Quantcast
Channel: Modding — Beamdog Forums
Viewing all 11774 articles
Browse latest View live

[MOD] The Power of Belief

$
0
0
The Power of Belief makes it possible for the Nameless One to become a Priest (while maintaining their Fighter, Mage and Thief levels).

The newest version of this mod is available on GitHub.

Features

This mod is being actively developed, and will be expanded as my free time permits. Currently, the mod consists of a few extra dialog lines that allow the Nameless One to become a Priest, specialization bonuses for reaching 7th or 12th level as a Priest, two new tattoos available only for a Priest-specialized Nameless One, and changes to a handful of Maces and Warhammers to make them usable by Priest Nameless Ones.

The Nameless One can gain access to the Priest class by speaking to Mourns-for-Trees after encountering them during Mebbeth's quest or by becoming a Disciple of Aoskar while talking to Aola. Should the Nameless One step off the path of faith, they can speak to either Mourns-for-Trees or Fall-from-Grace to resume progression in the Priest class.

The specialization bonuses are:
- 7th level: +1 Wisdom
- 12th level: +2 Wisdom, +1 Charisma, +10% Magic Resistance

The Priest specialiation tattoos, available from Fell, are:
- Tattoo of Belief: +1 Wisdom, +1 1st and 2nd priest spell slot. (Costs 3600 coppers; requires 7th level Priest Specialization.)
- Tattoo of the Hierophant: +3 Wisdom, Doubled 1st and 2nd level priest spells slots. (Costs 12000 coppers; requires 12th level Priest specialization.)

This mod is currently available in English, Russian (courtesy of Saigon1983), and Polish (courtesy of mstar).

Upcoming Changes

I am currently working on the following features:
- New divine spells.
- New spell acquisition methods (including alignment, factions, and quests).
- New items for Priests, including The Nameless One and Fall-from-Grace.

Features listed above will be pushed to the live version when I am satisfied with stability and behavior. If you have ideas for future updates to this mod, please let me know in the comments.

Technical Limitations

I am aware of the following inconsistencies and do not believe there are ways to prevent them, as much of the class system in PSTEE is hardcoded.

- Whenever the Nameless One changes between Fighter and Priest (e.g. switching their first active class between these two), there is a slight pause as the game determines the previous active class' experience. During this pause, you will enter cutscene mode, hiding the UI and preventing player input. Control will be returned upon conclusion of the xp check.

- If you get the Priest specialization bonuses, the game will still tell you that you have received the specialization bonuses for other classes. These should all be automatically counteracted via scripting (and some text explaining that specialization bonuses have been negated), but the display might be slightly confusing.

Want to Help?

I am looking for BAM editors/artists and translators. If you are either of these and want to help with the development of this mod, please send me a private message.

Feedback

If you encounter any bugs while using this mod, please let me know.

As with all of my mods, if you have any ideas, comments, or criticism, please do not hesitate to post in this thread.

BGII:EE Android Tweaks

$
0
0
This might already be answered elsewhere on the site but I can't seem to find a straight answer wherever I go. Info on the game on androids is vague at best.

