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

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Hello,

This mod is a variation of LeUI but this time with the SoD skin.

It completes my UI mod trilogy. LeUI is now available with all three EE skins (the BG1EE variation is here). It means you can choose to use the skin you like the most and use it through the whole BG saga. Or you can use a different skin for each game but with a consistent UI.

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

Installation:

Download the archive here.
This mod is compatible with BG1EE, Sod, BG2EE and EET (v2.3).

Content:

Improved start screen


Improved character creation screens



Improved main screen

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

Improved inventory screen

From here.

Improved record screen

Inspired by the mockup from this discussion .

Item description tweaks

Store screens tweaks

With this this.

Journal screens

Restore and fix the journal screens.


And a lot of other changes (see the LeUI thread for more details, both mod share the same features, only the skin change), I didn't retake a screenshot for everything.

Changelog:
v1.0: Initial release.

Mod adding hand of Vekna and eye of Vekna?

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Hi Guys,

Around 2 years ago I played with the mod which added the hand and the eye of Vekna into Ribald merchandise (I guess but I may be wrong). Do you have any idea what is the mod? I can't rememeber if the mod did more than that.

Cheers,
Matt

too many open files

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Hey i was wondering if anyone knew how to fix the "too many open files error" when trying to install mods
Thanks!

[MOD] BGII:EE - Unofficial Item Pack

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For many years bothered me that lot of items have completely untapped potential.
So I decided to rework large number of them and "Unofficial Item Pack" was born.

Version 2.7:
https://www.dropbox.com/s/e4dnxe3ft0t4yza/Unofficial Item Pack V2.7.zip?dl=0

Unfortunately, (most parts) this mode (part one is exception) requires starting a new game and patch version 2.0 or higher.

Languages: English, Czech

Installation of this mode has eight optional parts:

A ) Unofficial Item Pack

01) Malla's Soul Stone - Human souls are source great strength. Gotta catch 'em all!


02) Sigil of Tyr - Only for the best of us.


03) Dark Elven Chain - Armor Class: +1


04) Handmaiden's Mace - Now Mace +3 (also new, better model)


05) Mask of King Strohm III - I do not see practically nothing.


06) Symbol of Amaunator - Praise the sun!


07) Human Flesh +5 - You can be evil and also look elegant. (recolored)


08) Keepsake Locket - True love make you stronger.


09) Shadow Dragon Wardstone - Loks like Ioun stone to me...


10) Mantle of Waukeen - You can save the world with this stylish jewelry!


11) Kurtulmak's Crystal Shard - Ruby crystal? Hmm...


12) Soul Reaver +4 - The ultimate weapon for evil incarnate.


13) Boo - Simply because I can!


14) Deirex's Gems - Souls belonging drow warriors? That sounds useful.


15) Talisman of the Hearthfire - Jump to left or jump to the right!


16) Girdle of Fortitude - Stay healthy little longer.


17) Blackmist +4 - Now you see me...


18) Cloak of Balduran - New drop from Firkraag
19) Helm of Opposite Alignment - Ask undead mayor
20) Girdle of Femininity/Masculinity - Owned by biggest Casanova in Amn
21) Bracers of the blinding strike - New drop from Drizzt (According lore he should have them)
22) Cloak of Displacement - Blur is gone
23) The Claw of Kazgaroth - Blur is gone
24) Silver Dragon Scales - New drop from Adalon
(Right now usable only in ToB. Modification for Cromwell will be in the next version.)

B ) Scarlet Katana

01) Scarlet Katana - Scarlet Ninja-To is now Scarlet Katana.
Higher price, but useful for monks, bards and thieves.

C ) Gourmet from Underdark

Someone said "Rare ingredients"?
That sounds very... delicious.


01) Kuo-toa's Blood - It tastes little bitter.


02) Elder Brain Blood - It tastes pretty sweet.


03) Eyestalk of an Elder Orb - It tastes like chicken.
Boo approve this very tasty dish. :smile:


WARNING: Do not eat them all!
At least one is required for Q.

D ) Holy symbols

All six holy symbols will now have Armor Class: +1

E ) New Items

Completely new (almost) original items.
(Adventure Mart)

01) Butcherer of Innocents - BLOOD!


02) Guenhwyvar's Figurine - New drop from Drizzt


03) Ring of superior arcane clumsiness - In possession of a well-known religious madman


04) Hourglass of Gond - Reward for the hardest fight of your life.


