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Creatures made global - how far can they go?

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MakeGlobal(), as I understand it, only enables travel between areas with actions like the LUAs. It doesn't by itself transport anybody anywhere without a separate command in the scripts. But suppose that regular enemies are made global and have scripts telling them to, say, jump to Player1. Never mind now where to insert the scripts etc. Could they hike between maps this way? I think that they could not initiate it if they were abandoned in an area by the entire party - then nothing in that area would load. But I've seen that if a party member is teleported somewhere alone, say, using the console, he causes the area to "become alive." It is now part of the active gameplay. Enemies gather up, and there seems to be no obstacle to their taking advantage and hopping between areas also, even out of this one. Script Davaeorn to jump to Player1 upon seeing a PC, then teleport Player3 to the Cloakwood mine, and the wizard will leave his area (if made global). Am I right about this?

The next question: if a player character can be made to "activate" an area with his presence, what about friendlies carrying opcode 248, Clear Fog of War (Wizard Eye)? If they were teleported to another area or just left there, could they serve to switch it on, so to speak? Has anybody tried this? Of course, the question here is partly how to flip the view to those creatures after they get whisked off and can no longer be clicked on. One of the new Torment opcodes, 349 I think, supposedly moves the view to the spell target, but I don't know if that would work between areas, and anyway those effects are no good for the other games. Maybe people familiar with cutscenes can tell how to switch the screen someplace away from the party.

Related to this: MakeGlobal() should in most cases be inferior to MakeGlobalOverride(), because there is no reason to create multiple entries for the same creature with a script name. But what about creatures without? Recently I learned that deaths of creatures without script names get recorded on the collective tombstone of one huge death variable as NONE. Deaths of creatures specially given the NONE script name go on the same record. Well, what will happen if a nameless creature is subjected to MakeGlobal()? Is it going to get recorded, and as what? And what if several ordinaries, who in the eyes of the engine have either no name at all or NONE, get recorded with instances of MakeGlobal(), without overriding? Won't each entry for NONE (if that is how they get recorded) be unique?

It is possible that creatures without script names only get recorded as NONE in their common death variable, and otherwise MakeGlobal() does not work without a "proper" script name. If so, is there any reason not to patch all nameless things with the script name that reads NONE? It won't do any harm, might even be useful for miscellaneous calls, such as when you need to spawn a dozen skeletons, one by one, and order them along. You don't want to give each one a unique script name and you could do without even a group name just for these bonies, like CUSTOM_SKELETON or whatever. With a group name you could, of course, command them in the order of appearance, the name changing reference as another skeleton pops up. But why bother, if you can just use the script name NONE? Spawn one skeleton, and no matter how many ordinaries of all kinds, also called NONE, may have wandered in the area already, this name will now link to the latest NONE in the doorway - your skeleton. Then just keep spawning skeletons and giving your commands to NONE. And the next time you need to spawn another group somewhere else, or an individual standard creature, just repeat this. Convenient. So dubbing ordinaries NONE may have these extra uses. But mainly it should, very likely, work for the purposes of making everyone and his mother global, because it is an actual string.

If this NONE-globalling works, if all entries so recorded turn out to be unique and there is some way to switch the view to an area away from the party (that's the big one), for the locals to activate their jump drives, we'd be halfway towards all sorts of different dynamics: monster excursions, Flaming First mercenaries following the party inside Durlag's Tower, winter wolves descending to Nashkel or slimes bubbling up. I know I would enjoy a more simultaneous open-map gameplay along the lines of Jagged Alliance 2 rather than being limited to one area at a time. Not that it is worse, if anything, focus and gradual exploration are more mysterious, but we have played the games to death the old way.

ChangeAIScript()

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The G3 guide says about this action:

"This action changes the assigned script file for the active creature. The new script name is specified in the scriptfile parameter. The level parameter dictates the script level to change - values are from scrlev.ids. Scripts can be set for any scriptable object (container, creature, door etc.), but are not persisted."

Not persisted, really? So if I save the game and reload, the old scripts will return?

Quickly unequip/reequip basic equipment?

