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[MOD] More Style for Mages (v1.55)

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This mod aims to make mages in the game to appear more stylish. For that end it adds mage-specific staffs with ranged attacks and circlets, plus it also tweaks all robes, so that player can choose their look. The idea of this mod began in the Narbucchad's Demise Wizard's Staff thread, after I discovered the ranged staff animation within the game files.

Since version 1.3, BG:EE and BG2:EE content has been combined into one single mod. It will recognize the game and skip the content of the other. There are a lot of components now, so I will try to describe them here as clearly as possible.

In version 1.5 I added familiar tweaks and a lot of other tweaks and fixes (see the changelog below). Before installing v1.5, you must uninstall and delete previous versions of MSFM from the game directory (most importantly MSFM.tp2 file). I changed a file structure a bit.



Mod components are following:

Group 1: Wizard’s Staffs
WIZARD’S STAFF FOR BG:EE
STAFF OF WIZARDRY FOR BG2:EE
STAFF OF WIZARDRY FOR IWD:EE
CUSTOM INVENTORY ANIMATION FOR SOW
STAFF OF THE MAGI WITH RANGED ATTACK AND TWEAKS
Group 2: Other Items and Tweaks
CIRCLETS
CIRCLET OF REVELATION FOR BG:EE
WIZARD'S HAT
WAND CASE
STONE OF TELEPORTATION
VISUAL TWEAKS FOR ROBES
ROBE COLORSETS FROM COSMETIC CHANGES MOD
Group 3: Familiars
CUSTOMIZABLE FAMILIARS
CUSTOM NAMES FOR FAMILIARS
FAMILIARS FOR NPC MAGES
ANIMATION TWEAKS FOR SOME FAMILIARS
FIND FAMILIAR SPELL IN SHOPS

Navigation:
UPDATE LOGS
INSTALLATION
SCREENSHOTS




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There are two options here. The first one adds 7 Staffs with unique animation and +1 enchantment, to the High Hedge stock and Xithiss in the Black Pits, after the first upgrade of his stock. Each one has different color, mainly to fit different color styles of NPC mages.
The second one add 6 staffs into those shops, and each one can be customized through the item abilities menu with 14 possible color choices (this option is newer, but I decided to let the old colorsets in too).


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This component adds 7 Staffs with unique animation into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them. Since version 1.3, they are also available in the Black Pits 2, in the stock of the un-named Illithid. These staffs can be customized through the item abilities menu with 14 possible color choices.
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In BG2:EE, they are called Staffs of Wizardry and are +3 weapons. But the main difference from BG1 is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally.
Warning:
Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage. Also, since v1.5, an additional spell per level is gained to a specialist after the next level-up (this is a bug fix).

Activated staffs have following abilities:
Staff of Abjuration
- 25% chance of casting Spell Thrust, on successful hit
- can cast Minor Spell Turning once per day

Staff of Conjuration
- 25% chance of casting Summon Insect, on successful hit (like the priest spell)
- can cast Monster Summoning III once per day

Staff of Divination
- 25% chance of casting Know Enemy, on successful hit
Know Enemy: Lowers AC, THACO and saving throws at -3 each for 10 rounds
- can cast Oracle once per day

Staff of Enchantment
- 25% chance of casting Rigid Thinking, on successful hit
- can cast Hold Monster once per day

Staff of Illusions
- 25% chance of casting Sensory Collapse, on successful hit
Sensory Collapse: Target is effected by Blindness and Deafness for 10 rounds (Save vs. Spell negates the effect)
- can cast Shadow Door once per day

Staff of Invocation
- 25% chance of casting Lightning Bolt, on successful hit (only effects the target)
- can cast Cloudkill once per day

Staff of Necromancy
- 25% chance of casting Vampiric Touch, on successful hit
- can cast Animate Dead once per day

Staff of Alteration
- 25% chance of casting Slow, on successful hit
- can cast Phase Shift once per day (similar to Dimension Door, but is cast instantly)

Staff of Wild Magic
- 24% chance of casting one of the "on hit" spells of the other staffs, on successful hit
- can cast Wildstrike once per day
Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds

Staff of Dragon Power
- 25% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage)
- can cast Dragon Fear once per day
Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead.

Staff of Wizardry (Empowered)
- Wielder can cast any 5th-level spell, once per day

Since version 1.3, Staffs of Wizardry can be upgraded by Cespenar in ToB. There are seven gems called "Shard of Netheril" scattered in ToB maps, which can be combined with Staffs of Wizardry. If you want to know, where exactly, see spoiler below:
Fist floor of Watcher's Keep - container with candle in the back room
Fourth floor of Watcher's Keep - tomb of the demilich
Saradush - underground with vampires - secret room opened by tortured spirit
Yaga-Shura's Lair - guarded container with skull wardstone
Dead body of Draconis
Room of the Lich in the Sendai's Enclave
Stock of Amkethran Tavern

Upgraded staffs have +5 enchantment and have increased on-hit chance to cast spell to 35%. They also gain one additional 8th-level spell (Note that this spell doesn't have tooltip, since maximum of tooltips for an item has been exceeded, so the tooltip displays only the name of the staff. However, when a spell is cast, it shows proper name in the dialog window. I will try to resolve this in the future.)

Additional spells are:
-Staff of Abjuration +5: Pierce Shield

-Staff of Conjuration +5: Summon Fire Giant
Summon Fire Giant: Summons one Fire Giant, which is under complete control of the party for 15 rounds or until it’s slained.

-Staff of Divination +5: Prediction
Prediction: Caster gets bonus to +6 AC, -6 to THACO, +3 to saves and becomes immune to backstab and normal missiles, for 5 rounds.

-Staff of Enchantment +5: Thrall
Thrall: If failed save vs. spell at -2 penalty, target is permanently under complete control of the caster and acts as a party member. This spell also ignores mind shielding protections.

-Staff of Illusions +5: Simulacrum

-Staff of Invocation +5: Incendiary Cloud

-Staff of Necromancy +5: Abi-Dalzim's Horrid Wilting

-Staff of Alternation +5: Mass Polymorph Other
Mass Polymorph Other: Same as Polymoprh Other spell, but covers 30 ft. area and all enemies must save vs. spell at -2 penalty.

-Staff of Wild Magic +5: Wild Sphere
Wild Sphere: All creatures within 30 ft. area are affected with wild surges for 5 rounds

-Staff of Dragon Power +5: Lesser Dragon Form
Lesser Dragon Form: For 2 turns, caster is transformed into a small dragon and receives substantial melee bonuses. This spell uses Red Abishai animation from PST provided for EEs by viader and his Extended Animations Resource Pack.

-Staff of Wizardry +5: Wielder may cast any 8th-level spell once per day


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Staffs of Wizardry for IWD:EE are very similar as for BG2:EE. The differences are, that the staffs (which are available in Orrick's shop) are only of +1 enchantment when bought and they will get to +3 only after the "activation" when the wielder is over 250 000 XP. Then, the staff can be upgraded to +5 the same way, when he reaches 1 000 000 XP. All spells and abilities remain same.


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This component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original.


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Firstly, this component adds ranged attack to the Staff of the Magi. You can choose melee or ranged the same way as it works for Staffs of Wizardry. The projectile has yellow color.
Secondly, I decided to add an optional tweaks to it, that change the equipped invisibility to something else, so that doesn’t tempt to exploit re-equipping all the time. Ranged attack is added to each choice.
Choices are following:
-keep original
-remove invisibility
-replace invisibility with 50% magic resistance
-replace invisibility with immunity to time stop
-replace invisibility with increased casting speed by -3
-replace invisibility with restoring one spell up to level 5 each hour (higher spell level is restored first)


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In BG1, circlets already exist in the game files, with proper names and descriptions, so I merely put them in Thalantyr's stock (and to Xithiss in BP as well). They have (tiny) paperdoll animations, but they were missing inventory animations, which again I drew for them.
In BG2, these circlets are not within the game files anymore, so I took them unchanged from BG1 and put them into the stock of Garlena, the helmite, on the top of Watcher's Keep. Only Circlet of the Archmagi and Eilistraee's Boon +1 were added. Unlike BG:EE, circlets have original inventory animations.
In IWD, Circlet of the Archmagi and Eilistraee's Boon +1 are added to Orrick's shop.


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This item allows mages to become specialists the same way as Staffs of Wizardry in BG2 work. But because Wizard's Staffs in BG1 don't offer such option, I made this one to make it possible in BG1. The circlet is available in Thalantyr's stock and can be used multiple times. But it only works for non-specialist mages (including dual and multis), so once mage becomes a specialist, he cannot use it to change his specialization. The effect is permanent. Note that the additional spell is gained after the next level-up.



This component adds a Wizard's hat. An item with some magical properties and completely new custom animation made by @Smiley for human male mages and sorcerers (the limit is there because the animation only exists for them).


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This component adds a Wand Case with the storage capacity of 50 pieces to High Hedge, Garlena’s and Orrick’s shops.



[BETA] This component adds unique artifacts into SOA and TOB campaigns, which allow the whole party to be instantly teleported to previously visited surface areas. The effect does not work at plot critical places, such as Spellhold, Underdark etc. The component is currently in a beta state, because I didn't test it through the whole game. Use it with caution, it is theoretically possible to skip plot critical triggers.
In the below spoiler is the location of the artifact in both campaigns:
Inside chest in Umar Hills cave and inside chest in Amkethran smuggler cave



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Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. This allows to set the favourite look for your wizard (and overcome some graphical glitches - elven female horribly colored leg comes to mind...).
Robe tweaks come in two versions. One version keeps all original set colors of robes and the other removes them, which makes them use character's colors instead.
Note, that as a side effect, I had to make all robes automatically identified.
This component patches the mage robes, so it is compatible with mods that alter them. You must install this mod after such mods, however.


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This component allows you to enjoy the custom colorsets for Robes of Archimagi made by @Dee in his Mr. Pennyway's Cosmetic Changes mod.


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When a protagonist casts Find Familiar, a dialog window will trigger, where he will be able to choose its race, class and a name.
The race options are:
Drake
Imp (for evil) or Mephit (good and neutral)
Cat
Rabbit
Groundhog
Small spider
Lim-Lim
Floating Skull
For now, all races have the same statistics, so this is mostly just about choosing the appearance.
There are two classes to choose from – mage and a thief. A mage will get to choose up to five spells during the course of the game, each when its summoner reaches a certain amount experience. It starts with a level 1 spell, then he will gain a 3, 5, 7 and 9 level spells. A thief can similarly choose a +50% bonus to one of four basic thieving abilities. Numbers can change in the future for balance reasons. The tresholds for upgrades are:
0 XP
89 000 XP (100 000 XP for IWD:EE)
500 000 XP
2 500 000 XP
6 000 000 XP (5 000 000 XP for IWD:EE)
Upon each upgrade, the familiar also improves its hit points, AC, THACO and saving throws. Its detailed statistics are shown in the item description, when it‘s in your backpack.
There are three name slots you can choose from. It’s “Isane”, “Kailey” and default “Familiar”. In the next component you can change these names with your own.


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As written above, there are three names you can choose for your familiar. It’s “Isane”, “Kailey” and default “Familiar”. This component allows you to type your own names during the installation process. You can choose to type one, two or three names and your names will override the preset ones, so in the dialog window, you will be able to choose from your own names. There is a warning though, if you change any other mod component that you installed before, that updates game texts, the installation process will prompt you to write the names again.


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NPC mages can finally summon their own familiars, when they cast a Find Familiar spell. Only vanilla arcane spellcasters can summon familiars (plus Khalid, Safana and Yoshimo – if they get spellcasting ability). NPCs cannot customize their familiars even if the above component is installed, they have preset ones. They have different races, unique names and most of them are mages, except of Yoshimo’s, which is a thief. Also, when a summoner talks to his familiar, a dialog, unique for each NPC, will trigger, at which end, the NPC will take it to his backpack. There are no more banters yet, but they may come in the future. If anyone wants to cooperate on this, they are welcomed to. Familiars get upgrades the same way as the ones from “Customizable familiars“ component.
When these familiars die, NPCs don’t loose CON point, but neither do they get a hit point bonus, when they summon it. Also, any number of familiars can be summoned at the same time, however, when you control more than seven creatures, you get messed up formation target points for the rest of them, when you move.


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UPDATE: The Lim-Lim tweak below is fixed, the animation works differently now.
There are two animation tweaks I had to add, both of which I hope to resolve in the future. The first is a walking sound for Lim-Lim, which is currently hardcoded with heavy footsteps of large creatures (such as dragons). The tweak will replace these sounds with light footsteps, but it will effect all large creature’s walking sounds in the game, so only install it, if you want to play with a Lim-Lim familiar (also Haer’Dalis and Quayle have a Lim-Lim familiars).
The second tweak resizes the Demilich animation, because the floating skull familiar uses it. So, it will make Kangaxx and the Demilich from Watcher’s Keep smaller. In BG:EE no creature uses this animation, I’m not sure about IWD:EE.


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This adds more scrolls to the High Hedge, Sorcerous Sundries, Garlena and the spell merchant in the Adventurer’s Market in BG:EE and BG2:EE and to the Black Pits, so that more NPCs can cast it.


