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Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers



Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs.

A quick and useful guide to kits and spheres

Special thanks to @ineth for this

Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp.

Download

Attached Hotfixes for earlier versions (install after fnp):
- Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip"
- Version 0.74h: use the file titled "fnp74_use_hotfix.zip"

Most recent update: 0.74m
Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs.

2017-08-26
Version 0.74j

- priest of Umberlee abilities and usability
- multiclass kit usability (e.g. C/M of Baervan and druid/mage)
- mystic warrior abilities


2017-08-14
Version 0.74g

- fixes Contingency spells. Sort of. Mostly.
- changes to spellbinder


2017-08-13
Version 0.74f

- added conjure water elemental to water sphere
- fixed shades and shadow monsters
- fixed mystic warrior
- improves the cross-mod compatibility stuff.


2017-08-10

Version 0.74b

- Fixed an error with an errant "/"

2017-08-09

Version 0.74

This is v0.74. I bumped the version number because there are a few meaningful changes:

- Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits.

- Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.)

- DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT...

- Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level.

- This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works.

2017-08-08

Version 073b
- All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups.
- Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables.
- Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.)
- Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.'
- Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits.
- If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.)
- Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times.



2017-08-06 Version 0.72

-diff install options for BG(2)EE/IWDEE

2017-08-02 Version 0.71b

- Fixed issue with option 2

2017-08-01 version 0.71a

Fixed installation issue with option 1

-2017-07-31 version 0.71


Lots of fixes:

-fixes for spells
-fixes for HLAs
-two new spheres: Exploration and Perdition
-variables for custom weapon use for kits
-cleaned up a ton of code everywhere
-updated compatibility packet for other mods

2017-06-03 Version 0.64a

Minor changes to sphere access

2017-06-03 Version 0.64

-Fixed cleric of Kelevmor death ward and neg plane protection
-Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability)
-Added misfire reference to spell in for Beshaba Acolyte description
-Fixed icons in misfire spell/special ability for Beshaba Acolytes
-Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell...
-Grammar issues: Champions
-Grammar issues: Zealots
-Zealot of Ilmater: Correctly added frenzy in 2da
-Acolytes: Added bonus spells (and lore bonuses in a few cases)
-Changed Beshaba's spheres around. Focus: Dread.
-Removed override references to COMPILE lines

2017-03-13
Version 0.63b
- NPC cleric kits
- Fixed bug re acolyte of mystra
- Bug fixes re: kit adding code
- Fixed deity dialog issue with mc clerics


2017-02-27
Version 0.61a
- Added a valid marker for IWDEE divine spells

If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder.

Version 0.61

- Removed references to SoD in engine check
- Added Clangeddin cleric
- Added a draft of Baravar (but not added in the game via tp2 or otherwise)
- Removed backup folder
- Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed.

Known Issues:
- Water and fire elemental scripts need to be looked at
- Shout spell doesn't seem to work
- Summoning shadow monsters crashes the game
- Doomguide cleric Turn level issue
- b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy)
- At 11th level the Ur-Priest received Shadow Step as a special ability
- Elemental sphere descriptions are all over the place (only for custom spells)
- Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere)
- Many multi class kits missing
- prayer and rec spells

Faiths and Powers: Gods of the Realms

This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod.

The first few posts will contain the most up-to-date information about the mod itself.

Goals

This mod has a few goals:

-To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character.

-Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities.

-To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible)

-To expand role-play options based on these selections (a very long term goal)

Features


With these goals in mind, the plan (already in motion) is to include the following:

- A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR).

- "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.)

- Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites.

In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described.

(Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!)



-
Compatibility

See attached document: "FnP_kit_compatibility (1).zip"


Special Thanks:

Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations.

Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games.

Avenger: DLTCEP is essential.
http://gibberlings3.net/forums/index.php?showtopic=23917

Argent77: As is Near Infinity.


The keepers of IESDP: Again, essential.

http://gibberlings3.net/iesdp/index.htm


Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential.

http://weidu.org/WeiDU/README-WeiDU.html

Playtesters:
@iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3 @Arizael @wyakpa .

Feedback and bug hunting:

@Necromanx2 , @Woolie_Wool , @wyakpa , @rrchristensen , @CrimsonBard , @helo138 , @Zaghoul , @Arunsun , @Rangeltoft , @Alwayssnarky , @LupusSolus


(From a quick scan of recent postings. Let me know if I have missed your contribution!)

Extra special thanks to @ineth for being so helpful!

Another big thanks to @ineth for help with the readme!

Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues:

http://gibberlings3.net/forums/index.php?showforum=16

Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod.

http://www.shsforums.net/topic/38261-atweaks-v442-released/

Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational:

http://gibberlings3.net/forums/index.php?showforum=29

Aquadrizzt: I've learned a lot from this guy. Also check out tnb:

https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1

Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance:

https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1

Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational:

https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1

Special thanks to Kjeron for some timely help with code for the sphere system

CrevsDaak: For his lovely tutorial found here:

http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1

( also, feedback and insightful advice/suggestions, etc.)

kjeron: That one is just overflowing with modding advice and information. I can't count how many times their advice has helped me

Wolpak: Very knowledgeable fellow. Learned a lot from him.

Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod:

https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1

Smeagolheart : I have learned a lot from his mods, especially

https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1

Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah: Helpful Suggestions

Red_Carnelian for graciously providing bam creation resources:

https://forums.beamdog.com/discussion/42011/blazing-bams

Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P

Marek and Lothander Quest

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Hi
Im dying soon for not completing this quest, but I have difficulties completing it. Ive retrieved the book of wisdom and delivered it to Lothander, but I forgot to ask him where i can find Marek. Right now I have Loth antidote potion, but are still missing Mareks antidote. I accordance to some walktroughs Marek can be found in Blushing Mermaid, but only after Lothander have told me his location. Lothander in accordance be located in Blade and Stars Inn at 2nd floor.

The problem is at no Loth is pressent in Blade and stars at all. so where to find him?

[Utility] EE Autoroller

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Enhanced Edition - Autoroller

FEATURES

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

SUPPORTS

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

DOWNLOAD

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

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

HOW IT WORKS

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

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

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

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

DISCLAIMER

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

[MOD] Bardic Wonders v1 (UPDATED - three new kits added)

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Bardic Wonders

Link to mod page at my site: https://artisans-corner.com/bardic-wonders/

This is what comes out of me having a bit of time to spare and messing with the game... I had this mod sitting in my file directory as a jumble of separate components for a while now and, since I had the time, I decided to combine it into an item pack + kit mod to share with everyone.

BARD KITS

These components can be installed in either BG:EE or BG2:EE.

Abettor of Mask

ABETTOR OF MASK: Contrary to popular belief, the trickster god Mask's favor extends past those who walk the path of stealthy arts and trickery. The Abettor is a faithful Maskarran, a deceptive agent of the Lord of Shadows whose gall is tested through tasks that typical bards would balk at due to their dark natures.

ADVANTAGES:

– Receives a +5% bonus to Pick Pockets per level.
– Gains a backstab multiplier of x2.
– The Abettor's song, "One's Loss, Another's Gain", provides thieving and stealth bonuses to the party. The song grants +15% to all thieving skills, increasing by 5% per rank and grants the following effects:
3rd level: Party members passively detect traps
6th level: Party members gain Blur (+3 to AC, +1 to all saving throws)
9th level: The singer has a 50% chance to gain Improved Invisibility for one round
12th level: Party members gain Non-Detection
15th level: The singer has a 100% chance to gain Improved Invisibility for one round

– From 10th level onwards, the Abettor passively has a 1% chance upon taking damage to turn invisible for one turn.
– From 12th level onwards, gains one use of Shadowstep.

SHADOWSTEP: The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane.

– May learn the Assassination high level ability upon reaching 24th level.

DISADVANTAGES:
– Must be of True Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil alignment.
– Only has one-half normal Lore value.
– May not learn the Magic Flute high level ability.
– May only be proficient in weapons usable by thieves.

Dancer

DANCER: The dancer is an entertainer, an acrobat and a surprisingly dangerous combatant when drawn to battle, emphasizing speed and agility to confuse and unnerve his opponents while inspiring allies to fight with increased confidence.

ADVANTAGES:

– +10% to Pick Pockets.
– +2 bonus to Armor Class at 1st level. Gains an additional +1 bonus to Armor Class every 10 levels.
- +1 bonus to Armor Class vs. missile weapons at 1st level. Gains an additional +1 bonus to Armor Class every 5 levels.
- +2 to movement rate.
- The Dancer's Bard Song, "Dance of the Floating Lily", immobilizes the dancer while inspiring his allies, providing immunity to fear and morale failure and grants the following bonuses:
1st level: +2 to hit and damage, +1/2 attack per round, dancer gains +2 to Armor Class
6th level: +3 to hit and damage, +1/2 attack per round, dancer gains +4 to Armor Class
11th level: +4 to hit and damage, +1/2 attack per round, dancer gains +6 to Armor Class
16th level: +5 to hit and damage, +1 attack per round, dancer gains +8 to Armor Class
21st level: +6 to hit and damage, +1 attack per round, dancer gains +10 to Armor Class

- From 4th level onwards, may use the Adrenaline Rush ability once per day.

ADRENALINE RUSH: The dancer temporarily gains a huge boost in power for three rounds, gaining +1 to hit and damage for every four levels. His attacks per round are also doubled. However, his Armor Class is reduced by four points and he is unable to use his Bard Song, and after the duration ends, he becomes winded, suffering a -4 penalty to Luck and inability to use his Bard Song for one turn.

DISADVANTAGES:
– May not wear any armor.
- May memorize one less spell per level.
– Only has one-half normal Lore value.

Storm Drummer

STORM DRUMMER: Storm Drummers are particularly powerful bards whose music has the power to summon lightning storms. Their drums and booming voices, loud as thunder, can unnerve both enemies and allies alike. However, their unique abilities have led them to shun metal weapons and armor in order to optimize their abilities.

ADVANTAGES:

– +10% resistance to electrical damage. Gains an additional 5% every three levels.
- The Storm Drummer's Bard Song, "Thunder and Lightning", does not affect allies. Instead, it has a chance of causing bolts of lightning to strike down from the sky dealing electrical damage to all nearby enemies.
1st level: 20% chance of dealing 2d6 electrical damage
4th level: 25% chance of dealing 2d8 electrical damage
7th level: 30% chance of dealing 2d10 electrical damage
10th level: 35% chance of dealing 3d8 electrical damage
13th level: 40% chance of dealing 3d10 electrical damage
16th level: 45% chance of dealing 4d8 electrical damage
19th level: 50% chance of dealing 4d10 electrical damage

Due to the song's magical nature, it can be used indoors.