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I'm putting some people to sleep, at an inn, and it looks awfully uncomfortable when they stretch out in full plate, a winged helmet and clutching two long swords. An adventurer's instinct, maybe, or just spasmed hand flexors, but it's dangerous to room service. Can I script NPC to take off their basic equipment and then, once they wake up, put it on again? How about FillSlot() for this? Doesn't guarantee the chosen items will be the same as the optimal exploring setup, but how many weapons and suits of armor do we carry around at once, really. The only hassle may be with double-wielders. If I use FillSlot() to search for something for the offhand slot, the game is going to stick the first thing suitable in there, even a shield or a dagger. And those who use two-handed weapons will have their big swords and bows taken off. It may be better to somehow just unselect weapons so they don't show but stay held. How do I do that?

Installing Ascension, SCSII, Spell Revisions, and UB2

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Can someone explain in one place how to go about installing these mods? Ascension and SCSII are confusing to me, particularly because I'm finding conflicting information as to which versions to install, which patches still need to be used, etc.

Would really appreciate it, thanks!

[WIP - NPC mod] Drake, priest of Tyr - v0.1 (pre-release) available

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Another NPC I'm working on, because BG1 really needed a male cleric early on.


Race: Human
Class: Priest of Tyr
Alignment: Neutral Good

Strength: 17
Dexterity: 16
Constitution: 16
Intelligence: 11
Wisdom: 15
Charisma: 10

Overview

A rather crude, cynical and sarcastic cleric of Tyr who serves the Order of the Radiant Heart in Amn, sent to investigate the iron crisis. You'll find him drinking in Beregost and seeking adventurers for the task of eliminating the mad priest Bassilus. He's a man of many vices and often blasphemous, but is regardless devoted to justice and a strong hatred of all things evil.

He can be befriended by a non-evil PC and can be flirted with by a PC of either gender.

Drake's portrait was made by LavaDelVortel and edited with his permission.

Biography

"When asked about his past, DRAKE gives a sardonic laugh and responds that history would breathe easier if his past was left forgotten. A cleric of Tyr in his mid-thirties, second son of the Caulfield family, former ensign in the Amnian militia and, with a touch of irony when mentioning it, recruit of the Radiant Heart auxiliary, he considers himself 'that thing they can't get rid of' within the Order. He openly admits that his unorthodox views on the tenets of the Order as well as the distribution of justice makes him something of a social pariah with both his fellows of the Radiant Heart and his family, almost all of whom have a history of service within the Order. According to him, while him being stationed outside of Amn was officially a mission to root out evil that plagued the Sword Coast, he believes it was nothing more than a formal means of sending him away and allowing his superiors to forget about him. Such an assignment seems to be to his preference, however, as he believes justice is best served with the edge of a blade - or in his case, the head of a hammer."

Preview






Download v0.1 here - https://github.com/ArtemiusI/Drake/releases/tag/v0.1

Siege of Dragonspear Achievement Fixes

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Had some little private conversation about the "Grim Deeds to Come..." and "You Chose... Poorly" with @JuliusBorisov
Both achievements are currently buggy and I made fixes for both in weidu.

Here some little installation instructions:
1. Get modmerge from here:
http://github.com/ScottBrooks/modmerge/releases
For more information about modmerge:
https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1
2. extract modmerge in your Baldur's Gate Enhanced Edition directory inside your steam library and run it a dialogue pops up and you have to confirm with y (this could take a while
3. download the attached achievement_fixes.rar and extract it to your Baldur's Gate Enhanced Edition directory
4. run setup-achievement_fixes.exe (if it's the first time you install a weidu mod, you will be asked on which language the mod should be installed, the mod itself doesn't contain any text currently, but if you want to install other mods choose the one you prefer)
5. follow the instructions on screen

If you don't want to use the weidu mod, you could use the ingame console instead.

For "Grim Deeds to Come..." use the following CLUA Code:
C:SetGlobal("bd_plot","global",690)

For "You Chose... Poorly":
C:SetGlobal("bd_thrix_plot","global",11)
after you've done that reset it to 20
C:SetGlobal("bd_thrix_plot","global",20)

If any other achievements are buggy please let me know and I have a look into the problem (a savegame, in such a case, would be nice describing the problem... :))

How does intoxication work?

