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Funny Item Descriptions

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Found something to pass time, a little note made a long time ago as an April's Fools prank and and as the motherload of funny items ideas collection.

Read and be mesmerized:

"The Magic Items that TSR Forgot"

Tired of the same, old magic items that have been in the rulebooks for the past 13 years? Forthwith lies a compendium of late-night, beer-fueled humor, cleverly disguised as a list of new magical items. Drop one or two into your game for a few extra laughs.

Mace of Disruption

This item appears to be a normal mace +1 and is usable only by spell casters, but is laiden with a curse that does not become apparent until the possessor tries to cast a spell. At this point, the mace will loudly yell "Hey, you!" and will begin to spout off insults at the wielder so as to break up the caster's concentration and hence ruin the spell.

Wand of Blunder

This wand looks like the lower leg bone of a large dog and will radiate a strong dweomer of the Silly type if a detect magic spell is cast. Every use expends one charge and produces one of the following results: (roll d12)

1) Severs user's hand
2) Causes target to lose all body hair
3) Performs Create Water, over user's head
4) Creates massive stench, causing all party members to retch for one round (save vs. poison allowed)
5) Banner shoots out from end of wand, proclaiming "BANG!"
6) Target shrinks to 1/10 normal height
7) Target grows to 10 times normal size
8) Cool Wand disappears permanently (Hurrah!)
9) Gates in either a cockroach (50%) or a mouse (50%)
10) Conjures a lightbulb, which appears over user's head, accompanied by the "ding" of a bell 11) Launches 100 moldy bagels at target
12) Destroys entire multiverse. Game over.

Potion of Surrealness

The imbiber of this potion will quickly lose all interest in what others perceive as "reality". He/she will instead ponder such questions as "Why don't orcs come with blue and purple bathroom fixtures?"

Clotheshamper of Endless Laundry

This large container will always have a plentiful supply of raiment available. Unfortunately, it will always be dirty, smelly, of the wrong color, and it won't quite fit the person who wants it.

Libram of Literacy

By reading this complex book cover to cover, one who is currently illiterate will learn how to read.

Gauntlet of Eternal Masturbation

Strongly resembles a beneficial magical item such as Gauntlets of Ogre Power or Gauntlets of Dexterity. Once this gauntlet is put on, it can only be removed by a Remove Curse or Wish spell.

Prophylactic of Protection

Prevents pregnancies (90%) and confers upon its wearer 90% immunity to sexually-transmitted diseases.

Sword, Nerf

Are you the non-violent type? Do you want to set an example that's OK for the kids to try at home? Or are you just tired of stabbing yourself? If you answered "yes" to any of these questions, this is the weapon for you. Note that this sword is usable by Priests as it is not a slashing or piercing weapon.

Ion Stones

These spherical magical items come in two types; one is marked with "-" glyphs; the other bears some number of "+" sigils. The exact number of markings indicates the strength of the Ion. Stones of opposite types attract until they form a group of Stones with an equal number of "+" and "-" runes. Ion stones are customarily found in such groups.

Mall of the Titans

This enclosed shop-o-rama has everything one could possibly imagine, including lots of Big-and-Tall Men's shops.

Potion of Bowel Control

Cures imbiber of any intestinal disorders and/or incontinence (forget those adult undergarments!). Roughly 1 in 10 of these potions are cursed to cause permanent loss of control.

Staff, Administrative

This staff will claim to be able to do just about anything, but in reality works too slowly and too poorly to do much of anything. These Staves come in different sizes -- the bigger, the worse. The staff will always grow when requested to do something.

Cloak of Obesity

This bulky garment makes the wearer look as much as 50 pounds heavier than he/she actually is. If used in conjunction with a disguise proficiency, it increases the chance of success by 30%.

Horn of Frogs

When this odd, green horn is blown, 10d10 frogs fly from the orifice. Their trajectory will spread them out in a 60-degree arc with a 60' radius. Any creatures caught within this area of effect are assumed to collide with 1d10 frogs (1 point of damage each). Movement is reduced to 1/4 normal and all affected creatures must make a saving throw vs dragon breath at +4 or be knocked over.

Rug of Slobbering

These rugs are normally indistinguishable from ordinary carpets, but radiate a strong magical dweomer. When a Rung of Slobbering is unfurled and tossed at a target, it will envelop the victim and slobber rabidly for 1d4+2 rounds, after which it will fall limply to the ground. Note that the victim and all of his/her possessions will be completely water-logged.

Crystal Ball, Disco

Disco Balls are silver multifaceted spheres, usually 2 feet in diameter. Once per day, on command, the Ball will levitate up to 30' in the air and will rotate slowly, casting a special Dancing Lights spell. One in 10 of these items have the further capability of casting Otto's Irresistable Dance at the 13th level of magic use.

Dust of Dirtiness

This magical powder, when spread over an object, will cause the surface to becme dirty. Each small pouch can cover an area of 10 square feet.

Cloak of Promiscuity

This cloak appears to be a fairly good-looking piece of clothing. When donned, it becomes transparent to all individuals except the person wearing it.

Bag of Vomit

This item appears to be an ordinary, non-descript satchel. When it is opened and inverted, however, it vomits uncontrollably for 1 round. There is always a faint but odd odor to this item.

