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[KIT REWORK] Way of the Assassin v1.2

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Download the current version of the mod here: https://github.com/ArtemiusI/Way-of-the-Assassin/releases/latest

ASSASSIN: The Way of the Assassin is a feared profession, and rightfully so. A master of the art of killing, the assassin is noteworthy for being able to slay a living man with a single calculated blow or from the slightest cut with a poisoned blade. No man alive is capable of killing a target in as many ways as an assassin, and once an assassin has marked a chosen target, their fate is often sealed. While the act of assassination demands swiftness and guile, an assassin's most important skill is patience; the patience to analyze their target, observing for weaknesses, and finding the most effective way to ensure the kill and fade away unseen.

Those who choose to walk the path of assassination do so for a variety of reasons. Many are opportunists, selling their services for personal gain. Some are vigilantes, hoping to make the world a better (or at least more peaceful) place by exterminating 'undesirables'. Yet others do so simply for the thrill of the kill. It is said that no two assassins are alike in either motive or technique.

Because of the unsavory nature of their profession as well as their preferred mode of operation, assassins are dreaded and reviled by decent folk. Assassins do not seek fame and recognition, as such things are detrimental to their cause and thus they rarely take positions of leadership or band in groups at all. The best assassins are all but unknown.

Advantages:
- Begins with a x3 backstab multiplier. The assassin's backstab multiplier caps at x7 at 17th level.
- Gains a +10% bonus to Hide in Shadows and Move Silently at 1st level and an extra +5% for every level thereafter.
- Gains a +1 bonus to Saving Throws vs. Death at 1st level and every 10 levels thereafter.
- May use the Poison Weapon ability once per day starting at level 1 and gaining one extra use every six levels thereafter.
- Gains the Analysis and Enhanced Backstab passive effects.
- From 5th level onwards, gains the Hidden Blade passive effect.
- From 10th level onwards, may use the Cloak of Shadows ability once per turn.

Disadvantages:
- -2 penalty to Charisma.
- -2 penalty to starting Reputation.
- May not wear armor heavier than leather armor.
- May not Set Traps.
- May only be of any non-good alignment.
- May only distribute 10 skill points per level among thieving skills.

ABILITIES

POISON WEAPON
The assassin is capable of coating their weapon for the next eight hours with a slow-acting but extremely potent poison. This poison deals damage and reduces the target's Constitution immediately and every following round for at least four rounds. After four rounds have passed, the target must make a Saving Throw vs. Death or remain poisoned for another four rounds. Therefore, the poison has the potential to last indefinitely as long as the target does not make a successful Saving Throw. The target may not die of Constitution loss caused by the poison.
1st level: Target suffers two poison damage and loses one point of Constitution. No save modifier.
6th level: Target suffers four poison damage and loses one point of Constitution. Save modifier of -1.
11th level: Target suffers six poison damage and loses two points of Constitution. Save modifier of -2.
16th level: Target suffers eight poison damage and loses two points of Constitution. Save modifier of -3.
21st level: Target suffers ten poison damage and loses three points of Constitution. Save modifier of -4.

PASSIVE: ANALYSIS
For every round that the assassin remains invisible, they gain a +1 bonus to hit and damage up to a cap of +2 at 1st level. This bonus increases by at +1 at 5th level and every 5 levels thereafter. Attacking depletes all stacked bonuses instantly while leaving stealth non-aggressively causes bonuses to gradually deplete over time.

ENHANCED BACKSTAB
The assassin is capable of crippling their victim with their backstabs, inflicting one of the following effects. Save modifiers decrease by one for every six levels gained thereafter.
Paralysis: Target must save vs. death at +2 or become paralyzed for 2 rounds.
Hamstring: Target must save vs. death or have their movement rate and Dexterity halved for 8 rounds.
Bleeding: Target must save vs. death at +2 or suffer 1d4+1 piercing damage every round for 2 rounds + 1 round/6 levels.
Cutthroat: Target must save vs. death or be silenced for 20 rounds.
Lethality (Level 17+): Target must save vs. death at +4 or be slain instantly.