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Specifically at what point does the mug icon appear? Same question for fatigue. What values do I need for CheckStat() with these to single out people visibly drunk and tired?

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...

Why do enemies ignore sleepers?

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They at most turn to attack an unconscious PC for a moment, then break off and turn on others who are standing. This may be tactically to keep the sleepers out of the combat, instead of waking them up with damage, but it's strange. Any way to bypass that?

A check for weather?

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Any way to tell if it's raining? Yeah, yeah, besides the little drops.

[Item Mod] Staff of Withering

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I've been experimenting with DLTCEP recently and decided to take a stab at creating a Staff of Withering from the 1e and 2e DM guides. I managed to get all of the effects and icons I wanted in place (through lots of trial-and-error, of course) and it seems to works perfectly in BGEE.

Since the effects of aging and limb-withering aren't implemented in BGEE, I've attempted to compensate by giving the staff the power to (temporarily) drain the physical ability scores from its victims. Although the PnP Staff of Withering withers limbs and causes aging permanently, I thought this would be much too OP for BGEE. Instead, I decided to make it a moderately-powered magic item. Here are the basic details for the staff's powers (please feel free to post suggestions or comments):
Staves of Withering are rumored to be crafted by the Cult of Velsharoon in the charnel houses of Skull Gorge. While their motivations for creating these macabre weapons remain unclear, the Archmage of Necromancy must have dark plans, indeed.

Those struck by a Staff of Withering suffer a progressively enervating fate. Each hit drains its target's vitality, rendering it weaker and less agile until collapsing a lifeless husk. Victims that survive an attack regain their vigor soon afterwards, although with a more "intimate" understanding of the twilight between life and death--perhaps what the Lord of the Forsaken Crypt intended.

STATISTICS:

THAC0: +1 (non-magical)
Damage: 1d4+1 (crushing)

Special: Drains the target's Strength, Dexterity, and Constitution scores by 1 point cumulatively upon each hit (no save). When any ability score reaches 0, the target dies. The target must also save vs. Wands with a -2 penalty or be slowed. The draining and slowing effects of the staff cannot be dispelled, but wear off after 3 turns for those who survive.

Wielders of Staves of Withering (and their parties) do not gain experience points from deaths caused by its ability-draining effects. Experience is awarded only if the target is killed by by the staff's crushing damage. Candlekeep sages speculate the staves are enchanted to transfer the experience by some nefarious means to Velsharoon and his clergy.

Creature Immune: Undead (-15 to hit) and Outsiders

Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
4 Strength
9 Intelligence
9 Wisdom

Weight: 3
I found that the 1e version of the staff was limited to Clerics only, but the 2e version is usable by any class, so I decided to make it usable by Cleric, Druids, Mages, including all Specialist Wizards except for Illusionists (since the staff is empowered by necromantic magic). I can only imagine how OP the staff might become if it were usable by Kensai and Fighters. Since Clerics, Druids, and Mages/SWs have relatively weak THACOs at low and mid-levels, using the staff against difficult foes might be more of a liability (especially those with high ACs), given that it has only a +1 to hit bonus (which is non-magical--it was the only feasible way to restrict the staff from being used against outsiders and magical creatures).

The PnP staff has charges, and therefore is expendable, but I decided to make it a permanent item (hence the price). I'd be interested in hearing what people's thoughts are on that as well.

For the effects, whenever a creature is hit by the staff, it plays a brief, haunting sound (which I believe is from the one of the crypts in BG or BG2) and causes the victim to turn semi-transparent for a couple of seconds (which is supposed to symbolize their sudden loss of vitality). And, of course, the staff is black. ^.^

*The updated (v 1.5) item mod is attached below in RAR format. Thanks for @Alkalurops for making this mod WeiDU-compatible and @Cahir for the Polish translation.

*Update 03/29/15: The save penalty vs. slow has been corrected to -2 (it was previously set at -4).

