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Warlock Kit (Beta release v0.2.2)

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Hey guys,

Before anything, this is my very first mod, it has gone through some technical testing but some bugs might have slipped in (e.g. a spell dealing incorrect damage at a certain level). Make sure to report them here.
I'll make a playthrough myself to check the balance of the mod, but it might very well be totally unbalanced, and I think it might be too strong, especially at higher levels. Drop your suggestions here, I'll take them into account.
I tried to make an effort concerning aesthetics but many spells, especially Eldritch Blast derivatives, might look similar or identical on screen. I'll change that soon.
Last, but not least, I am not a native, so my English is quite far from perfect. If some descriptions sound weird to you, it's normal, just tell me and I'll correct them.


Mod Features:
A brand new Rogue kit, with 32 unique spells and 13 unique HLAs, and hopefully more than that shortly. Features in the spoiler below. Quite the wall of text actually.





For those who do not play a lot of D&D outside of BG, I'll drop a link to explain the concept of the class:
http://nwn2.wikia.com/wiki/Warlock
Basically it's a special kind of spellcaster that has a very restricted number of spells (4 spell levels, and up to 3-4 spells per level) but can use them at will.

It's rather unique and since we can't make new classes, just kits, I had to cope with that and find a class that'd fit in terms of GUI, item usability etc...

So here's what the kit looks ike:
Rogue Kit
0 points per level to share among rogue skills, 0 at level 1. The only points you get are those from Dex/Race/item/spells bonuses
Cannot set traps
Cannot backstab
Cannot dual-class
I will explain why below the rest of the features, but it's not to be played like a rogue



Has access to Eldritch blast: this ability has a casting time of 1, can be used at will, and deals1d3+1 damage per level on a single target, up to 15d3+15 magic damage.

Has access to special abilities called invocations. These are special abilities that can be used at will. Details in the spoiler. You'll also find HLAs in the spoiler.

Spell progression: Same as in NWN2
http://nwn2.wikia.com/wiki/Warlock

Invocations implemented:
Note: Every Blast spell deals magic damage and are subject to Magic Resistance, unless specified otherwise. Their spell level is considered equal to the number of damage dice, up to level 9.
Besides, any damage/duration indicated here is purely indicative and might no make it as such in the mod once it(s released. It will go through balance testing first.
Eldritch Blast, and all that derives from it has been largely tuned down damage-wise, because the HP scaling is not the same in AD&D and 3E, and because it normally requires a touch-attack which cannot be implemented in BG2. Normally, Eldritch Blast derivatives deal as much damage as Eldritch Blast. I chose to tune down that as well so that a warlock will have to choose between trying to control his enemy and optimizing his damage output. Might not be balanced.


Least invocation:


Draining Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation at -2 or it is slowed for 2 rounds

Frightful Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be frightened for 3 rounds

Beguiling Influence: +6 to Charisma for 24hours

Dark One’s Own Luck: +1 to all saving throws per 5 levels and +1 to luck for 24 hours.

Leaps and Bounds: +4 to dexterity for 1 hour.

See the Unseen: grants Infravision for 1 turn per two levels. Also grant a bonus 10% per level up to 100 at level 10 to your Detect Illusion and Detect Traps skills.

Hideous Blow: Channels your Eldritch Blast into your weapon. Your next attack within 5 rounds will deal additional magic damage equal to that of your eldritch blast (still need to hit the target, if you don’t, the Hideous Blow is wasted).

Poisoning Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Death or suffer 3 poison damage per round for 5 rounds.

Cloak of Shadow: +10 per level, up to 200 at level 20 to your HiS, your MS and your PP skills for 8hours.


Lesser invocations:


Beshadowed Blast: 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Spells or be blinded for 1 turn.

Brimstone Blast: Deals fire damage. 1d3+1 per level on a single target, up to 15d3+15. Target must save vs Spells or suffer an additional 1d8 damage each round for one round per 4 levels, up to 5 rounds at level 20.

Truecold Blast: Deals cold damage. 1d3+1 per 2 levels on a single target, up to 8d3+8. Target must save vs Paralysation at -4 or suffer a -4 AC Penalty for 5 rounds

Curse of Despair: Target must save vs Spells or suffer a permanent -3 to all ability scores. This can be cured with a Remove Curse Spell.

The Dead Walk: Basically a copy of Animate Dead

Voracious Dispelling: Just like dispel Magic, and it deals 1 magic damage per level up to 10 to hit targets, allies included.

Walk Unseen: Permanent-duration invisibility, only on self, until any action that would normally break invisibility is used.

Flee the scene: As dimension door, and leaves a darkness spell from your casting point for 1 round


Greater invocations:


Eldrith Cone: 1d3+1 damage per level up to 15d3+15 in a cone.

Bewitching Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -4 or be confused for 4 rounds

Stunning Blast: 2d3+2 damage per three levels, up to 10d3+10. Target must save vs Spells at -2 or be stunned for 4 rounds

Vitriolic Blast: 2d3+2 per three levels, up to 10d3+10,+2d6 acid damage. Ignores any magic resistance.

Chilling Tentacles: Creates a zone filled with tentacles. Any creature in the zone suffers 1d6 crushing damage and 2d6 cold damage per round, and must save vs Paralysation each round or be Held for one round.

Devour Magic: Replaces your weapon for one hit with a melee one that has no damage of its own, +10 to-hit, but dispels any effect on the target and heals you for 4hp per level, up to 80.

Tenacious Plague: Carbon Copy of Insect Plague

Repelling Blast: 2d3+2 per three levels, up to 10d3+10. Enemies must save vs Spells or be knocked back.

Eldritch Beam: 1d3+1 damage per level on all enemies between you and your target, up to 15d3+15, save vs spell for half.


Dark Invocations:


Eldritch doom: 1d3+1 damage per level up to 15d3+15 on a 30 foot radius, self-centered, save vs spells for half.

Utterdark Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target must save vs spells at -2 or have two of her levels drained.

Binding Blast: 2d3+2 per three levels, up to 10d3+10 damage. Target is stunned for one round.

Dark Foresight: Protects the caster from any physical attacks for two rounds.

Retributive Invisibility: The caster becomes invisible and is granted immunity to divination for 3 rounds. When it ends, any nearby creature suffers 4d6 magical damage.

Crack the Weave: Removes one Spell protection, as well as all specific and combat protections.




High-level abilities:
Note on HLAs: unless specified otherwise, these HLAs can only be picked once, and only be used once a day.

Word of Changing: Demon: Allows the Warlock to assume the form of a Balor or a Marilith for 1 turn. It retains its warlock abilities while in this form. Excluded by Word of Changing: Devil. Can be picked multiple times.

Word of Changing: Devil: Allows the Warlock to assume the form of a Cornugon or a Pit Fiend for 1 turn. It retains its warlock abilities while in this form. Excluded by Word of Changing: Demon. Can be picked multiple times

Fiendfire Blast: 1d6+2 damage per level on a single target, up to 15d6+30. Half is fire damage, the other half is magic damage. The caster suffers a -3 Constitution penalty for 1 turn after using Fiendfire blast. Half the damage of each component ignores magic resistance. Once picked, this ability can be used at will.

Fiendfire Shield: Much like Fireshield(Red) , dealing 1d10+3 fire and 1d10+3 magic damage instead. This shield lasts 5 rounds and the caster suffers a -5 Constitution penalty for 1 turn after using Fiendfire Shield. Can be picked multiple times. Requires Fiendfire Blast

Hellball: Deals 8d6 fire, 8d6 cold, 8d6 acid, 8d6 magic and 8d6 electricity damage to all enemies in the area. Save vs Spells at -2 for half, ignores magic resistance (though not damage resistance). Requires Word of Changing: Devil

Summon the Infernal Host: Summons a Marilith.

Extra least invocation: Allows you to pick an extra least invocation.

Extra lesser invocation: Allows you to pick an extra lesser invocation. Requires Extra least invocation

Extra greater invocation: Allows you to pick an extra greater invocation. Requires Extra lesser invocation

Living Portal: This spell replaces its target with a Balor under the control of the caster, with no save. This spell is very exhausting and will incur instant fatigue as well as a -5 Constitution penalty for 24 hours. Requires Word of Changing: Demon.

Fiendish Constitution I: Gains +1 Constitution.

Fiendish Constitution II: Gains +1 Constitution. Requires Hellish Constitution I

Fiendish Constitution III: Gains +1 Constitution. Requires Hellish Constitution II

Use Any Item

Time Stop (as a one-cast-a-day special ability, pickable only once)

Fiendish Regeneration: Self-cast only. The caster heals for 5hp/second for 10 rounds. He then suffers a -4 penalty to Constitution for 2hours. Requires Fiendfire Shield





Now, why would I make it a rogue kit if it can hardly do anything a rogue does? Several points:
Hit die: rogue and warlock both have d6
Armor restriction: Both are restricted to medium armors
Weapon choice: More or less in line with what a Warlock gets in 3E.
2 Quick-weapon slots: That's what you have on most spellcasters.
Rogue skills: as you may have seen if you have been through that wall of text that was hidden in the spoiler, some invocations will buff your rogue skills. These are adapted from 3E invocations that boost the same skills, and aim to open a wider choice of ways for your character. Besides, any character in 3E may pick those rogue skills, except it will not be as effective as if a rogue were taking them.
No spellcasting except your special abilities.



Some "strange choices" you might have noticed:
Why would I give a warlock UAI as an HLA? Warlocks have the "use magic device" as a class skill in 3E, as well as the "deceive item" passive feat. So using items that are not made for them is in tune with the class.

Why would I give a warlock Time Stop as an HLA? Well, that's something I am not yet sure about. Basically, a high-level warlock is an immensely powerful caster, and as such I find it normal that he should have access to Time Stop. Making it an HLA that he can only use once a day is for balance reasons.