05) Kangaxx's robe - New robe for evil mages

F ) SoD Items

Few useful items from SoD.
(Adventure Mart)

01) Backwhacker +2


02) Nimblefinger Gloves


03) Stalker Gauntlets


04) Screaming Bagpipes


05) Cloak of the Gargoyle


06) Crown of Lies


07) Wizzard Hat


08) Circlet of the Cynosure


09) Bloody Bone Plate +2


10) Robe of Arcane Aptitude


11) Shield of Egons +2


12) Fleshripper +2


13) Daeros' Full Plate +1


14) Headband of Focus


15) Tongue of Acid +3 - New drop from Thaxll'ssillyia (Shadow dragon)


16) Key ring - New drop from Ilyich


G ) Better archery shop



This guy will have much bigger inventory + some ammunition from SoD.

01) Bullet of Fire +1


02) Bullet of Ice +1


03) Bullet of Electricity +1


04) Bolt of fire +1


05) Bolt of ice +1

H ) Reworked free action

Abilities that prevents from being hasted were removed from the following items:

Firecam Plate
Ixil's Spike +6
Flail of Ages+5
Ring of Free Action

[MOD] Jimfix - Ascension + SCS fixes, general tweaks

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The current version, v2.2, is available here.

This is a small collection of fixes and tweaks aimed at a Classic + Ascension + Fixpack v10 + SCS v30 install. I don't have EE so I don't know how well the fix components work there or if they are even necessary. From what I've seen, the tweak components work well on EE.

Fixes:
  1. Fix Sunfire Power Levels
  2. Enable Spell Immunity in Sequencers/Triggers
  3. Shield of Reflection works on SCS Flame Arrows
  4. Fix Smarter Abazibal
  5. Fix Smarter Irenicus at the Throne
  6. Remove Entourage from Ascension Fallen Solars
  7. Fix incorrect casting animations
  8. Prevent silent prebuffs
Tweaks:
  1. Add spell school notifications to the combat log
  2. Add expiration notifications for buffs
  3. Reveal all hidden doors
Full Readme:

This is a small collection of fixes and tweaks aimed at an Ascension + Fixpack
v10 + SCS v30 install. It should be smart about not letting you install
components you don't need, but you should still pay attention. I do not have a
copy of BG2 EE so please tell me if any additional issues arise in that
version of the game.

--- Fix Sunfire Power Levels ---

The damage effects on the level 10 version of Sunfire incorrectly have a power
level of 3. The primary effect of this is that they will be blocked by a Minor
or regular Globe of Invulnerability. The level 11 version also has one of its
damage effects set to power level 6. The component fixes both errors.

Credit to Alesa_BH for noticing this.

--- Enable Spell Immunity in Sequencers/Triggers ---

TobEx is intended to allow you to place Spell Immunity into Contingencies and
Triggers. However, this functionality is not enabled by default. This
component enables it.

--- Shield of Reflection works on SCS Flame Arrows ---

In vanilla, the Reflection Shield reflects the mage spell Flame Arrow. SCS
mages are scripted to act as if this is the case. However, with the "Make
Protection from Normal Missiles affect some magical projectiles" component,
the Reflection Shield does not actually reflect Flame Arrow. This component
re-adds that ability to the Reflection Shield.

--- Fix Smarter Abazibal ---

In previous versions of Ascension + SCS, when Abazigal turned in to a dragon
he would also spawn a purple dragon named Tamah. In SCS v30, Tamah does not
appear if you have installed the Smarter Abazigal component. Abazigal also has
the wrong script which may make him unreasonably difficult to kill for some
parties. This component fixes both glitches.

Credit to Mad Mate on the G3 forums for help with this fix.

--- Fix Smarter Irenicus at the Throne ---

A scripting glitch causes Irenicus to be completely harmless during the
opening fight at the Throne of Bhaal if you have the component that adds SCS
AI to him. This component fixes this.

Credit to Alesia_BH for noticing this and to Aasim for help with this fix.

--- Remove Entourage from Ascension Fallen Solars ---

In the original Ascension version of the first fight at the Throne of the
Bhaal, you must fight two Fallen Solars. As of SCS v25, the Smarter Celesitals
Component causes both of these Fallen Solars to additionally spawn with two
Mariliths, a Succubus, and an Alu-fiend. While it has not been officially
confirmed, there is significant evidence to suggest that these extra demons
are unintentional. This component removes them.