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

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

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

Thanks in advance

Expanding Identification Spells

$
0
0
This bit of code is designed to allow mods to specify any wizard or priest spell to be used to identify items in the same manner as the Identify spell (SPWI110).
Priority for expending identification spells goes as such:
  1. Identify Spell (SPWI110)
  2. Level 1 -> 9
  3. Wizard -> Priest
	ACTION_IF	!FILE_EXISTS_IN_GAME ~M_IDENT.LUA~ BEGIN
		COPY_EXISTING	~UI.MENU~	override
			REPLACE_TEXTUALLY	~\(Infinity_CheckItemIdentify(characters\[id\]\.equipment\[slotName\]\.id)\)~
~			e:GetActiveEngine():OnLeftPanelButtonClick(5)
			e:GetActiveEngine():OnLeftPanelButtonClick(6)
			e:GetActiveEngine():OnLeftPanelButtonClick(3)
	\1~
			REPLACE_TEXTUALLY	~\(Infinity_OnSpellIdentify(characters\[id\]\.equipment\[selectedSlot\]\.id);*\)~
~identifyCustom(1);
			\1~
			REPLACE_TEXTUALLY	~"Infinity_GetSpellIdentifyEnabled(characters\[id\]\.equipment\[selectedSlot\]\.id)"~
~"identifyCustom(0)"~
		COPY_EXISTING	~SPWI101.SPL~	~override\M_IDENT.LUA~
			DELETE_BYTES	0	SOURCE_SIZE
			TEXT_SPRINT text
~	function	identifyCustom(num)
		for k,v in pairs(characters[id].mageSpells[1]) do
			if v.resref == 'SPWI110' then
				if v.castableCount > 0 then
					return true
				end
			end
		end
		for	IDspellLevel = 1, 9, 1 do
			for k,v in pairs(characters[id].mageSpells[IDspellLevel]) do
				for l,m in pairs(identifyCustomList[IDspellLevel]) do
					if m == v.resref then
						if v.castableCount > 0 then
							if num == 1 then
								for	i = 1, 1 + v.memorizedCount - v.castableCount,1 do
									for x,y in pairs(characters[id].mageSpells[IDspellLevel]) do
										if  y.resref == m then
											mageScreen:UnmemorizeSpell( IDspellLevel - 1, y.memorizedIndex );
										end
									end
								end
								for	i = 1, 1 + v.memorizedCount - v.castableCount,1 do
									mageScreen:MemorizeSpell( IDspellLevel - 1, v.index );
								end
								return
							else
								return true
							end
						end
					end
				end
			end
			if IDspellLevel < 8 then
				for k,v in pairs(characters[id].priestSpells[IDspellLevel]) do
					for l,m in pairs(identifyCustomList[IDspellLevel]) do
						if m == v.resref then
							if v.castableCount > 0 then
								if num == 1 then
									for	i = 1, 1 + v.memorizedCount - v.castableCount,1 do
										for x,y in pairs(characters[id].priestSpells[IDspellLevel]) do
											if  y.resref == m then
												priestScreen:UnmemorizeSpell( IDspellLevel - 1, y.memorizedIndex );
											end
										end
									end
									for	i = 1, 1 + v.memorizedCount - v.castableCount,1 do
										priestScreen:MemorizeSpell( IDspellLevel - 1, v.index );
									end
									return
								else
									return true
								end
							end
						end
					end
				end
			end
		end
		return false
	end
	identifyCustomList = { [1] = {}, [2] = {}, [3] = {}, [4] = {}, [5] = {}, [6] = {}, [7] = {}, [8] = {}, [9] = {}, }~
			SET length = STRING_LENGTH ~%text%~
			INSERT_BYTES	0	length
			WRITE_EVALUATED_ASCII	0	~%text%~
	END

The above can be added directly to a mod, or the attached file can be run through Weidu's INCLUDE action. I have not tested it in PST:EE, but it should work on any v2.3 game, provided these sections of UI.MENU have not already been heavily modified by other mods. Obviously IWDEE is out of the question right now.
Afterwards, simply APPEND ~M_IDENT.LUA~ with the following for any spell you would like to use for identification:
table.insert(identifyCustomList[%level%], '%spellres%') Replacing the variables %level% and %spellres% (but keep those quotes on spellres).
The spellres does not have to be in the SPWI or SPPR format.

Innate Abilities are not supported, as there is no access to them through the UI, nor is there any way to decrement them even if they could be accessed through the UI.

I looked for ways to limit items to be identified by specific spells, either by difficulty or type, but these are the only item properties available to the UI:
Current Stack Size (INT)
Name (STRING)
Charges (INT)
isBag (BOOLEAN)
Overlay Tinting (RESREF)
Resource (RESREF)
identified (BOOLEAN)
description Picture (RESREF)
Inventory Icon (RESREF)
Description (STRING)

No lore, no price, nothing to sort them other than to make a static list of resources.

No traps and locks?

$
0
0
Hi guys,

Do you know of working mod that erases traps and locks in BG EE + SOD since Tweals Anthology module is not working? Or maybe workaround solution for playing solo F/C/M? I thought of adding my character thief skills in EE keeper though I don't know if I will have the option to defuse traps (thief button). Help will be much appreciated!

Is it possible to transfer the (modded) game from one PC to another?

$
0
0
Hello everyone.

First of all, please excuse my english since it is not my native language. Secondly, please also excuse if this is a realy stupid question or if it was already answered, because I couldn't find a solution.

A while back I got a new PC with Windows 10 (as oposed to my old windows 7 one). Because I wanted to continue playing my (modded) BGEE game, I copied my whole BGEE steam folder to the steam folder on my new PC. Sadly, it seems as the mods are no longer working, since it says that mod companions are invalid.
So my question is: Am I missing any files? Is there a difference between windows 7 and 10? Was there a patch that changed something in the game/file structur after February 2017 (last time I played it on my old PC)

Thank you all for helping me.
Sincerely Nikster

Spell Revisions beta15

[MOD] - Random Character Generation for BGEE, BGEE+SOD, and BG2EE (v2.0+)

$
0
0
Fed up playing the same characters all the time?