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v1.0 of BG:EE, v1.0 of BG2:EE
-Staffs, circlets and visual tweaks for robes added

v1.1
-BG:EE and BG2:EE mods combined into single mod

v1.2
-Dialog bug of SoW for multi-classes fixed
-Various typos fixed
-Melee characteristic of SoW fixed
-Speed factor of SoW fixed
-Added own projectiles for WS and SoW
-Robes remain in armor slots after changing
-Blue SoW colorset slightly tweaked

v1.3
-SoW can be upgraded by Cespenar
-On-hit chance of SoW increased from 15% to 25%
-Circlet of Revelation added to BG:EE
-Added ranged attack to the Staff of the Magi
-SoW available in the Black Pits 2

v1.35
-Enchantment level of staffs fixed
-Thrall spell fixed

v1.36
-Polish translation added (credits to @Cahir )

v1.4
-Compatible with IWD:EE

v1.41
-Fixed invalid strings for some of SoW's on-hit effects in IWD:EE

v1.42
-Russian translation added (credits to @Saigon1983 )

v1.43
-Using SoW or CoR to transform into wild mage grants the wielder wild magic spells (Dweomer and shaos shields)

v1.5
New content:
-Customizable Familiars component added
-Familiars for NPC mages component added
-Wand Case component added
-Tweaks for the Staff of the Magi component added
Fixes and tweaks:
-New color options for WS and SoW (14 total)
-Staff of Conjuration: Summon Fire Giant instead of Conjure Swamp
-Staff of Divination: Know Enemy tweaked (-3 save, 10 rounds duration)
-Staff of Enchantment: Rigid Thinking instead of Hold Person , Hold Monster instead of Domination, thralled creature can now travel with the party
-Staff of Illusions: Blackout renamed to Sensory Collapse and tweaked (-1 save, 10 rounds duration)
-Staff of Alteration: Teleport renamed to Phase Shift, changed visual effect
-New icons for added spells
-Red and Purple missiles animation slightly tweaked
-Added missing DD restriction to the Staff of Dragon Power
-SoW spells are cast at caster level instead of level 10
-Bug fix: when using SoW to add specialist kit, the extra spell slot is given after the next level up (in the previous version, the mage ended up with one more spell slot, than he should have had)
-Robe Tweaks now use WeiDU Patch function, they are compatible with mods that alter them
Technical:
-Prefixes of mod files changed to RG
-WeiDU updated to 239
-Tp2 structure and folder structure significantly altered

v1.51
-Lim-Lim animation fix
-Dragon form animation fix
-Dual-classed character not receiving a specialist bonus spell fix
-Alternation string fixed to Alteration

v1.53
-Stone of Teleportation component
-Some other grammar string corrections

v1.54
-Added Wizard's hat component
-Some more string corrections
-Dual-classed character receiving a specialist bonus spell now uses OriginalClass trigger
-Complete polish translation added

v1.55
-Added polish readme
-Some typos in the polish tra file fixed


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Download the latest release

Extract the "msfm v1.5.zip" file in the game's core folder (the one with a file "chitin.key" in it) and run "setup-msfm.exe". All parts can be installed individually. Before installing the version 1.5, I strongly recommend to uninstall the previous version and remove it completely from the game directory.
You can also use non-WeiDU install (but only for BG:EE!). If you extract "BG1 override install.rar", there will be three folders with staffs, circlets animations and robe tweaks. Just put the content of a folder you want to use in the override folder. Note that the non-WeiDU install will miss correct descriptions of Wizard's Staffs.

Important: If you purchased your BG:EE game from Steam or GoG and you have a SoD expansion installed as well, you need to first install modmerge before installing this mod.

I hope you enjoy it.


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Wizard's Staffs and circlets in BG:EE:
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Staffs of Wizardry in BG2:EE:
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Circlets in BG2:EE:
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Robe Tweaks:
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Last but not least, this mod would not be what it is without help of @KidCarnival and his ideas. Special thanks also goes to @Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. Of course I must not forget to thank @Dee for allowing me to incorporate his awesome colorsets to my mod and @viader, whose work on extended animations I used for this mod.

IWD NPC v5 for IWD:EE is now available!

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I've finally uploaded the mod on the official site: http://www.pocketplane.net/iwdnpc , and the mod now features correct, IWD:EE-sized portraits.

The readme should have all the necessary information:
http://mods.pocketplane.net/kulyok/Readme-IWDNPC.txt

But let me tell you what to expect, just in case:

- five companions, three male, two female;
- alternate classes available to pick a more balanced party(check the readme);
- two male and two female romances for human, elven and half-elven protagonists;
- lots of banter in every area, including interparty banter and dialogues with the protagonist;
- player-initiated dialogue(and plenty of it for romance interests - 15 extra conversations for each romance interest, if I remember correctly);
- interjections in IWD, HoW and TotL;
- I recommend to visit HoW after Chapter 3 or Chapter 4, but feel free to pick your own pace.

Enjoy!

[NPC Mod] Sirene NPC for BG:EE and BG:SoD v2.3

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Sirene, Paladin of Ilmater


Portrait by sporeboy - http://sporeboy.deviantart.com/art/Kitty-10791404

Portrait by Isandir

Race: Tiefling
Class: Martyr - Paladin kit (optional: pureclass, cavalier, inquisitor, undead hunter, fighter/cleric)
Alignment: Lawful Good
STR: 15
DEX: 17
CON: 15 (F/C: 16)
INT: 10
WIS: 13 (F/C: 15)
CHA: 17 (F/C: 14)
Proficiencies (paladin):
Two-handed Sword ++
Two-handed Style ++
Proficiencies (fighter/cleric):
Mace ++
Sword and Shield Style ++

Mod Content

- 1 new NPC with banters, interjections and talks to PC
- 1 new item
- 1 NPC specific kit with 3 new spells
- 14 friendship talks
- Soundset taken from Icewind Dale
- NEW - full content for Siege of Dragonspear expansion

She can be found and recruited outside of the Song of the Morning Temple by a PC of non-evil alignment at level 2 with a minimum of 2500 experience, though she will gain experience to match the PC at the moment of recruitment.

She banters with every Bioware and EE NPC at least once, talking more to good and neutral NPCs, and fourteen friendship talks planned with the option of teasing a romance. Currently there are no quests and no plans to add any.

In Siege of Dragonspear, she can be found in the Iron Throne building. She has a semi-romantic path with a PC with a minimum of 12 Charisma and any gender, alignment or race (though she will still not join evil protagonists).

Be warned that as a paladin, certain evil actions in the expansion will cause her to leave the party permanently.

Biography

When asked about her past, SIRENE averts her gaze and flatly states that there is little to say. She was orphaned and left to die as a babe, likely abandoned due to her apparent fiendish heritage. Only by luck did she survive certain death by being discovered by a travelling priest of Ilmater, who brought her to others of his faith and raised her as a Holy Warrior of Suffering, the order of paladins dedicated to the Crying God. She resents her own contradictory nature, though she is unsure of which side.

Personality

Sirene exhibits many of the typical qualities expected of a paladin; she is kind, dutiful and faithful. However, beneath her calm exterior lies a hidden temper owing to the fell blood which flows in her veins. Though she is a devoted champion of Ilmater, a past of being ostracized and persecuted by those she wishes to call her fellow men has left her unsure of her abilities and worthiness. She can be easily provoked by challenging, insulting or mocking her faith, which can be seen in her interactions with characters such as Tiax, Eldoth or even Xan, though she is also quick to acknowledge and apologize for her mistakes. She is closer to the 'good' side of her alignment rather than the 'lawful', and prefers protecting the weak to destroying evil. Because of this, she may be slightly more tolerant of evil companions, even if she can also be quite judgmental towards them. However, she will not tolerate Dorn (though they can come to an uneasy truce during Siege of Dragonspear)

Friendship & Future Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. As she has few living friends in her life, she will be eager to befriend a PC that is willing to accept her. A PC of either gender with a Charisma of 12 or greater may flirt with her, though there is no separate romantic branch in BG:EE. In Siege of Dragonspear, there is a 'romance' of sorts, though it is significantly less romantic than the original romances.

Download version 2.2

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Download version 1.5.1 (for pre-2.0 players)

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Release Log


v2.1.2
- Added Legacy of Bhaal compatibility (no more absurd stats)

v2.1.1
- Updated an item's icon and fixed it for fighter/cleric alternate class

v2.1
- Alternate classes component fixed
- Fighter/cleric alternate class re-added

v2.0.6
- Fixed several minor item bugs
- Fixed problem with kit duplicating innates

v2.0.5
- Fixed romance-related stutter issue

v2.0.4
- Fixed a dialog error involving Thrix
- Lovetalk timers now three in-game days and not real-time days (whoops...)
- Fixed an error involving an improper number of innate abilities

v2.0.3
- Fixed 'rapid-fire' banter - minimum 20 minute delay between banters

v2.0.2
- PID-breaking 'Aun Argent' talk variable fixed

v2.0.1
- Post-Korlasz crypt talk added

v2.0 beta
- Added content for Siege of Dragonspear
- Minor changes to text
- Brimstone now properly 'usable by tieflings'
- Martyr ability scaling rebalanced
- Martyr ability visuals improved
- BG1-Sirene now increases in experience when joined to match the PC (up to 32,000XP)
- PID is now disabled during combat
- Temporarily disabled Fighter/Cleric alternate class until issues are ironed out

v1.5.1
- Fixed soundset issues related to resetting via PID

v1.5
- Added alternative classes (paladin, cavalier, inquisitor, undead hunter, fighter/cleric)

v1.4
- Fixed banters with Rasaad and Neera
- Fixed Cloakwood Mines interjections

v1.3
- Another new icon and description image for Brimstone
- Expanded PID with flirts and HP-dependent responses
- (optional) Crossmod banter with White NPC

v1.2
- Fixed 'wounded' dialogue bug that caused dialogue to initiate endlessly
- Added delay between first and second friendship talks
- New icon and description image for Brimstone

v1.0
 - Initial full release
 - TotSC interjections and dialogue added
 - Errors in banter scripts with Coran and Alora fixed
 - 24 bit portrait added (thanks Lava Del'Vortel)

v0.beta.1
 - v0.beta.03 - Changed some I_C_T strings to I_C_T2 so that Sirene no longer hijacks NPC actions during interjections (thanks WhiteAgnus)
 - v0.beta.02 - Added missing strings that caused friendship to stall indefinitely
 - v0.beta.01 - Fixed area codes for talk 13, removed useless Viconia script

v0.beta
 - initial release of mod for playtesting

[NPC MOD] Ishlilka the Wizard Slayer for BG1 + SOD [FULL VERSION 1.4]

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Introducing the Ishlilka mod for BG!

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





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


What you can expect:

At least two banters with every companion in BG1.

A friendship and romance path.

A unique quest for BG1 and SOD.

Various interjections at different points in the game.

A balanced front liner with a unique ranged weapon.

FORESHADOWING!

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Some tips:

Should be fully compatible with other BG1/SOD mods.

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

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

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

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

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

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

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

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SETUP INSTRUCTIONS:

1) Install into game directory.

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

3) start the setup executable.

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

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

[KIT] Way Of The Fist 1.3 ~Testers Requiered~

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[Introduction]
This mod introduce a new kit under the monk class.
I always loved the monk class and plaid it in Baldur's gate and Never Winter Nights, but it wasn't the class i always dreamed of.
I always wanted to play as a martial artist, something close to those found in wuxia/xian xia stories (if you are into those kind of stories, please do yourself a favor and read "The Breaker" manhwa).

6 months ago i sat down and created the first version of the mod, and what will eventually become Way Of The Fist kit.
The first version was nice and had lot's of passive abilities that gave it an edge RP wise, but it had the same flaws of any other melee kit in the game, it was somewhat dull and boring.
What made it even more boring, was the fact that i couldn't use any magical items.
So i sat once more and rewrote the old kit in a way that made it much more engaging for me to play with.
Today i am sharing this kit with you, with the hope of making someone smile, and getting some feedback's and maybe some new ideas.

The new version is much more engaging:
1. you can use any ability without any pauses.
2. It introduces a new game mechanic called Ki Pool which fuels your abilities, whenever you use an ability it subtracts number of ki points from that pool.
for example, casting Quivering Palm will subtract 5 ki points.
one need to be cautious though, using an ability which requires 3 ki points while having only 1 ki point will drain the user life force to fuel the ability, 1 ki point equals to 15HP.
3. It introduces new abilities and passives.

[Kit description]
Martial practitioners of the Way of the Fist are the ultimate masters of unarmed martial arts combat.
As their close brethren the monks they also make careful study of a magical energy called Ki.

Ki is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies.
Students of the Way of the Fist harness this power within themselves to create magical effects, and exceed their bodies physical capabilities.
some of their special attacks can hinder the flow of ki in their opponents, or even outright kill them in one hit.
Using this energy, Way of the Fist practitioners channel uncanny speed and strength into their unarmed strikes.