What's with all those CON-lowering HLAs? It aims to mirror the prestige class Hellfire Warlock in NWN2, which basically gives an immense offensive power in exchange for CON drain upon using its specific abilities.

Why make Word of Changing an HLA? Some of you might know it's supposed to be a dark invocation. The reason I moved it to an HLA is an balance matter which is related to an engine limitation. Polymorphing disables spellcasting, but not special abilities. I could make it disable special abilities as well but then you would not be able to transform back to human form or to another demon form. So basically Word of Changing would allow you to be in an alternate form while retaining all your warlock abilities. This deserves to be an HLA.

What's with the superlong duration spells? Well, it's a matter of conveniency, as well as a reflection of 3E behaviour. Since you have an unlimited amount of spells, casting them over and over would just be tedious. As you may have noticed, the very powerful spells when used in the thick of combat have a very short duration, much shorter than their arcane counterpart (retributive invisibility and Dark Foresight), to counterbalance the fact that they can be cast at will.


Most of the invocations are adapted from their NWN2 version, some are unimplemented 3E invocation, and there's one Dark Invocation (Crack the Weave) that is my own creation (or so I think). Most HLAs are brand new though some are derivatives from either existing invocations, 3E epic spells or 2E spells.




Current state: First version of the mod released. Writing the README. Mod attached to the post.

How to install: Much like most WeiDu mods, copy the zkwarlock folder and the setup-zkwarlock.exe file into your game folder, and execute the setup.

Changeplan: Pending for your feedback and my playthrough.
So far the kit appears to be quite balanced. Quite strong early and midgame, but the fact it doesn't have improved alacrity, stoneskin or a spell that protects from magic to some extend makes it a bit weak in ToB game. What I am looking to add is an additionnal invocation, probably a greater one, that will give some martial defense (kind of like stoneskin) and a dark one that will give some spell defense, like a spell deflection or something along those lines. I'm happy with not having improved alacrity (it would litterally mean instadeath of any enemy with robe of vecna since you'd have no cast time on most blasts), as mages must still have some advantage over warlock, as well as the fact the warlock's really good at duelling but not that good when it comes to AoEs. I am also happy with the number of invocations.

Changelog: 07/14/17: V0.1.1: First public release. EDIT: made a slight mistake, so the uploaded file will cause bug upon leveling up. Just fixed it and it should be fine. You may reinstall the mode midgame if you haven't experienced the bug yet. Besides I notice a few disappearing spells upon playing. I'm checking that out right now.. Partially solved, you shouldn't experiment the issue anymore but you'll have an extra cast of each of these spells everytime you cast them. This is purely cosmetic though, no gameplay influence since you have unlimited uses anyway.

28/10/17: V0.2.1: Various bugfixes. Buff spells (cloak of shadow and dark one's own luck) should no longer stack and are now dispellable. Eldritch Blasts were modified: They no longer have a flat damage component (except Fiendfire Blast). Additionnally their effective spell level now scales with the Warlock's level. Most spells should now have an adequate effect level.


25/10/17: V0.2.2: Various bugfixes and balance changes:
-Modified Leaps and Bounds so that it no longer stacks with itself.
-Nerfed Cloak of Shadows to 7 HiS, Pickpocket and Move Silently per level, up to 105 at level 15. It now properly gives the pickpocket bonus mentioned in the description.
-Edited the descriptions of the spells affected in this patch and the previous one.
-Corrected a bug which cause Imoen to be stuck trying to open your cell in the opening cinematic of BG2, if you didn't skip it. The result might look weird (In my game, Imoen's behaviour is kind of inconsistent and sometimes she walks above the cell to talk to you) but it should be functional.
-Living Portal will now display some fancy visuals and only affect creatures that are vulnerable to imprisonment. As opposed to the imprisonment spell however, the target will drop their inventory. The Balor that is summoned now lasts 5 minutes.

NPC bodies (a Raise Dead/Resurrection mod)

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This mod is intended for those playing a minimal/no reloads game (therefor using Raise Dead services of temples instead of reloading when a NPC dies) and has three components that can be installed independently.

1) NPC bodies for BG:EE

When a NPC dies, he (or she) drops a body at the feet of the Protagonist (ideally it should have been dropped together with the inventory items at the spot the NPC was killed, but so far it does not seem possible) in the place he is killed. In order to be raised at a temple, the NPC's body must be carried in the party inventory and upon casting the spell, the body will disappear from inventory and the NPC will be brought back to life.

Do not attempt to raise dead a NPC without his body, this will result in his permanent death ! Also leaving an area without the body will cause the body to disappear after a time, resulting in the impossibility to bring the character back to life.

Each of the 28 joinable NPC's has his unique body with a weight based on race, gender and strength.







2) Raise Dead permanent Constitution loss

This cause the characters brought back to life with Raise Dead or Resurrection to lose 1 point of CON as in PnP


3) Fixed price for Raise Dead spell

It makes little sense for the dynamic progression with level of the Raise Dead cost in temples. At lowest levels Raise Dead cost less than Slow Poison, or Cure Critical Wounds or Heal, while at the higher levels it becomes absurd, when the player usually has the means to cast the spell himself or by someone in the party and doesn't need this service anyway. So the price of Raise Dead has been set at the fixed price of 500gp


Warning, this is mod is not fully tested, and it is marked as BETA

opcode 99 Duration modifier

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Whats the largest number this will accept for percentage? My tests have been inconsistent with sometimes 9000 and sometimes 90000 being accepted. Seems to wrap after that. Just wondering if a permanency type spell is even feasible.

Some mod conundrums

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Hello

I recently started my 4th playthough of this wonderfully epic game, but ran into some problems with some of my mods. Effectively this will mean I will have to make a new install.

These are my questions:

Conflict between “Dearnise romance” and “NPC strongholds”

My character is a female fighter mage cleric. When Nalia offered me the Dearnise stronghold and I should have been able to accept or decline the request, I only got “NO VALID REPLIES OR LINKS” which just shut down the dialogue.

I am pretty sure this is a result of me having installed both the “Dearnise romance” and “NPC strongholds” mod. I tested uninstalling the dearnise romance mod, and while that avoided the “NO VALID…” line, it resulted in Nalia not seeing me as “much of a fighter” and I even had Jaheira in the party when this happened, as I understand it she should be eligible for running the keep through the NPC stronghold mod.

Since I am reinstalling, I think I will uninstall both mods. The dearnise romance mod is recommended by the BWS and I have had it installed before without it causing problems but since I play as a female I can't partake in the romance anyway. The idea of NPCs running strongholds is tantalizing, but I also find several of the strongholds fulfilling when run by my PC, and I want to be able to start the stronghold quests whenever, regardless of what NPCs I have access to in earlier chapters.

I wonder if the NPC stronghold mod is worth running though? I got some interesting interactions when Yoshimo interacted with Renal bloodscalp about his “independence” but I have heard some interactions are more fitting than others. Overall, I just want to avoid the headache of mod conflicts and potential bugs as far as it is possible.

Viconia friendship conflicts/overlaps with romancing Viconia?

I installed the Viconia friendship, but now remember that some of her story developments may trigger earlier from her friendship developments when both romancing AND befriending her. I kinda want both interactions, since Viconia is my favorite NPC in any Bioware game. Is there always gonna be overlap when both romancing and befriending Viconia with the friendship mod installed? Should I remove the friendship mod if I am romancing Viconia?

Imoen romance mod along with Imoen friendship mod

On a smilar note, will it overlap if installing the Imoen friendship mod and Imoen romance mod?

Multiple romances cheat with romance mods is an invitation to bugs & headache?

So I have the haer dalis, Sarevok and Imoen romance mods. I have heard that it is highly recommended to NOT romance multiple canon bioware NPCs when running romance mods since this will most likely cause “stutter” as the mod NPC will interact badly with the “check for romance end” variable. I want to clarify if this is the case, since I really want to romance all the bioware NPCs this time, but also really want to try out these romance mods.

The tactics mod

I love making the game harder through the Sword Coast STratagems mod, but unfortunately the creator removed one of my favorite components: the improved final Irenicus fight. I understand it was taken from the “tactics” mod which contain several really difficult encounters, but unfortunately the BWS editor recommends to not install this mod, as it is very old and currently isn’t maintained by anyone.

I love the way the tactics mod increases difficulty, in improving several key encounters in the game. SCS does this too and several other things that greatly improves the feel of the game, but lacks some of the encounters from the tactics mod. Can someone clarify if it is that risky that I think it is to install the tactics mod? I really, really want some of the encounters from this mod, and was really disappointed that the final irenicus battle improvement was removed from SCS, but don’t quite dare install the tactics mod.

Ajantis and Keto mod asks about patches in the beginning of the BWS setup

Ajantis and Keto NPC mod are prompted for patching in the beginning of the installation due to their versions being more recent than BWS have registered. Is this a big problem? I think I pressed "Y" for patching, and it was just rejected.

Why is the "remove party's items in spellhold" marked red?

I played with this in my last playthrough and it worked exactly as it said it would.

Would appreciate answers to these questions as I want to try to start the new installation of the game as soon as possible.

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features:
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more...

These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often.

@AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar.

Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

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?

[Mod Tutorial] How to make Items

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Sparing others the pain I went through trying to learn this, this thread is meant to walk you through it step by step and tell you, specifically, how to make items.

First you need to copy your dialog.tlk file to your root directory and make a backup of it. You can find dialog.tlk in \Baldur's Gate II Enhanced Edition\lang\YourLanguageHere. Just move it back to the \Baldur's Gate II Enhanced Edition\ folder.

Next download WeiDU and place it in your \Baldur's Gate II Enhanced Edition folder, I think you can just extract the WeiDU folder there and copy/paste WeiDU.exe but I'm not sure because I copied everything while trouble shooting.

