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Problem installing mods on macOS Sierra?

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This may not be the cause, but...

On OS X El Capitan I was successfully able to install Dungeon Be Gone with weidu through the terminal.

Then I updated my mac to macOS Sierra. Now I'm trying to install SCS, however this time I get an error message when I try to start the installer, which is simply "Killed: 9"

This is the output.

MacBook-Air-4:Resources user$ ls -l total 14184 -rwxr-xr-x 1 user admin 2679715 Jun 9 03:33 BaldursGateII.icns -rwxr-xr-x@ 1 user staff 15220 Feb 14 2016 COPYING drwxr-xr-x@ 3 user staff 102 Aug 10 19:24 Mac WeiDU Launcher.app -rwxr-xr-x@ 1 user staff 126510 Feb 14 2016 README-WeiDU-Changes.txt -rwxr-xr-x@ 1 user staff 814070 Feb 14 2016 README-WeiDU.html -rw-r--r-- 1 root admin 5116 Sep 12 12:03 SETUP-DUNGEONBEGONE.DEBUG -rwxr-xr-x@ 1 user staff 983040 Nov 18 2013 Setup-DungeonBeGone -rwxr-xr-x@ 1 user staff 80 Feb 5 2014 Setup-DungeonBeGone.command -rwxr-xr-x@ 1 user staff 1673 Jan 17 2014 Setup-DungeonBeGone.tp2 -rw-r--r-- 1 root admin 244 Sep 12 12:03 WeiDU.log -rwxr-xr-x 1 user admin 875812 Jun 9 03:32 chitin.key drwxr-xr-x 189 user admin 6426 Jun 9 03:32 data -rwxr-xr-x 1 user admin 104 Jun 9 03:32 engine.lua drwxr-xr-x@ 18 user staff 612 Mar 7 2016 examples drwxr-xr-x@ 24 user staff 816 Sep 12 09:15 jassy drwxr-xr-x 6 user admin 204 Jun 9 03:32 lang drwxr-xr-x@ 4 user staff 136 Mar 7 2016 lib -rwxr-xr-x@ 1 user staff 118512 Nov 14 2014 mospack -rwxr-xr-x@ 1 user staff 144064 Nov 14 2014 mosunpack drwxr-xr-x 29 user admin 986 Jun 9 03:33 movies drwxr-xr-x 205 user admin 6970 Jun 9 03:32 music drwxr-xr-x 8 root admin 272 Sep 12 12:03 override -rwxr-xr-x@ 1 user staff 2283 Oct 30 2011 readme-mosunpack.txt -rwxr-xr-x@ 1 user staff 2225 May 15 2004 readme-tisunpack.txt drwxr-xr-x 28 user admin 952 Jun 9 03:32 scripts lrwxr-xr-x 1 root admin 5 Oct 27 16:47 setup-stratagems -> weidu drwxr-xr-x@ 50 user staff 1700 Jan 15 2015 stratagems -rwxr-xr-x@ 1 user staff 118872 Nov 14 2014 tispack -rwxr-xr-x@ 1 user staff 144440 Nov 14 2014 tisunpack -rwxr-xr-x@ 1 user staff 999424 Mar 7 2016 weidu -rw-r--r-- 1 root admin 17 Sep 12 12:03 weidu.conf -rwxr-xr-x@ 1 user staff 184320 Mar 7 2016 weinstall MacBook-Air-4:Resources user$ ./setup-stratagems Killed: 9 MacBook-Air-4:Resources user$

Does anyone have any tips on how I might solve this?

Are there any mod to change how statistics/attributes function?

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Hello~

Does anyone know any mods compatible with BG:EE, SoD, and BG2:EE that change how statistics function? I really, really don't like how 2e handles attributes as I find myself min-maxing due to re-rolling as opposed to crafting a character based on how I think their stats would be RP-wise. I suppose I could always force myself to change and accept a weaker character for the sake of RP but before doing so I just wondered if any mods existed that removed dead zones so that a lower stat total would still affect the character's abilities.

Ōdachi (Two-handed katana)

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An ōdachi is a massive blade, a five foot long katana, initially designed to be used from horseback, as it is unwieldy for foot soldiers. In the hands of a kensai it can cleave enemies in a few elegant and powerful strikes.