- From 5th level onwards, may use the Storm Shield ability once per day. Extra uses are gained at 10th and 15th level.

STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.

- From 10th level onwards, may use the Thunderclap ability once per day.

THUNDERCLAP: The Storm Drummer claps his hands together, causing a deafeningly loud blast of sound. All creatures around the Storm Drummer must save vs. spells at -4 or be stunned for one turn. Even if the save is made successfully, all targets are deafened, suffering a 50% chance to miscast any spells. Only the caster is immune to the spell's effects.

DISADVANTAGES:
– May not use any metal weapons.
- May not wear armor heavier than studded leather.
– Only has one-half normal Lore value.
– Only has one-half normal Pick Pockets percentage.

Troubadour

TROUBADOUR: Troubadours are musicians that specialize in lyric poetry. Their songs are often of chivalry and courtly love. In adventuring, troubadour bards are valuable due to their proficiency in healing spells, including songs of rejuvenation that protect their comrades. Women that choose the profession of the troubadour are usually known as trobairitz.

Advantages:

– May use the Bard Song "Song of Healing".

SONG OF HEALING: The troubadour's song gradually heals his allies and provides them with resistance to any attempts to impair their movement, magical or otherwise.

1st level: allies regenerate 1 hit point per round and are immune to slows.
9th level: allies regenerate 2 hit points per round and are immune to all movement-impairing effects.
18th level: allies regenerate 3 hit points per round and are immune to all mind-affecting and movement-impairing effects.

– Gains the following priest spells in their spellbook:

1st level: Cure Light Wounds
2nd level: Remove Paralysis
3rd level: Cure Medium Wounds
4th level: Cure Serious Wounds
5th level: Cure Critical Wounds
6th level: Mass Cure

– May cast spells while wearing armor.
– 10th level: May use the Voice of Peace ability once per day.

VOICE OF PEACE: Chanting a soft melody, the troubadour soothes his allies' spirits and renews their confidence, healing them for 1d6 (+1 per level) hit points. All allies affected also gain 10% physical resistance and immunity to berserk effects for 1 turn. However, allied barbarians and berserkers will find themselves unable to call upon their rage while the aura of calm is in effect.

– 14th level: May use the Sacred Breath ability once per day.

SACRED BREATH: This ability functions the same way as the 5th level priest spell Raise Dead, restoring the target to life.

Disadvantages:
– May not wear armor heavier than studded leather.
– May only be proficient in weapons usable by thieves.
– Only has one-half normal Lore value.
– Only has one-half Pick Pockets percentage.
– May only be of Neutral Good, Chaotic Good, True Neutral or Chaotic Neutral alignment.

Enhanced Song HLAs

ABETTOR OF MASK: Symphony of the Dark Children
This song is a powerful aid to both the Abettor and to his allies. In addition to all existing effects, the song now provides +50% to all thieving skills, +6 to Luck, +4 to Armor Class (+8 vs. missile weapons) with an additional +2 vs. good-aligned creatures, +4 to all saving throws, immunity to backstab and a 20% chance for all party members to turn invisible for two rounds. The Abettor also has a 5% chance to stop time for one round, but he is unable to take any action for the duration.

DANCER: Swift-As-Flowing-Water
This oriental dance is a powerful aid to both the Dancer and to his allies. The song gives the Dancer a +20 bonus to Armor Class as well as the ability to move at a reduced pace. The song also gives his allies +8 to hit and damage as well as one extra attack per round and increased movement rate. There is also a 5% chance that the entire party will become affected with Adrenaline Rush.

STORM DRUMMER: Drums of Raijin
This is a powerful aid to the Storm Drummer. This song gives the Storm Drummer a 75% chance to call down bolts of lightning dealing 6d10 electrical damage to all nearby enemies. Additionally, the Storm Drummer is immune to electrical damage and is surrounded by a magical shroud which provides +10 to Armor Class, immunity to normal weapons and deals 2d8+5 damage to anyone who attacks the Storm Drummer in melee range.

TROUBADOUR: Holy Hymn of Eldath
This song is a powerful aid to both the Troubadour and to his allies. The Holy Hymn of Eldath causes all recipients to regenerate for five hit points per round and become immune to all movement-impairing and mind-affecting effects, poison, disease, level drain and instant death effects. The party also gains a +4 bonus to Armor Class and Saving Throws, with a +2 extra vs. evil creatures. There is also a 5% chance all recipients will be healed for 40% of their total hit points.

Component 2 - Item Pack

This component can only be installed in BG2:EE. It adds a dozen new items, mostly intended for bards although a couple can also be used by other classes.

All items can be bought at Trademeet from a new merchant, Leanne the bard. She can be found in Trademeet, within the blue tent outside of the city. Location here.

Additionally, the PC can purchase one of two legendary weapons only usable by bards for a very high price. In order for her to offer these weapons, the PC must have an 'extreme' reputation (i.e. 20 or 1 reputation). If the PC is a bard, Leanne will offer the weapons at a significant discount, albeit the end cost is still pricey.

The Item Pack adds the following items to the game:
- Unseen +4 (short sword)
- Armor of the Grey Fox +3 (leather armor)
- Resonating Shield +1 (buckler)
- Harp of Tranquility (casts Eldath's Mist 1x/day)
- Haven Lute (casts Otiluke's Resilient Sphere 3x/day)
- Dancing Heels (boots)
- Silence (amulet)
- Cacophonic Voice +4 (halberd)
- Whispering Links +2 (chain mail)
- Cloak of the Wild Singer (cloak)

Leanne's two legendary weapons:
- Dirge +5 (long sword)
- Lament +5 (shortbow)

NEW - Jester's Chain for Jesters: The Jester's Chain is massively disappointing for two major reasons. One, its intended users, jesters, can't wear it very well due to it disabling casting. Two, it's pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester's chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable - the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield.

Also, the armor is now significantly more colorful. No self-respecting jester would settle for less.

My apologies if the names come off as bland or generic. I am the award-winning giver of lame names :p

Want to be spoiled on the item descriptions? If you just want to see a few, don't worry, they're all individually spoiler-ed:

Unseen +4


Armor of the Grey Fox +3


Resonating Shield +1


Harp of Tranquility


Haven Lute


Dancing Heels


Silence


Cacophonic Voice +4


Whispering Links +2


Cloak of the Wild Singer


Dirge +5


Lament +5



Download

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[KIT] Chaos Sorcerer for BGEE/BG2EE/EET and IWDEE - Looking for testers!

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As already hinted at in the topic Kit idea: Wild Sorcerer, done right I've been trying my luck with a Wild Sorcerer kit of sorts. And here it is!

Download: Chaos Sorcerer Kit (beta 1)

Class description:
Chaos Sorcerer
A Sorcerer kit for BG:EE, BG2:EE, EET and IWD:EE

Unlike Wild Mages who have learned to shape the unpredictable magics from the damaged and distorted parts of the Weave, Chaos Sorcerers have learned to derive their power from the Elemental Chaos - a plane that is largely unknown to most inhabitants of Toril.

The Elemental Chaos is filled by chaos and unpredictability. Magic shaped by these forces are unpredictable by nature, even to chaos sorcerers who have learned to bend it to their wills. As a result chaos sorcerers are more dexterous, using their agility and strong reflexes to slip out of the way of their own spells if needed. They have also gained some resistance to all forms or magical energy. A basic understanding of the nature of Chaos is required to walk the path of a Chaos Sorcerer.

Advantages:
  • May cast the 1st-level spells Chaotic Weave and Surge Control (automatically added to spell list).
  • May cast the 2nd-level spell Unluck (automatically added to spell list).
  • May cast the 3rd-level spell Chaos Mastery (automatically added to spell list).
  • May cast the 7th-level spell Nahal's Wildstrike (automatically added to spell list).
  • Casting level varies slightly whenever he/she casts a spell—anywhere between five levels lower and five levels higher than the Chaos Sorcerer's true level.
  • 1st level: +1 bonus to Saves vs. Spell.
  • 5th level: +1 bonus to Dexterity.
  • 6th level: +1 bonus to Saves vs. Spell.
  • 8th level: +5% Magic Resistance.
  • 11th level: +1 bonus to Saves vs. Spell.
  • 15th level: +1 bonus to Dexterity.
  • 16th level: +1 bonus to Saves vs. Spell.
  • 16th level: +5% Magic Resistance.
  • 21st level: +1 bonus to Saves vs. Spell.
  • 24th level: +5% Magic Resistance.
Disadvantages:
  • Incurs a -2 penalty to Strength and Constitution.
  • Alignment restricted to chaotic good, chaotic neutral and chaotic evil.
  • May cast fewer spells per level per day.
  • Upon casting a spell, there is a 5% chance of incurring a wild surge.
WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Chaos Sorcerer and his/her allies.

The mod also makes some changes to the spell selection of Wild Mages:
  1. New level 1 spell "Surge Control" applies a slim chance to avert the next Wild Surge.
  2. New level 2 spell "Unluck" can be seen as the negative counterpart of the "Luck" spell.
  3. "Chaos Shield" merges with "Improved Chaos Shield" and becomes a level 3 spell that starts with a +15 wild surge bonus and improves to +20 and +25 at higher levels.
  4. New level 7 spell "Nahal's Wildstrike" surrounds the target with an aura of chaotic energies. Each time the target casts a spell will trigger a wild surge with unpredictable results.
These additions are also available to the Chaos Sorcerer. However, "Nahal's Reckless Dweomer" is replaced by "Chaotic Weave" (description below) and "Chaos Shield" is called "Chaos Mastery".

The main reason for this change is to work around a hardcoded issue with Wild Mage-specific spells that would otherwise interfere with the Chaos Sorcerer spell selection (or any other kit that is based on the Wild Mage).

The mod should already be quite stable for all supported games, but has not been tested thoroughly in the wild yet. It should also work together with Spell Revisions or similar mods as long as they don't make substantial changes to the Wild Mage spells.

Feel free to post your thoughts, suggestions, questions or any bugs you encounter.