Bucknard's Everfull Barfbag

Not to be confused with a Bag of Vomit, Bucknard's Everfull Barfbag is always full of regurgitated food and vile stomach juices. If emptied by any amount, it will refill itself the next day. This item is rumored to be an orifice of an extra-planar creature who perpetually drinks too much alcohol.

Cloak of Misplacement

For nearly all intents and purposes, this is an ordinary piece of clothing. Anytime a wearer removes it, there is a 30% chance that it will spontaneously disappear.

Ring, Token

Creatures who wear this powerful ring gain the ability to communicate with each other via a message-passing protocol. Comes in 4 Mbps and 16 Mbps varieties.

Shell of Process Control

With this power device (utility, actually), a wielder gains complete control over all processes, including rights to change their state, resource allocation, and priority. There might be dangerous side effects, though, as the Shell uses the Bind Socket spell to coerce the appropriate Daemons to do the user's bidding. Specifically, there is a 10% chance per shell command that the daemon will escape the bindings and KILL-9 the user or create 2d4 zombie processes and send them at the user.

Gem of Worthlessness

This appears to be a valuable stone such as a diamond, emerald, or ruby, but is actually just cut glass.

Sword +1, +4 vs Masonry

This weapon was created to destroy masonry. When within 60' of any stones, bricks, mortar, concrete, or rocks, the sword will pulse angrily. For each 100 pounds of such materials, there is a cumulative 10% chance that the weapon will dominate the user and force him/her to attack all masonry in sight until it is reduced to rubble.

Potion of PMS

This potion causes its imbiber to be subject to violent mood shifts for d4+1 days. These mood shifts can occur as frequently as the player or DM desire, but a general rule is every four to six hours.

Potion of Gaseous Farts

Causes unsurpressible flatulence for d6+4 rounds.

Horn of Three Tons

When blown, this horn causes one ton each of shrubbery, cats, and cream pies to rain down upon the user. It is rummored that different horns summon forth different combinations.

Loincloth of Strangluation

Works like the Necklace of Strangulation, but affects a different region of the body.

Manual of Goyim

The title should explain it all. If you don't understand it already, just forget it.

Manual of Painful Exercise

After reading this lengthy book and dutifully performing all the exercises described therein for 30 days, the reader will permanently lose 2 points of Dexterity due to bruised ligaments.

Lenses of Protection

You wouldn't hit a person with glasses, would you?

Wand of Masturbation

[CENSORED]


Sword +1, +5 v. Wielder

This maleficent weapon has a secret desire to destroy any creature who possesses it. On an unmodified attack roll of 1, 2, or 3, the weapon strikes the wielder for maximum damage.


Whip of Self-Flagellation

This whip appears to be an ordinary flogging device until actually picked up, at which point the holder is cursed into becoming a masochist.

Dagger of Whining

This miserable little blade is never happy. Whether sheathed or drawn, it will always find something to complain about, such as "Put me back Q it's cold out!", "Awww, now I'm all bloody!", and "I've been dropped, and no one's picking me up!"

Trident of Dish Command

Make those plates do your bidding! This weapon can control either 4d8 normal plates/bowls/cups or 2d8 pots/pans/cookie sheets.

Gauntlets of Groping

They seem to have a mind of their own...

Nolzur's Marvelous Mushrooms

Each 'shroom has enough psychedelic energy for a really wild trip. These fungi are typically found in small colonies of 4d4 mushrooms.

Hammer of Dunderdolts

This powerful warhammer always functions as a +0.001 weapon. Whenever an attack roll of an unmodified 20 is rolled, the hammer will fly forth with a deafening "DUUUHHHHH!!" and will strike the target for normal damage plus triple the magical bonus. The victim's Intelligence will be reduced by 5 points or one-half, whichever is lower.

Gauntlets of Ogre Brains

Immediately lowers (raises?) the wearer's Intelligence and Wisdom to those of an average ogre -- namely, 6 in each. Also modifies the user's posture and manners to those common to ogres.

[Tool] Big World Setup (BWS): Mod Manager for Baldur's Gate / Enhanced Edition (Trilogy) for Windows

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Don't send PM to this account because they will be ignored!

Because this amazing project: Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE + IWD1:EE + first part of IWD2 ), we need to rise awareness of this community about this tool and encourage people to provide feedback.

Big World Setup (BWS) : Mod Manager for Infinity Engine Games and Baldur's Gate/Enhanced Edition Trilogy

by dabus


BWS-0-0

Information:

Project page: https://bitbucket.org/BigWorldSetup/bigworldsetup/overview
Discussion: http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/
Changelog: https://bitbucket.org/BigWorldSetup/bigworldsetup/commits/all
Mod Request Template: http://www.shsforums.net/topic/58006-big-world-setup-mod-request-template/

Features:

- downloading mods (please see remarks!)
- easy mod installation for BGT and EET
- correct install order of mods/components (BiG World Project)
- handle mod and components conflicts
- easy backup creation/restoring
- OverwriteFiles freature for you own custom mod files/mod translations
- ability to add you own mods

Game list:

Active:
- Baldur's Gate: Enhanced Edition (standalone game)
- Baldur's Gate II: Enhanced Edition (standalone game)
- Enhanced Edition Trilogy ( BG1:EE + SoD + BG2:EE ) (planned: IWD1:EE + partial IWD2-in-EET)
- Icewind Dale: Enhanced Edition
- Planescape: Torment Enhanced Edition