This mini-mod will let you generate a completely random character from all the options available. It pre-sets your abilities score to a minimum of 85, but allocates those points for you. It even chooses your initial proficiencies, skills & spells.

It doesn't:
- allocate a portrait (for the purposes of character generation it will use zzzzzzz.bmp as your portrait which is the ? image - once in the game you can then change your portrait to whatever fits your character better)
- set your colours / voice.
- choose a name for you.

So you will need to do those bits...



Any feedback/questions/suggestions gratefully received...

(Thanks to @lefreut for helping me solve a random crash issue...!)


Screenshot:






It's really easy to install:


1) Download the attached zip file. Inside are two files:

- Put the file zzzzzzz.bmp into your portraits folder
- Put the file M_random.lua into your override folder.

2) Now open UI.menu and search for the 'CHARGEN' menu (it will be around line 12330). You will find the line 'ignoreesc', just enter this line below it:

onopen "randomCharacter = 0;"

3) Only if you are using versions 2.0 or 2.1 of the game, then do the following - at the top of the UI.menu file type the highlighted line in:





4) Then scroll down a little bit and look for the button marked IMPORT and BIOGRAPHY buttons - they look something like this (may vary a little depending on the game):



and



Right, between these two buttons, just insert the following code depending which game you are altering:

BGEE+SOD - use this code:

button { enabled "createCharScreen:GetCurrentStep() == 0" area 36 524 340 30 text "????" text style "button" pad 8 2 8 2 bam GUIBUTWS action "randChar()" } button { enabled "randomCharacter == 1 and createCharScreen:GetCurrentStep() == 15" area 36 524 340 30 text "Again?" text style "button" pad 8 2 8 2 bam GUIBUTWS action " chargen.information = nil randomCharacter = 0 for i=1,5,1 do createCharScreen:OnMainBackButtonClick() end randomCharacter = 1 randChar() " }

BGEE and BG2EE - use this code:

button { enabled "createCharScreen:GetCurrentStep() == 0" area 22 574 340 30 text "????" text style "button" pad 8 2 8 2 bam GUICHLNG action "randChar()" } button { enabled "randomCharacter == 1 and createCharScreen:GetCurrentStep() == 15" area 22 574 340 30 text "Again?" text style "button" pad 8 2 8 2 bam GUICHLNG action " chargen.information = nil randomCharacter = 0 for i=1,5,1 do createCharScreen:OnMainBackButtonClick() end randomCharacter = 1 randChar() " }

And that's it...!




[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

$
0
0
I'd like to announce the first release of my new mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE!

HUGE update for version 2!

Here is the download link:
https://github.com/UnearthedArcana/NPC_EE/releases

And here is a link to the readme:
https://github.com/UnearthedArcana/NPC_EE/blob/master/README.MD

This makes MAJOR changes. There are no more install options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue:

Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows.

It's frakkin' awesome. You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian!

Also, as if that's not enough, I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out:
- ranger/clerics: choose a ranger kit
- fighter/clerics: choose a cleric kit
- cleric/thieves: choose a cleric kit
- cleric/mages: choose a cleric kit
- fighter/druids: choose a druid kit
- fighter/thieves: choose a thief kit
- fighter/mages: choose a mage kit
- thief/mages: choose a mage kit

So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage.

YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use.

I'll keep the old v1 main post in spoiler tags, for posterity:

What is this mod?

Well, this is a bone I'm throwing to BGEE players, since the wonderful, excellent, currently-unsupported "Level 1 NPCs" mod does not work on the new engine. I added some rekitted NPC components to the end of my Scales of Balance mod (SoB); but there were only a few options, and many of them relied on having installed earlier parts of SoB.

So, I expanded it such that every NPC that gets options to change will have their own full component with numerous subcomponents that give you different options. The most basic option for each NPC is to change nothing, except to drop them to 1st level so that you can control their development as they level up. (They will keep all their XP and spells, so you can level them up immediately. This option should mimic the "TOB-style NPCs" component of BG2Tweaks, on an NPC-by-NPC basis.)

The other options will change the NPCs in various ways. Some will add a kit to NPCs who were unkitted. Some will change a kitted NPC's kit. Some will actually change the NPC's class. Some will change the class and add a new kit, and some can even add kits to multiclass characters (e.g. Yeslick can be a kitted fighter/cleric; and Alora can become a kitted cleric/thief).

Okay, so what are the options?