[Spell Mod] BG1-style Entangle

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Is there any way to extract the BG1 version of the Entangle opcode (154) and use it to replace the BG2 version that unfortunately plagues my game? I really like the vanilla BG version, both for its graphics and because it only affected enemies, and would like to implement it in BGEE, if possible.

Also, if it can be done, what should I name the file before I paste it into my BGEE override folder?
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*Update: Since the original BG Entangle spell uses the same web entangling animation, I edited the colors in the .bam file to dark green and altered the BGEE .pro file so that it only effects enemies. I also got rid of the hideous, bright green glow that envelops those who are entangled and removed the plant/tentacle appendages that flail about during the spell. Enemies still have to save vs. spell every round while in the AoE or remain entangled, but your party may move about freely.

I've attached the RAR file containing the modded files. Simply copy and paste the files into your BGEE Override folder.

Thanks to @Wisp for the help.

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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Tome and Blood v0.70 is now available for download.



Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.



The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post.

REVISED SPECIALISTS
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.

REVISED DRAGON DISCIPLES
This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.

MAGUS
This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge.

FAVOURED SOUL
This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers.

REVENANT DISCIPLE
This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor.

SYLVAN DISCIPLE
This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey.

AMORPHOUS DISCIPLE
This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins.

INNATE FIND FAMILIAR
This component makes Find Familiar an innate ability for all Mages and Sorcerers.

ARMORED CASTING FOR BARDS
This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors.

ARCANE CRAFTING
This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls.

CANTRIPS
Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells.

SPELL TWEAKS
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.

METAMAGIC
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.

ABILITY SCORE BONUSES
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.

SPELL SELECTION DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.



INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.



KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.

v0.7
None to my knowledge. Go out and find some!





CHANGE LOG
A list of all mod version changes is available here.


Version 0.7
- Total overhaul of all existing components.
- New Feature: Added the Ability Score Bonuses component.
- New Feature: Added the Level One Cantrips subcomponent.
- New Feature: Added the Innate Familiar component.
- New Feature: Added the Favoured Soul component.

Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.

Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.

Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.

Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.

Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.

Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.

Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.

Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.

Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).




Ideas, criticism and comments always appreciated.

Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

[NPC Mod] Noamuth, Noa, Kyorlin, Qu'lith & Plynn come to Amn! [In Progress]

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THIS POST CONTAINS ITEM SPOILERS AND OTHER POSSIBLE SPOILERS.
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Welcome to my Mod!
My name is Cinnamon and I will be creator of this Mod.
I hope you enjoy this post!
Feedback is encouraged, please comment below!
Thank you and have a wonderful day! <3


All Artwork is done by the gorgeous Artastrophe© on DeviantArt!
Please do not redistribute these images without our combined consent.
They are commissioned pieces specifically for this Mod.
So happy with her work~


  • Current Mod status: Work in Progress. (WIP IT REAL GOOD!)

  • If people feel like this Mod is gonna take too long, I am more than happy to release a beta-sort of play testing launch where one character is available at a time.

  • I'd really appreciate feedback on each of these characters and whether or not they are too strong or too weak in certain areas, or over-all. Please don't be shy and let me know your bluntest thoughts!

  • I can add a book to translate Drow to Common if people need it. Would be available in Noamuth/Plynn/Noa/Qu'lith's Inventory. (Kyorlin only speaks Common.)

  • With all these creative intentions, I will be placing unique nerfs to some of the kits. (Like Use All Item being removed from my Mageling Bard.) This should be doable, but everything on this page is a "To-Do-If-Doable" list and will be changed if it is not.

  • You can only have one of these characters with the Mod, they are not designed with having all of them in the same party. You cannot pick up the Assassin, Bard, Cavalier or Shaman until you complete the associated quest to pick one of them. You'll start by meeting Noamuth. I am currently still deciding whether he should be found in Copper Coronet, The Bridge District, The Docks or Accessed through a specific area outside of the City. Feedback on this could help hasten a decision. Eventually after enough time has past after you keep him around, you'll unlock a personal quest where you have to help him out. This leads to choosing one of 5 characters: Noamuth, Noa, Kyorlin, Plynn or Qu'lith. The decision is totally yours - Adding replay-ability, too! (Or you can just save the game before finishing the quest, the options are all up to the individual!) 

  • When these NPCs do get released, please do so with a new game, as they interact with certain quests and plot points, you'll miss some big back story if you've already beaten/played through most of Amn. (Also, it will bug if you don't start a new game!)

  • The personal quest items you see here are part of later stages in the game, that's why they are mostly +2 or have certain affects. (Affects you should already have as part of the story received items by this point.) 
  • This is mainly focusing on being an immersive role-play Mod. Some things may seem a little different than the usual though do not fret! It's nothing huge or majorly silly, mostly inconsequential background stuff that helps flesh out the entire Mod. This means the characters adventure and tell their story - So the items should go in-toe with this sort of storytelling. Hopefully this clears things up for everyone! I hope I'm not spoiling too much here...

  • Please take note this is my first NPC Mod, and it's going to be quite big, but I am heavily and whole-heartedly invested in this.
  • If there's anything you didn't like the look of, or do enjoy, please let me know. I am 100% open to feedback and totally comfortable changing things as my viewpoint might not be compatible with what's known as "Baldurization".
  • It is highly likely that I will have to make a Forum post on a Website like Spellhold Studios for people to download the full Mod once it is finished. Please make sure to keep an eye out for post updates linking to such things!


SPECIAL THANKS:

SEMITICGOD FOR ALL HIS HELP WITH TEACHING ME HOW TO MOD!!! <3


Screenshot(s) [Updated]



This Screenshot does not represent their final-product HP values, this is only to showcase what their most highly probable confirmed colours/Class Appearance are!

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Qu'lith




"Personality":

Crazed, Bloodlusted and unintelligent (does not speak Common.) He will behave essentially like a beast-like Companion, you will have choices to teach him Common words and be allowed to make him more "House-Trained" in terms of socialising and understand when it is appropriate to kill, but only if you want him to. You do not have to do anything, you can just choose to leave him to his cruel ways. Since he does not speak Common, I will add a book translating the dialogues for the player. (Viconia might also be able to help you.)

Kit:

Assassin: Level 8+ 
[Going to be implementing my own Custom Thief Kit]
Chaotic Neutral
Grey Orc + Drow (Dorc?)



Party Function:

Assassin standard gameplay - Aim for the weak targets, this will be kept in mind for his creation. Please feel free to play him as you see fit!


Personal Items:

Starts with:

Dagger & Hide Armor (Customised to allow his custom colors)


Optional Personal Items: (Quest)

Blood Soaked Dagger +3

Victim's Skin (Leather Armor). Upgradable to +2 and +4 as part of the quest.


Pips:

Dagger: +

Crossbow: +

Single Weapon: +


Thief Ability:

PP: 20

Open Locks: 20

Find Traps: 5

Hide: 100

Silently: 30

Set Traps: 40


Stats:
19
17
14
4
6
4
Total Roll: 64

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Plynn



"Personality":

Narcissistic (Self-Obsessed), Womaniser (In the sense that he's a douche-bag and the Women love it) and a Humorous-type Bard. (Though his jokes are borderline insulting.)

Bard: Level 8+ [Going to be making a customised Bard Kit]
Neutral Evil
Grey Orc + Drow (Dorc?)

Party Function:

Mageling in the form of a Bard, with more focus on the Magical Aspects and much less on the Thieving capabilities. 

He is for Evil Parties, but you might find use for him with other characters, you never know until you look! 


Unique Change: Use Any Item will be removed. Most of his HLA (High Level Abilities) on the Thieving side will most likely be removed, I may add in a specific HLA for Plynn. 

Personal Items:

Starts with:

Mirror (Off-Hand) [Undroppable, cannot be removed]:

Special Ability: Mirror Image once per day.

Additional Effects: +1 to 2nd, 3rd & 4th level spells.


[Note: I'm probably going to try and add in a spell level cap of up to 7th]


Optional Personal Items: (Quest)

Robe: 
Now has permanent Vocalize.

Cunning Bastard +2:

+1AC, +1 Fire damage, +3 Feet Range for attacks. (On-Top of BaSW+2 which should be 2D4+2 slashing)


Plynn's Rings:

Rings are not removable once he finds them, he will equip them automatically. 

Thespian Ring: 
+2 5th and 6th level spell slots.

Iridescent Ring:
Doubles 1st level, but gives him +10% spell casting failure. (Subject to get stronger) [Trying to find a balance for this]


Pips:

Crossbow +

Bastard Sword +

Dart +

Single Weapon +

Stats:

11
12
10
18
12
15

Total Roll: 78
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Kyorlin



"Personality":

Kind hearted, Justice-Focused and Protector of the people, has a soft spot for "weaker" individuals.

Cavalier: Level 8+
Lawful Good
Grey Orc + Drow (Dorc?)

Personal Items:

Starts with:

Spear, War Hammer, Leather Armor (Customised to allow her custom colors) & Medium Shield.


Will need to locate:

Spear of Demon Slaying +2: +5 HP, Protection against Evil.

Shield of X Deity: [Concept being designed]

War Hammer of the Dragon Slayer +2: [Concept being designed]


Party Function:

Off-Tank with bonuses against Evil Creatures and Dragons.

Pips:

War Hammer ++

Spear ++

Sword & Shield ++


Stats:

16
8
16
12
14
17

Total Roll: 83

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Noa



"Personality":

Naive, Impressionable and Loyal to CHARNAME. (Extremely Loyal!) Think of him as someone like Imoen in the aspect that he cannot leave the party from Reputation issues or Plot conflicts. He also speaks in 50/50 Common/Drow.

Shaman: Level 8+ [Is now a fully functioning Shaman! Yay!]
True Neutral
Grey Orc + Drow (Dorc?)

Party Function:

Just a standard Shaman really, no real extras outside of his Bow.


Personal items:

Starts with:

Shortbow +2:
Does not fire arrows, instead fires Magic for 1-9 damage. Only has one attack per round, Bow cannot be removed. 
Firing the bow causes him to lose -2 Hit points per arrow. 
Range 85, behaves as a Longbow mechanically using Shortbow proficiency for his Thac0.


Optional Personal Items: (Quest)

Spiritual Hide Armor +2: [Concept being designed]


Pips:

Shortbow: ++

Club: +


Stats:

12
17
12
14
12
10

Total Roll: 77

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Noamuth

  or   (Feedback would be nice on this)

"Personality":

Cynical and blunt. Will usually give very minimal input and behave as he sees fit.