Not maintained:
- Baldur's Gate 2 (classic standalone game)
- Baldur’s Gate Trilogy ( Classic BG1 + Classic BG2 )
- Icewind Dale
- Icewind Dale II
- Planescape: Torment
- Classic Adventures

Supported mods:

- almost all of them

Installation:

Forbidden folders for you game installation, don't install you games here:
C:\<anything>... | C:\Program Files\... | C:\Program Files (x86)\... | C:\Program Files (x86)\Steam\steamapps\common\...
Allowed folders for you game installation:
C:\Users\<YouUserName>\Games | D:\Games | Other non-OSdrive locations
Warning for non-EE games (BG2/BGT/IWD/IWD2/PST, skip for Enhanced Edition): If you just moved you game folders, use this tool: IEGL to fix paths inside *.ini

Prerequisites:
- reinstall you games/prepare clean version of the games
- apply lastest patches ( Classic BG1/BG2 from GoG has already lastes patch )
- run each game at least once (especially after you moved non-EE games directory) and create a save game
- quit Steam/GoG launchers, exit games, close game/file editors
- create backups of each game
- disable you antivirus
- disable User Account Control: Windows 7 / Windows 8 / Windows 10

0. Download Big World Setup zip archive and extract it anywhere but not inside game directory:
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1. Execute "Start BiG World Setup - Update If Needed.vbs"
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2. Select GUI Language. It has nothing to do with game/mods language!
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3. Choose you game:
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4. Provide paths for you game:
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5. Select default language for all mods:
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6. Choose compilation: for the first usage of the tool use "Recommended" compilation:
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7. Read "Installation F.A.Q." and then you can choose mods and components:
Don't install any of the mod/component without reading mod README!

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[i] - button will open mod homepage/forum
Gray - forced mod, can't be un-selected
Green - recommended mod, based on the community
Blue - stable mod, it should install without errors/bugs
Orange - tactical mod, it increase difficulty or adds difficult fights
Red - expert mod, it can cause problems/it can overwrite files, read description
Yellow background - mod with warring, please read description
Gray background - mod must be downloaded manually to BiG World Downloads folder
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8. If the mods have conflicts, you will have to solve them:
a) some mods needs another mods/componets
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b) some mods cannot be installed together, choose one of them
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9. Test download of the mods. Test locally present mods:
Download missing mods (don't extract) which require manual download and put them into to BiG World Downloads.
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10. Start installation.
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Remarks - please read!

Before you start to complain, you must acknowledge that due to nature of Baldur’s Gate mods,
community and rules especially about providing working hosting for mods and fixing mod bugs,
Big Word Setup itself is not capable to fix/improve some aspects of automated mod installation.
Despite our best efforts, you will face some minor problems.
It often depends of how many mods you trying to install.
Big World Setup is an overlay for Big World Project which itself is an overlay for mods.
Overlay for overlay for another overlay.

- BWS cannot fix mod bugs: there is Big World Fixpack, all mod fixes should be added to it
- BWS cannot change installation order: BWS use Big World Project from Leonardo Watson
- BWS cannot host mods: there will be always mods which fails to download, please ask author to provide proper link

You cannot distribute you mod via forum attachments. If you don't have you own hosting site, the best option is to use GitHub.com or please provide download links which:
- do not require chapta after several downloads (http://prntscr.com/6pk42t)
- do not advertise some adware/crapware/downloader etc
- do not expire after 30 or more days without download (every popular hosting site like speeedyshare, mediafire has such terms)
- do not require user interaction to be downloaded ( mediafire.com,googledrive.com has JavaScript download link generator that require user click)
- do not depend on the filename (dropbox.com/s/q72jpl132fj53lv/ModName-v1.zip?dl=1)
- do not depend on the file version if you enable SEO: mods.sitename.com/modnamev7 -> mods.sitename.com/modnamev7_1/
- it will not change when uploading/updated the same file
- it can be used by wget to check file size: wget.exe url --spider --no-check-certificate

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

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Link to mod page at my site: https://artisans-corner.com/aura-npc/

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



Full Name: Aura Glimmershine
Nicknames: "Aura the Explorer", "Little Sister" and "Konoe"
Race: Gnome
Class: Artificer (Thief kit)
Alignment: Lawful Good

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

Appearance

Since Aura currently lacks a designated portrait and currently uses a placeholder in testing, the most I can do is provide a description that I wrote while character building:
The Glimmershine family's most notable trait is their pale, silvery blonde hair which is almost white under bright light. Most members of the family, including Aura's two older sisters and younger brother, choose use a special glittery dye to color their hair in vibrant and eye-catching colors to make themselves appear more distinctive.

Aura's hair is dyed bright pink and is kept neat, unadorned save for an oriental flower hair clip she acquired while living in Kozakura. She is small and thinner than typical gnomes and her skin is paler due to rarely going outside and being exposed to sunlight. Her appearance is more accurately described as childlike rather than beautiful. Her most noticeable trait, however, are her pair of large, wide, yellow eyes, a recessive trait from her mother's side that rarely surfaces. Her favorite travelling attire is a suit of light leather armor dyed a shade of pink reminiscent of Kozakuran cherry blossoms and she is never seen without her pet clockwork squirrel and her bow, the Sunshooter, in hand. She wears the green jade magatama of her Kozakuran mentor at all times.