After that, you need to open a notepad or text file and edit it to read something like this. Just copy and paste the following bit to get started, make sure word wrap is turned off if you're using it.

BACKUP ~Silky/backup~

AUTHOR ~YourAuthorName, at http://forum.baldursgate.com~ // if you want, you can put your email here instead

BEGIN ~Silver Silk Chainmail~

COPY_EXISTING chan18.itm ~override/Silky.itm~ //note that the total file name, excluding file extension, must not exceed 8 characters.
SAY NAME1 ~Soft Mail~
SAY NAME2 ~Silver Silk Chainmail~
WRITE_LONG 0x1e THIS BAND BNOT BIT29 // Silver Spider Thread
SAY 0x50 ~At first glance it's hard to tell whether this is meant to be used as protection, but the fibers seem strong enough to deflect blows. Maybe someone can help identify it.~ // General description
SAY 0x54 ~The Silver Silk Chainmail was sewn from the webs of silver spiders, offering the protection of mail and the flexibility of cloth. It is believed that such rare vestments originate from a hidden monk sanctuary high atop a mountain at the Spine of the World.~ // Identified description
COPY_EXISTING ~ribald.sto~ ~override~
ADD_STORE_ITEM "Silky" #10 #0 #0 ~IDENTIFIED~ #5
Rename that txt file something like Silky.tp2. You can open it with your favorite text editor at any time if you right click and select "Open with..." (if extensions like .txt and .tp2 are hidden you may have to enable them in your folder option). Then rename a copy of WeiDU.exe to setup-Silky.exe and run it. This should create a copy chan18.itm and place it in your override folder with the new name and description. You're not done yet though!

Now you need to download Near Infinity, and if you don't already have it, you'll also need Java to run it. After downloading it with Java installed, extract it to your \Baldur's Gate II Enhanced Edition\ folder, to run it simply run NearInfinity-1.3.0.jar (there may also be a NearInfinity-1.3.0-ci.jar, I'm not sure of any difference). You should be able to find your new item under Override with the file name you gave it.

View gives you an overview, and if you click edit you can easily modify and delete stats and effects. If you want to make the armor usable by anyone for example, click "unusuable by" and uncheck everything on each section. Also if you want to remove any sneak or arcane casting penalties, you can do so by selecting the effects and clicking remove. You can modify it to your liking adding and removing effects and toying with the colors and attributes. It may be best to make a backup of it before you save it if you're not sure, but when you're done just click export.

If you'd like to add it straight to your inventory when starting the game, in your Baldur.ini file after 'Program Options', add
	'Debug Mode',	'1'
IE
'Program Options',	'Debug Mode',	'1'
Then once you load a game you can hold CLT and press Space bar and inter the following command. CLUAConsole:AddItem("Silky")

Alternately if all went well you should be able to find your new armor in Ribald's store.

[MOD] High-Power Baldur's Gate Version 1.7

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This mod in a nutshell:



This is a huge mod for Baldur's Gate 1. The mod makes drastic changes to the creatures in the game. All the enemies throughout the game are given ridiculous powers they have no right to have: xvarts stop time whenever they move, giant spiders summon additional spiders each time they hit you, tasloi use their berserking gaze to make party members attack each other, and much more. The tougher enemies are much worse. There are some enemies in the Cloakwood Mines now that could probably solo Sarevok in the unmodded game with ease. Altogether, the enemies are much stronger as a result of their new powers. The good news is that your party gets powered up as well.

Each NPC party member now gains additional abilities and passive effects. For example, Xzar now has permanent Aura Cleansing (he can begin casting another spell right after casting his previous one), and he can cast Control Undead and Energy Drain at will and summon hordes of skeletons which ignore the summoning limit. Imoen now attacks five times per round no matter what weapon she uses and can cast Phantom Blade, creating a sword which can now attack at long range (allowing her to backstab at long range). Kivan has increased vision range, allowing him to see enemies who cannot see him back, and he can attack those enemies with ranged attacks from an increased distance. Edwin can now cast double spells of all spell levels; this also doubles the additional spells from his amulet and his conjurer kit (if he equips a Ring of Wizardry he can cast quadruple spells!). All the NPC party members are given awesome powers like these.

In addition, the protagonist - as well as any other player character created at the start of the game - will gain innate abilities based on their class and their kit. For example, a Paladin player character with no kit will be able to cast Draw Upon Holy Might, Holy Power, Righteous Magic, Champion's Strength, Chaotic Commands, Death Ward, Negative Plane Protection, and Critical Strike (ability from Throne of Bhaal) once per day each. Some classes and kits will get abilities they can use at will. An Enchanter can cast Greater Malison at will, and multiple Greater Malisons now stack. A Conjurer can cast Conjure Lesser Kobold at will to get an endless army of kobold meatshields that ignore the summoning limit. These abilities are meant to make them somewhat on par with the NPC party members. The protagonist will also get more powerful abilities from the dreams. By the end of the game, a good protagonist will be able to cast spells like Greater Restoration and Mass Raise Dead, while an evil protagonist will be flinging around abilities like Emotion: Hopelessness and a much more powerful version of Energy Drain.

I've greatly empowered all magical weapons and armor, with the exception of certain ammunition and shields. The items usually have new abilities and often have greater enchantment. I even modified generic +1 and +2 magical weapons and armor. For example, the Katana +1 now gives the wielder the effects of Kai while it's equipped. Note that this also makes enemies that use these items tougher. Additionally, I've added a lot of new items to the game. Some of them are original to me; others were taken from Baldur's Gate 2, Icewind Dale, or Planescape Torment. I've spread cool items throughout the stores in the game so that almost every shop sells something interesting.

I've increased the rewards from many quests. Now more quests will reward you with unique items you can't get anywhere else, rather than just a small amount of gold or a weak magic item.

I've also placed lots of stat-increasing manuals and tomes throughout the game, mainly in the hands of enemies. There are enough of them to get one or two party members to 25 in all stats by the end of the game. The mod is designed in such a way that having 25 in all stats isn't completely broken like it would be in the unmodded game.

Although the enemies you face are much more powerful, I tried to avoid spectacle creep as much as possible. For the most part, this mod doesn't pit the party against monsters generally associated with epic level such as balors or liches. Instead, you will usually be facing the same enemies you would in the normal game, except that this mod makes them much stronger. In version 1.6 I did add a dragon to the game, but it's only a juvenile dragon.

This mod also modifies content that was introduced in the Enhanced Edition, namely Rasaad, Neera and Dorn, and the areas, creatures and items that are associated with them, as well as the items that Beamdog put throughout the game.

This mod adds a good number of combat encounters to the game, often in creative ways. The enemies in the mod are sneaky, especially shapeshifters. I've scattered doppelgangers throughout the game. They masquerade as ordinary commoners, only to strike when you let your guard down. Doppelgangers can even shapeshift into animals now. The doppelgangers you encounter in different areas all cast different spells. One doppelganger might maze everyone in the party except the protagonist and rush at them with Improved Haste, while another one might spam lightning bolts at the party. The mod also places a lot of interesting new monsters throughout the game, like Vorpal Spiders, Burning Wizards, and Insidious Lightning Kobolds.

Reasons to try out this mod:

- Since the NPCs all have very different powers, the game can play very differently depending on which NPCs you have in your party.

- The variety of interesting abilities granted to the player characters, as well as the diverse selection of equipment, allow for all sorts of different builds.

- You have great leeway in determining the power level of your party. The mod enables you to change the experience cap and/or have your party start the game at a higher level. The mod has a very flexible difficulty; starting at a higher level will not make the game too easy, but it's still beatable if you start at level 1.

- This mod makes the game feel new and different. You never know what creatures, encounters, or items you'll come across in the next stretch of wilderness. You can't rely as much on prior knowledge of the game.

Lastly, the mod is just plain fun. I made this mod because I was bored with the unmodded game and I wanted to spice it up. I have yet to go back and play Baldur's Gate without this mod.



Other screenshots:
























Version 1.7 is out; this is the biggest patch so far.

Change log:
V1.1:
- Gorion can no longer kill the protagonist in the fight with Sarevok.
- The pseudodragon, imp, quasit, and dust mephit familiars will no longer die instantly when summoned.
- A bug with Gretek's dialog in the Helm and Cloak inn has been fixed.
- Phantasmal Killer, Selune's Curse, Selune's Blessing and the cat familiar's True Strike ability now have descriptions.
- Most innate versions of Shaman spells now have descriptions in the non-Siege of Dragonspear version of the game.
- A typo in the Stupidifier's desciption has been fixed.
- Cows no longer produce an unintended string when they use their Great Leap ability.

V1.2:
- 18 extra components have been added; some of them change spells, some change 2da files, others change classes or kits.
- A readme has been added; it explains what the components do.
- The Seeking Sword now dispels Mirror Image and Invisibility effects on hit; I gave it a description, and I updated the description of the Seeking Sword ability, and the description of it in the Priest of Helm description.
- Archer player characters now get Breach at the beginning of the game as they're supposed to.

V1.3:
- 4 more components have been added, and the readme has been updated to explain them.
- War dogs now cast Dog Haste like they're supposed to.
- The Amazing Oopah now loses HP after each explosion as I intended.
- Normal doppelgangers no longer deal nonlethal damage.
- The spell lists of cleric and druid NPC party members have been updated to match my changes to the spells (I had made certain spells usable or unusable by clerics or druids when they weren't before).
- Planetars are no longer immune to +2 weapons.

V1.4:
- 1 more component has been added; it lets you choose whether to change the starting positions of Quayle,
Eldoth and Tiax, so that they can join your party earlier on.
- The gigantic Fomorian Colossus is now a regular-sized Fomorian Giant; the BAM files for the Fomorian Colossus have been removed as they had taken up a total of about 60 megabytes, almost half the size of the entire mod.
Doing this allowed me to upload the mod folder onto GitHub.