Swashbuckler: Level 8+
Hidden Alignment
Elf (Real Race Hidden)


Party Function: Light Damage scaling into higher damage outputs

Personal items:

Starts with:

Ominous Amulet (Cursed, Unremoval), Ninja-To x2 & Studded Leather Armor.


Optional Personal Items: (Quest)

Heavy Burden (Ninja-To +2)
Applies a penalty to Armor Class (-1 AC)

Sleight of Hand (Ninja-To +2):
+1 extra attack per round


Thief Ability:
 
Locks:80

Find Traps: 90

Detect Illusions: 55


Pips:

Ninja/Waki/Scim: ++

Two Weapon Style: +++


Stats:

14
17
13
9
8
7

Total Roll: 68


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If you read this far, thank you! It means a lot to me! It really does!

 I'm sorry that this post is a mess and I hope I've intrigued your interest, I know I've post a lot of my ideas here and that leaves little to mystery - But I haven't posted the real mystery to how these characters wind up in Amn, that's something you'll have to play through and find out for yourself!
I've always been praised for my story writing skills, so I'm hoping I live up to the praise and keep everyone gripped into the story of my band of D'Orcs!

Final Note: Just to give an idea on what the hell is going on with this Mod and why there are so many characters - The entire pack is supposed to focus on a "What does it look like to have Multiple Souls in one body and what does it look like in the Forgotten Realms setting, Baldur's Gate? And just how do I go about making it seem realistic enough to immerse yourself in the story?".

I want to try and capture what it feels like in a fantasy setting, the best and worst parts! (Since you are an Omni-Present figure within the game, you get the bonus of being able to see first-hand the conversations between all the characters. I think this is a really interesting concept to use for this kind of story!)

[MOD] Personalized Autosaves

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Inspired by a bug report I have created a small mod that adds the name of the protagonist to all saves that are automatically created by the game (such as autosave, quicksaves or chapter saves). That way your saves will not be overwritten whenever you start a new game with a different protagonist (provided they are using different names).

You can currently choose between six different naming schemes:
  1. 000000000-Protagonist-Save-Name
  2. 000000000-Protagonist Save-Name
  3. 000000000-(Protagonist)-Save-Name
  4. 000000000-(Protagonist) Save-Name
  5. 000000000-[Protagonist]-Save-Name
  6. 000000000-[Protagonist] Save-Name
Where "Protagonist" is replaced by the protagonist's real name.

Any more suggestions for new naming schemes? Btw, it's also possible to add race, class or gender information to the name.

[Mod] TeamBG's Armor Pack for BG:EE, BG2EE, BGT & TuTu

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TeamBG's Armor Pack

Information For Baldur's Gate2: Enhanced Edition

This is the first installation of the "pack" mods that I will be making
for Baldur's Gate2: Enhanced Edition. This mod is an armor pack. There is a
dwarf, Kurtz Goldenaxe, who is at Waukeen's Promenade. He will
sell you these armors. Some of the armors are color variations of what you
find in the game and some of them are new. The magical armors are expensive
so you will have to save a lot of gold to buy them.

Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=8092.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=192

Version History:

V1.01 9/8/14
Added Polish translation thanks to Cahir
Added .tra files for translations.
Updated to Weidu 236

V1.00BG2EE
First release


Information For Baldur's Gate: Enhanced Edition

This is the first installation of the "pack" mods that I will be making
for Baldur's Gate: Enhanced Edition. This mod is an armor pack. There is a
dwarf, Kurtz Goldenaxe, who is outside of the Friendly Arm Inn who will
sell you these armors. Some of the armors are color variations of what you
find in the game and some of them are new. The magical armors are expensive
so you will have to save a lot of gold to buy them.



Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=7806.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=182

Version History:

V1.05 8/18/14
Added Polish translation thanks to Cahir

V1.04 8/15/14
Added .tra files for translations.
Updated to Weidu 236

V1.03 5/19/13
Fixed the Boots of Evasion - The useability settings still were not correct.
Fixed the Boots of Quickness - The useability settings were not correct.
Removed the "Not Useable By:" text since the EE items have a heading that automatically fills that in.

V1.02 5/5/13
Fixed the Boots of Evasion - The useability settings were not correct.

V1.01 1/7/13
Fixed the usability settings on the Elven Chainmail of the Hand +3
Fixed the unidentified text of the Elven Chainmail of the Hand +3
Changed the store so you can't steal.
New cross platform for BG:EE, BGT and Tutu

V1.00
First release

Where the new store clerk is at in the Friendly Arm Inn.

image

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Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE. We have a large source of tutorials on how to mod and modding tools!

We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE mods to us. Free area on the message board and space to download your mod.

TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG http://www.teambg.org/ Modding news

http://teambg.info/ A site that takes you back into the history of IE modding.

Tresset's Choice Tweaks

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Tresset's Choice Tweaks

Tweaks and Fixes for BG that I make for myself, but share with everyone!



Since I started playing the Enhanced Editions of BG, I have always had a few odds and ends in my override folder that I made myself. Most of these are pretty simple and their functions range from bug hotfixes I make while waiting for an official fix from the devs to minor tweaks that make the game much more enjoyable to me. I have now decided to share my tweaks with everyone just in case someone would be interested in them. Most of these tweaks will be in the format of simple override files but a few will be done using Weidu (Weidu and I don't get along very well so I usually try to avoid it). This thread will likely change occasionally and have new tweaks added to it every once in a while, because I often get new ideas and modify my old works as well. Feel free to ask any questions you may have and make sure to let me know if you have found an issue with my tweaks so that I can fix it. I also take requests, so if you have something you want tweaked or fixed then let me know by leaving a comment below and I will see what I can do.


BG1:EE/SoD Tweaks



Infinite Use Algernon's Cloak
In the original BG1, Algernon's Cloak had infinite uses. The devs decided to nerf it to one use/day for some reason. Not sure why... The Nymph Cloak still has a practically bottomless supply of charges (100 max) so why they didn't nerf that one too is beyond me. I simply restored the cloak to its infinite usability. This was the first tweak I ever applied to my EE game. I also added a projectile to the cloak so that I could fix my arch nemesis bug.


Avenger Druid Form Fixes
With the advent of SoD some of the avenger's shapeshift forms got a little screwed up. This package contains two hotfixes and a minor tweak. I will explain what I did with each form:
  • Spider form (plyspid.itm): With SoD installed the spiders move much slower than they do without it installed. This change affected the avenger form as well. The devs may or may not fix this issue eventually, but in the mean time I added a movement speed modifier effect to counteract the decreased speed of the spider form. This will also fix the spider form of the wizard spell Polymorph Self. Wild spiders will still move slower. Do not install this one unless you have SoD installed or the spider form will move faster than normal!
  • Baby Wyvern form (plywyvrn.itm): Not sure if this was broken by SoD or just 2.0 in general, but the wyvern's poison was broken by the one of the recent updates so that it would not affect creatures level 5 or lower at all. This is clearly unintentional, and was also once an issue in BG2:EE. The devs fixed the BG2:EE issue with the wyvern poison in a previous update (1.3 IIRC) so I have no idea how it got broken again. This will fix the poison so that it will affect creatures of all levels again. I do not think this will be needed if you do not have SoD installed, but I am not sure.
  • Fire Salamander (plysala.itm): This one is more of a tweak than a fix. The salamander form normally has a haste effect that will increase movement speed without providing any extra attacks. IMHO this type of haste effect is very sloppy and should not be used by anything, especially not anything the player controls. I simply made the haste effect a normal haste, which increases movement speed and adds 1 extra APR. This gives the salamander a total of 2 APR (which makes it more viable anyway when compared to the other 2 forms).


Actual Werewolf Claws, Not Modified Bear Paws BG1:EE
This is for the Shapeshifter Druid Kit. It gives both the Werewolf and the Greater Werewolf better natural weapons. In the original BG2 the Werewolf, Greater Werewolf, and Brown Bear forms all had the exact same weapon. I seriously doubt that this was truly meant to be, but the devs are rather insistent on leaving things as they were back then in this case. I, however, found an unused item file in BG2 (and in BG2:EE) that I am 90% sure was meant to be used by the Greater Werewolf and that is what I use for my version of this form. I felt I needed to make a new weapon for the ordinary Werewolf, however. Anyway, the ordinary Werewolf's weapon does 1d8 slashing damage and strikes as a +2 weapon. The Greater Werewolf's Weapon does 2d8 Slashing damage and strikes as a +3 weapon. This fix was designed for BG1:EE and will likely cause string issues in BG2:EE.


Kahrk's New Katana
This will give Kahrk, the self proclaimed "Mightiest of Ogre Magi", a Katana +2 to wield instead of his ordinary one. If you can kill him he will drop it so that you can use it. I mainly decided on doing this to make the Katana proficiency a more viable choice in BG1:EE, and I figured that Kahrk was nasty enough to be a worthy guard of such a valuable item.


Durlag's Infinite Skeleton Trap
This will make the false stairway trap which summons skeleton warriors when tripped reset after it has been triggered, allowing you to grind on skeleton warriors. This trap always used to reset itself in the original and even in earlier versions of the Enhanced Edition, but the devs have since decided to remove this feature.


Longer lasting Priest Kit Specials BG1:EE
I originally made this because I got sick of Priests of Lothander getting the short end of the stick with their special ability. Both Talos and Helm give their priests a special ability that lasts for 1 turn until the priest reaches either level 11 or 12 at which point the duration would increase by 1 round/level (Helm) or 2 rounds/2 levels (Talos). Boon of Lothander would only last strictly 1 round/level, unlike the other two it would not last at least a turn from, levels 1-10, so I increased its duration so that it was the same as Helm's Seeking sword, i.e. 1 turn + 1 round/level after level 10. @JuliusBorisov suggested that I increase the duration of Tyr's Divine Favor as well, so I increased it from 2 rounds to 5 rounds. I am not convinced that this is necessary since IMO this ability is much more potent than the others, especially at higher levels, but I aim to please. I may decide to further tweak the duration of Divine Favor later, but I don't think it should last more than 1 turn. I should note that the descriptions of these spells will show the wrong duration if you install this one (not that Seeking Sword or Storm Shield ever had correct durations listed to begin with). This tweak was designed for BG1:EE and will likely cause String Issues if used in BG2:EE


Fixed Lightning Bolt
The projectile used by the Lightning Bolt spell and wand lacks a certain flag in the current version of BG1:EE that makes the lightning bolts bounce off of the first target they hit instead of pass through them. This is easiest seen in Gorion's cutscene where he casts a lightning bolt at one of the ogres and it bounces right back at him. I have added the flag back to the projectile so that it will pass through its targets like it should do. BG2:EE's lightning bolt functions correctly so that game does not need this fix. The unfortunate thing I have noticed is that the lightning bolt will only ever bounce off of walls once before vanishing in the current version of both games. I suspect that this behavior is hard coded and it would be up to the devs to fix it.