Biography

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

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

Character & Personality

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

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

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

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

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

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

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

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

Artificer Thief Kit

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

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

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

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

– May use the Craft Rune ability once per day.

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

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

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

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

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

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

Unique Items

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

STATISTICS:

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

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

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

Weight: 2

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

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

STATISTICS:

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

Weight: 0

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

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

STATISTICS:

Capacity: 40 items
Weight: 0

NPC Reactions (BG1, SoD, Crossmod)

Likes: Dynaheir, Imoen, Kivan, Yeslick, Edwin, Quayle, Ajantis, Garrick, Glint, Sirene
Neutral/Unsure: Khalid, Safana, Alora, Viconia, Minsc, Branwen, Skie, Rasaad, Corwin, Drake
Bemused: Tiax, Xzar, Baeloth, Coran, Xan, Neera, Voghiln, White, Verr'Sza
Afraid: Jaheira, Faldorn (BEARS!), Dorn, Shar-Teel, M'Khiin
Dislikes: Kagain, Montaron, Eldoth

[MOD] [BETA] Monastic Orders of Faerun

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Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds five new Monk kits, inspired by various monastic orders throughout the Realms. Finally, it adds two entirely new types of equipment designed exclusively for monks.

The current version of Monastic Orders (v0.3) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.

Features:
- Revised progressions for trueclass, Sun Soul and Dark Moon Monks
- Expanded race options, allowing half-elves, half-orcs and halflings to become Monks
- 5 new kits, based on various Monastic Orders of Faerûn
- 2 new item types exclusively for monks: handwraps and vestments

A more complete list and explanation of features is available in the ReadMe.pdf at the end of this post.

This mod is currently in a beta stage, and I need feedback to improve and balance the kits and items. If you would like to playtest it, just extract that attached .rar to your BGEE, BG2EE or IWDEE install and run.

Suggestions about kit and item balance are welcome, as are suggestions for item colors, availability and locations.

Change Log

Version 0.3
- Fixed Shadowstep ability bug (discovered by @Draylyn).
- Added Polish translation (courtesy of @Cahir).

Version 0.2
- Renamed to Monastic Orders (of Faerun)
- Added IWD:EE compatibility
- Fixed a text string with the improve fists
- Fixed bugs with the fist progression

Version 0.1
- First public release as Monks Remastered


Known Bugs

There are currently no known bugs. Go find some!

Version 4 of Tweaks Anthology Now Available

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The Tweaks Anthology is a WeiDU compilation of fixes, cosmetic changes, and tweaks that will run on every Infinity Engine game, from the original Planescape:Torment, through the Icewind Dale and Baldur's Gate series, and the new Enhanced Editions of the games. The successor to BG2 Tweaks and several other tweak packs, some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 4 includes one new component, an updated French translation from Isaya, and bug fixes.

Version 4 Changelog

  • Added Personalize Automatic Save Names component; thanks argent77!
  • Updated French translation, thanks Isaya!
  • Fixed bug with the Romance Cheats component where Viconia's romance wouldn't start
  • Fixed bug with the Romance Cheats component where it would fail if a non-number was entered when it prompted you for '1 or 2' input
  • Fixed bug with Exotic Items where it would corrupt stores where it added scimitars, e.g. scrambling strings in the store's drink menu
  • Fixed bug with Exotic Items where it could fail to install on some Tutu games
  • Externalized strings for the Universal Clubs component to make it easier for translators
  • Increase Jewelry and Gem Stacks or Increase Scroll Stacking components would try to adjust dialogues and scripts to only take one item in vanilla BG/TotSC, but the functionality is not available in these games.
  • Fixed bug with Commoners Use Drab Colors where it could sometimes fail to install on vanilla BG2
  • The options in Adjust Cromwell's Forging Time have been re-ordered to work around a WeiDU quirk (this component could get skipped when it should be available)
  • Description Updates for Make +x/+y Weapons Consistent Component was being skipped for Chinese players, even though it was available
  • Remove Racial Restrictions for Single Classes was not actually altering the dwarven charisma cap; now they really can be paladins
  • Remove Racial Restrictions for Kits had an error in its internal kit check, the upshot of which is that several kits were not actually being made available to all races
  • The option to loosen item restrictions in Change Item Restrictions for Multi- and Dual-class Druids was not working
  • Fixed bug with Lightning Bolts Don't Bounce where it could potentially fail when encountering items with non-standard structures
  • Fixed bug with ToB-Style NPCs on BGT, where BG Imoen would be a thief/mage
  • Tweaks now supports translated readmes, should anyone wish to try their hand

[Mod] Gavin NPC for BGII now with BGII:EE and EET compatibility

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Gavin for BG2

Author: berelinde

Gavin is an NPC mod for Baldur's Gate II, the BG2 portion of BGT, BGII:EE, and (the BG2 portion of) EET. He is a Morninglord of Lathander and can be found in the Temple of Ilmater on the roof of the Copper Coronet in the Slums.
The mod is the continuation of the Gavin BG1 mod.
Version v21 is the full BGII version including ToB content. Changes were bug fixes and the addition of BGII:EE as well as EET versions.