V1.5:
- The mod now includes an English TRA file. All strings in the TP2 file have been replaced with TRA references.
- Some, but not all, of the new magic items that previously only had placeholder descriptions now have actual descriptions.
- I fixed some bugs where the contents of certain components would be automatically installed in the main component.

V1.6:
- 1 more component has been added; it makes the effects of bard songs stack.
- I fixed bugs in Chapter 7, and I nerfed Sarevok a bit.
- Eldoth's initial dialogue is no longer different if you choose not to install the component that changes his starting position.
- Gelatinous Spheres now show their animation correctly.
- Tazok's Fist Breath produces fewer fists and won't cause as much slowdown.
- Now creatures that use the Fomorian, Glabrezu, Wererat, Greater Feyr, IWD Shadow and IWD Large Shadow animations will have those animations even if Siege of Dragonspear isn't installed.
- I added some more magic items to the game.
- I modified Adoy's Belt, the Moonlight Walkers, and the Glimmering Bands.
- Noralee now gives a more interesting reward for her quest.
- I moved the Skeleton Berserker from the thieves' maze to the ruins south of the bandit camp, and I made the skeleton weaker so that it could be beaten at that point in the game.
- The special Ring of Protection is no longer worn by Aggrakesh the Infernal Harpy. Instead, it is worn by the ghost Daital. In this mod Daital is very tough and before this version you didn't get anything cool for beating him.
- I put a dragon somewhere in the game. He doesn't drop scales but he has a large hoard.
- I replaced the Know Alignment spell with Identify Creature, which displays a different string depending on the creature it is cast upon. However, so far I have only given a string to about 10% of the creatures I am modifying. I still have much more work to do.

V1.6.1:
- Bassilus now has his Gauntlets of Fumbling again (in previous versions I had taken the gauntlets away from him for some reason).
- Rilsa's Leathers no longer has the wrong icon, and I fixed a bug that stopped some of the effects of the armor from working.
- I fixed glitches in a couple of item descriptions that caused dash characters to be replaced with rectangles. I don't think I've gotten rid of all the rectangles, though.
- Most hobgoblins now wear HELM11 rather than HELM01. This means that if you have the subcomponent "Make all helmets invisible, except for nonmagical decorative helmets" installed, the hobgoblin helmets will still be visible. HELM11 looks identical to HELM01, but it's a different file.
- Hobgoblin Elites no longer have longer casting times.

V1.7:
- I added two more components: "Raise the experience cap" and "Revise Wisdom bonus spell table".
- Dialogue with certain minor characters has been changed.
- I placed more items in certain areas, mainly consumables such as scrolls and stat-increasing tomes.
- A previously mundane store somewhere in Baldur's Gate now sells magical darts of all sorts.
- Player-created conjurers can cast Summon Small Monster 3x/day.
- Player-created diviners can cast Identify Creature 3x/day.
- Player-created bards, regardless of kit, can cast Identify Creature at will.
- Player-created gnome clerics with no kit will gain the Sequencer Touch ability as they were supposed to.
- Player-created clerics with a custom kit will not get Sequencer Touch.
- Edwin can now cast Summon Kobold 5x/day.
- Alora's "Translocation Trick" ability (which allows her to switch places with another creature) now has unlimited range, and she can now use it 9x/day.
- The spells Creeping Doom, Meteor Swarm, Comet, Red Dragon's Breath, and Green Dragon's Breath now have special casting animations.
- Kryll and her skeletons have been weakened.
- Gibberlings move slower (though they still move very fast)
- Winter wolves no longer appear as rest encounters outside the Nashkel Mines.
- Elminster's Random Teleport now functions correctly.
- Algernon now uses his cloak in combat as I intended.
- Rufie now uses his breath weapon in combat as I intended.
- Tarnesh no longer casts Larloch's Minor Drain on himself.
- Brandilar no longer repeatedly talks to you.
- Irlentree no longer transforms into Shalak (which is Zorl's true form). Instead, his true form is a different shapeshifter named Juskal.
- During the fight with the warders, Fear now has the Greater Feyr animation.
- The unique sprite for the Greatest Basilisk now displays correctly (previously the basilisk had a rabbit sprite for some reason).
- Gray Oozes now have fewer hit points and no longer have any magic resistance.
- Mustard Jellies now do more damage.
- Schlumpsha the Sewer King no longer uses all his psionics at once.
- Fire Snakes now have the correct weapon equipped and will use their abilities correctly.
- The shapeshifters in the Merchant's League now have the correct name.
- The Skeleton Executioner now has the correct name.
- Summoned minotaurs now have the correct name.
- The Drusus short sword now has the correct name.
- The Long Sword +1 ability now works correctly.
- The description of the World's Edge sword no longer says that it does piercing damage (that was something from an earlier version of the mod).
- The items MEDART80 and MEDART98 now have names and descriptions: MEDART80 is "Dart +2" and MEDART98 is "Zilzanzer's Magnificent Dart +8".
- Conjure Lesser Kobold now has its own icon.


Known bugs:
- It's possible to get more proficiency points when creating your character than you're supposed to get. This can only happen if you go back to the proficiency screen after spending the points. This bug has something to do with the fact that I've replaced the starting non-magical quarterstaff with a magical staff that gives you proficiency in quarterstaves. I do not plan to fix this bug, because I don't think that the option to be proficient in everything right from the start will make the game too easy.


Tips for playing this mod:

- For the first playthrough, play on Normal difficulty.
- I recommend installing the component that gives additional experience to the PC at the beginning of the game, and setting the experience given to 10000 or 20000.
- When exploring the wilderness, always have a character scout ahead in stealth or invisibility. That way, they will know what enemies are up ahead and can prepare for battle without as much metagaming.
- Watch out for doppelgangers. They appear very early in the game in this mod and they deal a lot of damage in melee. If you fight a doppelganger, don't let it get near you.

You can download version 1.6 from GitHub here.

Although I completed version 1.7, I have not yet uploaded it to GitHub and I have not yet made V1.7 compatible with Big World Setup. I'll do those later. In the meantime, you can download the mod right here.

Disarming traps adding XP to the thief

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I was wondering what would happen if disarming traps gave some exeprience to the Thief. I'm kind of sure that there are some self-resetting traps out there that would cause an infinite XP exploit of some kind, but that can be fixed.

The thing is that traps are kind of banal, and healing is kind of pleniful and the game would be a much better experience if you had a reason to care about traps. There's quite a bunch of them around, but there's no real motivation to pay attetntion to finding them and disarming them. A fixed non-shared 100XP to the thief who disarms them would totally motivate a person to explore certain areas as a thief (or save them for XP with Annah).

I'm thinking about suggesting it officially, and I suspect it might be trivial to implement, except I'd need to know if there are any obvious roadblocks. If Beamdog don't implement it it'd still make a great mod, I think.

So, did anyone knowledgeable consider this? Any obvious snags? Anyone know how to do this?

Are creature animations portable?

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I hear that PST:EE is 90% or 99% hard-coded, and if that's true, there isn't much reason for me as a modder to look into its workings. Hopefully some of the new functions will make it to BG:EE eventually - Near Infinity already lists new opcodes, only they don't work yet. But what about creature animations? There isn't any obstacle to copying over BAMs from Torment to the other games, is there? Beamdog, do tell, are you going to update the list of animations that is currently shared between the BG games and IWD (only not all games have all BAMs) with new entries from Torment? Some are already present, like a few fiends, but not, for example, bariaurs or gronks.

[MOD] The Power of Belief

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The Power of Belief makes it possible for the Nameless One to become a Priest (while maintaining their Fighter, Mage and Thief levels).

The newest version of this mod is available on GitHub.

Features

This mod is being actively developed, and will be expanded as my free time permits. Currently, the mod consists of a few extra dialog lines that allow the Nameless One to become a Priest, specialization bonuses for reaching 7th or 12th level as a Priest, two new tattoos available only for a Priest-specialized Nameless One, and changes to a handful of Maces and Warhammers to make them usable by Priest Nameless Ones.

The Nameless One can gain access to the Priest class by speaking to Mourns-for-Trees after encountering them during Mebbeth's quest or by becoming a Disciple of Aoskar while talking to Aola. Should the Nameless One step off the path of faith, they can speak to either Mourns-for-Trees or Fall-from-Grace to resume progression in the Priest class.

The specialization bonuses are:
- 7th level: +1 Wisdom
- 12th level: +2 Wisdom, +1 Charisma, +10% Magic Resistance

The Priest specialiation tattoos, available from Fell, are:
- Tattoo of Belief: +1 Wisdom, +1 1st and 2nd priest spell slot. (Costs 3600 coppers; requires 7th level Priest Specialization.)
- Tattoo of the Hierophant: +3 Wisdom, Doubled 1st and 2nd level priest spells slots. (Costs 12000 coppers; requires 12th level Priest specialization.)

This mod is currently available in English, Russian (courtesy of Saigon1983), and Polish (courtesy of mstar).

Upcoming Changes

I am currently working on the following features:
- New divine spells.
- New spell acquisition methods (including alignment, factions, and quests).
- New items for Priests, including The Nameless One and Fall-from-Grace.

Features listed above will be pushed to the live version when I am satisfied with stability and behavior. If you have ideas for future updates to this mod, please let me know in the comments.

Technical Limitations

I am aware of the following inconsistencies and do not believe there are ways to prevent them, as much of the class system in PSTEE is hardcoded.

- Whenever the Nameless One changes between Fighter and Priest (e.g. switching their first active class between these two), there is a slight pause as the game determines the previous active class' experience. During this pause, you will enter cutscene mode, hiding the UI and preventing player input. Control will be returned upon conclusion of the xp check.