Staggered Probabilities Fix BG1:EE
This is a fix to a bug that has bothered me for a long time (since the original BG2 actually). This bug strikes specific spells and items when either "Round End" or "Spell Cast" autopauses are turned on. When it strikes, the specific spells and items do very strange things, such as duplicate some effects many times or skip some effects altogether. A few examples of this behavior include:
  • Multiple elementals getting summoned by spells that should only ever summon one and similar issues with certain other summoning spells.
  • Erratic behavior of the Bigby Hands, Otiluke's Resilient Sphere, Contagion, and others.
  • Inconsistent effects (ex. successful saves reported, but the spell takes effect anyway) of Algernon's Cloak, Nymph Cloak, The Captive Audience, and the level 1 priest spell Command.
The devs decided not to fix these issues because they felt messing with the hardcoding that was causing them was too dangerous to be worth the risk. I was able to fix the issues completely without any such risks by simply adding a minuscule delay to these spells and items so that they did not take effect at the exact moment of the autopause. This meant I either added a projectile to the spells and items or, in the case of the summoning spells, I added a 1 second delay to the appearance of the summoned creatures. This fix should not be needed if you play without using the either "Round End" or "Spell Cast" autopauses. This particular fix was designed for BG1:EE and would probably cause string errors if used for BG2:EE.


NRD Contingencies and Sequencers BG1:EE
Originally the contingency and sequencer spells could be cast using Nahal's Reckless Dweomer. These spells could could not result in a wild surge when cast this way because they posessed the "ignore wild surge" flag that prevented it. The only problem with this was that the very next spell cast after the contingency/sequencer would have a 100% chance of having a wild surge. The devs decided that this should not happen so they eddited the "ignore wild surge" flag to also prevent casting spells that have it with Nahal's Reckless Dweomer. I, however, did not mind this behavior so I decided to re-enable the casting of these spells with Nahal's Reckless Dweomer. The only way I could do this while still preventing the spells from surging (which would no doubt cause massive issues) was to switch the flag from "ignore wild surge" to "ignore wild/dead magic". This makes the spells, more or less, the same as they were before the devs' interference; the only difference being that the spells are now castable (with or without NRD) in dead magic zones (which is unfortunate). So you are on the honor system not to use them in dead magic areas! This tweak was designed for BG1:EE and may cause string issues if used in BG2:EE.


Time Stop Sound Fix BG1:EE
Since the very beginning of the original BG2 this bug has existed. The sound of the Time Stop spell wearing off has always happened at the wrong time due to a peculiarity in the Timestop opcode that must have confused one of the original devs. Odd that the Beamdog devs still haven't fixed this legacy bug, especially considering how easy it is to do so. This fix will make the sound play at the correct time: just as the effects of the spell wear off. This fix was designed for BG1:EE and will likely cause string issues if used in BG2:EE


Korlasz has Bag of Holding
This will move the Bag of Holding from the Quartermaster's store to the chest in Korlasz's personal room inside her tomb. I did this because I want to be a pack rat with my party members' inventories, especially with the ones that don't come back. Makes it much easier to prepare for things. This may be my only SoD tweak for a while since I, uh, haven't finished my first playthrough yet...


Self Stacking Writhing Fog BG1:EE
For whatever reason, when the devs made the shaman class, they decided to give the unique level 2 spell of that class, Writhing Fog, a harsh limitation. This limitation is that multiple castings of the spell can not stack their effects with each other; i.e. if you throw two Writhing Fogs at the enemy then they will only be affected by one of them. This is the only persistent AoE spell in the game that has this limitation, to my knowledge. I believe that this is a bit too limiting compared to some of the other level 2 spells in the game. Web, for instance, is incredibly devastating for a level 2 spell and, with careful tactics and maybe some ranged attacks or free action, will kill far more than Writhing fog could dream to, and, by the way, it stacks with itself. This tweak will allow multiple Writhing Fogs to stack with each other, meaning there is finally a level 2 'druid' spell worth casting. This tweak was made for BG1:EE and will likely cause string issues if used in BG2:EE.


Fe Ag Hammer
That means "Iron Silver Hammer" for those of you who don't know chemistry (yes, I am a nerd). Anyway, This tweak was requested by @JuliusBorisov. He wanted me to add a weapon for solo clerics that could beat down Greater Wolfwere and Loup Garou since they had absolutely nothing in that category. It took me a while, but I eventually decided to go with a very special weapon that was perfectly usable by any cleric: Spiritual Hammer! While I was at it I fixed a minor cosmetic issue with the +1 version of the hammer by adding an on hit sound effect that the +2 and +3 version had.


BG2:EE Tweaks



Staggered Probabilities Fix BG2:EE
This is a fix to a bug that has bothered me for a long time (since the original BG2 actually). This bug strikes specific spells and items when either "Round End" or "Spell Cast" autopauses are turned on. When it strikes, the specific spells and items do very strange things, such as duplicate some effects many times or skip some effects altogether. A few examples of this behavior include:
  • Multiple elementals getting summoned by spells that should only ever summon one and similar issues with certain other summoning spells.
  • Erratic behavior of the Bigby Hands, Otiluke's Resilient Sphere, Contagion, and others.
  • Inconsistent effects (ex. successful saves reported, but the spell takes effect anyway) of Algernon's Cloak, Nymph Cloak, The Captive Audience, and the level 1 priest spell Command.
  • Rasaad's Cloak of Atonement not functioning (except to drain your constitution).
The devs decided not to fix these issues because they felt messing with the hardcoding that was causing them was too dangerous to be worth the risk. I was able to fix the issues completely without any such risks by simply adding a minuscule delay to these spells and items so that they did not take effect at the exact moment of the autopause. This meant I either added a projectile to the spells and items or, in the case of the summoning spells, I added a 1 second delay to the appearance of the summoned creatures. This fix should not be needed if you play without using the either "Round End" or "Spell Cast" autopauses. This particular fix was designed for BG2:EE and would probably cause string errors if used for BG1:EE.


NRD Contingencies and Sequencers BG2:EE
Originally the contingency and sequencer spells could be cast using Nahal's Reckless Dweomer. These spells could could not result in a wild surge when cast this way because they posessed the "ignore wild surge" flag that prevented it. The only problem with this was that the very next spell cast after the contingency/sequencer would have a 100% chance of having a wild surge. The devs decided that this should not happen so they eddited the "ignore wild surge" flag to also prevent casting spells that have it with Nahal's Reckless Dweomer. I, however, did not mind this behavior so I decided to re-enable the casting of these spells with Nahal's Reckless Dweomer. The only way I could do this while still preventing the spells from surging (which would no doubt cause massive issues) was to switch the flag from "ignore wild surge" to "ignore wild/dead magic". This makes the spells, more or less, the same as they were before the devs' interference; the only difference being that the spells are now castable (with or without NRD) in dead magic zones (which is unfortunate). So you are on the honor system not to use them in dead magic areas! This tweak was designed for BG2:EE and may cause string issues if used in BG1:EE.


Time Stop Sound Fix BG2:EE
Since the very beginning of the original BG2 this bug has existed. The sound of the Time Stop spell wearing off has always happened at the wrong time due to a peculiarity in the Timestop opcode that must have confused one of the original devs. Odd that the Beamdog devs still haven't fixed this legacy bug, especially considering how easy it is to do so. This fix will make the sound play at the correct time: just as the effects of the spell wear off. This fix was designed for BG2:EE and will likely cause string issues if used in BG1:EE


Increased Rate of Banter
Party banters are actually somewhat rare considering how many of them there are. Sometimes you can play through a whole game of SoA without even hearing all of the ones for your specific party. The problem is even worse in ToB, where it is near impossible to hear them all by the end unless you spend great deals of time just standing around fidgeting. This mod will increase the rate at which banters happen. With it, you will likely hear most or all of the SoA ones by around mid way through the campaign. In ToB you will likely hear most or all of them by around the last third of the campaign.


Cloaks of More Stars
This improves both the Cloak of the Stars and the Cowl of the Stars. Despite the usefulness of a +5 dart I never really wound up using the Cloak of the Stars because 6 was not enough darts for me. I have simply changed the Cloak of the Stars so that the darts do not vanish after a day; allowing them to be stockpiled. The Cowl of the Stars on the other hand was intended to create a number of Melf's Minute Meteors equal to the level of the wearer, but unfortunately, due to an engine peculiarity, it would only look for mage/sorcerer levels and anyone else who wore the cowl only got 5 meteors, regardless of their level. I decided to abandon the level dependency thing and make the cowl simply create 12 meteors every time.


Chaos Shields Stack with Hayes
This will change the two Chaos Shield spells and the Robe of Goodman Hayes so that their wild surge bonuses stack with each other. It also makes the robe usable by wild mages of any alignment. Though simple, this tweak seriously ups the power of wild mages by significantly reducing the risk of their surges and increasing the chance of success of their spells.


Self Stacking Writhing Fog BG2:EE
For whatever reason, when the devs made the shaman class, they decided to give the unique level 2 spell of that class, Writhing Fog, a harsh limitation. This limitation is that multiple castings of the spell can not stack their effects with each other; i.e. if you throw two Writhing Fogs at the enemy then they will only be affected by one of them. This is the only persistent AoE spell in the game that has this limitation, to my knowledge. I believe that this is a bit too limiting compared to some of the other level 2 spells in the game. Web, for instance, is incredibly devastating for a level 2 spell and, with careful tactics and maybe some ranged attacks or free action, will kill far more than Writhing fog could dream to, and, by the way, it stacks with itself. This tweak will allow multiple Writhing Fogs to stack with each other, meaning there is finally a level 2 'druid' spell worth casting. This tweak was made for BG2:EE and will likely cause string issues if used in BG1:EE.