Learn more about the mod
Visit the Forum
Download the mod

modmerge: merge your Steam/GOG zip based DLC into something Weidu/NearInfinity/DLTCEP can use.

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Hey,

Updated to 1.1 to look for sod-dlc.zip where GOG puts it.

People have certainly made their voices heard about the zip based dlc that we use on Steam and Gog. I had a few hours to spare Saturday and Sunday night, so I made modmerge for those who may be interested.

You can download binaries for your platform at http://github.com/ScottBrooks/modmerge/releases or view the source at http://github.com/ScottBrooks/modmerge

This comes with no warranty, and if you need to restore your steam copy to normal, you can use the 'Properties->Local Files->Verify Integrity of Game Cache' feature to restore things to how they were before.

If you download this and place it beside your game data folder(aka, modmerge.exe should be sitting beside chitin.key), and run it, it will do the following.
  1. Backs up your chitin.key to chitin.key.bak, just in case
  2. Unzips your dlc/sod-dlc.zip, copying over top of the existing lang/, movies/, music/ folders. The data folder inside of the zip will be renamed to no overwrite files in the existing data directory.
  3. Updates your chitin.key with so any resources from inside of the zip file will point to their appropriate bif files.
  4. Renames your dlc/sod-dlc.zip to dlc/sod-dlc.disabled so the engine no longer loads the zip based dlc.

This should give you a chitin.key that references all the BGEE assets in data/*.bif, along with referencing all the SOD assets in the sod-dlc/*.bif files.

I've tested this on two machines here(PC/Mac), on steam. Let me know if you have any success.

@elminster 's edit: Mac users should make sure the "modmerge-osx" file they download is renamed as "modmerge" before trying the above steps.

[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.

Ascension for BG2:EE

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For those wondering how to get David Gaider's popular Ascension mod to work with the Enhanced Edition (EE) of Baldur's Gate II:

Manual installation

Don't use the old EXE from the mod's official homepage.
Instead, download and install the EE port of the mod released by the BiG World Project:
    DOWNLOAD PAGE
(Click "Source code (zip)", extract it into your BG2:EE game folder, and install it like any other WeiuDU mod.)

Installation with the BiG World Setup

The Big World Setup (BWS) tool already uses this version of Ascension, so if you let BWS install your mods you're all set.

Credits

The EE port was created by @WhiteAgnus and @JediMindTrix, and then picked up by the BiG World Project where it received additional EE compatibility fixes by @ALIEN, @Quitch, @agb1, and @badungu.
For more info on the porting history and older versions, see the discussion starting here.

(I myself wasn't involved in the making of the mod or the EE port – this is just an unofficial thread to inform other fans, because the BWP authors haven't created an official thread for it in this forum.)

NTotSC v2.0 for BG:EE (and BGT and EET) - Download

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NTotSC v2.0 for BGT, BG:EE, and EET

NTotSC adds several quests to the BG1 part (with TotSC) to the game. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other.

This is a BGT, BG:EE, and EET version of the original mod. As of version 2.0, NTotSC is no longer dependent on DSotSC. If you want to play the two mods together, install DSotSC first. The versions supported are:
-for BGT/EET: version by k4thos
-for BG:EE: version by Red Carnelian (this mod is still beta, too).

To reach the new areas via worldmap, you need to install BP-BGT-worldmap for BGT and BG:EE after NTotSC and start a new game.

For v2.0, the quests are less restrictive in their order, especially in the order of when to talk to whom, in the sense of no dead ends because a quest character was talked to too early. The only restrictions remaining are: The Northern Citadel Quest will be handed out from Duke Eltan when he summons the PC in the original game. The Temple of the Black Hand will only be revealed after the demon in Ulgoth's Beard is defeated.
All other quests can either be "walked into", received from multiple persons (e.g. "The Field of the Dead"), or received by killing the quest giver instead of going on his fedex quest (e.g. the Ice Slamander or Eldod - they will have the appropriate keys on them.) Also, the mod now uses the prefix "NT". The package comes with a detailed list of Changes including altered variable names. If your mod has crossmod content with NTotSC and you are nervous about the changes, let me know and I will help you concerning compatibility with v2.0.

Test reports welcome! I tested myself on all platforms but there is always something one pair of eyes will miss.

Download NTotSC v2.0.0


Neera Banters for BGEE

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The Neera Banters - Version 0.9.1

http://github.com/AstroBryGuy/NeeraBanters/releases/latest

Do you wish Neera would interact more with her companions in Baldur's Gate: Enhanced Edition? Then this mod is for you! The Neera Banters mod adds banters between Neera and other joinable NPCs available in BGEE. There is at least one banter with every* joinable NPC _(ok, not quite **every** - there is one exception, for narrative reasons)_.

The mod also adds interjections in various dialogues. Currently, only a handful of interjections are added, but more are planned.


INSTALLATION

Windows
On successful extraction, there should be an neerabanters folder and a setup-neerabanters.exe file in your game folder. To install, simply double-click setup-neerabanters.exe and follow the instructions on screen.
Run setup-neerabanters.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X
If properly extracted, you should have a neerabanters folder, setup-neerabanters, and setup-neerabanters.command in your game's main directory folder. To install, simply double-click setup-bneerabanters.command and follow the instructions on screen.