- If you get the Priest specialization bonuses, the game will still tell you that you have received the specialization bonuses for other classes. These should all be automatically counteracted via scripting (and some text explaining that specialization bonuses have been negated), but the display might be slightly confusing.

Want to Help?

I am looking for BAM editors/artists and translators. If you are either of these and want to help with the development of this mod, please send me a private message.

Feedback

If you encounter any bugs while using this mod, please let me know.

As with all of my mods, if you have any ideas, comments, or criticism, please do not hesitate to post in this thread.

UI mod for BG:EE

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Hey guys! I bought BG:EE recently and I want to start my adventure but first I want to mod my game. I've been looking for a good UI mod but I can't really find what I need. Basically I am trying to find is a mod like the Swankified HUD mod but for BG:EE / this one seems to be only for SOD/. I just want to clear my screen from these menus from both side while I use all the space around the action menu at the bottom of the screen. I also want to move the dialog menu to one side - I really hate it where it is now in the middle on top of my action menu and then having the extra buttons on top of it - it literally takes half my screen. If anyone can recommend anything similar to what I am looking for I'd be grateful

[Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE]

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Hello :)

I finally finished all the kits and combined them in a single kit pack.

Compatibility notes:

If you're using Faiths and Pantheons the Circle Enforcer component should be installed after it. You can install the whole Kitpack after F&P if you wish.

The components follow:

UNDEAD PREDATOR (Ranger Kit)

This ranger devotes PRO_HISHER life to hunting and destroying the undead and helping those who have fallen victim to them. They are nomads wandering through the darkest corners of the land fighting these profane creatures. Their hard training comes at a cost: they do not have the same affinity with nature as other rangers and rarely create bonds with the people around them.

Advantages:

- -2 AC Bonus against undead
- +10% to Move Silently and Hide in Shadows
- +3 to Hit and Damage against undeads
- Starts with a +1 bonus to PRO_HISHER save against Paralyzation, Poison or Death Magic. Another one is given at levels 5, 10, 15, and 20.
- Casts Cure Disease, Lesser Restoration, Negative Plane Protection, Remove Fear and Remove Paralysis. Gains a use for each spell at level 2 and another every 4 levels up to three uses at level 10.
- At level 10 becomes immune to Disease
- At level 15 gains the Deceive Undead ability
- At level 20 gains the Bless of Recognition

DECEIVE UNDEAD:

The Undead Predator is capable of turn himself undetectable by the undead. While this ability is active every undead will completely ignore the Predator no matter what PRO_HESHE does. The effect can be used once per day and lasts for 10 Rounds.

BLESS OF RECOGNITION

After a long, valiant and hard journey, the Predator gains the favor of the gods. From now on PRO_HESHE is permanently under the effect of Bless, Protection From Evil, Negative Plane Protection and Remove Fear.

Disadvantages:

- May only use the following weapons: Axes, Clubs, Crossbows, Warhammers, Longswords, Maces, Quarterstaff and Spears.
- All spell-like abilities are single-target and require touch
- Alignment restricted to Neutral Good
- Requires at least 16 Wisdom
- Can't wear metal armor
- -2 Charisma penalty
- Cannot Dual Class
- No Charm Animal
- Can't cast spells


SPIRIT REDEEMER (Cleric Kit)

Being an Spirit Redeemer goes beyond being ordained by some church. It requires a lifetime of devotion, sacrifice, and courage. Clerics of many faiths may become a Spirit Redeemer, but this hard path is more usual for priests of Kelemvor and Lathander. They are efficient soldiers against one of the more common weapon of profane clergy: the undead. Regardless of under which banner they fight, the Redeemer is a force to be feared by necromancers, unholy priests and, most of all, the undead.

Advantages:

- Uses Turn Undead as a priest three levels higher
- Always under the effect of Death Ward
- +3 to Hit and Damage against undead
- May cast Redemption once per day. Gains one use at level 1 and an additional use every 10 levels thereafter.

REDEMPTION:

The Spirit Redeemer pleads to PRO_HISHER deity and touches a creature, delivering 6d6 points magic damage. Undead creatures, besides the damage, need to make a save vs. spells with a -2 penalty or be destroyed.

Disadvantages:

- May not cast the following spells: Animate Dead, Raise Dead, Resurrection, Mass Raise Dead
- Alignment restricted to Lawful Good or Lawful Neutral
- Requires at least 12 Charisma
- Can't be resurrected


UNDEAD HUNTER REVISION (Paladin Kit - Caution: This will overwrite the vanilla Undead Hunter)

This holy avenger has honed PRO_HISHER abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities.

Advantages:
- May create a Holy Sword once per day for one hour (starting at level 5).
- May Turn Undead as a priest of the same level (starting at level 3).
- +3 bonus to hit and damage rolls against undead creatures.
- Immune to hold and level drain.

HOLY SWORD:

Starting at level five, the Undead Hunter may materialize this holy weapon once per day for one hour. Despite its +3 bonus, this bastard sword is considered +5 for the purpose of determining what it can hit. The Undead Hunter always uses this blade as a specialist and while wields it 's under the effect of Bless.

Disadvantages:
- May not use Lay On Hands ability.


UNDEAD SLAYER (Wizard Kit)

The Undead Slayer is a necromancer that devotes PRO_HISHER life to the destruction of the undead, striving always to rid the living world of their abominable existence. By mastering the Forbidden Art, this wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Undead Slayer's militant opposition to all forms of undead frequently places PRO_HIMHER in direct conflict with other necromancers who delight in creating zombies, skeletons, ghouls, and other undying monstrosities.

Advantages:

- At level 3 gains the ability Soul Sacrifice. Gains another use at levels 6, 9, 12 and 15
- Does not take a 15% penalty when scribing scrolls from other schools
- Immune to Death Magic and Level Drain
- Hit Dice: d6

SOUL SACRIFICE:

The Undead Slayer sacrifices PRO_HISHER own life force to enhance PRO_HISHER casting capability. Using this ability raises PRO_HISHER caster level by 3 and damages PRO_HESHE by one-quarter of PRO_HISHER maximum hit points. The effect lasts for 5 rounds and after it, the caster level returns to its natural value. If the damage taken is higher than the Undead Slayer's current hit points PRO_HESHE will be killed.

Disadvantages:

- Requires at least 16 Constitution (besides the minimal scores for a Necromancer).
- As a Necromancer can't cast or learn spells from the Illusion school.
- Does not gains a 15% bonus when scribing Necromancy scrolls.
- Does not gain a save bonus against Necromancy spells.
- Does not gain an extra spell slot per level
- Does not apply a save penalty for Necromancy spells.
- Alignment restricted to Good.


DEATH TRICKER (Thief Kit)

Sometimes called heroes, sometimes called crazies. These thieves make a living by entering places that most people would run away from. Often hired to retrieve artifacts and family heirlooms the Death Tricker is an expert in evading the undead and breaking into their lair having developed special techniques to do so.

Advantages:

- At level 3 gains the ability Evade Death. Gains another use at levels 10 and 17.
- At level 2 gains the ability Holy Trap. Gains another use every six levels.
- +10% to Find Traps and Open Locks.
- At level 1 gains the Trick ability.

TRICK:

The Death Tricker knows how to outsmart PRO_HISHER opponents and takes advantage in a fight (or flee). Starting at level 1 PRO_HESHE receives a +1 bonus to AC, all saves, physical damage resistance, to hit, critical hit chance and damage delivered.

EVADE DEATH:

"When things go bad stay low and get out quick". That's the first commandment a Death Tricker will learn while being trained. When this ability is used the Tricker gets under the effect of the spell Sanctuary and movement speed is doubled. The effects last for 5 rounds.

HOLY TRAP:

Mostly used to cover PRO_HISHER way out of a tomb or den, this trap is a mix of acid and holy water. Any enemy that triggers the trap receives 3d8 points of acid damage and undead receives further 3d8 points of magic damage due to the holy water (no save for both effects). It is said that this trap's name is a bad taste joke, but no Tricker ever confirmed or denied it.

Disadvantages:

- May only distribute 20 skill points per level among thieving skills.
- Requires at least 12 Intelligence.
- May not be of Evil alignment.
- May not use Pick Pockets.
- Can't wear armor


BURIAL DEFENDER (Fighter Kit)

The Burial Defender is a barbarian appointed by the shamans of PRO_HISHER tribe to watch the sacred graves of his people. In rare occasions, however, PRO_HESHE may be designated by the elders to some journey - usually to face some evil non-living force that is foreseen to menace the tribe.

Advantages:

- May use the Barbarian Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.
- May achieve Grandmastery in Two-Handed Swords, Halberds, and Axes.
- +5 bonus to hit and damage against undead.
- Moves 2 points faster than other characters.
- Immune to backstab.
- Immune to disease.
- Hit Die: d12.

BARBARIAN RAGE:

The enraged status lasts for 5 rounds and provides a +4 bonus to Strenght and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells.

Disadvantages:

- Cannot put any slot in Sword and Shield style.
- Can only become proficient in ranged weapons.
- Cannot be Chaotic Evil.
- Cannot wear metal armor.
- Cannot use shields.
- Cannot Dual Class.


GRAVE MOURNER (Bard Kit)

Where this bard appears a tragedy has occurred. It's PRO_HISHER responsibility organize the funeral and tell tales of the departed, as well as comfort the hearts of those who are in mourn. It is said that whenever a Grave Mourner attends an undead will never be raised. It is also known that these bards are often hired by wealthy families to return an inconvenient ancient relative to the grave before a scandal begins.

Advantages:

- At level 1 gains the Tale of Dreadful Deeds ability.
- At level 6 gains the Remembrance Of The Beloved Ones ability.
- At level 11 gains the Warning Of The God's Wrath ability.
- At level 16 gains the Warm Memories Of A Friend ability.
- At level 21 gains the Recall Of The Living Conscience ability.
- Instead of the regular Bard Song gains the Requiem.