Here's the list (class changes noted in parentheses):
Imoen: Swashbuckler, Adventurer (S&S), or Spellfilcher (mage/thief)
Jaheira: Totemic druid, or Elementalist
Khalid: ranger/cleric, Marksman, Justifier (DR), or Corsair
Minsc: Berserker, or Barbarian Ranger
Kivan: Archer, or Stalker
Coran: Sniper, or Swashbuckler
Branwen: Battleguard of Tempus (DR), or Gloryblood of Tempus (fighter/cleric)
Safana: Swashbuckler, or Bounty Hunter
Ajantis: Inquisitor, or Cavalier
Montaron: Assassin (single-class thief)
Yeslick: Alaghor of Clangeddin
Quayle: Hoodwinker of Baravar Cloakshadow (single-class cleric)
Faldorn: Avenger, or Purifier, or Lost Druid
Skie: Assassin, or Shadowdancer
Eldoth: Blade, or Jongleur
Garrick: Gallant, Chorister (S&S), or Meistersinger
Alora: Sniper, Swashbuckler, or Misadventurer of Brandobaris (cleric/thief)
Xan: fighter/mage, Bladesinger (fighter/mage), or Loremaster (bard)
Shar-Teel: Berserker
Tiax: Strifeleader of Cyric (DR)
Viconia: Nightcloak of Shar (DR), or Darkcloak of Shar, or cleric/thief
Yoshimo: Swashbuckler, or fighter/thief
Valygar: Mage Hunter, or fighter/thief
Nalia: Loremaster (bard), or Loresinger of Milil (bard), or Spellbender (cleric/mage)
Haer'Dalis: Jongleur, or Gallant, or Skald
Mazzy: Hearthguard of Arvoreen (fighter/cleric)
Aerie: Fastpaws of Baervan Wildwanderer (but still cleric/mage)
Keldorn: Paladin, or Cavalier
Cernd: Totemic druid, or Elementalist, or Purifier
Kits marked (DR) or (S&S) will only be available if you first install that kit from Divine Remix or Song & Silence, respectively.

Can I change things around later?

Yes. This mod should be installed dead last, after all other mods. After BG2Tweaks. After SCS. Even after Generalized Biffing, if you're playing the non-EE engine and using GB. The whole idea of this is that, after you play a game with Kivan as an Archer, you can easily uninstall that component and reinstall him as a Stalker. If this is the last mod you install, then you can do that many times without disturbing anything else.

I've already changed up some NPCs with your Scales of Balance components (or the NPCKits mod, or some other method). Do I have to uninstall those changes before using this mod?

No - whichever one goes in last should control. You should be able to install/uninstall/reinstall this one on top of anything else you've already done. (I have not tested doing this, but it overwrites the various ckass/kit/HP/etc. fields, so I don't see how they would conflict.)

Great. But, don't take this the wrong way, there aren't many options.

Yeah, I know. I'm releasing this as a beta right now under the theory that some options are better than no options. Right now the mod includes options for various vanilla kits (e.g. "make Montaron an Assassin"), for various SoB kits (e.g. "make Khalid a Corsair"), and for @zupsky's very nice Lost Druid kit ("make Faldorn a Lost Druid"). If you choose one of those options, it will install that kit into the game, but only for that NPC - not for the player. If you want those kits to be available for your PC, then you'll have to actually install those mods. (So, you do *not* have to install anything from Scales of Balance to make these options work. Yay!)

Additionally, there will be a few more options if you install kits from the Divine Remix and Song & Silence mods. I'm going to reach out to the keepers of those mods, and maybe one or two others, to see if I can borrow their code to install those kits independently, like the SoB and Lost Druid kits are now. We'll see.

Okay, I installed DR and S&S and there are still only like 3-4 options for most NPCs.

Yeah, well, again: some options are better than none! If you have suggestions for more options for any NPCs, let me know in this thread.

Further, anyone has my complete and utter blessing to delve into this .tp2 file and add to it. Want to add an option for Shar-Teel to be a Wizard Slayer? Well, copy the component that turns her into a Berserker, edit the kit line (0x246) to point to Wizard Slayer instead of Berserker (look in kit.ids) and copy/adapt one of the ADD_CRE_EFFECT lines to give her the 1st-level Wizard Slayer abilities. Done. Send me the code (or just do a pull request on Github) and I'll add it to the mod. I don't have time to add too much, but I designed the mod to support up to 17 options for each NPC. So there is definitely room to grow.

Are you a modder, who makes kits? Want to include them here like @zupsky's? Fantastic! Add your kit installation code as a .tpa file, put it and the kit's clab file and any supporting .spl/.itm/etc. files into a folder in "/npc_ee/kits/" and then add a component to whichever NPCs you think are appropriate (take a look at the code giving Faldorn the Lost Druid kit; it checks to see whether the kit mod is already installed, and if it is not, INCLUDEs the .tpa). Send me the code or do a pull-request, and bam! More options!