PASSIVE: HIDDEN BLADE
When the assassin kills their target, they briefly turn invisible and moves at double their movement rate for one round. This may not occur more than once every five rounds, reduced by one round for every 5 levels gained thereafter (no cooldown at 30th level)

CLOAK OF SHADOWS
The assassin becomes completely invisible and undetectable for two rounds or until they attack, becoming immune to all revealing effects. Even creatures that can normally see through invisibility are unable to target the assassin during this time.

High Level Abilities

EXPOSE WEAKNESS
To an assassin, no enemy is without a weak point. Using this ability, the assassin may mark a target as vulnerable, reducing their Armor Class by 10 points and setting their physical resistance (if any) to zero for three rounds. Additionally, if the target is immune to backstabs, they lose their immunity permanently. This ability can be taken multiple times, but an assassin can only mark a single target at any given time.

PASSIVE: ASSASSIN'S BLADE
A master assassin's blade must be honed to the sharpest edge. This innate ability permanently increases the assassin's critical hit chance by 10% and his backstab modifier by 1.

Requires: Expose Weakness

DEATH ATTACK
A high-level assassin's intimate knowledge of vital spots on opponents allows them to, once per day, strike a lethal blow against a target. With this ability, the assassin's next attack within five rounds becomes a guaranteed critical hit and kills the target instantly on a failed save vs. death at -4.

Requires: Assassin's Blade

Restrict Item to a Custom Kit

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Would it be possible to restrict an item to a custom kit? As each time a custom kit is installed it takes a new kit number based on what else is already installed...thus there is no way to guarantee that the custom kit will be kit number 43 for example.

Any idea's of a work around?

Importing Custom Items from BG:EE. Is it Possible?

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To cut a long story short, I'm wanting to transfer some files from BG:EE that I made (custom items specifically), and plop them into BG2 without having to fully remake them.

I know that I'll have to remake their Dialog.tlk entries, that's not a problem. What I'm more concerned about is having to remake the items in question from scratch, and meticulously test and re-test everything again to make sure the functionality is the same as before.

Is this a possible shortcut? Is there a trick I don't know about that makes this easy?

(For Reference purposes, I've made all my modifications and items in Near Infinity)

Sandrah Saga For EET

Is there a way to set a specific avatar look?

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With EE you can change your avatar to anything you'd like, but is it possible to set a certain look (say, an unarmoured fighter avatar) and make it stick no matter what kind of armour you're waring?

Am I crazy or are many spells set to do Piercing damage?

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Could someone experienced with Nearinfinity confirm or disprove this?

I've got Spiritual Hammer and who knows what else with their effects listing their damage as "Piercing"?

Here's an effect for Spiritual Hammer:
Type: Melee (1)
Type flags: ( None )
Ability location: Spell (2)
Icon: SP074.BAM
Target: Living actor (1)
# targets: 0
Range (feet): 480
Minimum level: 16
Casting speed: 1
Bonus to hit: 0
Dice size: 6
# dice thrown: 0
Damage bonus: 0
Damage type: Piercing (1)
# effects: 0
First effect index: 1
# charges: 1
When drained: Item vanishes (1)
Projectile: Spiritual Hammer (SPPR204.PRO) - 260
Am I reading this right? Is this really what governs the spells damage type?

Because if that's so, then manyy spells I've looked at out there are set to do Piercing.

But this looks like it can't be right, because it says that the dice size is 6, and Spiritual Hammer is supposed to be doing 4-10 per 3 levels of the caster. Although this would explain why it's barely doing anything in game, and that then would mean there's som seeeeeerious bugfixing needed on the spell front.

ReShade/SweetFX

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Greetings all, has anyone been able to get either Reshade or SweetFX working with your SoD OpenGl game? I have installed it many many times in other games. But the Shift+F2 command that comes up will simply not recognize any preset I put in. The Reshade installs without a hitch, loads without a hitch. The GUI console comes right up. But it will not see any kind of preset. Anyway, thanks for your time all.

Luck & Loot
Mereinid

NPC Bodies - A Raise Dead/Resurrection Mod for all BGEE games

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https://forums.beamdog.com/discussion/61786/npc-bodies-a-raise-dead-resurrection-mod

This is a continuation of this mod, I am going to make it work for all base game NPCs in BGEE(Baeloth is the only missing one), SoD and BG2EE as well as the couple of NPC mods and quest mods that have NPCs that I use. I also want to make this an open source on Github (never ran a Github so if someone could help me with setting this up so the community can contribute) so everyone who wants to use this can make it compatible with their desired NPC mods.