TALES OF DREADFUL DEEDS:

The Grave Mourner starts a narrative about heroes that overcame powerful undead in glorious fights. Any undead hearing this tale must make a save versus spell with a -2 penalty or become deaf for 5 rounds.

REMEMBRANCE OF THE BELOVED ONES:

The Grave Mourner mocks the undead by remembering it of the people that it will never see or touch again. Any undead hearing this mockery must make a save versus spell with a -2 penalty or become berserker for 5 rounds.

WARNING OF THE GOD'S WRATH:

The Grave Mourner exalts ancient tales of mighty gods vanquishing the undead. Any undead hearing this exaltation must make a save versus spell with a -2 penalty or become held for 5 rounds.

WARM MEMORIES OF A FRIEND:

The Grave Mourner pretends to be an old friend of the undead. Any undead hearing this act must make a save versus spell with a -2 penalty or become dominated for 5 rounds.

RECALL OF THE LIVING CONSCIENCE:

The Grave Mourner speeches firmly to the undead remembering that it is nothing but a rotting corpse and a piece of void. Any undead hearing this speech must make a save versus spell with a -2 penalty or become feebleminded.

REQUIEM:

This sad song breaks the spirit of the enemies, giving them a penalty of 1 to Luck. There is no save against this effect.

Disadvantages:

- Can't cast or learn Necromancy spells.
- Bard Song doesn't improve with level.
- Can't get the Enhanced Bard Song HLA.
- Can't get the Use Any Item HLA.
- Alignment restricted to non-Evil.
- Requires at least 17 Charisma.


CIRCLE ENFORCER (Druid Kit)

The Circle Enforcer is a druid appointed by those above PRO_HIMHER in the Circle to be its defender. To fulfill PRO_HISHER duty, the Circle Enforcer learns particular ways of using the lightning and the fire: Nature's weapons against its defilers. Because of PRO_HISHER responsibilities, it is forbidden to PRO_HIMHER to call animal and other woodland beings for aid. As a keeper of the natural order, this druid is specially devoted to defeating unnatural beings having a special training to do so. Circle Enforcer will not get along with Lost Druids, probably fighting them to the death.

Advantages:

- At level 1 may cast the following spells: Burning Hands and Shocking Grasp.
- At level 3 may cast the following spell: Flametongue.
- At level 5 may cast the following spells: Fireball, Flame Arrow, and Lightning Bolt.
- At level 9 may cast the following spell: Sunfire.
- At level 11 may cast the following spell: Chain Lightning.
- +2 Thac0, AC and damage bonus versus constructs, fiends, giant humanoids, lycanthrope and undead.

FLAMETONGUE:

As the wizard spell "Aganazzar's Scorcher".

Disadvantages:

- May not cast the following spells: Animal Summoning (any), Call Woodland Being, and Conjure Animal.
- May not wear heavier armor than leather.
- Cannot use shapeshift.
- Cannot Dual Class.


PALLID MASK (Monk Kit)

The Order of the Pallid Mask is a group of Jergal's monks who specialized in combating the undead whose existence is not sanctioned by the church or who has proven to be troublesome - as well as their creators. They also are the supervisors of the skeleton and zombie work crews that the church sometimes ran to profit itself.

Advantages:

- +3 Hit and Damage against undead.
- May use the Disrupt Heretic ability. Starts at level 1 with one use and gains another every four levels up to five uses at level 19.
- May use Skull Trap and Vampiric Touch as innate abilities. Starts at level 5 with one use for each and gains another every 5 levels up to five uses at level 25.

DISRUPT HERETIC:

During the next 5 rounds, every melee blow delivered by the Pallid Mask will give 1d8+5 points of damage and, unless a save versus Death is successfully made, a cumulative spell failure of 30% to the target. The effect lasts for 3 rounds and does not bypass either Magic Resistance or Mirror Image. The Pallid Mask have a +5 Thac0 bonus while using this ability.

Disadvantages:

- Alignment restricted to Lawful Neutral.
- Cannot use Lay on Hands.
- Cannot be resurrected.


DREADFUL WITCH (Shaman Kit)

Some women decide to live on her own terms and retreat into deep forests where they commune with Nature and learn the dark secrets that land upholds. The ones who choose to pursue this source of power end up learning dread ways to cast terrible curses upon other beings. The women who master this Dark Art are called Dreadful Witches by those who are lucky enough to survive an unfortunate meeting with one of them.

Obviously, only females can be Dreadful Witches. Males who try to seize this kind of power tends to die very quickly.

Advantages:

- May use Curses instead of the Shamanic Dance. Gains new and more curses according to the table below.

CURSES

It is possible to stack different curses, but never two of the same curses over the same target. Every time a cursed is cast the Dreadful Witch takes 1d4 point of magic damage. The target can make a save versus death with -1 penalty for every four levels of the Dreadful Witch to avoid the effects (maximum of -5 at level 20). All the effects last for 1 turn.

The following curses can be cast:

* Misfortune: Target takes a -2 penalty in Luck. Gains an use at levels: 1, 2, 5, 7 and 18.

* Terror: Target flees in panic. Gains an use at levels: 3, 4, 6, 8 and 18.

* Rage: Target goes berserker, attacking friend or foe alike. Gains an use at levels: 1, 2, 5, 7 and 18.

* Madness: Target goes confuse, random walking, attacking or doing nothing. Gains an use at levels 7, 8, 9, 13 and 19.

* Void: Target becomes feebleminded. Gains an use at levels 10, 11, 12 and 14.

* Agony: Target feels an unbearable pain, taking 50% penalty to movement and attack rate and a -4 penalty in damage, Thac0 and Armor Class. Gains an use at levels 13, 15, 16 and 17.

* Destruction: Target dies. Gains an use at levels 18, 19 and 20.

Disadvantages:

- May cast one fewer spell per level per day.
- Alignment restricted to Neutral Evil.
- Hit Die: d6.


IMPRISONED SOUL (Sorcerer Kit)

Imprisoned Souls are someone that was supposed to be dead. At the moment of PRO_HISHER departure something went wrong, and spirit was called back into PRO_HISHER body. An Imprisoned Soul is neither dead, alive or undead, but something else: a hollow being that simply exists. Some call this state a blessing, others call it a curse. Either way, the existence of the Imprisoned Soul gives PRO_HISHER the ability to mimic some of the features of an undead, but in another hand, an Imprisoned Soul is especially vulnerable to Necromancy, due to nature.

Advantages:

- Immune to Level Drain.
- Automatically receives the following spells: Chill Touch, Ghoul Touch, Vampiric Touch, Spirit Armor, Animate Dead, Lich Touch and Control Undead.

Disadvantages:

- Suffers a -2 penalty in saving throws against Necromancy spells.
- Has 100% vulnerability versus magical damage.


I want to thank everyone that helped me build these kits, specially @Gwendolyne @kjeron @Grammarsalad and @subtledoctor

And all the modders of the community because most of what I did was based on reverse-engineering other mods and reading their tutorials (a special mention to @CamDawg here)

You can always find the latest upgrade here

Enable Dual-classing into Kits

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Dual-class into Kit

Installation Order:
* This mod should NOT be installed BEFORE any mod that adds new kits.
* This mod should NOT be installed BEFORE any mod that alters race(MGSRCREQ.2da/CLSRCREQ.2da) or dualclass(DUALCLAS.2da/ABDCDSRQ.2da) restrictions.
* This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da.

Limitations:
* Class/Kit description in the record screen will display the description of the unkitted second class.
* Level-up proficiency selection is still dictated as if an unkitted second class.
* Specialists Mages will not recieve their bonus spell slots. (Fix included in second component.)
(These are all the same issues that occur when you manually change the second-class kit through EEkeeper/Near Infinity)

Compatibility:
* BGEE, BGSOD, BG2EE, all v2.3 or later.
* Supports multiple RACTTEXT.2da files, read from CAMPAIGN.2da.
* The entire Chargen Class Selection portion of UI.menu is replaced, if I knew better how to make the changes I would.
* The Chargen Mage Spell Selection portion has a very simple edit, small chance of conflict with other UI mods.



[MOD] Verr'Sza NPC (for BGEE and SoD)

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I prepared something for those who believed there are too little evil fighters for BGEE and SoD (well, it was mostly about SoD). So here is Verr'Sza, the evil rakshasa ranger (it has his own kit, as most hunter kits won't work for someone like him).



Alignment: Chaotic Evil, Neutral Evil in SoD
Class: Ranger (Naztharune Ranger)
Race: Rakshasa

==> OVERVIEW

The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep.

The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way.

Note that the mod may include language considered blunt or inappropriate for kids.


Mod was designed to work on EE. Never tried it on Tutu or BGT.
Consider this an open beta. There may still be some bugs.

==> NUMBER OF TALKS:

original campaign:
  • ~15 non-romantic talks (5 timered / timer-related talks; 10 situational talks)
  • ~11 romantic talks (mostly timered / timer-related talks)
  • at least 1 banter talk with every NPC, including EE NPCs (Neera, Dorn, Rasaad, Baeloth)
  • Some additional information and flirts available via the PIDs (player initiated dialogues)
  • some interjections
Siege of Dragonspear DLC:
  • ~6 non-romantic talks (3 timered / timer-related talks; 3 situational talks)
  • ~4 romantic talks (timered / timer-related talks / situational) + an "epilogue" talk
  • additional romantic content available through a 3rd character (available in Bhaalspawn's camps; ~5 talks)
  • Thrix the Profane reaction
  • few "head string" talks with other NPCs

The mod includes crossmod talks with Sirene, Aura, Drake and White.

NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him.