A trick to undress people

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I've asked a lot of questions, well, here is a contribution from my end: if you want a character to take off some of his items without having to know a specific RESREF of an item, you can order him to take his own equipment. From an invisible summoned minion:

ActionOverride(LastSummonerOf(Myself),TakeCreatureItems(Myself,3))

In TAKEITEM.IDS "3" is for weapons, so this command causes the character to put his weapon and shield in his inventory, in the first empty slots. Later you can use FillSlot(SLOT_WEAPON) and FillSlot(SLOT_SHIELD) to rather reliably put them back in his hands, unless he is carrying an assortment of weapons and shields in the backpack. The FillSlot() commands can be a standard list - if the character has nothing for a slot, he will just move on to the next order. The IDS file gives you a few more options:

IDS V1.0
0 ALL
1 BACKPACK
2 EQUIPPED
3 WEAPONS
4 QUICKITEMS

I haven't tested, but you should be able to strip people completely with these. Also, in the case of weapons, a command like the above in a fight would effectively disarm an enemy, though he might just put on the stuff again if scripted with EquipMostDamagingMelee() and such. Still, it should cause an one-round loss of attacks, at least, or potions for "0" or "4." If armor also gets taken off with "0" and "2," then it may not, possibly, be reequipped in the same fight.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

DOWNLOAD
Direct Download Link, 7z Archival Format

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

Have fun everyone!

Cheers,

-JediMindTrix

[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

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

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 Fixes for BGEE, BG2EE and BGEE+SOD (v2.2+)

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Following on from the quick mod I made in this thread, please find a formal release of various journal fixes for BGEE, BG2EE and BGEE+SOD (v2.2+).

NEW VERSION - v1.1

Features:
  • Slightly redesigned layout
  • Quest Page:
    • Filters by All, Active and Completed quests
    • Changed colours to make it easier to see active vs completed quests
    • Partial fix for NO OBJECTIVE TEXT (BGEE and BG2EE) - Duplication of text to prevent 'empty entries' and the need to open the entry.
    • Clicking the textflash now opens the journal and the specific quest and hides all other quests.
  • Journal Page:
    • All user notes are now tagged and time-stamped.
    • All edits (system and user notes) are time-stamped.
    • Easy sequential editing to see progression of quests.
    • Filter by 'My Notes'.
    • Double-click to edit a note.
    • Easy deletion of user notes (click the red X).
  • Supports Italian, Polish, German, Brazilian Portuguese, French, Czech, and English

Installation:
- If you have not installed a UI mod previously then please install by using the QUICK INSTALL option, otherwise use the manual install. NB - this mod replaces the existing JOURNAL menu and any changes you've made to it previously will be lost.


QUICK INSTALL:

- Download the attached zip file.
- Go to the 'Quick Install - ' folder.
- Drop the two files into your override.


MANUAL INSTALL:

- Download the attached zip file.
- Open your UI.menu file in a text editor (if you don't have a UI.menu then use the QUICK INSTALL).
- Search for 'textflash' and scroll down until you reach this button:

- Open the 'Textflash Button' text file from the zip. Press Ctrl+A, and Ctrl+C, to copy all of the text from the file.
- Go back to the UI.menu and highlight all of the text in the button (including the bracket on the end).
- Press Ctrl+V to replace the text with the new button. Close the 'Textflash Button' text file.
- Now, search UI.menu for: initquests() and you will find the following function:

- Open the text file for the game you wish to edit. Press Ctrl+A, and Ctrl+C to copy all of the text from the file.
- Go back to the UI.menu and highlight from (and including) the ` just above the function all the way down until you reach the end of the JOURNAL menu but not the start of the RECENT EVENTS menu. You will highlight about 1000 lines of code and you should have highlighted as shown ... all of the JOURNAL menu and the two brackets, but not the word menu:

- Press Ctrl+V to paste the replacement text over the top.
- Save and close the UI.menu
- Finally, drop the language file M_JFlang.lua into your override.
- Done!


Notes:
- Remember to use the cancel button when editing notes.

