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[MOD] Auril's Bane Expansion for IWD EE [WIP]

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I decided to create a separate thread instead of using threads started by other people.

Auril's Bane was possibly the only true mod in the original IWD1, as the other were mostly tweaks and fixpacks. Item Upgrade and Unfinished Business also deserve a mention, but Auril's Bane also fixed some of the later on included restored content, like Voice of Durdel Anatha Quest.

It was old (2003) and it added content. Spells, kits (as saved characters), quests, items, cantrips, abilities and even PnP adaptation of rules (bonus spells due to high intelligence for mages and bards).

The original mod was created by Grog. Later on, since 2005 I also helped him with the fixpack parts, restored content and harder enemies (Harder Yxunomei and True Dragon Icasaracht).

After Grog kind of went MIA (around 2007), I remained the caretaker of the mod answering questions (on the back then Chosen of Mystra forum) and then releasing an expansion of the fixpack from Auril's Bane.

What did this expansion do? It was both fixpack and tweaks (but aimed at keeping the game balanced). Originally, non-weidu, later it had a weidu version and it did as follows:


I fixed bugs (this was way before Unfinished Business was released), added items that were in the pool, but not included in the game, added descriptions to items and modified certain items (nothing overpowering, just added mostly modifications to weapons that were otherwise just plain +3 or +4 weapons with fancy descriptions).

This is the list of modifications from the first version of the mod concerning the items:

Among the fixes are:
- Many of the items in the game have only one charge and after they are used, they are gone forever. The chess pieces or barrier amulet are among those. Now, they can be used once/day, similar to other items like Horn Valhalla. Even items with more charges (except for wands) remain after they are exhausted and they can be sold and recharged.
- Arrows of the hand were no different than the Arrows +2. I've changed this, so now Arrows of the hand offer +4 damage vs orcs
- Black Dragon Scale had an incorrect AC if you take in consideration its description. The armor can be used by thieves without restriction and yet it counts as a scale mail armor with AC 4. I set the AC to 2 making it more useful.
- Fang of Gloomfrost (dagger) had an incorrect restriction. The weapon should be usable by druids, but is not. This has been fixed.
- All the weapons made of ice in Gloomfrost are now +5. This was especially necessary since there are no +5 halberds, scimitars and two handed swords in the game.
- Hellpick, according to its description was used to kill drow wizards. It seems logical to me that the weapon should have bonus against mages. Therefore, +5 damage vs mages.
- Kaylessa's Gloves are now usable by anyone except for single class mages.
- Kinetic Spear according to its description should have been able to cast lance of disruption at 5% chances, but the item was a plain +2 Spear. This has been fixed.
- Mail of Life now counts as elven chainmail (no restrictions for thieving or arcane spellcasting). According to its description is an elven enchanted chainmail.
- Cradle of Mielliki has been changed. From a common +1 Scimitar, now its a +2 Scimitar with 50% chance of slaying orcs (with a saving throw allowed). It can also be wielded only by Rangers and Druids. Is no longer a random drop in Kresselack's Tomb, but a regular drop on Arundel at the end of Chapter 3.
- Pikeman's End is a +3 weapon which was available in the original game, but by mistake removed by Grog when he made AB. The weapon is in Conlan's store and I've reduced it's price to fit into Grog's reduced prices tweak.
- Long Sword +3: Enforcer was usable only by fighter/mages in the original game. Now it can be also be used by bards, mage/thief and fighter/mage/thief.
- Valiant has been changed from a Scimitar +2 to a Scimitar +3.
- Giant's Sleep has been changed so that now provides +6 bonus to thac0 and damage against Giants and is only usable by rangers.
- Pale Justice. Now this is an important fix. In the original non-HoW game, Pale justice made the paladins immune to fear, Dire Charm and Symbol of Hopelessness. With HoW, the weapon also protected them against Wail of the virgins. But with HoW, the paladins are immune to fear starting from level 2, therefore the immunities granted by the weapon are obsolete. So I've replaced the 2 entries for the immune to fear effects with immunity to curse and Disintegration. This should make it useful in Trials of the Luremaster where so far there's no defense against disintegration spells cast by beholders.
- Patriot Helm is now only usable by dwarves, as per its description.
- Kaylessa's Ring now grants +1 Dexterity like her other items. In the original game you could randomly find her armor or her bow or her gloves or her ring. Each of them granted +1 Dexterity, except for her ring which was a + 15% Stealth Ring only.
- Long Sword of the Hand is now a Long Sword +4.
- Redemption Warhammer is now only usable by Clerics and Paladins.
- Serrated Bone Blade is now not usable by good characters.
- Spendelard's Protector is now a +3 Quarter Staff
- Made a description for Warhammer +4: Defender. Such a great weapon deserved one. Also changed its name to Moradin's Defender. It is also a reward for saving the deep gnomes from the Fire Salamanders (I mean come on, no reward except a deep thank you?)
- Selune's Promise is now only usable by clerics.
- Winter King's Plate is now usable by druids. The plate is made out of hide of a polar worm, not metal, therefore is according to 2E rules wearable by a druid.
- Replaced Throwing Axe +2 from Dragon's Eye Level 5, with Azuredge. Yes, the BG2 version.
- Removed the second Axe of Caged Souls from Dorn's Deep. It was now replaced with Benorg's Truth. I've also added a description to this weapon.
- Talon of Gloomfrost didn't provided the proper bonus to fire and cold resistance. This has been fixed.
- One huge bug that I noticed were the weapons that supposedly granted bonus against certain creatures. In effect, those bonuses were missing. A lot of weapons, like Love of Black Bess, Pale Justice or Pig's Eye had no such bonuses. I changed them so that they actually benefit from them.
One weird item was Conlan's Hammer. According to its description it's supposed to grant +5 against Iron Golems, but it fact it's a +5 weapon against any enemy. It is impossible to create a bonus against just Iron Golems though, so I changed the description too, so that it grants +5 against all golems. Otherwise it's a +3 weapon.
- Overall fixes for all weapons that grant bonus against creatures, alignments and classes. The weapons affected are Bonecleaver, Axe of Caged Souls, Evil Spider Crusher of Doom, Guktok's Chopper, Misery's Herald, Selune's Promise, Giant Killer, Trollslayer, Alamion, Pig's Eye, Wind of Heaven, Hell's Bane, Conlan's Hammer, Pale Justice, Dead God's Dreaming, Kondar, Inconsequence and The Mace of Weal and Woe. The only weapons in the game that granted bonus were the Three White Doves and Giant's Sleep.
- Two Handed Sword +4: Life Giver was a very powerful weapon. A +4 weapon with healing chances when it hit the enemy and regeneration as well. Thus I wrote a description for it and renamed it Palaestra.
- Ankheg Plate Armor and Beetle Shields are now usable by druids. Those are not metal so that's strictly within the rules.
- Mithral Plate Armor is back to being non-magical. It is also lighter than the more common Iron Plate. In the original IWD Mithral Plate Armor was one of the best armor to be had, as it was no magical so you could equip a ring of protection +2 with it. In HoW they made it magical so it's just as common as Iron Plate Armor, which grants the same AC 0, but while Iron plate weights 35, Mithral weights 70. I changed it so that Mithral is once again not magical and it weighs 30.
- Pestilent Dawn morningstar was supposed to grant immunity to disease. This has been fixed.
- Slightly altered the list of available items from Jester's Bag of Holding. Some more gems and common items can now be found. I also removed the duplicates.
- Three White Doves was not granting 5% chance of slaying outer planar creatures. This has been fixed.
- Symbol of Corellon Larethian now grants +2 THAC0 against orcs as it should from its description.
- Bardic Horn of Valhalla now summons beserkers with barbarian animations, like it does in IWD2.
- Arrows of Slaying was available to buy in Lonelywood, but it was bugged. It crashed the game when used. That's because the weapon is designed to kill Ogre Mages, but Ogre Mages do not exist in IWD1. I fixed it so that it slays Ogres.
- Unique items. Removed a lot of the duplicate items found on various creatures. It is no longer possible to gather 10 Rings of Free Action.
- More stealable items on various creatures. Nothing overpowered.
- Additional items can now be found in various stores and containers. Among them are most items from BG1, except for Balduran items and manuals to improve attributes. However the latter are expensive. Don't ruin yourself to buy them all. Some of them can be found at Gerth and others at Sister Caliana in Kuldahar. Edion also sells several such items.