SHS alternative download

[NPC Mod] Sirene NPC for BG2:EE v1.6

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Sirene, Paladin of Ilmater


Portrait by Isandir

Mod Introduction

This mod adds a new joinable NPC to the game: Sirene, a tiefling paladin of Ilmater. She has a custom kit: Martyr.

She can be found within the High Hall of the Radiant Heart, in the corridor past the entrance. She will only join a non-evil PC.

Her level is dependent on the PC's upon joining.

STR: 16
DEX: 17
CON: 16
INT: 10
WIS: 14
CHA: 17
Total: 90

As a tiefling, she also has 10% fire and cold resistance.

She has both a friendship path and a romance, which can be initiated by a PC with 12 or above charisma and of either gender. PCs who knew her from BG1 can bring up their past for a few extra talks.

If your reputation drops below 9, she will stop her friendship and romance talks and warn you. If it drops below 5, she will leave permanently.

She is compatible with all NPCs except Dorn and Hexxat, who she will come to conflict with quickly and force you to choose between them.

Biography

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

Martyr Kit

MARTYR: Martyrs are worshippers of Ilmater, the good god of suffering, endurance and martyrdom. Paladins of Ilmater's order are compassionate and train themselves to become protectors of their allies and to alleviate the suffering of others.

ADVANTAGES:

- Hit Die: d12
- May use the Sacrifice ability once per day. Gains one use at level 1 and an additional use every 7 levels thereafter.

SACRIFICE: The martyr heals the target for 1d6+1 per level hit points and deals 1d6+1 per level nonlethal damage to self.

- May use the Martyrdom ability once per day starting at level 5. Gains an additional use every 7 levels thereafter.

MARTYRDOM: The target gains a +4 bonus to armor class and 50% resistance to physical damage for 5 rounds while the martyr loses the same amount.

- 12th level: Gains 10% resistance to physical damage. An additional 5% is gained at levels 16 and 20.
- 15th level: May use the Ilmater's Grace ability once per day.

ILMATER'S GRACE: The martyr regenerates for 3 hit points per second for 1 turn.

DISADVANTAGES:

- -1 penalty to THAC0 every 5 levels (starting at level 1).
- May not cast Protection from Evil.
- May not Turn Undead.
- May not use ranged weapons.

Friendship & Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. A PC with 12 or more Charisma of either gender and any race or class can start a romance with her. Bear in mind that Sirene will not 'come on' to you immediately as vanilla romances do, and you actually have to show interest at some point during her friendship talks for the romance to take over. If she knew the PC from Baldur's Gate 1, the romance can start from their very first talk, while those who just met her will have to talk to her a few times. Show her you're interested, whether by bringing up a former relationship, flirting with her during her talks, or... buying her something nice?

Crossmod

Sirene comes with crossmod content, which includes banters with the following mod NPCs: Fade, Foundling, Yvette (Lava Del'Vortel) and Pai'Na (myself)

Sirene also reacts to the following quest mods: Innershade, Tales of the Deep Gardens, I Shall Never Forget (Lava Del'Vortel)

Sirene also reacts to NPCS from the Romantic Encounters (multiple authors) mod (for technical reasons, this component may be installed separately): The reactions are harmless and will not break the romance (except for Anne)

FAQ - non/minor spoilers

Q: I had Sirene in my party in BG1 and acknowledged it to her. What changes?
A: You get one more dialogue in which you can set your previous relationship, and she gets a few more banters with NPCs from BG1, as well as one with Keldorn.

Q: Does Sirene have any personal quests?
A: Technically no quests, but there are encounters.

Q: Where are the encounters?
A: The first is a waylay that occurs when leaving Athkatla via the City Gates. The second is near-impossible to miss so long as you go to any Athkatlan district in Chapter 6 (except the Graveyard). There is also one in ToB - which she will begin via dialogue upon reaching the North Forest.

Q: Romance conflicts?
A: Not directly. However, Sirene will eventually ask you if you're interested in anyone. Choosing anyone except Sirene herself will terminate the romance.

Q: Can the Brimstone +1 be upgraded?
A: Yes, at Cromwell's. Requires a demon heart and 5,000 gold.

Q: Are there any new items?
A: There are over a dozen usable items included with this mod. Two can be upgraded and three are Sirene-exclusive.

Q: New areas?
A: Three in SoA, one in ToB. Each one has a specific encounter you can deal with, but only the first is mandatory.

Q: New spells?
A: Several. Some are mutually exclusive, owing to a certain choice Sirene must make.

Q: Does Sirene have conflicts with any other party members?
A: Sirene will not, under any circumstances, be in a party with Dorn or Hexxat.

Q: Which party members are good ideas to take with Sirene?
A: Sirene is written to fit in well with good-aligned parties, but she has plenty of dialogue with most party members. She has at least four banters with Keldorn, Anomen, Mazzy, Imoen, Jaheira, Valygar, Viconia and Yoshimo, so any of the above are good choices. She has the least to say with Jan and Korgan. Additionally, keeping Sirene and Valygar in the party for long enough may result in a tiny bonus...

FAQ - spoilers

Q: I'm romancing Sirene, and she's not talking to me. Help!
A: A few of Sirene's lovetalks require certain conditions to trigger:
LT4: Triggers when PC is wounded (less than 75% hit points)
LT10: Triggers when party is in a city
LT11: Triggers when party is in Umar Hills
LT14: Triggers when party rests at an inn

Q: Are there any lasting consequences for the Ilmatari encounter?
A: Depending on how you resolve the situation a certain number of points add to or subtract from a hidden 'faith' counter, which can potentially affect the conclusion of her final encounter. The amount of points gained or lost are as follows:
- Sirene executes Revered Brother Daeron: -1 faith point
- Party kills all Ilmatari (requires 17+ CHA, -2 reputation penalty): -4 faith points
- Convince Sirene to let them go (requires 15+ CHA): -2 faith points
- Convince Ilmatari to turn themselves in (requires 15+ WIS or CHA): +3 faith points

There is also a following dialogue, in which the following dialogue options will affect her faith:
"Perhaps Ilmater pitied him." = +1 faith point
"You can't doubt your god, Sirene." = +2 faith points
"Gods act in strange ways..." = +1 faith point
"Maybe you're right." = -1 faith point
"You don't need Ilmater..." = -2 faith points
"Think on it..." = no change

Q: What does the 'faith' counter affect?
A: Depending on whether Sirene's faith is positive or negative, she will either be more inclined to spare or kill her brother respectively in her final encounter. With persuasion, or if she is romanced, the Bhaalspawn may convince her to make the opposite decision, however, if her faith leans heavily (6+) in either direction, she will make her decision immediately without giving you a chance to persuade her. Bear in mind it is harder to convince Sirene to fall than to do the opposite.

Q: and his demons are handing me my ass! What gives?
A: This was intended to be a very difficult battle. It's entirely optional and you don't have to go for the encounter if you really can't beat it, but there are a lot of goodies if you succeed. Some tips and useful information that might help:
- The boss leads with a cheap shot before the fight begins by poisoning your whole party. The spell is essentially a max power Poison spell that also lowers Constitution by 4 if your party members fail the save. Poison immunity and saving throw bonuses will save you from losing the fight before it begins.
- A random demon (glabrezu, balor or death knight) will spawn from the rift every five rounds so long as the fight continues, so it's in your best interest to end the fight as quickly as possible before you are overwhelmed by sheer numbers. To abuse this advantage, the boss will cast Time Stop a lot not only to obliterate you with magic, but also to stall for more demons to spawn.
- Figure out what your highest priority should be. Defeating the boss will end the battle immediately, but allowing the demons to maul you for free in the meantime may not be the best idea. However, due to the demon-spawning rift, stalling will only get you killed unless you can wipe out the existing demons quickly.
- The boss will use a 'sequencer' when he reaches Near Death for the first time, which instantly casts Heal, Stoneskin and Mislead on himself, so avoid blowing everything on round one.
- Summons are very helpful in this fight, despite their tendency to get gibbed. Any means of distracting the demons while you wear down the boss will ultimately make your life easier.
- If the rift is giving you trouble, try fighting away from it. It won't stop the demons from spawning, but at least they won't chase after you.
- To avoid breaking continuity Sirene is scripted to auto-resurrect once the boss is defeated if she dies.
- If Sirene has proficiency points in bastard swords, or if any other Lawful Good party member does, there is a weapon in the area which may be effective in this battle.
- Protection from Evil is a lifesaver.

Q: I romanced Sirene and she committed suicide to prevent Bodhi from turning her. Bringing her to the Temple Ruins doesn't restore her. Help!
A: Read the item description for her body.
A2: Go to the Temple of Ilmater and let the rest take care of itself.

Q: I killed and Sirene turned Chaotic Good. Will she be able to regain her paladinhood?
A: Nope. She chose her path and she's going to have to stick with it. Bear in mind this is not meant to be a 'wrong' decision by any means and there are rewards exclusive to this path.

Q: Okay... does she at least get compensation for losing her paladin abilities?
A: Yes. After one in-game day, she'll inform you that since she's no longer bound by her oaths, she will regain use of her tiefling innate powers: Burning Hands, Blur and Blindness (with a chance for berserk). She'll gain more uses of these abilities as she levels up. There are also a couple of unique items on 's body that you can only claim upon his death, one of which is extremely powerful and Sirene-exclusive. Oh, by the way, if she stayed Lawful Good after the encounter, she'll get one new innate power instead.

Q: Can the Celestial Fire sword be upgraded?
A: Yes, in ToB.

Q: Can you be more specific?
A: The Celestial Fire can be upgraded for 15,000 gp and the Eye of the Celestial (found in Watcher's Keep).

Known Issues

The Sacrifice and Martyrdom abilities can be selfcast. Don't do it for obvious reasons.