--- Fix incorrect casting animations ---

In the vanilla game, several spells have casting animations that don't match
the actual school of the spell. The Fixpack fixes some of these but misses
others. This component takes a broad approach and checks each standard mage
and priest spell individually. If the casting animation does not match the
spell school, the casting animation is changed.

This component also fixes a vanilla bug where the spell Conjure Animals is
erroneously set as an Enchantment spell.

This component may be overkill. It provides of a listing of all the changes it
makes so if you don't like some of them, you can uninstall the component.

--- Prevent silent prebuffs ---

Under certain conditions, SCS smarter mages will silently gain some long
duration prebuffs. This component changes this behavior to always display
these prebuffs in the combat log.

--- Add spell school notifications to the combat log ---

By paying attention to the casting animation or by listening to the casting
sounds, it is possible to determine the school of the spell a mage or priest
is casting. This tweak makes this information clearer by adding a message to
the combat log as well. It should be installed after any component that
modifies spells and combines well with the component that fixes incorrect
casting animations. You can pick the minimum casting speed of spells that you
would like this tweak to affect.

There are two issues with this tweak:
1) It works by modifying the spells so it applies to your spells as well as
enemy spells.

2) It does not take into account the fact that some enemies have innately
lower casting times for spells. The intent of this tweak is to not provide you
with any information that you didn't already have access to, but this may not
always be the case.

If there are any spells that are not affected but should be, or should be
affected but are not, please let me know.

--- Add expiration notifications for buffs ---

This component adds periodic reminders to the combat log for when buffs are
about to expire. The reminders come when there are 120, 60, 30, 12, and 6
seconds remaining in the buff. I can add other options if there is interest.

And again, please let me know if this component affects spells that it
shouldn't or if it doesn't affect a spell that it should.

--- Reveal all hidden doors ---

This component sets all hidden doors to be immediately selectable so that you
don't have to wait for a character to detect them.

Sandrah Saga For EET

Regarding modding SoD NPCs for BG2:EE

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Attention, modders and players!

There have been several discussions on whether Beamdog considers adding SoD NPCs to BG2:EE, or not.

I've asked around.

In regards to modders wanting to work with SoD NPCs, we tell you: "Go nuts!". Go and add them to BG2:EE, create stories for them.

While Beamdog would like to perhaps explore the idea in the future, we have no plans to pursue that project any time soon.

The Enemy Within, a New Mod Coming! [Work in progress]

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The plot will start with speaking to Lord Kuldak in the Old Plough tavern in Cragmyr Village and him asking for your help. Lord Kuldak is a retired adventurer and the Lord of the Cragmyr Lands. For the last decade he has been keeping the ogre hordes of the area, led by Ogre Magi, at bay. Luckily, they have been reoccupied fighting among themselves and Cragmyr has been left mostly untouched. Recently however, two of the three Ogre Magi leaders suddenly disappeared and now the threat has become tangible. Lord Kuldak had a firsthand realization of this, when Cragmyr Militia was ambushed and killed by the ogres. Both his sons perished in this very same ambush. Lord Kuldak tries to act strong for his people, but everyone knows that he is filled with grief for the loss of his sons, and angry towards the ones responsible.

And this is not all, due to the ogre threat and the Flaming Fist and Amn both trying to establish an alliance with Cragmyr, the caravans for some odd reason seem to be avoiding Cragmyr. Rumors say that Lord Kuldak has had to rely on smuggling to get basic supplies to the village. But there is no proof.

Due to the Iron Crisis, a war is looming in the horizon. Both the Flaming Fist and Amn (Cowled Wizards especially) want Lord Kuldak as an ally, since Cragmyr Keep is located critically between Nashkel and Beregost. Furthermore, even though Cragmyr Keep is known of having rather incompetent militia, it is also known of having a huge supply of inactive Helmed Horrors. Both Amn and the Flaming Fist fear that not only the Keep, but also these constructs, could be used to gain a huge advantage in case of a war. Will you stay neutral, or side with Amn or the Flaming Fist? What will be the future of Cragmyr Keep?

Canon Info About Cragmyr Keep

Cragmyr Keep was described by Ed Greenwood in Dragon #200

Here is a map with Cragmyr Keep and some other rarely seen locations on the Sword Coast:
http://www.forgottenadventures.com/FRMaps/Baldur's Gate West Area.htm


What is included in the mod?