I'm going over the original mod and will include a guide on how to include your favorite NPC mods once it's complete. I have the list of NPCs from all base games and the mods I use so I'm now going through and finding the files I need to add the info to. Once that's complete I'll look into uploading it to Github, making a BWS ini and posting a guide on the Github.

If anyone would like to help I'd appreciate it, as this will be my first official "mod" (even though someone else did almost all the work) and could use some help in setting up the weidu installer to make each component only show up if the select game and mods are installed.

[Fighter Kit] Mercenary [IWDEE, EET, BGEE, BG2EE]

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Introducing a new Fighter kit: The Mercenary.

I was thinking about a good kit for Kagain and this idea come up to my mind. I know that Kagain is Lawful Evil, but I always change his alignment to Neutral Evil because seems to fit him better.

If possible, give me some feedback about the balance of this kit and especially its special ability. I made the Dirty Fight be usable as long as the effect remains instead of a one-time-attack like Harm. In BGEE that should not be a problem because low APR is something we have to deal with. In BG2EE the enemies have better savings, so spamming this ability should not be a big deal.

Hope you guys enjoy it. The kit (Component 1) info follows inside the spoilers.

MERCENARY: This fighter roams through kingdoms and domains devoting services to whoever gives a good offer - payment is what orients their ideology. Some mercenaries may have some sort of moral code, but they are not known for their loyalty to anything other than gold.

Advantages:

- +1 bonus to hit, damage, Armor Class and speed factor.
- Gains the Dirty Fight ability. Starts with one use at level 1 and another one every 2 levels up to ten uses at level 19.

DIRTY FIGHT:

The mercenary does not care about honor and that becomes clear in the way PRO_HESHE fights. There are several ways that someone can fight dirty as listed below - all of those requires an attack roll, lasts for 5 rounds and have an equal probability of happening; on top of those, the mercenary delivers 1d4 points of damage (Strength bonus apply). The target must make a save versus death with a -2 penalty in order to avoid the effects. The mercenary has 2 rounds to land the blow otherwise PRO_HESHE loses the timing of the battle.

Sand in the eyes. Target is blinded.

Punch in the throat. Target is silenced.

Kick in the knee. Target is slowed.

Hit in the lung. Target is winded.

Blow in the head. Target is stunned.

This ability won't work against undeads, constructs, elementals, mists and plants in general.

Disadvantages:

- Can only achieve Mastery.
- Can only use up to and including splint mail.
- Alignment restricted to non-Lawful.


The Component 2 alters Kagain's alignment to Neutral Evil and gives him the Mercenary kit. This component requires Component 1 and is available only to BGEE and EET.

Any suggestions, questions, bug and bad grammar/spelling can be reported in this thread

The last version of this kit can always be downloaded here and from the file attached.

Enjoy!

Shennara

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The two thieves at the top of the iron throne. Anyone knows which mod they are from ?

[mod] The White Queen

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The White Queen is a Colours of Infinity series mod, which allows player to visit brand new place - Silent Swamps - where something happened some time ago. Curious? Let yourself discover what lies under the layers of the mud, meet the White Queen and her servants.
The mod includes 8 new locations, some dialogues, new music, items and everything else that's needed to give you some fresh air in the game.
This quest was written according to some feedback I got. TotDG and Innershade are a success, but there are still some players who'd like to experience new fights, to spill some blood. This mod will give you the opportunity. However, I hope you will enjoy the story as well!
To start the quest buy a new book at book merchant's store on the Promenade. Because EE-related change, you must start a new game to enjoy the content.


Colours of Infinity download section

New Modding Practices

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Hey everyone! I haven't modded since before the enhanced editions. As I'm getting back into it, I am wondering about which processes have been updated with different/improved workflows. A few specific topics I'm interested in:

Area creation: does Yovaneth's DLTCEP area making tutorial still hold up? Its last update was in 2013, but I know there is now an alternate to .TIS files that I don't fully understand how to use. Also, can someone please tell me that there is an alternative to doing in wallgroups in DLTCEP? :p

Yovaneth's tutorial:
http://www.simpilot.net/~sc/dltcep/index.htm

Game Music: back before the EEs came out, music had a hardcoded number of slots. Has this been relaxed? Is there anything more one needs to know about getting music into the game?