Actual Werewolf Claws, Not Modified Bear Paws BG2:EE
This is for the Shapeshifter Druid Kit. It gives both the Werewolf and the Greater Werewolf better natural weapons. In the original BG2 the Werewolf, Greater Werewolf, and Brown Bear forms all had the exact same weapon. I seriously doubt that this was truly meant to be, but the devs are rather insistent on leaving things as they were back then in this case. I, however, found an unused item file in BG2 (and in BG2:EE) that I am 90% sure was meant to be used by the Greater Werewolf and that is what I use for my version of this form. I felt I needed to make a new weapon for the ordinary Werewolf, however. Anyway, the ordinary Werewolf's weapon does 1d8 slashing damage and strikes as a +2 weapon. The Greater Werewolf's Weapon does 2d8 Slashing damage and strikes as a +3 weapon. This fix was designed for BG2:EE and will likely cause string issues in BG1:EE.


Longer Lasting Priest Kit Specials BG2:EE
I originally made this because I got sick of Priests of Lothander getting the short end of the stick with their special ability. Both Talos and Helm give their priests a special ability that lasts for 1 turn until the priest reaches either level 11 or 12 at which point the duration would increase by 1 round/level (Helm) or 2 rounds/2 levels (Talos). Boon of Lothander would only last strictly 1 round/level, unlike the other two it would not last at least a turn from, levels 1-10, so I increased its duration so that it was the same as Helm's Seeking sword, i.e. 1 turn + 1 round/level after level 10. @JuliusBorisov suggested that I increase the duration of Tyr's Divine Favor as well, so I increased it from 2 rounds to 5 rounds. I am not convinced that this is necessary since IMO this ability is much more potent than the others, especially at higher levels, but I aim to please. I may decide to further tweak the duration of Divine Favor later, but I don't think it should last more than 1 turn. I should note that the descriptions of these spells will show the wrong duration if you install this one (not that Seeking Sword or Storm Shield ever had correct durations listed to begin with). This tweak was designed for BG2:EE and will likely cause String Issues if used in BG1:EE


Drow Illusion Fix
Description here.

Avenger Druid Salamander Haste Fix
Description here.

Deathbringer Assault Fix
Description here.

Hexxat Regeneration Script Fix
Description here.

Prevent Melissan From Turning Undead Party Members
Description here.

General Tweaks (Works in both games)



Original BG1 Casting Sound Effects
Taken directly from the data files, this will make games use casting sound effects from vBG1. IMHO these sounds are much more awesome. The only issue I have noticed is some minor crackling sounds in a few of the male priest chants. There is nothing that can be done about that though, and it is not... too bad I don't think. I must admit that, while I could have easily compiled this tweak myself, the idea and work for this was actually that of @Akuro.


Instant Trap Spells
This makes trap spells such as Skull Traps, Glyphs, and Symbols explode the instant something comes near them. I know I already uploaded this one in another thread somewhere, but I think I may keep most of my mods in this thread from now on. Anyway, This is a painfully easy fix considering how ridiculous the length of time is that some of these things take to explode. It is really a wonder that the devs have not implemented their own fix to this issue, especially considering how often I have seen people complain about it.


Shadow Armor for Rangers
This simply makes the Shadow Armor usable by rangers. Why not? They get stealth too! I mainly did this for the Stalker kit, but decided to let all rangers use it.


Non-Idiotic Phase Spider Spawns
This improves the AI of Phase spiders summoned by the Spider Spawn spell. Normally summoned phase spiders use the same AI scripts as hostile ones. The hostile ones are scripted to occasionally teleport to random party members when they see an enemy to keep you off guard. Since the summoned ones use the same script they also can do this; in fact they often seem to spend more time teleporting back and forth between your party members than they spend actually attacking your enemies. This is idiotic, so I gave them a new script to make them stop doing this. They will still teleport, but they will only teleport towards enemies now. Wild phase spiders are unchanged.


Fixed Grease Sound for Less Sonic Damage Done to Player
Much like the official web sound effect change that the devs made in response to complaints of the offensive sound that spell made, this will change grease to use a less offensive sound as well. Come to think of it, I believe the exact same sound effect was to blame in both cases... In any case, I believe this is truly a fix and not a tweak because of the nomenclature used by some of the relevant files. The of the 3 files associated with grease, eff_m31a.wav, eff_m31b.wav, and eff_m31c.wav, only two were actually in use by the spell. The third, eff_m31c.wav was replaced by the somewhat loud and offensive cre_m01.wav file for some reason. Thanks to @Alonso for setting me on the quest to solve this problem!


Party Friendly Comet Fix
The high level ability mage spell Comet is bugged in the current versions of the game in that it will hit party members as well as enemies. This will simply fix the spell so it only hurts enemies while we wait for an official fix. I also fixed a minor issue with the sound of the spell playing at the wrong time.


Limited Wish Rabbit Horde Fix
In the current version of the games one of the effects of the limited wish spell is bugged in that it will only summon 5 rabbits instead of a whole horde of them. While we wait for an official fix, this fixes the issue so that the spell will once again summon a whole ton of rabbits.


Bigger Bard Songs
Description here.

Indoor Lightning
Description here.

[Request] Mod that makes more loot locations use loot table drops

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From my forum searches it appears most people dislike the loot table system in IWD, but I really enjoy it. I like the replayability that it adds and would like to expand on it.

Is there any mod that greatly increases the number of locations with loot tables. If not, how difficult would it be to make such a mod for someone who has limited experience modding other games and almost zero experience modding the Infinity Engine games?

Services to offer

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I have no modding experience, that being said I like to offer assistance where I can. I love this community and I appreciate the modders that keep it going and making this game so enjoyable. I don't have much time on my hands each week between three kids, working full time and going to school full time. I do however play a couple of hours each week for kicks and giggles.

I can offer playtesting on any mod with honest feedback if requested. I also have a little free time at work that I am more than happy to write dialogue for mods as well.

Not much really but I would like to give back in some way to the community that makes my day everyday.

Thank you everyone.

Stronger Creatures - Simple Difficulty Mod

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I based this off of "Mix-Mod" but it is much simpler. Enemies will receive bonuses to HP, THAC0, and AC depending on their general race attribute (e.g. humanoids get +3 THAC0 and AC and a 50% HP bonus, while giants get +3 THAC0, +1 AC, and tripled HP)

Hopefully this will make the game a bit harder... perhaps even on Insane difficulty with the XP bonus or with power-gamey characters.

Let me know what you guys think.

Lighting

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I've never even looked into this before, but there is so much more that can be done with lighting in the Infinity games. During the day, no one may notice, but at night, it makes a whole lot of difference. This much:

Standard fireball



With a tweaked FIREBALL.PRO



That's just something I've done to that particular projectile, out of curiosity. But if there is a mod that applies changes like that roundly, please direct me. I don't know if I can pick a custom palette for light, would be nice.

Vampirism Glitch (heavy spoilers)

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Not sure why I never thought to post this here.

Anyway, lovers and what not. I went to the statue of amaunator and put the two items in to revive my lover (Aerie) after she got turned to a vampire. So, the items disappear and the statue's torches light up. All is well and good. Unfortunately Aerie's body appears, but she is on the floor, dead. No scene comes up in which she revives and tells you she is all well and good (or whatever she does; first time playing game). What do?

I can't target here with anything, so I can't revive her. If I try to set her HP in shadowkeeper as non-zero shadowkeeper forces it back to 0 (for some weird reason).

Past that I can't think of anything.

Below are the mods I have installed. There's quite a lot of them. I would only bother looking if you think the answer might be in there. I looked and didn't see it.


// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DDRAWFIX/DDRAWFIX.TP2~ #0 #0 // DDrawFix -> Force DirectDraw Emulation: v1.0
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #115 // Paws from Shapeshifting Can Not Be Dispelled: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~BGGRAPHICS/SETUP-BGGRAPHICS.TP2~ #0 #0 // BGT Extended Night and Baldur's Gate Map Fixes: v1.6
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #1 // The BG1 NPC Project Music Pack -> Install Regular Audio Only: v5
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_120121
~SETUP-BGSPAWN.TP2~ #0 #0 // BGSpawn system based on levels & party members (NOTE: Baldur's Gate Trilogy - BGT required): 1.12
~SETUP-BGSPAWN.TP2~ #0 #1 // Choose the time between re-spawns: 1.12
~SETUP-BGSPAWN.TP2~ #0 #2 // Vampiric Wolf Lord (inspired to DavidW Wolf of Ulcaster) NOTE: this changes some Vampiric Wolf in the game. It's used by BGSpawn-system: 1.12
~SETUP-BGSPAWN.TP2~ #0 #3 // BGSpawn random encounters between areas (NOTE: Baldur's Gate Trilogy - BGT required): 1.12
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: V13
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: V13
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): V13
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v25
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v25
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v25
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v25
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v25
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v25
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v25
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v25
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v25
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v25
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v25
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v25
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v25
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v25
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v25
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v25
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v25
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v25
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v25
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v25
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v25
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v25
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v25
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v25
~SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v25
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magical weapons with Fine ones -> Fine weapons are immune to the iron crisis: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3070 // Move Vhailor's Helm into Throne of Bhaal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3090 // Move the Robe of Vecna into Throne of Bhaal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4162 // Increase the price of a license to practise magic in Athkatla -> License costs 20,000 gp: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4170 // Increase the price asked by Gaelan Bayle -> Gaelan wants 40,000 gold pieces: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #800 // Import more items into Shadows of Amn (WARNING: This can be considered a cheat): 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #901 // Random activated traps in the pirate cave -> Install-time randomisation: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1200 // Arkion reacts to player's reputation: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1501 // Altered item shattering -> Remove item shattering: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1700 // Salk's Pen-and-Paper ruleset corrections: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1900 // Restore BG2 XP bonus for traps, locks, and scrolls: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2002 // Protagonist's biography modifications -> Set BG2 biography upon Shadows of Amn transition: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2500 // Access Ulgoth's Beard west of Wyrm's Crossing only: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2600 // Prevent access to Durlag's Tower from adjacent areas: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2800 // Reputation Resets at Beginning of BG2: 11 (5 Feb 12)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v16
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended)
~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars
~1PP/1PP.TP2~ #0 #113 // 1ppv4: Smart Avatar & Armour Switching
~1PP/1PP.TP2~ #0 #114 // 1ppv4: Softer Spell Effects
~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches
~1PP/1PP.TP2~ #0 #201 // 1ppv4: Consistent spell and scroll icons
~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks
~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations
~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves
~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields
~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)
~1PP/1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core)
~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core)
~1PP/1PP.TP2~ #0 #209 // 1ppv4: Attachable wings (core)
~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)
~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries
~SETUP-XPMOD.TP2~ #0 #0 // Creature XP Reduction -> Reduce to 75%
~SETUP-XPMOD.TP2~ #0 #6 // Locks, Traps and Spells XP Reduction -> Reduce to 50%
~SETUP-XPMOD.TP2~ #0 #11 // Quest XP Reduction -> Reduce to 75%
// Recently Uninstalled: ~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music
~SETUP-BGTMUSIC.TP2~ #0 #1 // Baldur's Gate Trilogy - Music -> Hybrid Baldur's Gate/Shadows of Amn/Throne of Bhaal Music
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v 3.06
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2


Can I console command this? Or can I shadowkeeper this in some other way?