I have tried to make all the stuff in the mod as canon as possible. Many new NPCs for example are canon NPCs from Volo's Guide to Sword Coast or Gold & Glory.

Adds encounters and other stuff to existing areas making many of them more interesting. At the moment areas included are Spiderwood, Ulcaster Ruins, Central Baldur's Gate, Nashkel Carnival, Bandit Camp and many more!

At the moment there is at least 30 new magic items (plus some transformation potions and such), which all should be fairly balanced with the existing Baldur's Gate content. There is definitely more to come!

Several new Stores and new additions to the old ones.

A few new spells: most are heavily quest related: for example Speak with Dead (4th lvl arcane, 3rd lvl divine)

There are 39 new areas at the moment (of various sizes). Four of these are full sized areas.

At the moment, the TRA file of the mod contains 24797 words of new text (dialogue, item descriptions, journal info etc.) and there is more to come!

Companion reactions: For example, there is a quest involving Harpers, if you decide to go against them, Jaheira and Khalid (if they are in the party) will turn hostile.

One new companion. Excellent companion for any loner mage!

Your very own Helmed Horror!


Difficult fights: the important fights will use modified Black Pits 2 scripts. However, as it is with Black Pits, if you set the difficulty setting to easy, the fights become considerably easier.

A lot more is to be added!


Here are some areas for small spoilers, feel free to express opinions and give feedback :)

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Thievery buttons for other classes

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Hello does anybody know how to add working search for traps, stealth, and thievery interface buttons to other classes? I know how to edit backstab and thiefscl and thiefskl 2.da files to give other class backstab progression and thief points at level up but I don/t know how to add respective buttons to interface for that particular hero. Keyboard hotkeys doesn't work.

Kit idea: Wild Sorcerer, done right

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Several people have had the idea to adapt the Wild Mage kit to the Sorcerer class – i.e. to create a Wild Sorcerer kit.
(And at least one modder has actually implemented it.)

The way this is usually approached (including in that linked mod), is to simply let the Wild Sorcerer kit add the same abilities/properties to a Sorcerer, that the Wild Mage kit adds to a Mage – most importantly, Nahal's Reckless Dweomer.

I don't think that's a good approach to designing a "Wild Sorcerer", though.
Mages and Sorcerers work differently, and a kit should cater to it's base class'es design.

More specifically, the Sorcerer and the Wild Mage are two variations of the traditional Mage that actually solve some of the same problems of the Mage class, but in different ways, and they don't have good synergy:
  1. Both Sorcerer and Wild Mage "fix" the Mage's reliance on knowing ahead of time what spells they'll need the next day...
    • The Sorcerer does this by using a spontaneous casting mechanic.
    • The Wild Mage does this by giving access to Nahal's Reckless Dweomer.
  2. Both Sorcerer and Wild Mage "fix" the problem of Mages running out of spells too soon...
    • The Sorcerer does this by having a higher number of spell slots and spells-castable-per-day.
    • The Wild Mage does this by giving access to Nahal's Reckless Dweomer.
  3. The Sorcerer's class disadvantages destroy the Wild Mage's main selling-points...
    • The first thing that's special about Nahal's Reckless Dweomer, is that it allows the Wild Mage to cast high-level spells they learned from scrolls, but couldn't normally cast yet. Since the Sorcerer can't learn spells from scrolls, a Wild Sorcerer doesn't benefit from that at all.
    • The second thing that's great aboutNahal's Reckless Dweomer, is that it allows selecting from a much larger pool of spells than the normal casting mechanic: Instead of selecting only from the "memorized" spells, it allows you to select from all "learned" spells. This is, again, completely negated by Sorcerer's lack of spell scribing.
    In other words, Nahal's Reckless Dweomer doesn't add anything special to a Sorcerer: All it does, is to effectively increase the number of spells-castable-per-day, in a weird and cumbersome way. Might as well just modify the Sorcerer's spell progression table then, if that's what you want.


Here's a summary of what I would consider the "essence" of the Wild Mage kit – i.e. things that make the kit special, and should thus be preserved when designing a Wild Sorcerer kit:

  1. Is prone to wild surges.
  2. Learns to better control wild surges as he/she grows more experienced.
  3. Can (attempt to) cast higher-level spells than the base class could, at the same character level.
  4. Has more flexibility in choosing spells in-the-moment, than the base class.
  5. Is prone to random variations in spell power.