As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.
Because of their rigorous unarmed and Ki trainings, they don't have the time to get higher than proficient in their weapon of choice, after all their bodies are their greatest weapon.
There's another reason why they shy away from weapons, their internal Ki is enhanced in a way that causes it to negate magic, which means that students of the way of the fist cannot use any and all magical items.

Way of the Fist practitioners can be of any alignment, they are encouraged to find their own way in the world,
and at the age of 16 they no longer allowed to train with their masters, and encouraged to go outside and wander the world,
hopefully to learn about themselves and find an expression to their talent, may it be neutral, lawful or chaotic.

Ki Mastery:
Practitioners of Way of the Fist use Ki to fuel their abilities.
one need to be cautious though, using an ability which requires 3 ki points while having only 1 ki point will drain the user life force to fuel the ability, 1 ki point equals to 15HP.
Starting with 4 Ki points at level 1, they gain another 2 Ki points for every 5 levels of experience.
For every 10 levels of experience they get another 2 points as a bonus.

Ki pool by level:
1-4: 4
5-9: 6
10-14: 10
15-19: 12
20-24: 16
25-29: 18
30-34: 22
35-39: 24
40-44: 28
45-49: 30
50: 34

- Practitioners of Way of the Fist need to go to great lengths to understand the element of magic called Ki, this makes them wiser,
they are also healthier because they know how to use Ki to enhance themselves in many ways. They gain +1 to WIS,CON. Additional bonuses are gained every 5 levels.
- May activate any ability at will with no pause in between
- Starts with 20% base magic resistance. gains 2% magic resist for every level.
- Gains disrupt magic passive ability at first level, Every successful melee hit lowers the chance by 25% to successfully cast spells for 5 rounds.
- Starts with 2 attacks per round. An additional 1/2 attack is gained every 3 levels, up to 5 attacks at level 18.
- Starts with an Armour Class of 7 at 1st level and gains an additional +1 bonus every 2 levels until level 18, then it changes to +1 bonus every 3 levels till level 50.
- Ki Repel: Receives a +2 bonus to saving throws vs Spell and Polymorph.
- Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels.
- Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels.
- May use Stunning Blow ability at the cost of 1 Ki point.
- Gains 40 thief points at level 1 and another 15 every level of experience.
- Can detect illusions, find traps, move silently and hide in shadows.
- May use Enhance Self ability at the cost of 1 Ki point.

STUNNING BLOW: All successful attacks within the next round force the victim to save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done.

ENHENCE SELF: The practitioner uses Ki to enhance his speed and physical power, gains +1 STR,DEX every 5 levels.

- 3rd level: May use Image Distortion ability at the cost of 1 Ki point. The practitioners can blur themselves, by doing so they gain bonus to ac and saving throws.

IMAGE DISTORTION: Expanding their Ki Way of the Fist practitioners can distort their image by causing their outline form to become blurred, shifting and wavering.

- 4th level: May use Searing Fists ability at the cost of 1 Ki point.

SEARING FISTS: The practitioners channels their Ki into their fists, turning their fists into flaming weapons that deal an additional 1d6 (1d12 from level 10, 1d18 from level 15) fire damage per hit for the next 2 rounds. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.

- 5th level: unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves by 1 every 5 levels.

Fists Progression:
1. level 1-4: Regular Fists
2. level 5-14: Iron Fists
3. level 15-24: Steel Fists
4. level 25-39: Diamond Fists
5. level 40-50: Adamantine Fists

- Damage dealt by unarmed attacks increases with level as follows:
1. Level 1-2: 1d6
2. Level 3-5: 1d8
3. Level 6-8: 1d10
4. Level 9-14: 1d12
5. Level 15+: 1d20

- 5th level: Purity of Body, The practitioners gains control over their body immune system and are now unaffected by all natural diseases, and cannot be slowed or hasted.
- 6th level: Diamond Body, through enhanced Ki circulation the practitioners enhances all of their resistances, gains 20% resistance to fire,cold,lightning,acid,crushing,piercing,slashing, and missile attacks.
- 7th level: May use Enhanced Regeneration ability at the cost of 3 Ki points.

ENHENCED REGENERATION: Way of the Fist practitioners are able to focus ki-energies in their bodies to heal themselves. Their base regeneration rate will be increased by 6 HP/round.
Their regeneration enhanced by 2 at level 15,20,25.

- 8th level: Flurry of Blows, Gains a -1 bonus to Speed Factor.
- 9th level: Still Mind, through training and meditation the practitioner is no longer affected by mind-affecting attacks, and becomes immune to Charm,Domination, and Fear.
- 10th level: Sixth Sense, gains 10% to score a critical hit, and gains +1 to luck, this bonus improves by 1 at level 20.
- 11th level: Enhanced Purity of Body, the practitioners have firm control over their metabolism and are now immune to poison.
- 11th level: May cast Mirror Clones at the cost of 2 Ki points.

MIRROR CLONES: Through projection of Ki the practitioners can create 5 to 8 clones of themselves, the clones mirror their creator actions.
Because those clones are created from the user Ki it is impossible for opponents to be certain which is the real one.

- 12th level: Flurry of Blows, Gains another -1 bonus to Speed Factor.

- 13th level: May use the Quivering Palm ability at the cost of 5 Ki points.

QUIVERING PALM: The next successful attack forces the opponent to save vs. Death or die. This special ability automatically modifies normal attacks; no targeting needs to be done.
For every 5 levels of experience effected creatures get -1 penalty to their saving throws, to a max of -6 penalty at level 43.

- 15th level: May use Ki Coat ability at the cost of 3 Ki points.

KI COAT: The practitioners surround themselves with invisible ki force which stops part of the damage inflicted on the themselves, and enhances their saving throws.
Gains -3 to all saving throws and enhances resistance to fire,cold,lightning,acid,crushing,piercing,slashing,missile attacks by 15%,
further improves saving throws by -1 and resistances by 5% for every 5 levels of experience.

- 20th level: Perfect Self, Becomes immune to non-magical weapons.
- 20th level: May use Seismic Step at the cost of 6 Ki points.

SEISMIC STEP: The practitioner focus great amount of Ki in his foot and then stomps the ground, releasing the focused Ki in a manner that causes a local earth quake.
All creatures in the area of effect takes 8d10 crushing damage, and fall to the ground for 3 rounds. a successful saving throw vs breath weapon with a -2 penalty halves the damage and negate the effect.
Every 5 levels damage improves by 2d10, and saving throw penalty by -1.

- 24th level: Self Domain, the practitioners gain control over their own existence in the universe, resisting time effects over their body they no longer grows older,
and can't be effected by any time altering magic, gains 100% resistance to time stop.

- Hit Die: d8

Disadvantages:
- May not wear any armour.
- May only use weapons available to the Thief class (except two-handed).
- Can't use ANY Magical item, may it be potions or weapons because of innate Magic Resistance and because of the effect of Ki repel.
- No HLA's.
- Needs to rest between level ups to get the next abilities.


[Compatibility]
The mod should work with BG2:EE and BG1:EE.

Steam/GOG SOD dlc:
You can install it after merging SOD with BG1:EE installation.
Can find instructions HERE.

Beamdog SOD:
No idea, if someone knows how to install this on Beamdog version please post the instructions.

[Install order]
The core component should be installed before any mod that tweak the game.
The Magical Items Restriction should be installed AFTER any mod that adds new items to the game!

[Download]
http://www.shsforums.net/files/file/1157-way-of-the-fist/

[README]
You can find the readme inside WayeOfTheFist folder.

[Version History]
Version 1.3 - 05/12/2016
* Core - fixed remove abilities on level 3 and 4. On level up gained abilities should be removed until rest.
* README - Added information about install order.

Version 1.2 - 30/11/2016
* Core - BG:EE - Added MFIST8 and MFIST4
* Core - Fists are named instead of setting string references
* Items Restrictions - Checking that item type is not hand to hand
* Fixed allowed weapon proficiency

Version 1.1 - 28/11/2016:
* Fixed some typos in kit description
* Fixed Ki Coat description

Version 1.0 - 27/11/2016:
* First public release

Summoning Limit

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Hi guys i picked up BGEE in the steam sale and was playing a cleric mage because i wanted to be able to summon an army only to find out i can only summon 5 creatures across the entire party, and since i have a necromancer, cleric, druid and myself as a mage cleric this limit was very disappointing, is there any way someone can mod it out of the game so i can have my army please :)

Mod Reviews

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Since we don't appear to have such a thing, and I was feeling opinionated, herein lies a thread for people to wax lyrical about mods so others need not pick from them randomly. Feel free to add your own, and don't feel the need to do it in the same format as I.

BG2:

NPC mods:

Kelsey:

The mercantile sorcerer.

Plot and Immersion: B (A) - Kelsey has a lot of immersive comments, he talks to traders he knows, he greets his friends, and he shares his opinion on a lot of quests, as well as a lot of flavourful talk (and a few items) with Jan Jansen who was in my party for this runthrough. I'd even go so far as to say that though his personality comes off as a bit... Weedy, his lovetalks were for the most part pretty decent, though {some hugging} appears, it's not a huge amount in his main talk.

The reason he gets a B is that his flirts can get pretty damn creepy. Wandering around dungeons, he would periodically stop to muck with CHARNAME's hair, {shuddering} as he fingers her earlobe. Give her a "friendly kiss on the cheek" - repeatedly kissing your work colleague on the face doesn't strike me as friendly, so much as sexual harassment, but I'm British, the personal space on my character is the size of Firkraag's, so maybe that's just me. Walking next to you so he can brush your arm as he points which way to go next, while actively trying to smell your hair? Running his finger along your arm and grunting? Brrr.

It was also strange how talking to him informed CHARNAME that she felt a strong mutual attraction towards him, and that she found him uncontrollably rolling his eyes (not kidding) to be adorable. Thanks for letting me know how CHARNAME feels, Kelsey!

What's possibly worst is that his flirts progress into unsolicited makeout and groping long before the romance progresses to a place where that would be appropriate, particularly since my Wizard Slayer/Mage/Thief CHARNAME (I don't recommend it, by the way, constantly low level Wizard Slayer that can't even wear armour or bracers = Nightmare mode) always picked the rather stand-offish, ambivalent answers rather than {sweaty hugging} the red headed gentleman, but apparently after saying "Yeah, you're pretty much sticking around for the six fireballs a day" so many times, he decided that meant CHARNAME thought he was hot, grabbed her posterior and forced her to French kiss in the middle of Spellhold's dungeon.

Thankfully if you're not reviewing the mod, there is a permanent off-switch (unlike with Isra, who you can bring back online if you miss {free candy}). Without it, Kelsey gets an A for being almost offensively inoffensive.

Content and Consistency: B - While Kelsey's personality and behaviour was pretty good, and he's had a few comparatively minor plot fights so far (I'm expecting something larger come Chapter 6), there were a few niggles where the other characters were a bit off model. Jan's a little more abrasive than usual, and Anomen, who I had the curious privilege of running through the romance of with my last male elf CHARNAME, was clearly written by someone who didn't care for the cleriknight, amping his ego from "kind of has an inferiority complex but generally tries his best not to be a boob about it" to where "The Radiant Heart, of which I am a squire in my proudest achievement which means a lot to me" becomes "My own significant contributions to the Radiant Heart shall not be insulted!", rendering a realistically imperfect character into an almost cartoonish version at times.

Secondly, he doesn't really seem to take CHARNAME's class into account (though this may be different for a Sorcerous CHARNAME). How special Kelsey is is a commonplace theme, even wild mages are super dull and common compared to sorcerers in the Kelseyverse. Frequently he'll talk about protecting her with his spells and asking her if she can imagine what it's like to be able to shoot fire across the room... Sirrah, CHARNAME has three levels on you and has three fireballs prepped, pretty sure that she has an inkling.

Bonus points for Elven CHARNAME being able to point out that Kelsey will be dead and buried long, long before she manages to grow old with him, but loses a few points where he mentions her becoming a silver haired seer immediately after. Not unless you perfect lichdom, Kelsey, and even then probably not.

I was expecting some post underdark content with the Kelster, but unfortunately nothing. Maybe I broke him with my extensive polyamory?

Power Creep: D- - What is it with Sorcerers and overpowered gear? Kelsey's stats are as irrelevant as any sorcerer, but he comes replete with a cloak of 20% MR, +1 to saves, +1 to AC, casts a unique Fireshield(Green/Acid) and level 1 and level 2 spell slots... and is upgradeable with your favourite pocket imp and is usable by "Sorcerers". Yeah, it's 5% MR vs two levels of spell slots and a Fireshield off being the Cloak of Balduran. So guess what's mine as soon as I get UAI?
The other things he's granted so far are comparatively tame. A necklace of 1/day NRD, which, given he's not a Wild Mage, works about as well as one might expect. "Makeup of +2 Charisma" he decided to give 17 Cha CHARNAME (not sure if should be insulted, gave it to Jan, who rather enjoyed it), and a strobe light helmet (granted via a chat with Jan).