Changelog:

v1.1 - Updated and improved the 'Textflash' to specific quest functions to improve results
v1.0 - First Release


Thanks to:
@rede9 and @Aedan - Italian Translation
@Cahir - Polish Translation
@Nasher - Brazilian Portuguese Translation
@Edvin - Czech Translation
@Hurricane - German Translation
@Isaya - French Translation
Special Thanks to @Aedan and @Pecca


Screenshots:

Screenshots show different aspects of the mod over the three games:

Filtering:


Editing notes:



No Objective issue now replaced with entry information:


Filter by user notes:


Deleting a note:



Feedback, questions, suggestions all appreciated!

If you have any issues, please let me know and I'll try to help fix them.

Out of Commission (mod)

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Games:

Made and tested on BG:EE, but should work with all Infinity Engine games.

Description:

The Infinity Engine games approach rest with a severe ellipsis: the player clicks the "Rest" button, a movie plays, and the next moment 8 hours have rolled by, everyone has healed up and spells have been memorized. The game will even cast healing magic for you, all to shorten the downtime and get the characters on the road ASAP. If one rest session is not enough, you can just repeat it. While this approach has its merits, I suggest a different dynamic to make time matter and place adventures in time instead of redacting it.

Out of Commission does nothing to the "Rest" button or inn rooms, which still work as before, but suggests refraining from their use. Instead characters can rest with a special ability all party members get. They can rest severally - at different times and away from each other. When the special ability button is clicked, the character needing rest will leave the party (without bothersome dialogue) and lie down. There is no sleeping in the presence of enemies or on city streets, otherwise you can recline anywhere. In 8 hours the character will get up, refreshed, with magic at the ready and 3 hit points healed, and rejoin the party automatically. While he sleeps, the rest of the group is free to leave the area to explore, fight, trade or take on other members. They can stay away for any length of time - when they return to the area with the sleeper, he will step in.

Example:

Dorn the half-orc has been hurt, and Branwen the cleric has run out of spells to heal him. Both settle down to rest, leaving just 4 characters in the party. These are relatively fresh and head out to explore the rest of the area, getting a better split of the experience for the greater risk. Had the player wanted to keep character progress equal, he could have hazarded Dorn and Branwen.



When rest happens in real time, several things change: you only want to have rest those characters who require it and you are likely to be more frugal with spells, because depleted casters will need their full recuperation. A sleeping character can be roused - just move another party member immediately next to the sleeper for a few seconds (longer if the character is sleeping drunk or fatigued). In a pinch you can hurt sleepers to wake them up quickly, and enemies wandering into the vicinity tend to get through after a while. A roused character will be groggy for a short time and must restart his 8 hours to get the benefits of resting, so camp in a quiet corner.

Having laid down a few people, if there is no dungeon nearby or not enough manpower for it, you do not have to pace around the room the whole 8 hours. The special ability works differently for the main character: he will recline but stay in the party, the screen will fade out, the "Rest" movie will play, and time will advance by 8 hours.

A technical note: resting with Out of Commission uses an effect, not the Rest() action, so the PartyRested() trigger will not check true. I am not aware of official scripts relying on that trigger anywhere but in one case where it seems to be for convenience, but mods might use it.

The old "Rest" button should still be clicked for special moments in storylines, such as the dream sequences that give you special abilities - after the death of Mulahey, after the Cloakwood Mines etc. These moments are well-known to those who have played the games extensively, which at this point is almost everyone.

Download

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

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

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

Small mod that has the following components:

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

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


5) Priest of Aerdrie

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

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

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

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

6) Priest of Arvoreen

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

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

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

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


7) Priest of Gruumsh

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

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

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

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

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


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

[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.

[MOD] Sarevok Animation Patch

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This mod simply patches up the empty animations (two-handed attacks, dual-wielding attacks, spellcasting) for Sarevok's model. No new animations are added - all missing animations are filled in with appropriate existing ones. This mod is only really useful if planning to use the animation for a PC or spellcasting character, as the vanilla Sarevok will never need these animations. However, this might be a useful resource for anyone who wants to use the awesome Sarevok model.

BUGS
While casting spells, Sarevok's model will occasionally face slightly in the wrong direction. It's fairly minor and doesn't happen often.

A preview of the patched casting animation:


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