Made some small fixes for spells.
- Fixed several small errors in spell descriptions
- Infravision moved to level 3 as it is in PnP.
- Fixed bard spell levels to be in par with PnP. They are no longer able to cast spells above level 6. Considering that IWD1 sets spells to be cast at caster level and a bard levels up faster than a mage at high levels bard are over-powerful compared to mages.
- I've also created an expanded spell advancement table for paladins and rangers. This is especially necessary for ranger/clerics who otherwise are unable to cast level 7 druidic spells. These 2 files should also go to Override folder.

Racial and classes fixes:
- Fixed pickpocket bonuses for bards. PnP rules state that pickpocket bonus increase with 5% each level. However in IWD1 a Bard starts with 35%. Add to that 15% from Half-elf racial bonus and you could get a 50% chances right from the start. As such, pickpocket is extremely easy. Now the skill starts at 16%.
- As per PnP rules, Halflings no longer get -1 Wis. Only -1 Str.
- Overall fixes of certain enemies. Shadowed enemies in the Hand are undead, which can be turned, but they are also racially, elves, orcs, goblins etc, so they are not spectral undead.
- Some of the Trial of the Luremaster creatures had no races assigned. This has been fixed.
- Changed Frostbite into a larger Wyvern, as it is their leader in Wyrm's Glacier. Wyverns also drop heads when they die (which can be in turn sold).

CRE fixes:
- Kaylessa was originally a fighter with 9 in each attributes. I've made her a ranger with some more decent attributes.
- The priestess of shar CRE counted as male. The appearance was female, the voice was female, but her gender was male. This has been fixed.
- I also gave to most undead evil alignment and to most animals neutral alignment (not the winter wolves, they count as evil)
- Kontik needed a major overhaul. She was an level 18 mage, but her only spells were hold person, spirit armor and minor globe of invulnerability. I added Icelance, Ice Storm and Shocking Grasp to her arsenal.

Additional modifications:
- Adinirahc is mentioned in Note to Krilag as being the leader of the drow mercenaries in Upper Dorn's Deep. However he's not there. I added him. He's a somewhat powerful Fighter/Mage.
- Harder Yxunomei. An expansion of the one Grog designed. I added more Yuan-ti in her party and also in her chamber, after you kill her. As a tester once said "Come on, who traps the chamber after the main battle?"
- True Dragon Icasaracht. I modified her hps and skills in accordance with the PnP rules regarding white dragons.

Finally, some weapon descriptions:

Moradin's Defender

It is said that Moradin bestowed a special blessing upon the best dwarven smiths so that once in their life time they could create a magical item of extraordinary strength. This particulary weapon was forged by Bedwar Fireaxe, high priest of citadel Adbar in the year 1045 DR for his most prized son, Rohalt. Rohalt wielded the weapon with pride until he fell in a battle against frost giants in the Spine of the Worlds in the year 1250 DR.

STATISTICS:

Damage: 1D4 +5
THAC0: +4
Damage type: Crushing
Armor Class Bonus: 2
Resistance Bonuses:
+15% Piercing Resistance
+15% Slashing Resistance
+15% Crushing Resistance
+15% Magic Resistance
+3 Save vs. Spells
+50% chance heal 5 Hit Points On hit
Weight: 6
Speed Factor: 3
Proficiency Type: Hammers
Type: 1-handed
Not Usable By:
Druid
Mage
Thief


Enforcer

Elenthor was an elven bladesinger of no small fame who lived most of his life in the forest of Cormanthor. This weapon was enchanted for him by his beloved wife Anorweyn Evensong. Unfortunately, Elenthor and all of his clan were destroyed by a marauding band of drow during a night raid in the year 1067 DR. The weapon came into the hands of a drow deathsinger by the name of Celeron Zen'duis. He presumably sold the weapon and thus found its way back to the surface.