Melodrama: B+ - Kelsey dips into the occasional whine, and it's sad seeing him behave like a bit of a doormat at times, but generally he's pretty low drama, doesn't angst over everything, and doesn't tell me not to waste healing spells so I can waste fabric bandaging his pectorals. Some of the dialogue responses to him just wandered into absurdly hostile for no reason, though, which was just plain weird.

Bugginess: A - I didn't notice any outright glitches due to Kelsey, asides from the occasional {backrub} while I'm trying to buff up for a dungeon boss.

Overall: B- - If I were going to pick a sorcerer to fill that barren niche, I'd go with Tashia for being slightly less abusable with her one encounter per day megacat, but Kelsey's romance is pretty decent if you're running a female toon and can put up with his 7 spell slots per day and the fact he picked up Burning Hands (which overrides all other spells in the AI so he can wander into melee and use it against a Fire Elemental). Once his romance "concludes" with the traditional coitus, he becomes a lot quieter for the rest of SoA.

@Notabarbiegirl says about Kelsey:
Kelsey is pure fun for anyone who tends to get tired of Anomens attitude. There are some interesting additions with Kelsey, I recommend getting him asap. Also do not let him leave the first time he mentions going away.

Nephele

The adventuring midget grandma.

Plot and Immersion: A- - Nephele talks, and shares her opinion, constantly. In fact, her interjections are almost too frequent in a few talks, where she takes over a the conversation a little.

There were a few niggles where she started teaching CHARNAME how to cast Mage spells, which was coming on a little strong considering Mage CHARNAME learned from CHARNAME, but generally she was a delight, mothering Imoen and CHARNAME, making her presence felt and generally chipping in for all sorts of quests, making her presence very much known, without being a know-it-all most of the time, though she's a little more quiet in the underdark.

Content and Consistency: B - While she has a lot to say, Nephy doesn't have any unfinished quests I've seen so far, making her content pretty much non-existent, unless she's holding out for Chapter 6.

Power Creep: A+ - Her stats are beyond mediocre for BG2, with the highest being Wisdom at 15. She gets no earth shattering equipment, no mind boggling necklace of immortality, just a single class cleric with a hidden kit, the Cleric of Yondalla, which has granted thus far: Goodberries as an innate, Zone of Sweet Air, and Entangle. Zone is situationally handy to have as an innate, but Nephele is if anything too modest to be mucking it up in BG2's high level environment.

Melodrama: A - Drama free, angst free, {shivery hugs} free, and angst-ridden backstory free. She's a halfling widow with grandkids and wanderlust. It's refreshing to see an older character getting such a solid representation.

Bugginess: A- - Her kit doesn't have a kit description or show up on her character record. Other than that, she's pretty much glitch free aside from the odd typo.

Overall: A - She's not a powergamer's choice, but I found her presence surprisingly enjoyable. Well worth a try, if you aren't fashed by the fact she's outright worse than Viconia's MR heavy self or are willing to Keeper her into something a little stronger if you are. She honestly had so much to say through her various banters and friendship tracks that I never forgot she was in the party, which is more than I could say about most characters.

Ninde:

The unapologetically evil necromancer elf.

Plot and Immersion: B - Asides from the usual "late NPC syndrome", Ninde is plenty chatty, has quite a few banters, and actively sabotages the player at least once that I've come across, forcing them down the evil path purely because she was feeling bratty (a little IC annoyance never hurts).

Otherwise, she's happy to spread a little fatalistic cheer in banters and dialogues (plenty of which occur in the underdark, which is nice considering that's just where a lot of vanilla NPCs turn quiet). She noticably has no dialogue with the Phaere encounter (unusual for a romance partner, though to be fair it may just be her entirely characteristic apathy towards the notion), and she gives plenty of scope for CHARNAME to run a gamut of characterisations, which is the kind of RP heavy interaction I prefer, and while her Player-Initiated-Dialogues included {flirty activities}, they also included a wide range of conversation options to ask her about herself, to which she shares a short reply.

One thing of note is that in two places it felt like I skipped a conversation or two explaining what her deal was, first one being her first recruitment where she refers to Lassal as "late", second when she leapt into revealing her mysterious malady before I even knew she had a malady in the first place.

Content and Consistency: B - A bit of a mixed bag. Generally, Ninde strikes me far more as chaotic evil than neutral. She's capricious, changeable and mischievous, disloyal and thoroughly self-interested - consistently so, but at odds with her character sheet. At one point CHARNAME, an elf, dissed elves as a species and made fun of Ninde's pointy ears. Later she talks about how she's an elf raised by humans and CHARNAME gets to say they're an elf, but... Apparently forgets that the entire population of Candlekeep is human or doppleganger, or that they're bizarrely underage, missing out an interesting avenue of interaction.

Otherwise, purists might have trouble with the fact that Ninde mentions stories when she was a fifteen year old elfin child which, for elves, even human raised ones, is probably still pre-pubescent unless you happen to be a Bhaalspawn, but easily enough ignored.

I haven't noticed any particular quests or other content for Ninde, though she's happy enough to pipe up during other questlines.

Power Creep: A+ - She has a unique amulet that grants Negative Plane Protection, Protection from Evil and such, which isn't world shaking considering you have to have an amulet of power guaranteed at this point and probably won't have your mage in melee range anyway, particularly in return for an unusable amulet slot.

In terms of her class, not only does Necromancy lock her out of some of the best mage spells, she gets none of the boosts that Edwin enjoys for his magery, leaving her with a decent but not fantastic, intelligence, wisdom and charisma and pretty middling stats.

I actually Keepered her into a Fighter/Mage in my game to make use of a bow (since a pure cleric, sorcerer, Bard Imoen and Jan Jansen doesn't make for the most balanced of parties), and never once felt like she was pushing the envelope.

Melodrama: A - Ninde is cheerfully fatalistic about your shared fate of dooooooom.

Bugginess: B - One underdark lovetalk crashed my game, but sleeping mid conversation, while perhaps a little rude, got around the bug with no console editing necessary. Otherwise there are a few typos, but nothing extreme.

Overall: B - Her talks have plenty of dialogue and a wide range of options which are novel, and she's refreshingly content to let you have an opinion she doesn't share, so I'd say she's worth a try, at least if you're looking for her personality, which I found quite palatable, and definitely not stupid evil. Some of the post underdark stuff got a little in-your-face for my preferences, but it had a decently rewarding post Irenicus bit which you don't often see.


Tyris Flare

Plot and Immersion: B - Pretty well done for a canon crossover, Tyris pipes up in a few quests, such as the Planar Sphere - particularly with a mage CHARNAME. Periodically she'll have a "flirt" conversation trigger when she gets near enough to CHARNAME, heavy on action tags, and for me, frequently repeated. I'm not much of a {hugger}, so that didn't add much for me, nor did the various action tag "flirts" your character could perform while speaking to her.

Content and Consistency: C - Her romance is pretty straight forward and pretty short. I had covered the entirety in Chapter 2, and though her banters with the vanilla NPCs typically felt in character and her dialogue well written, she has comparatively few interjections once it's over with, which left her as one of the quietest members of the party. There were a few conversations where I didn't feel she was representing her middling wisdom and charisma stats, but nothing too glaring.

I will note that she doesn't have any ToB content to my knowledge, and by the time I reached the underdark I was all kinds of ready to help Tyris find her way home, though she apparently has a few more dialogues in ToB.

Power Creep: B+ - A mostly straight forward Fighter -> Mage dual class with no illegal perks and modest stats. She fills a niche that was pretty much bare in the base game, which is always a plus for me. The only extra that Tyris brings is a set of Leather which is like a diet Robe of Vecna, -1 Casting Time and not restricted to her, and can be upgraded by Cromwell to boost its AC and give it some fire resistance.

Melodrama: A - Despite losing home, friends, and family, Tyris is very low on the melodrama. She has a few moments where she worries about the life she's left behind, but generally the angst is kept to a minimum and makes up comparatively little of her dialogue.

Bugginess: A- - Besides an unfortunate tendency to flirt in the middle of dungeons, picking up imaginary objects ad nauseam and telling me incessantly how fantastic the view her armour provides,

Overall: B+ A solid NPC, somewhat marred by the constant, repetitive flirting and limited content.


Fade

Plot and Immersion: B+ - Fade the Fey'rii pipes up frequently, and for the most part she's well integrated (asides from the ever popular action tags), with her own side quests which fit in well with the rest of the game. Unfortunately because of her placement, a lot of her content is in the later chapters, where the plot should be racing along I found myself wandering around waiting for her romance to progress instead.

Content and Consistency: D - Fade frequently seems to pay less attention to mechanics than she should. Despite being Chaotic Neutral, her behaviour borders on Neutral Good, with a supposed temper she never actually displayed. She constantly complains about being full of dark and eeeeeevil temptations, but never actually does much along those lines.

There's a place in her plot where she is badly beaten and injured, and a whole awkward wound cleaning scene comes out of it the next time you rest - ostensibly because expending the spells (that you're about to rest and recover anyway) is a waste? But in truth because if you cast Heal, you couldn't check out her boobs while you bandage her up. There's another place where she decides to give her amulet to CHARNAME to protect him from vampires... This being directly after CHARNAME just picked up Chapter 3's free Amulet o' Power.

Finally, I had quite a bit of trouble picking an appropriately in character response a few times, including several mandatory {Hugs} during the progression of the romance and strangely placed ellipses as CHARNAME is forced into some very specific, often stilted dialogue.

Power Creep: C - Fade is a single class non-kitted thief. Thieves are pretty terrible, overall, and Fade is certainly no exception, charm and invisibility innates not-withstanding, but she does get a few powerful items I consider a little excessive. She starts with an amulet that grants immunity to charm, drain and permanent protection from evil, shortly after being made equippable by either CHARNAME or herself, an exclusive wedding ring which doubles up on the charm protection with permanent Chaotic Commands (methinks the author hated illithids?) along with being a ring of regeneration and fire resistance. Finally, she can acquire a +4 short sword with +1D4 acid damage and a 5% chance to cast a mini time stop every time she hits with it - available from the vast and difficult quest of "Checking Ribald's special stock", and upgradeable to a 5% chance to drain levels to boot.

Melodrama: E - Oh gods, the whining, the angst, the dark and tortured past. Fade starts pretty mellow but swiftly mires herself in full-on bawfest that's like the unholy lovechild of Aerie and Viconia. She even whines about her evil sword of timestop when you buy it, and some of CHARNAME's responses are outright teenage. The only thing she doesn't wax melancholic upon is CHARNAME's own, not insignificant, problem of having his soul ripped out, which she very much takes in stride with barely so much as a murmur. Thanks, Fade.

Bugginess: A - Asides from the occasional typo, I didn't see any particular glitches from Fade or her quests, though I somehow managed to trigger a random ambush that instantly lost her as a party member while I was just out of the underdark, which was just peachy.

Overall: C - I'm not big on thieves, special snowflake races, excessive emotes, dark and brooding pasts or the temptation to pick up a Fighter/Mage/Thief, skip Fade altogether and just grab her exclusive sword of timestop, so she's not really my cup of tea. She's certainly not the worst NPC mod out there by any stretch of the imagination.


Isra

Plot and Immersion: A- - Isra introduces a few small sidequests, nothing particularly onerous, though the second quest doesn't really give much clue that you're supposed to chat to an easily ignored NPC, or mention anything in the journal to get you going if you leave it for a bit. She chats pleasantly with the vanilla and EE NPCs and is generally pretty cool to have around, though her refusal to work with Hexxat at least long enough to grab her bag is obnoxious. She also has {flirty hugs}, but they can be disabled by talking to her, and she actually has a full conversation tree in there to boot, rather than just a list of physical molestations to inflict upon her. The only thing I felt was out of place was her portrait, which looks a little cartoony compared to the regular style.

Content and Consistency: A - I didn't really have anything to complain about, which is strange considering I hate paladins. Isra has plenty of interjections, yet always manages to carry herself as a paladin without the stick and without taking the limelight, and not only do the NPCs she banters with keep their personalities straight, she even allows CHARNAME a range of responses to interacting with her that rarely made me blanch.

Power Creep: A - Isra is a Cavalier, and whatever stats she has that matter are worse than Keldorn's. Her items - a unique ring of protection +1, a cloak of +1 Charisma and Confusion resistance and a suit of dragonscale, are well in keeping with existing gear, and having a ringslot occupied by a weak ring actually makes her worse than she could be. My main concern would be more that she's too much like Keldorn, focused in two handed swords and long swords rather than bastard swords or maces.

Melodrama - A - Isra doesn't have a particularly dark and troubled past, a strange and unhealthy relationship with the opposite sex, or require CHARNAME to soothe her broken heart and save her with his genitals.

Bugginess: B - Isra suffered a bug in her quest which required some googling and console commands to resolve, but generally nothing insurmountable.

Overall: A. Isra fit very naturally into my playthrough once I turned off the flirting, and it's nice to have a Paladin that I don't feel like I'm turning on Easy Mode by bringing along.