STATISTICS:

Equipped abilities:
– Critical Hit Chance: +5%

THACO: -2, 0 (Kensai)
Damage: 2d6 (slashing)
Speed Factor: 8
Proficiency Type: Katana
Type: Two-handed
Requires:
14 Strength

Weight: 10

https://www.dropbox.com/s/rveo5z993amly2m/Odachi v1.1.zip?dl=0

Questions, comments, concerns?

Replacement NPC models

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Whether it is possible to replace BG2:EE Sarevok model and animation from the BG1, and Hexxat on Bodhi, and Dorn Il-Khan on demon knight cambion?

[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

Glitch with map edited witn dltcep

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Hi, i recently started to mod with dltcep. I achieved to load a custom map in BG2: EE but there's a slight problem. I can see the crop lines of the grid from the .tis when the characters walk around or when I zoom out. With smaller maps i dont have this problem, but is there a way to avoid such a glitch? I used maps extracted from BG:2 that I edited with photoshop before converting it with dltcep. Thanks for your time.

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

just returning after a year off..aaannnd

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I started a new game in my old, heavily modded BG2ee installation. No issues for a while, then, after recruiting Neera, began to see massive dialog issues.

I've tried reinstalling my base 30+ mods with fresh installations and the dialog mess is even worse...this is with beamdog versions that don't need modmerge.

I vaguely saw something about a new patch update and some new opcodes.

I'm just wondering did the last patch break existing mod installs or move dialog.tlk?

[MOD] DLC Builder for Enhanced Edition v2.x games

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Download: DLC Builder v3.0

Latest beta: DLC Builder v4.0-beta3

This mod allows you to create a DLC archive out of a modded game installation. It can then be used to mod a clean game simply by dropping the file into one of the supported DLC folders. That way you don't have to go through the time-consuming and error-prone process of installing one mod after another if you simply want to reuse a known mod configuration. It can also be used to quickly synchronize multiple game installations for multiplayer sessions.

The mod automatically detects files that have been added or modified by mods and includes them in the resulting DLC archive. Files in extra folders (such as movies, music or scripts) that have been added manually or were installed by platform-dependent batch or shell scripts cannot be detected properly and must be placed into the working folder of this mod if you want to include them in the DLC archive as well. See the included Readme for more information.

An expert mode allows you to control more aspects of the DLC building process.

The resulting DLC archive can be easily installed on any game installation by dropping it into one of the supported DLC locations.

Supported DLC locations:
1. [Game install folder]/workshop (accepts only DLC archives with ".mod" extension) <- highest priority
2. [Game install folder]/dlc
3. [Game install folder]
4. [Documents folder of the game] <- lowest priority

Important:
The game version of the target installation should match the version of the game where the DLC archive has been created or you may encounter missing string references or outdated lines of text. It mainly depends on how many changes have been made to the dialog.tlk of the target version of the game.

NPC bodies (a Raise Dead/Resurrection mod)

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This mod is intended for those playing a minimal/no reloads game (therefor using Raise Dead services of temples instead of reloading when a NPC dies) and has three components that can be installed independently.

1) NPC bodies for BG:EE

When a NPC dies, he (or she) drops a body at the feet of the Protagonist (ideally it should have been dropped together with the inventory items at the spot the NPC was killed, but so far it does not seem possible) in the place he is killed. In order to be raised at a temple, the NPC's body must be carried in the party inventory and upon casting the spell, the body will disappear from inventory and the NPC will be brought back to life.

Do not attempt to raise dead a NPC without his body, this will result in his permanent death ! Also leaving an area without the body will cause the body to disappear after a time, resulting in the impossibility to bring the character back to life.

Each of the 28 joinable NPC's has his unique body with a weight based on race, gender and strength.