STATISTICS:

Damage: 1D8 +3
THAC0: +3 bonus
Damage type: Slashing
Resistance Bonus: +5% Magic Resistance
Special:
Memorize 1 additional 1st level Mage spell
Memorize 1 additional 2nd level Mage spell
Weight: 4
Speed Factor: 4
Proficiency Type: Long Sword
Type: 1-handed
Only Usable By:
Fighter/Mage
Fighter/Mage/Thief
Bard


Giant's Sleep

This weapon was used by the human ranger Althax Grom. Althax hated the giants that plagued his homeland and was trained to exterminate them from a young age. Although Althax originally fought his foes using the sword and bow, he quickly decided that those weapons were too slow against his huge foes. His druid friend, Eladan, enchanted this hammer for him. The reputation of the weapon grew as legends of Althax grew. Even though the warhammer has passed through many hands since Althax's untimely demise, Giant's Sleep will always be remembered as the weapon of that powerful warrior.

STATISTICS:

Damage: 1D4 +3, +6 vs Giants
THAC0: +4, +6 vs Giants
Damage type: Crushing
Weight: 5
Speed Factor: 1
Proficiency Type: Hammer
Type: 1-handed
Only Usable By:
Ranger
Cleric/Ranger



Also, Auril's Bane originally included additional spells. Some of those are already added by EE (Armor of Faith, Meteor Swarm, Holy Power), so those are simply excluded (with the exception of their icons, those Grog created are so much better looking than in BG2). Others will once again need to be properly implemented.

Voice of Durdel Anatha is already included in EE, although the version Grog made, included access to Pale Justice only after solving this quest. Even so, I am not going to convert it as it might lead to bugs.

EE already includes Items Upgrades mod (due to Cam's involvement with Beamdog), which was not one of my favorites, but I am going to be forced to not include the fixes and tweaks for the items affected by that component.


Future updates to the mod might include additional content, but for now I aim to make a workable version for EE.

Any suggestions are welcome. Any questions about the content of the mod are to be answered.

And any criticism is welcome as well, as long as it is constructive.


Biggest mods

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What are/is biggest mod/s for Bg2:EE? I want one or two that add most content.

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

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

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

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

by dabus


BWS-0-0

Information:

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

Features:

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

Game list:

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

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

Supported mods:

- almost all of them

Installation:

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

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

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

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

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

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

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

Build Some Areas???

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Hi Maybe Someone can help me in this forum since I am a Dummy when it comes to Modding ... Is there a Program that would make me able to create new areas for the INFINITY ENGINE?? An Example would be ( I want to create The Snowflake Mountains area )
thx

BGII:EE Android Tweaks

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

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

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

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

Thanks in advance

A few questions regarding modding and mods.

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Hello to you all!

Question 1: How hard is it to enable spellcasting on a specific armour? In this case The Human Flesh, could a person with zero modding experience do this or would it be to difficult?

Question 2: Is there any mod out there that makes shapeshifting worth it? Not just the shapeshifter kit (I know there are a few for that kit, most of them rather OP) but more for the general shapeshifts, i.e Bear Form, Wolf Form, Polymorph self etc?

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

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Hello,

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

Installation:

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

Content:

Improved start screen

Background image by @Pecca.

Improved character creation screens

Modify the character creation screens to something closer to the v1.3 look.










Improved main screen

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

Dialog box tweaks

From here.

Improved inventory screen

From here.

Improved record screen

Mix between the mockup from this discussion and the 1.3 look.



Item description tweaks

Using this scrollbar.



You can directly identify item from this screen, you no longer have to open a popup.

Store screens tweaks

From here and with this.

Customize screens tweaks

From this post and with this.

Loot screen tweaks

Use scrollbar instead of buttons.

World map tweaks

Left click on the map icon to open the area map.


Right click on the map icon to open the world map.

Load / Save screens

Restore the load and save screens to the v1.3 look.

Options screens

Restore and improve the options screens.








Journal screens

Restore and fix the journal screens.



Mage/Priest spells screen

Redisigned priest spells screen (inspired by the mockup by @Pecca in the UI Improvement Suggestions Thread). The bam used are from BG2 vanilla.




Restored confirmation prompt before un-memorizing a spell.


Spell description is opened by right-clicking the spell and showed on the other side of the book.


Contingency screen.

Level-up indicator

From here.

Other tweaks

Tooltip image from here.
Back button on levelup from here.
Tweak popup with modified image from v1.3:

Fix journal popup when the text is too long:

Pick party screen:


There are probably other tiny changes that I forgot.

EET compatibility

The UI.menu is compatible with EET.