What about proficiencies? If you make Coran a single-class thief he can't use his 3 pips in long bow!

Yeah, I've taken care of that. Coran as a single-class thief will get an illegal two pips in short bow. He will also have a short bow equipped when you meet him, instead of a long bow. Turn Khalid into a ranger/cleric and his sharp equipment will be replaced with blunt equipment. Et cetera.

Again: I have no time for anything but the most limited testing. I've installed this, and CLUA'd the NPCs into existence, and it seems to be working fine. Let me know in this thread if you see any bugs.


Cheers!

[MOD] Shadow Magic v0.9.4

$
0
0
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library.

When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."

- biography of a shadow adept Bhaalspawn

Component 1: SHADOW ADEPT

This is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there.

A list of spells with screenshots of their descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. Advantages: - Hit Die: d6 - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a save vs. death at +5 minus spell level (e.g. +4 for level 1, -4 for level 9) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, <PRO_HESHE> is killed instantly. The Shadow Weave is a mysterious and alien entity, far darker and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness. - Gains one bonus spell cast per level. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of himself out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to non-good. Prime Requisites For Dual-Classing: Intelligence, Charisma

INTELLIGENCE WISDOM CHARISMA 1-2: -5 casting speed penalty 1: -50% spell duration, 50% spell failure 16: +1 level 1 spell 3-4: -4 casting speed penalty 2: -45% spell duration, 45% spell failure 17: +1 level 1 spell, +1 level 2 spell 5-6: -3 casting speed penalty 3: -40% spell duration, 40% spell failure 18: +1 level 2 spell, +1 level 3 spell 7-8: -2 casting speed penalty 4: -35% spell duration, 35% spell failure 19: +1 level 3 spell, +1 level 4 spell 9-10: -1 casting speed penalty 5: -30% spell duration, 30% spell failure 20: +1 level 4 spell 11-17: Nothing 6: -25% spell duration, 25% spell failure 21: +1 level 5 spell 18: +1 caster level bonus 7: -20% spell duration, 20% spell failure 22: +1 level 6 spell 19: +1 caster level bonus 8: -15% spell duration, 15% spell failure 23: +1 level 7 spell 20: +1 casting speed bonus 9: -10% spell duration, 10% spell failure 24: +1 level 8 spell 21: +1 caster level bonus 10: -5% spell duration, 5% spell failure 25: +1 level 9 spell 22: +1 casting speed bonus 11-15: Nothing 23: +1 caster level bonus 16: +5% spell duration 24: +1 casting speed bonus 17: +10% spell duration 25: +1 casting speed bonus 18: +15% spell duration 19: +20% spell duration 20: +25% spell duration 21: +30% spell duration 22: +35% spell duration 23: +40% spell duration 24: +45% spell duration 25: +50% spell duration
This mod is still unstable and has a few known issues:
  • One level 9 spell has a side effect that requires party AI to active to take effect, as it depends on the dplayer3.bcs script. Once you've met the prerequisites (you'll understand once you see the spell) simply turn on scripts for the effect to kick in and then turn it off if you wish.
  • Shadow Adept multi-classes will not gain Shadow Adept high level abilities.
  • A couple spells are a bit glitchy here and there. Bug reports are welcomed.

Component 2: SHADOW MONK

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina. Advantages: - +1 bonus to Dexterity. - Gains the Darkvision innate ability. DARKVISION: The shadow monk is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness. - Gains the Life-Drain innate ability. LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level. 1st - 9th level: Drains 1 hit point on hit. 10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain) 20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit - Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level. - 3rd level: May use the Shadow Pool ability. SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing - 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane. - 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level. - 15th level: May use the Deathstrike ability once per day. DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. <PRO_HISHER> next attack within one round is a guaranteed critical hit and drains six levels from the target. Disadvantages: - Hit Die: d6 - -2 penalty to Strength. - -4 penalty to Constitution. - Alignment restricted to non-lawful and non-good. - Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. - May not use the Quivering Palm ability.

Component 3: ITEM PACK

This optional component adds a few relatively powerful items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. More items are being added as the mod is updated.

Spoilers on items and their locations can be found here.

Component 4: NPC REACTIONS

This optional component is intended to give extra dialogue with party members regarding the PC's use of shadow magic. Currently the only reaction that has been added is a single dialogue with Edwin.

Component 5: FAMILIARS

This optional component provides the shadow adept the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior.

Download the latest version here.