I've put some thought into how a Wild Sorcerer kit could be designed such that it synergizes with the Sorcerer base class, while satisfying those key features/goals.

Here's the kit summary I've come up with:
  1. Does not get the Nahal's Reckless Dweomer spell. (But continue reading...)
  2. Learns and casts spells the same way a normal Sorcerer does.
  3. All spells cast this way (i.e. from the normal spell toolbar), make a roll on the wild surge table as if they had been cast with Nahal's Reckless Dweomer.
    Remember that this means a 100% chance of causing a wild surge, with the caster's level added to the roll on the wild surge table. Yes, this is harsh. It means the Wild Sorcerer has no "safe" way to cast spells, other than from scrolls and innate abilities. But I think it would be really fun – and makes sense, lore-wise.
  4. Has a more favorable spell slot progression table.
    Maybe 2 spell levels higher, and +1 spell slot per level, compared to a normal Sorcerer. The exact numbers would need to be balanced with the help of playtesting. Note that this point was added not only to make up for the harsh penalty of the previous point, but also to carry over more of what makes the Wild Mage so special (see the previous spoiler box).
  5. Gets Chaos Shield and Improved Chaos Shield at the appropriate level.
    (Possibly as Innate abilities that start with 1 use per day, and get more uses on level-up.)
  6. Casting level randomly varies between -5 and +5, just like for a Wild Mage.
  7. Casting from scrolls and innates has only a 5% chance of causing a wild surge, just like for a Wild Mage.
What do you think?

Players who like Wild Mages: Do you think you'd enjoy this kit, too?
Modders: Would this even be feasible to implement?

Psionics System Design

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(Before I start, yes I know Kwait_W made a Psionics Unleashed mod several years ago. Having looked at it, I think that Kwiat and I had different goals in mind with how a psionics system should function and feel.)

I am working on a points based Psionics system and I want some feedback on its actual design. I explicitly don't want to replicate how psionics is handled in 3.5 or Pathfinder, because I find it too powerful and because I don't think it sufficiently emphasizes the difference between psionics and magic.

Design
So far I have come up with the following fundamental design points:
  1. Psionic abilities utilizes a point-based casting system.
  2. Psionics is fundamentally different than magic.
  3. Psionics abilities feel unique and thematic.
I think point 1 is pretty self-explanatory. You can use any combination of your psionic abilities until you run out of points for the day.

Point 2 addresses that psionic abilities are not subject to the same issues that magic has. Psionic abilities can be used when silenced, can function normally in dead and wild magic zones, ignore spell resistance, and cannot be dispelled using Dispel Magic. Psionic abilities that require a save would use save vs. wands. Psionic abilities can be used while wearing armor.

Point 3 addresses that psionics should be rare, and feel intentionally weird. Psionic powers are not just arcane spells renamed or prefixed with the word "Psionic"; they are completely different abilities with strange and powerful effects. Furthermore, psionic abilities should feel thematic; constructs, vermin, mindless undead, plants, and oozes can't be phased by being shown glimpses of their future (although they can be damaged if you use telekinesis to throw a large rock at them.)

Implementation
Lots of rambling about design ideals aside, I am unsure of how specifically I want to implement psionic powers. I have a points system that is working perfectly, as well as an otherwise unused kit flag that I can use to prevent psionic characters from using spells or items that would interfere improperly with their abilities.

There are a couple of different options for several steps of the implementation, and I'd like to get some feedback on which would be thematically acceptable while not being a PITA for users. For the purpose of this discussion, a "power" is a single ability (the equivalent of a spell), while a "discipline" is a group of powers (the thematic equivalent of a school, although most disciplines would only contain 3 to 5 powers).

Some of the decision points include:

1) Usability: Should powers only be usable once the psionicist has reached a specific level, or should a psionicist be able to use any power they know as long as they possess the enough points to pay for it?

2) Acquiring New Powers: Should powers be learned invidually (from a big list) or in groups (e.g. you pick a discipline and learn all of the powers associated with that discipline)?

3) Availability: Should you be able to use any power you know (like a Sorcerer), or should you select a subset of your known powers to use (like a Mage)?

Speaking personally, I think that, ideally, powers would be learned in groups, but you should be able to use any power that you know without having to choose specific ones. I think that not having a level requirement to use certain powers would also help subvert how magic is typically presented, but runs the risk of becoming overpowered if I am not careful with power design.