Changelog:
v3.0: Improved adorned letters. Combat log remains scrollable after death. Prepare for patch 2.5.
v2.9: Re-add Tutorial button for BGEE. Fix for empty item description. Add missing files.
v2.8: Restore adorned first letter for chapter, dream and epilogue. Re-add worldmap button.
v2.7: Restore adorned first letter in item and spell description. Update item description layout.
v2.6: Minor tweaks.
v2.5: Add missing ToB chapter screens. Fix save screenshot aspect ratio.
v2.4: Restore quickloot tooltip. Left/right keys in character creation to choose portrait. Return speed to held add/subtract buttons in character creation and levelup. Revert the inventory slot highlight to the EE look.
v2.3: Minor tweaks to start screens. Fix quit dialog texture size. Detect Random Character Generation mod.
v2.2: Restore 'Pick for me' button in mage spell selection.
v2.1: Add keyboard shortcut in character creation (Shift: Change Gender. R: Reroll S: Store C: Recall). Restore sound in the mage book/priest scroll when changing spell levels. New install option (Single Click to Map Travel).
v2.0: Revert journal fixes. Add scrollbar to spell screens. Add install options (choose font, disable item comparison, reverse button position).
v1.9: Journal fixes thanks to @HaHaCharade.
v1.8: Fix small portrait aspect ratio. Re-add stats cheat.
v1.7: Journal and journal popup fixes. Add missing sound on some button in character creation. Properly hide the background image when closing dream sequences.
v1.6: Fix Ctrl+Key shortcut. Fix right-click on portrait when journal is open. Fix click on journal popup not always selecting the correct category. Minor character creation tweaks.
v1.5: EET bug fix.
v1.4: Reencode pvrz to fix glitches with scaling on. Fix tooltip with scaling on. Fix unlearning spells. Reduce min height for dialog box. Spell trigger fixes. Add keyboard scrolling to portrait picker.
v1.3: Quickloot fix.
v1.2: Do not show item comparison if nothing changes. Fix gender filtering in portrait picker. Fix crash in portrait picker. Reduce dialog min size.
v1.1: Fix text position in graphic options. Play movie button should be clickable only when something is selected. Customize appearance should always select current portrait. Closing journal should un-pause. Journal should not have empty section. Revert button position in Worldmap. Tweak some elements positions.
v1: Mage spells screen tweaks. Weidu mod.
v0.9: Journal popups can be scrolled. Priest spells screen tweaks. BG2 vanilla priest spells bam. Convert PNG to PVRZ. Compatibility with BG1EE and BG1EE+SoD.
v0.8: Import screen. Better fix to hardcoded keyboard shortcuts. Fix dialog box to not prevent clicking at bottom map border to move to another area.
v0.7: Character creation screens (+ portrait picker). Do not hardcode the keyboard shortcuts. Fix wrong chapter screen.
v0.6.1: Fix scrolling.
v0.6: Fix quickloot position. Make the movie screen modal. Restored Journal screen.
v0.5: Fix glitch reported by @Elfenix. Revert Done/Cancel buttons order. Restore some popup images. Tweak options screens.
v0.4: Tweak several minor screens (map note, item abilities, journal popup, import, pick party, ...)
v0.3: Restored Load/Save screens. EET compatibility. Update dialog box tweak. Tweak popup. Fix some wrong tooltip.
v0.2: Fix bug reported by @switchza (message box incorrectly resetting to the top). Improved record screen. Minor tweaks to the start screen.
v0.1: Initial release.

[HOW TO] Install mods on iOS devices (NO Jailbreak)

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WARNING: the following procedure requires a Mac/PC with iTunes v12.6.3 installed!


  1. Take your computer and download the .ipa file of BG:EE/BG2:EE/IWD:EE/PST:EE. For example, on a Mac:

    launch iTunes -> account -> sign in with your Apple ID -> account -> purchased -> not in my library -> download BG:EE/BG2:EE/IWD:EE/PST:EE

  2. Locate that file. For example, on a Mac:

    /Users/"Username"/Music/iTunes/Previous iTunes Libraries/iTunes Media/Mobile Applications

  3. Rename that .ipa extension to .zip, and then unzip the app. You will have a folder with the app inside it. You can get to the game folder (where chitin.key is) and from there install weidu mods normally. For example, on a Mac:

    Baldur's Gate 2.4.71 -> Payload -> right-click on Baldur's Gate -> Show Package Contents

  4. At this point you should have a bunch of modded game files, including an override folder and a modified version of dialog.tlk.
  5. Zip (no compression) all the files contained in the override folder; for example -> mod.zip. You can alternatively zip (no compression) the whole override folder.
  6. Rename the archive to: mod.bg1/bg2/iwd/pstoverride. Alternatively, rename the override to: override.bg1/bg2/iwd/pstdata.
  7. E-mail it to yourself.
  8. Take your iOS device, tap onto the previous attachment and open it with BG:EE/BG2:EE/IWD:EE/PST:EE.
  9. The app will launch.
  10. Take again your Mac/PC. If you only play the game in English, copy the /lang folder, delete every subfolder except /en_US and then zip (no compression) the /lang folder copy -> lang.zip; if you play the game in another language, you will delete every subfolder except the one related to your language.
  11. Rename it to: lang.bg1/bg2/iwd/pstdata.
  12. E-mail it to yourself.
  13. Retake your iOS device, tap onto the previous attachment and open it with BG:EE/BG2:EE/IWD:EE/PST:EE.
  14. Restart the app for changes to take effect.
  15. Enjoy!!!
It may not be straightforward, but it works!!! "No more differences" between desktop and mobile!! Huzzah!!!!


Frequently Asked Questions



Q: What can be installed?

A: Almost everything. UI mods and mods that add or update areas may not work.

Q: Do I have to load the Xxxx.bg1/bg2/iwd/pstoverride file first, quit the app, then load the lang.bg1/bg2/iwd/pstdata file?

A: It doesn't matter.

Q: Do I have to do this every time I start the app or only the first time?

A: Just the first one.

Q: To install multiple mods, do I just install them back to back and then zip and send the override folder to my iOS device? Or do I have to do each mod separately loading the override folders one at a time?

A: Install them back to back and then zip and send the /override folder plus the /lang folder to your iOS device.

Q: How do I uninstall a specific mod?

A: Uninstall the mod on the desktop as normal.
Delete the app from your iOS device and then add it again. (Best to do this through iTunes, which you can do with iTunes 12.6.3, so as to avoid using 2.5GB of extra bandwidth.).
Re-zip (no compression) and re-send the override files and lang folder.

Here is the log of the mods I've installed:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10
~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55
~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8
~DR8_HOTFIX/DR8_HOTFIX.TP2~ #0 #0 // hotfix for Divine Remix v8b
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #809 // Add Champion of the Red Knight: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v2
~SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7

[NPC mod] Drake, priest of Tyr for BG:EE + SoD v0.5.1

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"If I had my way, there'd be no knights or squires and we'd all get drunk as equals. Alas, I seem to have been born in the wrong place at the wrong time."