If you have installation problems or encounter any bugs, please leave a message in this forum discussion.


VERSION HISTORY

Changes in version 0.9.1 (2017-11-07)
* Fixing parse error with sounds removal script.
* Fixing COPY error for DLC portrait under Windows.

Changes in v0.9 (2017-05-07)
* Adding banters for (almost) all NPCs
* Adding more interjections
* Adding Interaction Banters component
* Adding DLC Portrait component
* Updating code to use .tra files for translations
* Updating code to use CPMVARs for EET compatibility

Changes in v0.1.2:
* Fixing typos identified by @Hook71 - THANKS!

Changes in v0.1.1:
* Quick bugfix to add missing CD_STATE_NOTVALID declaration.
* Fixes an issue with one of Neera's banters with Imoen. It removes a duplicated line of dialog.

Damage calculator

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Is there a mod that shows average (expected) damage per round ingame?

BG EE 2.0 and Siege of Dragonspear Compatible Mods

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

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

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

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

Good modding and have fun!

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

AI Enhancements

Sword Coast Stratagems

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

Banter packs

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

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

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

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

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

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


Neera dialogue expansion and flirts

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

Xan's friendship path
Xan-initiated banter.

Equipment

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

Wand Case
Thalantyr sells a container to store wands.

GUI & Graphics

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

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

Lighting Pack

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

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

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

Kits & Races

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

NPCs


Drake NPC for BG:EE and SoD
Gavin
A cleric of Lathander

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

Sirene NPC BG:EE
Shar-Teel NPC mod (SoD)
Verr'Sza NPC
An evil rakshasa ranger.

Vynd, drow assassin

Portrait packs

Artastrophe portraits

Quests & expansions

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

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

The Stone of Askavar

Tools

Big World Setup
EE Autoroller

Tweaks

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

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

Jaheria Recast
Non-Player Characters Enhanced

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

Quick Save Slots Tweaks 1.2

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

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

No Race Restrictions
SCALES of BALANCE!
Simple XP cap remover

SoD Dialog Banters
This mod doesn't add any new banters. It converts the existing SoD banters from the "on-the-run" style to a pausing dialog style (as in BG2)

Tweaks Anthology BETA Remove traps/locks reported as not working
True Berserker Minsc

Spells

Taunt Spell

BG1 Unfinished Business v15.2

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BG1 Unfinished Business ("BG1UB") is a mod designed to restore many of the cut items, quests, and encounters from the original Baldur's Gate game's final release, as well as try to tie up some of the "loose ends."

https://github.com/AstroBryGuy/bg1ub/releases/latest

Note: Some of the BG1UB components are blocked from installing, as they are included or superceded by BGEE. Here is a list of components that can be installed on BGEE:
Ice Island Level Two Restoration
The Mysterious Vial
Finishable Kagain Caravan Quest
Coran and the Wyverns*
Kivan and Tazok
Branwen and Tranzig
Place Entar Silvershield in His Home
Scar and the Sashenstar's Daughter
Quoningar, the Cleric
Shilo Chen and the Ogre-Magi
Edie, the Merchant League Applicant
Creature Corrections
Creature Restorations
Creature Name Restorations
Minor Dialog Restorations
Store, Tavern and Inn Fixes and Restorations**
Item Corrections and Restorations
Prism and the Emeralds Tweak
Duke Eltan in the Harbor Master's Building
Nim Furlwing Encounter
Svlast the Fallen Paladin
Mal-Kalen the Ulcaster Revenant
***Chapter 6 Dialog Restorations

*Superceded in BGEE v2.x
**Most of this component is already included in BGEE.
***New component for v15

NOTE: if you're installing both BG1UB and BG1NPC, BG1NPC has its own versions of the following components: Finishable Kagain Caravan Quest, Coran and the Wyverns, Kivan and Tazok, Branwen and Tranzig. If you install BG1UB first, do NOT install these components since BG1NPC does not detect BG1UB. If you install BG1UB after BG1NPC, it will detect BG1NPC and skip these components.

Also, Northern Tales of the Sword Coast and Jarl's Adventure Pack contain alternate restorations of Nim Furlwing and Svlast. BG1UB will skip those components if those other mods' components are present.



Version 15.2 CHANGES

* Updated French translations - Thanks Isaya!
* Updated Italian translations - Thanks Aedan!


Version 15.1 CHANGES

* Ch 6 Restorations: Updates to improve scripting and dialog options
* Shilo Chen: Updated item description for Gloves of Pick Pocketing in BGEE
* Updated Polish translations - Thanks @Cahir!