BAM files: I believe these had a maximum size/dimension limit. Is there a limit on the number of animated frames? I know for the dead trees in the Umar hills quests, they used bams to get around complex wallgroups (see above).

Anything in general that an old modder would need to know about modding in the Enhanced Edition era? Any new tools/tricks/workarounds that you know or could point me to? Thanks!

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?

[IWD1 EE/ BG1 EE/ BG2 EE] NEW SKIN

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I am not so good at English.
So please be good to understand my awkward English.





This is for IWD1 EE, BG1 EE and BG2 EE




download diablo skin.zip and



just put in here.. and




creat character, save the game





use keeper, open the game






change the appearance what you want...

human male fighter low => diablo2 barbarian
human male cleric low => diablo2 paladin
human female fighter low => diablo2 amazon
human female mage low => diablo2 corrupted rogue
elf female thief low => diablo1 succubus
elf female cleric low => Lineage1 female lord
elf female fighter low => Lineage1 female elf







and... play!





there is playing video

https://youtu.be/lMYy1ZBBNJ8

made by 지온트, 베르모드

http://cafe.naver.com/nextrealm/101845
http://cafe.naver.com/nextrealm/88336



EET world map - did I do something wrong?

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I installed the entire BG:EE, SoD BG:II with EET on ubuntu and just finished playing and am in the beginning of SoD. More precisely, I just got out into the city of Baldur's Gate. I was expecting to get something like this on the world map: http://gibberlings3.net/forums/index.php?showtopic=27749, but instead I am on a very new looking map of Baldur's Gate with only access to specific areas. I understand that this is how vanilla SoD operates, so I'm now a bit afraid I might not have done everything correctly. I am also afraid that the armada of stuff I had in the barrel outside the Elfsong Tavern is lost (and since some guys kind of distributed my 100k GP-s amongst the poor, I'd happily dig into that supply :D). Or is this how it should be and I get access to the old maps later?

Ascalons questpack; A Job Well Paid

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Hello all, I am replaying this great game once more and I installed The Big World (sp). Anyway, I am in Beregost and run I across these three folks jabbering about a recent adventure they had just completed. Well, they are now arguing about the money they thought, they had split correctly. This is math, and while I may be smarter than your average bear, I have yet to develop any kind of 1+1=3 kind of understanding.

So I need some help with the quest and I cannot find any kind of resolution walkthrough for this particular quest. The gist of it is each of the three adventurer's took 1/3rd of the original payment for their completed adventure. This left 80gold in the bag. What was the original amount in the bag, prior to anyone taking anything out.? Let me know if this is CoNfUsInG. =)
Thanks all, I know someone out there has a passing fancy for mathematics.

Small bit of help needed with some Weidu syntax

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So, I'm looking to just rejigger this bit of code to hit all .cre files in order to debug the "Journal Portrait Conversations" to hit all critters. It currently hits 999 out of 1093 and some of the ones it doesn't hit are named quest givers.

It's trivial to do, I just happen to not know exactly how. This is the relevant code:

COPY_EXISTING_REGEXP GLOB ~^.+\.cre$~ ~override~ READ_ASCII 0x02cc dialoguefile ELSE 0 READ_ASCII 0x0034 portraitfile ELSE 0 READ_BYTE 0x0273 creclass ELSE 0 READ_STRREF 0x0008 Crefullname ELSE 0 READ_SHORT 0x28 animationindex ELSE 0 PATCH_IF ((FILE_EXISTS_IN_GAME ~%dialoguefile%.dlg~)) BEGIN // Creature has a valid dialogue file INNER_ACTION BEGIN OUTER_SPRINT ~Crename~ ~%SOURCE_RES%~ LAF TO_HEX_NUMBER INT_VAR value = animationindex RET hexNumber END OUTER_TEXT_SPRINT valueHex ~%hexNumber%~ ACTION_IF ((FILE_EXISTS_IN_GAME ~%valueHex%.ini~)) THEN BEGIN COPY_EXISTING - ~%valueHex%.INI~ ~override~ LPF GET_BESTIARY_NUMBER INT_VAR startOfs = 0 endOfs = SOURCE_SIZE STR_VAR keyName = "bestiary" RET number END PATCH_IF (number >= 0) BEGIN SPRINT Filename $cre_imageKnown("%number%") END PATCH_IF (number < 0) BEGIN SPRINT Filename ~default~ END END LAM AddBestiarypic END // INNER ACTION END END // PATCH_IF END BUT_ONLY

And if I'm not much mistaken the only thing that needs fiddling with is this line:

PATCH_IF ((FILE_EXISTS_IN_GAME ~%dialoguefile%.dlg~)) BEGIN

But I could be wrong.