2) Raise Dead permanent Constitution loss

This cause the characters brought back to life with Raise Dead or Resurrection to lose 1 point of CON as in PnP


3) Fixed price for Raise Dead spell

It makes little sense for the dynamic progression with level of the Raise Dead cost in temples. At lowest levels Raise Dead cost less than Slow Poison, or Cure Critical Wounds or Heal, while at the higher levels it becomes absurd, when the player usually has the means to cast the spell himself or by someone in the party and doesn't need this service anyway. So the price of Raise Dead has been set at the fixed price of 500gp


Warning, this is mod is not fully tested, and it is marked as BETA

Custom XP table?

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Would it be possible to create custom XP table for a kit within a class?

For example:

Custom XP table for a berserker kit without affecting the fighter table for everyone else?

I tried looking at druid_2_cleric_levels.tpa from the tweaks anthology but that appears to only affect changing an entire class

General mod questions thread

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Hello, ladies and gentlemen.

We have decided to merge several threads about different modding questions into one thread. This way you'll be able to find all the needed information in one place.

- Site staff


OP by @chimeric :
Appending existing dlg files

Is there an example or a tutorial on changing NPC's existing dialogues? I can pass them through a D and just rewrite-replace them, but I'd rather extend them with my own states etc.

New versions of NearInfinity available

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

Download latest release

Near Infinity Wiki

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

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

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

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

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

Sandrah Saga For EET

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

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Introducing the Ishlilka mod for BG!

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





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


What you can expect:

At least two banters with every companion in BG1.

A friendship and romance path.

A unique quest for BG1 and SOD.

Various interjections at different points in the game.

A balanced front liner with a unique ranged weapon.

FORESHADOWING!

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

Some tips:

Should be fully compatible with other BG1/SOD mods.

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

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

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

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

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

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

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

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

SETUP INSTRUCTIONS:

1) Install into game directory.

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

3) start the setup executable.

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

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

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

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


[WIP] Aura, a gnome artificer NPC for BG:EE

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Now that my latest NPC, Drake, has been released for BG:EE and SoD, I may as well share details on what I'm working on next (although this is not the first time I've brought it up). Feel free to share thoughts or ask questions. Anything I deem necessary will be answered in spoilers, of course.

Full Name: Aura Glimmershine
Race: Gnome
Class: Artificer (Thief kit)
Alignment: Lawful Good

Strength: 8 (below average, rarely does any carrying - she prefers having her automatons doing that)
Dexterity: 16 (high, fairly skilled at archery and agile thanks to her lightness and small stature)
Constitution: 13 (average)
Intelligence: 19 (exceptional, a born prodigy with eidetic memory and education from the best academies in Lantan)
Wisdom: 14 ( above average, mostly gained while in Kozakura)
Charisma: 15 (above average, though self-admitted to be better with machines than people)

Biography

"When asked about her past, AURA tells you a long and convoluted tale of her life from her childhood to her life spent in faraway Kozakura. Born from the prestigious Glimmershine family in the technologically-advanced island nation of Lantan, Aura's talent for artifice and creation at a young age coupled with a wide-idea curiosity of the world beyond her home led her to travel to distant lands looking to advance her knowledge of cultures and bring knowledge to other, less advanced societies. In one such venture, Aura's crew was assaulted by a magical storm which destroyed their ship and swept her away into the ocean.

Upon regaining consciousness, Aura found herself somehow in Kozakura, a nation in the land of Kara-Tur. Aura's talents in creation gave her a place among the locals of the village in which she made her new home for three years until a disastrous commission led to her disgrace and her subsequent leaving of Kozakura. She now seeks an adversary now in the Sword Coast, and has sought your aid in her quest."

Character & Personality

Aura is kind-hearted and idealistic at heart. She can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise, being capable of talking or (more likely) lecturing others for up to hours on end.

Aura's most unorthodox trait for a Lantanese gnome is her fascination with magic. Though she has received little, bordering on no magical training and no interest in becoming a mage, her everlasting dream is to create a perfect harmony between magical and technological creation. This is not an unacceptable view in Lantan, though it is considered highly unusual.

She is in her mid-seventies in age, barely a young adult for a gnome. Because she has spent so much of her life working with inanimate objects, coupled with her extremely long lifespan, she can be extremely naive and unknowingly insensitive when it comes to human issues, though her time spent in Kozakura has helped somewhat.