Version 15 CHANGES

* NEW COMPONENT: Chapter 6 Dialog Restorations
* Mal-Kalen updates:
- Fear effect centered on caster
- Reduce spell damage resistance to 50%
* Updated German translations - thanks Clubboth!
* Moving ALWAYS section to .tpa file
* Moving Ice Island code block to .tpa file
* Adding NTotSC check for Svlast component
* Updating DV changes to write 32 bytes
* Removing change of DV for %tutu_var%NOBW4.cre


Version 14.1 CHANGES

* BUGFIX: Fixed bug on Tutu with Unshey's restored dialog
* Updated Italian Translation - thanks Aedan!
* Svlast, the Fallen Paladin: Made Svlast's items unidentified
* Updating BGT_VAR for EET Support


Version 14 CHANGES
* General Updates for BGEE Compatibility: Replace FILE_EXISTS checks to GAME_IS checks where appropriate. Add BGEE variables to getcpmvara/getcpmvarp calls.
* Update to WeiDU v237, Windows and OS X binaries
* Added UTF-8 support for BGEE via HANDLE_CHARSETS - Add iconv Windows binary for character set conversion. Redefine %LANGUAGE% variables to NOT include the tra directory, e.g., "english" instead of "tra/english". Changing %LANGUAGE% variables to lowercase to allow character set to be inferred.
* Updating OSX sox binary to v14.4.0 (Intel CPU).
* Updating lib files for BGEE compatibility - Adding g3_bgee_cpmvars.tpa. Updating rr_tutubgt_addvars.tpa for BGEE, rename rr_tutubgtbgee_addvars.tpa
* TRA File Updates: Moving game content that uses Windows encoding to a separate file, bg1ub.tra. Setup.tra now only contains install text. This is done so that setup.tra can be excluded from UTF-8 conversion by HANDLE_CHARSETS.
* Ice Island - Moving "tis" subdirectory to "tiz" to work with WeiDU function HANDLE_TILESETS. Moving tisunpack binaries to win32 and osx subdirectories of tiz. Also, renaming ar1010.tiz to ub1010.tiz for unpacking, since it will now unpack to the override directory. Changes to .tp2 file will rename ub1010.tis to the appropriate name after unpacking. BGEE has copies of AR1010 .wed and .bmp files, don't copy these files for BGEE.
* Blocking the following components from installing on BGEE:
* Additional Elminster Encounter
* Angelo Notices Shar-teel
* Safana the Flirt
* Appropriate Albert and Rufie Reward
* Flaming Fist Mercenary Reinforcements
* Audio Restorations
* Area Corrections and Restorations
* Permanent Corpses
* Elven Charm & Sleep Racial Resistance
* The Original Saga Music Playlist Corrections
* Sarevok's Diary Corrections
* Kivan & Tazok - Change KIVANJ reference in ubkivan.d to %KIVAN_JOINED% for compatibility.
* BGEE: Creature Restorations - Created BGEE version of ubcorian.cre.
* Kagain's Caravan - Update DECOMPILE_BCS_TO_BAF to DECOMPILE_AND_PATCH. BGEE compatibility updates. Kagain's quest journal entry was not being removed in BGEE. Copied file bgKAGAIJ.d to bgeeKAGAIJ.d and added a block to remove journal entry.
* BGEE: Coran & Wyverns - Skip IKCoranWyvernFix for BGEE (already included as DXCoran)
* BGEE: Place Entar Silvershield in His Home - Add BGEE variable for AR0101 to getcpmvara call
* BGEE: Scar and the Sashenstar's Daughter - Skip ubscar_fixes.d - not needed for BGEE
* BGEE: Quoningar, the Cleric - ADD_JOURNAL command to add quest journal entries for BGEE. Created BGEE version ubquon.cre.
* Shilo Chen and the Ogre Magi - Shilo Chen says the Ogre Magi are in the southwest corner of the Wood of Sharp Teeth. However, the Ogre Magi are found on the Bandit Camp map, which is at the north end of the Wood. Moving them to Larswood, which is the southwest part of the Wood. (BGEE) ADD_JOURNAL to add quest journal entries for BGEE. Created BGEE version of ubglove1.itm.
* BGEE: Edie, the Merchant League Applicant - ADD_JOURNAL for quest journal entries in BGEE.
* BGEE: Creature Corrections - Replace DECOMPILE_BCS_TO_BAF and DECOMPILE_DLG_TO_D blocks with DECOMPILE_AND_PATCH blocks. Skip fixes due to CamDawg's Inventory Checker - already included in BGEE.
* BGEE: Creature Name Corrections - Skip Beresh fixes - already in BGEE.
* Store, Tavern and Inn Fixes and Restorations - Add comments to indicate sections of component. Move ubba0133.dlg creation into Bartender Fixes section. Move Maltz' Weapon Shop and Unused General Store fixes into "Inn, Tavern, Store name restorations" section. (BGEE only) Block sections already implemented in BGEE. Add BGEE version of ubstores.d.
* Item Corrections and Restorations - Add BUT_ONLY_IF_IT_CHANGES to item edit blocks. Updating item charges for ADD_STORE_ITEM: #1 #0 #0 for scrolls and bolts of polymorph, #0 #0 #0 for armor, helms, belts, bracers, etc.. (BGEE Only) Give Corsone "The Root of the Problem" since Amarande already has Mighty Oak +2 in BGEE. Updated Bala's Axe description for BGEE.
* Audio Restorations: Moving .ogg files out of "tra" directory and into new "audio" directory. Update audio handling to built-in WeiDU function HANDLE_AUDIO.
* Prism and the Emeralds - Add BGEE variable declaration: rr_bgee_addvars.tpa. ADD_JOURNAL for quest journal entries on BGEE. Move dialog to UBPRISM.D.
* Duke Eltan in the Harbor Master's Building - BGEE compatibility updates.
* Fix for TazokSays script blocks in AR2400.BCS and AR2900.BCS in BGEE.
* Incorporating %FACE% variables to all CreateCreature strings for compatibility with BG1 (without TotSC).
* Adding new component for BG1UB v14: Restore Nim Furlwing Encounter. Note: .tra files are temporarily updated with English text until translations can be provided.
* Adding new component for BG1UB: Restored Elfsong Tavern movie. Thanks to Sams for the UBTAVERN.MVE file with soundtrack. Note: This component is only for BG1, Tutu, and BGT. BGEE users who want this movie should install Sams' BG:EE Classic Movies mod.
* Adding new component for BG1UB: Svlast, the Fallen Paladin.
* Adding new component for BG1UB: Mal-Kalen, the Ulcaster Ghost.
* Restoring cut dialog for Unshey regarding Girdle of Gender Bending (Minor Dialogs Component).
* Fixes for Lahl's dialog: TotSC, BGT, Tutu ONLY: Lahl's dialogs are random, rework the dialogs into a tree (already fixed in BGEE) - added to Minor Dialogs Component.
* Updates to Ice Island Level 2: Give Dezkiel some additional defenses, including Snow Golems.
* Fix for duplicated actions in OUBLEK.D - Prism and the Emeralds component
* Prevent Coran Wyvern Quest component from installing on BGEEv2/SoD.
* Updated Italian Translation - thanks Aedan!
* Added extra_tmp_ee.tra with BGEE Dialog.tlk strings