Race: Human
Class: Priest of Tyr
Alignment: Neutral Good

Strength: 17
Dexterity: 16
Constitution: 16
Intelligence: 15
Wisdom: 15
Charisma: 10

Overview

A rather crude, cynical and sarcastic cleric of Tyr who serves the Order of the Radiant Heart in Amn, sent to investigate the iron crisis. You'll find him drinking in Beregost and seeking adventurers for the task of eliminating the mad priest Bassilus. He's a man of many vices and often blasphemous, but is regardless devoted to justice and a strong hatred of all things evil.

He can be befriended by a non-evil PC and can be flirted with by a PC of either gender.

Drake's portrait was made by LavaDelVortel and edited with his permission.

Biography

"When asked about his past, DRAKE gives a sardonic laugh and responds that history would breathe easier if his past was left forgotten. A cleric of Tyr in his mid-thirties, second son of the Caulfield family, former ensign in the Amnian militia and, with a touch of irony when mentioning it, recruit of the Radiant Heart auxiliary, he considers himself 'that thing they can't get rid of' within the Order. He openly admits that his unorthodox views on the tenets of the Order as well as the distribution of justice makes him something of a social pariah with both his fellows of the Radiant Heart and his family, almost all of whom have a history of service within the Order. According to him, while him being stationed outside of Amn was officially a mission to root out evil that plagued the Sword Coast, he believes it was nothing more than a formal means of sending him away and allowing his superiors to forget about him. Such an assignment seems to be to his preference, however, as he believes justice is best served with the edge of a blade - or in his case, the head of a hammer."

Download SoD BETA here - https://github.com/ArtemiusI/Drake/releases/latest

Spell suggestion: Distraction

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This spell would be a god send to have whenever a party member is being held or is otherwise disabled:

The spell 'Distraction' will cause all creatures currently attacking the targeted character to instantaneously choose another target to attack (if other potential targets are available).
Creatures are only affected in the moment of the spell casting, and can later retarget their previous targeted character if they so choose.
Saving throw at -4 penalty.

[How to] Making kit mods for the EE!

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How to: Making kit mods for the Enhanced Editions!

First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.)

Second, be sure you register your own modding signature here, so none of your files clash with other mod's. Skip this if you have done so already.

Third, to make a kit mod, you need to have some things done by your own, they are:
  • The spells for the abilities of the kit, both the innate abilities and the passive abilities are coded as spells (mind the permanent duration effect and undispellability on the latter).
  • The CLAB*.2DA, this is the file that applies and gives the spells at level up.
  • (optional) The LU*.2DA table, needed for High Level Abilities, works like the CLAB*.2DA but has a different way of listing the entries.
  • (optional) The HP*.2DA table, if you want, you can determine your kit's hit point gain rate with this table.
  • (optional) new icons for the new Innate abilities/spells.
For the spells, I recommend making the with NearInfity, unless you are good enough with WeiDU to edit them on-the-run. When working on spells to be applied to the character and treated as Passive Abilities (like a Kensai's AC bonus at level one), be sure to put the Timing to instant/permanent (9).

When you are creating the CLAB*.2DA, I recommend making it 50 columns long (up to level 50), since BG2Tweaks has a component to extend the levels up to that point, and it avoids possible bugs with other mods that read the CLAB table. A CLAB*.2DA file should look like this (this one was cut because of its length):
2DA         V1.0
****
1 2 3 4 5 6 7
ABILITY1 GA_SPCL213 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212
ABILITY2 GA_SPCL212 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213
ABILITY3 GA_SPCL212 **** **** **** **** **** ****
ABILITY4 GA_SPCL212 **** **** **** **** **** ****
ABILITY5 GA_SPCL212 **** **** **** **** **** ****
ABILITY6 AP_SPCL241 **** **** **** **** **** ****
ABILITY7 AP_SPCL242 **** **** **** **** **** ****
This is a Paladin CLAB (the Undead Hunter's). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus.

If you need more rows, just add them manually with NearInfinity (or with your favourite text editor) with an ABILITY8 (and then 9, 10, etc) name on column 1 (up to column 50).

For the LU*.2DA, you can just give WeiDU the name of the vanilla LU*.2DA file you want to use, or create your own.

Here's an example of a LU*.2DA:
2DA V1.0
*
ABILITY ICON STRREF MIN_LEV MAX_LEVEL NUM_ALLOWED PREREQUISITE EXCLUDED_BY ALIGN_REST
1 GA_SPPR721 * * 16 99 1 * * *
2 GA_SPPR722 * * 16 99 1 * * *
3 GA_SPPR723 * * 16 99 1 * * *
4 GA_SPPR725 * * 16 99 1 * * *
5 GA_SPPR726 * * 16 99 1 * GA_SPPR727 ALL_EVIL
6 GA_SPPR727 * * 16 99 1 * GA_SPPR726 ALL_GOOD
7 GA_SPPR728 * * 16 99 1 * * *
8 GA_SPPR729 * * 16 99 1 * * *
9 GA_SPPR730 * * 16 99 1 * * *
10 AP_SPCL928 * * 1 99 1 * * *
11 AP_SPCL929 * * 1 99 1 AP_SPCL928 * *
12 AP_SPCL930 * * 1 99 1 AP_SPCL929 * *
13 GA_SPWI920 * * 32 99 1 * * *
14 GA_SPWI921 * * 32 99 1 * * *
15 GA_SPWI922 * * 32 99 1 * * *
16 GA_SPWI923 * * 32 99 1 * GA_SPWI924 ALL_EVIL
17 GA_SPWI924 * * 32 99 1 * GA_SPWI923 ALL_GOOD
18 GA_SPWI925 * * 32 99 1 * * *
19 * * * * * * * * *
20 * * * * * * * * *
21 * * * * * * * * *
22 * * * * * * * * *
23 * * * * * * * * *
24 * * * * * * * * *
The GA_ and AP_ stuff from CLAB*.2DA files is the same here.

