldScreen:OnGroundScroll(1) end end end function getQuickLootPageText() local prev = 0 while (worldScreen:GroundScrollEnabled(-prev-1)) do prev = prev + 1 end local next = 0 while (worldScreen:GroundScrollEnabled(next+1)) do next = next + 1 end return (prev+1) .. "/" .. (prev+next+1) end ` -- END BETTER QUICK LOOT MAIN

4. Finally, we need to avoid the quick loot bar repositioning itself whenever the message box is resized, as per the original behavior. Find the following line and either delete it or comment it out with --:
Infinity_SetOffset('WORLD_QUICKLOOT',0, -toolbarTop)

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.
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