Tashia

Plot and Immersion: B - This gets a lower score because I simply couldn't get her plotline to progress beyond a single random encounter with some goons, probably because of the same bug that caused her to keep repeating a conversation about poison ivy ad nauseam, She has a quirk that her romance track and plot both stop at some point in Chapter 2, and won't resume until you progress into the later chapters, which as with the other late chapter NPCs is a little jarring when you're supposed to be chasing after your immortal soul, but generally not {hugging}, {kissing} and {tap dancing} more than makes up for that for me.

Her portraits did feel a little out of place for me, but the alternative, non-digital, portrait fit at least well enough to not be distracting.

Content and Consistency: A - Tashia asks riddles, talks to the other NPCs without derailing them, develops a little buddyship with Imoen, and doesn't she occasionally pipes up with her opinion without hogging the spotlight. Generally she fits her alignment and stats (though the flirt menu in the force talk is a little creepy to do to a person you just met), and she had plenty of friendship/romance chats before the glitch hit me and locked me into talking about poison ivy. I perhaps might have preferred there to be a short timer break between her riddles to stop me from going through the lot of them all at once, but overall there's plenty of Tashia-talky going on.

Power Creep: D - Tashia is a sorcerer, a powergamer's favourite, with almost perfect stats for it - 19 Dex and 15 Con who cares about the rest you're a sorcerer. What's more, she starts out with a "Scrimshaw Figurine", an exclusive once per day summoning item that summons Peanawlwaiahan or whatever. Paen is a 20 Strength, 0 THAC0, 3 APR, -7 AC abomination with immunity to magic, acid, lightning, and Timestop, not to mention 90% resistance to physical damage, so its 20 HP might as well be 200 unless it's facing off against those rare opponents with MR bypassing fire or cold damage. She also apparently picks up a frost resisting cloak of protection +1 that gives three Frost Wand charges per day, though I think that's a romance thing I couldn't get thanks to the glitch.

Melodrama: B - Tashia starts out gloomy and morose, complains at length about her troubled past with her abusive ex-Bhaalspawn and so on, but she more or less gets over it and never really chews the scenery or has deep shuddering sobs requiring CHARNAME to salve her broken heart, which is oh so very refreshing.

Bugginess: C - Tashia's talks stalled a few times, the last of which was fatal, at least to the ongoing quest and romance, but even without it she was still capable of getting through the whole game, just with less content than she should have.

Overall: B - I couldn't bring myself to ever use her item, but even without it Tashia felt like a solid member of the team. If only she'd shut up about poison ivy so I could cover the rest of her content.


Wings

I had high hopes for this mod, but unfortunately it conked out somewhere in the first few friendship talks preventing it from progressing. What I saw was decent, but I was forced to uninstall it to fix that up, at which point I believe it made Anomen decide to start hitting on M!CHARNAME something fierce, which was... interesting, I suppose? I'd like to give it another try to get it working sometime, at which point I'll update this.


Imoen Romance

The weird "not quite incest maybe" mod for Imoen.

Plot and Consistency: B- - There's a few weird things in this mod. Imoen apparently plays guitar and sings - gods I hate singing and poetry, Jaheira tells you it's unnatural to have feelings for a foster sister - who as far as she should know is, y'know, just an attractive woman your own age who grew up in the same castle and who lived with an Innkeeper who was your neighbour. The starting dreams are pretty weird in and of themselves, particularly since they're lengthy and unskippable, which makes me die a little bit inside.

A lot of the interactions with Imoen are both {huggy} and, at times, downright silly, though CHARNAME can get in on the fun at times with some irreverent banter they share between one another. There's also some nice friendship track stuff in there with none of the awkwardness of the romance itself, and it helps give Imoen more interactions, more personality and just generally *more* of everything that she sorely lacked in the vanilla games, and yes, you can point out that it's ridiculous to be "siblings" from two different species.

On consistency, there seems to be a strange amount of "what will people think" in the romantic tracks, because either apparently people can tell on sight that a dwarf and a human walking together are spiritually related or because Imoen is strongly against interracial relationships. Likewise we already know how Imoen acts after being molested and tortured for long periods of time, since vanilla already has her suffer through both in the prologue, so her far stronger reaction to a far shorter time period comes off a little strange.

Power Creep: B - While Imoen is largely unchanged, she can pick up a supposedly but not really exclusive bracelet with the new content by trolling around Athkatla if you've got the right variables achieved. This double speed ring of regeneration gives +1 Dexterity and a +2 Casting Speed bonus, which on a Mage/Thief with the Robe of Vecna and Amulet of Power means casting Horrid Wiltings as fast as everyone else is dropping Magic Missile. Still, it's not dropping Timestops every other round or an unkillable tiger summon, so I was pretty much okay with it.

Melodrama: D - While Imoen is generally a fun loving, easy-going sort, her romance gets pretty overwrought at times. A big deal is made out of the "incestuous" aspects, despite the "completely different species with no shared genetics" thing, and "friends raised by two different people in the same small town" gets stretched into lengthy conversations about being siblings, and turning into an emotional wreck about going to face Irenicus because of all the torture in Spellhold "because you took too long to get there" (aka 10 days because Irenicus escapes at the beginning of the mandatory tenday boat trip). Honestly I'd have given her a pass for a little angsting, given the whole "soul torn out, tortured for an extra week" deal, but the fact she's only an emotional wreck during the romance is just eyerolling.

Bugginess: B - Thanks, presumably, to my lengthy time spent paused without playing, Imoen managed to exhaust all her underdark dialogue and invite me to camp out in that nice field at the underdark exit shortly before I entered Ust Natha for the first time. That stopped the game entering Chapter 6 for a bit and generally got a bit strange, but it worked itself out in the end by travelling back there, so not a deal breaker.

Overall: B- - Some of the stuff is corny, awkward and melodramatic, other stuff is cute, fun and entertaining, while the extra dialogues and interjections are things that should really have been included in the original. A bit of a mixed bag, but overall worth a try, if only for the extra Imoen banters.


Quest and Content Mods moved for length:

https://forums.beamdog.com/discussion/comment/702460/#Comment_702460

The Hitchhiker's Guide to Installing Mods on OSX

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This is guide is based in @mlnevese's earlier "Installing Mods in OSX a quick tutorial", updated for BG2EE, Mac App Store BGEE/BG2EE installations, and changes to recent versions of WeiDU.

Step 1: Find your Game folder

First, you need to locate the game folder of your BGEE/BG2EE/IWDEE game, which is where you will install mods.

For BGEEv1.3, BG2EEv1.3, and IWDEEv1.4:
Open up a Finder window, and locate your BGEE/BG2EE/IWDEE application package (see below). Right click on the app and select "Show Package Contents". Go to "Contents/Resources". This is your Resources folder.

Purchased from Beamdog
  • BGEE: /Applications/Baldur's Gate - Enhanced Edition/Game Data/00777/Baldur's Gate - Enhanced Edition
  • BG2EE: /Applications/Baldur's Gate II - Enhanced Edition/Game Data/00782/BaldursGateIIEnhancedEdition
  • IWDEE: /Applications/Icewind Dale - Enhanced Edition/Game Data/00799/IcewindDale
Purchased from Mac App Store:
  • BGEE: /Applications/Baldur's Gate - Enhanced Edition
  • BG2EE: /Applications/BaldursGateIIEnhancedEdition
  • IWDEE: /Applications/IcewindDale
SPECIAL NOTE FOR MAC APP STORE PURCHASERS
If you downloaded BGEE/BG2EE from the Mac App Store, then the app package will be owned by the root user and your user account won't have permission to write files to the Resources folder. To fix this, you'll have to change the permissions.

Select the Resources folder and then choose File > Get Info.
Under the Sharing & Permissions pane, click the lock icon and enter an administrator’s name and password.
Change the privilege for "Everyone" to "Read & Write".
Then, choose "Apply to enclosed items" from the Action pop-up menu (looks like a gear).

Purchased from Steam:
  • BGEE: ~/Library/Application Support/Steam/SteamApps/common/Baldur's Gate Enhanced Edition/Baldur's Gate - Enhanced Edition
  • BG2EE: ~/Library/Application Support/Steam/SteamApps/common/Baldur's Gate II - Enhanced Edition/BaldursGateIIEnhancedEdition
  • IWDEE: ~/Library/Application Support/Steam/SteamApps/common/Icewind Dale Enhanced Edition/IcewindDale
SPECIAL NOTE FOR STEAM PURCHASERS
The Library folder is normally hidden. To navigate to it, hold down the "option" key while clicking on the Go menu in the Finder. The menu that appears will have an entry "Library" - select and it will open a Finder window in your Library folder.

Purchased from GOG:
BGEE:
* Go to /Applications/Badur's Gate Enhanced Edition
* Right click on the app and select "Show Package Contents".
* Go to Contents/Resources/game/Baldur's Gate - Enhanced Edition
* Right click on the app and select "Show Package Contents".
* Go to Contents/Resources

BG2EE:
* Go to /Applications/Baldur's Gate II Enhanced Edition
* Right click on the app and select "Show Package Contents".
* Go to Contents/Resources/game/BaldursGateIIEnhancedEdition
* Right click on the app and select "Show Package Contents".
* Go to Contents/Resources

IWDEE:
* Go to /Applications/Icewind Dale Enhanced Edition
* Right click on the app and select "Show Package Contents".
* Go to Contents/Resources/game/IcewindDale
* Right click on the app and select "Show Package Contents".
* Go to Contents/Resources


For BGEEv2.x, SoD, BG2EEv2.x:
The game folder is no longer hidden inside an app package (yay!). You will find the chitin.key in the following folders:
Purchased from Beamdog
  • BGEE: /Applications/Baldur's Gate - Enhanced Edition/Game Data/00777
  • SoD: /Applications/Baldur's Gate - Siege of Dragonspear/Game Data/00806
  • BG2EE: /Applications/Baldur's Gate II - Enhanced Edition/Game Data/00782
Purchased from Mac App Store:
  • N/A yet
Purchased from Steam:
  • BGEE: ~/Library/Application Support/Steam/SteamApps/common/Baldur's Gate Enhanced Edition
  • BG2EE: ~/Library/Application Support/Steam/SteamApps/common/Baldur's Gate II - Enhanced Edition
Purchased from GOG: (Educated guess - this needs confirmation!)
  • BGEE:
    • Go to /Applications/Badur's Gate Enhanced Edition
    • Right click on the app and select "Show Package Contents".
    • Go to Contents/Resources/game
  • BG2EE:
    • Go to /Applications/Baldur's Gate II Enhanced Edition
    • Right click on the app and select "Show Package Contents".
    • Go to Contents/Resources/game
SPECIAL NOTE FOR STEAM AND GOG USERS:
If you have SoD installed, you will need to use ModMerge before installing mods.

https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1


Step 2: Download the latest WeiDU

Get a copy of Mac WeiDU here: http://www.weidu.org/~thebigg/.

FYI - If you're new to modding, WeiDU is an installer program for BGEE/BG2EE mods. You need it.

Unzip the archive. It will create a folder called 'Weidu-Mac'. Open this folder and copy the 'weidu' program file to the game folder.


Step 3: Get some mods!

For BGEE, @mlnevese maintains a list of BGEE and SoDcompatible mods.

For BG2EE, check out @LiamEsler's BG2EE Compatible Mod List.

For IWDEE, check out @Darkersun's [List] IWD:EE compatible Mods

Download the mod(s) you want to install. Unpack the archive and copy the mod files to the game folder.

Note that OSX tries to be helpful when extracting an archive and if the top-level folder of the archive contains anything other than a single folder, it creates a folder with the same name as the archive to extract the files into. You will want to open this folder and then copy the contents to the game folder.

Example: You download SuperCoolMod-v1.3.zip. When you extract the archive, the files go into folder SuperCoolMod-v1.3. Open this folder and copy the contents to the game folder.


Step 4: Install the mods!

@subtledoctor has created a nice tool for this, called the Easy Mod Installer for OS X.

Mods should not be installed in a random order. Some mods should be installed before others. A general recommended mod install order (based on @cmorgan's Tutu Mod Compatibility and Order of Install thread) would be:
  • Sound Mods (e.g., Restored BG1 Casting Sounds)
  • Item/Store/Other Dependencies Mods
  • Quest Mods
  • Comprehensive Mods and Related Tweaks
  • NPC Mods
  • Graphical Mods
  • AI/Scripting Mods
  • Kit/Spell Mods
  • Global Tweaks & Improvements (BG2 Tweaks, SCS, aTweaks)


Step 5: Enjoy!

Once you've installed your mod, re-launch BGEE/BG2EE/IWDEE and have fun playing your modded game!

[Tool] QDMULTI: A Library for Multiclass Kits

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QDMULTI is a library for mods that install multiclass kits in the Enhanced Infinity Engine (v2.0+).

The newest version of this library is available on GitHub.

Background

Beamdog released the Enhanced Infinity Engine (v2.0) with the release of their original game, Siege of Dragonspear. Among numerous other functionality changes, this patch enabled the character creation menus to display multiclass kits. Unfortunately, any kit that would appear in the multiclass menus would not gain any of its unique class bonuses, due to the way that the engine handled multiclass kits.

This library fixes that problem, and enables multiclass kits to both appear properly in character creation and apply the appropriate bonuses during character advancement.