Does anyone more experienced know how to just make whatever happens to files which have .dlg files, simply happen to all .cre files?

No Race Restrictions Mod version 1.01 for BG:EE (or BG2:EE) version 2.0 and later

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Hello all,
I just completed a mod that removes all race restrictions for classes. So you can be any class with any race. It also adds the missing animations (halfling mages, and non-human monks) using the cleric animations for each race.

The latest version of the mod is attached to this thread. To install it just copy the files into the game directory (whatever folder has the chitin.key) and then open the installer.

For example I downloaded BG1:EE directly off of Beamdog and I find the chitin.key file in C: ProgramFiles (x86)/Baldur's Gate Enhanced Edition/Data/00766/

I downloaded BG2:EE directly off of Gog.com (not using Gog galaxy) and I find its chitin.key file in C: Gog Games/Baldur's Gate II - Enhanced Edition/

I'm hoping this mod is compatible with any mod installed before it as it only overwrites files to allow more things (more class choices) and then it creates new kit and animation files.

Specifically this mod overwrites CLSRCREQ.2DA to allow all races to be all classes. Then it overwrites MGSRCREQ.2DA to allow all races to be all mage kits. Then it overwrites the kit files for mages for each non-human race to allow them to be all kit types: K_M_D.2DA, K_M_E.2DA, K_M_G.2DA, K_M_HE.2DA, K_M_HL.2DA, and K_M_HO.2DA.

I also overwrote ABCLASRQ.2DA to lower the minimum Charisma needed to create Paladins to 16 so that way you can make dwarven Paladins.

Then it creates the following new files:
New Monk kit files for each missing race: K_MN_D.2DA, K_MN_E.2DA, K_MN_G.2DA, K_MN_HE.2DA, K_MN_HL.2DA, and K_MN_HO.2DA.
New Shaman kit files for the missing races: K_SH_D.2DA, K_SH_E.2DA, K_SH_G.2DA, K_SH_HL.2DA
New halfling mage animation files (using cleric animations): 6203.INI and 6213.INI
New monk animation files for each non-human race. Males: 6501.INI, 6502.INI, 6503.INI, 6504.INI, and 6505.INI
Monk females: 6511.INI, 6512.INI, 6513.INI, 6514.INI, 6515.INI.

Lastly this mod is unfortunately not compatible with any Baldur's Gate (or BG2) older than Enhanced Edition 2.0 because only enhanced edition 2.0 and later has INI files. On older versions my new INI files crash the game. However, if you're not playing a halfling magic-user or a non-human monk you could just delete the INI files before you install it and it would probably still work on the older versions of the game (maybe even pre-EE, I don't know).

I hope you enjoy it. I made it for me, but I'm hoping others find it useful as well. If you notice any bugs or anything not working please let me know what's broken and I'll try to fix it.
----------------------

Changes for 1.01
Now allows you to make non-dwarven dwarven defenders.

Also lowers the minimum Charisma needed to make Paladins to 16 so you can make dwarven Paladins.

[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.

Inventory lag - and finding ways around it

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Hello everyone, I've been away from BG for a while, so I'm kind of out of the loop on recent developments with updates and modding. I've recently fired up BG to play and I noticed there are still bad lag spikes in the inventory whenever I handle equipment with a larger party.

There also seem to be occasional lag spikes possibly related to sound playing, and they even caused some serious bugs for me. A few times I've experienced lag spikes that caused items to disappear when I was quickly looting items from a container (or though the quick loot menu).

Have modders found ways to fix these lag issues? If not, can anyone with UI modding experience chime in whether or not it should be possible to fix these issues through modding? I'm thinking along the lines of completely disabling the item comparison and portrait highlighting algorithms, but I don't know if the current UI system is flexible enough to handle something like that.

Thanks!
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