I'd also like to have Psions be able to dual and multiclass, so I'm eyeing either Mage (if using the spellbook interface) or Fighter (if using the innate menu) as the base class.

Does anyone have any thoughts or opinions on what I've brought up?

Baldur's Gate EET BiG World Mod install failure?

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I realise that these forums in particular may not be the best place to post this, but I already have an account from a few years ago, so I figured it was worth a shot.

Recently, having EET come to my attention, thinking that it sounds like a blast to try out, and as good a reason as any to jump back into my favourite story. The only problem is.. I don't necessarily like using NMM-type mod managers, and BiG is no exception. Though, unfortunately, I was unable to find anything necessarily conclusive on how to manually install EET, as well as the few mods that I'd like installed (namely Tweaks Anthology, SCS, a general Bioware NPC banter mod, and a couple relationship mods for Viconia and Keldorn later on). So I settled to make an attempt at using BiG.

At first everything went fine, and I was rather satisfied with it's functionality, went through selecting my mods, made sure everything was compatible and such, the mods downloaded, began installing, and the BOOM, "Installation failed, you didn't make a backup file (or something along those lines), please make a clean installation of BG2:EE and start again."

This has happened twice, I've tried making several "backup files" on several different drives, and I repeatedly get the same failure message.
Any tips/pointers?

Thanks~

[WeiDU Mod] NPC Renamer

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BG Version: This mod works with BG:EE and BGII:EE (credit and thanks for the BGII:EE component go to @CrevsDaak )
Languages: English only
Version: 3

Mod Description:
This mod allows to rename NPCs through an (hopefully) easy to use textual menu. It will work for both new and ongoing games.

Using the textual menu, one can rename several NPCs, or several times the same NPC (e.g. to fix a typo), by just selecting their corresponding number(s), until one is fully satisfied with the changes and ready to proceed with the installation.

However, once the mod has been installed, further name changes are only possible by uninstalling or re-installing. In both cases all NPCs will revert to their original names (e.g. if the mod has been installed, one can't just rerun the installer and rename only one NPC while retaining custom names for the others).

Installation instructions:
See the enclosed ReadMe file.

This mod has been inspired by this discussion.

Many thanks to @CrevsDaak (for writing) and to @TheFanxza (for testing) the BGII:EE component of this mod.

Edit: this is how the textual menu looks like
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Boaster's Original Sound Pack

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Some assembly required


http://mantera.xorgte.com/files/BG.rar
22.5 MB - compressed RAR file

I recorded these all like 5 years ago now, I think and posted as four contiguous long MP3 files. I had a cold and made the best of it. I figured, why not record another alternative sound pack for BG EE for perhaps a more evil, less cartoonish, evil character.

Users will need to customize the WAV files to their liking as far as the order in which things happen.

Within the RAR file there are two sets. They sound slightly different, but mostly the same. Intermix them if you choose. The second set was more as I was losing the voice I had with a cold and just not being able to talk at all.

Make the best of it if you will.

If anyone would like me for recordings, my voice isn't quite naturally so deep, but I could come up with a reasonable facsimile thereof.

[MOD] Revised Dragon Scale - UI tweaks for SoD and EET (V4)

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Revised Dragon Scale V4

a UI mod for Baldur's Gate: Enhanced Edition with Siege of Dragonspear installed. Now compatible with EET.

This is a mod for folks who feel the new UI introduced by Siege of Dragonspear was... almost there.

It's a minor overhaul of SoD's UI with a lot of little tweaks and fixes, as well as some completely reworked screens, which are individual components, for your convenience.

Screenshots and Component Breakdown:

Main Component: SoD UI Fixes and Minor Tweaks

The main component fixes and tweaks a few thing that bugged me about the UI:
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1) The Bhaal logo has been restored as the Return to Game button, which now changes dynamically according to the campaign you're playing, so when playing SoD, you'll still see the original button with the dragon.

2) Buttons on the left sidebar bottom have been slightly repositioned. Clock/pause button is now centered.

3) The little white line on the bottom of the dialogue/gamelog window has been removed. I don't know what it was doing there in the first place.

4) There's a new button for the quickloot toggle.

5) More quickloot slots! There are now 4 extra quickloot slots for a total of 13.