I attached the file if anyone wants to look at it.

Any help would be greatly appreciated.

[MOD] "Beta" 38 Subraces for BG:EE - 0.87 - Updated - 3/11/2013

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Per the previous thread;

http://forum.baldursgate.com/discussion/16284/custom-races-mod#latest

Here is a Beta of a sub-race kit. If you want an Elf subrace start with Elf. If you want a Dwarf subrace start with ....
(you get it).

///////////////////////////////
Download link
http://www40.zippyshare.com/v/36136047/file.html
.76 - Added some spells (need tweaking still)
.77 - Spelling Corrections
.78 - Change "Spectacles of the Underdark" to "Darkdwellers Ring".
Added Reputation bonuses/penalties (see below).
Updated Dialog per @mars0124 (thanks so much)!!
.85 - Too many changes to list, it's a complete re-write.
a huge thanks to @LavaDelVortel for balancing ideas.
.86 - Updated DLG to include all possible classes for Aasimar.
.87 - Some bug-fixes, and added 10 new sub-races for Half-Orc.
///////////////////////////////
There is a Wizard "Innesdav" waiting outside the Candlekeep Inn to expose your hidden subrace. He will ask you some questions (answers are in this post next to each subrace name), and then cast the Spell of Origins and reveal your race.

For the Light Blind races you will suffer -2 DEX and -2 AC and reduced visual range while in daylight. While in a cave or at night these penalties are removed. There is an option during the dialog to take a ring or a set of spectacles to remove this penalty but you will lose the equipment slot as the items are not movable.

The Avariel has wings that take the helmet slot. If you choose to have wings on your Aasimar it will convert the animation to an Elf and then the wings take the helmet slot. (Animation only works on Elfs).

Credit to "Moinesse" for the Wings, and the Ion Stone animations.

Here are the subraces available.

XXXXXXXXXXXXXXXXXXXXXXXXXX
HUMANS
XXXXXXXXXXXXXXXXXXXXXXXXXX

Aasimar - Celestial
Bonuses:
15% Cold Resistance
15% Fire Resistance
15% Acid Resistance
Infravision
+1 Reputation Adjustment
1/day May cast "Light" damaging one creature as per the table below, w/40% chance to Blind.
Level 1-3 1d4+1
Level 4-7 2d4+2
Level 8+ 2d6+2
(Change skin color to Gold)

Penalties:
-10% XP
///////////////////////////////
Tiefling - Infernal
Bonuses:
15% Cold Resistance
15% Electricity Resistance
15% Fire Resistance
10% Hide in Shadow
Infravision
1/day May cast "Blindness" (70% chance to blind target)
(Change skin color to Brown)

Penalties:
-1 Reputation
-10% XP
///////////////////////////////
Deep Imaskari - Underdark
Bonuses:
+1 Casting level
Infravision
1/day May cast "Magic Impulse" (Level 1 Magic Missle)
(Change skin color to Marble)

Penalties:
Lightblind
-5% Thief abilities
///////////////////////////////
Firesoul Genasi - Plane of Fire
Bonuses:
+50% Resistance to Fire
1/day cast "Burning Hands"
(Change skin color Orange and hair to Red)

Penalties:
-30% Cold Resistance
-1 Reputation
///////////////////////////////
Earthsoul Genasi - Plane of Earth
Bonuses:
+10% Resistance to Slashing
1/day cast "Create Gem" creates 1 gem
(Change skin color Brown and hair to Dark Brown)

Penalties:
-10% Resistance to Crushing
///////////////////////////////
Stormsoul Genasi - Plane of Storm
Bonuses:
+35% Resistance to Electricity
1/day cast "Call Lightning"
(Change skin color Light Purple and hair to Light Blue)

Penalties:
-10% Fire and Cold Resistance
-1 Reputation
///////////////////////////////
Watersoul Genasi - Plane of Water
Bonuses:
+30% Resistance to Cold
1/day cast "Freeze" Slow enemy w/50% chance to do 1d4+1 damage.
(Change skin color Light Blue and hair to Dark Blue)

Penalties:
-15% Resistance to Fire and Electricity
///////////////////////////////
Windsoul Genasi - Plane of Wind
Bonuses:
+10% Resistance to Cold
1/day cast "Wind" 80% chance to know down an enemy for 1 round.
+5% Physical Resistance
(Change skin color to Blue and Hair to White/Grey)

Penalties:
-1 Damage
+5% Magical Damage
///////////////////////////////
Pureblood Yuan-Ti - Pit of Vipers
Bonuses:
Immune to Poison
1/day May shapshift into a Giant Snake.
1/day Poison Weapon
+1 AC Bonus (Scales)
(Change skin color to Dark Green)

Penalties:
-20% XP
-1 Reputation
(Evil only)
///////////////////////////////
Githyanki - Astral Sea
Bonuses:
1/day cast Dimension Door
1/day cast Command (as Priest spell)
1/day cast Silver Strike: 1d6+1 Extra Damage removes Invisibility from target.
Infravision
15% Magic Resistance
(Change skin color to Pale White)

Penalties:
-2 Reputation
-15% XP
///////////////////////////////
Githzerai - Elemental Chaos
Bonuses:
+1 AC
1/day cast Armor
1/day cast Ring the Golden Bell: Stunning Blow.
Infravision
15% Magic Resistance
(Change skin color to Pale White)

Penalties:
-1 Reputation
-15% XP

XXXXXXXXXXXXXXXXXXXXXXXXXX
HALF-ELVES
XXXXXXXXXXXXXXXXXXXXXXXXXX

Half-Drow - Underdark
Bonuses:
+2 Saving throw vs Spells
Infravision
(Change skin color to Light Purple)

Penalties:
-1 Reputation
///////////////////////////////
Fey'ri - Infernal
Bonuses:
15% Fire Resistance
Infravision
(Change skin color to Brown and hair to Dark Brown)

Penalties:
-1 Reputation

XXXXXXXXXXXXXXXXXXXXXXXXXX
ELVES
XXXXXXXXXXXXXXXXXXXXXXXXXX

Drow - Underdark
Bonuses:
+2 Saving Throws vs. Spells
25% Magic Resistance
2/day Faerie Fire (dispel invisibility, and +5% chance cause fear)
(Change skin color to Purple and hair to White)

Penalties:
-2 Reputation
-15% XP
Lightblind
///////////////////////////////
Moon Elf - Elf City
Bonuses:
+5 Lore
(Change skin color to Gray and hair to Blue)

Penalties:
None
///////////////////////////////
Wild Elf - Deep Woods
Bonuses:
+1 Thac0 w/ranged weapons (2 total)
(Change skin color to Brown and hair color to Green)

Penalties:
-5 Lore
///////////////////////////////
Avariel - Clouds
Bonuses:
1/day May use "Take Flight" (Dimension Door)
1/day May use "Charming Voice" (Charm person)
(Change skin color to Pale White and hair color to Black)

Penalties:
-1HP per level
-10% Crushing Resistance
(Good only)
///////////////////////////////
Sun Elf - Sun filled Pavilion
Bonuses:
+2 Save vs Spells
(Change skin color to Copper and hair color to Red)

Penalties:
None

XXXXXXXXXXXXXXXXXXXXXXXXXX
GNOMES
XXXXXXXXXXXXXXXXXXXXXXXXXX

Forest Gnome - Forest
Bonuses:
1/day may summon Nature's Ally as below
Level 1-3 Squirrel
Level 4-7 Rabbit
Level 8+ Deer
10% Hide in Shadows
+1 Saving Throw vs. Spell
+1 Natural AC
(Change hair color to Green)

Penalties:
-10% XP
///////////////////////////////
Rock Gnome - Mountains
Bonuses:
+1 AC
1/day cast "Friends" (same as Mage spell)
+2 Lore

Penalties:
-1 damage
///////////////////////////////
Svirfneblin - Underdark
Bonuses:
+1 AC
+2 to all Saving Throws
+10% Hide in Shadows
1/day cast "Invisibility"
1/day cast "Reflected Image"
Non-Detection
(Change skin color to Pale-Black)

Penalties:
-1 Reputation
-20% XP
Lightblind

XXXXXXXXXXXXXXXXXXXXXXXXXX
HALFLINGS
XXXXXXXXXXXXXXXXXXXXXXXXXX

Lightfoot Halfling - Halfling City
Bonuses:
Infravision
1/day cast "Friends"

Penalties:
None
///////////////////////////////
Tallfellow Halfling - Woodlands
Bonuses:
10% Hide in Shadows

Penalties:
-1 damage
///////////////////////////////
Ghostwise Halfling - Graveyard
Bonuses:
1/day cast "Telepathy Ally:" 50% chance to remove Fear from ally
1/day cast "Telepathy Foe:" 25% Confuse enemy/25% chance to Fear enemy
Does not suffer from Fatigue

Penalties:
-1 Thac0
-1 damage

XXXXXXXXXXXXXXXXXXXXXXXXXX
DWARVES
XXXXXXXXXXXXXXXXXXXXXXXXXX

Gold Dwarf - Dwarven City
Bonuses:
+1 damage
+1 HP per level

Penalties:
-1 Thac0
-5% Thief Abilities
///////////////////////////////
Shield Dwarf - Forge
Bonuses:
+1 damage
+2 HP (once)

Penalties:
-1 Reputation
///////////////////////////////
Duergar - Underdark
Bonuses:
1/day cast "Invisibility"
Immune to Poison
(Change skin color to Dark Gray)

Penalties:
Lightblind
-2 Reputation
-10% XP
///////////////////////////////
Derro - Deep Mines
Bonuses:
1/day set trap
1/day poison weapon
1/day Derro Rage: +1 ApR +1 dmg w/40% chance to go Besesrk.
(Change skin color Black and hair color White)