While the majority of people in Lantan worship Gond, the Wonderbringer, Aura is tight-lipped about her choice of deity and shows noticeable discomfort when discussing religion. It is unclear whether she worships a god at all.

Aura strongly dislikes the Lantanese trademark smokepowder, the knowledge of how to produce it given by Gond during the Time of Troubles, but will relent in creating it for people she unequivocally trusts.

Perhaps Aura's greatest strength and weakness is her extreme attachment to all of her ideas and creations. While this makes her a natural when it comes to invention, it also means she personally feels responsibility for any harm, destruction or death that anything she created has caused, even if it were by someone else's hand.

Due to being inexperienced, Aura has a few childish fears, most notably a fear of bears of all kinds. More seriously, she is absolutely terrified of drowning and being close to huge bodies of water due to her past traumatic experience which caused her to temporarily lose several years of her memory and nearly her life.

Romance spoilers:
Aura is a lesbian, although this is not immediately apparent unless the player chooses to show some romantic affection towards her, though eventually the stories she tells of her past will make it clear either way.

Artificer Thief Kit

ARTIFICER: Lantanese artificers are master innovators and craftsmen, making up for their lack of combat or cloak-and-dagger skills with expert knowledge in use of arcane runes, deadly alchemical traps and metal automatons.

Advantages:
– +15 bonus to Lore.
– +10% bonus to Find Traps, Open Locks and Set Traps.
– May use the Set Alchemical Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter.

Set Alchemical Snare: Set a trap in the targeted location when no hostile creatures are in sight. Traps deal 1d4 (+1 extra damage per level) fire, cold, acid or electrical damage of the artificer's choice in a 10' radius, inflicting additional effects that last for 1 round per 3 levels of the artificer. Effects are dependent on the chosen element. Alchemical Snares can be set at a distance but can be set off by both allies and enemies.

ALCHEMIST'S FIRE: Ignites the victim, dealing 1d4 damage per round.
RAPID FREEZE: Slows the victim.
ACIDIC COMPOUND: Corrodes the victim's armor, reducing their AC by 4 and physical resistance by 20%.
ELECTRIC CHARGE: Afflicts the victim with a 50% chance to miscast magic.

– May use the Craft Rune ability once per day.

CRAFT RUNE: Artificers can inscribe runes with arcane magic, which may be used to cast spells or temporarily empower an automaton. The amount and strength of runes created depend on the artificer's level. Runes may not be crafted during combat.

– From level 4 onwards, may use the Advanced Alchemy ability once per day.

ADVANCED ALCHEMY: Lantanese artificers are skilled in chemistry and potion-making. This skill may be used once per day to craft a number of potions or alchemical weapons equal to half of the artificer's level. The types of potions available for crafting increase with the artificer's level.

– From level 8 onwards, may use the Craft Automaton ability once per day.

CRAFT AUTOMATON: The artificer spends two rounds to assimilate a powerful automaton which can be controlled at will. Automatons last until destroyed, are disabled if their creator is incapacitated, lose control if their creator's mind is affected and fall apart if their creator is killed. Only one automaton can be controlled at any given time.

Disadvantages:
– Hit Die: d4
– -10% penalty to Pick Pockets, Hide in Shadows and Move Silently.
– -1 penalty to THAC0 every 6 levels (starting at level 1).
– No backstab multiplier.
– May only distribute 20 skill points per level among thieving skills.

Unique Items

Sunshooter I
The Sunshooter is Aura's personal weapon, a metallic bow of unusual design that fires arrows with almost inhuman speed and accuracy. Various attachments decorate the arc of the bow, some useful (such as enchantments that alter the effects of nocked arrows) and others purely for accessory. Its complexity is so great that no one besides its creator is likely capable of understanding how to properly wield it.

STATISTICS:

Charge abilities (1x/day):
– Create five Healing Arrows which restore 1d6+1 hit points on hit (healing arrows do not apply Magnetism)

Combat abilities:
– Magnetism: Each hit reduces target's armor class vs. ranged weapons by 1 for 5 rounds

THAC0: +1
Speed Factor: 2
Proficiency Type: Shortbow
Type: Two-handed
Requires:
6 Strength

Weight: 2

Aura's Magatama
This mysterious, curved stone is called a 'magatama'. Though you have never seen anything like it before, it is apparently a fairly common decorative design in its place of origin, Kara-Tur. These jewels are sometimes blessed by priestesses of the Way and carried as protective talismans against chaotic and malevolent spirits.