6) Action bar buttons are now equidistant which makes things aesthetically more pleasing. Those buttons used to be grouped in clusters to mimic the distribution of a keyboard's function keys. It made perfect sense back in the day but that particular layout is not as used nowadays, so...

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All parchment graphics have been replaced with a more saturated version. I'm not the only one who thought the color was a bit too muted. They also have the proper scrollbar now.

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Margins on the Mage Book and Priest Scroll screens were tweaked and are now a bit nicer to look at. This is for people who were sold on the new layout of these screens. For those who miss the old behavior, please keep reading.

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The journal has a new background graphic (offered by Pecca) and close button. I think now it's better integrated with the UI.

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Store panels are properly joined. The headers are also consistent now.

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The Dual-Class screen portrait has had it's aspect ratio fixed. How that got past QA is beyond me.

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Area Map screen has a new graphic header. The World Map button has also been restored.

World Map also has a new header. Travel Button has been repositioned.

You may also have noticed the new desaturated/colored worldmap, with a few elements from the original BG1 brought back. It's still not perfect, but at least it's more consistent with SoD's worldmaps.

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Redesigned Options Screen, including bigger buttons which have also been ported to the Start Menus.

Optional: Revised Inventory Screen

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The Inventory Screen has a tweaked layout as discussed here and using the graphics and functionality from this mod by Lefreut.

This version, however, adds saving throws, resistances and status effects to the combat stats window, which should further minimize going back and forth between screens to check how equipped items affect characters.

Optional: Revised Record Screen

The Record Screen has been completely redesigned, undoing almost every (disastrous, IMHO) change made by patch 2.0. It's a slightly altered version of Lefreut's Improved Record Screen, which didn't have a proper SoD version.
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Biography, Stats and Kit Description have their own screens again, the way Bhaal intended.

Optional: Classic Spellbook

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This component makes the Mage Book and Priest Scroll screens behave exactly like they did in the original BG and BG2 (also in the EEs prior to patch 2.0). There are a few very good arguments as to why this is preferable to the new interface, but for those of you who don't agree, this has been kept completely optional.

The basis for this component's code was brought to you by the amazing Lefreut and is also available as a standalone mod compatible with BG:EE sans SoD and BG2:EE.

Optional: Larger Ring Icons

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This component ports over the ring icons from BG2:EE, which are larger, just like they were in the original games.

Optional: Alternate Fonts

This component is a major overhaul of in-game fonts, bringing it closer to the original BG1.
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Tooltips and floating text now have the same fonts as the gamelog and dialogue window, trading off a little readability for aesthetics.

Installation

This is now a WeiDU mod. Download the attached file at the bottom of this post, extract it to your game folder, run CKUISOD.exe and follow the onscreen instructions.

Compatibility

This mod is compatible with Baldur's Gate: Siege of Dragonspear or Enhanced Edition Trilogy (if the SoD GUI optional component is installed).

(If you're playing either the GoG or Steam versions of the game, please install modmerge before modding your game.)

It's also supported by EEUITweaks Mod Collection as long as you install this one first.

There's a slight compatibility issue with EEUITweaks and the component "Mr2150's Journal Fixes" - if you install this component, it will revert the Journal's close button to its original graphic. It won't break anything,
though, so don't worry about it.

Special Thanks

The WeiDU version of this mod was made possible by the hard work of AncientCowboy and I'm immensely thankful for it.

I'd also like to thank Lefreut and Pecca (whose code, artwork and feedback I have used) and Adul and AstroBryGuy for their feedback and insights.

Last but not least, thank you for checking out this mod. I hope you'll enjoy it. Needless to say, feedback and bug reports are always appreciated.

Are the files found in the override folder platform independent?

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Is it possible to mod BG2ee on a WIN10 system and transfer the changed files (override folder, dialog.tlk, etc) to a BG2EE installation on a MacOS system in order to have a modded BG2ee installation on MacOS?

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

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THIS MOD IS deprecated REVIVED!!

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

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

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

That's it!

Full Readme:

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

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

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

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

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

Cheers!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

Old character animations in EE?

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I switched from BGT to EET and the only thing I'm missing is Infinity Animations with the glorious pre-BG2 character models. Surely there is a well-known way to get them working in the EEs. What way would that be?

Hidden BMP file in the Chitin Key File?

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How do i find this portrait of Sarevok in the Chitin Key folder?

Sword Coast Stratagems (SCS) threads

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