Change Log

v1.5.1
- Added Legacy of Bhaal compatibility (no more absurd stats)

v1.5
- Fixed two repeating lovetalks in ToB

v1.4
- Fixed ToB flirts
- Fixed ToB spirit dialogue
- Added scripts for post-Phaere seduction dialogue

v1.3.1
- Fixed missing crossmod

v1.3
- Renamed most files for EET-compatibility

v1.2
- Fixed alignment-related dialogue bugs in ToB
- Fixed repeating dialogue bug with ISNF

v1.1
- Fixed romantic epilogues for a female PC

v1
- Initial full release
- Added two new event-based talks in ToB

v0.4 (BETA)
- Fixed attempts at flirting in Hell

v0.3 (BETA)
- Fixed broken Bodhi-abduction sequence

v0.2 (BETA)
- Fixed 'no valid response' for flirts (hopefully)

v0.1 (BETA)
- initial release of mod for playtesting

Download version v1.5.1

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kit mods?

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sooo... I don't have any experience making kits, and there are some really good ones out there, I was thinking if some of them could be "converted" into something of my own. I always wanted to play dual/multiclass that are currently ilegal. For instance:
-paladin (fighter kit)
Does anyone knows of an innate ability that could work as turn undead? there's a priest spell that comes very close but when you turn it into a innate ability the game crashes. Aditionaly, I'd like to know if paladin spells can be forced as "memorized" maybe trough a summoned creature that can handle your spellbook ( like wizard spellbook if your multi/dualing into priest and priestbook if you are going for wizard). Could this be doable? is there a chance to rol a paladin/cleric - paladin/mage - paladin/rouge?. kit-specific abilities (like cavalier) are allready avaible and would be simple to add ( for instance once you pick your base paladin fighter kit you get your true paladin kit trough a one time lv1 innate ability)
any way to match the exp table?

- ranger ( fighter kit)
same as before reggarding spells. I think rangers should have set traps ability at a lower paece. I tried to build a "limited invisibility" innate spells with a success rate based on your ranger lvl but again the game crashed. I used a "piece" of set traps so it couldn't be used while in presence of an enemy. Also want to add animal companion for druid and rangers, pretty much like a familiar but with a minor combat twist.
I think it would be cool if you could play something like ranger/thief - ranger/druid - ranger/mage without becoming OP.



I begun my work on a version of arcane trickster as following:
thief kit
hp hit dice 1-6
gains +1hp instead of +2hp after 10th lvl
15 skill points avaible per level
backstab begins at 3rd lvl and increases +1 for every 6 up to x4
armored arcana up to studded leather ( or 10% + 1% per lvl if using mods that add faliure based on armor)
wizard spell book progression (forced if impossible innate)/caster level 8/10 should end up TOSC with 4th circle and BG2 with 7th circle
spell casting time -3, improves by 1 every 10 levels ( begins at lv 6)
impoptu sneak at level 9 + one extra use every 8 levels
can use robes, wands and mage weapons (but not rings and amulets)
can't learn invocation and necromancy spells ( ilusion and enchantment focus)
1 spells less per day avaible per circle.
pilfer magic once a day at lvl 10, +use every 6 lvls. It'd be a eliminate magic that adds the caster +2luck +5%magic resistance +5% thief skills +1 saves. last 5 rounds.
Cant set traps, instead gains multiple selection magic trap: lv5 acid arrow, lv 9 glyph of warding, lv 13 skull trap, lv17 pw fear. Caster lv trickster/2.

HLA: doesn't get any new traps.
-use any item
-alchemy/ scribe scroll
-8th circle spells
-9th circle spells
-extra 6,7,8,9 spells
-silent casting ( vocalize)
-+1 backstab multiplier--> asesinate
-extra use of trap -> eliminate caster lv penalty

to sum up, it should be like a wiz/thief with better caster lvl lower thief progression, less spells per day, more circles than a bard. Could dual class into fighter/druid/cleric. Avaible for multiclassing gnomes, elfs and half elves.

suggestions very much appreciated!

[NPC Mod] Aura, a gnome artificer NPC for BG:EE + SoD v0.8.2

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

Download link: https://github.com/ArtemiusI/Aura_BG1/releases/latest



Full Name: Aurelia M. (Minerva) Glimmershine
Nicknames: "Aura Glimmershine", "Little Sister" and "Konoe"
Race: Gnome
Class: Artificer (Thief kit) alternate: illusionist/artificer, priestess/artificer
Alignment: Lawful Good

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

Biography

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

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

Character & Personality

Aura is kind and idealistic at heart. She can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise, being capable of talking or (more likely) lecturing others for up to hours on end.
Aura's most unorthodox trait for a Lantanese gnome is her fascination with magic. Though she has received little, bordering on no magical training and no interest in becoming a mage, her everlasting dream is to create a perfect harmony between magical and technological creation. This is not an unacceptable view in Lantan, though it is considered highly unusual.

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

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

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

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

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


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

Artificer Thief Kit

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

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

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

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

– May use the Craft Rune ability once per day.

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

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

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

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

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

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

Other Information

BG1
  • She can be found in the Beregost town center. When she is removed from the party, she may either go to the Friendly Arm Inn or remain where she is.
  • If you insult her too many times, she will stop talking to you and her PID will change, denying you most of her services. You have a chance to apologize ONCE. If you insult her again after that, tough luck.
  • Keep her and Neera together long enough for their banter chain to finish, and Neera will gain an exclusive item.
  • Aura's elemental traps are area of effect and NOT party friendly! Use them with caution.
  • Don't let a bear get too close to her, or she will lose morale and flee. This does not always work due to some bears lacking a death variable and thus being 'undetectable' by the script.
  • The Sunshooter auto-upgrades at levels 5, 8 and 11.
  • LIGHT QUEST SPOILERS
    After a certain point in the quest, you will get attacked in the street once every eight hours. After this has happened three times (Aura will comment after the third attack) rest at an inn to progress.
    Beware of the exploding ninjas. That is not a joke.
    You can convince Aura to let you keep the masterwork weapon at the end if you are non-evil and have high charisma. Bear in mind she will take it with her if she is kicked out.

    SoD
    • Aura can be found in the Coast Way Forest, slightly below Rasaad. A cutscene will start when you're in range.
    • For players taking her into SoD, I recommend holding on to Aura's starting armor.
    • Be careful of cutting Aura's SoD talks short. Some "end dialogue" options will shut down her friendship/romance entirely.
      • The sunflower seeds can be magically grown by a druid PC with high wisdom, Jaheira, or Onoroth, the druid in Bloodbark Grove. The last option costs 2,000 gold.
      • Feed the cat.
      • Aura's sleeping potion will add to a 'good' defense for the ending trial. During the battle, it has a chance of randomly putting crusaders to sleep while turning them neutral.
      • Aura provides Trollbane Arrows regardless of whether she's in the party or not.

    NPC Reactions (BG1, SoD, Crossmod)

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

    NPC Reactions (BG2)

    Likes: Aerie, Imoen, Jan, Mazzy, Edwin, Neera, Yoshimo
    Neutral/Unsure: Keldorn, Rasaad, Minsc, Viconia, Nalia, Jaheira, LN-Anomen
    Bemused: Valygar, Haer’Dalis, Cernd
    Afraid: Wilson
    Dislikes: Korgan, Dorn, Hexxat, CN-Anomen

Jini romance

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Anyone tried the Djinn romance from Black Wyrm's Lair? It also gives a will-o-wisp companion. It's for BGEE +SoD. Modder said he tested it on Beamdog Client. Mine installs but goes to a black screen as soon as a new game is started and GO FORTH is tapped. Also bypasses the "Nestled atop... prologue speech. He cannot reproduce but just wondering if running from Beamdog Client is different than downloading the game direct from BD in the past before the client feature was given (as I have- not sure if that makes sense or not).

http://forums.blackwyrmlair.net/index.php?showtopic=5365

[NPC mod] Ashar

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When asked about her past, ASHAR snaps, "What does it matter now?" and flicks her hand dismissively. Nevertheless, she starts to incoherently relate her tale. She was raised in the Sword Mountains, north of Waterdeep. In this place, a powerful warrior called Dagon Iron Shield created a country which gathered local half-orc tribes. Ashar served in Dagon's personal guard. She talks with a great respect for him, praising his skills, honor, and fair deeds. However, two years ago, Iron Shield was killed by his power-hungry son. Most of Dagon's supporters were forced to flee or be killed or, as Ashar was, be sold into a slavery.



This modification adds a new, joinable NPC to Baldur's Gate II: a half-orc barbarian named Ashar.

Ashar can be found near the Copper Cornet's entrance, right after the death of the tavern's owner, Lehtinan.

The modification offers about 20 dialogues with the PC, a modest romance, as well as many interactions, comments, and banters with all BGII NPCs.

Ashar is aggressive, plainspoken, but also a bit confused woman. Fell free to say what you will, during talks with her, there aren't any "correct" or "incorrect" answers. However, be aware, because your words and deeds may have a great impact on Ashar's character.

Great thanks to: Damianus_NT, Lava Del'Vortel and Vinci for their help in testing and creating the modification!

Special thanks to Geddoe, who have taught Ashar how to speak English correctly. Thank you for your great proofreading job!

Have a good game and any comments are welcome! :)

Additional information:
- The modification is compatible with both the "old" game version (Throne of Bhaal expansion pack is required) and Enhanced Edition.
- Her "friendship path" talks activate approximately once per hour, check Readme file for full list of dialogs.
- Romance can be started after "friendship path" dialogs, in the Underdark. Check Readme file for more information.
- Ashar should be joined to your party in II or III game chapter. You will miss much of the modification content, if you join her later.
- For now, the modification doesn't have any content for the Throne of Bhaal expansion.
-To install the modification you need to extract Setup-AsharNPC.exe and AsharNPC folder into your game folder, double-click Setup-AsharNPC.exe and follow the instructions.
- English and Polish language versions included.


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