The MIN_LEV is the level the character has to be in order to pick the High Level Ability, and MAX_LEVEL is the level where you cannot choose this HLA anymore (don't use this unless it's necessary, just put 99 or preferably 127).

ALL_EVIL and ALL_GOOD are exclusion flags (ALL_NEUTRAL also works), here they are used for the Planetar/Deva summoning spells (since this one is a Cleric/Mage's LU files).

PREREQUISITE is the HLA you must have selected before so you can choose, for example, the "Extra level 7 Slot" requires the player to have chooses "Extra level 6 Slot" before.

EXCLUDED_BY is also used for the Planetar/Deva summoning spells, but this one does something different, if the ability denoted under EXCLUDED_BY was chosen, the player won't be able to pick the spell marked on EXCLUDED_BY later.

In the EE, the table can be 25 rows long, while in the original BG2 the maximum is still 24. If you want to add the 25th row on EE games only, IMO the best is to add this to your WeiDU code (before copying the 2da to the game):
APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"
The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
2DA      V1.0
0
SIDES ROLLS MODIFIER
1 6 0 6
2 6 0 6
3 6 0 6
4 6 0 6
5 6 0 6
6 6 0 6
7 6 0 6
8 6 0 6
9 6 0 6
10 6 0 6
11 6 0 2
12 6 0 2
13 6 0 2
14 6 0 2
15 6 0 2
16 6 0 2
17 6 0 2
18 6 0 2
19 6 0 2
20 6 0 2
21 6 0 2
22 6 0 2
23 6 0 2
24 6 0 2
25 6 0 2
26 6 0 2
27 6 0 2
28 6 0 2
29 6 0 2
30 6 0 2
31 6 0 2
32 6 0 2
33 6 0 2
34 6 0 2
35 6 0 2
36 6 0 2
37 6 0 2
38 6 0 2
39 6 0 2
40 6 0 2
It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level.

Fourth, you're going to need something to install the mod, and WeiDU is the best one when doing this! If you are copy/pasting this, replace all of the "7C#KIT" with your kit's internal name and the directories, version and author fields with the according information.
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used.

This'll be the component's name shown to the user. If you append to the style presented here it is very likely that people won't get confused with what they're installing.
BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"
This command includes the .tpa with the code that does the real work to install the kit.
INCLUDE "example/library/fl#add_kit_ee.tpa"
This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
ADD_KIT ~7C#KIT~
These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste of time to edit them.
~7C#KIT                1           1           1           1           1           1           1           1~
These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
~7C#KIT                0       9       0       0       0       0~
These are the stat modifiers at character creation. Both positive an negative values are accepted.
7C#KIT                0       0       0       0       0       0~
Stats requirement to dual-class TO this kit, which is impossible, so you should be using this to meme.
~7C#KIT               69      666      0       0       7      42~
Stats requirement to dual-class FROM this kit to another class. No memes here.
~7C#KIT                0       15      0       0       0       0~
Alignments that can be chosen at character generation time with this kit selected.
//                     LG      LN      LE      NG      TN      NE      CG      CN      CE
~7C#KIT 0 1 1 1 1 1 1 1 1~
This next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
	//       F  C  M  T  D  R
~7C#KIT 1 1 1 0 0 0~
This is the path of your kit's own clab*.2da.
        ~example/7C#KIT.2da~
This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
These are the kit's usability flag (it determines which items the kit is going to be able to use) and the class the kit belongs to number's. Refer to kitlist.2da for more information.
~0x00080000	4~
This is the name of the HLA file, which should always be prefixed with LU. Here, LU7C#K.2DA is noted with no extension and without the LU prefix.
~7C#K~
These are the items the kit is going to get at the start of ToB. You can put a comma and the desired number for the item as well, but only if the item can be stacked (like Arrows and Gems). Please, refer to 25stweap.2da while working on these, because each column is a different inventory slot, and you can't put and ring on your neck nor a shield in your head (actually, don't worry, because nothing bad happens actually, only misplaced items. v1.3 used to crash on this though), so watch out.
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~
This is the lowercase name of the kit, you can use a .tra reference as well if you like.
SAY ~batman~
First uppercase, the rest lower case.
SAY ~Batman~
The description for the kit (character generation and Record screen). Use the vanilla ones as examples, or if you prefer, Kit Revisions' or RR's.
SAY ~BATMAN: I heard he's cool, didn't test tho.~
Before we continue with the EE extensions to kits, I'd like to add a few things. First, only one of the parameters (kit_name) for this function are mandatory, you don't have to provide the other ones if you do not intend in changing the kit's stats from the base class' stats.
LAF fl#add_kit_ee
This is the character's biography, you can leave it empty (I think) and you'll get the default one for the class. You can browse dialog.tlk for more interesting ones or add your own.
biography = 29492
This is a short description of the kit's strengths and weaknesses that is shown in the "pick a .chr" screen during character selection. As of v2.3, it might be used elsewhere, but I am not aware of any other use for this.
briefdesc = RESOLVE_STR_REF (~FIGHTER/CLERIC: This character can use the abilities of a Fighter and a Cleric, though weapons are restricted to only those allowed by the Cleric's ethos. They may Specialize in, but not Master, any weapon they can use.~)
Zero means the class cannot Fall, and one means the class can Fall like a Ranger or a Paladin do if their reputation drops low enough.
fallen = 0
This is the string that is displayed when you Fall and lose your class. You don't need to provide anything if the class can't become Fallen.
fallen_notice = RESOLVE_STR_REF (~Lost Class: Keksimus Maximus.~)
The kit's internal code name. You HAVE to provide the function with these, otherwise it won't know for which kit it needs to add all the other stuff. Also, let me leave something perfectly clear: this is the only argument you NEED to provide for a kit to work in the EE, the rest are all OPTIONAL.
kit_name = ~7C#KIT~
This is the backstab the character get per level, you can refer to backstab.2da to understand this better in case you find the example to be unclear. Only for Thief classes. If the kit you have in mind for thieves doesn't have backstab, don't worry, just write 40 1s separated by spaces.
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This is the information that rules several bonuses related to weapons. In the first entry we have a 1, that states that WPSTACK access will be enabled for this kit (this means that, the kit will receive the extra half APR Fighters get at levels 7 and 13 besides gaining APR from Specialisation and up. If you'd like to disable this, just drop in a zero instead.