Usage

If you would like to tie your mod's multiclass kits into the qdmulti framework, then you first need to download the latest version of qdmulti and include it somewhere in your mod's installation files. After adding this file to your mod structure, you can enable the functionality in your mod's compenents by adding the following code to your mod's installation files (either .tp2 or .tpa).

This line should be included before you use the ADD_KIT function (if you are adding a new kit).
INCLUDE ~your/folders/here/qd_multiclass.tpa~ 
This line should be included after you use the ADD_KIT function (if you are adding a new kit).
LAF qd_multiclass
STR_VAR
kit_name = ~kitname~ //the internal name for your kit (e.g. QDMAGUS)
kit_clab = ~kitclab~ //the internal name of your kit's clab file, without the .2da extension
base_class = ~X~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
END
Of the parameters utilized, the only one that I feel needs further explanation is the "base_class" parameter. This parameter handles which class the kit abilities will be tied to; if you say that a multiclass kit's base class is fighter ("base_class = F"), then it will gain the assigned kit bonuses from increases in its fighter level.

Limitations

Note that this library is only designed to handle class benefits that are granted through the class' clab file; it will not handle specialist mages' school restrictions, specific kit's item restrictions, or other effects tied to the kit's usability flags.

Furthermore, due to the length restrictions on internal names, the library can only include abilities that have internal names of 7 characters or less. Abilities with internal names of 8 characters (or more) will not be converted during the qd_multiclass function.

Applications

This library is very versatile, and can be used in a variety of scenarios. Some of the things it can do include:
- giving a kit to a multiclass character at character creation (e.g. Swashbuckler/Mage).
- allowing a multiclass character to have one kit for each of their classes (e.g. a Berserker/Priest of Talos).
- allowing modders to implement their own multiclass kits that have abilities tied to each of the base classes (e.g. the Bladesinger Fighter/Mage kit).
- allowing a single- or multiclass character to gain the benefits of multiple kits of the same class.

QDMULTI in Action

Mods that make use of QDMULTI include:
- Eldritch Magic by @Abdel_Adrian
- Might and Guile by @subtledoctor

Permissions and Support

I am publishing QDMULTI so that other modders may make multi-class kits more reliably and efficiently. I do not require nor expect modders to contact me requesting permission to use this library. If you encounter errors while using this library, please contact me so that I may provide fixes and updates.

EE Keeper for OS X via Wineskin -- UPDATED to v1.0.4.0

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Hello all,

I've created a Wineskin wrapper for @Troodon80's EE Keeper, and I'm happy to share it with other Mac users out there.

The lastest version can be found here: https://github.com/AstroBryGuy/EEKeeper-OSX/releases/latest

Link to the main EE Keeper thread: http://forum.baldursgate.com/discussion/16497/ee-keeper-updated-to-v1-0-2/p1

Note about OS X's GateKeeper. If you try to launch EEKeeper and get an error saying its not from the Mac App Store and its not digitally signed, then the first time you run it, you need to right click (secondary click) it, and select the "Open" option, and it will ask if you are sure that you want to open the app. Press OK to confirm. After opening the app once this way, you should be able to open it normally.

GAME PROFILES

For version 1.0.2.6+, you will need to create profiles for each game and set the installation and user data folders for each profile. The locations of these folders may depend on the source you purchased the game from. They both can be a bit tricky to find. So, I'd like to compile a list of locations here for everyone.

The "Installation Directory" is the folder which contains the CHITIN.KEY file. On OSX versions of BGEE/BG2EE/IWDEE, this folder is actually inside the game's app package.

The "User Save Data Directory" is the folder where the game's "save" and "portrait" folders can be found. The Beamdog install creates a link to this folder in your Documents folders. I'm not sure if other installs do this. If not, the folder can be found in your Library folder (which is hidden by default in OSX).

For BGEEv1.3, BG2EEv1.3, and IWDEEv1.4:

Purchased from Beamdog
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition\Game Data\00777\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Applications\Baldur's Gate II - Enhanced Edition\Game Data\00782\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Applications\Icewind Dale - Enhanced Edition\Game Data\00799\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from Mac App Store:
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Applications\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Applications\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from Steam:
Installation Folder:
  • BGEE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate Enhanced Edition\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate II - Enhanced Edition\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Library\Application Support\Steam\SteamApps\common\Icewind Dale Enhanced Edition\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from GOG:
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources\game\Baldur's Gate - Enhanced Edition.app\Contents\Resources
  • BG2EE: Z:\Applications\Baldur's Gate II Enhanced Edition.app\Contents\Resources\game\BaldursGateIIEnhancedEdition.app\Contents\Resources
  • IWDEE: Z:\Applications\Icewind Dale Enhanced Edition.app\Contents\Resources\game\IcewindDale.app\Contents\Resources
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Library\Containers\com.overhaulgames.iwdee-macos\Data\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.



For BGEEv2.0, BG:SoD, BG2EEv2.0:

Purchased from Beamdog
Installation Folder:
  • BGEE: Z:\Applications\Baldur's Gate - Enhanced Edition\Game Data\00777
  • SoD: Z:\Applications\Baldur's Gate - Siege of Dragonspear\Game Data\00809
  • BG2EE: Z:\Applications\Baldur's Gate II - Enhanced Edition\Game Data\00782
User Save Data Directory:
  • BGEE: Z:\Users\USERNAME\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Documents\Baldur's Gate II - Enhanced Edition\
  • IWDEE: Z:\Users\USERNAME\Documents\Icewind Dale - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from Mac App Store:
TBD


Purchased from Steam:
Installation Folder:
  • BGEE/SoD: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate Enhanced Edition
  • BG2EE: Z:\Library\Application Support\Steam\SteamApps\common\Baldur's Gate II - Enhanced Edition
User Save Data Directory:
  • BGEE/SoD: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
Where USERNAME is your OSX username.


Purchased from GOG:
Installation Folder:
  • BGEE/SoD: Z:\Applications\Baldur's Gate - Enhanced Edition.app\Contents\Resources\game
  • BG2EE: Z:\Applications\Baldur's Gate II Enhanced Edition.app\Contents\Resources\game
User Save Data Directory:
  • BGEE/SoD: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateenhancededition\Data\Documents\Baldur's Gate - Enhanced Edition\
  • BG2EE: Z:\Users\USERNAME\Library\Containers\com.beamdog.baldursgateIIenhancededition\Data\Documents\Baldur's Gate II - Enhanced Edition\
Where USERNAME is your OSX username.



Many thanks to @Troodon80 for all the work on EE Keeper!


UPDATE 03-DEC-2013: EE Keeper version 1.0.2.2 has been released with Unicode character support. The Wineskin wrappers have been updated to this latest version.

UPDATE 26-JAN-2014: EE Keeper version 1.0.2.3 has been released with a fix for saved games in the Pocket Plane. The Wineskin wrappers have been updated to this latest version.

UPDATE 18-JUN-2014: EE Keeper for OSX version 1.0.2.4 has been released.

UPDATE 09-NOV-2014: EE Keeper for OSX version 1.0.2.6 has been released.

UPDATE 28-FEB-2015: EE Keeper for OSX version 1.0.2.8 has been released.

UPDATE 21-MAR-2015: EE Keeper for OSX version 1.0.2.9 has been released.

UPDATE 28-MAY-2015: Updated folder location information.

UPDATE 23-JUN-2015: EE Keeper for OSX version 1.0.3.0 has been released.

UPDATE 06-JUL-2015: EE Keeper for OSX version 1.0.3.2 has been released.

UPDATE 25-OCT-2015: EE Keeper for OSX version 1.0.3.2a has been released.

UPDATE 25-APR-2016: EE Keeper for OSX version 1.0.3.4 has been released.

UPDATE 18-DEC-2016: EE Keeper for OSX version 1.0.3.6 has been released.

UPDATE 20-JUN-2017: EE Keeper for OSX version 1.0.4.0 has been released.

Darker Journal background color

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Hi

Is it possible to change out the texture of background "paper" in the Journal or somehow make it to be a bit darker?

(my biggest wish is to have yellow text and dark background like in the new Dragon Age games)

Is it possible? If yes, how?

Major glitch with BWS EET set up MOD run - please help with workaround or solution!

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Please help as run into this glitch with a couple of my mods in my BWS EET run and not sure what causes or what to do but the recent one is tough as my party just went into the goverment district for anomens quest and Keldorn goes on about visiting his estate and then it cuts out to Captain Braga and Prelate with some officers discussing about shadow thieves and needing PCs help wih my party close by. After I finish with their dialogue my party is standing but in this new area I cant move or access anything UI, move cursor etc and my party members just looking around and essentially nothing responds and have to task manager and exit out...I noticed this happen with some mods for NPC encounters and they would take me to a different mod added location and same thing so have just been avoiding it but now this is an issue as need to get into the government district and belive more of these will come...I`ll add the pictures but not sure what to do and open to any solutions.




Removing Banter Pack & Unfinished business from current game possible?

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Wondering If and what is the best way I remove the banter pack mod/Unfinished business due to a buggy game I'm experiencing where any mod related npc dialogue freezes the game
https://forums.beamdog.com/discussion/66499/major-glitch-with-bws-eet-set-up-mod-run-please-help-with-workaround-or-solution#latest

Not able to solve the problem so have been avoiding most of the mods during this playthrough to continue and halfway through BG2 but now certain dialogues I cant avoid with jansen and his rancid turnips and haer being arrested/framed is the issue and my only option is to remove them...believe this is from the npc banter pack/UB mods so wondering if I uninstall will that help & cause them to stop initiating dialogue or is here another workaround?

problems with BWS, all mods compatibles but i cant play

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Hello,

It's a long story that I try to summarize. I'm doing a campaign with just one character and initially I wanted to remove the XP cap, I found BWS, I read it all and I understand how it works, in the end I decided to install some additional mods (all green, so compatible) . For various reasons I had to uninstall and reinstall BWS at least 5 times because it did not work as I wanted (it had bugs or for example it was almost impossible to play alone if I installed SCS with improved IA). In the end I decided to install every single component by hand, but now the problem is that when I try to go from one area to another the game stops.
Do you know why or how to solve it?

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

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

HUGE update for version 2!

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

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

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

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

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

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

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

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

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

What is this mod?

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

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

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

Okay, so what are the options?

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

Can I change things around later?

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

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

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

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

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

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

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

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

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

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

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

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

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


Cheers!

[MOD] Reveal Hidden Gameplay Options (for all EE games patched to v2.0 or higher)

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Reveal Hidden Gameplay Options


Download: Reveal Hidden Gameplay Options (latest)

Overview

The Enhanced Editions provide a great number of settings that are not directly accessible within the in-game options menu, but instead have to be enabled or disabled manually in the game's configuration file which might discourage less computer-savvy players from using them.

This mods adds a number of useful options directly to the game, which includes the (in)famous debug console, various graphics and feedback settings, and more.

The mod is available in English, French, German, Polish and Portuguese.

Compatibility

The mod supports all Enhanced Edition games patched to v2.0 or higher, which includes BG:EE, BG:SoD, BG2:EE, EET and PST:EE. It is also compatible with Pecca's "Dragonspear UI++" and Lefreut's Enhanced UI (LeUI). Some options may be moved into other sections when these mods have been detected.

The mod can not be installed together with EEUITweaks component "Hidden Game Options". You can install either one, but not both at the same time.

Patching UI definition files can be tricky. To ensure that a failed patch attempt does not corrupt the game it will fail with a forced error and restore the original state of the patched files.

Components


1. Install Hidden Gameplay Options (main component)

This component allows you to choose whether to install selected options individually or all at once. See more detailed information about individual options below.


The following components are available when you chose to select options individually:

2. Add in-game option "Enable Debug Console"

Allows you to enable cheat keys and the debug console in the game.

Option can be found in Gameplay section.


3. Add in-game option "Enable UI Edit Mode"

Enabling this setting allows you to use UI edit functionality in the game.

Option can be found in Gameplay section.


4. Add in-game option "Show Strrefs"

Setting this option places string reference numbers in front of game strings.

Option can be found in Gameplay section.


5. Add in-game option "Show trigger icons on tab"

Setting this option reveals more information about interactive regions when pressing the TAB key.

Option can be found in Gameplay section.


6. Add in-game option "Allow Spacebar in Dialogs" (only available in PST:EE)

Setting this option allows you to use the spacebar to continue in dialogs.

Option can be found in Gameplay section.


7. Add in-game option "Limits druidic spells for Cleric/Ranger" (not available in PST:EE)

Setting this option limits druidic spell levels to level 3 for Cleric/Rangers (as per D&D rules).

Option can be found in Gameplay section.


8. Add in-game option "3E Sneak Attack"

Setting this option activates Sneak Attack and Crippling Strike, which are special abilities similar to those from 3rd Edition Dungeons & Dragons rules.

Option can be found in Gameplay section.


9. Add in-game option "Critical Hit Screen Shake"

Setting this option triggers a screen shake whenever a party member rolls a critical hit in combat.

Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE).


10. Add in-game option "Hotkeys On Tooltips"

When this option is enabled tooltips will display hotkeys when available.

Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE).


11. Add in-game option "Show extra combat info"

Setting this option displays all factors that influence an attack roll.

Option can be found in Gameplay > Feedback > Feedback Messages.


12. Add in-game option "Show Game Date and Time on Pause"

Setting this option shows game date and time when activating pause.

Option can be found in Gameplay > Feedback > Feedback Messages.


13. Add in-game option "Disable Area Map Zoom" (only available in PST:EE)

Setting this option disables animation when zooming in or out of the area map screen.

Option can be found in Graphics > Display Options.


14. Add in-game option "Reverse Mouse Wheel Zoom"

Setting this option reverses zoom direction when using the mouse wheel.

Option can be found in Graphics > Display Options.


15. Add in-game option "Pause Game on Map Screen"

Setting this option causes the game to pause whenever the map screen is active.

Option can be found in Graphics > Display Options.


16. Add in-game option "Enable Fog" (not available in PST:EE)

Setting this option enables fog effects on maps.

Option can be found in Graphics > Display Options.


17. Add in-game option "Disable Movies"

Enabling this option disables movie playback.

Option can be found in Graphics > Display Options.

Screenshots









Evil roleplay flavored mod kits?

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I'm searching for evil kits that tailor the roleplay of a evil Son of Bhaal

[MOD] BG:EE Chargen Abilities Screen - show stored values and simple auto roller.

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After reading the UI examples in the sticky thread, I decided I'd take a stab at changing something that I've always wanted to change in the character generation screen: Being able to see my stored roll without having to actually use the recall button (thus losing my current roll).

Based on the autoroller UI mod examples from @Freche and @Dee, I made some further changes to incorporate both features (stored roll display and auto roller). It's not beautified or anything, but it gets the job done.

Once you click the autoroll button, it will continue to roll until the button is clicked again. It will store any total roll that is higher than the previously stored roll. Additionally, if it rolls the same number as the previously stored roll, but the exceptional strength roll is higher, it will store the total roll (for races/classes that have exceptional strength). End result: leave it running and you will have the maximum roll the game would let you have. =D

If you simply want only the auto roller and the stored value display and don't use any other UI mods, then you can just unzip the attached file into your override directory and be on your way.

If instead you would like to manually add the changes:

Due to the limited data available to the LUA code, I had to do some creative string interpretations, hence the multiple changes to existing code. Sorry!

All of these changes need to be made in UI.menu.

In menu 'CHARGEN_RACE', add the following to the end of the DONE_BUTTON action (before the end double quote):
; chargen.selectedRace = chargen.races[ currentChargenRace ].id

In menu 'CHARGEN_CLASS', add the following to the end of the DONE_BUTTON action (before the end double quote):
chargen.selectedClass = chargen.class[ currentChargenClass ].id

And finally, replace the all of the menu 'CHARGEN_ABILITIES' code with the following:
BG:EE no SoD:

` --auto-roller version 2016.04.09.0002 raceHasExceptionalStr = { true, -- Human true, -- Elf true, -- Half-Elf true, -- Dwarf false, -- Halfling true, -- Gnome true -- Half-Orc } classHasExceptionalStr = { false, -- Mage true, -- Fighter false, -- Cleric false, -- Thief false, -- Bard true, -- Paladin true, -- Fighter / Mage true, -- Fighter / Cleric true, -- Fighter / Thief true, -- Fighter / Mage / Thief false, -- Druid true, -- Ranger false, -- Mage / Thief false, -- Cleric / Mage false, -- Cleric / Thief true, -- Fighter / Druid true, -- Fighter / Mage / Cleric true, -- Cleric / Ranger false, -- Sorcerer false, -- Monk false -- Shaman } function HasExceptionalStrength( ) return raceHasExceptionalStr[ chargen.selectedRace ] and classHasExceptionalStr[ chargen.selectedClass ] end function ShowExceptionalStrength( ) local strength = tonumber( string.sub( chargen.ability[ 1 ].roll, 1, 2 ) ) local abilityToDec = 2 if strength ~= nil then while ( strength ~= nil ) and ( strength < 18 ) do createCharScreen:OnAbilityPlusMinusButtonClick( abilityToDec, false ) abilityToDec = abilityToDec + 1 if( abilityToDec == 7 ) then abilityToDec = 2 end createCharScreen:OnAbilityPlusMinusButtonClick( 1, true ) strength = tonumber( string.sub( chargen.ability[ 1 ].roll, 1, 2 ) ) end end end RerollFrame = 0 storedTotalRoll = 0 function GetAutoRoll() if rolling == 1 then RerollFrame = RerollFrame + 1 if RerollFrame > 1 then RerollFrame = 0 end if RerollFrame == 0 then createCharScreen:OnAbilityReRollButtonClick() local exceptionalStrength = 0 if( HasExceptionalStrength() ) then ShowExceptionalStrength( ) exceptionalStrength = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if exceptionalStrength ~= nil then if exceptionalStrength == 0 then exceptionalStrength = 100 end else exceptionalStrength = 0 end end if ( ( storedTotalRoll == chargen.totalRoll ) and ( chargen.ability[ 1 ].exceptional < exceptionalStrength ) ) or ( storedTotalRoll < chargen.totalRoll ) then storedTotalRoll = chargen.totalRoll chargen.ability[ 1 ].exceptional = exceptionalStrength chargen.ability[ 1 ].storedRoll = chargen.ability[ 1 ].roll chargen.ability[ 2 ].storedRoll = chargen.ability[ 2 ].roll chargen.ability[ 3 ].storedRoll = chargen.ability[ 3 ].roll chargen.ability[ 4 ].storedRoll = chargen.ability[ 4 ].roll chargen.ability[ 5 ].storedRoll = chargen.ability[ 5 ].roll chargen.ability[ 6 ].storedRoll = chargen.ability[ 6 ].roll createCharScreen:OnAbilityStoreButtonClick() end end end return end ` menu { name 'CHARGEN_ABILITIES' align center center ignoreesc onopen "ticksPassed = 0; ticksStarting = 0" label { area 0 0 1024 768 mosaic 'GUICGB' enabled "CurrentlyInGame()" } label { area 0 156 1024 612 mosaic GUISMDB } label { area 20 174 496 48 text "ABILITIES_TITLE" text style "title" } list { column { width 40 label { area 0 0 190 55 text lua "t(chargen.ability[rowNumber].name)" text style "normal" align right center } } column { width 22 label { area 0 0 90 55 text lua "chargen.ability[rowNumber].roll" text style "normal" align center center } } column { width 9 label { area 0 6 45 42 bam GUIOSW frame lua "currentCellCheck(3)" sequence 0 } } column { width 12 label { area 0 6 45 42 bam GUIOSW frame lua "currentCellCheck(4)" sequence 1 } } column { width 22 label { area 0 0 90 55 text lua "chargen.ability[rowNumber].storedRoll" text style "normal" align center center } } action " if ticksStarting < 10 then if cellNumber == 3 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, true) elseif cellNumber == 4 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, false) end end cellNumber = nil ticksPassed = 0 ticksStarting = 0 " actionUpdate " ticksStarting = ticksStarting + 1 if ticksStarting > 10 then ticksPassed = ticksPassed + 1 if ticksPassed > 7 then if cellNumber == 3 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, true) elseif cellNumber == 4 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, false) end ticksPassed = 0 end end " rowheight 54 hidehighlight area 32 254 492 322 table "chargen.ability" var currentChargenAbility } label { area 32 580 186 42 text "TOTAL_ROLL_NORMAL" text style "normal" text align right center } label { area 248 580 50 42 text lua "chargen.totalRoll" text style "normal" text align center center } label { area 334 580 94 42 text lua "chargen.extraAbilityPoints" text style "normal" text align center center } label { area 458 580 50 42 text lua "storedTotalRoll" text style "normal" text align center center } text { area 582 192 404 406 text lua "abilityOrGeneralHelp()" text style "normal" scrollbar 'GUISCRC' } button { area 568 638 142 40 bam GUIOSTSM sequence 0 text "AUTO-REROLL" text style "button" action " if rolling == 1 then rolling = 0 createCharScreen:OnAbilityRecallButtonClick() else chargen.ability[ 1 ].exceptional = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if chargen.ability[ 1 ].exceptional ~= nil then if chargen.ability[ 1 ].exceptional == 0 then chargen.ability[ 1 ].exceptional = 100 end else chargen.ability[ 1 ].exceptional = 0 end storedTotalRoll = chargen.totalRoll rolling = 1 end" } button { mosaic lua "GetAutoRoll()" area 1 1 1 1 } button { area 368 628 142 40 bam GUIOSTSM sequence 0 text "REROLL_BUTTON" text style "button" action "createCharScreen:OnAbilityReRollButtonClick()" } button { area 60 628 142 40 bam GUIOSTSM sequence 0 text "STORE_BUTTON" text style "button" action " local exceptionalStrength = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if exceptionalStrength ~= nil then if exceptionalStrength == 0 then exceptionalStrength = 100 end else exceptionalStrength = 0 end storedTotalRoll = chargen.totalRoll chargen.ability[ 1 ].exceptional = exceptionalStrength chargen.ability[ 1 ].storedRoll = chargen.ability[ 1 ].roll chargen.ability[ 2 ].storedRoll = chargen.ability[ 2 ].roll chargen.ability[ 3 ].storedRoll = chargen.ability[ 3 ].roll chargen.ability[ 4 ].storedRoll = chargen.ability[ 4 ].roll chargen.ability[ 5 ].storedRoll = chargen.ability[ 5 ].roll chargen.ability[ 6 ].storedRoll = chargen.ability[ 6 ].roll createCharScreen:OnAbilityStoreButtonClick() " } button { area 214 628 142 40 bam GUIOSTSM sequence 0 text "RECALL_BUTTON" text style "button" clickable lua "createCharScreen:IsAbilityRecallButtonClickable()" action "createCharScreen:OnAbilityRecallButtonClick()" } button { on '8' action "createCharScreen:OnCheatyMcCheaterson()" } button { on escape area 194 718 232 44 bam GUIOSTUL text "BACK_BUTTON" text style "button" action "Infinity_PopMenu(); createCharScreen:OnCancelButtonClick()" } button { on return area 438 718 206 44 bam GUIOSTUM text "DONE_BUTTON" text style "button" clickable lua "createCharScreen:IsDoneButtonClickable()" action "Infinity_PopMenu(); createCharScreen:OnDoneButtonClick()" } }

BG:EE with SoD:

` --auto-roller version 2016.04.13.0005 raceHasExceptionalStr = { true, -- Human true, -- Elf true, -- Half-Elf true, -- Dwarf false, -- Halfling true, -- Gnome true -- Half-Orc } classHasExceptionalStr = { false, -- Mage true, -- Fighter false, -- Cleric false, -- Thief false, -- Bard true, -- Paladin true, -- Fighter / Mage true, -- Fighter / Cleric true, -- Fighter / Thief true, -- Fighter / Mage / Thief false, -- Druid true, -- Ranger false, -- Mage / Thief false, -- Cleric / Mage false, -- Cleric / Thief true, -- Fighter / Druid true, -- Fighter / Mage / Cleric true, -- Cleric / Ranger false, -- Sorcerer false, -- Monk false -- Shaman } function HasExceptionalStrength( ) return raceHasExceptionalStr[ chargen.selectedRace ] and classHasExceptionalStr[ chargen.selectedClass ] end function ShowExceptionalStrength( ) local strength = tonumber( string.sub( chargen.ability[ 1 ].roll, 1, 2 ) ) local abilityToDec = 2 if strength ~= nil then while ( strength ~= nil ) and ( strength < 18 ) do createCharScreen:OnAbilityPlusMinusButtonClick( abilityToDec, false ) abilityToDec = abilityToDec + 1 if( abilityToDec == 7 ) then abilityToDec = 2 end createCharScreen:OnAbilityPlusMinusButtonClick( 1, true ) strength = tonumber( string.sub( chargen.ability[ 1 ].roll, 1, 2 ) ) end end end function AutoRoll( ) createCharScreen:OnAbilityReRollButtonClick() local exceptionalStrength = 0 if( HasExceptionalStrength() ) then ShowExceptionalStrength( ) exceptionalStrength = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if exceptionalStrength ~= nil then if exceptionalStrength == 0 then exceptionalStrength = 100 end else exceptionalStrength = 0 end end if ( ( storedTotalRoll == chargen.totalRoll ) and ( chargen.ability[ 1 ].exceptional < exceptionalStrength ) ) or ( storedTotalRoll < chargen.totalRoll ) then storedTotalRoll = chargen.totalRoll chargen.ability[ 1 ].exceptional = exceptionalStrength chargen.ability[ 1 ].storedRoll = chargen.ability[ 1 ].roll chargen.ability[ 2 ].storedRoll = chargen.ability[ 2 ].roll chargen.ability[ 3 ].storedRoll = chargen.ability[ 3 ].roll chargen.ability[ 4 ].storedRoll = chargen.ability[ 4 ].roll chargen.ability[ 5 ].storedRoll = chargen.ability[ 5 ].roll chargen.ability[ 6 ].storedRoll = chargen.ability[ 6 ].roll createCharScreen:OnAbilityStoreButtonClick() end end RerollFrame = 0 storedTotalRoll = 0 function UpdateAutoRoll() if rolling == 1 then RerollFrame = RerollFrame + 1 if RerollFrame > 1 then RerollFrame = 0 end if RerollFrame == 0 then local index = 1 for index = 1, 1000, 1 do AutoRoll( ) end end end end ` menu { name 'CHARGEN_ABILITIES' modal align center center ignoreesc onopen "ticksPassed = 0; ticksStarting = 0" label { area 0 0 864 710 mosaic GUICGROL } label { area 220 22 426 44 text "ABILITIES_TITLE" text style "title" } list { column { width 34 label { area 0 0 100 55 text lua "t(chargen.ability[rowNumber].name)" text style "normal" align right center } } column { width 18 label { area 0 0 50 55 text lua "chargen.ability[rowNumber].storedRoll" text style "normal" align center center } } column { width 13 label { area 0 0 50 55 text lua "chargen.ability[rowNumber].roll" text style "normal" align center center } } column { width 22 label { area 36 6 45 42 bam GUIOSW frame lua "currentCellCheck(4)" sequence 0 } } column { width 15 label { area 0 6 45 42 bam GUIOSW frame lua "currentCellCheck(5)" sequence 1 } } action " if ticksStarting < 10 then if cellNumber == 4 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, true) elseif cellNumber == 5 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, false) end end cellNumber = nil ticksPassed = 0 ticksStarting = 0 " actionUpdate " ticksStarting = ticksStarting + 1 if ticksStarting > 10 then ticksPassed = ticksPassed + 1 if ticksPassed > 2 then if cellNumber == 4 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, true) elseif cellNumber == 5 then createCharScreen:OnAbilityPlusMinusButtonClick(currentChargenAbility, false) end ticksPassed = 0 end end " rowheight 54 hidehighlight area 34 85 386 325 table "chargen.ability" var currentChargenAbility } label { area 34 410 100 54 text "TOTAL_ROLL_NORMAL" text style "normal" text align right center } label { area 164 410 50 54 text lua "storedTotalRoll" text style "normal" text align center center } label { area 233 410 50 54 text lua "chargen.totalRoll" text style "normal" text align center center } label { area 322 410 94 54 text lua "chargen.extraAbilityPoints" text style "normal" text align center center } text { area 442 91 394 505 text lua "abilityOrGeneralHelp()" text style "normal" scrollbar 'GUISCRC' } button { area 230 480 200 44 bam GUIBUTNT sequence 0 text "AUTO-REROLL" text style "button" action " if rolling == 1 then rolling = 0 createCharScreen:OnAbilityRecallButtonClick() else chargen.ability[ 1 ].exceptional = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if chargen.ability[ 1 ].exceptional ~= nil then if chargen.ability[ 1 ].exceptional == 0 then chargen.ability[ 1 ].exceptional = 100 end else chargen.ability[ 1 ].exceptional = 0 end storedTotalRoll = chargen.totalRoll rolling = 1 end" } button { mosaic lua "UpdateAutoRoll()" area 1 1 1 1 } button { area 26 480 200 44 bam GUIBUTNT sequence 0 text "REROLL_BUTTON" text style "button" action "createCharScreen:OnAbilityReRollButtonClick()" } button { area 26 531 200 44 bam GUIBUTNT sequence 0 text "STORE_BUTTON" text style "button" action " local exceptionalStrength = tonumber( string.sub( chargen.ability[ 1 ].roll, 4 ) ) if exceptionalStrength ~= nil then if exceptionalStrength == 0 then exceptionalStrength = 100 end else exceptionalStrength = 0 end storedTotalRoll = chargen.totalRoll chargen.ability[ 1 ].exceptional = exceptionalStrength chargen.ability[ 1 ].storedRoll = chargen.ability[ 1 ].roll chargen.ability[ 2 ].storedRoll = chargen.ability[ 2 ].roll chargen.ability[ 3 ].storedRoll = chargen.ability[ 3 ].roll chargen.ability[ 4 ].storedRoll = chargen.ability[ 4 ].roll chargen.ability[ 5 ].storedRoll = chargen.ability[ 5 ].roll chargen.ability[ 6 ].storedRoll = chargen.ability[ 6 ].roll createCharScreen:OnAbilityStoreButtonClick() " } button { area 26 582 200 44 bam GUIBUTNT sequence 0 text "RECALL_BUTTON" text style "button" clickable lua "createCharScreen:IsAbilityRecallButtonClickable()" action "createCharScreen:OnAbilityRecallButtonClick()" } button { on '8' action "createCharScreen:OnCheatyMcCheaterson()" } button { on escape area 196 653 230 44 bam GUIBUTMT text "BACK_BUTTON" text style "button" action "Infinity_PopMenu(); createCharScreen:OnCancelButtonClick()" } button { on return area 438 653 230 44 bam GUIBUTMT text "DONE_BUTTON" text style "button" clickable lua "createCharScreen:IsDoneButtonClickable()" action "Infinity_PopMenu(); createCharScreen:OnDoneButtonClick()" } }



Feel free to take it and do as you will with it, and I hope it helps someone else.

Updates:
v0006 - Updated for SoD 2.1.63.2 UI changes.
v0005 - Fixed autoroller script I broke while tinkering. Lowered rerolls to about 15000 per second, was causing music/interactivity loss at higher rate.
v0004 - autoroller now rolls about 150000 rolls per second.

Aasimar mod for Baldur's Gate?

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I have a real fondness for Aasimar, and I just bought the entire series on the Steam autumn sale. Is there a mod that adds an Aasimar sub-race for Humans?

[MOD] Portraits Portraits Everywhere (for BG1EE, SOD, BG2EE, IWDEE, EET)

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by @Smeagolheart and @bob_veng
Preview
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WHAT IS IT?:
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Portraits Portraits Everywhere (PPE) - core component
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The core component of this mod adds portraits to speaking NPCs in the Enhanced Edition Infinity Engine games. It can be installed on multiple platforms including Enhanced Edition Trilogy (EET), Baldur's Gate 1 Enhanced Edition including Siege of Dragonspear, Baldur's Gate 2 Enhanced Edition, and Icewind Dale Enhanced Edition. The mod can add representative portraits for all 4617 speaking creatures throughout these games so that when you speak to them, these NPC characters that inhabit these rich worlds will appear a little bit more alive.

If any of the portraits are not to your satisfaction due to quality or you feel that the portrait does not match the in game NPC, feel free to post on the forums for potential inclusion in future updates. If there is a future patch to
the game, it's a good idea to reinstall this mod. Keep in mind that when installing or reinstalling this mod, NPCs on areas you've previously visited won't get portraits, but areas and NPCs you have not yet visited will get portraits.

If you start a new game, then all NPCs that should get portraits will get them.

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Category Portraits (Recommended)
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This mod has an optional Category Portraits component to assign portraits from a pool of random portraits to actors that are not assigned specific portraits by the main component. This component is highly recommended and covers beings that are genericly named. For example, human characters named "Thief" or "Mugger" will get portraits from the male or female Rogue pool, characters named "Commoner" or "Peasant" will get portraits from the commoners pool, and "Drow" will get portraits from either the male or female Drow pool. There are more than ninety pools of random portraits that range from a few portraits to over 20. There are more breakdowns for groups of Humans than there are for other races. Please note that you may get repetition in portraits if you speak to multiple characters as once a pool of portraits is exhausted, then an additional round of picks from the portrait pool will be assigned to additional NPCs.

There are two ways to install the Category Portraits component - Sequentially or Randomly. If you install the component 'Sequentially' then Portraits from the Pool are assigned in numerical order to allow for reproducible results. That means that when you speak to "Mugger" in the dark alley, he should look the same if you were to reinstall the mod. There is also a Random option to grab a random portrait from the pool so that our friend the "Mugger" might get a different portrait if this component was installed a second time. If the random option is selected then a random pick will be selected. The way the random picked works is that all possible numbers from a pool are used before a second pick of the same number is picked meaning that you should not get random picks out of a group of 5 with the same number being used until all 5 of the portraits have been picked.

This is optimized for vanilla supported games but you might get some decent results for mod added characters. For example if installed after other mods, then matches from those mods of characters specifically named "Mugger" would get portraits from the Rogue pool. Please note that how other mods name or code their creatures or whether they name their rogue characters specifically "Mugger" or one of the other matching keywords is beyond my control - results may vary. Due to the varying coding standards in mods and the vast number of potential mods available, there is little chance that this component will act perfectly for mod added NPCs but it will do the best that it is able to do. An example of where the component would not act perfectly is a a character for a mod that works for Baldur's Gate 1EE that describes a human as a Half Orc through dialogue. Mods made for Baldur's Gate 1 do not support Half Orcs because there were not a playable race and that character would appear human to the engine and would get a human portrait.

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Isandir's CHARNAME Portraits
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A beautiful portrait pack by Isandir in a style similar to vanilla BG1 and BG2 portraits.
Preview of some of the portraits:

image

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Replace Low Quality TOB & SOA Portraits
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This component, for Baldur's Gate 2 Enhanced Edition, replaces legacy portraits included with the game for Bhaalspawn. The portraits that
are replaced are generally low quality 38x60 size and are replaced with beautiful 169x266 portraits created for the Enhanced Edition
engine.

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Edwin/Edwina
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This component, for Baldur's Gate 2 Enhanced Edition, gives Edwin a female portrait once he completes the Nether scroll ritual. The portrait
was created by Syntia13 and is based on the default portrait for Edwin in Baldur's Gate 2. This is highly recommended but optional. If
you've replaced the portrait for Edwin with a custom one, you might not want to load this component.

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Ust Natha Drow NPCs
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This component, for Baldur's Gate 2 Enhanced Edition, provides drow versions of vanilla NPC portraits. This is highly recommended but
optional. The code to transform the portraits was thoughtfully provided by K4thos. Most of the drow versions of NPC portraits are by
Isandir. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.

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Vampire NPCs
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This component, for Baldur's Gate 2 Enhanced Edition, provides vampire versions of vanilla NPC portraits. This is highly recommended but
optional. If you've replaced your NPC companion portraits with a custom portraits, you might not want to load this component.
"Vampirized" NPC portraits provided by lefreut.

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CREDITS and Additional Information
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This mod is based on older mods for Baldur's Gate prior to the EE editions had mods that included small portraits for some NPCs. The pictures in these mods are lower resolution than the ones carefully selected for this mod. Some of these older mods for classic Baldur's Gate with smaller pictures that directly inspired this project are:
Gerri's BGT NPC Portraits ( https://kerzenburg.baldurs-gate.eu/downloads.php?id=69 )
BG1NPC ( http://www.gibberlings3.net/bg1npc/ )

Sources of the pictures include Neverwinter Nights portraits found online, searches for baldur's gate and IWD portraits, and as a last resort search engines were used to round out the collection.

If there are any particular portraits that need to be removed you don't wish them to be featured in this work, let me know and the pictures will be removed. If you have any suggestions for submissions or changes, please feel free to comment in the discussion forum.

This mod is distributed freely and not for any commercial purpose non-profit. This mod was not developed, supported, or endorsed by BioWare, Interplay/Black Isle, Beamdog or any other official agency. Portraits remain the copyright of their respective rights holders.

If there are any copyright issues or this statement needs revision then please contact me to let me know what to do
about it. The purpose of this mod is not to make money but to advances knowledge and progress of the arts through the addition of something new onto a great game.

Special thanks to bob_veng on the baldur's gate.com forums for assistance recoloring, adjusting, selecting and creating new portraits for this mod.

Thank you all and enjoy,
Smeagol

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======================================================================

Technical Details and how you can add your own portraits
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All pictures are 169x266 or greater.

The table in (mod folder)\tbl\bgee.tbl lists the creatures/actors and portrait name.
You can reference the creature name to the actor in tools such as NearInfinity.

The Portrait names in the tbl are filenames in the portrait folder.
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KNOWN ISSUES
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None at this time
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Thanks everyone you know who you are, I hope you appreciate the hard work of the artists as I do.

Additional thanks to lynx and argent77 from Gibberlings3 Forums for coding assistance.
Thank you to Mr2150, Cahir, AstroBryGuy, Thels, lefreut, swit, K4thos, Syntia13, Isandir and others for their input
and assistance on the Baldur's Gate Forums.

The mod name was suggested by Cahir.
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v1.01 21 Sept 16
- Updated 57 portraits with bob_veng

v.1.00 08 Sept 16
- Updated 42 portraits with bob_veng
- revised code for Isandir's CHARNAME Portraits component

V.0.99 03 Sept 16
- Downgraded Weidu from beta version to stable version 239
- Added additional install components
Isandir's CHARNAME Portraits
Replace Low Quality TOB & SOA Portraits
Edwin/Edwina
Ust Natha Drow NPCs
Vampire NPCs
- Modified & replaced a few portraits with bob_veng

Version History:
V0.91 20 Aug 16
- Fixed a few entries

V0.90 20 Aug 16
- Initial Release
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