Penalties:
Lightblind
-1 damage
-3 Reputation
(Only Evil allowed)

XXXXXXXXXXXXXXXXXXXXXXXXXX
Half-Orc Dragonblood
XXXXXXXXXXXXXXXXXXXXXXXXXX

Black Half-Dragon - Acid
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Acid
Invravision
+1 AC
+1 Damage (Acid)
1/Day may use breath weapon (60' line of Acid)
(Change skin color Black)

Penalties:
-20% XP
-20% Resistance to Electricity
(Only Evil allowed)
///////////////////////////////
Blue Half-Dragon - Electricity
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Electricity
Invravision
+1 AC
+1 Damage (Electricity)
1/Day may use breath weapon (60' line of Electricity)
(Change skin color Blue)

Penalties:
-20% XP
-20% Resistance to Acid
(Only Evil allowed)
///////////////////////////////
Green Half-Dragon - Chlorine Gas
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Acid
Invravision
+1 AC
+1 Damage (Acid)
1/Day may use breath weapon (30' Cone of Acid)
(Change skin color Green)

Penalties:
-20% XP
-20% Resistance to Electricity
(Only Evil allowed)
///////////////////////////////
Red Half-Dragon - Fire
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Fire
Invravision
+1 AC
+1 Damage (Fire)
1/Day may use breath weapon (30' Cone of Fire)
(Change skin color Red)

Penalties:
-20% XP
-20% Resistance to Cold
(Only Evil allowed)
///////////////////////////////
White Half-Dragon - Ice
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Cold
Invravision
+1 AC
+1 Damage (Cold)
1/Day may use breath weapon (30' Cone of Cold)
(Change skin color White)

Penalties:
-20% XP
-20% Resistance to Fire
(Only Evil allowed)
///////////////////////////////
Brass Half-Dragon - Acid
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Acid
Invravision
+1 AC
+1 Damage (Acid)
1/Day may use breath weapon (60' line of Acid)
(Change skin color Brass)

Penalties:
-20% XP
-20% Resistance to Electricity
(Only Good allowed)
///////////////////////////////
Bronze Half-Dragon - Electricity
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Electricity
Invravision
+1 AC
+1 Damage (Electricity)
1/Day may use breath weapon (60' line of Electricity)
(Change skin color Bronze)

Penalties:
-20% XP
-20% Resistance to Acid
(Only Good allowed)
///////////////////////////////
Copper Half-Dragon - Acid
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Acid
Invravision
+1 AC
+1 Damage (Acid)
1/Day may use breath weapon (30' Cone of Acid)
(Change skin color Copper)

Penalties:
-20% XP
-20% Resistance to Electricity
(Only Good or Neutral allowed)
///////////////////////////////
Gold Half-Dragon - Fire
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Fire
Invravision
+1 AC
+1 Damage (Fire)
1/Day may use breath weapon (30' Cone of Fire)
(Change skin color Gold)

Penalties:
-20% XP
-20% Resistance to Cold
(Only Good allowed)
///////////////////////////////
Silver Half-Dragon - Ice
Bonuses:
Immune to Sleep
Immune to Paralysis
Immune to Cold
Invravision
+1 AC
+1 Damage (Cold)
1/Day may use breath weapon (30' Cone of Cold)
(Change skin color Silver)

Penalties:
-20% XP
-20% Resistance to Fire
(Only Good or Neutral allowed)
///////////////////////////////

Hopefully this is a better fit than the first "go-around".

Feedback requested.

TIA

[Work in Progress - beta stage] Gleya NPC Mod for BG2

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I'm in playtesting stage of my mod NPC, Gleya. Original idea posted in the following thread: http://forum.baldursgate.com/discussion/comment/523597


image
(art by Isandir: http://isandir.com/category/portraits/)

Name: Gleya Windborn (real last name unknown)
Gender: Female
Race: Human genasi (air)
Class: Cleric
Alignment: Chaotic Good
Deity: Selune

Stats:
Str: 15
Dex: 19
Con: 9
Int: 14
Wis: 16
Cha: 15

Proficiencies:

Mace +
Flail +
Sling +

Biography: When asked about the past, GLEYA merely shrugs. She tells that she was once the healer for the Bright Pearl, a merchant ship which is known for travelling throughout a large portion of Faerun to trade exotic goods. She adds that she was taught the faith of Selune, the Moonmaiden, by a man named Ezeim. Her unusual appearance stems from her extraplanar ancestry as a windborn genasi, which she mentions is a heritage not unheard of in the djinn-populated land of Calimshan, her birthplace. With her tendency to drift off into different subjects, it is difficult to learn more.

Content: 1 new joinable NPC, 2 new spells, 5 new items, 1 combat encounter/short quest. Currently lacks voice acting.

Friendship/Romance: 10 time-based friendship talks, chapter-based talks, romance talks (romance-exclusive talks start after last friendship talk)

Comments: I have trouble writing a single character for too long. Romances in particular aren't something I'm great at, but I figured I'd give it a shot anyway. I used the Branwen NPC mod (http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=113&Itemid=84) as a base and tutorial, which I'd recommend anyone interested in making a mod NPC look at.

Banters (very minor spoiler potential):


Arranged as SoA/ToB (conditional talks included). There's a bit more than average than vanilla NPCs without banter mods. No conflicts other than romance.
Aerie - 4/2
Anomen - 2/2
Cernd - 3/1 (1 conditional SoA talk)
Dorn - 3/1 (there are more, but some are mutually exclusive)
Edwin - 3/1 (1 conditional SoA talk)
Haer'dalis - 3/2
Hexxat - 1/1
Imoen - 4/3 (1 conditional ToB talk)
Jaheira - 4/2
Jan - 1/1 (sorry, hate writing for Jan :( )
Keldorn - 3/1
Korgan - 2/1
Mazzy - 3/1 (1 conditional SoA talk)
Minsc - 3/1
Nalia - 2/1
Neera - 4/1
Rasaad - 3/2 (1 conditional SoA talk, 1 conditional ToB talk)
Sarevok - 2 (1 conditional talk)
Valygar - 2/2
Viconia - 3/2 (1 conditional SoA talk with Rasaad)
Yoshimo - 3 (1 conditional talk)


Spells:


image - Moon Shield: Using this spell, the Silverstar of Selune raises a barrier of moonlight around self, shielding from magic. For the duration, the caster gains 20% magic resistance and +5 to saving throws vs. death and magic. 1 use/day.
image - Moonfire
(Evocation)

Level: 7
Sphere: Sun
Range: 0
Casting Time: 5
Area of Effect: Special
Duration: Instant
Saving Throw: 1/2

This spell can only be cast by priests of Selune. When this spell is cast, a cone of fiery white moonlight springs from the caster's hand. Living creatures in the area feel an unnatural chill and take 1d8 points of magic damage per two caster levels, to a maximum of 10d8. Undead take 10d8 damage with no save. Targets who pass a saving throw vs. spell at take half damage. In addition, targets may also have their effects dispelled as per the Dispel Magic spell.
Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round, removing all invisibility effects.

Cast as a priest spell similarly to Jaheira's Harper's Call.


Items:

Only revealing one item for now.
image


Screenshots:

Gleya's location:


And a line of her starting dialogue.
image


Gleya's Stats:


Her health is pretty terrible. Her armor class is incredible though, and she can use full plate and heavy shields without help, unlike Viconia.
image


Other:


One of the later friendship talks.
image



Selunites and Sharrans really don't like each other. Gleya doesn't have any breaking conflicts normally, however her romance conflict with Viconia and Dorn are the only ones that can lead to her leaving the party.
image



Banters working fine. I can't keep some of the NPCs perfectly in character, but I've done my best.
image


Current bugs and 'not working as intended' features I can't fix (anyone have any ideas?):

Gleya, as a human with appropriate stats, can dual-class to thief. I have no idea how to prevent it, but I'd rather she remain as a cleric. Though with the game's lack of advancing 'good-aligned' thieves I'm considering keeping it as a feature. A couple talks don't make sense in context.

Ioun Stone of Charm Protection

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Based off ideas from here: https://forums.beamdog.com/discussion/40393/maybe-this-time-no-reload-thread/p145

This mod adds the opportunity for the player to create an Ioun Stone of Charm Protection (it does the same as the Helm by the same name) by giving Thalantyr a scroll of Dire Charm, a Pearl and 500gp.

Ioun Stone of Charm Protection

This particular Ioun Stone was created by Thalantyr, the almighty Wizard resident of the pissant town of Beregost, for , whom comissioned for a Pearl to be enchanted in such a way it would protect whomever managed to balance it over their heads from enchantments.

STATISTICS:

Special: Immunity to Charm
Weight: 2


The mod ships with a WeiDU executable for Windows. Installs like every other single WeiDU mod does. It should work in every single BG1 platform out there except for vanilla BG1.

[mod] Eilistraee's Song

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Eilistraee's Song is a project, which expands the plot of Eilistraee - the deity of drows that rebelled against Lolth the Spider Queen. Eilistraee is actually mentioned in original BG2:SoA by Solaufein after we decide to let him go, but still players were never allowed to get know the full tale.
This mods adds content for players who decided to spare Solaufein's life and let him escape. That means that your decision in Underdark actually has a consequence in the later game. I think it's a pity in original BG2 your decisions in Ust Natha don't really matter in the later chapters. When Solaufein returns to you later, after escaping Ust Natha, he tells you how grateful he is. Eye for an eye, and friendly arm for a friendly arm - he tells you about a new place, where you can ask for help with getting your soul back.
Mod includes 6 new areas, 21 new items (2 of those are available through Cromwell) and obviously some new quests - it's up to you if you wish to complete them or focus on real quests and get your soul back. On the areas you may hear new music themes.
Also, there is a new kit available by completing one of minor quests, although there are some requirements (female, cleric - baseclass, multi- or dualclassed, non-evil character, elf or half-elf). Yes, it's a bit harsh, but that's what the D&D book says.

Installation:

-This mod is a WeiDU mod, so you can install it as any other WeiDU mod. Unzip the archive to your Baldur's Gate 2 directory and run Setup-Eilistraee.exe
-Note that this mod requires BG2:ToB installed!
-Mod is compatible with Solaufein NPC
-If you're using BG2EE START A NEW GAME to find the clearing on the map.


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