BG EE 2.0 and Siege of Dragonspear Compatible Mods

$
0
0
Version 2.0 of BG EE and the release of Siege of Dragonspear brought a lot of changes to the game engine.

Rather than creating a lot of confusion editing the original compatible mod list thread I decided it would be a better idea to create a new clean thread.

So if you have written a mod that is 2;0/SoD compatible or have tested a mod and found it to be compatible just let me know so that it can be added to the list.

The rule of no direct links stay. Give a link to the mod thread. The modder deserves full credit for his/her creation.

Good modding and have fun!

Attention! GOG/Steam users . If you have Siege of Dragonspear installed you must install this before trying to install any mod.

AI Enhancements

Sword Coast Stratagems

SCS brings hundreds of enhancements to AI in the game. ATTENTION in order to install SCS on 2.0+ you need this fix. Thanks to @subtledoctor for the fix :)

Banter packs

Ajantis BG1 Expansion Mod
Adds friendship dialogues for Ajantis if he is not in romance from BG1NPC Project.

Chatty Imoen
This mod expands Imoen's voice set and adds interaction banters with other NPCs. It also has a component to change Imoen's portrait to one of three choices: BG1, SoD, or BG2.

Coran's BG Extended Friendship Talks
This mod expands Coran's Friendship talk sequence.

Delainy/Durlyle Same-Sex Romance Options Mod
This is a simple mod to spawn Delainy for female PCs and/or Durlyle for male PCs..

Garrick's infatuation
"Garrick's Infatuation" allows Gorion's foster daughter to explore a closer acquaintance with her very first biographer through a series of conversations. The flirtation is available to females of any race, class, or alignment and it begins shortly after Garrick is recruited.

Neera Banters for BGEE
Adds additional dialogue between Neera and other NPCs. Prevents Neera and Edwin from being in the same party.


Neera dialogue expansion and flirts

Adds additional dialogue between Charname and Neera, as well as flirts.

Xan's friendship path
Xan-initiated banter.

Equipment

Barbed Club of Pain
Convenient Ammunition
Distinguishable clubs
Golem Construction for Spellcasters
Nerfed Ankheg Armor

Wand Case
Thalantyr sells a container to store wands.

GUI & Graphics

BG2EE GUI To BGEE
Continous Viconia Appearance for BG1EE, BG2EE, SOD and EET
EEUITweaks Mod Collection
Lefreut's enhanced UI

Journal Fixes
Compatible with BGEE and BGEE+SOD v2.2, this mod adds various enhancements including filtering to the UI of the quest and journal screens - supports multiple languages.

Lighting Pack

Multi-portrait Mod
The Multi-portrait mod allows the player to see 10 portraits at a time when creating a character or changing appearance, and allows rapid paging through large portrait collections.

Portrait Picker
Why click through portraits when you can scroll? After automatic registration and a little setup, you can access the entire portrait pool (custom and default), apply descriptions to all, and use advanced filter/sort functions.
Recolored toolbar buttons

Portraits Portraits Everywhere
The Picture Standard for BGEE 1 & 2
Dragonspear UI++

Kits & Races

Most kits and classes mods have a minor compatibility problem with version 2.0. Check @subtledoctor's comment for details.
Arcane Archer Redone
Eldritch Magic
FG Cleric Kits
I Hate Undead Kitpack
Improved Archer Kit
Might and Guile *Fully compatible*
Mystic Fire Paladin Kit
Warrior Monk Mod
Pale Master Sorcerer Kit
Planetouched Races
Undead Hunter Revision
Undead Predator (Ranger Kit)
Undead Redeemer
Undead Slayer (Wizard Kit)
Wizard Slayer Rebalancing

NPCs

Gavin
A cleric of Lathander

Ishlilka the Wizard Slayer for BG1 + SOD [Alpha Release]

Sirene NPC BG:EE


Shar-Teel NPC mod (SoD)


Verr'Sza NPC
An evil rakshasa ranger.

Vynd, drow assassin

Portrait packs

Artastrophe portraits

Quests & expansions

Baldur's Gate Mini Quests & Encounters
Baldur's Gate Romantic Encounters
BG1 NPC
BG1 Unfinished Business

Critter Parts mini-mod for Baldur’s Gate: EE
Role-play based quests. New harvestable drops and edible meats from the bears, wolves, dire wolves, etc. Also drops from all spider types that can be used for bartering with a new NPC who has an interest in such trinkets.

The Stone of Askavar

Tools

Big World Setup
EE Autoroller

Tweaks

Animal Companions
Disable Enhanced Edition NPCs
3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice)

Rough World
The concept behind this mod is to make the world a rougher place. It does this by changing the tone of the games reputation system, adding a bit of difficulty, and making the world feel not quite as forgiving.