The second entry, gives an extra half-APR every [NUMBER] levels while attacking unarmed. It is used for Monks, which receive it every 3 levels.

The third entry is the amount of THAC0 the character using this kit will receive when wielding a weapon they're not proficient with.
clswpbon = ~1 0 3~
This is the number of weapon slots shown in the inventory screen, you can't change the number of those found in the game screen.
numwslot = ~2~
This is the amount of Thieving Points the character gets to spend at level one, followed by the amount the can spend every level thereafter.
thiefskl = ~40 20~
This is the maximum amount of Thief traps the kit can set per area.
traplimt = 6
Each one of these numbers represent different palettes, so to choose the colours you'd like to use, you'll have to browse the palettes somehow (pick any item with opcode 7, for example, a splint mail, open it with NearInfinity, scroll down on the Edit tab, double click on the Effects using opcode 7, and click on the field that says Color index ## and pick whichever colour you please.

Now, the location of the colours in question is simple, the first one are the tiny bits of metal you have on yourself (for example, the human female mage animation has a coin-like thing on her belt which has it's colour ruled by this number), the second one is your character's Minor colour, the third one's your Major colour, the fourth's the colour of the leather the character wears (boots, straps and stuff like that as well) and the fifth is your armour's colour.
clascolr = ~35 67 67 25 80~
This is the bonus to thieving skills you get at level one. Check the file clasiskl.2da for their ordering.
clasiskl = ~10 10 10 10 10 10 10~
This one's a bit tricky. 100 means the character can spend thieving points normally on a certain thieving skill. 0 means they can't spend any points at all on that skill, and values in between zero and one hundred represent the reduction the kit receives to that certain thieving skill (please refer to thiefscl.2da for the ordering of the thieving skills). I am not sure about what happens if a Thief kit has less than 100 but more than 0 (because this is mostly used in the vanilla games to disable Shadowdancers from spending points on Set Traps, and reducing certain bard kits' pick pockets score), nor what happens if you set it at something like 200 or 150.
thiefscl = ~100 100 100 100 100 100 100 0~
This is the kit's HP*.2DA table, just as discussed before. Full name without extension.
hpclass = ~HP7C#K~
This determines which race can pick this kit at chargen. 1 means that race is able to, 0 that they aren't. The order is Humans, Elves, Half-Elves, Dwarves, Halflings, Gnomes and Half-Orcs.
clsrcreq = ~1 1 1 1 1 1 1~
This is a permanent bonus to THAC0 given at level one. Nothing in vanilla uses it I think.
clasthac = ~0~
These two lines are the one responsible for how Sneak Attack/Crippling Strike work. Please, just refer to the IwD:EE ones (I have no clue at all how this works, except that to nullify them (for example, for a kit that doesn't backstab), you have to use all 1s on sneakatt and all 0s on crippstr).
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
This END closes out the LAF action started before.
END // nothin' to see 'ere
Copying spells and giving them their names... WeiDU nonsense this tutorial isn't about, classic "blah blah insert a picture of a cat here blah blah illustrative code blah blah" type of thing (I don't know what I'm talking about anymore).
COPY	"example/spl/your1.spl" "override"
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" "override"
SAY 0xC #-1 // this spell is going to be used as a Passive Ability applier, so we "clear" it of it's possible name by dropping in a -1 (which has no strings assigned to).

COPY "example/tables/HP7C#K.2DA" "override" // copy this one since the other action does not do this for you.
"example/tables/LU7C#K.2DA" "override" // copy the LU*.2DA table too

/* THAT'S ALL FOLKS! (What? I'm not Khalid!) */
Here's the clean, complete code without comments:
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"


BEGIN "Example kit mod"
INCLUDE "example/lib/fl#add_kit_ee.tpa"

ADD_KIT ~7C#KIT~
~7C#KIT 1 1 1 1 1 1 1 1~
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
~7C#KIT 0 9 0 0 0 0~
~7C#KIT 0 0 0 0 0 0~
~7C#KIT 0 15 0 0 0 0~
~7C#KIT 0 17 0 0 0 0~
~7C#KIT 0 1 1 1 1 1 1 1 1~
~7C#KIT 1 1 1 0 0 0~
~example/7C#KIT.2da~
~K_T_H K_T_D K_T_G K_T_E K_T_HE K_T_HL K_T_HO~
~0x00080000 4~
~7C#K~
~* * * * * * * * * * minhp1 * * * * * * * * godbow killsw1~
SAY ~batman~
SAY ~Batman~
SAY ~BATMAN: he is mothafreakgngin awesum~

LAF fl#add_kit_ee
INT_VAR
biography = 29492
briefdesc = RESOLVE_STR_REF ~short desc of the kit goes here.~
fallen = 0
fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
STR_VAR
kit_name = ~7C#KIT~
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
clswpbon = ~1 0 3~
numwslot = ~2~
thiefskl = ~40 20~
traplimt = 6
clascolr = ~35 67 67 25 80~
clasiskl = ~10 10 10 10 10 10 10~
thiefscl = ~100 100 100 100 100 100 100 0~
hpclass = ~HP7C#K~
clsrcreq = ~1 1 1 1 1 1 1~
clasthac = ~0~
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END

COPY "example/spl/your1.spl" override
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~

COPY "example/spl/your2.spl" override
SAY 0xC #-1

COPY "example/tables/HP7C#K.2DA" override
"example/tables/LU7C#K.2DA" override

Helpful links:

Have fun modding!