Now, on to v16... :wink:

Sandrah Saga For EET


(SPOILER) Very old discussions about Sarevok's new epilogue

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A long time ago someone proposed to add an alternative ending for a CG Sarevok here:

Double-Sarevok Epilogue? -> http://forums.pocketplane.net/index.php?topic=8356.0
Sarevok's new epilogue -> http://forums.pocketplane.net/index.php?topic=8882.0

What do you think about it? I don't know if anyone created this mod.

There're 2 mods which add new epilogues:

1) Banter Packs -> http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=95&Itemid=78

2)Sarevok Romance ->http://www.spellholdstudios.net/ie/sarevokromance

I was wondering if there's any chance "Banter Packs" mod is compatible with BG2EE+Ascension.

[MOD] The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

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The Chaos Sorcerer: A Wild Magic Kit for Sorcerers

Download latest release (2.3 MB)

This mod introduces the kit "Chaos Sorcerer" kit which can be seen as the Wild Mage counterpart for the Sorcerer class. It is available for BG1:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE. All patch versions are supported. The mod is currently available in English, German and Polish.


Chaos Sorcerer
A Wild Magic Sorcerer kit for BG:EE (with or without SoD), BG2:EE, EET and IWD:EE

Unlike Wild Mages, who struggle to comprehend the chaotic magic of damaged and distorted parts of the Weave, Chaos Sorcerers learned to derive their power from the Elemental Chaos itself – a plane that is largely unknown to most inhabitants of Toril.

The Elemental Chaos is a place of primeval entropy and discord, and not even the most seasoned practitioners can account for the inherent unpredictability of such forces. As a result chaos sorcerers have to rely on their agility and strong reflexes to slip out of the way of their own, often unpredictable, spells. Being exposed to this particular type of magic gradually increases the caster's resistance to all forms or magical energy. A basic understanding of the nature of Chaos is required to walk this most dangerous of paths.

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 Shield (automatically added to spell list).
  • May cast the 5th-level spell Conjure Chaos Elemental (automatically added to spell list).
  • May cast the 7th-level spells Nahal's Wildstrike and Conjure Greater Chaos Elemental (automatically added to spell list).
  • 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.
  • 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.



The mod does also make some changes to the spell selection of Wild Mages:
  • New level 1 spell "Surge Control" applies a slim chance to avert the next Wild Surge.
  • New level 2 spell "Unluck" can be seen as the negative counterpart of the "Luck" spell.
  • "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.
  • 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".

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

Weather overlays indoors

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Can they play in what are normally indoor areas? There are OUTDOOR and WEATHER flags that can be set with scripts, and they stay in the saved games, but an attempt to change weather only makes it rain on the street.

[mod] Weasels!

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I would like to present you my little mod, a tiny one, but written with love to certain kind of creatures: Weasels!


Weasels! Mod for BG:EE / BG2:EE / IWD:EE
_________________________________________
Author: Lava Del'Vortel

INTRODUCTION:

The Infinity Engine games always needed more weasels, right? That's why I've decided to create this mod. It introduces 5 weasel-themed items to BG:EE / BG2:EE / IWD:EE and also adds 4 new spells (1 arcane spell for mages / wizards / bards, 1 shared by both arcane and divine casters, and 2 divine spells for druids / shamans / rangers) which are available through both character creation and scrolls you may find during your adventures.

Warning: Those who dislike weasels should should avoid this mod. Seriously, there are probably other interesting mods that suit you far more, and won't make your games smell of musk.

INSTALLATION:

The mod must be unzipped to your game directory, just as any other WeiDU mod. Run the Setup-Weasels!.exe program and simply follow the instructions thereafter.


Thanks to modders that helped me to release this project: @Artemius_I, @swit, @argent77
The mod is available in English, Polish and Italian.

Enjoy weasel magic!

Expanding Identification Spells

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

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

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

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

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