Jaheria Recast
Non-Player Characters Enhanced

NPC Tweaks mod
Allows continuous portraits and colors for the Baldur's Gate saga NPCs. Additional options include more convenient locations for some BGEE and SOD companions and appropriate kits for NPCs.

Quick Save Slots Tweaks 1.2

High-Power Baldur's Gate
This mod adds supernatural powers to the player characters, the NPCs, and nearly every creature in the game, in order to make every encounter a unique, very interesting experience. It tries to make Baldur's Gate 1 feel like a totally new game.

Random Character Generation
Bored playing the same types of character over and over? Let this Random Character UI mod choose for you. Simple to install.

No Race Restrictions
SCALES of BALANCE!
Simple XP cap remover
Tweaks Anthology BETA Remove traps/locks reported as not working

Spells

Taunt Spell

Revenge (Katana)

$
0
0
Opinions please...

10% per encounter of going berserk for the duration of the battle

Revenge is the name of the ancient blade, its kanji twisted into the tsuba of the katana. Beneath its blood-red saya, the steel of the sword glints, impossibly fine and strong. It is said that such a blade can never be broken, and that its burden will drive a man to madness. The tales may be right.

It was crafted by the sorcerer Iuchiban in ancient times, and given to the Lion Clan as a gift. Lion bushi whisper of it, and of the Champion it drove mad. Its power is great, but so is the price that must be paid to conquer it. Ginawa was given the blade by the man who killed his lord, and it was because of the blade's dark song that Ginawa betrayed his own honor, driving himself to the path of the ronin.

STATISTICS:

Equipped abilities:
- May cause the wielder to go berserk

Combat abilities:
- 10% chance of slaying the opponent with each successful attack (Save vs. Death at -4 negates)

THAC0: +3
Damage: 1d10+3 (slashing)
Speed Factor: 1
Proficiency Type: Katana
Type: One-handed
Requires:
6 Strength

Weight: 3

Help with ModMerge/chitin.key on Mac

$
0
0
Hey guys, long-time player first-time mod user here. I'm a total noob when it comes to this stuff ...

I've converted modmerge to an exe. and placed it alongside the chitin.key however I get the "no such file or directory" error message when I try to run it in Terminal, I'm guessing this is because chitin.key is listed as a Keynote file.
How can I change it to something modmerge will recognise?
Thanks in advance, can't wait to get stuck into some of these mods!

[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

$
0
0
Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile!

Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases

Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md

Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.

These mod components now contain:

1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS

2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 5 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief)

It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

iOS version evil party

$
0
0
With the mods available for me to play on my iPhone, what evil characters are available?

I haven't really played BGII in many years and I want to try out the new evil NPCs.

Is Spell Revisions compatible with SCS?

$
0
0
Just wondering if those two play well together, particularly with SCS IA improvements. Would enemies use SR spells?

If not I'll probably stick with SCS, I don't think I can play without it.

Soulmarine's IWD:EE FrostWood GUI

$
0
0
image

ALL DOWNLOADS & UPDATES RELATED TO IWD:EE FROSTWOOD GUI MOD

IWD:EE has arrived ...
New GUI Updates Soon!, take a look at General IWD/BG Wood gui thread meanwhile for details & devlog



Development in progress ~35% complete



FrostWood GUI - MAINMENU
image



FrostWood GUI - INVENTORY


image


FrostWood GUI - INGAME TEST


image


FrostWood GUI - UI Elements


image

image

image


FrostWood GUI - New CGEAR Animation


image



ANIMATED GUI CONCEPTS (partially supported by engine)


image

image

image

Problems/Bugs with GUI animations:
Current Engine Cannot loop movies
Current Engine Cannot load movies in "bottom" layer of GUI, they are always on "top"
Engine for some reason decrease Movie Frame rate & reduce Quality on playback in game

Color Picker Update
image



[KIT REWORK] Way of the Assassin v1.0

$
0
0
ASSASSIN: The Way of the Assassin is a feared profession, and rightfully so. A master of the art of killing, the assassin is noteworthy for being able to slay a living man with a single calculated blow or from the slightest cut with a poisoned blade. No man alive is capable of killing a target in as many ways as an assassin, and once an assassin has marked a chosen target, their fate is often sealed. While the act of assassination demands swiftness and guile, an assassin's most important skill is patience; the patience to analyze their target, observing for weaknesses, and finding the most effective way to ensure the kill and fade away unseen.