Aura's magatama is carved from a piece of green jade and was enchanted by the Kozakuran priestess Reika Amakagami, her mentor, and as such carries great sentimental value to her, so much that she is unwilling to ever remove it.

STATISTICS:

Equipped abilities:
– Saving Throws: +2
– All attacks made against the wearer by evil or chaotic creatures receive a -2 penalty to their attack roll and any saving throws caused by such attacks are made with a +2 bonus

Weight: 0

Muffy the Clockwork Squirrel
Muffy is a strange machine made of metal and clockwork that serves as Aura's pet. It has a strange degree of sentience, understanding human speech and exhibiting behaviour just like a real, living squirrel, to the point where its state as an animated construct is debatable. Aura claims to have crafted Muffy herself, though how she gave it life is a secret she keeps to herself.

Regardless of how it is able to act as though it were alive, Muffy is doubtlessly a useful creation – the squirrel's stomach is a hollow compartment capable of storing small objects such as gems, scrolls, potions or keys. Though the act of opening up Muffy seems rather morbid, the squirrel seems rather happy to have its 'belly' filled with valuables.

STATISTICS:

Capacity: 20 items
Weight: 5

[mod] Southern Edge - Athkatla's new district

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


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



The mod is now compatible with EET and old BG2.




SHS Thread

[MOD] Short Sword of Backstabbing (PnP) v1.1

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Short Sword of Backstabbing: The Shadow's Blade +2
The Shadow's Blade was created to be the perfect assassin's tool. It is highly sought after by any who settle differences with a blade, and many that possess it do not do so for long. In the hands of any character this is a +2 magical weapon, but in the hands of a thief it is especially potent. When a thief makes a backstab attempt with this short sword, it allows him to attack as if four levels higher than his actual experience level, with corresponding improvements in THAC0, and damage multiplier on a successful hit.

STATISTICS:

Equipped abilities:
- Backstab Multiplier: +1 (Thieves)

THAC0: +4 (Thieves), +2 (others)
Damage: 1d6+2 (piercing)
Speed Factor: 0
Proficiency Type: Short Sword
Type: One-handed
Requires:
5 Strength

Weight: 3


Change log

v1.1 Correctly applied the THAC0 bonuses

-HOW TO DO STUFF IN WEIDU-

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In the last year or two, I have picked up a lot of little techniques to mod many aspects of the game. Occasionally people ask me for advice (even though I am still a rank amateur), and I try to help. But rather than answer this question here, that question there, etc., I thought it would be nice to publish a FAQ-style thread with lots of tips and stuff. The goal is, people can pick up this code and drop it into a mod they are working on, rather than having to reinvent the wheel. Every mod is individual and involves individual effort, but say someone want to make stat-based kit effects; I can at least help you drop in to code for handling opcode 326 and splprot.2da, and then you can focus on making whatever cool effects you can imagine.

There will be no particular order for this stuff; I'll publish what I can, when I have time, if the mood strikes.

First up, in answer to a request from @Reddbane: how to make stat-based effects with opcode 326.

Second: how to add kit effects to all kits of a given class (including mod-added ones)

Third: how to target your mod kit with unique effects

Fourth: how to alter class/kit descriptions and not worry about string references

I can't edit the strings in BG2EE

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Hi, everybody. I use DLTCEP and NearInfinity to edit the strings in the game. The version i've it's from GOG. I tried to edit the strings with those programs but every change i made, doesn't seems to've effect in the game. Then i go again to the editor and the change i make is there, but is not in the game.

The option "Read Only" in the Settings in DLTCEP are dissabled. (I tried both ways, with the option enabled and disabled, but it's still the same thing).

When I tried in the other editor (NearInfinity) the changes I made in DLTCEP are there; but still not in the game.

Help, please! (Forgive my english, I'm from Argentina).
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