Samurai Kit - WeiDU COMPATIBLE *UPDATED*

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SAMURAI: Samurai are professional warriors, members of the noble class who are trained in the arts of warfare. They are not only trained for their role in society, they are born into a system of allegiance, loyalty, and honor that influences every stage of their lives. A samurai cut loose from this system is no longer a samurai; he is an ordinary fighter, a ronin with no honor and no standing in society.

Advantages:
- May use Kai ability once per day per level (start at 1st level with one use)

KAI: The samurai increases his strength score to 18/00 for one round

- 2nd level: Gains a +1 to damage rolls every 3 levels
- 5th level: Becomes immune to fear and morale failure
- 6th level: May use the Fear ability once per day

FEAR: All characters and creatures within a 10-ft radius must save vs. Breath Weapon or run away in panic for 4 rounds.

- 9th level: May use the Great Kai ability once per day

GREAT KAI: The samurai increases his strength score to 18/00 for two rounds and all enemies within 10 feet must save vs. paralyzation or be stunned for one round

- 12th level: +2 THAC0 bonus with off hand

Disadvantages:
- Race restricted to human
- Alignment restricted to lawful
- May not dual class
- May not wear armour heavier than splint mail

BG EET NPC Continuity

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Hi, just installed EET using Big World Setup with Recomended Settings and I'm thinking about party composition. I would love to play with one group for whole saga.

Are there any NPCs that I can have in my party all the way from BG1 to ToB? Especialy is it possible for any of these:
  • Xzar
  • Tiax
  • Alora
  • Jaheira
  • Shar-Teal
Thanks for info :)

Big item description standardization & update

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I'm about to attempt to make a mod which standardizes templating for items, as well as brings it around to 2018. It ought to make the game more accessible to potential new players, and clear things up for old players as well. It's often pretty difficult to tell what things even do. This can be helped, and I'll do it.

I just need one thing cleared up by people with more modding experience. How do I actually DO this? I've downloaded Near Infinity and it seems pretty straightforward, but are there things to look out for? I'm just looking to go through the descriptions for items, how do I make my changes a distributable mod?

Thanks in advance :)

StrRef 53483 and StrRef 18646 -

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When I trigger my script - its like jon is on super speed...he blurts out a blah blah really fast ..so fast you cant understand what he just said and its so short that you know immediately that the entire dialog is not being heard...but..StrRef 53489 plays out perfectly normal...as does 2841 ... the last two sound off just as they did in the game...the two StrRefs I have in the Subject file...do not . Any idea of how to fix them so that what I hear is the same thing I heard as Imoen and myself came out of Jons dungeon into Athkatla and Jon is casting spells at the Cowled Wizards??

Flaming Fist mercenary wont appear to attack Viconia (BGT)

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I'm trying to recruit Viconia and she approaches me to save her but the Flaming Fist guy never appears. I'm running BGT with a host of mods but im not sure which is causing this bug. Is there a way to make this event run properly?

Spells unique for rangers

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Here's some suggestions for spells only meant for rangers:

Free movement:
This spell allows the ranger freedom from the Entangle and Web spells. Duration: 12 hours
Casting time: 9 rounds

Hide:
this spell allows the ranger to hide a person from view.
Range: touch
Casting time: 5 rounds
Duration: as long as normal invisibility.
The effect is dispelled if the target moves or attacks. Spell casting is fine, if the caster is under the effect of the Vocalize spell. However, casting a spell will reduce the maximum duration of the Hide spell to 6 rounds. (optional: if the hiding person casts a spell that allows a saving throw, and the target makes the saving throw, the hiding is disspelled).
The hiding spell can be disspelled by the same means as for Invisibility.
This spell is quite powerful, though it does come with some tricky restrictions. Try luring a bunch of enemies to a caster which has been hid this way..

Quickness:
Doubles the rangers movement speed. Duration: 2 turns.
Casting time: 3 rounds

Fortitude:
Sets the rangers constitution to 19 + 1 for each 3 ranger levels above lvl8. Duration: 12 hours
Casting time: 9 rounds

Strong will:
Duration: 3 turns
Casting time: 5
Effect: should the ranger come under the effect of any mind affecting spell, after two rounds, the ranger will be allowed a saving throw every round. If he saves, he is freed from the mind spell.
Alternatively: after 3 rounds he is simply freed automatically.

Crafting:
Allows the ranger to produce 5 magical arrows. At lvl. 8 they will be +1, at lvl. 11 they will be +2, at lvl. 14 they will be +3, at lvl. 17 they will be +4, at lvl. 20 they will be +5.

It really is a pity that ranger casting doesn't start until level 8 :(

Spells as Innate Abilities - Can't get them to show up properly.

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So I'm trying to make a character that has an innate Animate Dead spell. I made a copy in NearInfinity and then changed the Spell Type attribute to Innate as shown here:



Then, I changed the Ability Location attribute within the effect to Innate Slots as shown here:



It still won't show up after I add them using EEKeeper. It doesn't show up as a spell either - it's just completely missing. I tried editing the innate section of the spell memorization tab and that did not change anything either. AFAIK, I've done everything necessary so I'm a bit confused. Any help would be greatly appreciated.

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!

Has anyone tested the 'Save Nordom!' tweak?

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Badungu created an EE version of the 'Save Nordom' tweak, which he says he tested and works just fine:

You could find it here: https://github.com/badungu/PST-SaveNordomTweak
Direct download: https://github.com/badungu/PST-SaveNordomTweak/archive/master.zip
However, there's been at least one report from someone else (in the Unfinished Buisiness: Reloaded thread) that it's not working for them:
Sounds pretty good to me. Still waiting on finalized version of the mod though, also on a side note that Save Nordom tweak posted earlier doesn't work, at least not for me.
The Save Nordom tweak doesn't have its own thread here, and I currently haven't got PST:EE installed (nor the time to play so far into it that I can test it for myself) so I'm opening the floor here: has anyone installed the tweak and tested it? Does it work for you?
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