Those who choose to walk the path of assassination do so for a variety of reasons. Many are opportunists, selling their services for personal gain. Some are vigilantes, hoping to make the world a better (or at least more peaceful) place by exterminating 'undesirables'. Yet others do so simply for the thrill of the kill. It is said that no two assassins are alike in either motive or technique.

Because of the unsavory nature of their profession as well as their preferred mode of operation, assassins are dreaded and reviled by decent folk. Assassins do not seek fame and recognition, as such things are detrimental to their cause and thus they rarely take positions of leadership or band in groups at all. The best assassins are all but unknown.

Advantages:
- Begins with a x3 backstab multiplier. The assassin's backstab multiplier caps at x7 at 17th level.
- Gains a +10% bonus to Hide in Shadows and Move Silently at 1st level and an extra +5% for every level thereafter.
- Gains a +1 bonus to Saving Throws vs. Death at 1st level and every 10 levels thereafter.
- May use the Poison Weapon ability once per day starting at level 1 and gaining one extra use every six levels thereafter.

POISON WEAPON: The assassin is capable of coating his weapon for the next eight hours with a slow-acting but extremely potent poison. This poison deals damage every round and reduces the target's Constitution by one point every round for at least five rounds. After five rounds have passed, the target must make a Saving Throw vs. Death or become poisoned for another five rounds. Therefore, the poison has the potential to last indefinitely as long as the target does not make a successful Saving Throw. The target may not die of Constitution loss caused by the poison.

1st level: Target suffers two poison damage and loses one point of Constitution every round. No save modifier.

6th level: Target suffers four poison damage and loses one point of Constitution every round. Save modifier of -1.

11th level: Target suffers six poison damage and loses two points of Constitution every round. Save modifier of -2.

16th level: Target suffers eight poison damage and loses two points of Constitution every round. Save modifier of -3.

21st level: Target suffers ten poison damage and loses three points of Constitution every round. Save modifier of -4.

- Gains the Analysis passive.

ANALYSIS: For every round that the assassin remains invisible, he gains a +1 bonus to hit and damage up to a cap of +2 at 1st level and increasing by +1 for every three levels gained. Attacking depletes all stacked bonuses instantly while leaving stealth non-aggressively causes bonuses to gradually deplete over time.

- Gains the Enhanced Backstab passive.

ENHANCED BACKSTAB: The assassin is capable of crippling his victim with his backstabs, inflicting one of the following effects. Save modifiers decrease by one for every six levels of the assassin.

Paralysis: Target must save vs. death at +2 or become paralyzed for 2 rounds.

Hamstring: Target must save vs. death or have their movement rate and Dexterity halved for 8 rounds.

Bleeding: Target must save vs. death at +2 or suffer 1d4+1 piercing damage every round for 2 rounds + 1 round/6 levels.

Cutthroat: Target must save vs. death or be silenced for 20 rounds.

Lethal (Level 17+): Target must save vs. death at +4 or be slain instantly.

- From 5th level onwards, gains the Hidden Blade passive.

HIDDEN BLADE: When the assassin kills his target, he briefly turns invisible and moves at double his movement rate for one round. This may not occur more than once every five rounds, reduced by one round for every 5 levels gained thereafter (no cooldown at 30th level)

- From 10th level onwards, may use the Cloak of Shadows ability once per turn.

CLOAK OF SHADOWS: The assassin becomes completely invisible and undetectable for two rounds or until the assassin attacks, becoming immune to all revealing effects. Even creatures that can normally see through invisibility are unable to target the assassin during this time.

Disadvantages:
- -2 penalty to Charisma.
- -2 penalty to starting Reputation.
- May only be of any non-good alignment.
- May only distribute 10 skill points per level among thieving skills.

Download the current version of the mod here: https://github.com/ArtemiusI/Way-of-the-Assassin/releases/latest

Total Overall Possible?

$
0
0
I was just wondering if a total overall of the game would be possible through modding? By that I mean, could you basically create a whole new game, new world map, new characters, new setting, new lore, etc... and have none of the BG parts?

Mods for PST:EE

Are creature animations portable?

$
0
0
I hear that PST:EE is 90% or 99% hard-coded, and if that's true, there isn't much reason for me as a modder to look into its workings. Hopefully some of the new functions will make it to BG:EE eventually - Near Infinity already lists new opcodes, only they don't work yet. But what about creature animations? There isn't any obstacle to copying over BAMs from Torment to the other games, is there? Beamdog, do tell, are you going to update the list of animations that is currently shared between the BG games and IWD (only not all games have all BAMs) with new entries from Torment? Some are already present, like a few fiends, but not, for example, bariaurs or gronks.
Viewing all 11774 articles
Browse latest View live